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1CARS Race

Race real cars from our catalog on their real figures - kW, kerb weight, 0–100 km/h, top speed, drive and size. Launch and shift in a drag duel, brake for the corners of a mountain pass, call the winner or play your car’s stats like trumps. Every race has a seed and a link you can share.

Play: choose a game mode

Your car against five rivals of its class. Play each stat once — highest number takes the round.

0 coinsWin streak 0

Race of the day Mountain Pass · 26 Oct 2026 · the same cars and seed for everyone today. Play today’s challenge

You A706

Nissan Skyline R32

2.6 l RB26DETT twin-turbo six · 1989–1993 Classic

  • Power61
  • Grip72
  • Handling72
  • Top speed66
  • Launch70
  • Reliability78
Where these numbers come from
  • Power: 144 kW per tonne from 206 kW and 1,430 kg (catalog)
  • Launch: 0–100 km/h 4.4 s (estimated by the race physics)
  • Top speed: 272 km/h (estimated where power equals air drag)
  • Grip: Estimated from AWD drive, 1,430 kg and performance tyres (tyre size is not in our catalog — assumed from power per tonne)
  • Handling: Estimated from 1,430 kg and sedan body
  • Reliability: 5 % breakdown chance per race — a 37-year-old design (estimated)

Scores are 0–100 across our catalog. “Estimated” means the figure is not in the catalog and was derived with the race physics.

Spec sheet · Model page

Rival A649

Volkswagen Golf Mk8

2.0 l GTI Clubsport TSI · 2019–present

  • Power63
  • Grip55
  • Handling68
  • Top speed58
  • Launch59
Where these numbers come from
  • Power: 151 kW per tonne from 221 kW and 1,459 kg (catalog)
  • Launch: 0–100 km/h 5.6 s (catalog)
  • Top speed: 250 km/h (catalog)
  • Grip: Estimated from FWD drive, 1,459 kg and performance tyres (tyre size is not in our catalog — assumed from power per tonne)
  • Handling: Estimated from 1,459 kg, 1,456 mm tall, hatchback body and 2,636 mm wheelbase

Scores are 0–100 across our catalog. “Estimated” means the figure is not in the catalog and was derived with the race physics.

Spec sheet · Model page

Rivals

5 random catalog cars of class A

You see each rival’s name, not its numbers. Play every stat once - know your cars.

Seed 366373 - weather, wind, the rival’s driving and any breakdowns all follow from it.

Tuning 0 of 3 slots

PI 706Cap A 749

Parts unlock with coins you win. The class cap (A) keeps tuning fair.

Drag strip. A quarter-mile (402 m) from a standing start. Power per tonne decides most of it, traction decides the first second.

  • Power per tonne
  • Traction by drive type (AWD launches best)
  • Official 0–100 km/h
  • Gear-shift pauses
  • Reaction at the lights

Your grid 1 of 4 cars · car 1 is you, car 2 your rival

  1. MAN TGS 1

    MAN TGS

    Base version · 2007

    • 397 kW (540 PS)
    • 2,500 Nm
    • Front-wheel drive
    • Truck

    Not race-ready for this track - missing: kerb weight (or an official 0–100 km/h time)

    Model page · Spec sheet · Remove

Add at least two cars to start a race.

Catalog records: quickest 402 m by body type

Simulated on a dry strip with a perfect start (no reaction time), using the same physics as the race. Only race-ready versions count.

How the race is calculated

The idea: real figures, simple physics, nothing invented

Each car is a specific version from our catalog. The race uses its power (kW), kerb weight plus a 75 kg driver, official 0–100 km/h, top speed, drive type, gearbox and size. If a figure a track needs is missing, the car is marked “not race-ready” for that track and the page says which figure is missing. Where we have to fill a gap with a standard approximation - air drag from body type, top speed from power and drag, a typical gear-shift time - the car’s notes say “estimated” or “assumed”.

Randomness is small and bounded: dry or wet (one race in four is wet), a 0–15 km/h headwind on the Autobahn, a reaction time of 0.15–0.40 s at the lights and ±1.5 % driver form. The seed in the link fixes all of them, so a shared link always replays the same race; “Rematch” uses a new seed.

Car cards, performance index and classes

Each car gets five scores from 0 to 100: Power (kW per tonne), Grip (drive type, weight and a tyre class assumed from power per tonne - tyre sizes are not in our catalog), Handling (weight, height, body type and wheelbase), Top speed and Launch (official 0–100 km/h, or the race physics when the catalog has no time). Classic cars (25+ years) also show Reliability: a 2–12 % chance per race of a breakdown that sends the car into limp mode. The performance index (PI, 100–999) weighs Power 32 %, Launch 18 %, Grip 18 %, Handling 18 % and Top speed 14 %; classes are D below 400, C 400–499, B 500–599, A 600–749 and S from 750. Every card links to the source figures under “Where these numbers come from”.

Drag Duel and Mountain Pass: how your input counts

Drag Duel: the run starts when you tap after the green light (reaction time counts; a jump start costs 1.0 s). In every gear the rev needle climbs from the moment you engage it to the limiter. Shifting in the green zone (top 14 % of the band) is perfect; earlier shifts leave the engine below its power band (−6 % for 0.5 s or −18 % for 0.9 s), and waiting on the limiter adds no speed at all. Mountain Pass: 5–7 corners from the seed, each with a safe speed √(grip × g × radius) from your car’s Handling, the tyres and the surface. Tap brake at the yellow marker: brake too early and you crawl into the corner, too late and you run wide (to 72 % of the corner speed) or, on wet, snowy or gravel roads, spin (2 s). The rival is a bot with a cautious, average or aggressive personality that sets its reaction, shifting and braking. The live picture uses the same 0.01 s physics as the server; the official result is always calculated on the server from the moments you tapped.

