Bomberman Act:Zero

reference

European manual

Download here (10MB Zip file)

intro

目覚めた場所は、暗く冷たい地下室…
これは夢か? 現実か?

混沌とした意識は、ただ「私」という存在を知るのみ。

重く、固く、冷たい体。
何故「私」はここに…

.
.
.

長きにわたる世界大戦。
各国はあらゆる殺戮の手段を持つに至った。
しかし均衡を崩すことは、自らの破滅を意味する。
不毛な争いが繰り返され、世界は疲弊していった。

.
.
.

はるか東方に建造された、巨大地下施設「プリズン」

「最終人間兵器製造計画」

悪化の一途を辿る戦局を打開する為に、
地下深くで極秘裏に進められた計画。

科学者達は、人間を、
その肉体、知能、特性を利用する道を選んだ。

人工培養した素体へ、
戦う為の記憶を植え付け、特殊兵装を装着する。

.
.
.

地下深くで産声をあげる実験体達。
彼らは、何も知らない。
何故ここにいるのか? 何の為に生まれたのか…

しかし、プログラムは命じる
「戦え」

.
.
.

生存が許されるのは、ただ一つの個体のみ。
実験場において、他の個体を排除しなければ、廃棄される。

製造されたばかりの「実験体」は完全ではない。
実戦によって戦闘能力を獲得し、
生き抜いてこのプリズンから、地上へと脱出する者…
その者こそが、完全体にふさわしい。

実験体の製造、戦闘を繰り返させ、
最も優秀な個体を、地上の戦場へと送り出す…
それが「プリズン・プログラム」である。

.
.
.

…そして、300年の時が流れた。
プログラムの創造主はもういない。

しかし「プリズン・プログラム」は
今もなお
忠実に、その命令を実行し続けてい老。

.
.
.

戦いの果てに

辿り着くのは、希望の光か

それとも

絶望の大地か

.
.
.

そしてまた、新たな戦いが始まる…

I woke up in a cold, dark basement.
Could this be a dream, or is it reality?

In a blurry haze, all I am aware of is my own existence.

My body feels heavy, rigid, and cold.
What am I doing in this place...?

.
.
.

The World War was seemingly endless.
Each nation came to possess lethal weapons of massacre.
But to fall behind would mean one's own destruction.
So needless battles ensued, and the world was ravaged.

.
.
.

Far to the east, a giant underground facility was built.

A plan to develop "The Ultimate Human Weapon."

In order to overcome the ever-worsening horrors of war,
this highly classified plan was hatched deep underground.

The scientists involved had opted to utilize human
faculties--physical, intellectual, and special abilities.

Human frames were cultured artificially, infused with battle-
conditioned memories, and fitted with special armaments.

.
.
.

Each subject breathes its first breath of life underground.
They know nothing of why they are here,
or why they are born.

But the "program" gives them one ordeR:
"Fight."

.
.
.

Only one can survive.
Each subject must eliminate all others, or be disposed of.

When manufactured, a test subject is not yet complete.
It must hone its abilities in actual combat,
and survive long enough to break free of the Prison.
Only then will it have achieved its true purpose.

Subjects are constantly manufactured and forced to fight.
Only the best of the best are sent to the battlefield above.
This is how the "Prison Program" works.

.
.
.

300 years have passed since the program's conception.
Its creator has been dead for centuries.

But the Prison Program contrinues to run like a
well-oiled machine. Even today, the test subjects
are faithfully following orders to fight and survive.

.
.
.

Will the end of this war

provide a beacon of hope for all mankind?

Or will it plunge the world into the

depths of hopelessness?

.
.
.

Once again, a new battle is about to begin.

BOMBERMAN is Beginning / BOMBERMAN: The Genesis

The following headings cover loading screens to and from the Cage, which has exposition on the world of Act:Zero. This heading dwells on the Bomberman's awakening.

シングルバトル:地上への脱出
果てしなく続く戦いを生き残れ!
その果てに待つものは・・・

Single Battle: Survive this
endless battle, and the
unknown awaits you up above.

「BOMBERMAN is Beginning」
目覚めた場所は暗く冷たい地下室
・・・これは夢か? 現実か?

[BOMBERMAN: The Genesis]
I woke up in a cold, dark basement.
Could it be a dream, or is this reality?

「BOMBERMAN is Beginning」
目覚めた意識は
ただ「私」という存在を知るのみ・・・

[BOMBERMAN: The Genesis]
All I know is my own existence.

