Difference between revisions of "Mighty Bomb Jack (NES)/best ending"

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==READ THIS FIRST==
 
==READ THIS FIRST==
The route described on this page is based work leading up to the current SDA-run. Faster routes have been found in many rooms. Refer to https://youtu.be/zl9_3YK3DaQ for the fastest reported run at the time of writing.  
+
* For a general description on how to get the best ending in this game, see [[Mighty_Bomb_Jack_(NES)/Game_Mechanics#Endings|here]].
 +
* Many of the suggested [[Mighty_Bomb_Jack_(NES)/Game_Mechanics#Transformed_enemies|enemy manipulations]] on this page depend on how fast the player can execute breaking blocks. What's shown here is average speed. If you follow this guide, but don't get the desired enemy types to spawn, try to adjust the enemy manipulations by shifting the number of A-presses.
 +
* The room solutions demonstrated on this page are sometimes a compromise between risk and reward. At the time of writing, there is generally no TAS solution that can't be replicated with enough practice and/or finger speed, so it's also recommended to check out the latest TASes (linked in [[Mighty_Bomb_Jack_%28NES%29/Additional_Resources_mbj|additional resources]]).
  
 +
 +
==Might coin route discussion==
 +
{| class="wikitable"
 +
|'''Room'''
 +
|'''Delta'''
 +
|'''Total'''
 +
|'''Comments'''
 +
|-
 +
|1-1
 +
| +5
 +
|5
 +
|Two more are possible. The first (hidden) sits awkwardly with an enemy spawn point above and will likely cost ~1.7s. The second is closer to the end and also costs ~1.7s, but without any risk involved. It's also possible to use the two first migthy coins and then collect 4 coins. It should save ~0.7s.
 +
|-
 +
|7-1
 +
|
 +
|5
 +
|It's possible to collect the mighty coins in the enclosure near the start. Without going into detail, the end result would be three additional mighty coins at the cost of ~4s.
 +
|-
 +
|7-2
 +
| +1
 +
|6
 +
|~0.5s
 +
|-
 +
|7-4
 +
| +1 -3 -1 +1
 +
|4
 +
|Both coins collected are along the way and as orange Jack, so no time loss
 +
|-
 +
|7-5
 +
| +1
 +
|5
 +
|Almost along the way and only a small time loss to collect
 +
|-
 +
|7-8
 +
| -1 +1
 +
|5
 +
|Along the way and as orange Jack, so no time loss
 +
|-
 +
|7-9-1
 +
| -1
 +
|4
 +
|
 +
|-
 +
|7-10
 +
| +1
 +
|5
 +
|(Almost) Along the way, so (essentially) no time loss. There is hidden mighty coin near the end. It's slightly awkward to collect, but should cost just under a second. It's very execution-dependent though.
 +
|-
 +
|10-1
 +
| +2
 +
|7
 +
|Both coins cost ~1s. If the first one is collected as blue Jack, the cost is more ~1.8s.
 +
|-
 +
|12-1 (1st visit)
 +
| -1 +2
 +
|8
 +
|Around 2s in total for these two coins
 +
|-
 +
|12-15
 +
| -1
 +
|7
 +
|
 +
|-
 +
|12-31
 +
| -1 +1
 +
|7
 +
|Along the way, so no time loss
 +
|-
 +
|16-1
 +
| -3 -3
 +
|1
 +
|
 +
|-
 +
|16-2
 +
| +3
 +
|4
 +
|The first and third are free. The second one (hidden) costs ~1s. A 4th (hidden in a totem) is possible, but costs ~2.5s.
 +
|-
 +
|17-2
 +
| -2 +1
 +
|3
 +
|Very small time loss to collect the coin in this room
 +
|-
 +
|17-1
 +
| -1
 +
|2
 +
|
 +
|-
 +
|Queen
 +
| -1
 +
|1
 +
|
 +
|-
 +
|Princess
 +
| -1
 +
|0
 +
|
 +
|-
 +
|Belzebut
 +
| +1 -1
 +
|0
 +
|
 +
|-
 +
|}
 +
As can be seen above, the most "expensive" mighty coins along the route cost ~1s.
 +
 +
===Clearing the royal rooms without using any mighty coins===
 +
This section will discuss the possibility to get through the royal rooms without turning into green Jack. The route described on this page enters the king's room with two mighty coins. Skipping two coins along the route would save ~2s. The discussion will be based on tables for the different rooms, where the number '1' column represents enemy type spawning as the first enemy. And correspondingly for the other number columns. The assessment for the different scenarios will sometimes be subjective, so anyone interested in the possible time save should also try out the different possibilities for themselves to confirm how doable they are.<br /><br />
 +
 +
The king's room is cleared quickly enough that only the first two enemies matter.
 +
{| class="wikitable"
 +
|'''King's room'''
 +
|'''1'''
 +
|'''2'''
 +
|'''3'''
 +
|'''4'''
 +
|-
 +
|Bat
 +
|maybe
 +
|maybe
 +
|n/a
 +
|n/a
 +
|-|
 +
|Lobster
 +
|ok
 +
|ok
 +
|n/a
 +
|n/a
 +
|-
 +
|Jellyfish
 +
|maybe
 +
|ok
 +
|n/a
 +
|n/a
 +
|-|
 +
|Skull
 +
|ok
 +
|not ok
 +
|n/a
 +
|n/a
 +
|-
 +
|Fireball
 +
|not ok
 +
|ok
 +
|n/a
 +
|n/a
 +
|-
 +
|Bird
 +
|not ok
 +
|ok
 +
|n/a
 +
|n/a
 +
|-
 +
|}
 +
 +
The second enemy is typically four positions behind the first one in the enemy cycle (but could be three, depending on the execution). Based on the table content, the suggested manipulation in this room is therefore lobster/jellyfish as the first enemy and then a bird.<br /><br />
 +
 +
The queen's room is also short enough that we only need to consider the first two enemies.
 +
{| class="wikitable"
 +
|'''Queen's room'''
 +
|'''1'''
 +
|'''2'''
 +
|'''3'''
 +
|'''4'''
 +
|-
 +
|Bat
 +
|ok
 +
|ok
 +
|n/a
 +
|n/a
 +
|-|
 +
|Lobster
 +
|maybe
 +
|okish
 +
|n/a
 +
|n/a
 +
|-
 +
|Jellyfish
 +
|okish
 +
|ok
 +
|n/a
 +
|n/a
 +
|-|
 +
|Skull
 +
|maybe
 +
|okish
 +
|n/a
 +
|n/a
 +
|-
 +
|Fireball
 +
|ok
 +
|ok
 +
|n/a
 +
|n/a
 +
|-
 +
|Bird
 +
|ok
 +
|ok
 +
|n/a
 +
|n/a
 +
|-
 +
|}
 +
The second enemy should transform three or four positions later in the enemy cycle than the first one. Other than mashing speed, this can also be impacted by aborting jumps by bumping into the ceiling. There is also quite a bit of liberty from the start of room until the first jump. This can be used to adjust the type of the first enemy. Looking in the table, it's mainly the first enemy that needs to be considered. Fireball, bird and bat all seem roughly equivalent.<br /><br />
 +
 +
The princess' room is likely going to be the most problematic of the royal rooms to get through without transforming to green Jack. Unless the room is cleared very quickly, all four enemies need to be considered.
 +
{| class="wikitable"
 +
|'''Princess' room'''
 +
|'''1'''
 +
|'''2'''
 +
|'''3'''
 +
|'''4'''
 +
|-
 +
|Bat
 +
|ok
 +
|ok
 +
|ok
 +
|ok
 +
|-|
 +
|Lobster
 +
|not ok
 +
|not ok
 +
|maybe
 +
|maybe
 +
|-
 +
|Jellyfish
 +
|not ok
 +
|not ok
 +
|not ok
 +
|ok
 +
|-|
 +
|Skull
 +
|not ok
 +
|maybe
 +
|maybe
 +
|maybe
 +
|-
 +
|Fireball
 +
|okish
 +
|okish
 +
|okish
 +
|okish
 +
|-
 +
|Bird
 +
|not ok
 +
|okish
 +
|okish
 +
|okish
 +
|-
 +
|}
 +
While the enemies spawning come down to individual execution, one can expect typically four positions in the enemy cycle between each enemies, with three and five (?) also possible. Based on the assessment made, no combination looks great. By introducing various dodging or pauses, more possibilities open up. However, with "only" around 2s of potential time, the room to maneuver is limited.<br /><br />
 +
 +
Belzebut's is another problematic room without transforming to green Jack. All four enemies need to again be considered.
 +
{| class="wikitable"
 +
|'''Belzebut's room'''
 +
|'''1'''
 +
|'''2'''
 +
|'''3'''
 +
|'''4'''
 +
|-
 +
|Bat
 +
|ok
 +
|ok
 +
|ok
 +
|ok
 +
|-|
 +
|Lobster
 +
|not ok
 +
|not ok
 +
|not ok
 +
|not ok
 +
|-
 +
|Jellyfish
 +
|okish
 +
|maybe
 +
|not ok
 +
|maybe
 +
|-|
 +
|Skull
 +
|not ok
 +
|ok
 +
|ok
 +
|ok
 +
|-
 +
|Fireball
 +
|okish
 +
|maybe
 +
|ok
 +
|ok
 +
|-
 +
|Bird
 +
|ok
 +
|ok
 +
|not ok
 +
|ok
 +
|-
 +
|}
 +
The second enemy is typically two positions down in the enemy cycle, while enemy three is typically four positions later and enemy four again four positions down. Bumping into the ceiling when breaking the first raven block can change this to some extent, but it's still difficult to find a solid configuration of enemy spawns for this room.<br /><br />
 +
 +
The discussion above is not conclusive. While it's possible to (relatively) consistently get through the king's and queen's rooms without turning into green Jack, the analysis has not come up with good enemy configurations to explore for the princess' and Belzebut's rooms.<br /><br />
  
