Atomic Bomberman Fan Rewrite
This here is a fan rewrite of the Win95 game
*** Atomic Bomberman ***
from 1997 by Interplay.
It has been coded from scratch, just by watching and
playing the original game on an antique Win98 machine.
Much care has been taken to make the gameplay feel
exactly as if you were playing the old original game.
The intentions were to
- make it work on modern Windows versions again
- make it available on other platforms
- make it work with USB input devices
- allow up to 10 local players
This rewrite / player program is free to use, at your own risk,
maybe your computer just explodes, who knows.
The *original* game data files of the *original* Windows CD
are required to play this game!
If you don't own it yet then you may buy it here for example:
Note: I don't know if different versions of this CD exist.
This rewrite works with the one I own.
The original CD contains a folder named DATA.
Copy it and its subfolders into the games res/ folder, so
that you end up with a folder structure like this:
you have to create player control profiles first, otherwise
you can only see the AI play against itself...
Recommended controller: GeeekPi SNES style. A Competition Pro
will do too, you only need 2 buttons and digital 4-way controls).
Noticable differences compared to the original game:
- player profiles, joypad configuration etc. added
- extras description screen added
- no network gaming
- up to 10 players on one machine instead
- HURRY message doesn't occlude the playfield
- correct aspect ratio / scaling on all sorts of screens
Note: this is a party game, it's not meant to be played
alone. Invite friends, get a good load of booze, connect
a beamer or a fat TV to your computer and I guarantee you
some hours of pure fun :) And maybe some ends of friendship :)
Original game info and credits:
+ lots of USB joypads
+ original Atomic Bomberman game CD
+ one of the following:
- MorphOS: >= 10, TinyGL
- don't toggle fullscreen once you went beyond level selection.
Undefinied behaviour, I was too lazy to correctly recreate
the internal texture-atlases.
- first level-enter might take a few seconds, that's when all
texture-atlases etc. are prepared.
- make sure to use a good USB hub. Also, if a gamepad is lost /
detached / attached the game won't notice and eventually fail.
- AI isn't really smart - although it's certainly not dumber than
in the original ;)
Maybe I'll fix / improve those issues, maybe not. Please don't
bother me with it, take it as is :)
- team-mode added! In contrast to the original game this rewrite also
supports kills-win-matches in team-mode. Consequently the kills of all
team member are accumulated and presented on the result screen too.
In team mode the players are either part of the white (odd player #)
or red (even player #) team. Btw.: the crappy AI tries to avoid killing
team members ;)
- new game-play mode "Annihilation". If this is activated, then
every player has the glove, the punch and a 10000 jelly bombs stock
from the beginning :) Also, if you lift a bomb then you'll immediately
throw it away again ( = autofire). This is truely hardcore!
- Player-select-menu now with clear-all-assignments-button.
- Player-select-menu now with unused/AI-toggle-button.
- Player-select-menu now with assign-by-fire. Consequently a dedicated
"Start"-button has been added to this menu.
- Fix: Match-select-menu, ?translation mixup. It wasn't the conveyor-belt's
size but the stomping wall's size :P
- Fix: Results-stats-screen now shows the correct dedicated background
- Fix: the explosion's last "south" element was missing :P Forgot to
adjust one layout file. Funny enough nobody noticed so far :P
- Fix: the punch-up animation was wrong, it was the same as the punch-down
animation. Reason was that there are several name conflicts with the original's
unpacked asset names. This was one of those (a redundant set of punch-down anim
frames would overwrite the true punch-up anims...) and in this case I forgot
to set a patch. Now I did :) Funny enough nobody noticed so far :P
- Fix: the internal multi_frame command eventually didn't load all anim
frames. Affected some death animations.
- Fix: it could happen that two (or more) floating bombs ended up resting
on the same field. I made a subtle logic change to prevent this. However,
this had some interesting side-effects which I had to compensate for.
Let's hope I cought'em all!
- Fix: bouncing bombs outside the actual playfield eventually made it into the
- RAM and VRAM requirements *massively* reduced. Now works on low-end
devices like a sam440ep too.
- CD DATA detection improved.
- initial release.