Whats your opinion on bopimo's moveset?
crime
Joined Nov 2025
Posted 3 weeks ago
The Bustling Blue Bopi Boroughs has a swimming section
IDidNotStealUrToast
Joined Dec 2024
Posted 3 weeks ago
Here's how I feel about every move.
Walk: How does one even have an opinion on this? N/A out of 10
Single Jump: Again, how do you even have an opinion on jumping? N/A out of 10
Double Jump: The core of the move set. 6/10 it's not ground breaking but it is still useful.
Dive: Good if you want to go as far as you can for jumps. Also leading into a roll is nice. 9/10
Roll: Probably the only way to actually keep momentum without doing ice shenanigans. Aerial movement leaves a few things to be desired but when you're on the ground it's great. 8/10
Wall Jump: What can I say, you jump off the walls. Works well with Double Jumps and Dives for scaling walls. 7/10
Long Jump: A real powerful move. Nothing beats the rush that comes from long jumping off of a really high point and then soaring across the sky like a jet engine. Useful for speed runs too. 10/10
Ladder: You climb up the ladder. A bit slow. 3/10
Grate: You move through the grate. Very slow and kind of tedious and fiddly. 1/10 but what can you really do.
Swim: The swimming controls aren't too horrible, the only real gripes I have are getting out of the water and the water itself ruining destroying performance but the latter is about the water itself so. 4/10
Swim Dash: You press the button and you go faster in water. I see it as a means to an end to make water travelling less bad since it ruins precision swimming. 5/10
Punch: It feels weak. Not necessarily that it does too little damage, but more so that it just lacks some oomph. 2/10
Ground Pound: This has some serious oomph. It just feels awesome. You tunnel through weak enough blocks, you do an impressive amount of damage, and the screen shake and end lag really help sell the effect. Plus it let's you correct yourself if you over shoot a platform. 10/10
BONUS ROUND: GLITCHES AND TECH
Triple Jump: Epic! Should be a part of the base game, as it doesn't do major skip damage and mostly helps speed runners. 10/10
Bopimo If It Was Awesome (BIIWA): It's cool but it feels like a one trick pony and levels are painful to de-cheese because of it. 5/10
Corner BIIWA: Bopimo If It Was Awesome if it was ACTUALLY awesome. 7/10 on account of not causing agony when you attempt to remove cheese.
Debug Jump/F3 Jump/The DLA 100 Thing: Just. Plain. Epic. 10/10
Ramp Dives/The Aggregate Thing: Feels inconsistent and finnicky. 3/10
All Of The Weird Things You Can Do With Water And Dives: Launching yourself at Mach 5 is fun :) 9/10
Walk: How does one even have an opinion on this? N/A out of 10
Single Jump: Again, how do you even have an opinion on jumping? N/A out of 10
Double Jump: The core of the move set. 6/10 it's not ground breaking but it is still useful.
Dive: Good if you want to go as far as you can for jumps. Also leading into a roll is nice. 9/10
Roll: Probably the only way to actually keep momentum without doing ice shenanigans. Aerial movement leaves a few things to be desired but when you're on the ground it's great. 8/10
Wall Jump: What can I say, you jump off the walls. Works well with Double Jumps and Dives for scaling walls. 7/10
Long Jump: A real powerful move. Nothing beats the rush that comes from long jumping off of a really high point and then soaring across the sky like a jet engine. Useful for speed runs too. 10/10
Ladder: You climb up the ladder. A bit slow. 3/10
Grate: You move through the grate. Very slow and kind of tedious and fiddly. 1/10 but what can you really do.
Swim: The swimming controls aren't too horrible, the only real gripes I have are getting out of the water and the water itself ruining destroying performance but the latter is about the water itself so. 4/10
Swim Dash: You press the button and you go faster in water. I see it as a means to an end to make water travelling less bad since it ruins precision swimming. 5/10
Punch: It feels weak. Not necessarily that it does too little damage, but more so that it just lacks some oomph. 2/10
Ground Pound: This has some serious oomph. It just feels awesome. You tunnel through weak enough blocks, you do an impressive amount of damage, and the screen shake and end lag really help sell the effect. Plus it let's you correct yourself if you over shoot a platform. 10/10
BONUS ROUND: GLITCHES AND TECH
Triple Jump: Epic! Should be a part of the base game, as it doesn't do major skip damage and mostly helps speed runners. 10/10
Bopimo If It Was Awesome (BIIWA): It's cool but it feels like a one trick pony and levels are painful to de-cheese because of it. 5/10
Corner BIIWA: Bopimo If It Was Awesome if it was ACTUALLY awesome. 7/10 on account of not causing agony when you attempt to remove cheese.
