Falling Blocks
Turn the falling pieces and fill whole rows to clear them, a little faster every time.
- Solo
Take off from the carrier, fly out to the rival fleet's islands and knock out what the mission names with your gun and your load. Then come home and land on the deck before the fuel runs out.
Fly from your carrier to the rival fleet’s islands and ships, knock out every target the mission names and land back on the deck. Eight missions, each opening the next.
On the deck, pick the load and press Play: the plane rolls down the deck at full throttle, and up lifts it once it is fast enough (or the bow lets it go). To land, come in low and slow over the stern, facing the bow, and touch down gently before the wires end: the hook catches one and the plane is refuelled, repaired and loaded again. Too fast, past the wires or facing the stern, it rolls on and you go round.
Up and down climb and dive, and the nose stays where you leave it (near level, it settles level). The arrow the plane faces opens the throttle and the other one closes it; the throttle stays where you leave it, and held closed, the plane rolls round to fly the other way. A steep climb slows it and a dive speeds it up; too slow and it stalls, its nose dropping. The sea, an island, a ship or another plane is a crash.
Space fires the gun, which never runs out but only scratches a bunker, a hangar or a ship. B drops what you picked on the deck: six bombs, which fall and arc forward; eight rockets, a pair at a time, straight ahead; or a torpedo, which runs under the water to a ship when you drop it low and slow (from high up or too fast, it breaks on the water). A bomb going off right under you hurts you too.
The fuel runs down as you fly, faster at full throttle; with none left the engine stops. Flak from the guns and the fighters’ and gunboats’ bullets cost hull, which has four pieces; with the last one gone the plane goes down and its pilot floats down under his parachute. The next plane waits on the deck: three a mission, and what you knocked out stays down. At night, a searchlight’s beam on you makes the guns truer.
| A gun knocked out | 500 |
| A radio mast | 300 |
| A fuel tank | 400 |
| A bunker or a hangar | 800 |
| A searchlight | 200 |
| A fighter shot down | 750 |
| A gunboat sunk | 1,000 |
| Their carrier sunk | 5,000 |
| A landing on the deck | 1,000 |
| Each plane left when the mission is done | 2,000 |
The arrows or W A S D fly, Space fires and B drops the load. On a touch screen, the buttons under the chart, each held while you touch it. Enter takes off, resumes or goes on to the next mission; P or Escape pauses; R starts the mission again.
The missions you finish are kept in this browser: each opens the next, any open mission can be played again from the list under the game, and Reset forgets them. A mission in play is not kept; a refresh opens the first mission not yet done.
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