Chairshift GP
Formula 1, except the grid is racing wheelchairs. Three laps of a floodlit night street circuit: brake-drift the corners to bank a boost, dump it down the straight, grab a crate and put a missile into the racer ahead.
CHAIRSHIFT GP
Formula 1, except the grid is wheelchairs.
Racing chairs, cambered wheels, carbon rims — and they are fast. Throw one sideways into a corner, hold the slide, and cash the charge as a boost down the next straight. Take a crate and you are carrying a missile, and the racer ahead of you is a target.
Three laps of a floodlit night street circuit. Four on the grid: you and three rivals — VOSS, OKONKWO, MARCHETTI. First across the line wins.
Controls
| Key | What it does |
|---|---|
| W / ↑ | Throttle |
| S / ↓ | Brake, then reverse |
| A / D | Steer |
| Shift (hold) | Drift — throw the chair sideways and bank charge |
| Space | Fire the missile you are carrying |
How to be quick
Drift into the corner, not out of it. Hold Shift as you turn in. The chair breaks traction and slides, and the DRIFT CHARGE bar across the bottom of the screen starts filling. It fills through three tiers and changes colour at each one — blue, then green, then gold. The longer you hold the slide, the bigger the payout, and the readout tells you what the next release is worth.
Let go on the exit. Releasing the drift converts the charge into banked boost — the orange BOOST BANK bar under the drift meter. The boost pours out down the next straight and the camera opens up with it. A gold-tier drift out of the hairpin is worth most of a straight.
Watch the bar, not the road. That is the whole trick. The drift charge is the only thing on screen you steer by; everything else is a readout.
The missile
Orange crates sit out on the circuit, off the racing line, so taking one costs you a metre or two of road. Drive through one and you are armed — the MISSILES panel bottom right lights up gold and names your target, the racer directly ahead of you. Press Space and it goes hunting.
A hit spins the victim out, wipes their drift charge and their banked boost, and costs them the corner. It will happen to you too: the screen goes red and the whole thing kicks. Take the place while they are still sideways.
Reading the screen
- Top left — your position, the lap you are on, and the race clock.
- Top right — the order, leader first, you highlighted. The number beside each
rival is the gap in metres of road:
+120mis ahead of you,-45mis behind,+1Lis a whole lap up. - Bottom left — speed.
- Bottom centre — drift charge over banked boost. The important one.
- Bottom right — missiles held, and who they are pointed at.
The circuit — HARBOUR NIGHT
One lap is 1.1 km of city street, barriered end to end, with eleven named corners signed on the wall so you can learn them:
T1 MARINA hard right off the start straight · T2 QUAYSIDE long open right past the container yard · T5 SWEEPER ninety-odd metres of constant radius, flat out past the grandstand · T6 KINK barely a lift · T7 CATHEDRAL in past the spire · T8 HAIRPIN the slowest point on the lap and the one that punishes a late brake · T9 RAMPART along the old wall · T10 DOCKSIDE under the cranes · T11 HARBOUR long and slow, and it opens onto the pit straight — the one worth a full gold boost.
Floodlight pylons, grandstands, sponsor arches and a lit skyline behind the barriers. Braking boards at 150, 100 and 50. Kerbs you can ride and barriers you cannot.
The race
Five red lights, then out. Three laps. The rivals drive a real racing line, brake and drift like you do, take crates, and shoot at each other — the order genuinely moves. If you are still on the road when the leader takes the flag you get 28 seconds to finish; then the checkered flag falls and the card tells you where you came.
Finish P1 and you won. Anything else and you did not.
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