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Pocket Bomberman
Pocket Bomberman
from Wikipedia
Pocket Bomberman
North American Game Boy Color cover art
DeveloperHudson Soft
Publishers
ComposersYoshio Tsuru
Jun Chikuma
SeriesBomberman
PlatformsGame Boy, Game Boy Color
ReleaseGame Boy
  • JP: December 12, 1997
  • EU: 1998
Game Boy Color
  • NA: November 18, 1998
  • EU: 1998
GenrePlatform game
ModeSingle-player

Pocket Bomberman[a] is a platform video game developed by Hudson Soft and originally released for the Game Boy in 1997. It was re-released as a launch title for the Game Boy Color in 1998.

Gameplay

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In contrast to the overhead view of other Bomberman titles, Pocket Bomberman features sidescrolling platformer gameplay.[1] Like other Bomberman games, Bomberman must defeat all enemies in each stage to advance. The game features a total of 5 worlds spanning 25 levels. Each world follows a different theme, including forest, underwater, cloudtops and a dark underworld. At the end of each world is a boss fight. There is one mini game called Jump Mode in which players must guide Bomberman through an Easy, Medium, or Hard course. Bomberman will constantly jump and the player can only place bombs in this mode.

Development and release

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Pocket Bomberman was developed by Hudson Soft and originally released for the Game Boy in 1997. It was re-released as a launch title for the Game Boy Color in 1998.[2]

Reception

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Pocket Bomberman received generally favorable reviews from critics. N64 Magazine described the game as somewhat repetitive,[1] while IGN praised the different themes in each world because they add variety to the game.[4] Nintendo Power editors praised its fun and challenging gameplay, and considered the Jump Mode innovative.[2]

Notes

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References

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from Grokipedia
Pocket Bomberman is a side-scrolling action-platformer in the long-running series, developed by and first released for the Game Boy in on December 12, 1997. In this entry, players control the titular Bomberman, who navigates horizontally scrolling levels filled with platforms, obstacles, and enemies, using strategically placed bombs to defeat foes and clear paths while incorporating jumping mechanics as a core element of traversal and combat. The game features five worlds comprising 25 stages, each culminating in boss battles, and includes power-ups such as enhanced bomb range, speed boosts, and a wing item allowing unlimited mid-air jumps. Set in a medieval "long, long ago," the story follows , portrayed as a , ascending Evil Mountain to retrieve five mystical Power Stones that will unlock the of the Sun and dispel an eternal night caused by an ancient evil. Unlike the traditional top-down maze gameplay of earlier Bomberman titles, Pocket Bomberman emphasizes platforming precision, with Bomberman able to stack bombs vertically for higher placements and dodge attacks through jumps, blending puzzle-solving with fast-paced action. An additional "Jump Mode" minigame challenges players to guide Bomberman in an endless auto-jumping ascent, avoiding obstacles to achieve high scores, adding replayability beyond the main campaign. Published by in , the game saw international releases by for on November 18, 1998, and in 1999, initially on the original but enhanced for the Game Boy Color with colorized graphics and compatibility with the adapter. While lacking multiplayer versus modes common to the series, Pocket Bomberman was notable as a launch title for the Game Boy Color in some regions and received praise for its innovative side-view perspective and tight controls, though some critics noted its shorter length compared to console counterparts. The title contributed to the portability of the franchise, adapting its explosive formula to handheld constraints while introducing fresh mechanics that influenced later portable entries.

Gameplay

Story Mode

Pocket Bomberman features a story mode set in a , where the protagonist, dressed as a , embarks on a quest to restore to a land plunged into . The evil lord has cursed the legendary Sword of the Sun, sealing its power and causing an endless night. To break the curse, Bomberman must climb the treacherous Evil Mountain, collecting five Power Stones guarded by monstrous bosses across five distinct worlds. The campaign consists of 25 levels divided into five themed worlds, each comprising five stages of side-scrolling platforming. The first world is a lush green forest filled with gates and electric fences, followed by a blue underwater realm with strong currents and seaweed obstacles. The third world involves wind-swept floating islands powered by geysers, the fourth features cloudy skies with moving platforms, and the fifth descends into an evil with slot machines and flame burners. In each level, players navigate horizontally, jumping across platforms, running to evade hazards, and strategically placing bombs to defeat all enemies, which unlocks the exit door upon completion. Bombs can be stacked to create makeshift platforms for reaching higher areas or detonated mid-air for tactical advantages, such as clearing paths through destructible blocks or obstacles. Core controls include a dedicated jump button for platforming and bomb placement, with an optional remote detonator power-up allowing manual timing of explosions via the Select button. Standard power-ups like Fire Up (increasing ) and Bomb Up (allowing more simultaneous bombs, up to four) enhance capabilities, while unique items such as the Wings grant unlimited mid-air jumps for better mobility and the Remote Controller enables precise detonation. Development remnants reveal planned but unused features, including Bomb Pass (to walk through placed bombs) and Wall Pass (to phase through soft blocks). Each world culminates in a boss fight against formidable enemies, such as a sentient in the forest, an agile in the ocean, a skeletal dragon amid the winds, a serpentine creature in the clouds, and the final confrontation with the gargoyle-like demon in the . These battles require creative bomb usage to exploit weaknesses, often involving dodging projectiles like energy balls, sparks, or webs while landing hits. Completing the story mode unlocks Jump Mode as an alternative challenge.

