Bfdi 5b

***bfdia 5b***, also known as "5b", is a Flash side-scrolling platform web game made by Michael and Cary Huang. The game was released on February 11, 2013, as announced in an update video on January 31, 2013. *BFDIA 5b* is the only episode to be a game rather than an animation and acts as the second part of the fifth episode of *Battle for Dream Island Again*. The game involves FreeSmart members traversing through Evil Leafy through several levels, trying to escape.

When the game debuted, the game had 33 playable levels, and the player could not pass level 33 until February 19, 2013. From February 19 to 25, the game had 50 playable levels, and the player could not pass level 50 until February 25. Due to the creators of the game being very busy, the February 25 update only added 3 new playable levels. The game has 53 playable levels, but the player cannot pass level 53. Even if the player gets past level 53, level 54 will be empty.

A note in level 53 says levels will be uploaded as soon as they are made, but on March 3, 2013, it was announced that the game was postponed for now due to BFDIA 5c being worked on. In BFDI's Best Hiatus Ever, Cary revealed that *BFDIA 5b* will be completed, possibly in the next few months, along with some other projects. However, no updates were made to the game since.

The game could be played here before Adobe ended support for Adobe Flash Player on December 31, 2020, and restricted Flash content on January 12, 2021. It can now be played in BlueMaxima's Flashpoint.

## Gameplay

The player starts the game as Book and moves through 53 levels though Evil Leafy. Match and Ice Cube are unlockable playable characters and are unlocked once they are met in the game. The game offers many platforming and puzzle challenges. In order to progress to the next level, all the playable characters must be in front of the exit door until it activates. Optionally, the player can collect one Win Token each level, most of which are in hidden or difficult to reach places. Beating the level with a Win Token will turn that level green on the level select screen. Win Tokens have no usage, but the number collected is tallied on the level select screen.

Playable characters can walk left and right, and jump in the air. Characters and items can be picked up, and can either be thrown again or set back down. When multiple characters are playable, they are operated one at a time and can be switched between each other. Book and Match can use Hand-powered Recovery Centers to revive dead characters. The game does not reset if a character dies due to the reviving mechanic. Instead, if the player is stuck in a level, they can reset the level manually to start over.

The title screen allows the player to watch the previous episode, BFDIA 5a, for context, start a new game (players must erase their saved progress if they have any to start a new game), or continue the game from their previous saved progress. The "LEVEL CREATOR" and "EXPLORE" options are unselectable on the title screen and were originally planned to release on March 4, 2013, but they were never released.

## Characters

### **playable** characters

Book
The main character in the game. She can run and jump at normal speeds. She doesn't immediately burn when going through a heater, but she can still get burned by one rather quickly. She can throw boxes farther.
Match
Appears for the first time in level 19: "Say hello". She is taller, can jump higher, and can go through smaller holes than other contestants. Match is immune to fire, so when going through a heater, her hair catches on fire and she can use the fire to burn other characters like Ice Cube. The fire can be put out by hitting a ceiling, being submerged in water, or by melting Ice Cube.
Ice Cube
Appears for the first time in level 42: "Eye skewb". She can run faster than any character, particularly when on a moving platform, but jumps very low. She instantly melts when standing on a heater. Due to her lacking arms, she cannot hold or throw things, or operate the HPRC.

### ***Non***-**playable** characters

Lego Brick
An NPC character that can only be played by editing the game files. He doesn't have arms, but because he isn't meant to be played, he actually can pick up items and use the HPRC. He is a little on the slow side, however, he can jump rather high compared to the average.
Waffle
An NPC character that can be only played by editing the game files. An armless character, but because Waffle isn't meant to be played as, they actually can hold and throw items and use the HPRC. They have a pitiful jump, and their speed isn't too great either.
Tune
An NPC character that can be only played by editing the game files. She is always seen bobbing to a rhythm, likely to the music in her headphones. She moves faster than both of the other RCs, but she is a little slower than Book.
### Unintroduced characters

Bubble
Does not appear in any level. She has the highest jump, along with the ability to float. She, however, when in contact with an object or wall, pops. This includes the edges of a level.
Ruby
Ruby has the third-lowest jump, after Ice Cube and Waffle. She is the widest character out of the ones intended to ever be played as, and is also the shortest, as Ice Cube is taller than her.
Pencil
Does not appear in any level. She can throw objects very far, and she can fit through small spaces like Match.

