Kurt W. Dekker
|Mode(s)||Single player, Multiplayer (10 players)|
Atomic Bomberman is a game by Interplay 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 1992's Bomberman.
The game is relatively unusual in the Bomberman series, as it was officially licensed from Hudson Soft and developed by an American team. 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, techno-inspired background music and the extensive use of voice samples during gameplay. The voice clips are by well-known voice actors Charlie Adler and Billy West.
The player has the ability to edit existing maps as well as to create new maps. Maps used by the game are in the form of .sch "Scheme" Files. On the main menu, hold Ctrl and press E six times to activate the level editor. The map editor is a simple interface, showing the map, dotted with different colors (0 to 9) to represent player spawns. The number keys choose which spawn to place, and the mouse cursor chooses where. A function called DENSITY chooses how "dense" the collection of breakable items are. The Powerup Manager chooses the list of powerups to be included, how often, whether they can be destroyed and what happens when two conflicting powers are picked (such as Bomb Splooge versus Glove). The editor also sports a basic graphic interface, the player can switch between the "Green Acre" theme and a monochrome, patterned representation.
Hidden game options and voice packs
Unique options and voice packs were left very well hidden in the game. In an example, it appears as though TCP LAN and online play were being developed but were never completed. Additional options are available through modifying a specific set of Game System files. The player could make adjustments to the game, such as the number of powerups available per round, the starting bombs or powerups, how quickly bombs explode, or the difficulty setting.
Hidden audio samples were left in the game. These could only be accessed using the game CD. The player could modify audio, or add their own voice. There were also some voice clips of the characters swearing, with lines such as "I'll break your fuckin' head with a ratchet" and "You talkin' to me, shitheel?"
- Atomic Bomberman over the internet
- Atomic Bomberman at GameFAQs
- Atomic Bomberman at MobyGames
- How to Play