Debug Jump/F3 Jump/The DLA 100 Thing: Just. Plain. Epic. 10/10
Ramp Dives/The Aggregate Thing: Feels inconsistent and finnicky. 3/10
All Of The Weird Things You Can Do With Water And Dives: Launching yourself at Mach 5 is fun :) 9/10
crime
Joined Nov 2025
Posted 3 weeks ago
Originally posted by
IDidNotStealUrToast
3 weeks ago
Walk: How does one even have an opinion on this? N/A out of 10
Single Jump: Again, how do you even have an opinion on jumping? N/A out of 10
Double Jump: The core of the move set. 6/10 it's not ground breaking but it is still useful.
Dive: Good if you want to go as far as you can for jumps. Also leading into a roll is nice. 9/10
Roll: Probably the only way to actually keep momentum without doing ice shenanigans. Aerial movement leaves a few things to be desired but when you're on the ground it's great. 8/10
Wall Jump: What can I say, you jump off the walls. Works well with Double Jumps and Dives for scaling walls. 7/10
Long Jump: A real powerful move. Nothing beats the rush that comes from long jumping off of a really high point and then soaring across the sky like a jet engine. Useful for speed runs too. 10/10
Ladder: You climb up the ladder. A bit slow. 3/10
Grate: You move through the grate. Very slow and kind of tedious and fiddly. 1/10 but what can you really do.
Swim: The swimming controls aren't too horrible, the only real gripes I have are getting out of the water and the water itself ruining destroying performance but the latter is about the water itself so. 4/10
Swim Dash: You press the button and you go faster in water. I see it as a means to an end to make water travelling less bad since it ruins precision swimming. 5/10
Punch: It feels weak. Not necessarily that it does too little damage, but more so that it just lacks some oomph. 2/10
Ground Pound: This has some serious oomph. It just feels awesome. You tunnel through weak enough blocks, you do an impressive amount of damage, and the screen shake and end lag really help sell the effect. Plus it let's you correct yourself if you over shoot a platform. 10/10
BONUS ROUND: GLITCHES AND TECH
Triple Jump: Epic! Should be a part of the base game, as it doesn't do major skip damage and mostly helps speed runners. 10/10
Bopimo If It Was Awesome (BIIWA): It's cool but it feels like a one trick pony and levels are painful to de-cheese because of it. 5/10
Corner BIIWA: Bopimo If It Was Awesome if it was ACTUALLY awesome. 7/10 on account of not causing agony when you attempt to remove cheese.
Debug Jump/F3 Jump/The DLA 100 Thing: Just. Plain. Epic. 10/10
Ramp Dives/The Aggregate Thing: Feels inconsistent and finnicky. 3/10
All Of The Weird Things You Can Do With Water And Dives: Launching yourself at Mach 5 is fun :) 9/10
Would you count zero friction ice and fast wallsliding as glitches ?
bopimonewgen
Joined Nov 2025
Posted 3 weeks ago
Originally posted by
Ekstromer
4 weeks ago
conclusion: you can't name five water levels
conclusion: you eat solid ice blocks for nourishment
Ekstromer
Joined Dec 2024
Posted 3 weeks ago
Originally posted by
IDidNotStealUrToast
3 weeks ago
Walk: How does one even have an opinion on this? N/A out of 10
Single Jump: Again, how do you even have an opinion on jumping? N/A out of 10
Double Jump: The core of the move set. 6/10 it's not ground breaking but it is still useful.
Dive: Good if you want to go as far as you can for jumps. Also leading into a roll is nice. 9/10
Roll: Probably the only way to actually keep momentum without doing ice shenanigans. Aerial movement leaves a few things to be desired but when you're on the ground it's great. 8/10
Wall Jump: What can I say, you jump off the walls. Works well with Double Jumps and Dives for scaling walls. 7/10
Long Jump: A real powerful move. Nothing beats the rush that comes from long jumping off of a really high point and then soaring across the sky like a jet engine. Useful for speed runs too. 10/10
Ladder: You climb up the ladder. A bit slow. 3/10
Grate: You move through the grate. Very slow and kind of tedious and fiddly. 1/10 but what can you really do.
