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Super Bomberman 4

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Title Screen

Super Bomberman 4

Developer: Produce
Publisher: Hudson Soft
Platform: SNES
Released in JP: April 26, 1996


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.


The first Super Bomberman game never released outside of Japan. Time travel shenanigans ensue.

Filler Levels

Nothing to see here.

Levels 5-7 + 5-8 are duplicates of Level 5-6, sans objects. They're presumably present to fill in the empty level slots.

(Source: Original TCRF research)

Hidden Battle Stages

Two battle stages are hidden in the game. The actual method of accessing these stages is unknown, though it's probably similar to the method used in Super Bomberman 2. Pro Action Replay (PAR) codes can also be used to select these stages.

Hudson seems to be fond of these.

Stage 11

Feudal madness.Wood: Notoriously impervious to fire.
Use Pro Action Replay (PAR) code 7F202B:0A to access this stage.

Wow, Feudal Japan must have been a blast!
A standard stage but for the mine cart. Players run over by the mine cart will be killed. The mine cart's position and track circuit seem to be randomized.

Stage 12

Fun in food world.A gig of pudding.
Use Pro Action Replay (PAR) code 7F202B:0B to access this stage.

Hudson word assocation - Food:Flags.
Flags will spawn next to the players. These flags can be carried. When a flag is destroyed, the respective player will be killed.

Unused Graphics

Too powerful.
This Power Bomb icon is left over from Super Bomberman 2.

Fonty font fontily font.
Similar to the font used in Super Bomberman 1 & 2. It may be used with the debug menu text in the ROM (see below).

(Source: Original TCRF research)

Unused Power-Ups

Super Bomberman 2 Super Bomberman 4
A good question. Remember me?

Though the question mark power-up has been updated since Super Bomberman 2, it still isn't used.

(Source: Original TCRF research)

Unused Text

Debug Menu

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

Text for a debug code. If a method exists for actually accessing this menu, it's currently unknown.

#96-02-29#21:38&
#PARAMETER#####&
---------------&
#EXIT##########&
#WHO'S#PRM#####&
#FIRE#LEV######&
#BOMBCOUNT#####&
#BOMBTYPE######&
#SPEED#########&
#PASS#BOMB#####&
#PASS#WALL#####&
#PASS16SEC#####&
#STOP#TIME#####&
#PUSH##########&
#PUNCH#########&
#KICK##########&
#POW#GLOVE#####&
#HEART#########&
#NODEATH#######&
###############$

Sound Driver Text

Sound driver's been updated since Super Bomberman 3.

SFX SOUND DRIVER Ver 2.28
(C)1993-95 Hudson Soft
Program : LU.Iwabuchi
Driver : Kazumi-TYPE
(Source: Original TCRF research)