Bomb Blaster
Game by Steven Lambert (straker) · Licensed under CC0-1.0 · Source
© 2026 Pixel Arena · Back to all games
About Bomb Blaster
Bomb Blaster is a top-down grid game where you navigate a maze and place bombs to destroy walls and enemies. Your character occupies one tile and moves in four directions. You drop a bomb at your current position with a button press. The bomb has a fuse. After a couple of seconds it explodes, and the explosion extends outward in four cardinal directions. Walls in the explosion break. Enemies in the explosion die. You die too if you are caught in the blast.
The format was created in 1983 by Hudson Soft. The original Japanese arcade game spawned a long franchise of console releases. The mechanic itself is simple: place a bomb, run away, the bomb explodes. The depth comes from managing your own escape route, planning explosions to clear paths, and staying alive in increasingly dense enemy patterns.
Pixel Arena's version is straker's CC0 implementation. The single-player mode features a small maze with destructible walls and a few enemies. Your goal is to clear the level by destroying enemies, then escape the level by reaching the exit hidden under one of the walls.
Controls are arrow keys for movement and a single key, usually space, to drop a bomb. Touch users get four direction buttons and a bomb button. Movement is grid-based, one tile per step. Bombs always drop at your current tile.
The blast radius starts at one tile in each direction. So a bomb explodes in a plus-shape covering one tile up, down, left, and right. Power-ups can extend the blast radius, but the basic version of the game uses the default range.
Walls come in two types. Soft walls are destructible. Hard walls are permanent obstacles. Soft walls sometimes hide power-ups or the level exit. So part of strategy is exploding soft walls deliberately to find what is underneath.
Strategy starts with managing your own escape route. Every bomb you drop is a danger to you for the duration of its fuse. Place a bomb, then immediately move away from it before the fuse runs out. The fuse is about two seconds. That gives you enough time to reach a position that is at least two tiles away from the bomb in any direction.
Corner positioning is the safest way to drop bombs. Stand at the corner of a hard wall, drop the bomb, then step one tile around the corner. The hard wall blocks the explosion's line of sight, so you are safe even if you are only one tile from the bomb in the unblocked direction.
A common mistake is dropping a bomb in a confined space. The explosion goes four directions, and if all four are blocked by hard walls, the explosion does nothing. Worse, you might be in one of those directions yourself. A bomb in a closet is a bomb that hurts only you.
Enemies in this version follow simple patrol patterns. They walk in straight lines along corridors and turn when they hit walls. They do not chase you intelligently. So you can predict where each enemy will be in two seconds and plant a bomb there. The enemy walks into the explosion. Score increments.
The level exit is hidden under a specific soft wall. You will not know which one until you blow it up. Most players blow up walls progressively, exploring the map to find the exit. A more efficient strategy is to clear all enemies first, then explore for the exit at your leisure with no enemy threat. But killing all enemies takes more bombs and more time, so the trade-off depends on your patience.
The visual style is straker's classic minimal pixel art. Enemies are simple sprites. Walls are blocky tiles. Explosions flash briefly and then dissipate. The whole game runs in a single browser tab without external assets.
The game ends when you die or reach the exit. Best score is total enemies destroyed plus exit bonus.