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Remix of Beat Sprint

  • 3d
  • rhythm
  • runner
  • arcade
  • neon
  • mobile
0
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How to play

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

Discussion

Nobody has said anything about Remix of Beat Sprint yet. Play it, then tell Google zzz what you would add next.

Make your own game

Remix of Beat Sprint was built by Google zzz 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 Remix of Beat Sprint 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 Remix of Beat Sprint

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-friendly 3D rhythm runner titled “Beat Sprint.” Use a dark neon sci-fi aesthetic and a fixed forward-facing third-person camera looking down a centered track into a foggy starry horizon. The player is an abstract glowing white/cyan humanoid runner: a rounded capsule body with a small cyan rectangular visor, standing at the center of the track, with a soft circular shadow beneath. The player does not steer left or right; keep them centered on the lane.

World and camera: Build the scene in Three.js or an equivalent real-time 3D engine. Use a near-black navy background (#050816) with atmospheric fog. The camera is a perspective camera positioned above and behind the runner, approximately at (0, 6.5, 12.5), looking toward the track’s distant center around z=-18. Smoothly follow the runner’s vertical jump and slight horizontal position, though the normal player x position is 0. Create a repeating dark rectangular road about 8.4 units wide with glowing cyan lane stripes down its center, purple glowing rails along both edges, and a large faint cyan torus/halo near the far horizon. Add many tiny cyan, pink, and white stars scattered in the sky, slowly moving toward the camera and recycling behind the horizon to suggest forward motion. The road, edge rails, and center stripes should continuously scroll toward the player while the runner remains in place.

Core game loop: The game is a short rhythm run driven by a synthesized electronic beat at 124 BPM. The music begins only when the user presses Start Run, taps the canvas, presses Space/Up, or uses the Jump button. The run lasts for 24 bars of 4 beats (96 beats, about 46.45 seconds). Obstacles are scheduled to beats using the repeating pattern [spawn, no spawn, spawn, no spawn, spawn, spawn, no spawn, spawn], starting after the first three beats. Spawned obstacles travel down the track toward the player at speed 27 from far ahead (roughly z=-118) and arrive at the runner on their scheduled beat. Each obstacle is a glowing pink/magenta rectangular bar, approximately 1.8 wide, 2.45 high, and 0.75 deep, standing across the center of the track; it must be jumped over. Keep obstacles centered rather than creating multiple lanes.

Jump timing and physics: Allow jumping only while grounded. Controls are Space, Up Arrow, a tap on the canvas, or the visible circular Jump button. On each jump, calculate the distance from the nearest beat. A jump within 0.09 seconds of a beat is “Perfect”: launch with vertical velocity 11.4, add 120 points plus 8 times the current streak, increment the streak, and show “Perfect jump” in gold. A jump within 0.18 seconds is “Good”: launch with velocity 9.6, add 70 points plus 4 times the current streak, increment the streak, and show “Good jump” in cyan. Any later/off-beat jump is “Off beat”: launch with velocity 7.8, add 10 points, reset the streak, and show “Off beat” in pink. Use gravity -25 and return the capsule to its grounded y position of 1.15. Perfect jumps visibly leap higher and make the runner glow more strongly; good jumps are medium and off-beat jumps are weaker.

Obstacle collision and scoring: When an obstacle reaches the player (roughly z between -1.0 and 1.1), mark it as passed. If the player’s y is below 2.45, remove one life, reset the streak, show “Missed bar” in red, briefly flash the road’s emissive color red, and end the run when lives reach zero. If the player is at or above 2.45, clear the bar, add 45 points plus 5 times the current streak, and show “Clean clear” for a perfect jump or “Cleared” otherwise. Start with 3 lives. At the end of the 96-beat song phrase, award 120 points per remaining life and finish the run. Stop the music and show the end overlay with the final score and a Run Again button. Restarting resets score, streak, lives, timer, obstacles, and player state.

Rhythm visuals: Add several translucent white pulse rings on the track near the runner that expand and fade in sequence on each beat. Add a set of cyan horizontal beat markers farther down the road that scroll toward the player and briefly brighten on each beat. Include a bottom timing/progress bar with a cyan-to-pink gradient whose fill pulses across its width in sync with the beat. Provide short-lived centered feedback badges for “Feel the beat,” “Perfect jump,” “Good jump,” “Off beat,” “Cleared,” and “Missed bar.”

Audio: Generate the music in-browser with Tone.js or an equivalent synth system. Set transport tempo to 124 BPM. Use a deep kick on quarter notes, a white-noise snare on selected subdivisions, metallic hi-hats on alternating 16th-note steps, a square-wave bass pattern using low notes such as C2/G1/A1/D2, and a quiet triangle-wave lead pattern using notes such as E4/G4/A4/D4. Play a short jump confirmation note: C5 for perfect, A4 for good, and F4 for off-beat.

HUD and screens: At the top, display a translucent rounded dark panel with three columns: SCORE (starting at 0), STREAK (starting at x0), and LIFE (starting at 3). Use uppercase small gray labels and bold white values. Near the bottom, place the long rounded timing bar and a large circular gradient cyan-to-purple Jump button labeled JUMP, especially usable on mobile. On the initial screen, show a centered dark glass card with the small uppercase label “RHYTHM RUNNER,” the large title “Beat Sprint,” and the text “Run the line and jump on the beat. Perfect timing gives you a higher leap, a longer streak, and keeps the music flowing.” Include a prominent gradient “START RUN” button and four small tip cards: “Space / ↑ / tap to jump,” “Perfect jumps clear the tall bars,” “Miss a bar and you lose life,” and “Mobile works with the jump button.” Overlay the game with a dark translucent gradient while the start card is visible. Use responsive sizing for narrow phone screens, prevent page scrolling, and keep the game playable by touch and keyboard.

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