- Release Year: 1997
- Platforms: Windows
- Publisher: Acer TWP Corp, Interplay Productions, Inc., Sold Out Sales & Marketing Ltd.
- Developer: Interplay Productions, Inc.
- Genre: Action
- Perspective: Top-down
- Game Mode: Hotseat, LAN, Online PVP, Single-player
- Gameplay: Arcade
- Setting: Futuristic, Sci-fi
- Average Score: 74/100

Description
Atomic Bomberman is a sci-fi futuristic action game featuring top-down, fixed/flip-screen arcade gameplay where players control cute bomb-wielding characters in intense multiplayer battles against up to 9 human or computer opponents, dropping, throwing, or kicking endless supplies of bombs to eliminate foes amid destructible environments and power-ups.
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Atomic Bomberman Reviews & Reception
metacritic.com (77/100): Extremely fun when played with friends.
hardcoregaming101.net : This game successfully maintains the mechanical essentials of the Bomberman experience and can still provide solid multiplayer sessions even today.
mobygames.com (71/100): Great multi-player fun.
Atomic Bomberman Cheats & Codes
PC
Cheats are entered at specific locations: F10 during gameplay when destroyed; C x5 at player selection screen; Ctrl + E x6 at main menu.
| Code | Effect |
|---|---|
| F10 | Aborts losing round if pressed immediately when character is destroyed, preventing the round from being counted |
| C, C, C, C, C | Campaign mode select, enables choice of campaign modes |
| Hold CTRL + E x6 | Opens level editor options screen |
Atomic Bomberman: Review
Introduction
In the explosive annals of video game history, few franchises have defined chaotic multiplayer joy quite like Bomberman. Amid the late-1990s PC gaming boom, Interplay Productions dared to transplant Hudson Soft’s Japanese maze-bombing icon to Windows with Atomic Bomberman (1997), infusing it with American flair, pre-rendered 3D sprites, and voice acting from comedy legends Charlie Adler and Billy West. This wasn’t a rote port but a reinvention—faster, sassier, and built for up to 10-player LAN frag-fests. Yet, for all its bombastic ambition, it stumbles in solo play and technical polish. My thesis: Atomic Bomberman stands as a cult artifact of 90s PC party gaming, a high-energy multiplayer triumph that captures Bomberman’s timeless essence while exposing the pitfalls of Westernizing a Japanese classic, ensuring its enduring appeal for nostalgic group sessions despite dated flaws.
Development History & Context
Atomic Bomberman emerged from Interplay’s bold licensing deal with Hudson Soft, marking the first original Bomberman crafted outside Japan and explicitly for Windows 95. Released on July 21, 1997 (NA) and later in Europe, it built directly on the codebase of Super Bomberman 3 (SNES, 1995), preserving core mechanics while adapting them to PC hardware like Pentium 90 MHz CPUs, 16MB RAM, and DirectX 3.0. Project leads Jeremy Airey (producer/designer) and Kurt W. Dekker (programmer/designer) aimed to “modernize” the formula without altering its addictive core—”We’re trying to make [Bomberman] a little more modern, but we don’t need to change the way it plays at all,” Airey told Next Generation magazine (Issue 27, March 1997).
The era’s gaming landscape was pivotal: Windows 95 had ignited PC multiplayer via LAN parties, with titles like Quake and Duke Nukem 3D dominating frag-fests. Bomberman, a staple of Japanese consoles since 1983, had seen PC ports (Dynablaster, 1992 DOS) but no native Windows entry. Interplay targeted this gap, ambitiously planning 20-player support until Saturn Bomberman (1996) beat them to 10-player chaos, forcing a pivot. Technological constraints shaped the result: pre-rendered 3D sprites for crisp 640×480 SVGA visuals sidestepped real-time 3D demands on era hardware, while IPX networking enabled LAN/modem play (up to 5 PCs, 10 players total). A PlayStation port was prototyped but canned.
Development trivia underscores its quirks: Early concepts featured hovercraft vehicles replacing Super Bomberman 3‘s kangaroos (per Next Generation renders), but these vanished. Voice work by Adler (Cow and Chicken) and West (Ren & Stimpy, Futurama) added personality, though unused profane clips (e.g., expletives) lurked in files—likely cut for the K-A/ESRB “Kids to Adults” rating. A hidden level editor and incomplete campaign (accessed via cheats) hint at rushed scope. Credits list 72 contributors, including Saffire Corporation for animations and Johann Langlie for drum-and-bass music. Interplay’s “multiplayer mayhem” ethos shone, but a bloated 650MB install (mostly music, reducible to 50MB) reflected 90s excess.
Narrative & Thematic Deep Dive
Atomic Bomberman eschews Bomberman’s traditional lore entirely—no evil Black Bomberman, no planetary rescues, no whimsical plots. The manual boils it down to a cheeky mantra: “1. Drop a bomb. 2. Run like hell. 3. Watch your back.” This “No Plot? No Problem!” ethos amplifies the series’ arcade roots, transforming it into pure, abstract mayhem where 10 colorful robotic Bombermen (white, black, red, etc.) duel in grid-based arenas.
Thematically, it’s a punk-rock rebellion against Bomberman’s cute Japanese origins. Pre-rendered sprites depict edgier, angular cyborgs with “American makeover” attitudes—taunting foes with lines like “You are a stupid man’s idiot!” or “Eat hot death!” upon self-destruction or kills. Voice acting infuses personality: Blue Bomberman mopes, Red rages, per early design docs. Death animations (17 varieties) satirize mortality—headless torsos patting necks, skeletons crumbling, winged souls ascending—evoking The Many Deaths of You tropes with dark humor (e.g., eyes floating over ashes). Power-ups like “Disease” (Skull, debuffing victims) or “Ebola” (multi-Skull nightmare) thematize pyromaniac paranoia and betrayal.