 
==Level-by-level description (with deaths and with palace room warps)==
 
==Level-by-level description (with deaths and with palace room warps)==
Room numbers refer to the pyramide map linked in [[Mighty_Bomb_Jack_%28NES%29/Additional_Resources_mbj|Additional Resources]].
+
Room numbers refer to the pyramid map linked in [[Mighty_Bomb_Jack_%28NES%29/Additional_Resources_mbj|additional resources]].
  
 
=Round 1=
 
=Round 1=
 
1-1 https://vimeo.com/1027035781<br />
 
1-1 https://vimeo.com/1027035781<br />
Palace room 1 - https://vimeo.com/1027036282
+
Palace room 1 https://vimeo.com/1027036282
  
 
=Round 2=
 
=Round 2=
Line 31: Line 332:
  
 
=Round 7=
 
=Round 7=
https://vimeo.com/568106725 - There are many alternative places to collect might coins than at the beginning of this room, but this seems to be the fastest.<br />
+
7-1 https://vimeo.com/1027035811<br />
https://vimeo.com/568106744<br />
+
See the mighty coin section for a possibility to collect several additional coins in this room. With the route being used, they're however too costly to collect.<br /><br />
7-4 https://vimeo.com/568106423 - The jumps around the S-coin are optimized as to both dispatch of the enemies as well as not use more mighty coins than necessary. Half-way through the room, the bomb counter will always reset (see under P-ball in [[Mighty_Bomb_Jack_%28NES%29/Game_Mechanics|Game Mechanics]]). The bomb counter will be important in palace room 10, so the number of bomb points need to be counted from the reset point (luckily the bomb counter always reset at roughly the same spot). Near the end, a little bit of waiting is done until the enemy type is revealed. This information is used to adjust the enemy counter (see under "Enemy behavior and manipulation" of [[Mighty_Bomb_Jack_%28NES%29/Game_Mechanics|Game Mechanics]]) for optimal enemy spawns in 7-7 and 7-10. It can either by done during the jump to the room exit or directly in room 7-7.<br />
+
 
