- Release Year: 1988
- Platforms: Amiga, Atari ST, Commodore 64, DOS, Linux, Nintendo Switch, SNES, Windows
- Publisher: Image Works, Kemco America, Inc., Kotobuki System Co., Ltd., Throwback Entertainment Inc.
- Developer: Image Works
- Genre: Puzzle
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Chain reactions, Puzzle-solving
- Setting: Bomb-filled, Island
- Average Score: 65/100

Description
Bombuzal is a puzzle game where the player controls Little Bombuzal, tasked with detonating all bombs on small islands to advance to the next level. The game features bombs of varying sizes, with larger ones requiring chain reactions from smaller explosions to trigger. As the game progresses, players encounter additional hazards such as ice floors, movable bombs, and disappearing ground tiles, adding complexity and requiring careful planning to succeed.
Gameplay Videos
Where to Buy Bombuzal
Bombuzal Free Download
Bombuzal Cracks & Fixes
Bombuzal Guides & Walkthroughs
Bombuzal Reviews & Reception
en.wikipedia.org (97/100): The game received mixed reviews. It received 97% and 92% ratings from Zzap!64 magazine for the C64 and Amiga versions respectively, compared to a review in Commodore User magazine awarding a mere 49%.
hardcoregaming101.net : Despite its vintage, some of its more hateful design decisions, and just not being as immediately gripping as Tetris, Bombuzal still is quite a fun game.
mobygames.com (73/100): The game itself was designed by David “Bish” Bishop and programmed by Antony “Ratt” Crowther, two developers who had a great deal of freelance experience with the Commodore 64 in different capacities.
gamepressure.com (19/100): The Image Works product is characterized by an average visual setting, incomparably worse than the twin version from Amiga computers.
amr.abime.net (74/100): Bombuzal review from Computer + Video Games 86 (Dec 1988).
Bombuzal Cheats & Codes
PC
Enter the password at the main menu to unlock the corresponding level.
| Code | Effect |
|---|---|
| ROSS | Unlock Level 1 |
| RATT | Unlock Level 2 |
| LISA | Unlock Level 3 |
| SINK | Unlock Level 4 |
| DAVE | Unlock Level 5 |
| BIKE | Unlock Level 6 |
| IRON | Unlock Level 7 |
| BIRD | Unlock Level 8 |
| LEAD | Unlock Level 9 |
| TAPE | Unlock Level 10 |
| WEED | Unlock Level 11 |
| VASE | Unlock Level 12 |
| RING | Unlock Level 13 |
| PILL | Unlock Level 14 |
| GIRL | Unlock Level 15 |
| SPOT | Unlock Level 16 |
| GOLD | Unlock Level 17 |
| PALM | Unlock Level 18 |
| OPAL | Unlock Level 19 |
| LOCK | Unlock Level 20 |
| SONG | Unlock Level 21 |
| SAFE | Unlock Level 22 |
| FIRE | Unlock Level 23 |
| WORM | Unlock Level 24 |
| LAMP | Unlock Level 25 |
| TREE | Unlock Level 26 |
| SINK | Unlock Level 27 |
Amiga
Type the code at the title screen.
| Code | Effect |
|---|---|
| score | Invincibility |
Commodore 64
Load or reset the game, then execute the following BASIC commands before running or restarting the program.
| Code | Effect |
|---|---|
| POKE 5490,173 | Lives |
| SYS 12452 | Cheat mode |
Super Nintendo
Enter the password to unlock the corresponding level.
