Baku Bomberman 2

reference

American manual

Download here (16MB Zip file) (thanks to DragonBomber for scanning this!)

N64 Magazine (issue 41)


[click to enlarge (355kb)]

[...] we thought developers Hudson had gone mad. Y'see, the original SNES Bomberman was sheer multiplayer heaven, while Bomberman 64's multiplayer was about as much fun as standing in cold custard.

Dated May 2000, a quick preview of the game. It seems to claim it would get a UK release in the Summer, though that never came to be.

Official Nintendo Magazine (issue 92)

Dated May 2000, a quick preview of the game. No UK release date is given.

Transcribed from the English version.

Executive Producer
Hiroshi Kudo

Producer
Tadahiro Nakano
Hiroyuki Mikami

Game Concept Planner
Taiichi Matsuda

Voice Cast
Shoh Hayami
Daisuke Gohri
Nobutoshi Hayashi
Hohko Kuwashima
Manami Nakayama
Yumi Tohma

Game/Program Director
Satoru Sugimoto

Game Director
Kohji Innami

Story Mode Director
Naoki Yoshida

Visual Director
Yakahide Otoizumi

Visual Director / Boss Character Design
Taiichi Matsuda

3D Design Director
Hideyuki Ogura

Product Manager
Kenji Matsuura
Yasutaka Kakiseko

Main System/Menus
Satoru Sugimoto

Graphics System/Boss
Toshimasa Ebina

Characters/Objects
Tomoyuki Honda

Battle/Effects
Takuya Suzuki

Map Design & Modeling
Megumi Okazaki
Akihiro Nakamura

Character Design Modeling
Satoshi Haga

Boss Character Design Modeling
Masakazu Echigo
Hitoshi Takiyama

Enemy/Battle Character Modeling
Miho Yoshida

Battle Character Modeling
Masahiro Kamohara

Effect Modeling
Hiroyuki Kimoto

2D Design
Hiroshi Kaieda
Etsushi Nishiura
Yasushi Nishiura
Kouji Wajima

View Map
Takashi Ootsuji
Asako Yamazaki
Saeko Matsuura

Sound Director
Akihiro Satoh

Music Producer
Hidenobu Otsuki

Music Composer
Tomohiko Kira
Yasunori Mitsuda
Hidenoku Otsuki
Tomokazu Kudo
Hiroyo Yamanaka
Yoshitaka Hirota
Kenji Hiramatsu

Music Operator
Hiromichi Furuya
Hironao Yamamoto
Hironobu Yahata

Sound Effect Designer
Hiroyuki Tsuboguchi

Wave Designer
Osamu Narita
Hironao Yamamoto
Syohei Bandoh

System Supporter
Takayuki Iwabuchi
Hideki Oka

Official Art Design Director
Syouji Mizuno

CG Works
Toshiteru Horii
Toshifumi Sekijima
Tomoaki Watanabe

Assistant Design
Naoto Yoshimi
Kozue Satoh

Progress Management
Horimi Okamoto

Supervisors
Shigeki Fujiwara
Tadajuki Kawada

Bomberman Company
Shoichi Togashi
Koji Terada
Youichi Nakazawa

Mastering
Masako Ishikawa
Yukiko Mikami

Translator
Patrick Riley
Ronald Foster
Jhon A. Greiner [sic]

Cooperation
Bowne Global Solutions
Studio GUIDO
AONI PRODUCTION
HUDSON Debugging Team
Nichimen Graphics

Publisher
Vatical Entertainment

Presented by Hudson BOMBERMAN MAX

This game has historically been a dickens to emulate, which for a console as persnickety as the Nintendo 64, that's saying something!

The most common issue is [[[control stick losing ability to moev left and right. happens on proejct64 under any plugin. can happen during any transition. not sure???

The game's official resolution is 320x240 with coloured borders; outside of this section, those borders have been cropped out. For the most part the angrylion's RDP with OpenGL 1.5 is used for all screenshots, though if I couldn't bear the speed, Jabo's Direct3D8 is the fallback.

Jabo's Direct3D8 graphic plugin is, barring one quiggle, an ideal plugin to play the game to completion. 2D graphics and textures willd isplay artifacts, common on emulated N64 games, but all in-game elements and architecture will appear as it should. The same can't be said for Glide64, which renders some objects completely wrong. The various blocks in Planet Horizon will be alternately displayed as invisible or completely see-through, showing the sky behind it in its place!

The one area Jabo's Direct3D8 struggles is in Zoniha's palace on Epikyur. The statue is meant to be tinted the colour of the bomb you must use against it, but this effect doesn't render. As far as I can tell, this only renders in the Angrylion plugin.

Although mostly accurate, the Angrylion plugin crops the screen's height ever so slightly; 1 pixel from the top and 3 pixels from the bottom. Perhaps more notably, it doesn't appear to emulate lighting conditions as seen on real hardware???? investigate??? Because of the Nintendo 64's variable emulation accuracy, I want to talk about plug-ins for a bit! The game's official resolution is 320x240 with black borders; outside of this section, those borders have been cropped out. For the most part the angrylion's RDP with OpenGL 1.5 is used for all screenshots, though if I couldn't bear the speed, Glide64 is the fallback. This game (and plenty of other Nintendo 64 titles for that matter) has been trouble for emulators for the longest time; most plugins would render a majority of the game as a solid black screen! Who turned out the lights? (Mudlord's Rice Video Build 6.1.4) Jabo's Direct3D8 graphic plugin was the best it got for a long time, blacking out on certain screens and not rendering fade-outs, but Glide64 Final is the most ideal option. The entire game can be played from start to finish with no blackouts, though it may suffer a bit of slowdown when lots of objects or transparencies are used, particularly in Battle Mode. N64 hardware (RGB-out) Project64 emulator (Glide64 Final) Project64 emulator (angrylion's RDP with OpenGL 1.5) For total visual accuracy, angrylion's RDP with OpenGL 1.5 graphic plugin paired with the Static Interpreter RSP plugin are what you want. It appears totally accurate to the original Nintendo 64 hardware... but it's also frighteningly slow. We're talking single-digit frames-per-second unless you have a beefy machine! The one possible quibble with this plugin is it applies a visual grain to the entire screen, probably an artifact from its fog system that most other plugins interpet as a black screen. N64 hardware (RGB-out) Project64 emulator (Glide64 Final) Project64 emulator (angrylion's RDP with OpenGL 1.5) Most plugins have transparency issues; the easiest way to test this is look at the goal gems in Green Garden. This also impacts visual effects like the fusion between Altair and Vega or the battle against Master. The sharp aliased edges in the angrylion plugin only apply to screenshots; the emulator applies a light blur to mask it like on N64 hardware. Project64 emulator (Glide64 Final) Project64 emulator (angrylion's RDP with OpenGL 1.5) The 'dissolve' effect only appears to work consistently with the angrylion plugin; otherwise Altair will just vanish in his death scene, instead of vapourising. Glide64 is one image behind whenever the game uses a 'screenshot' - the intro and credits sequence demonstrate this easily. Bighead's N64 Multiple Game Configuration List claims this is a Project64 issue, and can be remedied in Glide64's options.

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page last modified: 04/10/2014