Swim: The swimming controls aren't too horrible, the only real gripes I have are getting out of the water and the water itself ruining destroying performance but the latter is about the water itself so. 4/10
Swim Dash: You press the button and you go faster in water. I see it as a means to an end to make water travelling less bad since it ruins precision swimming. 5/10
Punch: It feels weak. Not necessarily that it does too little damage, but more so that it just lacks some oomph. 2/10
Ground Pound: This has some serious oomph. It just feels awesome. You tunnel through weak enough blocks, you do an impressive amount of damage, and the screen shake and end lag really help sell the effect. Plus it let's you correct yourself if you over shoot a platform. 10/10
BONUS ROUND: GLITCHES AND TECH
Triple Jump: Epic! Should be a part of the base game, as it doesn't do major skip damage and mostly helps speed runners. 10/10
Bopimo If It Was Awesome (BIIWA): It's cool but it feels like a one trick pony and levels are painful to de-cheese because of it. 5/10
Corner BIIWA: Bopimo If It Was Awesome if it was ACTUALLY awesome. 7/10 on account of not causing agony when you attempt to remove cheese.
Debug Jump/F3 Jump/The DLA 100 Thing: Just. Plain. Epic. 10/10
Ramp Dives/The Aggregate Thing: Feels inconsistent and finnicky. 3/10
All Of The Weird Things You Can Do With Water And Dives: Launching yourself at Mach 5 is fun :) 9/10
Lowkey wish there was a variant of the ladder which functioned like the chain link fences from Super Mario World or Super Mario Sunshine
IDidNotStealUrToast
Joined Dec 2024
Posted 3 weeks ago
Originally posted by
crime
3 weeks ago
For zero friction ice, in the past, maybe, but since it has been formally introduced in the Egg Hunt I'm more hesitant now. Since it's not really inherently hard I'm hesitant to consider it a tech either.
Fast Wallsliding is a glitch, but I'm not really sure how I feel about ranking it. Should I give it N/A on account of it being basically useless, or should I give it 0/10 on account of being basically useless?
Fast Wallsliding is a glitch, but I'm not really sure how I feel about ranking it. Should I give it N/A on account of it being basically useless, or should I give it 0/10 on account of being basically useless?
Ekstromer
Joined Dec 2024
Posted 3 weeks ago
Originally posted by
IDidNotStealUrToast
3 weeks ago
Walk: How does one even have an opinion on this? N/A out of 10
Single Jump: Again, how do you even have an opinion on jumping? N/A out of 10
Double Jump: The core of the move set. 6/10 it's not ground breaking but it is still useful.
Dive: Good if you want to go as far as you can for jumps. Also leading into a roll is nice. 9/10
Roll: Probably the only way to actually keep momentum without doing ice shenanigans. Aerial movement leaves a few things to be desired but when you're on the ground it's great. 8/10
Wall Jump: What can I say, you jump off the walls. Works well with Double Jumps and Dives for scaling walls. 7/10
Long Jump: A real powerful move. Nothing beats the rush that comes from long jumping off of a really high point and then soaring across the sky like a jet engine. Useful for speed runs too. 10/10
Ladder: You climb up the ladder. A bit slow. 3/10
Grate: You move through the grate. Very slow and kind of tedious and fiddly. 1/10 but what can you really do.
Swim: The swimming controls aren't too horrible, the only real gripes I have are getting out of the water and the water itself ruining destroying performance but the latter is about the water itself so. 4/10
Swim Dash: You press the button and you go faster in water. I see it as a means to an end to make water travelling less bad since it ruins precision swimming. 5/10
Punch: It feels weak. Not necessarily that it does too little damage, but more so that it just lacks some oomph. 2/10
Ground Pound: This has some serious oomph. It just feels awesome. You tunnel through weak enough blocks, you do an impressive amount of damage, and the screen shake and end lag really help sell the effect. Plus it let's you correct yourself if you over shoot a platform. 10/10
BONUS ROUND: GLITCHES AND TECH
Triple Jump: Epic! Should be a part of the base game, as it doesn't do major skip damage and mostly helps speed runners. 10/10
Bopimo If It Was Awesome (BIIWA): It's cool but it feels like a one trick pony and levels are painful to de-cheese because of it. 5/10
Corner BIIWA: Bopimo If It Was Awesome if it was ACTUALLY awesome. 7/10 on account of not causing agony when you attempt to remove cheese.