* Bat - 0
+
7-2 https://vimeo.com/1027035824<br />
* Bird - 1
+
For minor optimizations, it's worth noting that Jack can stand partly inside the flames when braking the blocks down to the sphinx.<br /><br />
* Fireball - 2
+
 
* Skull - 3
+
7-4 https://vimeo.com/1027035846<br />
* Jellyfish - 4
+
* The jumps around the S-coin are optimized as to both dispatch of the enemies as well as not to use more mighty coins than necessary
* Lobster - 5
+
* Half-way through the room, the bomb counter will always reset (see under P-ball in [[Mighty_Bomb_Jack_%28NES%29/Game_Mechanics|Game Mechanics]]). The bomb counter will be important in palace room 10, so the number of bomb points need to be counted from the reset point. For this purpose, it's best to avoid the second bomb after the long hover as it can be difficult to know if it was collected before or after the bomb counter reset.
In the video shown, a jellyfish spawned and four extra A-presses were done during the jump to the room exit.<br />
+
* The enemy spawning near the end seems to be subject to a fairly strict time window. If you're too fast or too slow, it won't appear. There is also the possibility for another enemy spawning right before the exit, which is going to be undodgeable (unless using more A-presses, but that will cost time in 7-5). The advantage of getting an enemy to spawn as shown in the video is that it can be used to predict the enemy type in 7-7 (and manipulate if necessary).<br /><br />
7-5 https://vimeo.com/568106441 - Care has to be taken so Jack is still in the orange form at the top and can collect the sphinx without breaking the chest with jumps.<br />
+
 
https://vimeo.com/568106466 - The enemy configuration in this room is a result of the manipulation prepared in 7-4. The other configurations either introduce risk or will have to be done slower.<br />
+
7-5 https://vimeo.com/1027035869<br />
7-8 https://vimeo.com/568130252<br />
+
The route shown here is designed to fully utilize Orange Jack's ability to break blocks without jumping on them. Some of the jumps are therefore unoptimal, but are overall necessary to optimize the room.<br /><br />
7-9 (1st visit) https://vimeo.com/568106498 - Transforming into green form too early adds a short animation that costs time when entering the door to 7-10.<br />
+
 
7-10 https://vimeo.com/568106538 - Note that all A-presses since the end of 7-4 have been controlled as to set up the enemy spawns in this room. Other enemy configurations can also be handled, but often introduce a time-wasting manoeuver. Birds are the best.<br />
+
7-7 https://vimeo.com/1027035888<br />
7-9 (2nd visit) https://vimeo.com/568106519
+
* If an enemy spawned at the end of 7-4 and the route shown on this page was used, the first enemy in 7-7 is four types later in the [[Mighty_Bomb_Jack_%28NES%29/Game_Mechanics#Transformed_enemies|enemy cycle]]. For example, in the videos shown on this page, a lobster spawned at the end of 7-4. The bird is then four positions later in the cycle. An optional A-press at the start of 7-7 resulted in a bat spawning.
 +
* You can compensate by up to 2 A-presses at the start of 7-7 without losing time
 +
* Unless the blocks are broken very quickly, it's recommended to avoid lobster, fireball and bird (as the first enemy)
 +
* How to deal with the different enemy types:
 +
** Bat - can be ignored, this is the best case
 +
** Lobster - take a detour over the top platform
 +
** Jellyfish - Either wait briefly after collecting the crystal to get the jellyfish out of the way or land on the chests and then make another jump
 +
** Skull - same as jellyfish
 +
** Fireball - big jump all the way to the right wall before descending to the exit
 +
** Bird - can be easy or block the path to the exit, depending on how fast you break the blocks. The birds can therefore be unpredictable.
 +
 
 +
7-8 https://vimeo.com/1027035906<br /><br />
 +
 
 +
7-9 (1st visit) https://vimeo.com/1027035928<br />
 +
Transforming into green form too early adds a short animation that costs time when entering the door to 7-10.<br /><br />
 +
 
 +
7-10 https://vimeo.com/1027035970<br />
 +
* There is a hidden mighty coin on the right side that can be collected instead of the one in 10-1. This is in theory be slightly faster, but relies more on execution. You need to time landing on a hidden block, then break it quickly and finally efficiently collect it mid-air on the way down to the exit.
 +
* With the route shown here, fireballs can be in the way when jumping to the exit. Provided all A-presses are as demonstrated here, the enemy type in 7-10 is one position later in cycle than the one in 7-7 (the crystal room). This means a skull spawn in 7-7 will result in fireballs in 7-10.
 +
 
 +
7-9 (2nd visit) https://vimeo.com/1027035948
  
 
=Round 10=
 
=Round 10=
10-1 https://vimeo.com/568106565 - The important thing to remember in this room is to make sure the bomb counter is either 8 or 9 when entering the palace room. Several of the bombs in the previous rooms are difficult to consistently pick up/consistently avoid. Therefore, you have to keep track of the bomb counter and then adjust here in 10-1. In this video, two more bombs are picked up to raise the counter to 8 (the second one was picked up in the "correct" order defined by the game and therefore worth 2 bomb points).<br />
+
10-1 https://vimeo.com/1027035994<br />
Palace room 10 https://vimeo.com/568106587 - Interestingly enough, the room solution from the normal ending doesn't work here. Enemies will get in the way and end up wasting time. Enemies on the right side will cause problems here as well, which is why it's important to spawn the P-ball (steered by the bomb counter) at the right moment.
+
The important thing to remember in this room is to make sure the bomb counter is 8 when entering the palace room. The bombs collected in the previous rooms should be pretty consistent, so the ones collected in 10-1 should also be the same. But if a bomb was missed or an additional was collected in the previous rooms, it's possible to compensate in 10-1. Just keep in mind the bomb order as some bomb(s) collected in 10-1 will be worth 2 bomb points.<br /><br />
 +
 
 +
Palace room 10 https://vimeo.com/1027036389<br />
 +
Getting the P-ball along the way is nice as it avoids some close enemy encounters (and a bit of dodging will likely be required), but it's not strictly necessary. Occasionally, it has been observed that the P-ball collides with one of the lower platforms and bounces off away from Jack. The reason for this has not been investigated, but is uncommon enough that it shouldn't have a big influence on the success rate in this room.
  
