A gentleman's club of late 19th century Boston is the setting for this derivative but enjoyable puzzle game, that claims to be the first to have a sense of humour. It is the kind of gentleman's club that is decorated in a very austere style, apart from the numerous good-time gals who wander around in basques and suspenders like the ones in Twin Peaks' One Eyed Jack's.
The Bomb Club's favourite pastime, apart from paying large amounts of cash to these basque-
The tabletop is constructed from various pieces, each one a "square" big. These pieces can be manipulated so that a path for the bomb is constructed across the table. Typically, not all of the available spaces on the table will be used and nor will all of the pieces be flexible.
The general pieces you will come across are as follows: the static ones which cannot be adjusted in any way, shape or form; the junctions which make use of a movable gate which allows you to guide the bomb to where you want it to go by placing the barrier on one of the four edges of the "square"; the rotatable L-bend; the collapse bridge which can only be used once; the trampoline which will launch the bomb a set number of squares dictated by the number upon it; and the "fixed" gate.
The fixed gate can give you real problems. You have no direct control over which of the four positions it is set in. The only way it can be changed is by guiding the bomb through it - this hits the switch which flicks the gate onto the next position clockwise from it.
The combination of the pieces and hazards, and the correct manipulation thereof, make for as real challenge as you try and stay ahead of the constantly moving bomb.
It all ends up being a bit like Pipe Mania, the frantic nature of the gameplay is there but not to the same hair
The more advanced levels can cause some pretty serious nightmares, but the game often provides opportunities to hang around, by parking a bomb between two closed gates, giving you the chance to think carefully about the problem as opposed to forcing you to make off the cuff decisions - one of the factors that made Pipe Mania such a nightmare.
To add to the troubles, each bomb represents a life and to complete a level all you have to do is get all your remaining bombs through the course. This means that you will be able to whistle through abot five levels in quick succession if you are down to one life, because getting one bomb through is no problem on most levels. The better system would have given you a fixed number of bombs to get through the level - then if you failed you would lose a life and have to try again.
The small number of levels, 30, means that the price is a little high for a game that can be completed in a cack-
While you do try to work them out it is great fun, and sometimes very frustrating as the spectators at the side reach across and interfere with your hard work, a clever feature that hasn't been seen before.
In all though it is a little too simple - great fun for a while, but not good enough to warrant a place in software history.