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*************************** Bomber Hehhe! FAQ ***************************
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Dreamcast Puzzle Game, released 2002 by Fujicom
FAQ version 0.51, released 13/11/2005
minor update 04/01/2010
FAQ written by Yann Best
Yann can be contacted at
[email protected]
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Disclaimer: this guide was written as just that - a guide. It was created
to be used by GameFAQ's, and while I am likely to be happy to have it
displayed elsewhere, please ask me beforehand - my contact details are a
few inches up, fact fans!
I am in no way affiliated with the makers of this fine game, nor do I
have a good grasp of the Japanese language - as such all my findings and
explanations here come from my own deductions, and may well be
inaccurate. I ask for your understanding in this matter!
Update 04/01/2010 - this guide is, and will remain, incomplete. However,
I have accepted the gracious offer of another fan of Bomber Hehhe! to
take this basic guide and flesh it out - should he find the time to do so
I will be happy to remove this file in order that it be replaced with the
updated one. So if you do see an expanded version of this file around
don't worry that I'm being ripped off in some way - I'm just happy that
the guide helps people, not that it stays 'true to me' or any such
nonsense!
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Table of Contents
1 - Introduction
1.1 - What's this all about, then?
1.2 - Main Menu Navigation
2 - Gameplay
2.1 - The Main Game
2.11 - Mission Intro
2.12 - Planning
2.121 - Display
2.122 - The Basics
2.123 - Controls
2.124 - The In-Game Start Menu
2.13 - Viewing The Action
2.14 - Post Level Menu.
4 - Notes
5 - Credits
6 - FAQ Release Data
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1 - Introduction
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1.1 - What's this all about, then?
Simple, really. You're a planner for a demolition company, and as such
you must position explosive devices on multi-storey buildings in such a
way as to bring about their (literal) downfall, preferably with as little
collateral damage as possible. A solid understanding of physics should
see you through, as you try to weaken buildings as effectively as
possible so as to destroy them with the minimum of fuss.
The game itself is made up of two main stages - the planning stage,
where you are given three-dimensional plans of the building and must
place the actual explosives, and the action stage, where you watch your
carefully orchestrated destruction extravaganza in glorious,
fully-textured 3D.
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1.2 - Main Menu Navigation
Upon starting the game, you will be presented (after a brief loading
period where the game checks for the presence of any saved data) with
the main menu. The options are, from top to bottom, as follows:
A - Main Game menu
B - Completed Missions menu
C - Bonus Mode **MENU ONLY UNLOCKED AFTER COMPLETING THE FIRST MISSION**
D - Office/Quiz Mode menu
E - Options Menu
And they subdivide as follows:
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A - Main Game menu
- a - New Game - Does what you'd expect, and starts the game from the
first level.
- b - Continue Game - No surprises here, starts the game from the
last level you saved your progress on.
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B - Completed Missions menu
- a - *Unknown* - the top option serves no obvious purpose, and
I cannot translate the dialogue that pops up upon selecting it.
- b, c, d etc. - selects and loads individual missions, up to
and including the level you are currently attempting in the main game.
Really like a certain level? Then play it whenever you like from here -
just try and remember which number level it was!
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C - Bonus Mode
- a, b, c etc. - initially contains only a single option, which each
loads the first bonus mission. Every completed mission in this mode
unlocks yet another bonus mission. A small icon is shown next to each
option depicting the vehicle you will be commanding in the bonus mission.
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D - Office/Quiz Mode menu
- a - *Unknown* - engages a text-based game in which you appear
to answer questions within your office. Impenetrable to those of us who
can only comprehend Latin script.
- b - *Unknown* - see above.
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E - Options Menu
- a - Save Data - forgot to save your progress? Want the game to
remember your settings? This is the button for you!
- b - Load Data - accidentally started the game without the VMU
in the slot? Then use this to force the game to load your saves without
having to resort to resetting the game!
- c - Rumble Pack - ON or OFF. You can probably work this one
out for yourself.