 
=Round 11=
 
=Round 11=
Palace room 11 https://vimeo.com/568130950
+
Palace room 11 https://vimeo.com/1027036414<br />
 +
It's in theory very slightly faster to collect the bombs in order '1', '24', '23', '12', '11' and '13' instead of as shown here (reference made to numbering of bombs [[Mighty_Bomb_Jack_(NES)/Palace_room_bomb_sequences#Palace_room_11|here]]). It does however require slightly better execution. There is also a cap on how fast you can clear the room. If you're too fast, the last mummy (in the upper right) will start walking right, blocking the access to the three bombs on the top right platform.
  
 
=Round 12=
 
=Round 12=
12-1 (1st visit) https://vimeo.com/568106770 - The locked chests have an extremely weird, small hit box. It's way harder to jump off them than it should be (see the video of the 2nd visit). As a consequence, it's possible to run through them by approaching from a corner (shown here). Whether it's easier to jump off the chest or run through it is a matter of taste. Both are precise tricks. However, it's important to clear this room as quickly as possible. The spawning of mummies above the sphinx seem to run on a global room timer. If you take slightly longer time, there will not be enough time to pick up the sphinx without getting hit by a mummy.<br />
+
12-1 (1st visit) https://vimeo.com/1027036024<br />
Labyrinth 12 https://vimeo.com/568106616 - Most of these rooms are uneventful, so the whole labyrinth has been put into one video. The first event happens in 12-4. The enemy that is spawned will determine the actions all the way until the crystal room. Depending on the enemy type in 12-4 (bat in this video), a compensation of A-presses are done in for example the sphinx room.<br />
+
Once blue Jack has been activated, it's important to not use more A-presses than what's shown here or the upgrade will wear out before you upgrade to orange Jack<br /><br />
* Lobster - 0
+
* Bat - 1
+
* Bird - 2
+
* Fireball - 3
+
* Skull - 4
+
* Jellyfish - 5<br />
+
In the crystal room, all the other enemy spawns are either risky or not feasible without either wasting lots of time or wasting mighty coins to go into green Jack. A final comment is about the death. If jumping into an enemy from below, Jack is thrown up into the air. This additional animation can cost up to a second.<br />
+
12-1 (2nd visit) https://vimeo.com/568106951 - A short stop is done at the end to determine the value of the enemy counter. Depending on where in the enemy cycle it is, some extra A-presses in palace room 12 are needed (compared to the video shown for the normal ending). This will then ensure that palace room 13 is started with the right enemy value.<br />
+
Palace room 12. Same as the normal ending. However, the enemy counter needs to be adjusted before palace room 13. Based on the enemy spawn at the end of 12-1, the number of extra A-presses are:<br />
+
* Fireball - -2 (done by going from bomb #11 to bomb #10 without any A-presses)
+
* Skull - -1 (done by going from bomb #11 to bomb #10 with only one A-press)
+
* Jellyfish - 0
+
* Lobster - 1
+
* Bat - 2
+
* Bird - 3<br />
+
  
=Round 13-14=
+
Labyrinth 12 https://vimeo.com/1027237958<br />
These are identical to the normal ending run (use of warps).
+
Most of these rooms are uneventful, so the whole labyrinth has been put into one video, but there is still quite a lot going on.
 +
* Take careful note of every A-press throughout the whole labyrinth to avoid Jack's upgrades to expire too quickly and not to desync the enemy manipulation
 +
* There appears to be two enemy setups in 12-4. Either two enemies will spawn and transform on the floor in the middle of the room or an enemy will spawn and transform in the ceiling near the end of the room. It hasn't been investigated what determines setup. In this video, the former occurred. It's recommended to jump in roughly the same locations (so two big jumps) regardless of the enemies. This prevents issues with other enemies that can spawn along the floor and also makes it easier to keep track of the A-presses.
 +
* The first event happens in 12-4. The transformed enemy(ies) provides information that can be used to manipulate the enemies in the crystal room. With reference to either the transformed enemy in the ceiling or the second enemy on the floor (lobster in this video), a compensation of A-presses can be done in for example 12-29. The number of compensated A-presses depends on how fast the blocks are broken in the crystal room, so each player should adjust to their expected execution in that room. Here is an example of "moderate" execution in the crystal room:
 +
** Bat - 2
 +
** Lobster - 1
 +
** Jellyfish - 0
 +
** Skull - 5
 +
** Fireball - 4
 +
** Bird - 3
 +
* If no enemy transformed in 12-4 (or unintentional A-presses), you can also get information about the enemy cycle in for example 12-20 (the sphinx room, first enemy) and 12-23 (the enemy doesn't always transform before Jack has reached the exit though). There are more chances of transformed enemies along the way to the crystal room, but the advantage with these particular two is that they are on the same cycle as in the previous point, so the number of "compensation A-presses" is the same.
 +
* Optional bombs were collected in 12-15 and 12-28 (other options exist) to set up a favorable P-ball spawn in palace room 12
 +
* Just like in 12-4, there are different enemy configurations possible in 12-23. By holding down and left from the start of the room until reaching the floor, the enemy configuration as shown in the video seems to be consistent. Not having any enemies on the floor matters if you e.g. are on the enemy cycle that doesn't need any compensation A-presses.
 +
* A final check to make sure the enemy cycle is correct before the crystal room is the enemy spawning in the ceiling near the exit of 12-23. It should be a skull (unless the execution in the crystal room is considerably faster/slower than what's shown in the video).
 +
* The death animation in the crystal room impacts the time it takes for screen to transition. The best case is running into an enemy. The worst is jumping into an enemy, which usually results in Jack being hurled up in the air and costing time (about a second). The way the birds move makes them suitable to die against and is (part of) the reason for the enemy manipulation set up earlier on.
 +
 
