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1[[quoteright:282:https://static.tvtropes.org/pmwiki/pub/images/power_bomberman_logo_9.png]]
2
3''Power Bomberman'' is a [[FreewareGames freeware]] ''VideoGame/{{Bomberman}}'' FanGame released in 2013 for Windows and macOS, currently in active development.
4
5The game's main feature is the Battle Mode, the series' classic multiplayer frenzy where players try to blow each other up with bombs. This mode allows both local and online gameplay for up to 12 players, with six different rulesets (Survival Battle, Reversi Battle, Dodge Battle, Hyper Battle, King Battle and Battle Royale). 58 unique stages--each with their own distinct appearance and hazards, as well as multiple variants and sizes--are featured, with an additional 14 "Wide" stages (of optimal size for gameplay with 8 or more people) also available.
6
7Among its secondary features are Score Mode (a remake of ''VideoGame/{{Bomberman}}'' for the NES, including an enhanced "Turbo" variant) and an Item Help section that explains the various power-ups and items, both old and new to the series. 693 characters (and counting!) are playable, including many {{Guest Fighter}}s from all across Creator/{{Konami}} and Creator/HudsonSoft's history and a few other non-Konami/Hudson series that canonically crossed paths with Bomberman.
8
9The game can be downloaded [[http://www.bombermanboard.com/viewtopic.php?t=1925 here]].
10----
11!!''Power Bomberman'' provides examples of:
12
13* HundredPercentCompletion: Buying all the characters [[spoiler:will play the game's credits after leaving the Shop]].
14* AdaptationSpeciesChange: All the GuestFighter Bombers in ''VideoGame/SuperBomberman R'' are replaced by their source characters, such as depicting [[VideoGame/MetalGearSolid Solid Snake]] as a human being instead of a Bomberman. Exceptions are granted to the Bombers based on [[VideoGame/{{Gradius}} Vic Viper, Option]] and [[VideoGame/StarSoldier Caesar]], as the original "characters" are non-sentient spaceships.
15* AddedAlliterativeAppeal: Several stage names have alliterative names, namely Circus Caper, Manic Mine, Freezing Frenzy, Pollen Poppers, Splish Splash, Midtown Madness, Clitter Clatter, Soccer Stadium, Temple Tempest and Galvanized Generator.
16* AllThereInTheManual: The name of the giant spider-like robot that shows up in some stage variants is stated to be Robo Bomber in the game's manual.
17* AmazingTechnicolorPopulation: Even more so than in the canon games, the Louies come in a multitude of colors, with [[ColourCodedForYourConvenience each color getting different abilities]].
18* AmusementPark: A common setting for stages. Bouncing Park takes place in a park filled with trampolines, while Circus Caper and Funhouse Kerfuffle take place in a circus and a funhouse respectively.
19* AntiFrustrationFeatures: Unlike real [[GachaGames gachapon]] machines, you cannot get duplicate characters from the Gachabon, and all costumes and palettes are unlocked automatically along with the character.
20* ArtificialGravity: The Moon, much like its real-life counterpart, features higher gravity than the Earth, but some variants have a switch that can be turned on and off, which allows players to turn the gravity back to normal.
21* ArtificialStupidity: Averted. The computer-controlled opponents are formidable even on lower difficulties, however:
22** Even on [[HarderThanHard Intense]], the AI will never consider the placement of Revenge Carts, coupled with them just barely standing outside of a bomb's range means they can be taken out easily.
23** They will often get hit by an explosion that could have been avoided with an ability they collected. On the occasion they do use something like a shield to block... they will be facing the wrong way and get burned.
24** They are unable to stop kicked bombs, an advantageous skill in several maps and especially early in a match.
25** Several stage gimmicks are outright ignored when they could have benefited from them, the [[InvulnerableAttack ropes]] in [[VideoGame/BombermanTournament Ring Champions]] being one example.
26* AthleticArenaLevel:
27** [[VideoGame/SaturnBomberman Soccer Stadium]] takes place in a [[ExactlyWhatItSaysOnTheTin soccer stadium]], where bombs that get kicked inside the goal will instantly explode at maximum firepower, while, fittingly enough, a voice exclaims [[BigWordShout "GOOOOOOAAAALLL!"]]
28** Full Power and [[VideoGame/BombermanTournament Ring Champions]] take place on a fighting arena and a boxing ring, respectively. Both lack items and are mostly devoid of soft blocks and give players maximum stats and some abilities right off the bat, making the battles a test of skill. The latter even allows you to interact with the ropes to fling yourself around!
29* AttractMode: If left idle on the title screen for a while, the game will play a series of short demos. While some elements are predetermined, the combatants' actions are made up by the AI on the spot.
30* AudibleSharpness: The spikes that can be found in levels such as Steam Battleship and Ninja in the House make a metallic sound after they protrude out of the ground.
31* BattleBoomerang: Buckarooi's weapon of choice. It can grab items, stun players and set off bombs.
32* BigOlEyebrows: Most characters from the two anime series have these, as does Hudson's idol Kotetsu.
