The weapons are non-lethal and make use of magnetic behaviour to hinder opponents. Racers can for instance launch magnets to weigh down ships. These last over time and eventually overload the system causing it to explode, but barrel rolls can be performed to shake them off. Magnets can also be launched as a cluster. There are rockets that ignite the opponent's thrusters to throw the ship off balance, force blasts provide explosions that disrupt the course, smoke bombs create smoke screens, towlines can stick enemies together or anchor them to the terrain, EMP disrupts magnets and shuts down other crafts, and the time dilator slow downs opponents. Most weapons have a secondary fire mode that launch the attacks backwards or provide an alternate use.
Races are organized around three leagues with sixteen racing series and different types of events such as Combat Race, Knock Out (elimination), Velocity (there are only power-ups that make the crafts go faster) and Magnet Mayhem (only power-ups that distort ships). The courses include Devil's Summit, Lost Canyon, Paradise Isle, Glacier Bay, Deepwoods Pass and Dragon Peaks. They consists of large natural environment with lush growth, many obstacles through natural formations and height differences. The course path is linear but often fairly wide and the crafts need to go through barriers that act as checkpoints.