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Atomic Bomberman
Atomic Bomberman
from Wikipedia
Atomic Bomberman
North American cover art
DeveloperInterplay Productions
PublisherInterplay Productions
DesignersJeremy Airey
Kurt W. Dekker
SeriesBomberman
PlatformMicrosoft Windows
Release
GenresArcade, maze
ModesSingle player, multiplayer

Atomic Bomberman is a game by Interplay Productions for the PC that was released in 1997. It was the first original Bomberman game to be developed for Windows, and the second game of the series made for the PC, following Dynablaster.

The game is relatively unusual in the Bomberman series, as it was officially licensed from Hudson Soft and developed by Interplay Productions, a studio based in the United States. Most titles in the series were developed in Japan. It has a different look and feel compared to other Bomberman titles as a result (despite basic gameplay being unchanged), using pre-rendered 3D characters and backgrounds as opposed to hand-drawn animated sprites, and extensive use of voice samples by voice actors Charlie Adler and Billy West during gameplay.

Gameplay

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Gameplay screenshot

Atomic Bomberman can be played in either "classic" or "enhanced" mode.[2] Ten players maximum can be selected. However, at least one must be controlled by the player, and no more than one player can be controlled by the same keyboard layout on the same computer. This keyboard map rule does not apply to local network games. Unlike previous Bomberman games, Atomic Bomberman has no story or plotline.

Level editor

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The game includes a hidden level editor which allows the player to edit existing maps as well as create new maps. Maps used by the game are in the form of "scheme files" (.sch filename extension). The map editor is a simple interface, showing the map, dotted with different colors (0 to 9) to represent player spawns. A function called DENSITY chooses how "dense" the collection of breakable items is. The Powerup Manager chooses the list of powerups to be included, how often they spawn, whether they can be destroyed and what happens when two conflicting powers are picked (such as Bomb Spooge vs. Power Glove). The editor also sports a basic graphic interface: the player can switch between the "Green Acres" theme and a monochrome, patterned representation.

Development

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Atomic Bomberman was built from the code for Super Bomberman 3, which publisher/developer Interplay Productions licensed from Bomberman franchise owner Hudson Soft.[3] Project leader Jeremy Airey commented, "We're trying to make [Bomberman] a little more modern, but we don't need to change the way it plays at all."[3]

The development team had ambitions of the game supporting twice as many players as any other version of the game, until the release of Saturn Bomberman (which supports up to ten players) made this goal unrealistic.[3]

A PlayStation version was planned but never released.[4]

Within the game's files are a set of unused profane voice clips recorded by the game's voice talent, Billy West and Charlie Adler, which are not heard in gameplay.[5]

Reception

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Atomic Bomberman garnered mixed or average reviews, holding a 68.40% rating at the review aggregator site GameRankings.[6] CNET Gamecenter's Hugh Falk found the gameplay faithful to the Super Bomberman series, commending Interplay Productions for not experimenting too much with it, while being fond of the game's graphics and sound. Falk noted its level designer and multiplayer for up to ten players, but saw the inability to chat during online play as an oversight.[7] Pete Hines of the Adrenaline Vault gave positive remarks to the crisp and colorful visuals, the gameplay for being easy to play but hard to master, sound effects, musical score, and the opponent's AI, but felt mixed about the game's overall interface.[16] GameSpot's Trent Ward commented that while the humorous death animations and customizable characters and rules are admirable additions to the series, the online multiplayer's jerky play and odd glitches greatly compromise the most important aspect of the game.[12]

Edge also commended Interplay for translating the gameplay to PC, but expressed that it lost the "charm" of the 16-bit console iteration with its "over-detailed" sprites.[10] PC Zone's Charlie Brooker agreed, stating that the character sprites' "American" makeover was less cute than the original Japanese sprites. Brooker regarded it to be an addictive multiplayer game.[14] PCMag's Shane Mooney wrote that "If you're looking for a game that you and your friends can play to kill a few minutes (or hours, or days), Atomic Bomberman packs plenty of punch."[15] GamePro's Dan Elektro said Atomic Bomberman "really preserves the classic series' essential elements and adds only worthwhile enhancements." Elektro particularly noted the team modes in online multiplayer, the level creator, and the well rendered characters, though he remarked that the backgrounds are sometimes overly detailed to the point of making the screen cluttered.[20]

