Bomberman 64 is the first 3D game of Bomberman. You should also see [2053] N64 Bomberman 64 by Nahoc in 23:38.55. JPN version has shorter intro. I used this version mainly because I'm familiar with it's voices and many Japanese audience are also.
  • Mupen64 0.5 re-recording v8 reset v2
  • Plays on hardest difficulty
  • Collects all items
  • Uses a game restart sequence
  • Uses deaths to save time
  • Abuses glitches
  • Manipulates luck

Encodes

Nicovideo 60fps encodes: part1 part2 part3

Aim of this run

This run aims to "100%", which means earning 120 "gold cards" and all "custom parts" (costumes of bomberman). Custom parts can be used in 2 or more players battles, though they affect nothing for 1 player mode. To acquire prime "gold parts", players must complete 120 gold cards during 3 hours in-game time, in hard mode.

About this game

Worlds and stages

This game has six worlds (final one is hidden) and each world has 4 stages, and each stage has 5 cards to collect. You can play bottom four worlds in the order you like. For TAS of hard mode, Blue Resort is the best to play first because it has many power-up items in opening of stage.

Cards & parts

The 1st and 3rd stages in each world, which are quest stages, have 3 cards somewhere, 1 card from enemy which is killed for the 30th time, and 1 card given when target time (ごうかくタイム) is met. Also each have 2 custom parts somewhere (except 5th world, in which 1st stage have 1 and 3rd stage have 3 parts). Since target time and items are typically incompatible, almost stages are played more than one time.
In 2nd and 4th stages, you need to earn 5 cards at one time by meeting particular requirements. 4th of bottom four worlds and 2nd of upper two worlds are battles with big enemies, in which you can get cards mainly by attacking their parts beside body. Others are bomber battles which need pumped bombs to get cards.

Systems

Enemy spawning and despawning

Some enemies are spawned at proper point when bomberman steps away, and they will despawn if he steps away overly. To defeat enemies efficiently, I often manipurate these spawning by moving around.

Enemy's "suicide"

Some enemies sometimes kill themselves by falling or being captured by traps. It's worrying for 30 kills though it's manageable in some extent.

Luck manipuration

Bomb kick and bomb lifting mostly affect randomness. These affect behaviors of enemies and items appearing from enemies killed and objects broken, and their flowing orientations.

Lag control

Many items appearing may cause heavy lags so I have to manage not to spawn items as possible. While lags at 1st level of White Gracier are inevitable, it seems there're more lags than on console.

Death warp

When bomberman dies with life remaining, he restarts from the latest map he entered, keeping items obtained (except remote). On two stages this uses save a lot of time. His initial life is 2, and with additional death to renew lives (in Red Mountain 1 of this run), you can use this warp as long as his credits remain.

Tricks and glitches

Instant bomb-tower

Basic trick of tool-assisted Bomberman 64. When bomb-lifting is cancelled by another bomb, it become to bounce on another. Generally a bomb-tower needs wall to be built, while this doesn't.

Parabolic kick

When bomberman kicks bottom bomb of instant bomb-tower at specific timing, chained-kick occurs and bouncing bomb flies off, like bomb-throwing. This flying have lower height than throwing, but it can be stopped at any timing because it's one of bomb kick.

Advanced tower

By combining Instant bomb-towers and Parabolic kicks, bomberman can build various bomb-stairs and ascend them.

Falling jump

At specific edges of stage, bomberman can move out of edge at 1 frame and return soon, then you can drop only a bomb down. As bomberman fall to follow it, he will jump on it. This jump doesn't cause any stiffening that occurs when bomberman fall down from high platform, and it also enables to jump farther. The edges available are, slopes, corners, edges along wall, switches, and edges beside lower stair.

Another falling jump

At edges, you can set up bomb jumping with two bombs. If bomberman in the air moves around overlapping a bomb, he keep his height. Therefore you can use first bomb to keep height and jump on second bomb.

Float running

Bomberman's running speed at the air is faster than that at slope, so he can run faster by keep position at the air.

Arrowless goal glitch

In some levels, you can beat the level without goal arrow, mainly by reaching goal point forcibly.

Edge boost

Moving out of ledge generally gives bomberman a little boost. You can easily see them at last map of Black Fortress 3.

Possible improvements

As you see easily, at first level of Blue Resort I didn't use float running since I found the trick afterward. I couldn't fix because this game isn't hex-friendly at all. Also there maybe are some small improvable points.

Special thanks

  • Mifumi: He spread advanced tricks of this game, and put out many videos with remarkable tricks and strategies.
  • Saba: He made any%run with full power and developed falling jumps.
  • Nahoc: For his any%run with neat strategies.
  • And everyone who gave me feedback in Bomberman 64 thread.

