Racing guide

Sci-Fi Racing Game Tips: Twelve Runs, Twelve Crashes

By 3 min read

The STARSKIM title with a blue ship on a neon track in space next to two game screens of the flight and the record screen
Starskim: short, fast runs.

Key takeaways

  • All twelve runs ended in a crash within nine seconds of pressing Play.
  • Distances ranged from 143 to 518 meters; the medians were 175 m with no keys, 147 m with left held, 276 m with right held and 184 m with taps.
  • No run collected any credits, so the shop stayed locked.
  • The shop lists Red Falcon at 1000, Blue Falcon at 5000 and Silver Falcon at 10000 credits.

The first sci-fi racing game tip is to expect short runs: in Starskim all twelve of our runs ended in a crash within nine seconds, after anywhere from 143 to 518 meters. No steering key gave a clear edge.

How the game works

Starskim is a 3D sci-fi racing game. The start screen has a logo with PLAY and STORE buttons. After PLAY the ship flies forward by itself between tall pale blocks; a small box at the top left shows Distance and Target. A crash scatters red fragments and opens the record screen with the meters you traveled, the credits you collected and the buttons Restart, Store and Exit.

What we measured

We played in a test browser at 1280 by 800 pixels with software rendering, which makes the game run slowly. In each run we pressed PLAY and then did one of four things for about nine seconds: pressed no keys, held the left arrow, held the right arrow or tapped left and right alternately. We read the distance on the record screen. We made three runs for each input.

Distance before the crash, three runs per input
InputRun 1Run 2Run 3Median
No keys175 m518 m156 m175 m
Left arrow held147 m143 m342 m147 m
Right arrow held191 m276 m293 m276 m
Left and right taps160 m187 m184 m184 m

Three runs per input in one test browser with slow software rendering, so the distances are approximate and the spread is wide. Every run showed Credits Collected as +0 and a New Record message, since each started with an empty record. We cannot say from twelve runs that any key helps.

Chart of twelve Starskim runs: distances before the crash ranged from 143 to 518 meters across no keys, left held, right held and left-right taps
Distance before the crash for each run, grouped by input.

What the shop offers

The Starskim Shop lists a row of ships with their prices: Red Falcon at 1000 credits, Blue Falcon at 5000 and Silver Falcon at 10000, followed by Black Sniper. With the credit counter at 0, every ship said Not enough credits.

4 tips that follow from the numbers

  • Plan for short runs. All twelve ended within nine seconds.
  • Do not trust one lucky run. The same input gave 175 and 518 meters.
  • Try the right arrow. It had the highest median, 276 meters, though the sample is small.
  • Look at the shop early. The cheapest ship costs 1000 credits.

Where to try it

Try it yourself in Starskim. For another game in the air, Coralwing puts you in a flight simulator.

Frequently asked questions

How do you start in Starskim?

Press PLAY on the start screen.

How long did our runs last?

Every one of twelve ended in a crash within nine seconds.

How far did the ship get?

From 143 to 518 meters across the twelve runs.

Did a steering key help?

Not clearly; the spread was wide with and without keys.

How many credits did we collect?

None in any of the twelve runs.

Does Starskim work on a phone?

It is made for a keyboard, so it plays best on a computer.

About the author. This guide was written by the team behind Yes This Game. We design, build and test our own browser games, so when a guide quotes numbers, they come from the game’s own code and can be reproduced.

Found a mistake or have a question? Tell us and we will fix the guide.