Racing Mechanics

Racing is the main gameplay for Wildshade. Races start with a short minigame that allows them to gain a boost. Then, the player competes against seven computer-controlled players. During this time, the player performs actions such as steering their horse, jumping obstacles, collecting boosts, casting spells, and drifting. At the end of the race, the player is awarded a rating out of 5 stars, depending on their total points. Total points are the sum of Rank Points, Action Points, and Time Points. The threshold for each star rating differs by which of The Racetracks they are racing on. Players get rounded Total Points / 100 moon coins as a reward for the race, unless they are over their daily limit.

## Action Points

### Starting Bonus

While the countdown occurs, if the player taps down when "2" is showing, and releases when "1" is fading away, the player gets a starting bonus. This also adds a burst of speed at the beginning. Perfect execution grants 100 action points and a massive speed boost. Great execution will get a smaller burst of speed and 50 action points. If no starting bonus is attempted, the player gets no points or burst of speed.

### Magic Orbs

Magic Orbs (originally called Boosts) are shown on the racetrack as glowing yellow orbs. Each orb collected gains the player additional progress in their spell meter, and also 3 action points.

### Drifting

Drifting is unlocked at level five. Drifting allows a user to turn more sharply and grants a "dash" if completed correctly. If held too long, the horse will slow down after drifting. If held too short, no change in speed occurs. Drifting correctly gives a bonus of 3-5 (estimated, needs confirmation) action points.

### Jumps

Jumping over obstacles can gain anywhere from 15 to 25 (estimated, needs confirmation) action points. Jumping also provides a significant boost in the spell meter and a short burst in speed. The points, boost, and speed seem to be awarded upon landing, so if a player is hit by a spell mid-jump, they may not be granted.

### Crystal Wall Parry

Breaking through a crystal wall gives the player 30 action points. To do this, a separate player (breaking their own does not count) must use the crystal wall spell. Then, the player must use either the Sprint, Shield, or Pegasus spell to break the wall. If someone parries a wall, the wall placer gets no action points.

## Spells

There are ten spells available in the game. They are randomly generated when a player's magic meter has reached 100% or they run through a potion bottle. Some spells are more likely to be selected when a rider is in the front of the pack instead of the back. For instance, Crystal Wall will be given more commonly to the player in first place, while Pegasus is more common if the player is not doing as well.

### Bomb

***Earns 10 Action Points if it hits.***

The bomb spell allows a player to plant a circular zone of orange energy behind themselves on the ground. If anyone runs into it, it will trigger an explosion and knock any horses in the zone over. A player can run into their own bomb on a second lap, if nobody else has hit it yet.

### Chains

***Earns 10 Action Points if it hits.***

Allows the player to attack multiple others at a time. The game will highlight the available targets' heads with a gray circle. Being hit causes the target horses to trip and then be "chained" for several seconds after. This is represented by purple lights on the horse's legs. When a horse has been "chained", it cannot jump and will trip again if jumping is attempted.

### Sprint

***Earns 10 Action Points when cast.***

Allows the player to receive a burst of speed for a short period of time. It can be used to reduce the harm of being hit by some spells.

### Lightning

***Earns 15 Action Points if it hits.***

Allows the player to attack multiple others at a time. The game will highlight the available targets' heads with a blue circle. Being hit causes the target horses to trip and be slowed. Once hit, horses will show blue lights on their legs. They cannot drift until the effect is over.

### Crystal Wall

***Earns 20 Action Points if another horse runs into it.***

The crystal wall spell allows a player to plant a spiky blue crystal wall behind themselves on the ground. If anyone runs into it, it will shatter and slow down the horse that hit it first. Only one horse can be slowed by a single crystal wall. If a horse is using sprint, pegasus, or shield, they appear to be able to break through it unharmed, which results in no action points being gained for the caster. A player can run into their own crystal wall on a second lap, if nobody else has hit it yet, which results in no points being gained.

### Pegasus

***Earns 25 Action Points when cast.***

When cast, the caster gets wings on their horse. They get an enormous burst in speed and cannot be hit by any traps (Crystal Walls, Bombs). However, they cannot steer, collect boosts, jump jumps, or collect potions.

### Shield

***Earns 25 Action Points when cast.***

When cast, the caster is surrounded by a golden sphere of protection. They also receive a slight speed boost. While shielded, the horse cannot be hurt by any spells. Unlike the Pegasus spell, the rider still has complete control over the horse and can still gather potions and boosts.

### Phoenix

***Earns 30 Action Points if it hits.***

Allows the player to attack one player who is in front of them. The game will highlight the current target's head with a red circle. Being hit causes the target horses to buck and be slowed.

### Wild Leaves

***Earns 35 Action Points if it hits another horse.***

When cast, a yellow-green tornado of leaves is launched from the front of the caster. It will bounce off of walls and eventually disappear. IF it hits a horse, they horse will be slowed. Wild Leaves is notoriously troublesome, with many players inadvertently hitting themselves.

### Ice Storm

***Earns 50 Action Points if it hits.***

When cast, Ice Storm will automatically target the first place player in the game at casting time. If cast while the caster is in first, it has no effect. It is one of the most damaging attacks in the game. Once hit, the horse will fall completely to the ground and get up very slowly. It is possibly based off of the Blue Turtle Shell in Mario Kart.

## Rank Points

Rank Points are determined by which place a player finishes in. For example, first place will get more rank points than third place. This only matters at the end of the race. Rank points seem to vary from track to track. Rank points include the Lap Bonus from the first lap.

### Lap Bonus

A lap bonus is granted after the completion of the first of the two laps on a track. First place gets 200 points, and each place lower gets fewer points, down to 40 points for eighth.

## Time Points

Time Points are determined by how long running the race takes. For example, finishing in 2:23 will get more time points than 2:43. This only matters at the end of the race. Time points seem to vary from track to track.