Throttle Track is a free party game that runs entirely in the browser — nothing to install. A laptop or TV shows a slot-car circuit. Everyone in the room joins with their phone, and each phone becomes a throttle and nothing else.
The car is in a slot, so it goes where the track goes. Pull the top of the phone back towards you to accelerate, push it away to brake, hold it flat to coast. That is the entire control scheme, and it is the whole game.
You can see a corner coming for about a second, and you are already going too fast for it. Lift now and you give up the straight you just earned. Lift late and you leave the slot, spin, and lose two seconds getting put back. Nobody is ever confused about why they crashed.
Calibrate before you race. Throttle is a held angle, not a nudge, so a phone zeroed at the wrong tilt sits at part throttle for the whole race. Hold the phone however you are actually going to hold it and tap 🎯 CALIBRATE. That pose becomes flat.
If nobody has a phone to spare, a webcam will do. On the host screen, switch PHONES to HANDS at the top, and allow the camera when the browser asks. There is no QR code and nothing to join — the screen with the camera on it is the whole setup.
A small preview appears in the corner. It puts a ring on the hand it is following and a cross where straight ahead is, so you can see both that the camera has you and which way it thinks you are leaning.
One axis makes this the easiest of the six to play by camera and the hardest to be good at: there is nothing to blame but how early you lifted.
Co-op by camera is one player. One camera follows one hand — put your other hand down or it will simply be ignored, marked with a faint dot in the preview. VERSUS is two, one each side of the picture. Hand games keep their own leaderboard, so they are never ranked against a room of phones.
All six circuits in order: Round Table, Doglegs, The Kettle, Washboard, Corkscrew, Bootlace. Three laps each, and the clock never stops between them. Your score is the whole campaign, not a single lap.
One long train with a carriage per phone, and its throttle is the average of everyone aboard. A full train is physically heavier: slower to wind up and slower to haul down. One person losing their nerve costs the room about a fifth of its speed — which is to say they get outvoted.
Same circuit, one lane per phone. Points for placing, and nobody is ever knocked out — last place still finishes and still scores. Lanes mean no contact: your race is yours to lose.
The corner ahead lights red the moment it would throw you at the speed you are carrying right now. It is not a fixed marker on the track — the leader gets the warning earlier than the tail does, because the leader is arriving faster.
Leave the slot and the car tumbles, an invisible hand puts it back, and you carry on about two seconds later. You have lost the corner, not the race.
Solo and versus put you back where you fell. A co-op train is too long to leave draped across a corner, so it restarts from the last checkpoint it passed — the same two seconds, plus whatever ground that costs.
The host screen has an INVITE FRIENDS button with a single link. Opened on a computer it mirrors the race live, about a tenth of a second behind. Opened on a phone it explains the missing half: a phone can't be the arena, so it offers to pass the link to a TV or laptop and then scan the QR that screen puts up.