It's not important for clearing the room, but it's an absolute requirement for the room 13 solution to work. While it's faster, it's doubtful whether it can be used in real time. If it's a fireball (like shown here), its movements are more unpredictable. 7-8 http://www.youtube.com/watch?v=YWAv8QkIt4g If Jack is blue he can open the locked orangish chests that scatter the stages. Also no death abuse after collecting the second crystal. There are some differences in JPN and USA. Also be aware that 00FA will likely loop around here. It seems like the enemy spawns depend on if it's the normal ending or the best ending route. It saves roughly half a second, but is riskier than above. My aim in this movie are fastest time and best ending. .START Burrou HOW TO OPERATE JACK Jack … From SDA Knowledge Base. The tases for the best ending and the normal ending, are referred to as tasbe and tasne, respectively. With deaths and with palace room warps - will be explained in some detail below. There are 7 mighty coins available, of which 4 are equally fast and considerably faster than the other three. No consistent way of getting through them that way is known when writing this. 7-10 http://www.youtube.com/watch?v=kfVlmRY8ImU - Note that all A-presses since the end of 7-4 have been controlled as to set up the enemy spawns in this room. So unless all rooms are done without power ups, the time gain is small (less than a sec). Bomb Jack is a single screen Platform Game by Tecmo starring a caped superhero who travels around the world collecting bombs. The other enemy types are fine. The second manipulation is to move in such a way that you get two of one enemy type (fireballs) and two of another (bats). However, since this is so uncommon, I won't list the different ways to deal with them. It's quite uncommon for that mummy to drop all the way to the bottom. 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. Released in 1986, Mighty Bomb Jack is the sequel to the less sturdy Bomb Jack and was ported to various consoles including recent Virtual Console releases and features a Villain named Belzebut, because the royalties for the real deal apparently were too high. : Bomb Jack 4: Another BombJack like game. 7-9 (1st visit) http://www.youtube.com/watch?v=Aahbu2cGHwM - Transforming into green form too early adds a short animation that costs time when entering the door to 7-10. Palace room 11 http://www.youtube.com/watch?v=ifmxfbchWDE. http://www.youtube.com/watch?v=q7qpU44kYEU - It's possible to get through the whole level without using mighty coins. This needs to be taken into account when trying to avoid a skull spawn in palace room 4. 10-1 http://www.youtube.com/watch?v=HrBnbbSr3IA - 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. http://www.youtube.com/watch?v=PvQMNU9sTS0 - Running between two platforms is actually one frame slower than jumping between them. 7-9 (2nd visit) http://www.youtube.com/watch?v=FCHrNGQaxcE. Palace room 10 http://www.youtube.com/watch?v=GMcmgwB7RMc - Interestingly enough, the room solution from the normal ending doesn't work here. Mighty_bomb_jack_(nes) Contents. With deaths and no palace room warps - this category has been shown some interest by Japanese players. Bomb Jack (set 2): The second arcade version. Discuss this submission (also rating / voting), List pages on this site that refer to this submission, #931: scubed's NES Mighty Bomb Jack in 14:45.73, #904: Brushy's NES Mighty Bomb Jack in 07:09.42, #906: Brushy's NES Mighty Bomb Jack in 06:44.05, #1118: hisatoki's NES Spelunker in 05:03.1, #1364: hisatoki's NES Fantasy Zone in 04:07.07, #3452: Jack Lv's NES Rockman EXILE in 27:21.71, #1103: hisatoki's NES Meikyuu Kumikyoku in 05:28.43, #5879: MUGG's DOS Boston Bomb Club in 08:28.35, #1676: xipo's NES Mighty Final Fight in 10:24.47, #1841: xipo's NES Mighty Final Fight in 09:06.62, #5670: xipo's NES Mighty Final Fight in 08:06.15. http://www.youtube.com/watch?v=a8RAjScIxO4 - This is a very tricky route based on the tasbe solution. http://www.youtube.com/watch?v=pIfwVaJptIU - This is an extremely cruel room when playing normally. If the first enemy spawn is a skull, it's almost impossible to not lose time and must be avoided. 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. 