Bravoman/Gameplay

Controls

 * Joystick: Use the 8-way joystick to make Bravoman run left and right, crouch down and crawl left and right (on the regular platforming stages); in the seven Ocean stages of this game, Bravoman is always moving forwards, and you cannot direct him any further than the middle of the screen.
 * Attack Button: Use the first pressure-sensitive button to make Bravoman punch, headbutt if he is crouching down, and kick if you are holding the joystick up; pressing it lightly makes him perform a quick attack but pressing it harder makes him perform a more powerful attack. However, even the smallest enemies cannot be reached with a quick attack, so it is of little use - and in the Ocean stages, this button makes Bravoman fire a missile.
 * Jump Button: Use the second pressure-sensitive button to make Bravoman jump; again, pressing it lightly makes him perform a short jump, and pressing it harder makes him perform a higher jump. However, even the smallest obstacles cannot be cleared with a short jump, so it is of little use - and in the Ocean stages, this button makes Bravoman drop depth charges (which are identical in appearance to his missiles), upon the enemies.
 * 1 or 2 Player Buttons: Push these buttons to begin a 1 or 2 player game.

Bravoman (ベラボーマン)
The protagonist for this game; transformed from an average Japanese insurance company salaryman into a bionic superhero by a metal rod, a tuning fork, and a 100-yen coin that were given to him by the alien from Planet Alpha, he is the only person who stands in the way of Dr. Bomb's plot for world domination. He cannot stop until all of Dr. Bomb's army have been defeated and the world is once again safe for humanity - and he later went on to reappear under his Katakana name as the Namco Stars' defensive-half for Super World Stadium '99 in 1999. To the left is Bravoman as he appears for the regular platforming stages, and to the right is how he appears for the seven Ocean stages, in which he transforms into a fish-like creature and must fight his enemies by firing missiles and depth charges at them instead of using his extendable bionic limbs.

Alpha Man (α遊星人)
The alien from Planet Alpha who gave Bravoman his superpowers; he appears on the first stage to provide a "how to play" walkthrough of the game's controls, and he also appears on the thirty-second stage after the defeat of Dr. Bomb to speak the Hiragana/Katakana text ''Yoku yatta! Seikimatsu sai dai no kiki ha sukuwa reta. Arigatō! Hontō ni arigatō!'' (よくやった! セイキマツさいだいのキキはすくわれた. ありがとう! ほんとうにありがとう!). On the first of these two occasions it is also possible for Bravoman to jump up and kick him just for fun, and he shall speak the Katakana/Hiragana text ''Ahotare! Nani sun nen!! (アホタレ! なにすんねん!!) if he does so - and his three Kanji characters read as yūseijin''.

Lottery Man (福引男)
Bravoman's sort-of-partner; looking somewhat like a yellow robot attached to a unicycle, his purpose is to aid Bravoman throughout his quest with various powerups. Most of the enemies on the non-Ocean stages shall leave Fuku behind when they are defeated and every time Bravoman collects ten of them (indicated by more strokes being added to the partial Kanji character fuku in the bottom-right corner of the screen until it is completed, at which point a blue square appears around it and it is shifted left for when the next partial Kanji character fuku is begun), Lottery Man will appear and leave a powerup behind in the air for him to collect - and here is a list of them and what they do:


 * [[File:Bravoman Powerup Onigiri.png]] Onigiri (おにぎり): In Japan, an onigiri is a rice ball, and when Bravoman collects one of them, it will restore his energy bar by three points.
 * [[File:Bravoman Powerup Ramen.png]] Rāmen (ラーメン): In Japan, rāmen are noodles - and when Bravoman collects a bowl of them, it will restore his energy bar by eight points.
 * [[File:Bravoman Powerup Sushi.png]] Sushi (寿司): In Japan, sushi is raw fish - and when Bravoman collects a plate with two pieces of it on it, it will restore all of his energy bar.
 * [[File:Bravoman Powerup Muteki Drink.png]] Muteki Drink (無敵ドリンク): Muteki means invincible, and when Bravoman collects one of these, it will make him invincible for 20 seconds.
 * [[File:Bravoman Powerup Kantsuken.png]] Kantsūken (貫通拳): Kantsūken means penetration fist, and when Bravoman collects one it will make his attacks five times more powerful.
 * [[File:Bravoman Powerup Hado-dan.png]] Hadō-dan (波動弾): Hadō-dan means elastic wave, and when Bravoman collects one it will give him an ability to fire atoms at the enemies.
 * [[File:Bravoman Powerup Shinkansen.png]] Shinkansen (新幹線): In Japan, a shinkansen is a bullet train - and when Bravoman collects one, it will make him warp directly to the end of the current stage, sometimes even skipping the boss (if there is one, and only when it is a pair of Kaname or Zortan); however, if one should get left behind during a boss battle, it will have the same effect as the Muteki Drinks when collected, and is worth 1000 points instead of the usual 500.
 * [[File:Bravoman Powerup Suka.png]] Suka (スカ): In Japan, suka means what it is read as, and when Bravoman collects one, it will only seem to be worth the 500 extra points.

