Any% Guide!
指南
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Any% Guide!
更新时间 9 years ago sio-kedelic

Charabom Guide: http://www.speedrun.com/bomberman_generation/guide/pkz8h


Technique Overview


  • Forward Drop: A way to drop bombs and Big Bombs directly in front of Bomberman within a few frames. Hold a bomb over your head with A, roll your finger onto X while holding A to have Bomberman hold the bomb in front of him for a Bomb Barrier, and roll your finger off the X button.

  • Flick Throw: With Andlar equipped, bombs travel farther. Specifically, bombs travel with a really high arc when a bomb is thrown without touching the Control Stick, and a low arc but much farther when holding the Control Stick in a direction. If you flick that direction for a few frames and then let go of the Control Stick, you can somewhat combine these arcs and get a high arc that travels slightly farther that usual. Only really used a couple of times, but it's useful to know.

  • Camera Swinging: Controlling the camera with the shoulder buttons seems to give Bomberman a very slight boost in speed when turning around corners. Only noticeably helpful in 1-2, but helps a lot throughout the run.


Level Route


1-1, 3-1, 2-1, 2-2, 2-3, 2-4, 3-2, 2-5, 2-6 3-3, 3-4, 3-5, 3-6 1-2, 1-3, 1-4, 1-5, 1-6 4-1, 4-2, 4-3, 4-4 5-1, 5-2, 5-3, 5-4 6-1


In-Depth Level Guide


This is something I'm gonna be writing slowly over the next couple of days, so just be patient with this section please! All of these directions assume the camera is the direction you should be facing at that time.

¤ 1-1: ¤ Blow up the jar under the tree for Speed-Up 1 and the right jar in the four surrounding the flower enemy for Bomb Up 1. Trigger the cutscene for learning Big Bombs and blow up the jar right after for Bomb Up 2. Knock down the tree and the tree with the Big Bomb and blow up the jar along the intended route for Bomb Up 3. Blow up the big boulder, stop the water, and pick up Andlar in the Charabom portal.

Coming out of Andlar's cutscene, you're on a timer to make an upcoming log cycle, so be quick. Hit X and use the C-Stick to equip Andlar while triggering the Feed cutscene. Quickly chain the four bombs together to blow up the four jars and progress. Mash through the text box with A+B, and if done correctly, you should be able to drop a bomb and throw it to the jar across the river to the left for Speed Up 2. Enter the mini-game portal. Drop off the leaf when the previous log is fading away, and be careful because you can clip through the front of the log fairly easily if you try to land too quickly.

Leaving the minigame, charge a Big Bomb, throw it at the Boulder blocking the river, and run into the river before the bomb blows, Blow up the jar at the bottom and the right of the V to pick up a permanent Heart Upgrade and a random-feed. If done quickly, you'll still catch the first log floating down the river just as it gets to the bridge. Progress to the boss. The boss blows through the middle two roots, but you can Forward Drop a Big Bomb between the two tall roots on the side and still hit him. Drop a bomb, run away, and repeat twice.

¤ 3-1: ¤ It's faster to get through this level because of the power-ups gained here. Doing the worms in the beginning is annoying, but watch my video guide for how to do it fluidly, picking up Speed Up 3, Fire-Up 1, and a Charabom Potion quickly. Drop a bomb at the attack feed in the jar closest to the cutscene. Trigger the cutscene, kick a bomb through the hole in the wall, pick up the feed, and battle Stegodon. Proceed through the quicksand and open the temple area.

Throw a bomb onto the jar next to the collapsible pillar to get Bomb-Up 4 and the pillar collapse. Blow up the next one and the jar directly in front of you for Speed Up 4, blow up the three jars in the next segment for three random feeds while waiting for the next pillar bomb, and blow up the jar and pillar in the next area for your last Speed Up. If you throw your bomb on the middle step of the platform instead of up top with a far throw, you may blow up the jar next to that pillar as well to get an extra feed. Blow up the jars in the next section while waiting for the pillar to get down (you can clip slightly through it if you run in on the first time it bounces off the ground, saving a couple frames). Progress through past the corridor with the Hige/Ghost/Hige. Before entering the quicksand to fight the boss, throw a Big Bomb at the quadrant of jars tucked away for Bomb Up 5 and three feeds.

