Bravoman/Gameplay

Controls

 * Joystick: Use the 8-way joystick to make Beraboh Man run left and right, crouch down and crawl left and right (on the regular platforming stages); in the seven Ocean stages of this game, Beraboh Man 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 Beraboh Man 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 Beraboh Man fire a missile.
 * Jump Button: Use the second pressure-sensitive button to make Beraboh Man 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 Beraboh Man 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.

Beraboh Man (ベラボーマン)
The protagonist of the 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. Bakuda's plot for world domination; he will not stop until they have all been defeated and the world is once again safe for humanity. To the left is Beraboh Man as he appears in the regular platforming stages; to the right is how he appears in the seven Ocean stages, where 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 Beraboh Man his superpowers. He appears on the first stage to provide a "how to play" walkthrough of the game's controls and also appears upon the thirty-second stage after Dr. Bakuda has been defeated 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 Beraboh Man to jump up and kick him just for fun, and he will speak the Katakana/Hiragana text Ahotare! Nani sun nen!!'' (アホタレ! なにすんねん!!) if he does so. His three Kanji characters are read as yūseijin.

Fukubiki Man (福引男)
Beraboh Man's sort-of-partner. Looking somewhat like a yellow robot attached to a unicycle, his purpose is to aid Beraboh Man throughout his quest with various powerups; most of the non-Ocean enemies will leave Fuku behind when defeated and every time Beraboh Man collects ten of them, Fukubiki Man will appear then leave a powerup behind in the air for him to get. Here is a list of them and what they do:


 * [[File:BM Powerup Onigiri.gif]] Onigiri (おにぎり): In Japan, an onigiri is a rice ball, and when Beraboh Man collects one of them, it will restore his energy bar by three points.
 * [[File:BM Powerup Ramen.gif]] Rāmen (ラーメン): In Japan, rāmen are noodles - and when Beraboh Man collects a bowl of them, it will restore his energy bar by eight points.
 * [[File:BM Powerup Sushi.gif]] Sushi (寿司): In Japan, sushi is raw fish - and when Beraboh Man collects a plate with two pieces of it on it, it will restore all of his energy bar.
 * [[File:BM Powerup Muteki Drink.gif]] Muteki Drink (無敵ドリンク): Muteki means invincible, and when Beraboh Man collects one of these, it will make him invincible for 20 seconds.
 * [[File:BM Powerup Kantsuken.gif]] Kantsūken (貫通拳): Kantsūken means penetration fist, and when Beraboh Man collects one it will make his attacks five times more powerful.
 * [[File:BM Powerup Hado-dan.gif]] Hadō-dan (波動弾): Hadō-dan means elastic wave, and when Beraboh Man collects one it will give him an ability to fire atoms at the enemies.
 * [[File:BM Powerup Shinkansen.gif]] Shinkansen (新幹線): In Japan, a shinkansen is a bullet train - and when Beraboh Man 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:BM Powerup Suka.gif]] Suka (スカ): In Japan, suka means what it is read as, and when Beraboh Man collects one, it will only seem to be worth the 500 extra points.

Fukubiki 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 Beraboh Man additional Onigiri energy bonuses (one for every ten Fuku he has collected during the stage); however, it is possible for Beraboh Man 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 Beraboh Man, and appear only to mock him - but he will eventually forgive Beraboh Man and start helping him again, even though it does take quite a few stages for that to happen. His third Kanji character is read out as 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 Beraboh Man; 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 Beraboh Man; 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 Beraboh Man, 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 Beraboh Man is nearby while occasionally spitting flames at him; also, if Beraboh Man 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 Beraboh Man (which can be blocked for 100 extra points), and instantly growing replacement ones; they will then move closer to Beraboh Man's position, before powering up, then firing their heads at him again. Three hits will kill them, and they are worth 300 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 Beraboh Man's attacks, but he can still punch, kick or headbutt them to no negative effect.

Maguneiza 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 Beraboh Man 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 Beraboh Man 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 Beraboh Man 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 Beraboh (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 Beraboh Man once he has registered them all, but on that seventh and final occasion he takes twenty-eight. After Beraboh Man 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. Bakuda - 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 Beraboh Man 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 Beraboh Man, 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.

