The Amazing Flying Brothers

It’s hard for me to believe that this is already my eleventh experimental done-in-under-a-week game. This is a new take on the one button design challenge (previous one from me being Moo at the Moon).

And as usual the game is open to harsh critique.

The Amazing Flying Brothers

Screenshot of The Amazing Flying Brothers Screenshot of The Amazing Flying Brothers Screenshot of The Amazing Flying Brothers

Download (7,1 Mb) (Release 1)

You play as the infamous flying brothers as they try to perform the flying trapeze act.

Only left mouse button is needed.
Click it to release your grip. Try to aim for the other swing.

Hold left mouse button down to accelerate or to slow down. If you press down, when going down you’ll accelerate. If you press down when going up, you’ll slow down.

Esc – will quit the game.
Alt + F4 – Will quit the game.
Alt + enter – Will toggle fullscreen.

Game Design, Code & Gfx: Petri Purho ( petri.purho (at) )

Music: Pride of the 48 Band – Thunderers March.

The game uses Erin Catto’s Box2D physics engine.

Graphics: The background image is composed of the following images: Ringmaster-clown by RebeccaMacK used under the Creative Commons Attribution-NonCommercial 2.0 license and of In the ring by Elsie esq used under the Creative Commons Attribution 2.0 license.

Sound Effects: circus_short.mp3 by Harri,
drumroll.aif by Heigh-hoo,
cheer.wav by acclivity,
applause 1.mp3 by Charel Sytze,
applause2.mp3 by Charel Sytze,
applause3.mp3 by Charel Sytze,
bookslapthud2.aif by buzzbox,
whip,slap,belt,punch.wav by scarbelly25,
neck_crack.wav by Halleck,
neck_crack_pure.aif by Halleck,
Bone Cracking.wav by DalomarGrimm,
Applaudissement.wav by thesandro.

All sound effects are used under Creative Commons Sampling Plus 1.0 License.

Inspiration source: Experimental Gameplay Project.

The Amazing Flying Brothers uses: SDL, SDL_Image, SDL_Mixer and SDL_RotoZoom

91 Responses to “The Amazing Flying Brothers”

  1. Randati Says:

    Wow, this is maybe your best game ever. I really like it. My best performance is only 41300.
    Where these innovations came from?

  2. Jared Says:

    Great stuff, I love it! I did a quick write-up about this game on Caiman (, so you’ll be getting bunches of traffic on Thursday or Friday.

  3. » The Amazing Flying Brothers Says:

    […] now is checking in with Petri Purho at Kloonigames to see the latest of his experimental games. The Amazing Flying Brothers is another take on one button […]

  4. petri.purho Says:

    @Randati: Thanks a lot for the quick response. This idea came from my notebooks, I was flipping trough them for a game to be developed and thought that this could be a one fun. The original idea was a circus game that would have a series of circus related mini games. Bit like WarioWare.

    @Jared: Thanks for the encouraging words. And a bigger thanks for the blog post and huge thanks for the Caiman write-up. I take from all this that you really enjoyed the game ๐Ÿ™‚

  5. Nikola Says:

    The Amazing Flying Brothers And Pluto Strikes Back Are Your Best Games But I Can’t Decide Wich is Better, CONGRATULATIONS !!!

  6. Decipher Says:

    Hey Petri!
    It’s really one great game! Possibly, one of the most beautiful ideas I’ve ever seen applied for a game. And your usual feed-back rewards (the small 3D’ish texts appear on combos and state changes) which is like a brand for you now, add an uniimeginable taste too.

    Wow 11th game huh? This means for an almost a year I’m here telling you about your games, but still couldn’t start my projects. Shame on me but you know it’s hard to study, create prods (since I’m a demoscener) and to deal with the usual daily things to do at the same time. Whatever, I want you to know that you empower me whenever I take a look at your site :). Hopefully I may start to encarnate my projects soon, since I’m burning right now after seeing your last project.

    Keep up the good work Petri,
    ’cause it makes me keep it up too :).

