Boppin'
version 2.5
Stephen P. Lepisto
Jennifer D. Reitz
Accursed Toys (https://atoys.com)
e-mail: boppin@otakuworld.com
Boppin' web page: https://jenniverse.com/boppin%20main.html

Table of Contents

System Requirements
Changes
Changes for v2.5 (July, 2025)
Changes for v2.0 (June 19, 2005)
Description
Bopping Blocks
Lives and Credits
Hive Five!
Sources
Moving Around
Using Elevators
Throwing Blocks
Refractors
Thrown Block Meets Bopping Block
Pushing Bopping Blocks
Gravity and Bopping Blocks
Prizes
Getting Perfect Bonus
Final Battle
Using the Mouse to Play the Game
Using the Keyboard to Play The Game
Keys available during game play
Hidden Keys
On the Main Menu
On the High Scores Table
Cheat/Debugging Keys

System requirements

Changes

Changes for v2.5 (July, 2025):

Changes for v2.0 (June 19, 2005):

(See list of cheat keys at the end of this document.)

Description

Boppin' is a puzzle game played in real time -- what we call an arcade puzzle game. The object of the game is to clear all maps of a level or episode, accumulating the maximum score, and fight the end of level boss. Each episode has a lead-in story and different endings depending on how well you did. Episode four (the last episode) has a special ending which wraps up all the stories. There is a full-featured editor allowing you to create your own levels (we have supplied versions of the four levels played in the game to use as ideas).

Bopping Blocks

On each map there are a number of blocks called "bopping blocks". These blocks are arranged on a map in a wide variety of configurations. Some of these configurations are part of a set of four patterns. To clear the map, you need to throw blocks that match the bopping blocks on the map (an alternative to matching bopping blocks is to get the bopping blocks to leave the screen: it contributes to clearing the map but you gain no score. There a few maps that require this approach to clear them). Score is accumulated based on the number of bopping blocks matched in a single throw. A special bonus is achieved by completing one of the four special patterns and releasing a trapped monster (as described in the story of episode one). Also shown in the in-game help (press F1 to view).
Play continues on each map until all bopping blocks are removed from the screen or both characters are dead.

Lives and Credits

If all lives are gone, the character dies. If playing in a one player game or if both characters are dead, and at least one player has at least one credit, a 10 second timer appears. The player can click their button to use a credit within the time period and start a new set of lives (in two player mode, both players give up a credit to start over). Note that the score will be zeroed. When all credits are gone, the game is over. A second player can join in at any time as long as that player has credits. If the second player did not start the game with the first player, no credit will be used to start the second player for the first time as they are simply joining the first player.

High Five!

In a two player game, it is possible to split credits and lives between the two players in case one player is running low. The players stand next to each other and "throw" in the direction of the other player to give a "High Five". When this is done, the credits and lives are shared evenly as possible between both players. A "Yay!" sound is heard when successful.

Sources

Each player's character appears or rezzes in on their source tile. These sources are at different locations on each map but there are always two of them, one dedicated to each player. The blocks that each character throws appear on these same sources. The throwing blocks appear in a fixed order and only blocks that can match what is on the map will be rezzed in. The player picks up a throwing block at their source by touching the block. The throwing block is then carried until the player is ready to throw it.

Moving Around

The characters move around the screen using the selected input device. An input device can be a game controller, a joystick, the keyboard, or a mouse. Characters cannot walk off edges. The only way a character can fall is if they are standing on bopping blocks that are removed by hitting them with a thrown block. Characters can move up and down only on an elevator. Characters can move off the left or right of the screen and appear on the opposite side -- assuming there is something to walk on. Characters falling off the bottom of the screen lose a life and will reappear on their source.

