List of errors

*This page is incomplete. You can help Speedy Blupi Wiki by expanding it.*

## Gameplay glitches

### Blocks using incorrect global timer (SB2)

Lightning, vanishing blocks, crushers, and ceiling slime traps all operate on a global timer that is separate from the game logic. Thus, the player can press Pause-Break or use double speed mode and these blocks will continue to operate at normal speed. This has an additional, smaller effect wherein Lightning blocks make a sound when loaded on the quicksave or design screens.

### Bonk storage

If Blupi lands on a skateboard after a hard collision with a ceiling, the "headache" animation will be delayed until jumping again. Related to glue death cancel.

### Bottomless pits

Some levels have design errors which allow the player to fall into a bottomless pit and instantly receive a game over. *Speedy Blupi*'s Houses 2 and Dream 5 levels have direct paths into the void. It's possible to fall into the void in *Speedy Blupi 2* due to separate glitches and not level design errors.

### Conflicting entity interactions

In most cases, Blupi can only interact with one entity at a time. This has effects such as being unable to push a wooden case while touching an item, or being invulnerable to moving bombs while standing next to a floor bomb.

### Crate collision errors

* Crates are generally prevented from leaving their stack and floating, however certain setups can cause floating crates regardless.
* Jumping towards a crate while holding down can allow Blupi to get closer to the crate than normal. Tapping the direction away from the crate to pull it as lightly as possible can cause it to move *away* from Blupi. This can be abused to move crates closer together than normal.
* Using the above method to pack at least four crates together, Blupi can pull the crates over himself and trigger wall ejection (in *Speedy Blupi 2*).

### Custom level #10

When playing the 10th custom level of any player, treasure chests disappear immediately when collected. Numbered doors will open immediately upon the collection of the corresponding chest.

### Delayed item count

When collecting an item, it isn't considered to be in the player's possession until its animation is completed. This can have various unintended effects.

* A level cannot be completed until the final treasure chest is counted.
* A door will not open until the corresponding key or treasure chest is counted.
* Dynamite cannot be deployed until it is counted.
* An 11th extra life can be collected before the 10th life is counted.
* A 6th personal bomb can be collected before the 5th bomb is counted.

### Demo nonstop sound

If a looping sound effect is playing at the end of a Demo movie, the sound will continue through the next movie.

### Demo recording desynchronization

#### All versions

* Recording a Demo movie is not perfect, and does not always match the player's input.
* Unfocusing the window during Demo playback can cause the Demo to miss button presses.

#### *Speedy Blupi 2*

* Because *Speedy Blupi 2*'s death animations are nondeterministic, a Demo will desync if the player loses a life.

### Falling through conveyor belts (SB2)

Conveyor belts have very inaccurate collision, and Blupi will often fall through them when standing on the edge.

### False CD-Rom error

*Main article: Start, mission 0 (Speedy Blupi); Start, level 0 (Speedy Blupi 2); Level #190*

After a game over in certain levels, the game will try to load a nonexistent world file (`world000.blp` from Start, or `world190.blp` from *Speedy Blupi 2*'s Final). The *Blupi* versions of the game show a CD error (`insert.blp`), while the *Eggbert* versions return the player to the title screen. Certain demo versions will terminate due to the missing files. With a modified game, a level can be loaded from these files.

### Game over data mangling

#### All versions

By loading a multiplayer quicksave in singleplayer and getting a game over, the game tries to set the "uncleared" flag of the levels in the corresponding world. However, since this world is out of intended bounds, adjacent data is overwritten with `01` instead. This data happens to be the extra life counter. In *Speedy Blupi*, this gives the player 65,537 lives (hexadecimal `00010001`). In *Speedy Blupi 2*, this gives the player 16,843,009 lives (hexadecimal `01010101`) unless the quicksave was from a mission above 10. As the game tries to draw 16,843,009 icons on the screen, this can cause significant slowdown and high CPU usage even on a modern computer.

#### *Speedy Blupi 2*

Getting a game over in the Final level will cause the final levels of the Bricks, Tech, and Rocks worlds to become uncleared.

### Game over warp

Pressing Enter on the game over screen will take the player to the custom level list (`WM_PHASE_INFO`), selecting the ID of the return level (e.g. dying in level #43 will select #40). Thus, any level with a lower ID can be selected. Pressing Enter on a certain ID will start playing the corresponding level in singleplayer mode. Clicking the Design button will copy the previously failed level (in its state at the time of failure) to the *user* level of the selected ID (i.e., the official level will remain unmodified unless using the xmission cheat).

