Rocket Roadster

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Warming up the thrusters…
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How to fly

Four phases, about ten seconds of air

  1. Launch

    Three amber lights drop down the launch tree, then the green one comes on. Hit Space or the Thrust pedal the moment it does. A 0.30 s reaction gets you about 145 km/h at the foot of the ramp; every tenth of a second you lose costs about 3.5 km/h.

  2. Climb

    The curved ramp bends the car from flat to nearly vertical and pulls around 7 G at the bottom. You don't steer here. Just hold on.

  3. Flip

    Once airborne, hold A/← to lean back or D/→ to lean forward. A flip counts when the car comes all the way round to upright. Fly through the glowing rings for bonus points.

  4. Burn & land

    Hold Space to fire the four thrusters under the car. They push through the roof line, so level the car first; hold S (Gyro) and it levels itself. Watch the sink rate at the top of the screen and touch down slow and flat.

Landing grades

GradeTouchdownAngle from levelMultiplier
Perfect≤ 3 m/s≤ 6°×2
Clean≤ 6.5 m/s≤ 12°×1.5
Hard≤ 11.5 m/s≤ 28°×1
WipeoutAnything rougher, or hitting the rampFlips void

Scoring

SourcePoints
FlipsThe nth flip in a jump is worth n × 1,000 (a triple is 6,000)
Altitude16 per metre of peak height
Airtime200 per second off the ground
Rings1,000 each, added after the multiplier
Landing pad1,500 for touching down on it
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Levels

Fifteen ramps in three chapters

Rookie

1 · First Flight

The tutorial jump. A 29 m ramp, 7 seconds of gas and one goal: come down on your wheels.

2 · Ring Road

Three rings, each set a little higher above your natural arc. Tap the rockets on the way up to reach them.

3 · Pinpoint

Your first landing pad, 22 m wide and 22 m past where the car drops on its own. Tilt forward on the burn to reach it.

4 · Low Rider

A 22 m kicker set at 62 degrees with a light tailwind. Land with at least 2.5 of your 6 seconds of gas left.

5 · Double Trouble

The first trick level. Spin two full flips off a 37 m ramp and touch down at 6.5 m/s or slower.

Pro

6 · Sky Ladder

Four rings step up from 79 m to 114 m above the sand. Fly through all of them and climb past 112 m.

7 · Headwind

A long 66 degree ramp into a steady headwind that cuts about 50 m from the flight. Land clean on a 16 m pad.

8 · Moonshot

The first tower ramp: 49 m tall, 80 degrees and 190 km/h on the run-up. Land three flips on a 24 m pad.

9 · Long Shot

A 65 degree ramp and a strong tailwind send you about 235 m downrange. Land two flips on the farthest pad on the range.

10 · Hang Time

An 82 degree ramp, 55 m tall, at 200 km/h. Stretch the flight past 11.5 seconds and land two flips.

Legend

11 · Needle

The smallest pad on the range, 14 m wide, with a light headwind. Land perfect: 3 m/s or slower and within 6 degrees of level.

12 · Flat Out

210 km/h off a 60 degree kicker. Five rings sit just under your arc. Land two flips with 1.5 of your 5 seconds of gas left.

13 · High Roller

Six rings string up the climb. Land three flips and score 20,000; a perfect landing doubles your flip, height and air points.

14 · Stratosphere

A 59 m tower at 80 degrees and the top run-up speed of 215 km/h. Chase three rings past 160 m and land three flips.

15 · Last Light

The final jump. Spin four flips off a 53 m ramp into a headwind and land perfect on a 14 m pad.