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[BOJ] A Look Into Bomberman Online Japan
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Razon
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Joined: 12 Dec 2004
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Post#1  Posted: Fri Aug 07, 2020 12:00 pm  Reply with quote + 
So just a few words before diving into things.

As some of you may know, I was quite fond of Bomberman Online Japan from 2008 (ボンバーマンオンラインJapan). The gameplay was well refined and balanced for most things, and it had a feel to it that was quite unlike any other game in the franchise. I was also a fan of the art style, which had a nice mix between 2 and 3 dimensional art. The game felt a bit like an unpolished gem, since it still could've used some minor improvements here and there along with more content. They had planned to do a lot with the game and were actively updating it, but that was cut short after no more than around 5 months of service including the Beta periods.

It wasn't until many years later when the Bomberman franchise was in a rough spot, that the idea and drive came about to re-create the game exactly how it was. This was possible since I had taken videos for personal reference while the game was still in service, which examined the detailed aspects of how the gameplay worked along with their durations.

Then as things progressed forward the project started to evolve into something more than just a remake, so we wanted more to work with from the original game than what we already had at the time. So that time and effort could be saved and put towards other areas, instead of needing to spend it re-creating things. So I had distributed the install files and folders online at the time, which included files from the various Betas and Official Service periods. However as far as I'm aware no-one ended up doing anything with it or was unable to, and there seemed to be a lack of interest in it afterwards.

So given those circumstances, I went ahead and delved into the files myself to see what I could do. Then sure enough given enough time examining, researching, writing over a dozen different tools, and manually converting and sorting through thousands of files, I was able to pull pretty much everything from the game except for the compiled code itself.

As this work was initially done for the Bomberman Online project, it was decided to not release things right away, with the idea of surprising everyone when it was released in the game that was being worked on. As actually getting to see it in action and play it would be a countless times better experience, in comparison to just looking through some files. At the time we also thought that it might have been the end of the Bomberman franchise given what had happened to Hudson, so we wanted there to be something for people to be able to look forward to and play.

Though as time dredged on and real life got in the way as it often does when it comes to fan related works, I started to not have enough time to work on the project which resulted in things getting put on hold. So while I've talked about BOJ before over the years, I'm only now getting around to making a post going into more details about it. Though this is at a much later time than I had originally ever intended to talk about, so apologies on that front for those of you that have been waiting. Now without further ado, let's get started.

In this post I'll be going over literally everything about the game, including the things that people are likely the most interested in hearing about and seeing. Such as the history of the game, the differences that exist between this and other Bomberman games in the franchise, the differences between the different versions of the game (closed beta, open beta and the official service periods), all of the new and unreleased content that had never seen the light of day before, along with other interesting facts and links.

Also before you get into it, take note that there is a huge amount of images, videos, audio, files, links and bits of information spreadout throughout every section of this post. Along with other info that's related in some way to what's being talked about at the time, with a total of over 800 links that's made up of thousands of files and references. So it's not recommended to skip or glance over things too quickly, or you'll likely miss something important that wasn't sorted under the initial entry for it.


Content Overview
1: Timeline and History
2: Pre-Beta Differences
3: Various / Systems / Differences from Other Games
4: Stage Traps / Stages / Worlds
5: Items / Bombs / Bomb Weapons / Support Panels
6: Characters / Avatars / Card Avatars / Special Items
7: Music / Voices / Sound Effects / Character Animations
8: Various Facts and More Un-Used Stuff
9: Other Links and Media
10: Service Closure and Cancellation


----------------------------------------
1: Timeline and History


06-15-2007
● Announced shutdown of the old Bomberman Online for PC and Hudson Kingdom website, for the reason of focusing on the development of better services and content. (Reference Article)

10-30-2007
● Announcement of a new Bomberman Online game for PC. (Reference Article)

04-09-2008
● Official Website opened. (Official Homepage)
● Official Staff Blog opened. (1: Official Staff Blog, 2: First Blog Post)
● Closed Beta signup applications start date.
● Teaser PV was released. (Download Low Quality Video)
● 55Shock! and Hudson announces involvement for BOJ. (Reference Article)

04-25-2008
● Takahashi Meijin Tries BOJ. (1: NicoNico Original Video, 2: Download Video)

04-30-2008
● Fansite Kit made available. (Download Link)

05-05-2008
● Closed Beta Playdemo PV was released. (Download Video)

05-07-2008
● Closed Beta signup applications end date.

05-09-2008
● Announcement of Players that were accepted into the Closed Beta.

05-14-2008
● Closed Beta started.

05-15-2008
● Closed Beta temporarily suspended and re-scheduled due to issues. (Reference Article)

05-21-2008
● Closed Beta resumed.

05-23-2008
● Closed Beta: Battle load test A and Chat load test.
● The start date for the 1st Survey.

05-24-2008
● Closed Beta: Battle load test B.

05-25-2008 to 05-26-2008
● Closed Beta: Continuous operation test.

05-27-2008
● Closed Beta: Shop load test.
● Closed Beta ended.

05-30-2008
● The end date for submissions to the 1st Survey.

06-06-2008
● 55SHOCK! Press Conference announcing service start. (1: Reference Article 1, 2: Reference Article 2)
● Another article with details about the 55SHOCK! service and its games. (Reference Article)

06-09-2008
● 16SHOT TV 55SHOCK Press Release Volume posted on YouTube. [video no longer available]

06-20-2008
● Results for the 1st Survey were posted. (Official 1st Survey Results Page)

06-30-2008 (Interview Article)
● Interview with the Media Department Manager from Shockwave Entertainment.
● Due to results of the 1st Survey for BOJ, the game will be delayed to improve it instead of launching alongside the 55Shock! service.

07-02-2008
● 55Shock! service started.

07-09-2008
● BOJ Theme Song Project started. (1: Official TS Event Page, 2: Official TS Event Promo Page, 3: Reference Article)

07-16-2008
● BOJ Theme Song Project application start, music distribution.

07-23-2008
● BOJ Theme Song Project score distribution.

07-30-2008
● BOJ Theme Song Project submission status update. (Official TS Event Update Page)

08-06-2008
● BOJ Theme Song Project application deadline.

08-08-2008
● BOJ Theme Song Project voting start date. (1: Official TS Event Voting Form, 2: Official TS Event Examination Page)

08-13-2008
● BOJ Theme Song Project voting end date.

08-18-2008 to 08-31-2008
● The Online Game Commitment Popularity Vote 2008. (1: Info Page, 2: Ranking Page)

08-20-2008
● BWC2008 website area opened.
● BOJ Theme Song Project winner announcement. (1: Official TS Event End Page, 2: Download Songs + Scores + Images)
● Open Beta PV released. (1: YouTube Video, 2: Download Full Quality Video, 3: NicoNico Video)

08-22-2008
● Interview with BOJ Production and Development Staff. (Interview Article)

08-27-2008
● Open Beta start date. (Reference Article)
● Closed Beta Test Shirt Body Avatars were distributed to participants. (1: Reference Image 1, 2: Reference Image 2)
● There was BOJ BGM(s?) made available as a ringtone.
● The "Multiples of 3 days "Generous Octopus"" campaign started. (1: Event Image 1, 2: Event Image 2, 3: In-Game Event Image)

09-03-2008
● Winners Announced for the 1st Nakki Challenge event.
● Special website area for BWC was opened. (1: BWC Website Section, 2: BWC Overview Post, 3: BWC Promo Image)
● BWC Radio website section was opened. (BWC Radio Page)

09-04-2008
● 16SHOT TV BOJ Introduction Volume posted on YouTube. [video no longer available]

09-10-2008 (Update Patch Notes)
● Official Service start date.
● The Characters Marvie, Nelia and Liffey were added to the Shop. (Reference Article)
● You can now join Rooms as a Spectator and Watch Matches.
● Added the Replay function, this let's you save Matches to a File and watch them.
● Bomberman Character Stat "Cost" changed from 6 to 7.
● Some BP (Bomber Point) Items removed from the Shop.
● Bomb Technique campaign started. (Event Image Thumbnail)
● Winners Announced for the 2nd Nakki Challenge event.
● The "Multiples of 3 days "Generous Octopus"" campaign ended.
● BWC opening announcement. (Official Announcement Post)
● BWC opening ceremony.
● BWC qualifying rounds started.
● BWC ranking page has been added. (BWC Ranking Page)
● BWC frequently asked questions page has been added. (BWC FAQ Page)

09-11-2008
● Nakki Challenge event battle date. (1: YouTube Video, 2: Promo Image on Website, 3: Reference Article)

09-17-2008 (Update Patch Notes)
● Lite Items added to the Shop. [these are CP (Cash Point) Items with 1 less Cost than regular]
● Bomb Lottery added.
● Added the Replay function to allow watching a Match at a Slower speed.
● The Room Filter options were changed.
● BWC the BP (Bomber Point) earned in tournament matches has been doubled.
● BWC Radio 1. (Promo Image)
● BWC added new prizes and participation rewards. (BWC Prizes Page)

09-19-2008
● BWC Rankings update on BWC Report page.

09-20-2008
● BWC Radio 2.

09-24-2008 (Update Patch Notes)
● Some Avatars were added to the game.
● BWC2008 qualifying rounds ended.

10-01-2008 (Update Patch Notes)
● BWC2008 Finals tournament time and date announced on the BWC Report Page.
● BWC2008 Finalists and Matchups announced on BWC Report page. (1: Matchup Page, 2: Image of Matchup Chart)
● BWC present distribution date added on the BWC Report Page.
● On entrance of the BWC Lobby, a BWC Title will be given to participants of the qualifiers.

10-04-2008
● BP (Bomber Point) Bomb Lottery Ticket compensation.

10-08-2008 (Update Patch Notes)
● A Ticket to Watch the BWC Tournament was added.
● Some Avatars were added to the game. (unconfirmed)
● BWC Venue information updated. (BWC Rules and Venue Page)
● BWC interviews with the finalists were posted on the BWC Report Page.

10-10-2008
● BWC2008 Survival Chat load test.
● Cheering message of support video posted by Natsuki Kato. (Reference Page)

10-11-2008
● BWC2008 Finals were held. (BWC Report Pages for 9-19-2008 to 10-11-2008)

10-15-2008 (1: Update Patch Notes, 2: Official Sales Page)
● Added +2 Panels, 1t Bomb (aka 1-Ton Bomb), Shield and Stun Protector Items to the Shop. (1: Reference Article, 2: Related Promo Image)
● Lite System Cost reduction. [Changed from 1, to 2 less Cost compared to normal Panels?]
● Punch ∞ (infinite use) was added to the CP (Cash Point) Bomb Lottery. (Related Promo Image)
● Yukata was removed from the CP (Cash Point) Bomb Lottery.
● Purchase restrictions have been added to the Rookie Sets in Shop.
● Cost +1 bug was fixed.
● Bomb Technique campaign ended.
● BWC final Report page post.(BWC Final Report Page)

10-29-2008 (1: Update Patch Notes, 2: Official Sales Page, 3: Reference Article 1, 4: Reference Article 2)
● Added the BWC2008 World to list of regular Stages as BWC World (Temporary Name) (BWCワールド(仮称)) for a limited time.
● Added the Team option for Survival Matches.
● Added the Bouncing Bomb to the game and Shop.
● Added the Skull Stick (Bomb Weapon) to the Shop.
● Added Swimming Trunks, Rings & Keys and Beach Sandal Avatars.
● For a limited time The Liffey Character can now be purchased with BP (Bomber Point). (Related Image)
● The number of Panels that appear in-game has been decreased.
● The contents of the BP (Bomber Point) Bomber Lottery has been changed.
● The Sunglasses summer Avatar was removed from the Shop.
● BM (Bomb Master) model changes.
● Balance changes were made to Rank Rating increases and decreases.
● Ranking Season 1 end.

10-31-2008
● It's been decided to hold a "Showdown!" with the "Gunpowder Squadron Bomb Rangers".

11-05-2008
● BOJ Official Fansite Registration campaign started.
● Panel Trial campaign started.
● 1t Bomb (1-Ton Bomb) has been distributed to Players who had a Rating of over 9000 at the end of Ranked Season 1.

11-07-2008
● Gunpowder Squadron Bomb Rangers 1.

11-10-2008 to 11-24-2008
● BOJ Original NET CASH Survey. Sponsored by GameoO!!

11-12-2008 (Update Patch Notes)
● The sale period to allow purchasing Liffey with BP (Bomber Point) has ended.
● The Panel Trial campaign has ended.

11-13-2008 (Update Patch Notes)
● Nothing of note, only bug fixes which aren't listed here.

11-14-2008
● Gunpowder Squadron Bomb Rangers 2.

11-19-2008 (Update Patch Notes)
● Nothing of note, only bug fixes which aren't listed here.

11-21-2008
● Gunpowder Squadron Bomb Rangers 3.
● The start date for the 2nd Survey.

11-26-2008
● The BWC World (Temporary Name) has been removed.
● Ranking Season 2 end.
● Save data was lost from Nov 22nd to Nov 25th, 100,000 BP (Bomber Point) given as compensation.

11-27-2008
● The 1st Club Appeal event.

11-28-2008
● Gunpowder Squadron Bomb Rangers 4.
● The end date for submissions to the 2nd Survey.

12-03-2008 (Update Patch Notes)
● BOJ Official Fansite Registration campaign ended.
● A +1 Cost Item has been distributed as a benefit to Fansite operators.
● Lite Punch compensation. [was for ???]

12-12-2008
● Shockwave announces termination of services, with the plans for 55Shock! undecided. (Reference Article)

12-13-2008
● The "It's Christmas! Battle and GET a Present!" event started.

12-17-2008 (Update Patch Notes)
● Added +3 Panel Items to the Shop.
● Added Lightning Blade ∞ (infinite use), Big Milk ∞ (infinite use) Bomb Weapons to the Shop.
● Started selling CP (Cash Point) Shop Items for BP (Bomber Point) instead.
● Character Stat rebalances.
● Increased the number of Panels that appear on Stage.
● The sale of the Rookie Sets has ended, but is still available in the BP (Bomber Point) Bomb Lottery.
● Lite Panel Items have been removed from the Shop.

12-19-2008
● The "BM Violence! Retrieve the Stolen Presents!" event started.
● The "It's Christmas! Battle and GET a Present!" event ended.

12-23-2008
● Christmas present of Heart Goggles (Red) from BM スラリー.

12-26-2008
● Notice of service suspension. (1: Official Suspension Page, 2: Reference Article)
● Charging CP (Cash Point) is no longer possible.
● Results for the 2nd Survey were posted. (Official 2nd Survey Results Page)

01-07-2009
● Ranking Season 3 end.

01-08-2009
● Official Website "Service Suspension" forum section added.

01-16-2009
● Players compensated for the CP (Cash Point) that they charged, and everyone was fully refunded with WebMoney.

01-31-2009
● Announcement and Termination of 55Shock! website and services. (Shockwave Page Notice)
● Service for BOJ was suspended on this date.

02-05-2009
● 16SHOT TV Bomberman Finals Match posted on YouTube. [video no longer available]

05-27-2009
● Announced the Cancellation of BOJ, with no further plans to resume the service.

06-03-2009
● Official Website and Email Support is now closed. (1: Image of Site, 2: Text for Image of Site, 3: Reference Article)
● Official Staff Blog posts deleted. (1: Final Blog Post, 2: Wikipedia Entry)

06-30-2009
● Official Staff Blog closed.



2: Pre-Beta Differences


Press Conference Pictures from 06-06-2008 (Reference Images in Album)

● In the (1) numbered image the Speed Panel that Bomberman is holding looks different than in the actual game, though this version actually did exist still within the Closed Beta In-Game files.

● In the (2) numbered image we can see early designs of the Bomberman and the Marvie Character in his Official outfit. Also it shows Marvie changing his clothes in a room, this is likely just for demonstration purposes and isn't related to the My Room system which we'll mention later in this post.

● There was an un-used Character icon in the User Interface graphics, which matches the Character icon that we can see being used out of place in the (3) numbered image that's displaying a Pre-Beta screenshot of the game. There is no other mention of this Character anywhere else in the internal text data, and I would assume that it was just being used a placeholder graphic considering that it didn't match the Character model that was displayed in the screenshot. (1: Image File from Game)

Though some other possibilities are that it was an early Character that was scrapped, or that it was from another game that BOJ could have been basing their Character graphics off of. On that note it could have been from a potential planned tie-in with another game, such as one that was being hosted on the 55Shock! service.

● In the image After the (3) numbered one, it mentions some about the Bomberman World Cup. In this it briefly lays out some of their plans to expand the game and hold it in in different regions in the following years, starting with BWC in 2008 which they actually got a chance to do.

● Also in that same image we can spot a Character Face of Marvie in his Official outfit in the upper left corner of the one image shown, this image actually existed within the Closed Beta files. This was later removed when the game actually launched, since only pre-rendered Avatarless Character Faces with 5 different expressions were used for the in-game interface. A User Interface icon of this Character head also existed within the Closed Beta files, which was replaced with an Avatarless version later. (Image Comparing Marvie Faces and Icons)

(Also a side note about when those expressions were used. The 1st was the default expression, the 2nd was during the victory Animation, the 3rd was for the pumped up Animation at the start of the match, the 4th was when the Character was stunned or had died, and the 5th was when the Character was Tossed by a Seesaw.)


Closed Beta Teaser PV and Pre-Beta Screenshot 1 (1: CB Image Link Forest, 2: Pre-Beta Image Link 1)

● There are green vines on the side of the Character Card in this Pre-Beta screenshot, which had never appeared in the actual game. Though that card was used without the green vines as the default, and only available one in the Closed Beta since Character Cards couldn't be customized until the Open Beta.

● In the Teaser PV, we can see a Forest area with tree trunks for Hard Blocks in the upper left corner. Then in this Pre-Beta Screenshot that shows the User Interface, it shows that the currently selected Room is playing in a Forest area Stage with tree trunks for Hard Blocks and Overgrown Mushrooms for Soft Blocks.

That forest area never made an appearance after that, though the actual Stage preview image that was used in the Lobby did exist within the game files by the name of "pic_stagetn_999". It was in a separate folder than the other Lobby preview images, which went by the filename of "img_roomstg_w00s001". The actual style of the image, and the filename doesn't resemble other things used for the game, so it's possible that it was just meant as a placeholder for promotional purposes. (Image File from Game)


Pre-Beta Screenshot 2 (Screenshot Link)

● The Character, Bomb and Block shadows are partially transparent, instead of a solid color.

● The World 0 Hard Blocks and Scenery are a gray'ish black or are darker, instead of a brighter brown brick color.

● The ocean visible in the World 0 Scenery is different and is much rougher, instead of being a calm ocean.

● The ground for World 0 is a mostly a rough white ground, instead of a gray tiled floor.

● The Coins are shaded slightly differently than in the actual game.

● As seen in the other Pre-Beta screenshots and Press Conference images, the Speed Panel looks different from the release version.

● The Panel Deck Items are missing from the side Panel Item bar that's supposed to display what your current Item statuses are, and the Player's win count is missing next to the trophy in the upper left corner.

● The remaining time on the Timer is at 65:11, while the actual game limits the max selectable time to 9:00.

● We can see Marvie in-game here, wearing his Official Outfit which was never released.

● The build date displayed in the bottom left corner is close to a month before the Closed Beta had taken place, or tried to take place anyway considering the issues which occurred and caused it to get delayed for a week.


Pre-Beta Screenshot Found in Game Files (1: Screenshot from Game Files, 2: Press Conference Image from 06-06-2008)

Observations from the previous Pre-Beta Screenshot also apply to this one.

● This appears to be a UI-less version of a screenshot that was used in the 06-06-2008 Press Conference when the BWC was mentioned, and seems to have somehow been included in the game files by mistakes.

● This image was likely thrown together in a rush for the presentation, since it's apparent that it was copy and pasted together. Since you can tell that many things like the Characters and Bomb Explosion are copy and pasted over the environment, and are in a position that would not be possible normally In-Game. The camera also isn't aligned, and the White Bomber in the upper left corner is also overtop of a bird that's supposed to be flying over head.

● The Marvie Character in his Official Costume which is shown in this image has the Bomberman Head Antenna, while the Human Characters do not in the actual game or where he's not wearing the outfit elsewhere in the screenshot. Also, he's doing a startled Animation that was not present in the actual game.

● The Bomb Explosion shown in this image doesn't match any that were used in the actual game.

● The yellow rails in the bottom part of the scenery have a darker blue color on them.

● The Seesaw has lighter colors all around compared to the release version, and uses a patternless yellow for the sides instead of a patterned green.

● The Rotating Door is a rough looking dark gray with 4 bolts on the one side of it, instead of a clean light gray with a plus sign.

● The 2 Shirobon Characters are carrying an unlit Walking Bomb that's in an idle or placed stance, using the unreleased Power Glove.


Closed Beta Playdemo PV (Download Video)

● The Pierce Bomb Panel looks different, this version did not exist in any of the game files.

● The Speed Down Panel looks different, this version did not exist in any of the In-Game files, but existed as a Shop Interface file.

● The Power Glove and Super Bouncing Bomb Panel appears on the Stage, which were unreleased Items.

● The Panel back color is Yellow for +1/2 Panels, instead of Blue in the release version (in which it's only Yellow for +1 Panels).

● The Potholes only have the Hole part of it, and are missing the Safety Fences that surround it in the release version of the game.

● When an Explosion hits a Panel that isn't Burnable, it uses a small hit effect which is different from what's used in the release version of the game, where it re-uses Punch and Kick effect instead. This Pre-Beta asset did exist in within the game files, and was actually a bigger image. (Image from Game)

● When Panels aren't Burnable, they get tossed by an Explosion or a Kicked Bomb. Instead of only moving 2 Grids from the initial hit, and then 1 Grid every time after like in the release version of the game. In this Pre-Beta footage they move 2 Grids, and then keep bouncing over 2 Grids each time until it lands. Also there appears to be a bug, which causes it to Bounce off of the Open ground once. (Clip of This)

● The Misobons are moving at a much faster Speed than is possible in the launch version of the game.

● In the Closed Beta Playdemo PV which had Pre-Beta footage, after the initial 2 Grids that a Panel would get tossed. The Panels would Bounce 2 Grids every time until it landed, instead of 1 time.

● When the Player collects a Coin it uses an seemingly unfitting blue wave like animated effect that doesn't appear in the actual game, but had still existed within the game files.

● As seen in the other Pre-Beta screenshots and Press Conference images, the Speed Panel looks different from the release version in this video as well.



3: Various / Systems / Differences from Other Games


Items from Soft Blocks

Unlike in other games, except for pre-placed Items at specific locations on certain Stages, the Panels that you can find from Soft Blocks are limited to Bomb Up, Bomb Down, Fire Up, Fire Down, Speed Up, Speed Down, Skulls and 3 different Coins. (Landing Page Image)


1/2 Items (1/2アイテム)

As the name implies, unlike Regular Panels the Half Panels require collecting 2 of them before the effect of the Panel will apply to your Character. This replaced the +1 Panel that would come from Soft Blocks, at least until after a balance patch which made it so that in Matches with 5 or more Players only +1 Panels appear from the Soft Blocks. Also like other panels, these 1/2 Panels would be placed at preset locations on certain Stages.


Coins (コイン)

There were 3 different types of Coins in the game that would appear from Soft Blocks, and by collecting these you would earn extra BP (Bomber Points). The different coins were Bronze Coin (50BP) (ブロンズコイン) , Silver Coin (100BP) (シルバーコイン), and Gold Coin (150BP) (ゴールドコイン), and they appeared less frequently the more valuable they were. They would only stay on the Stage for a certain amount of time, disappearing around 10-11 seconds after they appeared. (Image of Coins)

Coins also existed within the User Interface images, and had Shop entry text for it. (Image of These)

Here is the Shop entry text for them:
● Coin 1 (コイン1) (Description: You can obtain 50BP. (BPを50P取得できます))
● Coin 2 (コイン2) (Description: You can obtain 100BP. (BPを100P取得できます))
● Coin 3 (コイン3) (Description: You can obtain 150BP. (BPを150P取得できます))

While these were listed with the Item Type of "Panel Item (パネルアイテム)", the Slot (スロット) and Cost (コスト) were set to "None (なし)", which was only listed on other in-game Items (Down Panels and Skulls) that also had a Shop entry that weren't used.


Skulls (ドコロ)

There were a total of 12 different Skull Panels in this game that could be found on Stage, and some of the new ones were those such as not allowing Bomb Techniques to be used during it, and making the Bomb Technique Gauge fill slower while inflicted with it.

Here is the full list of Skulls:
1: Diarrhea (ゲリ) (Involuntarily place Bombs constantly)
2: Constipation (ベンピ) (Become unable to place Bombs.)
3: Slow (スロー) (Movement Speed becomes 1 level lower than 1 Speed.)
4: Quick (クイック) (Movement Speed become around 1 level than 8 Speed or so.)
5: Dizzy (メマイ) (The Character will Randomly become Stunned.)
6: Runaway (ボウソウ) (Become unable to turn after you start moving until you hit a wall.) (unconfirmed)
7: Confused (コンラン) (The directional keys will be switched around.) (unconfirmed)
8: Fast Bomb (ハヤボム) (Newly placed Bombs Explode after 1 second.)
9: Slow Bomb (オソボム) (Newly placed Bombs take 6 seconds to Explode.)
10: Bad Bomb (ヘボボム) (The Bomb Explosion range of newly placed Bombs will become 1 Fire.)
11: Special Techniques Forbidden (必殺技禁止) (Bomb Weapons can't be used.)
12: Slow Gauge Up (ゲージアップスロー) (The Bomb Technique Gauge will fill slower.) [need to confirm if it doesn't always fill or just fills less)

Also within the game files there were un-used Skull graphics grouped together, here is a list of all of the used and un-used ones. The one with the red eyes is the one that was actually used in-game, which would briefly be shown overtop the Character after collecting a Skull Panel. Also there was an Un-Used User Interface Icon for the Skull as well, which appears to be based on the in-game version which I've included for comparison.(1: Overhead Skull Images, 2: UI and In-Game Icon)

(Description Text: Will become one of 12 different types of illnesses. (12種類のいずれかの病気になります))


Soft Block and Hard Block Types

In the second World of this game (World 1), there were Soft Blocks and Hard Blocks that took up 2-3 Grid spaces, and were made up of various shapes and sizes.

The bigger Soft Blocks also had a Durability, depending on your Attack Power Stat these Blocks may have required hitting it with 1-3 Bomb Explosion to destroy it. The Soft Block would have 1 Durability for every Grid space that it took up, so the bigger it was the more Durable it was. This would also visually indicate how much durability it had left based on the color of the Soft Block, the color order was "Black (3 Max) > Brown (2) > Tan (1 Min)". (Image Example of Durabilities)

These more Durable Soft Blocks were referenced as "Sturdy Soft Block (頑丈なソフトブロック) [頑丈 has various translations]" in the World Stage description text, and in the Item descriptions it was referred to as a "Hard Soft Block (おカタいソフトブロック)" [おカタい also has various translations].

Also for each World, there were various different looking Soft Block and Hard Block graphic designs that were used. (Image of Several Different Block Shapes)

For the Single Grid Blocks, it would randomly choose 1 from among 3 different designs at the start of every Match.

For the Horizontal and Vertical Shaped Blocks which were 2-3 Grids in size, there were 2 different designs for it. The design use frequency for the Double Grid version of these Blocks appears to have been random. But the Triple Grid one seems to have possibly had preset patterns as to which one it would use, at least on certain stages anyway.

Then for the L shaped Blocks that were 3 Grids in size, there was only 1 design for it.

Within the World 1 graphic files existed versions of all 3 Durabilities for every Soft Block size ranging from 1-3 Grids, so it's possible that they could've added more Durable Blocks later that wouldn't have related to the size of it.

Here is what all of the Soft Blocks and Hard Blocks looked like from World 1. (Image Sheet)


Attack Power (攻撃力) [Character Stat]

The Attack Power Panel would increase the damage dealt to Soft Blocks that take multiple hits, each Attack Power Stat counted as an extra hit. In terms of on Stage appearance the Panels for these didn't come out of Soft Blocks, and only appeared at preset locations on certain Stages. (Image of UI Icon and In-Game Panel Icon)


Character Parameters [aka Character Stats]

Though I refer to them as Character Stats in this post, on the Official Website these were referred to as Parameters (パラメータ) for the Characters.

