Take on the NES Library

An 8-bit Extravaganza!

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SEP
18
2018
0

#95 – Bomberman

You’ll get to blow up a lot of bricks and things over all these stages!

It’s Bomberman, not Bomber Man.

To Beat: Reach the ending
What I Did: Beat the game without dying
Played: 7/30/18 – 8/1/18
Difficulty: 2/10
My Difficulty: 2/10
My Video: Bomberman Longplay

The Bomberman franchise is one with a long history and a loyal fanbase. I think Bomberman really grew in popularity on the Super Nintendo with the Super Bomberman games. The simple nature of the game, combined with the SNES Multitap, made it a perfect party game for multiple people. He would have his solo adventures, and those games have their fans too, but the multiplayer is what most people remember and what they would prefer to play. I’m more a fan of the solo outings, and that’s what I got here with the NES version. Bomberman comes from a humble beginning, as this early title is a bare-bones adventure.

Bomberman got his start on home computers in Japan and Europe in 1983. The game was remade for the Famicom, releasing in December 1985. It was developed and published by Hudson Soft. The NES version would wait until January 1989. Since then, there have been dozens of Bomberman games spanning various consoles and computers. There wouldn’t be another Bomberman game after the Famicom/NES release until 1990, but then there were multiple games released every year all the way through 2010. There was another long hiatus until Super Bomberman R came out on the Nintendo Switch in 2017.

Bomberman is a top-down action game with kind of a sad story. Bomberman is named appropriately as he makes bombs all day in an underground compound and he doesn’t like his situation at all. He hears a rumor that if a robot like himself leaves the compound for the surface then he will become human. He leaps at the opportunity but other robots pursue him. Luckily, he has unlimited bombs of his own making which will help him. You beat the game by clearing all 50 stages.

Make way for Bomberman!

The game has simple controls. Bomberman can walk in four directions with the D-pad. The A button places a bomb which is locked to one of the tiles on the playfield. Eventually it blows up leaving a brief trail of fire on the playfield. Later in the game, Bomberman can detonate his own bombs with the B button. The Start button pauses the game. That’s all there is to it.

Bomberman is a really simple game too. Each stage is two screens wide and free scrolls left or right to follow the action. The playfield consists of indestructible columns spaced evenly apart. Sprinkled among the level are bricks that can be destroyed with a bomb blast. Usually you are blocked from parts of the stage and you have to bomb your way through. The goal of the game is to defeat all enemies in each stage, then locate the exit door and leave. You have to drop bombs in spots where the enemies will walk into the blast and get themselves killed, or you can trap them with your bombs near an explosion. All enemies plus Bomberman are killed by a single bomb blast, so there is a strategy element as you also need to keep yourself out of harm’s way. A chime will play when all enemies have been defeated. The exit door is hidden behind one of the destructible walls. It’s completely random so sometimes you’ll find it without trying and other times it’s one of the last bricks in the whole level.

There is a little information on the top of the screen during game play. The level timer begins at 200. Now usually you would lose a life when time expires, but here a bunch of strong enemies are introduced when the timer hits zero. In the early game, that’s just as bad as death. In the middle is your score. You earn points through defeated enemies and you can score more points per kill if you defeat multiple enemies with a single explosion. On the right side, labeled Left, is the number of remaining lives. You start with three lives and you earn one after beating each stage. That’s very generous!

Setting up chain reactions is both fun and dangerous.

The primary mechanic in Bomberman is the bomb blast. When a bomb is placed it stays dormant briefly before exploding. The blast extends outward in the four cardinal directions. It won’t travel through the solid columns or the destructible bricks, but it will rip right through enemies and Bomberman himself. If an explosion hits another bomb, that bomb also explodes immediately. Naturally, you can set up multiple bombs and set off a huge chain reaction. It’s all very intuitive and satisfying to rain fire on large portions of the stage. The catch of course is that you should be thoughtful in your placement so that you don’t get yourself caught up in the blast, whether you get greedy with bomb chaining or trap yourself in an unescapable spot.

