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Arcade › Olympic Realism
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Remix Olympic Realism 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 browser-playable 3D athletics mini-game titled “Olympic Realism — Prototype.” Use Three.js with a bright daytime sky, soft fog, strong sun and ambient fill lighting. The environment is a stylized, realistic-feeling LA Memorial Coliseum-inspired stadium: a large oval warm-concrete bowl, dark rim, repeating Peristyle-style paired columns and arch caps, a central torch tower with bowl and orange flame, a dark scoreboard, small rim flags, palm trees outside, and stadium light masts that are visible but not illuminated. The ground is green grass. Use a third-person follow camera behind and slightly above the athlete, with subtle per-foot-strike camera shake. The player is a stylized low-poly 3D track athlete, not photorealistic: a human-like figure with separate pelvis, capsule torso, head, arms, forearms, hands, thighs, calves, white shoes, dark hair with small braid/bead details, and a purple USA-inspired competition suit. Put a visible chest bib reading “USA” and “LYLES,” with “OLYMPIC REALISM” in smaller text. Animate the athlete procedurally: alternating arms and legs, speed-dependent stride, forward lean during acceleration, transition toward upright running, foot-plant cues, vertical bob, and synchronized mild camera impacts. Implement an event-select mode and three playable events, selected with number keys: 1 = 100m Sprint, 2 = Long Jump, 3 = Javelin Throw. Global controls: R restarts the current event and Escape returns to event selection. Space starts an attempt. Track attempts and best results in a persistent in-session HUD: Event, Attempt, and Best. Sprint best is the lowest time; jumps and throws best is the greatest distance. Show contextual instructions and result messages in a translucent dark panel. Sprint: build a red 8-lane track extending along +X, with white lane lines, start at x=10, finish at x=110, and 10m markings. Place the athlete at the start facing +X. Space starts timing. The player runs by pressing A and D in alternating cadence. Each keydown contributes acceleration; clean alternation is rewarded, repeated same-key presses are less effective, and cadence is most efficient around 120–220 ms between steps. Speed accelerates toward roughly 11.8 m/s, with natural early drive acceleration, slight fatigue and drag, and the attempt ends at the finish. Display the finish time and update the best time. Include minimal synth start beep, footstep ticks, and finish chime. Long Jump: build a dark runway along +X at z=-8, from approximately x=10 toward x=60, a light takeoff board at x=60, and a sand pit beginning around x=62 and extending to x=78 with white distance markings. Space starts the attempt; alternating A/D develops approach speed up to about 10.6 m/s; J initiates the jump. Pressing J after crossing the board is a foul. Takeoff quality is strongest when J is pressed within about 0.55 m before the board, and jump distance depends strongly on approach speed and timing. Simulate projectile flight with gravity, landing in the pit, and measure the mark from the board. If the athlete lands before the pit or jumps past the board, show FOUL and do not improve the best. Use a jump cue sound. Javelin Throw: build a dark runway along +X at z=10, ending at a white foul line around x=50, with two faint sector lines spreading forward from the line. Space starts the attempt; alternating A/D builds approach speed up to about 9.4 m/s. Arrow Up and Arrow Down continuously adjust launch angle, constrained to 20–44 degrees, initially 34 degrees. Hold J to charge power, showing angle and charge percentage in the event panel; release J to throw. Throw power combines run-up speed and charge (roughly 18–30 power units), and the projectile launches from near the athlete’s hand with gravity and slight drag. Crossing the foul line before release is a foul. Show a simple gold javelin shaft with a pale metal tip, align it to its velocity in flight, follow it with the camera, and measure landing distance from the foul line. Foul throws show a foul message and do not improve the best; valid throws show the distance. Use the visual HUD layout visible in the prototype: title box at top-left, audio status at top-right, translucent instruction/event panel at bottom-left, stats box at bottom-right, and a compact control legend at upper-right listing 1 Sprint, 2 Long Jump, 3 Javelin, R Restart, Esc Event Select. Enable Tone.js or equivalent minimal synthesized sounds after the first click/key interaction. Keep the presentation clean, restrained, and realistic-feeling rather than arcade-like; technique and timing should matter more than button mashing.