It's like plasm said. How am I supposed to catch these references if I don't know anything about their culture or word meanings? I never noticed it before and likely never would have unless someone pointed out said definitions.
Then again, they kind of needed to reboot the series after the original NES game, because otherwise they wouldn't have had a main character - Bomberman loses his signature ability when he becomes Lode Runner.
Not really, do you figure he was the only one of his kind? The only bomb manufactoring robot?
Bomberboy and Bomberking are in all likelihood direct sequels to the original Bomberman. In Bomberboy you're a different White Bomber that's going around all factories in which his brethren are held in slavery and freeing them.
Presumably at this point Bombermen become champions for peace, but unfortunately the planet's resources become insufficient and they accept to turn themselves off until a solution is found. This would be Altile, and that's where Bomberking begins.
It was only with the PCE Bomberman that the series was rebooted (that is, assuming we didn't just take another huge leap into the future and Altile became Planet Bomber).
_________________ Metroid: Other M - As in "There's the good Metroid games... we chose to do one of some Other Make altogether."
I suppose that is true, I hadn't thought of it that way.
But then, the "story" wouldn't have been taken in the direction we all are most familiar with... So I am glad that they did reboot it. Though I would certainly not be opposed to seeing a continuation of the original plotline provided that it is done well.
I am glad that they did reboot it. Though I would certainly not be opposed to seeing a continuation of the original plotline provided that it is done well.
Yes. If only Act Zero had been more like Bomberking (serious without being ridiculously gritty... and actually a good game) we may still have an ongoing franchise today.
_________________ Metroid: Other M - As in "There's the good Metroid games... we chose to do one of some Other Make altogether."
It will be our shared present once I find the time and patience to scan the whole thing.
(I've scanned the table of contents and story manga so far. The manga is actually pretty funny; I kind of like the bad guys from this game a bit more than I did before.)
Finally, I have found an explanation for the name of the ninja enemies in Super Bomberman 4, "Chibimaru".
It seems that "maru" was a popular suffix for names in the Edo period. The Edo period is the era during which Stage 2 is set, and thus is the era in which the ninja enemies appear. Thus, the name should probably just be kept as "Chibimaru" - there's not really a perfect translation for the word "chibi" anyway.
I've also seen some forum posts where people have claimed that "maru" was the suffix appended to the names of the young sons of samurai, and that their name was to be changed when they grew older.
Right there was one point I asked plasm to translate two 4koma last year, one of them (the one where Racer crashed into a tree while Shiro had a stomach ache) had a kanji plasm couldn't read as the video was a bit blurry
The two characters are 'School' and 'To hurry' so I asume the title would be 'Hurry to School Kart', 'School to hurry kart', or 'school hurry kart' I'm going with the first
Because I am an idiot, it had not occurred to me to translate Pretty Bomber's info from the "Super Bomberman - Panic Bomber W" manual. So here we go:
*****
Pretty Bomber: Birthplace Unknown
Survivor of the Fiendish Bomber 5. She intrudes in the middle of the game to avenge her comrades.
BGM Flamenco.
*****
So there. We finally know why exactly she's in the game.
A contributor (Reversalmushroom, one of the few) at the Bomberman Wiki has the Super Bomberman 5 Guidebook, and has asked me to translate some of the pages. Here is the page that details Terrorin's boss machiines from the end of the game:
(Page 49)
BOSS 1 Jiriringer (ジリリンカー, "Jiriri" is a Japanese sound effect for the ringing of an alarm clock)
HP - 5
Speed - Slow
Block - O (Passes over blocks)
Score - 5000
(Headline)
You are safe in the top of the screen
Jiriringer does not approach Bomberman. You are safe if you are in 1 block from the left-upper or right-upper part of the screen. Its weak point is the bomb firing device at the moment that it is revealed.
(Left Caption)
Here is the safety area. Once Jiriringer appears, immediately move to this location.
(Middle Caption)
Once it begins to move, bomb the device three steps directly below Jiriringer.
(Right Caption)
Return to the safety area once again from below Jiriringer and wait.