  7. Alex Says:

    This game is fun. The music really helps make it for me.

    At one point I speed the guy up so much that he launched up really high and never came back down after about 5 mins of waiting. Got a pretty high score tho ๐Ÿ˜›

  8. petri.purho Says:

    @Nikola: Yeah, Pluto and Flying Brothers are bit a like. Both based on physics and feature an obvious scoring / bonus mechanism and they both have the same kind of “feeling” in them.

    @Decipher: Thanks again for the feedback. It’s always nice to hear from you.

    As you may have noticed, I’ve tried to do some games lately with little less of my trade mark reward system ๐Ÿ™‚ But it’s a bad habit to break from.

    The next game will be the 12th game, which means that I’ve accomplished my original (unannounced) plan, which was to work on these games for at least one year. I kinda feel that I’d like to do something different after the 12th game. I don’t know yet. We’ll see.

    Btw. As you mentioned that you’re a demoscener, will you be attending Assembly this year?

    @Alex: Thanks for the feedback. Yeah I also noticed that it’s possible to get the guy stuck in the ceiling. Usually he drops down after a while, but sometimes it can take a really long time.

  9. Decipher Says:

    @Petri : I guess I’ll attend Assembly, last year I couldn’t ๐Ÿ™ but this year I’m not hopeless or I’ll be hopeless if I won’t be able to find some bucks within one month :). And if I’ll attend Assembly, I’ll be there with a prod of mine, actually not a game possibly but a demo. And for the game stuff, there in Budapest, they have this party called Function. I surely am gonna be there, as well as “my game” for their newly opened game-compo category. So what I demand you is a simple and friendly challenge for Function 2007 ( ). If I can menage to finish the game I currently work on, we can get some fun competing against each other and so. You don’t have to be there, I can submit your game if you want or maybe they provide some kinda online submission, or better you can talk to Gargaj in Assembly about the thing (He’s the Function’s organizer). So that’s it.

    And if you accept my challenge be ready to destroy me! Because I suck you know ๐Ÿ™‚

  10. petri.purho Says:

    @Decipher: Let me know if you make it to Assembly this year. I’ll be there and I’ll try to participate the the game dev compo (the deadline is 15th, which means I still have this week to come up with a killer idea for the compo ๐Ÿ™‚ ). It’s my first time I’m participating the gamedev compo at Assembly and I’m totally expecting to get my ass kicked by Jetro Lauha ๐Ÿ™‚

    I don’t know if I can make it to Budapest, but if online submissions are acceptable I’ll accept your challenge. But don’t be afraid, I don’t do well in compos (as you will no doubt see in about a month from the Assembly 2008 results) ๐Ÿ™‚

  11. Faguss Says:

    I’ve just made Triple Flip and Long Flight

  12. Michael Howard Says:

    This is quite a cool little minigame. I managed to get a score over 29,000 at one point. However I also seem to have found a bug where I managed to shoot the little guy into the top right of the screen where he disappeared for a while – silently racking up points until I got a “Through the Roof” bonus and he fell back down again ๐Ÿ™‚

  13. Graham J Says:

    That was easily the most fun one-switch game I’ve played…

    Props: The ridiculous bonuses were great as usual. I realize you want to shy away from this, but I love it, in any game. Rolling bonuses have always made my happy. ๐Ÿ™‚

    Also, fantastic sounds. Particularily in the small experimental/demo/indie games, people tend to neglect the audio. You games typically have above-par music and effects, but this game was just superb. The cheering of the ground, the drumroll-cum-bonus, the breaking necks.. just perfect! A real example for the rest of ’em out there!

    Crits: Too many times I felt like I “almost made it”. Obviously, falling is a big part of this game, but I’d say 1 out of 2 falls, I felt like I planned the jump right, and JUST MISSED. Perhaps if there was a slight gravity towards the beams, or something? Or if he had longer arms?

    Also, I kept wondering what it would have been like with different arenas – i.e. 3 swings, different sized swings, swings vertically or diagonally oriented… Once again, I realize the constraints for time you have on these things, I just think that would be the next logical step to take this game.

