Bomberman World

Bukubuku Star

"Bukubuku" is onomatopoeia for bubbling water.

The tornadoes and conveyor belts (now represented by bubbling water) return from Planet Wind. Pipes will transport explosions in one end and out the other; which pipes are connected are marked by letters on the maps.

Area 4-1

ITEMS: Bomb Up, Power Glove, Punch
ENEMIES: Seaballoon x 2, Sparky x 2
CRYSTALS: 4
TIME: 5:00

Explosions that enter the pipe will come out another end. The seaweed at the bottom of the staircase blocks your path; you must bomb either of the top pipes to remove it.

Area 4-2

ITEMS: Speed Up, Penetration Bomb Bomb Kick
ENEMIES: Fishman x 2, Sea Anemone, Core Mecha
CRYSTALS: 6
TIME: 5:00

An overhanging crane will slowly follow Bomberman for the entirety of this stage - if it catches him, it will deposit him back at the start of the level. Stepping between the whirlwinds will thrust Bomberman to the opposite platform. There are two tides (depicted as rippling bubbles) that act as conveyor belts, carrying Bomberman and bombs downwards.

Area 4-3

ITEMS: Fire Up, Remote Control, Fireproof Suit
ENEMIES: Sharkun x 3, Angler x 3
CRYSTALS: 5
TIME: 5:00

The crushers will press together every 3 seconds, harming Bomberman or detonating bombs if they are caught in the middle.

Area 4-4

TIME: 5:00

Aqua Bomber (アクアボンバー) can lay bombs with a 7-tile blast radius. If a bomb is placed too close to him, Aqua Bomber may rise into the air and deploy six whirlpools to pursue Bomberman; they do not harm him, but will slowly push Bomberman or any bombs in their path. The whirlpools will pester Bomberman for 6 seconds before disappearing into the wall, after which Aqua Bomber will teleport to a new location.

The range on his bombs are particularly nasty, but there's otherwise little immediate threat to this boss. Like Cyclone Bomber, exploiting his teleportation is a good way to get hits in, even without any power-ups. Tricking him with his own bombs is ideal, either laying bombs to lure him into his own blats, or loiter near where he teleports to and trapping him between his own bomb and yours. The time it takes for him to rematerialise after teleporting is just too short for a bomb to detonate, but placing it where you hope he'll be just before he teleports might work out.
Requires 6 hits to defeat.

Area 4-5

TIME: 5:00

Ikaringer (イカリンガー) will pursue Bomberman for 4 seconds before stopping to perform an attack.
If it lowers both tentacles and rotates its suckers, it will fire two sets of 6 projectiles in cardinal and diagonal directions, the first shot towards the opposite bottom-corner, first right-facing, and then left-facing. Directly behind Ikaringer is a safe spot.
If it waggles one tentacle, it will swipe downward on that side, shoving aside any bombs in its path; Bomberman will only be harmed if standing below the boss.
If Ikaringer retreats to the top of the screen and places both tentacles on the ground, it will launch two 4-tile wide waves that travel downwards. You are safe at the bottom of the screen and directly beneath Ikaringer.

Traveling between the corners of the arena should keep it at bay when it's pursuing Bomberman. Its attacks are extremely telegraphed and should be easy to avoid; the only exception is the wave attack, if just for how rarely it's used and what little wind-up time it has. Even without power-ups, sneaking in attacks constantly whether it's attacking or pursuing shouldn't be difficult. Rick makes this even easier, as its dash ability allows you to outrun it with ease - just don't dash straight into an attack from off-screen!
Requires 11 hits to defeat. Worth 10000 points.

Rick / リック

A pink dolphin. Can survive two attacks.
Normal ability: Dashes forward until it hits an object. Pressing the button again will increase the dash speed even further.
Special ability: Line Bomb - lays all your bombs forward in a row.

Seaballoon (シーバルーン): A red octopus wearing a shell. Moves slowly, changing direction every 4 tiles. Will spit a projectile at Bomberman on sight. If it is within 2 tiles of a bomb it will retreat into shell and move for 6 seconds before emerging; during this period it is invincible. 200 points.

Sparky (スパーキー): A pink jellyfish. Moves slowly and aimlessly. Stops every 3 tiles to emit an electric shock that can damage Bomberman if he is standing next to it. 200 points.

Fishman (フィツシュマン): A green merman. Moves slowly. Fires a projectile at Bomberman on sight. 200 points.

Sea Anemone (イソギンチャック): A pink sea anemone! Moves slowly and aimlessly. If it is within 5 tiles of Bomberman it will speed up and pursue him for 6 seconds. 400 points.

Angler (アンゴラー): A green angler fish. Moves aimlessly for 4 seconds, then submerges beneath the ground for 6 seconds; it cannot be hurt while it is submerged, not can it hurt Bomberman. If it encounters a bomb while surfaced, it will eat it, erasing it from the field. 400 points.

Sharkun (シャークン): A swordfish. Moves aimlessly. If Bomberman crosses its X/Y axis it will speed up and pursue him for 7 seconds. 100 points.

Core Mecha (コアメカ): A roaming machine carrying a crystal. Moves incredibly slowly with no real direction. Drops a crystal when destroyed. 400 points.

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page last modified: 08/03/2019