Sunday, June 7, 2026

Super Bomberman: Panic Bomber World (SFC) Review

🌏 Received: November 16th, 2024 🌏
🌏 Written: May 14th-June 7th, 2026 🌏
Year: 1995 | Developed by: Raizing
Published by: Hudson Soft | [ ]

Hello, gamers and readers alike, welcome to my blog and thank you for taking the time to tune in today, I really appreciate it!

From the very day Hudson Soft conceived Bomberman which debuted in 1983 with Bomber Man/Eric and the Floaters on personal computers, this IP had established itself as an action maze game.  And, for a time, it had been nothing but an action maze game with each new game that had come out from the unique first-person oriented 3-D Bomber Man (which honestly sounds more like a horror game) to the 1985 Nintendo 8-bit reimagining Bomberman to the eventual establishment of a franchise come 1990 onward.  It didn't matter what format it was made for or what perspective it was viewed from or who worked on it, Bomberman was content on sticking to the same genre.  That changed in 1994 when Hudson Soft decided to experiment tackling another genre with their most popular and celebrated IP.
Enter Bomberman: Panic Bomber, an arcade-styled falling block puzzler which initially saw a release on the NEC PC Engine Super CD-ROM² System as a Japan-exclusive by the end of that year, which shortly after would be met with a release on the coin-op arcade format.  As the falling block puzzler was an addicting genre to play when it came to arcades or arcade-adjacence, this explosive bomb-themed game had generally gotten positive reviews.  It was only a matter of time before it would be given a treatment to the Super Famicom console, but as Hudson Soft themselves couldn't directly convert it themselves they had to find another company to do so on their behalf which they would publish later.

Images from MobyGames
On March 1993, Raizing (based on raijingu, or rising, and the Japanese god of lightning Raijin) and Eighting (derived from nanakorobi yaoki, from which the Japanese proverb states "fall down seven times and get up eight times") were both founded by former Compile staff to work on arcade games with the former acting as developer while the latter would act as publisher until the two would eventually merge together several years later in 2000.
Screengrabbed while watching Paul Eales' Mahō Daisakusen 1CC video on YouTube
Raizing's inaugural title would come in the form of the vertically scrolling arcade shoot'em up Mahō Daisakusen, released outside Japan as Sorcer Striker, mere months after its founding published by Able Corporation.  This game wound up being the start of a trilogy which would be followed up by the immediate sequel Shippū Mahō Daisakusen Kingdom-Grandprix the next year handled by Eighting which would receive a home console port on the Sega Saturn.  For their next game, Raizing would try their hand at something different: the puzzler genre.
With Super Bomberman and Super Bomberman 2, both developed by Produce, turning out to be very successful games on Nintendo's 16-bit console Hudson Soft was on a roll.  The one thing each title had in common was that in Japan they shared the same April 28th release date, which would also be true for the third and fourth games.  Once is a coincidence, but any time more than that is intentional.  With Super Bomberman 3 already having been slated for an April 28th, 1995 release, the Super Famicom take on the Bomberman: Panic Bomber game concept would serve as an appetizer to tide Super Famicom owners over until the arrival of the threequel.  In all, there were seven Bomberman games created for the Super Famicom, with today's game being the first among them to be exclusively released in Japan.
Super Bomberman: Panic Bomber World, as it was titled, was produced by Tomonori Matsunaga (who directed AlfaSystem's NEC console conversion of Nihon Falcom's Ys I + II/Ys Book I & II, Hudson Soft's NEC ports of Nihon Falcom's Dragon Slayer: Eiyū Densetsu/The Legend of Heroes games, and served as technical advisor to Inter State and Kaneko's Star Parodier) and Takafumi Horio (who produced Hudson Soft's Dungeon Explorer II, supervised the first Super Bomberman, and supervised as well as worked on the ending song to Dual Corporation's CD Denjin: Rockabilly Tengoku/Super Air Zonk: Rockabilly-Paradise) under the supervision of production directors Akiko Takahashi and Chiharu Matsuyama, with technical support provided by Mikio Ueyama (who directed the first Super Bomberman) and former Micronet employee Kaori Shirozu (who programmed the home computer conversions of Sanritsu Denki's Appoooh and Sega's Robo Wres 2001 as well as programmed the Sega MegaDrive exclusive title Curse), was programmed by Yuichi Ochiai
(who helped program Naxat Soft's Coryoon: Child of Dragon as well as Red Company's PC Denjin: Punkic Cyborgs/Air Zonk and Chō Makai Taisen! Dorabocchan/The Twisted Tales of Spike McFang), and was directed by Masato Toyoshima (who produced Chō Makai Taisen! Dorabocchan and also produced Atlus' NEC port of Technōs Japan Corp.'s Nekketsu Kōkō Dodgeball Bu: PC Bangai Hen alongside Access' NEC port of Sir-Tech's Wizardry I・II) with Susumu Hibi acting as sub-director.  Once the project was completed Hudson Soft
Image from GameFAQs
was ready to release Super Bomberman: Panic Bomber World for the Super Famicom on March 1st, 1995, less than two full months prior to Super Bomberman 3.  Unlike these three games which saw a localization in one form or another this spinoff sadly remained a Japan exclusive, much like the majority of games under the Bomberman: Panic Bomber moniker.

