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Bomberman Hero
Bomberman Hero, the second Nintendo 64 installment of the Bomberman series was released in August 1998. Hero changes several core gameplay mechanics, such as introducing jumping, a life meter, new modes (such as copter, submarine, and flying missions) and a more classic approach to the platform genre in terms of level design. The story centers on rescuing Princess Millian and stopping the evil Garadan Empire from taking over Planet Bomber and several others.


Run: 0:49:29 by Kevin 'neskamikaze' LaLonde, done in 22 segments

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Big thanks to marshmallow for doing the original run to give me the idea of doing this, and a great big thanks to Kirkq for working on the TAS (watch it when it's completed, it will be awesome) and showing many of the routes and shortcuts I used for the first three worlds.
I went back and forth between doing this run or not since when I started I was not that great and what would seem like an easy segment would take me many, many tries, but as I kept going it got easier and easier for me. I wanted to do a 100% run at first but I decided that would just drive me insane, so I decided to improve the current run. By including extra segmentation I figured there was a lot of room for improvement, especially considering the fact that segmenting restores health but gets rid of all power-ups. It's not something obvious from watching the previous run because it stops at the end of a planet each time, but moving planets does not automatically restore health as can be seen in this run when a few segments span planets. By doing this I was able to go all out on bosses while taking a couple hits and using some shortcuts that involve taking damage.
The run is broken up into 22 total segments, so I'll go down each one and break them up by level:


Segment 1 starts you off on Bomber Planet, which for some reason or another looks exactly like Bomberman's head. Seems a little vain to me to have a planet shaped like you...
I actually had to redo this segment after the run was finished (notice the file in the bottom right on the last level) because there was a little skip in the recording that cut a second out of Sky Room, and upon coming back this segment was much easier for me than it was the first time.

Battle Room:
Anyways, the first level is Battle Room, which is very easy and straightforward. The only tricky piece of this level is the trampoline jump because you have to land in the very back corner to make it to the platform without having to grab the ledge.

Hyper Room:
Another easy level with one tricky part: the bomb throw to get through the wall at the beginning can give you problems because if you go too soon you'll run into your own explosion, and sometimes Bomberman doesn't want to make it through the hole and his giant head will get stuck for a few seconds. That didn't happen this time around and the level went smoothly.

Secret Room:
This has the first use of a technique very prevalant in this run (which was revealed to me by Kirkq) which is that laying a bomb in midair will increase your momentum to as if you have a run. When I go into the fan to get the second crystal I lay a bomb on the way down and you can see I instantly go faster in the direction toward the next crystal. I do jump a bit far back on that jet though.

Sky Room:
Not much to say here, but the jump from the conveyor to the little tower is pretty nifty.


Segment 2 takes the first four levels out of Area 2 and shows the first use of one of the new little machines Bomberman attaches to himself: the Bomber Marine. Note: Bomber Marine levels are boring as hell.

Blue Cave:
This might just be the easiest level in the game.

Hole Lake:
This is the first underwater level, and I shoot a few things for lack of anything else to do, but it's pretty straightforward. I run into the crab to go through him so I don't have to spend the time to kill him.

Red Cave:
There's a nice shortcut on this level to grab on to the ledge and pull up to avoid the majority of the stage, so naturally I take it.

Dark Wood:
Another level skipping shortcut, and the developers made this one too obvious. Unless you want 100%, did they think people would play this level through?


This segment introduces Nitros and has a couple of little insignificant levels of mild difficulty. Enjoy it, or don't, because the choice is always yours.

Dragon Road:
I get a 2! This level is kinda tricky because of the jumps inbetween the arms of the Geodudes (at least that's what I call them, don't they look like that?) and avoiding the diving knives.

Vs. Nitros:
This is the first of 5 annihilations of Nitros, the off Bomberman. He follows a horribly predictable pattern of running and jumping to where you are after taking a hit, so I wait until he is coming towards me and jump and lay a bomb, so as soon as his invincibility wears off he takes the hit. He is defeated with the maximum time remaining of 8220.

