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Battle FAQ by ShadowZero313
Version: 1.7a | Updated: 04/13/06
Super Bomberman 2 Battle FAQ By shadowzero313 (email@example.com) This document copyright 2000,2006 shadowzerosoftware.ath.cx ___ _|_ \ __|_|__ * / \ / \ / \ \ / \ / \_______/ Super Bomberman 2 Battle Mode!!! History 12/8/00, 1.0 : Started out. Stages, modes, powerup, it's all here! (almost all:) 12/13/00, 1.5a : Stages 1-5 are complete in both stage section and ASCII Map area. 12/19/00, 1.6 : Stage 6, and a few tricks. 01/02/01, 1.7 : Stage 7, added a tidbit of information about Stage 4, a trick, and some powerup information, Th-Th-That's all, folks! 04/13/06, 1.7a : Updated info, 80-width, other clean-up Table of Contents Introduction Current News Legal Crap Modes Stages ***STAGES 1-7 ARE COMPLETE!!! 8-10 COMING SOON*** ASCII Stage Maps ***STAGES 1-7 ARE COMPLETE!!! 8-10 COMING SOON*** Powerups Tricks ***MORE COMING SOON*** Legal Crap -------------- |Introduction| -------------- The tricks section will feature tips sent in by readers and me, so the FAQ will be updated occasionally. This FAQ doesn't cover the single player mode, but has some passwords(if I can find my book) -------------- |Current News| -------------- 1.5a: I made an error numbering. The version number on GFAQS should be 1.5, for 5 stages desribed. Also disregard all places where screenshot is used, as I cannot currently produce this FAQ in HTML form, as FrontPage Express does not allow more than one space between words. Aside from that, start reading! Oh yeah, the URL at the top of the FAQ was wrong. It's fixed now. 1.6: I know now that an HTML Version of this FAQ Is impossible to make with my software (FrontPage Express) A Text version is up, and updated when I update the FAQ on GameFAQS. 1.7: First update of the new year, but It isn't a big one. Sorry, out too late & just got to my computer. Also, I've added more sections to my web site. Changed the History section a little. Lately, I've dug out the good ol' NES and played Bomberman on it. No battle Mode, so I'm ticked and have decided to fish out the original Legend of Zelda. Good game, harder than Ocarina and Link to the Past. I've died ten times and I've just got my second eigth of the Triforce. Compare that to my spotless record through the Water Temple on Ocarina and nine deaths to beat Link to the Past. I haven't even started the second after my 4 or 5 years away from the classic. Enough reminencing for now, I'll put up a section about me on my page tonight when I send this update to my good buddy CJayC of GameFAQS and upload it to my page. On with the FAQ!!! If my ASCII Maps look like they took awile, they didn't because the size of each map is only 195 characters in size(not including the line breaks), and they only take a couple minutes to make, unlike the Bomb up top I drew which took about 10 minutes. This turned out to be the biggest update since v1.5a! ------------ |Legal Crap| ------------ This FAQ may only be found at GameFAQs.com and shadowzerosoftware.ath.cx Don't use this FAQ without my permission. That includes putting it on your web page, selling it in printed form, giving it to magazines, etc. ------- |Modes| ------- This go-round, we've got two battle modes: Classic Free-for-All, and Team mode. Both will be described here. FFA In this mode, you can choose 4 combatants: Human, Computer, or Off. The standard colors are White, Black, Red, and Blue. Time can be set to 1 min, 2 min, 3 min, 5 min, and No Time Limit. Gold Bomberman, A.K.A. G-Bomber, means that the winner gets a random powerup at the start of each match. You can also set 1, 2, 3, 4, or 5 battles to win the match. The last option on the option select screen is COM Level. It's a slider-style option. Nine is hardest, but I can't tell any difference. I'm gonna do some research on that, so I'll get back on that. Team Battle This mode is the same as the Free-for-All, except the Bombermen are separated into a White and Black team. The Gold Bomberman option is not