After having defeated the Five Dastardly Bombers and destroyed G Ganzu in Super Bomberman 2, Shiro Bom decides to head to South Island where he treats himself to a vacation.  Unfortunately, news of the World Bombers--Jamaica's Rasta Bomber, England's Metal Bomber, USA's Bom Gunman, Kenya's Animal Bomber, and Japan's Karaoke Bomber--wreaking havoc across the world has disrupted his time of peace and relaxation so he must put his trip on hold and travel the world to confront them and put a stop to their mayhem.  It turns out that they were brainwashed by an unknown force into doing these bad things.

Left: Shiro Bom begins his world travels by heading to Jamaica | Right: Got two combos in a row
In the falling block puzzler Super Bomberman: Panic Bomber World you are given a preview of the three-piece blocks or a bomb each time which you can move left and right as it moves down inside the left playing field, speed up the dropping process by holding down and/or the direction you aim for, rotate the current maneuverable piece clockwise by pressing the A or X buttons or counterclockwise with the B or Y buttons (for which you can reverse the controls by alternating it to the Type B control scheme in the options screen if you feel like changing it
Left: Dropping down a big bomb to cause some serious damage to Ballom | Right: You won!
up from the default Type A).  The goal is to offset and overwhelm the opposition on the right side by flooding one or both of the middle columns before it happens to you.  By connecting three or more pieces matching in color (be it horizontal, vertical, diagonal, or unusually formed so long as it is connected) you'll be able to make them vanish, and depending on how things got set up on your end after the fact you can increase your chances by adding in a combo or two.  This would cause the opposition's playing field to become filled up a bit, not
Left: The next opponent is Kurin | Right: One set of three blue Bom heads matched up and taken out
just with regularly colored pieces but by bombs as well.  Every now and then you'll be a given a bomb which you can place in any spot that is dormant, and sometimes you'll be given a bomb with a lit up fuse that's on the verge of blowing up any nearby bomb or collection of bombs to amass a lot of damage (unless it falls on or near a bomb with a face on it).  Initially the bomb blast radius starts off small, just like in a traditional Bomberman game, but over time as you level up the blast radius will increase in length and potency.  Each time a match
Left: Three combos in a row and your gauge is filled up | Right: Let's drop another big bomb as Kurin panics left and right
begins the pieces you're given will drop down at a slow rate with enough control and maneuverability for you to manage, but the longer you withstand it the pieces will drop at a faster rate and become more difficult to control.  Once thing you'll notice is a gauge beside each playing field, with each placed puzzle piece and bomb filling it up bit by bit, for the moment it becomes full you'll be given a large bomb to drop down which will blow away any and all pieces it comes into contact with which in turn will free up room for you to maneuver
Left: Time to compete against the first of the World Bombers, Rasta Bomber | Right: His bombs are shaped like maracas 🪇
future pieces and bombs.  Each country you visit has got three enemies in it, with the last among them being a World Bomber.  By winning against the World Bomber and liberating them from their brainwashing, you will be accorded a simple four-digit password which will take you to the start of the subsequent country should you pick up from your progress at a later point.  Should either of the middle two columns be flooded on your end you will lose and be given the option to continue which will start the current match anew.
Left: BOOM!!! | Right: I absolutely adore the interior playing field image of Shiro Bom swimming with a dolphin, it's so endearing 🐬
The visuals for this game were handled by former Compile staff Kazuyuki Nakashima (who was art director for Musha Aleste/M.U.S.H.A. and did design work for the first two Spriggan games), Kenichi Yokoo (who worked on the logo and visual scene design for Spriggan Mark 2: Re-Terraform Project), and Shinichi Onishi (who worked on the visuals for Riot's Browning, Spriggan Mark 2, and Dennin Aleste: Nobunaga and His Ninja Force/Robo Aleste) who all worked together on the graphics for Raizing's previous game Kingdom Grandprix with artwork provided by Bomberman series contributors Shigeki Fujiwara (who
Left: Next stop is England where you're greeted by Buroru | Right: Jolly good ☕🫖
had been involved with the franchise for about as long as he'd been with Hudson Soft) and Shoji Mizuno (who worked on the art direction for the recent Bomberman '94 and on Bomberman GB's original character designs).  I like how each time you're introduced to a new opponent they are backed up by a pre-rendered backdrop representing the respective country that is well-designed: Jamaica has got nice imagery of the beach with palm trees, England's backdrop has a cool night sky with the lights on in its buildings (including the Big Ben), USA has got the Grand Canyon, there's the trees and plains for Kenya's opponent
Left: Nessie | Right: And all the blocks in my playing field go bye-bye
backdrop, and finally Japan's backdrop is snow-filled with the Rokuon-ji/Kinkaku-ji Zen Buddhist temple centerstage.  Any time they make themselves present their static image will stretch down becoming less and less translucent until they are the right size and dimension with a full solid color about them.  I like how during the game proper the interior playing field of the respective combatants will randomly cycle through different images of Shiro Bom partaking in different activities and embracing the culture of the respective country in question which are all endearingly drawn and lighthearted.  While in Jamaica he shows
Left: Pass takes over | Right: Bomb blast up
fascination with a hermit crab crawling beside a beach, leaping out of the water wearing a lifesaver just as a fish is jumping up from it under the rays of the sun, drinking milk from a coconut while sitting down on the sand, and my favorite of the bunch has Shiro Bom swim underwater with a dolphin while wearing goggles and swim fins (it's so adorably charming).  England will cycle between him in detective attire carrying a pipe in his hand, wearing gentlemanly clothing with a moustache having tea, looks away in whitecoat scientist garb as the mythical Loch Ness Monster appears in the lake behind him, and donning himself in
Left: Pass is being overwhelmed | Right: With his playing field overfilled, consider yourself the victor
knight's armor with jousting lance on hand with the smoky and fiery imagery of a dragon.  USA has him as a gunslinger beside a bagful of money, dressing up and posing as Lady Liberty, dribbling a basketball with a zero-numbered jersey, and standing beside a wagon train.  Kenya has him wear a striped black and white shirt with a zebra hanging his head friendly above his, wearing a safari jacket and pith helmet in front of a mountain range, riding on a hippopotamus, and dangling from a branch with a cheeky monkey hanging on top of it.  Japan has got Shiro Bom peering from a rooftop underneath the crescent moon sky