It's possible to two-cycle the Camel boss. As the fight starts, immediately charge a Big Bomb, drop it next to whatever camel drops first as soon as possible, chain a line of bombs connecting the two camels, and run into the camel. If done correctly, the first camel should fire its shot at you right as you stun yourself from the boss (not taking damage), but the splash damage from the hit will blow up your line of bombs, hitting Camel 1 for 2 damage (from the Big Bomb) and Camel 2 for 1 damage (from the little bomb). Charge your next Big Bomb and lay it next to Camel 2 when it lands, chain a line of bombs to Camel 1, and run into it.

¤ 2-1: ¤ You can throw a bomb through the eels to retract them and have your bomb after, and with Andlar, a well-thrown bomb will be able to travel through two eels at once. Progress through the level, picking up Kai-Man to damage-boost through the upcoming spikes, and throw through the two eels. Pick up the 4 feeds in the four boxes in front of you with Andlar and switch to Kai-Man to run through the spike sections. After the fourth spike set (where you go up and back to the left), charge a Big Bomb on top of the shells, run down, and throw it at the ghost enemy. If done correctly, the enemy will blow up the boxes and boulder, letting you get Lightning Card 1 and Fire-Up 2. Progress past the next spikes, blow up the two presents and switch to Andlar to pick up that feed and the heart. Switch back to Kai-Man to damage-boost through the next enemies, trigger the cutscene, and go across the wheel.

Switch to Andlar and throw a regular bomb across as intended. Charge a Big Bomb, rotate the camera to angle a throw across to the upcoming small island, and throw a Big Bomb. Cross the wheel, drop a bomb, and kick it towards the shell switch in front of you. If done correctly, Switch 1 will let you cross and Switch 2 will just barely still be active and let you across before reverting back. Throw through the two eels, throw to the switch, and throw a bomb at the ghost through the stream of fish to pick up three random feed. Switch to Kai-Man, dboost through the spikes, and end the level.

¤ 2-2: ¤ Progress through the level, catching the bubble stream and running into the squid to pick up a Charabom Potion for Andlar and another bomb-up. Flick Throw from the dirt patch to blow up the first pole, trigger the cutscene, throw a bomb to the two jars for two random feeds, charge a Big Bomb and throw up to the big pole, and trigger the next cutscene. Kill the ghosts, ride the jetstream up, drop a bomb, and run to the left. Blow up the squid and collect the jars around the Charabom portal, but don't enter it to battle him because he's literally useless. Andlar should hit level 12 after here.

Double back to the last pole you blew up and progress to the bubble square area. Before continuing on with the level, enter the middle of the square area and blow up all the jars in the area. Collect Lightning Card 2 and fall down to collect three feed and progress through the level. Kill the ghosts and squid at the ship. For the ghost holding the rope, take the bubble jet up to the cliff with the crab on it, since the ghost can't be killed until you hit that trigger, and then run back down to charge a Big Bomb to blow up the big pole. Progress through the jet stream and blow up the two poles holding down the ship and the three jars behind the ship with the coins for three random feed. Enter the ship, kill the ghosts and enemies in the upcoming tunnel, and enter the boss fight. Charge a Big Bomb, drop it into the enemy, and run under it. Charge a big bomb, and if you delay dropping it a second, the boss will commit to a fireball attack and blow it up for you to save time.

¤ 2-3: ¤ At the start of the fight, charge a Big Bomb and run to the left of Beauty. Rotate the Camera, wait for her to get close, and Flick Throw to block up the top cone and get Lightning Card 3. Charge a Big Bomb and throw it into her before she kicks a bomb and runs away. At two and a half hearts, she'll start walking and following you; Forward Drop a bomb into her to stun her.

At one and a half hearts, she'll go into her Gorgeous Showtime attack. As the cones disperse, run in and Forward Drop a bomb into her and run away. Buffer your next Big Bomb as the first blows up and rinse and repeat. If done ideally, you can kill her before GS is over. As long as you kill her before 3 minutes, you'll get Lightning Card 4.