In this game different Characters had different Stats, consisting of Bombs (ボム数), Fire (火力), Speed (素早さ), Attack Power (攻撃力), Cost (コスト), Luck (運). The Character that you were using determined both the Minimum starting amount, and the Maximum amount for each Stat. The Cost Stat relates to the amount of Panels you can equip in the Panel Deck, and the Luck Stat was entirely un-used.

The Character Stats were balanced a few different times, with Bomberman having 5 different sets of Stats in total. This consisted of the Pre-Beta, Closed Beta, Open Beta, the Official Service, and then the Final Rebalance on 12-17-2008.

All of the Human Characters were only rebalanced once on 12-17-2008, since they were released after the time that the other rebalances had taken place.

Here is the history of the Character Stats which I've compiled, and has been compared against multiple sources including my own to ensure the accuracy of it. (Text Document)


Character Slots

There were multiple Character Slots that you could switch between in-game in the Characters (キャラクター) Tab in the My Status window, which also allowed for quick switching between different Panel Deck setups. And the Avatars that you owned could only be equipped on one of those Characters at a time, meaning that you would need to unequip it from that Character before it could be used on another one, unless you had a duplicate of the Avatar. (Image of Character Select Window)


Panel Deck (パネルデッキ)

The Panel Deck system allowed you to start the Match with some Panels of your choice, these needed to be purchased in various quantities from the Shop or received as a Gift. (Image Album of Panel Deck)

Each Item had a limited amount of uses before you had to buy more, unless it was an unlimited version of it which only existed for some Items, and costed a considerable amount more. To minimize BP cost it was better to play a game with more Matches as a result of how this worked, though the max Match win amount was capped at 3.

There were 9 different Panel Deck Slots that were available, alongside the Bomb Technique Slot. The different types of Panel Items were separated by Slot type, so only one of each Slot type could be used at a time.

To add another layer of restriction after that, each Panel Item also had a required Cost to be able to use it. The total Cost amount from the equipped Panels Items could not exceed the Maximum Cost that the Character you're equipping it on has available.

The Panel Deck allowed for Players to always be able to play how they wanted, and in a more stable competitive manner. Leaving less things up to chance like whether you get Kick or Punch, and being able to start with things like more Bombs or Speed depending on what you liked. This also served to make things less chaotic or unbalanced in the game, since Players each had their own preset Items, and there weren't overpowered Items randomly coming out of Soft Blocks.

The different Slots consisted of the following:

1: Fire Enhance System (火力強化系) (closed beta: Fire Up System (ファイアーアップ系))
| Fire Panels went into this Slot.

2: Bomb Enhance System (ボム強化系) (closed beta: Bomb Up System (ボムアップ系))
| Bomb Panels went into this Slot.

3: Speed Enhance System (スピード強化系) (closed beta: Speed Up System (スピードアップ系))
| Speed Panels went into this Slot.

4: Attack Power Enhance System (攻撃力強化系) (closed beta: Attack Power Up System (攻撃力アップ系))
| Power (パワー) Panels went into this Slot. (panel filenames: attack)

5: Special Bomb System (特殊ボム系)
| Different Bomb types went into this Slot.

6: Bomb Side System (ボムサイド系) (closed beta: Bomb Action System (ボムスルー系))
| Punch Panel went into this Slot.

7: Bomb Skill System (ボムスキル系)
| Line Bomb and Power Glove went into this Slot.

8: Bomb Push System (ボムプッシュ系)
| Bomb Kick Panel went into this Slot.

9: Support System (サポート系)
| Support System Panels went into this Slot.

Bomb Weapon (ボムウェポン) (in User Details under Bomb Weapon (ボムウェポン) it was referred to as: Weapon Slot (ウェポンスロット))
| Different Bomb Weapons would go into this Slot, and they didn't have any Cost to equip them.

On the Official Website, it referred to the 9 Panel Item Slots as Equipment Slots (装備スロット).


Panel Sidebar (unofficial name)

While in-game you were given an Item bar on the left side of the screen, which would display your current Item count and which one was active for each of the 9 different Panel Deck Slots. Whenever you obtained a Panel, it floated over to the Sidebar before visually increasing the Stat number. (1: Screenshot with Sidebar, 2: Clip of Usage from Beta)

This Sidebar would slide off the screen and disappear around 3 seconds after you last collected a Panel, and it would appear at the Start of every Match and disappear 2 seconds after Starting. However if you were in Beginner Mode, then the Panel Sidebar would stay open the entire time.

Also on a side note, in the Closed Beta the Panel Sidebar had a solid background instead of a transparent one. (Comparison Image)


Support Panels (サポートパネル)

The Support Items in the Panel Deck would not be consumed when first starting the set of Matches like other Panel Deck Items were, and would only get consumed if it was manually activated at some point during the matches. They could only be activated once per Match, but may have manual or automatic uses for it after activating it. These Support Items consist of both new Items, and old Items from the franchise that were suitable for the Slot.

The image file that was used in the Options for this, was named as "supportpanel" in english. Though these Panels were also officially referred to as Support System Panels (サポート系パネル), while sometimes unofficially referenced by Players as Support Items (サポートアイテム).


Bomb Techniques (ボムワザ)

The Bomb Techniques which only ever had Bomb Weapons (ボムウェポン) released for it, was one of the big new additions to the game. Every Player is given a Bomb Technique Gauge (ボムワザゲージ) that was visible in the top left corner of their screen, which had 2 meters that would gradually increase on it. The bottom meter was called a Bar (バー), and this would fill from time passing, destroying Soft Blocks, collecting Panels and killing other Players. When a single one of those Bars would finish filling, it would transfer over to main Bomb Technique Gauge meter adding 1 Memory (メモリ) to it. (Landing Page Image)

Some Bomb Weapons like the Pow Hammer would use 7 Memory, while the Lightning Blade which was more powerful required a full 10 Memory to use it. The amount that your Bar and Memory was filled would also follow over to the next Match if not used in the previous ones, which allowed for some hijinks like in this video to occur. The service was shutdown before they got ever implemented any early Bomb Weapon use restrictions, though it was requested by Users in the Surveys they conducted. In the scenario in that video there was nowhere to hide due to the amount of attacks, so the last one to cast it before the attacks began striking down was the winner. Though I never saw anything like that happen in a regular Match, but there were quite a few Rooms that said No Bomb Techniques in the Room Title.

When your Gauge was at Max, the eyes on the face of your Character that was displayed on the Gauge would ignite in Flames. Also you could see whether other people had a full Gauge or not, indicated by whether the flame on their Bomb Shaped Player Icon at the top of the screen was lit or not. I'm not certain whether a Max Gauge was necessary to use a Bomb Weapon or not, or if you could use it as soon as you filled up enough Memory for ones that used less than 10 Memory. (Clip of Hitting Max Gauge)

If you were on a Team, than your Teammates would not be targeted by any auto target Bomb Weapons.

The Bomb Weapons had multiple uses, and opened up the door for new strategies and tactics. During the initial casting phase most of the Weapons would provide momentary invincibility, which could be used to dodge the Explosion from a Bomb or another Bomb Weapon attack. However using it posed a risk to you, since the iframe state would wear off before you could move, and your Character is stuck in a stationary position for a decent amount of time. So someone else could easily walk overtop of you and make your own attack hit you, or place a Bomb next to you, or just use their own Bomb Weapon against you if it was charged enough, and you wouldn't have time to able to avoid it. The most common usage was to save it, and use it to avoid the Explosion from a Bomb when you're trapped, or to try and avoid an attack from somebody else.

Though these were still in need of further balancing as some felt too strong, and they possibly could've done without the iframe that it provided. It was a fresh concept, and I felt that it helped add more to the regular battle Formula.


Misobon (みそボン) [left untranslated]

This is something that I personally refer to as the Walking Bomb, and it serves as a replacement for the Revenge Carts that existed in other Bomberman games, and offers a way for you to continue playing and have a chance at reviving. If the Battle Option for it is enabled, when a Player dies they will respawn at that location immediately after as a Walking Bomb. Also similar to in other games, after Sudden Death starts the Misobon will disappear from the field.(1: Landing Page Image, 2: Promo Image, 3: Various Angles of Model, 4: Clip of Reviving After Kill)

With this are you are able to walk around the Stage and place yourself down like a Bomb and Explode, and if you walk over a Panel it will turn into a Skull.

While you're placed down getting ready to Explode, you will block the path like a regular Bomb does. While in this state other Players are able to Kick and Toss you, and other Bomb Explosions will set the detonation off early in the same way it would a regular Bomb. If you get hit by an Explosion while just idling or walking around, you will be stunned for some time. Your movement Speed, and Fire Explosion distance will depend on whether the Normal or Super Misobon (スーパーみそボン) Option is selected. With it being 1 Fire for Normal, and 3 Fire for Super.

The Misobon was actually listed in the internal game text for the Character section of the Shop, likely for developer testing purposes, which is also hinted at in the description for it.

(Shop Name: Misobon (Special) (みそボン(特殊)))
(JP Shop Description: I want to adjust the abilities more. (能力もっと調整したいなあ))
(Tooltip Remark: Become interesting (Kamioka). (おもしろくなーれ(上岡)))

Side Note:
● What I refer to as a "Tooltip Remark" is normally displayed at the very top of the tooltips, and is an extra comment about that Item.
● And what I refer to as the "JP Description" is listed as the "Features" at the bottom of the Shop Tooltip for the Item that was being moused-over.
Image of an Item Tooltip for Reference


Placing Bomb Graphics

Many of the Bombs in this game would have a different graphic that was used during the initial placing of the Bomb, to represent the fact that it was being dropped. (Clip of Placing a Bomb)


Bomb Flashing and Animations

The Bombs in this game would either Flash, be Animated in some way or Both. And as time went on they would start to Flash faster and would speed up the Animation gradually, and often greatly speed up just shortly before Exploding. (1: Clip of a Pierce Bomb Animation, 2: Clip of Bomb Flashing, 3: Clip of Bouncing Bomb Animation and Flashing)


Bomb Explosion Sounds

This game had different sounds for many of the Bomb types. While some had their own unique sound, some others shared a set of 2 different Explosion sounds with very minor differences that it would alternate between. It would alternate either every Match, or Set of Matches. I only realized this when carefully matching the waveform of the Explosions from recordings, since some of them sounded so similar that you wouldn't be able to notice it under normal circumstances. There were also extra variations of some of them, which I believe were never used and that I don't have any matching recordings for.


Progressive Bomb Explosions

The Fire from the Bombs in this game would spread out over time, instead of instantaneously traveling the whole distance and setting off all of the other Bombs in the chained together path. This was considerably slower than in other games, but was changed to be more be instantaneous at some point after the Closed Beta. The Fire itself also only posed a threat for a short amount of time, before it would fade to smoke and be safe to walk through. Also the Fire from all of the Bombs stayed on the field for the same amount of time.


Panel Backs and Get Effects

The typical square and green Panel Item Backs weren't used in this game, and instead different Items had different Back graphics, Animations and Get Effects for them. The 1/2 Panels used a rotating hallow blue circle with a slower Panel Animation, +1 or higher Power Up Panels used a rotating hallow yellow circle, Power Down Panels used a growing and shrinking purple circle which overlapped the item, and Skulls had a rotating hallow black disrupted circle. (1: Screenshot of Different Panels, 2: Clip of Various Panels)


Panel Interactions with Bombs and Explosions

When an Explosion or a Kicked Bomb hit a Panel while the 'Panel (パネル)" Battle Option was set to "Blow Off (吹き飛ぶ)", it would get tossed over 2 Grids in the opposite direction that it was hit from, and then keep Bounce 1 Grid over until it lands on an Open space. (Clip of Some Interactions)

When a Bomb was Tossed onto a Panel, it would be destroyed regardless of what the Panel Battle Option was set to.

In the Closed Beta Playdemo PV containing Pre-Beta footage, after the Panel initially gets Tossed, we can see it Bouncing 2 Grids at a time instead of 1 like in the actual game, as well as a bug that causes it to Bounce off of the open ground once. (Clip from PV)

In the Closed Beta text files, for the Panel Battle Option mouseover balloon help description it incorrectly listed the amount of Grids that it would get pushed over as 3 instead of 2. The exact text for this was as follows: Decide whether a Panel will be Destroyed or Blown over 3 Blocks when it gets hit by an Explosion. (パネルに爆風に当たった時、そのパネルが消滅するか3ブロック先に吹き飛ぶかを選択しましょう)


Character Movement

In this game like most Bomberman games, the Characters were only able to move Left, Right, Up and Down. However when a Player held 2 different Movement Keys and tried to walk Diagonally, there were differences in how they handled it.

The first difference occurred in a regular enclosed playing field, as in one that doesn't have any open Grids Diagonally, and only had classic Left Right Up and Down paths to walk through. In this case when a Player tried to walk Diagonally they would keep walking in one of those same Cardinal directions unchanged, however I believe that it had alternated between turning Left and Right at each intersection that was encountered.

Then the Second difference occurred in Open spaces, where there was room to move Diagonally. In this case when a player tried to move Diagonally, the game would make the Character continually turn and alternate between moving those 2 directions that you were holding if there was open space to do so. (Clip of This)


Character Actions

Compared to other games there were a few changes made to how Character actions are performed, these were likely done for balance reasons to prevent accidental actions, and to prevent the chaos brought about from too many different actions being done in a short amount of time.

One of those differences is when Kicking Bombs, to prevent accidental Kicks you would need to walk against the Bomb for a brief moment before it would initiate the Kick. Then you would be unable to move for a very brief moment afterwards during the Kick Animation, though you could start to walk away from it partway through the Animation.

The next is for when Punching Bombs, after Punching a Bomb the Character does a somewhat long stationary Animation. You can't move during part of this, but you will regain movement closer towards the end of the Animation. Also since it was possible for Players to start with Punch at the beginning of the Stage thanks to the Panel Deck, it was made so that Punch could not be used during the first 10 seconds of the match as it could be abused. Considering that it takes some time to Punch, you had to be careful what kind of [Situations] you get yourself into.

Then there's the Line Bomb, unlike in other games the Bombs will not all be placed instantaneously. Instead the Bombs will be placed progressively over a short amount of time, and your Character will be stuck in place during the majority of the time or for the entire time that that's occurring. Also there was a Setting in the Game Options which allowed you to choose whether to require holding the Bomb button for a moment before the Line Bomb would activate, likely to prevent accidental Line Bomb placements when regularly placing Bombs. (Clip of Usage)


Kicked Bomb Behavior

When a Kicked Bomb tries to pass by a Player, if the Player is facing towards the Bomb then it will stop on the Grid in front of them. However if the Player is facing any other direction, then the Bomb will pass by them and cause them to be stunned for a moment.


Stage Sizes

There were big Wide and Tall Stages in this game. On the bigger Stages the camera wouldn't ever zoom out, so it would only show a portion of the Stage at once with your Character at the center of the view.


Mini Map (ミニマップ)

In the Game Options, there was a setting to make a mini radar map show in the bottom right corner of the Screen while in-game. (Screenshot with Radar)

Based on the Closed Beta the Mini Map Object represented the following:
● White Square (Yourself)
● Red Square (Opponents)
● Flashes Between 2 Blue Circles (Power Up Panels and Coins)
● Flashes Between 2 Purple Circles (Power Down Panels)
● Blue Square (Bombs)

I can't confirm which Object was used for other Players that are on your Team, but one could assume that it's the Green Square Object. The Radar was disabled by default starting from the Open Beta, and didn't serve much purpose as it only covered the visible area.

In total there are 11 Different Radar Objects that existed within the graphic files, with 3 of them being un-used or unidentified. These were the Black Square with a White Border, the Big White Square, and the Yellow Square Object. (Image of Radar Objects)

The Official Website actually says something different than what I observed in the Closed Beta, which could possibly mean that it was changed but the colors that they stated don't fully line up with the ones that existed within the files, so it's possible that information was written before the Closed Beta and never updated.

Though for reference here is the list from the Official Website:
● Red (Enemy (Users)) (赤) (敵(他ユーザー))
● Blue (Companion (Users)) (青) (仲間(他ユーザー))
● Black (Bomb) (黒) (ボム)
● Blinking White (Power Up System Panel) (白い点滅) (パワーアップ系パネル)
● Blinking Black (Power Down System Panel) (黒い点滅) (パワーダウン系アイテム)


Sudden Death (サドンデス)

There were several different Pressure Block filling types for the Sudden Death in this game.

Here is the list of the selectable Options:
● None (なし) - Pressure Blocks won't fall down.
● Fill Everything (全て埋まる) [starts at 1:00] - Pressure Blocks will fall down and fill every part of the Stage.
● Fill Partway (途中まで埋まる) [starts at 0:30] - Pressure Blocks will fall down and will leave a portion of the Stage open.

After Sudden Death starts, it would take 30 seconds for all of the Pressure Block to be placed. When filling everything it would start at 0:30, and finish as the clock hit 0:00. And when only filling partway, it would start 30 seconds earlier at 1:00 so that you would have some time to fight after the Stage had been mostly closed in.

Here is a list of multiple ways that Pressure Blocks would fill up the Stage:
--------------------
Circle Pattern (starts in 1 corner and circles around) [used for Square and Odd shaped Stages]
● Starts at Top Right corner and moves Down.
● Starts at Bottom Right corner and moves Left.
● Starts at Bottom Right corner and moves Up.
● Starts at Bottom Left corner and moves Up.
● Starts at Bottom Left corner and moves Right.

L/R Side Alternating Pattern (starts at 1 corner and alternates between the 2 sides)
● Starts at the Top Left corner and moves Down, then switches to the Top Right corner and moves Down, and then it repeats.

T/B Side Alternating Pattern (starts at 1 corner and alternates between the 2 sides)
● Starts at the Top Left corner and moves Right, then switches to the Bottom Right corner and moves Left, then it switches to the Top Right corner and moves Left, then it switches to the Bottom Left corner and moves Right, then it repeats this pattern from the beginning.
Video Example with Partial Fill

L/R Double Side Pattern (fills from 2 sides simultaneously) [used for Tall Stages]
● [Block 1] Starts at the Top Right and moves Left, and then goes down once to the next Grid row and moves Right, and then it repeats.
● [Block 2] Starts at the Bottom Left and moves Right, and then goes Up once to the next Grid row and moves Left, and then it repeats.
Video Example with Full Close

T/B Double Side Pattern (fills from 2 sides simultaneously) [used for Wide Stages]
● [Block 1] Starts at the Bottom Left and moves Up, and then moves Right once to the next Grid row and moves Down, and then it repeats.
● [Block 2] Starts at the Top Right and moves Down, and then goes Left once to the next Grid row and moves Up, and then it repeats.
Video Example with Full Close
--------------------

And here is a list of some of the Partially Filled Stage shapes:
--------------------
Partially Filled during Circle Pattern
● Small Stage (Image)
● Normal Stage (Image)

Partially Filled during L/R Side Pattern
● Small Stage (Image)
● Wide Stage (Image)

Partially Filled during T/B Side Pattern
● Normal Stage (Image)
● Tall Stage 1 (Image) (09-03-2008)
● Tall Stage 2 (Image) (11-30-2008)
--------------------

As you may notice from the inconsistent amount of listings, several Partially Filled shapes and Pressure Block laying patterns are missing from this list. It was one of the few things that I hadn't properly logged down at the time, and then with the shutdown of the service it was lost for good.


Save Data (セーブデータ)

There were 3 Save Data Slots available per account, and these basically served as separate accounts within your account. Each one could have a different name, and you could create or delete them. (Image Album of Save Data Screen)


Lobby (ロビー)

The Lobby was your main area in which you could access everything else in the game from, and it would display a list of Rooms which you could view information for and Join, and you could Filter through the Rooms using various filtering options. (1: Image Album of Normal Lobby, 2: Image of BWC Lobby)

When entering the Lobby from the Save Data screen, you'll be presented with "Recommended Channel (オススメのチャネル)" window. This window shows the current Event Promo Image, 4 different official Chat Channels to join, another "Battle Immediately! (すぐにバトル!)" Quick Matching button, and the Close button to dismiss it. (1: Image of Window, 2: A few of the Promo Images)

From the Top Pink Bar on the screen, which was also accessible in Waiting Rooms. You could access windows such as My Status, Shop, Charge CP window, User List, Lobby Move, Present Box window, Replays, Options, Help and End (終了). (1: Image of Help Window, 2: Image of End Window)

The Help window just had some links to the website, and the End window allowed you to return to the Save Data screen or Close the game.

There was a Quick Matching option available from here called "Battle Immediately! (すぐにバトル!)", which let you could quickly join a Room to jump into battle quickly. This would automatically join a Room that had a similar rating to you, or a room with other Beginners if you were still in Beginner Mode.

For the Rooms it would display the Room Number, the Mode, the Name of the Room, whether Spectating was allowed, whether it was Open or Password Protected, the Rating of the Room Master, whether Rate Change and Rate Limit were enabled, whether they were currently Waiting or Playing, and the Current / Max amount of people in the Room.

You could also see further information when selecting the Room, such as the currently selected Stage and list of Players in the Room, along with their Nickname (ニックネーム), Free Battle (フリーバトル), and their Rating (レート).

The Free Battle info line was un-used, but was internally listed together with some un-used Room Categories (aka Descriptions) that were based on the Private User detail options. Here's a list of those names and the descriptions, with the only ones that were actually used among it being the "CATEGORY_BATTLE" text section. (Text Document)

The Room Filtering option allowed you to check and uncheck different filter options, which would determine what rooms were displayed.

Here is a list of Filter options that were available for the Rooms:
● Display Survival (サバイバルを表示する)
● Display Deathmatch (デスマッチを表示する)
● Display Rate Limited Rooms (レート制限ありを表示する)
● Display Rate Change Rooms (レート変動ありを表示する)
● Display Rooms that are Currently Battling (試合中のルームを表示する)
● Display Single (シングルを表示する)
● Display Beginner Limited Rooms (初心者限定ルームを表示する)
● Display Watchable Rooms (観戦可能を表示する)

Then by clicking on the header above the Rooms, you could also Sort the Rooms by the Room Number, Game Mode, Room Name, Rating, Playing Status, and the Amount of People.

Also the Top Pink Bar on the screen would display the Lobby Name, as well as a System Message text scroller that would provide tips, notification and event related info.

Here's a list of some of those text bulletins:
● Welcome to Bomberman Online Japan! (ボンバーマンオンラインJapanへようこそ!)
● The Bomberman World Cup 2008 is currently being held! See the special site for more details! (ボンバーマンワールドカップ2008開催中!詳細は特設サイトにて!)
● The BP that's obtained during the game can be acquired at the end of the Match. (ゲーム内マネー(BP)は、バトルが終わると獲得できます)
● Please be aware that if you leave in the middle of the Battle, then it will be treated as a loss. (バトル中に途中離脱すると、負け扱いとなるので注意してください)
● If you press the [Esc] key during the Battle, you will be able to leave. (バトル中に「Esc」キーを押すとバトルから途中離脱できます)
● Your Rate will change depending on the winner of the Battle. (バトルの勝敗によって、あなたのレート値が変動します)
● Rate is a number that reveals your skills. (レートは、あなたの腕前を表す数値です)
● By playing with people that have a similar Rate, you can enjoy even Matches. (レート値の近い人と対戦することで、互角の勝負を楽しめます)
● After the Battle you may rarely acquire Items. (バトル後に、まれにアイテムを獲得できることがあります)
● When you're ready to Battle, please press [Ready] button. (バトルの準備ができたら「レディ」ボタンを押してください)
● The Room Master should press the [Start] button after everyone is Ready. (ルームマスターは皆のレディ後「スタート」ボタンを押して下さい)
● The Misobon system has been newly reborn. (みそボンシステムが新しく生まれ変わりました)
● Make sure not to forget to greet others. (あいさつは忘れずにしましょう)
● When in the Waiting Room, press the [Enter] key to bring out the Chat Bar. (ウェイティングルームでは「Enter」キーでチャットバーを出せます)
● When in the Waiting Room you can set the detailed Rules for the Battle. (ウェイティングルーム内でバトルの詳細ルールを設定できます)
● You can move in the Waiting Room by pressing the [arrow] keys (ウェイティングルーム内で、「矢印」キーを押すと移動できます)
● If you enter "/help" the Chat Command List will be shown. (/helpと入力するとチャットコマンドリストが表示されます)
● Depending on the conditions of the Battle, the Character will do various Reactions. (バトルの状況によってキャラがさまざまなリアクションをします)

On the right side of the Normal Lobby, when selecting a Room is shows the currently Selected Stage, and the Player

Also the BWC Lobby was different than the Normal Lobby, not just in looks but in terms of functionality as well. While you were still able to select the specific Room to Spectate, you weren't able to join the Rooms of your choice. Instead it used an automatic matching system, in which after pressing the Matching (マチング) button it would handle the rest of the process of getting you into battle automatically. I believe it may have shown the other Players that would be in the Room at least briefly, but without showing their names until after the Battle started.

Next is on the right side of the BWC Lobby, it displayed some different things saying the following: [Usernamehere]'s Tournament Record (さんの大会戦績), Matches (試合数), Win Rate (勝率), Rank (順位) (位).

Then similar to the regular Lobby, it showed further information when clicking on a Room. This consisted of the list of Players with their Nickname (ニックネーム), Number of Repulsions (撃退数), and Rank (順位).

There was also an image in the game files that said "Tournament Repulsions= (大会撃退数=)", and I believe this may have been used after each Match in the BWC to show your kill count for that Match. (Image of Text)


Chat Bar and Chat Channels (チャットバー) (チャットチャンネル)

The Chat (チャット) in this game offered several Tabs to separate the content, and there were also Chat Filter buttons which allowed you to choose which of those Tabs content would appear in each Tab (e.g. you could make all of the Tabs show in 1 Tab or only some of them).

Filters Options and Tabs existed for the Lobby (ロビー), Room (ルーム), Club (クラブ), Whisper (耳打ち), Channel (チャンネル). For the Channels there were both preset Channels that existed, as well as the ability for Users to create and manage their own Channel. The Official Channels could have up to 250 people and always existed, while Users Channels could only have up to 30 people and would be closed once everyone left or logged off.

When you create a User Channel you're able to set multiple options for it, such as the Channel Name, a Password, and the Max amount of People which allowed choosing one of the following amounts "2, 5, 10, 15, 20, 25, 30". As the creator of the Chat Channel you could Kick people, or pass ownership of the Channel to another Player. If you leave the Channel without passing leadership of it, then it will go to the person that had entered the room the longest ago.

Here are some images of the Chat, Emotes and Chat Channels: Image Album of Chat

Here is the list of Text used for the Emotes in the order that they were shown:
#わら (Smile)
#なき (Cry)
#いかり (Anger)
#ういんく (Wink)
#ふん (Hmm)
#ねむ (Sleepy)
#あくしゅ (Handshake)
#はーと (Heart)
#おねがい (Please)
#ぐー (Fist)
#ちょき (Scissors)
#ぱー (Paper)

And here is a list of the Command List Help for the available Commands:
[Speak in Lobby] /s (spacebar key)
[Speak in Waiting Room] /r (spacebar key)
[Club Chat] /g (spacebar key)
[Whisper Chat] /w (spacebar key)
[Speak in Channel] /c (spacebar key)
[Display User Details] /who <nickname>(enter key)
[Invite to Club] /ginvite <nickname>(enter key)
[Move to Waiting Room] /join <room number><password>(enter key)
[Kick from Waiting Room] /kick <nickname>(enter key)
[Register Friend] /friend <nickname>(enter key)
[Remove Friend] /unfriend <nickname>(enter key)
[Register Ignore] /ignore <nickname>(enter key)
[Remove Ignore] /unignore <nickname>(enter key)
[Clear Chat Log] /clear (enter key)
[Clear Whisper Chat List] /wlistclear (enter key)
[Display Client Version] /ver (enter key)

Other Commands that aren't shown are:
/help [shows the command list help]
/escapebeginner [one time use to escape beginner mode]

The Color and Bolding of the Chat text would be different based on which section it was coming from, or what it was for. For Lobby Chat it was  Black , for Room Chat it was  Blue , for Whisper Chat it was  Purple , for the Chat Channel it was  Orange , for some System related messages it was  Bold Black , and Club Chat was apparently unreleased according to the Official Website so that's unknown.

Then when the BM (Bomber Master) [aka Game Masters] would talk in the chat, they would have  Bold Red  text, and I believe they later expanded this to include other colors as well to give them variety and help separate them from each other.

