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Arcade › Ridge Rush

Ridge Rush

  • 3d
  • mountain-bike
  • downhill
  • arcade
  • tricks
  • checkpoint
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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. nilonreef built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Ridge Rush was built by nilonreef 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 Ridge Rush 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 Ridge Rush

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 third-person 3D mountain-bike downhill game titled “Ridge Rush.” The camera should follow a small rider and red-framed mountain bike from behind at a slightly elevated angle, with smooth follow movement and a visible bike made from simple low-poly geometry: two dark torus wheels, red frame tubes, metal fork/handlebars/seat, a red rider body, dark legs, and a yellow helmet. Place the rider at the top of a long descending mountain course.

Build the environment as a stylized low-poly outdoor mountain: a broad dark green mountain base, a narrow brown dirt trail made from roughly ten long terraced segments descending away from the starting area, and raised green berms along both sides of most trail sections. Add several simple brown wooden ramps/jumps on the course. Scatter pine trees and angular rocks along the trail edges. Use soft shadows, a pale blue-gray sky, atmospheric fog, warm directional sunlight, and cool ambient light. Keep the visual style clean, geometric, and game-like rather than photorealistic.

The core gameplay is riding the bike down the trail. Support keyboard controls: WASD or arrow keys to steer/move, Shift for sprint/boost, Space for a bunny hop/jump, and R to reset the current run. On touch devices show circular JUMP and BOOST buttons. Use physics with gravity, jumping, slopes/berms, and a third-person follow camera; allow the player to fall off the course and reset them to the start with a 100-point score penalty.

Start with a centered translucent dark menu panel titled RIDGE RUSH and the subtitle “Carve the mountain, hit the jumps, land the line.” Provide three clickable mode buttons: DOWNHILL with “race the clock,” FREERIDE with “tricks + flow,” and CHECKPOINT with “collect gates.” Starting a mode hides the menu, shows a RESTART button, resets the rider, timer, score, and course state, and displays the selected mode in the HUD.

Implement these modes using only the visible rules: Downhill is a timed ride that ends after 75 seconds; Freeride is an open trick-and-flow ride with no timed completion; Checkpoint requires collecting all four blue checkpoint gates. Put four glowing cyan/blue half-ring gates across the trail at successive positions down the mountain. In Checkpoint mode, riding within approximately 1.6 units of a gate makes it disappear and awards 500 points; finish when all four have been collected. The gates may also be visible as navigation markers in the other modes.

Award score while airborne: add a small amount continuously during airtime, show a temporary “+ AIR TIME” message after being airborne for more than about 0.55 seconds, show “+ BIG AIR” after about 1.4 seconds, and on landing award additional points based on the airtime. Display a running score as an integer and elapsed time to one decimal place.

Use a persistent HUD over the game: top-left rounded translucent panel with “RIDGE RUSH” and “mountain bike freeride”; top-right rounded stats panel showing MODE, TIME, and SCORE; a bottom-left hint reading “Follow the blue gates. Use ramps to chain tricks.”; a centered temporary trick notification; and a RESTART button at the bottom. Match the attached visual language with a very dark blue-green interface background, white uppercase typography, rounded panels with subtle borders and blur, teal mode buttons, cyan gates, gold/yellow accent buttons, and responsive mobile layout. On the start screen, the game world should remain visible dimly behind the menu, and on touch screens display the two circular controls near the lower-right area.

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