¤ 2-4: ¤ Trigger the cutscene and blow up both ice platforms. Take the one off to the right and head up to the minigame (remember to let go of A while moving in this minigame!) to get the Ice Bomb item. Blow up the jar next to the minigame portal for a feed and the jars on the island with the penguin for your final Fire Up. Go across the ice and progress through the level. After the seesaw cutscene, you'll need Big Bombs to blow up the next seesaws. The walrus enemies will kick bombs back at you, so drop bombs close to them. When you get to the section with 5 walruses, place a Big Bomb between the front three and then the back two. Blow up the five jars after the ice raises for a Charabom Potion and some more feed.

At the next see-saw, raise it and stay on the platform with the walrus. Place a Big Bomb, dboost into the walrus, and progress. If you didn't get LC3 from the Flick Throw in 2-3, you're able to get a backup Lightning Card if you blow up the opposite side of the last see-saw and blow up the barrel on the left side of the cliff (it makes more sense if you watch the video). If you have 4 LC's already, just progress like normal through the rest of the level. After blowing up the final two walruses, pick up the jar near the exit for another Charabom Potion and leave the level.

¤ 3-2: ¤ Progress into the temple, triggering the cutscene and blowing up the two jars next to the staircase for two more feeds. After these two feeds, you should have Andlar at least at level 17.25 (level 17 + one feed). Hit the switch, throw a bomb down at the jars blocking the bottom of the staircase, and continue past to battle Pteradon. Hope that you win (if you don't, click No when asked to continue, reload the level, and re-enter the battle; DO NOT CLICK YES TO CONTINUE), get Pteradon, and continue through the level. After you enter the quicksand, you can go up onto the first raised area and blow up jars for feeds for Pteradon and a Potion if you want it. Proceed through the first room of the temple normally, hitting the green switch to lower the final jar of the level.

TAKO SKIP: Instead of doing the puzzle in the right half of the temple, run by the swinging cactus enemies to reach behind the huts with the purple enemies. Run to the second-to-the-right hut, trigger the purple enemy, and run away slightly. He'll get bored of you and try to go back to his spot. Place a bomb in front of the second most hut and another bomb right next to it. The enemy should suddenly snap to the bomb and move slowly, but you can lay another bomb and kick it into him to stun him if necessary. If done correctly, the purple enemy's splash damage will blow up the hut despite the huts being invincible unless a bomb is kicked into them. Kick a bomb into the final hut, hit the green switch, and end the level. This skip saves ~30 seconds!

¤ 2-5: ¤ Progress through the level and head left to battle Pommy with Pteradon. Pommy obliterates Andlar, so you need to get another Charabom for him. Beat Pommy and get Remote Control. Bomb the ice blocking your path and throw a Big Bomb to move the ice; if you throw it from the very edge of the wood on the ground, you can throw it and progress while skipping the text. Throw a bomb to the right at the jars after passing through the ice, run to the left and on top of the moved ice, and pick up Lightning Card 5. Proceed through the rest of the level as normal. Pick up Ice Bombs after the moving ice platforms. Make sure you're as close to full health as possible, but at least at two and a half hearts! There's a lot of minor time-savers in here, but this is one of the most straightforward levels in the run.

¤ 2-6: ¤ Ship Phase: Switch to Andlar while riding the ice into the level. Run between the right and middle cannons, take a hit from the middle cannon, and throw two little bombs between Cannons 1 and 2 and Cannons 2 and 3. While these bombs are detonating, run behind the penguins for cover, charge a Big Bomb, and wait for the bombs to detonate. The cannons will blow off, the top cannon will be triggered, and the bottom cannons will be replaced with tentacles. Before the tentacles' hitbox hits you, throw a Big Bomb with Andlar up to the big cannon and again take cover. Ideally, this can be done in 11-12 seconds.

