Bomberman

gameplay

This page encompasses Bomberman on the NES/Famicom, Bomberman Special on MSX, Bomber Boy's secondary mode (Mode B), and the Normal Game in Bomberman on PlayStation.
Each version has marginal differences that will be denoted by a (NES), (MSX), (BOY), or (PS1).

The goal of every stage is to defeat all enemies, then find the exit door which is hidden beneath a random soft block; you cannot exit until all enemies are defeated. Bomberman begins with only one bomb and a blast radius of one tile; one power-up item is hidden in each stage, allowing Bomberman to gain better equipment as he progresses. New enemies are introduced along the way, each with unique traits.

The game is 50 levels long. Completing the game will display the ending sequence before looping back to Stage 1, but with all of the power-up items you had collected so far.

timer

You are given 200 seconds to complete each stage.
Each in-game second is approximately 1.55 real-time seconds (NES), 1.46 real-time seconds (MSX), or real-time (BOY).

If the timer reaches 0, play will continue, but all existing enemies will be removed and replaced by 10 Pontans.

Bonus Stage

After every five stages is a Bonus Level, wherein the goal is to destroy as many enemies as possible within 30 seconds. Bomberman is invincible for the duration, and enemies will continuously spawn (to a maximum of 10 at a time), encouraging reckless bomb usage. Once the timer reaches 0, the bonus stage ends and will continue to the next numbered stage.

enemy spawns

If you bomb an item, the item will be destroyed, and it will spawn multiple enemies of a single type; enough enemies to fill the population to 10 (unless there are already 10 enemies, in which case no new enemies will spawn). Bombing the exit door will get the same results, and you cannot exit the stage until all enemies are defeated.

What enemy type is spawned is determined either by the item in that stage (NES), or different for each stage (MSX/BOY). See the "enemy spawn" marker in the enemies or Stages section.

lives

Bomberman begins with 2 lives. Completing a stage will award Bomberman with an extra life. Once all lives are lost (that is, dying when the HUD reads "LEFT 0"), it's Game Over. You must re-enter your password to resume progress.

passwords

You will be given a password on the Game Over screen. This will record your items, what stage you were on, and even your score. It is possible to modify a password to begin with items you wouldn't normally retain after death, or access stages beyond the default 50; see cheats and codes.

Controls

BUTTON ACTION
Control Pad Move Bomberman.
A Button Lay a bomb.
B Button Detonate a remote-controlled bomb.
START Button Pause game.
SELECT Button Toggle menu selection.

Items can be found inside of soft blocks; each stage only has one item.
The "enemy spawn" denotes which enemy will spawn if you bomb that item, or the exit door on that stage.
All items are lost upon death (except Bomb, Fire, and Skate). The maximum stock for Bomb and Fire are only what's enforced during standard gameplay; those limits can be bypassed via passwords.
In Bomberman Special (MSX) only, all items are worth 1000 points.
Japanese item names are sourced from the Famicom Disk System release. Items are unnamed in the American manual.

Bomb / 爆弾

Allows Bomberman to lay an extra bomb. Maximum of 9 (NES/BOY/PS1) or 6 (MSX).
Enemy spawn (NES): Ballom

Fire / ほのお

Extends the blast radius of bombs by one tile. Maximum of 4 (NES/BOY/PS1) or 5 (MSX).
Enemy spawn (NES): Onil

Skate / スケート

Makes Bomberman walk slightly faster. Maximum of 1. No joke! Cumulative speed-ups wouldn't be a thing until later games.
Enemy spawn (NES): Dall

Remote Control / リモコン

Bombs no longer detonate on a timer, but can be detonated at any time by pressing the B Button (NES/BOY) or Button 2 (MSX).
Enemy spawn (NES): Kondoria

Wall Pass / ブロックすりぬけ

Allows Bomberman to walk through soft blocks. Standing inside a soft block as it is destroyed will still kill you.
Enemy spawn (NES): Minvo

Bomb Pass / 爆弾すりぬけ

Allows Bomberman to walk through bombs.
Enemy spawn (NES): Ovapi

Fire Barrier / 火炎バリア

Allows Bomberman to survive his own bomb blasts.
Enemy spawn (NES): Parse

Invincibility / 無敵

Makes Bomberman temporarily invincible to all hazards (enemy collisions and bomb blasts) for a while: 34 seconds (NES), 28 seconds (MSX), 17 seconds (BOY), or 30 seconds (PS1).
Enemy spawn (NES): Pontan

Each stage can contain up to 10 enemies.
All enemies (except Parse and Pontan) operate on a timer that randomly chooses a new direction for them once it has elapsed; touching a bomb, hard block, or soft block (if the enemy cannot pass through them) will also reset the timer and change their direction. Turning towards Bomberman does not reset the timer.

Enemies come in four speeds (except in Bomberman Special, where slowest is absent).
Slowest is half the rate of Bomberman's default speed.
Slow is slower than Bomberman's default speed.
Medium is on par with Bomberman's default speed.
Fast is on par with Bomberman's speed when equipped with the Skates.

If more than one enemy are bombed by an explosion, each successive enemy's score value will be increased in the following orer: 100, 200, 400, 800, and then repeating with an additional 0. (for example, the 1st Minvo will award 800 points, the 2nd 1000 points, the 3rd 2000 points, the 4th 4000 points, the 5th 8000 points) The multiplier caps at 10,000.
Names in brackets are from the American manual.

