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Checkpoint Racing is a racing game created by Wingman8. This game has over 12,600,000 visits and over 131,000 favorites. The players of the game, race with each other in randomly generated, limited open-world environments with vehicles. These vehicles range from hatchbacks, to sports cars, pick-up trucks, off-road cars, and luxury cars.

Gameplay[]

In this game, the goal is to drive through a series of checkpoints in a randomly generated environment to win a race. The checkpoints are large translucent yellow rectangles stretching high up into the sky. The checkpoints can be un-ordered, or ordered, which is dependent on the race's round/heat. Even rounds utilize ordered checkpoints, and odd rounds utilize un-ordered checkpoints. A yellow arrow above your car will point you to the next checkpoint. The race map's environment also changes every 5 rounds/heats, to minimize repetitiveness and boredom.

To prepare for a race, the player has to park their vehicle in the maroon red-painted area of the map. The game will then register the player as a player that is 'Racing', but not exactly when the bright red wall is still raised. Once the given 50 seconds is over, the game will then remove the bright red wall to start the race. Within the last 45 seconds, the game will block off the entry ramps to prevent last-minute entrants. Should the player decide not to race, they must exit the maroon red-painted area of the map by crossing the entry ramps before the last 45 seconds.


To successfully win a race, the player has to achieve a 1st place standing, instead of a 2nd or a 3rd place standing. This will be then added to a player's statistics, which is counted under 'Current' or 'Life' wins. Winning a race will also reward the player with points, but the reward system heavily depends on the player's completion time. In other words, the faster the player completes a race, the more points will be awarded to the player.

Should a player be somehow dismounted out of their car, or get themselves killed by a random physics breakout, or run out of time, the game will consider that as losing. This will force the player to be immediately kicked out of the race and be sent back to the spawn point, which will then force the said player to watch the race. There is also no compensation or consolation prize for losing the race; and that would mean that no points are awarded for losing.

As the game employs points as a reward, it can be used as currency to purchase faster or slower vehicles to help the player 'progress' further in the game. The vehicles can also be upgraded by using points, but only for once, and they cannot be upgraded or downgraded again. However, if the player buys a paint upgrade for their vehicle, they can continuously repaint it as they see fit (but they cannot sell the paint upgrade back for points). Additionally, the game also does not allow the player to sell their purchased vehicles, so it is wise to think very hard before buying a vehicle.

Vehicles[]

Vehicle Dashboard

Vehicle Dashboard

There are 10 vehicles altogether in this game, with varying statistics. These vehicles are also organized in two groups, A, and B. The vehicles' statistics are shown in the tables below, and it also assumes that the vehicles have been fully upgraded.

For reference purposes, the terminologies used to rate the statistics are: Very low (0/6), Low (1/6), Moderate (2/6), Medium (3/6), High (4/6), Very high (5/6), and Extreme (6/6). A statistic that is 'Very low' would mean that the statistic bar is not even covered at all, and a 'Low' statistic would mean that the statistic bar is covered by one sixth. This goes respectively for the other statistic ratings, too.

Please note that the 'Speed', 'Acceleration, and the 'Handling' statistic can be increased or decreased dynamically by the road surface, or the environment, in other words. For example, grass and other uneven surfaces will reduce the speed of your vehicle, but they can remain unchanged if the vehicle has a sufficient 'Off Road' statistic. On a special asphalt surface (mainly the banked racetrack), all vehicles will receive a +16 or a +17 speed boost to their 'Speed' statistic. This means that for example, if a fully upgraded 1965 Mustang were to go on that specific surface, it would have a top speed of 187, instead of 170. Although, the said special asphalt surface reduces the 'Acceleration' and the 'Handling' statistic.

Group A

Vehicle Speed Acceleration Durability Handling Off Road Price Images
2010 Toyota Prius 156 Medium Moderate Low Moderate 17,000
2010 Toyota Prius

2010 Toyota Prius

2003 Mini Cooper S 158 Moderate High Moderate Moderate 18,000
2003 Mini Cooper S

2003 Mini Cooper S

2016 Fiat 500 152 Extreme Medium Low Low 19,000
2016 Fiat 500

2016 Fiat 500

2016 Ford Focus 163 Moderate High High Low 25,000
2016 Ford Focus Image

2016 Ford Focus

2015 Chevrolet Trax 152 Moderate Very high Low Moderate 22,000
2015 Chevrolet Trax

2015 Chevrolet Trax

2005 Toyota RAV4 5-door 154 Medium Extreme Moderate Moderate 26,000
2005 Toyota RAV4 5-door

2005 Toyota RAV4 5-door

Group B

Vehicle Speed Acceleration Durability Handling Off Road Price Images
1967 Cadillac Sedan deVille Hardtop 170 Medium Very high Moderate Very low 28,000
1967 Cadillac Sedan deVille Hardtop

1967 Cadillac Sedan deVille Hardtop

1965 Ford Mustang Hardtop 170 Medium Moderate High Very low 33,000
1965 Ford Mustang Hardtop

1965 Ford Mustang Hardtop

2016 Ram 1500 4-door Crew Cab 157 Moderate Extreme Moderate High 34,000
2016 Ram 1500 4-door Crew Cab

2016 Ram 1500 4-door Crew Cab

2016 Jeep Wrangler JK 160 Medium High Low Extreme 39,000
2016 Jeep Wrangler JK

2016 Jeep Wrangler JK


Racescapes[]

The racescapes are randomly generated. The generation will change 4 times each day.

