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** Natives of Planet Castlevania have a specific vocal filter that emulates the "empty hall" echoing effect of spoken dialogue in ''Symphony of the Night''

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* NonIndicativeName: Emperor Terrorin, the villain of ''Super Bomberman 5'', who is the leader for no empire to speak of, save for the Criminal Bombers that he breaks out. One can only assume that he seeks to ''establish'' an empire, or his empire is [[TimeMaster time itself]] (at least in his own mind).

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* NonIndicativeName: NonIndicativeName:
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Emperor Terrorin, the villain of ''Super Bomberman 5'', who is the leader for no empire to speak of, save for the Criminal Bombers that he breaks out. One can only assume that he seeks to ''establish'' an empire, or his empire is [[TimeMaster time itself]] (at least in his own mind).mind).
** ''Super Bomberman R Online'' is ''not'' an UpdatedRerelease of ''Super Bomberman R'' despite having "Super Bomberman R" in the name. It's a standalone free-to-play online game that uses the gameplay and (most of the) characters from ''Super Bomberman R''.
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* MassiveMultiplayerCrossover: ''Super Bomberman R'' and ''Super Bomberman R Online'' feature a lot playable cameos, ranging from well-known characters from Creator/{{Konami}}'s repertoire like [[VideoGame/{{Castlevania}} Simon Belmont]] and [[Franchise/SilentHill Pyramid Head]], to other recognizable third-parties like [[Franchise/{{Halo}} Master Chief]] and VideoGame/RatchetAndClank, to more out-there choices like [[VideoGame/PrincessTomatoInTheSaladKingdom Princess Tomato]] and [[VideoGame/RumbleRoses Reiko Hinomoto]].

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* MassiveMultiplayerCrossover: ''Super Bomberman R'' and ''Super Bomberman R Online'' feature a lot playable cameos, ranging from well-known characters from Creator/{{Konami}}'s repertoire like [[VideoGame/{{Castlevania}} Simon Belmont]] and [[Franchise/SilentHill Pyramid Head]], to other recognizable third-parties like [[Franchise/{{Halo}} Master Chief]] and VideoGame/RatchetAndClank, Franchise/RatchetAndClank, to more out-there choices like [[VideoGame/PrincessTomatoInTheSaladKingdom Princess Tomato]] and [[VideoGame/RumbleRoses Reiko Hinomoto]].



* VersionExclusiveContent: Each version of ''Super Bomberman R'' has an exclusive character depending on the platform you play it on. All but one of them are guest characters. The Steam version gets [[VideoGame/Portal2 Atlas and P-Body]], the Xbox One version gets [[VideoGame/{{Halo}} Master Chief]], the Playstation 4 version gets VideoGame/RatchetAndClank, and the Nintendo Switch version gets [[VideoGame/BombermanMax MAX]].

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* VersionExclusiveContent: Each version of ''Super Bomberman R'' has an exclusive character depending on the platform you play it on. All but one of them are guest characters. The Steam version gets [[VideoGame/Portal2 Atlas and P-Body]], the Xbox One version gets [[VideoGame/{{Halo}} Master Chief]], the Playstation 4 version gets VideoGame/RatchetAndClank, Franchise/RatchetAndClank, and the Nintendo Switch version gets [[VideoGame/BombermanMax MAX]].
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* MassiveMultiplayerCrossover: ''Super Bomberman R'' and ''Super Bomberman R Online'' feature a lot playable cameos, ranging from well-known characters from Creator/{{Konami}}'s repertoire like [[VideoGame/{{Castlevania}} Simon Belmont]] and [[Franchise/SilentHill Pyramid Head]], to other recognizable third-parties like [[Franchise/{{Halo}} Master Chief]] and VideoGame/RatchetAndClank, to more out-there choices like [[VideoGame/PrincessTomatoInTheSaladKingdom Princess Tomato]] and [[VideoGame/RumbleRoses Reiko Hinomoto]].

