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NES box art for Mighty Bomb Jack, the cover of NEStalgia episode 49

049 · MIGHTY BOMB JACK

▶ Game info
VerdictSkip it
ReleasedJuly 1987
SeasonSeason 3
DeveloperTecmo
PublisherTecmo
January 4, 2019 · 29 min · transcript available

Tecmo’s just barely famous mascot Mighty Bomb Jack finds his way on the NES after a rich history of Arcade and Computer games that weren’t as mighty. For more NEStalgia as well as show notes, articles, and more check out www.NEStalgiacast.com

Our verdict: Skip it

Mighty Bomb Jack is our first Tecmo game on the NES, and the back of the box talks to you like an old high-school friend who wants back in your good graces: you remember Jack from the arcade, don't you? Tecmo started in the 1960s supplying cleaning equipment for building maintenance, and Ninja Gaiden and Rygar are coming. This one is a sequel to the arcade Bomb Jack, with a heroic title for Jack (Mighty is his title, not a nickname) and a story about the demon king Beezlebutt kidnapping King Pomera's family. It was a two-host episode, Mike and Sean.

What it gets right

  • The jump has room to play. Jack leaps high and floats for a moment, and Sean pointed out that pressing jump again stops you in midair, tapping it repeatedly lets you glide sideways, and holding down drops you a little faster. Mike never thought to press the button again and admitted it changed his opinion for a second.
  • The mighty coins and a greedy streak. Pick up coins to change into a blue, orange or green suit. Blue opens orange chests, orange handles the harder ones and opens them from the side (a few puzzles), and green turns every enemy on screen into gold for five seconds and is the only form that can pick up secret coins. Take more than nine coins and you get sent to the torture room, a single screen where you dodge enemies until a timer counts down. The timer counts your jumps, not seconds, which Mike said could take minutes. We agreed this was the best idea in the game.
  • Multiple endings. It might be the only NES game we get where your choices matter. The best ending needs both crystal balls and the five secret coins, and saves the whole family. Other endings leave someone behind, and we shouted "damn it, Jack."
  • A calm one. Sean said it was a relief after some anxiety-inducing games.

Where it falls apart

  • Nothing to do. You can just walk from point A to point B, skip the bombs and chests, and there is no way to fight, only to dodge. The enemies wander about like they're in the dark, and a crowd of them just means you wait and then jump over them. Sean got far and found it easy, and went looking for variety and a progression that never really came.
  • The floaty jump. Mike fought it at first: Jack hangs in the air and parachutes down, with no real gravity.
  • Loose level design. Enemies spawn wherever, and the line of bombs is an optimal path, a worse version of the Super Mario Bros. coin trails. We said it feels like it was made in Game Maker.
  • Not very arcade. The sphinx and pyramid backdrops of the arcade game are gone, replaced by plain walls, and it looks closer to an Amiga game.
  • That box. Jack in red spandex, a cape, a Speedo and a helmet straight out of Skyrim.

The bottom line

Skip it. Both votes had to be yes, and both were no. Sean likes how the character moves and thought Tecmo had a good feel for it, but the game around it has little substance. Mike was excited for what Tecmo does next, but said there is too much unpolished to recommend it, and that for someone wanting another platformer in 1987, Ghosts 'n Goblins or Trojan would be better.

Written from our conversation in this episode.

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