Left: And now to face off against England's representative, Metal Bomber | Right: Bomb blasts galore
where 大 ("large") is lit up from the ground, being receptive to the butterflies flying around him while sitting on a cherry tree, dressed for battle as a rōnin while wearing an eyepatch, and innocently flying a kite with Mount Fuji hanging in the back.  And lastly when Shiro Bom ventures into space, you get to see the imagery cycle from orbiting around the planet, amicably meeting and greeting an alien, experiencing zero gravity inside the space shuttle, and gleefully riding on a space shuttle that has been given sentience and made to appear
happy.  Before entering each new country, and in the end outer space, the map zooms out and pans out until it zooms into the present location via Mode 7 scaling effects culminating in Shiro Bom and his main opponent jumping into the scene in such an explosive fashion that the word "round" and the number beside it shake up and split individually.  I also like the way that each country has been given its own distinctive font which lends the proceedings an endearing and unique touch.  The World Bombers are all solidly designed, and much like the
Five Dastardly Bombers before them they all have unique bomb designs that align with their personality and character.  Rasta Bomber has got dreadlocks and wears a vacation vest shaking maracas (having maraca-shaped bombs), Metal Bomber shows his affinity for death metal (hence his bombs having the designs of skulls) with his black spiky outfit while sporting a big mohawk, Bom Gunman looks Western in attire especially with how he's got not just an ammo belt but a set of ammo around his cowboy hat (his bombs are shaped like large
Left: Metal Bomber is temporarily inactive because of the STOP status | Right: Two World Bombers down, three more to go
wide bullets), Animal Bomber appears feral and catlike with his reflexes and tail (his bombs are heavily textured like a rock), and Karaoke Bomber is dressed for the occasion as he's about to belt out to the style of Enka (for this his bombs bear the resemblance of a microphone).  There is a neat contrast about them before you engage in the match and after you reign victorious over them, at which point their brainwashing has been done away and appear to have snapped back to normal.  During the matches the opponent you face appears
Left: Leaving England to head to the USA, where the first opponent you meet there is Funya | Right: Look at all those bomb blasts
in a very small window in the middle and are designed endearingly, their tune will chance once things begin to get hectic and challenging for they will gloat and become overconfident upon you becoming overwhelmed (or you lose) or the opposition may panic should they become overwhelmed (to the point that they react incredulously upon having lost, or in the case of the World Bombers react dramatically--like viewing Metal Bomber from the ground perspective as lightning strikes around him, Bom Gunman riding off into the sunset, or
Left: Funya shaking things up by dropping a big bomb in its playing field | Right: And just like that, Funya is out for the count
Animal Bomber cowering in fear).  The pieces themselves are decently designed like a Bomberman head as they come in a variation of five colors for the individual pieces might react different given a circumstance (some might nod off to sleep while others might look around, it's an adorable touch), for regardless who wins the remaining pieces in the playing field will cheer and should a large bomb be in the midst of being dropped they will animate in a fidgety quick manner knowing the inevitability for what is to come (as if in a panic).
Left: Now it's the penguin Peggi's turn | Right: I don't like those shifty eyes of his as your playing field becomes overwhelmed...
The music to Super Bomberman: Panic Bomber World was composed by veteran series composer Jun Chikuma (who had also just composed music for Bomberman: Panic Bomber months prior) in her glorious Nintendo 16-bit return after having felt her absence in Super Bomberman 2, this time around she is joined by Kenichi Koyano and Hitoshi Sakimoto.  Koyano previously composed music for Fujicom's Shin Nihon Pro-Wrestling '94: Battlefield in Tokyo Dome and Cardangels and would provide music for Raizing's Bloody Roar games within the next few years.  Sakimoto composed the music to Raizing's Kingdom Grandprix and would also contribute to the music of the aforementioned Bloody Roar games, but before those games he was a composer for Opera House's Sega 16-bit port of Data East's Midnight Resistance, Jorudan's Gdleen, Quest's Magical Chase and Densetsu no Ogre Battle/Ogre Battle, Capcom's Game Boy adaptation of Disney's The Little Mermaid, Aisystem Tokyo's
Left: Peggi is overjoyed at winning against you | Right: Only to lose on a rematch
Sega 16-bit port of Genki's Devilish/Bad Omen, and Daft's Super Back to the Future II, et al.  Outside of having slightly newer interpretations of the themes introduced in the earlier Bomberman: Panic Bomber, the new material specifically created for this Super Famicom edition also sounds fantastic especially with the dialed-up sound quality.  The Jamaica theme is an irresistibly bouncy interpretation of the Bomberman series' iconic battle theme, the England theme is a suitably rocking take on the iconic main theme with the slap bass and head-bopping rhythm, the USA theme has such an endearingly elevating theme going for it that sounds so empowering and engaging (the latter part before it loops itself makes me think of the credits music for Micro Cabin's Xak: The Art of Visual Stage), the Kenya theme sounds rhythmically catchy, and the Japan theme initially starts off as a reinterpretation of the gained powerup theme from 1985 Bomberman before being followed up on by an expanded
Left: It's time to confront Bom Gunman | Right: Oh no, he pulled a fiver combo!
melody.  When playing battle mode it will cycle through a different theme with each new round to spice up the variety.  Each and every World Bomber has got a very distinctive theme that suits their style and sense of culture: Rasta Bomber's theme sounds invitingly laidback, Metal Bomber's theme has got a relentlessly and impossibly fast-paced heavy metal vibe, Bom Gunman's theme has got an endearingly bouncy Western flair, Animal Bomber's theme sounds menacing with the primordial drums, and Karaoke Bomber's theme is backed up by the Enka musical genre (where you can picture the parts of the melody where the lyrics would come into play).  The standout piece of music for me is Bagulor's theme once Shiro Bom ventures into space, it just sounds so operatic and grandiose with its do or die element to it for that is where the sound quality truly shines.  For that it's my favorite theme from Super Bomberman: Panic Bomber WorldSpace Bomber's theme upon playing on the normal