Ballom / バロム (Valcom)

An orange balloon. Does not react to Bomberman's presence.
Speed: Slow
Direction change: 2 to 4 seconds (NES) / 2.2 to 7 seconds (MSX) / 1 to 4 seconds (BOY/PS1)
Points: 100

Onil / オニール (O'Neal)

A blue onion-shaped creature. Will turn towards Bomberman if it sees him on the Y-axis.
Speed: Medium
Direction change: 0.8 to 3.2 seconds (NES/BOY/PS1) / 1.4 to 4.4 seconds (MSX)
Points: 200

Dall / ダル (Dahl)

A red barrel that squashes and stretches. Will turn towards Bomberman if it sees him on the X-axis.
Speed: Medium
Direction change: 0.8 to 3.2 seconds (NES/BOY/PS1) / 1.4 to 4.4 seconds (MSX)
Points: 400

Minvo / ミンボー (Minvo)

An orange buck-toothed sphere. Will turn towards Bomberman if it sees him on the X or Y-axis.
Speed: Fast
Direction change: 0.5 to 2 seconds (NES/BOY/PS1) / 1.4 to 4.4 seconds (MSX)
Points: 800

Ovapi / オバピー (Ovape)

A red cartoon ghost-like monster. Can travel through soft blocks. Will seemingly alternate between following Bomberman and avoiding him.
Speed: Slow (NES/PS1) / Medium (MSX) / Slowest (BOY)
Direction change: 1 to 4 seconds (NES/BOY) / 1.4 to 4.4 seconds (MSX) / 0.5 to 2 seconds (PS1)
Points: 1000 (NES) / 2000 (BOY)

Kondoria / コンドリア (Doria)

A blue shapeless mass with a face. Can travel through soft blocks. Will turn towards Bomberman if it sees him on the X or Y-axis.
Speed: Slowest (NES/BOY) / Slow (MSX/PS1)
Direction change: 2 to 8 seconds (NES) / 2.2 to 7 (MSX) / 1 to 4 seconds (BOY/PS1)
Points: 2000 (NES) / 1000 (BOY)

Parse / パース (Pass)

An orange sphere with vaguely animalistic features (common consensus says it's a tiger). Prone to moving erratically and changing direction at every junction, pursuing Bomberman when on his X or Y-axis... and sometimes prone to moving in a loop or having egregious blind spots.
Prone to getting stuck between walls and refusing to move (MSX).
Speed: Fast
Points: 4000

Pontan / ポンタン (Pontan)

An orange spinning disc with a face. Can travel through soft blocks, and more insistent on pursuing Bomberman.
Prone to getting stuck between walls on occasion just like Pass though (MSX).
Speed: Fast
Points: 8000

Bonus Items award huge point bonuses, but require special specifications be met before they appear. Their spawn position is random, and they cannot be bombed.
Bonus items will disappear after 8 seconds (NES), after 12.7 seconds (MSX), or stay indefinitely (BOY/PS1).
What bonus items appear in which stages is determined by a multiplication algorithm: this is explained by Takahashi Meijin on 16Shot.
Kudos to MGN3303 for confirming some of the requirements for certain items in Bomberman Special.


[still trying to figure out requirements for Famicom and Dezeniman in Bomber Boy!]

Bonus Target / ボーナス・ターゲット (NES/MSX/BOY)

(NES/BOY): Walk over the exit door when no enemies have been defeated.
(MSX): Defeat all enemies, then partially overlap the exit door (but not enough to exit the level, of course).
Points: 10,000
Stages: 6*, 8, 14, 16*, 22, 24, 30, 32, 38, 40, 46, 48 (multiples of 8 / 8+6)
* (MSX): There appears to be a glitch where this item will not spawn on Stages 6 and 16 in Bomberman Special.
Also referred to as the B PanelBパネル or simply Bonusボーナス.

Gordess / ゴーデス (NES/BOY)
Hachisuke / ハチスケ (MSX)

(NES/BOY*): Defeat every enemy. Then touch the corners of the stage without leaving the outer border. If you re-enter the inner portion of the stage, the progress will be reset and the corners need touched again.
(MSX): Defeat all enemies, then touch the four corners of the stage. (there is no stipulation to walk along the border like in the Famicom version)
(PS1): Defeat every enemy. Then walk around the outer border of the stage.
Points: 20,000
Stages: 1, 7, 9, 15, 17, 23, 25, 31, 33, 39, 41, 47, 49 (multiples of 8+1 / 8+7)
* (BOY): As far as I'm aware, the conditions for this item are glitched in Bomber Boy (because the code was not updated to match the smaller stage dimensions), and it is impossible for this item to spawn without hacking.

Bottle / ボトル (NES/MSX/BOY)

(NES): Walk over the exit door when no enemies have been defeated, and keep walking without letting go of the D-Pad for 16 seconds. ('sticking' yourself between two blocks by holding two directions at once will make the tracking value count faster, allowing it to spawn within 8 seconds)
(MSX): Walk over the exit door. This item does not disappear and will stay indefinitely.
(BOY): Stand still for 10 seconds.
Points: 30,000
Stages: 4, 12, 20, 28, 36, 44 (multiples of 8+4)
Also referred to as Colaコーラ.

Famicom / ファミコン (NES/BOY)
BeeCard / ビーカード (MSX)

(NES/MSX): Defeat every enemy, then detonate 248 bombs. Having the Remote Control prevents this item from spawning.
(BOY): ...?
Points: 500,000
Stages: 3, 11, 19, 27, 35, 43 (multiples of 8+3)

Nakamoto-san / 中本さん (NES/MSX/BOY)

(NES/MSX): Defeat every enemy, but don't destroy any soft blocks.
(BOY): Detonate 248 bombs. Having the Remote Control prevents this item from spawning.
Points: 10,000,000
Stages: 2, 10, 18, 26, 34, 42, 50 (multiples of 8+2)
Also referred to as Programmer Nakamoto中本プログラマー.

