PG Broadcast A race your TikTok LIVE chat drives

A race your TikTok LIVE chat drives

Physics games your TikTok LIVE chat plays together

PG Broadcast (Physics Games Broadcast) is a set of physics-based, multiplayer games for TikTok LIVE — a car race, an artillery duel, a tower duel, an archer duel, mini-golf, a marble run, a rocket launch and a walker race. Up to twenty viewers play each round at once — in an archer duel, as many as join — and every car, shell, arrow, ball, marble, rocket and walker moves by real physics on your broadcast.

Viewers play by typing commands

That is what sets it apart. Viewers need no buttons and no app: they type a few numbers in your chat, and those numbers are the game's parameters — a car's wheels, length, ride height and weight, a tank's angle and power, a rocket's thrust and fuel. They decide how their car, tank, marble or rocket is made, watch how it does, and change their numbers for the next round.

The broadcast screen during race 1 of 3 on a rocky track: the field in a pack at the foot of a steep ramp, its first obstacle, each car under its viewer's name, a progress line with every car on it, and the five leaders' distances below. The broadcast screen during volley 2 of the battle on a mountain: a gauge with arrows to 0°, 45°, 90°, 135° and 180° across the sky and the wind's arrow in the corner; tanks across the arena with their viewers' names and health bars over them and their faces under them, three shells in flight and one bursting on a tank it destroys; and below, the tanks listed by health, each viewer's latest aim beside their name. The broadcast screen during stroke 1 of 3 of a hole on a pond, the flag at 36 m over 14 m of water: the angle gauge across the sky; balls drawn as their viewers' faces, one lobbed high, one splashing into the pond, the others rolling up to the flag; and below, the balls listed by how far they are from the cup, each viewer's latest swing beside their name. The broadcast screen during volley 2 of a tower battle, the towers 24 m apart: each side's airstrike meter in the top corners, with a shout-out under it naming a gifter and what their gift did — built the tower, called an airstrike, raised their shot power — and the gauge and the wind's arrow between them; the red tower and the blue one in the middle of the ground, blue's hardened to stone, three red tanks on the left and three blue ones on the right with their viewers' names, health bars and shot power over them; shells in flight and red's airstrike plane over blue's side; and below, each side's tanks listed with their aims and health. The broadcast screen during volley 3 of an archer battle: the wind at 0.8 with its arrow and the arrow speed at 100% across the top, each tower's health in the corners; the red tower on the left with two boxes stacked in front of it and the blue tower on the right with four, each box framed in its side's colour and marked with its viewer's initial, two of them burning; arrows in flight between them and the damage they deal popping up where they land; and below, each side's five players listed with their numbers and the damage they have dealt. The broadcast screen during run 1 of 3 down a zigzag course: marbles under their viewers' names tumbling down the first ramps, a progress line with every marble on it, and the depths of the five furthest marbles below. The broadcast screen during launch 1 of 3 under a wind shear: the wind in each of its four layers across the top, rockets climbing from the pad under their viewers' names, one tumbled away and one never lifted off, the highest climb marked, and the five highest rockets listed below. The broadcast screen during walk 1 of 3 over hurdles: wobbly walkers piled up at a hurdle and falling over it with a BONK!, each under its viewer's name and its falls, a progress line with every walker on it, and the five leaders' distances and falls below.
The broadcast screen in each game, a new one every four seconds, from the designer's samples.

All the games

Scroll through them side by side. Each game reads its own numbers from the chat and draws its own random ground every cup.

A race your TikTok LIVE chat drives

Your chat builds the cars. The track decides who wins.

PG Broadcast reads your live TikTok chat, turns the five numbers a viewer types into a car, and races up to twenty of them on a random track — drawn on your broadcast, on a screen that is transparent everywhere else. In its artillery duel, two numbers aim a tank instead, and in mini-golf they swing at a ball; in its tower duel a side and the same two numbers aim a tank at the other side's tower; in its archer duel a side and one number put a viewer on a team that looses arrows at the other; in its marble run five numbers make a marble, in its rocket launch a rocket, and in its walker race a wobbly walker that falls over and gets back up.

