Gameplay
What the player does in Galaxy Eggbert: Blupi's moves, the goal of a mission, lives, hazards, enemies, pickups, vehicles and the screens around play.
Galaxy Eggbert plays the game of Speedy Blupi in free 3D. The rules, numbers and timings come from Mobile Eggbert, the C++ port of Speedy Blupi that the project uses as its read-only reference; the worlds are new 3D designs. This page describes the game as of 2026-11-10. The keys are on Controls, the structure of hubs and missions on Campaign & Worlds.
plans/audit/mechanics_3d_decisions.md. What Galaxy Eggbert adds is listed at the end of this page.Blupi in 3D
Blupi is a 3D model converted from the Ray Dream scenes the original's sprites were rendered from, with a clip for every action of the original: walking, jumping, pushing, swimming, riding, cheering and each death. He moves freely over X and Z with real heights:
- Walk and turn. Forward walks, left and right turn him (135 degrees a second). Down turns him round with a short turn and then walks the new way.
- Jump up to two blocks, or across a gap of one cell (two is at the limit). He never steps up: every one-block step is a jump, and a full jump needs two free cells above him.
- Crouch to pass under a hanging mine, to pull a crate or to dive; look up to see above him.
- Back up while keeping his facing, on foot or in a vehicle. This is a Galaxy Eggbert addition: the original has no backing up.
- Action takes a power-up that needs his hands, enters or leaves a vehicle, places dynamite and flips a switch.
- Falling does no damage. Falling off the bottom of the world kills him.
The goal of a mission
| Object (type) | What it does |
|---|---|
| Treasure chest (5) | Collected by touch. The HUD counts chests as taken / total. Treasure gates open once enough chests are taken. |
| Red exit arrow (7) | Ends the mission, but only when every chest of the world is taken; otherwise a refusal sound plays and nothing happens. |
| Golden key (21) | Takes the arrow's place in the last mission of each world and ends the whole world, under the same chest rule. |
| Egg (6) | An extra life, up to ten. |
| Keys 1, 2, 3 (49, 50, 51) | Each opens one door of its kind. The door slides up and the key is used up. |
At the exit Blupi leaves any vehicle, turns to the camera and cheers for two seconds (the original's forty ticks). Then the next world loads: his world's hub, where the next mission's bar has slid up, or after a golden key the main hub, where one more gold bar has opened. As in the original there is no win screen between missions; the Win screen appears only at the end of the bonus world 199 (and after the showcase world and editor play-tests).
Lives, death and respawn
- A player starts with three lives. Each egg adds one, up to ten; at ten an egg stays where it is.
- Death plays one of the original's death animations (charred by lightning or a blast, burnt in lava, caught in glue, drowned, cut by a saw). If a life remains, one is spent and he goes on: most hazards send him back to his last safe position, a place he stood on outside every hazard's reach; otherwise he gets up where he fell.
- With no life left the Lost screen appears. Lives go back to three and Blupi returns to the mission's starting point; the world is not reloaded, so chests, keys and dynamite already taken stay taken, as in the original.
- Lives and unlocked missions are saved for the selected player at every mission boundary, and an interrupted mission resumes where it was left: see Save Data & Resume.
Hazards
| Hazard | What happens |
|---|---|
| Lava | Kills. Its surface is animated and contact follows that height; a vehicle does not protect. |
| Spikes, the slime of world 6 | Kill on contact. |
| Drips | A falling drop kills when it lands on him. |
| Saws | The visible half disk of a spinning blade kills. A saw stopped by its switch is harmless. |
| Crushers | Dangerous on the down-stroke only. They do not kill: Blupi is flattened for about ten seconds, moves slowly and cannot jump. |
| Electric arcs | Kill during the flickering first half of a five-second cycle. |
| Fans | The swept blades kill; the air column pushes Blupi sideways or slows a fall and lifts him a little. |
| Springs | Bounce him up, higher with Jump held and with the lollipop's power; they throw him out of a vehicle. |
| Vanishing saucers | Solid most of the time; during their two vanishing frames he falls through. |
| Deep water | He can stay under for about 25 seconds, then drowns. Any vehicle meeting water is wrecked. |
The shield and the drink's invisibility protect against hazards while they last (so does the megablupi
cheat). Hazard timings live in WorldRuntime; contact shapes follow the 3D models (a saw's upper half,
a fan's blade ring, the lava's waves).
