Atomic Bomberman
US-developed Bomberman with pre-rendered graphics and voice acting.
Atomic Bomberman is a 1997 PC game developed and published by Interplay Productions under license from Hudson Soft. It is the first original Bomberman game for Windows and the second PC entry in the series, following Dynablaster. The game is notable for being developed in the United States rather than Japan, giving it a distinct visual and audio style compared to other Bomberman titles.
- Developer
- Interplay Productions
- Publisher
- Interplay Productions
- Release Year
- 1997
- Platform
- PC (Windows)
- Genre
- Action / Multiplayer
- License
- Licensed from Hudson Soft
- Max Players
- 10
Quick Facts
- Title
- Atomic Bomberman
- Developer
- Interplay Productions
- Designer
- Jeremy Airey / Kurt W. Dekker
- Series
- Bomberman
- Released
- NA · July 21, 1997 · EU · 1997
- Genre
- Arcade, maze
- Modes
- Single player, multiplayer
- Platforms
- Microsoft Windows
Facts from the source article.
Lore & Background
Atomic Bomberman was developed independently by Interplay Productions using their own engine, under license from Hudson Soft. Project leader Jeremy Airey stated the team aimed to modernize the game without changing its core gameplay. The game supports up to 10 players. A PlayStation version was planned but never released. The game includes a hidden level editor that allows players to edit existing maps and create new ones using scheme files (.sch). The editor features a density function for breakable items, a powerup manager, and a choice between a 'Green Acres' theme and a monochrome patterned display.
Reader's Guide
Atomic Bomberman holds a mixed legacy as a Western take on a classic Japanese franchise. Its use of pre-rendered 3D characters and voice samples by Charlie Adler and Billy West set it apart from the hand-drawn sprite style of other Bomberman games. Critics praised its faithful translation of the core gameplay and multiplayer for up to ten players, but many noted the loss of the series' charm due to the 'American' art direction and overly detailed backgrounds. The game's online multiplayer suffered from jerky play and glitches, and the lack of a single-player campaign was seen as a drawback. Despite mixed reviews, it is remembered for its level editor, customizable rules, and team modes. The game's hidden profane voice clips and the fact that it was developed outside Japan make it a unique entry in the Bomberman series.
Did You Know?
- Atomic Bomberman was developed by Interplay using their own engine, not from Super Bomberman 3 code.
- The game contains unused profane voice clips recorded by Billy West and Charlie Adler.
- A PlayStation version was planned but never released.
- The game includes a hidden level editor that uses .sch scheme files.
Development & Production
Atomic Bomberman was born from an unusual cross-border collaboration. Rather than being crafted in Japan like most entries in the franchise, the title was produced by Interplay Productions, a studio based in the United States, under an official license from Hudson Soft. The game was constructed directly from the codebase of Super Bomberman 3, giving it a solid mechanical foundation. Project leader Jeremy Airey articulated the team's philosophy clearly: they wanted to modernize the presentation without altering the core way the game plays. The developers initially harbored ambitions of supporting twenty simultaneous players—double the player count of any other Bomberman release at the time. However, the subsequent launch of Saturn Bomberman, which accommodated ten players, rendered that goal impractical. A PlayStation port was reportedly in the works but never materialized. Tucked away in the game's data files, a collection of unused profane voice clips recorded by the game's talent, Billy West and Charlie Adler, remain as a curiosity for those who dig through the code.
Visual & Audio Identity
Atomic Bomberman stands apart from its Japanese-developed siblings in both appearance and sound. Where earlier titles relied on hand-drawn animated sprites, this entry employs pre-rendered three-dimensional characters and backgrounds, lending the game a distinctly different visual texture. The American production also introduced extensive voice acting during gameplay, with Charlie Adler and Billy West providing a wide range of vocal samples that punctuate every action. This combination of rendered graphics and vocal performance gave the game a more cinematic, almost cartoonish personality. Critics were divided on the result. Some praised the crisp, colorful visuals and the humorous death animations, while others felt the over-detailed sprites lost the charm of the original sixteen-bit console versions. PC Zone's Charlie Brooker specifically noted that the characters' American makeover felt less cute than their Japanese counterparts. Despite the stylistic shift, the underlying bomb-throwing, maze-clearing mechanics remained essentially unchanged, preserving the franchise's core identity beneath a new coat of paint.
Gameplay & Level Editor
Atomic Bomberman offers two play modes—classic and enhanced—and supports up to ten players in a single session, with at least one slot reserved for a human. A notable rule limits each physical keyboard to controlling only one player, though this restriction does not apply to local network matches. Unlike earlier entries in the series, the game contains no narrative or plotline; the focus is entirely on competitive play. Hidden within the game is a level editor that lets players modify existing maps or design new ones, saved as scheme files with a .sch extension. The editor's interface displays the map with colored dots representing player spawn positions. A DENSITY setting controls how many breakable blocks populate the arena, while a Powerup Manager lets the designer choose which power-ups appear, their spawn frequency, whether they can be destroyed, and how conflicts between opposing abilities—such as Bomb Spooge versus Power Glove—are resolved. Players can also toggle between a colorful Green Acres theme and a monochrome, patterned display.
Critical Reception
Atomic Bomberman received a middling critical response, settling at a 68.40 percent aggregate score on GameRankings. Reviewers broadly agreed that the core gameplay remained faithful to the Super Bomberman formula, with several commending Interplay for resisting the urge to overhaul the mechanics. CNET's Hugh Falk appreciated the ten-player multiplayer and the level designer but flagged the absence of in-game chat during online sessions as a significant oversight. GameSpot's Trent Ward enjoyed the customizable characters and rules but found the online multiplayer plagued by jerky performance and glitches. Edge and PC Zone both felt the rendered sprites, while detailed, lacked the endearing simplicity of the console originals. On the positive side, PCMag's Shane Mooney called it a game that packs plenty of punch for casual sessions with friends, and GamePro's Dan Elektro highlighted the team modes and level creator as worthwhile additions. Conversely, Computer Gaming World's Kelly Rickards argued the title bastardizes the series, and GameRevolution's Nebojsa Radakovic panned the visuals and level tools as underwhelming.
Frequently Asked Questions
What is Atomic Bomberman?
It is a 1997 action and multiplayer game for Windows PC, produced under a Bomberman license from Hudson Soft. Interplay Productions handled both the development and the publishing of the title.
Who developed Atomic Bomberman?
Interplay Productions created and published the game in the United States. They worked under a licensing agreement with Hudson Soft, the original IP holder of the Bomberman franchise.
What makes Atomic Bomberman different from other Bomberman games?
Because it was built by a US team rather than a Japanese one, it carries a noticeably distinct visual and audio style compared to the rest of the series. It also features pre-rendered graphics and voice acting, which set it apart from most other entries.
What platform is Atomic Bomberman on?
It was released exclusively for PC running Windows in 1997. It holds the distinction of being the first original Bomberman title made specifically for the Windows platform.
Where does Atomic Bomberman sit in the Bomberman PC timeline?
It is the second PC entry in the series, following Dynablaster. As the first original (non-ported) Bomberman game for Windows, it marked a shift in how the franchise approached PC gaming.
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