Bomberman can find powerups. Each level has exactly one powerup hidden somewhere within a breakable block, just like the exit door. Collecting the powerup causes the music to change, which is an interesting and unusual way of reminding you that you don’t need to hunt for the powerup anymore. Here are the powerups you can find. The bomb powerup lets you lay one extra bomb on screen at a time. The smiling flame powerup extends the bomb blast one tile in each direction. At the start of the game, Bomberman can only lay one bomb at a time with a tiny blast radius. By collecting multiple bomb and flame powerups throughout the game, your bombing ability grows fast. The speed skates let Bomberman walk faster. The wall walk powerup lets you walk through the breakable walls, and the bomb walk powerup lets you walk through your own bombs. The detonator powerup is a heart with a small bomb on it. This lets you blow up the oldest bomb with the B button, and also causes bombs to stay dormant until you blow them up yourself. The flame proof powerup looks like a little person engulfed in flames. This keeps you from being hurt by your bomb blasts. The mystery powerup looks like a question mark and gives you temporary invincibility from enemies and bombs. All powerups except for the mystery powerup last until you die, while the bombs, flames, and speed skates are permanent upgrades.

It does make sense that you could also blow up both the powerups and the exit door. You might not want to do that. Blasting either one spawns several enemies which are typically more challenging ones than the initial enemies in that stage. Not only that, but if you blow up the powerup you lose it, putting you at a double disadvantage. The lesson here is that you want to be careful with explosives.

Blow up enemies in the bonus level without concern.

There are bonus stages sprinkled between some levels. The standard unbreakable columns are still there but there are no bricks to deal with. Each bonus level features only one enemy type but there are a lot of them and they keep coming. Bomberman is completely invincible from both enemies and explosions here, so this is a great place to go wild and set up huge chain reactions. This is simply a point-scoring affair, but it’s a fun break while it lasts. The bonus levels occur after every five levels for most of the game. For some reason they put the bonus areas after levels 39, 44, and 49 instead of multiples of five like it started out. I get that they didn’t want the game to end on a bonus stage, but I think they could have just adjusted only the final bonus level instead. I’m all about the minutia here on the site, so I just had to let you know about this.

Bomberman also features some special, hidden items. These are nothing to get excited about and are just for points, but they might appear in a playthrough when you don’t expect them. There are six of them. Each stage has one and there is a specific method to get it to appear in the stage. I’ll spare you the details on this one. Most players will not come across them at all because the requirements are kind of ridiculous. I didn’t in my playthrough, though I believe I found one in a past playthrough.

Lastly, there is a password system. Lose all your lives to get the password. These are 20-character passwords consisting of the letters A through P only. Passwords save the stage you are on, the number of bombs you can deploy, the blast radius, and even your score. Nice!

Strong powerups like this give you great versatility.

Though I have played Bomberman before, I haven’t played it all that much. I am pretty sure I played the SNES Bomberman games before playing this one, and it feels primitive in comparison. At least I had the basic idea down for how the game works. I beat the game for the first time a few years ago as part of the NintendoAge contests. Bomberman is a common game but it’s one of the more expensive commons, selling for over $15 for a loose cart today.

I think Bomberman is a really easy game. I was able to beat the entire game on one life on my second try. While the difficulty of the levels increases as you play, I believe the first level is the hardest one. You have little explosive range so you have to get a little too close to the enemies and they are tough to reach with bombs. You start off with a flame powerup in Stage 1 which helps out greatly. In Stage 2 you can get an additional bomb, and in Stage 3 you can get the detonator, putting the game into easy mode. With the detonator and cautious play, you probably shouldn’t die anymore the rest of the way. The flame proof powerup comes late in the game and pairing it with the detonator is ultra-powerful. Then you can drop bombs and immediately detonate them at your feet, essentially surrounding yourself with a fire shield for as long as you keep pressing the buttons. Even without the best powerups, you can still password creep through the game the long way.

Bomberman is a basic, but fun game. The core gameplay is solid, laying the groundwork for future titles. Aside from that hook, the game was primitive by the time it released on the NES in 1989. From a 1985 perspective, I can see why this was well regarded. It’s a fun game with a bunch of levels, randomly generated obstacles, and some neat powerups that make you feel very powerful by the end of it all. The music is catchy enough in its simplicity. The graphics do well enough to carry the idea of the game, but don’t offer anything further. I’m glad to have played it, but I don’t plan to go back to it.

