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GripShift Review: Super Monkey Ball Meets Stunt Car Racer

GripShift, Sidhe's 2005 PSP puzzle racer, mixed Super Monkey Ball precision with Stunt Car Racer driving. A 7.3/10 look at its stars and split screen.

By mitch·3 min read
A vehicle locks its wheels onto a wall and slides along it with surprising ease.

GripShift is a racing game that refuses to sit still. Sidhe built it for the PlayStation Portable in 2005, and it plays like two genres forced onto the same track: the puzzle-platform precision of Super Monkey Ball, the driving of Stunt Car Racer. You steer a car through obstacle courses, collect stars, and chase a clock. It came out under Platform Publishing in North America and Ubisoft in PAL territories, and it later landed on PlayStation 3 and Xbox 360.

Trailer, via Game Network ™ .

Super Monkey Ball Meets Stunt Car Racer

The comparison is the game’s own, and it holds. GripShift is not a straight racing game where you hold a line and hit the throttle. The tracks are puzzles. You thread a small car through ramps, gaps and hazards, grabbing stars along the way, and the challenge is figuring out the route before the timer runs out. One bad angle and you are off the edge, resetting.

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That hybrid is the whole appeal. It is also the whole risk. A game that splits its attention between driving feel and puzzle logic can end up doing neither well.

Nitrous, Stars and Split Screen

GripShift leans into speed. The pitch is nitrous-fueled driving action, and the star collecting gives each run a second objective beyond simply finishing. Single player, multiplayer and split screen are all here, so the game works as a solo time-attack grind or as a couch competition.

Sidhe supported the PSP version with official downloadable tracks through the game’s website, an early sign the studio wanted the game to keep growing after launch.

The Turbo Expansion Pack

The biggest addition came later. The “Turbo Expansion Pack” downloadable content arrived on February 13, 2008, exclusively for the Xbox 360 version. It added new single-player and multiplayer modes, eight Race Tracks, eight Deathmatch Arenas and eighteen new music tracks.

That is a substantial package, and the Deathmatch Arenas point at something the base game only hints at: GripShift’s mechanics can carry a competitive mode, not just a solo one. Eighteen new music tracks for a puzzle racer is generous by any standard.

Speed your way through insane levels in this nitrous fueled, star collecting, driving action game!

A PSP Game That Outlived Its Handheld

The PSP version is the origin point, but GripShift’s afterlife is the more interesting story. It came to PlayStation 3 as a download in 2007 through the PlayStation Store, and it reached Xbox 360 through Xbox Live Arcade. The PS3 download stopped being available to purchase in 2014, which means one of the game’s three platforms is now closed to new buyers.

That is the quiet cost of digital distribution. A game built for a handheld in 2005 ended up preserved or lost depending on a storefront’s decisions, not on the quality of the game itself.

What GripShift Gets Right

The core loop is the strength. Collecting stars while fighting a timer gives every track a reason to be replayed, and the puzzle structure means mastery comes from learning a route rather than from raw speed. The split screen and multiplayer modes extend that, and the Turbo Expansion Pack’s eight Race Tracks and eight Deathmatch Arenas show Sidhe understood where the game’s ceiling was.

The weakness is the same hybrid that makes it distinct. GripShift never fully commits to being a great driving game or a great puzzle game, and players who want one or the other will feel the pull of the other half. It is a game of compromises that mostly land.

GripShift scores 7.3 of 10.

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