Left: It doesn't help that your playing field is already on the verge of filling up and Bom Gunman is fluidly wagging his finger at you, but the Shiro Bom bubbles are hovering over and covering things up on your end too | Right: Walking off into the sunset
through hardest difficulty settings sounds impending and hectic as you end up fighting for the fate of the world, the ending theme upon Space Bomber's theme sounds rewarding and satisfying to listen to especially with the final notes being an excellent payoff, and the credits music serves as a nice suite of the overall soundtrack as it cycles through snippets of the individual World Bomber theme until it eventually caps off with a brief motif of the classic main theme that concludes on a well-orchestrated finish.  For the bomb sound effects, be it a singular instance or a chain reaction or by a large bomb placed in a spot, it relies on the stock anime explosion sound effects heard in other media at the time (including Tamsoft's SteamGear Mash)* that sounds suitable and fitting given the puzzler genre that it pertains to.  Both Bomberman: Panic Bomber and Super Bomberman: Panic Bomber World marked the first time in the series to receive proper voice acting for a Bomberman game.  Technically
* Okay, I might have been generalizing by referring to the NEC Bomberman: Panic Bomber incarnation with the explosion sound effect, but in the case of this game it sounds close enough
Who the hell is that in the upper right corner among the Bom conference?  That's not Aka Bom--his spherical antenna, hands, and feet aren't green...
speaking Shiro Bom was provided a voice before in the opening sequence of Inter State and Kaneko's Star Parodier back in 1992, albeit very different sounding compared to the voice he would be given after the fact.  Supplying the voice to Shiro Bom come the end of 1994 would be Kazuko Sugiyama, who has been in the voice acting business for sixty years since 1966.  Sugiyama lent her voice to the titular character in Arupusu no Shōjo Haiji/Heidi, Girl of the Alps, Françoise Arnoul/003 in Cyborg 009, Ten in Urusei Yatsura, and Akane Kimidori in Dr. Slump, et al.  She would continue providing her voice for Shiro Bom (and on occasion Kuro Bom as well) for the games up until 1998 (with Metro Corporation's PlayStation Bomberman game, subtitled Party Edition outside Japan, serving as the last time she voiced the title character, though she would voice the Hudson Soft logo for Bomberman Land two
Left: Welcome to Kenya, Asshī will be the first to play against you here 🦭 | Right: Don't let that unwavering smile fool you, this seal is a menace
years later).  Other voice actors for this Super Famicom puzzler comprised of the late Tarako (who voiced the title characters of Chibi Maruko-chan and Magical Tarurūto Kun, she sadly passed away in 2024 at the age of 63, RIP), Hiroya Ishimaru (who retired in 2023 after 43 years in the voice acting business), Naoki Tatsuta, Junko Noda, Mizue Ohtsuka, and Junko Hagimori.  The sound quality of the voices generally sound good for when it's announced how many combos you got in successful fashion, when a large bomb is about to be thrown into the mix, when the opposition is either panicking when they're becoming overwhelmed or sound excited when you become overwhelmed, when you lose, or when you emerge victorious.  There is a sound test where you can listen to the music, sounds, and voices after having entered 3445 in the password screen while keeping both shoulder buttons held down.
Even though it deviates from the series' traditional action maze formula, there is still a battle mode present in this game when not playing the story mode.  There's the two-player mode which doesn't give you the option to render one or both players as CPU, inexplicably, but it does you a couple chances to win over your opponent (either side, be it with the controller in the first slot or in the second slot) before you're given a choice to play it again or to go back to the menu.  Two-player mode pits Shiro Bom (White Bomber) against Aka Bom (Red Bomber) where in the middle you get to take a quick glance at Shiro Bom twirl about and dance.
Otherwise there is a three-player and a four-player option with Ao Bom (Blue Bomber) and Kuro Bom (Black Bomber), which can be manually played through the Super Multitap peripheral or you can adjust each player to be CPU-oriented as well as determine their challenge level and how many battles need to be won to be declared the overall victor.  Due the condensed nature of the playing field and reduced block size you're given the numerical value of the player beside the respective playing field as well as the simple drawing of the respective Bomber within to easily differentiate who controls what.  As it is not possible to
end a match on a draw as is possible for it to occur in a traditional Bomberman action maze game, the last one standing will be the winner as the victor will be showered with confetti whilst the sky will be filled with color layering clouds that hover over the victory message.
You've not seen the last of this password for a while yet
Just like the four-digit passwords have come back, so too has the popularized 5656 password that has been used since the first Super Bomberman.  In the first game inputting that password reduced all Bombermen to bite-sized stature, in the second game it enabled Sudden Death Vs. mode which was exclusively seen in battle mode, but by entering it in this game
Or, more specifically, certain Ballom occasionally morph into Pass and back
you will change the non-bomb falling blocks into Ballom and Pass, two of the oldest enemies
in the series' rogues library, in their native 8-bit look and design.  A classic touch.
By inputting 1993 in the password screen, all non-bomb pieces will be changed to appear like
Funya, the cyclopic gelatinous slime who poses as one of your opponents in the game.  Hard
to believe he was originally pink in his debut game Bomberman '93 before he turned blue.
His hat comes in white, black, red, blue, and green
One other password option is 8111 where the normal pieces get alternated to Takahashi Meijin from another of Hudson Soft's IPs (renamed Master Higgins and Adventure Island outside Japan), and for once you get to see him wear a white hat in a Super Famicom game.
It wasn't often that Takahashi Meijin appeared in a Bomberman game for he would appear as a selectable character to choose from in the battle mode of Hudson Soft's Saturn Bomberman the following year.  Despite the official artwork showing otherwise, this was also the only other instance outside of his 16-bit venues where he wore a red hat instead of white in-game.
And lastly as an alternative piece, by entering 4622 in the password screen all the normal pieces will be represented by baby Bombermen.  ...I have no idea why, but it's there.  Due to the shrunken-down sizes of the falling block pieces in three- and four-player mode, these alternate sprite designs only get applied to story mode and for two-player mode.