Lottery Man also appears at the end of most of the regular platforming stages to speak the Hiragana/Katakana text ''Biba!! Berabōman. Onigiri, ku wan kai.'' (ビバ!! ベラボーマン. おにぎり、くわんかい) and give Bravoman additional Onigiri energy bonuses (one for every ten Fuku he has collected during the stage); however, it is possible for Bravoman to attack him when he appears, and he will answer back with increasingly annoyed comments. If he is attacked more than ten times, he will refuse to give any more powerups to Bravoman, and appear only to mock him - but he will eventually forgive Bravoman and start helping him again, even though it does take quite a few stages for that to happen, so you should only attack him if he appears and leaves a powerup behind in a place where you cannot reach it. The three Kanji characters in his name also read out as fukubiki otoko.

Unbaba (ウンババ)
These miniaturized satellites appear on the first, second, fifth, sixth and twenty-fourth stages of the game, and attack by flying towards Bravoman; one hit will kill them, and they are worth 100 points. They also act as a bottom for the "Mekanameishi" platforms, that appear on some of the City stages.

Mini Tanks (ミニタンクス)
These miniaturized military vehicles appear on the first, fifth, and sixth stages of the game, and attack by rolling towards Bravoman; one hit will kill them, and they are worth 100 points. They're also too close to the ground to be punched or kicked, which means the only way to kill one is to headbutt it.

Dokanga (ドカンガー)
These Venusian-flytrap-like robots appear upon the first, second, sixth, tenth, fourteenth and nineteenth stages of the game and hide in some of the pipes that are present in them, similar to the Piranha Plants in Nintendo's Super Mario Bros. series; when they emerge from their pipes, they will attack by firing a missile at Bravoman, before retreating back into the pipe for a few seconds. One hit will kill them, and they are worth 300 points.

Mogura Drills (モグラドリルズ)
These miniaturized drills appear on the second, sixth, and nineteenth stages of the game and attack in a manner similar to that of the Mini Tanks but will sometimes move backwards, before continuing the move forwards; one hit (which has to be a headbutt) will kill them, and they are worth 100 points.

Baninga (バーニンガー)
These orange robots appear on the second, fifth, sixth, tenth, fourteenth, fifteenth, nineteenth, and twentieth stages of the game, and they attack by moving backwards and forwards if they can detect that Bravoman is nearby while occasionally spitting flames at him; also, if Bravoman lands on top of the head of one after coming down from a jump, he will not get injured by it. Two hits will kill them, and they are worth 500 points.

Mokera (モケラ)
These mole-like robots appear on the second, fifth, sixth, tenth, fifteenth, nineteenth, and twentieth stages of the game, and attack by powering up before firing their heads at Bravoman (which can be blocked for 100 extra points), and instantly growing replacement ones; they will then move closer to Bravoman's position, before powering up, then firing their heads at him again. Three hits will kill them, and they are worth 200 points.

Tekyuu (鉄球)
These spiked balls appear on: the second, fourth, eighth, tenth, eleventh, twelfth, thirteenth, fourteenth, seventeenth, twentieth, twenty-second, twenty-fourth, twenty-fifth, twenty-sixth, and twenty-seventh stages of the game, and attack by moving either vertically or horizontally in a given area; they're the only enemies that are totally invulnerable to Bravoman's attacks, but he can still punch, kick or headbutt them to no negative effect.

Magneiza NP1 (マグネイザーNP1)
These static bird-like robots appear on the second, fifth, sixth, tenth, fourteenth, nineteenth, twentieth and twenty-fourth stages of the game; they cannot move, but will occasionally open their mouths to emit a magnetic force field, that will electrify Bravoman and draw him towards them if he is in its range (it may also result in that wrong, injury-causing kind of contact with them). Two hits will kill them, and they are worth 500 points.

