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Elimination

Track cycling's elimination race as an arcade game. Six riders on a 250 m velodrome, and every lap the last one over the line is pulled out. Ride at the front and you do all the work. Hide at the back and you have to get past everyone before the line. Survive four eliminations and it comes down to a sprint between two.

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High scores

  1. No scores yet. Be the first.

Controls

↑
Up the track: climb the banking, or go round the outside of the bunch. Costs speed
↓
Down the track: dive off the banking. Gives the speed back
→
More effort: each tap adds 5%; hold to keep adding. Past your riding-hard pace, energy drains fast
←
Less effort: each tap takes 5% off; hold to keep going. Ease off to recover; at 0% you soft-pedal and brake. Also sits up out of a sprint
Space
Jump into the full sprint. Press again to sit up and save energy
L
Look back over your shoulder
P M
Pause, sound

How an elimination works

  • Lap 1 is neutral. A rolling start at a capped pace, and nobody may jump. Find a good wheel. If the bunch is strung out at the end of it, there's another rollout lap.
  • Every lap after that, the last rider over the line is out. The commissaire waves the flag and they pull off into the infield.
  • The drop zone is the back two places. Get out of it before the line, round the outside if you have to.
  • The draft is free speed. Riding on the front all race costs you; so does riding round the whole bunch every lap.
  • You never get it all back. Ease off and energy recovers (soft-pedal for faster), but only to 20 points above the lowest it has been; the energy bar greys out the rest. Full gas recovers nothing.
  • You can't see right behind you. Riders on your wheel are a blur. Look back for the gap and how much the rider behind has left in their legs.
  • With two left, the next lap is a sprint for the win, Match Sprint style.

Points

  • Pick a rider: a Diesel (stamina), a Kilo rider (a bit of both) or a Sprinter (top speed).
  • Five rivals from Match Sprint Standoff, each with their own idea of where to ride. The Champ is always there.
  • Every elimination you survive scores more than the last, and a close call (the rider pulled was less than a bike length behind you) earns a bonus.
  • Your final place pays most. Win the sprint and a fast final 200 m adds a bonus.

All riders are fictional. Any resemblance to someone at your local track is your problem.