Super Bomberman 5 (Super Famicom)

Boom goes the dynamite!

Some say that if you’ve played one Bomberman game, you’ve played them all. Although I wouldn’t go quite that far, I agree that the series has been nothing if not consistent over the course of its last 35 years and nearly 100 iterations. Sure, there’s been the odd experiment here and there, like 1987’s more exploration-focused Bomber King (aka RoboWarrior) and the much maligned “grim and gritty” reboot Act Zero from 2006, but the overwhelming majority of Bomberman’s outings have stuck close to the cartoony single-screen action of the original.

One thing I was surprised to learn while researching the history of Bomberman is that the very first versions Hudson Soft released for Japanese home computers in 1983 actually starred a proper bomber man (complete with suspenders and pork pie hat) rather than the iconic chibi robot that fans know and love. Human Bomberman got the boot in 1985 when Shinichi Nakamoto was converting the game for release on Nintendo’s Famicom and replaced the main character with a recycled enemy sprite from Hudson’s 1984 Famicom port of Lode Runner: A squat white robot with a single pink antenna sprouting from its head. Whether this was a deliberate creative choice or just a handy shortcut (the Famicom Bomberman was supposedly programmed in one marathon 72 hour work session), it marks the true start of the franchise as we know it and the birth of a mascot character that would remain synonymous with Hudson Soft all the way up until their sad dissolution in 2012.

For those few uninitiated, here’s the drill: Bomberman is plunked down onto a screen densely packed with blocks and enemies. The goal is to use his bombs to eliminate all the enemies and reach the level exit before a timer runs out. Bomberman starts out quite weak. He moves slowly and is limited to laying down one minimally powerful bomb at a time. Fortunately, some of the blocks (designated “soft blocks”) can be destroyed in order to reveal a host of power-ups that will speed Bomberman up, give him more bombs and bigger explosions to work with, and confer a variety of other useful abilities (such as repositioning bombs after they’ve already been planted). Players will need to careful how they deploy their arsenal, however, since Bomberman is just as vulnerable to his own ordinance as the bad guys are and it’s easy to get carried away and become your own worst enemy as his destructive potential mounts. One misplaced bomb or touch from an enemy is all it takes to cost you a life. Simple stuff, really. Later games added more enemy types (including proper bosses), more power-ups, and a variety of stage gimmicks like springs, conveyor belts, and teleporters, but it all still comes down to killing the baddies and reaching the exit before time is up.

Of course, any Bomberman fan (Bomberfan?) will tell you that the single player game is just the beginning. For a vocal contingent, the multiplayer Battle Modes included in most installments are the only game in town. While I personally adore blasting my way through screen after screen of computer-controlled opponents, there’s no denying that Bomberman with friends is one of the great competitive gaming experiences of all time. The desperate struggle to out-fox and out-maneuver your buddies as ever more massive columns of roaring flame fill the screen is virtually guaranteed to eat up hours of your life in what feels like mere minutes. It’s so good that Hudson themselves leaned heavily on the appeal of massive Bomberman brawls to market their multitap accessories for systems like the PC Engine and Super Nintendo.

Which brings me, finally, to 1997’s Super Bomberman 5. This final Bomberman release for Nintendo’s 16-bit system is presented as the grand finale to the Super Bomberman sub-series that began back in 1993. Despite the fact that only the first two were released in North America, five games in four years on a single platform still drives home what a huge deal these titles were in their prime. SB5 shoulders a rather large burden when it sets out to pay extensive tribute to its predecessors while still bringing enough new elements to the table to justify its own existence.

The story here is pretty lightweight. A mysterious villain with a clock for a face named Terrorin has busted a gang of notorious criminals called the Fiendish Bombers out of prison and recruited them to lead an assault on Planet Bomber that only our hero (and an optional second player in co-op mode) can repel. “A group of evil Bombers is up to no good” is Bomberman’s equivalent of “Mario must save the Princess.” As a minimalist justification for some silly fun, it does the trick.