「BOMBERMAN is Beginning」
重く 固く 冷たい体・・・
何故? 誰が何の為に「私」をここへ?

[BOMBERMAN: The Genesis]
A heavy, rigid, cold existence. But why?
Who could've put me here? And for what purpose?

Classified Data / 極秘資料

The inner workings of the facility and the Bombermans' body.

極秘資料:「プリズン」
最終人間兵器製造計画 秘密裏に建設された
巨大地下施設 その全容は謎に包まれている

Classified Data: [Prison] A giant
underground facility built in secret for
the ultimate human weapon. Details are a mystery.

極秘資料:「プリズン・プログラム」
実験体製造と戦闘試験を遂行するシステム
主なき今も忠実に稼動し続けている

Classified Data: [Prison Program]
A system for manufacturing test
subjects and running combat tests.

極秘資料:「実験場」
CAGEで製造された実験体同士を戦わせ
優秀な個体を選別する為の戦闘場

Classified Data: [Experiment Station] Test
subjects built in the CAGE are forced to fight
each other here to sort the best from the rest.

極秘資料:「最終人間兵器製造計画」
特殊兵装を施した実験体を戦闘試験で選別
最強の人造兵士を戦線へ送り出す事が目的

Classified Data: [The ultimate human weapon] Test
subjects fitted with special armaments are combat
tested to find the ultimate human weapon.

極秘資料:「CAGE」
新たな実験体が生産される場所
ヒト素体培養と特殊兵装の装着が行われる

Classified Data: [CAGE]
New test subjects are born, given a human
frame, and fitted with special armaments here.

極秘資料:「特殊兵装」
ヒト素体に装着される兵器であり拘束衣
零型兵装は生体爆弾生成に機能限定される

Classified Data: [Special Armaments] Attached
securely to human frames. Weapon Zero is only
capable of generating organic bombs.

極秘資料:「拡張プログラム」
実験場内に設置された兵装強化用チップ
拡張限界は兵装種別により決定される

Classified Data: [Expansion Programs] Expansion
chips for armaments found in the experiment
station. Limits are determined by armament type.

極秘資料:「素体」
CAGEにおいて人工培養された人間
人体基本機能のみ仮想記憶により設定される

Classified Data: [Frames] Humans grown via
artificial incubation in the CAGE, provided
with basic human functions and a virtual memory.

極秘資料:「実験体」
特殊兵装を施された人造兵士
より優秀なものの選別が実験場で行われる

Classified Data: [Test Subjects] Artificial
soldiers with special armaments. The best are
chosen by a process in the experiment station.

極秘資料:「実験体・兵装零型」
主力兵器:生体爆弾のみ
拡張機能:爆弾生成 威力 移動速度・・・etc

Classified Data: [Weapon Zero]
Primary weapon: organic bombs only
Expansions: bomb count, power, speed

極秘資料:「主力攻撃兵器」
実験体左腕に設定される装置
兵装零型は生体爆弾のみが攻撃兵器

Classified Data: [Primary Attack Weapon] Fitted
to the left arm of each test subject. Organic
bombs are Weapon Zero's only attack function.

Staff Log / 局員日誌

Journals from the scientists working at the station, commentating on the facility's independance and the worsening state of the war above ground.

局員日誌:「覚醒」
ケージニテ製造サレシ実験体ハ プリズン
内部ダクトニヨリ実験場ヘ搬送ヲオコナウ

Staff Log: [Awakening] Test subjects grown in
the CAGE are to be transported to the experiment
station via air ducts within the prison.

局員日誌:「殺戮」
実験場戦闘試験ニオイテ生存ヲ認メルノハ
タダ一体ノ実験体ノミトスル

Staff Log: [Carnage] Only a single test
subject is permitted to survive each combat
test held in the experiment station.

局員日誌:「廃棄」
生成ニ失敗シタ素体ハ排出分解シ
新タナ素体生成ノ培養液トシテ再利用サレル

Staff Log: [Disposal] Frames who fail to survive
will be dismantled--their excretions recycled as
culture fluids for creating new frames.

局員日誌:「実験」
実験場内ニ設定スル迷路ト拡張プログラムハ
実験体素体ノ能力ヲハカルタメデアル

Staff Log: [Experiments] Labyrinths and expansion
programs set up in the experiment station to
measure each test subject's frame abilities.

局員日誌:「異常」
プリズンプログラムハ成長スル モハヤ
我々ノ関与ヲ必要トセズ 稼動ヲ続ケテイル

Staff Log: [Abnormalities] The prison program is growing. It continues to operate without our assistance.

