Mighty Bomb Jack (NES)/normal ending

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Mighty_bomb_jack_(nes)

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/iXHH3Bg6-d0 for the fastest reported run at the time of writing.


Category description

This category exploits the fact that the palace rooms are secretly connected (see the section about the game mechanics). The idea here is therefore warping from palace room to palace room until level 17 is reached and then rescue the king. This means no hidden items are collected and will therefore give the normal ending when Jack leaves the pyramid.


Level-by-level description

To shorten down the text I will use some references below. Numbers refer to the bomb numbers in the Palace room bomb sequences. The tases for the best ending and the normal ending are referred to as tasbe and tasne, respectively.

Corridor 1-1

https://vimeo.com/946751758
A straight-forward level. In theory, you don't need to collect any mighty coins (see the tasne), but it's difficult to save time in real-time and risky. The recommended route is instead spending time collecting two coins and then collect three more coins by upgrading to orange Jack. The coins will be used in level 5 and 17.

Palace room 1

https://vimeo.com/946751995

Palace room 2

https://vimeo.com/946752011

Palace room 3

https://vimeo.com/946752026

The following route is a few tenths faster, but considerably more difficult as it requires tight movement to be able to jump over the first mummy: https://youtu.be/PS-R9qCVly0?t=88

Palace room 4

The palace room warp is not used here, since there is a shortcut in corridor 5.
https://vimeo.com/946752056 - If you're not fast enough at the start, the first mummy will spawn on the right side. If that's the case, it will most likely be in the way when trying to collect the three last bombs.
https://vimeo.com/946752034 - Alternative method that is a few tenths slower, but avoids close enemy encounters since the P-ball is collected along the way.

Corridor 5-1

https://vimeo.com/946751774 - Upgrading to orange Jack and run through the last chest should save around half a second or so. There are alternative jump sequences near the end. One long jump is a fairly safe way, but a little time is lost near the end of the jump because of the low vertical speed. Jumping on more platforms can make this a little faster, but also risk losing time if the landings and following jumps are not well timed.

Corridor 5-2

The method for opening up the shortcut in 5-5 is obscure to say the least. You need to first find the hidden sphinx in 5-2 to open up the passage to 5-5. The passage to 5-X opens on the third visit to 5-5. https://tasvideos.org/Forum/Posts/524874 contains an explanation based on code analysis on how the shortcut works.
1st passage: https://vimeo.com/946751804 - It's recommended to pick up as many bombs as possible along the way to set up for a P-ball on the second passage. Also note the jump sequence after upgrading to orange Jack to make him last until the end of the room.
2nd passage: https://vimeo.com/946751829 - By collecting enough bombs (bomb value = 20), the sphinx chest will produce a P-ball, which can both be helpful by avoiding potential enemies. Since the bomb count is reset after the P-effect is over, it also makes it easier to manipulate the P-ball spawn in palace room 11.
3rd passage: https://vimeo.com/946751853 - It's important to use the same route so the same bombs are collected. Or else the P-ball spawn in palace room 11 will be impacted. There is some leeway on the bombs to collect, so it's worth remembering the most common scenarios and resulting actions.
Alt 5-2 end: https://vimeo.com/946751869 - Going the lower route at the end is a little over a tenth of a second faster, but also misses out on a mighty coin. Having 3 coins in corridor 17 is safer, but not necessary, so taking the lower route here is minor time save.

Corridor 5-5

https://vimeo.com/946751890 - The bombs collected are still part of the route to manipulate the P-ball in palace room 11.

Corridor 5-X (and 11-3)

https://vimeo.com/946751910 - Other jump sequences are possible and faster, depending on how tight the platforming can be executed. It's individual what will be fastest for each player.

Palace room 11

https://vimeo.com/568101913 - The movements on the left side look a bit unoptimized, but it's to avoid a mummy spawning on the left side. The tasne uses a slower solution. The first enemy spawn here should be a jellyfish.

Palace room 12

https://vimeo.com/568101935 - There is a risk of spawning one of the mummies on the left side, which is a disaster for a speedrun. That happens by making the turn after bomb 23 too tight. So a little bit of sloppiness near the start is necessary. The hitbox on bomb 5 is very weird. That's one of the reasons for not using the tas method (also because it will be a very close call with enemies falling down on the right side). The enemies spawning here should be jellyfishes. It's not important for clearing the room, but it's an absolute requirement for the room 13 solution to work.

Palace room 13

https://vimeo.com/568101949 - This is an extremely cruel room when playing normally. There are two superposed manipulations that allow for this set of enemies (two fireballs and two bats) to spawn. The first manipulation is to arrive to this room with the right value of the enemy counter(controlled since room 8 if the videos above have been followed). The second manipulation is to move in such a way that you get two of one enemy type (fireballs) and two of another (bats). Playing this normally will most likely yield four different enemy types and render a quick solution more or less impossible.

Palace room 14

https://vimeo.com/568102528 - Conservative approach.
https://vimeo.com/568102573 - Half a second faster. Bombs 8-13 could be collected in a similar way. However, that would trigger the top mummy to start walking to the right and block the passage for a short while (see the tasne). The tasbe has another (and faster) solution, but not practical.

Palace room 15

https://vimeo.com/568102619 - It's a real risk that the jump to the last three bombs will end on top of the mummy. This can be prevented by deliberately be a bit slow in the sections before.

Palace room 16

https://vimeo.com/568102667 - The stop below is to manipulate the right mummy to start walking to the left. This is a fairly safe method.
https://vimeo.com/568102721 - Time-wise similar to the solution above, but does not require a stop below and is therefore a few tenths of a second faster. It's at the same time riskier. Both because the mummies can sometimes transform into enemies faster than shown in this video and then block the exit of the interior and also because the last jump somehow seems to be quite tricky to perform on console (not enough height). Some enemies are more favorable than others, so this solution requires enemy manipulation based on the spawns in room 15, but will not be detailed here. Also be aware that 00FA will likely loop around here. This creates a risk for the discontinuity around 0 that is mentioned in Game Mechanics.

Round 17

https://vimeo.com/568102784 - It's possible to get through the whole level without using mighty coins. In the first room, there is only one enemy setup that is workable and it's still extremely difficult. The second room is also very impractical because very good mashing ability is needed and there is still a chance to trigger a mummy, which is inside one of the chests. The king's room is also possible to get through, but it depends on the enemy spawns. Overall, it introduces a ton of risk to cut out on using mighty coins in this level. And one also has to keep in mind that it's possible to clear these three otherwise difficult rooms with 5 mighty coins. Not powering up Jack to green in one (two) of the rooms would only save one (two) mighty coin(s). So unless all rooms are done without power ups, the time gain is small (less than a sec).

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