The following is a direct quote. This will stop the resetting back to the Main System Menu when launching WiiWare. For NTSC-North America users, on step 3. Download PAL Wii ISO Game Torrents. If you have a USA Wii console with mod-chip in it you can play European PAL games because the modchip will override the region block. Click on the green arrow to start torrent download or click on the title of the game to view full details about the torrent file including the number of seeders and lechers.
(Redirected from Dynablaster (Nintendo Entertainment System))
Bomberman II | |
---|---|
Developer(s) | Hudson Soft |
Publisher(s) | Hudson Soft |
Producer(s) | Shigeki Fujiwara |
Designer(s) | Hitoshi Okuno |
Programmer(s) | Yasuhiro Kosaka |
Artist(s) | Mika Sasaki |
Composer(s) | Jun Chikuma |
Series | Bomberman |
Platform(s) | Family Computer/NES |
Release |
|
Genre(s) | Puzzle, maze |
Mode(s) | Single-player, multiplayer |
Bomberman II (ボンバーマンIIBonbāman Tsū) is a video game developed and published by Hudson Soft and released for the Family Computer/Nintendo Entertainment System in 1991. The game was titled Dynablaster in Europe.
Story[edit]
A Bomberman named White Bomberman is framed for terrible crimes by Black Bomberman. After being accused of robbing a bank, White Bomberman is thrown in jail. Bomberman's mission is to escape his prison cell and bring Black Bomberman to justice.
Gameplay[edit]
The game follows the classic Bomberman formula: you are in a room full of blocks and enemies and Bomberman must plant bombs to destroy the blocks and enemies. Several blocks contain power-ups (such as blast radius increasers or fuse shorteners), and one in each level contains a door, which takes Bomberman to the next level.
![Pal Pal](http://www.coversresource.com/covers/Rock-Blast--Front-Cover-33209.jpg)
Passwords are given after a game over, recording the level, number of bombs, and strength of bombs. These passwords can be entered when the game starts allowing the player to continue where he or she left off.
New to the series are the multi-player modes. Vs Mode is a two-player mode, while Battle Mode is a three-player mode. The objective is to kill the opposing Bomberman by planting bombs. An NES Four Score is required to play the three-player mode.
Area 1-1
References[edit]
- ^'Hudson - Action game (archive)'. Hudson Soft. Hudson. Archived from the original on 6 February 1997. Retrieved 31 October 2014.CS1 maint: BOT: original-url status unknown (link)
- ^Nintendo staff. 'NES Games'(PDF). Nintendo. Archived from the original(PDF) on December 21, 2010. Retrieved September 24, 2011.
External links[edit]
- Bomberman II at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Bomberman_II&oldid=915696586'
It is, perhaps, the most expensive videogame ever made. Not in the financial sense: Treasure, Japan's small yet consistently brilliant boutique developer has nothing like the resources of its high-profile Western counterparts, as the often-rudimentary graphical assets in this Space Harrier-style shoot-'em-up testify. But in creative terms Sin and Punishment: Successor of the Skies is a high-speed conveyor belt of valuable, distinct ideas, scenes and flourishes that dizzy the mind with their density and inventiveness.
An on-rails shooter, you move into the screen at a steady pace, the camera wheeling and diving as patterns of enemies streak across your fixed path. So nothing in the game is procedural or ad-hoc. There are no freeform battles to intersperse the set-pieces, as in a Halo or Modern Warfare, no moments where the developers can let the AI pad out the experience. Rather, every swoop of an enemy and pivot of a camera has been meticulously orchestrated, an assault of precision-laid creativity. This is a four-hour long rollercoaster ride far more expensive in ideas than any 60-hour RPG epic.
The rules are simple. You fire into 3D landscapes with a steady stream of shots. Lock-on an enemy and the need to keep the reticule manually trained disappears, albeit with a loss of firepower to offset the convenience. Where the first game in the series was locked to the ground, now protagonists Isa and Kachi have jetpacks and hoverboards and can seamlessly take to the skies and descend back into a run with an easing of the analogue stick. While your character exists only on a 2D plane at the foreground of your screen, by tilting and pivoting this angle into the world Treasure creates new, fascinating angles in the game, shifting it from side-scroller to top-down to vertical shoot-'em-up with disorientating yet delightful frequency.
When a foe wanders too close you can strike them away with a close-quarters melee attack, and the move also works to swipe away any rockets, bombs and grenades hurled at you, batting them back at the opposition for a score boost. There is no cover to hide behind, no low walls in whose shelter you can scheme and plot your next move. Instead, you must survive the assault out in the open, bullets and breeze whistling past in a continuous stream of evolving scenes and scenarios. A single multiplier rises with consecutive kills and falls with consecutive hits, a tally readout charting your most recent performance and a modifier that must be carefully capitalised on for leaderboard dominance.
It's in the details that Treasure reveals its flawless pedigree. Your score balloons whenever you manage to set foot on the ground, so running along a derelict motorway will maintain the flow of points into your score tally where tapping up and taking to the air in the jetpack will halt it. The developer plays with convention and genre, including numerous nods to its own back catalogue. A one-on-one boss battle with a flying samurai girl recalls the high-speed freeform face-offs of Bangai-O, while a side-scrolling march through a cyborg factory is every inch Alien Soldier, and an assault on a battleship moored within a sea of lava recalls Radiant Silvergun's most ostentatious set-pieces. One stage has you take the controls of an F-Zero racer, tearing along tarmac and desert in an exhilarating high-speed chase over miles of undulous terrain.