Score
0
Best
-
Glide a folded paper plane through an endless house at night. Hold to lift the nose, let go to dive, ride the warm air from the heating vents and slip through every doorway.
Hold anywhere on the screen (or Space) to lift the paper plane's nose; let go and the nose drops toward a dive. Holding trades speed for height and diving trades height for speed, so short, rhythmic taps keep the plane level. The first touch throws the plane — nothing moves before it.
The plane has no engine. Air drag costs it energy all the time, and the only way to gain height is the warm air rising from the heating vents in the floor: the glowing orange columns. The warm air is full strength up to about 2.1 m and fades out by 2.76 m, a little below the 3 m ceiling. Ceiling fans do the opposite — the pale blue column under a fan pushes you down.
If the airspeed bar falls into its red end, the plane stalls: the nose drops on its own and your touch is ignored until it has picked up speed again. At the end of every room you must fly under the door frame, whose top is between 1.96 and 2.28 m; from room 6 some rooms are joined by a serving hatch with a counter below it instead. Avoid the furniture — sofas, bookshelves, lamps, boxes, plants, wall shelves and ceiling fans. You can fly under tables. Touching the floor, the ceiling, a wall or any furniture ends the flight.
Your score is the distance flown in metres. Rooms are 4.6 to 6.2 m long, and every three rooms add one more piece of furniture, up to four per room from room 10. The vents start roughly 3 m apart, and the spacing grows by 0.12 m for every metre you have flown (each gap varies by up to 20% either way) with no limit, so sooner or later every flight meets a gap too long to glide across. A dashed gold line marks your best distance.
Fly slowly inside the warm air and briskly outside it. The column only lifts you while you are in it, so the longer you stay the higher you go: holding to slow down as you enter a vent can roughly double the climb compared with flashing through at full speed. Let go just before the airspeed bar reaches the red, or the stall throws the nose down and spends the height you just won. Under a ceiling fan the rule flips — cross the blue column quickly, because a slow plane sinks a long way in it.
The slowest safe speed also glides the farthest. Drag never stops, but it grows with speed, so a plane eased along just above the stall zone covers about 20 m from just below the ceiling, while one cruising fast covers only about 15 m and a long dive far less. Short, light taps that keep the gauge steady are worth more than big swoops. Save the dives for when you need speed for a pull-up over a tall shelf, since a climb is only as big as the speed you bring to it.
Plan every doorway before you reach it. Vents rise to about 2.7 m, but the door frames top out between 1.96 and 2.28 m and the warm air never reaches the last 0.9 m before a wall, so leave the column early and start a gentle descent toward the opening instead of diving at it at the last moment. Hatches are trickier because a counter blocks the bottom: aim for the middle of the gap. Hanging lamps, wall shelves and fans usually sit just past the warm air, so watch the ceiling as you climb.
The vents spread apart the farther you fly. At about 50 m they are already some 9 m apart and at 100 m about 15 m — close to the very best glide, so from there each gap is a test of pure efficiency. Every flight builds a new house, so there is no route to memorise: read each room as it slides in from the right, and use the gold line of your best distance as the target to beat.