局員日誌:「地上」
戦局悪化 戦線拡大トドマルコトヲシラズ
地上トノ連絡モ途絶 汚染拡大ノ恐レアリ

Staff Log: [Surface]: The war has taken a turn for the worse. Front lines continue to expand, and surface communications have been cut off.

ending

The arena shakes and begins rising like an elevator. The ceilings open like hatches...

... eventually revealing a blinding light behind them. The war-torn surface is finally revealed, with a ruined complex in the distance.

Hudson Soft page (archive)

An informative little site with gameplay information, character art, screenshots and other odds and sods.
Because of the Flash elements, the Spec and Story pages are no longer functional.

BOMBERMAN Act:Zero Planner's Blog (archive)

A development diary on MSN Spaces by "take-san" (take氏) (Lead Game Designer Koichi Takeshita, perhaps?) talking about website updates and the game's international releases.
The Internet Archive only has the last three entries available. Everything before that appears to be lost.

Act:ZERO-Amuse (archive)

Another weekly blog for the Act:Zero staff to keep track of accomplishments like the amount of players participating... but the main attraction is the comedic battles between Uirou and Mitarashi, played out in exaggerated back-and-forth dialogue.
The Internet Archive only spans the last five entries, from September 1 to 29 2006. Everything before that appears to be lost.

Hudson Entertainment page (archive)

A brief page with a basic game description, bulletpoints, and salivating over the female character option. Contain yourself, buddy.

XNEWS Games - interview with Hudson's "take-san"

まずBOMBERMAN Act:Zeroの内容を簡単に紹介してください
「BOMBERMAN Act:Zero」は、ボンバーマンという基本のゲーム性はそのままに、世界観・キャラクターを一新、さらに新機軸となる要素をフューチャーした新たなるボンバーマンです!

Quickly sum-up what Act:Zero is about.
Bomberman Act:Zero is the basic game of Bomberman, but with a revamped universe and characters, as well as some innovative new features.

ボンバーマンシリーズはさまざまなプラットフォームで発売されていますが、Xbox 360で発売されるBomberman Act:Zeroならでは魅力はどこでしょうか?
なんといっても、Xbox Live対戦に尽きます。 新ルールの「FPB バトル」、「ライフ制」、「無限ボム&ラインボム」によって、これまでのボンバーマンにはない、もっと過激で大胆な、白熱の対戦が繰り広げられることと思います。

Although Bomberman has been released on a variety of platforms, Bomberman Act:Zero will exclusive to Xbox 360. What are its unique charms?
It has Xbox Live multi-player, most importantly. The FPB Battle and its new rules like the Life System, the mean combo of Unlimited Bomb and Line Bomb. It is far bolder and more radical than other Bomberman games, with really intense battles.

これまでのボンバーマンシリーズのキャラクターはコミカルでしたが、今回はリアルな3Dで表現されています 3D化する場合でも、トゥーンレンダリングなどを使ってコミカルなテイストのままで表現することもできたかと思いますが、なぜリアルな3Dキャラクターになったのですか?
今回の世界観、デザインの一新にあたっては、弊社プロデューサーからのオーダーがスタートにありました。 確かにボンバーマンというゲームは、ここ数年の間にイメージが低年齢化してしまったと感じていました。 シンプルでありながら奥が深い、実はシリアスなゲーム性のものなのに、大人の方には手にとっていただきにくくなっていたという側面もあると思います。 そこで今回はコミカルなテイストを廃し、一旦ボンバーマンの原点に戻っての再構築を行うことにいたしました。 マニュアルをはじめ、各所にあるストーリー「閉じ込められた地下室から、地上への脱出を目指す」という設定は、実はファミコンの初代ボンバーマンと同じものでもあります。 今回は、オリジナルボンバーマンを、「もしもリアルに表現したら?」という問いかけからはじまっています。 ですので、この「BOMBERMAN Act:Zero」は、外伝でも異聞でもない。 もうひとつのオリジナルであるといえます。

The Bomberman series so far featured cartoony characters, but this time it's presented in realistic 3D. Options like cel-shading could have been a new way of expressing personality; so why did you go for realistic 3D characters?
The new world and design was an order from our producer right at the start. Bomberman's image has been skewed towards younger audiences the past few years; it may look simple, but there are deep and complex mechanics hidden under the surface, though it might be difficult for older gamers to appreciate that.
This time we eschewed the "comical" appearance and decided to build afresh from the origin of Bomberman. The story was all right there in the original Bomberman on Famicom; in the manual it described a story set in a "cramped, underground dwelling" where they aimed to "escape to the surface."
We looked at that and asked the question, "what if it were realistic?" So, it became Bomberman Act:Zero. It wasn't going to be a gaiden story or a "what if" tale. It's another take on the source.

