Bomber Boy

gameplay

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

Bomber Boy (GAME A)

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.

Item Panels

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

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

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.

Panel Shop

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.

timer

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.

passwords

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.

Bomberman (GAME B)

A handheld port of the original NES game, with its own unique traits or eccentricities. See that page for information.

Vs. Mode

Details on the Battle Mode can be found here.

Controls

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.

Elixer [sic] / エリクサー

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

Bomb Up / 爆弾アップ

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

Fire Up / 炎アップ

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

Speed Up / スピードアップ

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

Remote Control / リモコン

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

Wall Pass / 壁ぬけ

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

Bomb Pass / 爆弾ぬけ

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

Timer / タイマー

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

Fire Protect / ファイアプロテクト

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

Invincibility / 無敵パネル

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

Exit Panel / 脱出パネル

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.

Famicom / ファミコン

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

Game Boy / ゲームボーイ

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.

Fuzzy / ファジー (Flipi)

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

Bunai / ブナイ (Rocky)

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

Kyaa / キャー (Klay)

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

Visor / バイザー

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

Ginee / ギニー (Spid)

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

Krog / コロッグ

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

Traji / トラジー (Spoli)

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

Ponkot / ポンコット (Robbi)

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

Black Kid / ブラックボンバーマン (Bad Bomber)

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

Checker / チェッカー

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

Perumo / ペルモ (Tuxey)

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

Mora / モーラ

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


The Stages page (for enemy and item data for each round) can be found here!

Information on the Bomberman mode (for enemy, item, and stage data) can be found here!

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.

access to Faria

PKLDQLUC (JPN) / SMNFTNZD (US/EU)

Ending (Bomber Boy)

QQ88Q8Q7 (JP) / TT88T8T7 (US/EU)

Sound Test

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.

RAM addresses (Bomber Boy / Mode A)

Addresses are referenced from the Japanese version in BizHawk 2.11.

HRAM 10 p1 fire up
HRAM 12 p1 bomb up
HRAM 14 p1 lives
HRAM 17 p1 x-coord
HRAM 1B p1 y-coord
HRAM 55 p1 tile
Measured from left to right, top to bottom; the starting position is 0.
Only sometimes though! The address must get used for other data and it goes walkies.
00BA score #0000000
00BB score #000000
00BC score #00000
00BD score #0000
00BE score #000
00BF score #00
00C0 score #0
00E0 p1 gold
00E2 soft blocks destroyed
00E3 p1 speed
Default player speed is 40. Each Speed Up increases value by 12.
Value is approximately how many pixels travelled per second, if you multiply it by 0.95. (40 speed = 38 pixels over 60 frames, 20 speed = 19 pixel, 80 = 75 pixels)
00E9 stages cleared
Recorded in binary. 0 means incomplete, 1 means destroyed.
The 8 digits in order correlate to Wather, Faria, Grad, Jagoraz, Hevol, Thulia, Windria, and Cuolece.
00EA stage
0 Cuolece
1 Windria
2 Thulia
3 Hevol
4 Tyuusuu (glitched, unused)
5 Jagoraz
6 Grad
7 Faria
8 Wather
00EB # of enemies
00EC exit door location
00ED round
00EE micro-timer
00EF timer
Micro-timer behaves differently between game modes.
In Bomber Boy, counts down by 2 every frame before resetting to 255.
In Bomberman, counts up by 1 every frame before resetting at 60.
0100 level tile map
0300 bomb 1 detonation timer
Counts up by 1 every frame, starting from 128.
0480 p1 invincibility time
Counts down by 1 every frame. Starts at 255 when entering a stage.
Set to 192 when spawning after an Elixer use.
0500 enemy 1 ID
Changes behaviour, not sprite.
0 = Traji
2 = Visor
4 = Fuzzy
6 = Mora
7 = Kyaa
8 = Perumo
10 = Bunai
11 = Krog
129 = Ponkot
131 = Checker
133 = Ginee
192 = Black Bomberman
0501 enemy 1 direction / status
0 = up, 64 = down, 128 = left, 192 = right
Adding 2 to the value will play its death animation. Adding 3 will mark it as defeated.
0502 enemy 1 behaviour timer
0503 enemy 1 ...?
0504 enemy 1 x-coord
0506 enemy 1 y-coord
0507 enemy 1 speed
0508 enemy 1 animation loop
0509 enemy 2 ID
0512 enemy 3 ID
051B enemy 4 ID
0524 enemy 5 id
052D enemy 6 id
0536 enemy 7 id
053F enemy 8 id
09B4 round item 1 id
09B5 round item 1 quantity
09B6 round item 2 id
09B7 round item 2 quantity
0 Elixer
1 Bomb Up
2 Fire Up
3 Speed Up
4 Remote Control
5 Wall Pass
6 Bomb Pass
7 Timer
8 Fire Protect
9 Question Mark (unused?)
10 Invincibility
11 Double Bomb Up
12 Famicom
13 Exit Panel
14 Game Boy
15 Apple (unused?)
09BB Famicom bonus check
Upon entering Cuolece 8, sets to 251. Increases by 1 with every bomb set. Famicom spawns when it wraps to 0.

