Gameplay screenshot

Sixth Gear

A racing game on representations of real tracks, with a focus on changing gears correctly to maximise acceleration.

OS X fixed version here.


What's a Clutch?
Presented by assertivist

deja vu
Presented by chrisyan2000

Give this entry an award


Ratings (show detail)

Overall: 2.9
Fun: 3
Production: 3.3
Innovation: 2.5

15% respondents marked the game as not working.
Respondents: 11


File Uploader Date
Gameplay screenshot
LeopardShark 2019/03/31 18:10
Main menu
LeopardShark 2019/03/31 18:09
The final game.
LeopardShark 2019/03/31 18:09

Diary Entries

Start of Day 5

After a couple of false starts on Sunday I finally settled on the idea which I hope I will actually submit. It is a simple racing game with a fairly common twist, which is that you have to change the gears yourself.

The basic game is working, and the engine torque mechanics are almost fully complete, but there's still a lot to do.

Currently the parts of the map that are not track are empty space, and if you fall into them you'll immediately lose. I'm thinking of changing this to sand in order to make the game a bit more forgiving.

Unortunately, I won't be able to get much development done at all today so hope I can finish it off tomorrow and Saturday.

Add a comment

Final Day

The game is much closer to being finished now. The progression round the track has been added, as well as more balanced physics. The menus are now partially implemented, and there is a timer. Another change is that the view now pans depending on the car's velocity, which looks quite nice. Finishing the menus and adding a score saving system is the main priority now, as well as having some better tracks. I also added a nice speed- and rev-ometer, which I'd quite like to have changeable units for.

I think this PyWeek is going alright, considering the shaky start; hopefully I don't notice some horrible oversight while packaging on Sunday morning, as is typical!

Add a comment


I got everything I'd hoped for finished on Saturday. The high-scores save, and the menus are complete, and I got around to adding changeable units (except for the revs – everything internally (except the engine torque curve) is calculated in rad/s, but I don't think many people would use this option!).

I don't think there is anything in particular that people might need to know before playing the game, other than what's already in, but feel free to leave a comment on this post if you have any questions.