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Video Game / Speedy Eggbert

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Skateboards, helicopters, lava pits, robot sharks... just another day at the office.

Speedy Eggbert, originally titled Speedy Blupi, is a 1998 PC game detailing the bizarre adventures of a 3D yellow egg creature named Blupi in a 2D land littered with Inexplicable Treasure Chests. Levels varied between enemy-dodging exploration and deductive platforming, primarily in the form of Block Puzzles. A key feature of the game was its dual jump buttons, and the clever use of the low and high jumps these offered.

Initially an indie game by EPSITEC and sequel to strategy game Planet Blupi, it was re-released by eGames, who added the 'Eggbert' title (and their own spyware). The game was never a major hit, but garnered a small following due to the responsive controls, interesting level design and fully-featured Level Editor. Speedy Eggbert 2 (or Speedy Blupi II) was later released, adding a few minor additions to the feature set and a pile of new levels.


And yes, despite the game titles, his name remains Blupi throughout. Not to be confused with the first game of the Toki Tori series, even if they're both puzzle platformers about yellow egg-shaped guys.

Like most of the Blupi games, both Speedy Blupi and its sequel have become open-source, available for download straight from the official website.

This game provides examples of:

  • 1-Up: Collecting a normal, white chicken egg gives our yellow, four-limbed, big-nosed skateboarding egg-abomination another body to come back in. Try not to think too much about it.
  • 2½D: Strictly speaking, anyway. The level terrain and gameplay is 2D, while all objects, enemies and Blupi himself are rendered in the best 3D graphics 1998 could buy. Ish.
  • Abnormal Ammo: The tanks and helicopters fire some kind of sticky green goo. Best not to ask too many questions.
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  • Animal Mecha: All of the non-egg-shaped enemies appear to be robot animals. The plate steel shark takes a little getting used to.
  • Bizarrchitecture: Most House and Palace levels contain this.
  • Blob Monster: The sequel introduces the slime creatures, blob monsters that trap you in slime if you pass by them when they're not moving. Contrary to other enemies in the game however, the appearences of the slime monsters are limited to the slime world.
  • Block Puzzle: Surprisingly well done, and designed to avoid letting you make the game Unwinnable.
    • It's quite possible to reach an unwinnable state, but it takes some effort.
  • Bomb Disposal: Drive any vehicle over them, you'll be fine.
    • They don't just disappear, either. They explode in your face, but you cheerfully drive out of the flames a second or so later.
    • The word any is the key one here. Large shielded tank? Bomb-proof. Armor-plated jeep? Bomb-proof. Small skateboard? Also bomb-proof. Including against ceiling mines!
  • Bottomless Magazines: For the enemies. Averted for you, despite using the same goo-based ammo.
  • Bottomless Pits: Both used and averted. Falling into a bottomless pit is an instant Game Over, but there aren't any in the single player game. Custom levels, however...
    • Actually, one single level in the first game has a bottomless pit, but the player has to go a bit out of their way to find it.
  • But Thou Must!: Walk through the exit without collecting every treasure chest, however well hidden or heavily guarded? I think not!
  • Camera Screw: The camera can't scroll fast enough to keep up if Blupi is powered up or driving something.
  • Classic Cheat Code: You can type certain codes in-game to achieve certain effects, much like Planet Blupi. For a useless (or maybe a form of "life count restriction" challenge for challenge-seekers out there) example, typing "killegg" will deduct a life.
  • Cool Board: Blupi's skateboard, naturally.
  • Conspicuously Selective Perception: Enemies will always follow the same patterns, Blupi or no Blupi. One wonder what those tank guys' ammo bill comes to.
  • Convection Schmonvection: Not touching lava, you're fine. Any part of you touches lava? You're charcoal.
  • Covered in Gunge: Both Blupi and his egg-shaped enemies, when hit with a goo pellet. Everything else explodes.
  • Death from Above: The helicopter packs allow Blupi to rain gooey death upon his enemies. The enemies do it too, but only at either end of their flight path.