 +
12-1 (2nd visit) https://vimeo.com/1027036051<br />
 +
This room can be done consistently with always the same number of A-presses. Since the enemy cycle is known from the labyrinth, this is used to set up an enemy manipulation in palace room 13.
 +
 
 +
Palace room 12 https://vimeo.com/1027036436<br />
 +
Just like the previous room, the number of A-presses to clear this room can easily be routed.
 +
 
 +
=Round 13=
 +
https://vimeo.com/1027036457<br />
 +
The lower right corner is random with knowledge at the time of writing, depending on the bats' movements. Some additional dodging might therefore be necessary. There is no advantage to keep track of the enemy cycle in the coming rooms, so any additional A-presses after the enemies in this room have transformed don't matter.
 +
 
 +
=Room 14=
 +
https://vimeo.com/1027036478
  
 
=Round 15=
 
=Round 15=
Palace room 15 https://vimeo.com/568129223 - The warp is not used and the room can therefore be cleared faster than in the normal ending run.
+
https://vimeo.com/1027036495<br />
 +
The palace room warp is not used and the room can therefore be cleared faster than in the normal ending run.
  
 
=Round 16=
 
=Round 16=
16-1 https://vimeo.com/568106824 - The death is taken on the flames to the left as opposed to jumping straight up. While this is slightly more out of the way, the death animation is faster that way.<br />
+
16-1 https://vimeo.com/1027036072<br />
16-2 https://vimeo.com/568106879<br />
+
* The death is taken on the flames to the left as opposed to jumping straight up. While this is slightly more out of the way, the death animation is faster that way.
Alt 16-1 and 16-2 https://vimeo.com/568106859 - This alternative solution takes advantage of Jack's orange form to open the three mighty coin chests of 16-2 without any extra jumps. It saves roughly half a second, but is riskier than above.<br />
+
* The jump to the exit needs to be a neutral jump (not holding up or down) or else it's not possible to reach the exit with just one mid-air A-press.
Palace room 16 https://vimeo.com/568106908 - Similar to the normal ending run, but coming from 16-2 makes Jack appear from the bottom left instead of the top left.
+
 
 +
16-2 https://vimeo.com/1027036094<br />
 +
* It's possible to reach the third mighty coin with one less hover, but requires slightly tighter execution
 +
* The bombs collected half-way through the room are optional. They will make the P-ball spawn a bit earlier in palace room 16, which doesn't make a huge difference, but is certainly no disadvantage either.
 +
* An enemy (skull) barely managed to transform near the end before it scrolled off screen. Knowing the enemy cycle is important for manipulating the enemies in round 17. Note that clearing the room too quickly will change the spawns (or timings thereof).
 +
 
 +
Palace room 16 https://vimeo.com/1027036521<br />
 +
* There are several alternative room solutions by starting to clear the center section first. Some solutions are very close in time to the one shown, but generally puts Jack closer to enemies and therefore could be considered less consistent.
 +
* Dropping down to the floor at the start is slightly unoptimal, but moving to the right too quickly will trigger the first mummy to walk right instead of left, making the jump to the top tricky to pull off.
 +
* Depending on the enemy type that spawned in 16-2, compensate with the following number of A-presses at the start of the room:
 +
** Bat - 4
 +
** Lobster - 3
 +
** Jellyfish - 2
 +
** Skull - 1
 +
** Fireball - 0
 +
** Bird - 5
  
 
=Round 17=
 
=Round 17=
17-1 (1st visit) https://vimeo.com/568106647 - Picking up the S-coin by breaking it from the side as shown here is slightly faster than in the sda-run.<br />
+
17-1 (1st visit) https://vimeo.com/1027036125<br />
17-2 and 17-1 (2nd visit) are identical to the normal ending run.<br />
+
* With the A-manipulation from palace room 16, the first enemy spawning in 17-1 will be a skull. Manipulating the enemy type in this room isn't strictly necessary, but a skull will always bounce away from Jack, giving room to dig down to the sphinx.
 +
* Landing on the platform before the exit and jumping to the exit is part of a manipulation that sets up the King's room with the correct enemy types.
 +
 
 +
17-2 https://vimeo.com/1027036171<br /><br />
 +
 
 +
17-1 (2nd visit) https://vimeo.com/1027036150<br /><br />
 +
 
 
King's room https://vimeo.com/568132534<br />
 
King's room https://vimeo.com/568132534<br />
Queen's room https://vimeo.com/568132570<br />
+
* Depending on how fast you break the raven block, the first enemy will transform into a lobster or jellyfish (or skull if even faster). Regardless, the jump to the exit should be safe. Some of the other enemy types can pose problems so it's important that the enemy manipulation from palace room 16 carries on all the way to this room.
Princess' room https://vimeo.com/568106927<br />
+
* While this is the last enemy manipulation in the run, the upgrade management for the upcoming rooms is tight and puts a strict limit on the A-presses.
Belzebut's room https://vimeo.com/568132511<br />
+
 
It's possible to make these rooms faster with less uses of green Jack, but it also makes them significantly harder. No consistent way of getting through them that way is known when writing this. One can also save time by standing on the edge of the chests/blocks and jump into the ceiling for quickly breaking chests/blocks. It does however require quite good positioning and introduces risk.
+
Queen's room https://vimeo.com/1027036538<br />
 +
Breaking the first block by bumping head in the ceiling three times to abort the jumps was done to conserve A-presses and extend the number of jumps as orange Jack.<br /><br />
 +
 
 +
Princess' room https://vimeo.com/1027036264<br />
 +
 
 +
Belzebut's room https://vimeo.com/1027036201<br />
 +
* The hitbox of the mighty coin can be a bit unintuitive and Jack can overlap it quite a bit without collecting it. Having two jumps as orange Jack should mitigate this risk.
 +
* Activating green Jack after the second jump gives plenty of time to reach the exit before the coins revert to enemies. Activating green Jack after only one jump could be slightly tighter if there is an enemy blocking the exit and the execution isn't fast enough. However, doing so would liberate two A-presses that could be used in the queen's room (instead of bumping into the ceiling when breaking the first raven block in that room).