Jump Mode

Jump Mode is a secondary in Pocket Bomberman that serves as a score-attack challenge, unlocked after completing Story Mode. It consists of three difficulty courses—Easy, Medium, and Hard—where Bomberman automatically jumps upward in a vertical shaft, with no player control over vertical movement. The player must guide him by moving left and right while placing bombs to eliminate rising enemies and obstacles blocking the path. The core mechanics emphasize precise timing, as Bomberman bounces continuously off surfaces in a style reminiscent of an integrated -like climber but with bomb-throwing elements central to progression. Bombs can be laid mid-air to destroy foes or clear barriers, and remote detonation allows for strategic placement to avoid self-damage during the ascent. The objective is to climb as high as possible, defeating a boss at the summit of each section to advance, while maximizing points through enemy defeats and efficient navigation. As the climb progresses, the speed increases, and enemy variety intensifies depending on the selected difficulty, testing reflexes and management skills. Power-ups sporadically appear, offering temporary advantages such as enhanced speed or protective shields to survive longer ascents. Boss encounters demand accurate timing to hit moving targets without falling, adding layers of challenge to the survival-focused gameplay. Unlike the narrative-driven Story Mode, Jump Mode lacks any storyline, prioritizing pure skill-based endurance and high-score competition across repeated runs. Each course builds on the previous in complexity, with Hard mode particularly honing advanced techniques like mid-air bomb jumping essential for mastery.

Development

Design and Features

Pocket Bomberman marked a significant departure from the traditional top-down maze-based of the Bomberman series, adopting a 2D side-scrolling format that emphasized vertical navigation and introduced jumping as a core mechanic to distinguish it from established norms. This shift allowed to traverse multi-layered environments, leaping over obstacles and enemies while using bombs not only for combat but also for environmental interaction, such as creating temporary platforms by stacking explosives vertically or suspending them mid-air for traversal. The game was developed by Metro, a Japanese developer, for Hudson Soft, who incorporated innovative bomb mechanics like remote detonation for precise mid-air throws, enabling creative puzzle-solving and combat strategies tailored to the platforming genre. Metro also developed other Bomberman entries such as Bomberman Max and Bomberman Jetters for Hudson Soft. Unused code remnants reveal planned features that were ultimately excluded, including full bomb pass-through ability, wall pass power-ups, 1UP items, and bomb kick functionality, alongside evidence of altered level layouts from earlier development stages. The medieval fantasy theme permeates the design, portraying Bomberman as a knight-like figure battling themed enemies such as skeletal warriors, underwater creatures, and agile spirits across diverse worlds like forests and ocean depths. Technically, Pocket Bomberman was optimized for the Game Boy's hardware constraints, featuring 25 levels across five worlds to ensure smooth portability without overwhelming the system's limited memory and processing capabilities. The absence of in-game credits reflects Hudson Soft's focus on streamlined production for this experimental entry, which tested platforming elements as a potential direction for the series. Boss designs drew influence from the Virtual Boy's Panic Bomber, repurposing characters like the mummy-themed Bomber Mummy and vampire-like Bombpire for climactic encounters that integrated the new mechanics.

Music and Sound

The music for Pocket Bomberman was composed by Yoshio Tsuru and , with Chikuma serving as a recurring composer for the series across multiple titles since the original NES game in 1985. The soundtrack features compositions optimized for the Game Boy's four-channel audio hardware—two channels, one wave channel, and one channel—delivering upbeat electronic melodies infused with medieval fantasy motifs to align with the game's storyline. World-specific themes vary by environment, such as adventurous, lively tunes for the forest-themed and eerie, echoing sounds for the underwater Blue World, contributing to distinct atmospheres in each stage. Boss battle tracks employ tension-building rhythms and escalating melodies to intensify confrontations, while Jump Mode's selections emphasize fast-paced, repetitive beats synchronized to the mode's rhythmic platforming tempo. Sound effects utilize the Game Boy's limited channels to provide clear auditory cues, including sharp bomb explosions via the noise channel, thudding jump landings, satisfying chimes for enemy defeats, and twinkling tones for power-up pickups, ensuring immersive feedback during platforming actions. The overall audio style preserves the franchise's whimsical, playful essence but adjusts tempos and layering for the demands of side-scrolling gameplay, with no implemented owing to the console's hardware constraints.

