data/claims/mighty-bomb-jack-history.yamlMighty Bomb Jack (history and reception)
Game: Mighty Bomb Jack.
Family Computer Magazine's issue 7 (February 1986) previewed the Famicom cartridge Mighty Bomb Jack among six new games, planned for sale in early March 1986 at a price not yet set. Its maker badge reads テーカン (Tehkan), Tecmo's former name, and the preview calls the game the company's first Famicom title. mighty-bomb-jack-history/famicom-preview
p. 22 (image n21), スクープ! 超新作6本大紹介 — read on the page image by a scout, 2026-11-06; the OCR of pp. 22-23 is unreadable3月上旬発売予定Our translationplanned for sale in early MarchFamily Computer Magazine, no. 7 (February 1986) · p. 22 (image n21), スクープ! 超新作6本大紹介 — read on the page image by a scout, 2026-11-06価格未定Our translationprice undecidedFamily Computer Magazine, no. 7 (February 1986) · p. 22 (image n21), スクープ! 超新作6本大紹介 — the maker badge; read on the page image by a scout, 2026-11-06テーカンOur translationTehkanFamily Computer Magazine, no. 7 (February 1986) · p. 22 (image n21), スクープ! 超新作6本大紹介 — read on the page image by a scout, 2026-11-06; the title is printed マイ/ティー・ボンジャック, broken over two linesファミコン参入第1弾は“マイティー・ボンジャック”Our translationits first entry on the Famicom is "Mighty Bomb Jack"Play Meter, vol. 12, no. 5 (April 1986) · p. 9 (image n8), news, "Super Mario Brothers creates stir in Japan" — Play Meter's April 1986 news item on the game's showing at the ACME show (vs-system)Tecmo (formerly Tehkan)Checked by a second AI model, 2026-11-06.Tecmo's own history dates its change of trade name to Tecmo, Ltd. to 8 January 1986 (companies/tecmo-rename).
Cited by: Mighty Bomb Jack
Tecmo advertised Mighty Bomb Jack, a Famicom cassette, in Family Computer Magazine's issue of 18 April 1986 as going on sale on 24 April; Marukatsu Famicom's release schedule of 23 May 1986 lists it under 24 April, at ¥4,980, with "lots of hidden characters". The advertisement sends Jack into the great pyramid of the demon king Belzebut, with secret rooms, slaves to rescue and hidden treasure chests, and announces the Game Deviation Value (GDV), a rating of the player's skill that is Tecmo's trademark. mighty-bomb-jack-history/famicom-ad
p. 33 (image n32), Tecmo advertisement — read on the page image by a scout, 2026-11-06; the OCR of the advertisement doesn't hold the date. The page prints no folio or price; the 4月26日 in the issue's contents index belongs to the neighbouring Wanpack Comics advertisement.4月24日発売Our translationon sale 24 AprilFamily Computer Magazine, no. 10 (18 April 1986) · p. 33 (image n32), Tecmo advertisement — read on the page image by a scout, 2026-11-06; the line follows a drop-cap 魔, making 魔王 (demon king); the OCR reads ミツ and ジャッフ王ベルゼブルの大ピラミッドにジャックは挑戦するOur translation(demon) king Belzebut's great pyramid, which Jack takes onFamily Computer Magazine, no. 10 (18 April 1986) · p. 33 (image n32), Tecmo advertisement — read on the page image by a scout, 2026-11-06奴隷達を救えOur translationrescue the slavesFamily Computer Magazine, no. 10 (18 April 1986) · p. 33 (image n32), Tecmo advertisement — read on the page image by a scout, 2026-11-06; the OCR reads デクモゲーム偏差値はテクモの商標ですOur translationGame Deviation Value is a trademark of TecmoFamily Computer Magazine, no. 10 (18 April 1986) · p. 33 (image n32), Tecmo advertisement — read on the page image by a scout, 2026-11-06ム偏差値(GDV)Our translation(Game) Deviation Value (GDV)Marukatsu Famicom no. 1, 23 May 1986 · p. 115 (image n110), release schedule — the schedule's row, its columns joined by spaces; read on the page image by a scout, 2026-11-064月 24日 マイティ・ボンジャック テクモ ¥4980 隠れキャラがたくさんOur translation24 April | Mighty Bomb Jack | Tecmo | ¥4980 | lots of hidden charactersChecked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
By April 1986 Tecmo, formerly Tehkan, had shown Mighty Bomb Jack as a game for Nintendo's VS. System at the American Coin Machine Exposition (ACME). Play Meter called it a game developed exclusively for the VS. System, and said Tecmo planned another VS. System game soon. mighty-bomb-jack-history/vs-system
p. 9 (image n8), news, "Super Mario Brothers creates stir in Japan"At the ACME show, Tecmo (formerly Tehkan) showed a game developed exclusively for the V.S. System, Mighty Bomb Jack.Play Meter, vol. 12, no. 5 (April 1986) · p. 17 (image n16), ACME reportTecmo (formerly Tehkan) introduced a game for the VS. System called Mighty Bomb Jack and plans to introduce another VS. System game soon.Play Meter, vol. 12, no. 5 (April 1986) · contents (image n2)Exhibits at the American Coin Machine Exposition reflected an increased industry emphasis on merchandisers and dedicated video games.Checked by a second AI model, 2026-11-06.The issue is dated 1 April 1986; the quotes don't give the show's dates.
