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Arcade › Checkpoint Rider
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Checkpoint Rider was built by Never Ever with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Checkpoint Rider opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a playable 3D third-person arcade motorcycle checkpoint racer titled “Checkpoint Rider.” Use a clean low-poly countryside/city-edge setting with bright blue sky, light fog, simple realistic shadows, and a chase camera positioned behind and slightly above the rider, smoothly following the bike and looking toward its front. The world is a broad green grass plane with a small blue lake off to the left, scattered faceted rocks, many low-poly trees around the course, and distant simple gray buildings with reddish roofs and roadside lamps. Build a short closed road course from dark asphalt segments about 7.2 units wide, bordered by wide tan shoulders and marked with repeated short yellow center dashes. The route starts near (0,0), runs forward to z=-24, bends right through roughly (16,-40) and (38,-40), turns through the right side around (50,-20) and (50,10), then bends left across (28,26), (0,26), and toward (-20,10). Place six blue checkpoint gates in this order: gate 1 around (0,-18), gate 2 around (20,-40), gate 3 around (47,-22), gate 4 around (50,7), gate 5 around (22,26), and a final FINISH gate around (-17,12). Each gate is a translucent blue rectangular sensor plane spanning the road, with two thin white posts and a blue horizontal arch. The player must pass through them in sequence; make the next gate visually/readably active and hide each gate after it is successfully crossed. Do not allow skipping checkpoints. The player is a small stylized Triumph-like motorcycle assembled from simple meshes: dark/black torus wheels with hubs, a chrome frame and fork/handlebar, dark green fuel tank, brown/tan seat, and a simple rider wearing a dark outfit and a white helmet. Start the bike at the beginning of the road, oriented toward the first gate. Use a responsive arcade driving model: throttle accelerates forward up to about 29, brake slows and can reverse down to about -8, steering turns the bike while moving, and apply gentle drag when neither pedal is pressed. Lean the bike visually when steering and spin the wheels as it moves. Keep the camera in a smooth chase position roughly 9.5–11.7 units behind and 4.6 units above the bike. Give the run a 75-second countdown timer. The goal is to reach all six checkpoints before time expires. End in a win state at the finish and show final time and score; end in a loss state for running out of time, leaving the course for more than about 1.1 seconds, falling, or hitting the shoulder at excessive speed. Treat the road corridor as the valid course, with a short grace period off the asphalt/shoulder before declaring “Off course.” Place three visible wooden stunt ramps/boost zones on the route, approximately at (8,-32), (50,-6), and (12,26), each with an orange circular marker. Pressing Space (or the on-screen boost button) gives a normal speed burst; when used while on a ramp and grounded, it also gives an upward jump impulse. Apply gravity while airborne, allow the bike to land, and award a ramp boost bonus of 75. Award additional airtime points for sufficiently long jumps. The bike can also use boost away from ramps, but ramp boosting is the jump action. Place eleven floating gold ring pickups along the road, approximately at (0,-10), (3,-26), (12,-36), (28,-40), (42,-32), (50,-13), (49,4), (38,18), (22,26), (4,26), and (-12,17). Make them hover and rotate; collecting one removes it and awards 150 points. Passing a checkpoint awards 500 points plus a bonus based on remaining time. Show brief messages such as “Go! Hit checkpoint 1,” checkpoint progress, “Pickup +150,” “Ramp boost +75,” airtime bonuses, and warnings when the bike is off the road. Use a readable overlay HUD. In the upper-left, show Time, Checkpoint as 0/6 through 6/6, Score, and Best run time. In the upper-right show contextual messages. At the beginning, display a centered translucent panel titled “Checkpoint Rider” explaining that the player must ride through every blue gate before the timer ends, collect gold rings, and use ramps for boost jumps, with a Start Run button. At the end, show a centered win/loss panel with the result, explanation, score, checkpoints reached, and a Restart Run button. Persist the best winning run time locally and display it when available. Support keyboard controls: W or Up Arrow throttle, S or Down Arrow brake/reverse, A or Left Arrow steer left, D or Right Arrow steer right, and Space boost/jump. Also provide mobile/touch controls: left and right arrow buttons, boost/lightning, throttle/up, and brake/down buttons at the bottom of the screen. A first control press can start the run. Use an uncluttered, colorful low-poly/arcade presentation matching the provided view: the bike is small in the foreground, the road and blue gate are prominent ahead, with trees, grass, rocks, and distant scenery around it. Include smooth lighting, shadows, fog, responsive resizing, and a restartable game loop.