You need a TikTok account that can go LIVE. Nothing to install: on a computer the race is one Link source in TikTok Live Studio, and from a phone it is one page you share as you go live.

The broadcast screen during race 1 of 3 on a rocky track: the field in a pack at the foot of a steep ramp, its first obstacle, each car under its viewer's name, a progress line with every car on it, and the five leaders' distances below.
The broadcast screen during a race, from the designer's sample cup. Everything around the card is transparent, so it sits over your camera.

What you need

  • A TikTok account that can go LIVE.
  • TikTok Live Studio on your computer — or just your phone, sharing its screen.

The car race

The first game. You create a random track; your viewers build cars for it in the chat, reading the obstacles the lobby warns of. Three races on that one track make a cup, and the longest total distance wins it — in a demolition derby, the car that outlasts the most rivals, in a hill climb the most height climbed, and on a cargo run the most crate-metres.

Five numbers make a car

A viewer types five numbers from 0 to 100 in your chat — front wheel, rear wheel, length, ride height and weight — and those numbers are their car. Their latest numbers count, so they can retune it between races.

60 40 70 30 50

  1. Front wheel 0small, pulls hard 100big, rolls over steps
  2. Rear wheel 0small, pulls hard 100big, rolls over steps
  3. Length 0short, nimble 100long, steady
  4. Ride height 0low, stable 100high, clears rocks
  5. Weight 0light, fast 100heavy, strong

On a cargo run a sixth number loads the car with one crate to six, stacked on its roof: a long car carries them low, a short one in a tower.

60 40 70 30 50 50

  1. Crates 01, a light load 1006, a heavy load

Every track wants its own car

A distance race draws a random track of one of six kinds; a loop track is loops to go round, each wanting speed, the more the bigger it is; a cargo run's haul road is kerbs and climbs that shake a load loose. Before anyone builds, the lobby shows the track up to where it is hardest and the numbers that matter on it — a 60% climb, 10 cm steps, a 2.2 m loop. On a distance race, gaps and boulders come up whatever the kind. There is no finish line: from 300 m the track gets harder and harder, and from 400 m it is at its hardest.

A demolition derby has no track: every car shares one bowl, a floor between two walls that curve up to a steep rim, and the lobby prints the walls' height and the floor's width. A hill climb is one hill that gets steeper and steeper, 25 m at a time, and the lobby prints the grade it opens at and how much steeper it gets.

  • Rolling hills
  • Mountain
  • City
  • Canyon
  • Cliffs
  • Rocks
  • Loops
  • Haul road
  • Bowl
  • Hill

Watch out for the obstacles

Unless you turn Obstacles off, a distance race or a loop track also gets one to three obstacles in its first 300 m, never a weak bridge on a loop track, each testing one of the five numbers. Every car crawls over a kerb, a ramp, a grid and a hump, so speed does not help there; a car sunk too deep in a ford drowns its engine. The lobby's Watch out list says where each one stands and the number it asks for: "Low tunnel 1.6 m at 140 m: keep ride height under about 39".

  • Kerb
  • Steep ramp
  • Grid
  • Hump
  • Low tunnel
  • Ford
  • Weak bridge
  • Headwind

No car is best everywhere

Every number is a trade-off. The weight is the engine: a heavy car pulls hard but runs slow, a light one runs fast but stalls on a steep hill. Small wheels pull harder; big ones roll over steps, gaps and rocks.

Three races make a cup

A race runs for 60 seconds, or until every car is stuck, flipped or fallen off, and scores the metres every car drives. Between races viewers may change their numbers, and the longest total distance over the three races wins the cup. In a hill climb the most height climbed over three races wins. A cargo run scores a car's metres once for every crate still aboard at the end instead: a crate that falls off is lost, and the most crate-metres win.