Cited by: Mighty Bomb Jack
Computer Entertainer's June 1987 issue, under the heading "New Licensees", relayed that "Tecmo will introduce four titles, each of which has already sold at least 1/4 million in Japan": Rygar, Solomon's Key, Mighty Bomb Jack and Star Force. It described Mighty Bomb Jack as a "whimsical, fast-paced action game". mighty-bomb-jack-history/nes-announcement
p. 11 (scan p. 11), new licenseesNew LicenseesComputer Entertainer: the newsletter, June 1987 · p. 11 (scan p. 11), new licenseesTecmo will introduce four titles, each of which has already sold at least 1/4 million inJapan.Computer Entertainer: the newsletter, June 1987 · p. 11 (scan p. 11), new licenseesThe games are RYGAR (action and strategy adventure with outstanding graphics), SOLOMON'S KEYComputer Entertainer: the newsletter, June 1987 · p. 11 (scan p. 11), new licensees — the OCR breaks "whim-sical" across linesMIGHTY BOMB JACK (whimsical, fast-paced action game), and STAR FORCERevised after a check by a second AI model, 2026-11-06: Quotes the New Licensees heading; the quarter million is for the four games together.The quarter-million figure is given for the four games together, not for Mighty Bomb Jack alone.
Cited by: Mighty Bomb Jack
Nintendo of America's list dates the NES Mighty Bomb Jack, licensee Tecmo, to July 1987. mighty-bomb-jack-history/release-nes
PDF p. 9 — the row gives title, licensee, and month, not a dayMighty Bomb Jack Tecmo July 1987Revised after a check by a second AI model, 2026-11-06: Now T2, Nintendo of America's July 1987 date only.Cited by: Mighty Bomb Jack
Computer Entertainer's July 1987 availability update listed Mighty Bomb Jack under Nintendo for July, without the "x" it puts on programs that have shipped as of press time. mighty-bomb-jack-history/ce-schedule
p. 13 (image n12), Availability Update — the list's heading; read on the page image by a scout, 2026-11-06NINTENDOComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 13 (image n12), Availability Update, Nintendo — the sub-heading over the row; read on the page image by a scout, 2026-11-06; the OCR reads JLYJULYComputer Entertainer, vol. 6, no. 4 (July 1987) · p. 13 (image n12), Availability Update, Nintendo — read on the page image by a scout, 2026-11-06: the row sits under NINTENDO, JULY, without an "x"; the OCR runs the list's columns togetherMighty Bomb Jack (TEC)Computer Entertainer, vol. 6, no. 4 (July 1987) · p. 13 (image n12), Availability Update, Nintendo — a shipped game in the same month's list; read on the page image by a scout, 2026-11-06x-Legend of Zelda (NIN)Computer Entertainer, vol. 6, no. 4 (July 1987) · p. 13 (image n12), Availability Update — read on the page image by a scout, 2026-11-06NOTE: Programs noted 'x' have shipped as of press time but may not yet be distributed nation-wide.Revised after a check by a second AI model, 2026-11-06: New T1 claim, split from release-nes, for Computer Entertainer's July 1987 listing.Cited by: Mighty Bomb Jack
The NES booklet presents the cartridge as a game pak by Tecmo, Inc., licensed by Nintendo, with a warranty from Tecmo, Inc. of Carson, California. It is a one-player game. mighty-bomb-jack-history/nes-maker
p. 2 (PDF p. 2)Thank you for selecting the fun-filled "MIGHTY BOMB JACK" game pak by TECMO, INC.Mighty Bomb Jack NES instruction booklet (US) · p. 2 (PDF p. 2)LICENSED BY NINTENDO FOR PLAY ON THEMighty Bomb Jack NES instruction booklet (US) · p. 17 (PDF p. 17), warrantyCarson, CA 90746Mighty Bomb Jack NES instruction booklet (US) · p. 4 (PDF p. 4)*THIS GAME IS ONLY A (1) PLAYER GAMEChecked by a second AI model, 2026-11-06.The booklet names no programmers or designers.