Here's some screenshots showing different Colored Chat Messages: Image Album of Some Chat Colors

Also here is a list of the raw JP text related to commands that existed in the game files, along with some messages that seem to be related to Game Master commands. (Text Document)


Waiting Rooms and Battle Options

When creating a Waiting Room (ウェイティングルーム), which is what the Matching Rooms in this game are called. You could configure multiple Room settings, most of these settings can't be changed without remaking the Room. After the Room is created you can configure the Battle Options for the Match. (1: Image of Creating Room, 2: Image of Changing Battle Options, 3: Image of Selecting World)

After creating the Room, as the Room Master you have the ability to Configure the Room Settings (ルーム設定), which are the Battle Options for the Room. As well as to Kick Players which will prevent them from entering again, and to pass the leadership of the Room to someone else.

Unlike in other games, these Rooms let the Players walk around the Room with their Character and do various Animations by typing what was called Emotion Commands (エモーションコマンド) in the Chat. (Image of Room)

Here is the list of Room Creation options:
--------------------
● Mode (モード)
| Survival (サバイバル)
| Deathmatch (デスマッチ) [Not enabled, shown in interface.]
| Club Battle (クラブ戦) [Not enabled, shown in interface.]

● World (ワールド) [Select the World that will be played on.]
| World 0
| World 1
| World BWC

● Stage (ステージ) [Select the Stage that will be played on.]
| 0-1 to 0-10
| 1-1 to 1-10
| BWC08-1 to BWC08-05

● Room Category (ルームカテゴリ) [These are just preset room descriptions.]
| Regional Battle (所属地域バトル)
| Occupation Battle (職業バトル)
| Gender Battle (性別バトル)
| Different Style Battle (スタイル別バトル)
| Age Battle (年齢バトル)
| Constellation Battle (星座バトル)
| Hobby Battle (趣味バトル)
| Blood Type (血液型バトル)

● Room Name (ルームネーム) [Enter a name for the Room.]
| [Custom Text]

● Password (パスワード) [Optional Room entry protection.]
| [Custom Text]

● Number of Players (対戦人数) [Maximum amount of Players for the Battle.]
| 2-8

● Rate Limit (レート制限)
| No (なし)
| Yes (あり) [Rating must be within 500 of the Room Master's Rating to join the Room.]

● Rate Change (レート変動)
| No (なし)
| Yes (あり) [Player Ratings will be effected.]
--------------------

And here is the list of Battle Options:
--------------------
● Mode (モード)
| Survival (サバイバル)
| Deathmatch (デスマッチ) [Not enabled, shown in interface.]
| Club Battle (クラブ戦) [Not enabled, but shown in interface.]

● World (ワールド) / Stage (ステージ) [Select the World that will be played on.]
| World 0
| World 1
| World BWC

● Stage (ステージ) [Select the Stage that will be played on.]
| Stage 0-1 to Stage 0-10
| Stage 1-1 to Stage 1-10
| Stage BWC08-1 to Stage BWC08-05

● Game Type
| Single (シングル) [Free for all.]
| Team (チーム) [Team Match.]
| Club Battle (クラブ戦) [Unreleased, existed in raw game text.]

● Number of Matches (勝負数)
| 1-3 Rounds (1-3戦)

● Time (タイム) [The Time Limit for a Single Round.]
| 1:30 to 9:00 (in 30 second increments)

● Sudden Death (サドンデス)
| No (なし)
| Fill Everything (全て埋まる) [Pressure Blocks will fall down and fill every part of the Stage, starts at 1:00.] (Closed Beta Name: Yes (あり))
| Fill Partway (途中まで埋まる) [Pressure Blocks will fall down and will leave a portion of the Stage open, starts at 0:30.] (Room Display Name: 途中まで)

● Shuffle (シャッフル)
| No (なし) [Players will start at a preset position.]
| Yes (あり) [Players will start at a random position.]

● Panel (パネル) [What to do when an Explosion hits a Panel.]
| Destroy (消滅) [Destroys the Panel.]
| Blow Off (吹き飛ぶ) [Knock the Panel over 2 Grids in the opposite direction, and Bounce 1 Grid at a time until it lands on an open space. Tossed Bombs that Land on the Panel will still destroy it.]

● Skull (ドクロ)
| None (ない) [Skulls will not appear from Soft Blocks.] (Old Name: None (なし))
| Infect (感染する) [Tags it off onto another Player on contact, freeing you from the effect of it.] (Old Name: Transfer (うつる))
| Contagious (伝染する) [Spreads it to other Players on contact.] (Old Name: Spread (ひろがる), Seen in a CB Screenshot: 伝染)
| Don't Infect (感染なし) [Don't spread or transfer Skull effects to other Players.] (Old Name: Don't Transfer (うつらない))

● Misobon (みそボン) [Whether to enable revenge mode, where Players can remain on the field and try to kill other Players to revive after death.]
| No (なし)
| Yes (あり) [Has Normal Move Speed and an Explosion Fire of 2 Grids.]
| Super Misobon (スーパーみそボン) [Has Fast Move Speed and an Explosion Fire of 3 Grids.]
--------------------

Also in the game text there were 3 un-used Battle Option Rule descriptions found:
● Win by Defeating all of the Opponents Rule (対戦相手を全て倒すと勝ちとなるルール)
● Win by Defeating the Most Opponents within the Time Limit Rule (時間内により多くの対戦相手を倒すと勝ちとなるルール)
● Club Battle Only Rule (クラブ戦専用ルール)

Along with what's likely mouseover tooltip descriptions related to these Rules:
● Select the Rule of where the Final Remaining User Wins. (最後に残ったユーザーが勝利のルールを選んでいます)
● Play with the Rule of where the Final Remaining User Wins. (最後に残ったユーザーが勝利のルールで遊びます)
● Select the Rule of where the person that Defeats the most Enemy Users within the Time Limit Wins. (制限時間内に敵ユーザーを一番多く倒した人が勝ちのルールを選んでいます)
● Play with the Rule of where the person that defeats the most Enemy Users within the Time Limit Wins. (制限時間内に敵ユーザーを一番多く倒した人が勝ちのルールで遊びます)
● Select the Rule of where only Club Members can participate. (クラブ所属者だけ参加できるルールを選んでいます)
● Play with the Rule of where only Club Members can participate. (クラブ所属者だけ参加できるルールで遊びます)

In the Team Mode Players were able to choose their own Team Color from among 4 different Colors (Blue, Red, Green, Yellow), and an uneven amount of Players on each Team was allowed, so you could for example do a 1 against 7 Match. The Color of the Player Names and Bomb Technique Gauge graphics would change to their selected Team Color, and they would get a Colored Flag next to their Name. (Team Image Album)

There was a Special Speech Balloon Item that could be bought from the Shop, and after obtaining that you could make your Chat Bubble in Waiting Rooms look differently. There was a Thought Cloud Balloon that could be used by pressing Ctrl+Enter, and an exclamative Shout Balloon by using Shift+Enter to send the message instead of Enter by itself. (Image of Speech Balloons)

The Official Website lists the following 8 Emotion Commands as being available:
[あわてる] (Panic)
[よろこぶ] (Happy)
[かなしむ] (Sad)
[いきごむ] (Enthusiastic)
[すわる] (Sit)
[あいさつ] (Greet)
[あやまる] (Apologize)
[しつもん] (Question)

Those 8 Emotion Commands also lines up with a text file that existed within the game files for it, and doesn't show any extra ones existing for it.

Then there's what appears to be 8 un-used expression images found in the game files, which matches the Amount of Character Animations and was likely meant to go with them. (Image of Emotions)

And here is the list of JP Chat phrases that would activate Character Animations:
うわわ
(^^;
(^_^;
(汗
(アセ
#ふん
hi
ちわ
(^_^/
(^^/
46
46
02
02
#わら
やった
あはは
(^^
(^_^
ヤッタ
ヤリィ

#ういんく
よーし
よし
#いかり
どっこいしょ
ごめん
スマン
ワリィ
o(__)o
m(__)m
#おねがい
?


なき
(>_<
(T_T
(;_;

#なき

When Players were in a Waiting Room at the top it would display the Room Name, Room Number, Game Mode, Game Type, World and Stage, Number of Matches, Time, Members (メンバー) [Number of Players], Sudden Death, Shuffle, Panel, Skull, Misobon, and the Player list with their Team Color (Name Color), Ready (Face Icon), Window (Sign Icon) and Leader (Star Icon) status.

The Characters would be visibly Holding the Bomb Weapon that they had equipped in their hands, though this would not be visible during some Room Animations that could be used. (Image Album)

When the Player was in another window while in the Waiting Room their Character would hold up a Wooden Sign with an icon on it that represented what window they had open, and a little Sign icon would display next to name of that Player. Also, there were some un-used sign Textures in the game files, which consisted of numbers representing the Sign file number for it. (1: Screenshot of the Sign, 2: Un-Used Placeholder Signs)

Also the Closed Beta Waiting Room used a different background than when the game launched, in this comparison the top one is the Closed Beta and the bottom one is the Open Beta/Official Service. (1: Comparison Image, 2: Closed Beta Room Image Album)


Watching (観戦) [aka Watching Matches]

You were also able to join the Matching Rooms as a Spectator, and watch the Match without needing to be a participant. There was no limit on the amount of Spectators that could watch a Match at once, and this was often used for events when one or more BM (Bomber Master) was present.

When you were in-game as a Spectator, it showed the amount of people that were spectating based on their selected Gender. And at the end of the entire set of Matches, confetti would rain down on the screen. (1: Screenshot of Spectating, 2: Spectators for the BWC Finals)

When in a Room as a Spectator you were able to talk in the Chat, and you could also move the Camera around the Room with the Movement Keys, both while in the Room and in-game during the Battle.


Mode Lock (モードロック) [aka Achievements]

This is 1 of 2 different types of achievement systems in this game, and it offered 3 different sub-categories of achievements. These consisted of "Additional Features (追加機能), Unique Items (ユニークアイテム), Hidden Stages (しステージ)", with each giving a different type of rewards associated with the name of the category when the achievements were completed. (1: Image of List, 2: Image of Completing One)

The Mode Lock achievements often wouldn't tell what you exactly what you needed to do, and instead only provided a hint for it.

Here is a bunch of text related to the various Mode Lock challenges, along with all of the images for each of the challenges from the game files. (1: All Mode Lock Images, 2: Mode Lock Text Document)


Titles (称号)

Titles are the second form of achievements in this game, and are basically image trophies that could be earned by accomplishing certain things. Either while regularly playing the game, or during events. Unlike with Mode Lock, the conditions that were needed to achieve these were not given and there was no hint provided. (Image Album of some Titles)

The different title categories consisted of the following: Rank (階級), Challenge (やりこみ), Event (イベント).

Here is a list of Title images that existed within the game files: Title Image Album


My Status (マイステータス)

The My Status window was where various things could be accessed from, each separated into their own Tab, with most having multiple sub-sections within them. The main Tabs consisted of the Equipment (装備), Avatars (アバター), Special (スペシャル), Character (キャラクター), Status (ステータス), Mode Lock (モードロック), Item List (アイテム一覧).

Here's a quick rundown and explanation of the Tabs:

The Equipment Tab is where the Panel Deck is located, which has already been explained in the entry for it elsewhere in this post.

The Avatar Tab was where you could change your Character's Avatars, and Card Avatars. (Image of Parts Slot Sub-Tab)

The Special Tab was where you could view some of the Special Items that you had used, and any limited durations on them. (Image)

The Characters Tab was where you could switch between different Character's that you owned, with each having their own Panel Deck Items and Avatars equipped. (Image from Closed Beta and Official)

The Status Tab had multiple sections within it where you could view and change various things, here are some images of those Tabs. (Image Album of Some Tabs)

And Here is the full list of sub-section Tabs in the Status Tab:

● Basic (基本)
| [User Statistics, Current Lobby and Status, Nickname, Club, Overall Ranking Number (based on Rating), Rank Title, Rating, Total Match and Win Record.]

● Private (プライベート)
| [Public profile info consisting of: Region, Gender, Age, Constellation, Blood Type, Occupation, Play Style, Login Zone, Hobby 1 and 2.]
| [Translated list of Private Options: Text Document]

▼ Equipment Info (装備情報)
| ● Equipment (装備) [List of equipped Panel Deck Items.]
| ● Dress-Up (着せ替え) [List of equipped Avatar names.] (Dress-Up Avatars (着せ替えアバター))
| ● Reactions (リアクション) [List of equipped Reactions.] [Unreleased]

▼ Title List (称号一覧)
| ● Rank (階級)
| ● Challenge (やりこみ)
| ● Event (イベント)

Moving on, next is the Mode Lock Tab which was for Mode Lock that has already been explained in the entry for it elsewhere in this post.

And last is the Item List, which was basically your inventory Bag. This showed all of your Items, and you could discard them from here since you could only hold so many Items in your Bag at one time. (Image)


Shop (ショップ)

The Shop in this game allowed you to Buy various things, such as Avatars, Characters, Panel Deck Items, and other misc things. Depending on the Item there may have been one or more purchase options, such as purchasing more Use Counts, Extra Days that it can be used for, or a permanent version of it. You could either buy things individually, or add them to a cart and purchase it all at once. (1: Image of Shop, 2: Image of Checkout)

There were also Lite versions sold of several different Panel Deck Items in the Shop for CP (Cash Points), and these had 2 less Cost than the normal version of the Item. Here's a comparison between a Regular Panel, a Lite Panel, and an Infinite Use Panel. (Panel Type Comparison Image)


Bomb Lottery (ボムくじ)

The Bomb Lottery which was basically a Gachapon offered many regular Items in it, along with Items that could only be obtained from it such as a limited edition Avatar Set. There was both a BP (Bomber Point) and CP (Cash Point) version of it, and after inserting the coin it allowed you to select 1 of 3 8-bit soft blocks. An 8-bit Bomberman would appear and lay a Bomb there, which would then explode a moment later and show what you obtained. (1: Gif of Usage, 2: Download Videos of Usage, 3: Image of Getting a Rare Draw, 4: Screenshot of Obtained Items that Session)

Within the game files there were un-used 8-bit Soft Blocks for this, here are all of the 8-Bit graphics from the Bomb Lottery including both used and un-used. (1: Bomb Lottery 8-Bit Sprite Sheet)


Clubs (クラブ)

This is your typical Guild system that you would find in most online games, just going by another name. These could be Created for 50,000 BP, and Disbanded. You could Invite Players, Approve their Join Requests, Promote them, Kick them from the Club, or they could Leave of their own accord if they wanted to. And Clubs also had their own Tab and Filter in the Chat interface.

They also allowed the Club Captain to set a Club Emblem (クラブエンブレム), these could be customized with preset graphics that had different color variations. These Emblems would show in the Club Window, and by your name in Waiting Rooms and in-game during Battles. The name of the Emblem parts were "Background (背景), Base (ベース), Icon (アイコン)".

Here is a screenshot of an Emblem, and some Club related windows though not all of them. (1: Some Images While in a Club, 2: Image When Not in a Club)

And here is a full list of the Club Emblem graphics that existed in the files. (1: Background, 2: Base, 3: Icon, 4: Uncategorized)

There were 3 different Player Roles in the Club, and they each had different permissions.

Captain (キャプテン)
[View Member List], [Use Club Chat], [Disband Club], [Invite Members], [Kick Members], [Manage User Roles], [Change Captain], [Edit Topic], [Set and Edit Emblem].

Vice Captain (副キャプテン)
[View Member List], [Use Club Chat], [Leave Club], [Invite Members], [Kick Members].

Regular (レギュラー)
[View Member List], [Use Club Chat], [Leave Club].


Friend List (フレンドリスト)

This is your typical Friend List like most other games have, and can be used for keeping track of who's online and offline. You can send Friend Requests, and Approve or Deny ones from other people. Then there was also an Ignore List (無視リスト) which was used to block any Chat Messages and Requests from the specified User. (1: Image of Friend List, 2: Image of Friend List Notifiers)


User Details (詳細情報)

The User Details window served as your user profile in-game, it would list various things like some statistics, your equipped Panel Deck Items, your different kinds of achievements, and some personal information that you filled out in your My Status window, or while creating your Save Data slot.

Here's are images of some of the User Detail windows. (Image Album of Some User Detail Tabs)

And here is the full list of the Tabs which is similar to the My Status window:

● Basic (基本)
| [Character with Card Background, User Statistics, Current Lobby and Status, Nickname, Club, Overall Ranking Number (based on Rating), Rank Title, Rating, Total Match and Win Record.]

● Private (プライベート)
| [Public profile info consisting of: Region, Gender, Age, Constellation, Blood Type, Occupation, Play Style, Login Zone, Hobby 1 and 2.]
| [Translated list of Private Options: Text Document]

▼ Equipment Info (装備情報)
| ● Equipment (装備) [List of equipped Panel Deck Items.]
| ● Dress-Up (着せ替え) [List of equipped Avatar names.] (Dress-Up Avatars (着せ替えアバター))
| ● Reactions (リアクション) [List of equipped Reactions.] [Unreleased]

▼ Title List (称号一覧)
| ● Rank (階級)
| ● Challenge (やりこみ)
| ● Event (イベント)


Rating and Ranking (レート) (ランキング)

The Player Rating for Ranked Matches would start at 5000 and increase or decrease depending on your victories from there, and this Rating would be reset every month or so after every Season (シーズン). It was possible to put a Rate Limit on Matching Rooms, so that you could avoid playing with people that have more than a 500 Rating difference.

On the Official Website there was General Ranking (今週のランキング) page, which would display the top Players based on who had the highest Rating number for that Season. Your Rank (順位) Number on this page would be used for the Overall Rank (総合順位) statistic, which got displayed in your User Detail window in-game for yourself and other people to see.

The Ranking page on the website also allowed you to sort the page by other methods instead of by the Rating, such as who had the most Player Kills, or Revive Kills as a Misobon.


Replay (リプレイデータ)

The Replay function allowed you to save your Matches to a small file locally on your computer, normally ranging from around 300KB to 500KB in size for an average length Match of no more than 2 minutes. While this was already an optimized game, this allowed for Players to record their Matches at the cost of far less processing power in comparison to regularly recording videos.

The Replay files could be shared easily with other people, and could be replayed back in-game at both a normal and slower speed. However it didn't save the Names of your opponents, though there was an option that you could enable or disable to allow or prevent it from saving and displaying your own Name in your saved Replays. (1: Image of Replay Window, 2: Image of Watching a Replay)

As the game is no longer around the Replay files can no longer be played back, since they could only be played back from within the game. Though for archival purposes, here is a copy of the Replay files that they had uploaded for the Nakki Challenge event on 09-11-2008. (Download Link)


Present Box (プレゼントボックス)

There is where Gifts were received from Events, Game Masters and Compensations. (1: Image Album of Present Box and Present Box History, 2: Gif of New Present Notification)

In the Closed Beta there was a "Present (プレゼント)" button that was disabled at the time, and later removed afterwards. As one would assume, this was likely intended as a way to Send Items as Gifts to others Players. (Image of Present Button)

Also here is a list of text related to the gifting feature that was found:
● You can Buy / Gift Characters. (キャラクターの購入/プレゼントができます) [uses word "Present"]
● You can Buy / Gift Items. (アイテム類の購入/プレゼントができます) [uses word "Present"]
● You can Buy / Gift Avatar Types. (アバター類の購入/プレゼントができます) [uses word "Present"]
● You can Buy / Gift Special Items. (スペシャルアイテムの購入/プレゼントができます) [uses word "Present"]


Options (オプション)

Here is what the Options window looked like: Image Album

The Game Options consisted of the following settings that could be changed:

Video / Audio (ビデオ/オーディオ)
● Change between Window Mode and Fullscreen. (option name: ウィンドウモード) (option name: フルスクリーン)
● Adjust Sound Effect Volume from 0% to 100%. (option name: SE音量)
● Adjust Background Music Volume from 0% to 100%. (option name: BGM音量) [includes some bgm sound effects]
● Change whether to show the Character Shadows. (option name: キャラクターの影)
● Change whether to show the Shadow of other objects on Stage. (option name: オブジェクトの影)

Keys (キー)
● Choose to use a Keyboard or Gamepad.
● Switch between a separate Normal and Veteran button setup.
● Reset Keyboard or Gamepad buttons to the default setup.
● Change the specific Keyboard or Gamepad buttons for various actions:
| Move Up (上へ移動) [Up Arrow]
| Move Down (下へ移動) [Down Arrow]
| Move Left (左へ移動) [Left Arrow]
| Move Right (右へ移動) [Right Arrow]
| Bomb Set, Throw, Line Bomb (ボムセット, 投げ, ラインボム) [Z Key]
| Punch, Detonate Remote Control Bomb, Operate Gimmick (パンチ, リモコンボム起爆, ギミック操作) [X Key]
| Activate Bomb Technique (ボムワザ発動) [Shift + Z]
| Activate Support Panel (サポートパネル発動) [Shift + X]
| Take a Screenshot (スクリーンショット撮影) [F10]
| Change Chat Macro Keys and Message Text [F1 to F8]
● Some keys that couldn't be changed were the following:
| Show and Hide the Chat Bar [Enter]
| Leave the Battle [Esc]

System (システム)
● Whether to Auto Accept Friend Requests. (option name: フレンド登録要請の自動許可)
● Whether to Show Balloon Help Messages. (option name: バルーンヘルプ)
● Whether to Show Balloon Messages. (option name: 吹き出しメッセージの表示)
● Whether to Show a Radar Map on the screen. (option name: バトル中のUI表示)
● Whether to Show the Start Popup after first logging in. (option name: スターとポップアップの表示)
● Whether to require holding the button to activate Line Bomb. (option name: ボタン押しっぱなしでの連続ボム設置)
● Whether to Save Replays. (option name: リプレイを保存する)
● Whether to Save and Display your own Name in the Replays. (option name: リプレイに自分のニックネームを保存する)
● Change the folder that Screenshots would get saved to. (option name: スクリーンショットの保存フォルダ指定)
● Change the folder that Replays would get saved to. (option name: リプレイデータの保存フォルダ指定)

The following un-used text was found in the game data for Option Settings:
● Whether to display Background Animations. (背景のアニメ演出を表示する時に選びます)
● Whether or not to Show Stage Performance. (ステージの演出を表示する時に選びます)


2 Players on the Same PC (2P) [Unreleased Function]

An option to have another Player come along with you in the online Matches was never released, but disabled buttons for changing the Keyboard and Gamepad settings for another Player existed in the game Options window, as well as a button in the Closed Beta Character selection Tab. Also there was text found within the game text data that said "Play a 2 Player Match on the PC (パソコンで2人対戦を遊びます)". (1: Image of Options Window, 2: Image of Character Tab from Closed Beta and Official)


Acquire or Collect Items [Unreleased Concept?]

Within the in-game graphics existed several files that reference the ability to collect some kind of Items in-game that weren't for use in the Match, perhaps similar to how you could collect Avatar parts during the Match in Bomberman Online for Dreamcast.

To start, there was an un-used Panel Back graphic, along with an un-used effect graphic that appears to match it. This effect looks something like a Get or Appearance effect for the Panel. (Un-Used Panel Back and Effect)

Next there was a different version of the text for the final result screen that gets displayed at the end of all of the Matches, which says "GET Item(s)". (Image of Un-Used Final Result Screen Text)

Then last for in-game UI, there was an un-used interface back graphic that said "Acquired Item(s) (取得アイテム)" on it, and grouped near that in the files was an image that said "GET!". (Image of Acquired Item and GET!)

There was also Lite versions of the in-game Panel graphic files, and this would explain why they existed. Since Lite Items served no other purpose except for having 2 less Cost, which only mattered if you were equipping the Item in your Panel Deck.

While this may have also been the reason that Support Items had in-game Panels that were never used, the concept of collecting Support Items for use within the same Match or Set of Matches seems like a viable idea as well.

However among some of the text that would scroll across the Lobby screen, one actually said the following. "After the battle you may rarely acquire Items. (バトル後に、まれにアイテムを獲得できることがあります)". Though I'm not sure if it was ever implemented, this could imply that some form of random Item acquisition after Matches existed, and lines up with the Get Item interface graphics.


Deathmatch (デスマッチ) [Unreleased Mode]

This Mode had disabled buttons in the game interface, and a brief description on the website for it. Along with a Mode text image that existed within the game files, that normally gets shown on Rooms and at the start of the Match. (Mode Image Album)

The website description for it was as follows: Compete in how many enemies you can defeat within the time limit. It will be implemented later in the Official Service. (制限時間内で、 何人の敵を倒せるかを競います。 正式サービス以降に実装されます。)

As most anyone could infer from the name of the Mode and the description for it, you would've been able to keep reviving after dying in this Mode. And within the game files, there were what appeared to be un-used revival related graphics, which may have been intended for this. The 2 different graphics were consisted of a spawning like portal, and angel wings closing, both of which could've been for the moment of revival. (Revive Related Graphics?)

There was also a Room Filter option for Deathmatch that was in the game to, to allow you to hide and display the Rooms for it. Even though it wasn't added to the game yet, since they liked to leave teases around for future features or it was just too much hassle to remove it. The text for the Room Filter option was "Display Deathmatch (デスマッチを表示する)".


Club Battle (クラブバトル / クラブ戦) [Unreleased Mode and Rule] (alt: Club War)

This Mode had a disabled buttons in the game interface, and a brief description on the website for it. Along with a Mode text image that existed within the game files, that normally gets shown on Rooms and at the Start of the Match. (Mode Image Album)

The website description for it was as follows: Hold a Team Battle between Clubs. It will be implemented later in the Official Service. (クラブ同士でのチーム戦を行います。 正式サービス以降に実装されます。)

In the Club Detail Information (クラブ詳細情報) window, there were some un-used entries that were likely intended to be for Club Battle. This included Club Rating (クルブレート), a Current and Past total Match (試合) and Win (勝) count, and Club Points (クラブポイント). The Rating started at 5000 like Player Ratings did, and the Club Points were probably a currency that could've been earned from the Battles to buy various things. (Image of Club Detail Info Window)

While there was Mode related graphics for Club Battle, with it being listed as one too. Internally in the game text files, it wasn't actually listed as a Mode like Survival and Deathmatch were, though this may have just been an oversight since it wasn't released yet. Instead it was listed under Game Type Rules as Club Battle (クラブ戦)", positioned after Single and Team Rule.

Also this text was found within the game referencing it:
● Club Battle Only Rule (クラブ戦専用ルール)
● Select the Rule of where only Club Members can participate. (クラブ所属者だけ参加できるルールを選んでいます)
● Play with the Rule of where only Club Members can participate. (クラブ所属者だけ参加できるルールで遊びます)


My Room / Club House / Furniture (マイルーム / クラブハウセ / 家具) [Unreleased Feature]

The My Room feature could have allowed you to have your own Room or multiple Rooms, and to decorate them with various things such as Furniture, Merchandise, Trophies or anything else that you may have obtained by one or more means. This then could have served as a place that you could relax at, and that you could invite other people over to talk with and show off your collection and decorating skills to.

However on the website they mention about using Furniture to decorate the Waiting Room, which may have been the actual intention for it. The exact statement for it was as follows "Furniture - Decorate the Waiting Room. The Items will be sold. It will be implemented later in the Official Service. (家具 - ウェイティングルームを装飾する. アイテムを販売しています。 正式サービス以降に実装されます。))

Then the Club House likely would've been roughly the same thing except Bigger, and something for the entire Club in which more people could visit, contribute to and manage. A disabled button for this actually did exist in the Club User List window, since they liked to leave disabled buttons in the interface for features that they were planning on adding. (Image of Club User List)

These text Interface buttons related to this were found together in the game files:
● Go to the Club House (クラブハウスに行く) (filename: house)
● Customize Club House (filename: clubhouse)
● Customize My Room (filename: myhouse)
● Housing (filename: housing) [found in My Status window Status Tab files]
● Housing Menu (filename: housing)
● Furniture (家具) (filename: house)
● Furniture Avatar List (家具アバター一覧) (filename: furniture-list)

Most of these buttons existed in a folder called "ms_ava_house", at least in the Closed Beta.

The following text was also found within the game data:
● Buy Furniture Avatars (家具アバターの買い物をします)
● Check / Change Furniture Avatar (家具アバターの確認/変更をします)
● Setup your own Club House (自分のクラブハウスを設定します)
● Move to the Club House (クラブハウスに移動します)


Reactions / Reaction Avatars (リアクション / リアクションアバタ) [Unreleased Feature]

Reactions are something that were never released, and appeared in the game but with the buttons disabled for it at various places, such as the Shop, My Status and User Details window.

