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Arcade › Runway Giant
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mark Wilson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Runway Giant yet. Play it, then tell Mark Wilson what you would add next.
Runway Giant was built by Mark Wilson 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 Runway Giant 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-based 3D arcade flight game titled “Runway Giant.” Use a third-person chase camera behind and slightly above a large Boeing 747-inspired jumbo jet, with a draggable orbit camera: dragging on the world view rotates the camera around the aircraft, with limited vertical pitch. Render a bright blue sky with atmospheric fog, a huge green ground plane, soft shadows, and simple low-poly/clean 3D materials. The player begins centered on a long dark asphalt runway at ground level, facing straight down its length. The runway is about 64 meters wide and 3200 meters long, with a dashed white centerline, repeated white edge markings, and rows of small taxiway light poles on both sides; lights are cool blue on one side and warm amber on the other. Surround the airport with a broad low-poly environment: terminal buildings near the runway, suburban neighborhoods of small box houses with pitched/conical roofs and roads, moving simple colorful cars, larger city clusters of rectangular towers, a farther downtown skyline, water, and two bridges in the distance. Buildings, bridges, and terminals are collision obstacles. Model the aircraft as a stylized but recognizable jumbo jet. It should have a long white cylindrical fuselage with a rounded forward nose, raised upper-deck hump, dark cockpit windows, rows of small passenger windows, blue side accent stripes, a blue vertical tail fin and horizontal stabilizers, broad swept wings, landing gear visible while on the ground, and four separate engine nacelles (two beneath each wing) with dark intakes. Keep the geometry clean and somewhat low-poly, matching an arcade simulation aesthetic. Core gameplay is a takeoff challenge. The player must build speed down the runway, remain near the center, then pull the nose up at sufficient speed and climb above 220 meters altitude to win. Physics should include throttle-driven acceleration, aerodynamic drag, braking, gravity, lift that improves with airspeed and nose-up pitch, steering/yaw, roll response, vertical speed, and stall risk. Start with speed 0, throttle 0%, altitude 0 m, and vertical speed 0. The aircraft is on its landing gear at the runway height. W/Up increases throttle; S/Down reduces throttle or brakes; A/D or Left/Right steers/yaws and produces a small bank; Space or R rotates/pulls the nose up. Rotation should only lift the aircraft once it is moving fast enough (roughly above 54 m/s); pulling up too early for too long can cause a tail strike and crash. Shift applies stronger braking. After liftoff, the player should gently maintain a positive nose-up attitude, avoid a hard touchdown or stall, and avoid city structures. Leaving the runway at speed, running out of runway, colliding with a building/terminal/tower/bridge, a severe tail strike, a hard landing, or slowing too much after takeoff causes a crash. When crashed, do not freeze the scene or simply replace it with a static game-over screen. Continue simulating a tumbling/sliding wreck: apply rotation and forward sliding motion, gravity and bouncing against the ground, and allow the aircraft to keep moving. Spawn orange fireballs/flames and expanding dark smoke particles around the wreck. On impacts, detach and throw separate aircraft parts such as engines, the tail fin, horizontal stabilizer, and sometimes wing panels; each detached part should tumble independently, fall, bounce, and settle. If a wing digs into the ground during the wreck, detach the corresponding outer wing panel. Crashes with structures should produce stronger breakup/explosion effects. Allow restart with Enter or the on-screen restart button. Use a compact unobtrusive HUD at the top center made of translucent dark rounded pills, showing four live readouts: speed in knots, altitude in meters, throttle percentage, and vertical speed in m/s. Include a small circular restart button at the top-right. For touch devices, provide translucent rounded controls along the bottom: left/right steering buttons on the lower left, and throttle up, ROTATE, and brake/down buttons on the lower right. Buttons should support press-and-hold and adapt to mobile safe areas. Keep the camera/world view draggable even during normal play. Include simple synthesized engine/effect audio that starts after user interaction if audio is available. The visual tone should be a polished low-poly airport takeoff toy with white-and-blue aircraft, dark runway, green airport surroundings, blue water, foggy skyline, shadows, fire, and smoke.