ボンバーマンシリーズというと俯瞰視点というイメージがありますが、今回FPBモードを採用したのはなぜでしょうか?
オリジナルのボンバーマンのゲーム性は、とても完成された素晴らしいものだと思っています。 しかし、それだけではない、Xbox Liveという素晴らしい舞台があるXbox 360ならではの、新たなゲーム性を提供したいと考えました。 また、リアルなボンバーマン、爆発、炎をもっと迫力ある視点で見たいという声もありました。 そんな経緯から、今回のFPBモードを採用いたしました。 現在の形にたどりつくまでは、操作系統や、完全FPS視点でのテストなど、試行錯誤ありました。 しかし、従来のスタイルが「全体を見渡してプレイを考える」というゲーム性だったことに対し、FPBでは「限られた視界を索敵してプレイを考える」という、同じ「爆弾をつかって敵を倒す」ボンバーマンというゲームでありながら、異なる新たなゲーム性を創る事に成功したと思っています。

When people hear "Bomberman", they think of the bird's-eye view perspective. Why have you adopted the new FPB mode?
The classic Bomberman gameplay is still intact, that part of the game has been completed and it is terrific.
However, the Xbox 360 presents us a great platform with Xbox Live, and we wanted to take full advantage of it with a new gaming experience.
In addition to realistic characters and explosions, there were people who wanted to see this action from the Bomberman's point of view. We built the FPB Mode to satiate that desire.
There was some trial and error before reaching its current state, like testing out a first-person-shooter style of camera. However, we respected that the traditional gameplay was about scanning the battlefield and thinking things through, in contrast to FPB's focus on plotting what you could using a limited field of view. It's different, but it's still the same traditional game of Bomberman, so I think we've done a good job.

みそボンやルーイは登場しますか?
今作ではそういった要素は御座いません。

Will features like Revenge and the Louie be appearing?
Those features aren't in the works right now.

 「Act:Zero」というサブタイトルに由来や意味はありますか?
 「なぜリアルな3Dキャラクターになったのですか?」のところでも少し触れましたが、「ゼロ」には、新たな始まり、原点回帰、という意味をこめております。

 実は開発当初には「BOMBERMAN begins」と呼んでいたこともあります。
 某コウモリの映画と同じになってしまうので、このタイトルは使えませんでしたが、「Act:Zero」に込められているのは、まさにこの「begins」のイメージです。

Do you have any meaning behind the subtitle of "Act:Zero"?
I touched on that under "why did you go for realistic 3D characters?", but to us, "zero" means a new beginning and a fresh start.
In fact, early in development it was occasionally called "BOMBERMAN begins". But because a movie about a certain bat-themed character came out, that title couldn't be used. "Act:Zero" better evoked the image we wanted from "begins".

Dated August 04 2006, an interesting interview with the author of the Act:Zero Planner's Blog.

5 Reasons Why Bomberman Act: Zero Rocks

Forget Bully, GTA, or Saints Row - Bomberman Act: Zero is turning out to be most controversial game of the year! Many have proclaimed, OMG!!!! You've bastardized my cute Bomberman! And our answer is: Yeah, I guess we did.

Hudson Entertainment's Jason Montes parrots the bulletpoints from the previous page to try and win fans over despite the new look.

FIGHT! Bomberman PSP vs. Bomberman Act: Zero

Bomberman for PSPBomberman Act: Zero
From outside the arena, losers attack the remaining bombermen From outside the industry, losers attack the revised Bomberman
Advantage: PSP

Another Hudson Entertainment piece, Jon Wu presents a tongue-in-cheek comparison between Bomberman Portable and Act:Zero, as well as a comic of Megatron and Godzilla consoling Bomberman on his controversial redesign.
The Internet Archive has botched up the formatting, but it can be read in image form at Adam Riff.

Bee TV - Episode 1

Interview with Konami Pt. 2 - Bomberman Act: Zero

INTERVIEWER: This new Bomberman's got a gritty look to him. What's that all about?

MATT: Well, we've got a new generation of consoles, we need a new generation of Bomberman. It's got a new look, it's kinda being reborn on the next-generation machine. New special effects, new sound, new look like I mention, but same classic Bomberman gameplay. So for people that might wonder right away, "this isn't the Bomberman I know and like," once you get your hands on the game you'll see it actually is.

