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Classic Mode | Arrange Mode | ||
Standard | Cityscape 1 | Quarry 3 | Challenge Mode |
Pyramid | Cityscape 2 | Laboratory 1 | |
Factory | Cityscape 3 | Laboratory 2 | |
Iceberg | Quarry 1 | Laboratory 3 | Enemies |
Village | Quarry 2 | Bosses |
Soft block and exit positions are randomised every time you start or restart a level.
ENEMY: | 1 | 2 | 3 | 4 | |
RED | Ovapi | Kondoria | Onil | Ballom | |
BLUE | Onil | Ballom | Dall | Ballom | |
YELLOW | Dall | Onil | Onil | Ballom | |
GREEN | Onil | Dall | Ballom | Ballom | |
PINK | Ballom | Onil | Onil | Dall |
ITEMS: Fire Up, Bomb Up
A simple map with no gimmicks.
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
RED | Minvo | Onil | Dall | Onil | Ballom | |
BLUE | Onil | Dall | Ballom | Ballom | Onil | |
YELLOW | Minvo | Ballom | Kondoria | Kondoria | Dall | |
GREEN | Ballom | Dall | Minvo | Minvo | Onil | |
PINK | Onil | Minvo | Ballom | Onil | Dall |
ITEMS: Fire Up, Speed Up
This stage introduces warp holes (ワープホール); entering one will deposit the player from another random warp hole.
ITEMS: Bomb Up, Bomb Kick
This stage features conveyor belts, which will carry bombs and players if stood upon; enemies are uenffected by it.
ITEMS: Speed Up, Punch
Some tiles will crack if a bomb is detonated on top of it; laying another bomb on it will make it open into a hole, which cannot be walked across. Holes and cracks will repair after 9 seconds.
Also, laying a bomb inside an igloo will create an 8-tile blast radius, no matter how many Fire Ups you have.
ITEMS: Power Glove, Line Bomb
Arrows are dotted around the arena; kicking a bomb into one will redirect it in that direction./p>
Soft block and exit positions are randomised every time you start or restart a level.
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
RED | BLOCKER | BLOCKER | GRUNT | GRUNT | ||
BLUE | CHASER | CHASER | GRUNT | |||
YELLOW | BLOCKER | GRUNT | CHASER | |||
GREEN | BLOCKER | CHASER | GRUNT | |||
PINK | GRUNT | GRUNT | GRUNT | GRUNT | GRUNT |
ITEMS: Bomb Up, Fire Up
Numbered panels will change the player's speed if walked upon; they range from 1 to 5 and change approximately every 9 seconds. Stop panels will freeze the player for 2 seconds if walked upon.
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
RED | GRUNT | BLOCKER | BLOCKER | CHASER | SPINNER | |
BLUE | SPINNER | CHASER | SPINNER | GRUNT | GRUNT | |
YELLOW | GRUNT | SPINNER | GRUNT | BLOCKER | BLOCKER | |
GREEN | GRUNT | CHASER | SPINNER | BLOCKER | GRUNT | |
PINK | BLOCKER | BLOCKER | BLOCKER | GRUNT | SPINNER |
ITEMS: Fire Up, Speed Up, Punch
Barriers will periodically rotate every 9 seconds, blocking that path.
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
RED | BLOCKER | LIFTER | SPINNER | CHASER | ||
BLUE | POISON | CHASER | BLOCKER | CHASER | ||
YELLOW | SPINNER | LIFTER | BLOCKER | GRUNT | ||
GREEN | CHASER | SPINNER | POISON | POISON | ||
PINK | SPINNER | BLOCKER | GRUNT | SPINNER | BLOCKER |
ITEMS: Bomb Up, Punch
This stage is set in darkness, illuminated only by neon spotlights.
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
RED | CHASER | CHASER | SPINNER | |||
BLUE | BLOCKER | GRUNT | BLOCKER | |||
YELLOW | CHASER | BLOCKER | CHASER | |||
GREEN | GRUNT | GRUNT | BLOCKER | |||
PINK | GRUNT | SPINNER | GRUNT | GRUNT | GRUNT |
ITEMS: Bomb Up, Fire Up
Pipes can be found on the arena; bomb explosions will follow their curvature, and the player and enemies are hidden from view inside.