| Code | Effect |
|---|---|
| BPMB | Unlock Level 1 |
| TFST | Unlock Level 2 |
| SPBP | Unlock Level 3 |
| RBCG | Unlock Level 4 |
| RPSS | Unlock Level 5 |
| FBJR | Unlock Level 6 |
| QVJZ | Unlock Level 7 |
| RFFD | Unlock Level 8 |
| RBTT | Unlock Level 9 |
| RBFT | Unlock Level 10 |
| PVFN | Unlock Level 11 |
| NFWS | Unlock Level 12 |
| LJSB | Unlock Level 13 |
| MVLF | Unlock Level 14 |
| MVFF | Unlock Level 15 |
| DJMF | Unlock Level 16 |
| DBVG | Unlock Level 17 |
| DPLL | Unlock Level 18 |
| DJSK | Unlock Level 19 |
| GBTF | Unlock Level 20 |
| JRPN | Unlock Level 21 |
| GBMF | Unlock Level 22 |
| PBSS | Unlock Level 23 |
| WPRG | Unlock Level 24 |
| LFBG | Unlock Level 25 |
| CVFF | Unlock Level 26 |
| LPJC | Unlock Level 27 |
| DBTG | Unlock Level 28 |
| WGGD | Unlock Level 29 |
| TJMG | Unlock Level 30 |
| PBJL | Unlock Level 31 |
| SHJP | Unlock Level 32 |
| RJNG | Unlock Level 33 |
| SHPR | Unlock Level 34 |
| SJZF | Unlock Level 35 |
| TBLK | Unlock Level 36 |
| GJRL | Unlock Level 37 |
| ZPPM | Unlock Level 38 |
| ZPNG | Unlock Level 39 |
| ZJNC | Unlock Level 40 |
| GPLD | Unlock Level 41 |
| ZGRP | Unlock Level 42 |
| YPLK | Unlock Level 43 |
| YGLL | Unlock Level 44 |
| PPBL | Unlock Level 45 |
| YBRD | Unlock Level 46 |
| WPPL | Unlock Level 47 |
| WJRG | Unlock Level 48 |
| SPNG | Unlock Level 49 |
| WJND | Unlock Level 50 |
| WGST | Unlock Level 51 |
| WBVF | Unlock Level 52 |
| FJRF | Unlock Level 53 |
| WBSP | Unlock Level 54 |
| VJSB | Unlock Level 55 |
| VFST | Unlock Level 56 |
| LBMP | Unlock Level 57 |
| VNBT | Unlock Level 58 |
| TYRF | Unlock Level 59 |
| TYPF | Unlock Level 60 |
| TRGG | Unlock Level 61 |
| TWJN | Unlock Level 62 |
| TVSK | Unlock Level 63 |
| TVNF | Unlock Level 64 |
| TPNY | Unlock Level 65 |
| SWBN | Unlock Level 66 |
| STBR | Unlock Level 67 |
| SPLP | Unlock Level 68 |
| LPVG | Unlock Level 69 |
| SPVP | Unlock Level 70 |
| RPSF | Unlock Level 71 |
| RPPF | Unlock Level 72 |
| RFST | Unlock Level 73 |
| RPPT | Unlock Level 74 |
| RFST | Unlock Level 75 |
| RFBD | Unlock Level 76 |
| TBPF | Unlock Level 77 |
| RBJN | Unlock Level 78 |
| NPTF | Unlock Level 79 |
| NFST | Unlock Level 80 |
| VBSF | Unlock Level 81 |
| NBMF | Unlock Level 82 |
| NBJL | Unlock Level 83 |
| MJND | Unlock Level 84 |
| PJLL | Unlock Level 85 |
| MBJL | Unlock Level 86 |
| LJLY | Unlock Level 87 |
| LFNS | Unlock Level 88 |
| SPQT | Unlock Level 89 |
| LBRK | Unlock Level 90 |
| KNQB | Unlock Level 91 |
| KNFF | Unlock Level 92 |
| PBLM | Unlock Level 93 |
| KBNG | Unlock Level 94 |
| KBND | Unlock Level 95 |
| KBLT | Unlock Level 96 |
| LQCK | Unlock Level 97 |
| JVNF | Unlock Level 98 |
| JFBN | Unlock Level 99 |
| JBZZ | Unlock Level 100 |
| SBFG | Unlock Level 101 |
| JTGM | Unlock Level 102 |
| JSLG | Unlock Level 103 |
| HQST | Unlock Level 104 |
| WQRM | Unlock Level 105 |
| HQLD | Unlock Level 106 |
| HJLL | Unlock Level 107 |
| HGRB | Unlock Level 108 |
| NQSF | Unlock Level 109 |
| HFLP | Unlock Level 110 |
| GVST | Unlock Level 111 |
| GQWN | Unlock Level 112 |
| FYGS | Unlock Level 113 |
| GLQW | Unlock Level 114 |
| GJFT | Unlock Level 115 |
| FWSG | Unlock Level 116 |
| HBJR | Unlock Level 117 |
| FJVF | Unlock Level 118 |
| FBCG | Unlock Level 119 |
| GXJT | Unlock Level 120 |
| SKGN | Unlock Level 121 |
| GBSG | Unlock Level 122 |
| DQXR | Unlock Level 123 |
| CRZB | Unlock Level 124 |
| MYTH | Unlock Level 125 |
| CXPY | Unlock Level 126 |
| MBKV | Unlock Level 127 |
| BVTP | Unlock Level 128 |
| FNDS | Unlock Level 129 |
Bombuzal: A Masterclass in Puzzle Design and Legacy
Introduction
In the pantheon of classic puzzle games, few titles have left as indelible a mark as Bombuzal. Released in 1988 by Image Works, this deceptively simple yet fiendishly complex game tasked players with the singular goal of detonating all bombs on a series of increasingly intricate islands. With its blend of strategic depth, real-time pressure, and a charmingly quirky aesthetic, Bombuzal carved out a niche that would influence generations of puzzle games to come. This review delves deep into the game’s development, mechanics, reception, and enduring legacy, arguing that Bombuzal is not just a relic of its time but a timeless testament to the art of puzzle design.