Racescapes
Banked

Banked

Construction

Construction

Lakes

Lakes

Ldot

Ldot

Park

Park

Ruins

Ruins

Volcano

Volcano


Removed Features[]

There have been several removed features in Checkpoint Racing over the years. Below is a variety of them listed, although there are likely more.

Vehicles[]

Many old vehicles were removed in around v5.1. This section could benefit from more complete stats.

Group A

Vehicle Cost Image
2006 Chevy HHR 18,000
2006 Chevy HHR

2006 Chevy HHR

2008 Honda CRV 18,000
2008 Honda CRV

2008 Honda CRV

2009 Honda Accord 22,000
2009 Honda Accord

2009 Honda Accord

2007 Ford F150 24,000
2007 Ford F150

2007 Ford F150

1951 Milk Truck 20,000
1951 Milk Truck

1951 Milk Truck

1963 VW Beetle 24,000
1963 VW Beetle

1963 VW Beetle

Group B

Vehicle Cost Image
2006 Jeep Wrangler 28,000
2006 Jeep Wrangler

2006 Jeep Wrangler

1981 Delorean DMC - 12 32,088
1981 Delorean DMC - 12

1981 Delorean DMC - 12

Stone Age Flintmobile 34,000
Stone Age Flintmobile

Stone Age Flintmobile

Cement Mixer 80,000
Cement Mixer

Cement Mixer

2003 Mini Cooper S 27,000
2003 Mini Cooper S

2003 Mini Cooper S

2007 Ford F150 (Monster) 53,000
2007 Ford F150 (Monster)

2007 Ford F150 (Monster)

School Bus 65,000
School Bus

School Bus

Group C

Vehicle Cost Image
2006 Hummer H2 50,000
2006 Hummer H2

2006 Hummer H2

1963 Chevy Impala 38,000
1963 Chevy Impala

1963 Chevy Impala

1948 Tucker Sedan 43,000
1948 Tucker Sedan

1948 Tucker Sedan

1998 Peterbilt 379 Day Cab 80,000
1998 Peterbilt 379 Day Cab

1998 Peterbilt 379 Day Cab

2004 BMW M3 42,000
2004 BMW M3

2004 BMW M3

2004 Ford Crown Vic Police Interceptor 40,000
2004 Ford Crown Vic Police Interceptor

2004 Ford Crown Vic Police Interceptor

1969 Pontiac GTO 38,000
1969 Pontiac GTO

1969 Pontiac GTO

1967 Chevy Camaro 38,000
1967 Chevy Camaro

1967 Chevy Camaro

1999 Nissan Skyline GTR R34 45,000
1999 Nissan Skyline GTR R34

1999 Nissan Skyline GTR R34

Racescapes[]

Most of these were likely removed in around v5.1. City was removed in v3.5 for maintenance, and may never have been reimplemented. This section could benefit from higher-quality images.

Old Racescapes
City

City

Burbs

Burbs

Country

Country

High5

High5

Dunes

Dunes

Graveyard

Graveyard

Cliffs

Cliffs

Garage[]

v3

v3.0 Garage Menu Image

The garage was used to save your vehicle so you would not lose it after leaving the game. To save, you had to buy garage rental time in one-week time chunks. You could buy a maximum of 6 months of rental time in advance. You had to buy rental space for every vehicle you wanted to save. The cost of buying rental time was 900.

All the options you had purchased for that vehicle were also saved. Unfortunately, your customizations (paint, decals, etc) were not saved (though the fact that you bought the customizing option was saved).

Note: to save a group B or C vehicle, you did NOT have to save any vehicles of the Group below it first.

If your rental time had elapsed before you bought more, your vehicle would be repossessed.  If you wanted it back, you must buy a new one at full price.  Note that if it is a Group B or C vehicle, then the standard rule of owning 2 vehicles of the Group below it applies.

The garage was likely removed around v5.1.

Tools[]

v3

v3.0 Drive Help Menus

There were 2 tools used to control the vehicles: one for mouse controls and another for arrow key controls.

There was a tool to generate your care, a tool to paint your car, and a tool for the shop. There was also a tool to reset your player.

