Super Bomberman is an action , maze game, part of the Bomberman series, released for the Super NES in 1993. It is the first in the series to be released in Europe keeping the Bomberman title instead of being called Dynablaster or Eric and the Floaters .
45-469: Super Bomberman spawned its own series of sequels; including Super Bomberman 2 , Super Bomberman 3 , Super Bomberman 4 , Super Bomberman 5 , Super Bomberman R , Super Bomberman R Online , and Super Bomberman R 2 . The game takes place on a single non-scrolling screen. The screen shows the top down view of a grid of 143 (13 x 11) squares. The grid restricts the movement of characters so they can only move horizontally or vertically around
90-469: A clock that adds additional time to the game time. The game's story takes place in Diamond City, far to the north of Bomberman's home city, Peace Town. There, the evil Carat Diamond and his cohort, scientist Dr. Mook, are holding a Robot Tournament with robots specially designed for their combat and offensive capabilities. They hope to steal Bomberman's advanced combat capabilities, Diamond has created
135-466: A fake Bomberman to go to Peace Town and kidnap the real Bomberman. They're aware of Diamond's plot, Black Bomberman heads out alone to face the fake Bomberman. But Black Bomberman is defeated and his castle is taken. However, Black Bomberman escapes and seeks refuge with White Bomberman, and warns him of Diamond's evil plan. Later, hordes of enemy robots begin their advance toward Peace Town. The two heroes must join forces to defeat Diamond. Super Bomberman
180-470: A four-digit password that would allow the player to return to that stage by entering it on the Options screen. Battle Mode is played by one to four players, either human or computer controlled. Because the standard SNES control deck only has two controller ports, in order to play with more than two human players, a multitap device is required. The battle takes place on one of twelve themed stages. The aim
225-498: A large amount of skill to control the fast-paced players and bomb detonation. Special items appears during the gameplay for ammo supply as players destroy walls, enemies, or opponent Bombermen. During a Normal Game, the effects of all items except firepower, number of bombs, and speed will be lost when the player loses a life. During a Battle Game, the effects of all the items last for one battle only. Only items such as Ice Cream, Pancakes, Apples (Etc.) give points and other items such as
270-518: A motion-sensitive remote controller known as the Wii Remote , could detect up to four wireless controllers, but also had four controller ports that were compatible with GameCube controllers. The PlayStation 3 could support up to seven wireless controllers. For the eighth generation consoles, the maximum number of wireless controllers detected by the PlayStation 4 was reduced to four, while
315-691: A prior installment on the PC Engine (simply titled Bomberman ) that featured a five-player battle mode, although the SNES game only supported up to four players (the series did not support five players on the SNES until Super Bomberman 3 , which was released only in Japan and the PAL region). The Super Multitap has a switch for 2P Mode and 5P Mode, allowing it to remain connected into the console without affecting incompatible games. While no Nintendo-produced version of
360-647: A similar device, as demonstrated on Season 2, Episode 5 of TV's GamesMaster . The original PlayStation Multitap was one of the earliest peripherals released for the platform. It featured not only four additional controller ports, but also four memory card slots for each of them as well. Like the Team Player adapter for the Genesis, two PlayStation Multitaps could be used at the same time for up to eight controllers and memory cards, although very few games allowed for more than five players. A six-controller adapter
405-718: A splitter that allowed users to switch between multiple input devices (such as a mouse or a light gun) connected to the console at the same time. The original model of the Team Player (MK-1654) was incompatible with games that required the 4-Way Play, so a revision (MK-1647) was later produced that solved this issue by adding a second controller cord and an "Extra" setting for 4-Way Play compatibility. While most Team Player-compatible titles only supported up to four players (with some games such as Columns III supporting up to five), Konami's Double Dribble: The Playoff Season and Sega's Egawa Suguru's Super League CD (a Japan-exclusive baseball game for Mega CD) both allow up to eight players with
450-475: Is to multiplex the signals from each attached controller in some way. Some systems have unused lines available on the controller port, designed for future expansion, which can be used. Another popular technique is to serialise the data from each controller. Since the NES and Super NES both use a serial bus for standard controllers, creating a multitap is simply a case of increasing the amount of serial data available to