#95 – Bomberman

 
MAR
09
2018
0

#68 – Super Team Games

Great, another exhausting Power Pad game!

Some balloons burst to get you started.

To Beat: Win all four events in single player
To Complete: Win all events on the highest difficulty
What I Did: Beat all events on the lowest difficulty
Played: 12/21/17 – 12/28/17
Difficulty: 7/10
My Difficulty: 7/10
Video: Super Team Games – All Events

Another Power Pad game already? I just finished World Class Track Meet not even a week before this. There are only a handful of Power Pad games that reached the NES, and it is just dumb luck that we get two such games almost back to back. This may have been a good thing here since my Power Pad muscle memory from the previous game carried over to this one. I needed that because Super Team Games is significantly more challenging than World Class Track Meet.

Super Team Games was developed by Sonata (who would later become Human Entertainment) for release in Japan in November 1987. It was originally published by Bandai, and it was the seventh game in their Family Trainer series. Nintendo published the NES release in November 1988, branded as a Power Pad game. It did not include any Family Trainer or Family Fun Fitness branding, just like World Class Track Meet. This was the final game of the Famicom’s Family Trainer series to reach North America.

Super Team Games is a running race game where you compete in different types of events and try to beat your opponent. There are several smaller events that are arranged into larger obstacle courses. There are several different modes for single player, two players, and two teams of players. Since multiplayer modes are competitions against each other, only the single player modes count for beating Super Team Games. There are four different obstacle courses in single player mode, and when you win all of them you have won the game.

You gotta start jumping pretty early.

This Power Pad game uses Side B, which contains blue buttons on the left and red buttons on the right, all individually numbered from 1 to 12. In single player, we are only concerned with the blue buttons. The top row buttons are 1 and 2, the middle row buttons are 5 and 6, and the bottom row buttons are 9 and 10. Multiplayer games use the red buttons, so just add two to each button number to get the same mappings for the second player.

The menu controls are the same as World Class Track Meet. On the title screen, press Select to move the cursor and press Start to go to name entry. In the tournament mode, you first select how many teams you want between three and six. Use the D-Pad to move the cursor at the bottom and press Select to lock in your choice. You then move to name entry which is identical for all modes. The blinking cursor at the top part of the screen determines which character in the name you want to choose, and you move that cursor by pressing B to move it left and A to move it right. Use the D-Pad to move the letter selection cursor at the bottom part of the screen. Press Select to write the selected character in the name field. When all names have been entered, press Start to begin.

Now you move to the event screen. There are flags displayed with the names of all the events. Press Select to choose the event and press Start. In 1 Player and 2 Player modes, the events are Super Obstacle Course, Obstacle Course A, Obstacle Course B, and Skateboard Race. The 2 Team Play and Tournament mode events are 6 Legged Race, Tug of War, and Relay Race. More on these modes later. The next screen is the versus screen showing who is competing in the race. If you are playing Tournament mode, you will see a screen in between showing the bracket setup. In single player, the versus screen lets you decide which computer character you want to race against. Press Select to choose from either Ollie, Jimmy, or Jack, and press Start to go to the race. Ollie is easy mode, Jimmy is medium difficulty, and Jack is the fastest.

What lovely flags!

The gameplay screen has the same structure in all events. The left runner, designed as the White team, is displayed on the top part of the screen and the right runner, or Red team, is below. At the bottom of the screen is a minimap that shows how far each player or team has reached in the current race. You also see times for each runner. This timer freezes briefly during checkpoints so you get a better glimpse of how you are doing as you compete. To begin the race, all active participants must be standing on the Power Pad in their designated spots. For single player, stand on 5 and 6. A whistle is blown and soon the referee fires the starting gun.

Let’s look at each of the events first. Then I will explain how they combine into the different courses.

The Log Hop is exactly how it sounds; you run and jump over stationary logs. This introduces the standard controls that apply to many events in the game. Run on 5 and 6 in the middle row to move forward. Take a step back and run on 9 and 10 to back up a little bit if you need to. You can run right up to the log and then jump in the air so that your character jumps as well. The logs are medium height so they aren’t too tough to jump over. You can even land on top of the log and run right off.

No, you can’t run around the ball.