- d - Sound Settings - Stereo [Top] or Mono [Bottom]. There's
one thing you've got to ask yourself here - do you have more than one
channel of sound emitting from your Dreamcast? If yes, then go stereo.
If not (or if you're deaf in one ear), mono's the output of choice!
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2 - Gameplay
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2.1 - The Main Game
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2.11 - Mission Intro
Before each mission you will be presented with a small, lightly animated
introduction. I have no idea what is said in any of these intros, and so
tend to skip them (press the start button to do so).
Following this, you will be given a virtual print out. This print out
will include a picture of the structure you have to demolish, along with
basic details (such as the number of floors) and other details that I am
unable to translate. You can scroll back up and down the print out by
using the D-Pad.
There is one thing you really should pay attention to on the sheet - the
number visible at the very bottom of the sheet. This number tells you the
percentage of the building you must have demolished in order to clear the
stage.
Pressing A will move you from this sheet onto the Planning stage.
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2.12 - Planning
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2.121 - Display
Having passed beyond the introduction, you'll be thrust into the meat of
the game - planning the demolition of your target. You will be presented
with a screen with a large amount of data present, which I shall try to
describe and explain.
In the top-left corner of the screen is the Planning Menu, upon which is
written "Bomb Set"; "Bomb Select"; "Timetable" and "Preview". The
highlighted option shows what part of the planning process you are
dealing with - each level should start with "Bomb Set" highlighted.
In the top-centre of the screen will be a number written in the format
1/N, where "N" represents the number of floors that make up the building
you are to demolish, and the 1 shows that you are currently looking at
the plans for the first (bottom) floor of the building. Obviously as you
look at other floors (see the basic controls for details on how to do
this) the first number will change accordingly.
In the top-right corner of the screen is a circular icon-based menu -
this is the Explosives Menu, and is the menu from which you select which
explosives to place.
In the middle of the Explosives Menu are two numbers - the top number
shows the cost of the currently selected explosive, the bottom shows the
amount of money you have remaining.
To the left of the screen you should see a green-backdropped frame, in
which various values are shown: Strength; Height; Width and Weight. This
is the Data Frame, and gives details on whatever object you currently
have selected. At the start of each level, this will invariably be a
strut - hence the Strength, Height, Width and Weight values.
Somewhere in the middle of the screen should be large, red circle, with
green lines shooting out from its centre. This is your Main Cursor, and
shows you which strut is currently selected. The green lines show you to
which adjacent struts you can move the cursor (see the Basic Controls
section for more information on moving the Main Cursor).
Below this should be a black frame, upon which are white lines. This is
the Timetable Frame, and it is through this frame that you will be able
to set the timing of your explosives.
At the very bottom of the screen is the Preview Frame, which is simply
a miniaturised, non-interactive variant of the Timetable Frame, allowing
the user to glean an idea of how their explosions will be spaced from one
another, time-wise.
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2.122 - The Basics
The Planning section revolves around four main 'modes' - "Bomb Set"
mode; "Bomb Select" mode; "Timetable" mode and "Preview" mode. You can
switch between these four modes at will.
In "Bomb Set" mode, you control the Main Cursor, and are able to
highlight every and any strut in the building you are in the business of
deconstructing. Highlighting these supports will bring up vital details
about them in the Data Frame. It is in this mode that you are able to
physically place your explosives.
In "Bomb Select" mode you select which explosives you are going to be
placing in "Bomb Set" mode. Whilst in this mode, the Data Frame shows
details on the currently selected explosive. By using the data provided
in this and "Bomb Set"
mode you should be able to match up explosives
with supports they can adequately affect. Always remember to bear in mind
the range of the blast of each explosive; however
, and the fact that it
is possible to destroy a strut in successive blasts, rather than just
relying on single, powerful explosions.