    All in all, fantastic! I played for well over an hour non-stop, with my highest, hard earned (i.e. no glitches or repeated quick-exchanges) score being 44,000!

    Best of luck on Game Twelve! ๐Ÿ˜€

  14. Michael Howard Says:

    Another small comment: The only thing that impacted my fun was that in some leaps I knew that I’d stuffed it up, but I had to watch it through till the little man hit the floor. It’d be nice if there was a quick reset button that skipped the whole death sequence and reset him back on the swing.

  15. Faguss Says:

    Ceiling Showoff

  16. petri.purho Says:

    @Michael: Thanks for pointing out the bug in “Through the Roof” -bonus. Now that you mentioned, I’m pretty sure that that could happen. It’s very unlikely to get the “Through the Roof” and see the guy falling down, but it’s possible. I really didn’t test the “Through the Roof” as much as was really needed. It’s actually there just to fix the bug, that the guy gets stuck in the ceiling, but apparently my bug fixing also includes some bugs.

    During the development there was a button that would allow you to get a new guy on the stick when you clicked. The reason why I removed it was, the one button design restriction. But I just realized that the “insert new guy on stick” button could be the left mouse button as well.

    @Graham: Thanks for the feedback and constructive criticism.

    Yeah, I want to get out of the dropping bonuses, because I don’t want to copy myself in every game I make. I don’t know if that makes sense, but I don’t want to end up being the guy who makes games that look just like the previous one he did.

    Thanks for pointing out the audio. I’ve also been the developer who neglects sound effects (most of my games don’t have sound effects). But this time I actually ended up using “a lot of time” (one day) just for the sound effects. And I’m glad I did, since the sound effects really bring a lot in to the game.

    That “I almost made it” feeling really bothered me too. I tried some solutions to but, they weren’t really satisfactory. I didn’t test having them gravitate toward the end’s of the stick, because I thought that since the ends going around and round the end result would probably be just the opposite of what I was wanting. Longer arms could have worked and I after I got the game out realized that I could have also implemented the “leg grip”. So that the guy would be hanging up side down on the swings. That way there could also be a whole new set of bonuses and tricks.

    Thanks again for the feedback.

  17. oblo Says:

    Pretty fun game! The “new guy” feature must be cool for sure. And just a suggestion: I changed the background music for “Liberty Bell March” because I think the “The (Monty Python) Flying Circus” background is yelling out to put this song on the game ๐Ÿ˜‰

  18. petri.purho Says:

    @oblo: Hahhah, I was waiting for someone to point that out. I also considered using the “Liberty Bell March” for the background, but then I decided to go against it, because I think that, when people hear that song they think of Monty Python and not circus (which I wanted them to think of).

    You probably already knew that both Liberty Bell March and Thunderers March are composed by J.P. Sousa.

  19. Sciere Says:

    Lovely game, though I have to say that a fair amount of luck is involved to get the big ones. I’ve been amazed with the quality of this one and the past games, Crayon Physics being my favourite. All your games are now listed at MobyGames (so you worked on Shadowgrounds too, right?), so hopefully that will get you some traffic.

    Among the approvers, we decided against including it in the One-button games game group because mouse movement is required as well.

    Keep it up!

  20. Ichabod Says:

    Great game, the design, the music and the sounds effets are almost perfect. As Sciere, i think that there is a part of luck in this game, wich may sometimes be frustrating when you try to do a high score.

    Anyway good job, keep it up.

  21. Aardvarkm Says:

    Tons of fun to play, and definitely my favorite since “Pluto”. The one problem I have with the game is how much of the game space is unusable. Once your acrobat flies past a certain portion of the screen, you know that you’re just going to have to wait for him to end up on the ground before you can start over. The rebound off the walls is never enough to launch him back onto the trapeze, making a good third of the game area useless. I think it might have added to the experience to either have a stronger rebound off the walls, or, thematically better, to have angled trampolines at the bottom far left and far right corners to launch the acrobat back into play. Might make for more groovy bonuses too. ๐Ÿ™‚

  22. little_dragon Says:

    This is just plain fun. Your formula of quirky background, hilarious music, original idea and simplistic interface never fails to deliver.