On the Official Website they had briefly mentioned about Reactions, saying the following "Reaction - Perform special actions during Battle. The Action Patterns will be sold. It will be implemented later in the Official Service. (リアクション - バトル中に、特定の行動に対して行う アクションパターンを販売しています。 正式サービス以降に実装されます。)".

Based on the filenames for the Audio files, there are 5 different sets of Character Voices that were separately named (sb, mt, nn, no, nr), which also lines up with the amount of Reactions that were found in the game text regarding them.

Here is a list of purchasable Reactions that there was supposed to be:
● Timid (キヨワニナール) (face image file: yowaki) (Remark: ☆Most of the time this is used to deceive the opponent.) (☆だいたいが相手をダマす目的らしいです)
● Confident (ツヨキニナール) (face image file: tuyoki) (Remark: ☆This is actually used by shy people.) (☆本当は内気な人が使います)
● Hero (ヒーローニナール) (face image file: hero) (Remark: ☆It's something like OO-man isn't it?) (☆○○マン、みたいなもんですかね?)
● Snide (イヤミニナール) (face image file: iyami.) (Remark: ☆It's not known why you're being offensive.) (☆嫌味っぽいって意味不明ですね)
● Lazy (テキトウニナール) (face image file: tekitou) (Remark: ☆There's actually a lot of people like this.) (☆実際、そういう人ってよくいますよね)

Furthermore, these text lines that are related to Reactions were also found in the game text:
● Shop for Reaction Avatars (リアクションアバターの買い物をします)
● Check Reaction Avatars (リアクションアバターを確認します)
● Check / Change Reaction Avatars (リアクションの確認/変更をします)
● Configure Reactions (リアクションの設定を行ないます)
● Display this User's Reaction Avatar (このユーザーのリアクションアバターを表示します)
● A Random Reaction is set every time you press the button. (ボタンを押す度にリアクションをランダムに設定します)

"When the button is pressed you can see ...":
● ... the time of Victory Reaction. (ボタンを押すと勝利時のリアクションが見れます)
● ... the time of Defeat Reaction. (ボタンを押すと敗北時のリアクションが見れます)
● ... the being in a Panic Reaction. (ボタンを押すと慌て時のリアクションが見れます) [probably relates to right after being trapped]
● ... the time of being Happy Reaction. (ボタンを押すと喜び時のリアクションが見れます)
● ... the time of being Enthusiastic Reaction. (ボタンを押すと意気込み時のリアクションが見れます) [likely related to the pumped up animation at the start of every match]
● ... the time of being Killed Reaction. (ボタンを押すと死亡時のリアクションが見れます)

A list of those Reaction types also existed within an image found in the game files, consisting of:
● At the time of Victory (勝ちの時)
● At the time of Losing (負けの時)
● At the time of Panicking (あわてた時)
● At the time of being Happy (よろこんだ時)
● At the time of being Enthusiastic (意気込んだ時)
● At the time of making a Mistake/Failing (ミスシタ時)
Image of List Text

Here is an image of some text that was intended for the Reactions Tab in the My Status and User Details window, along with some images that appeared to be for a separate window for selecting and previewing the Reaction Voices. (1: Image of My Status and User Details Tab Text, 2: Separate Reaction Window Images)

Also within the text that would scroll across the Lobby screen, they had mentioned Reactions in one of them saying the following "Depending on the conditions of the Battle, the Character will do various Reactions. (バトルの状況によってキャラがさまざまなリアクションをします)".



4: Stage Traps / Stages / Worlds


Switches (Stage Trap)

When a Player steps on a Switch it will get Pressed down, and it will Unpress itself after a preset amount of time which is different depending on the Switch. If the Player remains overtop of it, then it will get pressed down again a moment after it becomes unpressed.

When a Kicked Bomb moves over a Switch, it would get pushed down as if a Player had walked over it.

As for how it behaves when a Bomb is Tossed onto it, I believe that it might not have gotten pushed down but I'm not 100% sure, so this needs further confirmation.


Seesaws (Stage Trap)

The Seesaw in this game would toss Players and Bombs 6 Grid spaces over in the direction of the side that it's facing (e.g. if something is placed on the right side it will get tossed over to the right), and if it doesn't land on an open space then it will keep bouncing very high into the air in the direction that it was moving, 1 Grid at a time until it lands. (Clip of Player being Tossed and Bouncing)

If the Player is thrown into a Pressure Block during Sudden Death, then they will die as soon as they land on the Block. (Clip of Player being Tossed into Pressure Blocks)

Bombs were also capable of making the Seesaw tilt if it passed by it while kicked, or if it was placed or landed on the side of the Seesaw that was up.

Then there were Switches on the Stage for the Seesaw as well, that would make the Seesaws flip back and forth multiple times over the span of a few seconds.

While there were only ever horizontal Seesaws used in the game, there was an un-used vertical version of it that existed in the game files. (Vertical Seesaw Images)


Conveyor Belt (Stage Trap) (referred to as: "ベルコン" and "ベルトコンベア" in the game World and Stage text)

The Conveyor Belts in this game had 2 different Switches. (Image of Belt and Switches)

The first Switch would change the Direction that the Conveyor Belt moved in, alternating between the two different movement directions.

And the other one would change the Speed of the Conveyor Belt, switching between Stopped, Normal Speed and Fast Speed. Also within the Sound Effect files, there was an un-used sound for a Slow Speed as well. The Speed Change Switch would change color depending on what speed it was set to, Blue for when it was stopped, Yellow for Normal Speed and Red for Fast Speed. Depending on what Speed it was set to, it would play a different Conveyor Belt movement Sound constantly if not set to Stopped.


Potholes (穴ぼ) (Stage Trap)

These are just the same old Potholes which act as a Hard Block that Bomb Explosions can pass over, and Pressure Blocks don't visually get placed on top of these during Sudden Death. There was only one graphic used for this, though it's possible that they could have added a different design for it in later Worlds. (Image of a Pothole)


Revolving Door (Stage Trap) (referred to as: "回転トビラ" in the game World and Stage text)

The Revolving Doors in this game had a single door around a center based, and could only be pushed if there wasn't anything in the way. It would take a moment to push it similar to when pushing the 1t Bomb (1-Ton Bomb), and the Character wouldn't be able to do anything else during that Animation. (Image)

The Revolving Door was pre-rendered in game, though a Model for without textures existed for it with Animations. (Clip of Model)


Stage Planning Designs

Within the game files they had left Stage Size and Shape planning images.

Stage Planning Images - 1: Image Album, 2: Download Link

Judging from what's shown in the images, these are Stage size and shape design planning images. The text in the upper left corner indicates the pixel location that the Stage starts at, and the Grid sizes are the same size of the Grids that were used in the game. In the corner shaped Stage layouts, it states how many grids long or tall the sections are meant to be.

All or most all of the Stage in the game was based off of one of these layouts, and the ones that variated from it presumably used a full size square Stage, and then enclosed it how they wanted afterwards.

One Stage that did this was from World 1 which used an L shaped map, and had tunnels that allowed you to walk through the otherwise inaccessible area. (Reference Image)

Another such Stage was one from the BWC 2008 World, which used quite the unorthodox shape. I hadn't personally played this Stage, so I can't say for certain how the Bomb wrapping to the other side of the Stage when Tossed, or how Pressure Blocks would've been laid on it during Sudden Death would've been handled. (Reference Image)


Worlds and Stages (ワールド) (ステージ)

There were 3 different Worlds in the game in total, each with various Stages that had different Sizes, Layouts and Gimmicks associated with it. I've included all of Stage names, descriptions and preview images, along with some of my own screenshots as to show what the Stages looked like.

Note that the Soft Block placement in this game was somewhat different every Match, and this also effected where the Players would spawn at. It's possible that there were several preset patterns or ways of generating the stage, but there's no way of determining that now. So these screenshots will just give an idea of what the stages looked like, and won't provide all of the detailed Soft Block and Player layouts for them.

Video for some of these Stages can be found in the "Other Links and Media" section at the bottom of this post, but they won't be linked to here.


World 0 (ワールド0) (Preview Image)

When did this happen? Located 100 meters above the ground. The Iron Bridge has become a Bomberman playground. (いつの間に?地上約100メートルの高さに位置する鉄橋がボンバーマン達の遊び場になっていた!) (JP Description)

Stages:

● 0-1: [15x13] Familiar Basic (おなじみベーシック) (Layout Screenshot Album)
| It's a simple stage without a single Gimmick. Claim victory with your own ability.
| (JP Description: ギミックは一切ナシのシンプルなステージ。 実力で勝利を勝ち取ろう。)

● 0-2: [15x27] Kick Turn Bang (キックで曲がってドッカン) (Layout Screenshot Album) (alt: Kick Turn and Bang)
| Kick a Bomb above the Arrow gimmick. A Bomb that's about to explode will fly around the screen!
| (JP Description: 矢印ギミックの上にボムをけりこもう。 爆発寸前のボムが画面内を飛びかうぞ。)

● 0-3: [15x27] Revolving Conveyor Belt (グルグルベルコン) (Layout Screenshot Album)
| If you put something on the Conveyor Belt it will be carried away. Work your imagination and think of a way to utilize the Conveyor Belt.
| (JP Description: ベルトコンベアの上にモノを乗せると流されていくぞ。 想像力を働かせてベルトコンベアの利用法を考えてみよう。)

● 0-4: [35x13] Seesaw Paradise (シーソーパラダイス) (Layout Screenshot Album)
| The Seesaw Gimmick utilizes the principle of leverage, and can send Players and Bombs flying.
| (JP Description: シーソーギミックは、てこの原理を利用することで、 プレイヤーやボムをブッ飛ばすことができるぞ。)

● 0-5: [11x11] Mini Mini Basic (ミニミニベーシック) (Layout Screenshot Album)
| Compared to Familiar Basic, this Stage is a size smaller! Aim for an early conclusion by taking advantage of the limited space.
| (JP Description: おなじみベーシックと比べて、ステージが一回りせまい! せまさを利用して早期決着をねらおう。)

● 0-6: [15x13] Soft Block Rate 200% (ソフトブロック率200%) (Layout Screenshot Album)
| A Stage without a single Hard Block. The real battle will start when all of the Soft Blocks are destroyed...
| (JP Description: ハードブロックが一切ないステージ。 ソフトブロックが全て破壊された時、本当の戦いが始まる…。)

● 0-7: [11x27] Mischief Site (イタズラ跡地) (Layout Screenshot Album)
| Someone opened up a bunch of holes in the Bridge as a prank! Make use of the terrain to aptly move about.
| (JP Description: 誰かがイタズラで橋に穴をたくさん開けてしまった! 地形を利用して上手く立ち回ろう。)

● 0-8: [35x13] Iron Bridge Under Construction (コウジチューの鉄橋) (Layout Screenshot Album)
| A Stage with passageways that have twice the width. It seems to be under construction, the amount of Hard Blocks is limited.
| (JP Description: 通路幅が2倍ある格子状のステージ。 工事中らしく、ハードブロックの数が限られているぞ。)

● 0-9: [15x13] Spinning Revolving Doors (クルクル回転トビラ) (Layout Screenshot Album)
| Weighing 100kg! The Revolving Door that protects against Explosions makes it's appearance! Kindly designed with a safety device to prevent dragging in those around it.
| (JP Description: 重量100キロ!爆風を防ぐ回転トビラの登場だ! 他人をまきこまない安全装置付きの親切設計!)

● 0-10: [15x13] Seesaw Conveyor Belt Panic (シーソーベルコンパニック) (Layout Screenshot Album)
| If you place a Seesaw and a Conveyor Belt together.. Well look at that, it's becoming an exciting stage! [unliteral translation for あら不思議]
| (JP Description: シーソーとベルコンを一緒に設置したら、 あら不思議、エキサイティングなステージに!)

Other Info:

Stages 0-8 to 0-10 were Hidden Stages that needed to be unlocked.

Also there was text found for a 0-11 Stage in the files, but the Stage size and description text was nearly an exact duplicate of Stage 0-5, and the preview image was incomplete like other un-added stages that had no info. Though for those that want to see the different, text for it was: "0-11: [11x11] おなじみベーシックステージと比べて、ステージが一回りせまい! せまさを利用して早期決着をねらおう。".

Here's some links for World 0 with extra details written by Users:
Wiki 1 - World 0 Page
Wiki 2 - World 0 Page


World 1 (ワールド1) (Preview Image)

This is the Seaside Town that could be seen looking down from the World 0 Iron Bridge! Let's battle in the streets! (ワールド0の鉄橋から見下ろせる街がココ、海辺の街だ!レッツ市街戦!) (JP Description)

Stages:

● 1-1: [15x13] Seaside Town Basic (海辺の街ベーシック) (Layout Screenshot Album)
| A simple Stage that's the basis of World 1. The Hard Block shape is a characteristic.
| (JP Description: ワールド1の基本となるシンプルなステージだ。 ハードブロックの形状が特徴的だぞ。)

● 1-2: [15x13] Seaside Town Basic 2 (海辺の街ベーシック 2) (Layout Screenshot Album)
| Sturdy Soft Blocks make their appearance! It might be a good thing to destroy them?
| (JP Description: 頑丈なソフトブロックが登場! 壊すといいことあるかも?)

● 1-3: [15x27] Item Scramble Race in Seaside Town (アイテム争奪レース in 海辺の街) (Layout Screenshot Album)
| Who can get a huge haul of Items!? Aim for it! At the Center of the Stage!
| (JP Description: 大量のアイテムをゲットできるのは誰!? 目指せ!ステージの中心部!)

● 1-4: [35x13] Super Hot! Seesaw Rain (激アツ!シーソーライン) (Layout Screenshot Album) [激アツ is often used for pachinko]
| It's up to you whether to use the Seesaw or to kill with it! Let's enjoy the acrobatic battle.
| (JP Description: シーソーを活かすも殺すもキミ次第だ! アクロバティックなバトルを楽しもう。)

● 1-5: [35x27] L-Plaza Station Front (駅前L字広場) (Layout Screenshot Album) [has alt translations]
| A large L shaped stage. Beware of Bombs that are sent flying! Since it's a large Stage you can use the Conveyor Belt to get around!
| (JP Description: L字型の大型ステージ。飛びかうボムに気をつけろ! 広いステージなので移動にはベルコンを利用しよう!)

● 1-6: [15x13] Pothole Plaza (穴ぼこ広場) (Layout Screenshot Album) [alt: Pothole Square]
| The Potholes won't block the Explosions! Find a safe area, and work your way around well.
| (JP Description: 穴ぼこは爆風をさえぎってくれないぞ! 安全地帯を見つけ、うまくたちまわろう。)

● 1-7: [15x13] Hazard! Dangerous Bomb Quarantine Zone (危険!デンジャラスボム隔離区域) (Layout Screenshot Album)
| Powerful Items are surrounded by Hard Blocks! Work for the Items and think of a way to obtain them.
| (JP Description: 強力なアイテムはハードブロックで囲われているぞ! 頭を働かせて、アイテムの取り方を考えてみよう。)

● 1-8: [35x13] Item Scramble Race 2 in Seaside Town (アイテム争奪レース2 in 海辺の街) (Layout Screenshot Album)
| There are a lot of Items in the center area! Who will be the one to arrive the fastest!?
| (JP Description: 中央の広場にはアイテムがいっぱい! 一番早く到着するのは誰!?)

● 1-9: [15x27] Item Exhibition Hall (アイテム展覧会場) (Layout Screenshot Album)
| Various kinds of Items are layed out on the Stage. The Hard Blocks are used as theft prevention against thieves.
| (JP Description: いろいろなアイテムがステージに飾られているよ。 盗難防止用のハードブロックがクセモノだ。)

● 1-10: [15x27] Spinning Revolving Doors 2 (クルクル回転トビラ2) (Layout Screenshot Album)
| Within the many passages Explosions can spread easily. Behind the Revolving Doors seem to be a good place to hide from Off-Screen Explosions.
| (JP Description: 通路が多く爆風が伸びやすい。画面外から伸びてくる 爆風は回転トビラの陰に隠れてうまくやりすごそう。)

Other Info:

Stages 0-8 to 0-10 were Hidden Stages that needed to be unlocked.

● Note - Some internal game text shows that the un-added Stages 1-12 to 1-14 were meant to be Hidden Stages that would need to be unlocked.

Here's some links for World 1 with extra details written by Users:
Wiki 1 - World 1 Page
Wiki 2 - World 1 Page


BWC World (Temporary Name) (BWCワールド(仮称)) (Preview Image)

The stage from the Tournament is open to the public! That excitement from the BWC will be revived again! (大会用のステージが一般開放されたぞ!あのBWCの興奮が再びよみがえる!) (JP Description)

Stages:

● BWC08-1: [11x27] (1: Video of Stage, 2: Image of Stage Scenery)
| It's a stage with the narrowness of World 0-2, and an increased difficulty. If you touch a Kicked Power Bomb you'll be Stunned!
| (JP Description: ワールド0-2を狭くし、難易度を高めているステージだ。 キックされたパワーボムに触れると気絶してしまうぞ!)

● BWC08-2: [35x13] (Image of Stage Scenery)
| With a structure that's roughly the same as World 0-4, the difficulty is increased since a few Power Bomb Panels will appear!
| (JP Description: ワールド0-4とほぼ同じ構成だが、パワーボムパネルが 若干出るため、難易度は高くなっているぞ!)

● BWC08-3: [15x13] (Image of Stage Scenery)
| It has the same structure as World 0-1. Choose here if you want to enjoy a simple stage with the atmosphere of a Tournament.
| (JP Description: ワールド0-1と同じ構成だ。シンプルなステージで 大会の雰囲気を楽しみたければココを選ぼう。)

● BWC08-4: [15x27] (Image of Stage Scenery)
| Since there are a lot of passages, the Mine Bomb is useful on this Stage. There are many Mine Bomb Panels placed at the center of the Stage.
| (JP Description: 通路が多いので、地雷ボムが役に立つステージだ。ステージ の中央に地雷ボムパネルが置かれていることがあるぞ。)

● BWC08-5: [27x27] (1: Screenshot of Stage, 2: Image of Stage Scenery)
| A type of Tournament shaped battle Stage. The escape from the approaching Pressure Blocks is intense! [アツい could also be translated as hot]
| (JP Description: トーナメント型の形をした対戦ステージ。 迫りくるプレッシャーブロックからの脱出がアツい!)

Other Info:

The BWC World (Temporary Name) was only made available for a limited amount of time after the BWC had ended, with it being added on 10-29-2008 and removed on 11-26-2008.

There was an extra internal text data reference that referred to this as World as "BWC2008ワールド".

Here's some links for the BWC World with extra details written by Users:
Wiki 1 - BWC World Page
Wiki 2 - BWC World Page


World 1 - Train Car Concept [Unreleased or Scrapped World Gimmick]

Within the files for World 1 there existed 2 Train Cars, a Flat Cart, Tracks with adjustable Paths, a Railroad Crossing Gate, 2 Switches, and some Rotating Device with and without out a latch that has the same bottom base part of it as the World 1 Hard Blocks. A few un-used Sound Effects also existed, such as a Train Crossing sound and what may be the sound of it running at different speeds.

While we go over it, let's theorize a bit about how it would've worked.

--------------------
Train Car

Images for the 2 Train Cars - 1: Gif of Train Cars, 2: Directions for Train Cars

To start since there were really big Stages in this game, would the Train have just ridden around within the confounds of the Stage, or would it have appeared from outside of the Stage at some point. Maybe it would even enter and leave the Stage multiple times over the span of the Match, either with it being an event like occurrence every so often, or if a certain Switch for it was pressed on the Stage.

I would assume the Player would get killed from getting runover by the Train due to the force of it, since even a Bomb grazing by you from a Kick was capable of stunning you. Also the Train doesn't seem like something that could be destroyed, and there's no destruction graphic for it either.

If the Train did have different Speeds, would this have effected how the Train and anything attached to it would've effected the Player or in what ways the Player could interact with it.

As for the number that's on the Train Cars and the different colored versions of it, I'll mention their possible associations and intended uses further down under "2 Switches" and "Ridable Kart".

--------------------
Flat Cart

Next up is the Flat Cart - 1: Gif of Flat Cart, 2: Directions for Flat Cart

These Flat Carts are interesting since they look like something that could possibly be walked on, and that could move anything that was on it like a Conveyor Belt would. Or would it instead block your path, or even stun or kill you on contact? It's also possible that the Flat Carts were meant to be carrying something on them, instead of being left empty.

--------------------
Rotating Devices

Images of 2 different Rotating Devices - 1: Gif of Rotating Device, 2: Sprite Sheet for It, 3: Front and Side Angles of the Model, 4: Top Angle of the Model

Maybe someone else can provide the answer as to what these Rotating things are supposed to be, since I'm not familiar enough with Train related things to be able to discern what it resembles.

Though I wondered if perhaps the Rotating Devices could've gone on top of some of the Flat Carts, and then connected in some way with each other. Since there's 2 different ones that appear to go together, one having a connector and the other with a receiver for it. However, the fact that the bottom base of it was the same as Hard Blocks in that world made me question whether that could be the case or not, since that possibly points more in the direction of it being something stationary.

As for the 3D Model that had existed for the Rotating Device, that likely would've remained un-used. Since they had left a an un-used Model in the game for the Rotating Door without textures as well, while it had a pre-rendered version that was used in-game. From what we can tell the game worlds were created in 3D, but were pre-rendered so that it used mostly 2D graphics, which was likely for the purpose of optimizing the game.

--------------------
Railroad Tracks

Images of this - Sprite Sheet of Tracks

In this image we can see various Train Tracks, and what looks like different paths for the Train to take.

--------------------
Railroad Crossing Gate

Images of this - 1: Gif of Crossing Gates, 2: Sprite Sheet of Crossing Gates

These Gates probably acted as a wall to the Player. But did they exist within the inner parts of the Stage for when the Train Tracks change direction, or did it sit on the border of the Stage and only opened at set times.

--------------------
Switches

Images of 2 different Switches - Images of Switches

There were 2 different switches that were grouped together with the Train related graphics.

Here is a list of ideas as to what each one could've done:
● Change the path direction of the Train Tracks.
● Make the Train appear on the Stage.
● Open or Close the Railroad Crossing Gate, which could determine whether the Train can Enter or Leave.
● Change the Speed of the Train, or make it Start and Stop.
● Maybe both Switches did the same thing but for a different Train, since there was 2 Train colors.
● Or maybe it was for the Rotating Device instead of the Train.

In a blog post from a user, they talk about the World 1 and World 2 Concept Art (which are 2 of the 3 Concept Art that I'm missing). And in that post was a mention of a Train Car being in the World 1 Concept art, so this Train Concept was likely originally intended for that World, as one would assume considering that it was stored together with it. (Blog Post for Reference)

Then in the in-game scenery of World 0, we can see a Train Car in the distance running in what looks like a town. The description text for World 1 also references this, saying that it's the "Seaside Town" that could be seen from the Scenery in World 0. However World 1 looks different than in that scenery, and it likely takes place just below World 0 by the marine port since it's by the ocean. So while World 1 is technically the Town, it's on the outskirts of it. While the scenery shows the Train running through the inner parts of the town, so it's possible that they still could have been planning to use the Train Car in a later Unreleased World. (Scenery Reference Image)

The game seemed to have been following a progressive format for the Worlds, where it started at the top of a tower being constructed, and then it went down by the marine port just below, and the BWC world take place by the port as well. Then the more inner parts of the town that was shown in the distance in the World 0 scenery and World 2 Concept Art probably would've come after, unless they decided to add something else in-between like they did even if temporarily with the BWC World after the Tournament. Though technically the BWC World was an extension of World 0 and World 1, since the Stages took place in a variation of those Worlds with the same scenery.


World 1 - Ridable Kart? [Unreleased, or Scrapped Concept or World Gimmick]

Images of this:
1: Different Angles and Textures
2: Side View of All Models with Notes

Animations for this:
1: [10] Animation 1 - Once - Looped (Unknown.)
2: [11] Animation 2 - Once - Looped (Movement?)
3: [12] Animation 3 - Once - Looped (Firing.)
4: [13] Animation 4 - Once - Looped (Taking damage?)

(note: the 9-13 numbers are just my identification numbers, and can be ignored.)

Within the game files also existed these un-used Models of what looks like a Ridable Kart with wheels, along with a few Animations for it.

These Models had the Animations attached to it and the Textures were missing on some them, probably because it wasn't ever finished or released. The red Texture was likely meant to be used for some kind taking damage Animation, and this idea is further backed by the fact that it wasn't placed on any models like the other 3 textures were.

Considering that a Model existed of this, instead of pre-rendered 2D graphics like most of the other things in the game. That could mean that they intended to have a Player be able to Ride in it, similar to Ridable Creatures (like Louies) which hadn't made an appearance. Though it could also be that they merely thought that it would be too many frames to have to render for it, since there were various different Textures, Animations and angles that would've been needed for it.

Something of note is that the Train Car has the number 1 on it while the Kart has a 2 on it, which may mean that it has relation to the Train. The Kart could've possibly gotten carried by the Train, with it hooking on to something with the back part of it or sitting on top of a Flat Cart.

It's also possible that it could've been used as a Revenge Cart, but that seems less likely based the look, associations and Animations.


World 1 - Rotating Gear [Unreleased Stage Trap?]

Images for this - Gif of Rotating Gear

This un-used graphic of a Gear that's Rotating left was found within the game files for World 1 along with the Train Car and some other graphics. If it wasn't related to that and was separate, then perhaps if you walked onto it from the opposite direction that it's turning, then it could've carried you over to the other side of it and not allowed crossing back over from the direction that it's turning against. And it probably wouldn't have have allowed you to get onto if from the sides, since the gear is raised up on the sides.


World 1 - Stand Placeholder [Unreleased Unknown]

Mixed in among the Train related graphics was a gray stand with the text Temporary/Placeholder on it, it contained 3 different images and it gradually faded to a white color. I'm not sure what this was meant to be, but it may have had to do with the Train Car Gimmick in someway. (Image)


World 1 - Smoking Grid [Unreleased Stage Trap?]

Apparently there was a bug during the 2 week period of the Open Beta of the game, in which World 1 was accessible early before the game officially launched. In 1-8 (World 1 Stage 8) there was supposedly a Floor Grid that had steam or smoke coming out of it. When sorting through things I actually found some un-used graphics from that World that may be related to this, which consists of some Floor Grid like graphics from the World, and the smoke was from the effects folder since some things for the game were stored separate. (1: Possibly Related Graphics, 2: Reference for Bug)



5: Items / Bombs / Bomb Weapons / Support Panels


Bomb (ボム) (UI Icons)

● Bomb Down (ボムダウン) [Stage Only Item]
| Description: Decreases the amount of Bombs that can be placed by 1. (ボムの設置可能数が1個減ります)

● Bomb Up 1/2 (ボムアップ 1/2) [Stage Only Item]
| Description: If you collect 2 it will become a Bomb Up +1. (2個取るとボムアップ+1になります)

● Bomb Up +1 (ボムアップ +1) (Cost: 2) (Price: 2000BP/10x)
| Description: Increases the amount of Bombs that can be placed by 1. (ボムの置ける数が1個増えます)
| Closed Beta Price: 1000BP/3 Hours

● Lite Bomb Up +1 (ライトボムアップ+1) (Cost: 0) [wasn't sold in shop, given from BWC event]
| Description: Increases the amount of Bombs that can be placed by 1. (ボムの置ける数が1個増えます)

● Bomb Up +2 (ボムアップ +2) (Cost: 3) (Price: 400CP/50x > 6000BP/10x)
| Description: Increases the amount of Bombs that can be placed by 2. (ボムの置ける数が2個増えます)
| Closed Beta Price: 4000BP/3 Hours

● Bomb Up +3 (ボムアップ +3) (Cost: 4) (Price: 8000BP/10x)
| Description: Increases the amount of Bombs that can be placed by 3. (ボムの置ける数が3個増えます)
| Closed Beta Name: Ancient Times +3 (古代 +3) (Closed Beta UI Icon)
| Closed Beta Remark: ☆Be sure to buy Ancient-kun. (☆古代君、、、きっと買ってね)
| Closed Beta Price: 9000BP/3 Hours

(+1/2/3 Tooltip Remark: The more skilled one is the better it can be utilized! (上級者ほど使い方がウマイ!))

