# How to Make a Mario Kart-Style Racing Game With AI — Free Kart Physics, Tracks & Assets

Create your own colourful arcade kart racer with rivals, powers and lap progression. A short polished track beats a large unfinished championship.

Canonical: https://binxforge.com/guides/reimagine-mario-kart

Original game: Comet Circuit
First milestone: One short circuit, one kart, two waypoint rivals, three ordered laps, one power-up, touch controls and a saved best time.

## Build steps
1. Greybox a complete small circuit
Make an oval with two different corners, a start grid, barriers and a recovery strip. Assign ordered checkpoint IDs and finish direction. Keep track width generous enough for three karts.
Expected: One route is raceable from start to finish.
Check: Drive slowly around it in both directions and identify valid gate crossings.

2. Tune arcade handling before art
Use a simple kinematic controller or a matching physics demo. Separate throttle, brake and steer. Reduce turn rate at high speed, expose grip parameters and provide a safe reset.
Expected: One kart feels responsive across the entire track.
Check: Brake into both corners, reverse, collide with a barrier and recover.

3. Validate laps by ordered progress
Track the next expected gate per racer. Crossing the finish awards a lap only after every required gate in order and the correct direction. Race results trigger once.
Expected: A timer and three-lap race cannot be shortcut by crossing the line repeatedly.
Check: Cross the finish backwards, skip a gate and finish twice.

4. Give rivals the same rules
Author racing-line waypoints with speed targets. Rivals steer toward a lookahead point and brake before sharp corners. They use the same lap gates and collision rules; reset only with a visible penalty.
Expected: Two opponents can finish without teleporting around turns.
Check: Block a rival at a corner and compare its recovery and recorded gate order.

5. Introduce one original power
Use a crystal pulse with a readable range, cooldown and duration. Power pickups respawn under one owner. Cap catch-up help and avoid permanent stun locks or unavoidable effects at the finish.
Expected: A simple power adds excitement while driving stays central.
Check: Try simultaneous pickup claims, expiry during pause and repeated hits on a slowed rival.

6. Add camera, touch and progression
A chase camera follows the kart with bounded smoothing and collision protection; top-down cameras remain stable. Add large steering/brake/power buttons. Save best time and earned unlock IDs after confirmed results.
Expected: One complete race works with keyboard and touch layouts.
Check: Reload after a result, cancel a held touch and check timer/power pause behaviour.

## 2D — complete AI prompt

BINX Forge — How to Make a Mario Kart-Style Racing Game With AI — Free Kart Physics, Tracks & Assets
Build Comet Circuit, my ORIGINAL 2D racing game. This is general-mechanics inspiration, not an exact copy of Mario Kart.
Guide: https://binxforge.com/guides/reimagine-mario-kart
Open selected Forge build: https://binxforge.com/build?v=2&guide=reimagine-mario-kart&dimension=2D&camera=Top-down&genre=Racing&theme=Stylised&engine=Godot&platform=Browser&players=Solo&budget=Free+only&commercial=Yes&buildScope=full

FIRST RESPONSE: give an achievable first playable milestone and begin one reversible implementation step if you can edit my project. If you are chat-only, give exact files and steps without claiming edits. Inspect and preserve working systems first. Reuse before rebuilding; spend AI effort on my original gameplay and polish. Do not demand private uploads just to provide a plan.

PRESENTATION: 2D. Top-down car dynamics, a sprite track and ordered checkpoint gates. Ideal for a first mobile or browser racing loop.
Original world and art direction: Comet Circuit; Create your own colourful arcade kart racer with rivals, powers and lap progression. A short polished track beats a large unfinished championship. Use the guide’s illustrations as mood concepts, not finished assets or screenshots. Create my own characters, names, environments and UI.
RECOMMENDED ENGINE: Godot, a free MIT engine. Use an editor and demo branch that match, record the version, and test the export. For 2D target desktop and mobile browsers first; for 2.5D/3D start desktop, then profile and verify browser/mobile compatibility before promising it. Camera: Top-down. Do not combine engine-specific code unchanged.
FIRST PLAYABLE: One short circuit, one kart, two waypoint rivals, three ordered laps, one power-up, touch controls and a saved best time.
CORE SYSTEMS:
- Acceleration, braking and speed-aware steering
- Ordered checkpoint gates and lap validation
- Waypoint opponents with corner-speed limits
- One power-up with hit/expiry rules
- Camera smoothing and safe recovery
- Race results, unlock progression and best-time saving

