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Kiko Faísca — Downhill Rush
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In every Selminha game: P pauses · M sound · SPACE or tap to startAbout Kiko Faísca — Downhill Rush
Kiko Faísca, the fastest of the Steel Flames crew, takes on a downhill run of nearly three miles in four stretches: the forest, the canyon, the riverside and the ridge ruins. The course mixes turns and straightaways, and two tighter turns, in the canyon and near the ruins, call for braking at just the right moment. Three rivals fight for the track, each at their own pace, and the pack stays close all the way to the line. The electric boost wins the passes, but energy is limited: lightning bolts on the track top up your reserve, and a single repair kit gives you one shot at fixing the kart. Rocks, barriers, other karts and the tire-wrapped trees damage your ride; if the kart breaks down for good, the run ends right there. The challenge is to cross the finish line within four minutes, scoring points for passes, lightning bolts, keeping the kart in one piece and every second left on the clock. TOP 5 leaderboard on the site.
In Selminha's words
“What if a forest trail turned into a racetrack where every turn showed you new scenery and a new chance to pass?”
How to play Kiko Faísca — Downhill Rush and tips for finishing first
- Pick your side of the track: on a phone, with the pad on the left; on a computer, with A and D or ← and →; on a gamepad, with the analog stick or d-pad.
- Brake into the turns: the BRAKE button on a phone; S, ↓ or J on a computer.
- Hold the electric boost to pick up speed: the lightning button on a phone; W, ↑ or L on a computer. It drains 10 energy per second and cuts out when you let go or run out. You start with 65; a full reserve (100) lasts 10 seconds.
- Grab the lightning bolts on the track: each one gives back 15 energy and is worth 100 points.
- Every rival you pass for the first time is worth 200 points.
- There’s one repair kit per run: it restores 20% of your kart, or gives you 200 points if the kart is in perfect shape.
- Rocks, barriers, karts and the tire-wrapped trees damage your ride. If the kart breaks down for good, the run is over and the game goes back to the main menu.
- At the finish, a kart in one piece earns 5 points per condition point left, every second left on the clock is worth 30, and your place adds 2,000 (1st), 1,500 (2nd), 1,000 (3rd) or 500 (4th). P or Esc pause; M toggles sound.
What’s on the way down
- Forest, canyon, river and ruins
- The four stretches of the course, each with its own scenery. Two tight turns, in the canyon and near the ruins, call for the brake.
- Rivals
- Three karts, each at its own pace. They boost too, but they never pick up the lightning bolts.
- Lightning bolts
- Scattered along the track: +15 energy and +100 points each.
- Repair kit
- One per run: +20% kart condition, or +200 points if the kart is in perfect shape.
- Obstacles
- Rocks, barriers, karts and tire-wrapped trees damage your ride.
Controls on phone and computer
- Computer
- Phone: pad on the left picks your side of the track, BRAKE and the lightning button (boost) on the right · Computer: A D or ← → steer; S, ↓ or J brake; hold W, ↑ or L to boost · P or Esc pause · M sound · F full screen · Gamepad: analog stick or d-pad steer, X or Y brake, B boosts, Start pauses, Back sound.
- Touch
- Phone held upright and in full screen (landscape on a computer). Pad on the left, BRAKE and lightning buttons on the right; pause and sound are in the top right corner.
Points and bonuses
- Passes
- +200 the first time you pass each rival.
- Kart in one piece
- At the finish, 5 points for every condition point left.
- Time
- At the finish, 30 points for every second left of the 4 minutes.
- Place
- 1st +2,000; 2nd +1,500; 3rd +1,000; 4th +500.
- Leaderboard
- TOP 5 on the site.
Tell us what happened, or what you would change. The message goes straight to Selminha, and you'll get a reply by email.
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