The wheel (default)
Drag to turn; let go and it springs back. Small drags through a corner and letting go on the way out are steadier than big swings.
Guide
Controls and settings, how to drive each of the four kinds of racing, pit stops, tuning, your team and which driver to pick, all on one page.
Get the feel first, then level up and unlock the rest. This order works best.
By default there is a wheel in the middle of the screen, the throttle is automatic, and you hold Brake and Nitro at the bottom right. All of it can be changed in Settings.
Drag to turn; let go and it springs back. Small drags through a corner and letting go on the way out are steadier than big swings.
If dragging the wheel is not for you, switch to phone tilt or left and right buttons in Settings. Run a few laps in free practice before you race with it.
For experienced players. Upshift when the rev lights all turn blue for a "perfect shift" and an extra burst; too early and you lose power, too late and you hit the limiter. The driving school has a shifting lesson to practise on.
Chase, cockpit (or rider) and far view; switch any time with the camera button. The chase view shows your car and the road ahead most clearly, so start with it.
The phone buzzes when you hit a wall, a car or a kerb, and the race official calls the countdown, laps, pit stops and the finish. Keep your eyes on the road and let the buzz and the voice tell you the rest.
Techniques that work in all four kinds of racing.
Brake on the straight, turn in once the speed is down, and go full power only when you see the straight on the way out. Braking in the middle of a corner is the surest way off the road.
Hold nitro for 16% more top speed and harder acceleration. The best moment is a corner exit onto a long straight; in a corner it takes you wide. It recharges by itself, so use it on every straight instead of saving it.
Right behind another car there is less drag and you are faster on the straight. Stick to the car ahead, then pull out just before the braking point and pass.
Hitting walls or cars costs speed, and a hard hit on a bike throws you off for about 2 seconds. Better to pass a little later than to force your way through.
Every driver has a strength: top speed for long straights, cornering for twisty tracks, a quick launch for short races. See "Which driver" below.
Open from Lv1. Bikes turn by leaning, up to about 55 degrees. They accelerate hard and reach high speeds, but brake and grip less than a car.
A bike brakes less than a car, so for the same corner your braking point comes earlier than in a car.
Turn the handlebars on screen and the bike leans with them. Get the speed down before the corner, lean in, then stand the bike up gradually as you accelerate out.
Hit something too hard and you fall, and that costs about 2 seconds. Keep a little room around you in the scramble after the start.
APEX VERGE VOLT 88
翠電 88
For beginners: balanced, handling 83, the easiest to ride.
APEX VERGE NEBULA 99
星雲 99
Twisty mountain passes and harbour streets: handling and brakes both 100.
APEX VERGE BLAZE 09
烈焰 09
Tracks with many slow corners: acceleration 100, the hardest out of a corner.
APEX VERGE STORM
極境閃電
Tracks with long straights: top speed 100, but handling and brakes only 30. For experienced riders.
APEX VERGE DUNE 77
沙暴 77
If you often run wide: off-road tyres, so the grass costs little.
Opens at Lv2. Sports cars come built for top speed, acceleration, handling or braking. Tyres wear in races of two laps or more, and when to pit is up to you.
The pit lane is limited to 80 km/h and the crew take about 4.5 seconds to change tyres. If the tyres are holding up you do not have to stop; once the car clearly starts sliding in corners, it is time.
Once you have a team, a pit mechanic makes tyre changes up to more than twice as fast, so a stop costs much less.
On the Blue Bay harbour and Neon City street circuits the walls are close. Pick a car with good brakes and brake a little early.
TAEGEUK 88
太極 88
For beginners: balanced, the easiest to drive.
KAMI 07
神 07
Twisty mountain passes: handling 100, the steadiest in corners.
NEBULA 01
星雲 01
Circuits with long straights: top speed 100, king of the straight.
NEBULA 01 Crimson
星雲 01 赤金
City night races full of right-angle turns: acceleration 100, the strongest out of a corner.
