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Race Car Madness

  • 3d
  • racing
  • arcade
  • endless
  • low-poly
  • mobile
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Steven Whitmire built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Race Car Madness yet. Play it, then tell Steven Whitmire what you would add next.

Make your own game

Race Car Madness was built by Steven Whitmire 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 Race Car Madness 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.

Read the build brief for Race Car Madness

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 arcade driving game titled “Race Car Madness.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera positioned behind and above a small red race car, looking forward down a straight endless roadway. The camera should smoothly follow the car’s horizontal movement and adjust slightly when the car jumps. Use a bright sky-blue background with light atmospheric fog, a flat green ground plane, saturated low-poly scenery, flat-shaded materials, soft shadows, and chunky Nintendo 64-era arcade visuals. Populate the distant sides of the road with simple purple/lavender faceted cone mountains, stylized low-poly green conifer trees with brown trunks, and occasional colorful rectangular billboard props.

The car drives forward automatically; the player does not control acceleration or braking. Build the road from twelve reusable looping segments, each 20 units long, and continuously move/recycle segments toward the player to create an endless straight track. The roadway is a broad dark gray rectangular strip about 12 units wide, with three narrow lane markers (a yellow center stripe and pale side/lane stripes) and red shoulder strips at both edges. The player car starts near the center at the front of the camera and can move laterally across the road, clamped to approximately -4.75 to +4.75 horizontal position. Steering should have inertia: A or Left Arrow steers left, D or Right Arrow steers right, and releasing the keys lets the steering velocity dampen. Visually bank/roll and slightly yaw the car while steering. Provide large on-screen touch buttons with left and right arrow icons for mobile pointer input; hold-to-steer behavior should match the keyboard controls.

Randomly populate recycled track segments, leaving the first two segments safe at the start. On later segments, usually place one barrier and sometimes two barriers, selecting among three lanes and varying their longitudinal position. Barriers should be chunky low-poly racing-kit-style wall obstacles, with a white body and red stripe fallback appearance. The car crashes if it is close to a barrier horizontally and longitudinally, is not sufficiently high in the air, and is within the collision height. On collision, hide the car, stop normal driving, increment the obstacle-hit count, play a heavy impact sound if available, show a burst of roughly 26 small bright cubic explosion particles in yellow, orange, red, and white that fly outward and fall under gravity, and display the message “Boom! Your car exploded. Tap restart.” After about 1.2 seconds show a Restart button; restarting resets the run distance, speed, car position, jump state, crash state, track segment positions, and randomized obstacles.

Randomly place ramps on some non-safe segments, in one of the three lanes. Make them chunky low-poly road ramps, using a yellow/orange wedge fallback appearance or a Kenney racing-kit ramp model. When the car is on the ground and passes over a ramp in its lane, launch it upward with a strong vertical velocity, set it airborne, and increment the jump count. The selected driver changes the jump impulse: Ace Vega has no bonus, Nova Rush has a small jump bonus, and Byte Blaze has a larger jump bonus. Apply gravity so the car arcs and lands back on the road; show “Clean landing.” after a hard landing and a short status message such as “Ramp jump with [driver name]!” on launch. Airborne cars can clear barriers because obstacle collision is suppressed when high enough. Ramps should be triggerable again after they move well behind the player.

Offer three selectable stylized blocky cockpit drivers. Cycle drivers with C on desktop, a “Change Driver” button on the start overlay, and the same button during the race. Rebuild the little seated driver figure visibly inside/on the car when selected: a boxy torso, square helmet, and small visor. Ace Vega uses a cream helmet, blue suit, dark visor, and balanced speed/jump stats. Nova Rush uses a white helmet, orange suit, purple/dark visor, a modest top-speed bonus, and a small jump bonus. Byte Blaze uses a very dark helmet, mint/green suit, cyan visor, a smaller speed bonus, and a large jump bonus. Show the currently selected driver and description on the start screen.

Make the car use a Kenney-style red racing car model from an available racing-kit asset when possible, with a chunky red/white/yellow low-poly fallback car consisting of a box body, cabin, pointed nose, and four dark wheels. Use flat shading and cast/receive shadows on the car, props, ramps, barriers, trees, and mountains. Add a soft circular shadow under the car that shrinks and fades during jumps.

Implement a HUD over the 3D view. In the upper-left, show a dark navy translucent rectangular panel with a thick blue-purple border and blocky shadow, using uppercase cream text for: “DISTANCE: [whole number]M”, “BEST: [whole number]M”, “SPEED: [rounded speed] KM/H”, and “STATUS: READY/RACING/CRASHED.” Distance increases continuously with forward travel and best distance records the greatest distance reached during the session. Start at a displayed speed around 102 KM/H and gradually accelerate to a top speed around 34 internal units plus the selected driver’s speed bonus; convert internal speed to the displayed km/h value by multiplying by about six. The upper-right should show temporary dark red/brown notification boxes with thick dark borders and short uppercase messages such as “TAP START TO RACE.”, “RACE ON — DODGE THE BARRIERS AND HIT THE RAMPS!”, and crash/landing notifications.

At the beginning, show a full-screen translucent blue/dark overlay with a centered chunky arcade panel in yellow-to-orange, a thick dark purple border, large uppercase title “RACE CAR MADNESS,” instructions that the player must dodge obstacles, hit ramps, and survive, desktop and mobile control hints, the selected driver description, a yellow “START RACE” button, and a “CHANGE DRIVER” button. Starting hides the overlay and begins automatic motion. Keep the mobile controls visible over the game at the bottom: two large rounded yellow buttons with dark borders and left/right triangle icons on the lower-left, plus a dark navy instruction label on the lower-right reading “AUTO DRIVE • HIT RAMPS TO JUMP.” Put Change Driver above the lower-right controls and show Restart there only after a crash. Ensure the layout scales to portrait mobile and desktop screens, keeps pointer/touch input from scrolling the page, and preserves the bold blocky arcade presentation.

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