TUX RACERHow to play
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Player’s guide

How to play

Menus, controls, the racing screen, cups and practice: everything you need to get Tux down the mountain with a belly full of herring.

4

Controls

Tux Racer has been designed to make controlling Tux easy and fun. The menus can be navigated with mouse and keyboard, and Tux is controlled using the keyboard.

Tip: instead of using the arrow keys for movement controls, you can also use I J K L. These alternate mappings have been provided for your convenience.
←→

4.1Turning

Use the Left Arrow and Right Arrow keys to turn. The longer you hold down the key, the farther Tux will turn in that direction.

↑

4.2Paddling / flapping

Use the Up Arrow key to make Tux paddle when on the ground and make Tux flap his wings when in the air. This will help you gain speed, especially at the start of the race. Once Tux’s speed is in the yellow area of the Speedometer, paddling will no longer increase his speed, but instead start to slow him down.

When Tux becomes airborne, flapping his wings will help him stay in the air longer. Use the turn keys while flapping to adjust Tux’s direction while in the air.

↓

4.3Braking

Use the Down key to make Tux brake. This will slow him down, which is useful in getting through some tricky spots on the courses. Remember that Tux can turn tighter when traveling at slower speeds.

Ehold, then release

4.4Jumping

Use the E key for jumping. To jump, you must first press and hold the E key to charge energy. This will cause the Energometer level to increase. The fuller the Energometer, the bigger the jump. Releasing the E key will use the charged energy to make Tux jump.

Tux can start charging for the next jump (by pressing E) while still in the air.

↓+←or→

4.5Hard turning

To do a hard turn, hold down the brake key (Down Arrow) and then press one of the turn keys (Left Arrow or Right Arrow). This will cause Tux to do a sharp turn, but will also slow him down.

Backspace

4.6Reset

The Backspace key is used to reset Tux’s position. If you get stuck on a course, press this key.

Q

4.7Quit

Pressing the Q key while racing will end the current race.

5

Racing screen

Once you are racing, you will have a number of displays. This section describes what each of these are.

Tux racing down a snowy slope. Numbered callouts mark the speedometer (1), the energometer (2), the elapsed time (3) and the herring count (4)
Racing screen
  1. 1
    Speedometer – tells you how fast you are going.
  2. 2
    Energometer – tells you how much energy you have charged.
  3. 3
    Elapsed Time – tells you how long you have been racing in the race.
  4. 4
    Herring Collected – tells you how many herring you have collected so far in the race.

5.1Speedometer

The Speedometer shows the current speed of Tux. The speed is displayed in graphic form around the outside of the Energometer, and also in numeric form over the Energometer. As Tux’s speed increases, the colour of the Speedometer changes from green to yellow and then to red. When in the yellow, paddling will no longer increase Tux’s speed, but instead will begin to slow him down. Once in the red zone you will find steering difficult.

5.2Energometer

The Energometer displays Tux’s current energy level. As the circle fills with blue, Tux’s energy increases until the circle is full. The Energometer decides how far and high Tux can jump. See the Jumping section for more information.

5.3Elapsed time

The number in the top left of the screen shows the elapsed time for the current race.

5.4Herring collected

The number in the top right of the screen shows how many herring Tux has collected in the current race.

6

Cup racing

The races in Tux Racer are grouped into events. Currently, there is only one event in Tux Racer, the Herring Run, in which you must collect a certain number of herring within a specified time.

6.1Cup selection menu

The races in each event are grouped into cups – each cup consists of a series of races that you must complete, in sequence, before you may advance to the next cup. You are given four lives to complete each cup and lose one for each time you fail to win a race. Once you run out of lives, you must restart the cup from the beginning.

In the Cup Racing Menu you can select the event and cup in which you will compete. This section describes the menus that are used on the Cup Selection Menu.

The Select event and cup screen with numbered callouts: event (1), cup (2), eligibility message (3), Back (4) and Continue (5)
Cup selection menu
  1. 1
    Event – the name of the currently selected cup class. You can cycle through the classes by clicking on the arrow buttons. You can also use the ← and → keys to cycle through the events.
  2. 2
    Cup – the name of the cup inside the currently selected cup class. You can select the cups by clicking on the arrow buttons. You can also use the ↑ and ↓ keys to cycle through the cups.
  3. 3
    Status – a message informing you whether or not you are eligible to play this cup.
  4. 4
    Back – back to the Main Menu.
  5. 5
    Continue – go to the Cup Race Selection Menu.