### Ghost doors (SB2)

If blocks `1B9` to `26C` are placed in a level through external editing, despite their graphics and collision being undefined, they will creak like a door when 21 to 200 chests are collected. This is caused by a lack of bounds checking in the code that handles chest doors; any block with an ID of `1A5` or higher will be handled like a chest door, including those beyond the intended maximum of `1B8`. This is theoretically true for block IDs `267` to `7FFF` as well, but the entity limit (200) prevents this.

### Glue boosting

*Main article: Glue boosting*

Holding backwards while firing glue from a tank can cause Blupi to accelerate backwards very quickly.

### Glue death cancel

If Blupi hits a ceiling with enough vertical speed while firing glue from a helicopter, he may be hit by his own fired glue, but will cancel the animation to shake his head when he hits the ground. Related to bonk storage.

### High jump from bars

By pressing Up, Down, and Ctrl while hanging onto a bar, the player can perform a full, 4-block high jump rather than the usual sub-1-block jump. This can also be achieved by precisely timing a jump after pressing the down arrow, in which case a medium jump or low jump is also possible.

### Impossible egg (SB2)

*Speedy Blupi 2*'s Technical 4 contains an egg which is encased in solid blocks and impossible to collect.

### Inaccessible vehicles

Dismounting a vehicle at an X position of −1 will render it permanently inaccessible. Related to saw switch repeating animation.

### Interrupted teleport (SB2)

If Blupi is moved by a lift during the teleport animation, or if there is no corresponding exit teleporter, the teleport will be cancelled and Blupi will repeat the animation until the player moves. If Blupi is moved under a different teleporter, he will use it instead.

### Invulnerability while dropping glue

When dropping glue from a helicopter, Blupi becomes invulnerable to explosive damage for a fraction of a second.

### Jumping against a wall sometimes decreases jump height

Depending on Blupi's exact X position, jumping against a wall may cause a frame of Y axis displacement to be cancelled, causing the jump to be lower than usual.

### Level exit cancel and layering problems

Certain events can take Blupi out of the "winning" state, such as bumping his head or landing in lava. He will not complete the level until the animation is allowed to complete. This may be intentional, but it also causes Blupi to appear in front of blocks.

### Lift object slot priority

Blupi prefers to stand on lifts with higher object slots. Even when standing still, he will always "transfer" to a lift of a higher slot if available. While not strictly a bug, it can cause strange behaviors, such as passing through the tops of lifts.

### Multiplayer color swap

If a player selects a team other than yellow for a multiplayer game, then returns to singleplayer, personal bombs will still act as if the player is on a different team. This also affects future bombs placed by the player, which will be the wrong color.

### Multiplayer entity inconsistencies

Due to each client's game running independently with no central server, entities can be falsely duplicated or deleted if multiple players do something simultaneously. This effect is amplified if a player's game is loading or unfocused.

### Multiplayer quicksaves

Although the pause menu's save/load buttons are unavailable during multiplayer, the F3/F4 hotkeys still work. This can be combined with "Game over warp" to access the final level (#99 in *SB1* or #199 in *SB2*) without unlocking it.

### Multiplayer with different game versions

Any version of *Speedy Blupi* or *Speedy Blupi 2* can connect to the same multiplayer game. However, some levels have different layouts between versions, some levels don't exist in *SB1*, and any *SB2*-specific animations will crash an *SB1* client.

### Out of bounds crash

If Blupi's Y position value is too great (approximately 5 million or more), the game may crash. This can occur in the mission test phase if Blupi falls in a bottomless pit for approximately 100 minutes (50 minutes in double speed mode). Since there is no game over screen while testing the level, Blupi continues to fall below the screen.

### Permanently broken bridge (SB2)

If a fragile bridge is blown up with dynamite while it is falling, it will become frozen and never move again.

### Recharging device effect in water

Blupi is meant to lose the effect of the recharging device when entering water, but this only happens when entering the surface of the water at specific Y velocity values.

### Remote bomb deployment

If a personal bomb is deployed on the same frame that Blupi dismounts a vehicle, the vehicle's velocity will be erroneously applied to the bomb's position. Combined with "Glue recoil boosting", bombs can end up in places they shouldn't be able to, such as inside solid walls.

### Remote wind deletion

If a fan is blowing wind into the bottom of the level, blowing up the fan will delete the wind in front of it *and* one block wind at the top of the level, one block to the right (if any exists).

### Respawning inside a crate

In uncommon cases, a crate can be pushed onto Blupi's respawn checkpoint, and respawning there will get Blupi stuck (in *Speedy Blupi*) or ejected through the floor (in *Speedy Blupi 2*).

### Respawning inside a hazard

After losing a life to a bomb, Blupi will fall straight down, which may make him fall into lava or other hazards, unavoidably losing another life.