Doragon (ドラゴン)
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 Beraboh Man 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 Beraboh Man 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 Maguneiza NP1, they can not move, but will attack by firing spiked balls at Beraboh Man 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 Beraboh Man as he approaches them; three hits will kill them and they are worth 300 points, but if one of them latches on to Beraboh Man, 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 Beraboh Man in groups of nine; one hit will kill them and they are worth 100 points, and if Beraboh Man 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 Beraboh Man, 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 Beraboh Man from both of its mouths, and both of its heads take five hits each to defeat (being worth 500 x 2 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)
When these camouflaged ninjas see Beraboh Man on some of the Ninja Dojo stages, they will jump into the air in an attempt to land on him. Two hits will kill them.

Ninjas (忍者)
These enemies are present on all of the Ninja Dojo stages. The purple ones hop around on pogo sticks, try to jump on Beraboh Man and can be killed with one hit, while the green ones will throw projectiles at him and can be killed with two hits.

Komuso (虚無僧)
These oversized thimbles attack by throwing projectiles at Beraboh Man on some of the Ninja Dojo stages, and can be defeated in two hits. But if Beraboh Man manages to defeat one, her true identity will be revealed, and she can still injure Beraboh Man if she touches him!

Popo (ポポ)
When Beraboh Man approaches these blue snakes on some of the Ninja Dojo stages, they will come slithering towards him quite quickly. One hit, which has to be a headbutt, will kill them.

Yogandohito (妖岩道人)
When Beraboh Man approaches these rocky beings on some of the Ninja Dojo stages, they will curl up into a ball and start bouncing towards him. They are capable of surmounting any obstacle standing in their way, and can be killed with one hit. A static blue version is present at the start of the nineteenth stage, which is invulnerable to Beraboh Man's attacks.

Babito (ばびっと)
These bats appear on most of the Ninja Dojo stages, and will emerge from the cracks in the ground in order to attack Beraboh Man from below. One hit will kill them.

Kaname (カナメ)
These big-haired blonde ninjas attack in pairs and appear as bosses on the fourth, twenty-eighth, twenty-ninth, thirtieth and thirty-second stages (you'll have to fight two pairs of them at once here). Five hits each will kill them.

Miteguys (マイトガイズ)
These R2D2-like robots appear on some of the City stages, and can attack in two ways: either by firing a missile at Beraboh Man, then moving down slightly to fire another one and retreating once they've reached the bottom of the screen, or by firing a missile at Beraboh Man and retreating soon after. One hit will kill them.

Kikyuu (気球)
These balloon-like robots fly around above Beraboh Man on some of the City stages and try to drop bombs on him from above. Like the axes spat by the Totems, the bombs can be destroyed for extra points. One hit will bring them down, but you will have to land another hit on them to kill them - and quickly too, because they will soon get back up again.

Mad Stampers (マッドスタンパーズ)
These kangaroo-like robots hop around on their 10-ton weights in some of the City stages in an attempt to attack Beraboh Man from above. One hit will kill them.

Purazuma (プラズマー)
These electrifying robots will circle around Beraboh Man in some of the City stages and give him a powerful shock. Unless you have obtained a Kobushi powerup earlier in the stage or still have a few atoms remaining, it is impossible to avoid being electrocuted by them. If the number of hits you land on them amounts to five, both of them will be killed.

Attack Bomber V9 (アタックボンバーV9)
These Transformer-like robots appear on some of the City stages and fire missiles at Beraboh Man from their arms. Five hits will kill them.

Toriga (トリガー)
These bird-like robots appear on some of the City stages and fire projectiles at Beraboh Man from the end of their waving chains, which are their only vulnerable spots. Five hits will kill them.

Umihebi (海ヘビ)
These seasnake-like creatures appear on some of the Ocean stages and attack in a manner similar to the first way of the Kurage, but propel themselves upwards in a spiral. One hit will kill them.

Shells (貝)
These conchshell-like creatures also appear on some of the Ocean stages and attack in a manner similar to the first way of the Kurage, but they spin around while propelling themselves upwards. One hit will kill them.

Tatsunoko (タツノコ)
These red seahorse-like creatures appear on some of the Ocean stages and attack in a manner similar to that of the Doragon, but can also fire spiked balls at Beraboh Man when he approaches. One hit will kill them.

Kame (カメ)
These turtle-like creatures appear on some of the Ocean stages and attack by firing spiked balls at Beraboh Man. Three hits will kill them, but if they aren't dealt with quickly, they will latch on to Beraboh Man and slowly drain his energy.

Gupi (グッピー)
These fish-like creatures appear on some of the Ocean stages and attack in a manner similar to that of the Kame. Three hits will kill them, but as with the Kame, they will latch on to Beraboh Man and slowly drain his energy if they aren't dealt with quickly.

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. His minions will attack by throw spiked balls at Beraboh Man, and five hits each will kill them. When all four of them have been killed, he will retreat.