Using Elevators

To use an elevator, step onto it and push up or down. Some elevators can travel only so far downward because they have a fixed base. All elevators will stop when there is an obstruction preventing further travel or the top edge of the screen is reached. If an elevator is not at the same row as the character, it can be called to that row. Stand next to the elevator "shaft", press and hold the button and push the stick in the direction of the elevator (same actions as if you are throwing a block). If the elevator can come to that row it will. If two elevators are in the same shaft, the upper elevator will move down first. An elevator cannot be called through a floor or ceiling. It is possible for two elevator/platforms to merge into one. In this case, they act like a single elevator.

Throwing Blocks

To throw a throwing block, press and hold the joystick button. Then move the stick left or right to shift the throwing block left or right. When the block is fully left or right, release the button: the block will fly off in a diagonal direction away from the character. The throwing block will carom off of walls and other objects until it hits something.
Throwing blocks always move on a diagonal unless they hit or move in front of the active side of a refractor, which changes the direction of the throwing block.
Floor tiles in the bottom two rows of the map are considered deadly and cause the throwing block to explode and the character loses a life. However, some maps are drawn with wall tiles as floors and so those "floors" are never deadly. Something to be careful of!
if you are carrying a throwing block that is inappropriate, stand on your source and pull the stick down: the block will be destroyed at a small cost in points (if you don't have enough points you will lose a life).

Refractors

A refractor is a tile that changes the direction of a throwing block, causing the block to move in a straight line. When a throwing block hits or passes directly in front of the active face of a refractor, the block will be pushed directly away from that refractor. Each refractor has only one active face. In this way, it is possible to have the throwing block be pushed around the screen in a set path. Again, a throwing block will stop only when it hits a bopping block or deadly floor tile.
It is possible for a throwing block to become trapped between a refractor and wall or two refractors. If this is not desirable (some maps require taking advantage of this behavior) and you cannot retrieve the block by touching it, then stand on your source and pull the stick down: this will destroy the tile at a smaller cost in points than if you were carrying the block (if you don't have enough points you will lose a life).

Thrown Block Meets Bopping Block

If the throwing block hits a bopping block that is not the same as the throwing block then the throwing block explodes and the character loses one life.
If the throwing block is the same as the bopping block, a match occurs and the throwing block and all bopping blocks that are the same and contiguous to the bopping block that was hit are removed and a score is accumulated. A bopping block is contiguous to another bopping block in the four cardinal directions -- diagonals do not count. The more blocks that are matched at the same time, the higher the score.
There are four special patterns of blocks that, when completed, release a trapped monster and score a bonus. These four patterns are described in the introductory story of episode one and in the instructions. The best objective for each map is to complete as many of these special patterns as possible. A few maps don't have these monster patterns while other maps require moving bopping blocks around to set up a monster pattern.

Pushing Bopping Blocks

A bopping block can be pushed if there is nothing blocking it in the direction of the push. A player walks up to the side of the bopping block to be pushed and uses a throw move but keeps the button down (like calling an elevator). The bopping block, if it can move, will slide one tile position in the direction of the push. If a bopping block is moved off an edge, it will fall in the direction of the gravity set for the map.

Gravity and Bopping Blocks

Bopping blocks can be affected by gravity but that gravity can be different for each map. There are five possible directions of gravity for bopping blocks: up, down, left, right, or none. When bopping blocks are removed, all other blocks shift according to the gravity. Note that all bopping blocks "fall" in straight lines, following the gravity, if any.

Prizes

In addition to bopping blocks, there are prizes. A player picks up these prizes by running through them or by touching them with a carried throwing block (a throwing block in flight will simply bounce off of prizes). Note that a player can stand on top of a prize or have a prize drop on them without picking it up (one exception to the dropping is if the player is holding a throwing block: in this case, the prize will be picked up). Prizes always fall straight down, regardless of what the gravity is for the bopping blocks.
Prizes have different benefits:
  1. Add one credit (limit is 9 credits)
  2. Add one life (limit is 99 lives although only 8 are shown)
  3. Add points of various denominations
  4. Remove points (these prizes look dangerous or trashy)

Getting Perfect Bonus

Collecting all prizes from a map without a loss of life will add a PERFECT bonus for that map. If there is a loss of life by either player but all prizes are still collected, the bonus is less. This bonus is in addition to any benefit gained or lost from the prizes.
Note that map 22 of Episode 4 cannot get a PERFECT (it just isn't feasible to modify this map and keep the puzzle quality). Also, map 24 of Episode 4 can only get a PERFECT if two players cooperate. All other maps can get PERFECT's.