PC Gamer US' Lisa Renninger praised the game's fast-paced action and multiplayer, but criticized the memory amount it took on a hard drive, lack of an advancement system, and "ugly" playfields as drawbacks.[13] PC Joker's Markus Ziegler commented about the game's controls in a positive light but expressed mixed thoughts regarding its audiovisual presentation.[17] PC Player's Monika Stoschek pointed out the high difficulty when playing with computer opponents, stating that it could prove frustrating for beginners.[18]

Galush of Polish magazine Secret Service was impressed with the graphical quality but was less pleased with its artstyle, internet connectivity, performance on certain machines and lack of single-player campaign.[19] Computer Gaming World's Kelly Rickards saw the number of maps in multiplayer and power-ups as positives. Nevertheless, Rickards wrote that "This game bastardizes the series; much of the appeal and well-honed gameplay of the Japanese console games didn't make the boat ride over the Pacific."[8] GameRevolution's Nebojsa Radakovic highlighted the game's multiplayer and sound effects, but panned its basic visuals, simple gameplay with no significant improvement, and level editing tools.[11]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Atomic Bomberman is a multiplayer action developed and published by Interplay Productions for Microsoft Windows, released on July 21, 1997. Licensed from , it is the first original entry in the long-running series to be created specifically for the Windows platform, featuring top-down maze-based where players control characters who plant and detonate bombs to eliminate opponents while avoiding their own explosives. The game supports up to 10 players in local multiplayer battles, emphasizing fast-paced competition in destructible arenas filled with power-ups and obstacles. In Atomic Bomberman, players navigate grid-based levels from a top-down perspective, using an endless supply of bombs that can be placed, thrown, or kicked to destroy soft blocks and reveal items such as enhanced bomb range, speed boosts, or remote detonation capabilities. The core objective in versus modes is to be the last survivor among human or AI opponents, with additional features including team-based play, a hidden map editor accessible via keyboard shortcuts, and unique stage themes like a bowling alley or airmail delivery scenario. It also incorporates online multiplayer support through IPX protocols for modem or serial connections, though the focus remains on local "couch co-op" sessions that could accommodate multiple controllers on a single screen. Developed during the mid-1990s boom in PC gaming, Atomic Bomberman utilized 3D character models for its Bomberman mascot alongside an electronica soundtrack, distinguishing it from earlier 2D entries in the series while retaining the franchise's signature explosive puzzle-action formula. The game received mixed to positive reception for its multiplayer intensity and accessibility, earning a 71% critic score on aggregate sites, though some critiques noted limitations in single-player depth and network stability. As an early Windows title in the Bomberman lineage, it contributed to the series' expansion beyond Japanese consoles, influencing later Western adaptations of the bomb-dropping genre.

