SpeedRunners 2: King of SpeedCommunity
Guide · reference

The items

Eight pick-ups decide most rounds. Half of them go forward, the other half punish whoever is behind you — knowing which is which is the difference between a comeback and a crate in the face.

Rocket — how it is used

Rocket

Homing missile. Fire it forward — or backwards to punish a chaser.

Crate — how it is used

Crate

Drop it behind you; whoever runs into it eats a stumble.

Golden Hook — how it is used

Golden Hook

Grapple an opponent and yank yourself past them.

Freeze Ray — how it is used

Freeze Ray

Freezes the runner in front of you for a moment.

Fireball — how it is used

Fireball

Fast projectile that bounces along the floor.

Shockwave — how it is used

Shockwave

Knocks everyone nearby away from you.

Remote Bomb — how it is used

Remote Bomb

Plant it, then detonate when a rival is on top of it.

Drill — how it is used

Drill

Bore straight ahead through anyone in your way.

Time trials are item-free. DART only records a practice lap for the global boards when no item was used and the timer is valid, so the same routes work for everyone. Practice guide ›