2026-07-08 THE ROAD SO FAR · PT. 1
THE ROAD SO FAR, PT. 1 — THE JANUARY TOY
This is the first of a short series about how this game got here. Everything below is read straight out of the project's own history — real commits, real dates — and the screenshots are the actual old builds, resurrected from version control and run again today. No mock-ups, no memory. The archive doesn't flatter anyone, which is rather the point.
SUPER SLOT CAR '98 began on 27 January 2026. The second-ever commit is titled, in full, “early stuff”. Over the next twelve days it picked up 43 commits: a track that could detect its own gaps, a crash model, lane switching, a pause menu, and a title screen that already knew exactly what it wanted to be.
The game itself was one race, four drivers, and a lawn the colour of a snooker table. The pit wall shows the entire 1998-spec feature set: a position table, four stats, and a speedo. That button in the top corner isn't a menu — it's a debug control, shipped proudly on screen, because in February the whole game was a workbench.
But the idea that makes this game this game was already in. Mid-race, the action stops and the track deals you a hand.
Look at that hand. Apex Hunter and Late Braker are still in the game today — you can find both in the card binder, reworked into corner-trigger cards but wearing the same art. Some cards were simply born right.
The last commit of that first burst landed on 7 February 2026. Then: nothing. No commits in March. None in April. The repository went quiet for five months.
Part 2 is about the drawer — why a game this loved went into it, and what finally pulled it back out.
The small print: these screenshots come from commit
849f350, checked out into a scratch worktree and run
under today's engine. The compute shaders grumbled; the game ran
anyway. They built things sturdy in '98.