Kart
Drift the corners. Cash in the sparks. A free one-tap game.
Play nowHold to drift · Let go to boostKart is a one-button kart racing game. Your kart steers itself around an endless circuit floating in the sky, but every corner flings it toward the edge. Hold to drift: the kart swings toward the inside of the bend and its wheels start throwing sparks, blue, then orange, then pink. Let go and the sparks turn into a boost. Drift too long and you'll slide off the inside; let go too early and the corner throws you off the outside. Dodge banana peels, squeeze past slower karts, and see how many laps you can rack up.
How to play Kart
- The kart drives and steers on its own. Corners push it toward the outer edge.
- Hold anywhere to drift. The kart swings toward the inside of the corner and charges sparks.
- Let go to cash the sparks in: blue, orange and pink sparks give longer, faster boosts.
- Stay on the road. Every trip past the checkered line is a lap.
Tips to get a high score
- Let a corner carry you wide first, then drift. Starting from the outside gives you room for a long, pink-spark drift.
- Long hairpins can drag you off the inside. Tap off for a moment, then drift again.
- A drift leans the way it started. On an S-bend, let go between the two corners.
- Banana peels spin you out and kill your boost. Drift or let go early to slide around them.
- Boosts make the next corner come faster and push harder, so be ready to drift again.
How the circuit speeds up
Your top speed climbs for roughly the first 70 seconds, ending up about half again as fast as the start. After that, every lap past the sixth adds a little more, up to a hard cap. The outward push in a corner grows with the square of your speed, so a little extra pace makes every bend fling you much harder.
The track tightens over its first couple of dozen corners. Bends get sharper and can wrap further round, and the straights between them get shorter, so there's less time to drift back to the middle. The opening stretch is always clear, but after that banana peels appear on about a quarter of the track pieces, rising to about three in four, sometimes two at a time.
Three slower karts share the road at roughly 75 to 90 percent of your top speed. Hit the back of one and you drop well below its speed, get shoved sideways and lose your boost.
Getting the most out of each drift
Sparks only start charging once you're in a corner. Holding on a straight leans the kart but builds nothing. From there, blue sparks arrive after a bit over half a second, orange after about 1.1 seconds and pink after about 1.7 seconds. Let go before blue and you get no boost at all.
The boosts scale up steeply. Blue gives about half a second at roughly 16 percent extra speed, orange about 0.8 seconds at 26 percent, and pink about 1.3 seconds at 38 percent. Drifting costs only a sliver of speed, so one pink is worth far more than two blues.
Laps are the only thing that scores. Back-to-back orange or pink boosts build a streak, and a blue boost, a peel or a bump resets it, but the streak is just for show. Coins on the inside of corners go to your coin total, not your lap count.
Where drifts go wrong
A drift picks its direction when it starts: the corner you're in, or the next one if you start on a straight. It can still flip in the first split second if the bend turns the other way, but after that it leans the same way until you let go. Hold through an S-bend and it drags you across the road and off the far side.
While drifting you still feel about a third of the corner's outward push. On a gentle bend the drift easily wins and keeps pulling you inward, which is how you slide off the inside of a long hairpin. Watch your gap to the inner edge, not the spark colour.
A banana spin lasts about half a second. You skid straight on at under half speed with no grip, and lose your boost and any charge. Holding does nothing during the spin, but if you're still holding when it ends, a fresh drift starts that instant, so decide before it ends whether you want one.
Daily levels and ghost races
Today's Kart level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
How do I steer?
You don't need to. The kart follows the road by itself. Your only job is when to drift and when to let go, so it plays with one thumb.
What do the spark colours mean?
They show how long you've been drifting. Blue is a short boost, orange a longer one, and pink the biggest. Back-to-back orange or pink boosts build a combo.
Is it free?
Yes. Every Tapamine game is free to play in your browser with no download and no account.
Does it work on my phone?
Yes. Tapamine is built for phones first: portrait, one thumb, and it works offline after your first visit. It also works with a mouse or the spacebar on a computer.
How do challenges work?
After a run, tap “Challenge a friend” to send a link. Your friend plays the exact same level and races your ghost — a replay of your run — to see who wins.
Add Kart to your site
Kart is free to embed on your blog, class page or website. Paste this code:
<iframe src="https://tapamine.com/embed/kart/" title="Kart: free one-tap game" width="360" height="640" style="border:0;border-radius:16px;max-width:100%" allow="autoplay; fullscreen; web-share" loading="lazy"></iframe>