SOURCE-REVIEWED FREE CODE AND REFERENCES (not a certified combined starter):
Godot demo projects by Godot contributors
https://github.com/godotengine/godot-demo-projects/tree/b761b4cd5718a7118f2c95eb55f181d0a5f004f1
Licence: MIT code; retain notices and inspect each demo’s asset credits
Official terms: https://github.com/godotengine/godot-demo-projects/blob/b761b4cd5718a7118f2c95eb55f181d0a5f004f1/LICENSE.md
Fit: Use a demo branch matching your Godot editor; individual examples supply systems, not a complete game.
Approach: Feature-sized editor projects for movement, physics, tilemaps and UI. No verified AI-authorship claim.

SuperTuxKart by SuperTuxKart team
https://github.com/supertuxkart/stk-code/tree/5e7a54420a2748ae5a5e743555dd00ddf513302d
Licence: GPL code and separately licensed game data; inspect file headers and COPYING
Official terms: https://github.com/supertuxkart/stk-code/blob/5e7a54420a2748ae5a5e743555dd00ddf513302d/COPYING
Fit: C++ racing reference, not a Godot plug-in. Copying covered code brings GPL obligations; this tutorial uses an independent Godot approach.
Approach: A complete open-source kart racer to study race systems and track design. Keep its engine boundaries distinct from your own implementation. No verified AI-authorship claim.

FREE ASSETS FROM THEIR CREATORS:
Kenney Racing Kit — https://kenney.nl/assets/racing-kit — CC0 · 3D karts and track art; controller/AI are separate.
Kenney UI Pack — https://kenney.nl/assets/ui-pack — CC0 · lap/timer/results controls.
Existing Forge resources: https://binxforge.com/resources/godot, https://binxforge.com/resources/kenney-racing-kit, https://binxforge.com/resources/kenney-city-kit-roads, https://binxforge.com/resources/kenney-ui-pack. Check each is published and fits the selected dimension; a model pack supplies art, not gameplay code.

CONTROLS: remappable WASD/arrows, genre-specific actions and Escape pause. Add native touch joystick/buttons sized for phones, cancellation/blur cleanup and keyboard-accessible menus. Use running where exploration needs it. Preserve control while separating menus and gameplay.
UI: start, pause, settings/mute, readable objective/status, inventory/equipment/collection where needed, results, save status and manual recovery. No fake account/cloud saving.
ANIMATION/VFX/AUDIO: coherent scale and rig, idle/move/action/recovery states, readable anticipation and hits, restrained particles, original or cleared audio; match sounds to actual events and offer mute.
STATE/SAVING: one owner per gameplay transition; stable IDs, versioned schema, validation, clamped counts, one-time rewards, no transient attack/input state in saves, safe failed-storage handling and migration tests.

PHASED DEVELOPMENT AND EXPECTED CHECKS:
1. Greybox a complete small circuit: Make an oval with two different corners, a start grid, barriers and a recovery strip. Assign ordered checkpoint IDs and finish direction. Keep track width generous enough for three karts.
Expected: One route is raceable from start to finish.
Check: Drive slowly around it in both directions and identify valid gate crossings.

2. Tune arcade handling before art: Use a simple kinematic controller or a matching physics demo. Separate throttle, brake and steer. Reduce turn rate at high speed, expose grip parameters and provide a safe reset.
Expected: One kart feels responsive across the entire track.
Check: Brake into both corners, reverse, collide with a barrier and recover.

3. Validate laps by ordered progress: Track the next expected gate per racer. Crossing the finish awards a lap only after every required gate in order and the correct direction. Race results trigger once.
Expected: A timer and three-lap race cannot be shortcut by crossing the line repeatedly.
Check: Cross the finish backwards, skip a gate and finish twice.

4. Give rivals the same rules: Author racing-line waypoints with speed targets. Rivals steer toward a lookahead point and brake before sharp corners. They use the same lap gates and collision rules; reset only with a visible penalty.
Expected: Two opponents can finish without teleporting around turns.
Check: Block a rival at a corner and compare its recovery and recorded gate order.

5. Introduce one original power: Use a crystal pulse with a readable range, cooldown and duration. Power pickups respawn under one owner. Cap catch-up help and avoid permanent stun locks or unavoidable effects at the finish.
Expected: A simple power adds excitement while driving stays central.
Check: Try simultaneous pickup claims, expiry during pause and repeated hits on a slowed rival.

