A fast test of vertical screen. And good vertical text with the big help of karri.
I only changed the first digits and the outputtext function as you can see on the title screen. I'll only need to change the direction of the gravity in the game.
Given that the whole purpose of Flappy Bird is to dodge pipes, I'm not sure how vertical orientation will benefit the gameplay. If anything it will be much harder given that a horizontal screen allows up to three pipes onscreen but vertical will be two at best.
But that gives me an idea for a new spinoff.***
Floppy Stork, where you are in freefall through the gaps between pipes. This time Flappy stork cannot actually fly due to the baby he is carrying in the sack is packing extra weight. So you glide downwards using left and right to alternately flap each wing. This alters the course of the glide enough to access the narrow path between pipes. Of course just like Flappy Bird, the first stage is endless, but it would add a layer of complexity and strategy by adding an extra button. A press left or right will yield a swift flap in the intended direction, while your character continues to glide down slowly moving opposite the direction last pressed. Pressing left for instance would provide a quick burst of speed to the left then a slow rightward descent. Pressing right would have the opposite effect, a quick burst to the right then a slow leftward descent, keeping the physics engine just wacky enough to make it challenging. Timing would still be critical but a vertical two button game held sideways would be a neat twist.
***Any homebrew developer for any system, feel free to use my "Floppy Stork" concept...