This page focuses on Bomber Boy (Mode A); for information on Bomberman (Mode B), see its respective page.

Your goal in each Stage is to defeat all the enemies and locate the exit door, which is hidden beneath a random soft block. Each stage has a unique environmental gimmick; see the Stages page for details on individual rounds.
There are 8 Stages with a varying number of Rounds within. Seven of the stages can be entered in any order via the Stage Select; the eighth stage, Faria, cannot be entered until the rest are completed. Once you enter a Stage, you cannot exit until it is fully completed. A stage cannot be re-entered after it is completed. There are 60 rounds in total.
Unlike most Bomberman games, items are not immediately activated upon collection, but are stored in your inventory. Before each Round you will enter the Panel Select where you can access your inventory to equip or un-equip items as necessary. Most items will only last the duration of a Round, while some are permanent; see Items for details. All equipped items are lost if Kid is defeated.
You begin the game with 2 Bomb Ups, 2 Fire Ups, and 4 Elixers. You can carry up to 30 Item Panels in your inventory, and equip 9 Item Panels at a time.
Elixers are equivalent to extra lives or Hearts. An Elixer in your inventory counts as a "continue" -- if Kid dies, you will be returned to the Panel Select and must restart the Round. An Elixer equipped in your loadout functions like a Heart or extra life; taking damage will destroy the Elixer, but play will resume without loss of items.

Gold can be spent at the Item Shop to purchase new Item Panels. You begin the game with 100 Gold, and after every Round you are awarded 1 Gold for every soft block destroyed and for every second remaining on the clock. You can also sell your item panels at the Panel Shop; items will sell for half their buying price.
Accessed by selecting My Town on the Stage Select. Here you can buy new item panels or sell items in your possession. Over half of the shop's stock is inaccessible at first; completing a Stage will unlock its respective item for purchasing.
Every Round is played under a time limit; the amount of time decreases as you get further into a Stage. Each in-game second lasts a little over 2 real-time seconds, and can be slowed further by equipping the Timer item. If time reaches 0, you will lose a life and be returned to the Panel Select, even if you had an Elixer equipped.
If Kid is defeated and has no more Elixers, it's Game Over, and you are presented with a password. This will record what Stages were cleared, and what Gold was in your possession. You cannot resume progress in the middle of a Stage, you must clear it in one sitting.
A handheld port of the original NES game, with its own unique traits or eccentricities. See that page for information.
Details on the Battle Mode can be found here.
| BUTTON | ACTION (gameplay) | ACTION (menu) |
| Control Pad | Move Kid. | Move cursor. |
| A Button | Lay a bomb. | Accept. |
| B Button | Detonate a remote-controlled bomb. | Cancel. |
| START Button | Pause game. | Display item panels. |
| SELECT Button | n/a | Move cursor. |
Items can be bought in the Panel Shop or found during Rounds. Items will only take effect if you select them before a round (except for the Invincibility and Exit Panel, which take effect instantly upon collection).
You can equip up to 9 Item Panels at once. Items equipped are lost upon death (if you do not have an Elixer equipped). Items equipped when you complete a stage are returned to your inventory.
Selling your items will only get you half of the buying price (e.g. selling a Bomb Up will get you 25 Gold).
Item names are sourced from the Japanese manual and the Bomber Boy: Game Boy Complete Capture Book.

These serve as extra lives; if Kid has no more Elixers, it's Game Over. If equipped, it will respawn Kid immediately after he dies with 3.2 seconds of invincibility.
Active for one stage.
Price: 100 Gold

Increases the number of bombs you can lay by one.
After completing Wather, each Bomb Up will grant you two bombs (
) instead of just one.
Active until death.
Price: 50 Gold

Increases the blast radius of your bomb explosions by one tile.
Active until death.
Price: 50 Gold

Increases Kid's walking speed slightly (by 12 units -- see RAM addresses for details).
Active until death.
Price: 20 Gold

Grants you remote-controlled bombs. Bombs will only detonate upon pressing the B Button.
Active for one stage.
Price: 30 Gold

Allows Kid to walk through soft blocks.
Active for one stage.
Price: 50 Gold

Allows Kid to walk through bombs.
Active for one stage.
Price: 40 Gold

Grants you twice as much time to complete a stage (one second will take twice as long to count down).
Active for one stage.
Price: 50 Gold

Allows Kid to survive his own bomb blasts.
Active for one stage.
Price: 100 Gold

Makes Kid invincible for 16 seconds.
Can only be found during stages.
Price: n/a

Allows you to complete the current stage regardless of how many enemies have been defeated.
Can only be found during stages.
Price: n/a
The following items are bonus items that are not found inside soft blocks, but will spawn in a random location after the player meets certain requirements. The item will stay indefinitely, but can be destroyed with bomb blasts. They can only be spawned once; if the player dies and restarts the round after the item has appeared, it will no longer appear.