Squid Phase: UGH. Switch to Pommy and lay a Big Bomb next to the boss while it sends out rockets. You need to detonate the bombs next to the boss while luring the rockets away from the bomb. After you detonate the bomb, the Boss will enter a phase where it tries to eat you, so place a bomb in its hitbox range to make it swallow a bomb instead. This hitbox is unfortunately VERY glitchy and is only made worse by trying to keep all the rockets alive at the same time; the hitbox extends like an upside-down V, with the bottom point being the boss's mouth, but putting it at the bottom point often just lets the boss knock the bomb slightly out of its own range and sitting directly in front of the boss. It'll do the swallow animation, your bomb will detonate on its own, and...the boss just won't get hit. It only gets hit if it actually swallows the bomb, and the boss isn't very good at swallowing you or the bombs.

If you've done this successfully, all seven rockets will still be alive, and the boss will get hit, lose a half-heart, and go straight to being vulnerable and running around the stage again. If two or more rockets explode in the phase, either through running into the bomb explosion or into you, Squid will retreat, become invulnerable, and launch however many rockets it takes to get up to seven again before running around. It's pretty important to keep as many rockets alive as possible in each phase because skipping this for all eight phases saves upwards of forty to fifty seconds!

After the boss drops down to two hearts, it can decide to go into a long final attack, where it becomes invulnerable for about 15 seconds and launches missiles that explode on contact. There's not really anything you can do to avoid it besides triggering MAX between 2 and 1 and a half hearts.

MAX: If you have five Lightning Cards from a world going into a boss fight, you can trigger MAX to help you. When you have at least two and 1/4 health entering a boss fight, a MAX cutscene will trigger once you dip below two hearts. He throws a Big Bomb from the side of the stage, does a full heart of damage to the boss, and drops a heart into the stage. I don't believe that MAX can deal the final hit in a fight, so trigger him when the boss has at least 1 and a half hearts left.

This fight has a very wide variance between a good fight and a bad fight, and with a glitchy hitbox and difficult manipulations to keep rockets alive, it's definitely the hardest boss in the game.


¤ 3-3: ¤ After the worst boss in the game, we have the most random boss left in the run. Eagle has four attacks, which seem to be chosen based on your relative positioning to him, and a Final Attack:

  • slowest: dashing across the stage 3-5 times, invulnerable until he stops and starts floating again
  • medium: raises up and uses his jetpack to attack, invulnerable until he lowers and starts floating again
  • fastest: twists around the stage like a top, vulnerable before he starts the attack, but invulnerable during attack
  • Desperation Attack (below 2 hearts): carpet bombs the stage 2-3 times. Wastes a bunch of time and is actually kinda hard to dodge well.
  • Final Attack (at half-heart): Flies around the stage in a semi-circle, cutting across the field twice, to try to piledrive and do a full heart of damage. He doesn't always do this at a half-heart, but it's almost every time.

In the first half of the fight, you ideally want him to trigger the Twister attack four times because it will let you hit him very quickly. Once he dips below 2 hearts, he can do attacks 1-4, and at a half-heart, he'll do 1-5 (heavily skewed towards 5). I don't know the positioning to trigger hits, but good luck can have this fight under two minutes and bad luck will be upwards of three minutes.

¤ 3-4: ¤ Similar to the TAKO SKIP in 3-2, you can use the purple guys to trigger the stair "enemy" guys to flip around and reveal the stairs. This doesn't speed up very much, but it's worth noting since there may be a skip somewhere in this level. Progress through this level as intended, stopping by to pick up P Dragon and the Wind Bomb item from their portals. Be careful since Bomber Marathon is a glitchy game with the boulder's hitbox; passing on the outside of the boulders isn't very tough, but passing on the inside can sometimes just not work if the random boulders are off to the rightmost position. This level's really straightforward and annoying.

¤ 3-5: ¤ The first (and only) vertical level! Climb to the top floor and throw a Big Bomb over to the left to slide the big block to slide it forward. Hit Green Switches 1 and 2, fall down a floor and run as intended to flip the T-shaped platform. You can skip the trigger for the cutscene that tells you this if you throw a bomb before the trigger onto to T of the platform, but make sure that the bomb is mostly on the green-colored part of the platform or it won't work. Run across the T platform for Green Switch 3 and proceed to the next T-shaped platform to go back up to the top floor to hit Green Switch 4. Slide back down a floor, stand on the T platform with a bomb and detonate to fall down another floor (or backtrack if you can't d-boost), and run to the T platform on that floor. Trigger the cutscene, run across, and hit Green Switch 5. Once you run across the lowered platform, head left and get Wind Bombs before climbing all the way up. There's an extra heart in the jar next to the hole in the wall that you kick through, if you need it. Switch to Andlar before ending the level.