Nahoc: I will judge this!
Nahoc: Accepting for publication in the Alternative tier. Good job, zvsp!
feos: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #3879: zvsp's N64 Bomberman 64 "100%" in 1:01:36.02
darkszero
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Joined: 7/12/2009
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Location: São Paulo, Brazil
And I will vote yes on this. As soon as I finish watching this to confirm that it really is awesome. (I loved the testrun) An encode is nice but I know that we wont see one for weeks to come, since this is mupen... Edit: it seems the nico video has Japanese subtitles. It would be nice if those end translated and added into the final encode.
Editor
Joined: 3/10/2010
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Why the suicides?
Joined: 3/4/2012
Posts: 74
Holy bomb-bouncing bomberman! That was amazing! You did a great job of making a slow paced game feel very fast.
henke37 wrote:
Why the suicides?
There are two early on where he suicides to get gold cards that are underwater. Otherwise he'd have to spend time draining the water first. There is also one on the ice stage where he suicides to get back to the top of the hill faster.
Joined: 12/19/2010
Posts: 126
too bad I can't read Japanese so i don't understand how or what on nicovideo
live life
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Joined: 7/14/2007
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Location: Japan
John11 wrote:
henke37 wrote:
Why the suicides?
There are two early on where he suicides to get gold cards that are underwater. Otherwise he'd have to spend time draining the water first. There is also one on the ice stage where he suicides to get back to the top of the hill faster.
Thanks, I've forgotten to mention it. Additionally, the one at fire stage is to keep his remaining lives 2, and it is used on the ice stage.
Joined: 3/17/2009
Posts: 496
flezki wrote:
too bad I can't read Japanese so i don't understand how or what on nicovideo
nicovideo-links not working here either
Joined: 3/9/2009
Posts: 530
Synx wrote:
flezki wrote:
too bad I can't read Japanese so i don't understand how or what on nicovideo
nicovideo-links not working here either
The links are fine. You need to sign into an account.
Joined: 3/17/2009
Posts: 496
Tangent wrote:
Synx wrote:
flezki wrote:
too bad I can't read Japanese so i don't understand how or what on nicovideo
nicovideo-links not working here either
The links are fine. You need to sign into an account.
No. I got it working thanks to this: http://www.youtube.com/watch?v=j4Q1BXq8jWM Great run! Absolutely amazing :D stunning accuracy! This truely was awezome zvsp! Thank you!
Joined: 2/28/2009
Posts: 99
hi zvsp, this is cyghfer this is a beloved childhood game for me, and i've been waiting for this TAS for a long time now. i had very high expectations coming into watching this - and holy cow they were exceeded. i love how seamlessly you rack up enemy kills while collecting the rest of the cards and the costume pieces. i love the minor tech like skipping the bomb pick-up animation that you'd normally need to do sit through in order to destroy something above you by stacking them instead. i love how you worked with the absurdly strong ice physics in ice 3. i love all the huge bomb staircases of course. and goddamn i loved all the boss fights :> although there are some unavoidably slow/repetitive parts, the entirety of the rest of the TAS was entertaining and astonishing enough for me to put this in my top 5 or so TAS's ever. thank you so much zvsp for putting in the time to create this, i had a ton of fun watching it!
Experienced player (774)
Joined: 7/14/2007
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Wow cyghfer! I'm very glad you enjoyed the minor stuffs also, because I care about such things whenever I tas. I tried to put many enjoyable stuffs in this TAS, so I'm satisfied when audience notes them. Thank you very much for your appreciation like that.
Editor, Experienced player (860)
Joined: 8/12/2008
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Here is a YouTube encode for those having trouble with niconico (though I recommend nico since the encode on there is 60FPS): Link to video
Joined: 5/11/2009
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Location: United States
Used to play this as a kid, took me forever to get those cards and stuff lol. Very awesome run with a lot of cool looking tricks.
Joined: 1/31/2012
Posts: 15
What was more difficult, the route planning or the lag management?
Experienced player (774)
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GigaWatt wrote:
What was more difficult, the route planning or the lag management?
Mostly luck manipulation for enemies' behaviors, though it depends on levels. Routing is not so.
Joined: 12/31/2009
Posts: 174
Easy yes vote. I remember how long it took to search every inch of the stages in the first world (ruins) for the gold cards. They were nicely done for introducing important platforming concepts and then require using them in creative ways to get to at first seeming unreachable and decorative areas (games today really need to push kids to perform limit pushing feats). To see the hidden areas (and every other stage) accessed by these insane tricks destroys my childhood as easily as the SM64 runs. Great work!
Joined: 2/28/2009
Posts: 99
very disappointed this didn't make it to the star tier, though i guess there might be a bit too much downtime without interesting stuff going on for the average viewer. i still think this is more deserving of a star than several TAS's currently in the star tier. i've already watched this TAS 3 times now btw, which for the span of time it's been published i can't say about any other TAS. it's also inspired me to try out speedrunning the game and see if some of the cooler tricks are feasible to do in realtime, though you might know about that already zvsp. thank you again for making this awesome movie!!
Editor, Experienced player (860)
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Oh, I might re-consider putting this in the star tier. Give me some time to read the tier description!
Joined: 3/17/2009
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I watched it again, and yes it's still awesome. Cool if it gets starred.
Joined: 1/31/2005
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This is a spectacular TAS. Thanks for making it.
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Nahoc: can you publish it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I think this deserve a star or something... yes vote :)
Player (213)
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Watched the whole thing, that various bomb stomping tricks are just awesome! Every part of the movie was entertaining, even though you had to beat same stage twice in lots of case. There's no doubt that this should be published with at least moon tier. Nice job, zvsp! You've made my day.
Joined: 2/28/2009
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we want star! we want star!
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How can I capture a movie with reset? Emulator freezes after it during capture (I use the proper version that can PLAYBACK it).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.