Updated Flappy Chirpz.md (markdown)
commited
commit
668e1ba733389a9df255dc32a21abb6d91c3065f
... | ... | @@ -10,4 +10,4 @@ Be careful! If Chirpz hits the gates or the ground, Chirpz will be very mad! |
10 | 10 | Tap to flap Chirpz's wings and fly up a bit. Gravity will pull Chirpz down. Go through a gate successfully to score 1 point. The tones reset per 8 points. A tune would play per 10 points. If you hit either the floor or a gate, Chirpz gets mad, leaves, and you lose with your score of how many gates you passed. |
11 | 11 | |
12 | 12 | # Strategy |
13 | You usually want to flap before a gate, with Chirpz being slightly above the height of the lower pillar. Usually flapping inside of the pillars will result in a death. When the gates are skewed to the left, you can afford an early flap; whereas when it is skewed to the right, you usually have to allow a bit of freefall to avoid hitting the top pillar. Take care when the difference in height between successive gates is large. Also if you're trying to reach a high score, it is recommended to manually restart rather than waiting for the end cutscene to finish (unless a highscore has been set). |
|
... | ... | \ No newline at end of file |
0 | You usually want to flap before a gate, with Chirpz being slightly above the height of the lower pillar. Usually flapping inside of the pillars will result in a death. When the gates are skewed to the left, you can afford an early flap out of the gate; whereas when it is skewed to the right, you usually have to allow a bit of freefall to avoid hitting the top pillar. Take care when the difference in height between successive gates is large. Also if you're trying to reach a high score, it is recommended to manually restart rather than waiting for the end cutscene to finish (unless a highscore has been set). |
|
... | ... | \ No newline at end of file |