DRIVING
Choose your car. Build your track.
Take it for a drive.
GAME SETUP

Saving changed settings restarts the game automatically.
KEYBOARD SHORTCUTS
- ↑ / ↓
- Accelerate / brake
- ← / →
- Steer left / right
- A / Z
- Shift up / down
- Space / Enter
- Alternate shift keys
- Esc
- Open game menu
- C
- Cycle camera views
- F1 – F4
- Choose camera
- T
- Follow opponent
- D
- Toggle dashboard
- F
- Toggle FPS (Enhanced)
- V
- Cycle chase distance (Enhanced)
- Ctrl + Arrows
- Move replay camera
- + / −
- Zoom replay camera
- Arrow keys
- Choose replay control
- Enter / Space
- Activate replay control
- Shift + F1
- Open terrain editor
PLAY STUNTS IN YOUR BROWSER

Preparing Roland power controls…
Stunts was created by Distinctive Software, the team behind Test Drive and The Duel: Test Drive II, and published by Brøderbund in 1990. Brad Gour, Kevin Pickell, Don Mattrick and Rob Martyn designed the game. Pickell was its lead programmer, with additional programming by Rick Friesen and Gour; Martyn produced it.
The idea was to put you in charge of both the car and the course. Choose from eleven cars, race against the clock or a computer opponent, then watch your run in replay. The built-in track editor lets you create your own courses with jumps, loops and other stunt pieces.
Its look came from Mike Smith, David Adams, Nicola Swain and Kevin Pickell, with sound by Kris Hatlelid and Michael Sokyrka.
Public beta · Unofficial Stunts browser reconstruction. Not an official release from the original developers or Roland.
Best played on a computer with a keyboard. Report a bug — please include your browser, sound/display settings, and steps to reproduce it.
Tracks, replays and save backups
Tracks, replays and settings stay in this browser, on this website address. Clearing browser data can erase them. Download a backup to keep a copy.
Upload an original .TRK track (1,802 bytes) or .RPL replay, then load it from the game’s track or replay menu. Files stay in this browser.
Race online (2–4 players)
Races run directly between browsers. Only one byte of steering per car per frame crosses the network, so the connection barely matters — but every car is simulated on every machine, and the race pauses for anyone whose input is late.