In "Timetable" mode you set the time at which individual explosives
detonate - you can have at most four explosives detonating
simultaneously, and you must remember to bear in mind that some
explosives have a longer-lasting blast, and as such take up more slots
on the timetable. Whenever you place an explosive you are forced into
this mode to choose when to detonate it, but you can always return to
"Timetable" mode and change the time of detonation.
"Preview" mode does just that - shows an accelerated preview of your
detonations, highlighting the blast radii of each explosive in time. It
does not, however, give any indication as to how the building will react
to said explosions.
Using these four modes, you must successfully place explosives about the
building in such a fashion as to ensure that it is suitably demolished.
How you achieve this is up to your imagination and intelligence!
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2.123 - Controls
Okay, so you have an idea of what the on-screen objects are, and
understand the basics of play - how do you actually control things?
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Analogue Stick - Always controls the camera. Left and right rotate the
view, up and down zoom in and out, respectively.
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Triggers - the left and right triggers cycle the view down and up
through the floors, respectively.
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D-Pad - In "Bomb Set" mode moves the Main Cursor. The cursor will snap
between struts, and you can see how it can move by the green lines
pointing out from its centre. The direction you press to move the cursor
is relative to the viewing angle selected - for example, if the camera is
rotated so that there is a green line pointing directly up, and another
pointing diagonally down-left, then pressing up on the D-Pad will move
the cursor to the strut indicated by the line pointing "up", whereas
pressing left, down or down-left on the D-Pad will result in the cursor
moving to the strut indicated by the other line. Sometimes it can seem
impossible to manoeuvre the cursor to a certain strut - this can always
be rectified by rotating the camera.
- In "Bomb Select" mode, left and right cycles through the
Explosives Menu, while pressing up or down allows you to select a camera
to place instead of explosives (though I have yet to discover what
purpose this serves beyond enabling you to see the inside of the building
during planning).
- In "Timetable" mode moves the cursor and any 'picked up'
time-segments around the Timetable Frame.
- In "Preview" mode has no effect.
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X - Always toggles between sections of the planning process, as depicted
in the Planning Menu. The first time you press it you will switch from
"Bomb Set" to "Bomb Select" mode, the next time you will switch to
"Timetable" mode, then to "Preview" mode, before returning to "Bomb Set"
mode.
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Y - In "Bomb Set" mode has no effect
- In "Bomb Select" mode gives details on the selected bomb in Japanese
- In "Timetable" mode toggles between displaying the building or just
the blast radii for placed explosives
- In "Preview" mode has no effect.
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A - In "Bomb Set" mode places an explosive on the currently selected
strut
- In "Bomb Select" mode selects the currently highlighted explosive.
- In "Timetable" mode 'picks up' and places currently highlighted
time segment.
- In "Preview" mode has no effect.
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B - No use in "Bomb Set" mode, in all other modes cancels the currently
selected action (such as bomb selection or time-setting)
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Start Button - brings up the In-Game Start Menu (see below)
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2.124 - The In-Game Start Menu
Upon pressing the start button during the planning stages, you will be
presented with a three-option menu. The options are as follows (from top
to bottom):
A - Reset - removes all explosives place, returning the building to its
initial state. Upon selecting this option, you will be asked if you are
certain you wish to reset the building - Yes [top] or No [bottom].
B - Complete - completes the planning process, and moves on to the
viewing stage. You will be asked if you are certain you have completed
all planning work - Yes [top] or No [bottom]
C - Cancel - cancels the menu. Nothing happens. Exciting, no?
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2.13 - Viewing The Action
So you've had enough of planning, and have told the game that you are
well and truly sure that you've completed it? Then its time to sit back
and enjoy the show! Having sat through the joys of another spinny loading
screen, you'll see your building - plus surrounding neighbourhood - in
all its glory. Pretty soon it will start to crumble before your eyes. The
building, that is.
