Introduction
AIs
Animation
Campaign Mode
Levels
Miscellaneous
Power-ups
Sounds
Disclaimer
Comments and instructions from the game programmers begin wherever there is a semicolon. These make the file easier for mortals to perceive the meaning of the data, and have no effect on Bomberman gameplay. A comment may even appear at the end of a line which contains data values. For example,
; this is a comment line -- bomberman ignores it
The rest of the file consists of pairs of data numbers and data values separated by commas. Think of data numbers as tags on little boxes that can hold information. Each box has a specific function and can hold a data value setting. In the second example above, the data number is 50, and this data number has a value of 1. Several values can be set at once on a single line as well. In the third example, values are changed starting with value number 1000. Since their are two values, the next value number (1001) is changed as well.
50,1 ; this comment shares a line with data
1000,320,240 ; this line sets more than one value at once
If you know which part of game a data number corresponds to, you can customize that part by changing the value. Generally, you should only change values for data numbers that are already in the file. Be wary! While some value settings will not crash the game, they may make it unplayable.
In the subsequent sections, Supergeek hath grouped the most useful numbers and values together by type for easy reference. After you have finished changing values, save the file and then start Atomic Bomberman to try them out! If you think there should be an addition or correction, let Supergeek know.
Num | Default | Range | Description |
92 | 30 | 0+ | Number of seconds before entering "attract" mode. |
910 | 15 | 0+ | Seconds of warning that the wall is coming so that AIs can get out of the way. |
915 | 5 | 1+ | 1 in "n". Odds that an AI will attempt to destroy bricks. |
920 | 4 | 0+ | How close a power-up has to be for an AI to go for it. |
Num | Default | Range | Description |
10 | 10 | 1+ | Number of frames for the flame animation. Useful only if you customize this animation. |
20 | 10 | 1+ | Number of frames for block disintegration. Useful only if you create a custom level. |
30 | 20 | 1+ | Game frames per second. |
31 | 150 | 1+ | Milliseconds per frame. |
32 | 40 | 0+ | Number of frames to show player color in team mode before changing to team colors. "0" will never show player colors. |
105 | 24 | 1+ | Number of death animations installed. In network games, all players must have at least as many animations as the host machine. |
106 | 4 | 0+ | Angel movement rate. Controls how far the angel moves in the angel death animation. |
190 | 250 | 0+ | Low conveyor belt speed in 100th of a pixel. |
191 | 350 | 0+ | Medium conveyor belt speed in 100th of a pixel. |
192 | 450 | 0+ | High conveyor belt speed in 100th of a pixel. |
330 | 13 | 1+ | Number of cornered animations installed. This is the animation that shows when a player is completely trapped. In network play, all machines must have at least as many animations loaded as the server. |
680 | 30 | 0+ | Number of frames you bounce on the trampoline in one-player mode. |
681 | 35 | 0+ | Number of pixels per frame bomberman moves while bouncing on a trampoline in one-player mode. |
1010 | 5 | 0+ | Twinkle duration for the gold bomberman. The winner of the last match gets a prize from the roulette and glows at the start of the next match. Set to "0" to twinkle for the whole game. |
Num | Default | Range | Description |
1200 | 3 | 1+ | 1 in "n". Odds that a ghost or rover will change its direction of movements. |
1205 | 3 | 1+ | 1 in "n". Odds that a direction change will not be toward a human player. |
1300 | 250 | 0+ | Number of points awarded for killing an AI. |
1310 | 15 | 0+ | Number of points awarded for destroying a rover. |
1320 | 25 | 0+ | Number of points awarded for killing a ghost. |
Ice Delay
Other
Random
Regeneration
Num | Default | Range | Description |
450-499 | - | 0+ | Data number range for ice delay settings. |
450 | 0 | 0+ | Ice delay for the "New Green Acres" level. |
451 | 0 | 0+ | Ice delay for the "Classic Green Acres" level. |
452 | 250 | 0+ | Ice delay for the "Hockey Rink" level. |
453 | 0 | 0+ | Ice delay for the "Ancient Egypt" level. |
