Boing! is a Q*bert clone developed by Alex Leavens and Shirley Russell and released in 1983 by First Star Software as its only A2600 game.
Boing! is in many ways simpler than the original, as it only offers 6 levels with 5 stages each. The most significant difference though, is arguably the playing field. While Q*bert offers the player a triangular playing field with more complex movement possibilities, Boing! is played on a rectangular 6x6 grid.

Game Objectives:

  • Emulator used: BizHawk 2.4.1
  • Core used: Atari2600Hawk
  • Plays through levels 1-6 as fast as possible
  • Aims for shortest input
  • Genre: Action
  • Genre: Puzzle

About the game:

As the protagonist, you play as a bubble (named Bubble) and your goal is to turn on every platform in every Stage of every Level. But watch out for the hungry Bubble Eater and the Pin, as they are trying to eat and pop your bubble! The Game is divided up into 6 levels, with 5 stages each. Every level is based on a different concept:
  • Level 1: Every platform the bubble jumps on gets turned on
  • Level 2: Core principle as in Level 1, but now every platform of a row starting from the bottom, must be completed first, before being able to turn on platforms of other rows
  • Level 3: Core principle as in Level 1, but now rows 2, 4 and 6 must be complete, before being able to turn on platforms of other rows
  • Level 4: The state of whether a platform is on or off is switched every time the bubble lands on one. Thus, it changes from off to on and from on to off
  • Level 5: Same as in Level 2, but with core principle of Level 4
  • Level 6: Same as in Level 3, but with core principle of Level 4
Within a level, the Bubble Eater moves faster every Stage. (Note: Jumping up or down takes 14 frames, while jumping right or left only takes 13 frames. So, the main strategy is to avoid jumping up or down unnecessarily)

Tricks used:

  • When the Pin and the Bubble Eater are not standing on a platform, but moving from one platform to another, the bubble can jump right through them without getting harmed
  • Sometimes waiting a few frames is necessary in order to alter the path of the Bubble Eater, who moves in a logical way based on yours and his position.
  • When jumping into the Bubble Eater some frames before it starts to move, it will move one tile upwards. Sometimes this is useful, as it reduces the waiting time, but most of the time it ends up being worse, because for the most part I am moving up the playing field, so this maneuver would often end up blocking my path.
  • The Pin's spawning points are RNG based and can be manipulated by exiting previous stages on different frames. Every 2 frames you wait at the end of the level, the Pin's starting position moves left one column. This manipulation is mainly used in Level 2 and 5, such that the Pin spawns in the rightmost column and kills the Bubble Eater to reduce waiting time.

Level by Level:

  • Level 1: Simply rushing through the stages as fast as possible
  • Level 2: Manipulate the Pin to kill the Eater in the first three stages. He wakes up fast enough on Stage 4 and 5 to play them normal, though the Pin can still help keep him out of the way
  • Level 3: Nothing to add here
  • Level 4: Basically, the same as Level 1
  • Level 5: Same as Level 2, except that I need to jump up and down at first to not mess up the on-off state of the second platform
  • Level 6: Same as Level 3, except that I need to re-activate some platforms I cross on my path downwards

Screenshot suggestion:

Well, that's an awkward concept for a game that is never drawing its entire self at once. Frame 10887 neatly shows off all three elements of the game, with the ball and eater centered, and the eater's silly face showing.

ThunderAxe31: File replaced with a 291 frames improvement.
ThunderAxe31: Removing Blazephlozard's name from autors list per his request.
Memory: Judging
Memory: This submission looks well optimized as far as I can tell and reaches a clear looping point.
However the game is still really boring and repetitive and barely got any feedback.
Accepting to Vault and continuing to pretend this movie never had a coauthor
fsvgm777: Processing. Zinfidel is handling the encodes for this one.


