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Super Bomberman is a series of Bomberman games released in the early-to-mid 90's for the Super Famicom/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 gameplay formula: the stages 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 stage. 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. The third through fifth games upped this to five players.

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In 2017, the series finally saw its first new entry in two decades, Super Bomberman R for the Nintendo Switch. The following year, the game was ported to Steam, PlayStation 4 and Xbox One.

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
  • Super Bomberman R (2017)

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).
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  • All in a Row: 4 allows the player to have up to two extra eggs, which will follow the player. The player can move against a wall to have the eggs compress into the same spot that the player is in, to prevent the eggs from accidentally getting destroyed by fire.
  • 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.
  • As Himself: An update for Super Bomberman R introduced Xavier Woods Bomber, voiced by the man himself.
  • Bad Future: Akuukan (Japanese: 亜空間, literally 'hyperspace'), the final area of Super Bomberman 4 - the penultimate area is Choumirai (Japanese: 超未来, literally 'super future'), which is a Good Future.
  • Brain in a Jar: Buggler at the end of Super Bomberman 3. He continues like this in Super Bomberman 4. He's shown getting a new body in Bomberman Hero.
  • Bubblegloop Swamp: Mori Mori Star / Swamp Attack in Super Bomberman 3.
  • Chain Reaction Destruction: Bosses in Super Bomberman. Somehow it explodes in thin air around them too.
  • Collision Damage: Enemies kill you on contact.
    • Hitting enemies with kicked bombs will do the same amount of damage as an explosion.
  • Competitive Balance: Tournament Mode in Super Bomberman R tends to give characters with stronger abilities weaker stats. It also gives weaker maximum stats to characters with stronger starting stats.
  • Combining Mecha: In Super Bomberman 3, the Five Dastardly Bombers enter into/become a large mecha for Buggler to ride after entering a vortex.
  • Cosplay: An item in 4's tenth battle stage costumes your Bomberman into either Honey or Kotetsu.
  • 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.
  • Cyberspace: Planet Brainwave in Super Bomberman R.
  • 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.
  • Dynamic Difficulty: 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.
  • Early Installment Weirdness: The series isn't internally consistent with its primary setting. In particular, Super Bomberman 3 is the first named appearance of Bomber Nebula, yet it still depicts Earth (despite the game it was based on debuting Planet Bomber). By Super Bomberman 5, Planet Bomber was given a new appearance and suddenly replaced Earth as Bomberman's home.
    • 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.
  • Eternal Engine: Many. Brain Bomber's spaceship (also to a lesser extent Plasma Bomber's) in Super Bomberman 2. The Clockwork Terrain in Zone 5 of Super Bomberman 5. Also, Planet Technopolis in R.
  • Every 10,000 Points: Most games give extra lives at various point plateaus.
  • 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.
  • Expy:
    • Four of the World Bombers from Super Bomberman 3 could be this to the World Bombers from Super Bomberman: Panic Bomber W:
      • Raster-Bomber: Mexican Bomber
      • Metal-Bomber: Metal Bomber (?)
      • Bom-Gunman: Bomber Kid
      • Animal-Bomber: Bomber Uhho
    • The appearance of the Green Bomber in R resembles the design used for the White Bomber in Bomberman Jetters.
  • Fake Difficulty: World 5 in the first game. A chain of fights against Mecha Bombers, with each fight counting as one stage, it will probably kill you at least once. Not by anything the bombers do, necessarily, but by virtue of running out of time without any time pickups to be had, since the time does not reset between fights. Kiss your Remote Bombs goodbye, and it's not even your fault. Probably.
  • Giant Space Flea from Nowhere: The final boss of Super Bomberman 2 is some sort of unexplained, floating, parasite alien thing with one eye.
  • Guest Fighter:
  • Guide Dang It!: Getting 100% Completion, or even just the Good Ending in Super Bomberman 5 can be tough without a guide that tells which exits lead to which stages. Though the game is at least nice enough to color-code the exits: Ones that go to new levels are colored yellow, and ones that go to previously-visited levels are a dark purple.
