Cart to Rocket

How to play Cart to Rocket

One run takes 15 to 50 seconds: push off the hill, fly off the ramp, smash what is in the way and see how far you get. Then spend your coins in the garage and go again. Failing costs nothing.

The launch gauge fills from left to right. Releasing in the green zone at the end is a perfect push. PERFECT hold: the gauge fills release here: +15% speed
The launch gauge

1. Push off

At the top of the hill, press and hold anywhere (or hold Space). The gauge fills, then swings back and forth. Release in the green for a Perfect Push: 15% more start speed.

A quick tap still launches you at about half power, and the hill does the rest, so there is never a dead start.

A phone held sideways, split in two. Holding the left half leans the vehicle back; holding the right half fires the booster. nose up LEAN BACK BOOST
Touch zones during a run

2. Boost and lean

  • Boost: hold the right half of the screen (→, D or Space). The booster pushes the way your nose points, so aim up to fly, level to go far. It needs a Booster part and burns fuel.
  • Lean back: hold the left half (← or A) to tip the nose up: land flat, pull a wheelie or spin a backflip.
  • Both at once work. Once you own an Engine, it drives by itself on the ground until its gas runs out.
A backflip: the cart leaves the ramp, turns once backwards over the top of its arc and lands on its wheels. BACKFLIP! +50 CLEAN! +10
Hold lean in the air, land on your wheels

3. Stunts and landings

Hold lean in the air to rotate backwards. A flip counts when you land upright and stay upright for a moment.

  • Backflip +50
  • Double backflip +150
  • Triple backflip +300
  • Quad backflip +500
  • Clean landing +10

A landing is clean when you touch down within 20° of the slope: it pays +10 and you keep more of your speed.

Land on your roof and the run ends with dizzy stars over your driver. They are fine.

Blocks smashed in quick succession build a combo: every five smashes raise the multiplier by one, up to times ten. 5 smashes, each within 1.5 s of the last ×2 crate 3 · glass 2 · jelly 4 coins every block pays its coins × your combo
Combos multiply what every block pays, up to ×10

4. Smash combos

Every block you break pays coins: crates 3, glass 2, jelly 4. Keep breaking blocks within 1.5 seconds of each other to build a chain. Every 5 smashes in a chain add one to the multiplier, up to ×10.

Glass shatters easily, crates take a solid hit, and jelly is tough and bouncy: it can throw you back into the air for another go.

Break at least 60% of a fort to clear it. The first time you clear each fort pays a bonus of 5 coins per block in it.

The four parts and their four looks: Wheels from bike wheels to monster tyres, Ram from a plank ram to a drill nose, Engine from a lawnmower motor to a turbo big block, Booster from a fizzy bottle to twin rockets. LEVELS 1-45-89-1213-16 WheelsRamEngineBooster Bike WheelsChunkyKnobbliesMonster Tyres Plank RamPloughSteel WedgeDrill Nose LawnmowerKart EngineBig BlockTurbo Big Block Fizzy BottleLeaf BlowerFirework RackTwin Rockets
Four parts, sixteen levels, four looks each

5. The garage

After each run, the tally counts your coins: one coin per 2 metres, plus blocks, stunts and fort bonuses. Then tap Garage and spend them on four parts:

  • Wheels roll with less drag and grip better.
  • Ram hits harder, so blocks break instead of stopping you.
  • Engine drives you on the ground and climbs to a higher top speed.
  • Booster gives you thrust in the air, with more fuel every level.

Every part has 16 levels. Every 4 levels it changes look completely, and the steps in between add detail you can see: bolts, then a stripe, then a shine and a gold star badge on the fourth level of each look.

The ride evolves: a cart becomes a go-kart at garage level 5 and a pickup at garage level 24. CartGo-kartPickup garage level 5garage level 24coins ×1.25coins ×1.6
Your ride evolves as your garage level grows

6. Evolve your ride

Your garage level is the total of all four part levels. At garage level 5 the cart evolves into a go-kart, and at 24 into a pickup. Bigger rides push off harder and earn more: ×1.25 coins for the go-kart and ×1.6 for the pickup.

Twelve forts stand on Suburb Hill, from the Lemonade Stand to the Town Wall at about 1,060 metres. The garage's Hill Map shows the next one and how far you are from it. Past the Town Wall, the Bonus Road keeps going.