WingMaster Complete Guide — Controls, 10 Birds, Zones, Weather, Hazards and Items
One tap, one flap.
How far can you fly?
Tap the screen and your bird beats its wings. That is the whole control scheme. But there are ten birds, each with its own weight and wing power, and every 500m the sky changes — grassland gives way to city, desert to snowfield. Rain falls, wind blows, night comes. The same tap never quite gives the same result. This is WingMaster.
This is the complete WingMaster guide. Controls and screen layout, the 10 birds and what they resist, the 8 environments with day and night, weather and wind, hazards, the 10 items, coins and score, lives and continues — everything in the game, in order. Every number was checked against the actual game code, and every photo and animation was captured from the real game.
- The rules of a run — as far as you can
- Controls — a tap doesn’t add, it overwrites
- Screen layout
- Take-off — pick three birds
- The 10 birds
- Resistances — what each bird can shrug off
- Zones and the 8 environments
- Day and night · weather · lightning
- Wind and danger stretches
- Hazards
- The 10 items
- Coins · score · combos · near misses
- Lives · continues · pause
- Five tips for your first flights
The rules of a run — as far as you can

There is no “beating” WingMaster. Your bird flies endlessly to the right, and there is only one goal — go further. A bird flies on its own behind the home screen too, so you know what kind of game this is the moment you open it.
The sky is split into zones of 500m. Each new zone brings a new environment (Grassland, Forest, City, Ocean, Snowfield, Desert, Mountain — and now and then a Storm), and the LEVEL number in the top-left corner goes up by one.
And the game remembers where you’ve been. A new run starts from the furthest zone you have ever reached, and [RETRY] after a crash starts again from the zone where you went down. You never have to fly the early sky all over again.
Controls — a tap doesn’t add, it overwrites
Tap anywhere on the screen and the bird flaps once. That’s the only control. But there’s more to that single flap than you’d think.
A flap does not add force to your current speed — it replaces your upward speed with a fixed value (9.6 by default). That’s why mashing doesn’t send you any higher: you’re just setting the same speed over and over.
There’s no way to cancel a flap once it’s done. The flap you make now decides your height a second from now. So this isn’t a game about finger speed — it’s about the call: “flap now, or wait one beat?”
There’s a brief 0.085-second rest between flaps (it varies by bird). Holding your finger down won’t keep you climbing — one tap is one flap.


On your first flight, TAP TO FLAP RELEASE TO FALL AVOID OBSTACLES COLLECT COINS stay at the bottom of the screen until your first flap.
Floor and ceiling
- The floor — touch it and the run is over. A band of dust thickens as you get close to the ground; if you can see it, you should already be climbing.
- The ceiling — flying off the top of the screen doesn’t kill you right away. You can last up to 1.1 seconds up there, and every flap during that time gives you back 0.25 seconds. Stay up too long, though, and it’s over.
Screen layout
- Three birds · level — the three faces in the top-left are your lives for this run (Chapter 5). The bright one is the bird you’re flying now. Below them, LEVEL N is your current zone number.
- Gift box ITEM — tap it to pause the run and buy items on the spot (Chapter 11).
- Item slots — the items in your bag line up vertically. You never have to switch them on yourself: they activate on their own exactly when you need them.
- Distance — how far you’ve flown (m). The biggest number on the screen.
- To the next zone — ○m TO NEXT ZONE with its bar (other shots in this guide also show BEST ○m under it).
- Score · coins — SCORE and the coins you’ve picked up this run.
- Pause — top right.
- Your bird — here it’s the Parrot. Four items are active at once (the four slots on the left), and small item rings float around the bird. The grey birds all around are a flock — a hazard.
Take-off — pick three birds