Gameplay

Core Mechanics

Atomic Bomberman features a core gameplay loop centered on maze navigation and strategic bomb placement. Players control colorful robotic characters in enclosed arenas filled with indestructible walls, destructible soft blocks, and open spaces, viewed from a top-down 2D perspective. The fundamental objective is to eliminate opponents by trapping them with timed explosions, which propagate through destructible elements to clear paths or create hazards, while avoiding similar fates oneself; the last surviving player or team wins the round. Bombs have a fixed fuse time but can chain-react upon contact with other bombs, adding layers of risk and opportunity in positioning. Controls emphasize quick, responsive inputs suited to frantic multiplayer sessions. On PC, movement is handled via or joysticks, bomb placement occurs with the spacebar (which also enables picking up or throwing held bombs), and the triggers remote detonation for compatible bombs, performs punches with the power-up, or halts kicked bombs. Additional keys like Escape pause the game, and controls are fully customizable, with support for gamepads alongside keyboard input (up to 2 players on keyboard), allowing for up to 10 players total. This setup allows for fluid dodging of flames and precise trap-setting, though the fast default pace—quicker than prior titles—demands practice to master bomb timing and evasion. Power-ups, revealed by destroying soft blocks, significantly alter combat dynamics and are central to outmaneuvering foes. Standard enhancements include Bomb Up, which raises the maximum deployable bombs from 1 to 10 for multi-trap setups; Fire Up, extending explosion radius up to five tiles for wider coverage; and Roller Skate, boosting movement speed for better positioning and escape. Advanced options enable remote detonation via the Power Glove or Trigger Bomb, allowing manual blast control to avoid self-damage; the (Boot) lets players slide bombs across the floor, stoppable mid-motion; and the permits punching bombs over obstacles. Unique items introduce variety, such as the Line Bomb (Spooge), which aligns and detonates all player bombs in a straight line ahead, or the (Disease), a detrimental power-up that inflicts stacking debuffs like slowed speed or reduced bomb count, transferable to opponents via contact—escalating aggression in close quarters. Other notables include Jelly for bouncy, unpredictable bomb trajectories and for combining multiple Skull effects at once. These items stack cumulatively where applicable, but maximums prevent overpowered states, encouraging balanced risk-taking over hoarding. Visually, Atomic Bomberman stands out with pre-rendered 3D sprites for characters and key assets, integrated into 2D top-down maps at 640x480 SVGA resolution, creating a pseudo-3D depth with vibrant, angular designs that differ from the series' earlier . Environments feature themed arenas like icy rinks or aquatic zones, with destructible blocks exploding in colorful bursts and 17 distinct death animations for humorous, exaggerated eliminations. Audio complements the intensity through by and , who provide sassy taunts ("Eat hot death!"), action grunts, and demise screams triggered on grabs, deaths, or kills, adding personality to the chaos. The soundtrack, composed with drum-and-bass rhythms and beats, underscores the accelerated pace, looping energetic tracks to maintain adrenaline during battles.

Game Modes

Atomic Bomberman primarily features Battle Mode as its core multiplayer experience, alongside an incomplete single-player campaign and tools for custom variations. Battle Mode is a deathmatch-style game where players compete to eliminate opponents using strategically placed bombs in enclosed arenas filled with destructible blocks and power-ups. Up to 10 players can participate, including human players and AI-controlled bots, in either free-for-all or two-team formats. The mode is available in two variants: classic, which follows traditional rules with standard movement and bomb speeds, and enhanced, which accelerates for more chaotic matches while incorporating additional options like adjustable match duration (1 to 10 minutes or infinite) and team color assignments. In both variants, the objective is to survive and score points through opponent kills and longevity, with the match ending when only one player or team remains or the time expires; the highest scorer wins based on these metrics. The single-player campaign, accessible by pressing the C key five times at the character selection screen, consists of multiple levels across several worlds. Players progress through maze-like stages, eliminating waves of enemies—including generic foes and other Bombermen—and confronting boss fights against reskinned, themed adversaries at the end of each world. The objective is to clear all enemies and reach the exit in each level, with increasing difficulty across worlds, though the mode's repetitive designs and unfinished implementation limit its depth, ending with a simple congratulatory message upon completion. The built-in level editor, accessed by pressing Ctrl + E six times at the main menu, allows players to create custom maps, place items, and adjust settings for varied experiences.

Multiplayer Features

Atomic Bomberman emphasizes competitive multiplayer , supporting up to 10 simultaneous human players across various connection types. Local play on a single PC accommodates up to 2 players using the keyboard alongside gamepads, for a total of up to 10 players, enabling chaotic same-screen battles without split-screen division. This setup also allows for sharing controllers when hardware is limited. Networked multiplayer utilizes IPX for LAN connections, allowing up to 10 players distributed across a maximum of 5 computers, though performance could degrade with lag during intense sessions. TCP/IP support was included for broader networking, including modem links for 2-player games at speeds of 14,400 kbps or faster, but flaws led to frequent issues such as jerky movement and random disconnections. Online play was attempted through third-party services like , a now-defunct platform common for PC titles, but it suffered from the same era-typical problems of latency and instability, limiting reliable internet-based matches. Players could select from 10 distinct bomber characters, each featuring unique animations, movement styles, and voice lines provided by actors including and , adding personality to the taunt-filled rivalries.

