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A turn around

A turn around is a common bootcamp and racing obstacle, requiring an extension of airjumping and walljumping skills. It is the act of going under and around a floating wall in order to walljump on the other side of the wall. Platforms that require turn arounds are commonly called underhangs or overhangs. These are often tipped with a block of chocolate to make the turn around easier.

Turn arounds are done by holding the arrow key towards the wall and slowly sliding down and off the wall. A timed airjump is done when sufficiently under the wall, launching the mouse diagonally up to the other side where they then hit the arrow key towards the wall, grabbing the other end of the wall, and allowing them their jump back.

To quicken their times, mice can often release the arrow key temporarily to fall sooner under the wall. Mice may also ignore the sliding portion of passing a turn around and simply drop under the wall. This is dangerous and requires a thin turnaround with few other mice and little lag.



WJ Shifting Demonstration

The turn around was originally called the wall jump Shift. The first known video demonstrating the turn around was posted by a user named Oaix, on August 31, 2010, 9 days after the map editor's release on V0.63, thus Oaix is credited for creating the turn around.

Wall pegs (AKA overhangs)[]

Very commonly, walls have blocks in them that need to be jumped around and on top of, most commonly made of wood. Mice must walljump farther than they normally would from the wall so that they can turn around and grab onto the peg. Wall pegs are often placed on the wall in a series and have many different variations. Most wall pegs are wooden; others are made of ice with pointed ends, while more are angled or made of chocolate.

Wall pegs are usually passed in a similar way.

  1. Walljump into the corner of the peg and wall. This often means purposefully falling slightly to time your jump so that you reach the corner at the height of your jump. Otherwise you may fall short, by a low jump or bouncing off the peg. Depending on the length of the peg, you are given some leeway as to how far into the corner you must be. A short 10px peg, for instance, barely requires that you be near the corner.
  2. Quickly fall away from the wall. Continuing to hold onto the wall for too long and your mouse will slide down, causing your jump into the peg to fall short.
  3. Jump to the level of the peg. This must be timed so you do not hit your head on the peg and bounce off, fall too far away from the wall and not be able to recover, or fall too far down to grab the peg.
  4. Turn back towards the wall and grab the peg. Remember, just like all walljumps, you must be falling when you hit the wall in order to get the running animation and reset your jump ability. This might mean that you release the key for a moment, allowing your mouse to begin falling before hitting the peg.
  5. Walljump the peg. One jump usually does it.

Advanced turn arounds[]

Variations of the turn around include those that must be done with cheese, without a choco-tip, or are simply very long. These are often much more difficult than a regular turn around.

  • A chocolate-less, or choco-less, turn around, requires firstly that mice must both fall down and under the wall much more quickly, and that they must be falling when they hit the wall. With these, mice must jump sooner once under the wall, while avoiding hitting their head and bouncing off. The return to the other end is perhaps the most difficult part of the chocolate-less underhang. Knowing that they've fallen lower on the wall than usual, mice tend to get back to the wall as soon as possible. This often means that they hit the wall early and not falling, and they then slide off when they attempt to walljump. A successful choco-less turn around is often done precariously walljumping near the bottom corner of the wall.
  • Doing a turn around with cheese requires more precision due to the weight of the cheese giving your mouse more inertia and making it very difficult to turn back and hit the wall after jumping under. When sliding down, mice should periodically release the arrow key in order to slide down. Near the bottom, be set to hold it for longer so that you may fall under and jump diagonally to the other side, immediately hitting the arrow key towards the wall.
  • Long turn arounds force you to do the jump under at a very precise moment. While regular turn arounds let you jump early in your fall, longer turn arounds force you to jump after fallen quite a way. If not timed correctly, mice may fall too far to reach it, or jump too soon and bounce off.