Mighty Bomb Jack (ntscus) (nes) [Any %] [Single Segment] [Deaths] [Best Ending] [0:11:29]
Run Information
Completion Date Nov. 5, 2024
State Published
Runner 'ktwo'
Tag Deaths
Tag Best Ending
Links
Verification Thread
Run Comments

Disclaimer
I did this run on a Powerpak. In case it matters for future reference, I used a ROM with checksum afa6d274a86d33cfb519515061704af3.

SDA history
13-Oct-2013 - 0:12:06 by ktwo (http://www.archive.org/download/2014-06-19-SDA_Speed_Runs/)

Speedrun information
For information about speedrunning Mighty Bomb Jack and to get a better understanding of what's going on in this run, go to the guide in the SDA knowledge base (referred to as sdakb in my comments below):
https://kb.speeddemosarchive.com/Mighty_bomb_jack_(nes)

Background
'msm_smtn' published a best ending speedrun in 2019, which demonstrated several improvements and optimizations (over my previous SDA-run from 2013). Ever since, I've had this run on my radar and was interested to try out the new strats for myself and also see if I could add a few of my own. Earlier this year, I made a speedrun for the any% category. This submission is a continuation of that run.

Run comments
On top of many improvements that were developed for the any% category and apply to the best ending, this submission also contains several improvements that are specific to the best ending category. While the general route is the same as in my previous SDA-run, it's still a major update with too many improvements to list.

There is a lot going on in this run that isn't obvious to a casual viewer. However, in these comments I'll just mention a few noteworthy things (room references taken from http://www.vgmaps.com/Atlas/NES/MightyBombJack-Pyramid.png). For a more detailed understanding of the run, see the sdakb.

* I got slightly stuck on a chest near the end of 7-4. I believe this delayed the enemy spawn right after, which resulted in a missed opportunity for an enemy manipulation in 7-7 (the 1st crystal room). However, I was then a bit lucky to get a "jellyfish" in 7-7, which is one of the enemy types I can avoid without wasting time to dodge.
* A bit of an ugly spot near the middle of 10-1, where I landed on a chest instead of landing behind it. Not a big time loss (a few tenths), but still noticeable.
* Bad palace room 10. Around 1s lost from several obvious mistakes (starting from not collecting the P-ball in the lower right).

Final thoughts
When my first route draft was in place and I started making attempts, I had an idea that a "sub-11:30" would be a good target. At first, this did however seem like a bit too ambitious. But as I continued playing, I tweaked a few minor things in the route and the room solutions and my overall speed also increased a notch. "Sub-11:30" again seemed like a good goal. My pb went from 11:41 to 11:38 to 11:32 and finally to the submitted run (my previous pbs are linked to in the forum thread). There are many ways the run could be improved on, but it's in my opinion still a good display of the current knowledge level of the best ending category.

Credits
* 'SpaceColonizer' - Completing the any% TAS and finding many room improvements that also apply to the best ending category
* 'msm_smtn' - For finding many room improvements and implementing optimizations in his 2019 run.