available. -------- |Stages| -------- There are ten stages for battle. I will describe them here. Stage One Standard Bomberman Stage. Consists of the basic grid, which is an evenly spaced grid of hard blocks, with soft blocks filling the arena. Soft blocks are randomly removed to make each battle different. Not much to say, but if you have the Glove from G-Bomber, you can get a quick two kills. This is an average level, average difficulty, average fun Stage Two Icy Stage. Basic grid, with the randomly removed blocks. Three major differences here: There are 6 holes that when you drop in to them, The surface is very slippery, providing almost no traction, The soft blocks can be pushed like a bomb is kicked, except you don't need the kick item. A little more difficult, a nice challenge killing people. New for v1.6: the pits don't work after the sky starts falling. Stage Three Pac Man Stage. Non-Basic Grid. This stage is named for the wrap-around "warps" on the top and bottom of the screen. Also, the Bombermen cannot walk through each other as in the other stages. This makes it so you can "push" other Bombermen into explosions. A good way to get a controller thrown at you (which kinda hurts, it's happened to me:). Stage Four Trench Stage. Basic Grid, with trench that is the limit of the arena after the "Blocks of Doom" all fall down. Any explosion that touches the trench lights the whole trench, killing anyone on it. The COM players will always fall victim to the trench, as it only tries to avoid the bomb's actual explosion. If you want a prolonged battle on this field, don't play just computer controlled Bombermen, otherwise the match will be Gone in 15 Seconds:) Stage Five Roofed Stage. Basic grid, randomly removed blocks, with roofing over some 3x2 areas. Roofing fades, then goes back in a pattern. This stage has the infamous Blast Pad, causing any bomb the detonates on the pad to detonate at max blast. Kicking a bomb, and timing the explosion so the bomb blows on the pad is another way to get a controller thrown at you. Please note that all MaxBlast Pads are initially covered by a Soft Block. Stage Six Twin Warp Stage. Non basic grid, with two Red and Blue warps each. Walking over (or kicking a bomb over) a warp will send the object to its twin. You can often get a quick kill by walking over the warp and killing the BomberMan on the other side. Note: the rules for flying controllers (look out!) apply here when warping to the quick kill. Stage Seven Race Track Stage. Non basic grid, with only one soft block that constantly regenerates unless a powerup was revealed. Also notable are the two numbered pads that change your speed to the shown number, 1 being the slowest and 5 being the fastest. ------------------ |ASCII Stage Maps| ------------------ This section will take a while. Key: 1,2,3,4=Players E=Empty Space S=Soft Block H=hard block. Stage specific symbols are shown in the area for that stage Stage One Stage Two Stage Three Stage Four --------------- --------------- --------------- --------------- HHHHHHHHHHHHHHH HHHHHHHHHHHHHHH HHHEHHHHHHHEHHH HHHHHHHHHHHHHHH H1EESSSSSSSEE3H H1EESSSSSSSEE3H H1EEEEEEEEEEE3H HSSSSEEEEESSSSH HEHSHSHSHSHSHEH HEHSHSHSHSHSHEH HEHEHHHEHHHEHEH HSHSHEHEHEHSHSH HESSSSSSSSSSSEH HESTSSSTSSSTSEH HEHEEEEEEEEEHEH HSSTTTTTTTTTSSH HSHSHSHSHSHSHSH HSHSHSHSHSHSHSH HEHEHSHHHSHEHEH HEHTHEHSHEHTHEH HSSSSSSSSSSSSSH HSSSSSSSSSSSSSH HEHEHSSSSSHEHEH HEETE1EEE3ETEEH HSHSHSHSHSHSHSH HSHSHSHSHSHSHSH HEHSSSHHHSSSHEH HSHTHEHEHEHTHSH HSSSSSSSSSSSSSH HSSSSSSSSSSSSSH HEHEHSSSSSHEHEH HEETE4EEE2ETEEH HSHSHSHSHSHSHSH HSHSHSHSHSHSHSH HEHEHSHHHSHEHEH HEHTHEHSHEHTHEH HESSSSSSSSSSSEH HESTSSSTSSSTSEH HEHEEEEEEEEEHEH HSSTTTTTTTTTSSH HEHSHSHSHSHSHEH HEHSHSHSHSHSHEH HEHEHHHEHHHEHEH HSHSHEHEHEHSHSH H4EESSSSSSSEE2H H4EESSSSSSSEE2H H4EEEEEEEEEEE2H HSSSSEEEEESSSSH HHHHHHHHHHHHHHH HHHHHHHHHHHHHHH HHHEHHHHHHHEHHH HHHHHHHHHHHHHHH T-Tube T=Trench Stage Five Stage Six Stage Seven --------------- --------------- --------------- HHHHHHHHHHHHHHH HHHHHHHHHHHHHHH HHHHHHHHHHHHHHH H1EESSSPSSSEE3H H1EEEESSSEEEE3H