Super Bomberman 2

Bomberman must fight against 5 evil Bombermans. Bombermen. Bomberpeople?

CPU Usage Meter
A CPU usage meter can be toggled when the PAR code is active.

Normal Game Jumping
The PAR Code will enable Bomberman to jump in the Normal Game!

Power-Up Toggler
A 1-Player debugging function can be accessed through the following PAR code:.

In a 1-player game, pressing the R button will give the following power-ups:
 * Max Bombs
 * Max Flame
 * Max Skates
 * Remote Bombs
 * Bomb-Through
 * Wall-Through
 * Kick
 * Throw
 * And finally, a whopping 144 Hearts!

Soft Reset
Use PAR code to enable a soft reset function. When the game is paused, hold Select and then press Start to restart the game.

Hidden Battle Stages
Two battle stages are hidden in the game. Both of these stages use the 3rd battle theme, a track that can only be heard through normal play in Battle Stage 4.

The "official" method of accessing these stages is to plug in a Hudson Super Joycard controller, turn on the turbo-fire feature, and hold X for several seconds. Using the codes listed below is a highly recommended alternative.

Stage 11


Use PAR code to access this stage, which seems to take place in a boxing ring.

In this stage, all players are fully powered-up at the start. There are no walls, and the only power-up is the skull in the center.



The sides of the ring can be used to propel players forward.

Stage 12


Use PAR code to access this stage. Note that both Stage 11 and Stage 12's digits use a different palette than the normal stages (orange rather than silver).

A standard battle arena, though the trampolines don't appear anywhere else in Battle Mode. The gem blocks will kill the player when walked on.

Early Power-Up Icons
Taken from an earlier version of the power-up set found in the ROM.

Fire Extinguisher
The fire extinguisher power-up from Super Bomberman was set to appear again. Its graphics were updated, but it was ultimately discarded.

Glove
The black dots on the fingers of the gloves aren't present in the earlier version.

Ice Cream Cone
A different ice cream graphic, based on the one from the first game. The final game uses an entirely different design.

Spike Bomb
A very nitpicky change, but a few pixels on the upper-left were changed.

Filler Icons


Four filler icons. Featuring a tiny Bomberman, a crap, a frog, and Dr. Mook (one of the main villains from Super Bomberman). The text says "mada", which means "not yet".

Unused Power-Up Icons
Discarded power-ups from an earlier version of the tileset.

Clock
A clock power-up, which would either reset the clock or freeze monsters. This would show up again, with minor changes, in Super Bomberman 4.

Question Mark


A question mark icon which would have done...something.

Vest


An unused flameproof vest power-up. Naturally, this would have protected Bomberman against explosions.

Unused Enemy Sprites


These unused animation frames can be found next to the rest of the graphics for the Mr. Moai enemy. In the game, it only moves around aimlessly, but these sprites imply that it had a secondary behavior at some point in development. It seems as if it would have opened its mouth and stuck out its tongue.

Unused Font


A font that is always loaded in VRAM, but never used.

Unused Music
While not entirely unused, parts of different tracks cannot be heard in normal play.

Intro
Only the first 39 seconds are heard in the intro. The whole song is 1 minute and 23 seconds, and it even loops!

Map
6 seconds of this 20 second piece are heard in the game, and it also loops.

Unused Palettes
There are several alternate palettes for sprites used in the game that seem to suggest that the Normal Game was intended to be multiplayer as well as single player, just as it is in other installments of the series.

Robo Bomber


Brain Bomber, boss of the fourth stage in the Normal Game, normally pilots a giant robotic counterpart to White Bomberman. Palettes for a black version exist as well. In a two player game, White and Black Bomberman may have faced off against two Robo Bombers, the second using these palettes.

Ending


Palettes for the other three major Bomberman colors being ejected into space after the Dark Stage base explodes. This could either be evidence of an earlier storyline where these three Bombermen are captured along with White by the Dastardly Bombers, or a four player Normal Game.



Palettes for Black, Red, Blue Bomberman falling back to Earth, as White Bomberman does in the next-to-last screen in the ending.

Debug Menu
Debug text can be found in the ROM. While not as extensive as the menu in the first game, it's still something. This text maps to the unused font above, and starts at in the ROM.

Multitap
Development text for the Super NES Multitap is located in the ROM.

Version Differences
This block of text is only seen in the Japanese version's credits. It is located before the director credit.