So, as mentioned, it's very simplistic gameplay, but it's the lack of complexity that makes it so much fun. As you play on, and blow up destructible wall tiles, powerups appear that increase the amount of bombs you can lay at one time, as well as the length of the explosion, and several other handy features that hope to give you the upper hand over your opponent. Your basic bomberman can drop one bomb at a time, and the range of the lethal explosion from said bomb stretches only a couple of squares wide and high on your gridded gamescreen. One player controls one little bomberman his objective is to blow up (with bombs, yes) all the other little bombermen on the screen, who can either be controlled by real human opponents or the computer AI. Each and every game starts on exactly the same ground as the last. There was no progression into later levels, no beginning and end, no sense of achievement. Richard Greenhill at The Games Domain has the lowdown on how this sequel stacked up against Hudson Soft's own games: 'For those unaware of what Bomberman actually is, this is what the original game was all about. Atomic Bomberman is Interplay's valiant effort at bringing Hudson Soft's classic Bomberman to the 1990s.