6.2Cup race selection menu

When competing in a cup that you have not yet completed, this menu guides you through the races in the cup. You must complete the races in order. For example, you must win the first race in a cup before you can enter the second race. You are given four lives in which to complete all of the races in a cup. If you run out of lives, you will have to re-enter the cup and start over from the first race.

This section describes the menus that are used on the Cup Race Selection Menu.

The Select a race screen for a cup with numbered callouts: course (1), requirements (2), description (3), lives (4), preview (5), Back (6) and Race! (7)
Cup race menu
  1. 1
    Course – the name of the currently selected course. You can cycle through the courses by clicking the arrow buttons. You can also use the ↑ and ↓ keys to cycle through the courses.
  2. 2
    Requirements – the required criteria for completing the course. You must beat each of the 3 possible criteria in order to move on to the next course in the cup.
  3. 3
    Description – a description of the course.
  4. 4
    Lives – number of lives remaining.
  5. 5
    Preview – a preview of the course.
  6. 6
    Back – back to the Cup Selection Menu.
  7. 7
    Race! – start the race.

Once you have completed a cup, this menu can be used to replay any of the races in a cup so that you can try to improve your score.

6.2.1Required time / herring / score

Below the name of the course is a listing of the requirements to beat it. The course may have requirements for maximum time, herring collected, overall score, or any combination of these. To progress to the next course you must beat these requirements. The time listed is the time to beat, the herring listed is the minimum number of herring you must collect, and the score is the minimum score you need to get.

If any of the requirements are listed as 0, then there is no requirement in that category.

6.2.2Lives

To complete each cup, you only have a set number of lives to beat all of the courses. If you beat a course, you don’t lose any lives, and proceed to the next course. If you do not beat the course, then you use up one of your lives (one Tux will disappear from the row) and you can try the same course again. When all your lives are exhausted (no more Tuxes in the row) then you cannot continue the cup, and must re-enter the cup and start over from the first race.

Careful: if you quit a course during a race (by pressing Esc) then you lose one life.
7

Practice racing

Tux Racer has a Practice mode in which you can hone your racing skills. In Practice mode there is no lives counter, so you can play any course as often as you like. You can also customize the race options for more challenge.

7.1Practice menu

The Practice Menu lets you choose a course on which to race, and allows you to customize the race options.

The practice Select a race screen with numbered callouts: course (1), best result (2), description (3), race options (4), preview (5), Back (6) and Race! (7)
Practice menu
  1. 1
    Course – the name of the currently selected course. You can cycle through the courses by clicking the arrow buttons. You can also use the ↑ and ↓ keys to cycle through the courses.
  2. 2
    Best result – the best score achieved on this course. If this area is blank it means you have not tried the course yet.
  3. 3
    Description – a description of the course.
  4. 4
    Race options – see Race options below.
  5. 5
    Preview – a preview of the course.
  6. 6
    Back – back to the Main Menu.
  7. 7
    Race! – start the race.
Note: all user-created or downloaded courses are only available through the Practice Menu.

7.2Race options

A number of options can be set for the current race on the Practice Menu.

7.2.1Lighting conditions

Clicking on the Lighting Conditions button will change the time/weather on the course. The options are Sunny, Foggy, and Night.

7.2.2Wind

Clicking on the Wind button will toggle wind on or off. Wind gusts across the course and makes things more challenging for Tux when he is in the air.

7.2.3Snow

Snow is currently not implemented.

7.2.4Mirror

Clicking on the Mirror button will flip the course so the left is right and right is left.

7.3Scoring

Points can be obtained in two ways: by beating the par time for the course, and by collecting herring. Move quickly and grab as many herring as possible to get the highest score.

Each herring collected gives you the same number of points as beating the par time by two seconds.
8

Game options

8.1Options file

Under Linux the options file is located in the ~/.tuxracer directory. Under Windows the options file is located in the config directory, which can be found in the directory in which you installed Tux Racer. This file is plain text, and is editable with any text editor, such as vi or Notepad.

In the browser version your options and progress are saved automatically in your browser’s storage for this site.
9

Credits

Director / Lead Programmer

Jasmin Patry

Programming Team

Patrick Gilhuly
Eric Hall
Vincent Ma

Art Team

Richard Knowles
Mark Riddell