7 - skull It might be hard to press A 8 times until the exit. http://www.youtube.com/watch?v=icjnitTPRkE - This method is fairly safe and relatively fast. Turning around too quickly after picking up the first bomb will result in a mummy spawning on the right side, which will end up wasting time to deal with. 6 - fireball To shorten down the text I will use some references below. This is a fairly safe method. Too early and the mummy will not drop and too late means there is not enough time to collect the last bombs at the bottom before the enemy hitbox becomes active. The best is to keep track during attempts of which enemy spawns you get in this room. Mighty Bomb Jack (Europe): Play this popular game in the NES … Some of the other enemy types can not be bypassed by simply running straight to the right. However, two A-presses can be done in room 9 instead (described there). The idea here is therefore warping from palace room to palace room until level 17 is reached and then rescue the king. It's considerably more difficult though, so it boils down to a risk-reward decision. 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). 16-1 http://www.youtube.com/watch?v=3wQymjXTFL0 - The death is taken on the flames to the left as opposed to jumping straight up. Note: There are four different endings in the game (one for saving the king, one for saving the queen, one for saving the princess and one for getting Belzebut). After the king's room, Jack is sent to the queen's room (at least one crystal required) and the princess' room (both crystals required). http://www.youtube.com/watch?v=HJeb0dF646c - Slightly faster than the tasne. Alt 16-1 and 16-2 http://www.youtube.com/watch?v=Jw68_QAOwzc - 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 does however require quite good positioning and introduces risk. This creates a risk for the discontinuity around 0 that is mentioned in Game Mechanics. an o to Jack . Similar submissions (by title and categories where applicable): Default - he can open the red treasure box, not open orange-colord, 1 Mighty coin - he can open all treasure box, 2 Mighty coins - he can open all treasure box only by touching from side, 3 Mighty coins - he can take a Secret coin / the enemies change into the coins. However, the enemy counter needs to be adjusted before palace room 13. If you take slightly longer time, there will not be enough time to pick up the sphinx without getting hit by a mummy. This will then ensure that palace room 13 is started with the right enemy value. 1-1 http://www.youtube.com/watch?v=dPn_78EO6M0 - Similar to the normal ending route, but one more mighty coin is collected. http://www.youtube.com/watch?v=cuYFtF5SXWk - The movements on the left side look a bit unoptimized, but it's to avoid a mummy spawning on the left side. In the first room, there is only one enemy setup that is workable and it's still extremely difficult. This means no hidden items are collected and will therefore give the normal ending when Jack leaves the pyramid. It's way harder to jump off them than it should be (see the video of the 2nd visit). 7-5 http://www.youtube.com/watch?v=wXpX20X_1C0 - 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. The tasbe starts out with bomb 24, but that route leads to some close enemy encounters. 12-1 (2nd visit) http://www.youtube.com/watch?v=zIcQft-sqdk - A short stop is done at the end to determine the value of the enemy counter. The hitbox on bomb 5 is very weird. Palace room 16 http://www.youtube.com/watch?v=lcYaVFcUtOw - Similar to the normal ending run, but coming from 16-2 makes Jack appear from the bottom left instead of the top left. : Bomb Jack (set 1): The original arcade version. Finishing the room containing Belzebut yields the best ending. Pressing the A-Button will make Mighty Bomb Jack jump, while hitting the B-Button will cause him to transform. http://www.youtube.com/watch?v=njgG6g5ytq0 No items are needed from these rounds, so the warp option in the palace rooms is used. This page was last modified on 1 February 2014, at 18:45. And one also has to keep in mind that it's possible to clear these three otherwise difficult rooms with 5 mighty coins. It can either by done during the jump to the room exit or directly in room 7-7. Palace room 12. The result is the same, so it's only personal preference that determines where one chooses to do the A-presses.

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