the cutting room mirror

Super Bomberman 3

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To do:

  • Document the European Beta
  • Super Bomberman Collection changes

In this installment (that was apparently too awesome for North America until 30 years later in Super Bomberman Collection), that fifth controller on the Multitap finally gets some use. Also, furry kangaroos!

Hidden Battle Stages#

Two battle stages are hidden in the game. These stages can be accessed in multiplayer mode if the X button is tapped repeatedly while the title screen loads, triggering a sound effect. Pro Action Replay codes can also be used to select these stages.

Stage 11#

Damn you Hudson.Starry night.

Use Pro Action Replay code 7E6C6E:0B to access this stage. Swaying balls.

A spaceship flies below the stage. The green blocks will detonate when hit by a bomb. The purple orbs will turn around when walked through.

Stage 12#

Joy Joy.Not sure where to go now.

Use Pro Action Replay code 7E6C6E:0C to access this stage. Makes sense.

The arrow blocks will move in the displayed direction when hit by a bomb's flame.

Unused Graphics#

An unused egg power-up icon. This may have been a placeholder for the sprite-based egg used in-game.

(Source: Original TCRF research)

There were heart-eyed sprites of Bomberman and Louie present in the game's data.

An animated version of the (also unused) sprite of heart-eyed Bomberman that was already mentioned above.

Unused Text#

Development text left in the ROM.

SFX SOUND DRIVER Version 1.16  
Copyright(c) 1993,94 Hudson Soft 
Program : LU.Iwabuchi 
Driver : Kazumi-TYPE

(Source: Original TCRF research)

Regional Differences#

Title Screen#

Japan

Europe

Copyright info updated, trademark symbol added, and "OPTION" changed to "OPTIONS".

Japan

Europe

"2PLAYERS GAME" was changed to the more grammatically-correct "2PLAYER GAME" in the European release, which also fixed the odd spacing in the "1PLAYER GAME" option.

Battle Game#

Japan

Europe

"KENIA" was corrected to "KENYA", and the odd "FRENCH" was corrected to "FRANCE".

(Source: Original TCRF research)

Revisional Differences#

The builds of Super Bomberman 3 included in Super Bomberman Collection reduce the intensity of strobing effects during the Normal Game story intro. When the spaceship picks up the Five Dastardly Bombers, the tractor beam no longer flashes, and Pretty and Magnet Bombers are displayed as a solid white while the other three are a barely-visible darker yellow. The scene of the revived bombers being sent out also slows the speed of the background flashing and increases the speed in which the bombers teleport away, holding on the shot of Bugler for less longer than intended. The English version itself is an edit of the European release to run at NTSC 60Hz instead of PAL 50Hz.

Oddities#

Watch on YouTubeThe strange, unsettling sounds that play over the "END" screen after the credits have a fairly innocuous source: It's the Hudson Soft logo voice clip heavily slowed down.