Hold to hang your passenger out over the sidecar wheel for the whole of every gold-kerbed right-hander, then release to pull them back in for the straight. Lean short and you slide wide; stay out too long and the outfit flips.
👆 Hold to lean out · release to come back in ← All gamesSidecar puts you in the most thankless seat in motor racing: the passenger platform of a three-wheeled racing outfit, bolted to the right-hand side of the bike. The rider handles the throttle and the steering. Your job is your own body weight. Through a right-hand corner the sidecar wheel wants to leave the ground and the whole outfit wants to run wide, so you have to hang out over the wheel and pin it down. On the straight you have to get back in, because a passenger still hanging out of a machine at full speed drags it off line and flips it. Every corner is a timing problem with two edges, the turn-in and the exit, and both of them matter.
Press and hold anywhere to lean out, and let go to come back in. The space bar works the same way on desktop. Right-hand corners are marked by red and white kerbs, a gold lean line and a gold board at the entry, and the strip along the bottom of the screen shows the next three seconds of track so you can see how long each corner lasts. Hold for the whole gold section. Come in late or let go early and the outfit drifts wide and burns one of your three grip pips; lose all three and you slide off. Stay out past the chequered exit post and the TILT meter fills as the sidecar wheel lifts, and a full meter flips you. Getting a corner clean pays a bonus that grows with the corner's length. Pressing right on the entry kerb is a sharp turn-in and letting go right on the exit post is a sharp exit, each worth half again, and doing both is a perfect corner. Clean corners in a row raise your multiplier up to six times, and in the first act every four in a row wins back a grip pip.
Past eighty points the circuit starts throwing left-handers at you, with pink kerbs and a "stay in" board. On a left-hander the corner turns away from the sidecar, so hanging out lifts the third wheel almost at once. Worst of all are the chicanes, where a gold right flicks straight into a pink left and the release has to land exactly on the switch. Grip no longer comes back in this act, so every slide counts. If you like holding through a span and letting go on the line, try Belfry. For another banked circuit, play Carve, and for one-finger steering on an endless road, try Drift.