  • Heel–Face Turn: Black Bomberman had spent three games before as the antagonist, but by Super Bomberman he's gone through this.
    • Plasma Bomber almost did in Super Bomberman 2.
    • All 5 Dastardly Bombers have one in Super Bomberman R.
  • 100% Completion: Super Bomberman 5 features 100 levels, and each unique level cleared contributes 1% to the completion rate. The player will only be able to visit a small fraction of them on each playthrough due to this game's story mode's non-linearity. Getting 100% allows the player to start a New Game+ where power-ups get shuffled around and they can go for 200%.
  • Inconveniently Placed Conveyor Belt: They will move either players or bombs that stand on them, though the player can generally move fast enough to outrun them.
  • Kingmaker Scenario: 3 and onward have the "Gutter Bomb" option in their Battle Modes to allow defeated players to influence the match by throwing bombs in from the edge of the arena.
  • Landfill Beyond the Stars: Planet Scrapheap in SB R.
  • Law of Chromatic Superiority: 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.
  • Lethal Lava Land: Achi Achi Star / Firestorm in Super Bomberman 3.
  • Long Song, Short Scene: For Super Bomberman 2, some themes, such as the intro theme, are cut short before they can finish playing.
  • Marathon Level: 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 Final Boss fight.
    • 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. Running out of time can be a very real problem if one does not get a clock item, which unfortunately pseudo-Randomly Drops.
  • Mercy Invincibility: A very generous amount is given to you at the beginning of every stage 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 stage while doing this and you can get a very nice head start. Just make sure you stop before your invincibility wears off, or, well
    • 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 Mecha Bombers in Super Bomberman, along with other on-foot bomber bosses in the sequels.
  • 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/Glove power-up to hit or throw 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/Glove from under a destroyable block; the game becomes Unwinnable otherwise. Thankfully, all the later Bomberman games didn't use bosses like this.
  • Mythology Gag: Super Bomberman R's unlockable cross-over characters have specific quirks to them that reference their own series, but Vic Viper Bomber's rocket helmet makes him out to be a Good Counterpart to Sirius, who had armor that let him turn into a jet.
  • National Stereotypes: The battle mode in 3 is full of them, except for Japan having the standard Bomber.
  • Neon City: Gendai in Super Bomberman 4.
  • New Work, Recycled Graphics: Super Bomberman 3 and (to a lesser extent) Super Bomberman 4 reuse assets from the TurboGrafx-16 games. Super Bomberman 5 also reuses a lot of graphics from all four previous Super Bomberman games.
    • In an instance of New Work Recycled Song, Super Bomberman 4 reuses the regular boss theme from Super Bomberman 3 for the Four Bomber King battles... and reuses the final boss theme for the large boss battles. The latter feels somewhat out of place as a result.
  • Non-Indicative Name: 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 time itself (at least in his own mind).
  • 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. This is played very straight in R, where there is no Heart power-up.
  • 1-Up: Shaped like the player character. The first game also features a fire extinguisher powerup that maxes out the player's lives at 9.
  • Planet of Hats: One of the series' favorite settings for their story modes is a world where every planet consists of a single biome and/or culture.
  • Planet Spaceship: The main setting of Super Bomberman 2, and Bagurā Ship / Battleship in Super Bomberman 3.
  • Powerup Mount: The Rooi kangaroos in 3 and 5; half of the enemies in 4.
  • Prehistoria: Genshijidai (Japanese: 原始時代, literally 'Primal Age') in Super Bomberman 4.
  • The Present Day: World 3 of Super Bomberman 4, called 現代 gendai, which translates to the trope's name.
  • 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 Dastardly Bombers introduced in Super Bomberman 2, the Bomber Shitennou in Super Bomberman 4, and the 8 Kyouaku Bombers in Super Bomberman 5.
  • Recycled Soundtrack: Super Bomberman 4 reuses a few songs from Super Bomberman 3 (such as the multiplayer battle, regular boss, and final boss themes).