¤ 3-6: ¤ Floating Phase: This boss has three attacks: laser eyes, smashing down and creating a shockwave, and summing more fire guys if necessary. To get the boss to trigger almost entirely smashes, evade killing the fire guys and stand close to the boss for its first heart of damage. The second heart requires you to be about a Long Throw away from the boss with Andlar, so stand far away but close enough to be able to throw in. Ideal is close to 30 seconds, average is closer to a minute.

Face Tentacle (?) Phase: idk what to call this guy lol. He has a pretty simple stunlock, but RNG will make it a little difficult at times, especially if you mess up at any point. His hitbox is between the two red jewels on his chin, and on the first attack, he will always try to control you with his hand. Switch to Pommy/P Dragon, charge a Big Bomb, and place it, run in a straight line away from him, and detonate. Charge another Big Bomb and repeat, quickly placing the bomb and running away as necessary. There are a few times where this lock won't work and he will try to do his breath attack or scoot back and try to rub his chin and curse you, so adapt when necessary.


¤ 1-2: ¤ Very-good Camera Swinging through the beginning part of this level, triggering the cutscene quickly, and riding the lily pads past the Hige Hige can result in an ideal cycle. Run across the gap between the two pads as the first starts accelerating (at about 12.5 seconds), and this saves about 4 seconds. Progress through the rest of the level as intended, picking up Water Bombs. The boss can be killed by a little and Big bomb, so kick a little bomb, charge a Big Bomb, detonate the little bomb, throw the Big Bomb, and end the level.

¤ 1-3: ¤ This boss seems to also be affected by relative position, but I haven't figured it out yet. Most don't really affect how long this fight ends up taking, since it's normally 40 to 50 seconds anyway. His attacks:

  • rushing at you, vulnerable the entire time
  • throwing his ball straight at you, vulnerable the entire time but his ball will deflect/knock bombs
  • throws two bombs at you, which is stupidly hard to avoid because he reads your positioning until just before throwing...but he's vulnerable the entire time
  • swinging his ball over his head in five circles, invulnerable and will knock bombs away
  • Desperation Attack (at 2 hearts): Megaton Crush. Vulnerable the entire attack, but he will send bombs flying away or out of Bomberman's hands when he hits the ground. Bombs will also detonate on their own at this point.

¤ 1-4: ¤ Progress through the level as intended past dropping the first boulder from the stand. Run past the enemies and to the left towards the jar to pick up the feed. Don't fall down!

TUTORIAL SKIP: Shoutouts to KirkQ for an awesome bomb jump that skips the Forward Dropping tutorial section. MAKE SURE YOU EQUIP P-DRAGON OR THIS WON'T WORK. Place a bomb before and after the remains of the jar you blew up, at the corner of the ground before you go to fall down, and just below the rock above the ramp. Forward Drop a Big Bomb carefully off the edge just below you. Fall onto it, and before you reach the Big Bomb and bounce off of it into the tutorial area (it's a fairly-tight window), hold Up to Bounce back onto the ledge you fell from. Buffer directions to jump towards the bombs you set up, and if you do it right, you'll bounce along each of your bombs up the ledge past the jar!

http://imgur.com/oC6ATaQ - if you need a visual

Tutorial Skip saves at least 40 seconds because the cutscenes in here take forever to mash through, but if you fall, there's still a smaller skip you can do. Progress past the Fire Dung Beetle things, and after your second Forward Drop, rotate the camera and hug the right side of the next platform. You'll walk right past a cutscene that tells you that Big Bombs are necessary to cross some spots. Charge a Big Bomb and Forward drop it, progressing up to the ledge past the jar.