Cited by: Mighty Bomb Jack
In the NES booklet's story, the demon king Belzebut abducts King Pamera, who kept the world at peace, with his queen and their princess. The Mighty brothers fight him and all are defeated except the youngest, Jack, who challenges the demon king to a final fight. mighty-bomb-jack-history/nes-premise
p. 3 (PDF p. 3), 1 Game StoryThere was a legendary "KING PAMERA" who maintained peace and order all over the world.Mighty Bomb Jack NES instruction booklet (US) · p. 3 (PDF p. 3), 1 Game Storythe king demon "BELZEBUT", had a wicked plot to bring the world into ruin by abducting the merciful "KING PAMERA", his beloved queen, and their beloved princess.Mighty Bomb Jack NES instruction booklet (US) · p. 3 (PDF p. 3), 1 Game StoryEvery brother was defeated by the king demon except Jack, the youngest and lone survivor. Jack gained additional courage and challenged the king demon to a final fightMighty Bomb Jack NES instruction booklet (US) · p. 3 (PDF p. 3), 1 Game StoryThe brothers MIGHTY fought bravely against "BELZEBUT" in order to save "KING PAMERA".Checked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
On the NES controller the pad moves Jack and A makes him jump from the floor: higher with up held, lower with down held. A pressed again in mid-jump stops him in the air, down brings him down quickly, and left or right with A held floats him sideways. Start begins and pauses the game; Select isn't used. mighty-bomb-jack-history/nes-controls
p. 5 (PDF p. 5), JumpTo make Jack jump press A button when Jack is on the floor . For Jack to jump even higher press A button together with the control pad's upper directional arrow.Mighty Bomb Jack NES instruction booklet (US) · p. 5 (PDF p. 5), Jumpif you press the A button together with the control pad' s lower directional arrow you can make Jack jump lower. Further, press A button again while jumping to make Jack stop in the air.Mighty Bomb Jack NES instruction booklet (US) · p. 5 (PDF p. 5), LandingTo make Jack land quickly, press the control pad ' s lower directional arrow .Mighty Bomb Jack NES instruction booklet (US) · p. 5 (PDF p. 5), Movement in the airTo make Jack move in the air, press the control pad's left or right directional arrow with the continuous pushing of A button . This will result in Jack' s flying & floating left or right.Mighty Bomb Jack NES instruction booklet (US) · p. 4 (PDF p. 4), Control•START BUTTON.Mighty Bomb Jack NES instruction booklet (US) · p. 4 (PDF p. 4), ControlPress this button to begin a game or to pause.Mighty Bomb Jack NES instruction booklet (US) · p. 4 (PDF p. 4), Control•SELECT BUTTON . Not used.Mighty Bomb Jack NES instruction booklet (US) · p. 4 (PDF p. 4), Controlto move Jack.Revised after a check by a second AI model, 2026-11-06: Quoted the START button heading.Cited by: Mighty Bomb Jack
In the NES booklet, mighty coins from treasure boxes are stocked, and B spends them on Mighty Power: one coin gives Mighty Power-1, which opens orange treasure boxes; two give Mighty Power-2, which opens red and orange boxes at a touch of their sides; three give Mighty Power-3, which also turns the enemies into gold coins for 5 seconds and brings other secret powers. Jack's color shows the level: blue for Mighty Power-1, orange for 2, green for 3. Presses of A wear it down a level at a time: the booklet's chart steps from Mighty Power-3 to 2 at 5 presses, to 1 at 10, and to normal at 20. Mighty Power works only in the passages, not in the Royal Palace rooms. mighty-bomb-jack-history/nes-mighty-power
p. 6 (PDF p. 6)After collecting mighty coins inside treasure boxes, press B button and player will be awarded the following power .Mighty Bomb Jack NES instruction booklet (US) · p. 6 (PDF p. 6)To open an orange treasure box.Mighty Bomb Jack NES instruction booklet (US) · p. 6 (PDF p. 6), table — the table's Mighty Power number and Jack's color; read on the page image by a scout, 2026-11-061 BLUEMighty Bomb Jack NES instruction booklet (US) · p. 6 (PDF p. 6), table — read on the page image by a scout, 2026-11-062 ORANGEMighty Bomb Jack NES instruction booklet (US) · p. 6 (PDF p. 6), table — read on the page image by a scout, 2026-11-063 GREENMighty Bomb Jack NES instruction booklet (US) · p. 6 (PDF p. 6)To open both red and orange treasure boxes by simply touch their sides.Mighty Bomb Jack NES instruction booklet (US) · p. 6 (PDF p. 6)To change the enemy into a gold coin for 5 secconds and combine it with the abilities of MIGHTY POWER -2 . Also, othe r secret powers are awarded .Mighty Bomb Jack NES instruction booklet (US) · p. 6 (PDF p. 6)You can make MIGHTY POWER -1 by 1 mighty coin , MIGHTY POWER-2 by 2 mighty coins , and MIGHTY POWER·3 by 3 mighty coins which equals FULL POWER ! (Mighty power is distinguished by Jack's color.)Mighty Bomb Jack NES instruction booklet (US) · p. 7 (PDF p. 7)Mighty Power is reduced in proportion to the number of times the A button is pushed.Mighty Bomb Jack NES instruction booklet (US) · p. 7 (PDF p. 7)EXAMPLE: 3- 2 - 1 =NORMAL.Mighty Bomb Jack NES instruction booklet (US) · p. 7 (PDF p. 7), chart — the chart's first step, its boxes and arrow label joined by spaces; read on the page image by a scout, 2026-11-06. The text layer scatters the labels ("5timesof").MIGHTY POWER-3 5 times of A BUTTON's utilization MIGHTY POWER-2Mighty Bomb Jack NES instruction booklet (US) · p. 7 (PDF p. 7), chart — the chart's second step, joined the same way; read on the page image by a scout, 2026-11-06MIGHTY POWER-2 10 times of A BUTTON's utilization MIGHTY POWER-1Mighty Bomb Jack NES instruction booklet (US) · p. 7 (PDF p. 7), chart — the chart's third step, joined the same way; read on the page image by a scout, 2026-11-06MIGHTY POWER-1 20 times of A BUTTON's utilization NORMAL CONDITIONMighty Bomb Jack NES instruction booklet (US) · p. 7 (PDF p. 7)*NOTE: Mighty Power is available only in the passage and d isappears in each room of the Roya l Palace.Revised after a check by a second AI model, 2026-11-06: Quotes the colours and the chart's press counts.Cited by: Mighty Bomb Jack
The NES game has sixteen regular rounds and a final round reached beyond them. Each round is a scrolling passage and a Royal Palace room, and collecting every bomb in the room opens the way to the next round. Jack dies if he touches an enemy or the timer reaches zero, and time left over is added to the score. mighty-bomb-jack-history/nes-rounds
p. 8 (PDF p. 8), 3 How to PlayThere are sixteen (16) regular rounds of play in MIGHTY BOMB JACK, plus one (1) final round . You can find the passageway to the final round beyond the regular rounds of play. Each round is composed of a passage and a Royal Palace room.Mighty Bomb Jack NES instruction booklet (US) · p. 8 (PDF p. 8), 3 How to PlayTo advance to the next round, you must collect all bombs from the Royal Palace roomMighty Bomb Jack NES instruction booklet (US) · p. 8 (PDF p. 8), 3 How to PlayIf the timer reaches zero (0), or Jack touches an enemy he will die causing a loss of play.Mighty Bomb Jack NES instruction booklet (US) · p. 8 (PDF p. 8), 3 How to PlayThe remaining time (if any) will be added to your score as bonus points.Mighty Bomb Jack NES instruction booklet (US) · p. 9 (PDF p. 9), PassageThis passage is a scroll type and shifts to Jack's movements.Checked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
In the NES booklet's passages, bombs are worth 100 or 200 points, and treasure boxes, red or orange, open when Jack jumps after landing on them; an orange box opens only under Mighty Power, and some boxes are hidden in the floor. An extra coin (3000 points) adds a life. When a bell rings, the box Jack opens next releases a power ball, which turns the enemies into gold coins for 5 seconds. The booklet's item table gives a treasure bag 100, 300 or 1000 points; a gold coin 500 points, raising the chance of an extra coin; bombs raising the chance of a power ball; a Mighty Drink 1000 points, adding 10 counts to the timer; a sphinx 10000 points, showing or opening a hidden doorway; and a mighty coin 1000 points, for Mighty Power. The secret coin (50000 points) needs Mighty Power-3. mighty-bomb-jack-history/nes-items
p. 9 (PDF p. 9), BombsThere are two kinds of bombs, one worth 100 points, and the second worth 200 points.Mighty Bomb Jack NES instruction booklet (US) · p. 9 (PDF p. 9), Treasure BoxA treasure box will open when Jack jumps stop it after riding on it first. The treasure boxes are either red or orange. The orange treasure box will not al ways be opened, unless Jack is under MIGHTY POWER! (There are also some hidden treasure boxes on the floor .)Mighty Bomb Jack NES instruction booklet (US) · p. 11 (PDF p. 11), Extra Coin3000 pts T o increase one JACK in a stock of JACKS.Mighty Bomb Jack NES instruction booklet (US) · p. 11 (PDF p. 11), Power BallWhile collecting the bombs, if you hear a bell ring, immedi· ately open the treasure boxMighty Bomb Jack NES instruction booklet (US) · p. 11 (PDF p. 11), Power Ballcatch this power ba ll , the enemy will change into- a gold coin for 5 secondsMighty Bomb Jack NES instruction booklet (US) · p. 11 (PDF p. 11), Secret CoinIn order to get the secret coin, you must acquire MIGHTY POWE R-3 f irstMighty Bomb Jack NES instruction booklet (US) · p. 11 (PDF p. 11), Secret Coin(50000 pts)Mighty Bomb Jack NES instruction booklet (US) · p. 10 (PDF p. 10), Various Things in the Treasure Boxes — the table's row, its columns joined by spaces; read on the page image by a scout, 2026-11-06; the row gives no useTREASURE BAG 100 / 300 / 1000 ptsMighty Bomb Jack NES instruction booklet (US) · p. 10 (PDF p. 10), Various Things in the Treasure Boxes — the table's row, its columns joined by spaces; read on the page image by a scout, 2026-11-06GOLD COIN 500 pts To raise the possibility of Extra coin's appearance.Mighty Bomb Jack NES instruction booklet (US) · p. 10 (PDF p. 10), Various Things in the Treasure Boxes — the table's row, its columns joined by spaces; read on the page image by a scout, 2026-11-06BOMB 100 pts, 200 pts To raise the possibility of POWER-BALL's appearance.Mighty Bomb Jack NES instruction booklet (US) · p. 10 (PDF p. 10), Various Things in the Treasure Boxes — the table's row, its columns joined by spaces; read on the page image by a scout, 2026-11-06MIGHTY-DRINK 1000 pts To add 10 counts to the timer.Mighty Bomb Jack NES instruction booklet (US) · p. 10 (PDF p. 10), Various Things in the Treasure Boxes — the table's row, its columns joined by spaces; read on the page image by a scout, 2026-11-06SPHINX 10000 pts To show or open the hidden doorway.Mighty Bomb Jack NES instruction booklet (US) · p. 10 (PDF p. 10), Various Things in the Treasure Boxes — the table's row, its columns joined by spaces; read on the page image by a scout, 2026-11-06MIGHTY COIN 1000 pts To get mighty power.Revised after a check by a second AI model, 2026-11-06: Quotes each table row, read by a scout on the page image.The text layer of the p. 10 table scrambles which value and use goes with which item, so the table's rows are quoted as a scout read them on the page image.
Cited by: Mighty Bomb Jack
In the NES booklet, the Royal Palace room is a fixed screen whose doorway opens once every bomb is collected. Its bombs catch fire in turn, and collecting the lit ones in order brings out a power ball. A bonus coin appears at every 5000 points; catching it multiplies points 2 to 5 times. An extra coin appears depending on the number of gold coins collected and adds a life. Mighty Power doesn't work there. mighty-bomb-jack-history/nes-palace
p. 12 (PDF p. 12), Royal Palace roomThis is a fixed screen and the doorway w ill open only after you have collected all the bombs. It's to your advantage to collect the bombs on fire in order. MIGHTY POWER w ill not work inside the Royal Palace Room .Mighty Bomb Jack NES instruction booklet (US) · p. 12 (PDF p. 12), BombIn order to make the Power Ball appear, you must collect the f lame bombs in order.Mighty Bomb Jack NES instruction booklet (US) · p. 12 (PDF p. 12), Bonus Coin — read on the page image by a scout, 2026-11-06Th is coin appears whenever you get 5000 points.Mighty Bomb Jack NES instruction booklet (US) · p. 12 (PDF p. 12), Bonus Coin — read on the page image by a scout, 2026-11-06If you get this bonus coin, your points will mu ltiply 2 - 5 times .Mighty Bomb Jack NES instruction booklet (US) · p. 12 (PDF p. 12), BombT he bombs will catch on fire in order.Mighty Bomb Jack NES instruction booklet (US) · p. 12 (PDF p. 12), Extra Coin — read on the page image by a scout, 2026-11-06An extra coin will appear depending on the number of gold coins collected.Mighty Bomb Jack NES instruction booklet (US) · p. 12 (PDF p. 12), Extra Coin — read on the page image by a scout, 2026-11-06increase by one ( 1 ) the number of Jack 's lives.Checked by a second AI model, 2026-11-06.The text layer runs the p. 12 captions into each other; which caption goes with the bonus coin and which with the extra coin follows the page image.
Cited by: Mighty Bomb Jack
In the NES booklet, a player too greedy for mighty coins is sent to the torture room, where Jack must keep dodging enemies until the timer runs down to zero; surviving returns him to where he was, with his score kept. mighty-bomb-jack-history/nes-torture-room
p. 13 (PDF p. 13)If you are too greedy collecting the mighty coins, you will be sent to the torture room! In order to escape the torture room, you must beat the time clock by reaching zero (0) on the timer atop your screen. Also, you must keep jumping around avoiding the enemies.Mighty Bomb Jack NES instruction booklet (US) · p. 13 (PDF p. 13)If you are successful, then Jack will return to his original position prior to sente·nce to the torture room, thus resuming play and score.Revised after a check by a second AI model, 2026-11-06: Now says the account is the NES booklet's.Cited by: Mighty Bomb Jack
At the end of a game, the NES version shows a "Game Deviation Value" (G.D.V.), which the booklet describes as a rating of the player's skill from the computer's analysis of reflexes, memory, judgement and application. mighty-bomb-jack-history/nes-gdv
p. 15 (PDF p. 15), 5 Game Deviation Value"GAME DEVIATION VALUE" will be indicated on your screen after the game time is over. This system is for evaluating your level of skillMighty Bomb Jack NES instruction booklet (US) · p. 15 (PDF p. 15), 5 Game Deviation ValueThe evaluation is based on the computer's analysis of your reflexes, memory, judgement and application power.Checked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
The NES booklet promises four endings, depending on the queen's and the princess's crystal balls, and says the fourth may need five S coins. mighty-bomb-jack-history/nes-endings
p. 15 (PDF p. 15), 6 Multi Endinga queen's crystal ball and a princess's crystal ball. If you take two crystal balls you could meet the different endings - 4 endings.Mighty Bomb Jack NES instruction booklet (US) · p. 15 (PDF p. 15), 6 Multi EndingYou might need five S coins to meet the fourth (4) ending.Checked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
The NES booklet's section on drawing up a map says that drawing a scene on paper in the shape of a pyramid makes the labyrinth of the pyramid appear. It promises hidden passages, a labyrinth and the dreaded torture room, and says it can't give away all the game's secrets. mighty-bomb-jack-history/nes-map
p. 16 (PDF p. 16), 7 How to Draw Up a MapSuppose you draw one scene on a piece of paper in the shape of a pyramid. The labyrinth to the pyramid will appear .Mighty Bomb Jack NES instruction booklet (US) · p. 16 (PDF p. 16)*Naturally this booklet cannot give you all the secrets to Mighty Bomb JackMighty Bomb Jack NES instruction booklet (US) · p. 13 (PDF p. 13)hidden passages, a labyrinth as well as the dreaded torture roomRevised after a check by a second AI model, 2026-11-06: Restated to the manual, where drawing the scene as a pyramid shows the labyrinth.Cited by: Mighty Bomb Jack
Marukatsu Famicom's first issue (23 May 1986) gave the Famicom game a guide on pp. 74-77, headed "the adventure of the great pyramid of mysteries and miracles: the goal is to rescue King Pamera!!". It sets out Mighty Power by color: blue at one mighty coin, cancelled by 20 presses of A; orange at two, cancelled by 10; green at three, cancelled by 5. The inside of the pyramid is a maze that branches every way, and a map is what the player relies on. mighty-bomb-jack-history/marukatsu-guide