In a demolition derby the cars ram each other: a car stuck, flipped or over the rim is out, and the screen names the rival that knocked it out. The last car still moving wins the race, a car scores a point for every rival it outlasts, and the most points over three races win the cup. A derby needs two cars to start.

Between races the broadcast screen shows the scores for three seconds, then for seven a car with each of the five numbers marked on the part it sets, and round again.

Gifters get the first seats

Seats go to viewers who typed numbers: the show's top three gifters first, then those who sent a gift since the last cup, then the fastest typers. A viewer keeps their seat for the whole cup.

What your viewers see

The broadcast screen through a car race's cup, drawn from the designer's sample cup — the same screen that goes on air.

The artillery duel

The second game. You create a random arena; your viewers aim tanks across it in the chat, and every tank fires at once. One battle on that arena is the cup: it goes on until one tank or none is left, or until you call a draw, and the tank that outlasts the most rivals wins it.

Two numbers aim a tank

A viewer types an angle from 0 to 180 and a power from 0 to 100 in your chat — 0 fires flat to the right, 90 straight up and 180 flat to the left — and their tank fires their latest aim. A gauge across the top of the arena marks the angles, and each viewer's latest aim is printed beside their name in the list under it.

45 80

  1. Angle 0flat to the right 180flat to the left
  2. Power 0soft, falls short 100hard, flies far

Every arena is fought differently

Each cup draws a random arena of one of four kinds. Before anyone aims, the lobby shows the whole arena and the wind the first volley fires in.

  • Rolling hills
  • Valley
  • Mountain
  • Mesas

Fifteen seconds, then every tank fires

Each volley gives the chat fifteen seconds to aim, then every tank still standing fires at once; once the aims are in, Fire in 3 s cuts the wait short. The wind turns from volley to volley — an arrow shows which way it blows, the longer the stronger — and every shell digs a crater. While the chat aims, a dashed line runs from each gun along its aim, the longer the more power.

The last tank standing

A direct hit takes more than half a tank's health, so two knock it out, and a shell that lands close by takes some. Every volley the tanks grow a little, up to twice their first size, so they get easier and easier to hit. The tanks a volley knocks out are named on screen for three seconds, then leave the arena, and the view closes in on the tanks still standing. The battle goes on, volley after volley, until one tank is left standing or none is. If it drags on, Call a draw ends it: the tanks still standing share first place, and nobody wins the cup.

One battle makes a cup

A tank scores a point for every rival it outlasts, and the most points win the cup: the last tank standing or, if the last ones go down together, the one that had the most health as they fired, and on the same health the one whose viewer joined first. Seats go as in the car race, gifters first.

The broadcast screen during volley 2 of the battle on a mountain: a gauge with arrows to 0°, 45°, 90°, 135° and 180° across the sky and the wind's arrow in the corner; tanks across the arena with their viewers' names and health bars over them and their faces under them, three shells in flight and one bursting on a tank it destroys; and below, the tanks listed by health, each viewer's latest aim beside their name.
A volley in flight, from the designer's sample battle.

Mini-golf

Another of the aiming games' cups. You create a random green; your viewers swing at their balls in the chat with the duel's two numbers, and every ball is struck at once. One hole of three strokes is the cup: the ball in the cup in the fewest strokes wins it, or else the one nearest the cup.

Two numbers swing at a ball

A viewer types an angle from 0 to 180 and a power from 0 to 100 — 0 rolls the ball along the ground to the right, 45 lobs it, 90 sends it straight up — and the power is about the metres it rolls along the ground: 0 40 putts it 40 m. Their ball is drawn as their own TikTok picture, and is struck with their latest swing every stroke until they type a new one.

0 40

Three kinds of green

Each cup draws a random green of one of three kinds: a hill with the cup on top, a pond to lob the ball over, or a ramp that jumps it over the water. Before anyone swings, the lobby shows the whole green, how far away the flag is, and its size — the hill's height or the water's width.