AERO-LIGHT
輕羽
Street circuits with close walls: brakes 100, the shortest stopping distance.
Opens at Lv5. Beaches, deserts and jungle on sand, dirt and mud: speed, grip and braking all drop, least of all for vehicles with high off-road ability (big tyres, long-travel suspension).
Big jumps on the straights throw you into the air. Keep the throttle on and straighten the wheel before you land; a crooked landing or a hard impact costs more speed.
Rows of big waves bounce the car and lift it briefly. Keep the throttle steady and the wheel straight, and correct your line once you are through.
Roadside grass slows you down, and hitting reefs or rocks costs speed. Steer clear of them.
On tracks with lots of jumps pick Santi Mora (loses less speed on landing); on lots of sand and grass pick Tarek Benali (slowed down less).
TIDE 21
海嘯 21
For beginners: balanced, brakes 100.
SANDWOLF 15
沙狼 15
Long desert straights (Red Mesa, Dune Sea Plateau): top speed 100.
SCORPION 09
砂蠍 09
Beach races (Palm Coast, Coral Bay): acceleration 100, the most agile on sand.
Opens at Lv10 and races on top-class circuits: permanent, street and hybrid. The faster you go the more grip you have, so fast corners do not always need the brakes.
A formula car grips harder the faster it goes. Try taking a fast corner flat; if it really does not work, dab the brake.
From lap 2, if you are within 1 second of the car ahead when you enter a DRS zone, the rear wing opens by itself. Stay close through the corner before the zone and you can pass on the straight. Apex International Circuit has two long DRS straights; the night street circuit has three zones.
Tyres come in soft, medium and hard, and in races of two laps or more you must stop to change them. The pit lane is limited to 80 km/h; the higher your pit mechanic's level, the faster the change.
Qualifying, Q1 to Q3, decides where you start, and the further up you start the fewer cars you have to pass. The top ten in the race score 25, 18, 15, 12, 10, 8, 6, 4, 2 and 1 points. For qualifying, pick Ethan Kolby (fastest over one lap).
Sector timing marks each part of the lap in purple, green or yellow. After a lap, the sector with the weaker colour tells you where to improve.
KAMI FORMULA 99
雷電 FX-99
For beginners: brakes 100, the easiest to drive.
KAMI FORMULA 07
神 FX-07
Twisty tracks and fast corners: handling 100, the most downforce.
APEX FORMULA 77
極境 FX-77
Tracks with long DRS straights: top speed 100, ruler of the straight.
APEX FORMULA 09
烈焰 FX-09
Lots of slow corners: acceleration 100, the hardest out of a corner.
KAMI FORMULA 01
皇家 FX-01
Any track: top-class everywhere, the champion's car.
Career events are the main road; ranked races are a challenge you can take on any time.
Each kind of racing has rookie, amateur, pro and champion classes with three events each, 48 events in all. To open the next class you need the level and two wins in the class you are in.
Rookie-class rivals are easy and amateur ones normal; they get stronger as you go up, and so does the prize. In car racing, for example, a rookie win pays NT$80,000 and an amateur win NT$250,000.
Go back to the class below to earn experience and prize money, upgrade your main car and try again. Or set driving help back to Easy to get through.
A random track, three laps, eight cars. Finish in the top four to gain points and the bottom four to lose them, climbing from Bronze to Master. As the track is random, get to know all of them.
Eleven parts, three levels each, bought with prize money: engine, turbo, tyres, brakes, nitro and more. Gearing, wing angle and suspension set-up cost nothing.
Tap a part and it is fitted on trial: the ability bars and the top-speed figure show the change (an engine level adds 2% top speed, a turbo-and-power level 3% acceleration, for example). Take a test lap and buy only if you like it.
Passed on the straights? Upgrade the engine. Left behind out of corners? The turbo. Can't stop in time? The brakes. Whichever ability bar is shortest, start there.