Press [START] and the bird selection screen opens. Choose 3 more bird(s) appears at the top, and you pick three of the ten, in the order you’ll fly them. Once all three are chosen, it reads All set — ready to fly.
The number on each bird is its fee for one run (in coins). You don’t buy a bird once and keep it forever — you choose who comes along each run and pay for that run. The total appears on the button below — in the photo, Owl 35 + Eagle 60 + Parrot 65 = FLY! 160.
The Sparrow is FREE, and it’s the only bird you can pick more than once. Even with zero coins, three Sparrows can take off any time.
Your three birds are your three lives. When the first one goes down, the second takes over in mid-air, and when all three are down the run ends (Chapter 13). That makes the order part of your strategy — put the bird that suits the current zone up front.
The 10 birds
The ten birds don’t just look different — they fly differently. Weight, gravity, wing power, air drag, the rest between flaps, body size, how much the wind pushes them, even the height of the gaps they get — every bird has its own values. The one-liners in the table below are the in-game text, word for word.
| Bird | Fee per run | In-game one-liner | What’s special |
|---|---|---|---|
| Free | Light and quick. Blown around by wind. | No special power. Small body (radius 0.28), pushed 1.35× by wind | |
| 15 | Balanced in everything. | Gently pulls in nearby coins | |
| 45 | Keeps its momentum. Plan ahead. | Smashes one obstacle it hits (can’t stop lightning) | |
| 35 | Slow but steady. Sees in the dark. | Clears up to 75% of the night’s dimness | |
| 40 | Rides strong wind upward. | Gets an upward lift when strong wind blows | |
| 55 | Heavy and calm. Needs wide gaps. | A shield fires once, automatically (it even blocks lightning) | |
| 60 | One huge flap. No spamming. | Strongest wings at 1.34×, but the rest between flaps is 1.85× longer | |
| 50 | Feather-light and precise. Fears wind. | Remembers one tap made during the rest and flaps the instant the rest ends | |
| 30 | Barely flies. Doubles your feathers. | Earns 2× coins. In exchange, 1.30× gravity and 0.74× wing power | |
| 65 | Items last 50% longer. | Item duration 7s → 10.5s |

On the home screen, the bird guide shows all ten birds with their descriptions and run fees at a glance. A few bars sketch out each bird’s character, and a single line tells you what it’s strong against.
The differences, in numbers
- Heaviest birds — Penguin (1.85) · Eagle (1.70) · Flamingo (1.55). The heavier the bird, the less a tornado drags it.
- Birds that get roomier gaps — the Flamingo has a big body (radius 0.42), so the game widens its gaps by 1.22×. The Hummingbird goes the other way: 0.68×.
- Most wind-sensitive — Hummingbird (1.75) · Sparrow (1.35). The steadiest is the Eagle (0.55).
Resistances — what each bird can shrug off
Hazards fall into four groups — creatures (bird flocks, raptors, bats, gorillas, giraffes, rhinos, dinosaurs), thin things (power lines, antennas, spider webs), solid things (branches, buildings, rocks, ice, barriers, drones, helicopters, bouncing boulders) and forces (tornadoes, fireballs). Each bird resists certain groups, and when it hits one of those it doesn’t die — it bounces it away. The hazard disappears, the bird is briefly invincible, and the screen shakes.
| Bird | Resists | How often | Bird guide text |
|---|---|---|---|
| Crow · Owl | Creatures | Always | Shrugs off flocks |
| Pigeon · Parrot | Creatures | Once per bird | Pushes through a flock once |
| Seagull · Hummingbird | Thin things | Always | Slips through thin things |
| Eagle | Solid things | Once per bird | Rams a wall once |
| Penguin | Forces | Once per bird | Endures a force once |
| Sparrow · Flamingo | — | — | — |
On a hit, the game checks in this order: resistance → the Crow’s one-time smash → the Flamingo’s one-time shield → item shield · ghost. In other words, the bird’s natural traits are used first and your saved-up cards come out last. “Once” refills when a new bird takes over — each bird gets its own.
※ Tornadoes only pull you in — touching one never kills you. So the place where the Penguin’s “once against a force” actually matters is the Desert’s fireballs.
Zones and the 8 environments
The environment changes every 500m. Grassland, Forest, City, Ocean, Snowfield, Desert and Mountain cycle round in a shuffled order, and the very first zone is always Grassland. The Storm isn’t part of the cycle — it only shows up once you’re far out (from the 8th zone at 3,500m, then every four zones). Each environment has its own pillar style, its own hazards and its own wind strength.
GrasslandWind 0.55×. Branch pillars; giraffes, rhinos, dinosaurs
ForestWind 0.70×. Spider webs, bats, gorillas, raptors
CityWind 0.95×. Building pillars, power lines, antennas, drones
OceanWind 1.45×, updrafts. Barriers, raptors, helicopters
SnowfieldWind 1.25×, light haze. Ice pillars, falling ice
DesertWind 1.10× (very gusty), updrafts. Rocks, fireballs, smoke
MountainWind 1.30×, updrafts. Rocks, ice, helicopters
StormWind 1.70×, haze, lightning. Tornadoes, bats, smoke








One objective per zone
When a new zone begins, it gets one objective, picked from these four:
- COLLECT ○ COINS
- PASS ○ OBSTACLES
- REACH COMBO ○
- ○ NEAR MISSES
The further you go, the bigger the targets get (coins go from 12 up to 34, for example). Complete one and you’ll see OBJECTIVE CLEAR!, plus 20 + 5 × zone coins and twice that in points.
Day and night · weather · lightning
Time flows with distance. One full day lasts 1,400m — you set off around midday, the sun sinks at about 350m, it’s the dead of night around 700m, and dawn breaks around 1,050m. At night the screen darkens and the distance blurs. That’s when the Owl shines.