  • Hill
  • Pond
  • Ramp

Three strokes, every ball at once

Each stroke gives the chat fifteen seconds to aim, then every ball not yet in the cup is struck at once from where it lies; once the swings are in, Swing in 3 s cuts the wait short. The balls never hit each other. A ball that lands in the water goes back to where it was struck, and the stroke still counts — SPLASH!, IN! and HOLE IN ONE! go up over the balls.

One hole makes a cup

The hole ends after the third stroke, or as soon as every ball is in. Balls in the cup come first, the fewer strokes the better; the rest follow by how close they lie to the cup. A ball scores a point for every rival it beats, and the most points win the cup. One ball is enough to play, and seats go as in the car race, gifters first.

The broadcast screen during stroke 1 of 3 of a hole on a pond, the flag at 36 m over 14 m of water: the angle gauge across the sky; balls drawn as their viewers' faces, one lobbed high, one splashing into the pond, the others rolling up to the flag; and below, the balls listed by how far they are from the cup, each viewer's latest swing beside their name.
A stroke rolling, from the designer's sample hole.

The tower duel

Red against blue, tanks against towers. You create a random arena with a red tower and a blue one across a gap; your viewers pick a side in the chat and aim a tank at the other side with two numbers, and every tank fires at once, volley after volley, into towers of real blocks that break and topple. One battle is the cup: the side whose tower falls or whose last tank is out loses, and the winning side's top gunner wins it.

A side, then an aim

Viewers pick a side by typing red or blue in your chat — the word in your show's language counts too — and aim their tank at the other side with two numbers: the angle from 0, flat towards the other side, to 90, straight up, and the power from 0 to 90, for example 45 80. Both sides aim the same way, so 45 80 is the same shot from the left as from the right. A viewer who aims or sends a gift without picking a side joins the smaller one. Each side gets up to half the seats, and a battle needs a tank on each side.

red

45 80

Volleys at real towers

Start battle runs the battle, or the auto start does when its countdown ends. The volleys go as in the artillery duel: 15 seconds to aim, Fire in 3 s to cut the wait short, every tank firing at once in the wind, the tanks growing every volley. Each tower is 4 blocks wide and 8 high under its crown, and a shell bursts on any block it touches, its own side's too, breaking blocks and knocking them about. A side loses when its crown falls below half the tower's height or off its foundation, or when its last tank is out; both sides at once is a draw. If the battle drags on, Call a draw ends it.

What a gift does

A gift sent during the battle helps the gifter's side. Every coin is a brick that fills a gap in their tower, then hardens a block from wood to stone to steel, then charges a shield. The coins a viewer has sent in the battle raise their tank's shot power: 1, 10, 100 and 1,000 coins hit 1.25, 1.5, 2 and 3 times as hard, the last with a wider blast. Every 100 coins a side sends call an airstrike of 3 bombs on the other side, and a gift brings the gifter's knocked-out tank back, once, at half health. The broadcast screen thanks every gifter by name and picture and shows what the gift did, never the amount.

One battle makes a cup

The winning side's players come first and everyone else after them, each by the damage they dealt to tanks and blocks; airstrikes count for nobody, and a tie goes to whoever joined the cup first. The winning side's top gunner wins the cup, and a draw has no winner. Seats are given out as in the car race, each side its share, and Remove takes a viewer's tank off the broadcast screen.

The broadcast screen during volley 2 of a tower battle, the towers 24 m apart: each side's airstrike meter in the top corners, with a shout-out under it naming a gifter and what their gift did — built the tower, called an airstrike, raised their shot power — and the gauge and the wind's arrow between them; the red tower and the blue one in the middle of the ground, blue's hardened to stone, three red tanks on the left and three blue ones on the right with their viewers' names, health bars and shot power over them; shells in flight and red's airstrike plane over blue's side; and below, each side's tanks listed with their aims and health.
A volley in flight, from the designer's sample tower battle.