### Other characters

* Evil Leafy - Her role is the game's setting, she is mentioned, and she appears at the bottom of the level select screen.
* Firey and Coiny - They aren't in the game, only in the updated thumbnail of the *BFDIA 5b* announcement video.

Announcer - He isn't in the game, but he uniquely appears as the game's favicon, because the game is located on the bfdi.tv domain.

## enemies

### red bio

#### spikes

**Spikes** are the first type of enemy shown in the game, first appearing in 002. First danger. They only harm the player if touched. They are usually seen in pits and slopes. Spikes can face one direction, two directions, or all four directions. Spikes can be stood on and touched on sides they aren't facing, which is a property shown in 018. Living life on the edge.

#### Spike ball

**Spike balls** are the second type of enemy shown in the game, first appearing in 007. Rock bottom. They are similar to the regular spikes, but they can move on their own. The spike balls can appear large with a circular base, small with a circular base, small with a circular base and affected by gravity (like in 016. Zoom zoom), or large with a rectangular base (like in 050. I didn't want to see you).

#### Purple square face

**Purple square faces** are the third enemy shown in the game, first appearing in 008. A friend. They seem to show an angry/evil expression, which could be the reason why the level is called "A friend". They are the first enemy that appears to be alive.

#### Buzz saw

File:5bentities 45.webp
**Buzz saws** are the fourth enemy shown in the game, first appearing in 009. A companion. They appear to be a like a spike ball. They can move in 4 directions.

### green bio

#### purple star

**Purple stars** are the fifth enemy shown in the game, first appearing in 023. Ground level. Like the buzz saw, it seems to follow a certain direction.

### purple bio

#### laser

**Lasers** can block a vertical or horizontal area in a line. Characters cannot pass through them without dying, but items like the Hand-Powered Recovery Center can. They first appear in 026. Jump off a cliff.

#### Spike block

**Spike blocks** hurt the player from all sides. Some can be toggle on or off by levers. They first appear in 028. Build my pathway.

### pre-factory the house

#### lego brick

While **Lego Brick** cannot directly hurt the player, he drops Book and Match into his underground factory in 033. The Drop as revenge for killing him then trapping him in a box. He first appears in 031. Encounter.

### lego brick's underground factory

#### acid

**Acid** is a glowing, neon green hazard that first appears in 033. The Drop.

#### lava

**Lava** is a glowing, bright orange hazard like acid that first appears in 034. Dungeon.

#### slime

**Slimes** are neon green monsters that move around in a path. They first appear in 035. Thirst for acid.

### post-factory the house

#### heaters

**Heaters** will heat up characters until they burn. Playable and non-playable characters die when burnt by the heater, except for Match, who can survive it with a lit match head. Book and Match take about two seconds to burn, but Ice Cube burns up fast in half a second. Characters can also die from being burnt by Match if her head is lit. They first appear in 044. Nice and toasty.

### yellow

#### Spike wall

The **spike wall** approaches the player by slowly moving to the right, killing any characters in its path. The spike wall is thick and very tall, stretching the entire height of the screen. However, Hand-Powered Recovery Centers can survive through them. It only appears on 052. Never look back and is one of the last enemies encountered in the game out of the released levels.

## update history

*BFDIA 5b* was updated many times in 2013 after its initial release on February 11, 2013.

* February 11, 2013 (initial release)
	+ Levels 1-33
		- 033. The Drop couldn't be passed until February 19, 2013.
	+ Characters: Book, Match, and Lego Brick (NPC)
* February 19, 2013
	+ Levels 34-50 were added.
		- 050. I didn't want to see you couldn't be passed until February 25, 2013.
	+ Ice Cube, Waffle (NPC), and Tune (NPC) were added.
	+ 033. The Drop was updated to be beatable.
* February 25, 2013
	+ Levels 51-53 were added.
		- 053. I'm sorry has a wall blocking the exit door and wasn't intended to be beaten. This makes 052. Never look back the last level that was intended to be beatable.
	+ 050. I didn't want to see you was updated to be beatable.
* March 4, 2013 (canceled) - Level Creator and Explore mode were planned to release.
* June 5, 2013 (minor update) - In Part 4 of Ni Hao Guylan's blind let's play of *BFDIA 5b*, he struggled on the early version of 029. Don't look back. On June 5, 2013, shortly after the video as uploaded, carykh said in a comment on the video, "...I also just made level 29 a bit easier." This suggests he updated the game that day, which would make June 5, 2013 the date of the last known update to *BFDIA 5b*, months after the last levels were added.