Parts go on one vehicle. While prize money is tight, build up one main car first.
Set-up costs nothing, so keep one for twisty tracks and one for long straights. Take a test lap after each change and race once it feels right.
Day seven of the daily reward brings a part voucher; the top of the garage shows how many you have.
At Lv7 you can found a team: choose a name, colours and a number. Then a Team Base appears on the home screen where you can chat with your people and train them any time.
Prize money and experience drive everything else. A sponsorship manager means more prize money every race; a driver coach means more experience every race, plus better grip, steering and nitro recharge.
Once you race cars and formula with pit stops, a pit mechanic makes tyre changes up to more than twice as fast.
A faster team car and cheaper parts. Sign one before you spend heavily in the garage and you save the most.
Races alongside you in the same car, and two podiums at once pay a bonus.
After every race for your team you can train each member once and chat to each of them once. Racing and training make members grow (up to Lv10); chatting builds trust, worth up to 15% more, and makes their advice more useful.
Four of them, the RR bike, the GT car, the RX off-roader and the FX formula car, painted in your colours; the pit crew work in your team kit too.
You pick a driver before each race, and every one has a strength. Nine can drive anything, eight are formula specialists and two race off-road only. Match the driver to the track.
Mio Hoshino (top speed); in formula, Finn Caldwell (straight-line speed).
Chen Yu-Ching (cornering); for fast formula corners, Su Mu-ching (precision cornering).
Sho Kanzaki (corner exit); in formula, Hayato Todo (hardest out of slow corners).
Leo Martel (launch) and Kofi Darnell (power); in formula, Yoon Ha-eun (rocket start).
Lin Cheng-Han (nitro master); in formula, Kao Yu-hsiang (overtaker, fastest nitro).
Kang Do-yun (all-rounder), Han Seo-a (cool head), Liam Ashford (steady); in formula, Baek Seung-woo (all-rounder) or Jonas Kessler (veteran, easy on tyres).
里歐 · VELOCE · Italy
Launch
Gets a jump the moment the light turns green
林承翰 · 疾雷 · Taiwan
Nitro master
Builds nitro faster than anyone
陳雨晴 · VELOCE · Taiwan
Cornering
More grip in corners
星野美緒 · AURORA · Japan
Top speed
Faster at the end of a straight
神崎翔 · KAMI · Japan
Corner exit
Harder acceleration
姜道允 · TAEGEUK · Korea
All-rounder
A little more acceleration and grip
韓瑞雅 · TAEGEUK · Korea
Cool head
A little more nitro and top speed
連恩 · AERO-LIGHT · UK
Steady
A little more grip and nitro
科菲 · AERO-LIGHT · Ghana
Power
Quick to accelerate and quick off the line
伊森・柯爾比 · KAMI · Australia
Qualifier
Fastest over one lap, with more grip
約納斯・凱斯勒 · KAMI · Germany
Veteran
Easy on tyres, a little more nitro and acceleration
芬恩・考德威爾 · VERGE · UK
Straight-line speed
Fastest at the end of a long straight
藤堂隼人 · KAMI · Japan
Corner exit
Hardest acceleration out of slow corners
白承宇 · TAEGEUK · Korea
All-rounder
A little more acceleration, grip and nitro
尹夏恩 · TAEGEUK · Korea
Rocket start
Fastest away on green, a little more nitro
高宇翔 · FORMOSA · Taiwan
Overtaker
Builds nitro fastest and dares to pass
蘇沐晴 · FORMOSA · Taiwan
Precision cornering
The most grip in fast corners
聖地·莫拉 · DUNE · Argentina
Jump specialist
Loses less speed on landing
塔列克·貝納利 · MESA · Morocco
Off-road veteran
Slowed down less on sand and grass
Road tracks are for bikes and cars, off-road tracks for off-road vehicles, and top-class circuits take formula cars too. Pictures are on the Tracks page.