  • Death Is the Only Option: Provably a developer's oversight, but in the first game, there's one level that you can't complete without losing one life, as you must make a bomb explode to have access to part of said level and there are no legitimate ways of getting rid of the bomb without walking towards it and losing one life in the process. Gets worse when that level's design is reused in the sequel and neither said bomb was removed, or a legitimate way of disposing of it was added.
  • Evil Laugh: Blupi does a rather ridiculous laugh when setting timed bombs in the sequel.
  • Half the Man He Used to Be: In the sequel, you can be cut in half. Luckily, it's a kids game and Bloodless Carnage results.
  • Helicopter Pack: An incredibly useful tool in a platformer. Can only run for so long, though.
  • Hell Is That Noise: Death by lava or a Bottomless Pit? Blupi will let out a hellish scream!
  • Hub Level: The main one, where you can access the tutorial level, the game worlds, and the final level, and each world also has its own hub.
  • Idle Animation: Oh, so very many. Leave Blupi alone for a few seconds, and he'll start posing one way or another. See also What the Hell, Player? below.
    • High-jump Blupi into a low ceiling and keep moving, and he'll shrug it off. Perform the same high-jump while not moving, and he'll spend a few seconds shaking his aching cranium.
    • Special mention has to go to the monkey bar animation. Keep Blupi hanging for a while, and he'll suddenly swing round to face you and start scratching his armpits while the game audio switches to ape noises, Tarzan style.
  • Implausible Boarding Skills: As mentioned above. Bomb disposal? Really?
    • Blupi also manages some insanely long jumps with the thing.
  • Inexplicable Treasure Chests: Why would you leave these out in the open?
  • Interface Screw: Forced moonwalking of all things in the sequel.
  • Level Editor: Interestingly, a cheat code that can only be enabled by hacking the save file allows to edit every level in the game (with access to otherwise unselectable objects such as Keys or Level Monitors), as well the access to the demo recording feature.
  • Level Goal: A big spinning red arrow, which is bizarrely easy to miss in later levels. When you complete the tutorial level or the final level of any world, the red arrow is replaced with a golden key.
  • Lock and Key Puzzle: With the introduction of colored keys and doors in Speedy Blupi II, some levels introduced in the sequel are this.
  • Marathon Level: Many of them. And sometimes you have to walk all the way back to the beginning of a level to finish it!
  • Mission-Pack Sequel: The second game adds some new gimmicks, levels and scenery but recycles the soundtrack and some level designs while not fixing any issues the first game had.
  • Mooks but No Bosses: Although density of numbers sometimes makes it feel otherwise.
  • No Body Left Behind: Touching lava is a bad idea.
  • No Plot? No Problem!: Both games have no plot. Blupi must just really love treasure hunting.
  • No Water Proofing In The Future: Any technology you're using will explode if you let it touch water. Luckily, you can drop pickups at any time, to keep them around for your return.
    • Combines with Made of Explodium in several cases. Why on Earth would the wooden skateboard explode?
  • Nostalgia Level: Some levels in the sequel are taken from the first game. Sometimes without any meaningful additions.
  • Power-Up Food: Eat a lollipop and you'll jump super-high for a short period.
  • Respawn on the Spot: A well-implemented example; Blupi reappears in the last safe location whenever he dies.
  • Sea Mine: Bright red, spiky and absolutely everywhere, land or sea. Apparently flat land mines need not apply.
  • Unwinnable: Downplayed. Some levels can be rendered unwinnable, but most times it won't happen unless the player is really clumsy or doing it on purpose.
    • The introduction of doors that only open with a certain number of chests was collected in the sequel defies this, as in many cases they prevent the player from rendering levels unwinnable by getting into a level's area without collecting all the chests in the previous one, sometimes in levels where it's not possible to go back after leaving certain places.
  • What the Hell, Player?: A very gentle one. Walk Blupi right up to within a few pixels of a mine and release the controls, and he'll shiver in fear, glare at the player, and backpedal a step or two (unless the player stands between two mines - in that case he will only shiver in fear without moving).
  • Winged Soul Flies Off at Death: In the sequel.
  • A Winner Is You: At the very end of the game, having collected every treasure chest and reached the final exit, you get a picture of Eggbert cheering beside a treasure chest. In other words, the same result as simply completing any custom level! Even worse, the sequel's victory image is visible on the game's CD case!