FlipMaster Breath Class: A Four-Period Teacher and Student Script on How to Flip
You learn “phoo~” in class
Four periods, one teacher, one student
(Big letters on the blackboard: Flip a ddakji without touching it. The student stands awkwardly by one ddakji on the desk. The dialogue is made up; the wording and numbers in the “What the game says” boxes come straight from the game’s source.)
FlipMaster breath class — in this game the thing that flips the ddakji is not your hand but your breath. Blow a “phoo~” into the mic, or, somewhere quiet, swipe a finger upward to stand in for the breath. Everyone starts out by puffing air at nothing and blowing the ddakji off the desk. So here are the steps as a class: each period comes with a line from the teacher, the student’s mistakes, and one real game screen.
Stance: stand at the start ring
Teacher You want to smack the ddakji hard, don’t you? Hold off. See the white ring in front of it? That’s where you start.
Student So I don’t hit it with my hand, I start from the ring?
The white ring in front of the ddakji is the start ring. In touch mode, you drag up from here.
- In mic mode, hold the phone upright and give one short “phoo~” into the mic.
- The first hint in touch mode is “Drag up from below the ddakji — faster and longer is stronger”.
- The button at the lower left (Touch / Mic) switches between the two modes.
Motion: swipe up for wind, swipe sideways to turn
Teacher Swipe your finger upward. That’s your breath. The faster and longer the swipe, the stronger it is.
Student Then I just whip it as hard as I can!
Teacher Then the ddakji flies away. I told you, dragging too far is too much wind.
Mid-swipe: the arrow points up and the strength bar at the top fills. The on-screen text reads “Faster, longer drags blow harder — too much sends it flying”.
Student But some ddakji won’t flip no matter how I blow.
Teacher Then swipe sideways before you blow. The view turns around the desk. It’s how you choose which side the wind goes into.
After dragging sideways to turn the view, the same ddakji shows up from a different angle.
- The direction of your first move decides the action. Up = wind, sideways = turn the view.
- Exception: on a headwind stage the view is locked — “Headwind stage — the view is locked”.
- When a corner faces you: “A corner in front splits the wind — turn the view so an edge faces you”.
Practice: flip it in one go
Teacher Now blow. If you can see the front edge of the ddakji lift, you’ve done it.
Student It lifted! It lifted!
Swipe up and the front edge lifts, catches the wind and flips. There’s no scripted flip animation.
The strength bar is split into soft, good and strong, and the red band at the end is too strong.
- You wait 10 seconds for your breath. From 4 seconds the screen edges pulse red.
- The ddakji has to stay still, flipped, for about 0.6 seconds before it’s judged.
- Hearts go one at a time. At zero, it’s game over.
Mistake notebook: the reasons the game gives you
Student It didn’t flip again… I don’t know why.
Teacher The game tells you. Reading that is Period 4.
| Situation | What the game says | What to fix |
|---|---|---|
| Too weak | Too weak — it didn’t budge | A bit stronger |
| Only slid | It only slid. Get air under the edge | Change the side so an edge faces you |
| Almost lifted | It lifted! A little stronger | Once more, just slightly |
| Flipped, then back | Flipped, but landed back face-up | Cut the end of the swipe short |
| Too strong | Too strong — it flew off the desk | Lower the strength |
Teacher Some rounds end when you run out of hearts. That’s fine. On the game-over screen, just tap Retry.
Game over: choose Continue (costs H coins) or Retry. The crying face is the last scene of today’s class.
(The bell rings. The student rests the ddakji on a palm and gathers one more breath. The lights go out.)
If you read this far, next comes standing in front of the ddakji. A “phoo~” into the mic, or one swipe of a finger.
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