● Full Bomb (フルボム) (Cost: 7) [Unreleased in Shop, only on Stage]
| Description: The amount of Bombs that can be placed will increase to the maximum. (ボムの設置可能数が上限まで増えます)
| Tooltip Remark: It's great to have more after all!!! (多いほうがやっぱりえらい!!!)


Fire (ファイアー) (UI Icons)

● Fire Down (ファイアーダウン) [Stage Only Item]
| Description: Decreases Bomb Explosions by 1 Block. (ボムの爆風が1ブロック分減ります)

● Fire Up 1/2 (ファイアーアップ 1/2) [Stage Only Item]
| Description: If you collect 2 it will become a Fire Up +1. (2個取るとファイアーアップ +1になります)

● Fire Up +1 (ファイアーアップ +1) (Cost: 2) (Price: 2000BP/10x)
| Description: Increases Bomb Explosions by 1 Block. (ボムの爆風が1ブロック分増えます)
| Closed Beta Price: 1000BP/3 Hours

● Fire Up +2 (ファイアーアップ +2) (Cost: 3) (Price: 400CP/50x > 6000BP/10x)
| Description: Increases Bomb Explosions by 2 Blocks. (ボムの爆風が2ブロック分増えます)
| Closed Beta Price: 4000BP/3 Hours

● Fire Up +3 (ファイアーアップ +3) (Cost: 4) (Price: 8000BP/10x)
| Description: Increases Bomb Explosions by 3 Blocks. (ボムの爆風が3ブロック分増えます)
| Closed Beta Name: Unicorn +3 (UNICORN +3) (Closed Beta UI Icon)
| Closed Beta Remark: ☆It's UNICORN because god told me to! (☆UNICORNにしたら神っていわれたから!)
| Closed Beta Price: 9000BP/3 Hours

● Lite Fire Up +1 (ライトファイアーアップ+1) (Cost: 0) [wasn't sold in shop, given from BWC event]
| Description: Increases explosions by 1 Block. (ボムの爆風が1ブロック分増えます)

(+1/2/3/Lite Tooltip Remark: When it comes to Bomberman you think of this! (ボンバーマンといえばコレ!))

● Full Fire (フルファイアー) (Cost: 7) [Unreleased in Shop, only on Stage]
| Description: The Bomb Explosion will extend to the maximum amount. (ボムの爆風が上限まで伸びます)
| Tooltip Remark: Careful not to blow yourself up due to the maximum Firepower! (火力最大につき、自爆注意!)


Speed (スピード) (UI Icons)

● Speed Down (スピードダウン) [Stage Only Item]
| Description: Decreases movement Speed by 1 level slower. (移動速度が1段階遅くなります)

● Speed Up 1/2 (スピードアップ 1/2) [Stage Only Item]
| Description: If you collect 2 it will become a Speed Up +1. (2個取るとスピードアップ +1になります)

● Speed Up +1 (スピードアップ +1) (Cost: 2) (Price: 2000BP/10x)
| Description: Increases movement Speed by 1 level faster. (移動速度が1段階速くなります)
| Closed Beta Description: Increases movement Speed by 1 level faster. (移動速度が1段階早くなります)
| Closed Beta Price: 1000BP/3 Hours

● Speed Up +2 (スピードアップ +2) (Cost: 3) (Price: 400CP/50x > 6000BP/10x)
| Description: Increases movement Speed by 2 levels faster. (移動速度が2段階速くなります)
| Closed Beta Description: Increases movement Speed by 2 level faster. (移動速度が2段階早くなります)
| Closed Beta Price: 4000BP/3 Hours

● Speed Up +3 (スピードアップ +3) (Cost: 4) (Price: 8000BP/10x)
| Description: Increases movement Speed by 3 levels faster. (移動速度が3段階速くなります)
| Closed Beta Name: untranslated (蒼滅多斬 +3) (Closed Beta UI Icon)
| Closed Beta Description: Increases movement Speed by 3 level faster. (移動速度が3段階早くなります)
| Closed Beta Remark: ☆Oh what, it's just Shirobon! (☆なんだよ、しろボンかよっ!)
| Closed Beta Price: 9000BP/3 Hours

● Lite Speed Up +1 (ライトスピードアップ+1) (Cost: 0) [wasn't sold in shop, given from BWC event]
| Description: Increases the amount of Bombs that can be placed by 1. (ボムの置ける数が1個増えます)

(+1/2/3/Lite Tooltip Remark: Recommended by the Shop Manager! (店長のオススメアイテム!))

● Full Speed (フルスピード) (Cost: 7) [Unreleased in Shop, only on Stage] (UI Icon)
| Description: Increases your movement Speed to the fastest amount. (移動速度が上限まで速くなります)
| Tooltip Remark: Pay attention with this Speed. (スピード注意)


Power (パワー) (UI Icons)

● Power Down (パワーダウン) [Stage Only Item]
| Description: The Attack Power of the Bomb will go Down by 1. (ボムの攻撃力が1ダウンします)

● Power 1/2 (パワーアップ 1/2) [Stage Only Item]
| Description: If you collect 2 it will become a Power Up +1. (2個取るとパワーアップ+1になります)

● Power Up +1 (パワーアップ +1) (Cost: 1) (Price: 1500BP/10x)
| Description: Increases the Power of the Explosions by 1. (爆風の威力が1アップします)
| Closed Beta Name: Attack Power Up +1 (攻撃力アップ +1)

● Power Up +2 (パワーアップ +2) (Cost: 2) (Price: 300CP/50x > 4000BP/10x)
| Description: Increases the Power of the Explosions by 2. (爆風の威力が2アップします)
| Closed Beta Name: Attack Power Up +2 (攻撃力アップ +2)

● Power Up +3 (パワーアップ +3) (Cost: 3) (Price: 6000BP/10x)
| Description: Increases the Power of the Explosions by 3. (爆風の威力が3アップします)
| Closed Beta Name: Attack Power Up +3 (攻撃力アップ +3)

(+1/2/3 Tooltip Remark: For hard Soft Blocks. (おカタいソフトブロックに))

● Full Power (フルパワー) (Cost: 6) [Unreleased in Shop, only on Stage]
| Description: The Power of the Explosions gets raised to the maximum amount. (爆風の威力が上限まで上がります)
| Tooltip Remark: Recommended for the bourgeoisie that focuses on attacks! (攻撃重視のブルジョワにオススメ!)
| Closed Beta Cost: 4


Bomb Kick (ボムキック) (Cost: 3, Lite: 1) (Price: 7800BP/10x, Lite: 300CP/50x, Infinite: Unreleased) (UI Icons)

You can Kick Bombs. (JP Description)

[Quoted from Character Actions]
When Kicking Bombs, to prevent accidental Kicks you would need to walk against the Bomb for a brief moment before it would initiate the Kick. Then you would be unable to move for a very brief moment afterwards during the Kick Animation, though you could start to walk away from it partway through the Animation.

Also when a Kicked Bomb tries to pass by a Player, if the Player is facing towards the Bomb then it will stop on the Grid in front of them. However if the Player is facing any other direction, then the Bomb will pass by them and cause them to be stunned for a moment.

(JP Description: ボムをキックすることができます)
(Tooltip Remark: When you're able to Kick it will cheer you up too! (キックができると元気も出る!))

(Extra Panel Names: Bomb Kick (ボムキック 1/2), Bomb Kick (∞) (ボムキック(∞)), Lite Bomb Kick (ライトボムキック))
(1/2 Description: If you collect 2 you will be able to use Bomb Kick. (2個取るとボムキックが使えるようになります))

(Closed Beta Price: 4000BP/3 Hours)


Punch (パンチ) (Cost: 4, Lite: 2) (Price: 8800BP/10x, Lite: 400CP/50x, Infinite: CP Bomb Lottery/∞) (UI Icons)

You will be able to Punch Bombs 3 Blocks ahead. ※This cannot be used for the first 10 seconds of the Battle. (JP Description)

[Quoted from Character Actions]
when Punching Bombs, after Punching a Bomb the Character does a somewhat long stationary Animation. You can't move during part of this, but you will regain movement closer towards the end of the Animation. Also since it was possible for Players to start with Punch at the beginning of the Stage thanks to the Panel Deck, it was made so that Punch could not be used during the first 10 seconds of the match as it could be abused. Considering that it takes some time to Punch, you had to be careful what kind of situations you get yourself into.

(JP Description: パンチでボムを3ブロック先に吹っ飛ばせるようになります ※バトル開始から10秒間は使用できません)
(Tooltip Remark: If you're techie you'll use it right? (テクニック派なら使うでしょ?))

(Extra Panel Names: Punch 1/2 (パンチ 1/2), Punch (∞) (パンチ(∞)), Lite Punch (ライトパンチ))
(1/2 Description: If you collect 2 you will be able to use Punch. (2個取るとパンチが使えるようになります))

(Closed Beta Price: 4000BP/3 Hours)


Line Bomb (ラインボム) (Cost: 3, Lite: 1) (Price: 5800BP/10x, Lite: 300CP/50x, Infinite: Unreleased) (UI Icons)

Places as many Bombs as you can in a straight line. (JP Description)

[Quoted from Character Actions]
Unlike in other games, the Line Bomb in this game will not place all of the Bombs instantaneously. Instead the Bombs will be placed progressively over a short amount of time, and your Character will be stuck in place during the majority of the time or for the entire time that that's occurring. Also there was a Setting in the Game Options which allowed you to choose whether to require holding the Bomb button for a moment before the Line Bomb would activate, likely to prevent accidental Line Bomb placements when regularly placing Bombs. (Clip of Usage)

Also on a side note the User Interface Icon for the 1/2 Panel version of this was slightly different in the Closed Beta files, with part of the border overlapping part of the graphic and the text being cutoff. (Closed Beta 1/2 UI Icon)

(JP Description: 置ける限りのボムを一直線に設置します)
(Tooltip Remark: The original fiendish Item. (元祖凶悪アイテム))

(Extra Panel Names: Line Bomb 1/2 (ラインボム 1/2), Line Bomb (∞) (ラインボム(∞)), Lite Line Bomb (ライトラインボム))
(1/2 Description: If you collect 2 you will be able to use Line Bomb. (2個取るとラインボムが使えるようになります))

(Closed Beta Price: 3000BP/3 Hours)


Power Glove (パワーグローブ) (Cost: 5) [Unreleased Item] (UI Icons)

You can pickup Bombs that you're standing on and Carry them around, when Thrown they will travel 5 Grids ahead. (JP Description)

While this Panel Item was never released, they did show a short clip of it in the Open Beta PV. In this clip it appears that the flashing Animation on the Bomb is speeding up, which is normally an indicator that the timer on the Bomb is still counting down. (Clip of Carrying from PV)

(JP Description: 足元のボムやユーザーを持ち上げて5ブロック先に放り投げられます)
(Tooltip Remark: Without falling back! (ひっこぬけ!)) [referencing how you don't have to step back a grid to punch it]

(Extra Panel Names: Power Glove (パワーグローブ 1/2))
(1/2 Description: If you collect 2 you will be able to use Power Glove. (2個取るとパワーグローブが使えるようになります))


Normal Bomb (ノーマルボム) [Unconfirmed Name]

This is the default Bomb that every Character in the game uses, it flashes red every so often and will flash faster as it gets closer to Exploding. (Clip of Usage)

If unobstructed the Fire from the Explosion will travel the distance of your Fire Stat, it will destroy the first Soft Block that it hits, and it stops before Hard Blocks and Walls.

The name for this Bomb was based off of an un-used Voice file that existed for it, since there was no Official text referencing it anywhere else.


Classic Bomb (クラシックボム) (Cost: 1) (Price: 2800BP/10x, Infinite: Unreleased) (UI Icons)

Unlike other Bombs this will explode without flashing red. (JP Description)

This is the same as the default Normal Bomb in the game, except it doesn't flash at all as it gets closer to exploding. (Image)

For some context as mentioned earlier in the post, unlike other games the Bombs in this game would start to Flash faster and speed up their Animation (if there was one) over time before exploding. However, The Classic Bomb is the only Bomb that didn't do this. The functionality of the Bomb and in-game graphics were the same as the Normal Bomb, except that it wouldn't Flash. This was used in some unofficial tournaments as to mimic the behavior of the older games, and to leave keeping track of the Explosion time up to the Players.

(JP Description: 他のボムと違い、赤点滅せず爆発します)
(Tooltip Remark: Like a refined lady, it will explode elegantly. (お嬢様のように、お上品に爆発しますヨ))

(Extra Panel Names: Classic Bomb (∞) (クラシックボム(∞)))

(Closed Beta Price: 3000BP/3 Hours)


Power Bomb (パワーボム) (Cost: 5, Lite: 3) (Price: 6800BP/10x, Lite: 400CP/50x, Infinite: Unreleased) (UI Icons)

This Bomb uses the maximum firepower, and only 1 can be placed at a time. (JP Description)

The Fire range of the Power Bomb is limited by the Max Fire Stat of your Character, otherwise this would've been overpowered on the Wide and Tall Stages. (Clip of Bomb)

(JP Description: 最初に置くボムだけ火力最大になります)
(Tooltip Remark: It's not like I'm pro wrestler. (プロレスじゃありませんから)) [a reference to the pro wrestling move]

(Extra Panel Names: Power Bomb 1/2 (パワーボム 1/2), Power Bomb (∞) (パワーボム(∞)), Lite Power Bomb (ライトパワーボム))
(1/2 Description: If you collect 2 it will become a Power Bomb. (2個取るとボムがパワーボムになります))

(Closed Beta Price: 12000BP/3 Hours)


Pierce Bomb (貫通ボム) (Cost: 6, Lite: 4) (Price: 6800BP/10x, Lite: 300CP/50x, Infinite: Unreleased) (UI Icons)

The Explosions will become able to pierce Soft Blocks. (JP Description)

There's nothing different about this Bomb, except for the graphic for it. It's a blue colored Bomb with spikes on it, and it also spins around constantly and will speed up shortly before it explodes. (Clip of Bomb)

(JP Description: 爆風がソフトブロックを貫通するようになります)
(Tooltip Remark: The most carnivorous Bomb for those that want to blow through. (肉食系最凶ボム、突き抜けたいあなたに))

(Extra Panel Names: Pierce Bomb 1/2 (貫通ボム 1/2), Pierce Bomb (∞) (貫通ボム(∞)), Lite Pierce Bomb (ライト貫通ボム))
(1/2 Description: If you collect 2 it will become a Pierce Bomb. (2個取るとボムが貫通ボムになります))

(Closed Beta Price: 4000BP/3 Hours)


Dangerous Bomb (デンジャラスボム) (Cost: 2) (Price: 4800BP/10x) (UI Icons)

This Bomb hits a 3x3 Grid range with it's Explosion Fire, and only 1 can be placed at a time. (JP Description)

The Dangerous Bombs in this game are slightly different than in other games, including this one there were 3 different variations of it. Something that was the same though, is that the Dangerous Bombs in this game don't have a regular cardinal Explosion. (Clip of Usage)

On a side note was an un-used Smoke image grouped with or after the Dangerous Bomb in the files, this is just a differently colored version of the one that was used when Kicked Bombs get merged. This could be an old un-used design for the Smoke, since they may have originally intended to have the Dangerous Bomb get made on Kicked Bomb Merges instead of the Mega Dangerous Bomb. (Image of Un-Used Smoke)

(JP Description: 最初に置くボムだけ3×3の格子状に炎が広がります)
(Tooltip Remark: Use this on friends you want to cut ties with! (縁をきりたい友達にはコレ!))

(Extra Panel Names: Dangerous Bomb 1/2 (デンジャラスボム1/2))
(1/2 Description: If you collect 2 it will become a Dangerous Bomb. (2個取るとボムがデンジャラスボムになります))

(Closed Beta Price: 4000BP/3 Hours)


Mega Dangerous Bomb (メガデンジャラスボム) (Cost: 5) [not sold in shop] (UI Icon)

This Bomb will spread Fire within a 5x5 Grid range, and only 1 can be placed at a time. (JP Description)

After the first 3x3 Grid there will be empty Grid spaces alternating in-between the Explosion Fire, and it does not have a regular cardinal explosion. (1: Promo Image, 2: Pattern Reference Image)

For the Bomb Merge in this game when 2 moving Bombs collide with each other after being Kicked, there would be a puff of smoke and they would turn into a Mega Dangerous Bomb. (Clip of Merge and Bomb Explosion)

(JP Description: 最初に置くボムだけ5×5の格子状に炎が広がります)
(Tooltip Remark: ☆Use this on friends you want to cut ties with! (☆縁をきりたい友達にはコレ!))

(Closed Beta Cost: 6)
(Closed Beta Price: 12000BP/3 Hours)


Giga Dangerous Bomb (ギガデンジャラスボム) (Cost: 8) [not sold in shop] (UI Icon)

This Bomb will spread Fire within a 7x7 Grid range, and only 1 can be placed at a time. (JP Description)

After the first 3x3 Grid there will be empty Grid spaces alternating in-between the Explosion Fire, it does not have a regular cardinal Explosion, and also the image of a skull will appear during the moment that it explodes. (1: Clip of Usage, 2: Explosion Image 1, 3: Explosion Image 2, 4: Image of Skull, 5: Pattern Reference Image)

(JP Description: 最初に置くボムだけ7×7の格子状に炎が広がります)
(Tooltip Remark: Use this on friends you want to cut ties with! (縁をきりたい友達にはコレ!))

(Closed Beta Cost: 7)


Bouncing Bomb (aka Rubber Bomb) (ボヨヨンボム) (Cost: 3) (Price: 400CP/50x > 9800BP/10x) (UI Icons)

When you Kick or Toss this Bomb it will bounce around. (JP Description)

When this Bomb is Punched or Tossed it will Bounce 1 Grid over in one of the 4 cardinal directions, and then it will keep bouncing 1 Grid at a time in any of those 4 directions until it lands on an open Grid space.

When the Bomb is Kicked and it hits a wall, it will start moving in one of 3 directions, Left, Right and Backwards. Also if the Bomb gets trapped when Kicked, it will start moving again in any of the 4 directions when a Grid opens up. Also this Bomb will always Bounce off of other Players regardless of what direction they're facing.

Here are some promotional images for the Bomb - 1: Clip of Usage, 2: Promo Image 1, 3: Promo Image 2

I was fond of the Bomb myself, and it made for a bit of mayhem when used in battle.

The User Interface Icon filename for this Bomb is "spballbomb", and this relates to the old name for it. As in the Closed Beta there was a Shop text entry for this Bomb in the files that called it "Super Ball Bomb (スーパーボールボム)", along with a Voice file that also called it that and was later updated to say Bouncing Bomb.

(JP Description: ボムをキックしたり投げたりすると跳ね回るボムになります)
(Tooltip Remark: Now let's bounce and bounce! (さあ一緒にボヨヨン、ボヨヨン))

(Extra Panel Names: Bouncing Bomb 1/2 (ボヨヨンボム1/2))
(1/2 Description: If you collect 2 it will become a Bouncing Bomb. (2個取るとボムがボヨヨンボムになります)))


Super Bouncing Bomb (スーパーボヨヨンボム) (Cost: 3) [Unreleased Bomb] (UI Icons)

When Kicked or Tossed, the Bomb will Bounce around at a continually increasing speed. (JP Description)

This is the same as the Bouncing Bomb, except when Kicked or Tossed the speed will continue to increase from the sounds of it.

Here are the unique graphic images associated with the Bomb, excluding the re-used graphics from the default Bomb except for the Fuse. (Image Sheet)

(JP Description: キックしたり投げたりすると、どんどん跳ね回るスピードが速くなるボムになります)
(Tooltip Remark: If you want to choose something different than other people. (他人と違うチョイスにしたいなら))

(Extra Panel Names: Super Bouncing Bomb 1/2 (スーパーボヨヨンボム 1/2))
(1/2 Description: If you collect 2 it will become a Super Bouncing Bomb. (2個取るとボムがスーパーボヨヨンボムになります))


Mine Bomb (地雷ボム) (Cost: 3) (Price: 5800BP/10x) (UI Icons)

This Bomb disappears after setting it down, and only 1 can be placed at a time. (JP Description)

The Mine Bomb will disappear into the ground after you place it, and it can be activated 1 second later by continuing to stand over it or walking over it afterwards. After being activated, it will explode 1 second later. (Clip of Using Mine Bomb)

The Explosion Fire from a Bomb will also pass over this Bomb instead of stopping on it like with other Bombs, and when doing so it will activate it as if a Player had walked over it.

When a Kicked Bomb would approach a Mine Bomb, it would collide with it as if it was a hard object. If the Mine Bomb was already hidden when this happens, then it would cause the Mine Bomb to activate as if a Player had walked over it.

When a Bomb was Tossed onto the Mine Bomb it would behave in a similar way bouncing off of it as if it was a hard object, except it wouldn't activate it in the same way a Kicked Bomb would (whether it activated or not is unconfirmed).

I don't have it on record of how the Bouncing Bomb interacted with the Mine Bomb, but if it did anything differently it would probably be that it wouldn't activate the Mine Bomb when it Bounces off of it, since the Bouncing Bomb was softer and not capable of stunning another Player when Kicked.

(JP Description: 最初に置くボムだけ設置後に見えなくなります)
(Tooltip Remark: For those of you that want to make an evil grin when people fall for it. (ひっかけてニヤリとしたい人に))

(Extra Panel Names: Mine Bomb 1/2 (地雷ボム 1/2))
(1/2 Description: If you collect 2 it will become a Mine Bomb. (2個取るとボムが地雷ボムになります))

(Closed Beta Cost: 2)
(Closed Beta Price: 3000BP/3 Hours)


1t Bomb (1tボム) (aka 1-Ton Bomb) (Cost: 4) (Price: 500CP/50x > 9800BP/10x) (UI Icon)

This is a Bomb that can't be Punched or Kicked. (JP Description)

However it was able to be Pushed by Characters slowly, 1 Grid at a time. (1: Clip of Usage, 2: Promo Image 1, 3: Promo Image 2, 4: Image of Promo Page on the Official Site)

This was the only Bomb in the game that had a different Bomb Place Sound, which would play whenever you placed it down.

(JP Description: パンチや投げ、キックができないボムになります)
(Tooltip Remark: Also known as the Dosuko Bomb (別名ドスコボム、重くて動きません)) [probably a sumo reference?]

(Closed Beta Cost: 2)


Remote Control Bomb (リモコンボム) (Cost: 5) [Unreleased Bomb] (UI Icons)

You can blowup these Bombs with the timing of your choice. (JP Description)

Here is an Animation with 2 different pattern ideas for it, and a compilation of the graphics associated with the Bomb. This should give an idea of what it could've looked like in-game. (1: Animated Graphics Album, 2: Image Sheet)

(JP Description: 好きなタイミングでボムを爆発できるようになります)
(Tooltip Remark: Fixated on ease of use. (使い心地にこだわりました))

(Extra Panel Names: Remote Control Bomb 1/2 (リモコンボム 1/2))
(1/2 Description: If you collect 2 it will become a Remote Control Bomb. (2個取るとボムがリモコンボムになります))


Thunder Bomb (サンダーボム) (Cost: 4) [Unreleased Bomb] (UI Icons)

Electricity strikes around where the Bomb Explodes, Stuns when touched, can only place 1 at a time. (JP Description)

This would've hit a 3x3 area with Electricity judging by the graphic, and possibly briefly left some electric grids behind on them. Unknown if it has a normal cardinal Fire Explosion as well, or if it hit a 3x3 Grid instead.

Here is an Animation of the Bomb with a cardinal Fire Explosion, and a compilation of the graphics associated with it except for the Fire since it uses the default Bomb Fire. This should give an idea of what it could've looked like in-game. (1: Animated Graphics, 2: Image Sheet)

(JP Description: 最初に置くボムだけ爆風の範囲に電気が走り、触れると気絶します)
(Tooltip Remark: Before you know it, it makes you want to yell? (思わずさけびたくなっちゃう?))

(Extra Panel Names: Thunder Bomb 1/2 (サンダーボム 1/2))
(1/2 Description: If you collect 2 it will become a Thunder Bomb. (個取るとボムがサンダーボムになります))

(Closed Beta Cost: 3)


Destroy Bomb (デストロイボム) (Cost: 2) [Unreleased Bomb] (UI Icons)

Capable of destroying the first Hard Block that it hits, can only place 1 at a time. (JP Description)

Here is an Animation of the Bomb, and a compilation of the graphics associated with the Bomb, which should give an idea of what it could've looked like in-game. I didn't use the 1 cracking graphic since I wasn't sure what it was for, it might have been for when Hard Blocks were destroyed unless it was supposed to be some kind of crack in Bomb or the ground. (1: Animated Graphics, 2: Image Sheet)

(JP Description: 最初に置くボムだけハードブロックも破壊するボムになります)
(Tooltip Remark: Might you be happy to receive this? (もらったらうれしいかも?))

(Extra Panel Names: Destroy Bomb 1/2 (デストロイボム 1/2))
(1/2 Description: If you collect 2 it will become a Destroy Bomb. (2個取るとボムがデストロイボムになります))


Neutron Bomb (ニュートロンボム) (Cost: 3) [Unreleased Bomb] (UI Icons)

Pierces All Hard Blocks and Soft Blocks, can only place 1 at a time. (JP Description)

Here is an Animation and Compilation of the graphics associated with the Bomb, which should give an idea of what it could've looked like in-game. (1: Animated Graphics, 2: Image Sheet)

Unlike other graphics in the game, the Fire for this Bomb used a completely different graphic instead of a recolored variation of the default Fire. Also it had a white background on it, instead of alpha on the image to handle transparency, or a black background for when they wanted to enhance the colors. This may have meant that they intended to use a filter on it, and needed to use white instead since there was black in the image.

I experimented with it but I'm not sure what filtering method they may have had in mind for it, so I just manually anti-aliased it for the compiled animation. Though it's possible they had just included the graphic without alpha by mistake, since some other unreleased graphics weren't perfect either.

One of the Voice lines from the Closed Beta referred to this Bomb as "Nuclear Bomb".

(JP Description: 最初に置くボムだけ爆風がハードブロックを貫通します)
(Tooltip Remark: As a reward. (ごほうびに))

(Extra Panel Names: Neutron Bomb 1/2 (ニュートロンボム 1/2))
(1/2 Description: If you collect 2 it will become a Neutron Bomb. (2個取るとボムがニュートロンボムになります))


Lightning Blade (ライトニングブレード) (Bomb Weapon) (Gauge: 10 Max) (Price: 600CP/50x > 12000BP/10x, Infinite: 200000BP/∞) (UI Icon)

Lightning strikes at the location of every Enemy, and those that are directly hit by it will receive damage. Any Players that touch the discharged electricity will be Stunned. (JP Description)

When a Player is standing in the direct middle of this attack when it strikes, they will be killed if they don't have protection against it, and Bombs will be detonated (need to double check this). There's also electricity that's left behind in a + (plus) shape, covering 1 Grid in every cardinal direction around the direct Grid that it striked. (1: Concept Art, 2: Promo Image Album, 3: Clip of Usage, 4: Screenshot, 5: Various Angles of Model)

On the Official Website it mentions that the name of the Weapon is Lightning Blade, while the Technique Name (技名), along with the following description for it "Call down the God of Thunder, and drop lightning at places all over the stage.)

The internal naming for this Bomb Weapon was "thundersword" in the User Interface graphics, and for the Model Texture filename as well.

This Bomb Weapon had the following Voices:
Thunderstorm! [various]
Take this! Thunderstorm! [male voice, un-used]
Eee! Thunderstorm! [female voice, un-used]

Also here is something that seems to be an un-used effect graphic that was grouped with the Lightning Blade effect graphics. (Image)

(JP Description: 全ての敵の居場所に落雷を落として直撃した者にダメージを与えて、放電に触れた者を気絶させます)
(Tooltip Remark: Electrifying★Thunderstorm! (ビリビリッ★サンダーストーム!)) [unliteral translation of ビリビリッ, for the バリバリ sound effect]

(Closed Beta Remark: ☆Electrifying, the 1st Bomb Technique! (☆バリバリ~って、ボムワザ第1弾!)) [unliteral translation of バリバリ~って, for the バリバリ sound effect]
(Closed Beta Price: 10000BP/10 Days)


Pow Hammer (ピッポコハンマー) (Bomb Weapon) (Gauge: 7) (Price: 7800BP/10x) (UI Icon)

Drops a Hammer over the head of all of your Opponents, when the Players are hit directly they will be Stunned and their directional movement will be switched around. (JP Description)

This attack will leave electricity in a 3x3 Grid area at every location that it hits, which will remain at those locations for a short amount of time. If any Players walk into that, then their ability to move around will also be interfered with for as long as they're inside of it. (1: Promo Image, 2: Clip of New Animation, 3: Clip of Old Animation, 4: Screenshot Album, 5: Various Angles of Model)

This Bomb Weapon received it's own Animation during the Official Service, and priorly to that it had used the Lightning Blade Animation, which can be seen in the Open Beta PV. In the new Animation the Character would swing the Hammer back behind them, and then it would grow in size as they smacked it down on the ground in-front of them before shrinking.