Dezeniman / デゼニマン (NES/BOY)
Clock (MSX)

(NES): Destroy every soft block, but don't kill any enemies (including the enemies that spawn from the exit door). Then bomb the exit door 3 times. The bonus item will spawn if the door has been bombed 3 times before the soft blocks are destroyed, but not if it has been bombed 4 or more times.
(MSX): Destroy all soft blocks, defeat all enemies, and bomb the exit door 3 times. Any of these steps can be performed in any order; so long as there are no enemies alive when the final step is performed.
(BOY): ...?
Points: 20,000,000
Stages: 5, 13, 21, 29, 37, 45 (multiples of 8+5)
Also referred to as Ojisanおじさん (old man) in the Super Technique Manual. MSX item has no known official name; a clock or clocktower?

The Bonus Items in the PS1 version are not 1:1 with the original in terms of score, requirements, or what stages they spawn on, hence why they're shunted off here. Bonus Items do not disappear in this version.

Bonus / ボーナス

Walk over the exit door when no enemies have been defeated.
Points: 10,000
Stages: 6, 8, 14, 16, 22, 24, 30, 32, 38, 40, 46, 48 (multiples of 8 / 8+6)

Louie / ルーイ

Defeat every enemy. Then walk around the outer border of the stage. The item will spawn once all tiles on those rows have been walked upon; progress can be done non-consecutively, it is not reset by stepping out of those lanes.
Points: 20,000
Stages: 1, 7, 9, 15, 17, 23, 25, 31, 33, 39, 41, 47, 49 (multiples of 8+1 / 8+7)

Yo-yo / ヨーヨー

Walk around the outer border of the stage, but don't defeat any enemies.
Points: 30,000
Stages: 4, 12, 20, 28, 36, 44 (multiples of 8+4)

Golden Bomberman

Detonate 248 bombs. Use of the Remote Control is allowed, and will not disqualify the item from spawning.
Points: 500,000
Stages: 2, 10, 18, 26, 34, 42, 50 (multiples of 8+2)

Nakamoto-san / 中本さん

Defeat all enemies. Then destroy 16 soft blocks.
Points: 10,000,000
Stages: 3, 11, 19, 27, 35, 43 (multiples of 8+3)

Tekuteku Angel / てくてくエンジェル

Destroy every soft block, but don't defeat any enemies.
Points: 20,000,000
Stages: 5, 13, 21, 29, 37, 45 (multiples of 8+5)

Bomberman will always begin in the top-left corner. Stage layouts are randomised, with different arrangements for the enemies, soft blocks, item and exit door.

In most versions of the game, all stages are 29x11 in dimension.
(BOY): In Bomber Boy, stages begins at 11x9 in dimension. This increases to 13x9 by Stage 4, 15x11 by Stage 15, and caps at 17x11 by Stage 30.

If you bomb a door or item, enemies will spawn.
(NES/PS1): What enemy type is spawned is determined by the item.
(BOY): Enemy spawns cycle per stage in the same order: Ballom, Onil, Dall, Minvo, Kondoria, Ovapi, Parse, Pontan.

(NES): The first stage has 54 soft blocks, and that amount increases by 2 every stage, until Stage 50 has 152 soft blocks.
(BOY): Bomber Boy uses a different formula, starting at 16 soft blocks and increasing by 2 every stage, then 1, then by 1 every second or third stage, increasing by 8 whenever the stage dimensions expand.
(PS1): This follows the NES formula, give or take one or two blocks. The first stage can have 53 to 55 soft blocks, and Stage 50 can have 148 to 149.

Stage 1

ENEMIES: Ballom×6
ITEM: Fire
ENEMY SPAWN: Onil (NES) / Ballom (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 54 (NES) / 16 (BOY)

Stage 2

ENEMIES: Ballom×3, Onil×3
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Onil (BOY)
BONUS ITEM: Nakamoto / Golden Bomberman (PS1)
SOFT BLOCKS: 56 (NES) / 18 (BOY)

Stage 3

ENEMIES: Ballom×2, Onil×2, Dall×2
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Dall (BOY)
BONUS ITEM: Famicom / Nakamoto (PS1)
SOFT BLOCKS: 58 (NES) / 20 (BOY)

Stage 4

ENEMIES: Ballom, Onil, Dall×2, Minvo×2
ITEM: Skate
ENEMY SPAWN: Dall (NES) / Minvo (BOY)
BONUS ITEM: Bottle / Yo-yo (PS1)
SOFT BLOCKS: 60 (NES) / 22 (BOY)

Stage 5

ENEMIES: Onil×4, Dall×3
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Kondoria (BOY)
BONUS ITEM: Dezeniman / Tekuteku Angel (PS1)
SOFT BLOCKS: 62 (NES) / 26 (BOY)

Stage 6

ENEMIES: Onil×2, Dall×3, Minvo×2
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Ovapi (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 64 (NES) / 27 (BOY)

Stage 7

ENEMIES: Onil×2, Dall×3, Kondoria×2
ITEM: Fire
ENEMY SPAWN: Onil (NES) / Parse (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 66 (NES) / 28 (BOY)

Stage 8

ENEMIES: Onil, Dall×2, Minvo×4
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Pontan (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 68 (NES) / 29 (BOY)

Stage 9

ENEMIES: Onil, Dall, Minvo×4, Ovapi
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES / Ballom (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 70 (NES) / 30 (BOY)

Stage 10

ENEMIES: Onil, Dall, Minvo, Ovapi×3, Kondoria
ITEM: Wall Pass
ENEMY SPAWN: Minvo (NES) / Onil (BOY)
BONUS ITEM: Nakamoto / Golden Bomberman (PS1)
SOFT BLOCKS: 72 (NES) / 31 (BOY)

