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Lives{{ hudValue('lives', setupLives) }}
Bombs{{ hudValue('bombsAvailable', 1) }}/{{ hudValue('bombCapacity', 1) }}
Fire{{ hudValue('firepower', 1) }}
Enemies{{ hudValue('enemiesAlive', setupEnemies) }}
Status{{ hudValue('status', 'Ready') }}
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Bomberman-style play turns a maze into a timing puzzle. Bombs clear breakable blocks and defeat enemies, but each blast also threatens the player along the same horizontal and vertical lanes. Progress depends on planning an escape route before placing the bomb.

Hard walls permanently shape the corridors. Soft blocks hide possible upgrades and stop a blast after the block is hit. Open floor lets a blast continue until it reaches its range, another obstacle, or the edge of the arena. A second bomb inside that path can detonate early and start a chain reaction.

The objective has two stages: defeat every enemy to open the gate, then reach the gate without losing all lives. Clearing blocks may create shorter routes, but it also gives enemies more room to move. Strong runs balance scoring with safe movement rather than placing bombs as fast as possible.

Important arena elements and their effects
Arena elementEffect
Hard wallCannot be destroyed and stops the blast before the wall cell.
Soft blockIs destroyed by a blast, stops that blast direction, and may reveal an upgrade.
BombBlocks movement while active and can trigger another bomb in its blast path.
Open gateAppears as the escape objective only after every enemy has been defeated.

A seed fixes the generated arena and random enemy choices. Replaying the same seed with the same difficulty, mode, and actions reproduces the same run, which makes route practice and score comparison meaningful. Changing the seed creates a different layout.

How to Use This Tool:

Choose the pressure level and scoring profile before the arena starts; those settings remain fixed during the run.

  1. Select Easy, Normal, or Hard, then choose Classic, Blast Chain, or Practice. Keep the displayed seed for a repeatable arena or enter another seed.
  2. Leave Show predicted blast lanes on while learning. It shades threatened cells but does not change bomb behavior, enemy movement, or scoring.
  3. Start the run. Use the arrow keys or W A S D to move one cell, Space to place a bomb, and P to pause. Touch controls provide the same move, bomb, and pause actions.
  4. Place a bomb only when a walkable escape route remains. Break soft blocks, collect revealed upgrades, defeat every enemy, and move onto the open gate.
  5. At the end, compare score, enemies, blocks, bombs, combo, and active time. Replay the same seed to test a better route or choose a new seed for another arena.

Interpreting Results:

Arena cleared means every enemy was defeated and the player reached the gate. Out of lives means hazards ended the run. Run ended records a manual stop without treating it as a clear.

Compare scores only when difficulty and mode match. Difficulty changes lives, enemy count, movement cadence, fuse length, and soft-block density. Mode changes the point multiplier and upgrade frequency. The seed and action sequence also affect the route and opportunities.

Active time advances only while the run is running. Pausing freezes bomb fuses, blasts, enemies, and the timer. A lower time can indicate an efficient route, but score also rewards blocks, enemies, upgrades, combos, and chain reactions.

Technical Details:

The arena is a deterministic 13-column by 11-row grid updated every 100 milliseconds of active play. Boundary cells and even-column/even-row intersections are hard walls. Seeded sampling places soft blocks outside protected start areas, chooses hidden upgrades, and drives enemy choices.

Mechanism Core

Bomb blasts include the bomb cell, then travel independently up, down, left, and right to the current firepower range. A hard wall ends that direction without entering the wall cell. A soft block is included, destroyed, and then ends that direction. Another bomb in the covered cells detonates immediately as a chain reaction.

Difficulty rules for the Bomberman-style arena
DifficultyLivesEnemiesEnemy move intervalBomb fuseSoft-block chance
Easy530.5 s2.6 s58%
Normal340.4 s2.4 s68%
Hard350.3 s2.2 s76%

Blasts remain active for four ticks, or 0.4 seconds. After losing a life, the player respawns near the start and is invulnerable for 14 ticks, or 1.4 seconds. Enemy movement chooses the shortest available Manhattan-distance step 58% of the time; otherwise it chooses from the available moves using the seeded sequence.

Formula Core

Every award is multiplied by the selected mode scale and rounded separately to the nearest whole point before it is added to the score.

award=round(base points×mode scale) score=award
Base scoring events and mode scales
Event or modeBase value or scale
Destroy a soft block80 points
Defeat an enemy500 points plus 150 for each combo level after the first
Collect an upgrade300 points
Trigger a bomb by chain reaction120 points
Classic1.00× scale; 34% upgrade chance per soft block before the 18-upgrade cap
Blast Chain1.20× scale; 42% upgrade chance
Practice0.85× scale; 48% upgrade chance

Enemy defeats remain in the same combo when they occur no more than 42 ticks, or 4.2 active seconds, apart. Bomb capacity starts at one and is capped at four; firepower starts at one and is capped at five. Upgrades are hidden under a maximum of 18 selected soft blocks.

Run and Browser Notes:

Runs are recreational and have no monetary value. Results are not saved as a local best-score history, shared, or exported. The terminal screen keeps the current result, replay seed, and deterministic run identity only for the active session.

  • Sound starts off and requires a user gesture where browser audio rules apply.
  • Reduced-motion preferences affect presentation, not the game rules.
  • Restart and replay-same-seed preserve the setup and seed; new-seed replay changes the arena.
  • If the canvas cannot start, use the retry or reset option shown by the unavailable message.