### Save/load hotkeys close the game (SB DEMO v0.8)

Although the pause menu's save/load buttons are unavailable in this version, the F3/F4 hotkeys still work. However, the unmodified demo lacks the required image files (`gwrite.blp` and `gread.blp`), and will close. If these image files are present, the save/load menus function as in the full game. The game closing is likely an intentional failsafe which is only active in demo versions.

### Saw switch repeating animation (SB2)

Using a saw switch while Blupi is at an X position of exactly −1 will cause Blupi to repeatedly toggle the switch. The player cannot jump or turn around in this state, and can only cancel the effect by walking in the direction Blupi is already facing. Related to inaccessible vehicles.

### Shared powerup energy

Certain combinations of powerups can be stacked on top of each other, with both effects active and the power meter draining more quickly than usual.

### Skateboard duplication

If Blupi rides a lift away from a skateboard while picking it up, he will be given a skateboard without the item disappearing. In some cases this can delete other objects, including the lift.

### Skateboard trap

Placing a skateboard on top of a spring will create an inescapable trap. Jumping onto the spring will cause Blupi's skateboard mounting animation to repeat as it is continually interrupted by the skateboard breaking on the spring.

### Skateboarding backwards

While riding a skateboard, Blupi can change direction in midair and proceed to move in the original facing direction. This causes Blupi to appear to be skateboarding backwards. It is unknown whether this is intentional.

### Smoke duplication (SB2)

The smoke created from dying to lava will continue to spawn while the game is paused (by the Pause-Break key, not Esc). This provides an easy way to fill up all 200 object slots, and potentially cause other glitches.

### Speed conservation

In specific cases, Blupi can conserve velocity between states which normally reset his velocity.

* If Blupi collects a helicopter or hovercraft while standing on invisible blocks, he will be propelled downward with the velocity at which he landed from his previous fall.
* If Blupi respawns in water, he will keep his speed from before he died.

### Stuck in water

If Blupi falls at terminal velocity into one block of water at the very bottom of the world, he may become stuck in the lower world border and be forced to drown.

### Stuttering when landing on a quarter block

When landing on a block with bottom quarter solidity (i.e. an upwards Fan), Blupi has a chance to be continually teleported slightly above the floor, stuttering in place. This would also occur on blocks with bottom three-quarters solidity, if any existed.

### Swimming in air

If Blupi exits water into another block's bounding box (such as the T-shaped special tech-block), he will continue swimming until reaching a fully non-solid block.

### Teleport from water (SB2)

If Blupi uses a teleporter that's immediately above water, the teleport will function correctly but Blupi's animation will repeat until the player moves. If a teleporter is one block *above* the water, a similar effect will happen, but Blupi will be moved up to the teleporter in a swimming animation.

### Uninitialized values in save data

The files `info001.blp` through `info008.blp` contain several ranges of garbage data stemming from uninitialized variables in the `DescInfo` struct (`reserve1`, `reserve2`, and the remainder of the 100 bytes of the player name after the null terminator).

### Vehicles and transformations on springs

If Blupi has a shield and rides a vehicle onto a spring, he will bounce in strange ways (except for the skateboard, which behaves normally aside from the "Skateboard trap" glitch). This also happens with *Speedy Blupi 2*'s "flattened" and "stung" transformations, neither of which require a shield.

### Water softlock

#### *Speedy Blupi*

Exiting water from the side while too close to a floor or ceiling can cause Blupi to become stuck. This can happen in Mechanical 4.

#### *Speedy Blupi 2*

Partially fixed. Exiting near a ceiling no longer causes the bug but exiting near a floor still does. Additionally, no official levels contain the required setup to cause the glitch.

### Wind deletion game crash

When destroying a fan that is blowing into the left edge of a level, the game may sometimes crash as it tries to read unintended areas of memory.

### Wooden case glitch

*Main article: Wooden case glitch*

Pulling a wooden case into a skateboard can cause strange effects, such as duplicating the skateboard, being ejected through the floor, or other entities mistakenly becoming solid. This is related to Conflicting entity interactions and Crate collision errors.

### Y velocity disparity

Blupi's terminal velocity is higher when walking off a ledge (42 pixels/frame) than jumping off a ledge (40 pixels/frame). This is because Blupi's Y velocity stops increasing at 20, but his acceleration from gravity is 2 pixels per frame. Thus, if the velocity is an odd number, it will increase from 19 to 21 in a single frame, and only then stop increasing.

