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A Nintendo Switch port of Atomic Bomberman (Interplay, 1997). It is a from-scratch C++20 reimplementation of the game, not the original executable and not a decompilation dump. The rules come from reverse engineering the original and checking against it. The Switch build is based on the open-source project elraro/atomic-bomberman.
Download: https://github.com/rashevskyv/atomic-bomberman/releases/tag/v1.0.6
File: atomic-bomberman-modern-switch.zip (3.8 MiB). Unzip it to the root of the SD card. It needs custom firmware and the Homebrew Menu.
Do I need the original game?
No. Without game data it runs a free built-in asset set (robot characters, synthesised sound, generated arenas). For the original look and sound, copy your own copy of the game to
At the next start the game converts the data into
Launching: hold R while you start any game (title takeover). Do not start it through the Album: it gets too little memory there.
Controls
What works
Known issues (honest status: this is a new port and nobody has played it thoroughly)
Credits and licence
Code, tools and docs: GPL-3.0-or-later. The build uses SDL (zlib licence), devkitPro, libnx, SDL2 and Mesa. Upstream project: elraro/atomic-bomberman. Switch port: rashevskyv. This is an unofficial fan project, not affiliated with Interplay, Hudson Soft or Konami. Do not redistribute the original game files or anything converted from them.
Download: https://github.com/rashevskyv/atomic-bomberman/releases/tag/v1.0.6
File: atomic-bomberman-modern-switch.zip (3.8 MiB). Unzip it to the root of the SD card. It needs custom firmware and the Homebrew Menu.
Do I need the original game?
No. Without game data it runs a free built-in asset set (robot characters, synthesised sound, generated arenas). For the original look and sound, copy your own copy of the game to
/switch/atomic-bomberman/original/. The folder must hold COLOR.PAL and DATA (the installed game or the CD). No original files are in the zip.At the next start the game converts the data into
/switch/atomic-bomberman/assets/ (about 240 data files and 1,619 WAV sounds, about 42 MB). A progress screen shows it, and it takes a few minutes. If something goes wrong, delete assets/ and read log.txt in the same folder.Launching: hold R while you start any game (title takeover). Do not start it through the Album: it gets too little memory there.
Controls
- Up to 8 controllers. A Joy-Con pair counts as one controller. A single Joy-Con held sideways works.
- On the player list, Left and Right cycle the seat: AI, KEY 0, KEY 1, JOY 1-8, OFF.
- - or + opens the system controller screen, to split a Joy-Con pair into two players.
- A USB keyboard works.
What works
- Local matches against AI or other players, on all 11 levels and all original schemes.
- Team play (up to 10 players in total), campaign files, the editor and the options screens.
- Mods: files placed in
mods/are copied over the data at every start.
Known issues (honest status: this is a new port and nobody has played it thoroughly)
- Network play (by address and on LAN) is in the build, but I have not tested it on the console.
log.txt says if it did not.Credits and licence
Code, tools and docs: GPL-3.0-or-later. The build uses SDL (zlib licence), devkitPro, libnx, SDL2 and Mesa. Upstream project: elraro/atomic-bomberman. Switch port: rashevskyv. This is an unofficial fan project, not affiliated with Interplay, Hudson Soft or Konami. Do not redistribute the original game files or anything converted from them.





