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
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
Group B
Racescapes[]
The racescapes are randomly generated. The generation will change 4 times each day.
Banked Construction |
Lakes Ldot |
Park Ruins |
Volcano |
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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
Group B
Group C
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.
City Burbs |
Country High5 |
Dunes Graveyard |
Cliffs |
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Garage[]
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[]
v3.0 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.
v3.0 Help |
v3.0 Help 2 |
v3.0 Designer Notes |
v3.0 Designer Notes 2 |
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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.
2010 - v1.0 2012 - v3.8 |
2013 - v4.1 2014 - v4.2 |
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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. November 13, 2010 - Checkpoint Racing v1.0 November 16, 2010 - Checkpoint Racing v1.0 (disabled) January 15, 2011 - Checkpoint Racing v2.0 January 22, 2011 - Checkpoint Racing v2.1 March 19, 2011 - Checkpoint Racing v3.0 March 21, 2011 - Checkpoint Racing v3.0 (fixed shop) August 6, 2011 - Checkpoint Racing v3.1 (Data persistence!) November 23, 2011 - Checkpoint Racing v3.2 January 13, 2012 - Checkpoint Racing v3.3 March 30, 2012 - Checkpoint Racing v3.3 ~ 2012 - Checkpoint Racing v3.4 May 20, 2012 - Checkpoint Racing v3.5 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 June 29, 2012 - Checkpoint Racing v3.7 August 6, 2012 - Checkpoint Racing v3.7 September 8, 2012 - Checkpoint Racing v3.8 February 26, 2013 - Checkpoint Racing v3.8 June 17, 2013 - Checkpoint Racing v4.0 (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 May 22, 2014 - Checkpoint Racing v4.1 (Shutdown) August 18, 2014 - Checkpoint Racing v4.2b September 2, 2016 - Checkpoint Racing v5.1 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 |





















