33* BlackoutBasement: The appropriately-named Lights Out is only illuminated by four spotlights that circle around the stage randomly, the rest of the stage being shrouded in shadow.
34* BottomlessPits: A hazard in several stages. Interestingly, most of the time you will just keeping bouncing forward until you return to the field from the other side.
35* BoxingKangaroo: One of Nagurooi's abilities is decking other combatants in the face with his boxing gloves to briefly stun them.
36* BubblegloopSwamp: Streaming Madness features shallow waters, light rains and wild vegetation.
37* TheBusCameBack: A ton of characters from previous installments are playable--regardless of how obscure they were, whether they'd been playable before or not, or how many years it's been since the last time they showed up.
38* CartoonBomb: As per usual for the series, the combatants' weapon of choice are large colorful bombs.
39* CasinoPark: Spinning Fate features a giant slot machine, based on the one found in Spinning Slot from ''VideoGame/SuperBomberman 4'', and looks like the lobby to a casino with its carpeted floors, bright lights and revolving door, taking inspiration for its design from Game Planet Starlight from ''VideoGame/Bomberman64TheSecondAttack''.
40* CheesyMoon: The soft blocks in The Moon are wedges of cheese as a reference to this trope.
41* CollisionDamage: All enemies cause this, both in Score Mode and in the Battle Mode stages that feature them as hazards.
42* ConstructionZoneCalamity: Build 'n' Ruin takes place on the ground floor of a construction site, and features holes that allow explosions to pass through. Some stage variants feature extra hazards such as conveyor belts, magnets, seesaws and a giant robot.
43* ContinuityCameo: Lisa, Dr. Mitsumori's daughter from ''Bomberman'' for the Platform/TurboGrafx16, can be seen standing on the sidelines of Full Power.
44* ConvectionSchmonvection: [[VideoGame/Bomberman94 Oil Shock]] may be covered in burning oil, but there's not an ounce of discomfort to be had when battling there as long as the combatants don't make direct contact with it while it's ablaze.
45* CoolAirship: The Armor Joe from the titular level is an enormous enormous airship that contains a giant Mujoe face at the front.
46* {{Cosplay}}: One of the items, which originates from ''VideoGame/SuperBomberman 4''. When collected, it changes the player's appearance to look like a different character and provides them with an extra hit.
47* CreatorCameo: Series creator Shinichi Nakamoto is featured among the audience in Full Power, his appearance based on the secret bonus item from ''Bomberman'' for the NES.
48* CreepyCemetery: Night of the Bomb is a cemetery stage with tombstones and thorny bushes, set in front of a mansion. Its main gimmick is the swarms of bats, [[InterfaceScrew which obscure the action happening behind them]]. Notably, more Skulls than usual generate in this stage, and the only Louie available by default is Tatarooi, whose power is giving and removing Skull curses at will.
49* CrystalLandscape: As its name implies, Crystal Palace takes place inside a palace that features large crystals as hard blocks.
50* DangerThinIce: Certain spots of Freezing Frenzy have thin ice that periodically breaks when stepped on. The combatants cannot fall in, however--once the ice is broken, the holes instead act as solid blocks.
51* DeadpanSnarker: Dr. Ein provides commentary for the Item Help section, which can be quite silly at times.
52--> Repel: Causes other players to automatically move away from you. Please wear deodorant, kids.
53* DemographicDissonantCrossover: The {{Guest Fighter}}s include characters from some M-rated franchises, including ''VideoGame/MetalGear'' and ''Franchise/SilentHill''.
54* DestroyableItems: By default, all items except the Skull can be rid of with an explosion. The "Advanced Settings" tab allows for all items to be burnable, or for all to be fireproof.
55* DiceRollDeath: Rolling three skulls on the slot machine in Spinning Fate will automatically trigger Sudden Death, regardless of how much time is left.
56* DifficultButAwesome: The Crumble Bomb has minimal fire power--extending only one tile in each direction--but explodes instantly upon hitting something. When used along with a Bomb Kick, Power Glove and/or Bomb Punch, this turns the player's main strategy into trying to hit others with it.
57* DoubleKnockout: It's completely possible--and not uncommon--in Battle Mode for an explosion to knock out all the remaining players, which will lead to a draw.
58* DreamMatchGame: The game features playable characters from across the franchise's entire history--whether they were originally playable, villains, or [=NPCs=]. This even includes characters from the various manga and the two anime series, ''Anime/BombermanBDamanBakugaiden'' and ''Anime/BombermanJetters''.
59* EasterEgg:
60** [[spoiler:Inputting the KonamiCode on the title screen will give '83 Bomberman a new alternate costume based on the Sharp MZ-700 version of the game.]]
61** The cursor for the Score Mode menu is '85 Bomberman. [[spoiler:Holding the up or down key for a few seconds will make him move too fast, causing him to get dizzy.]]
62** Playing the game on AprilFoolsDay [[spoiler:will play a special intro before the title screen parodying the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of ''[[Wrestling/WWERaw WWF Raw]]'']].