翠丘國際賽車場
A proper race circuit among green hills: a long straight into linked corners and hairpins.
TipThe end of the long straight is where to pass: sit in the slipstream, and brake early for the hairpins.
翠丘・東環線
The eastern loop of Jade Hills, with lots of fast corners.
TipLots of fast corners: pick a car that handles well and keep it smooth.
翠丘・山谷線
A long course round the valley, with hairpins.
TipA long lap: save nitro for the straights out of the hairpins.
藍灣港口街道賽
A street race along the harbour and the marina. The walls are close; braking is everything.
TipClose walls: pick a car with good brakes and brake early.
藍灣・燈塔線
A short, tight harbour street race.
TipA short lap: the start and the first corner matter most.
藍灣・碼頭線
A fast street race along the marina.
TipFast and close to the walls: top-speed cars have the edge, but do not brake late.
雲嶺山道
Up the mountain and back down again: plenty of hairpins and big changes in height.
TipHairpins everywhere: handling and brakes matter more than top speed, and brake even earlier downhill.
雲嶺・瀑布線
Linked corners on the mountainside, with wide views.
TipOne corner straight after another: a smooth line is faster than hard braking.
雲嶺・松林線
A mountain road up and down through the pines.
TipYou cannot see the corners behind the crests, so learn the line in free practice.
楓紅霧谷山道
A misty autumn valley: cliff-side straights, rock shelters, a tunnel, a viaduct and linked hairpins.
TipYou cannot see far in the fog, so learn the corners in free practice first.
楓紅霧谷・峽谷線
A narrow, twisting gorge road in the fog.
TipNarrow and foggy with few places to pass: make up places at the start.
楓紅霧谷・雪峰線
The autumn mountain road on a clear day, facing the snow peaks.
TipClear skies and a good view: a fine place to practise braking points.
霓虹城市夜賽
A night street race through the city: right-angle turns and flashing neon.
TipRight-angle turns everywhere: cars and drivers that accelerate hard out of corners do best.
霓虹・港灣大道
A night race on a wide city avenue.
TipWide roads and long straights: the slipstream and nitro are how you pass.
霓虹・金融區
A street race of right-angle turns between skyscrapers.
TipRight-angle turn after right-angle turn: brake properly before every one.
棕櫚海岸沙灘賽
A long beach track along the coast: two big jumps, a stretch of big waves, and grass and reefs at the side.
TipSand slows you down, so pick a car that accelerates well, and straighten up before you land.
珊瑚灣沙灘賽
Soft sand round the bay: linked corners, two big jumps and reefs right by the track.
TipThe reefs are right beside the track and hitting one costs speed, so take the linked corners calmly.
赤岩沙漠賽
A dirt road between red mesas, with a big jump and big waves on the long straight.
TipLong straights and big jumps: the top-speed SANDWOLF 15 suits it best.
沙海高原賽
An endless sea of sand with two huge jumps; land with the wheel steady.
TipHuge jumps cost speed on landing, so pick Santi Mora.
雨林泥濘賽
A mud road between giant trees and vines: two jumps, a stretch of big waves, wet and slippery all the way.
TipWet, slippery mud: brake earlier.
林冠高地賽
A long mud road under the thick canopy, with two jumps hidden between linked corners and mud flying on landing.
TipThe jumps hide between corners: straighten up before you land, turn after.
極境國際賽道
A top-grade permanent circuit: wide tarmac run-offs, gravel traps outside the fast corners and two long DRS straights.
TipThe two DRS straights are where to pass; there is gravel outside the fast corners, so do not run wide.
港灣公園賽道
A hybrid circuit on seaside park roads, with barriers close by and a fast, flowing line.
TipFast with barriers close by: keep a steady rhythm; a car that handles well is easier here.
極境交鋒 Apex Verge
Motorcycles, cars, off-road and formula racing in one game
Coming soon to the App Store