BoingMaster Complete Guide — Controls, 11 Ground Traps, 16 Beasts, Special Effects and Items
Two buttons. One endless run.
How far can you go?
A pitch-dark city at night, and a single figure drawn in white lines, running. At the bottom of the screen there are exactly two buttons — Jump on the right, Superman on the left. With just those two you clear spikes and saw blades, stomp on a gorilla’s head and dash between a giraffe’s legs. BoingMaster is an endless line-art runner.
This is the complete BoingMaster guide. Controls and screen layout, hearts and levels, the 11 ground traps, 16 beasts and the birds, everything that shoots out of the ground, 10 stages and the weather, the “WARNING!” special effects, the 6 items, coins and score, and continuing a run — everything in the game, in order. Every number was checked against the actual game code, and every screenshot and animation was captured from the real game.
- The rules of a run — three hearts, endless levels
- Controls — Jump and Superman
- The screen
- 11 ground traps
- 16 beasts — stomp or slip past?
- Birds in the sky and things that rise from the ground
- Surfaces — ice, conveyors, trampolines
- 10 stages · weather · “WARNING!”
- 6 items
- Coins · score · combos
- Losing a heart · results · continuing
- Five tips for your first run
The rules of a run — three hearts, endless levels

Your runner heads right on their own. Your only job is deciding when to jump and when to duck. There is no finish line — the goal is simply to go further.
The road is split into levels. Level 1 is 50 m long, each level adds 40 m, and from level 15 on every level is 600 m. Each time you level up, LEVEL UP! pops up and the next level begins — the stage, weather and obstacles change and things get a little harder (quickly up to level 12, then more slowly up to level 30).
You get three hearts. Hit something and you lose one, then drop back in from the sky and keep running. Lose all three and the run is over. Your next run starts from the furthest level you have ever reached.
Controls — Jump and Superman


TAP TO JUMP / HOLD TO GO HIGHER. You jump the moment you press, and if you keep holding, you jump again at the top of every arc (an air jump). You get up to 10 air jumps before you touch the ground again. So “hold to go higher” doesn’t mean one bigger jump — it means chaining several jumps in a row.
HOLD TO SLIDE. As long as you hold it, your runner stretches out low and forward in a “Superman” pose. This is how you get under low ceilings, through tunnels and past anything flying in at head height.
Moves for when you’ve got the hang of it
- Jump buffering · late jumps — a jump pressed up to 0.14 s before you land still counts, and you can still jump up to 0.11 s after running off the edge of a platform.
- Rebound — jump again within 0.16 s of landing and you go 1.14× higher.
- Slide jump — jump out of the Superman pose and you fly further forward (1.22×).
- Changing speed — swipe right on the screen to go up one speed step (steps 0–3, each adds +8% to top speed) and swipe left to slow down. It shows on screen as > >>.
Running speed starts at 6.2 per second, climbs to 7.8 over time, and from level 6 on it rises a little more with every level.
The screen

- Top left — your three hearts and LEVEL N.
- Top center — distance run (m).
- Top right — SCORE, coins and the pause button.
- Left column — the items in your bag. Tap one to use it (chapter 9).
- Center — your combo, x○ COMBO, and announcements.
- Bottom corners — the Superman (left) and Jump (right) buttons.
It is always night. The runner and the world are drawn in white lines floating over a dark sky.
11 ground traps
Touch a trap on the ground and you lose a heart. Most of them you simply jump over, but a few are all about timing.
| Trap | How to get past |
|---|---|
| Spikes · fire · saw blade · rock | Jump over it |
| Pendulum | Swings 2.6 side to side every 2.4 s — go right after it passes |
| Crusher | Slams down every 2.9 s — go while it’s up |
| Barbed wire | So long you need two jumps |
| Bear trap | Open for only 42% of every 1.7 s — cross while it’s shut |
| Acid pool | Make a wide jump |
| Electric fence | Live for only 38% of every 1.45 s — cross while it’s off |
| Landmine | Blinks every 0.55 s |




On top of those there are walking zombies (you can stomp them), rolling balls (you can’t), low ceilings that go for your head, and pits under your feet.
16 beasts — stomp or slip past?
Beasts far bigger than your runner walk toward you or stand in the way. Three rules apply.
- Land on its head and it goes down, spraying 20–30 coins in a fan.
- Touch its body and you lose a heart.
- Long-legged beasts can be passed by running straight between their legs.




All sixteen: KONG · GORILLA · DINO · GIRAFFE · TIGER · LION · PENGUIN · BEAR · ELEPHANT · RHINO · TIN BOT · T-REX · MAMMOTH · YETI · BIG ZOMBIE · GOLEM. Their names appear on screen in English in every language.
Birds in the sky and things that rise from the ground

Birds — only dangerous in the air
Eagles, hawks, owls, crows and bats fly straight at you. You can’t stomp birds, but they’re no threat while you’re running on the ground — they only hit you while you’re airborne. Before a big jump, glance at the sky.
8 things that rise from the ground
These pop out of the ground on a fixed beat — flytraps · fire jets · fists · arrows · zombies · walls · bars, and the geyser. The geyser is the one that won’t hurt you: it launches you upward.




