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How to play

You are the tower. Get each plane where its tag says without letting any two touch. Don't want to read the rest? Tap below for a 60-second guided flight — it teaches the same thing by doing it.

Your very first run here flies with collisions relaxed automatically, so a plane clipping another a beat too slow doesn't end the only run you give this before you've learned the controls. Every run after this one plays the real rule below (Settings has a permanent toggle either way).

Same board every time feels stale after a while — ☆ Daily Challenge on the start screen (or press D) swaps in a different puzzle every UTC day, identical for every player that day, with its own leaderboard.

Stuck on the same best score for a while? Open the Leaderboard panel and tap ▶ Watch my best replay — it re-flies the exact run that set it, commands and all, so you can see what that run actually did differently.

Proud of a run? The same panel has 🔗 Share this run — it makes a link that replays your best for whoever opens it, then offers them a button to try it themselves.

1 · Read the tag

Every plane carries a label. The last part is the one people miss:

b7E2@9
  • b — its name. Type this first in any command.
  • 7 — its altitude, 1 to 9. (0 only happens on its own when a plane lands — you never command it.)
  • E2 — where it must go: exit 2. A green APT1/APT2 instead means it has to land at that runway.
  • @9 — the altitude it needs when it gets there. Every exit needs 9, always — this is the one that ends runs silently: "wrong altitude" means it left by the right exit at the wrong height.

Send a plane out the wrong exit, or the right exit at the wrong altitude, and the run ends — check both before you steer anything.

The small teal diamonds on the board, labeled *0/*1/*2, are beacons. On their own they do nothing — a plane just flies past one. What they're for: queuing a command to fire later, only once a plane crosses one (see "do it later" under Every command below).

Forget which is which mid-game? Tap any beacon, exit or the runway itself — not a plane — for a quick reminder of what it does.

Every so often a plane spawns with a small cyan E badge and "EMG 2x" next to it — it's worth double score if you route it safely, same rules otherwise. A reason to pick which plane gets your next command first, not just work left to right.

2 · A worked example

Say b7 E2@9 is in the air — a jet at altitude 7 that has to leave by exit 2. Two commands do it:

btte2turn b toward the exit 2 ba9climb to altitude 9 — an exit only accepts a plane at 9

It flies itself out from there, and you score. That is the entire game.

3 · Landing the green ones

A plane marked APT1 or APT2 must touch down on the matching runway instead — two now exist, facing different directions, so check which one before you turn:

atta1turn a toward airport 1 (A1 on the board) atta2same, toward A2 — its own separate runway aa1descend to altitude 1

Cross the right runway at altitude 1 flying along the arrow and it lands — it drops to altitude 0 on its own. You can't command 0 yourself; it never meant anything but a crash.

4 · The one rule that kills you

Two planes must never end a tick within one square and 1000 ft of each other. Different altitudes are safe — stacking is a perfectly good answer to a crowded board.

An orange ring around a plane means it and another are on course to break that rule within the next few ticks if neither of you changes anything — it is a warning, not a verdict. You still have time to turn or climb out of it.

A red dashed ring with a ! means something different: on its current heading and altitude, this plane leaves the board without satisfying its exit — wrong heading, the right heading but the WRONG exit (a plane can be lined up on an exit that just isn't the one its tag requires), or the right exit at the wrong altitude — a lost plane, same as flying it off yourself on purpose. It is easy to forget a plane while you handle a crowded board; this is that reminder. Select the flagged plane and its info line spells out which of the three it is.

5 · Difficulty

The rule above is the classic one: too close is within one square and one altitude. If that's the part that's losing you runs rather than the routing itself, an Easy Collisions setting loosens it without changing anything else — same board, same spawns, same planes.

Every command
ba9set altitude 1–9 btte2turn toward exit 2 — aims at it, rounded to the nearest 45° btta1turn toward the airport — same rounding bttb1turn toward beacon 1 — same rounding btdturn to an exact heading — numpad q w e / a s d / z x c — most returning players live on this one bl turn left 45° brturn right 45° bccircle in place — it stops moving and just spins until you give it any turn/heading command, which cancels the circle and resumes flight ba9@b1do it later — when b reaches beacon 1

Space pause · Esc clear · Enter on an empty line skips to the next tick · - = speed · M mute · H this screen · S settings
No keyboard, or on a phone: click or tap a plane, then use the buttons — on desktop too, not just touch.
Also: press and drag a plane, same as btd above but gestured — release to lock in the heading shown at your fingertip. Works with a mouse too.

Settings

Changes apply on your next run, not this one.

Your very first run on this device (Classic or Daily, whichever you fly first) turns this on automatically — every run after uses whatever this box is set to.

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