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* ''VideoGame/TheElderScrollsIIDaggerfall'' mobile [=NPCs=] and monsters displayed their sprites from various angles. As programmed, this allowed them to turn around and turn corners. In practice, they always ran right at the PC against corners and walls and, depending on the speed of the computer, appeared to turn around instantaneously when approached from behind.
** They do instant turns in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', too. Since everything is 3D, they should be able to at least rotate gradually, but often they don't.

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* ''VideoGame/TheElderScrollsIIDaggerfall'' ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''[='s=]
mobile [=NPCs=] and monsters displayed display their sprites from various angles. As programmed, this allowed allows them to turn around and turn corners. In practice, they always ran run right at the PC against corners and walls and, depending on the speed of the computer, appeared appear to turn around instantaneously when approached from behind.
** They do instant turns in Despite being 3D games, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', too. Since everything is 3D, they should be able to at least rotate gradually, but often they don't.Oblivion]]'' still contain instances where AI controlled characters will do this.


* The ''{{Wild ARMs}}'' games were notable for averting this; despite being sprites, turning in various directions will use animation.

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* The ''{{Wild ARMs}}'' ''VideoGame/WildArms'' games were notable for averting this; despite being sprites, turning in various directions will use animation.


* Players and [=NPCs=] can ''generally'' do this in ''WorldOfWarcraft'', so it is really obvious in the few situations where they can't. Several vehicles, such as vehicles on the Flame Leviathan encounter and mounts at the Argent Tournament, have a nonzero turning radius and time. It's generally the same as or close to the radius and time it would take for a player to turn if they used arrow keys, except that it can't be avoided by using the mouse.

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* Players and [=NPCs=] can ''generally'' do this in ''WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'', so it is really obvious in the few situations where they can't. Several vehicles, such as vehicles on the Flame Leviathan encounter and mounts at the Argent Tournament, have a nonzero turning radius and time. It's generally the same as or close to the radius and time it would take for a player to turn if they used arrow keys, except that it can't be avoided by using the mouse.


* [[EccoTheDolphin Ecco]] would always turn towards the camera as he switched between going left and going right.

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* [[EccoTheDolphin [[VideoGame/EccoTheDolphin Ecco]] would always turn towards the camera as he switched between going left and going right.

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* Present in all ''Franchise/FinalFantasy'' games up until ''VideoGame/FinalFantasyXIII'', where characters turn realistically.


** Played straight for Mr. Game & Watch for [[VideoGame/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.

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** Played straight for Mr. Game & Watch for [[VideoGame/GameAndWatch [[UsefulNotes/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.

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* In the ''VideoGame/StarTrekStarfleetCommand'' series, this is a tactical maneuver called a "High Energy Turn". The downside is that using it can damage a ship and even cause it to suffer a breakdown, leaving it helpless for several seconds. Typically, the larger ships are more prone to malfunctions when performing this maneuver.


* The [[GameBoyAdvance GBA]] ''Franchise/{{Metroid}}'' games avert this.

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* The [[GameBoyAdvance GBA]] {{UsefulNotes/GBA}} ''Franchise/{{Metroid}}'' games avert this.


* On the Wii version of ''VideoGame/MedalOfHonorVanguard'' quickly tilting the nunchuk will turn 180 degrees.

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* On the Wii version of ''VideoGame/MedalOfHonorVanguard'' ''VideoGame/MedalOfHonorVanguard'', quickly tilting the nunchuk will turn 180 degrees.

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* On the Wii version of ''VideoGame/MedalOfHonorVanguard'' quickly tilting the nunchuk will turn 180 degrees.


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* Played straight in ''VideoGame/LeagueOfLegends'' but jarringly averted in ''DefenseOfTheAncients'' where using abilities and attacking behind you is noticeably delayed and even running away takes more time than expected, ensuring people coming from League will [[YetAnotherStupidDeath feed a lot]] at the start.

