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Sky Traffic

Sky Traffic

You're the air traffic controller. Drag a path from each incoming plane to the runway — and don't let two of them touch in the sky.

How to play

Touch a plane and drag your finger to draw its flight path; let go and it flies along the path, then keeps going straight. Steer every plane into the runway box on the right while it is heading roughly east, and never let two planes touch.

More: full rules and tips

Planes appear one at a time from the top, bottom or left edge — never from the right, where the airport is — and fly straight at the heading they came in with. All planes fly at the same constant speed. Touching a plane again throws away its old path and starts a new one.

A plane lands and scores 100 the moment it is inside the airport box while pointing within 50 degrees of east (the green arrow shows the direction). It can enter the box from any side; one pointing the wrong way simply flies through. A plane that leaves the screen is lost and costs 10 points. Two planes touching anywhere in the sky ends the game instantly.

The gap between new planes starts at 4.5 seconds and shrinks with every landing and with time (every 30 seconds counts like one landing). It passes 1.3 seconds after about 25 landings and keeps shrinking with no floor, so the sky fills up faster and faster until something collides — every game ends. The airspace is the same shape and size on every screen, only drawn larger or smaller.

Tips & strategy

Path the closest plane to the airport first. Planes that just spawned are still far from anything and can wait — the one a few seconds from the runway is the one that needs your finger right now. Doing this in order keeps the queue from compounding.

Don't draw straight lines toward the airport. Two planes converging on the same approach corridor will share a path, and they'll either land on top of each other or collide on the way in. Route incoming planes wide — out toward the edges and then loop in — so each gets its own air lane.

Path length is free, path correctness costs the next 30 seconds. A big detour now is cheap; a tight shortcut that crosses someone else's lane is a game-ender. When in doubt, draw the longer arc.

When the sky gets crowded, you have to make your own holding pattern. Every plane flies at the same fixed speed and goes dead straight once its path runs out, so nothing waits on its own. Draw a long loop near the edge for a plane you are not ready to land, keep it clear of the busy middle, and come back to redraw it before the loop ends — a plane that runs off its path near the edge will fly out of the screen and cost you points.