Clown Valley:
Another level with a large shortcut. Jumping around the wall allows me to skip the entire back half of level and finish with only coming into contact with one evil clown and even he is swiftly avoided.


Segment 4 finishes up Bomber Planet and ends with the first boss, Endol: some sort of electric catfish creature. The levels before it aren't too easy either.

Great Rock:
I love how smooth this level looks when done correctly, though it is very easy to be shot by one of the robot fireball things (I'll just call them fire shooters for now on because they appear so often and they cause so many problems) or miss a jump.

Fog Route:
This is one of the most difficult shortcuts in the game. Normally you would have to blow up the two bombs, grab the remote and allow the little plane to take a 3-5 second cutscene to destroy the wall, but with a very precise jump you can make it around without wasting any of that time. The jump to the bottom is pretty cool too.

Vs. Endol:
You will notice I take a couple hits on Endol. These are actually on purpose, because when you take a hit Endol laughs. His laughing animation cuts off his invincibility, allowing me to hit him earlier than before. He doesn't even get time to shoot at me in his second phase and is defeated with an even 8000 remaining on the clock.

After every boss there is a bonus stage that is not required, so I pause and exit each one. By SNES instinct I still want to call it start-select.


Segment 5 begins Primus Planet with a couple short levels. I really wanted to combine segment 5 and 6, but the randomness of Bubble Hole and Erars Lake made that too difficuly for me, so I split it like this. I had to redo this segment at the end because I used the outdated strategy on Groog Hills.

Groog Hills:
Before I (and marshmallow) would jump through the water after the warp to get to the finish island. However, just running around normally ends up being faster. The weird bomb jump out of the warp is to avoid hitting the remote.

Bubble Hole:
Getting the bubbles to cooperate is the difficult part of this level, as they move in random directions making some of the jumps (especially the one into the warp) impossible. I have a small slip at the end of the level, but went with it because of the cooperation I got with the rest of the level.


This segment has another boring water level, as well as a couple easier levels afterward. Waterway can be tough, but Rockin Road is very easy.

Erars Lake:
The toughest part of this level would be the giant stingray and finishing it off without being blown back too much. I'm unable to do the TAS method of not being blown back at all, but I don't lose much time at all being blown back just once.

There is a small shortcut here by jumping off a box and missing a portion of the level. I try to take a lot of time running in the water to be sped up.

Rockin Road:
There's not much to say about this level. The little bomb drop is to keep momentum after going over a small ledge and I hit the door as soon as its invicibility wears off.


Segment 7 is very short, but there is a tricky shortcut in the first level making it difficult.

Water Pool:
The shortcut here skips having to activate the platform, which requires a kicked bomb and is slow to come down. I also happen to pick up an Adok Bomb here because it just so conveniently happens to be on the way.

Warp Room:
I make a small error by jumping too early off the teleporter in the second room, getting a slow start there, but that's very small.


This segment begins with a very difficult level, destroys Nitros again, and plays a couple of fun levels. It also introduces the Bomber Copter, the second of four Bomber machines. Let's watch, shall we?

Dark Prison:
Big thanks to Kirkq on this level's route, I never would have thought of this (especially the bomb drop onto the switch) path that works so well. It was hard as hell, but it looks great.

Vs. Nitros:
If you watched the first Nitros fight you might as well skip this one, it looks the same with the exception of a small hit I take that loses no time.

Killer Gate:
I get to kill stuff! Finally! To open the door you have to blow up all ten submarines, and I think I do a pretty good job. I do the little circles to keep my momentum while the invincibility to wear off and I grab the firepower so I can cut more corners on my bomb drops.

Spiral Tower:
This is a really easy level, just hold right and jump for the most part. Well, that's not all of it, but the point is that it's not hard.