TASVideoAgent
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This topic is for the purpose of discussing #6782: KiwiCracker's A2600 Boing! in 04:48.29
GJTASer2018
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Both the score and level counter are known to rollover in this otherwise-endless game, so stopping at the end of Level 6 is a valid endpoint here: ataricompendium.com/game_library/easter_eggs/vcs/26boing.html
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Spikestuff
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Added an encode. Due to the amount of flickering watch it back at 720/1080p as 30fps won't show all the elements of the game.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Thanks Spikestuff!
CoolHandMike
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Lots of (o)(o) bouncing (o)(o) and lots of rectangles changing, but not much else. Seems really fast though. Meh.
discord: CoolHandMike#0352
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If I may also comment on my own sumbission: The one thing I realized while watching the encode is the occasional flickering apppearing. While I was making the movie, I didn't notice it, because this never occured when I played it back on the emulator. (Of course I knew about the flickery nature of this game, but as it was never a problem, I thought it wouldn't make a difference in the encode.) So I guess this problem can can very well be seen as a violation against this rule: "If a movie has entertainment significance which is deemed negatively, such as sickening camera angles, seizure inducing activity, and other rectifiable presentation decisions within it, the movie is not eligible for any tier." This rule can be found here at >The movie must be good >>The movie should not be painful to watch Of course this is up to the judges, but I just wanted to point it out here, because it seemed appropriate to mention it.
Spikestuff
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If you are concerned that it could be rejected due to the game itself just know this. There is leniency to that rule especially due to the fact that this is an Atari 2600 game. The game is treating it by only doing small sections, the ground and the sprites. The game is also only doing small segments and not an entire screen and the use of darker colours helps it a bit. In my opinion it's not that bad, and is very low level. If you really are that concerned feos might be able to help as he was the one who solved the flickering issue due to emulation errors on a Game Boy Color TAS. So he might be able to provide an alternative to view.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Wached in the emulator and didn't have any problems with the visuals. Blinking is how this game is able to show more than 3 colors on a scanline, and indeed it was common on A2600. Probably on a real TV it's even less questionable, because the luminophores don't fade instantly when the color turns off. Well, the jumping sound is annoying, and the movie is boring as hell, but we don't reject just for that.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Watch out, you'll get yourself typecast as the "bouncy ball games" guy. You can begin on Level 3 by holding the Select button before starting, but I would guess that is considered a level select password of sorts. I'll look into trying to save any frames, but at a cursory glance, it looks very optimized.
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Blazephlozard wrote:
Watch out, you'll get yourself typecast as the "bouncy ball games" guy.
Hahaha yes xD I'm definitely tired of ball games for now, my next will be different for sure.
Blazephlozard wrote:
You can begin on Level 3 by holding the Select button before starting, but I would guess that is considered a level select password of sorts.
Yeah, I think the same. But if it isn't considered as one and people prefered the shorter version I guess I wouldn't bother much if the first few parts fell off then.
Blazephlozard wrote:
I'll look into trying to save any frames, but at a cursory glance, it looks very optimized.
Sure, try your best! If I recall correctly, there are at least one or two stages with a pause taking longer than one whole jump, but whatever I tryed would make it just worse. If you find anything, that would be awesome!
Blazephlozard
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Right now my main thought is maybe jumping temporarily into row 5 during the long waits at the start in levels 2 and 5. But I dont know how manipulatable the eater's initial delay will be.
Blazephlozard
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Sorry for the long writeup but there's a reason I'm trying to write my thought process / order of operations ;) I considered the possibility of reducing vertical jumps, to save that 1 frame they incur. I think that's only really possible on Level 1 and 4, where you have freedom to do any path you choose. Level 1 and 4 contain zero wait frames, and never retread on a square twice, so they are done in the minimum number of moves already. Since your spawn square has to be bounced back to, I'm not sure there's a way to step on every square only once using less than 10 up/down movements, which is what this run does. So that seems great. I made a Lua script that marks the 12/13 frames after an input as lag. This helped immensely in finding the spots where there was an input delay for manipulation/survival. https://pastebin.com/ipUXAYzr I found 23 such spots, a lot of which being waiting for the eater's first move in the 10 stages of Level 2 and 5. From the looks of it, the eater does not actually have any luck involved? It seems to me more like he chases you in a logical way that will always be consistent if your position and his are the same. Also, his time to start moving seems fixed, so the starts in Levels 2 and 