The archer duel

The aiming games' team battle. You create a random field with a tower at each end; your viewers pick red or blue in the chat, each becomes a box on their side's pile, and every few seconds every box looses an arrow at the other side at once. There is no seat limit. One battle is the cup: the side whose tower or last box falls loses, and the winning side's top archer wins it.

A side and one number

Viewers join by typing red or blue in your chat — the word in your show's language counts too — or a number from 0 to 100, or both, for example red 70. A number alone joins the smaller side, a side word alone sets the number to 50. The number is how far their arrows fly and can be typed again at any time. Each player is a box on their side's pile: the first four stack in front of the tower, the rest on a stair rising towards the back. Once the battle has started, a newcomer's number puts them on a side drawn at random, and a side word alone does nothing. A battle needs a player on each side.

red 70

Every box looses on the beat

Start battle runs the battle, or the auto start does when its countdown ends. Every volley beat each box looses an arrow at the other side, in that volley's wind, and every arrow lands before the next volley flies. An arrow stops at the first enemy box or the enemy tower and takes 1 off it; a box starts with 3, a tower with 9. The towers fire too: 1 arrow each, 2 after two volleys in a row with no hit, then one more for every volley with none. The arrow speed slider, from 0 to 200%, stretches or shortens every player's arrows from the next volley on, for when a side can no longer reach the other.

Gifts and comebacks

A gift sent during the battle helps the gifter. Under 50 coins it boosts their arrows for the next 3 volleys: more arrows, each hitting harder, the more coins. From 50 coins it also refills all their boxes to 3. From 100 coins every box of theirs goes to 6, they get an extra box for every whole 100 coins, and their side's tower is repaired to 9. A knocked-out player's gifts count towards a comeback instead: once they reach the cost you picked, one box comes back, and there is no limit. The broadcast screen shows what a gift did, never the amount.

One battle makes a cup

A side loses when its tower falls or its last box does; both in one volley is a draw, and Call a draw ends a battle that drags on. The winning side's players come first and everyone else after them, each by the damage their arrows dealt; the towers' arrows count for nobody, and a tie goes to whoever joined the cup first. The winning side's top archer wins the cup, and a draw has no winner. Remove takes a player's boxes off the broadcast screen.

The broadcast screen during volley 3 of an archer battle: the wind at 0.8 with its arrow and the arrow speed at 100% across the top, each tower's health in the corners; the red tower on the left with two boxes stacked in front of it and the blue tower on the right with four, each box framed in its side's colour and marked with its viewer's initial, two of them burning; arrows in flight between them and the damage they deal popping up where they land; and below, each side's five players listed with their numbers and the damage they have dealt.
A volley in flight, from the designer's sample archer battle.

The marble run

The third game. You create a random course, a shaft of ramps zigzagging from wall to wall; your viewers make marbles for it in the chat, and every marble drops at once. Three runs down that one course make a cup, and the marble that beats the most rivals to the bottom wins it.

Five numbers make a marble

A viewer types five numbers from 0 to 100 in your chat — size, weight, bounce, grip and lane — and those numbers are their marble. Their latest numbers count, so they can retune it between runs.

60 30 40 50 50

  1. Size 0small, slips through 100big, rolls fast
  2. Weight 0light, little drag 100heavy, tips seesaws
  3. Bounce 0dead, lands still 100bouncy, keeps its speed
  4. Grip 0slippery, slides fast 100grippy, climbs rollers
  5. Lane 0drops in at the left 100drops in at the right

Every course wants its own marble

Each cup draws a random course of one of five kinds. Before anyone builds, the lobby shows the whole course on its side, how deep it goes and its size — zigzag drops, 60 cm necks, seesaws that tip at 10 kg, sieve holes, roller climbs — and which way it flows, so the lane that pays can be read off it.