Another very difficult segment, since Snake Route is very hard as well as fighting Baruda. His random movement patterns can be annoying and lead to not being able to hit him in a timely manner. It moves on to the third planet as well, Kanatia.

Snake Route:
There's a lot of tricky jumps in this level. Even the first jump you have to time the run forward or you will hit the spikes. I don't know how to describe how many tries this took, and I still had a little blip on the first rail. I pick up the bomb and firepower so the Baruda fight is a little easier.

Vs. Baruda:
This bird... I swear, I hate this thing. He moves around and makes it very hard to hit. I take a couple hits, but I plan to take some damage because it allows me to go faster when I'm not being cautious.

Hades Crater:
With good aim there is no reason to elevate at all, so the level is a steady descent to the exit.

Magma Lake:
This is a level that is very easy to take hits if you aren't careful, specifically the spike balloon things at the beginning and the fire snakes that go across the bridge.

==SEGMENT 10==

There is another big shortcut in the segment that I found from Kirkq, but I believe ZAR discovered it, so thanks to him as well.

Magma Dam:
I take a bit of a running start to make sure I can get the jump, though that wastes a little bit of time. The shortcut is cool though.

Crysta Hole:
There is no way to immediately get up to the second spike bottom platform, so I just have to wait in my little cave until it comes.

Death Temple:
This is a pretty simple level, with the exception of the shortcut jump from past the revolving heads... revolving heads sounds kinda weird doesn't it?

===SEGMENT 11===

This is not a segment I like, these two levels are obnoxious. Death Road is just annoying and Float Zone is slow. Thank you, segmenting restoring health!

Death Road:
I get shot by the fire shooter, but it's okay because if I hadn't I was going to purposely get hit by the skull bomb to not have to wait for the explosion, like I do in the next hallway.

Float Zone:
This is an interesting concept, but didn't turn out to be as fun as it would seem. I take hits at the end to get me out of the bubble and to avoid having to throw another bomb.

==SEGMENT 12==

This segment contains the aqua levels, so naturally it includes another awful Bomber Marine level. This one took a while because it has one of the two difficult Nitros fights (the ones with the towers) at the end of the segment.

Aqua Tank:
The shortcut at the beginning is pretty nice. I have a slow jump near the fire shooter, but I have to wait on the upcoming platform anyway so it doesn't make a difference.

Aqua Way:
It was a good while before I learned that you could go inside that shark. I'd think it would kill you, or more realistically, how is there a closed space when it is a skeleton shark? Absense of reality aside, it's faster to go through the shark, and I pick up a bomb and firepower. I would have liked to go for more points but I often would hit a ledge or run into my own explosion when I did, so I played it safe.

Vs. Nitros:
I miss my bomb throw at Nitros, I waited too long, but I lived with the mistake due to the difficulty of pulling off the tower destruction. After that he went down smoothly like he always tends to do.

==SEGMENT 13==

I hate this segment, and it shows: while I don't lose any time from it, the end looks very ugly. You'll see what I mean. The other thing is that the majority of the time is spent on a small square slowly drifting on a line. It's long and slow, two things that don't mesh well with speedrunning.

Hard Coaster:
You like my little moving to the music? That's all I could think of to make the wait not completely boring. I'd say it went pretty well though.

Dark Maze:
Could they have made this level any shorter? Just like Dark Wood... maybe Dark is a keyword for "incredibly short level". Who knows...

Death Coaster:
Do you see what I mean? At the top I am jumping around trying to kill the slugs on the right side, and not only do I not hit a one of them I get hit by two little floating guys. However, like I said before, there is no lost time.

==SEGMENT 14==

This is a deceptively hard segment, as where the first level pretty slow and easy it is much harder than it looks. Not to mention the Bolban fight which goes well despite the knocks I take. It also moves onto Mazone, perhaps my favorite planet. Unimportant trivia: not including the credits this is the longest segment of the run.

