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  • Anti-Climax Boss: Sirius' first phase is rather easy despite the cool scenery. The second and final phase makes up for it in terms of being more difficult and awesome in concept.
  • Awesome Music: The soundtrack is considered one of the high points of the game and is most likely to induce nostalgia. The game features a wide variety of songs from the relaxing themes for Green Gardens and Blue Resort, to the fast paced boss battle themes. While relaxing, the first and second parts of the fight with Altair are pretty awesome.
  • Breather Boss: Regulus is the most manageable member of the Masker Trio, and the easiest boss in the game apart from Sirius (before his True Final Boss fight). Whereas the other Maskers' Signature Moves are difficult to predict and dodge, Regulus' Dash Attack is highly telegraphed and easily sidestepped; it can even be countered with a simple bomb kick. Ironically, he's also the most important Masker to the plot, as he reappears in the Final Boss and True Final Boss fights, and is the only antagonist to survive for the sequel.
  • Complete Monster: Sirius is the true Big Bad, usurping the position from Altair. Initially appearing as a friendly ally to Bomberman on the run from Altair, it's revealed that he was the original owner of the Omni Cube and had trapped even more galaxies in there than Altair, as he had a proper knowledge on how to use the cube. Sirius makes up lies to Bomberman that Altair had killed his family; however, these are false and he uses them to get Bomberman on his side. After he reveals his true intentions to Bomberman, he callously throws him away and nearly destroys Planet Bomber. Manipulating Bomberman into helping him, even worse than Altair, he manages to be the most vile villain in the game.
  • Ensemble Dark Horse: Regulus is popular to many fans, due to his signature attack and by having most personality among Altair’s cronies.
  • Evil Is Cool: Sirius becomes highly memorable the moment he takes over the Big Bad spot. It certainly helps that he only needs one cutscene to establish his power and evilness.
  • Game-Breaker: Subverted; while the player could just throw human-sized bosses out of the arena for a One-Hit KO, doing so will negate them obtaining the five card achievement necessary for unlocking The Very Definitely Final Dungeon and True Final Boss.
  • Harsher in Hindsight: If the comments are any indication, the commercial takes on a new meaning in a post-9/11 world.
  • It Was His Sled: Who doesn't know that Sirius is evil?
  • Scrappy Mechanic: Beating the game for the regular ending is tough but reasonable. Collecting 100 Gold Cards to reach the Rainbow Palace for the true ending? Near impossible without any sort of guide on hand. It's not just that the demand is stingy, as it requires all the gold cards of every stage and boss prior, but that the game doesn't even hint at or explain how any of these work, numerous conditions are extremely tight and/or obtuse as hell, and you have to get all five cards in each boss in a single go instead of retrying for individual cards. This mechanic alone makes this one of the hardest games in the franchise to complete.
  • That One Boss:
    • Altair's overkill-obsessed robot guardian, Cerberus.
    • Mantis fights you in two different stages. One in her cave and one her web which is easy to fall off of.
    • Some bosses if you aim for the five card achievement. With Orion, you must let him hit you with his concussion wave, which leaves you open to be tossed in the lava, and you must balance on one single log during the Blue Resort boss fight. Making it worse is that you have to collect all five cards in a single go for every boss; you can't collect some in one attempt and the rest in another, as the game only counts the amount of cards you collected for bosses, not which cards.
  • That One Level: Rainbow Palace's levels and bosses are highly difficult and obtuse, especially when trying to get gold cards/custom parts. Amusingly, Stage 3 practically hands the gold cards over on Normal difficulty, being found in easily-accessible containers in the main room. Compare that to Stage 1 requiring the player to navigate the most treacherous and finicky bomb-jumping puzzles in the game.
  • Vindicated by History: While the game received good reviews, the fanbase overall was more disappointed with the game's focus on single-player and story rather than the franchise's famed multiplayer. Many also felt the game did not transition well to 3D, being most put off by the lack of grid based movement. Overtime though more fans began to warm up to the game's single-player story-driven ideas, thanks in part to subsequent games continuing to utilize them, and it went from being a Cult Classic to one of the more beloved Bomberman games. Fans even warmed up to the new free roaming playstyle, with many outright preferring it over the grid-based movement that was brought back in the sequel.

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