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* Played straight in ''VideoGame/LeagueOfLegends'' but jarringly averted in ''DefenseOfTheAncients'' ''VideoGame/DefenseOfTheAncients'' where using abilities and attacking behind you is noticeably delayed and even running away takes more time than expected, ensuring people coming from League will [[YetAnotherStupidDeath feed a lot]] at the start.
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* Averted by the ''{{X-COM}}'' series despite battles being turn-based. Soldiers have to use Time Units to turn in place and it is quite possible to spend an entire turn just twirling around or, more likely, come up a few [=TU=]s short of being able to take a shot because you had to turn to face the enemy. On the other hand, it is one of the very very few actions that do not trigger [[CounterAttack Reaction attacks]] from aliens looking at you.

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* Averted by the ''{{X-COM}}'' ''VideoGame/XCom'' series despite battles being turn-based. Soldiers have to use Time Units to turn in place and it is quite possible to spend an entire turn just twirling around or, more likely, come up a few [=TU=]s short of being able to take a shot because you had to turn to face the enemy. On the other hand, it is one of the very very few actions that do not trigger [[CounterAttack Reaction attacks]] from aliens looking at you.


* The [[GameBoyAdvance GBA]] ''{{Metroid}}'' games avert this.

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* The [[GameBoyAdvance GBA]] ''{{Metroid}}'' ''Franchise/{{Metroid}}'' games avert this.


* Due to the fact that ''BunnyMustDie'' has [[YouHaveResearchedBreathing turning around as a powerup]], it takes a few frames for her to turn around, and it feels just a bit sticky. However, turning around does make you momentarily invulnerable.
* In all {{Mario}} games, 2D or 3D, if you move in one direction and quickly slam the Control Stick in the opposite direction, Mario will skid a little; Luigi tends to skid more.
** The above also applies to all {{Sonic the Hedgehog}} games to date. Although, in the [=2D=] games at least, it's played straight if you're standing still, or moving very slowly, or if you are forced to by springs (sometimes the two close together facing each other).
*** In ''SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.

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* Due to the fact that ''BunnyMustDie'' ''VideoGame/BunnyMustDie'' has [[YouHaveResearchedBreathing turning around as a powerup]], it takes a few frames for her to turn around, and it feels just a bit sticky. However, turning around does make you momentarily invulnerable.
* In all {{Mario}} VideoGame/{{Mario}} games, 2D or 3D, if you move in one direction and quickly slam the Control Stick in the opposite direction, Mario will skid a little; Luigi tends to skid more.
** The above also applies to all {{Sonic VideoGame/{{Sonic the Hedgehog}} games to date. Although, in the [=2D=] games at least, it's played straight if you're standing still, or moving very slowly, or if you are forced to by springs (sometimes the two close together facing each other).
*** In ''SonicUnleashed'', ''VideoGame/SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.



* In ''GliderPRO'', the glider goes through a few frames of spinning animation when reversing orientation. However, orientation has no mechanical importance except when shooting rubber bands.

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* In ''GliderPRO'', ''VideoGame/GliderPRO'', the glider goes through a few frames of spinning animation when reversing orientation. However, orientation has no mechanical importance except when shooting rubber bands.


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* In the original ''VideoGame/UnrealTournament'', increasing the difficulty level makes the bots capable of, among other things, turning around faster. On a moderately high level, they can do a full spin in less than a second; on the highest level (appropriately named "Godlike"), ambushing them becomes impossible as they gain [[TheComputerIsACheatingBastard instant turning and a 360° field of view that goes through walls]].

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* In the original ''VideoGame/UnrealTournament'', increasing the difficulty level makes the bots capable of, among other things, turning around faster. On a moderately high level, they can do a full spin in less than a second; on the highest level (appropriately named "Godlike"), ambushing them becomes impossible as they gain [[TheComputerIsACheatingBastard instant turning and a 360° field of view that goes through walls]].



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* In ''VideoGame/JaggedAlliance'', characters take Time Units to turn. In ''Jagged Alliance 2'', they may automatically turn as they raise their weapon as you enter view.

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* In ''VideoGame/JaggedAlliance'', characters take Time Units to turn. In ''Jagged Alliance 2'', they may automatically turn as they raise their weapon as you enter view.



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