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* BoringButPractical: White Bomber in ''Online''. He is essentially the "vanilla" character, with no special abilities and all abilities starting at Lv. 1. However, he is the only character who is capable of reaching the full maximum level of Lv. 8 for Flame, Bomb and Skates, and access to every power-up lets him be flexible. This essentially means he has MagikarpPower, as he starts out fairly mediocre but if he survives long enough to hoard a bunch of power-ups, he becomes one of the most powerful characters in the endgame.



* CollisionDamage: Enemies kill you on contact.

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* CollisionDamage: CollisionDamage:
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Enemies kill you on contact.



** This is Pyramid Head Bomber's special ability in ''R'' and ''Online''. Using it causes Pyramid Head Bomber's walk speed to slow to a crawl, but if ''anyone'' touches it while its ability is active they instantly keel over and die. In ''Online'', this is balanced by Pyramid Head Bomber's stats and power-up access being the worst in the game, but in a hectic online match where players are passing by each other constantly it is surprisingly easy to net kills by just flipping the switch when unaware opponents get too close.



* JokeCharacter: Green Bomber in ''Online'', who is the worst character in the game by a fair margin. He starts with Punch, Kick and Power Glove, but he has ''miserable'' stats, with maximum Lv. 1 Flame, Lv. 1 Bomb, and ''no'' Skates and cannot pick up Piercing or Rubber Bombs, and unlike characters with similar stats like Pyramid Head Bomber, Green doesn't have a special ability to balance it out. Green's game plan essentially revolves around trying to kill opponents with their own bombs, as he is so terribly weak otherwise that it'd be a miracle to actually net a kill on his own.



* OneHitPointWonder: Getting caught in explosions or [[CollisionDamage colliding with enemies]] means instant explodey death. Grabbing the Heart power-up granted you one hit of MercyInvincibility. This is played very straight in ''R'', where there is no Heart power-up.

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* OneHitPointWonder: OneHitPointWonder:
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Getting caught in explosions or [[CollisionDamage colliding with enemies]] means instant explodey death. Grabbing the Heart power-up granted you one hit of MercyInvincibility. This is played very straight in ''R'', where there is no Heart power-up.power-up.
** Averted in ''Online''[='s=] Battle 64 mode, where players start with two lives and can pick up Hearts from defeated opponents.
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** Super Bomberman R Online adds [[VideoGame/CastlevaniaRondoOfBlood Richter Belmont]] and [[VideoGame/SilentHill3 Robbie the Rabbit]].

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** Super Bomberman R Online adds [[VideoGame/CastlevaniaRondoOfBlood Richter Belmont]] Belmont Bomber]] and [[VideoGame/SilentHill3 Robbie the Rabbit]].Rabbit Bomber]]. Once it went multiplatform, the game added Bombers based on [[VideoGame/MetalGearSolid4GunsOfThePatriots Old Snake]] and [[VideoGame/FallGuysUltimateKnockout a Bean from Fall Guys]].
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** Super Bomberman R Online adds [[VideoGame/CastlevaniaRondoOfBlood Richter Belmont]] and [[VideoGame/SilentHill3 Robbie the Rabbit]].
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* StealthyCephalopod: The Deep Sea world in ''3'' has enemies called Sea Balloons. They are red octopi that can hide under the sand to avoid explosions and spit ink that makes the screen darker, thus making it harder for the player to see.
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In 2017, the series finally saw its first new entry in two decades, ''Super Bomberman R'' for the UsefulNotes/NintendoSwitch. The following year, the game was ported to UsefulNotes/{{Steam}}, UsefulNotes/PlayStation4 and UsefulNotes/XboxOne. ''Super Bomberman R Online'', a rerelease with a revapmed BattleRoyale-esque online mode as well as new characters and outfits released Fall 2020 for the UsefulNotes/GoogleStadia.

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In 2017, the series finally saw its first new entry in two decades, ''Super Bomberman R'' for the UsefulNotes/NintendoSwitch. The following year, the game was ported to UsefulNotes/{{Steam}}, UsefulNotes/PlayStation4 and UsefulNotes/XboxOne. ''Super Bomberman R Online'', a rerelease with a revapmed revamped BattleRoyale-esque online mode as well as new characters and outfits outfits, was released Fall on September 2020 as a timed exclusive for the UsefulNotes/GoogleStadia.