  • Zigzags
  • Funnels
  • Seesaws
  • Sieves
  • Rollers

No marble is best everywhere

A big marble rolls fastest but sticks in a narrow neck, a heavy one tips the seesaws, a grippy one rides the rollers up, and the lane is where it drops in.

Three runs make a cup

Every marble drops at once and knocks into the others on the way down; one that has not moved half a metre in five seconds is out of the run, and a run lasts at most 60 seconds. A marble scores a point for every rival it beats to the bottom, the rest ranked by how deep they got, and the most points over three runs win the cup. Seats go as in the car race, gifters first.

The broadcast screen during run 1 of 3 down a zigzag course: marbles under their viewers' names tumbling down the first ramps, a progress line with every marble on it, and the depths of the five furthest marbles below.
A run under way, from the designer's sample run.

The rocket launch

The fourth game. You create a random sky; your viewers build rockets for it in the chat, and every rocket lifts off at once. Three launches under that one sky make a cup, won by the highest total climb — or, in a range cup, the furthest.

Five numbers make a rocket

A viewer types thrust, fuel, fins and nose from 0 to 100, and a launch angle from 0 to 180 — 90 straight up, less leaning right, more leaning left. Two numbers are enough: the others count as 50, and the angle as straight up. Their latest numbers are their rocket.

70 60 40 30 80

  1. Thrust 0gentle, thrifty 100strong, thirsty
  2. Fuel 0light, short burn 100heavy, long burn
  3. Fins 0small, little drag 100big, steady, draggy
  4. Nose 0light 100heavy, keeps it straight
  5. Angle 0leaning right 180leaning left

Every sky blows its own way

Each cup draws a random sky of one of five kinds, and every launch has winds of its own in four layers. Before anyone builds, the lobby shows the kind of sky and the wind in each layer.

  • Calm
  • Steady wind
  • Wind shear
  • Gusty
  • Jet stream

Every number is a trade-off

A strong engine lifts a heavy rocket but burns its fuel fast; a gentle one makes its fuel last but may not leave the pad. Fins and a heavy nose keep a rocket flying straight, but drag and weigh; with neither, it tumbles. A steady rocket turns into the wind, and every layer of wind pushes it sideways.

Altitude or range

Every rocket lifts off at once and flies for up to 60 seconds. In an altitude cup a rocket is measured at the top of its climb; in a range cup, where it lands, either side of the pad.

Three launches make a cup

Each launch is flown in winds of its own, and the longest total over the three — the highest, or the furthest — wins the cup. Seats go as in the car race, gifters first.

Between launches, while viewers retune, the broadcast screen shows the scores for three seconds, then for seven a rocket with each of the five numbers marked on the part it sets, and round again.

The broadcast screen during launch 1 of 3 under a wind shear: the wind in each of its four layers across the top, rockets climbing from the pad under their viewers' names, one tumbled away and one never lifted off, the highest climb marked, and the five highest rockets listed below.
A launch in flight, from the designer's sample launch.

The walker race

The fifth game. You create a random terrain; your viewers build wobbly walkers for it in the chat, and every walker sets off at once — stumbling, falling over and getting back up. Three walks over that one terrain make a cup, and the longest total distance wins it.

Five numbers make a walker

A viewer types two to five numbers from 0 to 100 in your chat — legs, stride, pace, body and feet — and those numbers are their walker. The numbers left out count as 50, and their latest numbers count, so they can retune it between walks.

60 40 50 50 60

  1. Legs 0stubby, ducks under beams 100stilts, steps over hurdles
  2. Stride 0shuffle 100big kick
  3. Pace 0plod 100scurry
  4. Body 0skinny 100chunky
  5. Feet 0tiptoe 100clown shoes

Six kinds of terrain

Each cup draws a random terrain of one of six kinds. Before anyone builds, the lobby shows the terrain and its size — a hurdle's height, a stair's step, a beam's clearance, the ice's grip, a hill's grade, a stone's size. From 50 m it gets harder and harder, and from 90 m it is at its hardest.