The internal naming for this Bomb Weapon was "piko" in the User Interface graphics, and "pikopiko" for the Model texture.

(JP Description: 全ての敵の頭上にハンマーを落として直撃した者を方向キーが入れ替わる混乱状態にします)
(Tooltip Remark: Pow★Confusion! (ピコッ★コンフュージョン!))


Big Milk (デカデカミルク) (Bomb Weapon) (Gauge: 10 Max?) (Price: 600CP/50x > 12000BP/10x, Infinite: 200000BP/∞) (UI Icon)

The Player becomes huge and can crush Soft Blocks and Hard Blocks, and other Players will be sent flying. (JP Description)

After becoming huge you can walk around for a short amount of time, and every time you crash into Blocks they will be destroyed, and it will briefly slow you down for a split second. However if you crash into a wall, you will be briefly stunned for a moment. (1: Promo Image, 2: Clip of Usage, 3: Various Angles of Model)

The translation for this is based on both the Japanese name, and an internal game filename in English that had existed by the name of "bigmilk".

This Bomb Weapon had the following Voices:
Transform! [various]
Morphing, Transform! [male voice, un-used]
If it's come to this.. Transform! [female voice, un-used]

(JP Description: 巨大化してソフトブロックや ハードブロックを踏み潰し、他のユーザーを弾き飛ばせます)
(Tooltip Remark: Big★Transform! (デカッ★トランスフォーム!))

(Closed Beta Name: Transform (トランスフォーム))
(Closed Beta Remark: ☆H-Huuge, the 3rd Bomb Technique! (☆でっか~い、ボムワザ第3弾!))


Skull Stick (スカルスティック) (Bomb Weapon) (Gauge: 7) (Price: 600CP/50x > 12000BP/10x) (UI Icon)

Sprays gas in-front of you, and any Players that were bathed in this will involuntarily place Bombs. (JP Description)

The effect of this Bomb Weapon takes a few seconds to activate after being hit, and it will wear off after a short amount of time. (1: Clip of Usage, 2: Promo Image 1, 3: Promo Image 2, 4: Various Angles of Model)

(JP Description: 前方にガスを噴射して浴びた者をボムを勝手に設置してしまう状態にします)
(Tooltip Remark: Buhee★Diarrhea Breath! (ブヘェ★ゲーリーブレス!)) [I believe ブヘェ is a sound made with the mouth? left untranslated]


Devil Torch (デビルトーチ) (Bomb Weapon) [Unreleased] (UI Icon)

For a certain amount of time, a fire spirit will enhance your abilities and allow you to place special Bombs that will all explode at once at the end of this. (JP Description)

As seen in the Open Beta PV the Player will ignite in flames after using this, and then the Bombs that are placed after will be shaped as canisters with fire in them. They are linked by a trail of somewhat transparent fire, and will all explode at the same time that the first one does regardless of their position. Both the fire surrounding the Character, and the fire trails will disappear afterwards. (Clip from PV)

The internal naming for this Bomb Weapon was "fireclub" in the User Interface graphics, and "FireR" for the Model texture.

Here is what the Model looked like - 1: 360 View, 2: In a Promo Image

This Bomb Weapon had the following Voices:
Salamander! [various]
Come! Salamander! [male voice]
O spirit of fire.. Salamander! [female voice]

(JP Description: 一定時間、火の精と化して能力が上がり、効果終了時に同時に爆発する特殊なボムを設置できます)
(Tooltip Remark: Intense Heat★Salamander-! (激アツ★サラマンダー!)) [激アツ is often used for pachinko]

(Closed Beta Name: Salamander (サラマンダー))
(Closed Beta Remark: ☆Burning Fire, the 4th Bomb Technique! (☆火でボボボボ~って、ボムワザ第4弾!)) [unliteral translation of 火でボボボボ~って, for the sound effect]


Gravity Hammer (グラビティハンマー) (Bomb Weapon) [Scrapped or Unreleased]

Drops a giant meteorite and destroy everything in the area. (JP Description)

Only a name and description in the Shop text files, and Voice lines saying "Meteor Strike!" existed for this, and there are no models or graphics for it. After the Closed Beta the files named "swhammer" were replaced with "meteor", but the actual graphics on them were not changed.

This Bomb Weapon had the following Voices:
Meteor Strike! [various]
Now! Meteor Strike! [male voice]
Grant me power! Meteor Strike! [female voice]

(JP Description: 巨大な隕石を落とし、そのエリアにいる全てのものを破壊します)
(Tooltip Remark: Crumbling★Meteor Strike! (ボコボコッ★メテオストライク!)) [the translation could vary for bokoboko, so may want to change it]

(Closed Beta Name: Meteor Strike (メテオストライク))
(Closed Beta Remark: ☆Boom Bam, the 2nd Bomb Technique! (☆ドカドカ~って、ボムワザ第2弾!)) [unliteral translation of ドカドカ~って, for the ドカドカ sound effect]


Spiderweb Hammer (クモの巣ハンマー) (Bomb Weapon) [Unreleased or Scrapped Bomb Weapon] [Unconfirmed Name] (UI Icon)

After the Closed Beta the User Interface file for this was renamed from "swhammer" to "meteor", but the Model Texture for it still used "swhammer". Besides the User Interface icon and the Model for this, I don't believe that there were any other graphics associated with it.

Nor was there any mention of it anywhere in the game text, so the full English and Japanese name for this is not confirmed. It's a guess as to what it would've been called based off of the look of the Model and the filename for it.

Here is what the Model looked like: 360 View


Devil Wave (デビルウエイブ) (Bomb Weapon) [Unreleased or Scrapped]

Cause a large tsunami covering 5 blocks width in-front of you, those who are swallowed by it will be washed away, and any Bombs or Explosions will be extinguished. (Closed Beta JP Description)

Besides the Shop entry text which only existed in the Closed Beta files for this, there aren't any other graphics or references to it except for the Voices which were still in the files.

This Bomb Weapon had the following Voices:
Devil Wave! [various]
Go! Devil Wave! [male voice]
Stop the needless resistance! Devil Wave! [female voice]

(Closed Beta JP Description: 前方に幅5ブロックの大津波を起こして、飲み込まれた者を押し流し、ボムや爆風を鎮火します)
(Closed Beta Remark: ☆Rushing Water, the 5th Bomb Technique! (☆サブ~ンって、ボムワザ第5弾!)) [unliteral translation of サブ~ンってン, for the combined and ブ~ン sound effect]


Shockwave? (Bomb Weapon) [Unreleased or Scrapped]

Only Voice files had existed for this Weapon, and the Voices likely aren't related to the Lightning Blade. Since they were had multiple different variations, each existing in the separate sets of phrases that were recorded.

There were some un-used electric effect graphics and other things, but those weren't sorted in the Bomb Weapon effect graphic folders. I link to them all later, but here's an image showing some of them. (Image)

This Bomb Weapon had the following Voices:
Shockwave! [various]
Electric from above, Shockwave! [male voice]
Don't get in my way! Shockwave! [female voice]

Based on the other Bomb Weapons, Shockwave was likely the Technique Name and not the name of the actual Bomb Weapon.


See-Through Glasses (スケスケメガネ) (Support Item) (Cost: 0) (Price: 9800BP/10x) (UI Icon)

You'll be able to tell whether or not a Panel is hidden in the Soft Blocks. (JP Descriptions)

When using this, this is what it looks like when a Soft Block has a Panel in it. (Clip of Soft Block with a Panel)

One of the Voice lines from the Closed Beta referred to this Item as "Remote Eye".

(JP Description: ソフトブロックの中にパネルが隠されているかどうか判ります)
(Tooltip Remark: Nooo, pervert! (イヤ~ン、エッチ!))

(Closed Beta Name: See-Through Glasses (透視メガネ))
(Closed Beta Price: 6000BP/3 Hours)


See Blasts (バクフウミエ~ル) (Support Item) (Cost: 3) (Price: 12800BP/10x) (UI Icon)

You will be able to see the Explosion Fire ahead of time from Bombs that are within range of the Screen. (JP Description)

This will show you on the ground how far the Explosion Fire from the Bomb will reach when it's not moving, if the Bomb is outside of the screen then it will not be visible. (Promo Image)

In the Closed Beta this Item existed in the Shop by the Name of "Beginner Helper (初心者ヘルパー)", had a Cost of 1 instead of 3, and had a different Icon graphic for it. (Closed Beta UI Icon)

One of the Voice lines for this Item referred to it as "Line Eye".

(JP Description: 画面内のボムの爆風があらかじめ見る事ができるようになります)
(Tooltip Remark: Definite recommendation for beginners. (ビギナーに絶対オススメ!))

(Closed Beta Name: Beginner Helper (初心者ヘルパー))
(Closed Beta Cost: 1)
(Closed Beta Price: 6000BP/3 Hours)


See Blasts Well (バクフウヨクミエ~ル) (Support Item) (Cost: 4) [Unreleased] (UI Icon)

You will be able to see the Explosion Fire ahead of time from Bombs that are inside and outside of the screen. (JP Description)

This is the same as the See Blasts Item which shows how far the Explosion Fire from the Bomb will reach on the ground when it's not moving, except with this you can see the Explosion Line from Bombs that are Off-Screen on bigger Stages as well. (Promo Image for See Blasts)

In the Closed Beta Shop entry text this Unreleased Item went by the name of "Beginner Helper 2 (初心者ヘルパー2)", had a Cost of 2 instead of 4, and had a different Icon graphic for it. (Closed Beta UI Icon)

One of the Voice lines for this Item referred to it as "Full Line Eye".

(JP Description: 画面内外のボムの爆風をあらかじめ見ることができるようになります)
(Tooltip Remark: Definite recommendation for beginners. (ビギナーに絶対オススメ!))

(Closed Beta Name: Beginner Helper 2 (初心者ヘルパー2))
(Closed Beta Cost: 2)


Mine Detector (地雷探知機) (Support Item) (Cost: 0) (Price: 4800BP/10x) (UI Icon)

You will be able to tell where Mine Bombs have been laid down for a certain amount of time. (JP Description)

When using this here is what it would look like when a Mine Bomb was detected at a location. (Clip of Mine Bomb Detection)

One of the Voice lines for this Item referred to it as "Mine Eye".

(JP Description: 一定時間、設置された地雷ボムが見えるようになります)
(Tooltip Remark: Is this really useful? (本当に役に立つのか?))

(Closed Beta Price: 6000BP/3 Hours)


Become Invisible (トウメイニナ~ル) (Support Item) (Cost: 3) (Price: 12800BP/10x) (UI Icon)

Your appearance which becomes transparent will be hidden for a certain amount of time. (JP Description)

Here is what it looked like when this Item was used. (Clip of Usage)

Also here is a slightly different version of the User Interface Icon for this from the Closed Beta, in which the border line on the silhouette was dotted instead of solid. (Closed Beta UI Icon)

One of the Voice lines for this Item referred to it as "Invisible".

(JP Description: 一定時間、透明になって姿を隠せます)
(Tooltip Remark: I want to hurry up and become an invisible person! (はやく透明人間になりたーい))

(Closed Beta Name: Optical Camouflage (光学迷彩))
(Closed Beta Price: 9000BP/3 Hours)


Shield (シールド) (Support Item) (Cost: 4) (Price: 400CP/50x > 10000BP/10x) (UI Icon)

If you use this against Bombs that are tossed at you from your front, then you can prevent yourself from being Stunned. Also it will block a Bomb Explosion from the front 1 time only. (JP Description)

After activating this Item you can defend against Tossed Bombs any number of times during the Match, but it will disappear if it has to block the Explosion Fire from a Bomb. (1: Clip of Some Usage, 2: Promo Image 1, 3: Promo Image 2)

In the one promotional image it says "You can rebound the Bombs too! (爆弾も跳ね返せちゃう!)", which shows that it could also be used to counter Tossed Bombs. Either stopping them on the Grid in-front of you, or sending it back the other way if the Grid in-front of you wasn't open. It would likely only have worked if the Bomb was going to land on you, otherwise I would assume that it would fly over you, though this needs to be confirmed.

The Shield actually had a 3D Model instead of instead of using 2D graphic, unlike many other things in the game. (Various Angles of Model)

While this Item wasn't released until later in the Official Service, the Closed Beta Shop Entry text in the files for it was slightly different, and said "If you match the timing, you can cancel the effects of an Explosion or the impact Shock from a Bomb from the Front 1 time only. (タイミングを合わせると一度だけ前方からの爆風やボムの衝撃を無効化できます)".

(JP Description: 前方から飛んでくるボムを弾いて気絶を防ぎます。また前方からの爆風を1度だけ無効化します)
(Tooltip Remark: You know it works against more than just Bomb Explosions. (爆風だけじゃないんだよ))


Stun Protector (キゼツプロテクター) (Support Item) (Cost: 2) (Price: 300CP/50x > 8000BP/10x) (UI Icon)

Prevents you from getting stunned 3 times. (JP Description)

After this is used there will be a barrier around you that will prevent you from being Stunned 3 times. (1: Clip of Usage, 2: Promo Image 1, 2: Promo Image 2)

In the Closed Beta Shop entry text files, the description for this Item was different with it saying "Nullifies the effects of attacks that cause Stun for a certain amount of time. (一定時間、気絶する攻撃を無効化します)".

(JP Description: 気絶を3回無効化します)
(Tooltip Remark: I'm not afraid of getting Stunned! (気絶なんて怖くない!))

(Closed Beta Name: Stun Resistant Suit (耐気絶スーツ))
(Closed Beta Remark: ☆I'll write a comment after seeing it function. (☆機能見てからコメント書きます))


Skull Protector (ドクロプロテクター) (Support Item) (Cost: 2) [Unreleased] (UI Icon)

Nullifies the Skull Status Effect 3 times. (JP Description)

After this is used there will be a barrier around you that will prevent or nullify the effects of the status effect from a Skull 3 times.

This would have likely used one of these 3 barrier graphics that were in the game files. (Image)

In the Closed Beta Shop entry text files, the description for the functionality of this Item was different with it saying "Skulls will be ineffective for a certain period of time. (一定時間、ドクロを無効化します)".

This would have likely used one of these 3 barrier graphics that were in the game files, consisting of yellow which was used already and blue and red which were un-used. (Image)

(JP Description: ドクロ効果を3回無効化します)
(Tooltip Remark: Seems like even your personality will become worse! (性格まで悪くなりそうな見た目ダネ!))

(Closed Beta Name: Skull Resistant Suit (耐ドクロスーツ))
(Closed Beta Description: Skulls will be ineffective for a certain period of time. (一定時間、ドクロを無効化します))
(Closed Beta Remark: ☆I'll write a comment after seeing it function. (☆機能見てからコメント書きます))


Fire Protector (ファイアプロテクター) (Support Item) (Cost: 5) [Unreleased] (UI Icon)

Nullifies the effect of an Explosion 1 time. (JP Description)

After this is used there will be a barrier around you that will prevent you from being harmed by the Fire from Bomb Explosion Fire 1 time.

In the Closed Beta Shop entry text files, the description for this Item was different with it saying "Nullifies the effects of an Explosion for only 2 seconds. (爆風を2秒間だけ無効化します)".

This would have likely used one of these 3 barrier graphics that were in the game files, consisting of yellow which was used already and blue and red which were un-used. (Image)

(JP Description: 爆風を1回だけ無効化します)
(Tooltip Remark: If it's someone with confidence in their reflexes◎. (反射神経に自信のある人なら◎))

(Closed Beta Name: Fire Resistant Suit (耐火スーツ))
(Closed Beta Remark: ☆I'll write a comment after seeing it function. (☆機能見てからコメント書きます))
(Closed Beta Cost: 4)


Invincible Protector (ムテキプロテクター) (Support Item) (Cost: 6) [Unreleased] (UI Icon)

Nullifies the effects of Stuns, and Explosion damage 3 times. (JP Description)

After this is used there will be a barrier around you that will prevent or nullify the effects of being hit by Bomb Explosion Fire, Lightning, Stun or Skulls 1 time.

This would have likely used one of these 3 barrier graphics that were in the game files, consisting of yellow which was used already and blue and red which were un-used. (Image)

(JP Description: 気絶、ドクロ、爆風や電撃などのダメージを3回無効化します)
(Tooltip Remark: The best defense system Item, though it is expensive. (防御系最高アイテム、高いけどね))

(Closed Beta Name: Invincible Suit (無敵スーツ))
(Closed Beta Description: Nullifies the effects of any kind of Damage 1 time. (全てのダメージを1回だけ無効化します))
(Closed Beta Cost: 5)


Bomb Technique Gauge Plus (ボムワザゲージプラス) (Support Item) (Cost: 2) [Unreleased] (UI Icon)

The Bomb Technique Gauge will fill faster. (JP Description)

Should be activated after being collected or used.

This was listed as a Support Item and had an In-Game version too like many Support Items did, and there was also no 1/2 Panel version of it.

In the Closed Beta files the in-game graphic for this matches the User Interface graphic, but they changed the in-game graphic after that without updating the User Interface icon to match it. (Comparison Image)

(JP Description: 効果:ボムワザゲージの回復速度が速くなります)
(Tooltip Remark: If you like Bomb Techniques you gotta try using it. (ボムワザ好きなら使ってみなくちゃ))


Bomb Technique Gauge Minus (ボムワザゲージマイナス) (Support Item) (Cost: 1) [Unreleased] (UI Icon)

The Bomb Technique Gauge will fill slower for Opponents within a certain Distance. (JP Description)

This was listed as a Support Item and had an In-Game version like many Support Items did, and there was also no 1/2 Panel version of it.

(JP Description: 一定範囲の敵のボムワザゲージの回復を遅くします)
(Tooltip Remark: Is this really useful? Part 2. (本当に役にたつのか?その2)) [Mine Detector was Part 1]

(Closed Beta Remark: ☆I'll write a comment after seeing it function. (☆機能見てからコメント書きます))
(Closed Beta Cost: 2)


Bomb Pass (ボムヌケ~ル) (Support Item or Stage Panel) (Cost: 3) [Unreleased] (UI Icons)

You can pass through Bombs for a certain amount of time. (JP Description)

One of the Voice lines from the Closed Beta referred to this Item as "Bomb Through".

(JP Description: 一定時間、ボムをすり抜ける事ができるようになります)
(Tooltip Remark: For those those of you that want to pass through! (すり抜けたいあなたに!))

(Extra Panel Names: Bomb Pass 1/2 (ボムヌケ~ル 1/2))
(1/2 Description: If you collect 2, then you can pass through Bombs for a certain amount of time. (2個取ると一定時間、ボムをすり抜ける事ができるようになります))

(Closed Beta Name: Bomb Pass (ボム抜け))


Wall Pass (カベヌケ~ル) (Support Item or Stage Panel) (Cost: 4) [Unreleased] (UI Icons)

You can pass through Soft Blocks for a certain amount of time. (JP Description)

One of the Voice lines from the Closed Beta referred to this Item as "Block Through".

(JP Description: 一定時間、ソフトブロックをすり抜ける事ができるようになります)
(Tooltip Remark: It's quite amazing! (けっこうすごいの!))

(Extra Panel Names: Wall Pass 1/2 (カベヌケ~ル 1/2))
(1/2 Description: If you collect 2, then you can pass through Soft Blocks for a certain amount of time. (2個取ると一定時間、ソフトブロックをすり抜ける事ができるようになります))

(Closed Beta Name: Wall Pass (壁抜け))
(Closed Beta Remark: For those those of you that want to pass through! (すり抜けたいあなたに!))
(Closed Beta Cost: 3)


All Pass (ゼンブヌケ~ル) (Support Item or Stage Panel) (Cost: 6) [Unreleased] (UI Icons)

You can pass through Soft Blocks and Bombs for a certain amount of time. (JP Description)

Also in the Closed Beta there was a User Interface graphic called "Wall Bomb Pass (壁ボム抜け)", this was also one of the only filenames that had a Japanese name (with the other being the special BP Boost (BPブースト) Item). (Image)

One of the Voice lines from the Closed Beta referred to this Item as "All Through".

(JP Description: 一定時間、壁とボムをすり抜ける事ができるようになります)
(Tooltip Remark: For your greedy self that wants to pass through everything. (なんでもすり抜けたい欲張りなあなたに!))

(Extra Panel Names: All Pass (ゼンブヌケ~ル 1/2))
(1/2 Description: If you collect 2, then you can pass through Soft Blocks and Bombs for a certain amount of time. (2個取ると一定時間、壁とボムをすり抜ける事ができるようになります))

(Closed Beta Name: Wall Bomb Pass (壁ボム抜け))


Remote Control Jammer (リモコンジャマー) (Support Item) (Cost: 1) [Unreleased] (UI Icon)

You can make any Remote Control Bombs within a certain range explode. (JP Description)

(JP Description: 一定範囲にあるリモコンボムを爆発させる事ができます)
(Tooltip Remark: Well, it's just as the name says. (まあ名前どおりですわ))

(Closed Beta Name: Remote Control Jamming (リモコン妨害電波))
(Closed Beta Remark: ☆I'll write a comment after seeing it function. (☆機能見てからコメント書きます))


Bomb Kick Jammer (ボムキックジャマー) (Support Item) (Cost: 1) [Unreleased] (UI Icon)

Kicked Bombs within a range will be stopped when this Item is used. (JP Description)

(JP Description: 範囲内にあるキックされたボムを停止する事ができます)
(Tooltip Remark: It's like psychic powers. (超能力っぽいのヨ))

(Closed Beta Name: Bomb Kick Jamming (ボムキック妨害電波))
(Closed Beta Remark: ☆I'll write a comment after seeing it function. (☆機能見てからコメント書きます))


Mystery Box (?箱) (Support Item or Stage Panel) (Cost: 6) [Unreleased] (UI Icon)

When you press the Button an Item that changes randomly will appear. (JP Description)

This seems like it could have worked as both a Support Item and a Stage Panel, since it had the graphics for both and a custom rainbow colored Panel back for it with a spinning Mystery. Though it may have only been intended to create a Random Item that you could pickup on the Stage from the sounds of the description, though it could have still worked good as a regular Panel that would be placed on the Stage too.

Here is a quick compilation of the in-game graphics of it, along with the filter, scaling and Animation that the game used for regular Panels. This should give an idea of what it would've looked like on the Stage had it been added to the game, and I also included various alpha value versions. Though the right most one is likely what would've been used, since the game didn't use any extra alpha on the Panel graphics. (Example Animation)

(JP Description: ボタンを押すとランダムに変化するアイテムが出現します)

(Closed Beta Cost: 2)


Hard Block Pass? [Assumption]

In total 2 graphics exists for this in the game data, which both show an arrow passing through a wall. One is an User Interface graphic which could be used for the Panel Deck as a Support Item, and the other is a 1/2 Stage Panel. There is no mention of it in the game text data, and I was also unable to match a filename to it.

This could have been for an Item that would allow you to Pass through Hard Blocks and Soft Blocks, or it may have originally been intended for the Wall Pass Item considering what the name of that is even though it has it's own separate graphic. However the fact that only a 1/2 Panel version exists for it among the Stage graphics (as it could be considered overpowered), and that it wasn't overwritten by the Wall Pass graphics and still remained separately may point towards it having been intended as an All Block Pass Item after all. (UI Icon and In-Game Panel)



6: Characters / Avatars / Card Avatars / Special Items


Shirobon (Shirobom) (しろボン) (Character)

Average balanced ability. (JP Description)

This isn't a new Character, but I figured I'd just include it for the sake of adding the descriptions for them. Though there were other colors available in the Shop, the White, Black, Red and Blue Bomberman Character were only available when making a new Save Data slot, so you could only choose one of them.

Here are some images related to the Character:
Concept Art Album
Promo Image Album

(JP Description: スピードが速い)
(Tooltip Remark: I'm the main character! (ボクがメインキャラクターだよっ!))

Here is some text from online about this Character:
● The same as always! (まいどおなじみ!)
● [Shirobon] The kinda and brave hero, with the balanced ability of a Bomberman they will face off against new rivals! The rivals this time will be difficult! White, Black, Red, Blue. (『しろボン』勇気とやさしさのヒーロー、我らが『ボンバーマン』バランスのとれた能力で、新たなライバルに立ち向かえ!こんどのライバルは手ごわいぞ! しろ、くろ、あか、あお)
● [Shirobon] (Bomberman) Who's balanced ability is appealing. (バランスの取れた能力が魅力の「しろボン」(ボンバーマン))
● Personality - A lively main character with courage and kindness. (性格 - 勇気と優しさを持った、元気いっぱいのメインキャラ。)
● Ability - An almighty character with average abilities. Easy for anyone to use. (能力 - 平均的な能力でオールマイティ。だれでも扱いやすい)

Also here are some of the JP Tooltip Remarks for the other colored Bombermans in the Shop:
● Red Bomber: Red is the proof of ones passion. (あかボン: 赤いのは情熱家の証だっっっ)
● Blue Bomber: Their heart is deep like the blue sea. (あおボン: 海のように懐が深いのさ) [unliteral translation of 懐が深い, could be broad hearted or open-minded]
● Aqua Bomber: If you're troubled over something look up at the sky. (みずいろボン: 悩んだら空を見上げてごらん)
● Green Bomber: ECO is in fashion, don't say ECO! (みどりボン: はやりでECO、ECO言うな!) [referring to ECO-friendly because he's green]
● Brown Bomber: I feel like only I'm unpopular. (ちゃいろボン: ボクだけ不人気な気がする)
● Pink Bomber: It's difficult to talk when first meeting someone. (ピンクボン: 初対面は話しにくいですぅ)


Marvie (マーヴィー) (Character)

Has strong firepower. (JP Description)

This was the 1st of the 3 Human Characters, and he specialized in the Fire Stat.

Here are some images related to the Character:
Concept Art
Promo Image Album
Various Angles of Model

Here is some text from online about this Character:
● Marvelous Hero. (マーベラスヒーロー)
● [Marvie] Burning with a sense of justice, the Marvelous Hero [Marvie] challenges evil head on. Are explosions a sign of justice!? Can you learn to control Marvie's powerful blasts! (『マーヴィー』正義感に燃え、真正面から悪に挑むマーベラスヒーロー『マーヴィー』爆風は正義感の表れか!?きみはマーヴィーの強烈な爆風を使いこなせるか!)
● [Marvie] Who has more powerful explosions than the other characters. (ほかのキャラクタよりも爆風が強烈な「マーヴィー」)
● Personality - A cool lone wolf, with the mindset that strength is justice. (性格 - クールな一匹狼で、強さこそ正義という考え方の持ち主。)
● Ability - With a high attack power, he's suited for people who fight proactively. (能力 - 攻撃能力が高く、積極的に戦う人向き。)

(JP Description: 火力が強い)
(Tooltip Remark: You intend on winning against me? (オレに勝てるつもりかい?))


Liffey (リフィ) (Character)

Has a high starting ability, but a low limit. (JP Description)

This was the 2nd of the 3 Human Characters that were released, and she specialized in the Cost Stat.

Here are some images related to the Character:
Promo Image
Various Angles of Model
Different Avatar Set Colors

Here is some text from online about this Character:
● Happy Lucky~! (はっキラきぃぃ~!)
● [Liffey] The very tomboyish and careless girl Liffey. She's a big fan of Marvie and chases after him. This active person Liffey has a high Cost limit! I wonder what equipment I should use this time? (『リフィー』とってもお転婆でおっちょこちょいな女の子『リフィー』マーヴィーの大ファンで”追っかけ”をしている。行動派のリフィーは、コストの上限も高い!今度はなにを装備しようか?)
● [Liffey] Who has a high Cost limit due to their activity. (行動派でコスト上限が高い「リフィ」)

(JP Description: 初期能力高いが、限界は低い)
(Tooltip Remark: Marvie-samaa!!. (マーヴィーさまぁ~!!))