Stage 11

ENEMIES: Onil, Dall×2, Minvo×3, Ovapi, Kondoria
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Dall (BOY)
BONUS ITEM: Famicom / Nakamoto (PS1)
SOFT BLOCKS: 74 (NES) / 32 (BOY)

Stage 12

ENEMIES: Onil, Dall, Minvo, Ovapi×4, Kondoria
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Minvo (BOY)
BONUS ITEM: Bottle / Yo-yo (PS1)
SOFT BLOCKS: 76 (NES) / 33 (BOY)

Stage 13

ENEMIES: Dall×3, Minvo×3, Ovapi×2
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Kondoria (BOY)
BONUS ITEM: Dezeniman / Tekuteku Angel (PS1)
SOFT BLOCKS: 78 (NES) / 34 (BOY)

Stage 14

ENEMIES: Kondoria×7, Parse
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES) / Ovapi (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 80 (NES) / 34 (BOY)

Stage 15

ENEMIES: Dall, Minvo×3, Ovapi×3, Parse
ITEM: Fire
ENEMY SPAWN: Onil (NES) / Parse (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 82 (NES) / 42 (BOY)

Stage 16

ENEMIES: Minvo×3, Ovapi×4, Parse
ITEM: Wall Pass
ENEMY SPAWN: Minvo (NES) / Pontan (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 84 (NES) / 42 (BOY)

Stage 17

ENEMIES: Dall×5, Ovapi×2, Parse
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Ballom (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 86 (NES) / 43 (BOY)

Stage 18

ENEMIES: Ballom×3, Onil×3, Parse×2
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES) / Onil (BOY)
BONUS ITEM: Nakamoto / Golden Bomberman (PS1)
SOFT BLOCKS: 88 (NES) / 43 (BOY)

Stage 19

ENEMIES: Ballom, Onil, Dall×3, Kondoria, Parse×2
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Dall (BOY)
BONUS ITEM: Famicom / Nakamoto (PS1)
SOFT BLOCKS: 90 (NES) / 44 (BOY)

Stage 20

ENEMIES: Onil, Dall, Minvo, Ovapi×2, Kondoria, Parse×2
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Minvo (BOY)
BONUS ITEM: Bottle / Yo-yo (PS1)
SOFT BLOCKS: 92 (NES) / 44 (BOY)

Stage 21

ENEMIES: Ovapi×4, Kondoria×3, Parse×2
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES) / Kondoria (BOY)
BONUS ITEM: Dezeniman / Tekuteku Angel (PS1)
SOFT BLOCKS: 94 (NES) / 45 (BOY)

Stage 22

ENEMIES: Dall×4, Minvo×3, Ovapi, Parse
ITEM: Remote Control
ENEMY SPAWN: Ovapi
BONUS ITEM: Bonus Target
SOFT BLOCKS: 96 (NES) / 45 (BOY)

Stage 23

ENEMIES: Dall×2, Minvo×2, Ovapi×2, Kondoria×2, Parse
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Parse (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 98 (NES) / 46 (BOY)

Stage 24

ENEMIES: Dall, Minvo, Ovapi×4, Kondoria×2, Parse
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Pontan (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 100 (NES) / 46 (BOY)

Stage 25

ENEMIES: Onil×2, Dall, Minvo, Ovapi×2, Kondoria×2, Parse
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES) / Ballom (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 102 (NES) / 47 (BOY)

Stage 26

ENEMIES: Ballom, Onil, Dall, Minvo, Ovapi×2, Kondoria×2, Parse
ITEM: Invincibility
ENEMY SPAWN: Pontan (NES) / Onil (BOY)
BONUS ITEM: Nakamoto / Golden Bomberman (PS1)
SOFT BLOCKS: 104 (NES) / 47 (BOY)

Stage 27

ENEMIES: Ballom, Onil, Ovapi×5, Kondoria, Parse
ITEM: Fire
ENEMY SPAWN: Onil (NES) / Dall (BOY)
BONUS ITEM: Famicom / Nakamoto (PS1)
SOFT BLOCKS: 106 (NES) / 48 (BOY)

Stage 28

ENEMIES: Onil, Dall×3, Minvo×3, Ovapi, Parse
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Minvo (BOY)
BONUS ITEM: Bottle / Yo-yo (PS1)
SOFT BLOCKS: 108 (NES) / 48 (BOY)

Stage 29

ENEMIES: Ovapi×2, Kondoria×5, Parse×2
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Kondoria (BOY)
BONUS ITEM: Dezeniman / Tekuteku Angel (PS1)
SOFT BLOCKS: 110 (NES) / 48 (BOY)

Stage 30

ENEMIES: Dall×3, Minvo×2, Ovapi, Kondoria×2, Parse
ITEM: Fire Barrier
ENEMY SPAWN: Parse (NES) / Ovapi (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 112 (NES) / 56 (BOY)

Stage 31

ENEMIES: Onil×2, Dall×2, Minvo×2, Ovapi×2, Kondoria×2
ITEM: Wall Pass
ENEMY SPAWN: Minvo (NES) / Parse (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 114 (NES) / 56 (BOY)

Stage 32

ENEMIES: Onil, Dall, Minvo×3, Ovapi×4
ITEM: Bomb
ENEMY SPAWN: Ballom (NES) / Pontan (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 116 (NES) / 56 (BOY)

Stage 33

ENEMIES: Dall×2, Minvo×2, Ovapi×3, Kondoria, Parse
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Ballom (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 118 (NES) / 57 (BOY)

