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Arcade › Turbo Finish
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Braxton Stewart built it with Cinevva, so it works on a phone or a tablet too.
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Turbo Finish was built by Braxton Stewart 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 Turbo Finish 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.
Rebuild “Turbo Finish” as a Three.js first-person mobile racing game. The player is seated at the driver/hood line of a low-poly race car on a long, winding asphalt track through a broad green field. Use a bright blue sky in the first round, soft atmospheric fog, directional sunlight and shadows, low-poly Kenney-style racing/nature assets, orange cones along the road, pale segmented shoulders, white center dashes, trees and occasional tall palms on both sides, and blue stunt ramps placed on the track. The road should curve using a combination of smooth sine-like bends and remain roughly 24 units wide. Put the player at the start facing down the road, with the camera in a wide first-person perspective; show the lower cockpit with a stylized Seal Boy driver body but no head: torso, colored suit, arms, hands, legs, a gold chest detail, and a dark three-spoke steering wheel with a gold hub. The player car itself is a low-poly race car model visible around the hood/cockpit area. Core goal and driving: hold GAS to accelerate toward the checkered finish line hundreds of meters ahead (Round 1 finishes around 420–428 m / z=-420), steer smoothly left and right to follow the curvy track, and use BRAKE to slow or stop. Speed is shown in MPH and is driven by acceleration, braking, coasting drag, and a per-round top speed. Keyboard controls must also work: W or ArrowUp for gas, S, ArrowDown, or Space for brake, A/D or ArrowLeft/ArrowRight for steering, N for nitro, and H for horn. On touch devices, provide a large circular draggable steering wheel at bottom left, tall red BRAKE and green GAS pedals at bottom right, a round horn button near the wheel, and a blue/purple NITRO button above the pedals. Dragging directly on the road/canvas vertically changes first-person camera pitch up/down without orbiting around the car. The wheel rotates visually while held and steering returns to center when released. Implement blue ramps at approximately five points along the course. If the car crosses a ramp at sufficient speed and is close to the road center, launch it into the air with vertical velocity, gravity, a brief airborne state and a landing; give a slight speed increase on launch. Nitro consumes one charge, temporarily raises the car’s top speed by about 48%, boosts acceleration, lasts about 2.7 seconds, and has a cooldown; show remaining charges in the HUD. Play horn, nitro, start, police, siren and finish/win sounds if audio is available, and show brief announcer/chat-bubble captions such as “Go go go!”, “Nitro boost activated!”, “Police incoming!”, and “Winner! Prize unlocked!”. Populate the course with simulated opponents rather than real networking. Create up to 29 remote-player race cars (one human plus a hard cap of 30 racers), using alternating low-poly race/sports car models tinted in bright colors. Give each visible opponent a small driver, floating name label (names such as TurboMia, NeonKai, RaceAce, DriftFox, BlueBolt, MaxV, PixelRay and SunnyZ), seeded starting lanes/positions, and simple forward AI motion. Show the active room count, such as “Room CODE: 8/30 racers joined,” based on the round and party cap. Add up to four police chaser cars depending on the round, with black/white styling, red and blue flashing light bars, small officers and “Police 1” style labels. Police follow behind/near the player, trigger a police alert pill and siren/voice when close, and should not prevent the player from simply racing to the finish. At the end of the course build a clearly visible checkered finish strip across the road, a large gold finish arch, checkered flags, and rows of barriers near the finish. Crossing the finish line ends the race and automatically stops the car, plays finish audio, awards cash, increments wins and races, selects a prize from the current round’s prize pool, optionally gives a nitro charge for Nitro prizes, and opens a centered dark translucent finish card. The card should state the cleared round, round name/difficulty, elapsed time, prize and cash reward, with a button to advance to the next round. Restart/next round resets the car, ramps, rivals and finish state; after Round 4 loop back to Round 1. Use four progression themes and parameters: Round 1 “Rookie Run,” Easy, 8 racers, 1 police chaser, finish z=-420, max speed 58, 3 starting nitro,80 reward, Golden Turbo Crown/starter prize pool, bright blue sky, green grass and dark gray road. Round 2 “Neon Map,” Medium, 14 racers, 2 police, finish z=-560, max speed 65, 4 nitro,60, dark navy sky/teal grass/purple road and neon rewards. Round 3 “Rainbow Map,” Hard, 22 racers, 3 police, finish z=-710, max speed 72, 4 nitro, $360, pale pink sky/green grass/purple road and rainbow rewards. Round 4 “Chaos Highway,” Impossible, 30 racers, 4 police, finish z=-900, max speed 82, 5 nitro, $520, dark purple sky/dark green grass/nearly black road and impossible rewards. Keep the current round’s finish distance, level, difficulty, cash, reward and Nitro count visible in the HUD. Build the HUD as a touch-friendly overlay matching the screenshot: a translucent dark rounded speed box at top left with large “0 MPH” and the instruction “Hold GAS. Turn the wheel. Hit the finish.”; a translucent top-right box showing level/difficulty, cash, Nitro charges and “Finish: …m”; a centered room/racer-count pill; a bottom-center circular speedometer dial with a red needle and MPH markings; a bottom cash/wins pill; and a police alert pill when needed. Include top buttons SHOP, ROOM, CHAT, BOARD and a red X hide-UI button. SHOP opens an upgrade panel with cash purchases for Steering Wheel (smoother turns), Gas + Brake Pedals (faster acceleration/stronger brakes), Nitro Tank (longer boost/more charges), and Seal Boy Skin (different suit colors), with four upgrade levels for the first three and three for skin. ROOM opens local seeded room-code controls: create a new code, enter/join a code, set party max from 2 to 30, and copy a share URL containing room and max parameters. Explain that this is a local seeded room setup, not live online multiplayer. CHAT opens a message list/input and displays sent messages as chat bubbles. BOARD opens a leaderboard showing the player’s wins/reward count alongside seeded rivals. X hides most HUD elements for a cleaner view while leaving the driving controls usable. Persist the playable state in a central game state equivalent to: level index, finish position, 24-unit track width, steering and pedal state, first-person camera pitch, Nitro charges/active timer/cooldown, cash, upgrades, airborne state, car x/y/z/heading/speed/max speed/acceleration/brake/turn values, room code/seed/max players, chat, wins/races/rewards, rival state, police state, finish state and elapsed time. Expose equivalent window.getGameState() and window.setGameState(patch) hooks so an external agent can inspect or patch car state, steering, camera pitch, level, cash, upgrades, finish flag and elapsed time. Make the game responsive to desktop and mobile aspect ratios, prevent page scrolling, use large rounded controls, shadows, gradients and translucent panels, and preserve the clean colorful low-poly arcade presentation shown in the reference.