Totems (トーテムズ)
These metallic versions of Native American carvings appear on the second, fifth, fifteenth, twentieth, and twenty-fourth stages of the game; the green, red, gray, and black ones will all attack by turning to face Bravoman and spit axes at him (which can be blocked for 100 extra points), but the "eye" and "foot" ones do not attack at all, and the blue ones will lower themselves down on Bravoman if he tries to pass underneath them, unless they are not standing on a second Totem. One hit will kill them, and they are worth 500 points - but they will sometimes come ricocheting back at you when they hit the screen's edges meaning you will have to crouch or jump to avoid getting injured by them.

Black Bravo (ブラックベラボー)
This "evil twin" of the game's eponymous main character (who is a palette-swap of him) appears as a boss on the second, fifth, sixth, eighteenth, thirtieth, and thirty-second stages of the game; on the first six occasions he will take six hits to defeat and speak the Hiragana text Oboe tero. (おぼえてろ.) to Bravoman once he has registered them all, but on that seventh and final occasion he takes twenty-eight. After Bravoman has registered the final hit on him, he will speak the Katakana/Hiragana text of ''Bakuda hakase ha tegowai zo! POW wo sazukeru. Sarabada!'' (バクダはかせはてごわいぞ! POWをさずける さらばだ!) to him before giving him five Onigiri energy bonuses to aid him in the final battle with Dr. Bomb - and on all seven occasions, he is worth 2000 points. He is also teamed up with Zortan for that eighteenth stage, and a third pair of Kaname for that thirtieth one.

Kurage (クラゲ)
These jellyfish-like creatures appear upon the third, seventh, eleventh, sixteenth, twenty-first, and twenty-fifth stages of the game, and will attack either by swimming directly towards Bravoman or waiting until he approaches them then swimming upwards to attack him from below; one hit will kill them, and they are worth 300 points. The version depicted in the image to the left is the vertical one - the horizontal version is rotated 90 degrees.

Maimai Men (マイマイ男)
These long-legged snail-like creatures appear upon the third, seventh, sixteenth, twenty-first, and twenty-fifth stages of the game, and will attack either by swimming directly towards Bravoman, or walking along the ocean floor while firing spiked balls at him; one hit will kill them, and they are worth 300 points. The version depicted in the image to the left is the horizontal version, and the singular Kanji character in their name is again otoko.

Dragons (ドラゴンズ)
These purple seahorse-like creatures appear on the third, seventh, and twenty-fifth stages of the game, and attack by swimming up and down in a fixed position in their attempt to come down on Bravoman from above or up from below; one hit will kill them, and they are worth 300 points.

Ika (イカ)
These squid-like creatures appear on: the third, seventh, sixteenth, twenty-first, and twenty-fifth stages of the game, and will attack by dropping down on Bravoman as he approaches their hiding positions on the surface of the ocean; one hit will kill them, and they are worth 500 points.

Isogin (イソギン)
These coral-like creatures appear on the third, seventh, sixteenth, twenty-first, and twenty-fifth stages of the game; like the Magneiza NP1, they can not move, but will attack by firing spiked balls at Bravoman as he passes over them. One hit will kill them - and they are worth 100 points.

Tamashii (魂)
These seaweed-like creatures appear on the third, seventh, eleventh, sixteenth, twenty-first, and twenty-fifth stages of the game, and will attack by swimming towards Bravoman as he approaches them; three hits will kill them and they are worth 300 points, but if one of them latches on to Bravoman, it will slowly but surely drain his energy, and you will have to shake it off his fish-like ocean form by wiggling the joystick back and forth.

Pirania (ピラニア)
These piranha-like creatures appear upon the third, eleventh, sixteenth, and twenty-first stages of the game, and will attack by swimming directly towards Bravoman in groups of nine; one hit will kill them and they are worth 100 points, and if Bravoman manages to kill one, he will also kill any others behind it. This means that you will receive the maximum of 900 points just for firing a missile at the Pirania that is leading a group of them.

Tako (タコ)
These octopus-like creatures appear upon the third, seventh, eleventh, sixteenth, twenty-first, and twenty-fifth stages of the game, and attack by swimming directly towards Bravoman, then firing off spiked balls at him before retreating; one hit will kill them, and they are worth 300 points.

