is a series of Bomberman
games released in the early-to-mid 90's
for the Super NES
. The first two games were released internationally, the third was released in Japan and Europe only, and the fourth and fifth games were Japan-exclusive.
The games make use of the classic Bomberman gameplay formula: the levels are laid out in a grid pattern with enemies and destructible blocks. When all of the enemies have been defeated, the exit will open and the player can progress to the next level. Some games instead require you to activate/destroy switches to open the exit. Super Bomberman 5
also gives several branching paths, and it is possible to reach the (good) ending without seeing 3/4s of the game.
The first Super Bomberman
was one of the first SNES games to allow four-player multiplayer, which required the use of a Multitap device. It was largely through these games that Bomberman became synonymous with frenetic multiplayer.
Games in this series are:
- Super Bomberman (1993)
- Super Bomberman 2 (1994)
- Super Bomberman 3 (1995) - No US release
- Super Bomberman 4 (1996) - Japan-only
- Super Bomberman 5 (1997) - Japan-only
These games provide examples of:
- Action Bomb: In many of the games there are enemies that are essentially hovering bombs with eyes. Occasionally they would plop themselves onto the ground and shoot out fire in four directions to emulate an explosion without destroying themselves. Other enemies (including other bomb monsters) aren't immune to their flames, so they might end up accidentally killing enemies for you, though you aren't awarded any points for the kill(s).
- Arc Number: 5656. Entering it as a password in the various 16-bit Bomberman games almost always had an effect, though what it did varied depending on the game.
- Brain in a Jar: Bagular at the end of Super Bomberman 3. He continues like this in Super Bomberman 4. He gets his body back in Bomberman Hero.
- Chain Reaction Destruction: Bosses in Super Bomberman. Somehow it explodes in thin air around them too.
- Collision Damage: Enemies kill you on contact.
- Combining Mecha: The Five Bad Bombers from Super Bomberman 3 enter into/become a large mecha for Bagular to ride after entering a vortex.
- Cursed with Awesome: The 2nd phase of the final boss in Super Bomberman has the two villains in a hovering vehicle tossing out Skull items all over the stage. Their intent is for you to accidentally collect them and kill yourself because the Skulls' effects caused you to mess up while fighting the boss. However, getting a Skull does give you a hefty amount of points, so if you can deal with their effects, you can collect them to gain enough points for some extra lives.
- Delayed Explosion: The "dud" bombs in Super Bomberman. Rarely, bombs would fizzle out partway through their fuses and not explode when they were supposed to. If they weren't set off by something else, the bombs would eventually reset themselves with a longer fuse before finally exploding.
- Destroyable Items: Practically all games.
- Double Knockout: Mass-mutual KOs are common in multiplayer, due to the hectic pace of battle.
- Heel-Face Turn: Black Bomber was the primary antagonist from Bomberman II through Bomberman 94, but by Super Bomberman he's gone through this.
- Plasma Bomber almost did in Super Bomberman 2.
- Expy: The World Bombers from Super Bomberman 3 could be this to the World Bombers from Super Bomberman Panic Bomber W:
- Rasta Bomber: Mexican Bomber
- Metal Bomber: Metal Bomber (?)
- Bomb Gunman: Bomber the Kid
- Animal Bomber: Bomber Uhho
- Everything's Better with Dinosaurs: Different dinosaurs show up early on in Super Bomberman 4 as generic enemies... until you blow them up and they turn back into eggs. The first one you walk over hatches back into the same dinosaur and gives you a ride, while any extra ones follow you around like Yoshi eggs.
- Five-Bad Band: The Five Dastardly Bombers:
- Marth Debuted in Smash Bros.: Bagular, easily the closest thing the entire series has to a Big Bad, barely averts this by appearing in Mega Bomberman. However his later appearance in Bomberman Hero is based off his appearance in Super Bomberman 3 and Super Bomberman 4, neither of which was unreleased in North America. In fact, nearly all of the games with him never came out in the USA; pretty much no-one recognized him in Bomberman Hero.
- Mercy Invincibility: A very generous amount is given to you at the beginning of every level in the first Super Bomberman game, so much that a trick could be used to take advantage of it. Lay a bomb, and wait for it to explode, then keep tapping the A button to lay more bombs which will immediately explode because they are within an explosion. Walk around the level while doing this and you can get a very nice head start.
- Super Bomberman 5 also starts you with invincibility, although a much smaller amount. The other three games don't start you with invincibility.
- Mirror Boss: The evil bombers, which started showing up in Super Bomberman 2.
- Mutually Exclusive Powerups: The piercing bombs and the manually thrown bombs.
- Super Bomberman 5 also has Land Mines and Pursuing Bombs. Even though Pro Action Replay codes could let you combine Piercing and Remote, those other two still won't stack with Remote.
- Also, if a game has both Bomb Kick and Bomb Walk abilities (again, SB5), they may not be able to overlap either.
- The first Super Bomberman averts this by letting you have both piercing (colored red instead of having spikes like in later games) and remote bombs at the same time without cheats. They'll just be red remote bombs, and have both powers at once.
- My Rules Are Not Your Rules: The final bosses of 1 and 2 are hated for this. Like some enemies in the game, they float to avoid bomb explosions; unlike other enemies in the game, they never come back down. The only way to damage them is to use the Bomb Punch power-up to hit them over the head... which is implying that you, you know, have it and didn't LOSE it from dying. It becomes less of a battle against the boss and more of a battle against the RNG to try and dig up a Bomb Punch from under a destroyable block; the game becomes Unwinnable otherwise. Thankfully all the later Bomberman games didn't use bosses like this.
- No Export for You: Super Bomberman 3 through 5.
- Nostalgia Level: 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.
- One-Hit-Point Wonder: Getting caught in explosions or colliding with enemies means instant explodey death. Grabbing the Heart power-up granted you one hit of Mercy Invincibility.
- Powerup Mount: The Rooeys in 3 and 5, half of the enemies in 4.
- Puzzle Boss: The 2nd phase of the final boss of Super Bomberman has the two villains in a hovering vehicle well above any bomb explosions you try to send their way. To defeat them, you need to use the Punch Glove to lob bombs directly at the vehicle. If you don't have the Punch Glove, the game will give you one if you wait long enough.
- Quirky Miniboss Squad: The "Five Bad Bombers" from Super Bomberman 2.
- The Smurfette Principle: Before the N64 games the series female cast was Pretty Bomber and Lady Bomber. The former of the two would go on to fulfill this role by appearing in future Bomberman games as the only female character.
- Spell My Name with an S: Bagular/Buggler/Bagura, the recurring Big Bad.
- Super Title 64 Advance
- Suspiciously Similar Substitute: The Four Bomber Kings (plus Great Bomber) to the Five Dastardly Bombers in Super Bomberman 4.
- In Super Bomberman 2, Plasma Bomber's doomsday device fulfills this role quite surprisingly by killing Plasma Bomber just before he could complete a Heel-Face Turn, then it attacks Bomberman. It has to be defeated in the same way you defeat the final boss in Super Bomberman.