Uploaded October 2025 | Updated September 2026, 20 hours ago
Thanks to Brianpso's testing for showing this is possible.
At the moment this glitch is fairly limited. The idea is that every unique XZ rotation in the game actually has two possible XZ values which correspond to that rotation* (*Gimbal lock values, when X=+/-90 degrees, technically have exponentially more than 2, but that's not important here).
It's possible to "invert" rotation values and achieve this glitched state by running on a ceiling with Z=180 degrees, and then transitioning to a triangle sloped in the X axis. This will conserve the 180 Z value and flip the X rotation from the offset it would normally have from 0, to instead offset that value from 180. (X=20 degrees becomes X=160 degrees).
The point at which I jump from the loop in this video would normally have X=16384, Z=0, but I instead have X=16384, Z=32768. This allows for a partial gravity reset (PGR) to achieve ridiculous, even facing gravity upwards if desired.
This is only possible here because I can ride the outside of the loop, which is more rotated in the Z axis than the X axis, and transition to the ceiling triangles from these. If you run up the middle of this loop, Xrot will become 180 at the top, which just causes normal behavior. Being able to reach the ceiling with Zrot=180 is the cause of this glitch.
Thanks to Brianpso's testing for showing this is possible.
At the moment this glitch is fairly limited. The idea is that every unique XZ rotation in the game actually has two possible XZ values which correspond to that rotation* (*Gimbal lock values, when X=+/-90 degrees, technically have exponentially more than 2, but that's not important here).
It's possible to "invert" rotation values and achieve this glitched state by running on a ceiling with Z=180 degrees, and then transitioning to a triangle sloped in the X axis. This will conserve the 180 Z value and flip the X rotation from the offset it would normally have from 0, to instead offset that value from 180. (X=20 degrees becomes X=160 degrees).
The point at which I jump from the loop in this video would normally have X=16384, Z=0, but I instead have X=16384, Z=32768. This allows for a partial gravity reset (PGR) to achieve ridiculous, even facing gravity upwards if desired.
This is only possible here because I can ride the outside of the loop, which is more rotated in the Z axis than the X axis, and transition to the ceiling triangles from these. If you run up the middle of this loop, Xrot will become 180 at the top, which just causes normal behavior. Being able to reach the ceiling with Zrot=180 is the cause of this glitch.










