RUN MANAGEMENT // INTERRUPTIONS

BOMBANANA Hazards

BOMBANANA separates environmental hazards from CHAOS modules. Power outages, obstructions, and loud interruptions change what players can perceive, while Pressure, Slider, and Alarm demand repeated physical actions until defusal.

Official BOMBANANA screenshot showing a cramped bomb-defusal scene where interruptions matter
Official Steam screenshot used to support hazard and interruption guidance.

Environmental hazards

VISIBILITY

Power outages

Pause visual lookup, preserve the last confirmed state, and resume from that checkpoint when visibility returns.

ACCESS

Obstructions

Do not invent a clue from a partially blocked panel. Call the obstruction and work another confirmed task.

AUDIO

Loud interruptions

Stop issuing final commands when the operator cannot hear a reliable confirmation.

CHAOS is a different workload

A hazard disrupts the team's information channel. A CHAOS module creates an ongoing control duty. Pressure needs repeated center presses, Slider must be pulled down as it rises, and Alarm requires every heated button to be pressed inside its ten-second window.

Recovery protocol

  1. 01

    One player names the interruption; everyone else stops issuing new actions.

  2. 02

    The assigned owner handles the hazard or CHAOS duty.

  3. 03

    The main caller repeats the last fully confirmed module state.

  4. 04

    The operator resumes only after hearing a complete command and confirmation.

Sources