The regular campaign includes a whopping 108 stages divided up into five worlds. The first four world are each based on one of the previous Super Bomberman titles and feature enemies, stage gimmicks, and remixed music specific to that game. The fifth (which is twice the size of any of the prior ones) is home to all new challenges and to Terrorin himself.

Debuting in this installment is the concept of branching paths between stages. Most stages have more than one exit, with a few featuring as many as five. It’s therefore possible to progress from one world to the next and only visit a fraction of the individual stages in-between. You can even find yourself finishing the game with a “bad” ending if you follow one of the easier paths to the final boss. This non-linear layout means that you’ll need to play through the campaign several times if you want to experience every stage and attain a 100% completion rating. Doing this unlocks a superpowered Golden Bomberman character for use in Battle Mode. Thankfully, the cartridge includes a save battery to record your progress, so you’re not required to 100% it in one go.

As for Battle Mode itself, it’s phenominal per usual. Up to five players at once are supported via the Super Multitap, there’s an abundance of arenas to pick from (including some old favorites like the snowy igloo map from Super Bomberman 3), and you have access to more power-ups than ever before. The kangaroo-like steeds called Louies also make a welcome return after sitting out Super Bomberman 4. These guys are Bomberman’s answer to Yoshi and come in six different varieties, each with their own helpful special abilities like leaping over hazards or laying down multiple bombs at once with a single button press. “Bad Bomber” mode is back, too. This allows defeated players to hang out along the edge of the screen and lob the occasional bomb down at the remaining combatants. This is useful for more than just petty revenge, as eliminating another player in this way will allow you to take their place back on the arena floor, effectively granting you a second chance to win the round.

The most significant new addition to SB5’s Battle Mode would have to be the ability to create and save custom characters. Drawing on a limited pool of points, you can purchase upgrades to your speed and bomb power as well as choose from a wide seletion of special powers to start the match with. If you’ve ever wanted to begin a battle with remote controlled bombs, homing bombs, or other awesome gear, now you can! You can also choose your custom Bomber’s sprite and color scheme. I made a speedy green pirate Bomber that can walk through walls. He’s quite the force to be reckoned with early on in the match when most of the other combatants are boxed-in with little room to dodge.

So does Super Bomberman 5 succeed at innovating while still paying ample homage to its predecessors? Is it the best in its class on the Super Nintendo? Yes and probably. As a sampler platter of everything the earlier Super Bomberman releases had to offer, it’s delightful. In terms of original features, the branching paths between stages in single player add a lot of replay value and Battle Mode is greatly enhanced by the new character customization options.

The game’s execution isn’t quite flawless, however. For starters, those same branching paths can also be a right pain if you’re trying for 100% completion. Since there’s no in-game map showing how every stage is connected, you’ll either have to create one yourself as you go or check a guide. If you don’t, you can easily find yourself in situations where you have every stage in a given world completed except for one or two, but you have no idea which path you need to take to actually reach those last few stages. The trial-and-error backtracking necessary to resolve these questions can get obnoxious.

In addition, the way that the boss fight are implemented here felt a step back to me in terms of presentation. Most are against rival Bombers that are also on foot and play out similarly to standard multiplayer battles. As a result, the screen-filling death machines you frequently had to take down in the earlier games are absent here, except in the case of the final battle against Terrorin. These boss characters are still fun to fight. They have their own unique personalities, special powers, and so on. They’re just a lot less impressive visually.

Finally, the game gates off some of its content in what I consider to be a rather sleazy fashion. There are thirteen total combat arenas included in Battle Mode, but three of them are only available if you unlock them first using a cheat code. A cheat code that can only be successfully executed on a Hudson Joy Card controller! That’s right: The standard Super Famicom/Super Nintendo pad just won’t work! Alternatively, you can seek out a special gold cartridge edition of the game that comes with these extra stages unlocked by default, as long as you don’t mind that these are incredibly rare collector’s items that sell for hundreds of dollars on the odd occasion they’re available for sale at all. This was some ultra tacky nonsense on Hudson’s part either way. Boo.

