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(I'm not going to provide a temp encode, but this submission looks visually very similar to the current publication)

Game objectives

  • Emulator used: Bizhawk 2.9.1
  • Primary objective: speed
  • Uses deaths and warps to save time
  • Gets the best ending
  • Uses the U-version

Game mechanics and resources

https://kb.speeddemosarchive.com/Mighty_bomb_jack_(nes) (game mechanics, item descriptions, endings, version differences and routing)

Comments

There is no major route change since the previous TAS, such as which rooms to visit or which items to collect. This 33f improvement over [6300] NES Mighty Bomb Jack (USA) "best ending" by ktwo & SpaceColonizer in 10:34.16 instead consists of many tiny time saves (room numbers refer to the ones used in the pyramid map link above):
  • 20f from better negotiating platforms during vertical climbs (7-1 (2), 7-5 (3), 7-9 (2nd visit, 2), 15-E, 16-1 (1+1+4), 17-1 (2nd visit, 1+4) and Belzebut's room). The hitboxes are a bit unintuitive in this game and haven't been analyzed in detail.
  • 9f from optimizing fall speed to reach a floor or platform faster or collecting an item earlier (1-1, 6-E, 10-1, 11-E, 14-E (2), King's room (2) and Princess' room)
  • 2f from minor trajectory changes to increase fall speed, resulting in reaching the exit faster (7-7 and 7-8)
  • 1f from "obvious" input mistake (moving further horizontally than needed to collect a bomb, 13-E)
  • 1f from eliminating random lag (15-E)
(* I used this review to also polish some of the inputs to make some sections look slightly more interesting, at least in my eyes.)

Credits

I have worked alone on this improvement, but most of the inputs remain unchanged from the previous submission. Hence the co-authorship.


TASVideoAgent
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