Progress through the village area as intended. Before you enter the miniboss fight with the praying mantis, lay a bomb just before the trigger, back up a step, and kick the bomb into the fight with you. At the start of the fight, kick it forward into the boss and detonate it, charging and then throwing a Big Bomb at the Mantis before it throws its blades at you.

¤ 1-5: ¤ Perfect movement and dodging the enemies through the bottom part of the level will let you squeeze your way up the mountain before a boulder crushes you. Just keep moving up the mountain and switch to Wind Bombs. When you walk past a bridge and see a big leaf on the ground, bomb it and charge a Big Bomb to float up an area. This saves no in-game time, but does make it so you don't have to listen to two text boxes. Progress through the rest of the level. When you reach the boss, chain bombs from the cave entrances to the enemies to save time.

¤ 1-6: ¤ When the fight starts, run behind the boss to the left. Run in circles around the dirt circle around the boss, Forward Dropping Big Bombs behind you to detonate it. Be careful to not trigger MAX if you accidentally picked up 5 Lightning Cards from the boss in 1-3.


¤ 4-1: ¤ Probably the most annoying level in the run. Progress through as intended until you reach the mine cart near the end of the level that throws you into the gap next to the Light Bomb minigame. You can place a bomb through here, run up the ramp, double back, and then get thrown out of the cart onto it and bounce across. If you want to go faster, you can lay a line of bombs from in front of the ledge onto the ramp, using a bomb on the ramp as a ledge to fall onto another bomb and bounce across. It's much easier to do than it sounds.

RAIL BOMBER: While the other minigames are annoying, this one is just very frustrating. Bomberman moves forward by holding the Control Stick in any direction and stops when it's neutral. He can throw one bomb about 11 rectangles in front of him with about 3 rectangles of lag from startup. If Bomberman touches any part of the inside circle of the explosion, runs into a boulder, or if he reaches the gates without waiting for the switch to switch over, he loses. The three boulders past the first gate switch are randomly placed into one of nine positions across the next three gates (immediately when you enter another gate, shortly after, or just past the switch), with no more than two spawning in any one gate area. The last position for the boulders to be placed, just past the switch, is the most annoying because of the lag between bombs and Bomberman constantly moving forward; you normally only have enough time to get one bomb to detonate both the switch to raise the gate and blow up the boulder, and the bombs' radius is just barely big enough to do this. You get the Flash from this to make Light Bombs, an absolutely-required item. Sorry in advance. :(

After the most annoying minigame, you get the most annoying mini-boss in the fort area you launch into from the mine cart. This boss's hitbox is stupidly small and he does a ton of damage. Switch to Andlar when you launch into the fort and run to the right side of the boss. Stand on the darker tile closest to the boss with Bomberman's right foot just touching the screw and do a High Throw (double-tap A without charging it up or touching the Control stick)...and yes, it does need to be that precise of positioning.

After the bomb detonates, run around the map quickly to run to where the boss started and run onto the green switch to fade the shield at the end of the level. While you're technically able to hit him at any point, it's not really feasible until he stops moving. Chase the boss, and if done ideally, you should be right next to him as he stuns the stage. Switch to Pommy/P Dragon, rotate the camera so it's a straight line between Bomberman, the camera, and the boss. When the robot part of the boss separates and bounces around, line yourself up directly behind the boss and stand on the line separating the darker and lighter tile, with Bomberman's left foot touching the screws, and quickly throw two little bombs. If done correctly, you should be able to kill the boss before he even bounces over to you. Be careful to retreat if he's about to bounce onto you because he does a full heart of damage and then stuns you for a very long time; it's better to reset. If you fail to kill him past this first phase, he'll snake around and do the same thing later, but I don't know the precise positioning for those.

¤ 4-2: ¤ The key to this boss is waiting to move until after his second laugh or once he cocks his gun/cannon. At one and a half hearts, he'll launch into a desperation attack where his top half separates and starts launching a ton of fireballs. His bottom is still vulnerable at this point, but it's tough to get in, drop a bomb, get away safely, and start charging another one.