Development History & Context
The Birth of a Puzzle Phenomenon
Bombuzal emerged during a golden era for puzzle games, a period where titles like Tetris and Boulder Dash were captivating audiences with their addictive gameplay. The game was the brainchild of Antony “Ratt” Crowther and David “Bish” Bishop, two veterans of the Commodore 64 scene. Crowther, known for his work on Monty Mole and The Suicide Express, brought a knack for pushing technical boundaries, while Bishop’s background in PR and advertising for firms like Ariolasoft and Domark lent a polished, marketable sheen to the project.
The duo developed Bombuzal in their spare time, initially as a passion project alongside their work on Fernandez Must Die and Zigzag. Their enthusiasm was infectious, drawing in other luminaries of the UK gaming scene. Jeff Minter, the eccentric genius behind Llamatron, designed a level that famously left behind a llama and a pile of dung upon detonation. Andrew Braybrook (Paradroid) and Geoff Crammond (The Sentinel) also contributed levels, turning Bombuzal into a veritable who’s who of British gaming talent.
Technological Constraints and Innovations
Bombuzal was released across a staggering array of platforms: the Commodore 64, Amiga, Atari ST, DOS, and later the Super Nintendo Entertainment System (SNES). Each port presented unique challenges and opportunities:
- Commodore 64 (1988): The original version, while visually rudimentary with its garish color palettes and squished tiles, ran smoothly and introduced players to the core mechanics. The sound design, including a catchy intro tune and voice clips (“Get Ready”), was a standout feature.
- Amiga & Atari ST (1989): These 16-bit ports, handled by Ross Goodley, offered cleaner visuals and additional customization options, such as mouse and joystick support. However, the Amiga version suffered from emulation issues, and the Atari ST’s inferior sound hardware resulted in tinnier audio.
- DOS (1989): Ported by Tony Love, this version lacked music and relied on PC speaker sound effects, which, while primitive, retained the game’s addictive charm.
- SNES (1990): Developed by Kemco, this port was a launch title for the Super Famicom in Japan. It featured a recomposed soundtrack and improved visuals but removed the 2D mode in the North American release (Ka-Blooey), much to the chagrin of fans.
The Gaming Landscape of 1988
The late 1980s were a transformative period for gaming. The industry was transitioning from the dominance of arcade-style action games to more cerebral, home-computer experiences. Puzzle games, with their pick-up-and-play accessibility and deep strategic layers, were perfectly poised to capitalize on this shift. Bombuzal arrived at a time when players were hungry for games that challenged their intellect as much as their reflexes.
The game’s release also coincided with the rise of gaming magazines, which played a crucial role in its success. Publications like Zzap!64, ACE (Advanced Computer Entertainment), and Amiga Power lavished praise on Bombuzal, with the latter even bundling the full game with its inaugural issue—a testament to its cultural impact.
Narrative & Thematic Deep Dive
The Premise: A Pyromaniac’s Paradise
Bombuzal eschews traditional narrative in favor of a minimalist, almost existential premise. The player controls a nameless, potato-like protagonist whose sole purpose is to detonate bombs on a series of floating islands. The manual for the Atari ST and Amiga versions succinctly states: “The whole reason for your existence is to blow up bombs.” This stark, almost absurdist setup belies the game’s deeper themes of strategy, consequence, and the delicate balance between chaos and control.
Characters and Hazards
While Bombuzal lacks a traditional cast, its levels are populated by a rogue’s gallery of hazards and obstacles:
- Bombs: The game’s central mechanic. Bombs come in various sizes, each with distinct blast radii. Small bombs can be detonated directly, while larger ones require chain reactions to avoid instant death.