5 probably don't have anywhere to improve. Any delays to manipulate his movement after he wakes up could possibly be shorter, if done earlier in the level. But I was more interested in any delays that were due to the Pin, because THAT is definitely RNG. Once a level starts, I'm guessing the sequence of the columns it spawns in is fixed, unless the Pin is interrupted (like by hitting the eater). But, you can delay exiting a previous level to change what columns the Pin is in the next level. Probably a simple frame-timer RNG, not affected by the player's input, if I had to guess. Going with what wasn't going to desync anything first, I noticed a Pin delay in the final level, 6-5, and removed it, then delayed the last jump of 6-4 by one frame. This did successfully make the Pin miss me, and luckily the Eater cooperated. I saved 5 frames! Not being too afraid of the idea of resyncing, I restarted from the first pin delay in 2-2, delaying my 2-1 exit just 1 frame to eliminate the 2-2 delay. That ran into a bit of trouble in 2-3, but in the process of trying to fix it, accidentally discovered a far far faster idea: Manipulating the Pin to be in the rightmost column in Levels 2 and 5, to kill the Eater before he wakes up! When waiting at the end of a level, every 2 frames you wait moves the Pin's starting column leftward once, which is nice since it means a maximum of only 12 or so frames to wait. This can potentially be reduced if you can manage to spawn the Pin an extra time during the level (by manipulating the Eater to die). I did this in 2-4, in order to resync 2-5 faster than I could have by waiting. I have to go to bed right now but I'm currently 148 frames ahead starting Level 3. Frame 5769 is where I stopped. Will work on the rest tomorrow and I encourage you to check it out as well! Pin manipulation to kill the Eater has potential to reduce other Eater waits too I'd bet! http://tasvideos.org/userfiles/info/64114279732085918
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WOW! I never even thought about manipulating the pin's spawning column, as I wrongfully assumed it would behave in a similar way as the Bubble Eater. The idea of manipulating it to kill the Eater is GENIOUS! :D Your improvements in the userfile movie are great so far! I'll go on and search for further improvements now.
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What a neat improvement, gj Blazephlozard!
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3-1, 3-2, 3-4: No delays. Had delays before, but needed no delays now with the new pin positions, no manip needed. 3-3: Kept its 2 frame delay for Eater position manipulation (doubtful that could be reduced to 1 frame with the pin). 3-5: 2 frame delay added on 3-4's exit added due to poor pin positions. Multiple Level 4 stages got re-arranged to work but should come out to the same result. And of course 5-1, 5-2, and 5-3 had massive improvements at the start. Well, actually, I believe you already had the Pin killing him in 5-1. (He's too fast in stage 4 and 5 to save time with the pin) 5-2: 5 frame delay added on 5-1's exit. 1 frame delay to avoid a Pin. 5-3: 3 frame delay added on 5-2's exit. 5-4: 1 frame delay added on 5-3's exit. 5-5: A couple 1 frame delays for surviving the eater, less than what was there before. 6-1: 1 frame delay at end of 5-5 so the Eater DOESN'T die in 6-1. 6-4: 3 frame delay at end of 6-3 for pins, but that's nothing compared to the delays that got removed around it. Great natural luck in 6-2 removed a 10ish frame wait by having the eater die. A couple delays in 6-3 were removed as well. And 6-5 still went cleanly! 17274 input end, 291 frames saved http://tasvideos.org/userfiles/info/64124218616919857 All the delays are quite small now, I'm very happy with how much better the RNG was, even without specifically manipulating it!
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Dang, you got me there haha :D I also just finished my attempt, but I only got it down to 17284 ;-; I haven't taken a look at yours yet, but I'm already amazed! 0.0 I'll take a look now and write again after I've watched it.
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The most interesting optimization I did was here: "5-2: 5 frame delay added on 5-1's exit. 1 frame delay to avoid a Pin. 5-3: 3 frame delay added on 5-2's exit." Originally this was a 4 frame delay, then a 9 frame delay, because the Pin was in the 5th column for 5-3. Changing to a 5 frame delay kept the pin rightmost column for 5-2, but changed the later pins to not kill the eater (requiring 1 frame of dodge), ending up changing 5-3's starting column to be further left and only need a 3 frame delay. So it went from 13 total delay to 9. Yay...
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Yep, great luck manip and movie :) I'd like to add you to the submission authors/players, of couse only if you would agree to that. But I gotta admit I don't quite know how to do it... would I need to add you as an "extra privileges" person? Or just manually write your name in the players section? Or something else?..
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Yeah, changing the author to "KiwiCracker & Blazephlozard" works for that. And for the movie file being updated, a Judge will do that when they take it on.
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Alright thanks, did it :) I also added your real name, because I saw you added it in other submissions as well. I also gave you edit privileges, because it seemed appropriate ;) I also adjusted the submission text. And it would be nice if you could rewrite some of the level by level points, as you actually know best whats happening there, because you have actually done the most part haha
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Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4237] A2600 Boing! by KiwiCracker in 04:48.29