Hyper Pipes

Quick reference · card 1 of 2

The one thing

You race the outside of a pipe. Gravity pulls you toward whichever face of the tube is turned to the ground, so holding the top is the whole skill.

Sliding down the side is not a crash. There is no wall, no reset and no penalty — you can climb back up from anywhere, including from underneath. It costs seconds, nothing else.

Make smaller inputs than feel right. The craft floats, so a second correction before the first has landed is what produces the slow wobble from one side to the other.

Racing controls

ActionKeyboardXboxPlayStation
AccelerateW · UPRTR2
BrakeS · DOWNB · LTCIRCLE · L2
Steer LeftA · LEFTLeft StickLeft Stick
BoostSHIFTRBR1
FireSPACEACROSS
Use ItemXLB · XL1 · SQUARE
Target NextEYTRIANGLE
Camera ViewCSELECTSHARE
ScreenshotF2R3R3
Hide HUDH
PauseESCAPE · PSTARTOPTIONS

All rebindable in Settings. PlayStation pads are relabelled automatically.

Boost

The meter under EARNINGS refills on its own. When it reads BOOST READY, spending it empties it and it starts again.

It fills 2.5× faster on the crest than on the underside. Gravity puts you underneath; staying up top is what pays for it.

CrestUnderside
Easy~4s~10s
Hard~11s~27s

The AI never get a boost meter. It is your single biggest advantage, and it stops refilling the moment it is full — so an unspent meter is a wasted one.

Spend it on the exit of a bend, not into one.

Instant pickups

BoostSpeed surge. Longer when you are behind.
AmmoWorth 3, 5 or 8 — the number is printed on it.
ShockStuns every rider both ways down the pipe.
BountyCredits, straight into the purse.

Item slot — hold one only

Shield6s. Eats mines, walls, shots, shockwaves.
AutopilotA few seconds of perfect line, untouchable.
Tail mineDrops behind you. Cannot catch you.
Jammer6s of no lock-ons. Shots in flight still fly.

Driving over a second item swaps it for the one you are holding.

The firewall

Lead by too much and a wall of fire is sent up the track to meet you head-on. It cannot be dodged — shoot it. Two hits on the gentlest INTENSITY, five on the hardest.

The screen edges glow red as it closes. Out of ammo? Crates are placed ahead of it — guaranteed, and one is enough. It is never sent on the run to the flag.

Modes & progress

Quick reference · card 2 of 2

Championship

24 circuits, 6 leagues, 4 races each. Finishing a race unlocks the next. Three golds in a league opens the next league.

MedalRequires
Gold1st place, and a quick enough time
Silver2nd or 3rd at best
Bronze4th and back

A fast lap in 5th is still 5th. Position caps the medal.

Cups

Races back to back on points, no restarts.

Place12345678
Pts108654321

Rookie, Hyper and Storm are three rounds. The Grand Prix is six and pays 40,000 to win.

Tour

A weekly ladder, the same for everyone, that ends when you are beaten. Score is distance, so finish the race you are losing.

Stages 1–12Podium — 3rd or better
Stages 13–242nd or better
Stage 25+Win, or the run is over

Corkscrews from stage 4, twists from stage 7. Stock craft — no garage parts.

Daily

One circuit built from the date, identical worldwide, replaced at midnight. Stock craft, so the board ranks driving rather than spending.

Race Lab

Build your own: seed, then WHERE, SKY, RACE TYPE, INTENSITY, PIPE, TRACK, TWISTS, COLOUR, FINISH and LAPS. Keepers save to My Tracks and can be strung into your own grand prix.

Share the 16-character TRACK CODE, not the seed. The code carries every dial; a seed alone leaves the other player's dials where they were.

A code holding a RANDOM dial cannot promise the same race — RANDOM is rolled at the start line, not from the seed.

Garage

Six parts, bought per class. Buy Stabilizers first, then Engine from Gold league on. The five hulls are appearance only.

Formats

ClassicThe championship standard.
Boost rushTwice the pickups, all boost.
Gun runFull clips; the AI shoot on sight.
PacifistNo guns, nearly double the hazards.
Gauntlet3 laps, 4 rivals, a wall of mines.
DuelYou and one other. Best purse.