How to play
- Each player has a squadron of pilots. One pilot at a time leaves BASE, runs to the HANGAR, and takes off.
- Shoot enemy planes: the pilot who scores the hit gets 1 point. Team score is the sum of its living pilots' points.
- Shot-down pilots parachute out. Pilots on the ground or under a chute can be strafed. If a pilot dies they are out for the sortie and lose all their points.
- A grounded pilot can run back to BASE to swap to the next pilot. The pilot who goes in is safe and keeps their points, so bank a good score!
- The team with the most points when the clock hits zero wins the sortie. First team to the target number of sorties wins the match. Points carry over between sorties.
- Flying: too many loops bleed off speed, and climbing straight up will stall you (red ring). Dive to get speed back. Only three bullets can be in the air at once.
- On the ground, the fire button jumps over bullets. In the air, the bail-out button ejects the pilot without giving anyone a point. Planes cannot shoot until they have climbed away from the runway (wheels down).
- Tarino visits at random times, drifting across the sky. He loves the direction north, so he never stays long. Hit him for a 3-point bonus. Nothing in the sky is solid.
- On the aircraft carrier the sea kills: parachuting into it, crashing into it, or rolling off the end of the deck loses the pilot and their points.
Controls
Rotate with ββ (or a stick), pitch with ββ, fire/jump with Space, bail out with B. Second local player: ADWS, F fire, G bail. Third: JLIK, H fire, N bail. Gamepads: left stick, A/X fire, Y/B bail. On the ground the same keys run left/right.
Playing online
One person hosts and shares the room code. The host's browser runs the game; guests connect directly to it. Both need to keep the tab open. Nothing is stored on a server.