454 | 0 | 0+ | Ice delay for the "Coal Mine" level. |
455 | 0 | 0+ | Ice delay for the "Beach" level. |
456 | 0 | 0+ | Ice delay for the "Aliens" level. |
457 | 0 | 0+ | Ice delay for the "Haunted House" level. |
458 | 0 | 0+ | Ice delay for the "Under the Ocean" level. |
459 | 0 | 0+ | Ice delay for the "Deep Forest Green" level. |
460 | 0 | 0+ | Ice delay for the "Inner City Trash" level. |
Num | Default | Range | Description |
35 | 11 | 1-50 | Number of levels that are defined. |
Num | Default | Range | Description |
1150-1199 | - | 0 = disable 1 = enable |
Data number range for random level settings. |
1150 | 1 | 0 = disable 1 = enable |
Random setting for the "New Green Acres" level. |
1151 | 1 | 0 = disable 1 = enable |
Random setting for the "Classic Green Acres" level. |
1152 | 0 | 0 = disable 1 = enable |
Random setting for the "Hockey Rink" level. |
1153 | 1 | 0 = disable 1 = enable |
Random setting for the "Ancient Egypt" level. |
1154 | 1 | 0 = disable 1 = enable |
Random setting for the "Coal Mine" level. |
1155 | 1 | 0 = disable 1 = enable |
Random setting for the "Beach" level. |
1156 | 0 | 0 = disable 1 = enable |
Random setting for the "Aliens" level. |
1157 | 1 | 0 = disable 1 = enable |
Random setting for the "Haunted House" level. |
1158 | 1 | 0 = disable 1 = enable |
Random setting for the "Under the Ocean" level. |
1159 | 1 | 0 = disable 1 = enable |
Random setting for the "Deep Forest Green" level. |
1160 | 1 | 0 = disable 1 = enable |
Random setting for the "Inner City Trash" level. |
Num | Default | Range | Description |
340-389 | - | 0+ | Data number range for regeneration settings. |
340 | 0 | 0+ | Regeneration value for the "New Green Acres" level. |
341 | 0 | 0+ | Regeneration value for the "Classic Green Acres" level. |
342 | 0 | 0+ | Regeneration value for the "Hockey Rink" level. |
343 | 0 | 0+ | Regeneration value for the "Ancient Egypt" level. |
344 | 0 | 0+ | Regeneration value for the "Coal Mine" level. |
345 | 0 | 0+ | Regeneration value for the "Beach" level. |
346 | 0 | 0+ | Regeneration value for the "Aliens" level. |
347 | 4 | 0+ | Regeneration value for the "Haunted House" level. |
348 | 0 | 0+ | Regeneration value for the "Under the Ocean" level. |
349 | 0 | 0+ | Regeneration value for the "Deep Forest Green" level. |
350 | 0 | 0+ | Regeneration value for the "Inner City Trash" level. |
Num | Default | Range | Description |
12 | 7 | 0+ | Wait time for the introduction screens before the game menu appears. |
13 | 3 | 0+ | For network games, minimum time to wait between rounds so that the client machines can catch up. The server must sit on the score screen at least this many seconds before the next round can begin. |
16 | 7 | 1+ | The number of wallpapers for the game settings screens. |
1101 | 200 | 0+ | Network time-out in milliseconds for IPX games. Missed packets will be resent if a time-out occurs. |
1102 | 750 | 0+ | Network time-out in milliseconds for modem games. Missed packets will be resent if a time-out occurs. |
1103 | 400 | 0+ | Network time-out in milliseconds for serial connection games. Missed packets will be resent if a time-out occurs. |
Birth
Bombs
Diseases
Found
Limits
Other
Speed
Num | Default | Range | Description |
50 | 1 | 1+ | Default number of bombs players are born with. |
51 | 2 | 1+ | Default flame length at start. |
53 | 0 | 0 = no kick 1 = kick |
Defaults born with kick. |
54 | 0 | 0+ | Default number of skates players are born with. |
55 | 0 | 0 = no punch 1 = punch |
Defaults born with punch. |
56 | 0 | 0 = no grab 1 = grab |
Defaults born with grab. |
57 | 0 | 0 = no spooge 1 = spooge |
Defaults born with spooge. |
58 | 0 | 0 = no goldflame 1 = goldflame |
Defaults born with goldflame. |
59 | 0 | 0 = no trigger 1 = trigger |
Defaults born with trigger. |
60 | 0 | 0 = no jelly 1 = jelly |
Defaults born with jelly. |
Num | Default | Range | Description |
41 | 40 | 1+ | Fuse length, in frames. Set it too low and it won't be safe to lay any bombs! |
43 | 0 | 0 = regular 1 = trigger 2 = jelly |
Default starting bomb type. This allows you to be born with trigger or jelly even if it's not in the scheme. |
320 | 180 | 0+ | Minimum number of seconds between potential dud bombs. Dud bombs appear in one-player mode only. |