    Just wanted to let you know, that my friends and me (we’re all game developers) allways look forward to your next game (which we allways end up enjoying immensely) and your site allways comes up when we talk about game design, design ideas and design philosophy.

    I think what I like most about your games are the really simple and sharp controlls. It’s astonishing how much you can do with just a single button. Your interfaces never feel clunky, there’s allways a visible learning curve to your game and you’ve got the challenge/reward feedback thing just right.


  23. petri.purho Says:

    @Sciere: Yeah, the big amount of luck needed to do the big leaps was something I never figured out how to “fix”. And I think it’s biggest problem in the design.

    Wow, big thanks for submitting the games to MobyGames. I mean the Divorce and all ๐Ÿ™‚ I’m honored that you guys liked my games so much they all ended up in MobyGames. And yes I worked on Shadowgrounds too.

    Btw. I have to ask you, what you mean by “the mouse movement is required”? I mean I think I didn’t communicate the instructions in properly, because no mouse movement is really required.

    But thanks again for the feedback and for submitting the games to MobyGames.

    @Ichabod: Thanks for the feedback.

    @Aardvarkm: Thanks for pointing out the empty space. I didn’t think about it that way, but you’re right. It is completely useless. Trampolines is such a cool suggestion that I should try to implement it. Because it could a lot to the game. Now, why didn’t think of that myself during the development. Damn.

    Btw. The Gamers: Dorkness Rising is looking pretty cool. I hope gets released soon.

  24. petri.purho Says:

    @little_dragon: You just managed to write your comment, while I was writing my own. So we cross commented.

    It’s always nice to hear that your work is appreciated by your colleagues. Even though I’d be just as happy if you mentioned me in your game design conversations as a bad example of how not to do games ๐Ÿ™‚ I’m just glad that my games have managed to inspire you guys.

    Thanks for sharing this, it really made my day.

  25. Sciere Says:

    Well, we consider one-button games those that only require the use of a single key/button for the entire gameplay, while The Amazing Flying Brothers also requires mouse movement to accelerate or to slow down. Currently, the only games in the game group are mobile games.

    I’m curious, do your monthly games attract the interest of companies? I just played The Blob yesterday and found out THQ ‘purchased’ it and it’s getting remade for the Wii, I wouldn’t mind a Wii compilation of your games myself ๐Ÿ™‚

  26. petri.purho Says:

    I think you misunderstood the instructions. The mouse movement (button down or not) doesn’t actually do anything in the game.

    “If you press down, when going down youโ€™ll accelerate. If you press down when going up, youโ€™ll slow down.”

    The going down is a reference to the guy at the end of stick. If he’s going down and you press the mouse button down then he’ll accelerate. If he’s going up then he will slow down. I think I didn’t write the instructions as clear as they could have been. And I should probably fix that.

    And there have been some business offers, but nothing really major. I think the fact that I did The Truth About Game Development has discouraged the game publishers and they’re afraid to contact me ๐Ÿ™‚

  27. -b- Says:

    Sciere – it doesn’t need mouse movement to accelerate or to slow down. Just holding left click will do.

    Once again – an excellent game. Those new ideas (more and different sized swings, trampolines etc) sounds great. I love this little gem!

  28. Sciere Says:

    Whoops, I completely missed that – thanks.

