Boomerang Kid is a short platform game released as part of the Quattro Adventure game cart released by Camerica. Like other games on the cart, Boomerang Kid is filled with warps which allow the player rapid progression, but they are well hidden. The game has a visually clean style and decent music, but is more well known for its awkward mechanics. This run uses warps and careful routing to beat the game as quickly as possible.
  • Emulator used: FCEUX 2.2.2
  • Uses Warps
  • Completes the game as quickly as possible.
Comments:
I was inspired to do this run after seeing rchokler's WIP as I working through Super Robin Hood. The WIP had already worked out warp locations which made the game very fast while still showing off a lot of platforming action. So, not wanting to let good work go to waste, I took up the WIP and polished it up for this submission. My contributions were re-routing a couple of level choices to faster ones as well as optimizing most of the levels.
Mechanics:
You won't get to see it, but after most stages you get a choice to go either left or right and choose the next stage. Of course stages with warps are preferred. If no warp is available both possible paths have to be routed, as it's not always obvious which level is faster.
The other important concept here is falling and jumping. You can only fall a certain distance before dying. When you walk off a ledge, you begin falling instantly. When you jump off a ledge, you will descend below your starting height before you start 'falling.' So counter-intuitively, you can reach lower platforms by jumping up first. You can tell when 'falling' starts when Boomerang Kid is falling straight down.
The final important mechanic here, which is not at all obvious, is that holding select decreases your remaining time. This is used to bring the timer to zero at the end of each level. Otherwise it will count down before the next level starts (adding points.)
Boomerang Kid does not use any of the boomerangs he collects, in fact there is no use for the B button in this game.
Stage by stage comments
Stage 1: The Dream Time: Standard platforming. The snake above where you starts in just the wrong spot to keep you from jumping over him after getting the boomerang.
Stage 2: Shark City: Warp
Stage 3: Cliff Edge Corner: You will start noticing a lot of the 'jump to go down' mechanic here.
Stage 4: Shark Fin Creek: Warp cleverly hidden below a breakaway platform.
Stage 5: Jagged Jungle: This is the first route change over rchokler's WIP. Standard Platforming.
Stage 6: One Way Ticket Bridge: The last stage of the first world. The first and last stages of a world are not choices.
Stage 7: Lord Grimdown's Castle: I have no idea who Lord Grimdown is.
Stage 8: Tower of the Forgotten Knights: Warp
Stage 9: The Secret Chamber: With a secret warp right behind you : )
Stage 10: Nightmare Mansion: Another route change. The kid is JUST able to hit the platform timings.
Stage 11: The House That Came To Life: Some standard platforming. A note about the conveyors. They will move you if you aren't moving, but if you are, you still move at normal speed, in both directions, so a pretty poorly implemented mechanic.
Stage 12: Chamber of Horrors: Last castle level, something of a switch maze.
Stage 13: Home Base: Home Base?
Stage 14: Stalactite City: Ahhh another platform that simply can't be reached, boomerang kid is forced to sit and wait. The alternative level unfortunately is still longer, due to an annoying bat on the route.
Stage 15: Hopping Mad Halt: Warp
Stage 16: The Cave of Penultimate Evil: Interesting cave maze.
Stage 17: The Cave of Ultimate Evil: Tricky platforming to finish the game!
Other comments:
I would like to thank rchokler for agreeing to let me coauthor and finish up this run. I had fun with this game, I hope you enjoy watching.

feos: Accepting to Moons.
Spikestuff: Files provided. Publishing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
That was pretty impressive! I liked the precise-looking way you moved around, barely avoiding enemies and touching the boomerangs. That jammin' music sure makes the game feel more fun, too. Good job to both of you, yes vote.
Player (13)
Joined: 6/17/2006
Posts: 510
Wow, I don't think I never knew about the Select trick! Such a random feature! If this is accepted, the only Quattro Adventure left to TAS will be Linus Spacehead. Pretty cool! I hope someone will also pick up Quattro Arcade for TASing, as there are some pretty good games in this collection as well. :)
Editor, Experienced player (885)
Joined: 1/23/2008
Posts: 529
Location: Finland
Seems like a pretty decent NES title, with good music to boot. "The Cave of Ultimate Evil"... yeah, I think I know what the ultimate evil is in this case: pointless backtracking! So, it has its ups and downs. I'd give it a weak yes vote.
ars4326
He/Him
Experienced player (778)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
Another good run, Alyosha! There were indeed some cleverly hidden warps, throughout. On another note, the music kind of reminds me of this game
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Nice run! I found the game interesting in particular; I don't think I've seen any other game quite like it (Encoding. I might as well, considering I already have the rom from encoding the previous Quattro TAS :P)
Just a Mew! 〜 It/She ΘΔ 〜
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Gameplay couldn't keep me focused, and the sound was a bit annoying, but the music was amazing, and it wasn't "run right for justice", so I vote yes.
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.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Very nice, you did this TAS good with all these precise movements and glitches. Do you plan to TAS a Super Robin Hood "All Treasures"? Would be nice.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
To echo the crowd, I'm impressed with the music. It was good to have it change every few stages. I thought this was going to be fairly generic dodging, but the odd jumping mechanic made the solutions more interesting. Only the very last stage drags on too much. Good job. I voted Yes. As for Linus Spacehead, if anyone wants a reference, I believe that Bag of Magic Food did some research with the game. If you look at his comments for his run of the sequel, Linus Spacehead's Cosmic Crusade, he has a link to a YouTube run of the game. For that game, going for 100% candies is probably more interesting.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3828)
Joined: 11/30/2014
Posts: 2834
Location: US
Thanks for the feedback everyone. I certainly agree that the music saves this game from being a bore. I don't plan to do all treasures Super robin hood or Linus Spacehead. I'll be focusing on Wizards and Warriors 2, and maybe Battletoads warpless after that. And oh yeah, in case you didn't see it in Bag of Magic Food's post in the forum thread, here are 2 versions of the ridiculous back story Camerica included with boomerang kid, pretty weird stuff.
