Master the Art of Co-Driving
Learn rally pacenotes through interactive gameplay
Speak real rally pacenotes using the Web Speech API! Call out corners like "Left 3", "Right 2", "Square Right" and more. The game recognizes standard rally notation and gives you instant feedback on your timing and accuracy. Perfect your co-driver voice!
Track your performance with detailed statistics! Monitor accuracy, reaction times, stage completion rates, and more. See your improvement over time and identify areas to focus on. Compare your stats against different car setups and stages.
Unlock achievements as you progress! From "First Pace Note" to "Era Master", earn badges for your accomplishments. Each achievement tells a story of your journey from beginner to expert co-driver. Can you unlock them all?
Experience a narrative-driven career mode! Start as a rookie co-driver, work your way through different rally teams, and face the challenges of professional rallying. Make decisions that affect your career path and unlock new opportunities.
Customize your rally car with realistic tuning options! Adjust suspension, brakes, turbo, and more. Each car has unique stats that affect gameplay - stability reduces damage, handling improves cornering, and tuning choices have visible consequences.
Master the art of rally car setup with these proven builds
Learn the basics of each tuning parameter and how they affect your car's behavior.
Optimized for loose surfaces with maximum grip and stability for rough terrain.
Designed for smooth asphalt with sharp cornering and maximum responsiveness.
Extreme conditions setup for minimal grip and maximum control recovery.
Aggressive setup for 500hp monsters. Requires expert handling skills.
Forgiving setup for learning. Minimizes crashes and damage.
๐ช๐ช Tallinn, Estonia
I'm a game developer passionate about creating immersive and educational gaming experiences that make complex concepts accessible through interactive gameplay.
With a deep interest in motorsports and rally racing, I developed PACENOTE after actually trying co-driving at a grassroots rally event - it was SO intense and I realized this is a skill people can learn! My goal is to bring the art of rally co-driving to everyone through this game. ๐๏ธ
๐ง contact@ela-studio.ee
Added dynamic interior view video background to gameplay screen โ immersive pixel shader effect plays behind all UI elements with full opacity and transparent overlays. Makes the game feel like you're actually sitting in the co-driver seat! ๐ฅ
Voice recognition significantly improved โ added Vosk crash mid-session handling with automatic fallback to Web Speech API. Fixed similarity short-circuit threshold (lowered to 20% overlap) to avoid false positives on legitimate but different vocabulary. Fixed Web Speech auto-restart logic to properly handle cases where Vosk hasn't taken over yet. Second note submissions now work reliably! ๐ค
StorySystem fully integrated with DriverProfileSystem โ driver states now affect gameplay mechanics. Drunk driver state adds +2 seconds to AdaptiveDifficulty base time (slower reaction). High mental stress (>70) tightens timing window by -0.5 seconds (more pressure). Low driver trust (<40) triggers in-character coaching dialogue from Mikko, Reko, or Elin instead of generic tips. ๐
Enhanced Coach detection logic โ missed_sequence detection now catches reversed/scrambled corner sequences, not just missing corners. Leverages the new order-aware matcher's ability to detect reversals like "L3 INTO R4" vs "R4 INTO L3". ๐๏ธ
Added always-visible volume sliders for soundtrack and voice โ now you can adjust audio levels directly from the main menu and gameplay screen without digging into settings. Separate controls mean you can have loud co-driver calls with quiet music, or vice versa. ๐ต๐ค
Added a rare Easter egg (2% chance per stage) where the driver angrily tosses a granola bar at the co-driver with a bonk sound effect. Subtitle: "Eat something before you start calling notes." Thanks to Reddit user ElmoLibre for the snack bag idea! ๐ซ
New Steam-style achievement: "Occupational Hazard" โ get hit in the head by an emergency granola bar. One-time unlock with a special notification that includes the credit note. Doesn't affect gameplay, just a fun moment to share with friends. ๐
Created dedicated Achievements screen accessible from main menu โ now you can view all 9 achievements in a trophy cabinet grid layout. Visual distinction between locked (grayscale) and unlocked (gold border) with status badges. ๏ฟฝ
Story logic refined โ story now only appears in Career Mode when you select a route. Quick Play and other modes are story-free for pure gameplay focus. Removed the story toggle button since it's no longer needed. ๏ฟฝ