Enemies
| Enemy (type) | Behaviour |
|---|---|
| Mine (2) | Stands still; touching it kills. The jeep, tank and skateboard run over mines. |
| Hanging mine (3) | Hangs from above; a crouching Blupi passes under it. |
| Moving mine (16) | Patrols a line. |
| Fish (17), bird (20) | Swim or fly a route; deadly to touch. |
| Wasp (44) | Does not kill: it turns Blupi into a balloon that drifts upward for about ten seconds. A hanging mine, moving mine or follow star pops the balloon and he falls. |
| Bulldozer (4) | Patrols; deadly to touch. |
| Enemy Blupis (32, 33) | Green Blupis in a helicopter that drops shots, or in a tank that fires to both sides. Their shots catch Blupi in glue. |
| Creature (54) | Dangerous only while it stands turning: then it catches Blupi in glue and wrecks any vehicle he rides. |
| Follow stars (96, 97) | Wake when Blupi comes near and home in on him; one that runs into a wall explodes. |
Each creature type moves at the original's speed and rests as long (one table in ObjectDefinitionRegistry). Dynamite destroys most enemies; the charge's electric aura destroys the bulldozer and the enemy Blupis it touches.
Pickups and powers
| Pickup (type) | Taken by | Effect |
|---|---|---|
| Ammunition pack (29) | touch | Ten glue shots for the tank and the helicopter. |
| Dynamite (55) | Action | One stick at a time. Action places it; it blows up about 2.5 s later and destroys crates, saws and most enemies, and Blupi too if he stays close. |
| Shield (25) | touch | Invincible for about 25 s, sparks around him. |
| Lollipop (26) | Action | The power, about 15 s: higher jumps and bounces, faster crate pushing. |
| Drink (30) | Action | Invisible for about 20 s, protected as by the shield. |
| Charge (31) | touch | The cloud, about 20 s: an electric aura. |
| Invert sign (40) | touch | Left and right swapped for about 15 s. |
The powers share one countdown, shown as the yellow gauge, so only one is active at a time. A taken item first flies to its place on the HUD, as in the original, and counts when it arrives.
Vehicles
| Vehicle (type) | Notes |
|---|---|
| Helicopter (13) | Flies: Jump climbs, crouch descends. Drops glue (needs ammunition) while airborne and off a lift. Wrecked by water and by flying into a ceiling. |
| Jeep (19) | Drives; runs over mines; drives off a lift onto the block beside it. |
| Tank (28) | Drives; runs over mines; fires glue straight ahead at its exact heading (needs ammunition). |
| Skateboard (24) | Rides; runs over mines. |
| Overcraft (46) | Hovers: it climbs only with ground close under it and otherwise sinks slowly. |
Action at a parked vehicle gets in, Action again gets out and leaves it parked. Water wrecks any vehicle, a spring throws Blupi out, and a creature wrecks it. The invisible flight barrier (block 214) stops Blupi on foot and in the jeep, tank and skateboard, but lets the helicopter and the overcraft pass. The helicopter, jeep, tank and overcraft have their motor sounds; the skateboard has none, as in the original.
Swimming and diving
In water Blupi floats at the surface; crouch dives and he swims under. While he is under, a breath gauge runs down (blue, red below a quarter) for about 25 seconds; empty, he drowns. He gets out by jumping onto a bank whose top block is level with the water's top. A camera under the surface tints the view blue.
The world's moving parts
| Part | Behaviour |
|---|---|
| Crates (12) | Solid; he stands on them. Walking into one pushes it a cell along X or Z, crouching and pressing Down pulls it, only onto support: crates never fall. A move once started finishes its cell. |
| Lifts (1, 47, 48) | Platforms on authored paths with the original's timings; 47 and 48 also carry him sideways like a conveyor. A lift does not block him sideways and passes through him coming down. |
| Doors and treasure gates | Key doors open with the matching key; treasure gates open by themselves once enough chests are taken. |
| Switches | Action at a switch turns the saws of its row on or off: same height and Z, within 20 cells along X. |
| Teleporters | Standing under a pillar, after 6.4 s he arrives under the other pillar of the same colour. |
| Clay bridges | Crumble after he steps on them and come back a few seconds later. |
Hubs
Missions are entered from hubs. Walking into a sign makes Blupi turn and wave goodbye for 1.5 s, and that world loads. In a world's hub, mission 1 is open and each later mission sits behind a blue bar that slides up once the mission before it is won. In the main hub every world is open, and one gold bar opens per finished world; behind the twelve bars is the way to the bonus world. Details: Campaign & Worlds.