Twin Scuren (ツインスキュレーン)
This two-headed sea serpent appears as a boss on the third, eleventh, sixteenth, twenty-fifth and twenty-seventh stages of the game; it attacks by spitting projectiles at Bravoman from both of its mouths, and both of its heads take five hits each to defeat (being worth 1000x2 points). Once you have destroyed both of its heads, you will have to fire a missile at the King of Atlantis's henchman who is riding it to make it retreat - and if you can fire a second missile at it while it is retreating, it will explode and you will receive 2000 extra points. However, this will not prevent it from reappearing for its next fight (unless it is that twenty-seventh stage).

Kakuremino (隠れ蓑)
These small-tree-holding camouflaged ninjas appear on: the fourth and eighth stages of the game, and attack by walking towards Bravoman before jumping into the air in an attempt to come down on top of him from above; two hits will kill them, and they are worth 300 points.

Ninjas (忍者)
These covert agents appear on the fourth, eighth, twenty-second and twenty-sixth stages of the game; the purple ones hop around on pogo sticks, take one hit to kill and are worth 300 points, while the green ones throw projectiles at Bravoman, take two hits to kill and are worth 100 points.

Komuso (虚無僧)
These female mendicant monks appear on: the fourth, eighth, seventeenth, twenty-second, and twenty-sixth stages of the game, will attack by throwing projectiles at Bravoman, take two hits to defeat, and are worth 200 points; however, whenever Bravoman defeats one, her true identity will be revealed and she will run away from him (but she can still cause injury to him if she touches him). If he hits her again, she will speak the Hiragana text of Ijimeru. (いじめる.) to him - and they are also the only female regular members of Dr. Bomb's army (given that Waya Hime is a boss).

Popo (ポポ)
These blue snakes will appear on the fourth, eighth, seventeenth, twenty-second and twenty-sixth stages of the game, and attack by slithering towards Bravoman; one hit (which, like the Mini Tanks and Mogura Drills, has to be a headbutt), will kill them, and they are worth 100 points.

Yogandohito (妖岩道人)
These rock-like people are present on: the fourth, eighth, twelfth, seventeenth, and twenty-second stages of the game, and will attack by transforming into balls and bouncing towards Bravoman; one hit will kill them, and they are worth 1000 points. The static blue version (which has Dr. Bomb's hair, and shown in that image to the right) is also present at the start of the nineteenth stage, is invulnerable to Bravoman's attacks, and will speak the Katakana/Hiragana text of Bakuda iwa ha yōsu wo mite iru (バクダいわはようすをみている) to him if he strikes it.

Babito (ばびっと)
These bats appear on the fourth, eighth, seventeenth, and twenty-sixth stages of the game, and attack by emerging from the cracks in the ground to come up on Bravoman from below; one hit will kill them, and they are worth 100 points. They are also one of the littlest regular enemies in the game.

Kaname (カナメ)
These big-haired blonde ninjas, whose masks make it hard to tell whether they are male or female, appear as bosses on the fourth, twenty-eighth, twenty-ninth, thirtieth and thirty-second stages of the game (you have to fight two pairs of them simultaneously on the last of these); five hits each will kill them, and they are worth 500 points. The third and fourth pairs are also teamed up with Black Bravo for the twenty-ninth and thirtieth stages, and the fifth and sixth pairs are teamed up with a regular enemy, Ugo 401, for the start of the thirty-second stage.

Miteguys (マイトガイズ)
These flying R2D2-like robots appear on the fifth, sixth, tenth, fourteenth and nineteenth stages of the game; they will attack by firing a missile at Bravoman, then descending slightly to fire another one, and retreating once they have reached the bottom of the screen, or by firing a missile at Bravoman and retreating off the right side of the screen. Regardless of the way they will attack, one hit will kill them, and they are worth 500 points.

Kikyuu (気球)
These balloon-like robots appear on the fifth, sixth, tenth, fourteenth, fifteenth, twentieth, and twenty-fourth stages of the game, and will attack by flying around above Bravoman while dropping bombs on him from above; just like the heads of the Mokera, and the axes spat by the Totems, their bombs can be destroyed for 100 extra points apiece. One hit will bring them down to the ground, but you will then have to crouch down and headbutt them to kill them - and quickly too, because they will soon get back up into that sky again. Like those bombs, they are worth 100 points.

