Race The Sun

Race The Sun

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Getting Higher Scores
By That One Strange Fellow
This guide is for those who are looking to get higher scores in Race The Sun's regular mode. This guide will not be covering Apocalypse mode, Labyrinth mode, or any "Alternate" regions.

I will be assuming you are level 25 already, so if you aren't then you still have some growing to do.
   
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Terminology
Here I will outline what I mean by certain terms I will be using throughout the guide. Pretty much everyone should understand these concepts already so you can skip this section to get to the meat of the guide.

Region:
The number of the area you are within signified at the start of the area

Segment:
An area within a region with a particular layout.
(Plenty of examples given in the rest of the guide)

Lane:
The area immediately in front of the glider which seems to share a common booster presence.

Score:
The number constantly going up in the top-left of the screen. This increases with distance travelled, collecting Tris adds 100, completing a region without bumping into anything or crashing awards 1000.

Multiplier:
The amount each of the score additives are multiplied by. More multiplier means faster passive gain from distance travelled as well as from the bonuses mentioned under the Score definition. Collecting 5 Tris increases the multiplier by one and bumping into something reduces it by 5 (as well as resetting the Tris counter).

Tris:
The blue triangles scattered everywhere. Lowest priority for collection.

Sun boosters:
Yellow-cross; Increases the angle the sun is facing you at, thus increasing the time you have before it goes down.

Jump boosters:
Green-spikes; Gives one charge of the jump ability; Used for manoeuvrability.

Shield boosters:
Purple-shield; Gives one charge of the shield; Prevents a crash from becoming a game over.

Skip portal:
A small portal that sends you to the end of the region.

Alternate portal:
This is a portal that sends you to a custom map designed by community members (or Sunrise by Flippfly). You are still technically in the same region and completing the map will send you to the end of the region in the normal map.
Attachments
There are plenty of attachments that you can choose for your glider, however I would only recommend three:

Magnet 2: Collecting of tris and boosters from a distance. Very helpful to maximise collection without having to put yourself in as much danger. You can collect boosters from their light trails in the air as well as being near them.

Jump Storage 2: Increases jump storage to 3. Jump boosters are more common than Shield boosters and can save you in a pinch. Also helps with collection of sun boosters and general manoeuvrability.

Turning Jets: The name of the game is manoeuvrability. There are a lot of tight turns that you may need to make and turning quicker gives you greater control over your glider.

The common theme is survivability. The longer you can survive, the more points you can collect.

What not the other two?

Battery 2: If you collect enough sun boosters, then you will have no problem with shadows.

Max Portal Storage: The shield boosters are less common than jump boosters. If you can avoid crashing altogether, then this upgrade will never see its full potential.
Overall Strategy
You have to think on your feet if you want to survive to get large scores in the tens or hundreds of millions. You will need to prioritise what you need and how you will get it with the given segments of a region.

Keep the sun high
Without the sun, you will eventually run out of power. Moreover, you will end up with less time until the sun sets due to your battery running out briefly on the longer shadows. The strategy is to collect AT MINIMUM 4 sun boosters in every region. If the sun is running low and you see an alternate portal, you can use that to reset the sun's position in the sky. Try moving to different lanes if you don't seem to be getting many in your current lane.

Play smart, not hard
Tris and your multiplier are the lowest of your concerns. Go for the boosters whenever possible even if it means missing a large amount of tris. Similarly, don't take risks you can't afford.

Remember, when you crash with no shield it is GAME OVER!!!

Listen to music and have fun
Despite the music in game being good on its own, variety in the selection can make it easier to grind out scores. I usually make a playlist (or several) on the side with other songs that I listen to and think about other things while I play, letting my skill slowly improve as I just chill with the music.
Left, Right, and Centre
One of the trickier aspects to learn is how to make your way through the various segments. In this section, I will be covering how you should proceed when looking to survive.

What'll it be?
My strategy is to go to the right side of segments generally. Many of the later segments have boosters located on the right side or are much easier to get through. Similarly, there are segments I would refer to a "centre" segments. These are a linear path that is usually guided by the boosters and tris or has a particular way through it. Some of these I put diagrams for under Special Cases. There are exceptions however...

Leftward lurch
There is three instances that come to mind when I think of left-ward movement. Their left path is the most valuable in terms of tris/boosters. I have given them the names Split Bridge, Split Tunnel, and Four Choices.

Right exceptions
Sometimes taking a more leftward path is advisable if it means not crashing into a wall (or risking exactly that). The below example is of the Spike Wall, where the right ramp is the preferred option due to the booster chance but I was too far out of position so I go through the left path.
[Need better image; But if you know what I'm talking about, you will understand]

The only instance I can think of where the right-most path isn't advisable (other than the aforementioned centre and left paths) is the below example. The path to the second-right is both safer AND you get the rewards of both it and the right-most path.
[Trouble with image, please standby]
Special Cases
Between Regions
If you were launched into the air either by choice or accident, it can be difficult to determine where the booster is going to land during the in-between regions phase. It lands slightly to the side of the second-last tris dropped between the second and third tris.

Giant Cubes
The Giant Cubes segment is a little unique. I would recommend never taking the ramp to the left, always go down the middle. Follow the path to collect as much as possible. If you are coming from the right of the segment, you can opt to collect the tris on that side just before the spikes.

Misc Diagrams
Here are some screenshots and diagrams of paths that I almost always take for their given segments.
Good luck!
New High Score 337 833 455.png]