  29. -b- Says:

    47 050

    Leap of faith ๐Ÿ˜‰

  30. bigbossSNK Says:

    Excellent work again, petri.
    I remember a year or so ago, when Pluto attracted me to your blog, your bonus system was the feature I enjoyed most. It certainly adds a layer to the gameplay. When first getting acquainted with the game, exploring the boundaries of the bonus system (what you can do, what gets rewarded and what not) is a reward in itself. So, the bonus system draws you in the gameplay till you are well versed enough in the game mechanics to go for a high score.
    What I’m saying is that your bonus system is based on recognizing user input, and then rewarding them or not. If you want to steer away from the comic bonuses, that’s your choice as a designer, but do use the “recognize action-(reward/punishment)” mechanic in more intricate ways.
    Another interesting feature of your games is music and sound effects that mix with the gameplay organically, and moreover are free. That’s a lesson to other game producers right there.
    It’s really too bad that there isn’t an “Innovation in gameplay” award for which I can nominate/ vote for you. Your work shows that new and original ideas might be hard to come by, but pay off when executed with style and passion.

  31. Tracy Says:

    Another great game. Much like those wooden squeeze toys with an acrobat.

    I liked all the bonuses. They were a fun surprise and kept me playing to see what else I could accomplish.

    Maybe a double-click can reset the man when the player gets impatient waiting for him to fall. That would still qualify as a one-button game, wouldn’t it?

    I thought the instructions were clear. I thought of the acceleration to work just like a school yard swing, which is basic physics again.

  32. petri.purho Says:

    @-b-: Thanks for the quick feedback and for pointing out the fact that mouse movement doesn’t actually do anything.

    @bigbossSNK: Thanks again for the insightful comment. Yeah, it’s true that the drop down bonus system works nicely as a reward mechanism (I wouldn’t call it punishment system, because it rarely punishes the player). I’m not really looking for a way to reduce the reward mechanism, I’m just thinking that I should look for other alternatives to do it. Bonuses and scores are one way of doing it, but they are not the only one. So I think I should look for other ways of doing it.

    I just recently looked a youtube -video of Pluto Strikes Back and I was amazed with the sound effects. They really lift the game to a new level. Just like they do with The Amazing Flying Brothers. I really should pay a lot more attention to sound effects in the future, since they’re really cheap way to make the game more juicy / organic.

    @Tracy: Double click would actually be a really great way of doing the reseting. Thanks for the suggestion.

    I really tried to archive the school yard swinging feeling with the controls. I’m glad I managed to pull it off so well that you thought of it. Technically it wasn’t all that easy to do, but it works, so I’m happy.

  33. oblo Says:

    I suppose you already know, but for the sounds you can search&use sound from Sounsnap community.

  34. DPR Says:

    Great game petri, I found myself playing it for over an hour and still enjoying every minute of it, it has such a huge replayability due to the fact that you just miss a jump and then you feel like you could have made it, so you keep trying.
    I love the physics of it as well, how sometimes you are on the left trapeze but you want the other one to start spinning round all the way, so you quickly flip over to the other side to get up the speed. I think it’s great how well the physics work as they are really intutive and easy to pick up – I’m thinking of suggesting this to Matt over at if he hasn’t already covered it.
    The suggestions given in the comments here are great! The trampoline idea is really good, and the leg grip. I was also thinking that (even though it requires mouse movement and would make it not a one-button game :() you could have longer arms that point towards the mouse. This would still be very fluid because you are using just the mouse and it would require smooth movements that would work with the guy swinging. Just a thought.

    Overall I think this is a great game and by far your best. Well done petri!

  35. petri.purho Says:

    @oblo: No I wasn’t aware of that. What’s this Sounsnap you’re talking about?

    @DPR: Thanks for the kind words. I’m glad the controls came up as very intuitive, since I ended up using a lot of time figuring out how to do them.

    I don’t Matt is going to do another review of my games any time soon, since Crayon Physics was just reviewed there. I’m sure he has a bunch of other games to go through.

    The hands controlled by mouse cursor idea is pretty nifty. It could work, but I would really take it away from the one button game category.

  36. Keidas Says:

    Ah yes, another great game from you, even one of your best as far as I’m concerned. So much you can do with just one button. The only thing I miss is wall bounces.. but since you can’t bounce off the floors either, it propably wouldn’t fit into the theme.

    Sorry for not commenting earlier.