There was also the jack tool. This tool was used by clicking on the floor under or near the edge of your vehicle. It would spawn a 2x2 wide white square that rose up into the air to flip your vehicle.

All of these tools were likely removed around v5.1.

Designer Notes[]

While there is still a help section, designer notes have been removed.

Help & Designer Notes
v3

v3.0 Help

v3

v3.0 Help 2

v3

v3.0 Designer Notes

v3

v3.0 Designer Notes 2

Thumbnails[]

Checkpoint Racing has had several game thumbnails over the years. Due to how game thumbnails worked at the time, the v1.0 thumbnail was made by putting images on a board, then lining the camera up with the board. After that, it would appear that he left random spots around the vehicles as the thumbnail until around v5.1. It is very likely that there are more thumbnails that are lost to time.

Old Thumbnails
2010 - v1

2010 - v1.0

2012 - v3

2012 - v3.8

2013 - v4

2013 - v4.1

2014 - v4

2014 - v4.2

Version History[]

Version History
This is not a complete timeline. Things could be missing. This timeline was created through searching through the Wayback Machine.


Years before the release of Checkpoint Racing, the place was TestTrack. This place was likely a precursor to  Checkpoint Racing; it existed as early as February 27, 2009. By June 27, 2009, TestTrack was gone, and it became unused 2. By July 29th, it was briefly used as a beta place for Armored Patrol v3.0. By August 30, 2009, it was back to being unused 2, this time with a different baseplate. By August 23, 2010, it had become unused 3. On November 13, 2010, Checkpoint Racing was released.

(indev version) - April 30, 2010
README Changelog:
- Steering like in ArmoredPatrol where DriveMotors connected via Motor object to Chassis.
- New style wheels where Top side faces out and width is mesh scaled in to look like real tires.

November 13, 2010 - Checkpoint Racing v1.0
game description:
Checkpoint racing! Currently 2 race venues: City and Country. More coming if there is interest. HOLD DOWN h to accelerate (see help and hints). Unplayable if laggy. I'm curious what it is like with max (7) players. Comments welcome. Let's race!

November 16, 2010 - Checkpoint Racing v1.0 (disabled)
game description:
I'm shutting down this game temporarily. I found a design flaw making part counts get way too high, causing lag and hard to control cars. Am working on fix. Sorry for the inconvenience.

January 15, 2011 - Checkpoint Racing v2.0
unlisted changes (from v3.1 ReadMe):
-Completely reworked vehicle power trains. Abandoned friction drives because could not get good responsiveness. Now uses BodyForce for propulsion and BodyGyro for steering. Wheels only provide friction and collision with ground objects. The wheels still turn and steer, via Motor objects, but this is purely cosmetic.
-Reworked race sequencing. Now, at the end of a race, the front gate is closed immediately and any player in the racescape area is respawned. Players now can go to the red area. Also, to insure all players have received a newly genned racescape, race control will wait till all enrolled players' checkpoint local scripts indicate they have run.
-Added 3rd racescape: a closed track thru a swamp.
-Added additional Group A vehicle: the Rav4.
-Added steering wheel player handle for the Drive tool.

game description:
New in v2.0: fixed parts leak (I hope, the Alt-F1 display should never show more than about 2000 primitives). Gave up on friction drives for vehicles, now uses BodyForce and BodyGyro. Added 3rd race area. Added new vehicle. Allowed both unordered and ordered checkpoint races. Toughened up wheels. Changed race start sequencing. Different starting vehicle. More starting cash. Some cosmetics. Comments welcome. As always, have fun!

January 22, 2011 - Checkpoint Racing v2.1
unlisted changes (from v3.1 ReadMe):
-Fixed bug where y or x down events seems to get missed quite regularly.
-Fixed bug where if a vehicle momentarily flips then rights itself right away, engine is killed.

game description:
New in v2.1: Fixed problem where Shop breaks after player reset. Reworked vehicle drivetrains again, now the BodyForce and Gyro are controlled directly from the Drive tool LocalScript. I think it helps with lag and the jittery acceleration. Let me know. As always, have fun!

March 19, 2011 - Checkpoint Racing v3.0
unlisted changes (from v3.1 ReadMe):
-Added 3 new vehicles
-Added Arrow drive tool, can use either mouse drive or arrow drive.
-Added detangler command (the t key) that makes most of vehicle parts CanCollide = false.
-Changed disqualified criteria such that must hit a checkpoint every 60 secs or disqualified.

game description:
New in 3.0: Buy performance upgrade options for your vehicle. Also, customize your vehicle's look with paint, decals, etc. New vehicles, and a new track (the Burbs). Arrow steer tool. Motor sounds. Bonus diamonds for instant cash. A detangle command (t key) when you get stuck in another vehicle. Checkpoint clock: you have 60 seconds to hit next checkpoint. Let me know if problems. As always, have fun!