Development

Origins and Concept

Atomic Bomberman originated from a licensing agreement between Interplay Productions and , allowing the American developer to create the first original entry in the franchise tailored for the Windows PC platform. Released in 1997, it followed earlier PC adaptations that were mostly ports of console titles, such as the 1992 DOS version of the original . This project represented a significant expansion of the series beyond Japanese development, with Interplay aiming to bring the franchise to Western PC audiences amid the growing popularity of Windows 95. The game's concept centered on modernizing the classic formula for personal computers, emphasizing robust multiplayer capabilities to appeal to the burgeoning scene. Interplay sought to innovate on the maze-based bombing by supporting up to 10 players in battles via IPX networking, play, or local splitscreen, positioning it as a competitive alternative for group gaming sessions. Development drew directly from the codebase of on the , preserving the core mechanics of placement, power-ups, and arena navigation while introducing customizable characters, taunts, and a more varied visual style. Led by project director Jeremy Airey, the team at Interplay focused on enhancing the franchise's accessibility for PC users, incorporating elements like and pre-rendered sprites to add depth without overhauling the foundational design. The initial design goals prioritized a 1997 launch to leverage the ecosystem's expansion in home computing and multiplayer networking. Hudson Soft provided oversight and approval, influencing features such as character personalities to align with the series' heritage.

Production and Technical Details

Atomic Bomberman was developed by Interplay Productions, with key design contributions from Jeremy Airey and Kurt W. Dekker. The project adapted core mechanics from the SNES title to create an original Windows game, focusing on multiplayer enhancements for PC hardware of the era. To optimize performance on 1997 systems requiring a minimum 90 MHz processor and 16 MB RAM, the game utilized pre-rendered 3D models exported as 2D sprites for characters and backgrounds, allowing smooth 640x480 SVGA resolution gameplay without real-time 3D rendering demands. This approach supported up to 10 players in local, LAN, or IPX network modes while maintaining frame rates on modest hardware. Voice acting was provided by and , known for their work in animated series, who recorded a range of lines including unused profane taunts such as expletive-laden insults and censored exclamations; these were ultimately replaced in the final release with to align with the game's E rating. A hidden level editor was included in the build, accessible by holding Ctrl and pressing E six times at the main menu, enabling players to create and edit custom maps saved as .sch files using in-game tools for placing obstacles, power-ups, and spawn points. Development files reveal extensive unused content, including early for power-ups like bomb animations and trigger icons, scrapped modes such as an incomplete campaign with beta levels featuring unfinished behaviors, and a classic battle mode with alternate rules; these elements, dated from to 1997, were excised likely for scope and balance reasons.

Release and Reception

Release Details

Atomic Bomberman was released on July 31, 1997, exclusively for and NT platforms. Developed and published by Interplay Productions, the game carried an ESRB rating of Kids to Adults (K-A) due to its animated violence and comic mischief elements. The title was distributed primarily through retail copies, with no digital download options available at the time of launch. It supported physical media installation via a 2X drive and required approximately 40 MB of hard disk space for setup. Minimum specified an PC or 100% compatible system running , a 90 MHz processor, 16 MB of RAM, 3.0, a LocalBus or PCI SVGA video card with at least 1 MB of video memory, and a for audio output. Input was handled via keyboard and , with optional support. Post-release support included minor patches focused on stability improvements, though no major expansions were issued. The game integrated with for online multiplayer sessions, enabling IPX-based network play beyond local LAN setups. A planned port to the PlayStation was developed but ultimately canceled, limiting the game's availability to the Windows platform.