Surfaces — ice, conveyors, trampolines
| Surface | What happens when you run on it |
|---|---|
| Ice | Almost no grip (0.055) — you slide |
| Puddle | Grip 0.55, speed ×0.72 |
| Snow | Grip 0.30, speed ×0.88 |
| Steel plate | Good grip, speed ×1.04 |
| Conveyor | Speed ×1.35 |
| Crumbling platform | Collapses 0.42 s after you step on it |
| Trampoline | Bounces you 1.75× as high as a jump — 2.15× if you’re holding Jump |


The route isn’t just the ground, either — paths at underground (−3.4), ground (0), second-floor (3.6) and third-floor (7.2) height overlap, and there are spots where you climb walls or ride ropes.
10 stages · weather · “WARNING!”
There are ten stages — Night City · Moon Surface · Sun Surface · Dark Forest · Deep Sea · Volcano · Ice Field · Desert Night · Neon · Ruins. Each stage lasts two levels, and the order is shuffled every run. Once you’ve been through all ten, they come back with slightly shifted colors. There is no daytime — that was left out on purpose.




Weather
From level 3 on, the weather is rolled every level — rain 35%, snow 25%, wind 45%. Rain gives you less grip, snow cuts your speed and jump height, and a headwind pushes you back.

WARNING! — 25 special effects
From level 3 on, a special effect may kick in when you level up (starting at 30%, +6% per level, up to 75%). It lasts 2.2–9 seconds and never kills you — it only makes things harder to see or makes you heavier or lighter. The screen just shows WARNING! and doesn’t tell you which one it is.
- Earthquake
- Blackout
- Flicker
- Flash
- Narrow vision
- Fog
- Ink
- Clouds
- Low gravity
- Heavy gravity
- Speed burst
- Slow motion
- Headwind · tailwind
- Ghost terrain
- Glitch
- Downpour · blizzard · thunderstorm
- Falling debris
- Bird flock



6 items
Items pile up in the bag in the left column, and you use one by tapping its icon. You pick them up on the road (from 220 m into a run, every 95–145 m) or buy them in the shop for 50 coins each. You can hold up to 9 of each kind, and Items expire 24h after you get them.
| Item | What it actually does |
|---|---|
| MAGNET FIELD | Pulls in the coins on screen for 8 s (pickup range 0.95 → 4.2) |
| POWER | Blocks one hit, then 1.6 s of invincibility — stays on until you get hit |
| COIN x2 (score) | For 12 s, the points from coins and objectives are doubled |
| SLOW TIME | Speed ×0.55 for 6 s |
| BOOST | Charge forward at 1.85× for 5 s, invincible the whole time |
| COIN x2 (rush) | For 14 s, every coin counts as 2 |
The shop has two items called “COIN x2” — one doubles your score, the other doubles the number of coins. The shop cards still carry old descriptions like “auto-triggers” and “10s”, but in the actual game you tap to use them and the durations are the ones in the table above.




Coins · score · combos
1 point per meter, 2 points per second, and 10 points per coin × (1 + 0.1 × combo).
+1 for every coin you collect, up to 50. It breaks 2.6 s after your last coin. From 2 on you see x○ COMBO.
Every level has one hidden objective — collect coins, pass obstacles, reach a combo, or run up high. Complete it for OBJECTIVE CLEAR! and 150 + 50 × level points.
Coins you collect during a run go into your wallet when the run ends. You can also top up with WATCH AD +120 in the shop. There are nine daily missions, worth 10 coins each (doubled with an ad).
Losing a heart · results · continuing



- Hit something and you lose a heart and fall over, then drop back in from the sky and keep running with 1 s of invincibility.
- Lose your last heart and you get the result screen — GAME OVER (or NEW RECORD! if you beat your best), distance, TO BEST ○m ( BEST ○m ), coins and score.
- Continue — by watching an ad or with coins (H300). The coin price doubles each time you use it in the same run: 300 → 600 → 1200. Continuing refills all three hearts and gives you 3 s of invincibility.
- Retry, plus COINS x2, which doubles this run’s coins if you watch an ad.
- Mid-run, the top-right button gives you PAUSED — [RESUME] · [HOME].
Five tips for your first run
- Tap for one jump, hold for several. Keep holding and you jump again at the top of each arc.
- Go under low things with Superman. Tunnels, low ceilings, anything at head height.
- Watch the sky when you’re airborne. Birds are only dangerous when you jump.
- Stomp big beasts on the head. 20–30 coins. Long-legged ones you can run under.
- Don’t panic at “WARNING!”. Special effects only make things hard to see — they never kill you.
Two buttons.
How many meters will you run today?
Play BoingMaster now
Playing it is much faster than reading about it.
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