Toss is a one-tap bottle flip game. Your googly-eyed bottle stands on a table. Hold to charge, release to throw, and it spins through the air toward the next piece of furniture: a stool, a shelf, a stack of books, a crate. One power sets both how far it flies and how fast it spins, so the right throw lands it upright after exactly one flip. A little too soft or too hard and it comes down tilted and tips over. Every day there's a new room, the same for everyone, so you can race your friends' ghosts across it.
How to play Toss
- Hold anywhere to charge. The meter fills, then bounces back down if you keep holding.
- Release to toss the bottle toward the next surface.
- Land it upright to score a flip. A tilted landing tips over and ends the run.
- Very short taps don't throw anything, so you can't waste a toss by accident.
Tips to get a high score
- Watch the coaster on the next surface: that's where a perfect throw lands.
- Farther and higher targets need more power. Lower targets need a little less than they look.
- A near-straight landing is PERFECT and worth 2. Perfects in a row climb in pitch.
- Long tables have room for a showy throw: charge about a third of the meter more than the perfect throw and the bottle does one and a half flips, landing on its cap for +4.
- If you overshoot the meter, keep holding: it comes back down and you get another pass.
How the room fights back
Toss ramps up over your first 32 landings. The power meter fills twice as fast, from about a second and a half to three-quarters of a second. Stools, book stacks and tables all get narrower, the gaps between surfaces grow, and the height changes get bigger, so more throws go steeply up to a shelf or down to a low stack.
Your first few landings are forgiving. On the very first throw the bottle can come down tilted more than 50 degrees and still settle upright. By the sixth landing that's down to about 34 degrees, and it stays there.
Don't stand around between throws. After about five and a half seconds without starting a charge you get a warning, and at seven and a half seconds the run ends.
Points, perfects and cap landings
A landing that settles upright scores 1. Land within about 10 degrees of straight and it's a PERFECT for 2. A cap landing, upside down after one and a half flips, scores 4. Perfects and caps in a row build a streak. Every cap drops a coin, and so does every third perfect in a row. Coins go toward hats.
Cap landings are only possible on long tables, which are about one surface in eight. The coaster sits near the table's near end so the far end is free for the longer throw. To get there you need about a third of the meter more than the perfect throw, and the window is narrow, roughly a twentieth of the meter. On about one long table in four the cap throw would need more than full power or flies past the table, so take the safe point there.
Reading the meter late in a run
Power sets distance and spin together, and the spin climbs faster than the power. A small overcharge over-rotates more than you'd expect, and a small undercharge under-rotates the same way.
Early on you can let go roughly a tenth of a second either side of the perfect moment and still land upright. Once the meter is at full speed that's about half as long, and a PERFECT comes down to a frame or two. So once you've judged the power, release the instant the meter gets there. Don't hang on hoping it lines up better.
If you do overshoot, keep holding. The meter bounces off full and comes back down, and a release on the way down throws exactly as hard as the same point on the way up. Holds shorter than a tenth of a second don't throw at all, and after five and a half seconds of holding the bottle is thrown wherever the meter is.
Daily levels and ghost races
Today's Toss level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
Why did my bottle tip over when it landed on the table?
It came down too tilted. Power sets the spin as well as the distance, so a throw that's a bit too strong over-rotates and one that's too weak under-rotates. Aim for the coaster.
How do I land on the cap?
On a long table, charge about a third of the meter more than for a perfect throw. The bottle does one and a half flips and lands upside down on its cap for a big bonus.
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 Toss to your site
Toss is free to embed on your blog, class page or website. Paste this code:
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