Left: I like the imagery of Shiro Bom riding on a hippo | Right: Asshī lost
Months after this Super Famicom take came out Hudson Soft would release Tobidase! Panibon on the Virtual Boy in Japan, which was also developed by Raizing, which gave the option of choosing what the pieces looked like as well as featured the monster-based Midnight Bombers which culminated in a true final boss fight against Pretty Bomber under certain conditions being met.  Over the following decade there would other incarnations of
Left: "Hey, dum-dum, you give me gum-gum!" | Right: Mr. Moai's right side of his playing field is stacked
the Bomberman: Panic Bomber falling block puzzler formula with it being given an edition for the mobile phone, appeared as a game mode in Racjin's Bomberman 64 and Bomberman Land 2, and was even given a treatment for the PlayStation Portable in 2005.  Alas, the majority of them were exclusively released in Japan at the time, all except for the Virtual Boy
version which Nintendo localized as simply Panic Bomber in North America.  For the longest time the Virtual Boy edition was the only take to see official Western exposure without resorting to importing until Konami digitally released the original NEC PC Engine version on the Nintendo Wii U Virtual Console in 2017 to download untranslated.  It received generally
Left: Panicking | Right: Overconfident smile
mixed to positive reviews, where depending on the incarnation in question the reception varied: Famitsu gave the original Bomberman: Panic Bomber a 26 out of 40, Super Bomberman: Panic Bomber World was given a 22 out of 40, while Tobidase! Panibon was given the verdict of 20 out of 40.  There was an adaptation catered to the Neo Geo CD format which was showcased and covered at the time but ultimately wound up not being released.