63** [[spoiler:Inputting the KonamiCode on the Item Help menu will unlock a practice room, where you can test out the different items and change around the room layout.]]
64** On the occasion the next section of the Item Help does not load fast enough, Dr. Ein will say "Please wait... I need to clean the board".
65* EternalEngine:
66** Steam Battleship takes place in a floating battleship, and its main gimmick are valves that release large clouds of steam, pushing items, players and bombs away.
67** Galvanized Generator features wires on the walls and blue glowing lights on its hard blocks, and has vents that release poisonous gas as its main gimmick.
68* ExplodingFishTanks: Explosions in Aqua Smash will slowly break the glassy panels, allowing water to flow through the field, pushing players and bombs away.
69* FlashStep: Gozarooi's ability is to quickly dash a few spaces forward while shadow clones move in other directions, primary as a way to trick opponents.
70* FourSeasonsLevel: Two seasons. Pollen Poppers can temporary change from spring to winter by hitting all switches, triggering an ice flower to cover the field with snow and freeze bodies of water.
71* FreezeFrameBonus:
72** Louie Eggs are initially inside item panels before popping out of them.
73** Mamorooi's face can be seen more clearly on the second frame of her win animation.
74** Digitarooi's lose animation contains frames where they glitch into Metalooi and then have one half turn into a more organic form.
75* GangplankGalleon: Overboard takes place in a pirate ship, complete with the camera tilting up and down to simulate the movement.
76* GiantFootOfStomping: The "Draw!" screen features the combatants panicking before a giant Bomberman foot stomps them.
77* GoKartingWithBowser: A possibility, thanks to certain villain characters being playable. This is especially amusing when done with otherwise [[KnightOfCerebus dark and serious villains]] like Buggler, Sirius and [[VideoGame/{{Castlevania}} Dracula]].
78* TheGoomba: The Balloms are the first enemies you will encounter in Score Mode, and therefore the easiest ones to kill.
79* GrievousBottleyHarm: Bottlooi's main ability is throwing bottles of sake, which are useful for stunning players for a very brief period of time and pushing forward items and bombs.
80* GuestFighter: Over a hundred of them! The character select screen lists them under the sections "Hudson", "Konami" and "Cameos", that last category containg characters from Tozai Games (''VideoGame/LodeRunner'', inherited from the defunct Creator/BroderbundSoftware), Creator/{{Nintendo}} ([[Characters/WarioAndWaluigi Wario]]), Creator/SonyInteractiveEntertainment (''Franchise/RatchetAndClank'', ''VideoGame/ApeEscape'', Toro Inoue), Creator/XboxGameStudios (''Franchise/{{Halo}}''), Creator/{{Valve|Corporation}} (''VideoGame/Portal2'') and Creator/EpicGames (''VideoGame/FallGuys'').
81* GustyGlade: The main hazard in Tower of Wind, as its name implies, are strong winds caused by Aladdin Bomber's handheld fan. Unlike many examples, it does not affect players, only their bombs.
82* HardDrinkingPartyGirl: Bottlooi always carries bottles of sake around, which she will drink and/or throw.
83* HarderThanHard: Intense. The AI will keep track of everything on the field and use the maximum of their arsenal to eliminate opponents. On Quick Battles, you will have to deal with seven of them at once.
84* HarmlessElectrocution: Circuit Breakers' borders will stun bombers and make them lose some of their items, but they will carry on with the fight once they recover.
85* HartmanHips: The Louies all have broad hips as kangaroo-type creatures, but the female Louies, like Galooi and Bottlooi, noticeably have even wider hips.
86* HeartsAreHealth: One of the power-ups is a smiling red heart, which replenishes player's healthbars or gives them additional hit points, depending on the Health Mode.
87* HoistByHisOwnPetard: A player is not invulnerable to their own bombs, and it's very much possible to get killed by them accidentally. It's also entirely possible to try to detonate a chain of someone else's bombs but fail to keep track of every possible explosion reaction, killing oneself by [[DidntThinkThisThrough trying to aggressively outwit another]].
88* HollywoodMagnetism: Dead End features large magnets that attract bombs in the direction they're pointing.
89* IdleAnimation: Every playable character has one, befitting of their personality or a reference to their game of origin.
90* InconvenientlyPlacedConveyorBelt: A common hazard, which causes players and bombs to move. Some stages like On the Move have these as part of their factory setting, while others like King of the Tomb and Aqua Smash get more creative and feature quicksand or water that acts the part.
91* InterfaceScrew:
92** Night of the Bomb features swarms of bats, which cover small patches of the screen for a few seconds, then move to another part of the arena.
93** One of the Skull curses causes the player's controls to be inverted.
94** The main gimmick of Overboard has the camera bobbing up and down, caused by the ship sailing over the ocean. A rare item can appear that moves the camera on a circular pattern slowly for a limited time.
95* IntraFranchiseCrossover: If it's a ''Bomberman'' work, chances are it's represented in some way, mainly through characters. It doesn't just limit itself to the main series of games, either, as it also takes from the spin-offs, cancelled titles, the various manga, the two anime series, and even promo art.