Move Stone:
This is perhaps the most uncreative name for a level I have ever heard. "What should we call the level where you have to move the stones? "Um... Move Stone?" Seriously, nothing better? Anyways, worth noting is that the first rock is very hard to place correctly. If you are off one pixel to the left or right it isn't going in that hole. It was meant to be pushed against the wall but this way I only need two pushes instead of three. Also, the fire shooters must be destroyed or else they will get me while slowly pushing the rocks. I have a couple of little movement blips too, that doesn't look so good.

Vs. Bolban:
As bad as this may look, this is very close to my fastest time, since the end went very well and he rarely cooperates. I still can't believe I actually got petrified though.

Hopper Land:
What exactly is Louie? A giant rabbit/kangaroo breed? I have no clue. But his level is easy, so that's a plus for him.

Perhaps this level was meant to be named Jungle Falls but there wasn't enough room? Level names in this game are strange. Something about this level doesn't look great to me, but I can't pinpoint what it is. Maybe I'm just being paranoid.

==SEGMENT 15==

Segment 15 contains a couple of icy levels, and I like them. I wish they would have put the ice bomb in more than just one level.

Cool Cave:
I think this level went very smoothly. I grab onto one edge that was unnecessary, but because I had to wait for the Kabuto to evolve (when small they remind me of Kabuto and big they look like Kabutops... why do I have Pokemon on the brain?) it doesn't waste time.

I basically spend this whole level jumping around everything you were supposed to wait on or destroy. It makes it go very quick.

==SEGMENT 16==

Big shortcut alert! Pay attention to this one, as it gains a lot of time on the old run with this. It also contains the first and only instance of my favorite machine, the Bomber Slider. It is pretty much a playaround level, so I enjoy it.

Storm Valley:
Big thanks to Kirkq again for mentioning you could avoid the screws. I have to take my time to align myself but it is a very difficult jump on console. I also tried to find a way to get up the first cliff without having to kill B. Locker (DK64 reference) but there was no way I could find.

Snow Circuit:
Moving side to side does not seem to affect speed if you do not turn too sharply or spin, so I decide to collect a few points. I really wanted that yellow gem though, it would've given me a 4.

==SEGMENT 17==

I like this segment a lot. It has the only instance of the final machine, the Bomber Jet, which is very fun to play. There is also another beating of Nitros and a level full of miniature shortcuts.

Heaven Sky:
I go all out on shooting for this one and get myself a 4. Along the way I pick up 3 bomb upgrades and firepower to help with the boss fight, which went bizarrely well. Normally after a couple hits he will use his arms and guard himself inbetween damage, but this time he didn't do it at all. Not once. No complaining by me though, that made this fight go a lot faster. I also pick up a second Adok bomb for the hell of it.

Eye Snake:
This is a hard level because of the amount of jumping over corners and the fact that you can't see a shadow on the rainbow floor. I bomb the knife because it is very difficult to avoid being hit by him, and with the boss fight I got I didn't want to take the risk.

Vs. Nitros:
Nothing happened. Really. He died at 8220 again.

==SEGMENT 18==

This trio of levels is rather strange as you start in a little entrance hall to get to the rooms. Each room has its own gimmick as to make it unique, and you must collect the disk to exit the level. Coincidentally it also goes from the one I like the most to the one I like the least.

Air Room:
As long as you can make it to the moving platform while it's on the way up you are in good shape. The rest is pretty simple.

Zero G Room:
Obnoxious level, you move so slowly at reduced gravity. The strategy is to reduced the amount of times you have to jump, as that slows you down the most.

Mirror Room:
You can jump across the beginning part on that little stump but it's a very difficult jump and not one I want to attempt on the last level of the segment. It's not a bad tradeoff though, and the level goes pretty easily. This is the last platforming level in the game, as the final 8 levels are all boss fights. After the level ends you are normally meant to jump onto the platform in the middle and it warps you out, but start-select does the same thing and it is faster.

==SEGMENT 19==

The last four segments all contain two boss fights a piece, and this particular one ends Mazone and introduces Garaden, which contains a revamped battle against all of the previous bosses and the final boss Bagular.

