This game has a prototype article
| Unused Voice Clips|
Unused takes! Unused lines! Gratuitous profanity!
There is an early trigger bomb graphic called TRIGANIM.ANI in the files.
A surprising amount, in fact.
File name: BOMBANIM.ANI
Early file date: March 14th, 1997
Final file date: June 10th, 1997
An early bomb animation with less frames and different shading.
File names: CLASSICS.ANI
File dates: June 16th, 1997
Bomberman's classic sprite from the first two TurboGrafx-16 games (and Bomberman II), cleaned up and ready for use in this game. Unfortunately, it seems the developers ran out of time to properly implement him. Some essential animations, like throwing and punching, haven't been drawn yet. A text from the 2nd alpha demo of the game says "Play in Classic Battle Mode to recapture the original Bomberman experience. " which confirms that there was going to be a mode implemented which would have used these sprites and that it was scrapped far in development due to the leftover sprites in the final game.
This icon set, also incomplete, is in the same file.
File names: APPLBITE.ANI, HEADWIPE.ANI, NUCKBLOW.ANI, ZEN.ANI
File dates: February 25th, 1997
Four neutral idle animations. Despite having an impressive number of frames, they're not used in the game.
File names: POWERSO.ANI, POWERZ.ANI, POWERS.ANI
Oldest file date: February 17th, 1997
Early file date: March 4th, 1997
Final file date: June 24th, 1997
Two early power-up sets can be found in the game's files.
This is the oldest set. The graphics have little detail and no borders, and most of the icons haven't been drawn yet. The kick icon is bigger than the rest of the icons. This set of icons seems to have been used in a Bomberman clone the game developer did before.
A later set, looking closer to the final graphics, though still unfinished. Among other graphical changes, the skull's background was altered to a more appropriate red, and the shoe was changed to a boot. Also, the later set (Or the icons of it) was used in the 2nd alpha demo of the game. The jelly bomb icon is using a placeholder graphic in the earlier set.
These icons come from the final (POWERS.ANI) file, but they're not used. The second icon seems to be some kind of vehicle.
File name: PUNCH.ANI
Early file date: April 21st, 1997
Final file date: May 21st, 1997
Rougher versions of the bomb punching animations. These were redone for the final version.
File name: BPICKUP.ANI, BOMBWALK.ANI
Early file date: April 21st, 1997
Final file date: May 19th, 1997
More early, messy variants of existing animations. These look less awkward in the final release.
The bombs shown are part of the animation graphics. The final bomb carrying animations don't include them.
A single player mode like the original Bomberman games was started, but not finished to any satisfactory form. Instead of being deleted outright, it was locked behind a simple cheat code.
Press the C key five times at the Character Select screen to access the campaign selection window, then choose a campaign file to activate campaign mode.
Continue through the Character Select screen as normal to start the campaign. Messages relating to the unfinished Campaign can be found in MESSAGES.TXT, as shown here.
1206,Campaign Mode 1210,Campaign Mode Activated! 1215,"Campaigns not available! (no CAMP*.RES files)" 1220,Congratulations! 1225,"You made it through the whole campaign!" 1230,"Prepare to begin Campaign!" 1235,"(%s)" 1240,"Oh Well!" 1245,"Campaign unsuccessful!" 1250,Please select a campaign file:
An unused item named "Clog" is listed in MESSAGES.TXT, but is nowhere to be found in the final game. It most likely would have worked like the wooden sandals (Geta) item that reduces your movement speed in other Bomberman games.
; short description of the powerups 850,Bomb 851,Flame 852,Disease 853,Kick 854,Skate 855,Punch 856,Grab 857,Spooge 858,Goldflame 859,Trigger 860,Jelly 861,Bad Disease 862,Random 863,Clog
More Network Modes Support?
Inside the VALUELST.RES files, there are several commands that are related to values read and used by the game for many things. However, inside this file, there is a text that references something along the lines of the milliseconds left to wait if a packet was declared missing (for network play) and it happens to reference Modem, Serial and TCP/IP in it. You can only use IPX in the final game.
; how many milliseconds to wait before a critical packet is declared overdue ; and needs to be re-sent. ; this can be adjusted based on expected network latency. if it is set too ; low then you will have many gratuitous retransmits and network performance ; will suffer. if it is set too high then the potential lag between the ; games (due to missed packets) can become noticeable and affect game ; integrity/synchronization. 1100,200 ; cancel - no net play. 1101,200 ; IPX 1102,750 ; modem 1103,400 ; serial 1104,400 ; TCP/IP
File name: LOSE.RSS
File date: June 21st, 1997
An unused music track remains in the SOUND folder. It was likely intended for a lose screen.