LAP 1/3
0:00.00
NITRO Shift
↑↓←→ drive · Space handbrake · Shift nitro · tricks in the air: W/S flip, A/D spin, Q/E roll · C camera · R reset · Esc pause

HANGTIME

stunt driving · loops · jumps · your own tracks

Track

Mode

Car

Laps

Rival

Time

Paint

How to play

Drive

↑ gas · ↓ brake/reverse · ←→ steer · Shift nitro
Space handbrake · R back to the last checkpoint
C camera · Esc pause · M sound

Stay in one piece

Hit ramp jumps at about 100 km/h. Loops want 75 km/h or more, straight down the middle. Banked curves hold more speed if you ride up the bowl.

Air tricks

In the air, press ↑/↓ to flip, ←/→ to spin, and Space+←/→ to barrel roll. Keys you were already holding at take-off don't count, so let go and press again. Time slows down while you fly. Let go early: the car keeps turning a little. Land on your wheels!

Stunts & nitro

Air, flips, rolls, spins, loops, drifts (handbrake through a curve) and smooth landings score points. Chain them within 6 s for a combo up to ×5. Points fill the nitro tank: hold Shift to burn it. Orange chevrons on the road are boost pads.

Rival & medals

Race a Rookie, Pro or Ace (who uses nitro too). Built-in tracks award bronze, silver and gold for your best lap.

Build

The track editor makes your own circuits. "Copy share link" gives a link that installs your track for anyone who opens it.

Paused

Finished

● REPLAY

Track editor

Click to place · click a placed piece to rotate it · right-click to erase · mouse wheel or R rotates the brush. A track must be one closed circuit through the start piece. Jumps: Ramp → Water → Ramp facing back. Corkscrews need about 50 km/h to make it over the top; Ramps and Kickers only launch in the arrow's direction.