HitPuzzlesPremium browser puzzles

Physics timing

Bottle Flip

One button, three taps, and a bottle with real water in it. Time the power, time the spin, and land it standing on the next platform — then do it again, further away.

Connecting to Bottle Flip…

How to play

Everything is one button — the space bar, or a tap anywhere on the picture. The first tap starts the power bar sweeping and draws the arc the bottle will follow. The second locks the power in. A spin bar then starts sweeping, marked in green wherever the bottle would come down upright, with a faint ghost showing exactly how it would land. The third tap throws it.

Why the water matters

A bottle flip is not a rigid-body problem. Spin throws the water up the walls at both ends, which makes the bottle much harder to turn, so it visibly slows in mid-air. On impact the water is still travelling downwards, arrives a fraction of a second after the base does, and presses it into the table instead of levering it over. Both effects come out of the simulation rather than being animated on top of a result decided elsewhere.

Scoring

A landing is worth a hundred, plus the distance cleared, the height climbed, twenty-five for every rotation in the air and sixty for stopping in the middle of the plank. Landings in a row multiply everything up to three times over, clearing a platform entirely pays a hundred and fifty for each one skipped, and a bottle left standing on its cap is worth triple.

Fair play

A run is a seed and a list of taps; the score is worked out by replaying them. Results are stored on this device for now — public leaderboards stay unavailable until HitPuzzles enables server-issued runs. Runs played with the half-speed assist are practice and are never ranked.