KOJP

Paper Plane Flight Online Game

Pull a paper plane back from the classroom window, let go, and steer it past the playground, the park and the river into the city

Distance · Ring Course · Two Players

Drag the plane at the window downwards and let go to throw. The pull direction sets the angle, the pull length sets the power. Release while the needle is in the yellow zone for a wrist snap bonus.

Controls

Drag back: angle and power
Release: throw
Hold the screen: nose up (release: nose down)
▼ button or ↓: dive
Hold Space: power · ← →: angle · 1 2 3: mode

How do you play Paper Plane Flight?

A paper plane sits at the classroom window. Press near it, drag downwards with a finger or the mouse and let go: it flies off in the opposite direction. The pull angle becomes the throw angle, the pull length becomes the throw power, and the distance to the spot where the plane touches the ground is your score.

You keep steering while it flies. Hold the screen and the nose rises; release and it drops again. Raising the nose trades speed for height, lowering it trades height for speed. Alternating the two to ride thermals and dodge birds and branches is the whole art of the flight.

What is the wrist snap bonus?

A needle circles the plane while you aim. Release while it passes through the yellow zone at the top and the throw speed rises by up to 16%. The closer the needle is to the middle of the zone, the bigger the bonus, and the words Wrist snap pop up on a good one.

Two throws with the same angle and power can land far apart because of this timing, so if you are chasing a record it pays to learn the rhythm of the needle. The same bonus applies to keyboard throws.

How do the three planes differ?

On the title screen you pick Classic, Dart or Glider, and they differ in speed, lift and how fast the nose responds.

PlaneCharacterBest for
ClassicFastest nose response, so it climbs and dives between rings and can even loop. Middle of the road for speed and float.Ring Course
DartLow drag and a 28% faster throw. Goes far, but with little lift it stalls quickly once it slows down.Distance
GliderWide wings keep it floating at low speed. Rides thermals best, but throws 10% slower.Two Players, thermal heavy courses

Why does the plane stall, and how do I avoid it?

Hold the nose up too long and the plane slows until the wings lose lift and the nose drops on its own: a stall. Stall flashes in red and the controls stop responding for a moment.

What is in the scenery and what gets in the way?

In Distance mode the scenery runs playground (0 to 120 m), park (120 to 380 m), river (380 to 620 m) and city (620 m on), endlessly. Signs on the ground mark every 50 m and a red flag stands at your best distance.

ThingWhat it does
ThermalA shimmering column rising from the ground. Inside it the plane is pushed upwards and sparkles fly. The centre of the column pushes hardest.
Wind flagA flag every 60 m waves in the wind direction. Waving right means a tailwind that helps, left means a headwind. A red flag means strong wind.
BirdHit a bird and you lose speed and stall for a moment. It does not end the flight.
Branch or antennaCatch the tip of a tall park tree or a rooftop antenna in the city and the plane lands on the spot.

How do the three modes differ?

Distance is one throw as far as you can. Ring Course is 30 rings hanging in the air to pass in order. Two Players is two people taking turns, three throws each, longest flight wins.

In Ring Course the rings sit 11 m apart at changing heights, with a strong thermal between rings so a good pilot can reach the end. The next ring carries its number and turns green when you pass through it. In Two Players both pilots get the same wind and the same thermals, so it comes down to skill rather than luck.

Tips for flying farther

  1. Throw between 25 and 35 degrees. Too high and the plane stalls at the top, too low and it meets the ground early.
  2. Hands off right after the throw. Raising the nose while still climbing only wastes speed. Start steering once the plane tips over the top.
  3. Raise the nose above a thermal. Spend a little speed to gain height inside the column, then turn that height back into speed on the way out, hopping from thermal to thermal.
  4. Fly high in tailwind, low and fast in headwind. Read the flags ahead and set your height early.
  5. Land shallow. Speed left at touchdown turns into a slide of a few extra metres. A nose dive stops where it hits.

Controls

Best records and your plane choice are stored only in this browser and never sent to a server. Share result turns your record into a picture card.

Frequently asked questions

Is Paper Plane Flight free?

Yes. It is free with no sign up and works on computers, phones and tablets. A landscape screen gives the widest view.

How do I throw the plane?

Press near the plane at the window, drag downwards and let go. It flies in the opposite direction of the pull: the pull angle is the throw angle and the pull length is the power. On a keyboard, set the angle with the arrow keys, hold Space and release.

Can I steer while it flies?

Yes. Hold the screen to raise the nose and release to lower it. Raising the nose gains height but costs speed, and if the plane gets too slow it stalls and drops its nose. The down button or the down arrow is a dive.

What is the wrist snap bonus?

Release while the needle circling the plane is in the yellow zone at the top and the throw speed rises by up to 16%. The nearer the needle is to the middle of the zone, the bigger the bonus.

What is the difference between the planes?

Classic has the fastest nose response for tricks and the ring course, Dart throws 28% faster and flies farthest but stalls quickly when slow, and Glider floats longest at low speed and rides thermals best.

How do I ride a thermal?

Fly into the shimmering column rising from the ground and the plane is pushed upwards. Raise the nose a little in the middle of the column to gain height, then lower it on the way out to turn that height into speed.

How does Ring Course work?

Thirty rings hang in the air 11 metres apart and you pass them in order. The next ring shows its number and turns green when passed. Strong thermals between the rings carry you to the end.

How does Two Players work?

Two people take turns, three throws each, and each player's longest throw decides the winner. Both get the same wind and thermals, so it is fair.