495-459: Is to blow up the other players while staying alive. All bomb blasts are instantly fatal in Battle Mode. If one of the players are the last player remaining they win the round and receive a gold trophy . The overall winner is the first person to win a set number of gold trophies (i.e. the first person to win a certain number of rounds). The number of trophies needed is configurable when starting
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#1732772032795540-513: The Amiga home computer system after 1995 included support for custom-built multitaps. Instructions for how to build a multitap were included in the manual to classic Amiga racing sequel Super Skidmarks . The Amiga multitap would plug into the computer's parallel port and provide two additional ports for use. Earlier, the Amiga version of Bomberman , Dynablaster had already included support for
585-581: The Gravis PC GamePad ), and two pass-through ports for analog joysticks. The Nintendo 64 did not have any official multitaps released for it, as the console featured four controller ports by default (the first console to do so since the Bally Astrocade and the Atari 5200 ). As a result, many four-player games were released for the system. Dreamcast and the original Xbox would follow
630-413: The 90th best game ever made in 2001. They claimed that its multi-player mode resulted in missed deadlines at video game magazines and development studios due to its quality. In 2011, IGN rated the game 49th on their "Top 100 SNES Games of All Time". In 2018, Complex rated Super Bomberman 37th on their The Best Super Nintendo Games of All Time and they opined the game is "probably best four-player game for
675-662: The Multitap was a necessity for games that supported more than one player. As a result, various inexpensive alternatives to the Multitap were released for the PC Engine by third-party companies, such as the Battle Tap by Big Club and the Joy Tap 3 by Hudson Soft , which featured less controller ports than the first-party Multitap, but these were gradually phased out as more games started to allow up to five players. The first PC Engine game to allow more than two players simultaneously
720-542: The N64's example by including four controller ports as default as well, as did Nintendo's succeeding console, the GameCube . Despite this, the PlayStation 2 was released with only two controller ports like its predecessor, so a Multitap was still produced for the console. Because of compatibility issues, the original PS2 Multitap (SCPH-10090) for the early models of the console only worked specifically on PS2 games, meaning that
765-463: The NES multitaps. The Multitap (the first device to be marketed with such a name) by NEC Home Electronics for the PC Engine, which launched alongside the platform in Japan on October 30, 1987, was the first multi-controller adapter made specifically for multiplayer support, allowing up to five controllers to be plugged into the console. Because the console itself only has one controller port as standard,
810-436: The SNES." The game went on to sell over 918,484 copies in Japan alone and it also received a Platinum Editor's Choice. List of Bomberman video games#Super Bomberman series This is a list of Bomberman video games. PlayStation 2 [REDACTED] [REDACTED] [REDACTED] 2018 PlayStation 4 , Xbox One , Windows Multitap A multitap is a video game console peripheral that increases
855-580: The Super Nintendo Entertainment System and J2ME. The four reviewers of Electronic Gaming Monthly gave Super Bomberman a unanimous score of 9 out of 10 and their " Game of the Month " award, and asserted that the game's addictiveness is on the same order as that of Tetris . They further commented that the game is great fun even in single player mode, but that the highlight is the multiplayer. Game Informer ranked it
900-546: The Wii U's USB port. Through the use of a USB hub and two adapters, up to eight GameCube controllers can be used. The Nintendo Switch supports up to eight controllers, in any combination of individual Joy-Con controllers or Pro Controllers. Many systems were not designed with multitaps in mind, and so require some clever design to work. Because of this, games usually have to be specially written to include multitap support. The most common way of implementing 8 and 16 bit multitaps
945-428: The arena has been cleared of one set of robot Bombermen, then the next set walk into the arena, thus making this world one continuous battle. The normal game can be played by one or two players. In two-player mode the aim is to work cooperatively to defeat the enemies, although it is still possible to blow up one's teammate with one's own bombs. The game utilized a password system to save progress. Each stage provided
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#1732772032795990-738: The change in controller ports between the TurboGrafx-16 and the TurboDuo). Hudson Soft manufactured the Super Multitap, a multiplayer adapter for the Super NES in 1993. The adapter connects to the second controller port of the SNES control deck (leaving the first one free), resulting in a total of five controller ports (much like the original Multitap for the PC Engine). It was produced primarily for Super Bomberman , which had