Critical Reception

Atomic Bomberman received mixed to average reviews from critics in 1997 and 1998, holding a 68% score on based on six reviews, with publications praising certain innovative features while criticizing technical shortcomings and lack of evolution from earlier entries in the series. Reviewers frequently highlighted the game's support for up to 10-player multiplayer as a standout innovation, allowing for chaotic and engaging sessions that mixed human and AI opponents. The vibrant graphics and improved sound effects were also commended, with colorful 2D visuals and fast-paced techno music enhancing the overall experience. Humorous elements, such as exaggerated death animations and voice taunts, added levity, though some found the latter intrusive. The included level editor was noted for its potential to foster creativity, enabling players to design custom maps despite usability issues. On the negative side, the single-player mode suffered from poor AI that often felt unbalanced or ineffective, diminishing solo play value. Multiplayer experiences were marred by online lag and frequent disconnections when using IPX/TCP protocols, leading to frustrating sessions. Critics also pointed to a lack of the classic Bomberman charm, with basic graphics and minimal gameplay advancements failing to recapture the series' appeal. Glitches, including random player kicks during matches, further compounded these issues. In specific reviews, awarded the game a 5.7 out of 10, noting that "play is jerky" and network support was a major weakness despite some strong additions like customizable rules. Game Revolution gave it a 4 out of 10, acknowledging the fun in multiplayer but criticizing the "very basic graphics" and poor editing tools. Gamecenter praised the faithful gameplay and tailored options but lamented the inability to disable taunts, which could disrupt pacing. Commercially, Atomic Bomberman achieved modest sales as a title following its re-release by Sold Out Software, without reaching chart-topping status and remaining overshadowed by more popular console iterations of the series.

Legacy

Modern Availability

As of 2025, Atomic Bomberman has not received any official re-releases or digital ports, remaining available primarily through original physical CDs or downloads from archives such as My Abandonware. The game's rights are held by , following its 2011-2012 acquisition of , the original licensor, though provides no active support or distribution for the title. Running the game on modern Windows systems presents compatibility challenges due to its reliance on the deprecated IPX protocol for LAN multiplayer, which newer operating systems like and 11 do not natively support. Community-developed tools such as IPXWrapper enable IPX emulation over TCP/IP networks, allowing local multiplayer on contemporary hardware. Additionally, fan-created UDP patches replace the IPX protocol entirely to facilitate TCP/IP connectivity for online play. For widescreen support, players often employ wrappers like dgVoodoo2 to scale the fixed 640x480 resolution to higher displays, though this primarily stretches the 2D graphics without native field-of-view adjustments. The game appears on the Dreamlist, indicating user interest in a potential digital release, but no such version has materialized. Fan remakes, such as the 2025 Atomic Blastman project, offer alternative ways to experience similar gameplay on modern platforms. For an authentic 1997-era experience, emulation solutions like PCem or VMware are recommended to replicate a Windows 95 or 98 environment, bypassing direct compatibility issues on modern PCs. DOSBox serves as an alternative for basic single-player testing on older configurations, though it is less ideal for this Windows-native title due to limited networking emulation. The game natively supports multiple gamepads alongside keyboard inputs for local multiplayer, with community tools like joy2key or emulation overlays providing custom controller mapping where needed.

Cultural Impact

Atomic Bomberman stands out in the Bomberman series as one of the few titles developed outside , created by American studio Interplay Productions under license from . Released in 1997 for Windows PC, it represented a distinctly Western interpretation of the franchise, infusing the gameplay with edgier humor through pre-rendered 3D sprites and voice work by actors like and , who delivered rebellious taunts such as calling opponents a "stupid man's idiot." This punkish, mischievous tone—described as making Bomberman feel like an "older teenage uncle" to the series' more naive protagonist—highlighted Interplay's brief involvement in the Bomberman lineup before the company's financial decline and proceedings in 2005. The game's legacy endures through a dedicated fan that has preserved and extended its life. Open-source remakes like FPC Atomic, a complete reimplementation hosted on , recreate the original's network multiplayer and AI features, allowing modern play without the original hardware limitations. Preservation sites such as The Cutting Room Floor have uncovered unused assets, including classic sprites, idle animations like apple-biting gestures, graphics, and remnants of an unfinished campaign mode, demonstrating ongoing interest in the game's cut content and development history. Recent efforts include a January 2025 decompilation project aimed at reverse-engineering the game's code, further supporting preservation. In multiplayer gaming history, Atomic Bomberman served as an early benchmark for large-scale local play, supporting up to 10 players via LAN parties—a feature that emphasized chaotic, same-screen or networked battles and predated the mainstream rise of console multiplayer in the early . Retrospectives in the , including a analysis by CBR, have lauded its untapped potential, particularly the smooth fidelity and faster pace enabled by its top-down perspective, positioning it as a "rough-cut gem" whose unique charm could reinvigorate the series with a bolder attitude.

References

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