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Bomberman Fantasy Race Recompiled
PORTSNATIVE

Bomberman Fantasy Race Recompiled

NATIVE PORTRACING / DRIVINGWINDOWSBETA

Bomberman Fantasy Race Recompiled

Bomberman Fantasy Race

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Bomberman Fantasy Race es un videojuego de carreras desarrollado por Graphis Research Inc., lanzado en 6 de agosto de 1998 en Japón para PlayStation por publicador Hudson Soft. Fue lanzado en 31 de marzo de 1999 en Norteamérica por Atlus y en julio de 2000 en Europa por Virgin Interactive. Es un Spin-off de la serie Bomberman.

Official project information

Author's original READMEOpen on GitHub ↗

Bomberman Fantasy Race Recompiled

<!-- retcomm-readme-metrics -->

GitHub downloads (all assets, all releases) GitHub downloads (latest release) GitHub release

<!-- /retcomm-readme-metrics --> <!-- retcomm-readme-boxart --> <p align="center"> <img src="launcher_assets/img/boxart.png" alt="Bomberman Fantasy Race box art" width="280"> </p> <!-- /retcomm-readme-boxart -->

Static recompilation of Bomberman Fantasy Race built on psxrecomp and recomp-ui.

If you're looking for fun racing action, look no further than Bomberman Fantasy Race! Lightning fast competition, zany obstacle infested tracks and of course bombs! It's a battle-racing game like you've seen. Features: * Wacky animal racing! Race atop 10 different animals through 7 unique fantasy courses. Use special techniques , such as the triangle jump, bomb dash and catapult to get ahead of the competition! * Intense 2 player action! Compete against your friends in the split screen mode to prove who's #1! Best of all, clean out their piggy bank with the unique wagering system! * Over 15 crazy power-ups! Wield over 15 wacky weapons, including rocket bombs, power bombs, shields and power suits. Unleash long range attacks utilizing the unique throw meter!

Players2
RegionUSA
PublisherAtlus USA
Year1998

Scaffolded with the New Project Layout. See psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.

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Retro Launcher

You can run this title standalone (release zip + the built-in recomp-ui Generate & Build flow), or manage installs, updates, ROM/BIOS wiring, and queued builds more intuitively with Retro Launcher — the Retro Compilation Manager hub for self-compiling recomps.

Downloads · Full README & features

<p align="center"> <img src="https://raw.githubusercontent.com/RetroPortingToolKit/Retro-Launcher/main/docs/screenshots/hub-and-game-launcher.png" alt="Retro hub with a background build, next to a title’s recomp-ui launcher" width="720"> </p> <p align="center"> <img src="https://raw.githubusercontent.com/RetroPortingToolKit/Retro-Launcher/main/docs/screenshots/queue-and-background-build.png" alt="Background cmake build with titles queued" width="720"> </p>

Retro checks for updates, rebuilds with existing build data when possible, shares the portable toolchain used by per-title launchers, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand.

<!-- /retcomm-readme-launcher -->

Legal

You must own the original game. Disc images under disc/ are gitignored and must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is used for Generate unless you supply your own SCPH locally.

Optional box art under launcher_assets/img/ may come from libretro-thumbnails (Named_Boxarts); see BOXART_SOURCE.txt when present.

Quick start (dev)

git submodule update --init --recursive
./psxrecomp/tools/ci/build_emitters.sh
python3 psxrecomp/psxrecomp_cli.py generate \
  --config game.toml --project-root . --disc disc/<your>.cue
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime

Zip prefix for CI artifacts: bfr.

Symbols

Progressive map: symbols.toml → python3 tools/sync_symbols.py → psx_symbols.h (PSX_FN_*). See psxrecomp/docs/SYMBOLS.md.

Framework pins

Submodule gitlinks (psxrecomp, optional recomp-ui, nested recomp-net) are authoritative. framework_pins.txt is an optional scaffold snapshot; release CI logs SHAs with record_pins.sh but builds whatever the gitlinks resolve to. Bump submodules deliberately — do not float on main/master in release CI.

<!-- retcomm-readme-raid -->
<p align="center"> <sub><b>R.A.I.D. — Retro AI Development</b> · a Discord for AI-assisted retro reverse-engineering, decomp &amp; recomp</sub> </p> <p align="center"> <a href="https://discord.gg/Ad9BwSzctP"><img src=".github/raid-discord.png" alt="Join the Retro AI Development (R.A.I.D.) Discord" width="200"></a> </p> <!-- /retcomm-readme-raid -->
Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Racing / Driving
Status
beta
Original platform
PlayStation
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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