Still pooping
on the
stock toilet?
Two turbos. One throne.
Absolutely no reason to stay stock.
Two turbos. One throne.
Absolutely no reason to stay stock.
Six worlds. Real bends. Real tyres.
Three lives, room for five. One very expensive toilet.
SHIFT is the handbrake. Steer, tap Shift to rotate the throne, then hold the throttle to keep it sideways. Lift or steer out to straighten. Drifting pays points and tops up boost.
~4 km — Devil’s Staircase. Brake for the hairpins, or drift them: Shift at turn-in.
Two clear lanes early. One later. Gaps never stay still.
A bridge marks every new world. The first one is golden.
Your run is paused. Your lives are safe.
P / ESC TO RESUMEStock would never have made it this far.
Top 10 finished runs · this browser only.
| # | DRIVER | SCORE | ESCAPES |
|---|
No runs yet. Leave your mark.
Real scores from this browser. No seeded opponents or global ranking.
Worlds change by distance, every few kilometres, so the faster you drive the sooner the next one comes. Skyline → houses → mountains about 4 km in → pine forest → cactus desert → tunnels. A bridge joins each world to the next (the first is the Golden Gate) and every new world pays 1,000. The lane above the police panel shows the next three. Slow early for the mountain hairpins, or drift them. The mini-map is the actual upcoming centreline, not decoration.
Outside → inside apex → outside opens your turn. Brake before turn-in, ease the brake while steering, then progressively accelerate. Excess speed uses up grip, pushes you wide and scrubs speed. The guide line turns orange when you approach too quickly. G toggles it.
Steer into the bend and tap Shift: the rear locks for a quarter second, the toilet rotates, and the front wheels countersteer by themselves. Now hold the throttle — that is what keeps it sideways, and the slide runs down the road instead of into the wall. The angle settles around 23°. The arrows steer the drift: into the slide adds angle and tightens the line, against it takes angle off and widens the line. Let go to hold what you have. Lift, or steer out, and the rear bites: the toilet swings back into line in about half a second. Holding Shift keeps the rear locked instead: it slides, but it bleeds speed. Stability and traction control are off while you drift. Drifting pays: points for every second sideways (more for angle and speed), banked when you straighten, and it tops up your boost. The mountain hairpins are made for it.
The toilet is a four-wheel rear-drive car, not a slot car: four contact patches, each with its own load, a limited-slip diff (welded shut while you drift), downforce, and a keyboard driver who steers like a person. Hands off, it follows the road, reads it a moment ahead and keeps its lane; an arrow is a lane change and never steers you into the rail. Braking loads the nose (sharper turn-in, lighter tail), throttle loads the tail, and each tyre shares one grip circle between braking/driving and cornering. Flat out through a hairpin, traction and stability control feed in only what the tyres can use, so the car holds its line and accelerates as hard as it can. Arrive too fast and no electronics will save you: brake before turn-in. The grip bar shows the busiest tyre; past the top of it the front washes wide (UNDERSTEER) or the tail steps out (OVERSTEER · countersteer).
↑ / W accelerate. ↓ / S brake, then reverse. ← → / A D steer freely.
SPACE uses a 2.5-second boost. Release and press again to use another charge. Coins and slipstream recharge it faster. Three charges at the start.
P / ESC pause. R restart. C cycles Chase, Wide and Rear. Touch controls include boost.
Traffic packets reserve two open lanes for the first minute, then at least one. The opening moves across the road. Drivers drift within their lanes, so the seams between cars periodically close.
100 for a near miss, 400 for a clean squeeze, up to ×5 with risk streaks. Draft a colored rival from 2–24 m back; pass and hold a 12 m lead for 2,000. Rivals yield rather than steal your lives.
Above 180 km/h, the blue–white–red attention bar fills in 30 seconds. Rare parked patrols in roadside pullouts notice you when it is full. The first patrol is marked with an arrow.
Police cars never take your HP (their spike strips do). Their proximity fills a ticket meter; filling it ends the run. Slow driving makes catching you easier. Open a 100 m lead on police and air support and hold it for 2.5 seconds: one star fades. One-star patrols run just under your first-minute top speed, so they stay on your bumper until you boost or draft. Escape pays 4,000 / 9,000 / 18,000.
At 2:00, 24+ seconds of sustained fast driving triggers three stars, the helicopter, and a 20% permanent cap increase. It triggers once per run, later if you have not yet met that speed condition.
GREEN CROSS adds a life. You start with three and can stack up to five. Rare and off the easy line.
CYAN SHIELD activates instantly for 15 seconds. Hit traffic to send cars exploding off the freeway. This does not prevent a police ticket.
ORANGE JETPACK lifts you above traffic at a flat 500 km/h for 5 seconds, then you descend and bleed back down to your cap. Land somewhere clear.
MAGENTA CHEVRONS permanently add 20 km/h to this run’s speed cap. One spawns every 30–60 seconds. “Permanent” means until the run ends, not across restarts.
3-, 4-, 5- and 6-lane layouts change about every 30–60 seconds, with a visible taper and clear merging area. Short shoulder pockets contain discarded tires, sofas and broken-down cars; most of the route has guardrails close to the edge.
Green exit opportunities appear at 3:00, 6:00, 9:00…. Take the right-hand ramp and slow below 115 km/h to hide. Stars disappear, but no escape bonus is awarded. You return to the freeway protected.
Yellow camera signs mark speed traps. Pass at 97% of your current cap or faster for 1,800 points, but attention jumps by 18 seconds. During a chase it also raises the ticket meter by 15%.
0:00–0:59 normal pace.
1:00–1:59 +15%.
2:00–2:59 +25%.
3:00 onward +50%.
Cruise, acceleration and boost targets share these multipliers, bounded by your current cap. The starting cap is 320 km/h; upgrades and the helicopter milestone raise it.
Cyan ramps jump over traffic and spikes. Ground coins: 75; airborne: 150. Every crash costs a life and the run ends at zero; recovery protection lasts 2.2 seconds. Pausing stops all timers.
Arcade fantasy. Not a real-world driving simulation. Scores and names stay in this browser.
PREPARING SOMETHING UNNECESSARY.