Revision as of 09:27, 7 November 2024

Mighty_bomb_jack_(nes)

READ THIS FIRST

  • For a general description on how to get the best ending in this game, see here.
  • Many of the suggested enemy manipulations on this page depend on how fast the player can execute breaking blocks. What's shown here is average speed. If you follow this guide, but don't get the desired enemy types to spawn, try to adjust the enemy manipulations by shifting the number of A-presses.
  • The room solutions demonstrated on this page are sometimes a compromise between risk and reward. At the time of writing, there is generally no TAS solution that can't be replicated with enough practice and/or finger speed, so it's also recommended to check out the latest TASes (linked in additional resources).


Might coin route discussion

Room Delta Total Comments
1-1 +5 5 Two more are possible. The first (hidden) sits awkwardly with an enemy spawn point above and will likely cost ~1.7s. The second is closer to the end and also costs ~1.7s, but without any risk involved. It's also possible to use the two first migthy coins and then collect 4 coins. It should save ~0.7s.
7-1 5 It's possible to collect the mighty coins in the enclosure near the start. Without going into detail, the end result would be three additional mighty coins at the cost of ~4s.
7-2 +1 6 ~0.5s
7-4 +1 -3 -1 +1 4 Both coins collected are along the way and as orange Jack, so no time loss
7-5 +1 5 Almost along the way and only a small time loss to collect
7-8 -1 +1 5 Along the way and as orange Jack, so no time loss
7-9-1 -1 4
7-10 +1 5 (Almost) Along the way, so (essentially) no time loss. There is hidden mighty coin near the end. It's slightly awkward to collect, but should cost just under a second. It's very execution-dependent though.
10-1 +2 7 Both coins cost ~1s. If the first one is collected as blue Jack, the cost is more ~1.8s.
12-1 (1st visit) -1 +2 8 Around 2s in total for these two coins
12-15 -1 7
12-31 -1 +1 7 Along the way, so no time loss
16-1 -3 -3 1
16-2 +3 4 The first and third are free. The second one (hidden) costs ~1s. A 4th (hidden in a totem) is possible, but costs ~2.5s.
17-2 -2 +1 3 Very small time loss to collect the coin in this room
17-1 -1 2
Queen -1 1
Princess -1 0
Belzebut +1 -1 0

As can be seen above, the most "expensive" mighty coins along the route cost ~1s.

Clearing the royal rooms without using any mighty coins

This section will discuss the possibility to get through the royal rooms without turning into green Jack. The route described on this page enters the king's room with two mighty coins. Skipping two coins along the route would save ~2s. The discussion will be based on tables for the different rooms, where the number '1' column represents enemy type spawning as the first enemy. And correspondingly for the other number columns. The assessment for the different scenarios will sometimes be subjective, so anyone interested in the possible time save should also try out the different possibilities for themselves to confirm how doable they are.

The king's room is cleared quickly enough that only the first two enemies matter.

King's room 1 2 3 4
Bat maybe maybe n/a n/a
Lobster ok ok n/a n/a
Jellyfish maybe ok n/a n/a
Skull ok not ok n/a n/a
Fireball not ok ok n/a n/a
Bird not ok ok n/a n/a

The second enemy is typically four positions behind the first one in the enemy cycle (but could be three, depending on the execution). Based on the table content, the suggested manipulation in this room is therefore lobster/jellyfish as the first enemy and then a bird.

The queen's room is also short enough that we only need to consider the first two enemies.

Queen's room 1 2 3 4
Bat ok ok n/a n/a
Lobster maybe okish n/a n/a
Jellyfish okish ok n/a n/a
Skull maybe okish n/a n/a
Fireball ok ok n/a n/a
Bird ok ok n/a n/a

The second enemy should transform three or four positions later in the enemy cycle than the first one. Other than mashing speed, this can also be impacted by aborting jumps by bumping into the ceiling. There is also quite a bit of liberty from the start of room until the first jump. This can be used to adjust the type of the first enemy. Looking in the table, it's mainly the first enemy that needs to be considered. Fireball, bird and bat all seem roughly equivalent.

The princess' room is likely going to be the most problematic of the royal rooms to get through without transforming to green Jack. Unless the room is cleared very quickly, all four enemies need to be considered.

Princess' room 1 2 3 4
Bat ok ok ok ok
Lobster not ok not ok maybe maybe
Jellyfish not ok not ok not ok ok
Skull not ok maybe maybe maybe
Fireball okish okish okish okish
Bird not ok okish okish okish

While the enemies spawning come down to individual execution, one can expect typically four positions in the enemy cycle between each enemies, with three and five (?) also possible. Based on the assessment made, no combination looks great. By introducing various dodging or pauses, more possibilities open up. However, with "only" around 2s of potential time, the room to maneuver is limited.

Belzebut's is another problematic room without transforming to green Jack. All four enemies need to again be considered.

Belzebut's room 1 2 3 4
Bat ok ok ok ok
Lobster not ok not ok not ok not ok
Jellyfish okish maybe not ok maybe
Skull not ok ok ok ok
Fireball okish maybe ok ok
Bird ok ok not ok ok

The second enemy is typically two positions down in the enemy cycle, while enemy three is typically four positions later and enemy four again four positions down. Bumping into the ceiling when breaking the first raven block can change this to some extent, but it's still difficult to find a solid configuration of enemy spawns for this room.

The discussion above is not conclusive. While it's possible to (relatively) consistently get through the king's and queen's rooms without turning into green Jack, the analysis has not come up with good enemy configurations to explore for the princess' and Belzebut's rooms.

Level-by-level description (with deaths and with palace room warps)

Room numbers refer to the pyramid map linked in additional resources.

