- Release Year: 2017
- Platforms: Linux, Macintosh, Windows
- Publisher: Predator (The Cat) Productions
- Developer: Predator (The Cat) Productions
- Genre: Action, Adventure
- Perspective: Side view
- Game Mode: Single-player
- Setting: Contemporary
- Average Score: 70/100

Description
GripShift encompasses two distinct games: the original 2005 puzzle-platform racing game developed by Sidhe for PSP, PS3, and Xbox 360, which blends high-speed driving with obstacle-based puzzles reminiscent of Super Monkey Ball and Stunt Car Racer, and a 2017 Windows action-adventure game featuring 2D side-scrolling gameplay, a contemporary horror narrative, and Unity engine-based mechanics. The 2005 version emphasizes track-based racing and stunt challenges, while the 2017 release shifts focus to exploration and horror elements in a modern setting.
Gripshift Reviews & Reception
metacritic.com (70/100): Gripshift usurps Ridge Racer as the PSP’s greatest racer. In terms of fun, longevity and value for money, it even beats Mario Kart DS into submission – and that’s really saying something!
gameskinny.com : GripShift feels a lot like Trials except with three challenges to every circuit categorized into different difficulty levels.
eurogamer.net : GripShift’s more of a puzzle game, or a collect-’em-up, or a mad upside-down dash to bang your head against a wall.
videogamer.com : GripShift is like the love child of Monkey Ball and Mario Kart.
Gripshift Cheats & Codes
PSP
Enter button sequences at the appropriate menu or race start. For CWCheat codes, use a cheat device.
| Code | Effect |
|---|---|
| R, R, R, L, L, L | Unlock all levels (go to ‘Extras’ menu) |
| Press ‘Accelerate’ immediately after ‘Go’ at race start | Get an extra boost at the start of a race |
| _S ULUS-10040_G GripShift [US]_C0 Infinite Nitrous_L 0x6072EED0 0xFFFFFFFF_L 0x00020001 0x000001A0 | Infinite Nitrous (CWCheat) |
| _C0 Max Stars_L 0x6072EED0 0x00000063_L 0x00020001 0x00000024 | Max Stars (CWCheat) |
Gripshift: Review
Introduction
In the pantheon of unconventional racing games, few titles are as delightfully schizophrenic as Gripshift. Released in 2005 for the PlayStation Portable, this New Zealand-developed gem defied easy categorization, blending high-octane stunt driving with physics-defying puzzles and platforming elements. More than a decade later, its legacy endures as a cult classic—a game that demanded players master three objectives per track simultaneously: racing to a finish line, collecting scattered stars, and hunting down a hidden “Gripshift” logo. While its reception was mixed and its technical constraints evident, Gripshift’s bold fusion of genres and relentless challenge cemented its status as an innovative, if flawed, piece of interactive art. This review deconstructs its development, gameplay, artistry, and enduring impact to reveal a title that was far ahead of its time in spirit, if not in execution.
Development History & Context
Conceived by the New Zealand studio Sidhe Interactive and designed by Andy Satterthwaite, Gripshift emerged from a singular vision: to merge the gravity-defying chaos of Stunt Car Racer with the puzzle-platforming precision of Super Monkey Ball. The game launched exclusively on the PlayStation Portable in 2005—a handheld still in its infancy—published by Platform Publishing in North America and Ubisoft in PAL regions. The PSP’s limited hardware power dictated its design: tracks were suspended in atmospheric voids to sidestep complex geometry, and physics were simplified to a “go-kart pumped full of helium” feel, prioritizing accessibility over realism.
Sidhe’s ambition was clear: to create a “racing game with a twist.” This manifested in cross-genre mechanics that felt revolutionary for portable gaming. The PSP’s UMD format allowed for robust content, including a track editor and wireless multiplayer, though its modest processing power resulted in occasionally jittery frame rates. By 2007, Gripshift was reborn on home consoles via PlayStation Store (2007) and Xbox Live Arcade (2007), leveraging the PhyreEngine to enhance visuals with 720p resolution and 60fps gameplay on PS3. These ports added online leaderboards and a “Turbo Expansion Pack” (Xbox 360) with new tracks, arenas, and music—but omitted PSP features like the level editor. The game’s delisting from PlayStation Store by 2014 (due to licensing expirations) has since elevated its rarity, preserving it as a time capsule of early digital-era experimentation.
Narrative & Thematic Deep Dive
Gripshift dispenses with conventional storytelling, focusing instead on emergent gameplay narratives. Players choose from six quirky, customizable characters—each with unique vehicles—but their roles are purely cosmetic. The real “plot” unfolds in the player’s relationship with the tracks themselves: a silent, spatial poetry of ramps, loops, and precipices. The objectives—beating time limits, collecting stars, hunting logos—create micro-dramas of risk and reward. A near-miss on a jump, the frantic search for a hidden logo before time expires, or the catharsis of nailing a perfect drift: these moments form the game’s true narrative.
Thematic threads weave through its design. The floating, ethereal tracks evoke a sense of freedom and boundless possibility, contrasting with the constant threat of oblivion (a single miscalculation sends you plummeting into the void). This duality—chaos and control—mirrors the gameplay loop: success demands embracing both improvisation and precision. The absence of antagonists or dialogue underscores a universal theme: the struggle against one’s own limitations. Gripshift is less a story about characters than about the player’s journey from frustration to mastery—a testament to the power of minimalist design.
