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PIT NOTES

Updates from the workshop, straight off the bench.

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 original February 2026 title screen: painted splash art of an open-wheel race car on a sunny circuit under a hand-lettered Super Slot Car 98 script logo, with PRESS SPACE TO PLAY beneath.
February 2026. The wordmark was painted, the promise already made. (Today's title is a live in-engine cinematic — this was a JPEG with dreams.)

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.

The February 2026 build mid-race: four small teardrop cars on a grey slot track over a flat green grid, a bare driver table and stat panel on the left, and a debug NEW TRACK button in the top right corner.
The February build, running again today. Four teardrops, one idea.

But the idea that makes this game this game was already in. Mid-race, the action stops and the track deals you a hand.

The original mid-race card draft in the February 2026 build: three white-framed painted cards — Apex Hunter, Late Braker and Step On It — dealt over the dimmed track, with the plain text prompt Choose a card in the corner.
“Choose a card”, spelled out in default-font Helvetica, because juice hadn't been invented yet.

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.