Stage 34

ENEMIES: Dall×2, Minvo×3, Ovapi×3, Parse
ITEM: Invincibility
ENEMY SPAWN: Pontan (NES) / Onil (BOY)
BONUS ITEM: Nakamoto / Golden Bomberman (PS1)
SOFT BLOCKS: 120 (NES) / 57 (BOY)

Stage 35

ENEMIES: Dall×2, Minvo, Ovapi×3, Kondoria, Parse×2
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES) / Dall (BOY)
BONUS ITEM: Famicom / Nakamoto (PS1)
SOFT BLOCKS: 122 (NES) / 57 (BOY)

Stage 36

ENEMIES: Dall×2, Minvo×2, Ovapi×3, Parse×2
ITEM: Fire Barrier
ENEMY SPAWN: Parse (NES) / Minvo (BOY)
BONUS ITEM: Bottle / Yo-yo (PS1)
SOFT BLOCKS: 124 (NES) / 58 (BOY)

Stage 37

ENEMIES: Dall×2, Minvo, Ovapi×3, Kondoria, Parse×2
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Kondoria (BOY)
BONUS ITEM: Dezeniman / Tekuteku Angel (PS1)
SOFT BLOCKS: 126 (NES) / 58 (BOY)

Stage 38

ENEMIES: Dall×2, Minvo×2, Ovapi×3, Parse×3
ITEM: Fire
ENEMY SPAWN: Onil (NES) / Ovapi (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 128 (NES) / 58 (BOY)

Stage 39

ENEMIES: Dall, Minvo, Ovapi×2, Kondoria×2, Parse×3
ITEM: Wall Pass
ENEMY SPAWN: Minvo (NES) / Parse (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 130 (NES) / 59 (BOY)

Stage 40

ENEMIES: Dall, Minvo×2, Ovapi×3, Parse×3
ITEM: Invincibility
ENEMY SPAWN: Pontan
BONUS ITEM: Bonus Target
SOFT BLOCKS: 132 (NES) / 59 (BOY)

Stage 41

ENEMIES: Dall, Minvo, Ovapi×3, Kondoria, Parse×3
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Ballom (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 134 (NES) / 59 (BOY)

Stage 42

ENEMIES: Minvo, Ovapi×3, Kondoria, Parse×5
ITEM: Wall Pass
ENEMY SPAWN: Minvo (NES) / Onil (BOY)
BONUS ITEM: Nakamoto / Golden Bomberman (PS1)
SOFT BLOCKS: 136 (NES) / 60 (BOY)

Stage 43

ENEMIES: Minvo, Ovapi×2, Kondoria, Parse×5
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES) / Dall (BOY)
BONUS ITEM: Famicom / Nakamoto (PS1)
SOFT BLOCKS: 138 (NES) / 60 (BOY)

Stage 44

ENEMIES: Minvo, Ovapi×2, Kondoria, Parse×6
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Minvo (BOY)
BONUS ITEM: Bottle / Yo-yo (PS1)
SOFT BLOCKS: 140 (NES) / 60 (BOY)

Stage 45

ENEMIES: Ovapi×2, Kondoria×2, Parse×5
ITEM: Invincibility
ENEMY SPAWN: Pontan (NES) / Kondoria (BOY)
BONUS ITEM: Dezeniman / Tekuteku Angel (PS1)
SOFT BLOCKS: 142 (NES) / 61 (BOY)

Stage 46

ENEMIES: Ovapi×2, Kondoria×2, Parse×5
ITEM: Wall Pass
ENEMY SPAWN: Minvo (NES) / Ovapi (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 144 (NES) / 61 (BOY)

Stage 47

ENEMIES: Ovapi×2, Kondoria×2, Parse×5
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria (NES) / Parse (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 146 (NES) / 61 (BOY)

Stage 48

ENEMIES: Ovapi×2, Kondoria, Parse×6, Pontan
ITEM: Remote Control
ENEMY SPAWN: Ovapi (NES) / Pontan (BOY)
BONUS ITEM: Bonus Target
SOFT BLOCKS: 148 (NES) / 62 (BOY)

Stage 49

ENEMIES: Ovapi, Kondoria×2, Parse×6, Pontan
ITEM: Fire Barrier
ENEMY SPAWN: Parse (NES) / Ballom (BOY)
BONUS ITEM: Gordess / Louie (PS1)
SOFT BLOCKS: 150 (NES) / 62 (BOY)

Stage 50

ENEMIES: Ovapi, Kondoria×2, Parse×5, Pontan×2
ITEM: Invincibility
ENEMY SPAWN: Pontan (NES) / Onil (BOY)
BONUS ITEM: Nakamoto / Golden Bomberman (PS1)
SOFT BLOCKS: 152 (NES) / 62 (BOY)

The stage layouts in Bomberman Special are different (or offset by 1 starting at Stage 10), so it's easier to just plug them into a separate section.

Enemy spawns are different per stage, with seemingly no correlation to other data.

All stages are 29x11 in dimension.The first stage has 55 soft blocks, and that amount increases by 1 every stage, until Stage 50 has 104 soft blocks.

