Beat That

Open the game
Brand
Acura
Year
2020
Objective
Awareness
Industry
Automotive
Mechanic
Racing & Sports
Platform
Web
Agency
Active Theory
With
Plan8
With
MullenLowe U.S.

Screens

19 screens

Objective

Acura built the game to carry its "Less Talk, More Drive" TV campaign past the airing window into something audiences could act on themselves, reaching a younger, mobile-first audience that ad breaks rarely catch. It doubled as a showcase for the brand's model line and racing pedigree, following on from Acura's earlier Facebook Instant Games experiment with the ILX.

Solution

You open a link on your phone or laptop and you're straight on the starting line — no app to install. Each of six short circuits pits you against the clock in a different Acura, from the 1991 NSX up to the Type S concept, and each lap is styled to a different era of video-game graphics, from blocky 8-bit to full photorealism, right down to the speedometer and pause screen. Lap times run 30 to 60 seconds, so a run costs almost nothing and you're straight back in for another go. Beat the target time and the next car and track unlock; your best lap also lands on a daily and all-time leaderboard for that track. You can send your time to a friend as a challenge, and they race against a ghost car built from your exact run, then share their own result as a car-and-time card or a branded GIF.

Results

The game logged over 300,000 plays in its first week across 179 countries with no paid promotion, averaged more than 7 minutes per session, and drew a 13% returning-visitor rate.

How it plays

9 steps
  1. 1

    The game loads directly at a browser URL (or as a Facebook Instant Game) with nothing to download, opening on a black loading screen with a progress bar.

  2. 2

    An animated 8-bit title screen shows the starting arch and car with a prompt to enable sound; the race begins immediately from this screen in third-person view, with no level-select or menu.

  3. 3

    Controls are taught through on-screen prompts layered over the live drive rather than a separate tutorial: the car auto-accelerates, the player holds left or right arrow keys to steer, and presses the space bar to brake.

  4. 4

    The track is marked by checkpoint gates and a finish arch with directional arrows on the road; the heads-up display stays empty aside from the tutorial prompts, which include a tip to find the optimal racing line, and clears completely once the tutorial ends.

  5. 5

    Players can pause mid-race, with the pause screen rendered in the current level's visual style.

  6. 6

    Finishing a lap shows the time to the thousandth of a second against a target time; falling short restarts the short lap for another attempt, while beating it unlocks the next car, track, graphical era, music, and interface.

  7. 7

    Six levels each pair a different real or concept Acura with its own handling and a distinct track and video-game visual era, progressing from 8-bit graphics through successive console-style generations to near-photorealism.

  8. 8

    Players enter a three-character initial to post their lap time to a per-track leaderboard showing daily and all-time top 10s, and can challenge the leader to race against a ghost recording of that run.

  9. 9

    After a lap, players can generate a shareable card showing their car, level, and lap time to challenge friends via social media or messaging, inviting them to try to beat it.