RAM addresses (Bomberman / Mode B)

0300 bomb 1 timer
0301 bomb 2 timer
Starts at 129, counts up by 1 every frame. Detonates once it wraps to 0.
0310 bomb 1 blast radius
0402 p1 Bomb Up
0403 p1 Fire Up
0404 p1 Speed Up
0405 p1 Bomb Pass
0406 p1 Wall Pass
0407 p1 Fire Barrier
0408 p1 Remote Control
0409 p1 invincibility
Larger byte of timer; 2nd smaller byte is at 043F. Set to 4 upon collection, ends once it reaches 0.
040B stage
040E score #0000000
040F score #000000
0410 score #00000
0411 score #0000
0412 score #000
0413 score #00
041B p1 x-coord
041E p1 y-coord
0422 exit door x-tile
0423 exit door y-tile
0427 stage item x-tile
0428 stage item y-tile
042C stage enemy spawn id
0439 Nakamoto bonus check 1
If entering stage with a Remote Control, is set to 16 and prevents bonus from spawning.
043A 0=no enemies defeated, 1=enemies defeated
043B bombs detonated
043C soft blocks destroyed
043D Gordess/Bottle bonus check
On stages with Bottle bonus item, counts up by 1 every 8 frames while standing still. Spawns bonus once it reaches 75.
On stages with Gordess bonus item, adds 1 when you touch the top-left corner, and 2 for the bottom-left.
... but no stage is big enough for it to register the top-right and bottom-right corners! (which add 4 and 8)
Resets to 0 when you step outside of the border. Setting value to 15 will spawn the Goddess bonus item.
043E exit door touched
043F invincibility timer
Decreases by 1 every frame; when it reaches 0, decreases value at address 0409 by 1.
04C0 item inventory 1 (128=empty)
0500 enemy 1 id
0502 enemy 1 x-coord
0505 enemy 1 y-coord
Slowest speed is 1 pixel every 4 frames.
Slow speed is 1 pixel every 3.3 frames.
Medium speed is 1 pixel every 1.8 frames.
Fast speed is 1 pixel every 1 frame.
0506 enemy 1 direction. 1=left,2=up,3=right,4=down
0509 enemy 1 behaviour timer
Ballom/Ovapi: 1 every 2 frames. from 32 to 128
Onil/Dall: 1 every 1.5 frames. 32 to 128.
Minvo/Kondoria: 1 every frame.
Parse/Pontan: Counts up. No relation to behaviour.
050C enemy 2 id
0518 enemy 3 id
0524 enemy 4 id
0530 enemy 5 id
053C enemy 6 id
0548 enemy 7 id
0554 enemy 8 id
0560 enemy 9 id
056C enemy 10 id
1000 level tile map
0 empty.
1 soft block.
2 hard block.
3 exit door.
4 item.
5 bonus item.