Mad Stampers (マッドスタンパーズ)
These kangaroo-like robots are present upon: the fifth, fourteenth, fifteenth, and nineteenth stages of the game, and attack by bouncing towards Bravoman upon their 10-ton weights (like the 16-ton weights from Sega's Fantasy Zone); one hit will kill them, and they are worth 300 points.

Purazuma (プラズマー)
These electrifying robots appear upon the fifth, nineteenth and twenty-fourth stages of the game, and attack by circling around Bravoman before giving him a powerful shock; unless you collected a Kantsūken powerup earlier in the stage, or still have a few atoms remaining after collecting a Hadō-dan powerup earlier in the stage, it is impossible to avoid being electrified by them at least once (and this means that if you are low on energy, the shocks could cost you the game). Once the amount of hits you land on them adds up to five, both of them will be killed - and they are worth 1000 points.

Attack Bomber V9 (アタックボンバーV9)
These Transformer-like robots appear on the fifth, sixth, tenth and twenty-fourth stages of the game; they attack by rolling towards Bravoman while firing missiles at him from their arms. They are also the first enemy in the game for whom that Katakana-text explosion Gāno (ガーノ) does not appear when they are hit, and once Bravoman has registered the last hit on them, the "bombs" behind their heads will count down from 3 to 1 as they increase their speed, just before they explode and leave their Fuku behind - five hits will kill them off and they are worth 1000 points.

Triga (トリガー)
These bird-like robots, which resemble a different kind of bird to the Magneiza NP1, are present on the sixth and twentieth stages of the game (which is unusual as almost every other type of regular enemy appears on more than two stages), and attack by spitting projectiles at Bravoman from the beak-like ends of their waving chains, which are their only vulnerable points; five hits will kill them, and they are worth 1000 points. It is also worth noting that the roaring noise they make whenever they take a hit is identical to that of the Twin Scuren.

Umihebi (海ヘビ)
These seasnake-like creatures only appear on the seventh stage of the game, and attack in a manner similar to the first way of the Kurage, but will propel themselves upwards in a spiralling way as they are doing so; as with the Kurage, one hit will kill them, and they are worth 100 points.

Shells (貝)
These one-eyed shellfish-like creatures also only appear upon the seventh stage of the game and attack in a manner similar to the Umihebi, but will spin around while propelling themselves upwards; one hit will kill them, and they are worth 100 points. The Kanji character also reads as kai.

Tatsunoko (タツノコ)
These red seahorse-like creatures appear upon the seventh, eleventh, sixteenth, twenty-first and twenty-fifth stages of the game and attack in a manner similar to that of the Dragons, but can also fire spiked balls at Bravoman; one hit will kill them, and they are worth 300 points.

Kame (カメ)
These turtle-like creatures appear on: the seventh and eleventh stages of the game, and attack by firing spiked balls at Bravoman; three hits will kill them, and they are worth 300 points, but if they are not killed quickly, they will latch onto Bravoman and slowly drain his energy away.

Gupi (グッピー)
These fish-like creatures appear on the seventh, eleventh and twenty-fifth stages of the game, and attack in a manner similar to the Kame; three hits will kill them and they are worth 300 points, but if they are not killed quickly, they will latch upon to Bravoman and slowly drain his energy.

King of Atlantis (アトランチスの大王)
The ruler of the famous mythical kingdom appears as a boss on the seventh, sixteenth, twenty-first and twenty-seventh stages of the game; when Bravoman approaches him, he will speak that Hiragana/Katakana text Washi ga Atoranchisu Daiō ja. (わしがアトランチスだいおうじゃ.) to him. His four henchmen, who are of the first type, will attack by throwing spiked balls at Bravoman and five hits each will kill them - and once all four of them have been killed for 100 points each, he will speak the Hiragana/Katakana text ''Yokumo kobun wo koroshita na! Kono kataki ha kitto, toru.'' (よくもコブンをころしたな! このかたきはきっと、とる.) to Bravoman before retreating off the right side of the screen to his next.

King of Atlantis's Henchmen (アトランチスの大王の子分)
The first type of the King of Atlantis's henchmen will attack by throwing spiked balls at Bravoman and take five hits to kill as they protect their King from Bravoman's attacks; however, they also sometimes appear as regular enemies, and will only take one hit to kill. The second type of henchmen will always appear as regular enemies, attack by trying to stick their tridents into Bravoman, and will always only take one hit to kill - and they are both worth 100 points. The third and fourth Kanji characters in their name read as kobun (and the first and second ones are still read as daiō).