Stage 1

ENEMIES: Ballom×6
ITEM: Fire
ENEMY SPAWN: Ballom
BONUS ITEM: Hachisuke

Stage 2

ENEMIES: Ballom×3, Onil×3
ITEM: Bomb
ENEMY SPAWN: Onil
BONUS ITEM: Nakamoto

Stage 3

ENEMIES: Ballom×2, Onil×2, Dall×2
ITEM: Remote Control
ENEMY SPAWN: Minvo
BONUS ITEM: BeeCard

Stage 4

ENEMIES: Ballom, Onil, Dall×2, Minvo×2
ITEM: Skate
ENEMY SPAWN: Dall
BONUS ITEM: Bottle

Stage 5

ENEMIES: Onil×4, Dall×3
ITEM: Bomb
ENEMY SPAWN: Ballom
BONUS ITEM: Clock

Stage 6

ENEMIES: Onil×2, Dall×3, Minvo×2
ITEM: Bomb
ENEMY SPAWN: Ballom
BONUS ITEM: Bonus Target

Stage 7

ENEMIES: Onil×2, Dall×3, Ovapi×2
ITEM: Fire
ENEMY SPAWN: Onil
BONUS ITEM: Hachisuke

Stage 8

ENEMIES: Onil, Dall×2, Minvo×4
ITEM: Remote Control
ENEMY SPAWN: Minvo
BONUS ITEM: Bonus Target

Stage 9

ENEMIES: Onil, Dall, Minvo×4, Kondoria
ITEM: Bomb Pass
ENEMY SPAWN: Ballom
BONUS ITEM: Hachisuke

Stage 10

ENEMIES: Onil, Dall×2, Minvo×3, Ovapi, Kondoria
ITEM: Wall Pass
ENEMY SPAWN: Ballom
BONUS ITEM: Nakamoto

Stage 11

ENEMIES: Onil, Dall, Minvo, Ovapi, Kondoria×4
ITEM: Bomb
ENEMY SPAWN: Ballom
BONUS ITEM: BeeCard

Stage 12

ENEMIES: Dall×3, Minvo×3, Kondoria×2
ITEM: Bomb
ENEMY SPAWN: Dall
BONUS ITEM: Bottle

Stage 13

ENEMIES: Ovapi×7, Parse
ITEM: Remote Control
ENEMY SPAWN: Ovapi
BONUS ITEM: Clock

Stage 14

ENEMIES: Dall, Minvo×3, Kondoria×3, Parse
ITEM: Bomb Pass
ENEMY SPAWN: Onil
BONUS ITEM: Bonus Target

Stage 15

ENEMIES: Minvo×3, Kondoria×4, Parse
ITEM: Fire
ENEMY SPAWN: Kondoria
BONUS ITEM: Hachisuke

Stage 16

ENEMIES: Dall×5, Kondoria×2, Parse
ITEM: Wall Pass
ENEMY SPAWN: Pontan
BONUS ITEM: Bonus Target

Stage 17

ENEMIES: Ballom×3, Onil×3, Parse×2
ITEM: Bomb
ENEMY SPAWN: Ovapi
BONUS ITEM: Hachisuke

Stage 18

ENEMIES: Ballom, Onil, Dall×3, Ovapi, Parse×2
ITEM: Bomb Pass
ENEMY SPAWN: Minvo
BONUS ITEM: Nakamoto

Stage 19

ENEMIES: Onil, Dall, Minvo, Ovapi, Kondoria×2, Parse×2
ITEM: Bomb
ENEMY SPAWN: Onil
BONUS ITEM: BeeCard

Stage 20

ENEMIES: Ovapi×3, Kondoria×4, Parse×2
ITEM: Remote Control
ENEMY SPAWN: Pontan
BONUS ITEM: Bottle

Stage 21

ENEMIES: Dall×4, Minvo×3, Kondoria, Parse
ITEM: Bomb Pass
ENEMY SPAWN: Pontan
BONUS ITEM: Clock

Stage 22

ENEMIES: Dall×2, Minvo×2, Ovapi×2, Kondoria×2, Parse
ITEM: Remote Control
ENEMY SPAWN: Minvo
BONUS ITEM: Bonus Target

Stage 23

ENEMIES: Dall, Minvo, Ovapi×2, Kondoria×4, Parse
ITEM: Bomb
ENEMY SPAWN: Ballom
BONUS ITEM: Hachisuke

Stage 24

ENEMIES: Onil×2, Dall, Minvo, Ovapi×2, Kondoria×2, Parse
ITEM: Remote Control
ENEMY SPAWN: Ovapi
BONUS ITEM: Bonus Target

Stage 25

ENEMIES: Ballom, Onil, Dall, Minvo, Ovapi×2, Kondoria×2, Parse
ITEM: Bomb Pass
ENEMY SPAWN: Pontan
BONUS ITEM: Hachisuke

Stage 26

ENEMIES: Ballom, Onil, Ovapi, Kondoria×5, Parse
ITEM: Invincibility
ENEMY SPAWN: Konoria
BONUS ITEM: Nakamoto

Stage 27

ENEMIES: Onil, Dall×3, Minvo×3, Kondoria, Parse
ITEM: Fire
ENEMY SPAWN: Dall
BONUS ITEM: BeeCard

Stage 28

ENEMIES: Ovapi×5, Kondoria×2, Parse×2
ITEM: Bomb
ENEMY SPAWN: Kondoria
BONUS ITEM: Bottle

Stage 29

ENEMIES: Dall×3, Minvo×2, Ovapi×2, Kondoria, Parse
ITEM: Remote Control
ENEMY SPAWN: Onil
BONUS ITEM: Clock

Stage 30

ENEMIES: Onil×2, Dall×2, Minvo×2, Ovapi×2, Kondoria×2
ITEM: Fire Barrier
ENEMY SPAWN: Minvo
BONUS ITEM: Bonus Target

Stage 31

ENEMIES: Onil, Dall, Minvo×3, Kondoria×4, Parse
ITEM: Wall Pass
ENEMY SPAWN: Pontan
BONUS ITEM: Hachisuke

Stage 32

ENEMIES: Dall×2, Minvo×2, Ovapi, Kondoria×3, Parse×2
ITEM: Bomb
ENEMY SPAWN: Minvo
BONUS ITEM: Bonus Target