Points item. 5000 points.
Can only be found during stages.
Found in Cuolece round 8: Lay 5 bombs.
Price: n/a

Points item. 5000 points.
Can only be found during stages.
Found in Jagoraz round 6: Walk onto a random tile?
Found in Faria round 7: Walk into a fire tile (preferably while invincible!).
Price: n/a
Enemy names are sourced from the Bomber Boy: Game Boy Complete Capture Book. Names in brackets are from Atomic Punk's manual.

A flat rotating square. It won't change direction until it hits a solid object, such as a wall or a bomb.
Points: 50
Speed: 32

An animate block that blends in with the soft blocks on Hevol. Will move if Kid is within 3 tiles of it; moves 3 tiles before resting again.
Points: 100
Speed: 36

A simplistic hominid creature. Can burrow through soft blocks. Will turn towards Kid on sight, unless an object blocks line of sight.
Points: 80
Speed: 28

A flying saucer (or UFO). Can travel through soft blocks. Moves in 2-tile increments, stopping and pausing for 1 to 4 seconds after each movement.
Points: 50
Speed: 24

A creature with a rock-like shell. They will pursue Kid on sight, but retreat once they lose sight. Will retreat to 5 tiles away from a bomb.
Points: 80
Speed: 48

A boulder with legs. Moves in 2-tile increments, stopping and pausing for 1 to 5 seconds after each movement.
Points: 100
Speed: 52

A twirling, rotating tetrapod. It won't change direction until it hits a solid object, such as a wall or a bomb.
Points: 30
Speed: 32

A generic robot. Moves slowly and erratically; sometimes pursuing Kid, sometimes aimlessly. Will retreat to 5 tiles away from a bomb.
Points: 50
Speed: 24

A black Kid (you don't say!). Will pursue Kid if the player is not pressing a direction. If the D-Pad is pressed, will either mirror your movements or move in the opposite direction. If you are standing exactly 3 tiles below it, will retreat to 5 tiles away until you make a move.
Points: 100
Speed: 32

A black armoured robot. Actively pursues Kid, but will retreat to 5 tiles away from a bomb.
Points: 100
Speed: 44

A penguin. It won't change direction until it hits a solid object. If it touches a bomb, it will turn it into a soft block.
Points: 100
Speed: 40

A fireball with legs and the jolliest friggin' face in world. They actively pursue Kid on sight and can move through soft blocks.
Points: 100
Speed: 48
Connecting two Game Boys together via link cable with a Bomber Boy cartridge in each will grant access to the Vs. Mode. There are two options: Panel Mode and Powerful Mode.
Players start at opposite ends of the map, and the goal is to destroy the other player. Whoever reaches the specified number of victories is the winner (you can set the number of victories needed, from 1 to 5). Players move faster than in the Bomber Boy mode.
Both modes play fundamentally the same. Players start with one bomb and the weakest blast radius in Panel Mode, and can find Bomb Ups and Fire Ups hidden in soft blocks.
In Powerful Mode, players are equipped with maximum Bomb Ups and Fire Ups, and there are no items to be found in soft blocks.
The Vs. Mode is cross-compatible with all regional versions of the game, and with Bomberman Collection. Thanks to RifeXD for this tip.
8-character passwords are generated based on your current Gold, and how many Stages have been cleared; be aware that passwords are formatted differently between the Japanese and international versions. See Bomberman Maniax for example passwords, or use 虚像工廠改二's password generator.
For Bomberman (Mode B) passwords, see its cheats and codes section.
PKLDQLUC (JPN) / SMNFTNZD (US/EU)
QQ88Q8Q7 (JP) / TT88T8T7 (US/EU)

On the Bomber Boy stage select screen, quickly hold Right, Select and the B Button, and press the A Button. For best results, do this while exiting from the My Town Panel Shop.
If successful, you can listen to music from all three game modes.
Addresses are referenced from the Japanese version in BizHawk 2.11.