Umbrellas (傘)
These rain shields only appear on: the eighth stage of the game, and attack by floating down onto Bravoman as he passes under them; one hit will kill them, and they are worth 200 points. They also appear to have small bombs for handles, and the Kanji character also reads as kasa.

Karasu Tengu (カラス天狗)
These crow-like ninjas appear on the eighth, twelfth, seventeenth, twenty-second, and twenty-sixth stages of the game, and attack by hovering through the air while firing knives at Bravoman from their opening-up beak-like helmets; one hit will kill them, and they are worth 300 points.

Pistol Daimyo (ピストル大名)
This feudal lord, who has a pistol strapped to his head (hence his name), appears as a boss on the eighth and twenty-second stages of the game; when he appears in front of Bravoman he will speak the Hiragana text Watashi ha, Pisutoru Daimyō. (わたしは、ぴすとるだいみょう.) to him, before setting up an invisible wall in front of him that will not disappear until he is defeated. He attacks by hovering up and down in a fixed position while firing missiles at Bravoman from his pistol - and once you have hit him five times, he will fall down to the ground and speak the Hiragana text Washi ga warukatta yurushite kuri! (わしがわるかったゆるしてくり!) to Bravoman, before firing a missile at him and getting back up again. Once you have hit him thrice more he will fall down to the ground again and speak the Hiragana text Kondo koso hontō ni ayamaru! (こんどこそほんとうにあやまる!) to Bravoman before firing another missile at him and getting back up once again; once you have hit him thrice more he will fall down to the ground once again, and speak the Hiragana text Tsugi ha, kaishin shiyō to omotte itanoni... (つぎは、かいしんしようとおもっていたのに...) to Bravoman before firing another missile at him, and sinking into the ground. In 1990, he got a game of his own, titled Pistol Daimyo no Bōken.

Kazaguruma Ninja (風車忍者)
This shuriken-like ninja appears as a boss on the eighth, twenty-third and twenty-sixth stages of the game; when Bravoman approaches him, he will speak the Hiragana/Katakana text Matte ita de yansu. (まっていたでヤンス.) to him before starting to fly and ricochet around the screen in an attempt to collide with him. Once you have jumped up and kicked him four times, he will fall down to the ground like Pistol Daimyo - and you will then have to crouch down and headbutt him three more times to kill him (quickly), because much like the Kikyuu, he will soon get back up again. 1000 points.

Raigan (雷丸)
These lightning rounders appear as bosses on the eighth, twelfth, thirteenth (you will have to fight two of them at once here), seventeenth, twenty-second, twenty-sixth, twenty-ninth, and thirty-first stages of the game; they will speak the Katakana/Hiragana text ''Dosu koi! Gottsu andesu.'' (ドスコイ! ごっつあんです.) to Bravoman once they have seen him before starting to push their way towards him. Six hits will kill them, and they are worth 1000 points, but they can only be attacked from behind unless you have a still have a few Hadō-dan "atoms" left.

Zortan (ゾルタン)
This mechanical harpy appears as a boss on the ninth, fourteenth, eighteenth, nineteenth and thirty-first stages of the game; he will speak the Hiragana/Katakana text of Waga na ha Zorutan kimi ni, shiwo, ataeyō. (わがなはゾルタンきみに、しを、あたえよう.) to Bravoman on seeing him before starting to fly around above him (until he manages to jump up and kick him in the head). He will then fly over to the right side of the screen and speak the Hiragana text Īkagen ni, shi nasai yo! (いいかげんに、しなさいよ!) to Bravoman, then start to hover up and down in a fixed position while firing projectiles at Bravoman - it takes seven more hits to make him retreat, and once Bravoman has registered the final hit on him, he will speak the Hiragana text Kore de, katta to omō na yo! (これで、かったとおもうなよ!) to him before flying away off the right side of the screen. He will also fire ninja knives at Bravoman instead of his usual projectiles on his last appearance and is worth 2000 points.

Bakudan (爆弾)
These bomb-like robots appear upon the tenth, fourteenth, fifteenth and twentieth stages of the game, and attack by dropping down from the sky and walking towards Bravoman; one hit will kill them and they are worth 100 points. They are also the only enemy that is named after Dr. Bomb himself.