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* MarathonLevel: The final world of ''Super Bomberman 3'' consists of just one stage, but it is eight screens long, with the final screen naturally being the FinalBoss fight.

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* MarathonLevel: MarathonLevel:
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The final world of ''Super Bomberman 3'' consists of just one stage, but it is eight screens long, with the final screen naturally being the FinalBoss fight.



* MegamixGame: ''Super Bomberman 5'', with the first four worlds being based on the four preceding games.



* MegamixGame: ''Super Bomberman 5'', with the first four worlds being based on the four preceding games.
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* NostalgiaLevel: ''Super Bomberman 5'' has perhaps the most ridiculous execution of this trope, with the first four worlds being entire Nostalgia Worlds based on the four preceding games.

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* NostalgiaLevel: MegamixGame: ''Super Bomberman 5'' has perhaps the most ridiculous execution of this trope, 5'', with the first four worlds being entire Nostalgia Worlds based on the four preceding games.
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** AmericansAreCowboys: The Bomberman representing the USA is even called [[UsefulNotes/BillyTheKid Bomber the Kid]].
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* TechnicolorFire: In ''2'', the Bombs deployed by bombers in Battle mode and their ensuing explosions are colored to match the Bomber's color.

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* TechnicolorFire: TechnicolorFire / ColorCodedMultiplayer: In ''2'', the Bombs deployed by bombers in Battle mode and their ensuing explosions are colored to match the Bomber's color.

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In 2017, the series finally saw its first new entry in two decades, ''Super Bomberman R'' for the UsefulNotes/NintendoSwitch. The following year, the game was ported to UsefulNotes/{{Steam}}, UsefulNotes/PlayStation4 and UsefulNotes/XboxOne.

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In 2017, the series finally saw its first new entry in two decades, ''Super Bomberman R'' for the UsefulNotes/NintendoSwitch. The following year, the game was ported to UsefulNotes/{{Steam}}, UsefulNotes/PlayStation4 and UsefulNotes/XboxOne.
UsefulNotes/XboxOne. ''Super Bomberman R Online'', a rerelease with a revapmed BattleRoyale-esque online mode as well as new characters and outfits released Fall 2020 for the UsefulNotes/GoogleStadia.


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** ''Super Bomberman R Online'' (2020)
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* LawOfChromaticSuperiority: The opponents in the arena stage of ''1'' all look identical other than their color, though get progressively tougher. The first four take just one hit to defeat. The next three take two hits and have better AI. The golden-colored boss comes with many more power-ups including maximum range and bomb kick and takes five hits.

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* LawOfChromaticSuperiority: The opponents in the arena stage of ''1'' all look identical other than their color, though get progressively tougher. The first four take just one hit to defeat. The next three take two hits and have better AI. The golden-colored [[GoldColoredSuperiority golden]]-colored boss comes with many more power-ups including maximum range and bomb kick and takes five hits.
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* SuddenDeath: In multiplayer modes, the game will shrink the arena once time gets low. Blocks will spawn or fall on the open spaces, going clockwise from the outside in, and killing any player(s) on the space when they do appear. Normally this will stop at a certain point leaving a compressed arena. However, there is an option called exactly this, Sudden Death (which needed to be activated with a code in ''2'' but then just became a normal setting in ''3'' onward). This option will make the blocks continue to fall until every last square is covered. There still can be a draw though if multiple players end up surviving until the very last block is dropped and it kills them all at once.

