Reverse Parking
Every bay is reverse-in. Five levels of backing into spaces as the neighboring cars close in.
Tight Parking takes away your side room. Across five levels the space on each side of the car shrinks from about 7 to 3 game units, the angle tolerance is 8°, and you can only afford three collisions.
Touch, or click and hold the buttons. Keyboard: W A S D or the arrow keys.
| W / ↑ | Accelerate |
|---|---|
| S / ↓ | Brake — keep holding when stopped to reverse |
| A / ← · D / → | Steer left · steer right |
| Space | Brake (never reverses) |
| P / Esc | Pause / resume |
| R | Restart the level |
| C · M | Camera follow/overview · sound on/off |
| Touch / mouse | Hold ◀ ▶ to steer, GAS to accelerate, BRAKE / REV to brake and reverse |
Park in a very narrow bay on each of five levels without going over 3 collisions. The margin on each side of the car shrinks from about 7 game units to about 3, so a crooked approach has nowhere to go.
Your heading must be within 8° of the bay direction. Later levels use reverse-in bays whose arrow points out of the space, so you back in.
Levels: Five levels in which the side margin narrows from about 7 to about 3 game units per side, with reverse-in bays in the later stages.
A completed level earns +500, accuracy × 3 (up to +300), +10 per second under par, and −100 per collision, with a minimum of 0. Going over the 3-collision limit fails the level outright, and Try Again restarts it while keeping the points from levels you have already finished in the run.
It is an arcade score, not a verdict on anyone's real-world parking.
Full breakdown: how parking game scoring works.
These are gameplay tips for this arcade game, not real-world driving advice. More in Precision Parking Games · Reverse Parking Games.
Every bay is reverse-in. Five levels of backing into spaces as the neighboring cars close in.
A hard game for neat parkers: 8° tolerance and accuracy targets that rise from 50% to 80%.
Short, hard levels that reward efficient driving. Every change of direction costs 25 points.
Start boxed in by cars and walls, then maneuver out to the green EXIT zone. No bay needed.
Twelve practical tips for narrow-bay parking games: approach angles, low-speed turns, the 8° rule and how to survive a 3-collision limit in Tight Parking.
How accuracy is calculated in precision parking games, what the 8° tolerance and Needs X% message mean, and a routine for clearing 80% and Perfect Park.
A practice plan for reversing in parking games: five drills to tame the flipped steering, then stage-by-stage goals from Reverse Parking to Perfect Park.
Each contact counts as one collision, costs 100 points and bounces the car back a little. You can take up to 3; a fourth fails the level, and Try Again restarts it.
Tight Parking uses an 8° tolerance instead of the usual 12°, so your heading must be within 8° of the bay direction for the park to count.
On the later levels, yes. Those bays have an arrow pointing out of the space, so the nose must face out and the rear goes in first. Always check the bay's arrow before you commit.
The margin starts at about 7 game units per side and shrinks to about 3 by the final level.
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