96* InvincibilityPowerUp:
97** The Vest provides the player with a few seconds of invincibility towards fire and some stage hazards at the cost of slowing them down.
98** When activated, the Rocket causes the player to launch upwards for a few seconds, avoiding anything underneath them.
99** [[LuckilyMyShieldWillProtectMe The Shield]] can be held up, causing a combatant to block any explosion in front of them.
100* {{Invisibility}}: The Invisibility does ExactlyWhatItSaysOnTheTin: for a short period of time, it makes all other players unable to see the one who picked it up. As Local Battle mode has all the players share a screen, this item is completely restricted to Online Battle mode.
101* InvulnerableAttack: Not really an attack, but the ring ropes in [[VideoGame/BombermanTournament Ring Champions]] grant you invincibility until you come to a stop.
102* JokeItem: The Salt Bomb from ''VideoGame/BombermanHero'' is here and it's just as useful as it was in that game: not very. It lowers a player's explosion range to one tile, can't kill enemies or set off other bombs, and [[ArsonMurderAndJaywalking makes a very unsatisfying sound when exploding]].
103* {{Kaiju}}:
104** Aladdin Bomber, the giant on Tower of Wind who originates from ''VideoGame/BombermanOnline''. He can't actually damage the player, nor can the player damage him, though he ''will'' cause wind, which will sweep the bombs.
105** The titular [[{{Notzilla}} Bomura]] from Bomura's Rampage, who stomps around the stage and can breathe fire upon the player.
106* KangaroosRepresentAustralia: While the Louies in the official games were based on kangaroos, there was nothing Australian about them. One of the Louies {{original|Character}} to this game is Buckarooi, who wears a slouch hat and whose main ability is throwing a boomerang; both common LandDownUnder stereotypes.
107* KickChick: Galooi's legs are strong enough to kick rows of bombs and soft blocks away.
108* KingmakerScenario: If the "Revenge Bomber" option is set to "on" and a player is knocked out, that player can toss bombs into the stage to try and knock out the other players as well. If set to "super", it has the added bonus of bringing a player back to life if their bomb manages to knock out another player.
109* LargeHam: The [[VideoGame/AtomicBomberman Atomic]] voice option is louder and much more talkative than the default [[VideoGame/SaturnBomberman Classic]] voice, especially when the match starts, as it's possible for everyone to shout a PreAsskickingOneLiner all at once.
110* LethalJokeItem: The Salt Bomb becomes the deadliest bomb in the game if Health Mode is set to Healthbar, as its salt will dry a full healthbar in a few milliseconds.
111* LethalLavaLand: [[VideoGame/Bomberman94 Oil Shock]] takes place in a volcano, and contains tracks of oil that can be set ablaze by explosions.
112* LevelAte:
113** Märchen World features all sorts of sweets as part of its tileset, from chocolate hard blocks to jelly soft blocks.
114** Happy Birthday takes place on a giant cake, featuring candles that will melt over time.
115* LevelsTakeFlight: One of the Wide Stages takes place atop the Armor Joe from ''VideoGame/BombermanGeneration'', a CoolAirship with detachable sections.
116* LocomotiveLevel: Runaway Train takes place atop a locomotive, based on Rodeon's stage from ''VideoGame/SaturnBomberman''. Its main gimmick is that the cars detach, forcing players to jump onto the next one.
117* LongSongShortScene:
118** Battle Mode matches don't usually last more than two or three minutes and, due to the music restarting during Sudden Death in order for SongsInTheKeyOfPanic to work, only one or two minutes of each song end up playing. As such, any song longer than that won't play in full during normal gameplay, a notable example being ''Hi-Ten Chara Bomb'''s theme, which is over five minutes long.
119** Taken to the extreme with Full Power maps, a match will often end less than ''20 seconds''.
120** The victory screen and Score Mode's menu screen have tracks that go for more than a minute of what few seconds players would spent on them.
121* LostInTheMaize: Kinky Cornfield takes place in a huge corn maze with a labyrinthine design.
122* LuckilyMyShieldWillProtectMe: The Shield is a power-up that, when held up, blocks all explosions that would normally hit the combatant from the front. However, a player cannot move and hold the shield up at the same time.
123* MacroZone:
124** Inverted with Miniature City, which takes place in a model city with tiny cars, trees and houses, but the combatants are normal-sized.
125** [[VideoGame/SaturnBomberman Bomber Catcher]] takes place inside a crane machine, where players, bombs and blocks are tiny enough to be grabbed by the catchers and even properly dispensed out of the machine like a prize.
126* MagicWand: Bomb Conjure lets you [[ExactlyWhatItSaysOnTheTin conjure bombs]] and place them up to 2 spaces ahead of you. Its icon is represented by a magician's wand.
127* MagicalCamera: Torooi's camera can turn bombs into random items. It selects them from the stage's item pool, and [[PoisonMushroom bad items]] can sometimes be spawned as well.