Underlying themes explore multiplayer tension: constant vigilance amid chain-reaction bombs mirrors real-life social dynamics, where one slip dooms you. “Oh, Crap!” trapped animations heighten dread. Absent a campaign (hidden one features Pac-Man ghosts and bosses but feels unfinished), it celebrates ephemeral chaos—no progression, just endless “frag-fests.” This purity critiques narrative bloat in 90s games, prioritizing reflexes over story, though it alienates solo players expecting Hudson’s structured adventures.
Gameplay Mechanics & Systems
At its core, Atomic Bomberman refines Bomberman’s loop: navigate top-down, fixed/flip-screen mazes, drop endless bombs (Spacebar), dodge flames, and power up via destructible blocks. “Classic” mode mirrors predecessors; “Enhanced” accelerates everything for “lightning reactions.” Matches (1-10 minutes or endless) pit up to 10 players (AI/human) in free-for-all or teams, scoring via kills/survivals; Sudden Death shrinks arenas.
Core Loops & Combat: Direct control (keyboard/joystick/mouse) demands “complete awareness”—move with arrows/WASD, bomb with Space (also pickup/throw), Enter for remote detonate/punch/kick-stop. Bombs chain-react, flames propagate 1-5 tiles (Fire Up stacks). Combat thrives on prediction: trap foes, kick bombs (Boot), punch over walls (Boxing Glove/Power Glove), or line-blast (Spooge). Detriments like Brake (Speed Down) or Disease (Skull-contact debuffs) add risk—Remote conflicts with Throw, leading to self-booms.
Progression & UI: No metaprogression; power-ups reset per round. UI is functional but cluttered—scoreboards, timers, player icons—but scheme customization shines: 20+ themes (Hockey Rink, Toilet), adjustable bomb counts, item densities. Hidden editor (Ctrl+E x6) lets you craft .sch files, tweaking spawns (0-9 colors), power-up probabilities (e.g., forbid Skulls), even absurd stacks (999 bombs). Local play supports 10 controllers (USB patches needed post-WinXP); LAN/modem up to 10 players/5 PCs.
Innovations/Flaws: 10-player scale creates “absolute mayhem,” but AI is ruthlessly smart—perfect dodging, trap mastery—yielding hollow victories or draws. No chat hampers online; jerky netcode, glitches plague. Replayability soars via schemes (e.g., Bowling Alley starts with Kick), but single-player frustrates. Controls are intuitive yet punishing—self-booms galore foster tension.
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Bombing | Chain reactions, versatile (drop/throw/kick/remote) | Fuse speed unforgiving in Enhanced |
| Power-ups | 20+ items (Jelly bounce, Goldflame full fire) | Conflicts (e.g., Remote vs. Throw) |
| Multiplayer | 10-player local/LAN, teams | AI too perfect; net lag |
| Editor | Deep customization | Hidden, clunky interface |
World-Building, Art & Sound
Settings are abstract mazes—no overarching world, just thematic arenas (Green Acres, Haunted House, Aliens) blending sci-fi/futuristic vibes. Destructible soft blocks reveal power-ups amid indestructible walls, fostering claustrophobic paranoia. Atmosphere builds via escalating chaos: flames paint Technicolor Fire (player-colored blasts), shrinking floors force clashes.
Visuals: Pre-rendered 3D sprites yield detailed, angular Bombermen—cute yet gritty, with fluid animations (17 deaths: legless waves, disintegrations). 640×480 SVGA pops with vibrancy, but cluttered backgrounds (e.g., detailed Hockey Rink) obscure action. Flip-screen transitions suit arcades; cute intros rival SNES.
Sound: Drum-and-bass techno (Johann Langlie) pulses energetically but loops annoyingly (“catchy… but repetitive”). SFX excel—booms, grunts—elevated by Adler/West voices: taunts (“ATOMIC… BOMBERMAN!”), Have a Nice Death quips. Unused vulgar clips add edgy trivia, but in-game it’s family-friendly mayhem.
Elements synergize for “intense” immersion: voices humanize bots, music amps frenzy, visuals reward destruction—yet dated resolution and repetition dilute longevity.
Reception & Legacy
Launch reception was mixed (MobyGames 71% critics/3.6/5 players; GameRankings 68%): German mags (PC Games 90%, PC Action 89%) hailed multiplayer addiction; US/UK outlets (GameSpot 5.7/10, CVG 2/5, CGW 3/5) slammed AI frustration, lag, “bastardized” charm, bloated install. Players adored 4-6 player parties (“crazy mayhem,” Steve Hall, 2000), decrying solo play and music.
Commercially modest, it sold via budget re-releases (Sold Out). Legacy endures as Bomberman’s Western outlier—influencing PC party games (Glow) and 10-player benchmarks. Fan patches (IPXwrapper, USB support) revive LAN; remakes (FPC Atomic, Goldencode) add online. Unused content (TCRF) fuels preservation; it’s on abandonware sites, playable via DOSBox/PCem. No Konami re-release, but cult status persists for “THE classic multiplayer party game.”
Conclusion
Atomic Bomberman detonates as a multiplayer masterpiece—fast, customizable chaos for 10-player brawls—yet fizzles solo, its over-smart AI and net woes underscoring 90s PC limits. Interplay’s sassy spin honors Bomberman’s formula while forging a distinct identity, flaws and all. In gaming history, it claims a niche as the LAN party kingpin, a flawed gem warranting 8/10 for groups, eternally replayable via fans. Dust off controllers; this atomic relic still packs punch.