As ever, the analogue stick will enable you to move the camera, but it
is limited in its range here. So what if you want a completely different
angle on things? Simple, use the D-Pad to choose cameras facing each of
four respective sides of the building. There are generally four camera
positions for each of these four angles on the building, and you can
cycle between each individual camera by repeatedly pressing the same
direction (e.g. pressing left four times will cycle through four
different cameras, all concentrating on the left-hand side of the
building).
Anyhow, having played with the cameras for a while, the chances are that
the explosions have ceased, and a prompt will appear on screen, asking
you to press either Y or A. But which to press?
Well, if you want to see the action again, press Y. The explosions will
repeat, allowing you to watch the havoc you have wreaked yet again,
If, on the other hand, you tire of watching the same building crumble
over and over, press A. You will get a report, which shows three figures.
The first is the most important - this is your destruction percentage.
Early levels will require you to achieve at least 70% on this - later
ones may need higher. Not sure what you need to reach? See section 2.11
The second shows collateral damage. I'm not too sure as to the
importance of this one, but it's nice to know how many windows and how
much furniture you've managed to spew out into the streets.
As for the third figure... I'm not entirely certain what it means.
Sorry!
Press A again to end the level. You'll be brought to the Post Level
Menu (see below) - unless you failed to clear the level, in which case
you first get to enjoy what appears to be a news report, presumably
mocking you for messing up. Probably makes most sense if you understand
Japanese. As usual, you can skip it by pressing the Start button.
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2.14 - Post Level Menu.
Now that you've finished your viewing, you will be presented with a
menu, upon which are three options, one of which will vary depending on
whether you succeeded in achieving your goals or not.
The options are as follows:
A - Save Progress. Press A to confirm you wish to save when prompted,
and again to confirm overwriting any previous saves.
B - Next Level/Restart Level. This is the one that varies. If you met
your goals, then bully for you! You get to go on to the next level. If,
on the other hand, you failed to fully destroy the building, and instead
have left a monstrous skeleton of a building standing, then you're just
going to have to restart the level. Sorry.
C - Quit. Had enough? Level getting you down? Or perhaps you just can't
face the next level yet? Then this is the button for you. For once your
determination to carry out this action is not questioned.
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4 - Notes
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UPDATE - sadly, the update is simply that there, er, won't be any updates
to this FAQ, so apologies for those looking forward to a fuller version/
me making the numbers of my categories, well, make sense. END OF UPDATE
This is an early version of the FAQ, so there may still be errors in it
- if you spot any, please let me know! Also, as you've probably noticed I
am missing quite a few details - if you can help me out at all with
anything I'd be really grateful.
Also - I can actually count, honest! The reason that my sections jump
from 2.14 to 4 is that this is an unfinished FAQ. I have sections planned
that are as yet unwritten. For anyone interested, the intended sections
are as follows:
2.2 - Bonus Games
2.21 - How to play
2.22 - Basic Controls - Tank
2.23 - Basic Controls - Artillery
2.24 - Basic Controls - Helicopter
3 - FAQ's
3.1 - Language barriers, and how I came to love the UFO
3.2 - Unlockables
That's it, really.
Oh, I should probably mention this is my first ever FAQ. Hope it's up to
standard - I only wrote it because I noticed that nobody else had covered
the wondeful, yet complicated and untranslated game that is Bomber
Hehhe!. At least this way I feel as if my FAQ has some actual purpose,
little though it may be!
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5 - Credits & Thanks
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Credits - just me, actually.
Um, thanks to GameFAQ's for existing, and to Notepad for working.
Oh, and Fujicom for the this game.
And Sega for making the Dreamcast, so that I might play it.
Oh, and my parents, for making me so that I might play anything. That was
pretty decent of them.
Oh, and of course - thanks to you for reading this! If you read it and
found it useful, or have any comments, please feel free to contact me! My
address is back at the top of the document.
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6 - FAQ Release Data
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Version 0.51 - 15/11/05 - second release, a few minor corrections made.
Nothing too important!
Version 0.5 - 13/11/05 - first release, contains explanations of menus,
controls and basic game concepts.