128* ManEatingPlant: The Bombervorous Plants spring out of the ground to [[OneHitKill chomp down bombers]] with their venus flytrap-like mouths. [[MeaningfulName It's in their name]], after all!
129* MassiveMultiplayerCrossover: The game features [[TheBusCameBack the return of many characters from previous installments]], including a lot of earlier cameos such as VideoGame/LodeRunner[[note]]In his ''Battle Lode Runner'' appearance, due to the NES versions of these two franchises being connected[[/note]] and [[Characters/WarioAndWaluigi Wario]][[note]]Due to his appearance in ''Wario Blast''[[/note]]. However, the game also features playable appearances from Creator/{{Konami}} and Creator/HudsonSoft characters that hadn't crossed over with the official ''Bomberman'' games yet, such as [[VideoGame/AdventuresOfDinoRiki Dino Riki]], [[VideoGame/{{Calling}} Rin Kagura]], [[VideoGame/RocketKnightAdventures Sparkster]] and [[VideoGame/{{Boktai}} Django]].
130* MassOhCrap: All players will be panicking on the "Draw" screen as a foot descends to stomp them and on Hyper Battle when someone collects all Targets, though not if they are playing on the same team.
131* MechanicalAnimals: Metalooi, the robo-Louie. It is much more durable than your average Louie and goes a step further by being able to [[SuicideAttack self-destruct]] at will.
132* MegamixGame: The game [[TheBusCameBack brings back a ton of characters]] from throughout the series' history and includes many items and features from previous games. Downplayed when it comes to the stages: although several of them reference other titles in the series (see NostalgiaLevel), the developers prioritize originality and enjoyment over representation.
133* MetropolisLevel:
134** Hit the City takes place in a NeonCity, with {{Mobile Kiosk}}s as soft blocks.
135** Bomura's Rampage, as is customary for works featuring a {{kaiju}}, takes place in a giant city for them to rampage and wreak havoc through.
136* MinecartMadness: The main gimmick of Manic Mine is the minecart, which will lead the player through a series of tracks, destroying all soft blocks in its path and running over players. It's also present in some variations of other stages such as Lights Out and The Duel.
137* MookMaker: A recurring stage element is an enemy spawner, which is most prominent in Monster Havoc but can also be found in variants of Hit the City, Fort Bombyard and Future World. There is usually only one at the center of the stage, but some contain more. Breaking the soft blocks around it will allow the monsters to roam free around the stage, with [[CollisionDamage deadly results]].
138* MookThemedLevel: Monster Havoc features a MookMaker as its main gimmick, which will continually spawn Onils.
139* MutuallyExclusivePowerups: In order to keep the control scheme simple, a lot of power-ups can override each other when picked up. Specific examples of this include...
140** A player can only have one type of bomb at a time (not counting normal bombs). As such, all bomb types are this to each other.
141** The Shield, Rocket, Bomb Change, Ruse, Dash, Whip, Gun and Bomb Conjure, as they are all activated by pushing/holding the D button.
142** The Line Bomb, Power Glove, Super Power Glove and Juggle Glove, as they require tapping/holding the A button while on top of a bomb.
143** The Kick and Bomb Pass, as they are both triggered by running into a bomb.
144* MyNameIsQuestionMarks: There is a stage called ???, named as such due to its [[{{Wackyland}} surreal nature]].
145* MythologyGag:
146** Several AI-controlled characters have quirks reminiscent of the games they debuted in. This is most noticeable with PCE Bomberman and Creator/{{Irem}} Bomberman, who move back and forth repeatedly when the space ahead of them is within the range of a bomb.
147** ''VideoGame/Bomberman94'' also had a hat-wearing Louie on the pause screen, though that one was pink while the one in this game is teal.
148** VideoGame/AtomicBomberman is the only character to have multiple death animations, which are pulled straight from his home game.
149** The Bowling Bomb bears resemblance to the Hard Blocks in one of the battle stages from ''Bomberman Blast''.
150** Buckarooi shares his finger-wagging animation with the Bandit enemy from ''VideoGame/Bomberman94''.
151** The blimp from ''VideoGame/SuperBomberman'''s title screen can be seen flying by the background of High Life.
152** The fountain in Night of the Bomb's Net-de 3 variant contains a statue similar to the Count Komori, the fourth boss in ''VideoGame/Bomberman94''.
153** The crocodile heads in Fort Bombyard are the same ones from ''VideoGame/Bomberman64'', though they cannot be interacted with here unlike their source game.
154** The figure seen drawn at the center of Temple Tempest's field is the FinalBoss of ''Bomberman GB 2''.
155** The two contained fishes seen on the border overlooking the field of Aqua Smash are the same ones from ''Neo Bomberman'', not only that, they have also their scrapped animations implemented.
156** The cheering rats from X-Mass-Destruction are the same ones in the Conveyor Belt stage from ''VideoGame/Bomberman94''.
157** Flow 'n' Blow is clearly inspired by Blue Resort from ''VideoGame/Bomberman64'', even featuring the enemy soldiers that populated that level as background elements.