  • Hurdles
  • Stairs
  • Low beams
  • Ice
  • Hills
  • Rubble

No walker is best everywhere

Every number is a trade-off. Long legs step over hurdles and up stairs, but bonk their head on a low beam and tip over easily; a big stride covers ground but does the splits on ice; a quick pace scurries and stumbles; a chunky body stands steady but drags up a hill; big feet stand firm but catch on a hurdle's top. A walker that falls over gets back up two seconds later and walks on.

Falling over is part of the show

A walker that trips, slips or bonks its head goes down with a BONK!, OOF!, SPLAT! or WHOOPS! over it, lies there two seconds and gets back up where it fell. Every walker's falls are counted beside its name, and the end of the cup names the clumsiest.

Three walks make a cup

A walk runs for 60 seconds, or until every walker is stuck — half a metre in eight seconds is the least it must move — and scores the metres every walker gets. Between walks viewers may change their numbers, and the longest total distance over the three walks wins the cup. Seats go as in the car race, gifters first.

The broadcast screen during walk 1 of 3 over hurdles: wobbly walkers piled up at a hurdle and falling over it with a BONK!, each under its viewer's name and its falls, a progress line with every walker on it, and the five leaders' distances and falls below.
A walk under way, from the designer's sample walk.

From a new account to a race on your broadcast

Four steps, and the first two you do once.

  1. Create your account

    Sign up with your email address and a password of at least 8 characters. Already on QuizBroadcast? The same account signs in here.

  2. Add your TikTok username

    On the dashboard, type the username of the account you go live from, without the @, and press Save. A race reads that account's chat.

  3. Add the broadcast screen to TikTok Live Studio

    Copy the link from the broadcast screen card. In Live Studio choose Add source → Link, paste it in and set the size to 1080 × 1920. On a phone, open the mobile screen instead.

  4. Go live, then create a race track

    Start your TikTok live first, then open the management screen, choose the kind of cup, whether it has sound, how many cars a race seats and whether races start by themselves, and press Create race track. For a duel, choose Aiming Games first and press Create arena, or Aiming Games and Mini-golf and press Create green, or Aiming Games and Tower duel and press Create towers, or Aiming Games and Archer duel and press Create field; for a marble run, choose Marble Run and press Create course; for a rocket launch, choose Rocket Launch and press Create sky; for a walker race, choose Walker Race and press Create terrain. When the show is over, Disconnect at the bottom of the page ends the cup and closes the chat connection.

Read the whole guide

What else it does

You run the show

Start each race, battle, hole, run, launch or walk yourself, or let it start on its own after a 30, 60 or 90 second countdown. Pause holds the lobby and the results, End stops the cup, and Remove takes a viewer's car, tank, ball, marble, rocket or walker off the screen until the next cup. In a battle, Fire in 3 s cuts the aim short and Call a draw ends it; in a hole, Swing in 3 s cuts the aim short; in an archer duel, Call a draw ends it and the arrow speed slider stretches or shortens every player's arrows. Disconnect ends the cup and closes the TikTok chat connection, which End keeps open for the next cup. A cup left alone in its lobby or between its contests pauses itself after five minutes and ends after twenty.

The broadcast screen plays a car race's own sounds — the start lights, the countdown, a crash, a fall, the first car into the hardest of the track, the end of the race and the cup's winner — a hole's — the last seconds of each aim, the strike, a splash, a ball in and a hole in one — and a walker race's — the leader's footsteps, a fall, a getting up and the end of the walk — unless you turn Sounds off for the cup.

  • Create race track
  • Create arena
  • Create green
  • Create towers
  • Create field
  • Create course
  • Create sky
  • Create terrain
  • Start race
  • Start battle
  • Start hole
  • Start run
  • Start launch
  • Start walk
  • Fire in 3 s
  • Call a draw
  • Swing in 3 s
  • Arrow speed
  • Pause
  • Resume
  • End
  • Remove
  • Disconnect

A computer or just your phone

On a computer, the show goes into your TikTok Live Studio scene as one Link source, and you run it from the management screen. From a phone, share its screen as you go live: one screen shows the game and carries its controls.