Debug Jump/F3 Jump/The DLA 100 Thing: Just. Plain. Epic. 10/10
Ramp Dives/The Aggregate Thing: Feels inconsistent and finnicky. 3/10
All Of The Weird Things You Can Do With Water And Dives: Launching yourself at Mach 5 is fun :) 9/10
I'm gonna add to this again and say that, even as the person who discovered debug jump, I am really, REALLY not a fan of that tech
Not because it isn't fun to do, it actually is quite fun! But unlike every other piece of well known tech, the functionality of debug jump relies a lot on factors that are mostly if not completely outside of Bopimo (hardware, operating system, other stuff besides bopimo taking up resources, etc) and that's a bit of a problem since not everyone has the same setup
The only reason that glitch worked consistently across devices in Domas Loaf Adventure 100 is because that level was filled to the brim with crap. 1500+ block count, a ton of spawners, I even managed to accidentally crash domas's game by making him enable shadows in settings. So it's safe to say that whatever machine you're on, pressing F3 in that level will decimate the framerate no matter what
Now, if I want to debug jump effectively in a level like say,
The Operator's HQ, I have to either unplug my laptop so it goes into low power mode (which effectively puts a time limit on how long I can try to compete for WR before I have to take a break due to low battery. True story btw) or I have to get someone else to join my game and have them just... stay there... doing nothing... all so their presence adds to the amount of lag generated by F3. It's just so awkward that if a level is actually well made and your hardware is just SLIGHTLY above average(average being a roblox kid's crummy laptop) you have to pull some weird workaround to actually do the trick. It's kind of like the inverse of the spawnerslop problem if you think about it
That's the reason I hate when Domas uses it in a Gold clear video like the one for Swift Stop Station or Northern Lights Extravaganza, cause he just ignores the very cause of the glitch & assumes that it works for everyone in every level no matter what. It's dumb and frankly goes against the point of a tutorial completely
Of course, you could also just use an external program to manually limit your framerate, though at that point is it even debug jump anymore? Feels like opening some doors that really shouldn't be opened
Fun to do, but unlike biiwa & triple jump, it can really only be used to cheese levels and not much else.
Not because it isn't fun to do, it actually is quite fun! But unlike every other piece of well known tech, the functionality of debug jump relies a lot on factors that are mostly if not completely outside of Bopimo (hardware, operating system, other stuff besides bopimo taking up resources, etc) and that's a bit of a problem since not everyone has the same setup
The only reason that glitch worked consistently across devices in Domas Loaf Adventure 100 is because that level was filled to the brim with crap. 1500+ block count, a ton of spawners, I even managed to accidentally crash domas's game by making him enable shadows in settings. So it's safe to say that whatever machine you're on, pressing F3 in that level will decimate the framerate no matter what
Now, if I want to debug jump effectively in a level like say,
The Operator's HQ, I have to either unplug my laptop so it goes into low power mode (which effectively puts a time limit on how long I can try to compete for WR before I have to take a break due to low battery. True story btw) or I have to get someone else to join my game and have them just... stay there... doing nothing... all so their presence adds to the amount of lag generated by F3. It's just so awkward that if a level is actually well made and your hardware is just SLIGHTLY above average(average being a roblox kid's crummy laptop) you have to pull some weird workaround to actually do the trick. It's kind of like the inverse of the spawnerslop problem if you think about it
That's the reason I hate when Domas uses it in a Gold clear video like the one for Swift Stop Station or Northern Lights Extravaganza, cause he just ignores the very cause of the glitch & assumes that it works for everyone in every level no matter what. It's dumb and frankly goes against the point of a tutorial completely
Of course, you could also just use an external program to manually limit your framerate, though at that point is it even debug jump anymore? Feels like opening some doors that really shouldn't be opened
Fun to do, but unlike biiwa & triple jump, it can really only be used to cheese levels and not much else.
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