Bounce on a trampoline and spin in the air. Land upright every time or it's over.
Tap once to start bouncing. From then on the trampoline launches you again automatically every time you land — you never time the jump itself, only the spin.
While you are in the air, hold your finger on the screen to spin clockwise. The spin speeds up the longer you hold, and when you let go it does not stop at once: it fades gradually, losing roughly 60% of its speed each second, so a released spin can still carry you through a large part of a turn. A new press made during the brief moment you spend on the trampoline is ignored, but a finger already held down when you land starts spinning you again from the next take-off.
At the instant you touch the trampoline on the way down, you must be within about 28° of the angle you took off at. While you are falling, a yellow line lights up across the trampoline whenever your angle would count as a clean landing. Land clean and you score one point for each full turn you completed in that flight; land outside that window and you crash, which ends the run.
Every clean landing — with or without a flip — makes the next bounce a little higher, up to 20 clean landings, after which the height stays the same. Air time grows from about 0.95 seconds on the first bounce to about 1.6 seconds at full height. The first six bounces are too short for a full turn: even holding from take-off to touchdown only gets you most of the way round, so trying for a flip there always ends in a crash. Let them pass without trying to flip; from about the seventh bounce, one flip fits.
Even at full height there is not enough air time for two full turns, so each bounce is worth at most one point, and your score is simply the number of bounces on which you flipped cleanly. New restarts at once without offering to save; to put a score in the Hall of Fame, finish the run and use the save button on the game-over screen. Your best score is kept on this device.
Treat the spin as a budget, not a target. Air time depends only on the bounce height, and holding always spins you up at the same rate, so how far you turn depends only on when you press and when you let go. What most players underestimate is the coast: after release the spin can keep going for more than half a turn. At full height, if you press as soon as you leave the trampoline, a clean flip comes from letting go about 0.65–0.77 seconds later — slightly before the top of the jump, while the gymnast is still somewhere between lying sideways and upside down. Wait until you look nearly upright and the coast carries you past the landing window.
Because only one flip fits in a bounce, the score rewards consistency rather than ambition, and the hard part is the climb. Until the height stops growing, the right release point moves with every clean landing: on bounces seven to nine you can hold almost all the way down, from about the tenth you have to let go after the top of the jump, and the window then creeps earlier, reaching the top itself around the sixteenth. After 20 clean landings every bounce is identical, so once you find the release that works there, repeat exactly that rhythm.
Errors do not pile up, either. Each landing is judged against the angle you took off at, not against perfectly upright, so a landing that was 20° off makes the gymnast look tilted on the next bounce but costs nothing. Watch the yellow line on the way down: if it lights up and then goes out before you touch the trampoline, you held a little too long and spun through the window, so release slightly earlier next time. On bounces seven to nine, where a flip only just fits, the spin has to start the moment you leave the trampoline, so press a split second before you touch down and keep holding: the extra rotation before landing is only a few degrees, and the spin starts building the instant you take off.