¤ 4-3: ¤ Progress through the first part of the level as intended until you get to the room with lava. You can go out of your way to pick up Unicornos in the sewer section if you want, but you don't need him for the run and he wastes a lot of time to battle and get. In the lava section, use a little bomb to bounce across the gap and a Big Bomb to bounce up to the higher ledge. You can simply run from the top platform onto the bottom when running past the flames. In the next lava part, defuse the fire with Water Bombs, raise up to the higher platform, and go north to the red switch that activates the water spout at the end of the level. Double back to the fire area you defused and drop Big Bombs off of the highlighted portions of the border to bounce off of. The placement isn't too bad, but messing up these jumps wastes a lot of time, so be careful.

When you make your way through the bomb jumps, kill the fire guy between the platform and the Light Bomb portal. Lay 5 bombs in a line between the two ledges and throw a sixth Big Bomb up onto the yellow switch. Ride up and bounce across to Light Bombs. Proceed through the rest of the level. After the water bomb defusing at the end of the level, switch to Wind Bombs, kick it to the leaf, and blow it up. Run forward and trigger the cutscene as the leaf moves into place.

¤ 4-4: ¤ This boss is definitely based on placement rather than being the random mess that he looks like, and after a lot of playtesting, I believe I've started to figure it out. Commander X exposing his hitbox seems to be based on Bomberman's placement after X finishes an attack. His hitbox for the first two hearts of damage seems to be available if Bomberman is directly behind X and within one big tile of distance away from him after X finishes his attack. If Bomberman is there, X will overheat and become vulnerable.

After 2 hearts, his check for exposing his hitbox seems to change. If Commander X is in the middle of the stage and facing the entrance, his area to check changes to an X going through him to the corners of the map; Bomberman needs to be behind Commander X on this plane as X finishes his attack. Watch the guide to get the timing of it, but it seems fairly consistent in getting X to overheat and become vulnerable.

Commander X has four attacks:

  • throwing a drill in a straight line towards you
  • throwing a semi-circle of water in front of him
  • throwing TNT across the stage that take a very long time to detonate; also doesn't seem possible to attack him after this attack?
  • Desperation Attack (once he hits 3 hearts): Laser Blade. X runs to a designated spot on the map, slowly pulls out his sword, and slices with a HUGE arc in front of him with a lot of explosions. Fairly easy to set up your location behind him as he finishes, but the attack itself is hella slow.

I'm not 100% confident in this yet, since X just seems to not want to be vulnerable sometimes, but this seems to be more reliable than just hoping he decides to be vulnerable.


¤ 5-1: ¤ This is actually one of the most straightforward levels in the run that just comes down to good execution. The boss can be sped up if you place Big Bombs down and lower the shield with little bombs, detonating the Big Bombs immediately as the cannons are vulnerable. It's also probably important to note that you can run into the cannons and stun yourself and take zero damage.

¤ 5-2: ¤ Yay, a boss that has zero randomness! Crush will always go the same way if you don't miss a hit. Crush is vulnerable once the blue aura around him disappears. He'll teleport to open the fight and be invulnerable, and when he teleports again, he can be hit for the first time. He then starts floating around the stage throwing Big Bombs that disappear upon landing (attack 1); either dodge them or just trigger them right away by touching them, and you can use his own explosions against him. His next attack is splitting up into three separate parts and form a spinning triangle around you (attack 2). Run to the middle of the stage and run circles around his circle beams, and after six shots, he'll start to form back together. Wait for his bodies to spin so their backs are together and run out of the middle, throwing a Big Bomb in to do damage and detonating it once the lasers start firing. He then will repeat attack 2 again.

At 2 hearts, he'll do a modified version of attack 1 (attack 3): he will throw three big bombs that disappear, but after the third, he will start absorbing energy into a huge explosion that pulls Bomberman towards Crush. Give Crush about a quarter of the stage for his explosion because it is ridiculously big, run back in after the explosion fades, and attack. He'll repeat attack 3 before entering Attack 4, where he teleports to the middle of the stage, sends out four energy balls, and slowly rotates them around the stage. He's invulnerable during this attack, to my knowledge. He'll then alternate between attack 3 and 4 for the rest of the fight. Ideally, you'll kill him with only having to see Attack 4 three times.

