Bud Spencer & Terence Hill: Slaps and Beans 2

22 septembre 2023
Description en cours d'enrichissement
Cette fiche de jeu est en cours d'enrichissement automatique. Les informations ci-dessous proviennent des données brutes d'IGDB.

Description (IGDB)

The second chapter of the official video game of Bud Spencer and Terence Hill

Description en cours d'enrichissement.

Médias

Informations Steam

Description Steam (Français)

Bud Spencer et Terence Hill sont de retour ! Le nouvel épisode de cette saga cinématographique s'inscrit dans la suite directe du précédent, et reprend l’histoire où elle s’était interrompue à la fin du premier volet. Nos héros vont vivre de nouvelles aventures, dans de nouveaux décors, avec de nouveaux rebondissements au programme et un large éventail de nouveaux visages.



Slap and Beans 2 met les bouchées doubles dans ce beat'em all retro, jouable en solo ou à plusieurs, qui permet au joueur de contrôler Bud Spencer et Terence Hill dans une version repensée et améliorée du système de combat précédent.



L'implémentation de nouvelles dynamiques environnementales permet l'ajout progressif de nouveaux ennemis à mesure que la difficulté augmente, entre deux réparties pleines d'humour.



Des mini-jeux inédits, opposant jusqu’à quatre joueurs, pourront être rejoués à volonté grâce à un menu dédié. Cerise sur le haricot : un doublage en quatre langues, pour plus d'immersion dans l’ambiance des films de Bud Spencer et Terence Hill.



Au menu de Slap and Beans 2 :

– des graphismes pixel art comme dans les années 80
– un système de combat amélioré
– un mode coopératif
– des mini-jeux 4 joueurs réunis dans un mode de jeu annexe
– Un doublage en quatre langues
– au moins deux fois plus de baffes et de haricots que dans l'épisode précédent.

Éditions et prix Steam

Bud Spencer & Terence Hill - Slaps And Beans 2 - 19,99€ 19.99 €

Avis des joueurs Steam

Évaluation globale 6 évaluations
Total des avis 6
Recommandé

Ayant fini le premier opus puis le second, passer à coter de ces beat them up alors que vous avez connu les films serais vraiment dommage. Ceux qui ont pas connu les films verront pas un beat them up très technique (Surtout si vous sortez d'un stree...

Recommandé

un excellent jeu 2D dans le même esprit que le premier du nom. C'est rigolo, c'est dans l'esprit des films. Les mini-jeux sont un peu déroutants mais on comprend vite. La réalisation en pixels art est de toute beauté. Le jeu s'est fait attendre mais...

Recommandé

Bon petit jeu qui reproduit fidèlement l'univers de Bud SPENCER et de Terence HILL.

Recommandé

If you liked the first one then go for It All Is better bud and terence fan go go go

Recommandé

Aussi jouissif que le 1er

Mises à jour et Actualités

23 février 2026

Intermundia: Dungeons, Polygons & Magic: LIVE ON KICKSTARTER

https://clan.fastly.steamstatic.com/images/44966911/913c9f3f02f8a2246afb348defb5eaf5e37b3713.jpg Hi everyone! we have just launched the Kickstarter for Intermundia: Dungeons, Polygons & Magic, a project that aims to bridge the gap between classic narrative gamebooks and modern digital RPGs. What makes it "2.0"? Instead of the traditional pen-and-paper tracking, Intermundia uses a dedicated mobile companion app. You read the physical book as usual, but when you reach specific points, you scan the illustrations to trigger combat, manage your inventory, and explore 3D grid-based dungeons directly on your device. Key Features: Narrative Driven: A deep story set in the world of Ellyrïa, featuring 6 to 9 chapters (depending on stretch goals). Turn-Based Combat: Battle fierce enemies like Cockatrices and Basilisks using an Action Point (AP) system. Legendary Art: The cover is illustrated by Alberto Dal Lago (known for his work on the Lone Wolf series). Hybrid or Full Digital: While designed for the hybrid experience, there is also a full digital version coming to Steam. Legacy Pledges: You can even work with us to design your own NPC or monster for the book. I’d love to hear your thoughts on this hybrid approach. Is this the direction you'd like to see gamebooks take, or do you prefer the classic pen-and-paper style? Check out the campaign here: https://www.kickstarter.com/projects/1684041218/intermundia-dungeons-polygons-and-magic Free Demo Available: You can try the digital demo right now on Steam to see how the mechanics feel. https://store.steampowered.com/app/3447990/Intermundia_Dungeons_Polygons__Magic Thanks for your support!

02 octobre 2023

UPDATE v.1.1 - PATCH NOTES

{STEAM_CLAN_IMAGE}/43838708/a5d6080cfaf9f0583ffb7098875c6815d1f9c1af.png Level Bowling: Improved the minigame section in the bowling alley. Level Bowling: Disabled the use of the yellow tube when it's no longer necessary. Minigame Memory: Added an indicator for the remaining rounds. Minigame Memory: Don't deduct points from those who guess if the person who bet before them guessed incorrectly. Minigame Memory: Added visual feedback to highlight success/error. Minigame Airboats: In some modes, the barrel on the airboat appeared for a second at the beginning of the minigame. Minigame Airboats: On some platforms, the reeds below remained hidden. Minigame Bananaboat: Sometimes, the icon for one of the two banana boats wasn't displayed. Minigame Bananaboat: Improved the quality of water reflections. Level Market: The sky above the embassy's roof was too bright. Level Estate: Optimized to prevent framerate drops. Level Market: Fixed some glitches with the ladder just after the boss fight. Level Bowling: Improved some logical triggers, like the exit from the bowling alley to the left, which sometimes didn't immediately start the cutscene. Terence: Couldn't use kicks while holding a stick, fixed. Level Bowling: Disabled ladder once on the roof. Level Bowling: Sorting issues between shadows and chimneys. Level Military Base: Missing sound for an easter egg. Minigames SFX: In several minigames, sounds came from the left instead of the correct position. Minigame Pelota: Shadow of the ball and players appeared in front of the characters. Minigame Bananaboat: After the minigame ends, the raft automatically straightens. Level Military Base: The acid splash from enemy weapons couldn't be seen in some areas of the prisons. Level Bowling: Weighted elevators could be activated by brushing against them from below. Level Bowling: An easter egg could be activated too easily. Skins Color: Increased the color palette for Bud and Terence's outfits. Minigame Pelota: After the game ends, the "start turn" arrow appeared on the players. Boss Fight Hints: Improved the positioning of hints and the boss bar to avoid hiding parts of the scene. Terence: Performing a flurry of slaps on an object dragged by Bud caused Terence to remain in the air. Enemy Summoners: Now, when they call reinforcements, it's always highlighted by sound and a balloon. Minigame Airboats: In Story mode, playing alone, if you started the minigame after switching characters, the airboat controls didn't work anymore (e.g., starting with Bud and switching to Terence before the minigame). Minigame Pelota: The button hint remained next to the player if they didn't perform the shot in time. Cutscenes: General polishing of cutscenes and improvements to skip cutscenes.

26 septembre 2023

UPDATE v.1.0 - FULL RELEASE PATCH NOTES

{STEAM_CLAN_IMAGE}/43838708/a5270b740150dde8a1906f866757f3b45def14e0.png 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.

Configuration PC requise

Minimale :Système d'exploitation  *: Windows 7 or laterProcesseur : Intel Core2 Duo E4500 or equivalentMémoire vive : 2 GB de mémoireGraphiques : GeForce GT 640M or equivalentDirectX : Version 9.0Espace disque : 2 GB d'espace disque disponible

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