Cropped from the cabinet materials. None of the artwork has been touched up in any way, so quality is low and there's bits of text and whatnot visible on some of the images.
This music was recorded using Kawaks' built-in jukebox and sound record functions.
Title Screen size: 745kb / time: 0:37 |
How To Play size: 836kb / time: 0:42 |
Choose the game mode! size: 744kb / time: 0:37 |
Stage 1 size: 1.65mb / time: 1:26 |
Stage 2 size: 1.7mb / time: 1:30 |
Stage 3 size: 1.45mb / time: 0:16 |
Stage 4 size: 1.55mb / time: 0:16 |
Stage 5 size: 992mb / time: 1:21 |
Hurry Up! size: 390kb / time: 0:19 |
Boss 1, 2 & 4 size: 1mb / time: 0:53 |
Boss 3 size: 968kb / time: 0:49 |
Final Boss size: 1.3mb / time: 1:08 |
Stage Clear! 1 size: 99kb / time: 0:04 |
Stage Clear! 2 size: 105kb / time: 0:05 |
Stage Clear! 3 size: 127kb / time: 0:06 |
Stage Clear! 4 size: 92kb / time: 0:04 |
Bagura intro size: 622kb / time: 0:31 |
Continue? size: 378kb / time: 0:19 |
Intro size: 486kb / time: 0:24 |
Story intro size: 757kb / time: 0:38 |
Story scene size: 241kb / time: 0:12 |
Staff Roll size: 1.1mb / time: 0:57 |
Battle 1 & 4 size: 1.36mb / time: 1:11 |
Battle 2 & 3 size: 1.62mb / time: 1:24 |
Scoreboard size: 325kb / time: 0:16 |
Draw Game! size: 435kb / time: 0:22 |
Staff Roll (Battle) size: 1.1mb / time: 0:58 |
Ranking size: 590kb / time: 0:30 |
A New Intruder! size: 594kb / time: 0:30 |
Game Over size: 541kb / time: 0:27 |
[unknown / unused 1] size: 542kb / time: 0:27 |
[unknown / unused 2] size: 93kb / time: 0:04 |
You can experiment with some of the unused levels and objects mentioned below using these Kawaks savestates and cheats; pop the "neobombe.dat" file in the "cheats/" directory, and remove the descriptions from the savestates and place them in the appropriate directory. They have been tested working on WinKawaks 1.59.
Debugging features | Unused stages (Normal Game) |
Unused arenas (Battle Game) |
Unused objects | Unused graphics | Unused audio |
A variety of debug functions remain in the game, including a level select, sound test, and debug monitor. You can read more and how to access them over at The Cutting Room Floor Wiki and Sudden Desu. The level select menu functions like so:
The final option looks like a list of curses for the Skull Item, though changing it doesn't appear to do anything.
The internal level select has 8 stages in every world, even though worlds 1 and 2 have less than that! The missing stages are fully functional, and I can only assume were skipped to make the game progress faster.
1-6ENEMIES: Torisan, Uneune, Charge x 2, Bakucha ITEMS (1P): Bomb Up x 2, Power Glove, Fireproof Vest ITEMS (2P): Bomb Up x 2, Fire Up, Power Glove x 2, Fireproof Suit |
1-7ENEMIES: Paperman x 2, Ah x 3 ITEMS (1P): Speed Up, Penetration Bomb, Fireproof Vest, Cage ITEMS (2P): Bomb Up, Fire Up, Speed Up, Penetration Bomb, Fireproof Suit, Cage |
2-7ENEMIES: Ugyo, Pukyu, Baketama x 4 ITEMS (1P): Fire Up, Remote Control, Power Glove ITEMS (2P): Fire Up x 2, Remote Control x 2, Power Glove x 2 |
The first boss has an entirely unused attack phase, which can be accessed by locking the world and stage values and then defeating the boss; after the cutscene it will return to the boss arena as it begins this new phase.
The boss stomps the ground and falls through a hole, and peeks through with its hands clinging to two of the corners. It repositions its hands periodically, which are the only weak spot. A green cyclops enemy will appear to hound the player, as the boss otherwise has no attacks in this phase; the enemy will respawn in a new location once it's defeated. After 3 hits, the boss will lose grip and fall through the hole, awarding 1600 points.
The visual effect clearly hasn't been completed, as the boss sprite will show through the arena floor, and its hands are missing chunks of sprite when clinging to the higher edge.
The Battle Game has an entirely unused arena, internally classified as Stage 2; it's skipped over by default in the level select, and if forced to display its icon will claim it's already been completed.
It uses the tileset of Normal Game's World 3 and features a conveyor belt that carries players and bombs around the arena - a stage hazard that, shockingly, is otherwise absent from the game!