158** The titular Bomber Catcher is the bonus game from ''VideoGame/SaturnBomberman'' turned into a battle stage.
159** The wagons obstructed by corn on the left side of Kinky Cornfield's border are the same ones in Gunman World from ''VideoGame/SaturnBomberman''.
160** Wario has alternate skins of his ''VideoGame/WarioWare'' outfit, his vampire form in ''VideoGame/WarioLand3'' and his swimming outfit in ''VideoGame/MarioAndSonicAtTheOlympicGames Tokyo 2020''; designs that hadn't been invented at the time of ''Wario Blast''[='=]s release and thus never appeared in the ''Bomberman'' series.
161* NeonCity: Hit the City features many tall buildings with brightly-colored lights as its backdrop. It's based on Area 3 (Modern Era) from ''VideoGame/SuperBomberman 4'' and, by extension, the Seesaw stage from the Battle Game.
162* NewWorkRecycledGraphics: Some character sprites and stage tiles are taken wholesale from previous installments in the series; most noticeably, Bomberman himself uses his sprite from ''VideoGame/SaturnBomberman''. It's sometimes done as a stylistic choice, such as '85 Bomberman using the unedited sprite from [[VideoGame/{{Bomberman}} his game]] to capture the {{Retraux}} feel.
163* NoMouth: Zig-Zagged. A ton of characters, mainly all the "Bomber" ones, lack a mouth. However, a lot of other characters, mainly the cameos, ''are'' drawn with a mouth.
164* NonDamagingStatusInflictionAttack: Tatarooi is able to curse himself and then spread it to other combatants, its effects being similar to those given by Skulls. He can also cure himself at will rather than let the effect wear out.
165* NoPlotNoProblem: The game lacks a plot, as the main focus is placed on the Battle Mode, with the equally plotless Score Mode being a secondary game mode.
166* NostalgiaLevel: Several of the Battle Mode stages are remakes of stages from earlier games in the series. Others look like stages from other games, but have new gimmicks to them, while others yet recreate old gimmicks in brand new locations.
167* {{Notzilla}}: The robotic Bomura from ''VideoGame/SaturnBomberman'' makes a reappearance. This time, they get their own stage, Bomura's Rampage, which features them rampaging over a half-destroyed city.
168* ObviousRulePatch:
169** By using the Juggle Glove (and, less commonly, the Power Glove), a player could spam explosions by repeatedly tossing bombs directly into fire, basically creating an impenetrable wall of fire. This was patched in version 0.7.6 by disabling the Glove for a second if this is done for too long.
170** If a player were to push two Clatter Boxes against to the wall so that they are stuck between them, they would be practically impossible to kill in certain circumstances. Version 0.7.7b made players and items that get stuck between these get bounced out.
171* OhCrap: Bombers and Mounts will lose their mind when surrounded by bombs. SHIMATTA!
172* OneHitKill: Some hazards can kill the player in a single hit regardless of whether healthbars are turned on or not:
173** Being crushed by a Sudden Death block, or falling on top of one.
174** Falling. This can happen in several ways, such as by being tossed off-stage in Rock Garden or Runaway Train, standing on the lake as it unfreezes in Pollen Poppers, having the floor under you be destroyed by a meteor in Out of Touch, stepping into an open trap door in High Life, or standing on one of the Armor Joe's sections as it detaches.
175** Being run over, either by a [[MinecartMadness minecart]], the giant rolling snowball in Freezing Frenzy and Chill Zone, or the train in The Duel.
176** Some other stage hazards can kill the player in one hit, such as the Sandman block in King of the Tomb and the Bombervorous Plants.
177* OneHitPointWonder: The combatants are this if the "Health Mode" option is set to Classic. The Louies can also only sustain a single hit--except for Metalooi, who can sustain two.
178* OneSteveLimit: Averted. Due to the large amount of characters, some of them share the same name. For example, there are two characters named Bongo: one of the area bosses from ''VideoGame/BombermanLand Touch!'' and the member of the Jetters from ''Anime/BombermanJetters''.
179* OriginalCharacter: Defied when it comes to playable characters, but played straight with the Louies. Barring the seven from ''VideoGame/SuperBomberman 5'', all the rest are original to this game.
180* OverlyLongTongue: Periodically, Temple Lickers will lay their lengthy tongues on the field, they are harmless though impervious. An explosion to their bodies will retract them.
181* PaletteSwap: Per the rest of the series, several combatants have multiple recolors, although they are no longer based on player slot, instead being freely selected with the L and R buttons. A few characters such as [[VideoGame/SaturnBomberman Hige Hige Combatant]] get new outfits this way, and others like [[VideoGame/BombermanLand Land Bomberman]] change their design entirely.
182* PalmtreePanic: Adventure Island, based on [[VideoGame/AdventureIsland the game of the same name]], takes place at the beach; you will trip when you collide with the rocks just like in that series.
183* PerpetualBeta: Despite the first version being released on 2013, the game is currently in versions 0.7.x. The developers have stated that the game will probably never be truly "complete", so it's unlikely it'll ever reach version 1.0.0.
