I had this problem.
I found that since some time was taken in loading a new area, and my gravity was implemented within the main Tweening loop, Blitz tried to play 'catch-up' for lost time (which the tweening process should do).
And so suddenly the code was looping through many instances of the gravity implementation before a collision could be detected.
The only way I found around this was to switch off gravity as I changed areas, then wait till FPS > 5, then switch gravity back on.
Sorry if that sounds a bit garbled, but it does depend on your own coding style.
I found that since some time was taken in loading a new area, and my gravity was implemented within the main Tweening loop, Blitz tried to play 'catch-up' for lost time (which the tweening process should do).
And so suddenly the code was looping through many instances of the gravity implementation before a collision could be detected.
The only way I found around this was to switch off gravity as I changed areas, then wait till FPS > 5, then switch gravity back on.
Sorry if that sounds a bit garbled, but it does depend on your own coding style.