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  • Anti-Climax Boss: The Final Boss Devil Bomber is one of the easier challenges to overcome, with his first phase having an unusual fixed attack pattern, low health and being overall easy to telegraph, and his second one being only slightly harder in spite of having more health, a wider pool of attacks and the advantage of large size.
  • Awesome Music: A Drum and Bass-inspired soundtrack featuring remixes of classic Bomberman tunes. A full playlist can be heard here.
    • Special Ending, an uniquely soothing, mellow tune that remixes the Password screen theme from Super Bomberman 3 and uses it to mark your victory over the Bonus Dungeon as you walk at sunset.
  • Best Boss Ever: Bombpire is a great fight once you master him. He is challenging, has a killer atmosphere, a wide selection of attacks to keep you on your toes, and a fantastic battle themenote . Devil Bomber, who you fight immediately right after, feels like an afterthought.
  • Breather Boss: All, if not most of Monster Bomber's attacks leave him open to damage (sometimes he even hurts himself!), a contrast to Bomber Wolf and Mummy Bomber who often have a shield raised up at certain points during their fights.
    • Devil Bomber is nowhere near as hard as Bombpire, even if he has two different phases.
  • Demonic Spiders:
    • One of the most advanced enemies in the game are the Zombers, undead Bombermen that can move around, jump over terrain, and lay bombs just like you. They are deceptively difficult to take out and avoid, and have immunity to their own blasts. The catch? They are only encountered in Artificial Forest, the second level.
      • Pegi from the Christmas Holiday Event behaves similarly, but trades the ability to place a bomb for a bomb pass where it doesn't have collision with explosives; it also can withstand two blasts instead of one.
    • Faroh, the fire-spitting pharaoh enemies in Drifting Desert. They have long range and their flames can pass through walls, block explosions, and not to mention having a case of Hitbox Dissonance as they are taller than they seem.
    • Despider, an actual spider that wanders around Terror Tower. Their web attack is long-ranged and can happen from offscreen, frequently catching players off-guard. Updates nerfed their web range on lower difficulties, but every now and then they will surprise you.
    • Baddo, a purple bat just spitting blood that stuns you. Not only you can fall into the bottomless pit due to lacking friction while stunned, but should you approach them, they will chase you for a while and due to the usual cramped environments, you will most likely get hurt. Luckily, you can often avoid them.
  • Goddamned Bats:
    • Drops are easy to dispatch, but sometimes they are able to fall onto you from off-screen if they are positioned above a shaft.
    • Maron, the purple ghost enemy; it moves slowly left and right just like a Ballom, but it is able to suddenly turn the opposite direction without any tell. On Devil Mode, it is one of the most dangerous enemies to deal with, as it also has double the speed.
      • Pass, the orange tiger enemy, has a similar case, but not only is it faster than a Ballom, when vertically aligned with the player, it will turn towards them!
    • Any airborne enemy that moves a single tile in any direction as, although slow-moving, they have awareness of your bombs and on higher difficulties can properly navigate the map and coordinate an ambush with their fellow members. Two of the "Destroy Generators" missions spawn them in sizable quantities.
      • Tuthanmen and Shadows are similar to the above enemies, right down to being the Generator fodder for their respective levels, but instead of directly following you, they move in an orbiting pattern, expanding and decreasing their radius around a certain spot, and they must be destroyed before they fill the level. Shadows are more dangerous, as they can teleport and blend with the dark background of Terror Tower.
    • Any enemy that bounces around; they get easily stuck, but tend to spawn at open spaces, and are actually active just slightly offscreen, meaning they can occasionally surprise you from above.
    • Green Skeletons are more or less the same as the Blue ones in Symbol Ruins, but are initially buried somewhere in the level. Better hope they don't appear at a bad spot.
      • Yellow Skeletons are similar, but are already present in the map; instead, they teleport around from time to time.
    • Hurricanes are weak, predictable, and take a while to turn on edges, but any bomb that has a free space above it will be lifted when they are close to one.
    • Cursed Eyes, the invincible enemies seen in the "Destroy All Gems" stages; they have a predictable "turn right when on wall" pattern, but the room layout can potentially get many of them stuck in a tight space.
    • Shadow Knights, although slow, can resist two explosions and have a sword that is thrown the instant you align vertically with one. They also have the tendency to spawn in tight spaces.
  • Goddamned Boss: Bomber Wolf has a predictable pattern and low health, but he is deceptively hard to hit as he jumps around and is completely shielded for three of his attacks (although the third of those attacks is only used once), leading to a lot of time being wasted during what is the game's first boss fight.
    • Devil Bomber's second phase will last a long time if you don't have a lot of bombs, as you will have to rely on using his slow-moving hands instead to reach his only weakpoint, with said spot having a curious case of Hitbox Dissonance to boot.
    • All bosses when played on Devil Mode become this, as they are exactly the same as before, only with more health. 1.3d would bump their speed like normal enemies to make them harder.
  • Hilarious in Hindsight: One of White Bomber's character alts is based off Pink Bomber from Super Bomberman R. Come 1.3.1, and she is now a playable character.
  • Nintendo Hard: Although more accessible and not as unforgiving as the usual fare, it is still a Rogue Like, you will die over and over again until you learn where to place your bombs, who you are fighting up against, what each item does, and how to safely explore each room layout.
    • Taken to the EXTREME with Devil Mode difficulty. You're sent back to the start on death; that's potentially about 30 minutes of lost progress if you're near the final floors, not mention the complete dearth of health pickups anywhere.
  • Scrappy Mechanic: The game does not keep track of individual Gold Cards, only the full set from that particular fight; this leads to cases where you will have to reset the battle due to no longer meeting the requirements for certain cards. A notable case happens on the Bombpire fight, where you need to get hit by his bat projectile and burn the two item panels you lose; if you happen to die and continue, those missing items will not return, making it Unintentionally Unwinnable.
  • Spiritual Successor: To the original Pocket Bomberman, similarly featuring Bomberman in a 2D Platformer setting, but Bomberman Tower improves on its shortcomings with smoother, movement, bigger levels, multiple characters to play as, new items, more elaborate enemies and replayability thanks to having Randomly Generated Levels, serving as a worthwhile successor to the original Game Boy game.
  • That One Attack:
    • Bombpire's bomb attack, where he moves diagonally while placing tons of high-powered bombs due to its very small window of time before you can get out of way, not to mention the limited space you have later during the fight.
      • His homing red bat attack is particularly nasty during his second phase. Every time you hit him, he will shoot one at the end of his movement cycle; it can't hurt you, but it is hard to avoid, will stun you, and will make you lose two of your items, potentially making you fall into the fire below and lose a lot of health.
    • Devil Bomber's laser attack is one of the few from that fight that will pose trouble, as they cover a good portion of the arena and has the tendency of happening while you are in the air attempting to hit his weakpoint.
    • Machine Bomber's tower bomb attack, which deploys several bombs with high firepower in a vertical pattern; it virtually has no telegraphing, often corners you, and the only way you will avoid it is by squeezing through the gaps between each bomb and moving somewhere safe.
    • Before they were patched out to be easier to tell, Jolly Rocket's projectile attack not only had three different patterns, but also little telegraphing and delay when they launched. The worst is arguably the one that bounces around the field, as their height is inconsistent.
  • That One Component: Getting the Gold Cards can be a serious hassle. Not only do you have to collect all 5 in each fight for it to count, but their hints are vague, either telling you the time limit or who has it, with the player left to figure out the rest.

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