  37. DPR Says:

    I’ve had an idea for the long arms thing – it would retain the one-button functionality, but lose a slight interaction feature: I noticed that while you are flying through the air, left-clicking does nothing, so what if when you are in the air, left clicking and holding makes the guy’s arms shoot out towards the nearest trapeze?
    I’ve emailed Matt about it but I’m not expecting anything about it soon either ๐Ÿ˜›

  38. William Willing Says:

    Very nice game. And entertaining in a slightly twisted way. ๐Ÿ™‚

    It took me a few minutes to get used to the controls (well, control, actually), but once I got the hang of it, it works fine. I wonder if a control scheme with a couple more buttons might be more intuitive (left arrow, right arrow and space bar, say), but then it would obviously not be a one button game anymore. ๐Ÿ™‚

    A small suggestion. I scored a combo a couple of times, which I reckon is something you get when makeing succesful jumps in quick succession. It would be nice to have some kind of indicator (auditory as well as visual) to know how much time you have left to do a combo jump.

  39. Jsticker Says:

    Let’s be honest about it: The way you mix up such simple elements as this small physics engine, a meager level and one-button-controls this simple with your genius game ideas deserves so much praise and respect. If you had the money and time to pull off a bigger title, I’m pretty sure it’d result in one of the best games ever. Thanks for sharing all your little gems.
    I’ll now go back into the manege, trying to pull off more tricks that give me a “Dramatic Drum Solo” bonus. ๐Ÿ™‚

  40. Jsticker Says:

    Oh, and I forgot – make the little flying dude look more like an unhandy panda. Simply for more joy. ๐Ÿ˜‰

  41. Jim Munroe Says:

    Building on Keidas’ idea, instead of walls on the sides what about netting? Trapeze artists often have nets — even if it moved up and down and only meant an occasional bounce back for another chance at recovery…

    Truly inspiring games, by the way!

  42. petri.purho Says:

    @Keidas: Thanks again for your feedback. Yeah, the wall bouncing would make the empty space somewhat more useful.

    @DPR: Also I could test the long arms so that they would be automatically oriented to the swings. So it could help a little bit and make the catching a bit easier.

    @William: Thanks for your suggestions. I was actually a little worried about the control scheme. I thought it might be a bit hard to grasp. So I actually tried the arrow keys controls (it was just a really quick hack to test it), but one thing I noticed was the fact that arrow keys and circular movement don’t really mix. The feeling that I’d get from the arrow keys was much further away from the school yard swing feeling I wanted to get.

    I should have done the combo count, but I was lazy and time was running out ๐Ÿ™‚ It would add much to the game, since it would give the player a great feeling of success.

    @Jsticker: Thanks for your kind words. I’m pretty sure my “bigger” games would suck much more than my smaller ones.

    @Jim: Yeah, I thought about the nets, but I think Aardvarkm’s trampoline idea would work even better.

  43. MisterM Says:

    This is one of the best freeware games i ever played – its just fun to do tricks and stuff!

  44. Fortenra Says:

    Amazing game! I really love the simple-yet-fun gameplay. One weird bug I found, though.
    I was going really fast on the swing, and let go near the ground. The guy slid on the ground, hit the wall, bounced off the ground and into the air, and grabbed onto the other swing. I got a “Low Exchange” bonus, and now it has his corpse is floating where he grabbed onto the swing, like the corpses on the ground…

  45. DPR Says:

    That’s what I meant petri ๐Ÿ˜€

  46. Fortenra Says:

    I found a few more things after playing with it for a bit. After a lot of work I managed to bounce the guy off of the wall and back onto the pole thing, but I only got a “Ceiling Showoff.” I think it would have been nice to get some huge bonus for that, it was really hard. XD

    I found a few things while trying to replicate the glitch in my last post. Some times the guy broke in half when going really fast. I don’t know if you meant for that to happen, but I loved it. Second, if the guy hit the ground and bounced he would freeze in midair and float there. Third, sometimes the guy his the floor, slid, hit the wall, vibrated for a bit, than disappeared. Weird. Then later I had the guy hit the floor-wall bit, vibrate, then shoot off upwards, go left, and get stuck in the upper-left corner. o_O

    Lastly, I threw the guy up into the right upper corner. He went out off the screen, and I expected to get a “Through the Roof” bonus, but instead I just keep on racking points until I got bored.

