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#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:

  1. The screen fades out and a splash is shown to every player.
  2. 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.
  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.