Final Battle

When all maps have been successfully completed, the players get to fight the end level boss. The characters rezz into the battle map followed by throwing weapons. Throw these weapons at the monster. The more score that you have when you enter the battle, the more damage your weapons do.
In Easy Final Battle Mode (set by default, can be changed from the Set Options Main Menu), the points of both players are combined to deliver that much damage to the monster. This means the battle can be over in a single hit (if the combined score is 100,000 points or more), or take at most 7 hits (combined score is less than 14,285 points) to defeat.
In Original Battle Mode (can be changed from the Set Options Main Menu), each player entering with 800,000 or more points will require 8 hits to defeat the monster for that player (players' points are not combined). Entering with 10,000 or less points will take about 100 hits. The monster will show various amounts of damage over time.
The only way to deliver damage to the monster is to throw the weapon blocks. If the monster touches the block while it is being carried, the block is destroyed and no damage is delivered. If the monster touches the character, the character is killed and loses a life. Continue until the monster is defeated or the players are out of lives and credits.

Using the Mouse to Play the Game

The mouse must be selected as the device to use. This can be done from the Main Menu under Set Options or from the in-game menu (ESC) Change Controls.
Using the mouse, left-click to the left or right of the character to cause the character to move to that location. For elevators, left-click above or below the character. Hold down the right button to have the character hold the bopping block for throwing in the direction of the cursor (left or right). Release the right button to throw the block (center the block above the character to not throw the block).
If you have a middle mouse button, clicking that button calls up the in-game Options menu.

Using the Keyboard to Play The Game

The keyboard must be selected as the device to use. This can be done from the Main Menu under Set Options or from the in-game Options Menu (ESC) Change Controls option (the in-game change is remembered only for the current game).
The default keyboard control of a character is:
KeyAction
left arrow move left
right arrowmove right
up arrowmove up
down arrowmove down
space baracts as button 1 on joystick
shiftacts as button 2 on joystick
These keys can be redefined from the Main Menu Set Devices menu by selecting "Define Motion Keys". These changes are saved in a configuration file. Within the game, these keys can be redfined by pressing 'K' or by opening the in-game Options Menu (ESC) and select "Define Motion Keys" option. In-game changes are saved in the configuration file.

Keys available during game play

KeyAction
F1, '/', '?' displays instructions. Same as opening the Options menu and selecting "Instructions".
Note: '?' might not be available if the shift key is used for a button.
F2 Save game (select one of eight slots). Same as opening the Options menu and selecting "Save Game".
F3 Load game (select one of eight slots). Same as opening the Options menu and selecting "Load Game".
F5 kills player 1 (sometimes necessary if player 1 gets trapped). You will get a chance to confirm this.
F8 kills player 2 (sometimes necessary if player 2 gets trapped). You will get a chance to confirm this.
'J' (NOT SUPPORTED) allowed centering of joysticks
'K' allows redefining of keys used to control motion of characters. This is the same as opening the Options menu and selecting "Define Motion Keys".
'M' toggles music on and off. This also affects music in the Main Menu.
'R'
Restarts the current map. You get a chance to say no. Same as opening the Options menu and selecting "Restart Map".
Note: restarting a map restores points, lives, and credits for both players to the values when the map was first started. If you are on your last life and credit, restarting a map during the last death sequence can save you from a game over.
'S' toggles sound off and on.
'P'
Pauses the game. A message is displayed to that effect. Press button 1 on the input device to resume the game.
Opening the in-game Options menu also pauses the game.
ESC
Calls up the in-game Options menu giving you many options to select among.
The Options menu can also be opened by pressing button 2 on the keyboard, a controller or a joystick, or pressing the middle button on a mouse.
Ctrl-B Displays the Bonus Mystery Spot until a key or button is pressed.
Ctrl-L
Moves immediately to the next map (no confirmation) but a status dialog displays for up to 3 seconds indicating a warp to the next level is in progress. This operates the same as if you had cleared all bopping blocks from the map. Not available during final battle.
The in-game Options menu provides the option, "Skip to next map", which asks for confirmation before skipping to the next map, unlike this keypress.
No cost to use. This keypress is provided as a way to work around any bugs that might arise that prevents further progress.
Ctrl-Alt-L
Moves immediately to the previous map if not at the first map (no confirmation) but a status dialog displays for up to 3 seconds indicating a warp to the previous map is in progress. This warp reverts progress to the start of that previous map. Not available during final battle.
No cost to use other than any gains obtained since the beginning of the previous map.

