Bike Park Rush
by .. 🪴
Check out "Bike Park Rush" by .. 🪴 - featuring Core3D, Touch Events, Blur and more. Try this Snapchat Lens on Easy Lens.
Features
- Core3D: Preserved Canyon Bike Rush world, upgraded in place into a premium arcade mountain cycling park. Replace every remaining placeholder asset with polished original content while retaining the existing race state, start flow, checkpoints, boosts, finish, and replay references. Create five premium original Friendmoji-inspired cartoon cyclist avatars: one sporty female player and four distinct friend-style opponents. Each has an expressive rounded face with clear eyes, brows, nose, and smile; detailed hairstyle; helmet; cycling gloves; fitted jersey; small backpack; connected arms and legs; and smooth soft 3D materials. The player wears a lime-and-blue outfit; opponents have distinct faces, hair, skin tones, helmet colors, and racing outfits. Use finished character meshes only—never visible cubes, capsules, cylinders, mannequins, or camera/photo textures. Keep hands on handlebars, feet on pedals, hips on seats, and use smooth pedaling, steering, airborne, landing, and victory poses. Upgrade all bicycles with polished original mountain-bike models and materials. Replace the prototype route with one continuous several-hundred-meter, four-lane mountain road: smooth concrete-and-dirt cycling pavement, gentle long climbs and descents, natural curves, rolling hills, wide bridges, roomy tunnels, safe cinematic ramps with wide landings, and cohesive terrain. Surround it with sunlit mountains, pine forest, grass, flowers, rocks, cliffs, river stretches, waterfalls, distant birds, and moving clouds. Give all visible road, ramps, bridges, landing areas, obstacles, and finish structures seamless, accurately aligned solid collision surfaces. Keep boost pads flat atop solid road and retain boosts, checkpoints, and finish zones as triggers. Improve lighting, lightweight shadows, road and terrain materials, vegetation, bicycle finishes, and rider materials for a vibrant premium mobile arcade style. Preserve collision-aware bicycle physics, natural uphill climbing, downhill momentum, AI pathing, and all existing gameplay features. Reframe the existing follow camera farther back with smooth damping, no shake, a broad field of view, and a stable upright view that shows more road and scenery.
- Touch Events: Active-race full-screen input with dramatically responsive, low-latency steering: screen-right drag immediately moves and leans the bicycle right, and screen-left drag immediately moves and leans it left. Retain grounded tap jumps and airborne vertical swipe flips. Quickly ease lateral movement to a stop on release, clamp it within the widened four-lane road, and disable input during menu, countdown, pause, recovery, and results.
- Blur: Moderate background blur enabled only behind the opening start menu.
- Canvas API: Dynamic speed lines, dust, tire trails, sparks, checkpoint fades, countdown, compact rising callouts, and finish confetti.
- Text On Screen: Centered title: CANYON BIKE RUSH, large bold white arcade type with lime accent, visible on the start screen.
- Text On Screen: Centered start-screen instructions: Drag to steer, Tap to jump, Swipe in the air to flip.
- Text On Screen: Small clean top-left safe-area racing-position display, initially 5/5, with a lime position numeral and subtle white /5. Use a modern condensed racing font and generous margin.
- Text On Screen: Small clean top-center dark timer capsule, initially 00:00.00, in a crisp modern racing font. Keep clear spacing from position and progress UI.
- Text On Screen: Small clean top-right safe-area progress percentage, initially 0%, with understated lime emphasis and clear separation from timer.
- Text On Screen: Centered compact message for GO, BOOST, CHECKPOINT, FRONT FLIP, BACKFLIP, and PERFECT LANDING; initially hidden.
- Text On Screen: Centered result summary for final place, race time, flips, perfect landings, crashes, and first-place celebration; initially hidden.
- UI Progress Bar: Slim top-right lime race-progress bar directly below the percentage at position [0.78, 0.14], width 0.30, height 0.035, initial value zero. Use a minimal premium racing treatment with generous HUD spacing.
- UI Button: Large lime START RACE button centered at position [0.50, 0.72], scale 1.0, visible only on the opening menu.
- UI Button: Compact PAUSE button at position [0.87, 0.27], scale 0.8, visible only during active racing below the progress display.
- UI Button: Pause-panel RESUME button centered at position [0.50, 0.48], scale 0.8, initially hidden.
- UI Button: Pause-panel RESTART button centered at position [0.50, 0.59], scale 0.8, initially hidden.
- UI Button: Pause-panel QUIT button centered at position [0.50, 0.70], scale 0.8, initially hidden.
- UI Button: Results-panel PLAY AGAIN button at position [0.32, 0.73], scale 0.8, initially hidden.
- UI Button: Results-panel MAIN MENU button at position [0.70, 0.73], scale 0.8, initially hidden.
- Generated Music: Looping lower-mixed energetic instrumental arcade-racing soundtrack.
- Sound: Short bright arcade power-up sound for lime boost pads.
- Sound: Gritty rocky impact sound for hard landings, obstacle collisions, and crashes.
- Sound: Short bright checkpoint-confirmation chime.
- Sound: Energetic crowd-cheer victory stinger for first-place finish.
- Sound: Short bright mobile-game UI click for all menu buttons.