Round 1

1-1 https://vimeo.com/1027035781
Palace room 1 https://vimeo.com/1027036282

Round 2

https://vimeo.com/1027036301

Round 3

https://vimeo.com/1027036313

Round 4

https://vimeo.com/1027036331
With a bit of practice, it should be possible to complete up to this round with the same number of A-presses every time. This can be used to determine the first enemy that will spawn in palace room 5 (you want to avoid a bat or fireball). An additional A-press before exiting PR4 is an easy way to mitigate if you think an unwanted enemy type will spawn in PR5.

Round 5

https://vimeo.com/1027036348
After collecting the last bomb, simply hold down-left to reach the exit. This does usually not work if it's a bat or fireball that started to the left. In that case, you can start by straight left for about blocks, press A and hold down-left. These movements can be done with all enemy types, but with the risk of hitting wall before the exit if the timing is a bit off.

Round 6

https://vimeo.com/1027036366
The palace room warping is intentionally broken here to enter the corridor system of round 7, where the 1st crystal is found.

Round 7

7-1 https://vimeo.com/1027035811
See the mighty coin section for a possibility to collect several additional coins in this room. With the route being used, they're however too costly to collect.

7-2 https://vimeo.com/1027035824
For minor optimizations, it's worth noting that Jack can stand partly inside the flames when braking the blocks down to the sphinx.

7-4 https://vimeo.com/1027035846

  • The jumps around the S-coin are optimized as to both dispatch of the enemies as well as not to use more mighty coins than necessary
  • Half-way through the room, the bomb counter will always reset (see under P-ball in Game Mechanics). The bomb counter will be important in palace room 10, so the number of bomb points need to be counted from the reset point. For this purpose, it's best to avoid the second bomb after the long hover as it can be difficult to know if it was collected before or after the bomb counter reset.
  • The enemy spawning near the end seems to be subject to a fairly strict time window. If you're too fast or too slow, it won't appear. There is also the possibility for another enemy spawning right before the exit, which is going to be undodgeable (unless using more A-presses, but that will cost time in 7-5). The advantage of getting an enemy to spawn as shown in the video is that it can be used to predict the enemy type in 7-7 (and manipulate if necessary).

7-5 https://vimeo.com/1027035869
The route shown here is designed to fully utilize Orange Jack's ability to break blocks without jumping on them. Some of the jumps are therefore unoptimal, but are overall necessary to optimize the room.

7-7 https://vimeo.com/1027035888

  • If an enemy spawned at the end of 7-4 and the route shown on this page was used, the first enemy in 7-7 is four types later in the enemy cycle. For example, in the videos shown on this page, a lobster spawned at the end of 7-4. The bird is then four positions later in the cycle. An optional A-press at the start of 7-7 resulted in a bat spawning.
  • You can compensate by up to 2 A-presses at the start of 7-7 without losing time
  • Unless the blocks are broken very quickly, it's recommended to avoid lobster, fireball and bird (as the first enemy)
  • How to deal with the different enemy types:
    • Bat - can be ignored, this is the best case
    • Lobster - take a detour over the top platform
    • Jellyfish - Either wait briefly after collecting the crystal to get the jellyfish out of the way or land on the chests and then make another jump
    • Skull - same as jellyfish
    • Fireball - big jump all the way to the right wall before descending to the exit
    • Bird - can be easy or block the path to the exit, depending on how fast you break the blocks. The birds can therefore be unpredictable.

7-8 https://vimeo.com/1027035906

7-9 (1st visit) https://vimeo.com/1027035928
Transforming into green form too early adds a short animation that costs time when entering the door to 7-10.

7-10 https://vimeo.com/1027035970

  • There is a hidden mighty coin on the right side that can be collected instead of the one in 10-1. This is in theory be slightly faster, but relies more on execution. You need to time landing on a hidden block, then break it quickly and finally efficiently collect it mid-air on the way down to the exit.
  • With the route shown here, fireballs can be in the way when jumping to the exit. Provided all A-presses are as demonstrated here, the enemy type in 7-10 is one position later in cycle than the one in 7-7 (the crystal room). This means a skull spawn in 7-7 will result in fireballs in 7-10.

7-9 (2nd visit) https://vimeo.com/1027035948

Round 10

10-1 https://vimeo.com/1027035994
The important thing to remember in this room is to make sure the bomb counter is 8 when entering the palace room. The bombs collected in the previous rooms should be pretty consistent, so the ones collected in 10-1 should also be the same. But if a bomb was missed or an additional was collected in the previous rooms, it's possible to compensate in 10-1. Just keep in mind the bomb order as some bomb(s) collected in 10-1 will be worth 2 bomb points.

Palace room 10 https://vimeo.com/1027036389
Getting the P-ball along the way is nice as it avoids some close enemy encounters (and a bit of dodging will likely be required), but it's not strictly necessary. Occasionally, it has been observed that the P-ball collides with one of the lower platforms and bounces off away from Jack. The reason for this has not been investigated, but is uncommon enough that it shouldn't have a big influence on the success rate in this room.

Round 11

Palace room 11 https://vimeo.com/1027036414
It's in theory very slightly faster to collect the bombs in order '1', '24', '23', '12', '11' and '13' instead of as shown here (reference made to numbering of bombs here). It does however require slightly better execution. There is also a cap on how fast you can clear the room. If you're too fast, the last mummy (in the upper right) will start walking right, blocking the access to the three bombs on the top right platform.

Round 12

12-1 (1st visit) https://vimeo.com/1027036024
Once blue Jack has been activated, it's important to not use more A-presses than what's shown here or the upgrade will wear out before you upgrade to orange Jack

Labyrinth 12 https://vimeo.com/1027237958
Most of these rooms are uneventful, so the whole labyrinth has been put into one video, but there is still quite a lot going on.