March 21, 2011 - Checkpoint Racing v3.0 (fixed shop)
game description:
Fixed shop. Sorry about that! (Bad regression testing.) Comments welcome. As always, have fun!

August 6, 2011 - Checkpoint Racing v3.1 (Data persistence!)
game description:
New in 3.1: Data Persistence!  Save your vehicles by buying garage rental time. (Paint customizations not saved :-().  I had a lot of trouble with this, I'm sure there will be bugs.  Also added new track: mountains/lakes, real fun in an off-road vehicle.  Added 2 new specialty vehicles, a semi and a milk-truck.  Let me know if problems.  As always, have fun!

November 23, 2011 - Checkpoint Racing v3.2
game description:
New in v3.2: New vehicles: BMW and Flintmobile, new track: highways.  Fixed scoreboard not showing, put bottoms on lakes so you don't fall thru (but they slow you down), fixed bonus diamonds always showing 300, improved t command (I hope) especially for semi, increased max players to 8.  Let me know if problems.  As always, have fun!

January 13, 2012 - Checkpoint Racing v3.3
game description:
New in 3.3: Added Mini Cooper, Crown Vic police car and cement mixer.  Hopefully eliminated problem of orphaned vehicles cluttering the place.  Also made the hubcap decals removable and added all my hubcap decals to the decal list in the Paint tool so you can change out wheels.  As always, have fun!

March 30, 2012 - Checkpoint Racing v3.3
game description:
The camera is messed up with Mouse drive tool.  As a workaround after you select the Mouse drive tool, hit the v key 4 times to fix camera.  I will update with a fix soon.

~ 2012 - Checkpoint Racing v3.4
game description unknown

May 20, 2012 - Checkpoint Racing v3.5
game description:
New in v3.5: fixed annoying missed checkpoint problem.  Remove City track for maintenance.  Changed order of other tracks.

If you get the forever loading problem, try picking a server with only a few players on it.   

As always, have fun!

June 13, 2012 - Checkpoint Racing v3.6
game description:
New 3.6: Toyota Prius and School Bus.  New track: cliffs.  As always, have fun!

June 29, 2012 - Checkpoint Racing v3.7
game description:
New in 3.7: 1967 Camaro, new track: graveyard.  Added the current/next track name to the scoreboard, plus an option to vote to skip it if 2/3 of racers agree.  Let me know if I messed up anything.  As always, have fun!

August 6, 2012 - Checkpoint Racing v3.7
game description:
Shutting down till I can fix the bytecode issue.  Sorry for the inconvenience!

September 8, 2012 - Checkpoint Racing v3.8
game description:
OMG, I think the lag is caused by the fact that I use local parts (for the checkpoints).  In tests, when I take them out the lag reduces considerably.  Unfortunately game depends on them (woe to the user of unsupported features!)

February 26, 2013 - Checkpoint Racing v3.8
game description:
Well it seems like the local parts thing is not a problem anymore, at least when I play.  Let me know if you still are seeing bad lag.

June 17, 2013 - Checkpoint Racing v4.0
game description:
Active again!  I removed the garage saving business; your vehicles are saved forever when you buy them.  

(Also, all vehicles that expired while the game was down should also be saved forever.)

Fixed the square hubcaps!  If you saved a painted vehicle it may still have square hubcaps.  You can fix them yourselves using Paint.  (You can't change back to square though, so it may become a collector's item!)  As always, have fun!

November 12, 2013 - Checkpoint Racing v4.1
game description:
Sorry for the delay.  Hopefully also fixed save issues.  Let me know if problems.  As always, have fun!

May 22, 2014 - Checkpoint Racing v4.1 (Shutdown)
game description:
Well looks like something is wrong with acceleration on the cars, so I am shutting down till I can fix.  Sorry for the inconvenience.

August 18, 2014 - Checkpoint Racing v4.2b
game description:
Ok, fixed for both Mouse and Arrow steer.   Let me know if more problems.  For those who asked, I built the Skyline back in December after Paul Walker died.   As always, have fun!

September 2, 2016 - Checkpoint Racing v5.1
Game description:
Looks like the hinge/vehicle flinging/going crazy problem is under control now.  Still happens but not very often.

Note: version 5.x is completely reworked, uses FilteringEnabled, has different vehicles, and has a different save strategy.  Because of these and other reasons, unfortunately, I had to reset everyone.  My apologies to those with saved vehicles from before.

Note: I do plan to add the exterior customizations I had before (like decals).  FilteringEnabled makes this more challenging.

There is some (very) minimal support for mobiles/tablets.

If problems, let me know.

As always, have fun!

November 7, 2025 - Checkpoint Racing v5.1
game description:
Shutting down to work on it.