321 | 180 | 0+ | Additional random seconds between potential dud bombs. |
322 | 3 | 1+ | 1 in "n". Chance potential dud bomb will be a dud. |
323 | 120 | 0+ | Minimum number of frames for which a dud bomb waits. |
324 | 200 | 0+ | Additional random wait frames for a dud bomb. |
667 | 3 | 1+ | 1 in "n" chance that a bouncing jelly bomb will change direction. |
Num | Default | Range | Description |
120 | 1 | 0 = indestructible 1 = destructible |
Controls whether diseases can be destroyed by a bomb blast in one-player mode. In network play, diseases can always be destroyed. |
121 | 1 | 0 = permanent 1 = temporary |
Controls whether diseases wear off after a period of time. |
123 | 1 | 0 = hand off 1 = multiply |
Controls whether a disease is shared or handed off when you touch another player. |
124 | 1 | 0 = incurable 1 = curable |
Controls whether a disease can be cured by picking up another power-up (or disease). |
125 | 10 | 1+ | 1 in "n". Chance that picking up a power-up will cure a disease, if diseases are curable. |
129 | 10 | 0+ | Number of frames that a disease must be possessed before it can be handed off, if diseases are passed. |
130 | 300 | 0+ | Duration in frames of molasses. |
131 | 300 | 0+ | Duration in frames of speedy. |
132 | 300 | 0+ | Duration in frames of constipation. |
133 | 300 | 0+ | Duration in frames of poops. |
134 | 300 | 0+ | Duration in frames of short flame. |
135 | 300 | 0+ | Duration in frames of crack poops. |
136 | 300 | 0+ | Duration in frames of short fuse. |
138 | 300 | 0+ | Duration in frames of reverse. |
Num | Default | Range | Description |
400 | 10 | # | Number of available bombs. |
401 | 10 | # | Number of available flames. |
402 | 3 | # | Number of available diseases. |
403 | 4 | # | Number of available kicks. |
404 | 8 | # | Number of available skates. |
405 | 2 | # | Number of available punches. |
406 | 2 | # | Number of available grabs. |
407 | 1 | # | Number of available spooges. |
408 | -2 | # | Number of available goldflames. |
409 | -4 | # | Number of available triggers. |
410 | 1 | # | Number of available jelly bombs. |
411 | -4 | # | Number of available bad diseases. |
412 | -2 | # | Number of available randoms. |
Num | Default | Range | Description |
550 | 8 | 0+ | Maximum number of bombs. |
551 | 8 | 0+ | Maximum number of flames. |
553 | 1 | 0+ | Maximum number of kicks. |
554 | 4 | 0+ | Maximum number of skates. |
555 | 1 | 0+ | Maximum number of punches. |
556 | 1 | 0+ | Maximum number of grabs. |
557 | 1 | 0+ | Maximum number of spooges. |
558 | 1 | 0+ | Maximum number of goldflames. |
559 | 1 | 0+ | Maximum number of triggers. |
560 | 1 | 0+ | Maximum number of jelly bombs. |
Num | Default | Range | Description |
102 | 40 | 0+ | Wait time in seconds before punch, grab, or bad disease will appear when a brick is destroyed. Set to "0" to have all power-ups available at the start of the match. |
670 | 1 | 0+ | Minimum number of power-ups lost in one-player mode if Bomberman is hit on the head. In network play, power-ups are not lost. |
671 | 3 | 0+ | Random additional number of power-ups that may be lost in one-player mode if Bomberman is hit on the head. In network play, power-ups are not lost. |
Num | Default | Range | Description |
42 | 923 | 1+ | Player starting speed. |
90 | 150 | 0+ | Speed gain from picking up a skate. |
91 | 150 | 0+ | Speed loss from the roulette "clog". |
300 | 1000 | 1+ | Speed of a kicked bomb. |
301 | 1300 | 1+ | Speed of a punched bomb. |
Num | Default | Range | Description |
3 | 0 | 0 = disabled 1 = enabled |
Enables load of critical sounds at game startup.Set to "1" to load critical sounds when Atomic Bomberman starts rather than during the game. |
5 | 200 | 10-200 | Number of sound files allowed to be loaded simultaneously. |
6 | 7000000 | 500000-20000000 | Sound cache maximum size, in bytes. |
7 | 1800 | 0+ | Wait time (seconds) to clear all sounds and load different ones. "0" disables reload. |
8 | 5 | 1+ | Number of sounds that can play simultaneously. |
9 | 100 | 0+ | Wait time (seconds) for clearing sounds under the "minimum" memory model. |
95 | 5 | 0+ | 1 in "n". Odds that a taunt will play after a player dies. |
650 | 4 | 0+ | 1 in "n". Odds that a taunt will play after a player lays many bombs. |
651 | 4 | 1+ | Bomb count to consider to be "many" bombs. |