It's a little known fact but boomerangs don't actually return when you chuck them. They were invented by the Aborigines to train kangaroo's to jump on their back legs. The concept of using the boomerang as an aeronautic yo-yo is a confidence trick invented by Bob Smith. "I bet that I can lob this bent stick and it will return to my hand," goads Bob to his victim, in the queue to the dunny outside the pub. I should mention that the victim is usually in such a far state of inebriation, that he doesn't see the elastic string attached to the stick. He just marvels at the sight cries "blimin' Emma" and stumps up his forfeit. Poor Boomerang Kid, so taken in by the ruse, he spent the entire day chucking New South Wales' entire boomerang collection every where trying to copy Bob. Now the Aborigines need them all back!
Now compare it to:
Boomerang Kid was lost by his parents on a camping trip to the outback. Luckily an Aboriginees tribe found him and saved him from being a Dingo's dinner. The Aboriginees raised him as one of their own and taught him the ways of survival in the outback. Snapping Alligators, hungry Dingos and cute Koalas, Boomerang Kid learned about all the animals in the outback and studied their movements. He also learned to find his way around the treacherous terrain that was now his home. Now that Boomerang Kid is older he wants to repay the Aboriginees, so when their boomerang store is raided he sets out to find them, vowing not to return until he has every single one!
ars4326
He/Him
Experienced player (778)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
Lol! I'm guessing someone on the creative staff had, like, a 30 minute deadline to put together a plot for Boomerang Kid.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
Lol, wow. I agree with ars4326, those do sound really rushed. Now I wonder which one we'll end up putting in the publication description.
Skilled player (1459)
Joined: 11/26/2011
Posts: 656
Location: RU
Run is well made, but game itself is awful, i became bored already on the second minute and even good music not helped me. Meh vote.
Alyosha wrote:
I don't plan to do all treasures Super robin hood or Linus Spacehead. I'll be focusing on Wizards and Warriors 2, and maybe Battletoads warpless after that.
This would be great.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
Skilled player (1417)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
[quote="Anty-Lemon"I don't think I've seen any other game quite like it[/quote] I have. It appears to take after the the style of platformer that was popular in Europe back in the mid to late 80's. Games like Jet Set Willy, Monty on the Run, and Manic Miner.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2758] NES Quattro Adventure: Boomerang Kid by rchokler & Alyosha in 04:53.97
Player (206)
Joined: 5/29/2004
Posts: 5712
Oh my gosh, Alyosha, I'm so sorry I didn't check this forum last month! Good job on getting another two CodeMasters games done!
Ferret Warlord wrote:
Anty-Lemon wrote:
I don't think I've seen any other game quite like it
I have. It appears to take after the the style of platformer that was popular in Europe back in the mid to late 80's. Games like Jet Set Willy, Monty on the Run, and Manic Miner.
Ooh, I didn't think of those. I did think of other little old single-screen platformers, like the mini-games in the Back to the Future 2 & 3 games, or Donkey Kong levels where you had to worry about fall damage, or... What else was there? Nuts & Milk? But not with ladders. :P I never took a look at Manic Miner until now, but that looks very much in the same style as Boomerang Kid. Gotta love those conveyor belts that don't change your speed, only forcing you to change your direction when you let go of it.
Alyosha wrote:
And oh yeah, in case you didn't see it in Bag of Magic Food's post in the forum thread, here are 2 versions of the ridiculous back story Camerica included with boomerang kid, pretty weird stuff.
Not only that, but Boomerang Kid is the one game in Quattro Adventure that had many significant changes in the PAL version, Super Adventure Quests, besides updating the copyright information. I finally found someone who owned a copy of that version, and there none of the warps work, but Hopping Mad Halt's normal exit now opens, so that might be the ROM to use for high score runs if that level offers more points than the alternative, I don't know. Also you're not told the names of the levels you're choosing next, just a left arrow and right arrow alone, and the music doesn't stop when you die, and the letter you choose on the high score entry doesn't blink... I start to wonder if they accidentally grabbed an earlier revision before updating some more.
SmashManiac wrote:
If this is accepted, the only Quattro Adventure left to TAS will be Linus Spacehead.
Oh yeah, there is that. Someone will have to improve on Trazan's run of the original, and I'll have to improve on my run of the sequel. Although I understand the "no distance to objects" glitch more fully now, I procrastinated a lot out of the fear of re-planning everything, having to understand the car mini-game physics and random factors better, and making the transition to Bizhawk. Maybe someone can give me encouragement for how to get started...
SmashManiac wrote:
I hope someone will also pick up Quattro Arcade for TASing, as there are some pretty good games in this collection as well. :)
I'd like to see TASes of the whole CJ Elephant series, definitely! The NES version of the first game may be the most interesting for having a speed-up item in place of the invincibility item, and I know the Game Gear game has been dumped, but I don't know if the Commodore computers are TAS-supported for the first two games. Well, the MS-DOS versions are considered the hardest, at least, for having fewer lives and dodgy physics with a few unavoidable deaths or overly speedy enemies, so, there you go. :)
put yourself in my rocketpack if that poochie is one outrageous dude