Stage 33

ENEMIES: Dall×2, Minvo×3, Kondoria×3, Parse×2
ITEM: Remote Control
ENEMY SPAWN: Ballom
BONUS ITEM: Hachisuke

Stage 34

ENEMIES: Dall×2, Minvo, Ovapi, Kondoria×3, Parse×2
ITEM: Invincibility
ENEMY SPAWN: Ovapi
BONUS ITEM: Nakamoto

Stage 35

ENEMIES: Dall×2, Minvo×2, Kondoria×3, Parse×3
ITEM: Bomb Pass
ENEMY SPAWN: Pontan
BONUS ITEM: BeeCard

Stage 36

ENEMIES: Dall×2, Minvo, Ovapi, Kondoria×3, Parse×3
ITEM: Fire Barrier
ENEMY SPAWN: Kondoria
BONUS ITEM: Bottle

Stage 37

ENEMIES: Dall×2, Minvo×2, Kondoria×3, Parse×3
ITEM: Remote Control
ENEMY SPAWN: Ovapi
BONUS ITEM: Clock

Stage 38

ENEMIES: Dall, Minvo, Ovapi×2, Kondoria×2, Parse×4
ITEM: Fire
ENEMY SPAWN: Kondoria
BONUS ITEM: Bonus Target

Stage 39

ENEMIES: Dall, Minvo×2, Kondoria×3, Parse×4
ITEM: Wall Pass
ENEMY SPAWN: Onil
BONUS ITEM: Hachisuke

Stage 40

ENEMIES: Dall, Minvo, Ovapi, Kondoria×3, Parse×4
ITEM: Invincibility
ENEMY SPAWN: Minvo
BONUS ITEM: Bonus Target

Stage 41

ENEMIES: Minvo, Ovapi, Kondoria×3, Parse×5
ITEM: Remote Control
ENEMY SPAWN: Ovapi
BONUS ITEM: Hachisuke

Stage 42

ENEMIES: Minvo, Ovapi, Kondoria×2, Parse×6
ITEM: Wall Pass
ENEMY SPAWN: Minvo
BONUS ITEM: Nakamoto

Stage 43

ENEMIES: Minvo, Ovapi, Kondoria×2, Parse×6
ITEM: Bomb Pass
ENEMY SPAWN: Kondoria
BONUS ITEM: BeeCard

Stage 44

ENEMIES: Ovapi×2, Kondoria×2, Parse×6
ITEM: Remote Control
ENEMY SPAWN: Ovapi
BONUS ITEM: Bottle

Stage 45

ENEMIES: Ovapi×2, Kondoria×2, Parse×6
ITEM: Invincibility
ENEMY SPAWN: Pontan
BONUS ITEM: Clock

Stage 46

ENEMIES: Ovapi×2, Kondoria×2, Parse×6
ITEM: Wall Pass
ENEMY SPAWN: Minvo
BONUS ITEM: Bonus Target

Stage 47

ENEMIES: Ovapi, Kondoria×2, Parse×6, Pontan
ITEM: Bomb Pass
ENEMY SPAWN: Ovapi
BONUS ITEM: Hachisuke

Stage 48

ENEMIES: Ovapi×2, Kondoria, Parse×6, Pontan
ITEM: Remote Control
ENEMY SPAWN: Kondoria
BONUS ITEM: Bonus Target

Stage 49

ENEMIES: Ovapi×2, Kondoria, Parse×5, Pontan×2
ITEM: Fire Barrier
ENEMY SPAWN: Pass
BONUS ITEM: Hachisuke

Stage 50

ENEMIES: Pontan x 10
ITEM: Invincibility
ENEMY SPAWN: Pontan
BONUS ITEM: Nakamoto

(NES/MSX/BOY): 20-character passwords are generated based on your items, stage, and score, and should be compatible between versions. See the various guidebooks for example passwords, or use Leonardo Bareno's password generator.

(PS1): 10-character passwords are generated based on your items and stage.

RAM addresses (NES)

Additional information can be found at Data Crystal and gamehacking.org.

000E camera
0028 bomberman x-tile
0029 bomberman x-coord (relative to tile)
002A bomberman y-tile
002B bomberman y-coord (relative to tile)
By default, Bomberman moves 1 pixel every 1.33 frames.
With the Skates, moves 1 pixel every 1 frame.
002B bomberman animation frame
0058 stage
005B stage item / enemy spawn
1 = Bomb / Ballom
2 = Fire / Onil
3 = Skate / Dall
4 = Wall Pass / Minvo
5 = Remote Control / Ovapi
6 = Bomb Pass / Kondoria
7 = Fire Barrier / Parse
8 = Invincibility / Pontan
0068 p1 lives
0073 p1 Fire (increments of 16)
0074 p1 Bomb
0075 p1 Skate
0076 p1 wall pass
0077 p1 remote control
0078 p1 bomb pass
0078 p1 fire barrier
007A p1 invincibility
Set to 255 upon item collection. Decreases by 1 every 8 frames.