Left: Its Kenya's representative World Bomber Animal Bomber, my favorite of the five | Right: He gloats as your playing field gets less and less space to maneuver your pieces inside over time
I first learned of the Panic Bomber spinoff as a teenager from finding out about on the internet roughly two decades ago (I learned of the Virtual Boy take when I was younger not realizing it was Bomberman-affiliated initially due to just simply being called Panic Bomber,
Left: Animal Bomber reigns supreme victory over you | Right: Aww, kitty!
but also because my experience with Bomberman as a child and teen was limited), it was interesting to learn how they carried over the bomb element from the traditional action maze games into the puzzler formula.  Super Bomberman: Panic Bomber World specifically I learned about through the RVGFanatic website, and visually it did look interesting.  I had no
idea until later in life that Bomberman: Panic Bomber had also seen life on the NEC PC Engine or even on the later PlayStation Portable format, but alas most incarnations were exclusive to Japan.  In 2017, several months after having downloaded Bomberman '94 on the Nintendo Wii U Virtual Console, I decided to check out the NEC Bomberman: Panic Bomber out of curiosity.  I like puzzlers as they are among my favorite video game genres, and having
Left: Last world stop takes place in Japan, how apropos as that's where the Bomberman series hailed from, where the first course of action is to battle against Onil | Right: Watch as the interior playing field artwork occasionally alternates to different imagery, like Shiro Bom gazing up at the butterflies
gotten a taste for the series' stab at the arcade puzzler formula it was certainly a fascinating (albeit challengingly difficult) game.  Several years later I would decide to check out Raizing's Super Famicom take Super Bomberman: Panic Bomber World in 2024, which I would receive that mid-November (almost to the day that I caught up with Produce's first two Super Bomberman games and Hudson Soft's Saturn Bomberman the year prior).  I found this
Left: Don't give Onil satisfaction | Right: He can't take the heat
game to be very likable and endearing through and through, I liked that it gave you a choice of one of five difficulty settings to choose from, I enjoyed the globetrotting aspect as Shiro Bom travels the world, and it can be very challenging.  Not what I would call easy as it can prove to be a challenge, even on the easiest difficulty setting, but it is manageable when you
Left: BakeBake making his ghostly presence | Right: He's got the upper hand
stick to it and far more lenient in terms of difficulty compared the NEC PC Engine original.  In my opinion there's also a lot of replay value given the aforementioned qualities I've mentioned thus far and more.  It's nice that you get to compete against opponents who comprise of enemies Shiro Bom has dealt with the years who made their respective debuts
Left: "Baka!!" | Right: BakeBake will haunt no longer
from 1983 Bomber Man (Ballom, naturally the first enemy here just like in the traditional action maze games he's appeared in) to 1985 Bomberman (Pass and Onil) to 1990 Bomberman (Kurin, Buroru, Peggi, and BakeBake) to Bomberman '93 (Funya and Asshī) to
Left: Turn the Enka music on, Karaoke Bomber is about to sing (he doesn't vocally sing in the game, you can just envision lyrics he could be singing to the accompaniment of the music) | Right: Soft blocks generated on Shiro Bom's end
Super Bomberman 2 (Mr. Moai).  That's quite the assortment of enemies right there.  The World Bombers have got their own distinct charm and personality, and the difference is night and day regarding their attitude and disposition before you compete with them and after you reign victorious which cures them of their brainwashing.  None of these five boss characters were evil, they were just manipulated into doing bad deeds, for the mastermind behind this
was Bagulor.  Bagulor is a purple space alien where not much is really known about him except for the fact that he slightly resembles the main Bomberman '94 villain Bagura, minus the beard and the fact that he is egg-shaped with a large letter B on his body.  One day he misheard "Bagura" for "Bagulor", and so because of that he decided to adopt the name.  He also appeared as a boss character in Bomberman: Panic Bomber mere months prior, and
would be included among the character roster in Eleven's Saturn Bomberman Fight!! in 1997, with his voice lent to him by Naoki Tatsuta.  Super Bomberman: Panic Bomber World is the first game to feature a bad ending in it, for should you play on the easiest and easy difficulty settings the game will bookend with Bagulor as the final battle culminating in an
inconclusive ending.  The normal, hard, and hardest difficulty settings encourage you to shoot for the good ending no matter the amount of augmented challenge thrown at you with the inclusion of a couple more boss characters with Pretty Bomber and Shadow Bomber (whose bombs are heart-shaped and decorated with a shuriken respectively accompanied by
flamenco music and dojo music respectively).  Depending on the difficulty setting you're playing or other given circumstances they will intercept and take over a predestined battle against a normal enemy or a World Bomber whom you will know is ready to battle you once the music abruptly stops and you see a brief red flash.  Pretty Bomber is out to avenge her
fellow Dastardly Bombers to Shiro Bom while Shadow Bomber turned out to be Kuro Bom in disguise.  By defeating the both of them you will face one last enemy after taking down Bagulor in the form of Space Bomber who plans to feast on the planet unless you stop him and only after having defeated Space Bomber will you be able to attain the good ending.