Tuning, weather and events

Up to three parts: sport, rain or off-road tyres (one set), ECU tune (+8 % power, +2 % breakdown chance), weight reduction (−5 %), sport suspension (+0.05 g in corners) and nitro (+15 % power for 3 s, once). Each part raises the PI, and a race is capped at the higher stock class of the two cars, so tuning can close a gap but cannot turn a hatchback into a hypercar. Weather (dry 62 %, wet 26 %, snow 12 %), surface (gravel on a third of mountain passes), wind of up to 15 km/h, the rival’s personality, breakdowns and rare punctures (1.5 %) all come from the seed in the link and are shown before the start. Coins, unlocked parts and records are stored only in your browser.

Quick Race: Drag strip

Time-step physics every 0.01 s: thrust = power ÷ speed, limited by tyre grip on the driven wheels (FWD 56 %, RWD 64 %, AWD 95 % of the weight); minus air drag (∝ speed²) and rolling resistance; no thrust during gear shifts. When the catalog has an official 0–100 km/h time, the model is calibrated to match it exactly. Each driver gets a reaction time of 0.15–0.40 s at the lights.

Quick Race: Autobahn top-speed run

Same physics as the drag strip, from 100 km/h, over 5 km. The catalog top speed is a hard ceiling (gearing or limiter); without it, top speed is estimated where power equals air drag plus rolling resistance and labelled "estimated". A random headwind of 0–15 km/h applies to everyone.

Quick Race: Mountain pass

Ten 420 m straights at 6 % uphill (physics as on the drag strip, gravity included) and ten 40 m hairpins with a 22 m radius. Hairpin speed = √(grip × g × radius); grip starts at 0.95 and drops for heavier cars (−0.06 per 500 kg over 1,300 kg), taller cars (−0.2 per metre over 1.35 m) and SUV/van/truck bodies, rises slightly for coupés and roadsters. Braking into each hairpin uses the same grip. Wet roads: grip × 0.72, AWD +0.04.

Quick Race: Off-road trail

Eight 150 m sections, each with a random difficulty (0.7–1.45, the same for every car). Section speed = 38 km/h × capability ÷ difficulty. Capability = drive (4x4 1.0, AWD 0.92, RWD 0.55, FWD 0.6) × body (off-roader 1.0, pick-up 0.97, SUV 0.93 … sedan 0.5, coupé 0.4) × weight (−7 % per 1,000 kg over 2,300 kg) × a small power-per-tonne factor. Ground clearance is not in our catalog yet, so body type stands in for it. Mud: two-wheel drive × 0.72, AWD/4x4 × 0.93.

Quick Race: City sprint

The 50 km/h limit is respected. Blocks of 160–250 m: accelerate (same physics as the drag strip), brake at 3.5 m/s², wait 1 s at each stop. In the two tight turns the speed is 18 km/h for a 4.0 m car, 12 % slower per extra metre of length (a proxy for turning circle, which our catalog does not hold), up to 10 % quicker for shorter cars.

How many cars are race-ready

Out of 4,963 versions in the catalog, 4,159 can race on at least one track: drag strip 1,463, Autobahn 1,463, mountain pass 1,099, off-road trail 3,788, city sprint 1,203. The numbers grow as we add kerb weights, 0–100 times and dimensions to the catalog.

Frequently asked questions

Is the race result real or random?

It is calculated from the catalog figures of each version - power in kW, kerb weight, official 0–100 km/h, top speed, drive type, gearbox, body type and dimensions. A small, bounded random factor (dry or wet, headwind, reaction at the lights, ±1.5 % driver form) makes rematches differ. Every race has a seed in its link, so the same link always gives the same result.

Why is a car "not race-ready" for a track?

Because a figure that track needs is missing from our catalog, for example kerb weight for the mountain pass or drive type for the off-road trail. We never invent specs: the page says exactly which figures are missing.

What does "estimated" mean next to a figure?

Some inputs are not in the catalog and are replaced with standard physics approximations: air drag from the body type and frontal area, top speed where power equals air drag, a 0.3 s gear shift when the gearbox type is unknown. Each estimate is labelled next to the car.

Does a powerful car always win?

No. On the drag strip and the Autobahn power per tonne and top speed dominate, but the city sprint has a 50 km/h limit and tight turns, the mountain pass punishes weight and height in the hairpins, and off-road a 4x4 SUV beats a supercar.

What can I play?

Five modes: Drag Duel (launch on green and shift in the green zone against a bot), Mountain Pass (brake at the marker before each corner, with the bot as a ghost), Quick Race (2–4 cars on five tracks, the physics decides), Guess the Winner (three seconds to pick the faster car) and Card Battle (play your car’s stats against five rivals of its class). Winning earns coins that unlock tuning parts; progress is stored only in your browser.

How many cars can I race?

Two to four versions at a time. Right now 1,463 versions in our catalog are ready for the drag strip, 1,099 for the mountain pass and 3,788 for the off-road trail; more become race-ready as the catalog grows.