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Arcade › Turbo Toy Stunt

Turbo Toy Stunt

  • 3d
  • racing
  • arcade
  • stunt
  • toy-cars
  • neon
  • garage
  • endless-style
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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. elan.artzi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Turbo Toy Stunt yet. Play it, then tell elan.artzi what you would add next.

Make your own game

Turbo Toy Stunt was built by elan.artzi 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 Toy Stunt 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 Turbo Toy Stunt

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-playable 3D arcade toy-car stunt racer titled “Turbo Toy Stunt,” using a dark neon-purple sci-fi toy-diorama aesthetic. Use a Three.js-like perspective camera with shadows, fog, bloom-like emissive neon materials, and a third-person chase view behind and slightly above the player car. The scene background is near-black purple, with a large dark purple rectangular tabletop/floor beneath a long stunt track; include a stylized table silhouette with a broad tabletop and two visible legs in the distance/edges.

Start in a garage/menu view. Keep the 3D car centered in the scene and slowly rotate it while the camera presents it from the front/three-quarter showroom angle. Overlay a translucent dark-purple rounded garage panel at the upper-left, with cyan/violet borders and soft glow. The top bar has a pill reading “TURBO TOY STUNT,” with TOY in pink, and a GARAGE mode pill on the upper-right. The garage panel title is “STUNT GARAGE,” followed by “Pick a ride, tune the stats, then hit the loop.” Provide three selectable vehicle buttons: MONSTER, FORMULA, and MUSCLE. The selected button has a pink highlight/outline. Load visibly different toy-style 3D vehicles: a large monster truck, a futuristic formula/race car, and a race/muscle-style car. The monster is the initial selection.

Show three stat rows for the selected vehicle: TOP SPEED, HANDLING, and ACCEL, each with a numeric value and a horizontal bar filled with a cyan-to-pink gradient. Use these base stats: Monster speed 68, handling 55, accel 82; Formula speed 94, handling 84, accel 72; Muscle speed 82, handling 65, accel 91. Add an UPGRADE + button; clicking it increases the selected car’s upgrade level up to five times and adds 5 to each displayed stat, capped at 99. Below the stats, show five circular paint swatches in red-orange, cyan, pink, yellow, and lime green; selecting one recolors the loaded car’s mesh materials. Add a START RACE ▶ button. At the bottom of the garage card, show the control hint: “Drive: A/D or ◀ ▶ · Accelerate: W / ↑ · Boost: Space or BOOST” and “Beat the rivals, clear ramps, and finish the neon loop.”

When START RACE is clicked, hide the garage and show the race HUD. Build a long straight dark-purple road/stunt track extending forward into fog, approximately 14 units wide and 220 units long. Put alternating cyan and pink glowing segmented rails along both road edges. Add repeating decorative neon pylons outside the road, each with a short faceted cylinder and glowing orb on top, alternating cyan and pink. Add several faceted wedge/ramp-like stunt props along the center of the track, and two elevated partial neon torus arches/loop hoops at different distances, one violet and one pink. Add many rotating horizontal neon spinner obstacles/props alternating cyan and pink along the track. These objects are primarily visual track dressing; the core driving simulation is a straight run with horizontal steering rather than full physical collision simulation.

Place the player at the near end of the track, with three rival toy cars starting nearby. The player automatically accelerates forward; W or Up can apply full throttle while releasing it leaves a low automatic throttle. A/D or Left/Right steers horizontally. Clamp the player’s lateral position to the road, and tilt the car subtly when steering. The vehicle’s acceleration and maximum speed depend on the selected car’s accel and speed stats plus upgrades, while handling controls turn rate. The track should scroll past in the chase camera as the player travels forward. Rivals move forward at slower fixed speeds and weave side-to-side in gentle sine-wave paths; they are visible competition but do not need sophisticated collision or placement logic.

Provide three boost charges per race. Press Space, or the on-screen BOOST lightning button, to consume one charge and temporarily increase throttle/speed for about 1.25 seconds. In race mode show a top-left pill reading “LAP 1 / 1 · 0%,” updating to the percentage of the 220-unit course completed. On the upper-right show a BOOST meter with a yellow/pink gradient bar and the remaining count, initially 3; reduce the bar as charges are spent. On mobile/touch layouts, show two large circular left/right arrow buttons at the bottom-left and a large circular lightning boost button at the bottom-right. Keyboard and touch controls should both work.

End the race when the player has traveled the full 220-unit course. Display a centered translucent dark-purple rounded finish card with cyan border/glow reading “FINISH!”, the final “STUNT SCORE” beneath it, and a BACK TO GARAGE button. Track stunt score as a simple steering-based score: add points while the player is actively steering, rather than inventing collision tricks or air-time systems. BACK TO GARAGE removes the rivals, returns to the garage UI, and resumes the rotating showroom presentation. Use responsive HTML/CSS overlay UI with rounded glassy dark panels, cyan/pink/violet borders, bright white text, compact uppercase labels, soft neon shadows, and a nearly black-purple world with cyan, magenta, yellow, and violet accents. Keep the controls and HUD readable over the 3D scene and make the game playable in a single browser page.

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