See the bottom of the page for the new exe file (speed test).
This time around, the game doesn't crash, and the code is much more workable.
It was a tough decision to do this, but a resolution change was needed, as 800x600 is so very slow, especially when you want many moving layers. With 1000's of actors, recovering that version of the game was not feasable. Be careful of cloning, it can get you into a heap of trouble. Always have the game generate as much at the start of the game as you can, to make editing easier. Especially with platform games, where level planning is needed, be sure to use wireframe spawning actors where all the enemies will appear; you can then easily send them a timer to recreate the enemies when the level is restarted, and make them only spawn enemies when you get near them, this saves a lot of memory.
One thing that helped with my decision was when my game BossDestroy seemed unfixable, after a week of debugging, yet I made Hyperion in 4 days, and it was a much much better game.
I guess the point is, the real treasure you have is your own knowledge of how to do it; and that gets better and better. Don't hold on to projects that don't inspire you; They probably won't inspire anyone else either.
As I say to fellow artists "Your best work is yet to come".
Hopefully a new demo will be available in a few weeks!