p. 74 (image n69) — the guide's heading, under the title MIGHTY BOMB JACK マイティ・ボンジャック; read on the page image by a scout, 2026-11-06謎と奇跡の大ピラミッドの冒険 目指すは、パメラ王の救出だ!!Our translationthe adventure of the great pyramid of mysteries and miracles: the goal is to rescue King Pamera!!Marukatsu Famicom no. 1, 23 May 1986 · p. 74 (image n69), マイティ・パワーをつけろ! — read on the page image by a scout, 2026-11-06ブルー マイティコイン1で変身。Aボタン20回で解除。Our translationblue: transform with 1 mighty coin; cancelled by 20 presses of AMarukatsu Famicom no. 1, 23 May 1986 · p. 74 (image n69), マイティ・パワーをつけろ! — read on the page image by a scout, 2026-11-06オレンジ マイティコイン2で変身。Aボタン10回押すと解除。Our translationorange: transform with 2 mighty coins; cancelled when A is pressed 10 timesMarukatsu Famicom no. 1, 23 May 1986 · p. 74 (image n69), マイティ・パワーをつけろ! — read on the page image by a scout, 2026-11-06グリーン マイティコイン3で変身できる。Aボタン5回で解除。Our translationgreen: can transform with 3 mighty coins; cancelled by 5 presses of AMarukatsu Famicom no. 1, 23 May 1986 · p. 75 (image n70) — read on the page image by a scout, 2026-11-06; the OCR reads ピラミッツドピラミッドの中は複雑多岐にわたる迷路。Our translationthe inside of the pyramid is a complex maze that branches many waysMarukatsu Famicom no. 1, 23 May 1986 · p. 77 (image n72) — read on the page image by a scout, 2026-11-06; the OCR reads 団 for 頼そこで頼りになるのがマップOur translationwhat you can rely on there is the mapRevised after a check by a second AI model, 2026-11-06: Quotes the p. 74 heading and Mighty Power lines; no page count.Cited by: Mighty Bomb Jack
Marukatsu Famicom's second issue (13 June 1986) ran "Mighty Bomb Jack: a ten-minute showdown", on the Famicom game, with Murata Hiroshi's name under the title and techniques by Tsuji Takeshi. mighty-bomb-jack-history/marukatsu-manga
p. 44 (image n39) — the title on the manga's first page; read on the page image by a scout, 2026-11-06マイティ・ボンジャック 10分間の決戦Our translationMighty Bomb Jack: a ten-minute showdownMarukatsu Famicom, 13 June 1986 · p. 44 (image n39) — read on the page image by a scout, 2026-11-06; the furigana read むらた (Murata)村田ヒロシOur translationMurata HiroshiMarukatsu Famicom, 13 June 1986 · p. 44 (image n39) — read on the page image by a scout, 2026-11-06; the furigana read つじ たけし (Tsuji Takeshi)●テクニック/辻 猛Our translationtechniques: Tsuji TakeshiMarukatsu Famicom, 13 June 1986 · PDF p. 73 (image n72), reader survey — the reader survey's list of the issue's articlesマイティ・ボンジャック10分間の決戦Our translationMighty Bomb Jack: a ten-minute showdownRevised after a check by a second AI model, 2026-11-06: Dropped the unquoted manga label and page count.The piece's own first page prints no label for its kind.
Cited by: Mighty Bomb Jack
By May 1988 Computer Entertainer listed Mighty Bomb Jack, with Solomon's Key, among Tecmo's NES games on Nintendo's list of officially discontinued titles. mighty-bomb-jack-history/nes-discontinued
p. 11, More Changes in NES Lineupthe list of officially discontinued titles for the Nintendo System now includesComputer Entertainer, vol. 7, no. 2 (May 1988) · p. 11, More Changes in NES Lineupand MIGHTY BOMB JACK and SOLOMON'S KEY by TecmoChecked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
Computer Entertainer's June 1988 report from the Summer CES said Tecmo had dropped Solomon's Key and Mighty Bomb Jack in hopes of shipping larger quantities of its new NES titles, Tecmo Baseball, Tecmo Bowl and Ninja Gaiden. mighty-bomb-jack-history/tecmo-drops
p. 13, Tecmo, Inc.This company has dropped SOLOMON'S KEY and MIGHTY BOMB JACK in hopes of being able to ship larger quantities of their new titles, TECMO BASEBALL, TECMO BOWL (football) andComputer Entertainer, vol. 7, no. 3 (June 1988) · p. 13, Tecmo, Inc.NINJA GAIDENChecked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
In January 1991 The One reported that Elite would release Mighty Bombjack at the end of January on the Amiga at £24.99 and the Atari ST at £19.99, with 17 levels and over 250 different screens. mighty-bomb-jack-history/elite-announcement
p. 14 (image n13), newsNow the mighty BombJack's back in, appropriately enough, Mighty Bombjack, courtesy of Elite.The One, issue 28 (January 1991) · p. 14 (image n13), newsThis new incarnation features 17 levels and over 250 different screens.The One, issue 28 (January 1991) · p. 14 (image n13), newsMighty BombJack will be making a big bang at the end of January on the Amiga £24.99 and on the Atari ST for £19.99.Checked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
Elite published Mighty Bombjack for the Commodore 64, at £9.99 on cassette and £12.99 on disk, and for the Amiga at £24.99. Zzap!64 called Bomb Jack a classic Tecmo coin-op of the early 1980s whose original C64 conversion was a disaster but whose success on other formats led Elite to develop its own sequel; Tecmo's Nintendo sequel was "so hugely successful" that another Elite conversion was inevitable. Amiga Format adds that Elite had released a conversion of Bomb Jack on the Amiga. mighty-bomb-jack-history/elite-versions