Screens around play
- Main menu: three players (A, B, C), each with their own progress; Play, Setup, Help, 3D World Editor, Galaxy, Demo and Demos, Multiplayer, Fullscreen / Window and Exit, and right of Help the flag of the game's language, which opens a panel of the twenty languages' flags. After 40 seconds without input it plays the demos.
- Resume: after an interrupted mission, Continue or Home.
- Pause (Esc): Home, Back (to the hub; not shown in the main hub), Setup, Restart (missions
only) and Continue, plus Record (record a demo) and Original (for a world edited with
xnjttjpo). - Setup: sound effects and music volume, jump-button side, automatic zoom, accelerometer, 3D terrain, 3D effects, frame rate, textures and erasing a player's progress. See Configuration and 3D Effects & Graphics.
- Win (the ending) and Lost (no life left), each with a return button.
The HUD
The HUD is the original's bottom-of-screen layout in its 640×480 reference space, scaled to the window.
| Element | Shown |
|---|---|
| Lives | A row of Blupi icons along the bottom. |
| Treasure counter N/M | In missions; hidden in hubs. |
| Keys 1-3, dynamite | Their icons while held. |
| Glue shots, decoys | A fanned row of ammunition; decoys as = N (only from the tenbombs cheat). |
| Breath gauge | While under water: blue, red when low. |
| Power gauge | Yellow: the remaining time of the active power, the balloon or being flattened. |
| Training hint | A banner at the top in missions 11-14, as in the original. |
| Game speed | When not normal, for example 0.5x or 2x. |
| Top-left list | Active cheats, Demo during a demo, REC while recording. |
On a touch screen the on-screen controls are drawn too; the optional compass and the debug panel are cheats. Code: Hud.
Camera
- Third person is the default: a chase camera that swings behind Blupi and rises over obstacles behind him.
- Automatic zoom on action (Setup, on by default) eases the view in to 1.3× while he walks.
- Hold the left mouse button and drag to look around; walking brings the camera back behind him. Right Shift looks up.
- F3 switches to first person (again to go back). Blupi is not drawn there; a small HUD icon shows what he is doing.
- The
zoomcheat takes the chase camera 2, 4, 8 or 16 times farther out.
Game speed
The simulation runs at a fixed 60 steps a second; the original's 20 Hz timings are converted. F5 is normal speed,
F6 fast (2×). Tab steps through slow motion, 0.5, 0.25 and 0.125 and back to normal (the original's Tab
toggles 0.5 only; the two slower steps were added on 2026-11-09). After the quick cheat F7 and F8 give
4× and 8×.
What Galaxy Eggbert adds
- Controls for 3D: turning, the turn-around on Down, backing up, the first-person view, mouse look.
- Gamepad support and its mapping, multi-touch and the F1 help panel (Mobile Eggbert has no gamepad).
- The two slower Tab steps, the volume sliders, the
compass,fairplayandhelpcheats. - The 3D world editor, each player's own galaxy, recorded demos and the 3D effect levels.
Where it lives in the code
| Class | Gameplay it owns |
|---|---|
| BlupiController | Movement, jumping, swimming, vehicles, powers, animation states. |
| InteractionSystem | Contacts with objects: pickups, enemies, crates, lifts, lives, the exit. |
| WorldRuntime | The loaded world, hazard timing, teleporters, switches, mission arithmetic. |
| ObjectDefinitionRegistry | What each object type is and can do. |
| HubDoors | Hub bars, gold bars and arrivals. |
The researched notes on the original's behaviour are in mobile-eggbert-reference/
(10-blupi-mechanics.md, 12-hazards-and-interactables.md, 13-object-pickups.md,
14-crates-lifts-bridges-effects.md).