The same result on every screen

The server runs the official race, volley, stroke, run, launch or walk and judges it; the broadcast screen runs an identical copy only to draw it. If the source reloads, it redraws itself and catches up with whatever is running.

Your own broadcast screen

Choose the broadcast screen's colours, text and elements and add your logo — nothing reaches the live screen until you press Save.

One account with QuizBroadcast

PG Broadcast runs on the same platform as QuizBroadcast, the live quiz show: one email and password sign in to both, and if you are signed in there, Continue with QuizBroadcast signs you in here.

Eleven languages

The dashboard, the management screen, the broadcast screen and this site speak eleven languages, and the broadcast screen speaks the one you run the show in.

  • Türkçe
  • English
  • Español
  • Deutsch
  • Bahasa Indonesia
  • Português
  • Русский
  • العربية
  • اردو
  • Filipino
  • Tiếng Việt

Questions people ask

Which car wins?
None everywhere, by design. A light car runs fast on rolling hills and stalls on a mountain's climb; big wheels roll over city stairs, gaps and rocks that stop small ones; and a loop wants speed — too slow falls out at the top, and a heavy car, strong but slow, gets round only small loops. In a demolition derby a heavy car shoves, and a fast one can fly out over a low wall; up a hill climb a heavy car pulls up the steep stretches, but slowly, while a light one is fast but stalls early. On a cargo run a tall load topples and a heavy one stalls on the climbs. Obstacles ask for one number each: a low tunnel stops a tall car, a ford a low one, a weak bridge a heavy one and a headwind a light one. Look at the track and its Watch out list in the lobby before you build.
Which aim wins?
None everywhere, either. The right angle and power depend on where a tank stands, who is in reach, the ground between them and the volley's wind, and every crater changes the ground. Most shots aimed as if the air were still land anyway; the wind spoils the long lobs over a mountain.
Which marble wins?
It depends on the course. A big marble rolls fastest but sticks in a narrow funnel's neck, a heavy one tips the seesaws, a grippy one climbs the rollers, and the lane that pays depends on which way the course flows. Look at the course in the lobby before you make yours.
Which rocket wins?
It depends on the sky. Every layer of wind pushes a rocket sideways, and a steady rocket turns into the wind, so the build and the lean that go furthest under one sky fall short under another. Look at the winds in the lobby before you build.
Which walker wins?
It depends on the terrain. Long legs step over hurdles and up stairs but bonk their head on a low beam, a big stride covers ground but does the splits on ice, and big feet stand firm. Look at the terrain and its size in the lobby before you build.
How many viewers can play?
A race seats 2 to 20 cars, a battle 2 to 20 tanks, a hole 2 to 20 balls, a marble run 2 to 20 marbles, a launch 2 to 20 rockets and a walk 2 to 20 walkers, as you choose before the cup; an archer duel has no seat limit, and every viewer who joins a side plays. Everyone else who typed waits in line, and a seat that comes free is filled before the next race, run, launch or walk — in a duel or a hole, before it starts.
Do I need a QuizBroadcast account?
No. Create a PG Broadcast account here; if you already have a QuizBroadcast account, it signs in here as it is.
The broadcast screen is blank in Live Studio
Hide the source and show it again. The screen redraws itself completely every time it reconnects, and catches up with a race already running.
The chat will not connect
Check that your TikTok live is running right now, and that the username on the dashboard is spelled exactly right.
There is no sound from the race
Check that Sounds was On when you created the race track, the green or the terrain, and that the source is not muted in Live Studio. A browser plays sound only once its page has been touched: in a browser tab, click the broadcast screen once; on a phone, tap the screen once.

Start your first cup

Create an account, add your TikTok username, and either paste one link into TikTok Live Studio or open the show on your phone.

Create account