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.

Faithful by rule. Every mechanic below traces to confirmed Mobile Eggbert behaviour. Where a 2D rule needed a 3D reading, the choice is recorded as an intentional 3D adaptation in 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:

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

Hazards

HazardWhat happens
LavaKills. Its surface is animated and contact follows that height; a vehicle does not protect.
Spikes, the slime of world 6Kill on contact.
DripsA falling drop kills when it lands on him.
SawsThe visible half disk of a spinning blade kills. A saw stopped by its switch is harmless.
CrushersDangerous on the down-stroke only. They do not kill: Blupi is flattened for about ten seconds, moves slowly and cannot jump.
Electric arcsKill during the flickering first half of a five-second cycle.
FansThe swept blades kill; the air column pushes Blupi sideways or slows a fall and lifts him a little.
SpringsBounce him up, higher with Jump held and with the lollipop's power; they throw him out of a vehicle.
Vanishing saucersSolid most of the time; during their two vanishing frames he falls through.
Deep waterHe 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 byEffect
Ammunition pack (29)touchTen glue shots for the tank and the helicopter.
Dynamite (55)ActionOne 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)touchInvincible for about 25 s, sparks around him.
Lollipop (26)ActionThe power, about 15 s: higher jumps and bounces, faster crate pushing.
Drink (30)ActionInvisible for about 20 s, protected as by the shield.
Charge (31)touchThe cloud, about 20 s: an electric aura.
Invert sign (40)touchLeft 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

PartBehaviour
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 gatesKey doors open with the matching key; treasure gates open by themselves once enough chests are taken.
SwitchesAction at a switch turns the saws of its row on or off: same height and Z, within 20 cells along X.
TeleportersStanding under a pillar, after 6.4 s he arrives under the other pillar of the same colour.
Clay bridgesCrumble 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

The HUD

The HUD is the original's bottom-of-screen layout in its 640×480 reference space, scaled to the window.

ElementShown
LivesA row of Blupi icons along the bottom.
Treasure counter N/MIn missions; hidden in hubs.
Keys 1-3, dynamiteTheir icons while held.
Glue shots, decoysA fanned row of ammunition; decoys as = N (only from the tenbombs cheat).
Breath gaugeWhile under water: blue, red when low.
Power gaugeYellow: the remaining time of the active power, the balloon or being flattened.
Training hintA banner at the top in missions 11-14, as in the original.
Game speedWhen not normal, for example 0.5x or 2x.
Top-left listActive 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

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

Where it lives in the code

ClassGameplay it owns
BlupiControllerMovement, jumping, swimming, vehicles, powers, animation states.
InteractionSystemContacts with objects: pickups, enemies, crates, lifts, lives, the exit.
WorldRuntimeThe loaded world, hazard timing, teleporters, switches, mission arithmetic.
ObjectDefinitionRegistryWhat each object type is and can do.
HubDoorsHub 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).