p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06Elite, C64 £9.99 cassette, £12.99 disk; Amiga £24.99Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty BombjackAlthough the original C64 conversion was a disaster (47%, Issue 14), success on other formats led Elite to develop their own sequel (80%, Issue 22). Three years later Tecmo themselves developed a sequel for the Nintendo, Mighty Bombjack, which was so hugely successful another Elite conversion was inevitable.Amiga Format, issue 20 (March 1991) · p. 85 (image n84), Mighty Bomb JackElite ■ £24.99 JoystickZzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty BombjackA classic early Eighties Tecmo coin-op, Bombjack began life defusing bombs on a series of static screensAmiga Format, issue 20 (March 1991) · p. 85 (image n84), Mighty Bomb JackA few years later, Elite released a conversion of the game on the Amiga.Revised after a check by a second AI model, 2026-11-06: Quotes Zzap!64's conversion clause and Amiga Format's Elite line.Zzap!64 gives no sales figure for the Nintendo game.
Cited by: Mighty Bomb Jack
Zzap!64 reviewed the Commodore 64 and Amiga versions together in May 1991. Phil found the C64 version the better of the two, its faster, nippier hero making it far more playable than the sluggish Amiga version. Stu called the game a fairly basic variation, with unremarkable graphics, tough play and little originality that made £25 hard to justify on the Amiga, and the C64 version faster, a bit easier and "worth a look". mighty-bomb-jack-history/zzap-review
p. 9 (image n8), Mighty Bombjack — Phil's comment; read on the page image by a scout, 2026-11-06; the OCR reads "malces" and "ana"There's no doubt that the C64 version is the best of the two, simply by having a faster, nippier hero who makes the game infinitely more playable than the sluggish and irritating Amiga version.Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — Stu's comment; read on the page image by a scout, 2026-11-06Overall, unremarkable graphics, tough gameplay and little originality make £25 hard to justify on the 16-bit side.Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — Stu's comment, on the C64 version; read on the page image by a scout, 2026-11-06This version also plays faster and is a bit easier. Worth a look.Checked by a second AI model, 2026-11-06.Zzap!64's reviewers are pictured and named by first name only, PHIL and STU.
Cited by: Mighty Bomb Jack
Zzap!64's ratings for the Commodore 64 version (May 1991) were 75% for presentation, 71% for graphics, 76% for sound, 81% for hookability, 76% for lastability and 78% overall, "a fun little game". mighty-bomb-jack-history/zzap-c64
Value
{
"review": "Zzap!64 (Commodore 64)",
"of": 100,
"scores": {
"presentation": 75,
"graphics": 71,
"sound": 76,
"hookability": 81,
"lastability": 76,
"overall": 78
}
}p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06PRESENTATION 75%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06GRAPHICS 71%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06SOUND 76%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the OCR reads HOOK ABILITYHOOKABILITY 81%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the OCR reads INSTABILITYLASTABILITY 76%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the OCR does not hold the overall scoreOVERALL 78%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the OCR reads gomeA fun little game.Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the presentation commentAlternate two-player modeChecked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
Zzap!64's ratings for the Amiga version (May 1991) were 57% for presentation, 58% for graphics, 45% for sound, 65% for hookability, 62% for lastability and 63% overall: "Reasonable fun, but overpriced and sluggish." mighty-bomb-jack-history/zzap-amiga
Value
{
"review": "Zzap!64 (Amiga)",
"of": 100,
"scores": {
"presentation": 57,
"graphics": 58,
"sound": 45,
"hookability": 65,
"lastability": 62,
"overall": 63
}
}p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06PRESENTATION 57%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06GRAPHICS 58%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06SOUND 45%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the OCR reads HOOKAJBILITYHOOKABILITY 65%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the OCR reads INSTABILITYLASTABILITY 62%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the OCR does not hold the overall scoreOVERALL 63%Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06Reasonable fun, but overpriced and sluggish.Zzap!64, issue 73 (May 1991) · p. 9 (image n8), Mighty Bombjack — read on the page image by a scout, 2026-11-06; the presentation commentAs C64, plus high score table, demo and multiload.Checked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
Maff Evans gave the Amiga version 60% in Amiga Format in March 1991. He found it fun at first, with attractive backgrounds and colorful animation but tiny sprites, and its humor, such as the torture room for greedy players, amusing; but the dated design soon grew dull, and it was not different enough from the original to stand as a full game in its own right. mighty-bomb-jack-history/af-review
Value
{
"review": "Amiga Format",
"of": 100,
"scores": {
"overall": 60
}