Weather
Each environment gets its own weather — snow on the Snowfield; rain and fog in the Forest, Ocean and City; snow and fog in the Mountains; very occasional rain in the Desert; and little more than clouds over the Grassland. The Storm is always stormy. Bad weather lasts 13–20 seconds, with 16–34 calm seconds in between. There’s no weather at all for the first 150m. The game never names the weather on screen, so you have to read it from the sky.



| What weather changes | By how much |
|---|---|
| Weight (gravity) | Heavier the harder it rains or snows — up to 1.16× |
| Air drag | Up to 1.22× — you feel sluggish |
| Wing power | Weakens down to 0.93× |
| Visibility | Up to 45% hazier |
| World scroll speed | Rain −10% · snow −15% · fog −5% · storm −20% |
Lightning — only in the Storm

When the rain picks up inside a Storm, lightning strikes. 0.85 seconds before each strike, a danger band is drawn across the screen — just get out of it. A hit is instant death.
Lightning can’t be stopped by resistances or by the Crow’s smash. Only two things block it: the Flamingo‘s one-time shield, and the Ghost Feather item (you pass through everything).
Wind and danger stretches

Wind
Wind blows at a strength of 0–10 and shifts gradually, over 3.2 seconds. Above 5.5 you’ll see STRONG WIND.
- Vertical wind pushes the bird up or drags it down. How much depends on the bird (Hummingbird 1.75× ↔ Eagle 0.55×).
- Head and tail winds push the world, not the bird — a headwind slows things by up to 18%, a tailwind speeds them up by 8%.
- The Seagull actually rises when strong wind blows.
Danger stretches — once or twice per zone


From the second zone on, every zone has a danger stretch — once somewhere between 30% and 55% of the way through, and with a 50% chance a second time between 72% and 88%. For 60m, hazards pour in at 1.55× the usual rate; it opens with DANGER AHEAD and closes with MADE IT. Once you’re through, a short breather always follows. The positions are fixed per zone, so the same zone always throws them at you in the same places.
Hazards
Every hazard is something to avoid — the only things you pick up are coins and items. It’s easiest to think of them in two groups: pillars that form the gaps, and things that move through the sky.
Pillars — a question of height
You fly between pillars hanging from above and rising from below. The most common pattern is a narrow gap closed off top and bottom at once — the heart of a game that asks for exactly the right height. You’ll also meet one-sided bars, pillars that step like a staircase, moving walls and forked paths. The pillar material follows the environment — wood in the Grassland and Forest, buildings in the City, ice on the Snowfield, rock in the Desert and Mountains, and barriers over the Ocean and in the Storm.
Things that move through the sky
Bird flocksPass by in groups. Everywhere except the Desert and Storm
RaptorsWhen diving, they lunge at your bird after a 0.9-second warning
Bat swarmsFly about erratically. Forest · Storm
Spider websThe Forest’s signature. A thin thing
Power lines · antennasLong and thin. Grassland · City
DronesBob up and down. City
HelicoptersCut across fast after a 0.7-second warning
Falling rocksDrop after a 0.6-second warning
Ice shardsDrop after a 0.5-second warning. Snowfield · Mountain
FireballsShoot up from below after a 0.6-second warning. Desert
Bouncing bouldersCome bouncing toward you
BarriersMoving walls
TornadoesStorm. They don’t kill — they pull you in. The heavier the bird, the less it’s dragged
SmokeHarmless. It just blocks your view
Ground animalsGorillas (Forest) · giraffes (Grassland) · rhinos · dinosaurs — tall, so go over or around
Hazards with a warning (raptors, helicopters, rocks, ice, fireballs, tornadoes, bouncing boulders) do nothing if you touch them before the warning ends — the warning is your cue to move. And no matter what, the game always leaves you 0.85 seconds to react; however fast things get, it never builds a layout tighter than that.
The 10 items
You never switch items on by hand. In a one-thumb game, asking the finger that’s flapping to also reach a button in the corner would mean nobody ever used them — so the game activates them itself, right when you need them (one at a time, 1.1 seconds apart). When one fires, its name pops up above your bird, a ring wraps around it, and its slot on the left flashes. Every item lasts 7 seconds (10.5 seconds with the Parrot).
| Item (shop name) | Effect | Fires automatically when | Price |
|---|---|---|---|
| Blocks every hit for 7 seconds, however many | Just before a crash · at the moment of impact | 100 | |
| Double coins, and double coin points | When 6 or more coins are on screen | 60 | |
| Pulls in every coin on screen | When 6 or more coins are on screen | 50 | |
| The world slows to 0.58× | When a danger stretch begins | 70 | |
| Wing power 1.45×, rest 0.62×, gravity 0.86× | When the bird is falling low | 40 | |
| Pass through everything, lightning included | In danger (after the Shield Feather) · at the moment of impact | 120 | |
| Gravity 0.58× | Before a narrow gap | 50* | |
| Gravity 1.42×, wind 0.35× | Strong wind | 50* | |
| Calms the wind down to 0.18× | Strong wind | 50* | |
| 9 coins per second pour in (12% are gold coins) | During a breather | 50* |
* The last four aren’t on the home screen’s item page — you meet them in flight, or buy them for 50 each from the gift box during a run. Shield, Coin x2 and Magnet picked up in the sky activate the moment you grab them.