Gameplay Mechanics & Systems
At its core, Gripshift’s brilliance lies in its tripartite challenge system. Each track presents three distinct goals:
1. Race to the finish within a strict time limit.
2. Collect all stars scattered across the path.
3. Locate and collide with the elusive “Gripshift” logo, often tucked away in precarious locations.
Completing all three in a single run is the ultimate test, rewarding players with bonus credits to unlock new tracks, vehicles, and characters. The controls are deceptively simple—accelerate, drift/brake, and steer—but their implementation is nuanced. Cars drift like soap skates, with mid-air pitch control allowing players to adjust trajectory during jumps. This physics engine, while intentionally unrealistic, enables spectacular shortcuts: using boost pads to launch off-course, bouncing off track edges, or “surfing” the air to cut corners.
Progression is structured around a credit-based system, encouraging repeated playthroughs to perfect routes. Multiplayer, though limited to local sessions on PSP/PS3, offered chaotic fun with modes like car soccer and ice hockey. The Xbox 360 version introduced online leaderboards, transforming single-player challenges into global competitions. Yet Gripshift’s systems had flaws: the drifting mechanic often felt uncontrollable, and the sense of speed diminished as players upgraded vehicles. The track editor (PSP/PS3) was a standout feature, letting users share creations wirelessly or via Sidhe’s website—foreshadowing modern user-generated content ecosystems. Despite quirks, the loop of “just one more try” remains addictive, a testament to Sidhe’s design philosophy.
World-Building, Art & Sound
Gripshift’s world is a surreal dreamscape of floating islands, neon-lit cityscapes, and icy wastelands. Tracks are masterpieces of minimalist design, with vibrant textures and stark contrasts against the infinite void below. The PS3/Xbox 360 ports enhanced this with 720p clarity and 60fps fluidity, though the PSP version’s charmingly simple graphics held their own. Art direction prioritized clarity over realism: obstacles like palm trees and boulders were distinct and interactive, while the “Gripshift” logos glowed with a hypnotic allure. This visual economy kept focus on gameplay, with environments serving as playgrounds for experimentation.
Sound design paired well with the artistry. A pulsating, synth-heavy soundtrack—remixed from the PSP version—infused races with energy, while sound effects for boosts, skids, and collisions provided tactile feedback. Karen Strassman’s vocal work (voice of the game’s guide) added a touch of personality without overshadowing the action. The overall aesthetic evoked a cartoonish, gravity-free carnival, where every track felt like a new, impossible dare. It was a world built not for storytelling, but for the sheer joy of discovery.
Reception & Legacy
Gripshift’s critical reception was a study in contrasts. Aggregated scores on Metacritic reflected this: PSP (70/100), PS3 (67/100), Xbox 360 (72/100). Critics lauded its innovation and addictive design. Eurogamer praised the PS3 version’s leaderboards for injecting replay value, calling it a “compelling example of why downloadable services can be good.” GameZone commended its “colorful beauty” and “cool, techno tracks,” while IGN noted it was “runner-up to Lumines for most innovative handheld game” in 2005. However, flaws were frequently cited. Electronic Gaming Monthly dismissed PSP controls as “unusable,” and GameSpot criticized the “boring” driving mechanics. Famitsu’s lukewarm 27/40 score in Japan underscored its niche appeal.
Awards highlighted its strengths: Sidhe won “Best Handheld Game,” “Best Level Design,” and “Best Game Design” at the 2005 Australian Game Developers Conference. Its legacy lies in its influence. Gripshift prefigured games like Trials (with its physics-based challenges) and Trackmania (with its track editor), proving that racing could be cerebral. Its genre-blending foreshadowed modern hits like Mario Kart 8 Deluxe’s creative tracks. Though delisted from PSN, its cult status persists on Xbox 360 and PSP, celebrated for its daring design and pure, unadulterated fun. Sidhe’s later focus on mobile games (via rebranding as Pikpok) marked the end of an era, but Gripshift’s spirit lives on in the puzzle-platform racers it inspired.
Conclusion
Gripshift is a testament to the power of audacious design. More than a racing game, it was a laboratory for genre fusion—where karting met platforming, and speed gave way to strategy. Its flaws were undeniable: inconsistent controls, limited narrative, and a steep learning curve. Yet these imperfections were inseparable from its charm. The game thrived on the tension between chaos and control, rewarding players with moments of sublime satisfaction after hours of frustration. Its legacy endures not as a commercial juggernaut, but as a cult icon—a reminder that innovation often arrives disguised as quirkiness.
For historians, Gripshift is a vital artifact of the mid-2000s, showcasing the PSP’s potential and the rise of digital distribution. For players, it remains a hidden gem—challenging, joyful, and unforgettable. In a gaming landscape increasingly homogenized, Gripshift’s mad, gravity-defying spirit is more relevant than ever. It may not have redefined racing, but it reimagined it—one impossible stunt, one collected star, at a time. Verdict: A flawed but essential piece of gaming history, Gripshift is a wild, wonderful ride worth taking.