184* PerpetualSmiler: Metalooi's only expression. Even if they lose the game or have their armour destroyed, they will still keep smiling.
185* PoisonMushroom: Five of them: the Bomb Down, Fire Down and Geta lower the player's bomb stock, explosion range and movement speed, respectively, the Skull places a random curse upon the player which might then be passed onto another player, and the Salt Bomb decreases the explosion range of the player's bombs to a single tile.
186* PostDefeatExplosionChain:
187** One of the stages takes place atop the [[CoolAirship Armor Joe]]. Destroying all the engines in a section will cause it to detach with a quick succession of small explosions.
188** Blowing up the piñata will detonate it in a series of small explosions, with items shooting into the arena all throughout this.
189** Winning a round of Hyper Battle will make the player float in the air while the arena is destroyed with a rapid sequence of explosions, before a final large blast blows the other combatants away.
190* PowerupMount: The Louies, which a combatant can ride by hatching one of their eggs. Each different color has a different ability.
191* PrisonLevel: Alcatraz takes place inside a prison surrounded by a sea of acid. Of course, this being ''Bomberman'', the objective is not to escape but rather to kill your opponents.
192* RandomNumberGod: Should three 7s be rolled on the slot machine in Spinning Fate, the game will generate a couple of [[HeartsAreHealth Heart]] items.
193* RecycledSoundtrack: All the music in the game originates from previous installments in the series. More specifically, over a hundred of these tracks serve as background music during the game's Battle Mode, while Score Mode lifts its soundtrack from the game it's remaking, ''VideoGame/{{Bomberman}}'' for NES.
194* {{Retraux}}: The appropriately-named stage Retro is visually based on ''VideoGame/{{Bomberman}}'' for the NES down to the bombs, fire and items, including new old-school sprites for those that hadn't been invented at the time.
195* RidiculouslyCuteCritter: The Louies, of course! These ones in particular are based on their ''VideoGame/SuperBomberman 5'' appearance, with a lot more of these adorable kangaroos making their debut in this game.
196* RidingTheBomb: The Detonator item allows that, you will jump off automatically as soon as the bomb explodes, but you can receive damage if the explosion is strong enough as you land.
197* RollingAttack: Marooi's ability is to roll until he collides with something solid. Notably, it cannot be used to hurt others, working more like a DashAttack instead.
198* ShiftingSandLand: King of the Tomb takes place outside of a pyramid and features moving quicksand, and Whoosh Star takes place on a sandy floating island with ruined structures and cacti.
199* ShoutOut:
200** The Push's description in the Item Help section includes the line "[[WesternAnimation/TheLionKing1994 Long live the king]]".
201** The game adopts a couple of ideas from ''Spark World'', a ''Bomberman'' clone for the Super Famicom. The Juggle Glove originates from this game, even using the same sprite, as does High Life's concept of OneHitKill trapdoors activated by a switch on the wall.
202** One of the stages is called Panic at the Disco, a reference to [[Music/PanicAtTheDisco the pop-rock band of the same name]].
203** Two stages placed beside each other on the Stage Select screen are called Out of Touch and Out of Time, a reference to the Music/DarylHallAndJohnOates song "Out of Touch": "You're out of touch / I'm out of time".
204** According to one of the spriters, the rhinoceros that stands on the sidelines in Midtown Madness is a reference to the French play ''Theatre/{{Rhinoceros}}''. This is because, much like the stage, the play's first act takes place at a coffee shop.
205** The draw screen has a foot stomping on players, à la ''Series/MontyPythonsFlyingCircus''.
206* SillinessSwitch: The game provides the option of using the hilariously [[LargeHam hammy]] voice acting from ''VideoGame/AtomicBomberman'', and if that isn’t silly enough, there are also the "Wicked" voices, which use the same lines but chaotically distorted.
207* SingleUseShield: The [[HeartsAreHealth Heart]] and {{Cosplay}} provide the player with an extra hit. The former stacks, but the latter doesn't.
208* SlippySlideyIceWorld: Freezing Frenzy is a snowy stage featuring igloos, snowmen, [[DangerThinIce thin ice]] and avalanches. Chill Zone, a wide stage, features many of the same elements, as well as a variant with a slippery ice floor.
209* SongsInTheKeyOfPanic: After the "Hurry Up" message shows up and Sudden Death starts, the background music will speed up.
210* SpaceZone:
211** Out of Touch takes place in a transparent platform floating in space. In some variations, the platform will get hit by meteors.
212** The Moon takes place in, naturally, UsefulNotes/TheMoon. The gravity is much higher, meaning bombs will fly farther when thrown.
213* SprintShoes: Speed Ups increase your speed, potentially to the point you can't move as precisely as before.
214* StageMagician: Magicarooi resembles one, he can lay all your bombs in the front of you via his top hat.
215* StalkedByTheBell: When time is running out (default is when 50 seconds are left, but this can be customized), indestructible blocks will fall into the stage and crush any player below them. They also fill up the stage, making the playable area smaller.
