Slide the colour carts to their matching gates — read the order and the whole board unravels.
ARCADE / FLIP SUMMIT
Flip Summit
Drag up to set the flick power, then release · ←/→ nudge power, ↑/Space flips
A one-finger Bottle-Flip-style score attack. Drag up to set power, then release to launch. Before each throw, the landing marker and POSE readout show the exact landing X and one of three final poses. Land upright on the wide safe band to score; hit the narrow glowing perfect band to grow a chain multiplier. Every seeded ledge sequence changes the best power often enough that reading the next landing beats repeating one strength. 24 flips or 75 seconds, best score wins.
How to play
Rules
Each flip arcs the bottle toward the next ledge. The blue landing marker and POSE readout predict the exact landing X and final upright, side, or inverted pose. Land upright on the wide safe band to score; hit the narrow glowing perfect band to raise the chain multiplier. A miss resets BOTH the perfect chain and your non-miss climb streak — so reading every ledge to avoid a miss keeps your score climbing even between perfects. The run ends at 24 flips or 75 seconds — whichever comes first.
Controls
Drag up to set the flick power (the landing marker and pose preview follow it), then release to flip. Or use ←/→ to nudge power and ↑/Space to flip; these keys stay on the game and do not scroll the page.
Tips
Power fixes both the landing spot and the rotation — each strength lands in a different pose. Watch which power lands upright on the next ledge, and go for the perfect centre when the chain is alive to let the multiplier compound. Your best chain and highest climb are saved between runs — chase them even when the score does not peak.
Behind the game
Flip Summit is less about making a bottle spin than about making a small, legible prediction. Before every throw the blue marker tells you where the bottle will arrive, while the POSE readout tells you whether that same power will leave it upright, sideways, or inverted. Those two pieces of information turn a familiar flick into a compact planning problem. A power that reaches the platform is not automatically useful; it must arrive on the safe band in the one attitude that counts. The pause before releasing is where the game earns its mountain-climb mood: study the next ledge, settle on a strength, then trust the arc.
There are two kinds of success. An upright landing on the wide blue-safe face keeps a climb alive and pays dependable points. The narrow glowing centre is the summit line. Hitting it is a perfect, and consecutive perfects increase the chain multiplier. That makes a perfect tempting even when a normal landing would be easier. The sensible high-score route is not reckless perfection on every ledge. First protect the non-miss streak, because a miss clears both that climb and the perfect chain; then take the centre when the marker and pose give you a clean answer. Normal landings preserve the climb, so they are a deliberate recovery tool rather than a consolation prize.
A run has 24 flips and at most 75 seconds, but the ledges are seeded. Their positions and the safest powers change, and the generator avoids asking for one identical answer over and over. Memorising a favourite drag length therefore cannot replace looking. The best runs develop a calm rhythm: read, set power, release, and use the result to choose how ambitious the next ledge can be. The bottle, bright bands, and rising platforms make every accurate landing feel like another small camp reached on a stylised summit. Score, best perfect chain, and highest climb persist between runs, giving a near-miss score run a second reason to try again.
More games
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