Nelia (ネリア) (Character)

Their Speed is fast. (JP Description)

This was the last of the 3 Human Characters that were released, and she specialized in the Speed Stat.

Here are some images related to the Character:
Concept Art
Promo Image
Various Angles of Model

Here is some text from online about this Character:
● [Nelia] Who is proud of the leg strength they built up in the forest by their hometown. (故郷の森で培った脚力が自慢の「ネリア」)
● A kind hearted girl. (こころやさしき少女)
● [Nelia] A kind hearted girl that loves the forest, Nelia. The strength of the hidden will that she holds inside her won't lose to anyone. With the same speed that she swiftly ran around every inch of her hometown forest, she can dodge any kind of bomb explosion! (『ネリア』森をこよなく愛し、心やさしい女の子『ネリア』内に秘めた意志の強さは誰にも負けない。故郷の森を隅々まで駆け回った素早さで、どんな爆風もかわしちゃえ!)

(JP Description: スピードが速い)
(Tooltip Remark: I actually don't want to hurt anyone. (本当は誰も傷つけたくないのに。。。))


Crave (クレイブ) [Unreleased Character]

Can hold a large amount of Bombs. (JP Description)

This Character would have filled the missing gap of a Character that specializes in Bombs, since Bomberman was a balanced all-around, Marvie specialized in Fire, Nelia specialized in Speed and Liffey specialized in Cost.

Like Liffey, there were 3 different texture color sets that existed in the files for what's assumed to be Crave's Avatar Set. I chose green as the main outfit for him since it resembles a robin hood like Character, and the Textures for it were ordered first in the files like Liffey's Official Outfit was.

It's possible that this wasn't intended to be his Avatar Set, but considering how well it suits him, how it's layed out in the files, and the fact there isn't any other likely candidate, this is almost certainly it.

Here are some images related to the Character:
360 View of Model
In-Game Interface Faces and UI Icon
Different Avatar Set Colors

Also in the Open Beta files there were placeholder Faces that would go over the Bomb Gauge Bar in-game, and a User Interface Character Icon for for Crave. This Placeholder used an image of Marvie with a dyed light blondish hair and only had a single expression. Also while an extra copy of the Marvie Model did exist, the hair wasn't dyed on the Texture for it. (Image Comparing it with Regular Marvie)

(JP Description: ボム数を多く持てる)
(Tooltip Remark: Let's do things a bit more properly. (もう少しちゃんとしようよ))


BM: Flower and Jester (BM) (Character) [Game Master Only Characters]

The BM (Bomber Master) Characters consisted of a Character with a Flower Head and a Jester Clown, the Official name for them is not known. These Characters were only able to be used by Game Masters and special guests that they had brought in for Events, and they had around double the max Stats of regular Characters. (1: Images of 2 BM User Detail Windows, 2: BM Character UI Icons, 3: All BM In-Game Face Images, 4: Reference Blog Post for Stats)

In the internal game text for the Character section of the Shop, there were 2 GM Characters listed in the text. Another file unrelated to that shows there being 8 GM Characters "BM1-8(GMキャラ)", which matches the amount that the 2 GM Models with 4 Texture sets each adds up to.

Here are some images related to the Character:
Image Album of Flower In Every Color
Image Album of Jester In Every Color

Here's the Shop entry text for the 2 BM Characters:

● BM1 (GM Character) (BM1(GMキャラ))
Description: Amazing Abilities. (すごい能力)
Tooltip Remark: Don't sell GM characters, Tokunaga! (GMキャラを売るなよ、徳永!)

● BM2 (GM Character) (BM2(GMキャラ))
Description: Different Color of BM1. (BM1の色違い)
Tooltip Remark: You can't sell this either, Tokunaga! (こっちも売っちゃダメだぞ、徳永!)

And while the Official name for the BM Characters isn't known, the 8 User Interface Character Icons for them were named "gmpieroa" to "gmpieroh" (A to H).


Avatar Parts (パーツアバター) [aka Character Avatars]

Both the Bomberman and Human Characters had Avatars that could be mixed and matched in this game, made up of the Head (ヘッド), Body (ボディ), Hands (ハンド) [+Arms], and Feet (フット) [+Legs] part types. All of the Human Avatars were wearable among the Humans regardless of their gender, but Avatars could not be shared between the Bomberman and Human Characters. There were a few Bomberman colors that were only selectable when you created your Save Data Slot, while there was other Bomberman colors available that could be purchased in the Shop. I list these later in the post, under the "Shirobon" Character details. (Character Creation Album)

Here's a list from one of the Wikis for the Avatars Parts, which shows a list of what was available along with their price or how they were obtained. (Wiki 3 - Avatar Parts Page)

Also within the game data, there were several things found for known and unknown Unreleased Avatars.

Among the Shop entry text and User Interface Avatar icons, the entries for Marvie and Nelia's Official outfits were found.

For Marvie the parts were: (UI Icons)
● Hero's Visor (ヒーローバイザー) [Description: Only for Marvie (マーヴィー専用)] [Head Avatar].
● Hero's Suit (ヒーロースーツ) [Description: Only for Marvie (マーヴィー専用)] [Body Avatar that applied to every other Part].

For Nelia the parts were: (UI Icons)
● Nelia's Ribbon (ネリアのリボン) [Description: Only for Nelia (ネリア専用)] [Head Avatar].
● Nelia's Pareo (ネリアのパレオ) [Description: Only for Nelia (ネリア専用)] [Body Avatar that applied to every other Part].

Also in the text for some Avatars that was found with the name only, the Unreleased Avatar Parts for Liffey were referred to as Cheerleader (チアガール), and for Crave it was Hunter (狩人).

Liffey's Official Outfit also had an extra Ribbon in her hair, which was not used in the promotional images for her. Since Crave also had a Hat as an extra head piece in his set, it's questionable whether they would have had him wear it by default or not. (Image of Liffey's Un-Used Ribbon)

Unlike Marvie and Nelia, Liffey and Crave each had 3 different sets of Texture colors for their outfits, which was similar to how the regular Avatar Sets were designed. Considering this along with the name of the Avatar Parts, and the fact that Liffey's Hat was left un-used. It's possible that Liffey's and Crave's outfits had originally been intended as a regular Avatar Set, and was later changed to be their Official Outfits afterwards. Also a side fact as you're going to see, that Marvie was used as the poster boy for the Human head Avatars in this game. (Liffey and Crave Avatar Icons)

Based on the other UI Icons there were 2 full never before seen regular Avatar Sets, and a few individual Avatar Parts which didn't have any matching Models or Textures in the game files for them.

The first one was the Santa Set, which would have had a different looking Set for Bomberman, Human Male and Human Female. This would have been the first full Avatar Set for Bomberman, since there were only basic Body Part Texture swaps released for him before this. The reason that this set wasn't released, was likely because the schedule to suspend the game service had started in early December of that year. (Images of Santa Icons)

And the second was the Angel (天使) set, which only had 1 Human variation of it with 3 different color swaps. (Images of Angel Icons)

Then there was what looked like another Avatar Set, or individual Avatar pieces. The Body part was a double that had both a Body and Arm part it appears, and then the Feet part was by itself. (Unordered Avatar Icons)


Card Avatars (カードアバタ) (also mentioned as Background Avatar (背景アバター) on the website)

The Card Avatars could be bought from the Shop and used to customize your Character Card, this is something that would be visible to both yourself and other people. It would be visible to you at the Lobby screen and in your My Status window, and it would be visible to other people if they viewed your User Details in the Lobby or the Waiting Room.

Here is a list of the different Card Avatar Parts:
● Plate (プレート) [name plate]
● Outer (アウト) [base surrounding card frame]
● Small (スモール) [side frames]
● Side (サイド) [extra side decoration]
● Back (バック) [the background]

Here are some images of some different Card Avatars that people used together. (Image Album)

And here are all of the Card Avatars related graphics that existed within the game files, though a few seem to be missing (such as the big bombs) judging by what's shown in the screenshots of people using it. Though the image count for each type of part matched what was sold in the Shop, so it's possible that a few other ones were only around temporarily. (1: Plate, 2: Outer, 3: Small, 4: Side, 5: Back)

They also refer to the Card Avatars as "Background Avatars (背景アバター)" at one place on the Official Website, which directs to the page for it where it's referred to as Card Avatars.

Here's a list on one of the Wikis for the Card Avatars, which shows a list of what was available along with their price or how they were obtained. (Wiki 3 - Card Avatar Page)


Special Items

Here is a list of Special Items with miscellaneous uses, these could only be obtained in the Shop in the Special (スペシャル) Tab, or from Achievements or Special Events.

● BP Boost Lv1 (BPブースト Lv1) (Price: 20000BP) (UI Icon)
| Description: BP earnings increased by 2x for 3 hours. (3時間、取得BP量が2倍アップ)
| Tooltip Remark: You can come along and earn BP with me. (BP稼ぎのおともにどうぞ)
| Closed Beta Price: 20000BP/3 Hours

● BP Boost Lv2 (BPブースト Lv2) [Not in Shop] (UI Icon)
| Description: BP earnings increased by 3x for 60 minutes. (120分間、取得BP量が3倍アップ)
| Tooltip Remark: You can come along and earn BP with me. (BP稼ぎのおともにどうぞ)

● BP Boost Lv3 (BPブースト Lv3) [Not in Shop] (UI Icon)
| Description: BP earnings increased by 4x for 60 minutes. (60分間、取得BP量が4倍アップ)
| Tooltip Remark: You can come along and earn BP with me. (BP稼ぎのおともにどうぞ)

● Friend Limit Increase (フレンド数上限値増加) [Unreleased?] (UI Icon)
| Description: The maximum Friend limit will be increased to 100. (フレンド数の上限値が100人まで 増えます)
| Tooltip Remark: Let's get more Friends! (ともだち増やそう!)

● Bag Extension (バッグ拡張) (Price: 200CP) (UI Icon)
| Description: Increase the amount of Items you can carry by 14. (所持できるアイテム数の上限値が 14個ずつ増えます)
| Tooltip Remark: This is convenient if you have a lot of belongings! (たくさんストック、これは便利!)

● BP Limit Increase (BP上限値増加) [obtainable from Mode Lock] (UI Icon?)
| Description: Increases the maximum amount of BP that can be held from 99,999 to 99,999,999. (所持できるBPの上限値が 99,999から99,999,999に増えます)
| Tooltip Remark: Aim for hitting it rich! (目指せBP成金!)

● Chat Logger (チャットログ吐き出し) (Price: ?) (UI Icon)
| Description: You will be able to save Chat Logs. (チャットログを保存できるようになります)
| Tooltip Remark: You can save fun conversations with this. (楽しい会話はこれで保存)

● Cost +1 (コスト+1) (Price: 200CP/5 Days) (UI Icon)
| Description: Increases the max Cost limit for a certain period of time. (一定期間コストの上限値を 1上昇させます)
| Tooltip Remark: Essential if you want to aim higher? (より上を目指すなら必須?)
| Closed Beta Description: Increases the max Cost Limit for 60 Sets. (60セットの間、コストの上限値を1上昇させます)

● Reset Score (スコアリセット) (UI Icon)
| Description: Erases all battle results and allows you to start from 0. (全ての戦績を消して0から始める ことができます)
| Tooltip Remark: Life can't be reset, but if it's your Score then.. (人生はリセットできないけど、スコアなら)

● Change CP to BP (CP、BPチェンジ) (UI Icon)
| Description: Exchange 100CP for 10,000BP. (After the first time you will get 5,000BP.) (100CPを10000BPに両替します。 (2回目以降は、5000BPに両替します。))
| Tooltip Remark: For your busy self. (いそがしいアナタに)

● Speech Balloon (吹き出しフエ~ル) (Price: 2000BP) (UI Icon)
| Description: You will be able change the shape of your Speech Balloons. Press Shift+Enter to Shout, and Ctrl+Enter Press to make a Thought. (チャットで出る吹き出しの形を 変更できるようになります 発言時にShift+Enterを押すと大声風 Ctrl+Enterで想像風になります)
| Tooltip Remark: You can differentiate yourself from other people. (☆他の人と差別化できますよ)
| Appearance in Waiting Room: Image of Speech Balloons

● Tournament Entry Ticket (大会参加チケット) (Price: 100BP) (UI Icon)
| Description: Allows you to participate in the BWC. ※Valid from 09-10 to 09-24. (BWCのバトルに参加できます ※9/10~9/24まで有効)
| Tooltip Remark: Aim to be Number 1! (目指せナンバー1!)

● Watch Tournament Ticket (大会観戦チケット) (Price: 100BP) (UI Icon)
| Description: You can watch the BWC battles. ※Valid from 09-10 to 10-11. (BWCのバトルを観戦できます ※9/10~10/11まで有効)
| Tooltip Remark: See all the high level battles you want. (ハイレベルなバトルが見放題)

● BP Bomb Lottery Ticket (BPボムくじ補助券) [Not in Shop] (UI Icon)
| Description: If you collect 10 of these you can play the BP Bomb Lottery once.
| Tooltip Remark: Collect 10 and play the BP Bomb Lottery 1 time. (10枚集めればBPボムくじ1回分)

● 10% CP Item Discount Coupon (CPアイテム10%割引券) [Not in Shop] (UI Icon)
| Description: Get a 10% discount on Items you can buy with CP. (Usable 10 times) (CPで買えるアイテムを10%引きで 購入できます(10回有効))
| Tooltip Remark: Be wary of impulse buying! (衝動買いに注意!)

● 20% CP Item Discount Coupon (CPアイテム20%割引券) [Not in Shop] (UI Icon)
| Description: Get a 20% discount on Items you can buy with CP. (Usable 10 times) (CPで買えるアイテムを20%引きで 購入できます(10回有効))
| Tooltip Remark: Be even more wary of impulse buying! (衝動買いにさらに注意!)

Some of these Items would appear in the Special tab in the Player's My Status window, here's the list of what was displayed there. (Image of Special tab List)

In the Closed Beta files there was an extra un-used version of the BP Boost Items which was later removed, and in the later files a CP Ticket of some kind which may or may not have been used in the game. (Image)



7: Music / Voices / Sound Effects / Character Animations


Music

Here are all of the songs from the BGM files in the game - 1: YouTube Link, 2: Download Link

I named the Tracks according to where they were used, though I didn't play the game consistently while it was in service and it's been a long time since then. So while I'm not entirely certain about unnamed ones, many of them were likely un-used.

In the beginning Track 3 and 7 may have been used for the BWC Event Stages, so they're named as that. Though those song files were actually later replaced with a duplicate of Track 4 and 8 some point after 10-14-2008, meaning that they likely replaced it and used the "Official PV" song for the "BWC World" which was added to the list of regular Stages on 10-29-2008 after the BWC was already over.

Another note regarding this is that in the internal text data files, the BWC World had replaced World 2 in the files. So it's possible that Track 3 and 7 were originally meant for, and still intended to be for the unreleased World 2.

The BWC Event Lobby may have also used a different Song, uncertain which since I missed most of that Event and it was one of the few things that I failed to log info down regarding.

The Fast version of the Songs were used once the remaining time on the Match Timer reached a certain point, and Hurry Up! went across the Screen, and is also the time that Sudden Death would start.

Also there was some short musical Sound Effects mixed in with the BGM files, which I didn't include among those BGM Songs that I linked to above. In total there were 7 unidentified Sound files that may have been un-used, while the few others that did get used got played at the end of a Match or Set of Matches. Here is a link to all the BGM SFX, and also note that the 2nd Sound is an older version of the 1st one before it got updated at some point after the game launched. (BGM Sound Effects on YouTube)


Voices

There were many Voices in the game that were never used, among these there were ones that were likely intended to be used as alternate Voices for the default game Voice that would play. Then some were likely intended to be for Reactions, and others were likely intended to be played when typing things in the Waiting Room which would trigger certain Character Animations to occur.

The Digital Voice was the one that was used in the actual game, and there are a few instances of it where you can hear the person's Voice that was used for it without the digital effect applied to it.

I've gone ahead and translated all of the Voices in the game, and posted a video of it on YouTube. Note that duplicates and blank audio files have been removed from the list, and this just covers each waveform unique Voice file once.

Here is the video of it: Voices Translated on YouTube

(To view the translation, make sure that English Closed Captions are enabled on the video player.)


Sound Effects

Within the game files there were Sounds for Unreleased content, along with other unknown Sounds that had no apparent association with anything. Then there were also ones that were extremely similar to existing Sounds, which may have been used at some point and then changed.

Here's a video with all of the Sounds, with Subtitles included that identifies the ones that had verified matching waveforms. I marked the ones that are unidentified as "???", which will consist of both used and un-used Sounds since I wasn't able to confirm everything.

Link to Sound Effects from the game: All Sound Effects on YouTube

(To view the sound identifications, make sure that English Closed Captions are enabled on the video player.)

Note that the numbers shown on the video for the Sounds represents the order that they were stored in, and the "(Launch) [Open Beta / Start of Official Service]", "(Final) [Final Service Date]", "(Beta) [Closed Beta]" which also appears in the Voices video, indicates at what point they they were from or had last existed in the files.

They had replaced or added new versions of several Sounds after the Closed Beta, as well as during the Official Service, though most of these were very minor length, tone or volume adjustments.

However after the Closed Beta they had replaced almost all of the Sounds that would play and loop while a Player was inflicted with a Skull, and there were 12 different sounds to match the 12 different Skull Status Effects that existed in the game. Here's a link to both of them with a few added loops to the short Closed Beta versions of it, the starting time for each Sound is the same on both videos so that you can compare. (1: Closed Beta Skull Audio, 2: Official Service Skull Audio)


Character Animations

There were many different Character Animations used in the game, and these differed between the different Character types.

There were 4 different groups of Animations in the game:

● Bomberman
| The Bomberman model in this game was designed with a regular Hand, and would make a Fist in some Animations to mimic the round Bomberman Hand Pom.

● Human Male
| Most of these Animations are exact duplicates of the ones for Bomberman, except some had a different Hand shape being made since the Humans don't make a fist to imitate a round Bomberman Hand Pom.Since these are pretty much the same, I'll just be skipping over these.

● Human Female.
| Though there are a few duplicates from the Human Male Animation group, most of these Animations are unique, having been given more female associated poses and motions. I believe a decent amount of these were un-used in the game, with them using some Animations from the Human Male Animation group instead.

● Misobon
| The Walking Bomb only had a few Animations, consisting of Idling, Walking, Stunned, Arming itself to Explode by Placing itself down, the non Animated Armed Animation (used in Closed Beta), the Animated Armed Animation (used in the Official Service), along with 1 un-used Walking Animation where the size of it keeps changing. There was only a Low Quality Model for the Walking Bomb, since it was only meant to be used in-game.

Here is a link to all of the Bomberman, Human Female and Misobon Animations:
| YouTube Video

There were both Low Quality, and Higher Quality Models and Animations used in the game. The Lower Quality ones were used In-Game, and the Higher Quality ones were used in Waiting Rooms. (Model Quality Comparison)

The Lower Quality Models had 1 less Finger Bone than the Higher Quality Models, so while I did use the Higher Quality Model in the video, I swapped out the Arms for the Lower Quality version for the Lower Quality in-game Animations (it's visibly shown when I do this).

In the Video you can see a few un-used Animations, for things such as the Power Glove, Riding on a Seesaw, Jumping into a Warp Hole(?), a Running Animation(?), and a new Animation for the Devil Torch Bomb Weapon(?).

Also In the Closed Beta Bomberman had used different Waiting Room Animations, and these remained in the game files but weren't used anymore.

For the Human Characters which were added in the Official Service, there were slight differences between the Male and Female Human Character Animations in the Waiting Room, and possibly during the in-game during the in-game Idle Animation (need to confirm).



8: Various Facts and More Un-Used Stuff


Open Beta PV (1: YouTube Video, 2: Download Full Quality Video, 3: NicoNico Video)

● At the beginning of the video they show lines traveling across the planet, implying Players connecting from all over the world. This is likely because they had originally wanted to make other region versions of the game, and hold the BWC in other countries. After that they wanted to have a World Cup made up of the winners from all those regions. (1: Reference Article 1, 2: Reference Article 2)

● There are 2 different unreleased Wide Stages for World 0 shown in the video, which may have been test areas based on the messy layout of them. The first one that's shown has Revolving Doors, Curve Mark Arrows and Conveyor Belts that aren't connected with each other, and there's also an out of place Shadow(?) covering one of the floor Grids. Then in the second one that's shown, there's Potholes, Seesaws and Seesaw Switches, and Conveyor Belts and a Speed Switch for it.

● Some Unreleased Item icons can be seen being added to the Panel Deck, these are the Devil Torch, Invincible Protector, Bomb Pass, Remote Control Bomb, Power Glove, Thunder Bomb and Neutron Bomb Panel Items.

● The in-game Bomb Technique Gauge was missing the face on it for Marvie in the one clip, even though an Avatar'd version of it did existed within the game files in the Closed Beta. This may be because the Avatarless Face which gets used wasn't in the files yet for Marvie, since that Character wasn't released until the Official Service started.

● All of the Bomb Weapon icons that are shown in the video except for the Lightning Blade are at a slightly different angle than the ones used in the actual game, and these different icons are also shown in a promotional image too. The un-used graphics did exist within the game files, and there wasn't a different angle for the Lightning Blade as there was just a duplicate of the same image instead. I've included a comparison image of all the Bomb Weapon icons, which also shows some used and un-used infinite use versions of them. (1: Promo Image, 2: Comparison Image)

● Characters can be seen on the Stage Carrying Bombs around with the unreleased Power Glove Panel.

● A Character that's tossed by the Seesaw is in the standing stance in the air, and is missing the toss Animation that's present in the actual game.

● The Devil Torch (Bomb Weapon) that creates a fire dragon while casting it can be seen being used, afterwards the Character is then engulfed in flames and is able to place fire canister shaped Bombs during this period. These Bombs are linked together with a transparent chain of fire, and they all explode at the same time regardless of their position. After they explode, the flame engulfing the Character and the chain of fire disappears.


Shop and Panel Related

● The Bomb, Fire and Speed Panels had un-used Interface Panel Deck Shop graphics within the game files that went all the way up to +15. (Extra Panel Images)

● In the Closed Beta the Mega Dangerous Bomb was originally the same White color as the regular Dangerous Bomb.

● There were many un-used 1/2 Panel Deck Items that existed within the User Interface graphics files and Shop descriptions, these existed for the following Items "Bomb Up, Fire Up, Speed Up, Power Up, Pierce Bomb, Power Bomb, Dangerous Bomb, Bouncing Bomb, Super Bouncing Bomb, Mine Bomb, Remote Control Bomb, Thunder Bomb, Neutron Bomb, Destroy Bomb, Punch, Line Bomb, Power Glove, Bomb Kick, Bomb Pass, Wall Pass, All Pass".

The separate downsized version of these User Interface Icons were used at places such as the Panel Sidebar in-game, and in the Panel Deck equip list that was shown in the User Details window. While these also had a Shop entry for it, their Cost was set to "-" when it's normally supposed to be a number starting at 0 or higher, so I don't believe they actually planned on releasing them.

● Coins, Bomb Down, Fire Down, Speed Down and Skull Panel Items existed in the User Interface files and descriptions, and was likely only for testing purposes. Since the Panels used "None (なし)" for the Slot and Cost, which wasn't used by any of the other Released or Unreleased Items. Though in concept a Panel Down for the Panel Deck could've been used to add extra Usable Cost for Characters, either requiring them to start with more than 1 of the Stat to use it, or not letting them go below 1 Stat in terms of actual functionality, but making the Player collect more Panels to make up for what was minused below 1. (Image of These)

● The Mega Dangerous Bomb and Giga Dangerous Bomb were never released in Shop, and were only available at preset locations on Stages, or were given out from events in limited quantities, this was likely for balance reasons due to the range that they cover. (Image on Stage)

● Here is a comparison of the 3 different Panel Icons that existed, the 1st was a downsized version of the User Interface Icons which got used at places like the Panel Sidebar and in the User Details equipment list, the 2nd is the fullsize User Interface Icons that get used in places like the Shop and Panel Deck, and the 3rd are the ones that were used on the in-game Panels. Also since I haven't linked most of them elsewhere in this post, here's an extra image with all of the in-game Panel graphics. (1: Image Comparing All 3 Panel Graphic Icons, 2: Image of All In-Game Panels)

● There were 3 bundle Rookie Sets in the Shop, these had purchase limitations and a price of 3800BP each. Here is the list of those sets and what they contained: "Rookie Set 1 (ルーキーセット1), containing Bomb Up +1/10x and Fire Up +1/10x", "Rookie Set 2 (ルーキーセット2), containing Speed Up +1/10x and Fire Up +1/10x", "Rookie Set 3 (ルーキーセット3), containing Bomb Up +1/10x and Speed Up +1/10x". (Screenshot of Sets in Shop)

● When a Player was still in Beginner Mode, an Icon that represents that would show next to their name. In the Official Service files there were un-used images of the Beginner symbol with a face on it. (1: Screenshot Album of Matches with Beginners, 2: Beginner Icons and one with a Face)

● In the Official Service, the Item Type that was displayed in the Shop tooltip for the Panel Deck Items in the game were listed as "Panel Item (パネルアイテム)". However in the Closed Beta some of these were listed as "Stage Items (ステージアイテム)", or it listed both of them on it. The use of it was inconsistent but the idea of what they were trying for gets through, if you want to compare it for yourself you can see it in the text documents that I link for download right below this.

● Here's a copy of the raw JP text files for the Shop Items, as well as the general Item List which contains names for some Items that weren't in the Shop. This includes more details for things like the Avatars, Package Sets from the Shop and Bomb Lottery, and any other misc stuff that I didn't go into full detail about. (Download Text Documents)


Bugs and Other Related

● In the Closed Beta when when viewing the User Status window of a Player in the Waiting Room, it showed the Marvie Character in his Official outfit instead of the Character that the Player was using. There were also some other things, like details about the Player that weren't displaying such as their Username and Panel Deck info. Instead of a bug though, this may have been done on purpose to serve a temporary placeholder. Since the Private Details all say "No Answer (無回答)", the Panel Deck slots say "Dummy (ダミー)" on it, and not to mention other signs that the game was being rushed in general. (Screenshot Album of Closed Beta User Details)

● At the beginning of the Teaser PV (05-09-2008) they outline the Launch Date for the Closed Beta, saying "Can do it?". Then at the end of the Open Beta PV, at the bottom it says that "It's something we managed to do.". Which may imply about how the game was rushed out to try and meet the launch of the service platform 55SHOCK! in less than a 1 years time. Since based on the original announcement article, the development for the game is believed to have started around July 2007 when the old Bomberman Online for PC had shutdown.

The Pre-Beta screenshots also show the development progressing quickly, with some things missing or in a rough state visually not long before the Closed Beta date. The Closed Beta itself also had major issues on the first day that it launched, with the game crashing and people getting a black screen trying to enter the Battle after the Waiting Room. Which resulted in them shutting it down for the time, and re-scheduling the Closed Beta for a week later.

● Following that, early on after the Official Service launched. There was a severe bug when equipping and unequipping Avatars, which caused them to permanently disappear under easy to meet conditions. I know about this because I personally encountered the bug myself, and had lost Avatars that could only be obtained from the CP (Cash Point) Bomb Lottery. Support was able to assist with this and restored the Avatars on request, but not any of the duplicates of it that I had, though I didn't bother to try following up any further regarding it.

● There was a bug where reaching 100 or more Spectators in a Waiting Room caused everyone in the room to get disconnected, I know about this because I saw it happen myself. This was during the Opening Ceremony event for the BWC on 09-10-2008, where 2 BMs were in a room. It probably only ever happened that 1 time, since it was fixed immediately after. (1: Video of the Crash, 2: Screenshot Album of Room)

● There was a bug where the various Dangerous Bombs could sometimes destroy Hard Blocks, I never encountered this bug myself since Dangerous Bombs weren't that commonly used and it was later fixed. (Image of Bug)

● Here's a link to a website article that talks about some bugs that they encountered in the Closed Beta, such as being unable to move their Character, disconnections, the sound not playing, not being able to place Bombs, etc. (Reference Article)

● There was some kind of bug that could be triggered involving Panels and the Stun Protector, which would cause the barrier from the Stun Protector to get layered over the Character multiple times. (Image of Bug)

● At one point the game had bugged and the Character did a T-Pose stance in-game for some reason. (Image)

● Perhaps due to latency and a lack of server side checks against it, I was able to do a buggy action at the time and activated a distanced Punch after the Kicked Bomb had already moved away. (Clip of Attempts)

● Somehow in rare circumstances apparently it was possible for people to start outside of the Stage, and using the Big Milk Bomb Weapon it was possible to get pushed off of the Stage and get stuck there for awhile. (1: Image of Off-Stage Because of Big Milk, 2: Image of Starting Off-Stage, 3: Video of Starting Off-Stage)

● When using the Lightning Blade Bomb Weapon in the Closed Beta one time, the Character had bugged and didn't show the Animation for it, and just stayed in a single standing frame the entire time. (Clip of Bug)


Pre-Beta and Closed Beta Related

● In the Closed Beta the Character walking Animation speed was too fast, and did not match the Speed that the Characters were actually moving at.

