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Blast Garden is a Bomberman-style maze game. You drop a bomb in a grid of walls and crates, and a cross of fire shoots out along the corridors. It burns crates, catches enemies, and catches you too if you are still standing in line with it. There are two ways to play. The campaign runs through 103 stages in five zones, alone or with a second player. Battle mode puts up to five fighters on one of 13 arenas, with computer players filling the empty seats.
A bomb goes off about two and a half seconds after you place it. The fire runs down the corridor for as many squares as your fire range, stops at the first solid wall, and burns away the first crate it reaches. You start able to have one bomb out at a time, with a range of two squares, and power-ups raise both. Fire that reaches another bomb sets it off at once, so a line of bombs goes up as a chain.
Your own fire knocks you out like anyone else's. Before each bomb, know which corner you are going to duck behind.
Playing alone, move with the arrow keys or WASD, drop a bomb with Space and use the item button with F. P or Esc pauses. When two people share a keyboard, player 1 takes WASD, Space and F, and player 2 takes the arrows, Enter and Shift. A game controller works too: D-pad or left stick to move, A for a bomb and B for the item button.
Phones and tablets start on a floating joystick. Touch the field or the strip of buttons beneath it, drag in the direction you mean to walk, and plant with a quick tap of your other thumb. Between your thumbs sit Pause and a switch that swaps the joystick for a fixed D-pad with a big Bomb button. The Item button stays under your right thumb either way. Touch controls are for player 1 only, so a second player needs a keyboard or controller.
What the item button does depends on what you are carrying. With remote bombs it sets off the oldest one, and it stops a bomb you kicked in mid-slide. Punch knocks the bomb in front of you away, Throw lifts the bomb under your feet and tosses it, and either one sends it up to three squares. On a mount, the same button uses the mount's move.
Crates often hide a power-up. Walk over it to pick it up. There are 20 in all:
| Power-up | Effect |
|---|---|
| Bomb | One more bomb out at a time, up to 8 |
| Fire | One more square of range, up to 8 |
| Full fire | Range straight to 8 |
| Speed | Walk faster |
| Slow | Walk slower, best avoided |
| Piercing bomb | Fire carries on through crates |
| Mine | The bomb sinks into the floor and goes off when someone steps on it |
| Remote bomb | Never goes off by itself; press the item button |
| Seeker bomb | Slides toward a player who comes within three squares |
| Kick | Walk into a bomb to send it sliding until something stops it |
| Bomb pass | Walk straight over bombs |
| Punch | Knock the bomb in front of you away |
| Throw | Pick up the bomb you are standing on and throw it |
| Wall pass | Walk through crates |
| Vest | About 16 seconds of immunity to fire |
| Heart | Survive one extra hit |
| Skull | A random curse for about 15 seconds, cured by the next power-up |
| Egg | Hatches a mount to ride |
| Clock | Freezes campaign enemies for about 16 seconds |
| Extra life | One more spare life, up to 9 |
Some of these replace each other. Piercing, mine, remote and seeker bombs are all bomb types, and picking up a new one swaps out the old. Kick and Bomb pass cancel each other too, since one stops at a bomb and the other walks over it. Fire does not destroy a skull. It flies off and lands somewhere else on the field.
A mount takes one hit for you: when the fire reaches you, you fall off and keep playing. Each of the six colors has its own move, such as the blue one kicking bombs and the green one rolling forward.
The story starts at stage 1-1. Its five zones hold 90 regular stages, 10 boss battles and 3 hidden stages. Many stages have more than one gate. The gate you take decides the next stage, changes which bosses you meet later, and leads to either the normal ending or the true ending.
Set Players to two in the sidebar to play the campaign together. When one of you goes down and a spare life is left, the fallen player presses their own revive button to come back: R for player 1 and / for player 2 on the keyboard, Start on a controller, or the Revive button in the middle of the touch panel.
Split up at a fork so each of you clears one branch. Before you bomb a corridor, check where your partner is, and never leave them in a dead end with your bomb at its only way out.
Settings in the sidebar opens Battle settings. The rule set and every number it needs are chosen in that one dialog.
| Arena | What is different |
|---|---|
| Classic Arena | Nothing but walls and crates, the place to learn |
| Conveyor Belt | Belts carry players and bombs along |
| Hide and Seek | Roofs cover part of the field and hide whoever is under them |
| Two Spotlights | The field is dark apart from two moving pools of light |
| Full Throttle | Everyone starts at a very high speed |
| Snow and Ice | Once the crates at the top of a column are gone, a snowball rolls down it and knocks out whoever it hits |
| Turning Arrows | Floor arrows steer kicked bombs, and two of them turn when fire reaches them |
| Minecart Ride | Ride the cart along its rails; a rider cannot be hurt but cannot bomb either |
| Roadblocks | Wall sections slide back and forth, and magnets pull bombs toward them |
| Fire Dance | Everyone starts with 5 bombs and full fire |
| Strange Loops | Walk off one edge and come back on the opposite side |
| Tricky Conveyors | A network of belts, with pipes that send bombs out somewhere else |
| Mystery Minecarts | The cart drives into portals and comes out elsewhere |
In a round with a time limit, the last 60 seconds (the last 40 in a one-minute round) bring blocks crashing down around the field one by one. A falling block knocks out anyone under it, and the open floor keeps shrinking.
Players knocked out before that still get a say. They circle the edge of the field and lob bombs into it, and if one of those bombs knocks someone out, the thrower drops back in to take that spot. Once the blocks start falling, nobody comes back. A fighter who goes down also scatters their power-ups across the floor for whoever gets there first.
No. Blast Garden is a separate browser game in the same style, with its own game engine and artwork. The level credits further down this page say where its campaign routes and battle arenas come from.
No. Every multiplayer mode here is local. Two people share one keyboard or plug in controllers on the same device, and computer players take the remaining seats.
Campaign routes, stage layouts and battle arenas are based on the Japanese Super Famicom game.
This browser version runs its own game engine and renders its own character and scenery artwork. The bomb, pickup, dismount, player defeat, gold enemy defeat, campaign gate, boss battle and battle victory sounds are played by the browser synthesizer using sound data from the Japanese Super Bomberman 5.
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