The Belly Bump Ball has the same controls as the Log Hop. Here a giant beach ball is in the middle of the track and you have to bump it forward by running into it. The faster you run into it, the farther down the track it goes. Ideally you want to get into a good rhythm of bouncing it far ahead and then running fast to knock the ball ahead again. If you come at it slow, the ball won’t go very far and then you don’t have the distance necessary to build up speed unless you take a few steps back and give yourself some running room.

Water Cross is similar to the Log Hop. There are pools of water on the track that you want to jump completely over if you can. Run up to the edge and jump to hopefully get across. More than likely you will fall into the water. You can swim by running on 5 and 6, but you will cross very slowly and use up a lot of time.

In the Crab Walk, I guess you wear a crab outfit? It’s weird. You want to put your left foot on the 1 and your right foot on the 9 and then run in place to inch ahead. It’s different than the other events since your feet are much further apart. I could move forward but really couldn’t get the hang of this one like I should have.

The Wall Jump is exactly like the Log Hop. The walls are thin and much taller than the logs. You really need to jump high to get to the top of the wall. Not only that, but there are two different heights of walls just to make things more exhausting.

This is a very sturdy bubble.

In Bubble Run, you first approach an air pump and must blow up your bubble. Hit 1 and 2 in the first row to inflate your balloon. The manual says to hit the buttons with your hands, which makes sense since you are working an air pump. You can run on it if you want, but my legs needed a break! Once the bubble is filled, then run on 5 and 6 and take the bubble to the end.

These are all the basic events that combine to form the larger events that you choose from the menu before play. In the Super Obstacle Course, you run all six of the above events in that exact order. In Obstacle Course A, you do the Log Hop, Water Cross, and Wall Jump, and in Obstacle Course B you do the Belly Bump Ball, Crab Walk, and Bubble Run. The Relay Race in the team play modes is the same as the Super Obstacle Course. Instead of running the whole thing alone, you pass the baton and substitute team members after each pair of events.

That’s not all! There are also three other unique special events:

The Skateboard Race is for one or two players. In this mode you don’t have to run, which is quite the relief! Your front foot position will either be on the 5 or 6, and your back foot position is either 9 or 10. First, stand on 5 and 6 to start with the whistle blow, then put your front foot on 5 and your back foot on 9. I like to face right while on the mat. This will position you in the top row in your course. Move your front foot to the 6 and then move your back foot to the 10 to move your character to the bottom row in the course. You can switch positions one step at a time to slide your skateboarder. You may rhythmically step between positions to slalom and that lets you move faster down the course. You also need to sidestep to dodge obstacles on the course. Some obstacles block both lanes and you must jump to get past them. If it sounds complicated, I’m sure you will get it once you finish the course once or twice.

Try to weave around the obstacles.

The 6 Legged Race is a team event only. You need six players for this event! Each team of three stands back to back on the respective spaces on the Power Pad so that there is a foot on every button. Each team must take left and right steps together as if their feet are tied together. If someone is out of step the racers will fall over and make it harder for the team to continue to walk. There’s no feasible way for me to play this event, but I bet it would be hilarious!

The Tug of War is another team event that can be done with either two, four, or six players against each other. Within a team, the first player stands on 5 and 6, the second player stands on 1 and 2, and the third player stands on 9 and 10. The other team takes the respective positions on the right side of the Power Pad. When the firing gun starts, everyone runs as fast as they can. Whichever side has pulled more of the rope after 30 seconds wins the Tug of War.

I’ve never been a Power Pad player, so this was my first time playing through Super Team Games. All of the Power Pad games tend to teeter between common and uncommon, but they are neither difficult nor expensive to track down if you really want them. Well, aside from Stadium Events that is. I got my original copy in a lot on eBay early on when I had made my big push to collect the other half of the NES licensed set. I remember seeing it and getting pretty excited since I had never seen the game before and thought it might have been worth something. I quickly found out that it was cheap because no one wants it. I’ve had a few different copies come through my possession.

This was a really bad jump attempt.