Two places to buy


- The gift box, mid-run — tap ITEM in the top-left and the run pauses while the shop opens. It lists all ten items under their short names (SHIELD, DOUBLE, MAGNET … CALM, STORM). Tap outside the window to close it and carry on flying from the same spot.
- The item page on the home screen — the first six items at the same prices (the last four aren’t sold here). This is where you’ll find WATCH AD +120 (tops up 120 coins). Ads pay out in coins, not items.
- Up to 9 of each kind. Bought items disappear after 24 hours (Items expire 24h after you get them).
- When a run ends, what you bought stays and what you picked up is gone. That’s why the game always uses picked-up items first.
Coins · score · combos · near misses
A normal coin is worth 1, a gold coin 5. The Penguin doubles that, and Coin x2 doubles it again — stack both and a single gold coin is worth 20. Everything goes into your wallet when the run ends.
Pick up coins within 2.6 seconds of each other for x○ COMBO. Each step adds 10% to coin points, up to a 50 combo.
Skim a hazard really closely (within 0.64) for NEAR!. Chain them for PERFECT! x○ (up to 4) — 10 × chain points.
Score: 1 point per metre, 2 points per second, 10 points per coin × the combo multiplier, plus near-miss and zone-objective bonuses. It ticks up live in the top-right corner.
Lives · continues · pause

When your first bird goes down, NEXT BIRD appears with the second bird’s name, and it takes over right there in mid-air. It appears in the widest gap and is invincible for 1.4 seconds. One of the three faces in the top-left goes dark.
When all three birds are down, the run is over.

The results screen
Under GAME OVER (or NEW RECORD! if you beat your best) you’ll see your distance and level, TO BEST ○m ( BEST ○m ), and this run’s coins and score.
- CONTINUE (H300) — keep flying for coins. Each further use in the same run doubles the price: 300 → 600 → 1200.
- CONTINUE (AD) — keep flying by watching an ad.
- RETRY — a new run from the zone where you went down.
- COINS x2 (AD) — if you earned coins this run, watch an ad to double them.
When you continue, your last bird comes back with 3 seconds of invincibility, and nearby hazards are cleared away.

Pause
The button in the top-right — PAUSED, with [RESUME] and [HOME]. Even if you head home, the distance you’ve flown so far still counts toward your record.
Today’s missions
The MISSION tab in the bottom bar opens nine new missions every day. Each pays 10 coins, and you can double it by watching an ad.
Five tips for your first flights
- Don’t mash. A flap overwrites your speed, so mashing won’t lift you higher. Flap once, watch the fall, then flap again.
- Hold the middle. The floor is instant death; the ceiling gives you 1.1 seconds. From the middle of the screen you can reach the next gap wherever it is.
- Start with three Sparrows. They’re free. Once coins pile up, put the right bird for the zone up front — Owl at night, Seagull for Ocean and strong wind, Flamingo for lightning.
- See a warning, move. Raptors, helicopters and falling things always warn you first. Tornadoes and smoke are nothing to fear.
- A breather always follows a danger stretch. When DANGER AHEAD appears, you only have to hold on for 60m.
A whole decision in a single tap.
How many metres will you fly today?
Play WingMaster now
Playing it is much faster than reading about it.
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