ENEMY: | 1 | 2 | 3 | 4 | |
RED | BLOCKER | GRUNT | BLOCKER | ||
BLUE | POISON | SPINNER | CHASER | ||
YELLOW | BLOCKER | LIFTER | SPINNER | ||
GREEN | BLOCKER | BLOCKER | BLOCKER | ||
PINK | CHASER | POISON | BLOCKER | CHASER |
ITEMS: Speed Up, Penetration Bomb
Fans dot the left and right walls and periodically activate, blowing the player and bombs in the horizontal lanes in one direction. Anything wedged between two horizontal blocks is untouched, though.
ENEMY: | 1 | 2 | 3 | 4 | |
RED | SPINNER | GRUNT | GRUNT | ||
BLUE | SPINNER | LIFTER | LIFTER | ||
YELLOW | LIFTER | POISON | GRUNT | ||
GREEN | SPINNER | POISON | POISON | ||
PINK | BLOCKER | SPINNER | CHASER | POISON |
ITEMS: Power Glove, Boyoyon Bomb
Sections of hard blocks (marked by the blue and green dots on this image) will periodically lower (staying down for approximately 13 seconds), allowing bomb blasts to pas over them.
ENEMY: | 1 | 2 | 3 | 4 | |
RED | ROBO-BOMBER | POISON | SPINNER | ||
BLUE | ROBO-BOMBER | GRUNT | CHASER | ||
YELLOW | ROBO-BOMBER | GRUNT | ROBO-BOMBER | ||
GREEN | ROBO-BOMBER | GRUNT | ROBO-BOMBER | ||
PINK | ROBO-BOMBER | LIFTER | CHASER | CHASER |
ITEMS: Bomb Up, Fire Up
Two square conveyor belts run along both sides of the arena; their direction can be changed by stepping on the button inside them. Enemies can step on the buttons, but are not effected by the conveyor belts.
ENEMY: | 1 | 2 | 3 | 4 | |
RED | LIFTER | BLOCKER | SPINNER | ||
BLUE | ROBO-BOMBER | BLOCKER | LIFTER | ||
YELLOW | CHASER | BLOCKER | POISON | ||
GREEN | SPINNER | CHASER | POISON | ||
PINK | SPINNER | GRUNT | ROBO-BOMBER | GRUNT |
ITEMS: Penetration Bomb, Punch
Coloured panels can be stepped upon to change the player's Super Bomb to the corresponding team member.
ENEMY: | 1 | 2 | 3 | 4 | |
RED | CHASER | LIFTER | POISON | ||
BLUE | BLOCKER | ROBO-BOMBER | LIFTER | ||
YELLOW | CHASER | ROBO-BOMBER | ROBO-BOMBER | ||
GREEN | SPINNER | CHASER | BLOCKER | ||
PINK | GRUNT | CHASER | SPINNER | BLOCKER |
ITEMS: Bomb Up, Fire Up, Punch
Vents on the floor will temporarily ignite when bombed, harming the player if stepped upon; the steam it produces will also hinder visibility.
This stage is a boss battle against a different opponent for each player character. You are given 5 minutes for each battle, and all bosses require 5 hits to defeat.
At first, Red Ogre (レッドオーガー) will follow the player; it can't walk into the outer rim of the arena, but will retreat from bombs. It will do this for 10 seconds.
It then begins pacing up and down whatever lane it is on, stopping every 2 tiles to slam its axe into the ground: this creates a 5-tile horizontal explosion 3 tiles ahead of it. It will kick bombs 3 tiles ahead if it walks into them, but otherwise will not react to the player. It will attack 8 times in total.
Finally, it strikes the ground with its hilt, dropping a ring of soft blocks from above; the first time this happens it fills the outer rim of the arena, and the second time it fills the inner rim. These blocks will kill you if they crush your character, and Red Ogre can walk through and destroy them while in the inner rim. After this, it loops to the beginning of its pattern.
Icarus (イカロス) spends most of its time flying, allowing it to fly over soft blocks and even underneath the arena; however, it can still harm the player on contact. On occasion it will speed up and fly higher over the arena; it cannot harm the player or be bombed at this speed.
After 3 hits Icarus will land on the ground and chase the player; it will return to the air after 10 seconds or once it is bombed, and land the next time it makes a slow pass.
[BOSS] will hop in the player's direction; although it stands on top of the hard blocks, touching the centre of its body will harm the player.
When it encounters a bomb, is damaged or hops for 22 seconds undisturbed, it will hop off-screen and drop 3 Boyoyon Bombs onto the arena, one at a time: the first bomb has a blast radius of 2 tiles, the second bomb spans 3 tile, and the third's is full-screen range. It will then land and repeat its pattern.