H1EEEEEEEEEEE3E HEHSRrRSRrRSHEH HEHEHSHSHSHEHEH HEHHHHHEHHHHHEH HESPrrrSrrrPSEH HEERSSSSSSSBEEH HEHEEEEEEEEEHEH HSRrRSHSHSRrRSH HEHSHSHSHSHSHEH HEHEHHHHHHHEHEH HSrrrPSSSPrrrSH HSSSSSSSSSSSSSH HEHEHEESEEHEHEH HSRrRSHPHSRrRSH HSHSHSHSHSHSHSH HEsEEEH!HEEEsEH HSrrrPSSSPrrrSH HSSSSSSSSSSSSSH HEHEHEEEEEHEHEH HSHSRrRSRrRSHSH HEHSHSHSHSHSHEH HEHEHHHHHHHEHEH HESPrrrErrrPSEH HEEBSSSSSSSREEH HEHEEEEEEEEEHEH HEHSHSHSHSHSHEH HEHEHSHSHSHEHEH HEHHHHHEHHHHHEH H4EESSSPSSSEE2H H4EEEESSSEEEE2H H4EEEEEEEEEEE2H HHHHHHHHHHHHHHH HHHHHHHHHHHHHHH HHHHHHHHHHHHHHH R=Roof Hard R=Red Warp s=Speed Change Pad r=Roof Soft B=Blue Warp !=Sticky Pad P=MaxBlast ---------- |Powerups| ---------- Here I will list all the powerups that appear in the game. Yay. When you are blown to BomberBits(patent pending:), all powerups you are carrying get sent to random locations around the battlefield, including powerups won with the G-Bomber feature except the Heart and Turtle. Black Bomb Adds another bomb to the maximum you can have on the ground at a time. Limit: 9 total (8 pickups) Flame Increases the range of your detonations. Maximum of 9 (7 pickups, 8 in single player). RollerBlade Increases your speed. After about 4 your speed is constant. Heart Bomb Lets you control your bomb's explosion. Press B to detonate a laid bomb. This power cancelled by Power, Red, or Jelly Bomb powerups. Block and Bomb Pass Lets you go through soft blocks and laid bombs, respectivly. Glove Allows you to throw a bomb you just laid. Press and hold A to pick it up, release to throw. Picking up a bomb stops the fuse where it is at. Kick Allows you to kick any laid bomb. Touch the bomb to kick it, press X to stop it. Heart Allows you to withstand a deadly blow. No max, one hit per heart. You have about 10 sec of invincibility before you can be hit again. A deadly blow, unfortunately, is any blow to the lonesome hero. This powerup is not salvaged from the wreckage of you destroyed Bomberman, as it is used automatically when you are hit by anything. GoldFlame Instantly sets Flame length to 9. Only one is needed. Power Bomb Like a limited GoldFlame. Your first bomb laid has a P on it and explodes at max range. Ths power cancelled by Heart, Red, and Jelly bomb powers. Red Bomb Sets the explosion to go through as many Soft Blocks or Powerups as it can with its current flame length. This power canceled by Heart, Power, and Jelly Bombs. Jelly Bomb When you kick or through a jelly bomb, it crazily bounces around. Cancelled by Heart, Power, and Red Bomb pickups. Turtle Only accessible with G-Bomber, this item reduces your speed one level. The first stake you pickup will negate this effect. This powerup is not dropped when the owner is blown up Disease This powerdown can only be destroyed by killing the carrier of the disease. If a diseased is touched by flame, it bounces away. The disease is ejected from your body by touching another Bomberman, or grabing an item. The disease's effects are as follows: Super Speed, Super Slow, Bomb laid when ever possible, no dropping bombs, Invisibility, Super speed and uncontrollable bomb drop, one one-range bomb at a time -------- |Tricks| -------- This section will be often updated. Tricks are organized chronologically by version added v1.5a No Tricks yet. v1.6 Three new tricks. EBE Trap: Drop a bomb in front of victim as shown: SVS S= Block, B=Bomb, V=Victim, E=Empty Space SSS Trap Throw: Arrange above situation, but instead of dropping the bomb, throw the bomb from behind so it beans the victim in the head before stopping at his feet. Trap Kick: Same thing, but stop a kicked bomb in front of the victim. v1.7 A New Password 1111: Enter the password 1111 at the password input screen to start the one player game with 6 bombs and firepower, Trigger Bombs, and a Glove. ------------ |Legal Crap| ------------ This FAQ may only be found at GameFAQs.com and shadowzerosoftware.ath.cx Don't use this FAQ without my permission. That includes putting it on your web page, selling it in printed form, giving it to magazines, etc.