Added driver-specific pacenote profiles โ 4 unique drivers, each with their own note format style. Career mode now assigns a driver profile per round, and when it changes, a briefing modal shows the new driver's quirk before the stage. On-screen note display gets remapped to that driver's symbols (e.g., !โC, INTOโ> for Jemba-style). Scoring remains untouched โ compares against the pre-written English answer string, not displayed symbols. ๐๏ธ
New Team Management system: budget earned from career stage points (pts ร 20), a 4-person hireable staff roster, and 4 tire compounds. Staff and tires feed real modifiers into the existing crash-probability and timing systems โ no second parallel difficulty system. New "๐ง Team & Garage" button on Career screen opens the management interface. ๐ง
Hiring unlocks story dialogue โ hiring Jorge or Sara sets a flag that unlocks one new gated scene each in story_data.js (jorge_hired_bonus, sara_hired_bonus). Real, reachable content, not decorative. ๐ฅ
Speech recognition completely overhauled โ fixed the crash from missing checkAnswer/calculateScore functions. Fixed infinite retry loop on fatal errors (now backs off after 3 failures with visible feedback). No-speech now treated as normal (co-driving has gaps) instead of hard failure. Considers up to 3 speech-recognition alternatives per result and picks the best match. ๐ค
Timing system upgraded from metronome to complexity-aware โ calculateNoteComplexity() scores notes by actual content (linked corners, caution marks, distance numbers, modifiers). Wired into calculateDynamicTimeLimit() so busy notes get more time, simple notes get less. Stacks on top of existing weather/streak/urgency systems. โฑ๏ธ
Fixed tight/right ambiguity in voice mode โ added voice-only scoring tolerance: if mic transcribes "right" when "tight" was said (or vice versa), gets partial credit instead of dropped word tanking the score. Typed scoring untouched. ๐ค
CSS and video sizing fixes โ capped layout width, re-enabled menu overlay as gradient scrim, dialed back video opacity/brightness so it reads as backdrop. Added visual depth (subtle body gradient, hover lift/shadow on menu buttons). ๐จ
Game title renamed to "TAKE ME TO THE HAIRPIN" across title tag, menu bar, and academy header. ๐
Skip button and story overlay completely fixed โ removed inline display styles, centralized close logic, added S keyboard shortcut for Skip Story. PACENOTE_TEMPLATES fixed โ answer strings now generated from PacenoteSystem.translate(raw) instead of hand-written, preventing drift. โญ๏ธ
Major onboarding improvements based on player feedback! Added prominent "Quick Play" button that skips all setup and jumps straight into gameplay โ time to first pacenote is now under 10 seconds. No more wading through menus before the actual game! ๐๏ธ
Redesigned note presentation to look like a real rally co-driver's notebook โ paper texture background, handwritten-style font, red accent stripe mimicking actual rally notebooks. Feels like reading real pacenotes, not a typing test! ๐
Story mode is now optional โ toggle on/off from main menu. Mechanics first, narrative second. Players can focus on learning pacenotes without story interruptions. Story still available for those who want the full experience. ๐
Clarified pacenote severity system to match real WRC conventions: 1 = tightest (hairpin), 6 = fastest (open sweep). Vocabulary panel now shows number meanings clearly. Authentic co-driver experience! ๐ฏ
Goal: Get players to their first "aha!" moment โ understanding what a pacenote means and translating it correctly โ in under 2 minutes. Holding off on long-term features (3D, advanced customization) until the core loop feels authentic. Focus is on making the co-driver role feel real. ๐ช
Major gameplay update! Added car-specific stats (acceleration, handling, stability, turbo lag, expert level) to all 18 cars across Group B, WRC 90s, and Modern WRC eras. Now your car choice actually matters - Audi Sport Quattro has insane acceleration but heavy handling, Lancia 037 is lightweight RWD chaos, Subaru Impreza is balanced and forgiving. ๐
Tuning now has visible consequences! Get real-time warnings for bad setups: too much ARB stiffness causes wheel lift, excessive rebound leads to unstable crest landings, aggressive turbo increases failure risk, wrong brake bias causes lockups or oversteer. Engineering knowledge now tells stories! โ ๏ธ
Achievements system added with 8 unlockable milestones: First Pace Note, No Looking Down (voice-only mode), Group B Survivor, Engineer Brain (25 tuning changes), Walter's Apprentice (perfect accuracy), Clean Sweep, Speed Demon, and Era Master. Persistent storage with animated notification popups! ๐
Voice-only toggle implemented with pulsing mic indicator and automatic listening restart in Game Mode. Training Mode allows both typing and voice, while Full Co-Driver Mode forces voice-only for maximum immersion. ๐ค
Added temporary placeholder soundtrack (Texas blues rock energy) generated by Suno AI. If you can make similar music or have ideas with your band, hit me up! Looking for custom rally garage anthem vibes. ๐ธ๐ต
