Game 104 ยท South Africa

Wire Car Racing

Steer a handcrafted wire car along six bending township routes, dodging hazards.

Choose your route

Clear a route's distance target to unlock the next one. Keep driving past the target for a shot at 2 or 3 stars.

How to play Wire Car Racing

  1. Pick a route on the Routes screen. Each of the 6 routes has its own track width, curve pattern, rock density and distance target.
  2. Hold left/right - the on-screen buttons, arrow keys, or A/D - to steer your wire car. Steering has real momentum, so ease off before a bend instead of snapping the wheel.
  3. Stay between the wire edges. Clipping the track's edge, or touching a scrolling rock, ends the run immediately.
  4. Reach the route's distance target to clear it - the run keeps going afterwards so you can push on for a bigger score and more stars.
  5. Clearing a route unlocks the next one. Progress and best distances are saved on this device.
  6. Star rewards per route: 1 star for reaching the target, 2 stars for 1.5x the target, 3 stars for 2x the target, all in the same run.
  7. The track narrows and rocks get denser the further you travel, and your speed keeps climbing the longer the run lasts.
  8. Boost: you start each run with 3 boost charges. Tap the โšก Boost button (or hold Shift/B) to burn one for a 1.4 second, 1.7x speed burst - great for stretching a lead, but curves and rocks arrive faster while it's active. Steer within 14% of a rock without hitting it (an 8% hit radius) for a "close call," which refunds +1 boost charge, up to the 3-charge max.
  9. Wet patches: routes 4-6 (Khayelitsha Switchback, Mitchells Plain Sprint, Wire Champions' Circuit) have recurring wet sections of road where steering grip drops to 55% of normal - ease off and steer earlier when you see the ๐ŸŒง Wet badge.
  10. Ghost car: once you've set a best distance on a route, a faint translucent ghost car shows where that best run was positioned at the same distance, so you can compare your line through each curve in real time. It fades out once you pass the ghost's furthest recorded distance.

Win: reach or beat the route's distance target before crashing. Lose: steer off the track edge, or hit a rock, before reaching it.

Run over