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* SuddenDeath: In multiplayer modes, the game will shrink the arena once time gets low. Blocks will spawn or fall on the open spaces, going clockwise from the outside in, and killing any player(s) on the space when they do appear. Normally this will stop at a certain point leaving a compressed arena. However, there is an option called exactly this, Sudden Death (which needed to be activated with a code in ''2'' but then just became a normal setting in ''3'' onward). This option will make the blocks continue to fall until every last square is covered. There Possibly subverted in that there still can be a draw though if multiple players end up surviving until the very last block is dropped and it kills them all at once.
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* PoisonMushroom: The geta (wooden sandals) in later games ''reduces'' speed by one level, cancelling out one roller-skate power-up. May be good if if Bomberman has gotten too fast to control well though.
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** ''2'' is a bit of an oddball in ways too, perhaps due to the fact that it was a completely different team than the first game, and not even sharing the same composer as all the other games. One major difference from the other games is that it has scrolling levels, and thus does not allow multiplayer at all in its story mode.

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** ''2'' is a bit of an oddball in ways too, perhaps due to the fact that it was a completely different team than the first game, and not even sharing the same composer as all the other games. One major difference from the other games is that it has scrolling levels, levels[[note]]Not entirely new to the series, but it's the only ''Super'' subseries game that has them[[/note]], and thus does not allow multiplayer at all in its story mode.
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* UnusualChapterNumbers: The story mode of ''5'' numbers the stages in each world, but due to the branching paths, the player will not go through them in a predictable order. For instance, after zone 1-01, the player can go to 1-02, 1-05, or 1-07. The stage numbers will generally go in ascending order, but not always; for instance, on zone 1-02, the player can actually go back to zone 1-01 (or to 1-03). The player might not even necessarily start in zone X-01 of a world depending on which boss stage they went through in the previous world (some of the boss stages appearing identical, other than which zones their exit(s) will lead to). For instance, the player can start at zone 2-''12'' out of 15.

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* UnusualChapterNumbers: The story mode of ''5'' numbers the stages in each world, but due to the branching paths, the player will not go through them in a predictable predictable, incrementing order. For instance, after zone 1-01, the player can go to 1-02, 1-05, or 1-07. The stage numbers will generally go in ascending order, but not always; for instance, on zone 1-02, the player can actually go back to zone 1-01 (or to 1-03). The player might not even necessarily start in zone X-01 of a world depending on which boss stage they went through in the previous world (some of the boss stages appearing identical, other than which zones their exit(s) will lead to). For instance, the player can start at zone 2-''12'' out of 15.
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** ''3'' and ''4'' borrow many tunes from ''Bomberman '93'' and ''Bomberman '94''. They basically are the same songs but with the SNES sound font. For instance, ''3'' lifts its title theme, intro theme, and map screen themes from '''93''.

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** ''3'' and ''4'' borrow many tunes from ''Bomberman '93'' and ''Bomberman '94''. They basically are the same songs but with the SNES sound font. For instance, ''3'' lifts its title theme, intro theme, and map screen themes themes, among others, from '''93''.
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** ''3'' and ''4'' borrow many tunes from ''Bomberman '93'' and ''Bomberman '94''. They basically are the same songs but with the SNES sound font. For instance, ''3'''s title theme, intro theme, and map screen themes are all lifted from '''93''.

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** ''3'' and ''4'' borrow many tunes from ''Bomberman '93'' and ''Bomberman '94''. They basically are the same songs but with the SNES sound font. For instance, ''3'''s ''3'' lifts its title theme, intro theme, and map screen themes are all lifted from '''93''.
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** ''3'' and ''4'' borrow many tunes from ''Bomberman '93'' and ''Bomberman '94''. They basically are the same songs but with the SNES sound font.

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** ''3'' and ''4'' borrow many tunes from ''Bomberman '93'' and ''Bomberman '94''. They basically are the same songs but with the SNES sound font. For instance, ''3'''s title theme, intro theme, and map screen themes are all lifted from '''93''.
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** ''3'' and ''4'' borrow many tunes from ''Bomberman '93'' and ''Bomberman '94''. They basically are the same songs but with the SNES sound font.
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* DynamicDifficulty: A slight example; in the arena world of ''1'', there will be two Mecha-Bomberman opponents in two-player play instead of just a single opponent in one-player play.

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* DynamicDifficulty: A slight example; in the arena world of ''1'', there will be two Mecha-Bomberman opponents per stage in two-player play instead of just a single opponent per stage in one-player play.
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* DynamicDifficulty: A slight example; in the arena world of ''1'', in two-player play, each stage will have two opponents instead of having just one opponent in single-player play.