    Yeah, I think I’m done glitch hunting for now. XD

  47. Gobba Says:

    Hey! Awsome game! I havnt read one bad word about your games so far! And Im not goin to be the first either! All your games is awsome, they have feeling. I cant put my finger on it thou. Its like quake 1. It had that “feeling” to it which made it a game that is still after 10 years active when others long after it has faded away. And your games have that feeling in them to!

    I want more room to make more stuff with my little swinger dude! The roof is always in the way of my tricks! =) One ide for more room is to remove the walls.. If you get thrown out the left side you come in on the right side.

  48. DoomRater Says:

    I know the legality of the game and content, but is it legal to have THIS MUCH FUN playing it? Dear goodness I think I giggled my head off just watching the guy fly around and smack into the ground! Also my personal best is 51450.

  49. a_fan Says:

    wonderful! but a small best-of-five mode or anything similar would be great! To match with friends..

  50. a_fan Says:

    ^^51450 wow! only got 39000… but only low exchange and similar are safe. For all the other tricks you need luck!

  51. a_fan Says:

    ok topped it with some combos..

  52. a_fan Says:

    look here

  53. a_fan Says:

    please fix the following Bug:

    At two points you get out of the “level”..: top left corner, rop right corner.

    i’m addicted to this game

  54. oyunlar Says:

    Whoops, I completely missed that – thanks.

  55. papamook Says:

    [..]A very tricky game from Kloonigames this time but when it works its a lot of fun. I managed to get a combo of five swings in a row which was definitely death defying![..]

  56. record_man Says:

    133000 Points for that Combo

  57. Fogg Says:


    TAFB is a great fun game ๐Ÿ™‚ I can’t stop laughing while playing it.

    I think that it could be great if it was possible to add/move trapezes.

    Keep up the good work

  58. Game Tycoon»Blog Archive » Articles of Interest Says:

    […] fun mini-game, The Amazing Flying Brothers, from Petri Purho. (He posted this a few weeks ago but I only just had the chance to play it.) My […]

  59. Mikko Lehmusjoki Says:

    Okay, let’s say it straight. I HATE one button games, as well as this. But, I LOVE your games like the newest boulder thing, Crayon Physics, and, mostly others with lots of physics ๐Ÿ˜€

  60. Torava Says:

    I found a bug from that game

    Very fun game anyway. ๐Ÿ™‚

  61. Peter Boughton Says:

    Great game! Only thing missing is the ability to save replays. ๐Ÿ™‚

  62. Peter Boughton Says:

    Oooh idea: What about adding two trapezers – control one with left button and the other with right button, that would be awesome. ๐Ÿ˜€

  63. Skibiliano Says:

    Im a fan of your games
    But i noticed a Bug!

    If you get so much speed that the thing where you are hanging is kinda getting out of it’s position, and you throw it to upper corner.

    It will bug sometimes.

    I gotted 68k or more cause of that, It didn’t stop! i quitted the game cause of boredom.

  64. Denis Says:

    High score of 143,000, and I hate you ๐Ÿ˜‰

  65. iswami Says:

    Combo count doesn’t increase.
    Is there any matter with my play?

  66. Christian Roth Says:

    Somehow I can only see the first 2o comments. Clicking on the links (2,3,4 >> Show all) isn’t leading anywhere.

    Besides, I really like your games, especially this one and I’m going to spread the word by writing a review on my blog.

    I already told my friends about this wonderful timekiller and we try to challenge our highscores (mine is 67k). There’s also a nice youtube clip about this game!

    Cheers, Christian

  67. joris Says:

    very nice game but where is the mario version?

    my record: 234300

  68. Adam Says:

    game is awesome. desperately needs a high score facility. deluxe version would be great.

