Play Roadster guide: how to beat all 10 levels
Updated 2026-10-17Play Roadster is a free browser stunt game. Each level adds exactly one new idea, so the trick is to learn that idea and keep the habits from earlier levels. Times below are counted from the moment the car leaves the ramp or track.
Controls: THRUST (Space) fires the rear jet in the direction the car is pointing. LIFT (S) fires the underside jet and slows your fall when the wheels face down. ROTATE (D) spins the car; release it and the spin slows down. On a phone, use the three buttons, and you can hold several at once.
The one tip that matters most: while you hold ROTATE, a guide line next to the car turns solid green when letting go now will land you level. Let go on green.
Level 1 — Convoy launch
Goal
Clear five trucks, spin one full turn and land level.
How to beat it
- Do not touch THRUST or LIFT. The ramp alone carries you over the trucks.
- Hold ROTATE right after takeoff for about 2 seconds.
- Let go when the guide line turns green. A stabiliser near the ground helps level the car.
Common mistakes
Holding ROTATE too long and landing nose-down, or not rotating at all (you need one full turn).
Level 2 — Soft touchdown
Goal
Same jump, but the landing must be gentle.
How to beat it
- Rotate exactly as in level 1 and let go on green.
- Once the wheels face down and you are falling toward the pad, hold LIFT for about a second.
Common mistakes
Pressing LIFT while upside down. It pushes you down instead of slowing you, so wait for the wheels to face the ground.
Level 3 — Flight gate
Goal
Pass through the blue gate, which sits higher than your natural jump.
How to beat it
- Tap THRUST for about 0.2 seconds right after takeoff, while the nose still points up.
- Hold ROTATE, let go on green, then LIFT before touchdown.
Common mistakes
No thrust (you pass under the gate) or long thrust (you overshoot the pad).
Level 4 — Low and long
Goal
Six trucks, a far landing pad and a red ceiling above. Thrust just enough.
How to beat it
- Thrust for about a third of a second: more than level 3, but not much more.
- If you touch the ceiling, thrust a little less; if you land short, a little more.
- Rotate, let go on green, and LIFT before landing.
Common mistakes
Copying level 3 (you land short) or holding THRUST (you hit the ceiling).
Level 5 — Double flip
Goal
A bigger ramp gives more hang time, and you must spin two full turns.
How to beat it
- Hold ROTATE from takeoff for about 4 seconds. The counter in the top-left shows your spins.
- Let go when it reads 2/2 and the guide line is green.
- Hold LIFT for the last half second before touchdown.
Common mistakes
Stopping after one spin out of habit. The landing will say "Spun 1, needs 2".
Level 6 — Inverted intro
Goal
A new track: the car rides a loop and hangs upside down at the top. Release and fly left.
How to beat it
- Wait until the car settles and the prompt says "Press THRUST to release", then tap THRUST.
- You start upside down, so a short ROTATE of about one second is enough to level out.
- LIFT as you fall toward the pad on the left.
Common mistakes
Waiting too long. If you hang for more than about three seconds after settling, the run fails.
Level 7 — Silent gate
Goal
Thrust through the blue gate, then pass the amber gate with every jet off.
How to beat it
- Short THRUST after takeoff, like level 3.
- Let go of everything before the amber gate.
- After the amber gate, hold LIFT to land softly.
Common mistakes
Starting LIFT too early, while still passing the amber gate.
Level 8 — Moving pad
Goal
The landing pad slides back and forth and starts in a different spot every run.
How to beat it
- Watch where the pad is as you take off. A little THRUST lands you further; LIFT keeps you in the air longer.
- Rotate and let go on green as usual, then use LIFT to time the touchdown onto the pad.
Common mistakes
Repeating the exact same timing every run. The pad will not be in the same place.
Level 9 — Headwind
Goal
A strong wind pushes you back toward the trucks.
How to beat it
- THRUST right after takeoff, before you start rotating, while the nose points forward.
- Then rotate, let go on green, and LIFT before touchdown.
- Fuel is tight, so use short bursts.
Common mistakes
No thrust. The wind blows you straight back into the convoy.
Level 10 — Final flight test
Goal
Inverted start, an amber gate right after release, a moving pad, and at least 0.1 fuel left at landing.
How to beat it
- Tap THRUST only to release, then let go immediately, because the amber gate comes right after.
- Rotate about one second to level out, then time LIFT onto the moving pad.
- Keep LIFT short. Running out of fuel fails the run even on a perfect landing.
Common mistakes
Holding THRUST through the amber gate, or burning all the fuel on LIFT.
Still stuck?
Open the menu and watch the demo for your level. After three failed attempts on the same level, you can also watch an ad to skip it.
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