Score
0
Best
—
Drag up and right to aim, release to throw
Toss the bottle so it lands upright on the next platform. Targets drift further out as you score, and after a few landings each platform is narrower than the last.
A bottle sits on the left platform and a target platform waits to the right. Put your finger on the bottle or anywhere in the lower half of the screen and drag toward where you want to throw: the bottle flies from its centre toward your fingertip, and the farther your fingertip is from the bottle's centre, the harder the throw and the faster the spin (full power at about 140 px). Your fingertip must end above the bottle's centre; release to throw.
In the air the bottle spins. It lands only if its base comes down onto the top of the target platform with the bottle's centre over the platform. Clipping the side or missing the top ends the run.
Any landing scores +1. Landing UPRIGHT — cap up, within ±20° of vertical — adds a +2 bonus, 3 points in total. A bottle that comes down cap-first scores just the +1.
Each new target is placed at a random distance, and as your score climbs the near end of that range moves outwards; from a score of 10 the target is always in the far 40% of the reachable range. From your 8th landing on, every landing also makes the next platform 2.5 px narrower with no limit. After 27 landings it is narrower than the bottle and turns red — nothing can stand on it.
Goal: highest total score.
Consistency beats power here. The bottle's spin is tied to how hard you flick, so find one comfortable toss strength that reliably reaches the platform and reproduce it every throw, adjusting only your angle. Wild, varying power means the bottle is spinning a different amount each time, and you can never predict whether it lands on its base or its side.
The big points come from the upright bonus, so do not just aim to reach the platform — aim to arrive as the bottle completes a clean rotation onto its base with the cap up, which is worth three times a plain landing (a cap-down finish scores only 1). Target the centre of the landing platform rather than its near edge, giving yourself margin on both sides as the targets drift further out and, later, the platforms narrow. With practice the flick becomes muscle memory, and a calm, repeatable toss far outscores a hard one you cannot control.