After the shipwreck in Africa, Bud and Terence save a village from criminals and make their way home on a raft loaded with bananas. But of course it wouldn't be a Bud and Terence adventure if everything went according to plan.
[img]{STEAM_CLAN_IMAGE}/43838708/a5270b740150dde8a1906f866757f3b45def14e0.png[/img][list]
[*]Level Sport Center: Improved combat in the football field.
[*]Level Cuba: Car sounds was abruptly stopped without a fade.
[*]Level Market: Added new foreground elements more consistent with the level's style.
[*]Level Market: Added parallax movement to the foreground.
[*]Level Market: Fixed a potential game-breaking bug when performing a specific sequence of actions during the boss fight.
[*]Story Minigames: Now, when losing a minigame in the story, you can replay it directly without having to watch the previous cutscenes again.
[*]Power-up: Added sounds when collected and used.
[*]Level Market: Disabled the last elevator lever after both players have descended.
[*]Level Chinatown: Added enemies in the betting room scene.
[*]Level Estate: Changed Ruffini's colors to make him more recognizable.
[*]Level Bowling: Added NPCs/extras in the bowling environment.
[*]Level Bowling: Also added NPCs/extras outside the bowling alley.
[*]Level Bowling: The CPU no longer followed the player up the final staircase.
[*]Level Theater: Made the military colors more consistent.
[*]Level Cuba: Revised the level to fill it with interactive and destructible elements.
[*]Level Cuba: Added reflective effects to the glass.
[*]Checkpoints: Reviewed all checkpoints for the player in story mode, making them more consistent with the game's difficulty spikes.
[*]Level Theater: The character switch icon remained on-screen even after finishing the relevant level section.
[*]Minigame Pelota: Fixed some minor visual sorting issues with visual effects.
[*]Minigame Tris Card: Fixed the font that had incorrect number outlines.
[*]Minigame Results Menu: The final screen of the party game is not soundified.
[*]Party Game Results Menu: The trophy panel at the end of a minigame has no audio.
[*]Minigame Bananaboat: When winning with the alarm icon, it remains even when going to the map.
[*]Minigame Training: Fixed a graphical glitch that could be seen in the background of the tutorial.
[*]Party Game Results Menu: Clicking retry sometimes caused the game to freeze when the cooldown reached zero.
[*]Level Village: Fixed some objects that trembled slightly during the initial pan in the opening credits.
[*]Level Theater: Fixed boss-related errors.
[*]Level Theater: Corrected the directional hints; in some parts of the level, they pointed in the wrong direction.
[*]Added a cooldown to Bud's "melee" attack.
[*]Level Theater: Bugner can no longer block Terence while hanging from the beams (could lead to blocking bugs).
[*]Level Cuba: Added sounds to environmental interactions.
[*]Updated the latest texts added in Spanish, Portuguese, and French.
[*]Draggable Objects: Starting a cutscene while Bud was dragging a crate could cause the game to freeze.
[*]Level Estate: Fixed various overlaps between many breakable elements with the background veranda sprites.
[*]Level CIA: Fixed some sprite sorting issues in the environment.
[*]Enemy Spawner: Sometimes, when enemies entered the scene with a jump, they "shook" for a while.
[*]Level Chinatown: Resized the boss fight hint bar to avoid covering the elevator below.
[*]Level Market: Fixed a graphical glitch that showed Bud and Terence's shadows behind some crates.
[*]Level Chinatown: Corrected graphics sorting issues.
[*]Level Chinatown: Balanced the number of enemies in some brawls.
[*]Level Theater: Fixed some collisions (characters could pass through certain obstacles).
[*]Level Theater: Fixed interaction with the Violin (could be interacted with multiple times, even during combat, causing issues).
[*]Level Theater: Added some missing ambient sounds.
[*]Level Military Base: Corrected enemy uniforms inside the base.
[*]Level Military Base: Agent Tufano sometimes didn't properly follow Bud and Terence, leading to logical blocks.
[*]Level Military Base: In the helicopter environment, enemies and fallen objects sank into the ground.
[*]Level Military Base: Made the collision with the initial pipe more consistent.
[*]Level Chinatown: Fixed a group of enemies that could be attacked from a distance without reacting.
[*]Level Chinatown: Added hint FX for some objects to hit to progress in the story.
[*]Level Theater: Corrected some of Terence's interactions with the boards above the catwalk.
[*]Level Theater: Fixed a game-breaking bug that prevented descending from the catwalk behind the theater.
[*]Level Theater: Fixed a bug that sometimes made enemies "fall" between floors.
[*]Enemy Bugner: Fixed the bug that occurred if Bugner chained Bud while he was dragging an object.
[*]Level Military Base: Fixed a game-breaking bug when climbing the ladder to the upper floor before defeating all enemies.
[*]Level Bowling: It was not possible to unlock the achievement on the bowling lane.
[*]Level Military Base: Fixed situations where the alarm sound was not audible.
[*]Level Theater: Terence could jump from a platform earlier than expected, blocking the game's correct progression.
[*]Fixed some elements at resolutions different from 16:9.
[*]Minigame Bananaboat: With certain types of controllers, the right stick controlled both Bud and Terence.
[*]Minigame Bananaboat: Losing the minigame in story mode could cause the game to remain stuck.
[*]Minigame Bananaboat: Fixed graphical imperfections in reflections on the water.
[*]Level Market: In the miniboss fight, a hint appeared for the CPU player as well.
[*]Enemy Biker: The "punch" sound was missing when hitting enemies on motorcycles.
[*]Enemy Biker: Motorcycles had a double shadow.
[*]Balancing: Cue sticks are no longer damaged if thrown by an enemy, only when used by Bud and Terence.
[*]Balancing: Healing items or cue sticks on the ground can no longer be kicked.
[*]Fixed issues that arose when two enemies grabbed Bud while dragging an object around.
[*]Level Market: Fixed a visual glitch that occurred when dying on the warehouse rooftop.
[*]Level Market: Some enemies would "jump" from the upper floor, potentially creating a logical block situation.
[*]Level Cuba: If an enemy was hit by a barrel while holding Bud, Bud could remain permanently stuck.
[*]Level CIA: Enemies could unlock an achievement instead of the player.
[*]The music could remain muted when returning to the menu during certain cutscenes.
[*]Minigame Memory: The difficulty was not linked correctly to the game; it always started on Easy.
[*]Level Military Base: Agent Tufano sometimes tried to walk toward enemies off-screen.
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