1035-512: The console's DA-15 expansion port. Originally the Joypair was only intended to allow two players to use specialized controllers (specifically HAL's Joyball controllers) in place of the standard Famicom joypads (which were hardwired into the console itself), but Nekketsu KÅkÅ Dodgeball Bu (the Japanese version of Super Dodge Ball ) utilized it to allow up to four players to participate in
1080-543: The demand for console-specific multitaps had largely vanished over the course of the seventh generation , where it became much more common for controllers to connect either wirelessly (removing the need for physical controller ports altogether) or through standard USB ports (allowing a USB hub to serve the same function as a multitap). The earliest multi-controller adapter was the Joypair by HAL Laboratory , released in Japan for Nintendo 's Family Computer in 1985 , which allows two additional controllers to be plugged into
1125-793: The expansion port (allowing each player to utilize a specialized joypad if they desired). During the same year, Nintendo released their own first-party adapters for the Nintendo Entertainment System in North America: the NES Four Score and the NES Satellite . Despite the fact that the HVC-101 model of the Famicom uses the same controller ports as the NES, 4-player Famicom games are not compatible with
1170-420: The flame from any bomb hits any character it will injure or kill them (unless they are currently invincible). Most levels start with the grid being partially filled with destructible soft walls. If a bomb blast hits one of these soft walls, then it disintegrates, allowing characters to pass through the now empty space. Once a bomb is laid, it is usually impossible to walk past until it has detonated. This leads to
1215-407: The game and ranges from 1 to 5. Each round has a time limit of two minutes. If nobody has won after two minutes then the round is declared a draw and no trophies are given. It is also possible for a draw to occur if all remaining players are blown up at the same time. After a minute and a half the game displays a message to "Hurry Up!" and then starts dropping indestructible walls around the edge of
1260-670: The game's Bean Ball mode. Hori later released the Twin Adapter in 1989 as an alternative to the Joypair, while certain controllers (such as the ASCII Stick series and certain models of the Family Champ joysticks) came equipped with an additional expansion port that allowed for users to connect an additional controller into them. A more conventional 4-Players Adapter for the Famicom was eventually released by Hori in 1990, which allowed up to four controllers to be plugged into
1305-416: The last stage being a boss fight. The player makes progress through the game by clearing all the enemies from the stage and then exiting via a door that is hidden under one of the destructible walls. World 5 differs from the rest in that the player fights robot Bombermen in an arena. The arena has no destructible walls or exit doors. The end of each stage is not defined like the other worlds. Instead, once
1350-552: The maximum of 12 players. The "Sega Saturn Multiplayer Task Force (SSMTF)" is a small but enthusiastic group of developers who have released homebrew games dedicated to utilizing the Saturn's multitap. One of the first multitaps for personal computers, the Gravis Interface Protocol (officially abbreviated GrIP) from Advanced Gravis Computer Technology , has six ports, four for digital Gravis-brand gamepads (e.g.
1395-562: The number of controller ports available to the player, allowing additional controllers to be plugged in simultaneously in a manner similar to a power strip or a USB hub . A multitap often takes the form of a box with three or more controller ports which is then connected to a controller port on the console itself. The appeal of multitaps was focused mainly on sports games due to their multiplayer aspects, though some role-playing video games and first person shooters have taken advantage of multitap support as well. While historically strong,
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1440-514: The ones detected by the Xbox One was raised to eight. The Wii U can support up to seven Wii Remotes or Wii U Pro Controllers in addition to the GamePad, for a total of eight wireless controllers. The Wii U does not feature GameCube controller ports by default, but a GameCube Controller Adapter was primarily made for Super Smash Bros. for Wii U that connects up to four GameCube controllers via
1485-631: The original PlayStation or PS one Multitap was still required for the games on the previous console. For the "slimline" model of the PS2, a new Multitap (SCPH-70120) was made that supported both, PS and PS2 games. All three seventh generation consoles abandoned the use of conventional wired controller in favor of having wireless controllers as standard, although the maximum number of detected controllers varies with each platform. The Xbox 360 console can detect up to four wireless controllers, as well as three wired controllers via USB connection. The Wii , which uses