BOSS 2 Bell Roller (ベルローラー)
HP - 5
Speed - Fast
Block - O (Passes over blocks)
Score - 5000
(Headline)
The dash attack is not frightening
First of all, you can find relief if you are in the safe area in the photo below. It has 2 types of dash attacks, and can only be damaged during the pattern when its arms are lowered. During the rest of the time it evades.
(Right Caption)
The safety area is three steps from the bottom. Wait here first.
(Headline)
Attack where it is attracted
(Middle Caption)
During the pause before Bell Roller's dash, place a bomb and move to the lower left.
(Right Caption)
Bell Roller is hit. Repeat and damage it 5 times.
EDIT: Here is the Trap Data for Zone 5 in Super Bomberman 5, which is the only Zone that features new traps. (My personal notes are encased in parentheses and preceded by the word "Notes"; there is one instance where a sentence from the actual text is in parentheses)
Radio Tower (電波塔) Emits radio waves at constant intervals. Bomberman will stop moving for a little while if he gets hit. Damage each of its 4 pillars 4 times each to destroy it.
Doll Generator (ドールジェネレータ) Each time 1 Doll is destroyed, a new Doll will appear from the exit below. The battle will be endless unless the generator is destroyed. Hit it with fire 4 times to destroy it.
Cotton Candy Generator (わたあめジェネレータ) One by one, Cotton Candy is produced by this device. When the Cotton Candy hits Bomberman, he will be repelled. Hit it with fire 4 times to destroy it.
Sticky Floor (ねばねば床) On this floor, movement speed becomes extremely slow. There is no time to escape from enemies or fire when heading toward this floor. Incidentally, kicked bombs are not slowed by it.
Protrusion Hard Block (でっぱりハードブロック) At constant intervals, it moves up and down or left and right. The block will begin to flicker as a notice before moving. It is not possible to pass through the other lane while it is moving.
Magnet (磁石) At fixed intervals, it operates and attracts bombs (Tracing Bombs will not be drawn in). Wait and try to choose the location where you think it will detonate when the Magnet is activated.
Cutter Saucer (カッターソーサー) Periodically, a Cutter is fired from a device. Before it is fired, the Cutter appears, rotating with a sound. As soon as it enters this state, take refuge from the firing hole.
Moving Floor & Gear (移動床&歯車) Detached floor that can be used when coming and going over the terrain. Hit the gear with a flame and the floor will stop. Place a bomb just right when the floor is 2 blocks from the objective. (Note: In case it is not clear, they mean that, when the Moving Floor is 2 spaces away from where the player wants to cross, a bomb should be placed by the Gear at that very moment)
Skewer Hard Block (串刺しハードブロック) Needles extend in every direction from this block. Being hit is not a miss, but items will be scattered. The needles come out from the block at random. (Note: By "miss" or "mistake", they mean that Bomberman loses a life or a Heart)
Bomb Warp (ボムワープ) The Bomb Warp and Conveyor Belt appear as a set. The Warp Hole is bomb-exclusive, if Bomberman gets on nothing will happen. The warp destination is entirely random.
On Shiro's request, I picked up Bomberman Story just for its manual (its like 34mb because they're unshrunk 600dpi scans, so have fun!). Haven't translated anything (when's the last time I did that?), but it's got new artwork of the Five Dastardly Bombers if that interests anyone.
I suppose that I should go ahead and make a sort of progress update, since I haven't been posting translations in this topic for a while. Basically, I've been pulling information from the guides and manuals and writing up articles on the Bomberman Wiki. Super Bomberman 1-4 are essentially complete, including stage info, character info, boss info, and enemy info (as well as info for enemies that also appear in other games; if I run into such an enemy, then I go ahead and try to pull info on it from the other games in which it appears; for instance, several SB4 enemies appear in Bomberman MAX, and several SB3 enemies appear in Bomberman Tournament/Story).
Another guy is working on most of the Super Bomberman 5 articles, as he has the official guidebook.
The Bomberman Quest articles are nearly complete - I haven't covered all of the items yet, nor have I covered the Battle Game. Of course, having an English counterpart, there's not a lot of news there, except perhaps that some of the enemies also appear in Pocket Bomberman and that some of the items appear in the GBA Jetters game.
Anyone who may have been following this topic may follow my progress on the Bomberman Wiki. I go by Plasma Bomber there, and you can easily follow me by checking the Recent Wiki Activity.