[BOSS] is confined to the inner part of the arena; it cannot enter the outer ring. It will follow the player for 12 seconds before stopping, splaying its tentacles (harming the player if they're within 2 tiles range) before laying 4 bombs (with 1-tile blast radiuses) to its top, bottom and sides. Its pattern will repeat once the bombs have detonated, or it is attacked. The boss is only vulnerable when its tentacles are splayed.
Kibakuchichi (キバクチッチ) will pursue the player on foot, but will retreat at the sight of a bomb. After 12 seconds she will hop on her broom and fly aimlessly, during which period she cannot be harmed, or harm the player. She will land periodically at an edge of the arena and spawn 3 bombs (with 1-tile blast radiuses) ahead of her, shooting them forwards and stopping them at different positions, before flying again. She will perform this 3 times before walking on foot, and her pattern will repeat.
Challenge Mode is a score attack challenge wherein you must finish 3 stages in under 3 minutes, using only the item loadout you begin with. The timer carries over to each stage, and dying will force you to restart from the very beginning. The loadouts include:
The exit is always open in the bottom-right of each arena, so you are free to progress to the next stage at any time. You are awarded 100 points for every second remaining on the timer, and are ranked based on your score.
The enemies encountered in each stage are identical for each character, unlike the regular game.
Modes are separated into Classic Mode, Arrange Mode and Boss Mode; the latter two
ENEMY: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
Ballom | Ballom | Kondoria | Pontan | Kondoria | Pontan | Ballom | ||
ENEMY: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
Onil | Onil | Dall | Ovapi | Dall | Ovapi | Dall | ||
ENEMY: | 1 | 2 | 3 | 4 | 5 | 6 | ||
Pass | Minvo | Minvo | Minvo | Pass | Pass | |||
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
BLOCKER | BLOCKER | POISON | GRUNT | GRUNT | ||
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
SPINNER | SPINNER | CHASER | CHASER | LIFTER | ||
ENEMY: | 1 | 2 | 3 | 4 | 5 | |
BLOCKER | CHASER | BLOCKER | CHASER | CHASER | ||
This mode is a boss rush wherein you fight all five bosses in a row (in the same order as listed) under 9 minutes. This is the only mode where you cannot choose your character; you fight each boss as the appropriate team member.
Enemy names are unofficial.
Ballom: Moves aimlessly, only rarely changing direction mid-path. 100 points. | ||
Onil: Moves erratically. 200 points. | ||
Dall: Moves aimlessly. Will follow player if they are in its line of sight, but will disengage if the player is too far away. 400 points. | ||
Minvo: Moves slowly and erratically. 800 points. | ||
Kondoria: Moves slowly and erratically. Can pass through soft blocks. 1000 points. | ||
Ovapi: Moves aimlessly, rarely turning. Will follow the player at close-range, but will disengage if the player is too far away. Can pass through soft blocks. 1500 points. | ||
Pass: Constantly pursues the player, but will retreat upon touching a bomb. 2000 points. | ||
Pontan: Constantly pursues the player, but will retreat upon touching a bomb. Can pass through soft blocks. 3000 points. |
[GRUNT]: Aquamarine grunt. Follows the player a few fast steps at a time. At close-range will stop and spray a 2-tile gas cloud forward to harm the player. 300 points. | |
[BLOCKER]: Yellow grunt. Moves aimlessly. At close-range will stop and spray a 2-tile gas cloud forward to harm the player. Will guard if a bomb is set or detonated nearby, rendering it invincible to all damage until it stops. 800 points. | |
[CHASER]: Red grunt. Slowly follows the player. If it sees the player it will speed up and pursue more intensely for 3 seconds. 600 points. | |
[SPINNER]: Turquoise muscleman. Moves aimlessly. If the player is nearby it will begin spinning, speeding it up as it pursues the player, knocking all bombs aside in its path. 1000 points. | |
[POISON]: Purple muscleman. Moves aimlessly. At close-range will stop and spray a 2-tile gas cloud in 4 directions to harm the player. Requires 2 hits to defeat. 1500 points. | |
[LIFTER]: Green-to-red gradient muscleman. Slowly follows the player a few steps at a time. Will pick up bombs and throw them up to 5 tiles away. Requires 2 hits to defeat. 1200 points. | |
[ROBO-BOMBER]: A black bomberman. Moves aimlessly, but tries to stay within range of the player. Will periodically carry a bomb and move a few steps before throwing it up to 5 tiles away, preferrably onto the player's head. Bombs have a 1-tile blast radius. 2000 points. |
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page last modified: 18/07/2015 |