[...]

INTERVIEWER: It looks like Hudson this time really want to make a mature Bomberman game, but hey, what about the cute classic look? Where's that gone?

MATT: The cute classic look will still be around. We haven't abandoned that Bomberman completely. On the PSP this year Bomberman will blast his way onto PSP for the first time. That will be coming out this fall.

Hudson Entertainment's videocast from 2006, with Konami's Matt Knoles delivering a spiel for Act: Zero and addressing concerns about the new look.

Hudson CEO John Greiner sits down with Destructoid

JOHN: [...] So that just gives you an idea of how Hudson approaches the gaming world which is, you know, user first. How do we make a product that doesn't tarnish our name -- and you can tarnish a name by putting a bad product out or over-marketing something, but you can't tarnish a name by putting out good-quality stuff, even if it doesn't sell well.
That brings me to Act Zero. I think this was a case where Hudson -- and we cautioned against it, we said "don't call it Bomberman, you might piss people off." They didn't quite get that, and said "we want to make Bomberman new", you know. People don't want that "new", they want new features or something like that but not a new character. Their point was to make a game that looked new but also had some of the fun features of --

AARON: Maintained some of the gameplay sensibilities of Bomberman.

JOHN: Right, but also internet access and things like that. So that idea was correct and as an engineering company -- [Hudson Japan thought] "okay, we'll put this one out first, and then we'll go to the second one, and really hit hard on the third one." This is a logical -- Japanese are always logical -- a logical approach to putting out a very good, long-life product that has multiple iterations. Here's your first step, here's your second, here's your third -- but it bit them in the ass. America's different, and we're trying to teach them about that, and trying to again take the good things, meld them with our good things, and hopefully come up with some pretty outstanding products for the US market. There were good things in Act Zero that everybody ignored because they were so pissed about the character.

AARON: [...] It seemed to me that the biggest mistake was just not releasing -- like you are now with Bomberman Live -- not releasing another quality Bomberman title for one of the updated consoles.

Aaron Linde interviews longtime Hudson USA CEO and President John Greiner.

Bomberman Live promotional video

AMAR GAVHANE: Actually, research has shown that people think Bomberman Act:Zero is a piece of shit. As you can see here, people have been comparing Bomberman to Titanic. Right here you can see they say "return to sender" because no one wants the frickin' game! [...] So, you guys are complete idiots, we are not doing another Act:Zero. Never, ever, ever again!

Act:Zero gets thrown under the bus several times in Hudson Entertainment's mockumentary of Bomberman Live's development.

The Downfall of Hudson - A Behind the Scenes Look

How Bomberman: Act Zero Came To Be

Consequently, because Hudson felt this overwhelming need to please its shareholders, games like Bomberman: Act Zero came to be. Before the US division of Hudson was fully established, the remaining creative minds at Hudson wanted to update Bomberman to cater to Westerners. The company believed that the US was an opportunity to grow again. Unfortunately, the game was developed in a vacuum and was based on what the Japanese thought Western tastes in gaming were. Without the original Bomberman creator on board to protect the brand, and without input from US operations (which at the time didn't have any real developers on board), Bomberman was thrust into a post-apocalyptic world that was dark and sinister and launched without one of the key features that defined the game.

As a result, Bomberman: Act Zero was critically panned, ranking as one of the 10 worst games of ALL TIME. While the game wasn't fundamentally broken, the media tore Hudson a new hole to essentially sound a wake-up call.

Bomberman: Act Zero was a low point for the company. Sales for the series dropped to a low of 20 thousand units from a high of more than 1million during its peak in the 90's. Hudson needed a new champion for game development real bad. Ironically, it came from the newly formed US division.

A piece by John "Master" Lee on the lead-up to Hudson Soft's dissolution, with a section exclusively on Act:Zero's botched development.

Official Xbox Magazine (issue 61)

We never thought the day would come where we'd so dislike a Bomberman game, but by being needlessly lacking in the most crucial areas, Act Zero is impossible to love.

Dated September 2006, reviewer Ryan McCaffrey ponders the many oddball exclusions. Scan from the Internet Archive.

Weekly Famitsu [?]

プロデューサー柴田真人氏に聞く!!

ハドソンのネットワークコンテンツ事業部本部長
として、ネットワークゲーム関連のプロデュース
も手掛けている柴田氏に、気になる直撃ッ!