King of Atlantis's Henchmen (アトランチスの大王の子分)
The first type of minion will throw spiked balls at Beraboh Man and take five hits as they protect the King from Beraboh Man's attacks - but they sometimes appear as regular enemies and only take one hit. The second type of minion will try to stick their tridents into Beraboh Man and can also be killed with one hit.

Umbrellas (傘)
When Beraboh Man passes under these rain shields' hiding positions on some of the Ninja Dojo stages, they will float down on him in an attempt to attack him from above. One hit will kill them.

Karasu Tengu (カラス天狗)
These crow-like ninjas glide through the air on some of the Ninja Dojo stages and attack Beraboh Man by throwing knives at him. One hit will kill them.

Pistol Daimyo (ピストル大名)
This feudal lord with a pistol strapped to his head appears as a boss on the eighth and twenty-second stages. When he appears, he sets up an invisible wall in front of him which will not go away until he is defeated. He hovers up and down in a fixed position, firing missiles at Beraboh Man from his pistol. It takes five hits to bring him down on the first time, and three hits on the second and third times. In 1990, he got a game of his own, aptly titled Pistol Daimyo no Bouken.

Kazaguruma Ninja (風車忍者)
This shuriken-like ninja appears as a boss on the eighth, twenty-third and twenty-sixth stages. He attacks by ricocheting around the screen in an attempt to collide with Beraboh Man. It takes four hits to bring him down and three more to defeat him completely. As with the second hit on the Kikyuu, these last three hits have to be landed on him quickly, because he will soon get back up again.

Goaan (雷丸)
These white-haired ninja masters appear as bosses on the eighth, twelfth, thirteenth (you'll have to fight two of them at once here), seventeenth, twenty-second, twenty-sixth, twenty-ninth and thirty-first stages. Six hits will kill them, but they can only be attacked from behind.

Zortan (ゾルタン)
This mechanical harpy appears as a boss on the ninth, fourteenth, eighteenth, nineteenth and thirty-first stages. He will fly around above Beraboh Man until he has been hit once. Then, he will hover up and down in a fixed position, firing projectiles at Beraboh Man. It takes seven more hits to make him retreat, and he will fire knives at Beraboh Man instead of his usual projectiles on his last appearance.

Bakudan (爆弾)
When Beraboh Man approaches these bomb-like robots' hiding positions on some of the City stages, they will drop down from above and run towards him. One hit will kill them.

Waya Hime (わや姫)
This red-haired female ninja appears as a boss on the twelfth and twenty-second stages. She attacks by dropping down from above, creating small explosions on the ground and throwing knives at Beraboh Man. Four hits will kill her.

Block Brains (ブロックブレインズ)
These pulsating brains appear on the Secret Laboratory stage and are similar to the Totems, but just sit in place until Beraboh Man hits them - and like the Totems, they will sometimes come ricocheting back at him. They also make a later appearance in the Baraduke sequel, Bakutotsu Kijuutei.

Mecha-King of Atlantis (メカアトランチスの大王)
This mechanical ruler of the famous mythical kingdom appears as a boss on the twenty-seventh stage. His minions attack in the same way as those of the regular King.

Ugo 401 (ウ号401)
If the player takes too long over any non-Ocean stage, he will appear and attack Beraboh Man by firing death rays at him. These rays will drain his energy very quickly and he is not allowed to move all the time one is touching him. Twelve hits will kill him, but it's not really worth fighting him unless you have obtained a Kobushi powerup earlier in the stage or still have a few atoms remaining. Even if you do manage to kill him, he will come back again and again, and he will always appear at the end of the seventeenth stage and the beginning of the thirty-second stage, regardless of how much time has passed. However, an Atom powerup is present on both occasions, which makes the fights somewhat easier.

Dr. Bakuda (爆田博士)
The main antagonist of the game. He appears at the start of each stage to inform the player of the stage's number, and must be fought as the game's final boss at the end of the thirty-second stage. His head is his only vulnerable spot, and each time Beraboh Man jumps up and kicks him there, his hair will turn orange, grow taller and fire a death ray at him before returning to its original size and colour. He also attacks Beraboh Man by opening his cloak to fire missiles at him. After he has been hit twenty times, his body will disappear and his head will enter a teleporter. He will then randomly fly around the screen as a shadow, but he can still injure Beraboh Man if he touches him. When he stops moving, he will expose himself to Beraboh Man's attacks for a few seconds and fire a death ray at him. It takes ten more hits to force him back into the teleporter and completely defeat him.