Flip Spot

Flip Spot is set around elevated urban and industrial rooftops. Jump pads and platforms are placed at varying heights and distances. You will control your character to execute stylish jumps and flips in mid-air. Then, you will land safely on two feet right inside the target zone.

The scoring system is based on trick difficulty. The more rotations you complete, the higher your score will be. However, all that flair means nothing if you crash. Stay focused on making every single jump as clean as possible.

JUMP INTO THE ACTION

Nailing a perfect jump follows three strict steps:

  • The first step is charging up and launching. Hold down the jump button to build power, then you will let go at the right time to launch into the air.
  • The second step is controlling your rotation in mid-air. Holding down the jump button while airborne keeps your character spinning.
  • The third and most critical step. You will release the button at just the right moment so your character extends their body.

Flip combos

Flip Spot goes far beyond basic jumps. The standout feature is a lineup of over 70 distinct flip and trick combinations. You can unlock backflips, frontflips, twists, and slick parkour moves.

Arcade mode

A stage-by-stage progression from easy to difficult. You must clear crafted levels featuring changing platform heights. There are longer distances to the target zone and tighter obstacle placements.

Free mode

This is an open, limitless practice space. Players can practice tough moves freely without worrying about scores or timers. It's the ideal spot to try out your most complex trick combos.

How to flip

Click and hold the mouse to charge jump power. Release to launch into the air. Click and hold again to flip. Release the mouse at the right moment to land safely.

Pro tips

  • Prioritize a clean, safe landing over squeezing in extra rotations.
  • Keep your eyes on the character's feet instead of their head or torso.
  • Build the habit of releasing the mouse just before reaching the ground to allow time to extend.
  • Use your first attempt for a simple straight jump to gauge the distance.

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