Flipside is a one-tap gravity runner. Your little blob sprints along a corridor on its own, and every tap flips gravity so it falls up to the ceiling or back down to the floor. The floor and ceiling are full of holes, spike beds and walls, so the whole game is choosing the right moment to switch sides. It starts gentle and gets faster the further you go.
How to play Flipside
- Your runner moves on its own. Tap anywhere to flip gravity.
- You can only flip while your feet are on a surface, so plan the flip before you reach the edge.
- Falling through a hole in the floor or ceiling ends the run. So does landing on red spikes.
- Walls won't hurt you, but they hold you back. Get pushed off the left edge of the screen and you're out.
- Your score is metres run. Gold coins sit where a well-timed flip crosses the corridor, and they're spent on hats rather than added to your score.
Tips to get a high score
- Watch the surface you're flying toward, not the one you're on: you need ground to land on.
- Flipping too early can be as deadly as flipping too late if the other side has a hole.
- A flip takes about half a second, so start it before the gap, not at it.
- Leaving at the last possible moment, or landing right at the edge of a hole, earns a CLOSE! streak.
- Stuck behind a wall? Flip right away. Once you're free you drift back to your usual spot, but only slowly.
How the corridor tightens
Flipside speeds up on a clock, not by distance. Your runner starts at about 6 metres a second and climbs smoothly to 10 by around the 70-second mark. It then keeps creeping up for roughly 40 more seconds and tops out above 13 metres a second, more than twice the starting pace.
The layout tightens too. Early on you get 13 to 19 metres between flips, which is two or three seconds of running. By the end of the speed ramp that's down to about 6 to 10 metres, so flips come less than a second apart. Walls go from about one hazard in eight to nearly one in three, and spike beds replace more of the open pits.
The flip windows shrink as well. At first the surface you're flipping toward starts well before the edge you're leaving, so you can go early. Later it often starts after that edge, and past the 70-second mark the safe moment to flip can be just a few frames wide.
Metres, CLOSE! streaks and coins
Your score is metres run, counted from the first gap, with a marker every 100 metres. There are no point pickups, so the only way to a bigger number is to stay alive longer. The opening is generous: the floor ends in one wide pit while the ceiling runs on for a long way, so your first flip is a free one.
The CLOSE! streak is a style meter. You add to it by flipping with less than about half a body-width of ground left before a pit, spikes or a wall, by landing just past the start of a surface, or by skimming a few pixels over a spike bed in mid-air. Any ordinary landing resets it, and it never changes your distance.
Gold coins float in about half of the flip windows, mid-corridor, where a well-timed flip passes. They buy hats for your blob. Never take a flip early or late just to grab one.
Taps that cost you the run
A tap made about a tenth of a second before you land is saved and fires the moment you touch down. That helps when you're rushing. It also means a nervous second tap just before landing sends you straight back across. Make it one tap per crossing.
Running off an edge gives you about five frames of grace to still flip, and a pit only kills you once you've dropped a few body-lengths past the surface. Neither will rescue a flip that starts well after the edge.
Walls are too tall to hop and pin you in place while the screen keeps scrolling. You have about half a second early on, and only a quarter of a second at top speed, before you're pushed off the left side. Once you're free you drift back to your usual spot slowly, so the next hazard arrives sooner than it looks.
Daily levels and ghost races
Today's Flipside level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
Can I flip in mid-air?
No. You need to be on the floor or the ceiling to flip. A tap just before you land is remembered and flips you the moment you touch down, and you get a few frames of grace after running off an edge.
Does it get harder?
Yes. The runner speeds up over the first minute or so and keeps creeping faster after that, and the safe windows between holes get shorter.
Is it free?
Yes. Every Tapamine game is free to play in your browser with no download and no account.
Does it work on my phone?
Yes. Tapamine is built for phones first: portrait, one thumb, and it works offline after your first visit. It also works with a mouse or the spacebar on a computer.
How do challenges work?
After a run, tap “Challenge a friend” to send a link. Your friend plays the exact same level and races your ghost — a replay of your run — to see who wins.
Add Flipside to your site
Flipside is free to embed on your blog, class page or website. Paste this code:
<iframe src="https://tapamine.com/embed/flipside/" title="Flipside: free one-tap game" width="360" height="640" style="border:0;border-radius:16px;max-width:100%" allow="autoplay; fullscreen; web-share" loading="lazy"></iframe>