Vs. Natia:
Before fighing Catwoman you have to destroy her robot spider-ish thing Cronos. I take a couple of hits, but I do on all bosses and he goes down quickly. Now normally Catwoman will come down in a somewhat random position and try to whip you or throw knives at you, but with this strategy I came up with makes her appear in the exact spot every time, a spot which is conveniently a standing bomb throw away. I miss the timing once, but still end with my best ever time.

Vs. Endol (2):
It is a very easy second battle, just bomb and jump attack, repeat until death. I hit my goal time of 8000 and call it a segment.

==SEGMENT 20==

Ugh, I hate second Cronos. Luckily when starting from power-on, beating Baruda in one try, and going straight to Cronos he would follow the same pattern every time. It didn't make him that much easier.

Vs. Baruda (2):
I much prefer this to having to fight the awful bird in the Copter. I had a close call running to edge and having to grab the edge, but I got the hit at the time I wanted it. I think this is the maximum score I can get, at least with this strategy.

Vs. Cronos:
Like I mentioned before, I was well aware of his pattern before the fight started. The goal was to beat him in three rounds, with meant in two out of three rounds I had to manage three hits. He starts in the middle and gets out of the lava, making the three hits easy. He has a false entrance in the middle and appears in the top-left corner and shoots a laser, and I can't quite get the third hit. The third round in the adjacent corner I thought I wouldn't make it after missing the first throw but I barely make it before he disappears into the lava. Fun fact: this was the first time I ever beat him in three rounds.

==SEGMENT 21==

This segment contains the worst idea ever: an underwater boss battle. Why? It's an easy strategy, but the Marine's torpedos are so horribly inaccurate it makes the battle more random than it needs to be. It also lets me get myself shot a couple times.

Vs. Nitros (5?!):
Of course there is also another thrashing of Nitros. Now, I don't know why he took one less hit than he normally does, but everytime I did it from power-up he took one less hit. Once again, like the Heaven Sky fight, I'm not complaining. I also get myself electrocuted for the hell of it because I'm going to get fully healed anyway.

Vs. Bolban (2):
When defeating Nitros, he gives you a gift of full health, full bombs, and full firepower. Without that this battle would be awful. The goal was 7000+, and I made it easily, even with having difficulty guiding the damn torpedo while moving backwards.

==SEGMENT 22==

The final segment... I don't like it. I'll let the video speak for itself... and my comments. They speak too.

Vs. Natia (2):
Catwoman brought her sister to the fight, but neither of them put up a fight. Of all of the things to hurt me, a Mini-Cronos and my own explosion. However I post my second best ever time, a 8510.

Vs. Bagular:
The final battle. It is long, and it is kind of random. So I think I do well. Here's how it went: I start with a slight pause, because if I charge automatically he will teleport immediately. I follow him well, and this is the best time I've ever gotten to this point in time. In the TV phase, I begin with a jump bomb because there's a chance I will get lucky and get an instant hit, which happens twice. I also never use more than three bombs, which is good for not being able to instantly tell which is the correct TV. On the final phase I do well until having trouble hitting the laser arm on the sixth hit, wasting some time there. I manage it a little after it begins to shoot and then whittle down the last hits of the game. I'm well above my 2000+ goal, and I call it a game.

The ending:
Did you know there were other characters in this game? If you only watched this speedrun and didn't play the game, you might not have. Pibot and Princess Millian are worthless. That's all about you need to know about them. You can watch the mulitcolored Bombermen jumping at a bad frame rate as the video ends.

All in all, I think this is an underrated game. It's fun, and going for 5s on every level could keep you occupied for some time. However, if someone was to beat this I doubt I'd try to take it back. I'm think I'm ready to put it away. Until the next time, this ends this time. I hope you enjoyed it, or if you didn't, I hope you really didn't and it ruined your day, because that's what you get for not enjoying it.

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