Arcade for Android

Tower Flip

One tap. One flip. How far can you climb?

A fast one-touch arcade climber: flip from side to side, thread the gaps, chase near-misses and beat your best height. Instant restarts keep you in the run.

Available on the Amazon Appstore

Available on the Amazon Appstore for Fire tablets. On Google Play it is in closed testing and not public yet.

Tower Flip gameplayTower Flip gameplayTower Flip gameplay
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In this guide What Tower Flip is Controls What the tower throws at you Scoring The revive Tips Questions and answers

What Tower Flip is

Tower Flip is a one-tap endless climber. Your climber slides up one face of a tower on its own, and the only thing you can do is flip to the opposite face. Spikes stick out of both sides, so a run is a string of decisions about which side to be on and when to cross.

Height is the score. Every meter climbed is a point, close calls add a bonus, and your best total is saved on the device.

Controls

Tap anywhere to flip. The first tap starts the run. A flip takes 0.28 seconds to cross the tower and you cannot flip again until it lands, so each tap is a commitment. Tap too late and the crossing carries you into the spike you were trying to leave. Tap twice in a panic and the second tap is ignored.

What the tower throws at you

From heightNew obstacleWhat to watch
StartSingle spikesOne spike on one side. Flip away before you reach it.
25 mAlternating spikesSpikes that swap sides in sequence, so one flip leads straight into the next decision.
60 mPistonsSpikes that extend and retract on a steady rhythm.
110 mRhythm sequencesTight runs of spikes that need flips on a beat.
160 mSnap pistonsPurple pistons that wait retracted, punch out fast and hold.

The climb speeds up as you go, from 3.2 meters per second at the base to a top speed of 7.5, and the gaps between patterns shrink with height. The tower also breathes: it alternates calm and intense stretches about every 30 meters, so a hard section is followed by room to recover.

Scoring

Score is the height in whole meters plus near-miss bonuses. Brushing past a spike without touching it is worth 5 points and a burst of sparks. A banner marks every 100 meters. Touching any spike ends the run at once.

The revive

Once per run, a fall brings up a three-second offer to revive. Tap during the countdown and you continue from the same spot with about two seconds of invincibility. Skip it, or let it run out, and the run ends normally. When an ad is loaded, the revive plays it first and is granted once the ad has been watched to the end. Closing the ad early ends the run. When no ad is available the revive is granted anyway, so the second chance never depends on a connection.

Tips

  1. Flip early. The crossing takes more than a quarter of a second, and at top speed the climber travels about two meters in that time.
  2. Watch a piston for a full cycle before trusting its side. One that is retracted now can be out again by the time you arrive.
  3. Snap pistons spend as long held out as they do hidden. If you did not see one fire, assume it is about to.
  4. Use the calm stretches to move to the side with fewer spikes ahead, instead of flipping at the last moment for each one.
  5. A near-miss pays the same as five meters of climbing. Take the ones that come naturally, and do not flip late just to farm them.
  6. Never double-tap. A tap during a flip is dropped, so it only costs you rhythm.

Questions and answers

Can I flip back in the middle of a flip?

No. A flip always completes, and taps made while it is in the air are ignored.

How fast does the climb get?

It starts at 3.2 meters per second and tops out at 7.5. After that the speed stays constant.

Does the revive cost anything?

No. It is offered once per run. If an ad is loaded it plays first and has to be watched to the end, and if no ad is loaded the revive is granted without one.

Is my best height saved?

Yes, on your device. It is shown again after every run.

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