It functions as it should, though the conveyor belt suffers a graphical glitch where the individual tiles won't display until a bomb has detonated on top of it. Aside from the AI opponents being reluctant to use them, that's the only reason I can imagine this stage getting scrapped.
The maps below have been edited to show the conveyor belts; they are otherwise invisible or hidden beneath soft blocks.
Area 1: The conveyor belt moves in a clockwise loop. |
Area 2: There are two separate conveyor belts on the top and bottom; they both travel to their respective edges of the map and then meet in the middle, moving towards the centre of the arena. |
Stage 4 is the only battle arena to not repeat maps during its single-player tournament, but increasing the level value shows there's another five map variants that go totally unseen!
The single-player battle game tournament has five matches per arena before it's completed, but increasing the level value reveals additional AI opponent lineups:
The coloured Bombermen are seemingly hard-coded that way, unlike the first match which changes colour if the player is already using White Bomber. The game never displays "-9" or "-10" anywhere, so that's likely why it resets to "-1" for match 9 and beyond. Setting the value to match 11 or higher will loop to the first opponent lineup.
Each sprite object has 80 bytes dedicated to it, ranging from its X and Y position coordinates, its palette, and, of course, its object ID. Changing the object ID will swap it for something else, allowing unused objects to be found -- or, more commonly, just crash the game. It's not an efficient process!
The games appears to treat object IDs as 'states' - there's no one object ID for a playable Bomberman, but over a dozen, all for various actions like walking, throwing bombs, dying, etc. I don't know if this is a quirk is common among all Neo Geo titles, or just Neo Bomberman in particular.
The easiest way to find these values is to use Cheat Engine and, during either Normal or Battle game, search for the 1-byte hex value "35". Pause the game while White Bomber is moving, and search for "36" - if it's narrowed to one address, that should be White Bomber's object ID. You can hopefully extrapolate from there, it's not a fine-tuned process!
Replacing the object ID for a hard block (7B) will spawn one of the following unused items:
ID 2C is a fully-functioning Heart item: collecting it will allow the player to survive one attack. It only protects the player, though; steeds will still die in one hit.
ID 30 is a points item that changes sprite and score value in every world. In World 1 it's a cake worth 3000 points, in World 3 it's an ice cream worth 5000 points, and in World 4 it's a burger worth 10000 points! The cake and burger load the wrong palettes by default, and there doesn't appear to a palette that fits loaded during gameplay.
A sizeable portion of the enemy IDs are dedicated to enemy Bombermen, including the special characters from battle game. They typically walk slowly and aimlessly around the arena, placing bombs to destroy soft blocks and soft blocks. Cat Bomber will use her dash attack, but they otherwise do not use items or special abilities. They cannot be harmed by other enemies or even their own bombs, only the player's. They aren't worth points (and any enemies they defeat don't count towards your score), but they drop 2 Bomb Ups, a Fire Up and Speed Up when defeated.
Swapping out the cage in 4-8 with ID 3C will spawn two Pretty Bombers flying in circles above the arena! Probably not the intended result, but this is probably the first part of events followed up by IDs 64 and 5D.
Replacing the object ID for the final boss spawns objects seemingly related to the "true ending" alluded to in the promotional materials!
ID 5D is a curious one - all the helper characters stand on the borders of the screen, with Pretty Bomber on Torisan in the centre. She lays a heart bombs and flies off-screen as it detonates, whiting out the screen before fading in in a brightly-coloured background palette. One would assume this is to do with the "true ending" alluded to in the promotional materials.
ID 5F depicts Bomberman burned black and smoking, before running off-screen with a happy expression.
ID 64 has Pretty Bomber entering from the right; likely the lead-in to ID 5D. This ID loads her correct colours.
These graphics were found using Kawaks' tile viewer (the coordinates indicate where to find them) and the Neo-Geo Graphic Tool Suite; unless otherwise stated, all palettes are placeholders. Thanks to Plasma Captain for making a number of these discoveries.
In addition, there are a couple of unused music tracks in the game, found using the Kawaks jukebox.
0722 is a short, downbeat song that loops at the 15 second mark.
0734 is a short ditty that sounds like it belongs at the end of a Battle Mode match or a Continue countdown.
The game's music seems to be utilised rather clumsily at times - there are a number of tracks that are heard for only a very brief instance before it goes to a new screen.
Sound effects can be accessed using the sound test, spanning 20 to B1:
The female announcer announces "Kick" and "Throwing" for the Bomb Kick and Power Glove items, but has three additional voice clips:
4C ("Power up!"),
4E ("Dokuro!" / Skull), and
4B ("Louie!")
The player character will exclaim upon collecting a Skull/Dokuro item, and all other items use a generic sound effect.
RETURN TO GAME INDEX |
RETURN TO MASTER GAME LIST |
RETURN TO HOME PAGE |
page last modified: 18/11/2019 |