    • Super Bomberman 1 re-uses the title theme, battle theme, and all three stage themes from the 1990 TurboGrafx-16 Bomberman game.
    • 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, among others, from '93.
  • Red Oni, Blue Oni: In Super Bomberman R, Pink and Pretty are the Red to Aqua's Blue.
  • Rewarding Vandalism: While blowing up the exit in the first game will make an enemy (or sometimes multiple) spawn, on a few stages it can also uncover some very nice items, such as a heart, or the fire extinguisher which maxes out a player's lives.
  • Rouge Angles of Satin: The nationalities in the battle mode of 3, "French" and "Kenia" were corrected to "France" and "Kenya" in the European release.
  • Shifting Sand Land: Sara Sara Star / Pyramid in Super Bomberman 3.
  • Shown Their Work: In an aversion of the franchise's usual fare of Hollywood Science, Super Bomberman R actually shows signs that the developers have done their research: The black hole created by Bagular during the climax may not be the popular idea of a black hole, but it actually resembles one of the many possible looks of real-world black holes.
  • Slippy-Slidey Ice World: Yuki Yuki Star / Winterland in Super Bomberman 3. Also Planet Lalaland in R.
  • The Smurfette Principle: The only female humanoid characters in the Super Bomberman series consist of Pretty Bomber, Lady Bomber, and Honey. Pretty Bomber would go on in the Bomberman Land series as the only main female.
    • The Dastardly Bomber and the Four Bomber Kings (plus Great Bomber) are the main villain groups in the series. Each consists of four males and one female (Pretty Bomber and Lady Bomber, respectively).
    • Averted in 5 with the Criminal Bombers, who were all male.
  • Socialization Bonus: The story mode of 4 features Bonus Rounds that are only accessible with two players playing, since the entrances to them are behind solid walls. To get to these entrances, One player must have the Power Glove power-up and use it to throw the other player over these walls.
  • Spell My Name with an "S": The recurring Big Bad was originally romanized as Buglear in Bomberman '94. In the Super Bomberman 3 PAL manual, he's now referred to as Professor Bugler, and then Professor Buglar in the very next sentence (which happens twice).
  • Story Branching: Super Bomberman 5's story mode is highly non-linear, with levels having up to five different exits. Each world also has multiple different boss levels, which will drop the player off at different points in the next world, or in the final world, determine which ending the player gets.
  • Sudden Death: 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.
  • Super Title 64 Advance: The games were for the Super Nintendo (with the exception of R).
  • Suspiciously Similar Substitute: The Bomber Shitennou (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.
  • Technicolor Fire: In 2, the Bombs deployed by bombers in Battle mode and their ensuing explosions are colored to match the Bomber's color.
  • Throw Down the Bomblet: Each of the five Dastardly Bombers has his/her own signature bomb(s).
  • Timed Mission: Generally, every non-boss level in the story modes. Battle mode can be timed too, with the option to gradually shrink the arena when time gets low.
  • Title Drop: Gendai in Super Bomberman 4 has "BomberMan 4" (no "Super") in neon lights in the back of most of its stages.
  • Tomboy and Girly Girl: Pink (Tomboy) and Aqua (Girly Girl) respectively.
  • 20 Minutes into the Future: The setting of Super Bomberman, and Gendai in Super Bomberman 4.
  • Under the Sea: Buku Buku Star / Deep Sea in Super Bomberman 3.
  • Unusual Chapter Numbers: 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.
  • Version Exclusive Content: 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 Atlas and P-Body, the Xbox One version gets Master Chief, the Playstation 4 version gets Ratchet & Clank, and the Nintendo Switch version gets MAX.
  • Wake-Up Call Boss: Bomber Woof from Super Bomberman 5 will take many beginner players by surprise with how tricky navigating around its mines can be.
  • The Wonderland: Zone 5 in Super Bomberman 5, especially the Train Set and Toy Box terrains.
  • Wutai: Edojidai in Super Bomberman 4. Planet Timbertree in R also has very Japanese (or at least "Eastern")-esque music and architecture.

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