Two airports, two navaids and ten fixes. Every aircraft that checks in is yours until it lands or leaves the sector.
Shift
Radar sweep
How to play
Select an aircraft by tapping its target or its flight strip, then give an instruction from the deck. Pilots act on the next radar sweep (15 s of game time).
Arrivals (strips bound for α or β) land by crossing their airport at altitude 0 on the runway heading: α southbound, β northbound. Approach turns a plane onto final at the navaid lined up with that runway. Land descends it to 0 and hands it to the tower for good.
Departures and overflights (bound for fix 0–9) must leave the sector over that fix at 5,000 ft. Departures wait at their airport until you give them a climb altitude.
Separation: aircraft at the same altitude stay 3 miles apart, and no aircraft climbs or descends through another within 3 miles. Red marks warn of a loss within 45 s; one loss ends the shift.
Moves: jets fly 1 mile per sweep, props 1 mile every second sweep. Altitude changes 1,000 ft per mile. Turns go 45° per mile, starting one mile after the instruction. Arrivals hold at the first navaid they reach unless told otherwise.
Fuel: jets carry 15 minutes, props 21, counted from when the strip appears.
Keyboard: type a callsign, then A0–A5, L1–L4, R1–R4, P, H, M, CA or CB. Space advances one sweep, Esc pauses. Rules follow the 1985 DOS game; the sector map is redrawn for a portrait screen.