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* DynamicDifficulty: A slight example; in the arena world of ''1'', there will be two Mecha-Bomberman opponents in two-player play, each stage will have two opponents play instead of having just one a single opponent in single-player one-player play.
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* DynamicDifficulty: A slight example; in the arena world of ''1'', in two-player play, each stage will have two opponents instead of having just one opponent in single-player play.
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* UnusualChapterNumbers: The story mode of ''5'' numbers the stages in each world, but due to the branching paths, the player will not go through them in a predictable order. For instance, after zone 1-01, the player can go to 1-02, 1-05, or 1-07. The stage numbers will generally go in ascending order, but not always; for instance, on zone 1-02, the player can actually go back to zone 1-01 (or to 1-03). The player might not even necessarily start in zone X-01 of a world depending on which boss stage they went through in the previous world (some of the boss stages appearing identical, other than which zones their exit(s) will lead to).

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* UnusualChapterNumbers: The story mode of ''5'' numbers the stages in each world, but due to the branching paths, the player will not go through them in a predictable order. For instance, after zone 1-01, the player can go to 1-02, 1-05, or 1-07. The stage numbers will generally go in ascending order, but not always; for instance, on zone 1-02, the player can actually go back to zone 1-01 (or to 1-03). The player might not even necessarily start in zone X-01 of a world depending on which boss stage they went through in the previous world (some of the boss stages appearing identical, other than which zones their exit(s) will lead to). For instance, the player can start at zone 2-''12'' out of 15.

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* LawOfChromaticSuperiority: The opponents in the arena stage of ''1'' all look identical other than their color, though get progressively tougher. The first four take just one hit to defeat. The next three take two hits and have better AI. The golden-colored boss comes with many more power-ups including maximum range and bomb kick and takes five hits.



** The arena world in the first game may also count, as the fights go one after another with no break (though technically each fight is one stage - this can be seen by using passwords). [[TimedMission Running out of time]] can be a very real problem if one does not get a clock item, which unfortunately pseudo-RandomlyDrops.

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** The arena world in the first game may also count, as the fights go one after another with no break (though technically each fight is one stage - this can be seen by using passwords).passwords. [[TimedMission Running out of time]] can be a very real problem if one does not get a clock item, which unfortunately pseudo-RandomlyDrops.
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** The arena world in the first game may also count, as the fights go one after another with no break (though technically each fight is one stage - this can be seen by using passwords. [[TimedMission Running out of time]] can be a very real problem if one does not get a clock item, which unfortunately pseudo-RandomlyDrops.

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** The arena world in the first game may also count, as the fights go one after another with no break (though technically each fight is one stage - this can be seen by using passwords.passwords). [[TimedMission Running out of time]] can be a very real problem if one does not get a clock item, which unfortunately pseudo-RandomlyDrops.
Is there an issue? Send a MessageReason:
None


* SuddenDeath: In multiplayer modes, the game will shrink the arena once time gets low. Blocks will spawn or fall on the open spaces, going clockwise from the outside in, and killing any player(s) on the space when they do appear. Normally this will stop at a certain point leaving a compressed arena. However, there is an option called exactly this, Sudden Death (which needed to be activated with a code in ''2'' but then just became a normal setting in ''3'' onward). This option will make the blocks continue to fall until every last square is covered. If multiple players end up on the last remaining square and the final block kills them at once, the game is a draw.

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* SuddenDeath: In multiplayer modes, the game will shrink the arena once time gets low. Blocks will spawn or fall on the open spaces, going clockwise from the outside in, and killing any player(s) on the space when they do appear. Normally this will stop at a certain point leaving a compressed arena. However, there is an option called exactly this, Sudden Death (which needed to be activated with a code in ''2'' but then just became a normal setting in ''3'' onward). This option will make the blocks continue to fall until every last square is covered. If There still can be a draw though if multiple players end up on surviving until the very last remaining square and the final block is dropped and it kills them all at once, the game is a draw.once.

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