Exciting news! The game has been officially rebranded to "BLIND CREST - A Rally Pacenote Experience"! ๐ The new name captures the essence of rally co-driving - navigating blind crests with complete trust in your notes. ๐๏ธ
Added the Xenogears font for that edgy, racing aesthetic across the website and game menu. The cleaner, punchier name fits perfectly with the checkered borders and rally theme. Ready to take on the crests! ๐ช
OMG just added the coolest features ever! ๐ Voice input support for pacenote answers using Web Speech API - now you can literally SPEAK your answers! How cool is that?! Also added keyboard shortcuts (S to skip, R to replay, P to pause) because who has time for clicking? ๐
Timer color customization is now a thing - pick your fave color! And dark/light theme toggle because sometimes you need that bright aesthetic. Accessibility for the win! ๐
Story mode is LIVE! โจ Created 6 whole story scenes with actual nuanced dialogue - meeting Mikko, girlfriend confrontation (drama!), mechanic Jorge, the blame game, Laurent rivalry, and the epic final service. It's like a movie but you're IN it! ๐ฌ
Also added SVG rendering for ALL the new surface modifiers - REGEN, HYBRID, FESHFESH (yes that's real!), SAND, RUTS, WET, GRAVEL. The parser is SO smart now - it handles distance numbers, "INTO" separators, treats "FLAT" as R6, and accepts "EASY"/"BUMP" as modifiers. It basically reads my mind at this point! ๐ง โจ
Text-to-speech integration is HERE! ๐ค The story mode now has actual voice acting (well, robot voice but still!). Added a typewriter effect that's super interactive with a Continue button. Speed is perfect now - not too fast, not too slow, just right! ๐ป
Fixed that annoying apostrophe bug that was breaking everything (why do apostrophes hate me?!). Also improved visibility handling and completion callbacks. The story system is SO smooth now! โจ
ALL the corner translations got a glow-up! Now everything uses "left tight", "right medium" etc. - so much more natural! Example: "Left tight, caution hairpin, into right medium." Sounds like actual rally co-driver talk! ๐๏ธ
Updated ALL stage notes - Group B, Monte Carlo, Safari, Olympus, WRC 90s, Modern WRC. Every single era now has consistent, beautiful translations. It took FOREVER but so worth it! ๐ช
Added ALL the rally car images! ๐ธ MG Metro 6R4, Mitsubishi Lancer Evo IV, Audi Sport Quattro, Citroรซn C3 Rally2 (fixed the typo!), Ford Escort WRC, Ford Puma Rally1, Ford RS2000, Hyundai i20N Rally1, Lancia 037, Peugeot 205 T16, Renault 5 Maxi, SEAT Cรณrdoba WRC, ล koda Fabia R5 Rally2, ล koda Octavia WRC, Subaru Impreza WRC97, Toyota GR Yaris Rally1, Toyota Corolla WRC, VW Polo GTI R5. That's 18 cars!! ๐
Enhanced car button styles for better layout and added the Ford Escort I totally forgot about (oops! ๐ ). Now the car selection looks AMAZING!
Added a STICKFIGURE crash animation! It's hilarious and tragic at the same time ๐ When you crash, you get this cute little stickfigure crash modal. UI is now scrollable to fit everything properly. No more cut-off content! ๐
Also updated password hashing to bcrypt because security is important! Added server installation instructions so anyone can set this up. Safety first! ๐
Did a HUGE code cleanup! Extracted all game logic from index.html into rally.js - SO much cleaner now! Created rally_systems.js with all the system enhancements and functions. The codebase is actually readable now! ๐
Added complete styling in styles.css - video backgrounds, tuning system, all screens, animations, accessibility features. Everything is beautifully organized! ๐จ
Built a complete Node.js backend server with Express! ๐ User authentication system with secure password hashing using bcrypt. Account registration, login, and session management - players can now save their progress and compete on leaderboards! ๐
Server handles career data persistence, statistics tracking, and multiplayer coordination. Added comprehensive installation instructions so anyone can host their own BLIND CREST server. The game is now a full-stack application! ๐ป
Rally Pacenote Academy was born! ๐ The whole idea started when I actually got to try co-driving at a grassroots rally event - it was SO intense and I was like "wait, this is a skill people can learn?!" ๐ก
Spent weeks researching pacenote systems, watching rally footage, and interviewing co-drivers. Created this massive design document with learning objectives, progression systems, and accessibility considerations (totally had a plan, I swear! ๐). Started with rally_maxpower.html, evolved to index.html, and the adventure begins! ๐
Initial roadmap included: Phase 1 - Basic note recognition, Phase 2 - Career mode with story, Phase 3 - Multiplayer, Phase 4 - VR integration (okay maybe I got a little carried away with the planning ๐ ). But hey, dream big right?! โจ
Jump into the co-driver's seat and master pacenotes!
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