Release

Game Boy Version

Pocket Bomberman was initially developed and published by for the original in , launching on December 12, 1997. published the game in in 1998. Unlike later versions, this release did not see a North American launch. The game utilized graphics optimized for the original 's display capabilities, rendering levels and characters in grayscale shades. It maintained full compatibility with the adapter for the , which provided enhanced color palettes and a bordered display as an unofficial visual upgrade when played on a television. Packaging for the Japanese release featured box art depicting in a knight-like armored outfit, emphasizing the game's adventurous theme. Marketed as a portable entry in the series, it highlighted the convenience of on-the-go platforming action, with the included manual providing detailed plot summaries and instructions entirely in Japanese. Technically, the title came on a standard cartridge and supported single-player gameplay exclusively, without multiplayer features. Progress was saved via a password system, allowing players to resume at higher levels by entering codes rather than using battery-backed memory. A colorized re-release followed for international markets on the Game Boy Color.

Game Boy Color Version

Pocket Bomberman was re-released as a launch title for the Game Boy Color in North America on November 18, 1998, published by Nintendo under license from developer Hudson Soft. The European release followed in 1999. This version maintained backward compatibility with the original Game Boy hardware, allowing play on monochrome systems, while introducing enhanced color graphics specifically optimized for the Game Boy Color. The primary enhancements focused on visual upgrades, utilizing the Game Boy Color's full 56-color palette to bring vibrant hues to the game's worlds, such as lush greens in forest stages and deep blues in underwater environments. These color additions did not introduce new gameplay content or features, preserving the core platforming and puzzle mechanics intact. Instead, the updates emphasized aesthetic improvements to differentiate the port from its predecessor. Nintendo managed publishing and distribution for regions outside Japan, with cartridges distinctly labeled for Game Boy Color compatibility and featuring updated box art that highlighted the new color scheme. The game was actively promoted as part of the Game Boy Color console's launch lineup, aligning with 's strategy to showcase the system's capabilities. Regional adaptations included full English localization of menus, dialogue, and story text to suit North American and European audiences. No dedicated Game Boy Color version was released in , as the original edition adequately served that market.

Reception

Critical Reviews

Pocket Bomberman received generally favorable reviews from critics upon its release as a Game Boy Color launch title in North America, praised for its innovative blend of platforming and Bomberman mechanics. IGN awarded the game a score of 7 out of 10, commending its well-rounded puzzle-strategy gameplay that incorporates classic power-ups and forces players to think strategically while boxing in enemies with bombs, though the reviewer noted the simplistic sprites and mediocre graphics even on the upgraded hardware. Nintendo Power gave it a 7.2 out of 10, lauding the fun platforming elements and bomb mechanics as a solid spin-off from the series. Critics appreciated specific features like the medieval fantasy theme and seamless integration of jumping into Bomberman's arsenal, which added depth to level navigation and combat. The Jump Mode was highlighted as an addictive bonus feature that extended replayability beyond the main story. The version was particularly commended for its color enhancements, which improved visual immersion and made the world variety across five themed worlds more vibrant compared to the original release. However, some outlets pointed out criticisms, including repetitive level designs that undermined the visual themes despite the challenging boss encounters. Reviewers also mentioned the story mode's short length, estimated at approximately 2 hours for the main story, as a drawback that limited overall depth. Official Nintendo Magazine scored it 81 out of 100 but echoed concerns over repetition in its platforming challenges. Aggregate scores from contemporary sources averaged around 74-80%, positioning Pocket Bomberman as a quality but not standout entry in the series, suitable for portable play but hindered by its brevity.

Commercial Performance and Legacy

Pocket Bomberman served as a launch title for the Game Boy Color in on November 18, 1998, and in in 1999, helping to support the console's strong market debut alongside other key releases such as Tetris DX. No official sales figures for the game have been publicly disclosed by or . As one of several Bomberman entries on handheld systems, it contributed to bolstering 's portable gaming lineup in the late , prior to the company's full acquisition by in 2012. The title's experimental shift to side-scrolling platforming within the Bomberman series, including the introduction of as a core ability for bomb placement and , shares similarities in adventure-oriented mechanics and fantasy aesthetics with later handheld spin-offs such as the 1998 action RPG Bomberman Quest. Retrospectively, the game's innovations have been highlighted in gaming preservation analyses for expanding the franchise's formula beyond traditional top-down mazes. Unused content, such as debug menus, early text strings, and graphics, has been extensively documented by archival communities. Lacking official re-releases on platforms like the , the game is primarily accessible today via emulation software, while retaining niche value among and collectors due to its dual-format versions and .

References

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