![]() ![]() You can start your airline in any region of the world. Multiple cargo drops at the same location score a bonus, and it's in this pseudo-management that Pocket Planes really becomes more than the sum of its parts. But it might be better to ferry that wheelchair to Manchester (112 coins) and drop Edwin Hunter off at London on route (another 130 in the bank). Erin Rivera wants to go to Warsaw for 194 coins? No problem. Longer distances will logically earn you more money, but you'll have to factor in how far your plane can travel without having the additional cost of stopping to refuel.Įach passenger, designed in Tiny Tower's trademark pixel art style, is listed by the price of their ticket, encouraging you to ferry those who are offering you the most in return. This is, of course, usually offset by the fact you're charging your customers/clients for their luxury transport. As well as buying planes (through Bux) and airports (through Coins), you have to factor in that every time you take off you'll be charged for it. Running an airline isn't cheap, it turns out. Get stuck in Minsk on a quiet Thursday afternoon when everyone's gone ice-skating and you'll have to pay to move somewhere else. There's a skill to working out which planes are best to fly which routes, but mostly it's a case of ensuring your aircraft are regularly frequenting the busier locations. Some planes are freight only, while some cater for a mix of cargo. In fact the only distinction between it and the game's human passengers is what each plane is designed to carry. There's just enough room for all the members of a rock band, but the roadies will have to fly Ryanair. Larger aircraft seat more, but don't expect to be ferrying hundreds at once. Your airline is an executive one, only ferrying passengers in ones and twos. Some airports cost more than others and capital cities act as transport hubs, with more people and cargo to pick up. Levelling up unlocks more planes and the ability to buy more airports, growing your airline from a rickety local venture into a globe-spanning monopoly. Your fleet of aircraft starts small, just as your stubby skyscraper started short. It's a lot like Tiny Tower, except you're now landing planes rather than restocking shops. NimbleBit's latest feels similar because it is, quite literally, a waiting game. Not to mention the time spent on your flight, chewing stale peanuts while watching episodes of Fraiser on an in-flight screen the size of a Game Boy. ![]() There's the waiting to check-in, the waiting to board, and the waiting to meet one of those friendly passport inspection people on the other side. Pocket Planes perfectly captures the experience of travelling by plane. ![]()
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