Turbo Kart Rally — Development skill for Claude Code
Arcade kart racer in the spirit of Mario Kart, built entirely with Three.js.
How to install Turbo Kart Rally
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open bridge-mind/turbo-kart-rally and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
What Turbo Kart Rally does
Arcade kart racer in the spirit of Mario Kart, built entirely with Three.js. 100% procedural assets, no build step. Built by five Claude Opus 5.5 sub-agents from one prompt.
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README
Turbo Kart Rally
**An arcade kart racer in the spirit of Mario Kart, built entirely with Three.js. Every mesh, texture, sound effect and music track is generated in code at load time. There are no asset files and no build step.**
The whole game was produced by five Claude Opus 5.5 sub-agents working in parallel from a single prompt, without a single follow-up question. The prompt is reproduced below.
Play
Open **https://bridge-mind.github.io/turbo-kart-rally/** in a desktop browser with WebGL2 (Chrome, Edge, Firefox or Safari). Click or press Enter on the title screen, choose one of eight racers, pick a class (50cc, 100cc or 150cc) and a lap count, then hit RACE!. A keyboard or a gamepad works.
Race seven AI drivers around Palm Cove Circuit. Drift through corners and release for a mini-turbo. Grab item boxes and fire shells, drop bananas, pop mushrooms, or call down lightning on the field.
The prompt that built this
This is the complete, verbatim prompt given to Claude Code. Nothing else was specified.
I need you to launch five opus 5.5 sub-agents and help me build a triple A quality game that is a clone of Mario Kart. What I want you to do is I want you to launch these sub-agents, build the game without asking me any questions at all, and use 3JS to build the game. And once you're done, report back to me.
How it was built
The orchestrating agent wrote an architecture contract first ([ARCHITECTURE.md](ARCHITECTURE.md)), plus the shared config and event bus, then launched five sub-agents that each owned one slice of the codebase. No sub-agent edited another's files. Each one tested its slice in a real browser against stubs, and the game and U
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