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Tower

You're in the tower at a small one-runway airport. Arrivals line up on final from the right; departures wait at the gates. Clear them to land, line them up, send them off, and keep the flow going. Just never two aircraft on the runway at the same time.

Score 0 Movements 0 Strikes Runway clear
Click an aircraft

How to play

Click an aircraft, or press Tab to step through them, then give it an instruction. Arrivals come in from the right on final: clear them to land with L, or send them around with G. An arrival that reaches short final without a clearance goes around on its own; do that to the same aircraft three times and it declares minimum fuel and must be landed next. Departures start at the gates: X sends them to the holding point, U lines them up on the runway, and T clears them for takeoff.

Keeping it safe

The runway holds one aircraft at a time. Clearing a landing or a takeoff while someone else is still on the runway is a runway incursion: a strike. And a small aircraft taking off or landing too soon behind a big one can hit its wake, so a wake timer appears on the runway after a heavy jet uses it; wait for it to clear. Three strikes and you hand over the headset. Points come from every landing and takeoff, with a little more for keeping the traffic moving and a little less for go-arounds.

Is this how it really works?

Roughly, and much simplified. A real tower has ground and approach controllers too, radar, stop bars, and wake categories measured in miles and minutes. The phraseology on the radio is close to the real thing. The airlines and the airport are invented. For the military version, watch the airbase, or take the other seat at air defense.

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