## Bugs and glitches

### block chiping

There are a few methods of block clipping. The first method is landing on top of a block while it being part of a wall. When doing this clips your legs and lower body into the block. The second method is pressing the opposite direction that you are currently looking at while doing it at the frame you touch the wall.

## level editing

It is possible in to modify BFDIA 5b's code to change its levels. Level editing and its methods were discovered by the YouTuber JC7146, with videos as early as January 2016. 5b's level code is located at http://battlefordreamisland.com/5b/levels.txt and has code for 53 levels.

Level editing can be done by doing the following: download the .swf of BFDIA 5b at http://battlefordreamisland.com/5b/5b.swf, create a folder named 5b and move the 5b.swf in there, copy and paste everything at http://battlefordreamisland.com/5b/levels.txt to a text document named levels.txt, then place it in the mentioned 5b folder with 5b.swf. Flash player projector content debugger can be used for this.

An example custom level is given below:

> Box stacking 101 = name of your level 32,36,09,02,L (32 = Width, 36 = Height, 09 = # of entities, 02 = Background, L/H = block mode) ............./.................. ............./.................. ............./.................. ............./.................. ............./.................. ............./.................. ............./.................. ............./.................. ............./.................. ...6666666.../.................. ............./.................. ............./.............4.... ............./..........@@@@..:. ............./..............>>>> ............./..........@@@@.... ............./.................. ............./..........@@@@.... ............./..............;... ............./;.........@@@@f... ............./f.............]... ............./]................. ............./.................. ............./.................. ............./.................. ................................ ........................;/////// ........................f/////// ........................f/////// ........................f///9999 ........................f///8888 ........................f///99ww .>>>>><<<<<...5.........f///88{{ ..............//////////////99ww ............////////////////88{{ ............////////////////9999 ............////////////////8888 = Your level 01,03.50,05.00,10 - First number = Entity ID 37,03.50,00.00,06 - Second number = X coordinate 37,03.50,00.00,06 - Third number = Y coordinate 37,03.50,00.00,06 - Fourth number = State ID 37,03.50,00.00,06 37,03.50,00.00,06 37,03.50,00.00,06 37,03.50,00.00,06 37,03.50,00.00,06 - Entities 05 - Number of dialogue lines (must match!) 00H Let's stack the boxes! - 00 is entity in order in the level (00 is the first entity) 00H That's good! - H/S: emotion 99S Use the arrow keys to move and press the space bar to jump. 99S Use UP to carry things. 99S Press DOWN to set the thing down, or UP again to throw it. - Use the 99 tag to have uncharactered lines. 000002 - Number of necessary deaths (empty line)
>
>

While editing levels, the width, height, # of entities and # of dialogue lines need to match, or else 5b.swf will crash at start. You also cannot insert an ampersand (&) in. Instead, use "%26" for reasons explained here. (This only works in dialogue.) Additionally, you can add variables before and after the levelpack (ex. levelCount=10&loadedLevels=...), but none of them will be used unless modded in. Using percent (%), however, will crash the game (unless it is used as an escape character, such as for an ampersand).

Due to a glitch, the wood block (to the left)

sometimes doesn't show up while playing the game. The player will not be able to walk on it. If your file is saved in the Unicode format, make sure it is saved in the ANSI format. (File > Save As > Encoding > ANSI)

## mods

People in the 5b community have made mods that effect level editing. For example, you can access levels over 53 by putting this code after the loaded levels: `~200,200,0,0`

To use mods, download the mod file and put it in the same folder as a compatible levelpack. The two main mods are Guy's 5b Expansion Pack (which in this article will just be referred to as Guy's mod) and imaperson's mod (currently not available to download). Both of them have different levelpack formats than the original, so continue reading to find out how to use these new features!

The two mods each have additional data in the header of the levelpack (the code before the levels). Examples of the two headers are below:

Guy's mod: