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Arcade › Quarter Mile Mechanic
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Don Teaford (Donnie) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Quarter Mile Mechanic yet. Play it, then tell Don Teaford (Donnie) what you would add next.
Quarter Mile Mechanic was built by Don Teaford (Donnie) 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 Quarter Mile Mechanic 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 mobile-first 3D drag-racing garage management game titled “Quarter Mile Mechanic.” Use Three.js-style real-time 3D rendering with a dark blue/charcoal garage environment, concrete floor, a raised car lift with yellow posts, shelving, dramatic cool overhead/environment lighting, shadows, fog, and reflective materials. Show a rotating sports/tuner car on the lift, with a humanoid mechanic standing nearby. The default car is a red “Street Fox,” but support a garage of 15 sports-style car archetypes with different body silhouettes, colors, weights, horsepower, grip, values, descriptions, and procedural aero/body-kit details such as splitters, ducktails, wings, hood scoops, side skirts, canards, roof vents, parachute packs, and wheelie bars. Use imported low-poly racing/garage/character assets where available, supplemented by visible procedural 3D parts. The main loop is: inspect the car in the garage, select a component category, buy or remove/install parts, customize paint, check the dyno, choose a driver/mechanic, then race a quarter mile for cash or pink slips. Provide 17 selectable component categories in a bottom dock: engine, headers, turbo, supercharger, exhaust, intake, transmission, differential, tires, wheels, axles, cooling, electrical, cams, valves, spark plugs, and belts. Each category has multiple parts with a name, icon/badge, cost, horsepower effect, weight/launch effect, and description. Include stock and upgrade choices such as built engines, V6/V8/W12 swaps, turbochargers, superchargers, drag radials, slicks, forged wheels, short gears, race cooling, upgraded cams and valvetrain. Tapping a category button or a visible 3D part/hotspot selects it. Under-hood categories raise the hood and switch to a service camera view showing the engine bay, snap socket, installed part assembly, and numerous visible bolt heads. Render each installed part as a dedicated colored procedural 3D assembly fitted to its socket. Parts can be removed into category-specific inventory and later selected from inventory and snapped back into the car. Buying a replacement charges cash and moves the previous installed part to inventory. Require a torque-wrench minigame for installing/removing parts: show an overlay with a rotating needle and green target band; the player taps TIGHTEN to stop it, with correct timing completing the action and a miss reporting that it slipped. Include a paint editor on the right panel with a color picker plus Metallic and Pearl sliders. Apply paint using reflective clearcoat/physical materials, environment reflections, metallic response, roughness, and pearl sheen. Recalculate and display live vehicle stats: horsepower, weight, grip, noise, reliability, estimated quarter-mile time, and trap speed. Stats should derive from the base car and installed parts, with engine/forced induction adding power, parts changing weight, tires/differential affecting traction, exhaust affecting noise, and the selected driver affecting estimated performance. Use a dark translucent futuristic HUD over the 3D scene. At the top-left show the bold title “QUARTER MILE MECHANIC” and the subtitle “Garage bay — tap parts, bolt on upgrades, then run the strip.” At the top-right show stat pills for Cash, initially $8,500, and Pink Slips/garage count, initially 1. Along the bottom show horizontally scrollable category buttons with graphic component badges and labels. The large lower-left panel has tabs Garage, Market, Driver, and Race. Garage shows Installed on car, Inventory, Parts counter, and Your Cars cards. Market shows online listings for the 15 cars, prices, ownership state, and a Sell Current Car action that pays 72% of value, while preventing the player from selling their final car. Driver shows 15 named drivers/mechanics, each with reaction, shift, focus, and a trait such as fast tree, clean shifts, steady nerves, risky launch, or parts discount; selecting one changes race performance. Race shows the pink-slip toggle and current tune summary. Add a Dyno Bay / Tune button opening a “Dyno Bay Computer” overlay. A Run Dyno Pull button should generate a visible horsepower bar graph across RPM and display peak wheel horsepower/RPM, torque, AFR, and timing values derived from the current setup. Add a Save Game button that opens a save preview with serialized game state; include a boot animation reading “Fuel pump priming... ECU awake... staging lights ready.” followed by a main menu with “Enter Garage” and “Load Save.” Implement the race as a two-lane straight quarter-mile drag strip in the same 3D style: dark asphalt, two white lane lines, a yellow center line, green start line, red finish line, and orange cones. Place the player and a procedurally selected rival car side by side at the start. The race overlay shows a four-light staging tree, race status, live physics readout, and a large “HOLD TO REV — RELEASE ON GREEN” button. On mobile, hold the launch button to build engine revs and release on green; on desktop also support Space. During the countdown show red/yellow/green staging lights. Releasing at the right time produces a launch quality based on rev position; releasing too early causes a red-light loss. If launched, simulate simplified longitudinal drag physics from mass, horsepower, traction, rolling resistance, aerodynamic drag, and randomized wind. Advance both cars over 402.336 meters and show live distance, MPH, longitudinal/lateral/front/rear G, aerodynamic drag in newtons, and wind in MPH. Use layered engine, turbo, supercharger, exhaust, and wind audio that changes with RPM, throttle, forced induction, and speed. Track rival reaction and launch timing, then announce a win or loss with elapsed time and trap speed. In pink-slip mode, winning adds the rival car to the garage and losing removes the current car if another remains; otherwise award a smaller cash result when pink slips are disabled. Support responsive resizing and pointer/touch interactions throughout, with a polished dark navy, amber/yellow, cyan, red, and mint-green racing UI and translucent panels over the 3D scene.