
1997 · Hudson Soft · action · Nintendo
17 sources · 38 facts · verified 4mo ago
Why this one is in the canon, and how to start it well.
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The cheat-code culture around Bomberman 64 centered on GameShark’s exhaustive support—238 codes in the libretro archive alone—letting players unlock all custom battle-mode costume parts instantly, skip Gold Card requirements for Rainbow Palace, toggle invincibility per-world, and manipulate bomb types mid-stage. The game’s status as the N64’s only true Bomberman adventure (until The Second Attack! in 2000) made it a rental-counter fixture and a proving ground for Hudson’s ability to reinvent a 2D institution in the analog-stick era; speedrunners and completionists still chase sub-hour clears and 120-Gold-Card routes, while the battle mode remains a go-to for retro party sessions. It’s the game that proved Bomberman could platform—and the one that taught a generation of N64 kids that bomb-jumping wasn’t a glitch, it was the point.
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Hold B to pump bombs, release to kick. Pumped bombs blast wider and crack blocks standard bombs can’t. Run through Green Garden 1-1 until the charge-and-kick rhythm is muscle memory.
Jump-kick for range. A to jump, B mid-air to launch a bomb forward. Hits switches and enemies from safety. Rainbow Palace demands this constantly.
Prioritize Bomb Up and Fire Up. Bomb Up raises your simultaneous bomb count — essential for puzzles. Fire Up extends blast radius. Both respawn, so loop back when you need them. Skip Remote Control until you know the layouts.
Rotate the camera with C-buttons. C-Up zooms out, C-Left/Right spins the view. The default angle hides pits, switches, and enemies. Most early deaths are blind drops, not combat.
Stun Altair with three bomb hits, then jump on his head. Plant bombs in his patrol path instead of chasing. After the stun, you have roughly three seconds to land the jump. Three cycles wins.
Collect gold cards before each boss. Missing cards locks out the true ending. Bomb suspicious walls, check every corner. Most are visible; a few need precise kick angles.
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Rainbow Palace ice physics bleed into the next stage. Slide around the ice world and your momentum carries subtle differences for roughly 30 seconds of real-time after you leave. Wait out the timer on the stage-select screen or crouch to a full stop before entering a precision-platforming level.
Pumped bombs inherit your velocity. Kick or throw a bomb while moving and it travels farther than a stationary toss. Remote bombs especially let you set traps well outside normal throw radius—critical in custom battle arenas where spawn points are predictable.
The camera auto-centers during boss phases, not exploration. Rainbow Palace and Altair yank manual camera control the instant a sub-boss triggers. Learn the arena layout before you grab the key item or step on the trigger tile—you won’t get a second look until the fight ends.
Bomb-jump height scales with pump count, but timing tightens. A single-pump jump gives you a forgiving 10-frame window; max-pump (hold A until the bomb flashes red) tightens that to roughly 4–6 frames cite. Two-pump is the sweet spot for casual play—enough height for most skips, enough leniency to land it.
Gold Cards are stage-specific, not inventory. Collecting all five cards in Green Garden doesn’t carry progress to Blue Resort. The game tracks completion per world—100% means five cards in each of the four main worlds plus Altair.
Sirius’s grab has no cooldown tell. Unlike earlier bosses, Sirius can chain grab attempts with zero recovery frames. Arms extend and you’re already in the hitbox—preemptive bomb placement is the only counter.
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The walls players actually hit, and the way through each.
Green Garden 1-4 (Altair’s Boss Arena) — Altair floats; your bombs don’t. Hold A to charge a pump-throw, release when the reticle locks onto his platform above. Three hits drop him to ground level for the melee phase. Ground-level bombing accomplishes nothing — the game never teaches the pump-throw, so first-timers burn minutes lobbing explosives at the floor.
Blue Resort 2-3 (Ice Pillar Maze) — Ice slides commit you the instant you step on. No mid-slide correction, no braking. Position Bomberman one tile before the ice, face your intended direction, then step forward. Treat every patch as a rail you ride to completion. Players who try to steer mid-slide fall into pits. The custom cards tucked into this stage demand pixel-perfect slide chains — hunting 100% completion means sketching routes on graph paper.
Red Mountain 3-2 (Lava Conveyor Gauntlet) — Switches reverse conveyor direction, but the game never maps which switch controls which belt. The unblock: ignore the switches. Hug the right wall, bomb every cracked block, ride the default flow to the exit. Switches exist for custom-card routes and speedrun lines, not critical-path progress. New players assume a puzzle they’re required to solve; they aren’t.
White Ice 4-4 (Sirius Boss — Second Phase) — Sirius teleports after every hit. His tell: faint purple shimmer 0.5 seconds before reappearing. Chasing him gets you frozen. Plant a bomb at your feet the moment he vanishes, then walk away — he’ll often port into your trap. If he doesn’t, you’ve bought dodge space for his next beam. Never hold a bomb waiting for the perfect throw; his teleport timing punishes hesitation. Three trap-hits per phase, two phases total.
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10 of 230 verified codes, free to read. The rest are in the Code Vault.
800AEE14 00028004A483 00018004A486 0001802AC61F 0006802AC703 0006800BB1E0 0001800AEE13 000080046663 00018008E575 00FF8108E576 FFFF8108E578 FFFF8108E57A FFFF8108E57C FFFF8108E57E FFFF8108E580 FFFF8108E582 FFFF8008E584 00FF800AEE07 0002802AC627 0063GameShark Labs · SharkVault Founding Membership
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September 26 1997, Bomberman 64 debuted as Baku Bomberman on the N64 in Japan! Developer/Publisher Hudson Soft made the tough decision to scrap over 6 months of work on the initial version of the game and start fresh after seeing other 3D games/Atomic Bomberman PC already at mar
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