- Mines: Lethal when stepped on, mines do not trigger chain reactions, adding a layer of risk to each level.
- A-Bombs (Antenna Bombs): These detonate all other A-Bombs on the level when one is triggered, creating massive chain reactions.
- Sinister and Dexter: Two enemy characters who patrol levels in predictable patterns. Sinister always turns left, while Dexter always turns right. Contact with either is fatal.
- Tile-Based Hazards:
- Ice Tiles: Cause the player to slide uncontrollably.
- Dissolver Tiles: Crumble after being stepped on.
- Teleporters: Warp the player to another part of the level, often disorientingly.
- Spinners: Randomly redirect the player’s movement.
Themes: Strategy, Consequence, and the Illusion of Control
At its core, Bombuzal is a meditation on the consequences of action. Every move the player makes has the potential to cascade into either triumph or disaster. The game’s real-time pressure—embodied by a ticking clock—heightens this tension, forcing players to balance speed and precision.
The game also explores the theme of controlled chaos. The player’s avatar is both the instigator and potential victim of explosions, embodying the duality of creation and destruction. This theme is reinforced by the game’s visual design, where vibrant, almost whimsical islands contrast with the ever-present threat of annihilation.
Gameplay Mechanics & Systems
Core Gameplay Loop
Bombuzal‘s gameplay is elegantly simple in concept but devilishly complex in execution. The player must:
- Navigate the island, avoiding hazards and enemies.
- Prime bombs by standing on them and holding the action button.
- Detonate bombs by moving off them, triggering chain reactions where possible.
- Survive the ensuing explosions, ensuring all bombs are destroyed before the timer runs out.
This loop is repeated across 130 levels (250 in the Amiga/Atari ST versions), each introducing new mechanics and hazards to master.
Bomb Mechanics and Chain Reactions
The game’s depth stems from its bomb mechanics:
- Small Bombs: Safe to detonate directly but have a limited blast radius.
- Medium and Large Bombs: Require indirect detonation via chain reactions. Their larger blast radii can clear multiple bombs at once but are deadly if mishandled.
- Variable Bombs: Cycle through sizes, adding an element of unpredictability.
- A-Bombs: Detonate all other A-Bombs on the level, creating massive, level-altering explosions.
Mastering these mechanics is essential, as later levels demand precise timing and spatial awareness to avoid being caught in the blast.
Movement and Environmental Interaction
The player’s movement is constrained by the island’s tile-based layout. Each tile type introduces unique challenges:
- Rail Tiles: Allow bombs to be pushed, enabling strategic repositioning.
- Ice Tiles: Cause the player to slide until hitting a non-ice tile, requiring careful planning to avoid overshooting.
- Dissolver Tiles: Disappear after being stepped on, creating dynamic pathways or deadly pitfalls.
- Teleporters: Instantly transport the player to another teleporter, often disorienting but sometimes necessary for progression.
Enemies and AI
Sinister and Dexter, the game’s only “enemies,” follow strict, predictable patterns. Sinister always turns left, while Dexter always turns right. Their movements are deterministic, allowing players to plan routes that avoid contact. However, their presence adds tension, as a single misstep can result in instant death.
UI and Controls
Bombuzal offers multiple control schemes and viewing modes:
- 2D Mode: A top-down view that provides the best overview of the level but suffers from a limited camera that only scrolls when the player is near the edge.
- 3D Mode: An isometric view that, while visually appealing, obscures parts of the level and complicates movement.
- Map Mode: A zoomed-out overhead view that pauses the timer (in later versions), allowing for strategic planning.
The game supports keyboard, joystick, and mouse controls, with remappable inputs in the 16-bit versions. However, the Commodore 64 version’s controls were criticized for being counterintuitive, with directions rotated 90 degrees compared to other isometric games.
Progression and Difficulty
Bombuzal employs a password system to save progress. Early versions only provided passwords every 4-8 levels, a design choice that, while understandable for the era, could be frustrating. Later ports, such as the SNES version, provided passwords for each level, significantly improving accessibility.
The game’s difficulty curve is steep, with later levels introducing complex puzzles that require meticulous planning and execution. The lack of a rewind or undo feature means that mistakes often result in starting the level over, a design choice that tests both patience and skill.
World-Building, Art & Sound
Visual Design: A Study in Contrasts
Bombuzal‘s visual design is a fascinating study in contrasts. The Commodore 64 version, with its garish colors and blocky sprites, has a crude charm that belies its strategic depth. The 16-bit versions, while cleaner and more polished, lose some of the original’s idiosyncratic personality.