Waya Hime (わや姫)
This red-haired ninja princess appears as a boss on the twelfth and twenty-second stages of the game; she attacks by dropping down onto the ground from above, creating small explosions on the ground and throwing knives at Bravoman. She is also the second enemy in the game for whom the Katakana-text explosion of Gāno (ガーノ) does not appear when hit - four hits will kill her, and she is worth 1000 points.

Block Brains (ブロックブレインズ)
These pulsating brains appear on the fifteenth and twenty-fourth stages of the game, and are similar to the "Eye" and "Foot" Totems in that they just sit in place until Bravoman hits them; also like all seven varieties of Totems, one hit will kill them, and they are worth 500 points, but they will sometimes come ricocheting back at him. They also make a later reappearance in the Baraduke sequel, Bakutotsu Kijūtei (which is also from 1988).

Mecha-King of Atlantis (メカアトランチスの大王)
This mechanical ruler of that famous mythical kingdom appears as a boss on the twenty-seventh stage of the game; his four henchmen will attack in exactly the same way as those of the regular King and you can also see the silhouette of a fifth henchman inside him at the top of his head (even though he, just like the regular King, doesn't do anything to threaten Bravoman directly, and is invulnerable to his shots).

Ugo 401 (ウ号401)
If the player takes too long over clearing any non-Ocean stage, this angry-looking robot will fly into view from the left side of the screen and speak that Katakana/Hiragana text Ugō hayaku tachisarei! (ウゴーはやくたちされい!) to Bravoman once he has seen him; he will then fly back to the left side of the screen, before flying towards Bravoman while firing laser beams at him. These rays will drain his energy very quickly and he cannot move while one is touching him - twelve hits will kill him and he is worth 1000 points, but it is not really worth fighting him unless you collected a Kantsūken powerup earlier in the stage or still have a few atoms remaining after collecting a Hadō-dan powerup. Even if you do manage to kill him, he will come back again; he will also always show up at the end of the seventeenth stage and the start of the thirty-second stage, regardless of how much time has passed. However, one Hadō-dan powerup is present on both occasions, which will make killing him somewhat easier.

Dr. Bomb (爆田博士)
The main antagonist for this game; he appears at the start of a stage to speak the Katakana/Hiragana text Pureiyā X sutēji X ja. (プレイヤーXステージXじゃ., Xs being the player and stage numbers) and must be fought as the game's final boss at the end of the thirty-second stage. He will speak the Hiragana/Katakana text ''Washi ga, Bakuda hakase ja koko made kuru to ha nanto mania ja!! Ki nasai. Watashi ha dare no chōsen de mōkeru. (わしが、バクダはかせじゃここまでくるとはなんとマニアじゃ!! きなさい. わたしはだれのちょうせんでもうける) to Bravoman once he has seen him (and shall attack by opening his cloak to fire missiles at him) - and if Bravoman should punch him, he shall speak the Hiragana text Kākkakka kosobayui wa!'' (かーっかっかっ こそばゆいわ!) to him on the first occasion. His head is his only vulnerable point, and every time Bravoman manages to jump up and kick him there, his hair will become orange, grow taller, and fire a laser beam at him before returning to its original size and purple colour; after Bravoman has registered twenty hits on him, his body shall explode, and his head shall fly into the teleporter and speak the Hiragana/Katakana text ''Temē, mō yuru-san! Son'nani shinitai nonara koro shiteyarō! Ukete miyo! Hissatsu bunshin no jutsu.'' (てめー、もうゆるさん!! そんなにしにたいのならころしてやろう! うけてみよ! ひっさつブンシンのじゅつ). His head shall then start flying randomly around the screen as a silhouette, but he can still cause injury to Bravoman if he touches him - and when he stops moving, he shall become solid again and fire a laser beam at Bravoman. Once he has jumped up and kicked him, he will revert to being a silhouette again (he will also do so if you miss him); after Bravoman has registered ten more hits on him, he will fly back into the teleporter and speak the last Hiragana/Katakana text ''Yoku zo, washi wo taoshita na! ...Daga... Izure omae mo washi no ki mochi ga wakaru toki ga kuru. Sarabada!'' (よくぞ、ワシをたおしたなっ!...だが...いずれおまえもわしのきもちがわかるときがくる さらばだ!) to him. The walls of his laboratory will now explode around Bravoman as Alpha Man comes flying down into view from the top of the screen to congratulate him for succeeding in his quest - however, it is not possible for him to jump up and kick his mentor for fun this time.