This is a sub-page of Speedy Blupi 2.
The development of Speedy Blupi 2 essentially overwrote Speedy Blupi, and is now retroactively considered by its developers to be a mere version upgrade of the same game.
New Features#
General#
- New levels (although a few old ones were simply recycled and retrofitted with new features).
- New gameplay features, ostensibly outside the scope of this article.
- Level ID's were rearranged to increase the number of supported worlds from 8 to 14. Special level ID's were increased by 100 to make room for the extra worlds.
- However, the level titles seen in the quicksave listing were not updated, showing old world titles and fallback ID's.
- A few special cases relating to the final level were not updated with the new ID (#99 → #199). Exiting the final level will show a false CD error, and getting a game over will cause three previous worlds to be inadvertently flagged as uncleared.
- Tiles now make unique footstep and bonk sounds according to their material.
- An "ejection" failsafe mechanism prevents Blupi from getting stuck in walls (usually).
Bugfixes#
- A bug in Speedy Blupi would cause entity graphics to become corrupted after 32768 frames due to their counters overflowing into the negatives. Speedy Blupi 2 now resets these counters to 0 when they surpass 32700, which causes the animation to stutter, but fixes the lasting graphical effects.
- Completing a level with an especially high ID number will exceed the bounds of the "m_doors" array and overwrite other memory with
01bytes. Speedy Blupi 2 "fixes" this bug by way of a sloppy hack: a blank 100,000 byte buffer was added to the end of the CDecor class, "protecting" the following CEvent class by distancing it from the effects of the bug.
Changes to Existing Features#
- The "Dream" tileset was removed from the game. Each Dream block's graphics were reduced to a single pixel in the top-left of the "object.blp" sprite sheet. Loading a Speedy Blupi level containing Dream blocks (
0030through0043) will replace them with block00D7from the Kid's Stuff tileset. Non-block entities, such as lifts or wooden cases, are not converted, and appear as single pixels.- ID's
0030through0043would later be reused for decorative foreground elements in the Windows Phone port.
- ID's
- Alternate death animations were added, selected at random. Because this is not deterministic, demo recordings will become desynchronized on death.
- Updated graphics
- The shield item was redrawn and given extra animation frames.
- Lava blocks are now 3D renders instead of hand-drawn squiggles. Their animation pattern was adjusted accordingly.
- A handful of background images were retouched or replaced entirely.
- The entire menu UI was re-themed from the "Tech" tileset to the new "Slime" tileset.
- Some menu buttons were re-positioned accordingly.
- Blupi's pre-rendered 3D model was given proper modeled hands and rounded elbows, most apparent in large background images. His existing in-game graphics were not updated, being too low-resolution to make a difference.
- The hitboxes of the tank and jeep vehicles were widened.
- The extra lives counter was moved closer to the left edge of the screen.
- The threshold at which hitting a ceiling gives Blupi a headache was increased. As such, Blupi no longer gets a headache for performing a medium jump directly below a ceiling.