Screenshots












Features
- About 40 km route from the coast over a snowy pass, through a canyon, redwoods, suburbs, a lake and the highway to the desert – six sections ending at gas stations, two branches including a gravel shortcut.
- Four fictional cars: Vektor GT (all-rounder), Aurora MR (fastest, nervous), Breeze R (best in corners), Kestrel S (stable, good in the rain).
- Arcade-sim physics: torque curves, five gears with automatic or manual shifting, a bicycle tyre model with slides you can catch.
- Two-way traffic, an AI rival that stops at the stations too, police with radars, chases and citations – three stops end the race.
- Day, sunset and night; rain and fog; outside cameras; a replay of the last 60 seconds.
- Original FM-synthesis music and sound effects generated with the Web Audio API: rpm-driven engine, siren with Doppler shift.
- Records, key remapping, volume settings, touch controls, 640×400 enhanced mode and a 15 FPS historical mode (F3).
Controls
| Action | Keyboard | Gamepad |
|---|---|---|
| Throttle / brake | ↑ / ↓ or W / S | RT / LT |
| Steer | ← → or A D | Left stick, D-pad |
| Gear up / down (manual) | E / Q | RB / LB |
| Camera / look back | C / V | Y / R3 |
| Replay / horn | R / H | Back / L3 |
| Pause | Esc or P | Start |
| Mute | M |
Driving keys can be remapped in CONTROLS (title and pause menus). On phones on-screen buttons appear after the first touch.
How it is made
The world is rendered into an R8UI 320×200 texture that holds palette indices, not colors. Flat shading, fog and lighting are all quantized with a 4×4 Bayer matrix in index space; a final pass looks the indices up in a 256-entry palette texture and scales the picture to a 4:3 letterbox with nearest-neighbour sampling. Models, sounds, music and the font are defined in code – there are no image or audio files. The whole game builds into a single HTML file of about 420 KB.