  69. AdR Says:

    I just gained 93250 score.

    Very nice game!

    But I’d add spacebar + arrows controls.

    Greetings, Ad.R

  70. Miles Says:

    nice game!…love the combos^^…through the roof!! *best* xD

  71. Mike Says:

    This game has been a naughty addiction for me since I discovered it – my high score so far has been 154300. Those combos really add up.

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  73. Brian Says:

    this is my second favorite of yours. the crayon game is great idea.
    I also like the idea of 2 trapeze artists one for left mouse one for right,
    maybe an extra trapeze. each artist being able to grab on to each other…

    hopefully in a sequal. ๐Ÿ™‚

    this is one of you ideas that should be expanded.

    I love the dead corpse on the ground. my only issue is that you cant reset the swing of the other trapeze. Minor complaint

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  75. That guy Says:

    “The Amazing Flying Brothers” is damn hard! I’ve relied 75% on luck to get my highscore (32 550pts), but that is the whole soul of the game. It takes lots of concentration to be able to score the big stunts. That makes the game great for a group of hardcore fans, but it will never reach the popularity of “Crayon Physics” for instance. The sounds are very nice, the applause is a nice touch! The music can get kinda boring after a while though…

    So, to sum it up: The game is good for what it is, but it might need some changes to reach the average gamer (difficulty levels perhaps?)

  76. JoeBruin Says:

    I went through the roof and its not falling. I have over 7 mil now in points.

  77. eltieso Says:

    very nice game!
    my record is 676950 ๐Ÿ˜€
    did some made more than 6 flips ?
    cu eltieso

  78. eltieso Says:

    694400 today.. ๐Ÿ™‚

  79. eltieso Says:

    i made the million! =)

  80. Disci Says:

    I realy like this game!
    But one ask birng this game on IPhone!!!

    (Sorry for my bad English, i’m german ;D)

  81. fork Says:

    I hope this is OK, but I really thought the little guy needed to be more panda-y… so here he is! Back up all files in data/gfx that start with ‘rag’, extract into there, and enjoy tossing around an endangered animal!

  82. Olaf Says:

    Hey, great fun. I’ve been smiling broadly for all 5 minutes I’ve been playing with it. I can think of a few improvements, I’ll try to write them up when I’ve had more time with it. The first real problem I’ve had is a toss towards the top-right corner has sent my guy out of the ring entirely. He’s somewhere lost in the ether, but still racking up points (currently around 7000, I’m sure it’ll just keep climbing if I let it. Which I will. 8o)

    So anyway, there’s a hole in your bounding box or whatever on the top right corner of the screen.


  83. Olaf Says:

    Ok, just read through all the comments, and I guess that’s a known issue.

    Some thoughts.
    I like the idea of two-button play. two-player play (key/mouse) would be good too.

    When you hit the rope or pivot it would be nice if it could slide you down to the trapeze. I know this is the point of the game, but it’s far too hard to catch sometimes. maybe an easy-mode? Or time a button press to catch the ropes?

    More trapeezes pleases! Perhaps as you complete a few combos another trapeze shows up. Or just different modes.

    Line the walls with other brothers who push you back in! Or just make the walls elastic! hitting the wall and plunging down is a buzzkill. Some items on the ground to fall into for effects would be nice too (pool, trampoline, cannon)

    Can you zoom the levels in/out? I notice this isn’t in any of your games I’ve played. But it would be fun to get in a little closer and to be able to fling the guy way up and have the cam zoom way out.

    Mid-air tricks. Perhaps the mouse movement or button timing can cause flips, twists, splits, etc. Just to give me more to do in midair than wait and pray…

    A fire-hoops mode could be stellar, launching the guys through hoops pilotwings-style for points.


    Finally, perhaps you could have more guys active at a time, say each leaping on as the last one goes off? A fun juggling game could be created.

  84. Ron Says:

    Needs a gore mod ๐Ÿ˜€

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