Even with these blemishes, Super Bomberman 5 remains my pick for the best Bomberman experience on the system. Though all five deliver the same timeless blend of addictive gameplay, adorable art, and seriously funky music, this final entry holds the edge over its peers thanks to the sheer volume of the content on offer. It has more levels, more enemies, more power-ups, and really just more of everything that makes Bomberman so great.

The fact that Konami chose to revive the Super Bomberman moniker specifically after a 20-year hiatus when they published the most recent main series entry (2017’s Super Bomberman R for the Nintendo Switch) is a fitting testimony to just how superb and fondly-remembered these games are. Hudson Soft is no more, but that very first bomb they set off back in 1983 still echos across the gaming landscape.

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Labyrinth: Maou no Meikyuu (Famicom)

Why anyone would want this brat back always confused me.

I figured that after playing through Clock Tower, I may as well take on the other weird old Japanese game in my collection where you play as Jennifer Connelly. This is 1987’s Labyrinth: Maou no Meikyuu (“Maze of the Goblin King”) from Tokuma Shoten. As you’ve probably guessed, it’s based on Jim Henson’s cult classic children’s fantasy film Labyrinth from the previous year.

Labyrinth is the story of a teenage girl named Sarah Williams who makes the perfectly understandable mistake of wishing that her little brother Toby would disappear. Her wish is unexpectedly granted by Jareth the Goblin King, memorably portrayed by the late David Bowie and his rampaging crotch bulge. Jareth tells Sarah that she has thirteen hours to reach the center of his enchanted maze before Toby transforms into a goblin forever. For me, this movie has it all: Catchy musical numbers, the campy, vampy Bowie at his best, and magnificent production design based on the fantasy art of Brian Froud brought to life through stunning puppetry from Henson and company at the height of their powers. Unfortunately, critics and audiences at the time of Labyrinth’s release disagreed, and the film only made back half of its budget during its initial theatrical run. At least in the U.S.

An obscure act being “big in Japan” is a cliché in the music world. Tom Waits even did a whole song about it. Well, it turns out that it applies to movies, too, because Labyrinth attracted a rather large following across the Pacific. I’m glad it did, because this Famicom release is not only a fantastic game, it’s one of the best film-to-game adaptations of its era.

The gameplay in Labyrinth is difficult to pigeonhole. The closest direct inspiration is probably Atari’s arcade classic Gauntlet. Players guide Sarah through thirteen overhead view maze levels searching for pieces of the key needed to free Toby from his cell in the Goblin King’s castle, all while enduring attacks by an endless stream of respawning monsters. While getting hit by enemies will lower Sarah’s health, it will also slowly deplete on its own. This is because the thirteen hour time limit that Sarah has to rescue Toby also functions as her health and every hit sustained drains away precious seconds from the timer. There are certain items scattered throughout the labyrinth that can restore a bit of lost time, but if the clock runs down, it’s an instant game over. There are no extra lives and no continues. At least Sarah can throw rocks to defend herself from the goblin hordes. The enemies reappear as fast as you can defeat them, though, and the clock is always ticking, so it’s usually a better idea to just keep moving and avoid unnecessary battles as much as possible as you navigate the mazes.

These are some serious mazes, too. You have areas that wrap around on themselves, ones that scramble your directional controls around so that even basic movement becomes a challenge, teleporters, shifting scenery, one-way stairs, false exits that send you all the way back to the start of the level, and more. Labyrinth isn’t quite the hardcore headscratcher that something like Adventures of Lolo or Legacy of the Wizard is, but you’ll still need to bring some significant brain power to bear if you hope to make it to the end. This mixture of puzzling level layouts and non-stop frantic action, all under a strict time limit with no second chances, really makes for an intense, memorable gaming experience.