216* StealthPun: High Life takes place in an office building where the players can fall down open {{Trap Door}}s and into fire. They are literally getting fired.
217* StuffBlowingUp: Inevitable, due to the characters' main weapon being {{Cartoon Bomb}}s.
218* SuicideAttack: Metalooi's main ability--besides being able to sustain one more hit than the other Louies--is transforming into a missile to cause a massive explosion. If it already sustained a hit, it will instead explode on the spot with minimal firepower.
219* SuperDrowningSkills: Standing on a lake in [[VideoGame/BombermanHero Pollen Poppers]] after it unfreezes will damage the player and potentially eliminate them.
220* SuperSpeed: The main gimmick of several variants of B-1 Circuit is that all the players move at the maximum possible speed. Due to this, there are a lot of Getas among the selection of power-ups: although they are normally power-downs that lower a player's speed, this effect ends up being beneficial this time around.
221* TauntButton: Press L+Direction while standing still to make a character play their idle (up), panic (down), win (right) or lose (left) animations. Press it multiple times at once to speed them up. Pressing while moving lets you [[HyperactiveSprite walk in place]].
222* TeleportSpam: Digitarooi can teleport to a bomber's position regardless of distance the moment they see them.
223* TertiarySexualCharacteristics: Bomberlady looks exactly like Bomberman, except for the fact that she also wears a bow, has eyelashes, and her suit is more dress-like in shape.
224* TimedPowerUp:
225** The Vest (which makes the player [[InvincibilityPowerUp invincible]]), the {{Invisibility}} (which turns the player invisible) and the Merger (which allows the player to merge with other players upon coming into contact with them) all last for a short period of time. They are also stackable, as picking another one up will extend the effect's duration.
226** Inverted with the Skull, which is a Timed Power-Down. Unlike the other three, the timer does not stack; picking another one up will instead reset the internal timer and give the player a different curse. The effect can be cut short by picking up a power-up or touching another player.
227* TitleScream: The title screen animation is completed with a cry of '''BOMBERMAN!''', provided by Creator/KazukoSugiyama for the Japanese version of ''VideoGame/BombermanWorld''.
228* TheTokyoFireball: Bomura's Rampage takes place in a coastal city being terrorized by the eponymous monster. The TokyoTower is actually present in one of the variants.
229* ToyTime: Lights Out features gigantic teddy bears, vibraphones, vehicles and a few other toys on a dimly-lit field.
230* TraintopBattle: Runaway Train takes place atop the titular vehicle. Eventually, one of the wagons will detach, forcing the combatants to jump to the next car or else be [[OneHitKill instantly eliminated]].
231* TrapDoor: High Life has trap doors that open when a switch on the wall is activated. Falling into these leads to a OneHitKill.
232* TrickBomb: From lightning bombs, bombs that produce salt, bombs that split into weaker bombs to bombs that ''merge'' with others to increase its firepower.
233* UndergroundLevel:
234** Manic Mine takes place in a cave mine, complete with [[MinecartMadness minecarts]] and rocky floors.
235** Rustle Rustle Burn takes place in an archaeological site below the surface, which contains bushes that are large enough for bombs and players to hide.
236* UnderTheSea: Splish-Splash features seashells, kelp, currents and fountain springs, as well as an added oscillating effect to make it look like it takes place underwater.
237* UniqueEnemy: There's a few enemies that only appear in a single stage. Examples include Bomura, the yellow {{mooks}} in Clitter Clatter, the Cyber Mice in Future World and the Sandman Block in King of the Tomb.
238* VariableMix: The music for ??? speeds up every time the note items show up, gets briefly pitched down once they are all collected, and becomes violent and jumbled when a player dies.
239* VocalDissonance: Regardless of their appearance, every character is given Creator/KazukoSugiyama's Bomberman voice by default. This also applies when selecting Creator/BillyWest and Creator/CharlieAdler's obviously male ''VideoGame/AtomicBomberman'' voices from the options menu. Taken to ridiculous levels with the Wicked voice, which uses the same lines as the Atomic voice but randomly distorted to hilarious degrees.
240* {{Wackyland}}: ??? takes place in a stylized retro void of bright colors where heavily distorted music can be heard and altered by note items and player deaths.
241* WaveMotionGun: Tamerooi has a cannon on his belt that allows a damaging beam to be briefly fired, however, it has the side effect of making him move slower while it recharges.
242* WhaleEgg: True to the rest of the series, the kangaroo-esque Louies hatch from eggs.
243* WrapAround: Almost every stage contains borders that allow players, bombs and items to come out from the other side, both vertical and horizontal. In some stages like Oshikura Manju and Land of Hevol, players can simply walk through these; for others, it only happens when something is tossed off-stage thanks to items like the Bomb Punch and Power Glove. Notable aversions include Out of Touch (where anything that falls off doesn't return, and players are [[OneHitKill instantly killed]]) and The Zap Wall (where anything thrown against the wall simply bounces off).
244----
245-->'''[[TheStinger WINNER!]]'''

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