Rulebooks/Aviation
Rulebook 04 · One-button timing
How to play Aviation
A single-button altitude game. A small aircraft lifts off and climbs along a curve that gets steeper the longer it stays up. You have exactly one input — Log — and pressing it writes the altitude showing at that instant into your flight log. Wait too long and turbulence ends the flight before anything is written.
- Game type
- Casual timing arcade, single button
- One round
- Three to thirty seconds
- Input
- One press of the Log button per flight
- Attention
- Short and intense; the flight will not wait for you
- Score
- Logged altitude readings in metres, kept in an in-game flight log
What is on the screen
Most of the screen is sky. The aircraft starts on a runway strip at the bottom-left, and once the flight begins it traces a rising line across the display. A large altitude readout sits in the middle, counting upward in metres from zero. A single Log button spans the bottom of the screen. To one side, a narrow strip lists your last ten logged readings so you can see your own pattern.
Turbulence is the end condition. At some point in every flight the aircraft hits it, the screen shakes and the flight ends. When that happens is decided at take-off, before you press anything, and it is not influenced by how you play.
Flying a round from scratch
Seven steps, in the order the game presents them.
- 1
Watch one full flight before joining in
Open the game and simply watch a round from take-off to turbulence without pressing anything. You want a feel for how fast the readout accelerates — it crawls through the first second and then moves quickly enough that reading it becomes guesswork.
- 2
Note the pre-flight countdown
Between flights there is a short countdown, usually five seconds, with the Log button greyed out. This is the window to set an auto-log height if you want one. Once the aircraft leaves the runway the settings lock.
- 3
Decide your altitude before take-off
Pick a figure — 400 metres, say — and commit to it before the aircraft moves. The readout accelerates through the interesting range far too quickly for a considered decision mid-flight, so any figure you settle on during the climb is really just a reaction.
- 4
Press Log slightly before your figure
There is a short input delay, on the order of a tenth of a second, and the readout keeps climbing during it. If you want 400 metres, start your press as the display touches 380 or 385. Beginners consistently press late and record less than they aimed for.
- 5
Read the confirmation, not the aircraft
A successful log flashes the recorded figure and adds a row to the strip on the side. Once that appears, the flight is finished as far as you are concerned — the aircraft carrying on upward afterwards has no effect on what you recorded.
- 6
Expect flights that end before your figure
Some flights hit turbulence at 30 metres. No reaction time would have changed those, because the end point was already set when the aircraft left the runway. Treat them as blank rows in the log rather than as mistakes, and fly the next one to the same figure.
- 7
Use auto-log to test a target properly
The auto-log setting presses for you at a height you choose. Set it to your figure, let twenty flights run, then read the strip. It takes your reaction time out of the experiment and shows you whether the figure itself was sensible.
Controls
| Input | What it does |
|---|---|
| Log button | Records the altitude showing at that instant and ends your involvement in the flight. |
| Auto-log field | Set a height before take-off and the game logs there for you, every flight, until you clear the field. |
| Flight log strip | Shows your last ten recorded readings. Tap it to expand to the full session history. |
| Sound icon | Mutes the rising engine tone, which is tuned to make you hesitate. |
| Reset log | Clears the session history. Nothing is stored between sessions on most builds. |
What a session feels like
Pacing
Extremely fast. Flights and countdowns together run about twenty seconds, so ten minutes is around thirty rounds. The tension is compressed into a two-second window near your target, and the rest is waiting. It suits short gaps in the day and gets repetitive over long sittings, because the decision never changes.
A common beginner pattern is several flights that sail past the chosen figure, then several that end well short of it, then a temptation to start moving the figure around between flights. The log strip exists precisely so you can see that pattern written down rather than remembering it selectively.
Pointers for a first hour
- Set the figure before take-off, every time. A height picked mid-climb is a reflex, not a decision.
- Compensate for input delay. Press about a tenth of a second early or you will always record slightly under.
- Use auto-log for the first twenty flights. It separates the question of a sensible height from the question of your reaction speed.
- Do not move your figure after a short flight. The turbulence point is set at take-off and carries nothing over from the previous flight.
- Mute the engine tone. It rises specifically to make waiting feel more attractive than pressing.
- Read the strip before you leave. Ten logged rows tell you more about your timing than the feeling you finish the session with.
Quick Play Notes is a reference site. This page describes Aviation from our own play; the altitude readout and flight log it mentions are display numbers inside the game and mean nothing outside it. We have no commercial relationship with the game's publisher, and the title is named solely to identify what this page explains.