Saturday 2 August 2014

[A-Z Games] D: Dynablaster

Probably better known as (Super/Mega) Bomberman, I originally played this on the Commodore Amiga when it was known as Dynablaster - once the console versions came out, the name became Bomberman. And what a game this is, simple enough for almost anyone to be able to play and enjoy with little or no experience. Within minutes, you will sense pacts being formed, pacts being broken and hear the words “kill Saif”. Which is a little harsh.
Dynablaster places you in control of a little character who can drop bombs which explode after a short time - bombs which are used to destroy the environment and/or the enemy (and maybe yourself when it gets a bit panicky). The genius of the design is how simple it is with layers of (slight) complexity added so you can introduce it to people bit by bit - whether they are regular gamers or not. The two basic power ups are just the ability to lay more bombs at the same time and then also make them larger. As an explosion hitting any other bomb, whether dropped by that player or not, will also trigger that bomb, this opens up the chain reaction which makes the game. Later additions, such as kicking bombs, throwing bombs, jelly bombs and more add more interesting ways of trapping people, but the explosion is what kills. The direction of travel in collecting is not always up, there are power downs too, denoted by skulls. At their most evil, they are also contagious and hilarious. Maybe they will make you super slow, maybe you'll get diarrhoea (where you drop bombs without control), maybe your bombs will be mini and reach only to the neighbouring square? Who knows? The random element made the diseases quite fun but the question would have to be "Why would you actively pick them up though?".
One of the power "downs" was super speed, giving a huge advantage, and the other reason was that they were contagious. This meant that particularly nasty players (and Bomberman made us all nasty in our own way) could pick up a power down just to pass it on. You had to be pretty quick, and adept, but it was always a perfect feeling victory if you could inflict it and for that to then be the eventual cause of death. And that was almost the point, there was only victory and loss so the nature of the victory was important. As was the victory dance. And being gold bomber. 
The joys of Bomberman are basically the joys of human interaction in all its subtle glory but without longer term recriminations. There have been many versions with many different maps/levels trying to bring new tactics but the basic map is where it all starts and usually where it ends. As a multi-player game, it supports 2 players in all versions[1] and up to ten on the slightly mythical Hi-Ten Bomberman ported to the Sega Saturn. Four players is most common using multi-taps on the older consoles although I think the PS3 version is up to seven. As a local multi-player game, I think it is unmatched in terms of fun and rivalled only by the 8 player Micro Machines V3 with controller share[2].
Later versions really did add little details to keep you involved such as allowing dead players to chuck bombs in as a spectator - opportunity for sweet revenge and keeps all involved. The aforementioned gold bomber status meant you could lord it up too in the next round, and also be a target for everyone. Dynablaster is such a pure, simple game and it eventually moves away, like all the best games, from being a dexterity based game to one where it was all about how you force others to act. Mentality, it is all about the mentality[3].
And you know what, the winner was usually someone who waited at first. Truly, the meek will inherit the earth.


Get the PS3 version: [link]

3 other D titles that might be interesting: 
Dynamite Dux,- A scrollin beat 'em up in the style of Double Dragon - but with cute, animal characters.
Devil May Cry 3 - Effortlessly stylish, but with a lot more effort, it is SSStylish.
DoDonPachi - The classic, vertical bullet hell (what a genre name) shooter.


1. One of the benefits of Dynablaster on the Amiga was that it supported four players quite easily as two could be on the keyboard and two on joysticks.
2. The controller share function on Micro Machines was where two players would share a controller so that four controllers allowed 8 players. Sharing meant that you only used the d-pad or the four face buttons and so, in order to squeeze in steering, accelerating, braking/reversing and firing, one function was "automatic" - accelerating. As soon as the game started, the cars would move forward which makes sense, you usually wanted to be going forward after all. One of the levels had a checkpoint on a floating leaf which you were meant to wait on but you could not actually "wait", you had to carefully go forward and backwards - all eight of you bumping each other and this meant that you /had/ to engage in either attack on defence on there. You had to.
3. Unless everyone just gangs up on you leaving you very unsure as to whether these people really were your friends.

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