  • Take careful note of every A-press throughout the whole labyrinth to avoid Jack's upgrades to expire too quickly and not to desync the enemy manipulation
  • There appears to be two enemy setups in 12-4. Either two enemies will spawn and transform on the floor in the middle of the room or an enemy will spawn and transform in the ceiling near the end of the room. It hasn't been investigated what determines setup. In this video, the former occurred. It's recommended to jump in roughly the same locations (so two big jumps) regardless of the enemies. This prevents issues with other enemies that can spawn along the floor and also makes it easier to keep track of the A-presses.
  • The first event happens in 12-4. The transformed enemy(ies) provides information that can be used to manipulate the enemies in the crystal room. With reference to either the transformed enemy in the ceiling or the second enemy on the floor (lobster in this video), a compensation of A-presses can be done in for example 12-29. The number of compensated A-presses depends on how fast the blocks are broken in the crystal room, so each player should adjust to their expected execution in that room. Here is an example of "moderate" execution in the crystal room:
    • Bat - 2
    • Lobster - 1
    • Jellyfish - 0
    • Skull - 5
    • Fireball - 4
    • Bird - 3
  • If no enemy transformed in 12-4 (or unintentional A-presses), you can also get information about the enemy cycle in for example 12-20 (the sphinx room, first enemy) and 12-23 (the enemy doesn't always transform before Jack has reached the exit though). There are more chances of transformed enemies along the way to the crystal room, but the advantage with these particular two is that they are on the same cycle as in the previous point, so the number of "compensation A-presses" is the same.
  • Optional bombs were collected in 12-15 and 12-28 (other options exist) to set up a favorable P-ball spawn in palace room 12
  • Just like in 12-4, there are different enemy configurations possible in 12-23. By holding down and left from the start of the room until reaching the floor, the enemy configuration as shown in the video seems to be consistent. Not having any enemies on the floor matters if you e.g. are on the enemy cycle that doesn't need any compensation A-presses.
  • A final check to make sure the enemy cycle is correct before the crystal room is the enemy spawning in the ceiling near the exit of 12-23. It should be a skull (unless the execution in the crystal room is considerably faster/slower than what's shown in the video).
  • The death animation in the crystal room impacts the time it takes for screen to transition. The best case is running into an enemy. The worst is jumping into an enemy, which usually results in Jack being hurled up in the air and costing time (about a second). The way the birds move makes them suitable to die against and is (part of) the reason for the enemy manipulation set up earlier on.

12-1 (2nd visit) https://vimeo.com/1027036051
This room can be done consistently with always the same number of A-presses. Since the enemy cycle is known from the labyrinth, this is used to set up an enemy manipulation in palace room 13.

Palace room 12 https://vimeo.com/1027036436
Just like the previous room, the number of A-presses to clear this room can easily be routed.

Round 13

https://vimeo.com/1027036457
The lower right corner is random with knowledge at the time of writing, depending on the bats' movements. Some additional dodging might therefore be necessary. There is no advantage to keep track of the enemy cycle in the coming rooms, so any additional A-presses after the enemies in this room have transformed don't matter.

Room 14

https://vimeo.com/1027036478

Round 15

https://vimeo.com/1027036495
The palace room warp is not used and the room can therefore be cleared faster than in the normal ending run.

Round 16

16-1 https://vimeo.com/1027036072

  • The death is taken on the flames to the left as opposed to jumping straight up. While this is slightly more out of the way, the death animation is faster that way.
  • The jump to the exit needs to be a neutral jump (not holding up or down) or else it's not possible to reach the exit with just one mid-air A-press.

16-2 https://vimeo.com/1027036094

  • It's possible to reach the third mighty coin with one less hover, but requires slightly tighter execution
  • The bombs collected half-way through the room are optional. They will make the P-ball spawn a bit earlier in palace room 16, which doesn't make a huge difference, but is certainly no disadvantage either.
  • An enemy (skull) barely managed to transform near the end before it scrolled off screen. Knowing the enemy cycle is important for manipulating the enemies in round 17. Note that clearing the room too quickly will change the spawns (or timings thereof).

Palace room 16 https://vimeo.com/1027036521

  • There are several alternative room solutions by starting to clear the center section first. Some solutions are very close in time to the one shown, but generally puts Jack closer to enemies and therefore could be considered less consistent.
  • Dropping down to the floor at the start is slightly unoptimal, but moving to the right too quickly will trigger the first mummy to walk right instead of left, making the jump to the top tricky to pull off.
  • Depending on the enemy type that spawned in 16-2, compensate with the following number of A-presses at the start of the room:
    • Bat - 4
    • Lobster - 3
    • Jellyfish - 2
    • Skull - 1
    • Fireball - 0
    • Bird - 5

Round 17

17-1 (1st visit) https://vimeo.com/1027036125

  • With the A-manipulation from palace room 16, the first enemy spawning in 17-1 will be a skull. Manipulating the enemy type in this room isn't strictly necessary, but a skull will always bounce away from Jack, giving room to dig down to the sphinx.
  • Landing on the platform before the exit and jumping to the exit is part of a manipulation that sets up the King's room with the correct enemy types.

17-2 https://vimeo.com/1027036171

17-1 (2nd visit) https://vimeo.com/1027036150

King's room https://vimeo.com/568132534

  • Depending on how fast you break the raven block, the first enemy will transform into a lobster or jellyfish (or skull if even faster). Regardless, the jump to the exit should be safe. Some of the other enemy types can pose problems so it's important that the enemy manipulation from palace room 16 carries on all the way to this room.
  • While this is the last enemy manipulation in the run, the upgrade management for the upcoming rooms is tight and puts a strict limit on the A-presses.

Queen's room https://vimeo.com/1027036538
Breaking the first block by bumping head in the ceiling three times to abort the jumps was done to conserve A-presses and extend the number of jumps as orange Jack.

Princess' room https://vimeo.com/1027036264

Belzebut's room https://vimeo.com/1027036201

  • The hitbox of the mighty coin can be a bit unintuitive and Jack can overlap it quite a bit without collecting it. Having two jumps as orange Jack should mitigate this risk.
  • Activating green Jack after the second jump gives plenty of time to reach the exit before the coins revert to enemies. Activating green Jack after only one jump could be slightly tighter if there is an enemy blocking the exit and the execution isn't fast enough. However, doing so would liberate two A-presses that could be used in the queen's room (instead of bumping into the ceiling when breaking the first raven block in that room).
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