6. Add camera, touch and progression: A chase camera follows the kart with bounded smoothing and collision protection; top-down cameras remain stable. Add large steering/brake/power buttons. Save best time and earned unlock IDs after confirmed results.
Expected: One complete race works with keyboard and touch layouts.
Check: Reload after a result, cancel a held touch and check timer/power pause behaviour.

OPTIMISATION: bound world size and agent/effect counts, profile frame time at busiest points, batch terrain work and cull visuals without deleting persistent state. Test desktop and phone layouts, actual keyboard/touch, pause/restart, denied storage, corrupt saves and repeatable progression. Report tests actually run and remaining limits; screenshots must come from the real project.
LICENSING: preserve exact source notices. MIT source does not clear bundled models, audio, logos or promotional screenshots. Check finished-game sale, raw-file redistribution and source/template inclusion separately. Keep uncertain rights unconfirmed and link exact official terms. No franchise files, private BINX Engine source, proprietary systems, purchased pack files, credentials or unpermitted AI uploads. GDQuest non-commercial art must be replaced for commercial use; Open Theft Auto is reference-only; GPL references are not silently copied into a proprietary starter.
FUTURE UPGRADES: Beginner: Clear race feedback — Add next-gate direction, lap feedback and an honest final time.; Intermediate: Rival personalities — Give rivals different corner targets and one readable power while keeping shared race rules.; Advanced: Championship and ghosts — Add a short championship and versioned ghost inputs only after deterministic timing and replay checks.. Add each only after its earlier loop passes. Provide a small milestone first, then a larger progression roadmap. Do not invent percentage savings or publish a broken build.

## 2.5D — complete AI prompt

BINX Forge — How to Make a Mario Kart-Style Racing Game With AI — Free Kart Physics, Tracks & Assets
Build Comet Circuit, my ORIGINAL 2.5D racing game. This is general-mechanics inspiration, not an exact copy of Mario Kart.
Guide: https://binxforge.com/guides/reimagine-mario-kart
Open selected Forge build: https://binxforge.com/build?v=2&guide=reimagine-mario-kart&dimension=2.5D&camera=Isometric&genre=Racing&theme=Stylised&engine=Godot&platform=Desktop&players=Solo&budget=Free+only&commercial=Yes&buildScope=full

FIRST RESPONSE: give an achievable first playable milestone and begin one reversible implementation step if you can edit my project. If you are chat-only, give exact files and steps without claiming edits. Inspect and preserve working systems first. Reuse before rebuilding; spend AI effort on my original gameplay and polish. Do not demand private uploads just to provide a plan.

PRESENTATION: 2.5D. A fixed isometric camera over a 3D track. Physics remains in world coordinates; test steering readability at every turn.
Original world and art direction: Comet Circuit; Create your own colourful arcade kart racer with rivals, powers and lap progression. A short polished track beats a large unfinished championship. Use the guide’s illustrations as mood concepts, not finished assets or screenshots. Create my own characters, names, environments and UI.
RECOMMENDED ENGINE: Godot, a free MIT engine. Use an editor and demo branch that match, record the version, and test the export. For 2D target desktop and mobile browsers first; for 2.5D/3D start desktop, then profile and verify browser/mobile compatibility before promising it. Camera: Isometric. Do not combine engine-specific code unchanged.
FIRST PLAYABLE: One short circuit, one kart, two waypoint rivals, three ordered laps, one power-up, touch controls and a saved best time.
CORE SYSTEMS:
- Acceleration, braking and speed-aware steering
- Ordered checkpoint gates and lap validation
- Waypoint opponents with corner-speed limits
- One power-up with hit/expiry rules
- Camera smoothing and safe recovery
- Race results, unlock progression and best-time saving

SOURCE-REVIEWED FREE CODE AND REFERENCES (not a certified combined starter):
Godot demo projects by Godot contributors
https://github.com/godotengine/godot-demo-projects/tree/b761b4cd5718a7118f2c95eb55f181d0a5f004f1
Licence: MIT code; retain notices and inspect each demo’s asset credits
Official terms: https://github.com/godotengine/godot-demo-projects/blob/b761b4cd5718a7118f2c95eb55f181d0a5f004f1/LICENSE.md
Fit: Use a demo branch matching your Godot editor; individual examples supply systems, not a complete game.
Approach: Feature-sized editor projects for movement, physics, tilemaps and UI. No verified AI-authorship claim.