The game’s islands are a riot of color, with each tile type distinctly marked. Bombs are easily identifiable, and hazards like ice and dissolver tiles are visually distinct. The isometric 3D mode, while less functional, adds a whimsical, almost toy-like quality to the proceedings.
Sound Design: From Beeps to Bombasts
The sound design varies wildly across versions:
- Commodore 64: Features a catchy intro tune composed by Crowther and voice samples (“Get Ready”) that were impressive for the hardware.
- Amiga/Atari ST: Ross Goodley’s soundtrack is more robust, though the Atari ST’s inferior sound chip results in tinnier audio. The Amiga version, while technically superior, suffers from emulation issues that mute some sound effects.
- DOS: Relies on PC speaker sound effects, which, while primitive, retain the game’s explosive charm.
- SNES: Hiroyuki Masuno’s soundtrack is a mixed bag. The “Get Ready” voice clip is notoriously poorly pronounced, and the repetitive stage theme can become grating.
Despite these inconsistencies, the sound design effectively complements the gameplay, with explosions providing satisfying auditory feedback and the timer’s ticking adding tension.
Atmosphere: Tension and Whimsy
Bombuzal strikes a delicate balance between tension and whimsy. The game’s bright, colorful visuals and playful character design contrast with the ever-present threat of failure. The timer’s relentless countdown and the precision required to avoid death create a palpable sense of urgency, while the satisfying cascade of a well-executed chain reaction provides moments of triumph.
Reception & Legacy
Critical Reception: A Divided Response
Bombuzal received a mixed but generally positive reception from critics. The game’s addictive gameplay and innovative mechanics were widely praised, though some reviews criticized its steep difficulty curve and occasional design quirks.
- Zzap!64 (Commodore 64): Awarded a near-perfect 97%, hailing it as “the cutest puzzle game on the 64” and praising its addictive nature.
- ACE (Advanced Computer Entertainment): Gave both the Commodore 64 and Amiga versions 92%, commending the game’s depth and replayability.
- Amiga Power: Scored it 84%, calling it “classic puzzling fun” and noting its inclusion as a cover disk with their first issue.
- Commodore User: Offered a more critical 49%, citing “horrible” controls and a lack of innovation.
The SNES version, while well-received in Japan, fared worse in the West. Electronic Gaming Monthly gave it a mere 35%, criticizing its failure to leverage the SNES’s hardware capabilities.
Commercial Success and Cultural Impact
Bombuzal was a commercial success, particularly in Europe, where it became a staple of the puzzle genre. Its inclusion as a cover disk with Amiga Power‘s first issue cemented its status as a cultural touchstone, introducing the game to a wide audience and helping to establish the magazine as a respected voice in gaming journalism.
The game’s legacy is perhaps best measured by its influence on subsequent titles. Kemco’s The Bombing Islands (1995) and Realtime Associates’ Charlie Blast’s Territory (1999) are spiritual successors that expanded on Bombuzal‘s mechanics, adding multiplayer modes and new level designs. The game also inspired a wave of fan-made remakes and homages, including Matt Pilz’s Bombzuka (2006), which addressed many of the original’s frustrations while preserving its core appeal.
Awards and Accolades
- Amiga Power’s “All Time Top 100 Amiga Games” (1991): Ranked #57.
- Commodore Format’s “A to Z of Classic Games” (1991): Listed as “Great.”
Conclusion: A Timeless Puzzle Classic
Bombuzal is more than just a product of its time; it is a masterclass in puzzle design that continues to resonate with players decades after its release. Its blend of strategic depth, real-time pressure, and charmingly quirky aesthetics has ensured its place in gaming history. While its steep difficulty curve and occasional design quirks may frustrate modern players, these elements are also what make Bombuzal such a rewarding experience for those willing to master its intricacies.
The game’s legacy is a testament to the power of simple, elegant mechanics executed with precision. In an era where puzzle games often rely on gimmicks or narrative fluff, Bombuzal stands as a reminder that the most compelling experiences are those that challenge the player’s intellect and reflexes in equal measure. For its innovation, influence, and enduring appeal, Bombuzal deserves its place among the pantheon of classic puzzle games.
Final Verdict: 9/10 – A timeless puzzle masterpiece that remains as explosive and engaging today as it was in 1988.