| 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. | p. 2 (PDF p. 2)p. 2 (PDF p. 2)p. 17 (PDF p. 17), warrantyp. 4 (PDF p. 4) | Manual |
| 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. | p. 3 (PDF p. 3), 1 Game Storyp. 3 (PDF p. 3), 1 Game Storyp. 3 (PDF p. 3), 1 Game Storyp. 3 (PDF p. 3), 1 Game Story | Manual |
| 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. | p. 5 (PDF p. 5), Jumpp. 5 (PDF p. 5), Jumpp. 5 (PDF p. 5), Landingp. 5 (PDF p. 5), Movement in the airp. 4 (PDF p. 4), Controlp. 4 (PDF p. 4), Controlp. 4 (PDF p. 4), Controlp. 4 (PDF p. 4), Control | Manual |
| 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. | p. 6 (PDF p. 6)p. 6 (PDF p. 6)p. 6 (PDF p. 6), tablep. 6 (PDF p. 6), tablep. 6 (PDF p. 6), tablep. 6 (PDF p. 6)p. 6 (PDF p. 6)p. 6 (PDF p. 6)p. 7 (PDF p. 7)p. 7 (PDF p. 7)p. 7 (PDF p. 7), chartp. 7 (PDF p. 7), chartp. 7 (PDF p. 7), chartp. 7 (PDF p. 7) | Manual |
| 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. | p. 8 (PDF p. 8), 3 How to Playp. 8 (PDF p. 8), 3 How to Playp. 8 (PDF p. 8), 3 How to Playp. 8 (PDF p. 8), 3 How to Playp. 9 (PDF p. 9), Passage | Manual |
| 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. | p. 9 (PDF p. 9), Bombsp. 9 (PDF p. 9), Treasure Boxp. 11 (PDF p. 11), Extra Coinp. 11 (PDF p. 11), Power Ballp. 11 (PDF p. 11), Power Ballp. 11 (PDF p. 11), Secret Coinp. 11 (PDF p. 11), Secret Coinp. 10 (PDF p. 10), Various Things in the Treasure Boxesp. 10 (PDF p. 10), Various Things in the Treasure Boxesp. 10 (PDF p. 10), Various Things in the Treasure Boxesp. 10 (PDF p. 10), Various Things in the Treasure Boxesp. 10 (PDF p. 10), Various Things in the Treasure Boxesp. 10 (PDF p. 10), Various Things in the Treasure Boxes | Manual |
| 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. | p. 12 (PDF p. 12), Royal Palace roomp. 12 (PDF p. 12), Bombp. 12 (PDF p. 12), Bonus Coinp. 12 (PDF p. 12), Bonus Coinp. 12 (PDF p. 12), Bombp. 12 (PDF p. 12), Extra Coinp. 12 (PDF p. 12), Extra Coin | Manual |
| 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. | p. 13 (PDF p. 13)p. 13 (PDF p. 13) | Manual |
| 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. | p. 15 (PDF p. 15), 5 Game Deviation Valuep. 15 (PDF p. 15), 5 Game Deviation Value | Manual |
| 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. | p. 15 (PDF p. 15), 6 Multi Endingp. 15 (PDF p. 15), 6 Multi Ending | Manual |
| 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. | p. 16 (PDF p. 16), 7 How to Draw Up a Mapp. 16 (PDF p. 16)p. 13 (PDF p. 13) | Manual |