0093 timer
0094 debug mode
Renders blocks containing DOOR and ITEM visible as partially-destroyed blocks
Door blocks are thicker, item blocks are thinner.
009D stage bonus item
0 = Bonus Target
1 = Gordess
2 = Nakamoto
3 = Famicom
4 = bottle
5 = Dezeniman
009F BOTTLE bonus check 1
Counts how many times Bomberman stepped over the EXIT door.
If value is more than 1, grants permit to 00A6.
00A1 Gordess bonus check 1 (TOP-LEFT)
00A1 Gordess bonus check 1 (TOP-RIGHT)
00A2 Gordess bonus check 1 (BOTTOM-LEFT)
00A3 Gordess bonus check 1 (BOTTOM-RIGHT)
Increases 1 every frame while the respective corner.
If all are 1 or above, spawns bonus.
Resets to 0 when you step outside the border.
00A4 destroyed soft blocks
Nakamoto and Dezeniman bonus checks.
00A5 FAMICOM bonus check
After all enemies are defeated, counts every bomb detonation. Bonus spawns at 248.
00A6 BOTTLE bonus check 2
Counts how long Bomberman has been walking uninterrupted.
Resets if Bomberman walks over a DOOR. Spawns bonus at 248.
00A7 DEZENIMAN bonus check
Counts how many times the EXIT DOOR has been bombed. If 3 or more when all soft blocks are gone, spawns bonus.
00A8 bonus item status
0 = inactive, 1 = active, 2 = expired
00A9 bonus item timer
Counts down by 1 every 2 frames.
01F9 Gordess bonus check 2
Value is 36 if Bomberman is walking on the outside of the order.
If Bomberman steps outside of it, value changes to 37.
0200 level tile map
Each row is 20 bytes.
00 empty
01 hard block
02 soft block
03 bomb
04 door block
05 item block
06 item
07 hard block, glitched visual
08 door
03BE bomb 1 timer
Starts at 159, counts down by 1 every 1 frame.
0576 enemy 1 id
0580 enemy 1 x-tile
058A enemy 1 x-coord (relative to tile)
0594 enemy 1 y-tile
059E enemy 1 y-coord (relative to tile)
05A8 enemy 1 animation frame
Slowest speed is 1 pixel every 4 frames.
Slow speed is 1 pixel every 2 frames.
Medium speed is 1 pixel every 1.3 frames.
Fast speed is 1 pixel every 1 frame.
05CA enemy behaviour timer
Counts down from a multiple of 32, enemy changes direction once it reaches 0. Value resets upon touching an object.
Ballom: ticks down by 1 every 2 frames, between 64 and 128
Onil/Dall: 1.5 ticks per frame, between 32 and 128
Minvo: 1 every 1 frame.
Kondoria: 1 every 4 frames.
Ovapi: 1 every 2 frames.
Pass/Pontan: Counts up by 1 every frame? No bearing on their behaviour.
05D0 enemy 1 direction
1 = right, 2 = up, 3 = left, 4 = down

RAM addresses (MSX)

Addresses are referenced from BizHawk 2.11.

D005 P1 X-coord (relative to tile)
D006 P1 Y-coord (relative to tile)
D007 P1 X-tile position
D008 P1 Y-tile position
D00E P1 lives
By default, moves 1 pixel every 2.25 frames.
With the Skates, moves 1 pixel every 2 frames.
D011 debug mode
Set to a non-zero value to activate.
Highlights location of exit door and item as orange soft blocks.
D014 P1 Bomb
D015 P1 Fire
D016 P1 Skate
D017 P1 Wall Pass
D018 P1 Remote Control
D019 P1 Bomb Pass
D01A P1 Fire Barrier
D01B P1 Invincibility
Ticks down by 1 every 6.6 frames.
D01D Stage
D020 Timer
D021 micro-timer
One in-game second counts down when D021 hits 0.
D021 counts down from 55 by 1 every 1.6 frames.
D029 bomb 1 timer
D02E bomb 2 timer
Counts down from 150. Ticks down by 1 every 2 frames. Detonates at 0.
D42E enemy 1 id
D430 enemy 1 x-coord (tile)
D431 enemy 1 x-coord (relative to tile)
D432 enemy 1 y-coord (tile)
D433 enemy 1 y-coord (relative to tile)
Slow speed is 1 pixel every 3 frames.
Medium speed is 1 pixel every 2.5 frames.
Fast speed is 1 pixel every 2.25 frames.
D436 enemy 1 behaviour timer
Counts down from a multiple of 4. Enemy changes direction when value hits 0.
Ballom's values range between 40 and 124 after reset. Ballom and Kondoria's Ticks down by 1 every 3.4 frames.
Onil, Dall, Minvo, Ovapi, and Kondoria all range from 36 to 116. Tick down by 1 every 2.3 frames.
Parse and Pontan's values count upward, and appear to have no bearing on their behaviour.
D4E7 enemy 1 direction
1 = right, 2 = down, 3 = left, 4 = up
D43A enemy 2 id
D446 enemy 3 id
D452 enemy 4 id
D45E enemy 5 id
D46A enemy 6 id
D476 enemy 7 id
D482 enemy 8 id
D48E enemy 9 id
D59A enemy 10 id
D4E7 stage corners touched
Adds the following values when tile is touched: 1 (top-left), 2 (bottom-left), 4 (top-right), 8 (bottom-right). Used for Hachisuke bonus trigger. Once value is 15, bonus item will spawn.
D4E8 # of times the exit door has been bombed. Used for Clock trigger.
D4E9 number of soft blocks
D4EA soft blocks destroyed
If DE4A is 0 after all enemies are defeated, triggers Nakamoto bonus.
If D4EA matches D4E9's value, triggers Clock if other requirements are met.
D4EB bombs detonated
If value is 248 after all enemies are defeated and the Remote Control is inactive, triggers BeeCard bonus.
D4EC Bonus item timer
0 when item has not spawned. Set to 255 when triggered, and counts down by 1 every 3 frames. Disappears once it reaches 1.
... except on stages with Bottle, where it only counts down when Bomberman is walking over the exit door. (only while walking! idling doesn't count! don't ask me why!)
D4ED Bonus item Y-coord (tile)
D4EE Bonus item X-coord (tile)
D57F password digits
DC6A Level tile map. Each row is 32 bytes.