}p. 85 (image n84), Verdict — the verdict's only mark; the review prints no component marks. Read on the page image by a scout, 2026-11-06.60%Amiga Format, issue 20 (March 1991) · p. 85 (image n84), Mighty Bomb JackTo begin with, it's great fun leaping about and opening the treasure-chests for extra loot and the odd bits of humour (such as the torture room for greedy players that hog the loot) are quite amusingAmiga Format, issue 20 (March 1991) · p. 85 (image n84), Mighty Bomb JackHowever the fact that the game design is rather dated and over-used starts to creep in after a few games and the going begins to get a little dullAmiga Format, issue 20 (March 1991) · p. 85 (image n84), VerdictBackgrounds are pretty, the animation is colourful but the sprites are tiny!Amiga Format, issue 20 (March 1991) · p. 85 (image n84), VerdictThe design is not different enough from the original to allow it to stand as a full game in its own right.Amiga Format, issue 20 (March 1991) · p. 85 (image n84), byline — read on the page image by a scout, 2026-11-06; the OCR reads Matt EvansMaff EvansChecked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
Amiga Format's review placed Mighty Bomb Jack as the latest game in the series begun by the Bomb Jack arcade game, which Elite had converted for the Amiga a few years earlier; it found the new game little advanced since that conversion, beyond additions such as the scrolling levels and the Mighty Weapon. mighty-bomb-jack-history/af-background
p. 85 (image n84), Mighty Bomb JackA few years later, Elite released a conversion of the game on the Amiga. Now the latest game in the series has appeared in the form of Mighty Bomb Jack.Amiga Format, issue 20 (March 1991) · p. 85 (image n84), Mighty Bomb Jack — "Might Weapon" [sic]: the review's second column prints "Jack Mighty Weapon". Read on the page image by a scout, 2026-11-06; the OCR reads "Irttie" and "then,".Mighty Bomb Jack seems to have progressed very little since then. There have been a few additions, such as the scrolling levels and the Might WeaponChecked by a second AI model, 2026-11-06.Cited by: Mighty Bomb Jack
Computer Entertainer's August 1987 review gave the NES version four stars of four for graphics and three and a half for game play, and recommended it at $34.95 for one player. It found the game loaded with nuances that keep turning up in play, its graphics colorful and finely detailed, and Jack "a cross between Superman and Mighty Mouse"; it called it a tough, frustrating, "just one more time" game. mighty-bomb-jack-history/ce-review
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 4,
"game play": 3.5
}
}p. 12, Nintendo software, Mighty Bomb Jack — read on the page image by a scout, 2026-11-06, in the same issue's Internet Archive copy (computer-entertainer-6-5, image n11); the OCR reads "(&¢%%/&x%1/2)"MIGHTY BOMB JACK (★★★★/★★★1/2)Computer Entertainer: the newsletter, August 1987 · p. 12, Nintendo software, Mighty Bomb JackThis game is loaded with nuances which you will continue to discover as you play the game.Computer Entertainer: the newsletter, August 1987 · p. 12, Nintendo software, Mighty Bomb JackThe graphics are colorful with terrific detail and showcase the Nintendo as a terrific alternative to the coin-eating arcades.Computer Entertainer: the newsletter, August 1987 · p. 12, Nintendo software, Mighty Bomb Jack — the OCR breaks "Super-man" across linesJack looks like a cross between Superman and Mighty Mouse!Computer Entertainer: the newsletter, August 1987 · p. 12, Nintendo software, Mighty Bomb JackThis is one of those tough, frustrating, “just one more time” games which will have you back for more and more!Computer Entertainer: the newsletter, August 1987 · p. 12, Nintendo software, Mighty Bomb Jack(one player) Recommended (MSR $34.95)Computer Entertainer: the newsletter, August 1987 · p. 2, The Rating System — read on the page image by a scout, 2026-11-06, in the same issue's Internet Archive copy (computer-entertainer-6-5, image n1)1st set of stars=quality of graphics; 2nd set=quality of game play and entertainment valueComputer Entertainer: the newsletter, August 1987 · p. 2, The Rating System4 STARS = EXCELLENTChecked by a second AI model, 2026-11-06.Unsigned, as Computer Entertainer's reviews are.
Cited by: Mighty Bomb Jack
Computer Entertainer's August 1987 review said the game "boasts over 1-1/2 million sold in Japan", giving no source for the figure, and that it was "billed as an adventure-action game" in which the player controls Jack through a labyrinth of rooms. mighty-bomb-jack-history/ce-sales
p. 12, Nintendo software, Mighty Bomb Jack — read on the page image by a scout, 2026-11-06, in the same issue's Internet Archive copy (computer-entertainer-6-5, image n11)boasts over 1-1/2 million sold in JapanComputer Entertainer: the newsletter, August 1987 · p. 12, Nintendo software, Mighty Bomb JackBilled as an adventure-action game, you control Jack through a labyrinth of roomsRevised after a check by a second AI model, 2026-11-06: Quotes the review's sales figure and says the review gives no source for it.The review names neither the source of the figure nor who billed the game. The same newsletter's June 1987 issue relayed that each of Tecmo's four NES titles had sold at least a quarter of a million in Japan (mighty-bomb-jack-history/nes-announcement).
Cited by: Mighty Bomb Jack