Hidden Keys

Note: these aren't cheat keys as they are always available.

On the Main Menu

These keys are accessible only when the Main Menu is visible.
KeyAction
'M' toggles music on and off. This also affects music in the Game.
Ctrl-F9 Toggle on/off the Main Menu options for changing the configuration or devices, restoring a game, and using the editor. Available only when running in "arcade" mode!
Ctrl-T Displays the Sound Test dialog. You can listen to all sound effects from here. The controls are self-explanatory.
Ctrl-V Starts an automated slide show of all maps of all levels in the game, starting with the last played episode. During the slide show, the following inputs are in effect:
InputAction
page up
left arrow
back space
pushing stick left
go to previous map
page down
right arrow
Enter/Return
pushing stick button
pushing stick right
go to next map
ESC exit slide show

On the High Scores Table

These keys are accessible only when the High Scores table is visible.
KeyAction
Alt-F6 Deletes the contents of the High Score table. A requester pops up to confirm this action. Once done, cannot be undone.

Cheat/Debugging Keys

The following cheat keys need to be activated by entering a simple password.
The password is "toys", lower case. A sound will be heard on successfully entering the password. Cheat keys will remain active until the program exits. This can be typed (blindly) at any time during the Main Menu or in-game and remains in effect until the program is exited. Note: Arcade mode automatically enables all cheat keys.
Most of these cheat -- ahem. debugging -- keys are available only during game play.
KeyAction
Ctrl-F Jumps immediately to the final battle.
'1' or '!' sets lives and credits of player 1 to 0.
Note: '!' might not be available if the shift key is used for a button.
Ctrl-'1' In Game: Cycles points for player 1 among 40,000, 400,000, and 0.
In High Scores Table: Overwrites the high scores with a preset list used for testing the entering of names in High Score table. Warning! This destroys the contents of the High Scores List!
'2' or '@' sets lives and credits of player 2 to 0.
Note: '@' might not be available if the shift key is used for a button.
Ctrl-'2' In Game: Cycles points for player 2 among 40,000, 400,000, and 0.
In High Scores Table: Overwrites the high scores with a second preset list used for testing the entering of names in High Score table. Warning! This destroys the contents of the High Scores List!
Ctrl-'3' In High Scores Table: Overwrites the high scores with a third preset list used for testing the entering of names in High Score table. Warning! This destroys the contents of the High Scores List!
Alt-H during final battle, delivers one maximum hit that always defeats the final boss monster.
Ctrl-F5 adds one credit to player 1. The limit is 9 credits.
Ctrl-F8 adds one credit to player 2. The limit is 9 credits.
Ctrl-W Warp among maps 10, 30, and 0.
More specifically, warps between NUMBER_OF_VALID_MAPS / 4, (NUMBER_OF_VALID_MAPS * 3) / 4, and 0. Used for testing game over endings.