#Backflips & Movement
Movement is the core of the game. The zones are separated by gaps and rivers, and backflips are the way across.
#Jump and backflip
- On the ground, jump normally.
- In the air, press jump again to backflip. The flip launches you forward, in the direction the character faces, and upward.
- Each jump allows a limited number of backflips. The counter at the bottom of the screen shows them, for example
13 / 13 Backflips. - Touching the ground refills the counter.
Backflips per jump = BaseBackflips (3) + rebirths + bonus flips. Bonus flips come from the ExtraFlip product or the /flips admin command. The InfiniteBackflips pass removes the limit.
The forward launch grows with Speed: 22 + log10(Speed + 1) × 12, capped at 120. A higher Speed reaches further zones.
#Walk speed
Walk speed = 24 + log10(Speed + 1) × 6, capped at 100. Carrying an egg lowers it to about 80 %. Slow Mode (the HUD toggle) halves both walk speed and backflip distance for players who want more control.
#Bounce pads
Each zone has a bounce pad near its far edge. Stepping on it launches you toward the next zone's spawn area and refills your backflips.
#Falling and the river
The river under the course is a fall zone. When a player touches the water, or drops 25 studs below the floor of the zone behind them:
- The screen fades out and a splash is shown to every player.
- The player lands on the spawn area of the zone they were last on. A fall in the gap between zones 3 and 4 returns to zone 3.
- A carried egg is lost and returns to its nest.
Anything that falls far below the map (Y < -240) is sent home as a last resort.
#Going home
Press H or the Plot button to teleport to your plot. Home is blocked while you carry an egg: you have to run it back.