Super Team Games is a significant step up in difficulty from World Class Track Meet. Naturally, I learned this the hard way. My first time playing I picked the Super Obstacle Course against the fastest computer runner Jack. He completely blew me away. He completed the entire course in under three minutes while I hadn’t even reached the halfway point yet. I had to stop and step away in the middle of the race for a little while to catch my breath. I kept at it just to get through it, but I never did finish the race. After 10 minutes have elapsed, the race just ends. I was at the very end of the course with the finish line in sight when this happened. So annoying. I’m calling it impossible for me to beat this on the hardest difficulty and immediately accepted the idea of beating it on Easy and stopping there.

I moved on to the Skateboard Race next which is the easiest mode and much less strenuous. It still took me two attempts to beat easy difficulty Ollie. The first attempt was learning the course and the controls, and then the second try was enough to win the race. I then switched over to trying Obstacle Course A and managed to win that race too. The only problem is I forgot to hit the record button on my PC. That really upset me and I knew I wouldn’t be happy unless I completed it again. I was completely spent from playing this game to the point where I had to rest for a couple of days before trying again.

I finished all of the modes over the next three play sessions. The Super Obstacle Course took me two tries to win against Ollie. He finishes the race in around six minutes. I was about twenty seconds behind the first try and then I won by more than that the next try. It also took me two tries to beat the Obstacle Course A again. The first try I quit part way because I was too far behind and exhausted from winning the Super Obstacle Course just before. The next try I won the race by just barely passing Ollie on the final stretch. That was way too close for comfort. Obstacle Course B is quite a bit easier than the other two obstacle courses, but I think that took a couple of tries as well. I used the Skateboard Race as a warm up exercise and finished it a couple more times for good measure. I learned from my mistakes and recorded everything the way I wanted.

That’s how close I was to losing Obstacle Course A.

I think Super Team Games requires more consistency and better form than World Class Track Meet. You can be successful by stepping on the Power Pad as quickly as possible, since that’s more or less what I did. However, it does seem that you are rewarded for having proper form in your steps and jumps. I will caution that I cannot be entirely sure about this. The manual tells you what to do, but not how to do it well. It’s not really feasible for me to test any hypotheses either because I can only play a little bit at a time before wearing out. My theories will have to do. I was able to do a really long jump a few times and I never understood how it happened. I’m sure it has to do with the timing of my jump while running with some speed, maybe even by jumping off of one foot and landing on the other. I also noticed that I accelerated sometimes while jogging for some distance. There does seem to be some momentum inherent in the game physics as long as you keep going without slowing down too much or missing any steps on the buttons. Again, these are just theories. I assume there has to be some kind of technique that I didn’t understand that could help me perform at a higher level.

I do have a few observations about racing Ollie that might be helpful if you want to play this game single player. I found that I was about on par with Ollie in all events but two. Ollie does the Crab Walk well, but does the Belly Bump Ball terribly. I have no idea what the secret is to crab walking and I always lost ground during that event. The Belly Bump Ball is best way to take a big lead. Ollie gets no momentum at all and only pushes the ball a short distance while never backing up to get a better shot at it. If you run fast, pause briefly just after you bump the ball, and repeat, you should clear the event quickly. This was the key for me completing the Super Obstacle Course and Obstacle Course B, leaving only Obstacle Course A without an easy exploit. The sad thing is that the game manual tries to make you feel bad for even coming close in a match with Ollie. From the manual: “Ollie: A push over. Shame on you if you lose!” Let me tell you, there is no shame in losing to Ollie. This really is a tough game.

Super Team Games is not fun to play in my opinion, but it is a competent title. The graphics are simple and clean. The music, while not notable, is decent. The controls work well once you learn how to navigate the menu. There is a wide variety of events, especially when you include many players. The real fun of Super Team Games lies in playing this game with someone else. Racing against another player or coordinating large groups for team events are the kind of activities that form memories and build bonds, even in the heart of strenuous competition. Super Team Games is also a good exercise tool for Power Pad owners, so long as you take it easy and don’t worry about trying to outrun the computer players. Trying to beat the game in single player mode is too tedious and exhausting to be fun, and I missed out on everything in the other modes that would have made it enjoyable. I think the best part of Super Team Games was the feeling of relief to check it off the list and move on to the next game.

#68 – Super Team Games (Super Obstacle Course)

#68 – Super Team Games (Obstacle Course A)

#68 – Super Team Games (Obstacle Course B)

#68 – Super Team Games (Skateboard Race)