ボンバーマンが
相当怖いのですが?

基本的には"リアル"であることと"クール"であるこ
とをコンセプトとしています。"ボンバーマンの原
点とは?"というのを本質的に表現した結果です。
もちろん"3D表現"としてかっこいいデザインとい
う観点からも考えています。目指したのは、ダー
クヒーローですが相当なまでに怖いでしょう
か(笑)? しかし、そういった印象があるのもし
かたないかもしれません。"閉ざされた地下施設"
で、"作られた実験体"という、ちょっと悲しい設
定ですから。この囚われの地下から、地上への脱
出を目指して戦う"という設定のべースは、じつは
初代『ボンバーマン』と同じなんです。原点に立
ち返って新たに世界設定を再構築した結果、生ま
れたのが、この『ボンバーマン Act:Zero』なのです。

A few words from producer Masato Shibata!

I'm the director of Hudson HQ's network contents division and have worked on numerous online game-related projects, though making previews always gets me anxious!

Why Bomberman is super scary-looking?

Basically we wanted the concept to be something "realistic" and "cool". This is essentially a 3D representation of the origin of Bomberman, from a cool design perspective. The focus was to be on a dark hero... but maybe we equated that to mean scary? (laugh) That seems to be the impression most people get, but so it goes. It's set in abandoned underground facilities where experimental bodies are made, so the premise has some sorrow to it. Their objective is to escape from the underground prison and fight to the surface, which is true to the original Bomberman. Returning to the origins and reconstructing the world like this, that's why we called it Bomberman Act:Zero.

Dated February 17 2006, a basic preview with a few quick words from executive producer Masato Shibata. These scans have been floating around a number of sites, but none of them give the issue number, if any.

Lifted straight from the game data.

BOMBERMAN Act:Zero STAFF

Executive Producer
Masato Shibata (柴田 真人)

Producer
Kazuhiko Nonaka (野中 和彦)

Project Manager
Shinichi Kasahara (笠原 伸一)

Game Design
Lead Game Designer
Koichi Takeshita (竹下 功一)

Game Designer
Takafumi Tsuji (辻 貴文)

Programming
Lead Programmer
Hiroki Toyama (外山 裕樹)

System
Shinichi Hiramori (平森 慎一)

Graphics
Yuhei Tsukami (塚見 悠平)

Graphics System
Tomohisa Saito (斉藤 智久)

Network System
Daisuke Hashimoto (橋本 大輔)
Nobutake Nakamura (中村 伸武)

Events
Hideki Nobuta (信田 英樹)

Art
Visual Direction & Character Design
Kubo Q (久保 久)

Visual Setting
Yumiko Osaki (大崎 由美子)

Map Modelling
Keiichi Kobayashi (小林 圭一)

Character Modelling
Hideki Anbo (安保 英樹)

Visual Effects
Akinobu Sekiguchi (関口 暁信)

Event Direction
Hiroshi Onoguchi (小野口 洋)

Character Motion
Motion Capture
POLYGON MAGIC, INC. (ポリゴンマジック株式会社)

Motion Actors
Kazuma Kanou (狩野 和馬)
Mukku Akazawa (赤澤 ムック)

Sound
Music Director
Ichiro Shimakura (嶋倉 一朗)

Music
Takeshi Saito (MusicIntrigue) (斎藤 健)

Movie Sound Editor
Hiroyuki Tsuboguchi (坪口 浩行)

Director of Sound Effects
Masato Aihara (相原 真人)

Editor of Sound Effects
Go Tonozaki (外崎 剛)

Sound Programmer
Takayuki Iwabuchi (岩渕 貴幸)

Sound Producer
Osamu Narita (成田 修)

Movies
Toshiyasu Nabetani (鍋谷 敏泰)
Kunio Morimoto (森本 訓生)
Toru Fujishita (藤下 暢)
Toru Urushizaki (漆崎 亨)

Overseas Coordination
Hiromi Okamoto (岡本 ひろみ)
Chika Ishida (石田 千華)

Mastering
Tsuyoshi Nakagawa (中川 剛)

Special Thanks
Daisuke Takeuchi (武内 大輔)
Shinichi Toda (戸田 伸一)
Shouei Inaba (稲場 将栄)
Shigeru Asada (朝田 滋)
Takuya Fujimoto (藤本 琢也)

... and everyone at HUDSON SOFT

Copyrights belong to
HUDSON SOFT

BOMBERMAN: The Genesis
To be continued...
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page last modified: 27/05/2017