SuperTuxKart by SuperTuxKart team
https://github.com/supertuxkart/stk-code/tree/5e7a54420a2748ae5a5e743555dd00ddf513302d
Licence: GPL code and separately licensed game data; inspect file headers and COPYING
Official terms: https://github.com/supertuxkart/stk-code/blob/5e7a54420a2748ae5a5e743555dd00ddf513302d/COPYING
Fit: C++ racing reference, not a Godot plug-in. Copying covered code brings GPL obligations; this tutorial uses an independent Godot approach.
Approach: A complete open-source kart racer to study race systems and track design. Keep its engine boundaries distinct from your own implementation. No verified AI-authorship claim.

FREE ASSETS FROM THEIR CREATORS:
Kenney Racing Kit — https://kenney.nl/assets/racing-kit — CC0 · 3D karts and track art; controller/AI are separate.
Kenney UI Pack — https://kenney.nl/assets/ui-pack — CC0 · lap/timer/results controls.
Existing Forge resources: https://binxforge.com/resources/godot, https://binxforge.com/resources/kenney-racing-kit, https://binxforge.com/resources/kenney-city-kit-roads, https://binxforge.com/resources/kenney-ui-pack. Check each is published and fits the selected dimension; a model pack supplies art, not gameplay code.

CONTROLS: remappable WASD/arrows, genre-specific actions and Escape pause. Add native touch joystick/buttons sized for phones, cancellation/blur cleanup and keyboard-accessible menus. Use running where exploration needs it. Preserve control while separating menus and gameplay.
UI: start, pause, settings/mute, readable objective/status, inventory/equipment/collection where needed, results, save status and manual recovery. No fake account/cloud saving.
ANIMATION/VFX/AUDIO: coherent scale and rig, idle/move/action/recovery states, readable anticipation and hits, restrained particles, original or cleared audio; match sounds to actual events and offer mute.
STATE/SAVING: one owner per gameplay transition; stable IDs, versioned schema, validation, clamped counts, one-time rewards, no transient attack/input state in saves, safe failed-storage handling and migration tests.

PHASED DEVELOPMENT AND EXPECTED CHECKS:
1. Greybox a complete small circuit: Make an oval with two different corners, a start grid, barriers and a recovery strip. Assign ordered checkpoint IDs and finish direction. Keep track width generous enough for three karts.
Expected: One route is raceable from start to finish.
Check: Drive slowly around it in both directions and identify valid gate crossings.

2. Tune arcade handling before art: Use a simple kinematic controller or a matching physics demo. Separate throttle, brake and steer. Reduce turn rate at high speed, expose grip parameters and provide a safe reset.
Expected: One kart feels responsive across the entire track.
Check: Brake into both corners, reverse, collide with a barrier and recover.

3. Validate laps by ordered progress: Track the next expected gate per racer. Crossing the finish awards a lap only after every required gate in order and the correct direction. Race results trigger once.
Expected: A timer and three-lap race cannot be shortcut by crossing the line repeatedly.
Check: Cross the finish backwards, skip a gate and finish twice.

4. Give rivals the same rules: Author racing-line waypoints with speed targets. Rivals steer toward a lookahead point and brake before sharp corners. They use the same lap gates and collision rules; reset only with a visible penalty.
Expected: Two opponents can finish without teleporting around turns.
Check: Block a rival at a corner and compare its recovery and recorded gate order.

5. Introduce one original power: Use a crystal pulse with a readable range, cooldown and duration. Power pickups respawn under one owner. Cap catch-up help and avoid permanent stun locks or unavoidable effects at the finish.
Expected: A simple power adds excitement while driving stays central.
Check: Try simultaneous pickup claims, expiry during pause and repeated hits on a slowed rival.

6. Add camera, touch and progression: A chase camera follows the kart with bounded smoothing and collision protection; top-down cameras remain stable. Add large steering/brake/power buttons. Save best time and earned unlock IDs after confirmed results.
Expected: One complete race works with keyboard and touch layouts.
Check: Reload after a result, cancel a held touch and check timer/power pause behaviour.