What a sad existence for Pretty Bomber at this point, she gets defeated by Shiro Bom, she wakes up to find that her compatriots are gone believing herself to be sole survivor, and she loses to him again feeling that she let them down.  You can't help but feel bad for her.  But the fact that she showed up in this game at all (as well as in Bomberman: Panic Bomber, which Golem Bomber also appeared in) even though it hadn't been a full year yet since Super Bomberman 2 came out just comes to show how popular she was among the Five Dastardly Bombers.  But regardless whether you got the good or the bad ending you will still see their
profiles pop up in the ending screen, with the bad ending including the question mark by the end message.  And don't think that just because your originally intended battle got interrupted by either party that you're off the hook because you will still have to compete against them after defeating Pretty Bomber or Kuro (Shadow) Bomber in order to move forward.  Adding to the exhilaration and excitement factor is the inclusion of Dokuro mode,
Left: Singing through his tears shaking his fist rapidly as Shiro Bom is overwhelmed | Right: Karaoke Bomber has sung his last tune
something reserved for boss characters (and battle mode as an alternative to normal mode), is by default is enabled in the options screen (though you could always choose to disable it if you didn't feel like having that extra challenge) which is utilized after a large amount of bombs explode which will cause the effect to either act as a handicap or a benefit to either you or your opponent.  The effects in question are as follows: automatically producing a big bomb
Left: Time to venture off into space to confront the mastermind behind the World Bombers being brainwashed, Bagulor | Right: His aura is menacing, and his theme breathtakingly operatic
through the Big Bomb icon, causing all onscreen bombs to explode for the respective playing field, changing all red blocks to white, making every block disappear, adding a soft block layer to the fray, transforming all soft blocks into bombs, alternating all bombs into indestructible stone, adding an assortment of stone blocks, adding a layer of stone, pausing all the action for either you or your opponent until the "STOP" bubble disappears, momentarily reversing the left and right controls, Shiro Bom bubbles that come in either a
Left: Bagulor not only leveled up but he became number one | Right: But keep trying and you will succeed against him and his bombs that share his bushy brows and face
set of two or three which briefly hover over the targeted playing field thereby obfuscating visibility, augmenting a bomb layer by one, momentarily rendering the bomb blast radius to its lowest capacity, and making every bomb disappear from the targeted playing field.  Some of these things happen at such a frequent rate that it makes things quite intense at points.  The idea is to tip the scale in your favor against your opponent, which might take a lot of continues for the later opponents regardless of the difficulty setting you chose to play as, and sometimes you can be so engrossed in the action happening within the space of your playing
Left: The time has come to face this game's true villain, Space Bomber | Right: If you don't defeat this alien he'll gladly feast on Shiro Bom's home planet
field that before you even know it you won and became victorious.  There's even a couple secret passwords (while holding both shoulder buttons down) that will affect the challenge of the proceedings: if you want to make things more difficult you can make it so that up to four pieces or more are needed to clear them up as opposed to three simply input 4404 in the password screen or if you want the bombs to explode instantly without waiting for the lit up bomb to show up you can put in 2200 instead.  This marked the first time more than one
Bomberman game was released for the Super Famicom during the same year in Japan, with the end of that April in 1995 seeing the release of Hudson Soft's Super Bomberman 3.  It's fascinating that both these games transpire after the events of Produce's Super Bomberman 2 making for a couple of alternate continuations, but with the latest sequel coming out (and the fact that all Five Dastardly Bombers get revived, not just Pretty Bomber) it ultimately elides Super Bomberman: Panic Bomber World from the canonical timeline because of this.
Though it might neither have as many pixelated explosions like the base NEC Bomberman: Panic Bomber before it nor feature quite as many enemies whom originally hailed from the series' NEC entries, and it doesn't boost quite as abundant a color palette with falling block pieces that are larger and detailed or have as punchy a sound quality or feature as much voice acting for each and every foe, I do still find Super Bomberman: Panic Bomber World to be an enjoyable puzzler to play in its own right.  And like I've mentioned before, no matter how hard this 16-bit take gets I find it lenient compared to the NEC game (even when set on easy).
Left: Bad end | Right: Good end
If you own a Super Famicom console and enjoy arcade-style falling block puzzlers, I recommend checking this game out.  Whether you're a fan of the Bomberman franchise or not I think it's a fun time at thirty to forty minutes or more depending on how the difficulty treats you or depending on how you play, especially when the big explosions shake up the whole screen.  And even if you don't feel you can play it through in one sitting, the inclusion of passwords is a welcome one to pick up your progress.  In my opinion, it's a blast to play.

