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YFARMX ARCADE · FLIGHT DIVISION

Mission Zero

An extremely normal flight. Get the enormous rocket from ignition to the tower catch, preferably in one piece, while the flight director narrates your judgement. Seven flight-school lessons, a practice range that shoots back, three weapons and an eight-stage mission.

Mission Zero gameplay: first-person view on the practice range, holding the directed-energy weapon, with the rocket stacked on the launch tower, hostile drones in a blue cumulus sky, and the flight director's caption at the foot of the screen.
The practice range. They shoot back: three lives.

On a phone? Mission Zero is a desktop game. Open this page in a desktop browser for the real flight.

Best score on this device:

A word before you launch: the flight director speaks his mind, and some of it is strong language. Sound and pointer capture start only when you click to begin.

Controls

MOUSE your first click fires where the cursor points, then the camera centres it; move the mouse to look, and I / J / K / L also look · WASD / arrows move, SHIFT to run

SPACE jump, fire in the air, commit a burn · 1 / 2 / 3 Electric Arc, Carbine, Launcher · Q weapons · right-hold aim closer

P / Esc pause, P / R resume · M sound. Captions stay on when sound is muted, and settings and the best score save on this device.

What you are flying into

Hear the brief has the flight director introduce the mission in his own words. Start the story runs the briefing, seven flight-school lessons and the eight-stage mission,flight school goes straight to the lessons,practice range is free shooting against bombers and divers, and launch mission skips training for the confident. Three weapons: the Electric Arc is precise, the Carbine suits short bursts, and the Launcher guides toward acquired targets. Release the trigger when heat rises.

On phones, honestly

The game runs on Three.js and WebGL and renders a real 3D coastline, so it wants a desktop and a mouse. Chrome and Edge are the browsers the release was verified in, at a 1080p target where the adaptive Smooth 60 setting holds the frame rate by scaling the world's rendering resolution. Touch is wired for the menus and basic play, and phones get the honest version: the desk has verified desktop only, the heavier stages work a small device hard, and the engine has no upscaler such as DLSS to lean on. Best played at a desk, in fullscreen.

Credits

  • Game, original voice lines and music: built by Codex for the YFarmX arcade.
  • Earth imagery: NASA Visible Earth and NASA Landsat / GIBS. Terrain: USGS 3DEP. Aerial: USGS NAIP.
  • Sky: "Belfast Sunset (Pure Sky)" by Greg Zaal, Poly Haven, CC0.
  • Rendering: three.js (MIT). Weapon and impact sounds synthesised for this project.

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