Thankfully, Sarah isn’t alone on her quest. The Wiseman provides encouragement and warps you between the game’s various stages. He’ll also dispense permanent upgrades to Sarah’s offense and defense in exchange for the special coins hidden around the labyrinth. The adorable Worm appears in most stages and sells useful items. Finally, there are Sarah’s three stalwart companions, Hoggle, Ludo, and Sir Didymus. Picking up hearts and music boxes will allow Sarah to call one of the trio to aid her in fending off the game’s many enemies for a time.

As much as I love the core gameplay, the most remarkable thing about Labyrinth to me is what a great job it does representing its cinematic source material. Old school gamers are no strangers to licensed games that happily ignore just about every detail of the property they’re supposedly based on. If the games in question turn out good enough, like Sunsoft’s 8-bit Batman releases, this doesn’t have to be a fatal flaw. It always represents a bit of a missed opportunity, though. Labyrinth gets this right. Every major character from the film serves an important role in the gameplay. The Wiseman and Worm provide advice and useful items, Hoggle, Ludo, and Didymus help out in combat, and even Jareth himself will appear periodically to rapidly drain your all-important timer. This attention to detail even extends to little things like how the hot-blooded Sir Didymus will rush ahead of Sarah, eager to confront the enemy, while the slower and more cautious Hoggle will trail behind her. The various stages are based on locations from the movie, as well. You’ll visit the Oubliette, the Hedge Maze, the Bog of Eternal Stench, The Enchanted Forest, and more. Even the ballroom where Sarah and Jareth share a dance is represented here. The music follows suit, with almost every track being an excellent chiptune rendition of a song from the movie. Even if you don’t already know these melodies, you’ll still probably agree that the soundtrack is great by the system’s standards. This is still a Famicom game and various technical and practical limitations prevent it from faithfully re-creating every single scene from the film, but I can’t think of another contemporary licensed title that does a better job of capturing what made its inspiration worth adapting in the first place.

Simply put, Labyrinth is one hell of a game and there’s nothing else quite like it for the console. It challenges your reasoning and reflexes in equal measure and does it with style. I’d call it a certified lost classic. There is one potential stumbling block for some players, though. You see, this game is tough. Really tough. Even if you have a pretty good idea of what you’re doing and where to go, a full playthrough of Labyrinth will likely take you a good two hours or so. If you don’t already know the correct path through the game’s levels, you have virtually no chance to complete the game on your first run due to the strict time limit. It’s going to take multiple attempts before you get it all down. The enemies in this game are also utterly relentless and will attack you from all sides constantly. Even if you’re not moving around and scrolling the screen, they just keep pouring in at all times. Compounding this mess, Sarah has a lengthy stun period each time she’s hit. If she gets cornered by multiple strong enemies, they can easily lock her down in place and rapidly deplete your precious time. Did I mention you only get one life? Running out of time 90 minutes or more into a session can be pretty heartbreaking, so the best advice I can give is to figure out which enemies in each area are the most dangerous and take advantage of the game’s programming to get around them. Just walk away from the enemy until it’s off the screen and this will cause it to disappear and hopefully be replaced by a less dangerous foe. This doesn’t always work, especially against the faster enemies, but it’s usually better than the grisly alternative. Once you learn the levels and become proficient at evading the more powerful monsters, the game does get a lot more manageable. Just be patient and keep at it.

I played this one using the original Famicom cartridge, which did present some challenges. Learning which line in the shop menu corresponds to which item being one of them. It’s doable with a little experimentation, but there is a fan translation available online (and on reproduction cartridges) if you’d rather save yourself the slight hassle. As a bonus, you’ll get to enjoy the game’s dialogue, which I imagine would be very helpful in understanding the plot if you’ve never seen the film.

If you enjoy puzzles, mazes, high stakes action games in general, or just the classic movie it’s based on, you owe it to yourself to check out Labyrinth for the Famicom. It reminds me of the babe. What babe? The babe with the power. What power? Power of voodoo. Who do? You do. Do what? Remind me of the babe.