● Within the Closed Beta graphics files there was a placeholder image for what appears to be an early concept of the Room Settings window, and the kanji that's written next to the doodled Bomberman face says "Temporary/Placeholder". (Image)

● There were some in-game Character face image placeholder graphics within the Closed Beta files for Characters that hadn't been added yet, this re-used the Blue Bomberman face images and wrote over it. (Image)

● Here's another placeholder image that was found within the Closed Beta files for the Character Card, which has an image of Marvie in it. His arms and the legs look oddly skewed, likely due to an issue with the Animation or Skeleton if not just because it was thrown together quickly, and the helmet that he's wearing has a darker part on the bottom of it that's not present on the final version. (Image)

● Next is a placeholder image for an early concept of the Chat Channel window, the thing of note about this is the fact that it seems to be using an older version of the Interface graphics that was never shown. (Image)

● In the Closed Beta the Max Number of Matches was 1 instead of 3.

● Here's a list of in-game Panel images that had only existed in the Closed Beta, with new ones that replaced it either having design changes or minor corrections. (Images of This)

● Here are some un-used graphics found in the Closed Beta files that are associated with the creating a new Save Data Slot interface, it consisted of an info balloon, an un-used "Game Start" button, and text that says "Club Team (クラブチーム)". (Images)

● There was an old version of the default Bomb design in the game files that was never shown in any pre-beta screenshots, also something of note is that it uses the same Fuse that the Dangerous Bomb did in the Closed Beta. It used the default fire except with artifacts on the one image, and it lacks graphics for the initial explosion effect that's normally shown on detonation. (Old Bomb Design Images)

● Also there were old un-used versions of the Soft Blocks and Hard Blocks from World 0, the grouped together Hard Blocks resemble the dark ones that were used in the pre-beta screenshots. You also may notice that there are more durable versions of the Soft Block, which never had a new version made for it since more durable blocks were only used in World 1. (Un-Used World 0 Blocks)

● There were un-used Lobby room preview images for the Stages in the Closed Beta and Official Service, in which the Staff had written on them instead of creating them properly. The fact that the 0-7 Stage was shown as red in the preview image, may mean that they had intended for that to be a Hidden Stage too instead of starting from 0-8 in the actual game. Here is an album of all of the Lobby preview images, along with the extra Forest image that was located elsewhere within the files.
(1: Album of Lobby Room Stage Preview from Closed Beta, 2: Album of Lobby Room Stage Preview from Official Service)

● Also there were more un-used Stage preview images in the Closed Beta and and Official Service that were used when creating and changing Room settings, and in the same way as the Lobby Room Stage preview images the Staff wrote on the ones for the unreleased Stages instead of creatin them properly. Also in the Closed Beta files, it that shows another angle of the 3D version of the Pre-Beta World 0, and the 0-12 image was used for every image afterwards up to 0-30. (1: Album of Room Settings Stage Previews from Closed Beta, 2: Album of Room Settings Stage Previews from Official Service)

● Here is a list of un-used graphics that were only found within the Closed Beta files, and that had no apparent association with anything else. (List of Beta Images)

● The Closed Beta had a different list of Items in the Shop then when the game launched, and used different prices for everything. Here is a list of those Items, along with their prices and quantities. (Text Document)


Technical Facts

● The Male and Female Human 3D Character Models that existed in the game were the exact same, and only had differences in the Textures. Like many old games would do, they utilized shading to give the impression that the Chest area was different for the female Characters.

● The game used a lossy format to store the In-Game Graphics and Model Textures, so artifacts and quality loss are apparent in some of them. There are multiple ways to go about converting this format, each returning different results in terms of the colors that are shown. Using a tool to compare the differences with screenshots, I was able to get it to match the colors with over 99% accuracy.

● The Interface graphics were stored in full quality, and it used it's own custom format that didn't match any other known image file types. After examining these and writing something to handle it, the full recovery of them was possible.

● For some reason there was World 1 graphics included in the World 0 group of files, though these files were never used in World 0.

● The game graphics did not have the 0 alpha pixels removed from several of them, though most of these just contained leftover background artifacts. The fire that comes from the Bombs set down during use of the Devil Torch shows the full image that they used for each one, and how they trimmed around it to make the final shape. (1: Image with Notes, 2: Comparison of Entire Sheet)


Miscellaneous and Further Un-Used

● The Official Japanese name for BP is "Bomber Point (ボンバーポイント)", as was mentioned on the Official Website. However the meaning of CP was never stated anywhere, so one can only assume that it means Cash Point or less likely Charge Point.

● A BM which stands for "Bomb Master (ボムマスター)", is basically a GM (Game Master (ゲームマスター)) that conducts events. The name for this was confirmed from the Official Staff Blog.

● There were many posts that aren't archived from the Official Staff Blog, in which they had talked about their future plans for the game, and among this was teases or mentions of unreleased content. Unfortunately I don't recall the details, and it's one of the few things that I lack a copy of, along with all of the images they had posted on there.

● And there was also an old post on the Official Staff Blog in which they posted a screenshot of the level designer that they used for the game, I believe it was quite basic and in 8-bit with a solid black background.

● Access to some of the basic game functionality needed to be unlocked by accomplishing some basic tasks, one such thing was typing "/escapebeginner" in the Chat to escape Beginner Mode, which while active limited access to functions and who the Player could play with.

● There were 2 different sets of Panel graphics that existed for the game, one being UI Icons that were used in the User Interface at places such as the Panel Deck and Shop, and the second was the In-Game version that was used on the Stage for the Panels. The in-game ones had aa slightly more basic design compared to the full size UI version of them, and they were grouped together by the name of "ITEM_STAGEDECK". (Comparison Image)

● Since the archive of the Official BOJ Website doesn't have the images and flash interface saved for it, here are screenshots and images of the Website to show what it looked like at the time. (Image Album)

● The game used a separate Launcher program to update the game which would launch from the browser, this would display news articles, check the files, and download any files that were needed, as well as allowing you to change a few options such as Window Mode and Fullscreen settings. (Image Album)

● For the Worlds that hadn't been added yet, there was un-used placeholder preview images within the game files for when selecting a World. The small selectable icons contained a number for the World or a Mystery on them, while the bigger preview image shown after selecting it was an image with Bomberman holding a sign that says "Secret (ヒミツ)" on it. Here is the full list of World Select icons, and preview images after selecting them. (1: Selectable Icon Image Album, 2: World Preview Image Album)

● These here are some un-used graphics from the Lobby Move (ロビー移動) window, that were likely meant to be used as Lobby icons. Except for the image of a Bomb on the very right that says "Robby", which was actually used in the Closed Beta but was partially covered up. Also there was a slight difference between the Closed Beta Lobby Move window, and the one in the Official Service, so I've included an image of those too for comparison. (1: Mostly Un-Used Images, 2: Lobby Select in CBT and Official Service)

● In the Waiting Room, if you weren't Ready it would play a voice that says "Please ready up.", and if everyone else was ready it would tell the Room Leader to Ready up. As it's been awhile, I'm not certain what the exact conditions were for the Voice to activate and how often.

● I was able to pull some Interface Template files from the Closed Beta which were used for the User Interface files for the game, here's an example of one of those files. (Text Document)

● When a Character would get trapped in a single Grid area, they would do a quick Panic Animation. (Clip of Getting Trapped)

● The Human Characters had a Bomberman Suit (White/Black/Red) (ボンバーマンスーツ(白)/(赤)/(黒)) and Body Avatar that was released, since dressing like Bomberman is stylish. (Image of Icons)

● Within the files existed what appears to be a Base Model for the Human Characters, with the word Temporary/Placeholder and a Number labeled on it. (Image of Model)

● the Texture quality on both the Lower and Higher Quality Model that exist in the game are both lower quality than the ones used in the promo images, and since it was also stored in a lossy format artifacts are apparent on some of the Avatars in the game.

● A few of the Human Models had un-used Textures for different possible Skin Colors, which consisted of Black, Dark Brown, Brown (Default for Nelia), Tan (Default for Marvie, Liffey and Crave), Gray, White, Red, Blue, Green. (Image of Colors)

● If you used a Bomb Weapon and you won the Match in the middle of casting it, then the Bomb Weapon would remain in your hand during the Victory Animation (this was only tested in the Closed Beta). (Clip of Victory with Bomb Weapon)

● There was text found within the game saying: Watch the Tutorial (チュートリアルを見ます), but there was never any tutorial made available.

● There were 2 different types of Curve Mark Arrows in this game, ones facing in a Static Direction the entire match, and ones that Rotated every few seconds. While Rotating it would show a Diagonal Direction, if a Bomb passed over it during this period then it would redirect the Bomb in the new cardinal Direction that it was turning to.

● This is an un-used image that was found in the game files together with the destruction animation for Blocks, and was probably originally meant to be used with some graphics filter when the Blocks were destroyed. (Image)

● There were some un-used graphics grouped together near the Spectator in-game user interface graphics, which consists of Balloons, Hearts and 2 Sparkles. These were likely intended to be used at the end of the set of Matches while Spectating, when the Confetti rains down. Also the Heart and the Sparkles probably went together, though I'm not sure what these were for unless they were supposed to be mixed in with the Balloons. (Image of These)

● Among the in-game after Match and Set of Matches graphics files, there was an image that said "UP!", I don't believe this was used but it was likely intended to be for some kind of Rank Up after the Matches. (Image of Text)

● In this BWC promotional image it shows another angle of the 3D version of World 0. (Image)

● For World 0 there were different Soft Blocks and Hard Blocks used in the Closed Beta, the Open Beta and the Official Service. Here is a image that shows which one were used during each of those periods, along with an un-used Soft Block. (Usage Timeline Image Sheet)

● Here is a list of un-used graphics that were found within the game that I haven't shown already except for a few, like the revival wave and wings that I thought may have relation to Deathmatch, and the electric and wave like graphics which may have had relation to the Shockwave Bomb Weapon. Otherwise these had no apparent association with anything else that was released, or unreleased in the game. Though some seem like they could be possibly associated with the Spiderweb Hammer, but there's no way to know for certain. You may recognize a graphic or 2 like the Smoke image, but that's a separate copy of it that was likely meant for something else. Since there were many copies of graphics within the game that were grouped together with what they were intended for. (List of Images)

● Since the Avatars aren't available anywhere online, here is a partially sorted list of all of the Released, Unreleased and Un-Used Avatar and Character Shop preview icons. (All Character and Avatar Icons)

● I was there when the game server had shutdown for the last time, so this is for those of you that are interested in seeing the final screenshots and Chat as the server went down. (Final Screenshots Image Album)



9: Other Links and Media


Concept Art and Character Promo Images

I've actually already linked both of these throughout the post, but here's a compilation of them:
1: Concept Art Image Album
2: Promotional Image Album

Based on the Website there are 3 Concept Art images missing from this, which were titled "World 1 (ワールド1), World 2 (ワールド2), Block (ブロック)". Here is a small thumbnail of one of those images, I recall one of them being a black and white sketch, while the other was colored. (A Missing Image)


BWC 2008 (Bomberman World Cup 2008)

As you've probably already gathered from reading references to it elsewhere in this post, wherever "BWC" was mentioned. The BWC was a Bomberman tournament that they were holding in BOJ, and where the Finals were held in person at a real life location.

Originally they wanted to expand it beyond Japan and hold it in several countries, and to then bring all of the winners for those countries together for the BWC Finals. But in the end since the game shutdown so early and likely didn't perform as well as expected, they only got to hold it once in Japan at TGS (Tokyo Game Show).

Here are compilation of all of the BWC related images that I could find:
1: BWC Promo Images and Screenshots Album
2: TGS Live BWC Event Pictures Album

And here are some other BWC related articles that I didn't add elsewhere in this post:
1: (08-27-2008) https://www.4gamer.net/games/0.....080827008/
2: (08-27-2008) https://dengekionline.com/elem/000/000/101/101481/
3: (08-28-2008) https://www.inside-games.jp/ar.....30917.html
4: (08-28-2008) https://ascii.jp/elem/000/000/441/441610/
5: (10-11-2008) https://www.4gamer.net/games/0.....081011034/
6: (10-27-2008) https://www.inside-games.jp/ar.....31891.html
7: (wiki entry) https://w.atwiki.jp/bombermanjapanz/pages/60.html
8: (wiki entry) https://w.atwiki.jp/bombermanjapanz/pages/61.html
9: (wiki entry) https://w.atwiki.jp/bombermanjapanz/pages/68.html
10: (user blog post) https://plaza.rakuten.co.jp/bojjetterz/3007/
11: (user blog post) https://plaza.rakuten.co.jp/bojjetterz/3005/


BOJ Links

Here are some more useful links if you want to read more about the game, which may cover some minor stuff that I didn't go into more detail about.

● Wiki 1: https://www5.atwiki.jp/bomberman/
● Wiki 2: https://www20.atwiki.jp/bombermanwiki/
● Wiki 3: https://www20.atwiki.jp/bombermanjapanz/

● Fansite 1: https://web.archive.org/web/20.....b.com/boj/

● 4Gamer BOJ Page: https://www.4gamer.net/games/0.....080610041/
● 4Gamer BOJ Article About Closed Beta: https://www.4gamer.net/games/0.....080610041/


BOJ Videos

Here is a list of links to some videos of the game that can be found online, and that for the most part hasn't already been mentioned anywhere else in this post.

Beta
1: http://www.bombermanunlimited......sjk5nFYokk (0-2)
2: http://www.bombermanunlimited......GFGGj5C1Tc (UI + 0-1)
3: http://www.bombermanunlimited......mqenPOp3PA (0-1)
4: http://www.bombermanunlimited......Gjp3sXAvjs (0-1)
5: http://www.bombermanunlimited......WMoHeCansE (0-6) (bp earning)
6: http://www.bombermanunlimited......mP5RALOJCI (0-7)
7: http://www.bombermanunlimited......3-zBPrqBVI (0-8)
8: http://www.bombermanunlimited......2E5acmgXtE (0-8)

Official Service
1: http://www.bombermanunlimited......CCk6U_hSTI (0-1)
2: http://www.bombermanunlimited......Kj8YjYZXV4 (BWC08-1)
4: http://www.bombermanunlimited....../sm4479544 (0-1)
5: http://www.bombermanunlimited....../sm4597861 (0-1)
6: http://www.bombermanunlimited....../sm5238845 (0-5)
7: http://www.bombermanunlimited....../sm5488324 (0-5 bw quick clip)
8: http://www.bombermanunlimited....../sm4430027 (0-1)
9: http://www.bombermanunlimited....../sm5705285 (0-1 / 0-5 / 0-10)
10: http://www.bombermanunlimited....../sm5874725 (0-5)
11: http://www.bombermanunlimited....../sm5906645 (0-4)
12: http://www.bombermanunlimited....../sm5965604 (0-5) (competitive 1 vs 1)
13: http://www.bombermanunlimited....../sm5976535 (0-5) (competitive 1 vs 1)
14: http://www.bombermanunlimited......sm29255148 (0-1)
15: http://www.bombermanunlimited....../sm5641604 (quick ui, 0-1, 0-5)
16: http://www.bombermanunlimited......xmnkhcbp7w (0-1)

Official Service - Lower Quality (shadows disabled and some effects may be missing)
1: http://www.bombermanunlimited....../sm4873059 (0-5)
2: http://www.bombermanunlimited....../sm5622253 (0-5)
3: http://www.bombermanunlimited....../sm5662504 (0-5)
4: http://www.bombermanunlimited....../sm5683819 (0-5 bw misc)
5: http://www.bombermanunlimited....../sm5640619 (0-5)
6: http://www.bombermanunlimited....../sm5652730 (UI / 0-5)
7: http://www.bombermanunlimited......vr7xmrteko (0-5)


BOJ Official Website

Here is my compilation of pages from the Official BOJ Website that still contains content, since the Sitemap listed on the website doesn't link to all of the sub-pages that exist for it. I've excluded the News / Shop / Event / Update / Maintenance Article pages, along with a few other misc pages from this list. Since they had used javascript to load the pages or only had images, and were archived without any viewable content as a result. I've tried to retain the order and format that they were listed in on the Sitemap, along with how they were grouped together.

Official BOJ Site Homepage

▼ Game Guide (ゲームガイド)

Game Features (ゲームの特徴)

● Starting the Game (ゲームを始める)
|
| Download (ダウンロード)
| Install (インストール)
| Member Registration (会員登録)
| Launching Game (ゲーム起動)
| Beginner Guide (初心者ガイド)
|

● Game Display (ゲーム画面)
|
| Lobby (ロビー)
| Lobby Select and Move (ロビーの選択・移動)
| Room Creation and Entry (ルーム作成と入室)
| Replay (リプレイ)
|
| Options (オプション)
|
| My Status (マイステータス)
| Equipping Items (アイテムの装備)
| Avatars (アバター)
| Panel Items (パネルアイテム)
| Mode Lock (モードロック)
|
| Waiting Room (ウェイティングルーム)
| Watching (観戦) [aka Spectating]
|
| Battle (バトル)
| Misobon (みそボン)
|
| Shop (ショップ)
| Charge CP (CPチャージ)
| Shopping (買い物をしよう)
| Bomb Lottery (ボムくじ)
| Presents (プレゼント)
|

● Game Information (ゲーム情報)
|
| Characters (キャラクター)
| Bomb Techniques (ボムワザ)
|

How to Operate the Game (操作方法)

● Item Introduction (アイテム紹介)
|
| Items (アイテム)
| Characters (キャラクター)
|

● Communication (コミュニケーション)
|
| Chat (チャット)
|
| Recommended Channel (オススメチャンネル)
| User List (ユーザーリスト)
| Friend List (フレンドリスト)
| Ignore List (無視リスト)
| Club (クラブ)
|

▼ Community (コミュニティ)

● Bulletin Board (掲示板)
|
| Chat Board (質問掲示板)
| Question Board (質問掲示板)
| Image Board (画像掲示板)
|

● Ranking (ランキング)
|
| General Ranking (一般ランキング)
|

● Library (ライブラリ)
|
| Movies (ムービー)
| Screenshots (スクリーンショット)
| Concept Art (コンセプトアート)
| Fansite Kit (ファンサイトキット)
|

▼ Purchasing CP (CP購入)
|
| How to Purchase CP (CPの購入方法)
|

▼ BWC

BWC Special Site
|
| BWC Opening Announcement
| BWC Radio
| BWC Ranking
| BWC Prizes
| BWC Competition Rules and Location
| BWC Tournament Finalist Matchup Drawing (Backup of Image)
| BWC Frequently Asked Questions
| BWC About Page
| BWC Message of Support Video from Natsuki Kato
| BWC Report (9-19-2008 to 10-11-2008)
| BWC Final Report (10-15-2008)
|

▼ Support (サポート)

Bug Information (不具合情報)

● Guidelines (ガイドライン)
|
| Rules (ルール)
| Manners (マナー)
| For Children Under Elementary School (小学生以下のお子様へ)
| Service Policy (運営ポリシー)
| Fansite Guidelines (ファンサイトガイドライン)
|

Frequently Asked Questions (よくある質問)
Contact Us (お問い合わせ)
Terms of Service (利用規約)
Privacy Policy (プライバシーポリシー)
Company Overview (会社概要)

▼ Launcher

Launcher Update Patch Notes


BOJ Staff Blog (BOJスタッフブログ)

For the most part, I didn't link to the BOJ Staff's Blog in the Timeline. So if you're interested in reading things that the Developers and Staff had to say about everything, here's a list of reliable links for viewing all of the posts that are still available.

04-2008: Archive Link
05-2008: Archive Link
06-2008: Archive Link
07-2008: Archive Link
08-2008: Archive Link
09-2008: Archive Link
10-2008: Archive Link
11-2008: Archive Link
12-2008: Archive Link

2009-01-13 to 2009-03-03: Archive Link
2009-02: Archive Link

2009-06-03: Copy of Text from Final Blog Post

Unfortunately any Blog posts between the date of "2008-12-28 and 2009-01-13", and any after 2009-03-03 except for my copy of the final post are not archived, and all of the images that they posted on the Blog are also not available.

Also here is a thumbnail image of what the Blog actually looked like with images: Image of Blog



10: Service Closure and Cancellation


So last on the list of things to talk about is the final history for the game, which is about what led to the suspension and cancellation of the game not long after it had launched.

For this we're going to need to start further back on the Timeline, and take a look at who was actually involved in the development of the game.

When Hudson used to host the old Bomberman Online for PC, they had done so themselves on their "Hudson Kingdom (ハドソンキングダム)" gaming website. Then after they had shut that down with the intention of creating better services and content, they started on the development of a new Bomberman Online game to replace it. (Reference Article)

Not long after that, in September of 2007 with the development already having started. Instead of choosing a big game portal website to host their game, Hudson Soft (ハドソン) wanted a company with a game portal that would work closely together with them in the various aspects of creating, managing and distributing the game.

At around that same time, the Development Producer for BOJ had met with the Producer for 55Shock! from Shockwave Entertainment (ショックウェーブ エンターテインメン). When the question was asked about a possible company that met the criteria they wanted, the 55Shock! Producer responded saying that Shockwave was creating such a service, and proceeded to make the offer of taking up the role that the BOJ team was looking for. Which led to Hudson Soft and Shockwave Entertainment co-developing, and co-distributing the game as an exclusive title for the 55Shock! service, originally intending for it to be a launch title. (Reference Article)

However jumping some time ahead on the Timeline, we can see when the chain of events leading to the closure of the game started on 12-12-2008.

On 12-12-2008 Shockwave announced that almost all of their services and websites would be shutdown, along with the future schedule for 55Shock! being undecided. (Reference Article)

On 12-17-2008 they stopped selling CP (Cash Point) Items in the BOJ Shop, removing the Lite Panel Items and converting the currency cost of other Items to BP (Bomber Points).

On 12-26-2008 Hudson Soft announced the Suspension of the BOJ Service, which would take place around a month later. With all Players receiving a full refund, that covered all of the money that they charged and spent in the game. (1: Official Suspension Page, 2: Reference Article)

They also state in this announcement that the Service Suspension was only meant to be temporary, and that it would be restarted at a later time. In later Staff Blog posts they tried to keep a similar optimistic tone about restarting the Service, as they talked about all the new things that they were working on and were going to add to the game.

On 01-16-2009 Hudson Soft provided a full refund to all of the Players by WebMoney card numbers. If the refunded amount was more than 10,000yen, then it was split up into multiple WebMoney cards of 10,000yen or less. (Image of Refund Page)

On 1-31-2009 the BOJ game Service was Suspended, and at the same time 55Shock! announced that their service would be terminated and no longer be continued.

On 05-27-2009 is the date that the fate for the game was sealed, as they announced the cancellation of any plans to resume the BOJ Service.

The cancellation could've presumably been for multiple reasons, one such idea could be it being a result of legal issues since the game was co-developed. Or perhaps they had trouble finding another publisher to partner with, which I may or may not have read something about in one of the unarchived Staff Blog posts at the time.

Based on the amount of people that seemed to be playing the game, it's questionable how well it performed financially. However since they gave a full refund to everyone due to the service shutting down so soon after starting, the entire venture was essentially a big red minus for them. One that that I don't imagine they would have ever revisited again in the future, even if they hadn't been bought out by Konami.

On 06-03-2009 the Official Website was shutdown, and all of the Staff Blog posts were deleted. Except for one final post that was made on that date, which I had happened to make a backup of. In which they talk about the shutdown, and how the BOJ development team was made up of the best staff in Hudson Soft.

On 06-30-2009 the Staff Blog was shutdown, which marks the last bit of remaining history for BOJ. Though some of the Music and such was later used in the 100-Man Bomberman mobile game, there was never any official word about anything from BOJ again after this point.


----------------------------------------


Together Hudson and Shockwave had created what to me was my personal favorite multiplayer Bomberman game, having included most of the Panels from the franchise with the addition of new and interesting gameplay ideas. It was unfortunate that the game was cut short so soon after it started, as I would've liked to see what else they had in store.

Though some of this post was put together in a bit of a haste, I believe with this I've now gone over everything there is to see and know about the game. If you have any questions about anything or notice any mistakes, just toss me a line wherever you may happen to find me.



[Collapse] View Navigation Table
Table of Contents

1: Timeline and History
[Collapse] Timeline Date Entries

2: Pre-Beta Differences
Press Conference Pictures from 06-06-2008
Closed Beta Teaser PV and Pre-Beta Screenshot 1
Pre-Beta Screenshot 2
Pre-Beta Screenshot Found in Game Files
Closed Beta Playdemo PV

3: Various / Systems / Differences from Other Games
Items from Soft Blocks
1/2 Items
Coins
Skulls
Soft Block and Hard Block Types
Attack Power
Character Parameters
Character Slots
Panel Deck
Panel Sidebar
Support Panels
Bomb Techniques
Misobon
Placing Bomb Graphics
Bomb Flashing and Animations
Bomb Explosion Sounds
Progressive Bomb Explosions
Panel Backs and Get Effects
Panel Interactions with Bombs and Explosions
Character Movement
Character Actions
Kicked Bomb Behavior
Stage Sizes
Mini Map
Sudden Death
Save Data
Lobby
Chat Bar and Chat Channels
Waiting Rooms and Battle Options
Watching
Mode Lock
Titles
My Status
Shop
Bomb Lottery
Clubs
Friend List
User Details
Rating and Ranking
Replay
Present Box
Options
2 Players on the Same PC
Acquire or Collect Items
Deathmatch
Club Battle
My Room / Club House / Furniture
Reactions / Reaction Avatars

4: Stage Traps / Stages / Worlds
Switches
Seesaws
Conveyor Belt
Potholes
Revolving Door
Stage Planning Designs
Worlds and Stages
World 0
World 1
BWC World (Temporary Name)
World 1 - Train Car Concept
World 1 - Ridable Kart?
World 1 - Rotating Gear
World 1 - Stand Placeholder
World 1 - Smoking Grid

5: Items / Bombs / Bomb Weapons / Support Panels
Bomb
Fire
Speed
Power
Bomb Kick
Punch
Line Bomb
Power Glove
Normal Bomb
Classic Bomb
Power Bomb
Pierce Bomb
Dangerous Bomb
Mega Dangerous Bomb
Giga Dangerous Bomb
Bouncing Bomb
Super Bouncing Bomb
Mine Bomb
1t Bomb
Remote Control Bomb
Thunder Bomb
Destroy Bomb
Neutron Bomb
Lightning Blade
Pow Hammer
Big Milk
Skull Stick
Devil Torch
Gravity Hammer
Spiderweb Hammer
Devil Wave
Shockwave?
See-Through Glasses
See Blasts
See Blasts Well
Mine Detector
Become Invisible
Shield
Stun Protector
Skull Protector
Fire Protector
Invincible Protector
Bomb Technique Gauge Plus
Bomb Technique Gauge Minus
Bomb Pass
Wall Pass
All Pass
Remote Control Jammer
Bomb Kick Jammer
Mystery Box
Something like Hard Block Pass?

6: Characters / Avatars / Card Avatars / Special Items
Shirobon
Marvie
Liffey
Nelia
Crave
BM: Flower and Jester
Avatar Parts
Card Avatars
Special Items

7: Music / Voices / Sound Effects / Character Animations
Music
Voices
Sound Effects
Character Animations

8: Various Facts and More Un-Used Stuff
Open Beta PV
Shop and Panel Related
Bugs and Other Related
Pre-Beta and Closed Beta Related
Technical Facts
Miscellaneous and Further Un-Used

9: Other Links and Media
Concept Art and Character Promo Images
BWC 2008
BOJ Links
BOJ Videos
BOJ Official Website
BOJ Staff Blog

10: Service Closure and Cancellation
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