Mighty Bomb Jack (NES)/best ending
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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.
Level-by-level description (with deaths and with palace room warps)
Room numbers refer to the pyramide map linked in Additional Resources.
Round 1
1-1 https://vimeo.com/568106679 - Similar to the normal ending route, but one more mighty coin is collected.
Palace room 1 - See the description for the normal ending (Normal Ending).
Round 2 to 5
No items are needed from these rounds, so the warp option in the palace rooms is used. See the description for the normal ending (Normal Ending). The only thing to note is that there are more A-presses in 1-1 compared with the normal ending run (5 iso 4 mighty coins). This needs to be taken into account when trying to avoid a skull spawn in palace room 4.
Round 6
https://vimeo.com/568106700 - Very similar to the route in the normal ending run. Only the ending is slightly different.
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.
https://vimeo.com/568106744
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 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 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.
- Bat - 0
- Bird - 1
- Fireball - 2
- Skull - 3
- Jellyfish - 4
- Lobster - 5
In the video shown, a jellyfish spawned and four extra A-presses were done during the jump to the room exit.
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.
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.
7-8 https://vimeo.com/568130252
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.
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.
7-9 (2nd visit) https://vimeo.com/568106519
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).
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.
Round 11
Palace room 11 https://vimeo.com/568130950
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.
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.
- Lobster - 0
- Bat - 1
- Bird - 2
- Fireball - 3
- Skull - 4
- Jellyfish - 5
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.
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.
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:
- 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
Round 13-14
These are identical to the normal ending run (use of warps).
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.
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.
16-2 https://vimeo.com/568106879
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.
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.
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.
17-2 and 17-1 (2nd visit) are identical to the normal ending run.
King's room https://vimeo.com/568132534
Queen's room https://vimeo.com/568132570
Princess' room https://vimeo.com/568106927
Belzebut's room https://vimeo.com/568132511
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.