1530-414: The other multitap enabled games. This second version was designed in the shape of a Bomberman's head and had the two controller ports on the front and one on each side. It was also designed to be used with future games. Eventually there were 54 Super NES games that utilised the multitap. However, they were predominantly sports games. Super Bomberman was met with very positive reception from critics on both
1575-752: The peripheral was ever produced (nor were there any first-party games that supported it), various other SNES multitaps were later produced by other companies (both, licensed and unlicensed) such as the Hori Multitap (released by Bullet-Proof Software in North America as the Super Links) and the Multi-Adaptor Auto. One particular unlicensed model, the Tribal Tap 6 Player Adaptor by Naki, added a fraudulent sixth controller port that
1620-399: The play field (starting bottom left and travelling clockwise), effectively reducing the area players can move around in. If the player gets hit by falling walls, they'll get killed instantly. Battle Mode can be extremely fast-paced and hectic, reflected in the fast-paced music score that accompanies it. The Speed Round, which is Stage 12, is considered to be the most competitive as it requires
1665-452: The screen. Pressing a button will make Bomberman drop a bomb at his feet. This bomb will pulse for a few seconds (giving the player time to run away) and then explode, shooting flames horizontally and vertically. The game revolves around the idea of using these bomb blasts to destroy walls and enemies. If a bomb explodes and the flame hits another bomb it will cause this second bomb to detonate early. This can cause large chain reactions . If
1710-512: The tactic of trapping enemies with bombs and forcing them into bomb blasts but can also result in the player's defeat. Special items can be picked up by walking over icons on the screen. These items are normally revealed when destroying walls or killing enemies. There are many different items which give the player different abilities; these change a player's tactics and the way the game is played. Normal Game consists of six themed worlds each with its own set of enemies. Each world has eight stages with
1755-468: The use of the first four controllers to play the game, other Bomberman games: Super Bomberman 3 , Super Bomberman 4 and Super Bomberman 5 allowed to use three to five controllers and the fifth controller would allow a sound test to be accessed by pressing the right shoulder button on the options screen. Hudson Soft later released a second multitap (the Super Multitap 2) on its own for people that had purchased Super Bomberman unbundled, or one of
1800-505: The use of two Team Player adapters (one in each controller port). In addition to these multitaps, Codemasters released a series of Genesis cartridges known as the J-Cart with two additional controller ports installed on them, allowing users to plug in additional controllers on them without the need of an adapter. A total of six games were released in J-Cart format. A few games released for
1845-785: Was Pro Tennis: World Court in August 1988 (ten months after the launch of the system), which allowed up to four players in a doubles match, while Dungeon Explorer in 1989 was the first game to fully allow up to five players. The Multitap was redesigned into the TurboTap for the North American market with the launch of the TurboGrafx-16 in 1989, and later as the DuoTap for the TurboDuo in 1992 (the different models were due to
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1890-584: Was made specifically for their lineup of sports games (such as Madden NFL '94 ), whereas the Team Player (known as the SegaTap in Japan) was developed by Tengen for Gauntlet IV and sold by Sega as a first-party product. In contrast to the 4-Way Play, the Team Player only required one controller port (leaving an additional port free for a fifth player, much like the Super Multitap) and also acted as
1935-453: Was originally bundled with a multitap device to allow more than two players to play simultaneously. The Super Multitap was long and grey with four controller ports in a row on one side. It plugged into either of the controller ports on the SNES deck. This meant a total of five controllers could be plugged in with the fifth controller plugged into second port on the SNES. Although Super Bomberman , as well as Super Bomberman 2 , only allowed
1980-488: Was promoted as a selling point against competing multitap models, even though no licensed SNES game ever supported more than five players and the sixth racer of Battle Cross is always controlled by the computer. Two independently developed multitaps were released for the Sega Genesis also in 1993. The 4-Way Play (which utilized both controller ports) was developed by Electronic Arts without license from Sega and
2025-711: Was released for the Sega Saturn (sold as the Multi-Player Adaptor in the United States and as the Multi Terminal 6 in Japan), which features the most controller ports out of all the multitaps made by first party manufacturers. The most famous Saturn game to make use of the multitap was Saturn Bomberman , which supports up to 10 players (requires two multitaps) simultaneously. A number of sports games such as NFL Quarterback Club 96 support
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