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Before you can jump, you need to do a little work. You can crouch and charge up your jump by holding down the mouse button. Let go of the mouse when you're ready to fly into the air.
You can start working on those flips once your character can fly. To turn your character, hold down the mouse button again while you're in the air. Do you want another flip? Hold on to it. Feel like you've done enough? Let go of the mouse to stop turning, and get ready to land.
Being able to let go is very important. Your character might not finish the trick if you stop too soon. If you wait too long, you might not have time to get straight before you step on the platform. To put it another way, gravity doesn't care about your reasons.
Instead of getting caught up in the trick, try to keep your eye on the platform while you turn. A small flip done at the right time is often better than a big spin that ends in a ragdoll tumble.
Different Modes to Try
You can see how good you are at flipping in more than one way. There are 12 levels in Classic Mode, and each level has 10 steps. Finish them to get to the next level and see more of the game.
There are 12 stages in Arcade Mode alone. As you finish the Classic levels that go with these stages, they become available, giving you more tasks to face.
Then there's Challenge Mode, which has 12 stages that you can only access after getting 15 stars in the Classic level that goes with them. You can try to get better results in this mode if you like that kind of thing.
More places to change the locks
You can do stunts in a number of places in the game, such as the Harbour, the School, the Rooftop, the Site, and the Course. As you work on your timing, each map gives your jumps a new background.
There are also 14 characters to get. To get new faces, you need to finish levels, collect stars, reach milestones, and log in every day.
Whether you're looking for stars or laughing at yet another bad landing, Flip Or Fail keeps things fun, quick, and unpredictable. As you spin, give your jump a boost and try not to let the floor win.