¤ 5-3: ¤ probably the hardest level in terms of execution, since the end of the level is based on a timer that starts upon selecting the level and can be a nightmare if you get caught in a bad pattern. Progress as intended through the space "stumps" from earlier in the game. When you need to throw a Big Bomb throw a hole to hit a Red switch that is far away, you're intended to hit that switch with Andlar; you can still make it with a Pommy/P Dragon throw, though. The UFO enemies are meant to be killed with a Charabom we don't have and will automatically detonate bombs in the way, so lure them away and trigger their abduction attack before trying to place bombs on the Yellow switches and cross. Proceed through the level quickly as intended.

When you get to the part with the conveyor belts at the end of the level, switch to Andlar and throw a Big Bomb through the narrow entrances instead of using Unicornos' Line Bomb. If you do the entire level ideally and don't get caught in anything, you'll reach the end of the level with a cycle ideal for you to charge a Bomb, throw into the narrow gap, and have the platforms just line up to cross. If not, it takes about 10-15 seconds to have them line up again, and the timing is just very awkward; you have to plan about five seconds in advance because of the lag for the bomb blowing up, throwing while riding a very fast conveyor belt, and still trying to line it up with two platforms that are a bit annoying to run across. You can very easily lose a lot of time here if you're not careful.

Unfortunately, the boss isn't much better. It has three faces: Laser, Hammer, and Coin. Laser is the most damaging, but luckily, you can run straight to the Yellow switch and drop a bomb before the laser fully starts and proceed quickly. Hammer is the most annoying, as it instantly detonates any bombs on the ground when smashing into the ground. To stop it, place a bomb underneath it when it hammers in one of the two spots not on the Yellow switch. and wait for it to spazz out and start swinging on the ground. Wait for it to swing over the switch, run in, place a bomb, and progress to Coin. Coin is fairly simple, especially with Pommy/PDragon, since you can just kill the coins and cross to the green switch.

The walls of the fight fall, the boss spins, and now you have to deal with all three sides at once. Stun Hammer as quickly as possible, kill any Coins in the area, and kick a bomb in the open vent under Laser. If you take too long doing this, Hammer will become unstunned, the fight will spin, and more coins will spawn. This fight can go very badly VERY quickly, so kill this boss ASAP.

¤ 5-4: ¤ After the hardest boss in the game, we get...the easiest boss in the game lol. Switch to Water Bombs and Pommy/PDragon and trigger the fight. Charge a Big Bomb and run to the upper-left o the boss. Run away when it spins, and return to that spot. The boss will try to spin towards you, but just keep out of its line of sight. The big fire wings have absolutely no hitbox, so just stand between the tail and its front and spin it around like you did in 1-6. It's even easier here, though, since this boss can't knock away bombs.


¤ 6-1: ¤ The only things necessary to kill before the boss are the two big cannons in the first part, the two engines on each wing, and the three big cannons up the ramp at the end. Switch to Light Bombs and proceed through. Again, remember that you can run into these big cannons and be stunned and take no damage, so you can stun yourself and detonate Big Bombs for free. If you have precise placement, you can bomb all three Cannons at the top at once; have Bomberman stand on the intersection of the tiles in between the Cannons, face down, and Forward Drop a bomb in front of him. Once all these are killed, the final boss will start.

The final boss starts spitting out four light balls and being invisible. Place a bomb next to him to damage him and blow up one of the Light balls, and you'll always have a safe spot to bomb him. He does a lot of damage, so be careful. After two hearts, he'll have a fire ring show up around him and start firing cannon shots. Switch to Water bombs, detonate to remove some of the fire, and place a Big Bomb inside to do damage and defuse more of the ring. Do this four times to trigger the third phase of the fight. He will launch three cannons that each have big splash damage and fire a laser that does a ton of damage, but he is vulnerable during every attack. You can normally fit in a bomb between Cannon 1 and 2, between the third and the laser, and in the recovery period after the laser, and if done ideally, can kill him in three phases.



If you have any other questions, feel free to message me! I'm on here, reddit (sio-kedelic), YT (sio- kedelic), Twitter (sio-kedelic), and Twitch (sio_kedelic)!

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