## Level editor glitches

### Entities moving like lifts (SB2)

Placing a conveyor belt on a tile containing another entity will allow the first entity to move like a conveyor belt (taking on the corresponding pixel position, speed, and delays). This glitch cannot be caused in *Speedy Blupi* due to the lack of conveyor belts. However, levels containing a glitched entity will behave the same in *Speedy Blupi* as they do in *Speedy Blupi 2*.

### Intangible blocks (SB2)

Use the "Personal bomb over tank" bug until it becomes a motionless bomb. Place a conveyor on the bomb, and it will become a completely non-solid block that looks like a lift.

### Long lightning (SB2)

Placing a Cave or Cheese block next to a Lightning machine, then deleting the machine, will cause the lightning to stay. This can be used to make longer lightning, or lightning without a machine.

### Personal bomb over tank glitch

*Main article: Personal bomb over tank glitch*

Placing a personal bomb on a tile containing a glue tank will instead place other, unrelated entities.

### References to Blupi regardless of version

#### All versions

In the *Eggbert* versions of the game, the window title is still "Blupi" despite the name change.

#### *Speedy Eggbert 2*

The Blupi statue palace decor still reads "BLUPI" in *Eggbert* versions of the game.

### Vehicle enemy alternate graphics/crash (SB2)

When performing the "Entities moving like lifts" glitch on a vehicle enemy, the enemy will turn into a mess of tiles as the game reads from an incorrect sprite sheet. Clicking again on the glitched enemy will cycle to a yellow Blupi palette, and once more will crash the game due to an integer division by zero.

## Compatibility issues

### Blue boxes

Transparent graphics are not properly masked in desktop color modes higher than 16-bit (65,536). This primarily affects windowed mode, and can be fixed by changing the color mode to 16-bit in the EXE's compatibility settings.

### DirectPlay

DirectPlay (the networking library used by *Speedy Blupi*'s multiplayer) is no longer enabled by default with newer versions of Windows, and must be enabled manually from the Windows control panel.

### Save files cannot be deleted

*Speedy Blupi* expects to have administrative write access, and may be unable to delete save files if the game is installed in a write-protected folder (such as Program Files).

## Audiovisual errors

### Air gauge preserved with wasp sting (SB2)

If Blupi is stung by a wasp while underwater, the air gauge will stay visible if Blupi leaves the water, even after the wasp sting wears off. This effect is purely visual.

### Animation overflow glitch

*Main article: Animation overflow glitch*

Certain entities will display corrupted graphics when playing a level for extended periods of time.

### Desynchronized demo (SB DEMO v0.8)

One of the demo recordings was made on an earlier version of the game. It does not follow its intended path, nor does it complete the level as in the other recordings. The demo was re-recorded for the full release of *Speedy Blupi*.

### Dream blocks cause "hall of mirrors" effect (SB1)

In some graphic modes, the magenta color on some Dream blocks doesn't render properly. This causes a "hall of mirrors" effect on the affected textures.

### Explosion causes "hall of mirrors" effect (SB DEMO v0.8)

Triggering a shaking explosion effect near the edge of the level can move the camera slightly out-of-bounds, which causes a "hall of mirrors" effect where the background should be. This was fixed for the full release of *Speedy Blupi*.

### Game window is too short

If the game is run in windowed mode (at least on Windows 10), the dimensions of the inner window will be 640×477 pixels rather than 640×480. This also causes visual artifacting when moving the mouse. This is likely a regression with DirectX, as the game properly initializes the dimensions to 640×480, but only looks correct if they are modified to 640×483.

### Incorrect quicksave titles (SB2)

The level titles in the quicksave menu weren't updated for *Speedy Blupi 2*. As such, many worlds are incorrectly labeled, or simply labeled by ID as a fallback.

### Incorrectly looping music

Music #1 and Music #7 (`music000.blp` and `music006.blp`) each contain significant amounts of silence at the end of the song. Certain older sound cards skip over this silence, which may be why the bug wasn't fixed before the game's initial release.

### Incorrect number of save files

Several official sources state that *Speedy Blupi* allows ten save files, despite the game only allowing eight. Phase Events exist and function properly for the 9th and 10th save files, but the corresponding menu buttons are not present. A pre-release version of the game probably featured ten save files, but was reduced to eight due to a lack of screen space.

### Left + right + down sound effect

Pressing left, right, and down at the same time will play an otherwise-unused sound (`sound020.blp`). Alternatively, the player can make a quicksave while ducking and load it to play the sound. It is the duck sound effect in reverse, and may have been intended to play when letting go of the down arrow after ducking.

### Quicksave graphical inconsistency

If Blupi's frame of animation is from a graphics file other than `blupi000` when making a quicksave, the quicksave preview will use the corresponding frame from `blupi000` instead.