OPTIMISATION: bound world size and agent/effect counts, profile frame time at busiest points, batch terrain work and cull visuals without deleting persistent state. Test desktop and phone layouts, actual keyboard/touch, pause/restart, denied storage, corrupt saves and repeatable progression. Report tests actually run and remaining limits; screenshots must come from the real project.
LICENSING: preserve exact source notices. MIT source does not clear bundled models, audio, logos or promotional screenshots. Check finished-game sale, raw-file redistribution and source/template inclusion separately. Keep uncertain rights unconfirmed and link exact official terms. No franchise files, private BINX Engine source, proprietary systems, purchased pack files, credentials or unpermitted AI uploads. GDQuest non-commercial art must be replaced for commercial use; Open Theft Auto is reference-only; GPL references are not silently copied into a proprietary starter.
FUTURE UPGRADES: Beginner: Clear race feedback — Add next-gate direction, lap feedback and an honest final time.; Intermediate: Rival personalities — Give rivals different corner targets and one readable power while keeping shared race rules.; Advanced: Championship and ghosts — Add a short championship and versioned ghost inputs only after deterministic timing and replay checks.. Add each only after its earlier loop passes. Provide a small milestone first, then a larger progression roadmap. Do not invent percentage savings or publish a broken build.

## 3D — complete AI prompt

BINX Forge — How to Make a Mario Kart-Style Racing Game With AI — Free Kart Physics, Tracks & Assets
Build Comet Circuit, my ORIGINAL 3D racing game. This is general-mechanics inspiration, not an exact copy of Mario Kart.
Guide: https://binxforge.com/guides/reimagine-mario-kart
Open selected Forge build: https://binxforge.com/build?v=2&guide=reimagine-mario-kart&dimension=3D&camera=Third-person&genre=Racing&theme=Stylised&engine=Godot&platform=Desktop&players=Solo&budget=Free+only&commercial=Yes&buildScope=full

FIRST RESPONSE: give an achievable first playable milestone and begin one reversible implementation step if you can edit my project. If you are chat-only, give exact files and steps without claiming edits. Inspect and preserve working systems first. Reuse before rebuilding; spend AI effort on my original gameplay and polish. Do not demand private uploads just to provide a plan.

PRESENTATION: 3D. A chase camera, 3D kart and bounded arcade physics. Match art scale, collision and suspension if using a wheel-based controller.
Original world and art direction: Comet Circuit; Create your own colourful arcade kart racer with rivals, powers and lap progression. A short polished track beats a large unfinished championship. Use the guide’s illustrations as mood concepts, not finished assets or screenshots. Create my own characters, names, environments and UI.
RECOMMENDED ENGINE: Godot, a free MIT engine. Use an editor and demo branch that match, record the version, and test the export. For 2D target desktop and mobile browsers first; for 2.5D/3D start desktop, then profile and verify browser/mobile compatibility before promising it. Camera: Third-person. Do not combine engine-specific code unchanged.
FIRST PLAYABLE: One short circuit, one kart, two waypoint rivals, three ordered laps, one power-up, touch controls and a saved best time.
CORE SYSTEMS:
- Acceleration, braking and speed-aware steering
- Ordered checkpoint gates and lap validation
- Waypoint opponents with corner-speed limits
- One power-up with hit/expiry rules
- Camera smoothing and safe recovery
- Race results, unlock progression and best-time saving

SOURCE-REVIEWED FREE CODE AND REFERENCES (not a certified combined starter):
Godot demo projects by Godot contributors
https://github.com/godotengine/godot-demo-projects/tree/b761b4cd5718a7118f2c95eb55f181d0a5f004f1
Licence: MIT code; retain notices and inspect each demo’s asset credits
Official terms: https://github.com/godotengine/godot-demo-projects/blob/b761b4cd5718a7118f2c95eb55f181d0a5f004f1/LICENSE.md
Fit: Use a demo branch matching your Godot editor; individual examples supply systems, not a complete game.
Approach: Feature-sized editor projects for movement, physics, tilemaps and UI. No verified AI-authorship claim.

SuperTuxKart by SuperTuxKart team
https://github.com/supertuxkart/stk-code/tree/5e7a54420a2748ae5a5e743555dd00ddf513302d
Licence: GPL code and separately licensed game data; inspect file headers and COPYING
Official terms: https://github.com/supertuxkart/stk-code/blob/5e7a54420a2748ae5a5e743555dd00ddf513302d/COPYING
Fit: C++ racing reference, not a Godot plug-in. Copying covered code brings GPL obligations; this tutorial uses an independent Godot approach.
Approach: A complete open-source kart racer to study race systems and track design. Keep its engine boundaries distinct from your own implementation. No verified AI-authorship claim.

FREE ASSETS FROM THEIR CREATORS:
Kenney Racing Kit — https://kenney.nl/assets/racing-kit — CC0 · 3D karts and track art; controller/AI are separate.
Kenney UI Pack — https://kenney.nl/assets/ui-pack — CC0 · lap/timer/results controls.
Existing Forge resources: https://binxforge.com/resources/godot, https://binxforge.com/resources/kenney-racing-kit, https://binxforge.com/resources/kenney-city-kit-roads, https://binxforge.com/resources/kenney-ui-pack. Check each is published and fits the selected dimension; a model pack supplies art, not gameplay code.

