✈︎ Land themDrag from a plane into a green landing lane. The arrows show which way to land (into the wind). Planes turn like real ones: big jets need room, so a sharp corner in your line becomes a wider curve. Line up on the centreline early, before the lane, for a +5 smooth bonus.
🛩 Special aircraftJumbos (A380, 747) are huge and turn slowly, and only fit the longest runways; you'll meet them where they really fly, like Dubai, Heathrow and Frankfurt. At Malé, seaplanes land only on the dashed water lanes in the lagoon (blue arrows), and jets only on the runway.
Ⓗ HelicoptersDraw them to the H helipad instead of a runway. It lights up while one is in the air.
🛫 ExitsEach departure has an exit on the screen edge. The exit shows a dot in the colour of every plane heading for it; each callsign has the same dot.
↺ Change your mindGrab any plane again, even on final, and draw a new line.
🛫 DeparturesPlanes wait by the runway with a TAKE OFF button; arrows down the runway show where it'll roll. Tap the button (or the plane) when it's green to send it, then draw it to its exit (or drag from it first to plan the route). Changed your mind? Tap it again while it's still lining up and it holds short of the runway; tap once more to send it.
⚠︎ Share the runwayA red CONFLICT marker means a take-off and a landing will meet. The TAKE OFF button turns amber when it'll be tight and red (WAIT) when the runway's busy. A plane on final tagged GO-AROUND RISK will reach the runway before the one ahead is clear: stretch its line out. A plane well behind can land while the one ahead turns off. Use the runway hard: get the next plane onto it within a second and a half of the last one clearing it (or land while it's still turning off) for a +5 tight bonus.
◎ Too busy? Hold.Drag a plane onto a HOLD circle and it waits there, circling safely, until you draw it out to land. Each hold takes up to 3 (the ○○○ dots), each at its own height so they can't collide. Waiting still burns fuel, and MAYDAYs can't wait.
🛬 Where to landWherever there's a green arrow: any plane can use any green lane it fits (big jets need the long runways). Planes land into the wind, shown in the top chip; when it turns, the arrows move to the other end. Tap the chip for a reminder.
⛈ WeatherStorms: fly around the red cores (−10 and your combo). Fog: narrower landing lanes and no last-second hooks: end each line with a straight run into the lane (about a plane's length); planes clear the runway slowly. Gusts: runway changes come much sooner. Snow: long roll-outs, and a runway may close for ploughing. The chip shows the current one.
⛰ MountainsAt Innsbruck, Lukla, Courchevel, Paro, Queenstown and St Barths the hatched high ground is no-fly. A plane heading into it flashes TERRAIN: you have about two seconds to draw it a new line. Lukla and Courchevel are one-way: land uphill towards the mountain, take off downhill. At St Barths everything lands and takes off towards the sea, diving over the ridge onto a short landing lane.
Game over if two planes touch, or one flies into a mountain. Leave a plane waiting too long and it runs low on fuel: it pulses red with a countdown, then diverts to another airport (−20 points and your combo). If the runway changes or a landing is aborted, planes keep flying their line; just draw them a new one. Points build a combo; the big number is every plane you've landed or sent on its way.