My Personal Score: 8.0/10
d(^-^)bTO EACH THEIR OWNd(^-^)b
● From Super Bomberman: Panic Bomber World alone I took a total of 510 screenshots on May 13th to 14th, 2026, of which I had to determine which ones to use for this review and which ones to reserve for when I visually reference this game in the future (so long as I still have enough spare screenshots).

● An interesting thing about Super Bomberman: Panic Bomber World is that it is the one game bearing the Bomberman moniker on the Super Famicom that uses an enhancement chip (in this case, the SA-1, which basically means there's faster RAM, memory mapping capabilities, a bit of compression and data mapping, bitmap to bit plane transfer, and arithmetic functionality, et al).  None of the five traditional Super Bomberman action maze games nor A.I's Bomberman B-Daman utilize an enhancement chip.

● This marks the first game titled Super Bomberman that has got a password which will allow you to watch the ending, by inputting 5963 while holding both shoulder buttons down.

● I did take several screenshots of Super Bomberman: Panic Bomber World back when I still had the Insignia flatscreen TV which I had initially reserved to visually reference for another review, but I've just decided to keep one for comparison compared to how it looks on my Samsung smart TV:
Left: 2009 Insignia flatscreen TV | Right: 2025 Samsung smart TV
Though a smidge of the top and bottom is cut off (and sometimes the checker pattern in the green background is not quite as pronounced), fortunately everything pertinent like the playing field, falling blocks, and numbers is still accounted for.  For context, I got the screenshots for Bomberman: Panic Bomber, the Super Bomberman games (including Super Bomberman: Panic Bomber World), Ys Book I & II, Star Parodier, and Bomberman '93 while playing on my Samsung TV while the rest of the games I got the screenshots for back when I still had my Insignia TV in my room.

Thank you for reading my review, please leave me a comment and let me know what you think (neither spam nor NSFW is allowed); hope you have a great day, be a kind human, and take care! 😃

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