CONTROLS: remappable WASD/arrows, genre-specific actions and Escape pause. Add native touch joystick/buttons sized for phones, cancellation/blur cleanup and keyboard-accessible menus. Use running where exploration needs it. Preserve control while separating menus and gameplay.
UI: start, pause, settings/mute, readable objective/status, inventory/equipment/collection where needed, results, save status and manual recovery. No fake account/cloud saving.
ANIMATION/VFX/AUDIO: coherent scale and rig, idle/move/action/recovery states, readable anticipation and hits, restrained particles, original or cleared audio; match sounds to actual events and offer mute.
STATE/SAVING: one owner per gameplay transition; stable IDs, versioned schema, validation, clamped counts, one-time rewards, no transient attack/input state in saves, safe failed-storage handling and migration tests.

PHASED DEVELOPMENT AND EXPECTED CHECKS:
1. Greybox a complete small circuit: Make an oval with two different corners, a start grid, barriers and a recovery strip. Assign ordered checkpoint IDs and finish direction. Keep track width generous enough for three karts.
Expected: One route is raceable from start to finish.
Check: Drive slowly around it in both directions and identify valid gate crossings.

2. Tune arcade handling before art: Use a simple kinematic controller or a matching physics demo. Separate throttle, brake and steer. Reduce turn rate at high speed, expose grip parameters and provide a safe reset.
Expected: One kart feels responsive across the entire track.
Check: Brake into both corners, reverse, collide with a barrier and recover.

3. Validate laps by ordered progress: Track the next expected gate per racer. Crossing the finish awards a lap only after every required gate in order and the correct direction. Race results trigger once.
Expected: A timer and three-lap race cannot be shortcut by crossing the line repeatedly.
Check: Cross the finish backwards, skip a gate and finish twice.

4. Give rivals the same rules: Author racing-line waypoints with speed targets. Rivals steer toward a lookahead point and brake before sharp corners. They use the same lap gates and collision rules; reset only with a visible penalty.
Expected: Two opponents can finish without teleporting around turns.
Check: Block a rival at a corner and compare its recovery and recorded gate order.

5. Introduce one original power: Use a crystal pulse with a readable range, cooldown and duration. Power pickups respawn under one owner. Cap catch-up help and avoid permanent stun locks or unavoidable effects at the finish.
Expected: A simple power adds excitement while driving stays central.
Check: Try simultaneous pickup claims, expiry during pause and repeated hits on a slowed rival.

6. Add camera, touch and progression: A chase camera follows the kart with bounded smoothing and collision protection; top-down cameras remain stable. Add large steering/brake/power buttons. Save best time and earned unlock IDs after confirmed results.
Expected: One complete race works with keyboard and touch layouts.
Check: Reload after a result, cancel a held touch and check timer/power pause behaviour.

OPTIMISATION: bound world size and agent/effect counts, profile frame time at busiest points, batch terrain work and cull visuals without deleting persistent state. Test desktop and phone layouts, actual keyboard/touch, pause/restart, denied storage, corrupt saves and repeatable progression. Report tests actually run and remaining limits; screenshots must come from the real project.
LICENSING: preserve exact source notices. MIT source does not clear bundled models, audio, logos or promotional screenshots. Check finished-game sale, raw-file redistribution and source/template inclusion separately. Keep uncertain rights unconfirmed and link exact official terms. No franchise files, private BINX Engine source, proprietary systems, purchased pack files, credentials or unpermitted AI uploads. GDQuest non-commercial art must be replaced for commercial use; Open Theft Auto is reference-only; GPL references are not silently copied into a proprietary starter.
FUTURE UPGRADES: Beginner: Clear race feedback — Add next-gate direction, lap feedback and an honest final time.; Intermediate: Rival personalities — Give rivals different corner targets and one readable power while keeping shared race rules.; Advanced: Championship and ghosts — Add a short championship and versioned ghost inputs only after deterministic timing and replay checks.. Add each only after its earlier loop passes. Provide a small milestone first, then a larger progression roadmap. Do not invent percentage savings or publish a broken build.

Concept artwork is AI-generated, not gameplay. Creator repositories provide their own original media and scoped licences. Implementation plans are not whole-project runtime certification.
