Currently racing on ZCT303

Fast & Furious

Designed by Alan Rotoi

Race ends on 2026-10-17, 23:59 CEST

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7 days left Sep 21 Sep 30 Oct 16 Oct 17

Latest news from the ZakStunts crew:

  • dreadnaut, October 5

    Chocolate Stunts 🍫

    Exciting times in the world of Stunts reverse engineering: new efforts based on the Restunts project are popping up left and right.

    In my eyes though, the release Chocolate Stunts marks a big milestone: it is the first port that sticks close to the original while going well beyond graphic enhancements. I'm thinking in particular of the “press Q to rewind” feature, which can greatly reduce the effort of replay handling.

    To keep racing fair, improvements of this kind need to be accessible to everyone, and Chocolate Stunts is in a good place, with builds for many operating systems, DOS included! Give it a try today, and let us know what you think on the forum

    The landscape is shifting

    From the point of view of the competition, Stunts BB 1.1 remains our reference point, at least for the moment. Racers might use different versions of the game (original, SuperSight, Chocoloate?), but replays must show a valid line in the Stunts version available for download on this website.

    But the Stuntsphere is changing, as they say, gradually, then suddenly. From small patches to extensive mods, to a Cambrian explosion of projects bringing Stunts into the 21st century. We need a conversation to chart the competition's path ahead: how do we keep racing fair and fun with an increasing number of improvements and tools?

    What remains fundamental to ZakStunts is that the replay must be entirely driven by the person submitting it. Sharing with other folks is no-no, and magically generated laps will not be allowed. The spirit of the competition remains to challenge ourselves, to find and execute the fastest route that our fingers, our patience, and the game will allow.

    Again, join us on the Forum to shape what the competition will look like in 2027. And fasten your seatbelt, however many pixels it is rendered with.

    —dreadnaut

  • Duplode, July 25

    ZCT300 deadline extension

    This Saturday, ZakStunts and the other stunts.hu sites stayed offline for the better part of the day, from early in the European morning up to now, around 22:30 on Budapest time. To avoid compromising anyone's entry due to a hosting (or timezone) misfortune, we are extending the deadline by one day, that is, up to 2026-07-26 23:59:59 Budapest time.

    —Duplode

On this day in 2018, while racing on ZCT207, some pipsqueaks wrote:

  • 11am Marco: Hi my great Friends. I have seen that you have introduced a GAR description in the Wiki. It's very great for me also to see some racers taking care of this way to play. Thank you so much. i had problem with my right arm and fingers so that i could not more race professionally with you. Now seems better and maybe I will return for some trials.
  • Marco: Regarding the Wiki GAR explanation I must specify a couple of corrections. GAR is not OWOOT but it's OPOOT, one pixel on, over or simply in contact with the surface (this was to avoid the asymettric tires problem of some cars). The replay checking is with the typical F3 view from the roof leaving the replay bar. According to my personal opinion, if the pixel is not in contact with the road surface (bumps, etc. are not considered road surface) , the replay is not valid while in the wiki is specified that there's a sort of tollerance. Tollerance is zero Smiley)). I tried the circuit running 3 seconds slower than Duplode but i have seen that Sekeer has returned back with an incredible and usual perfect. It's the faster of all the faster on Gar race, it would be greta to see how much he play to reach this results. So skills level compared to the time.
  • 6pm Cas: Hey, Marco! I wanted to create an article on GAR in the wiki some time ago and found it was already redirecting to OWOOT and had specific details on GAR there, so I left it unchanged. However, looking back at it, I see that it does not suggest that there's tolerance in GAR. What it says there is that other OWOOT variants may have greater tolerance. If you want, though, I can create a separate article for GAR including all the details in your explanatory videos. In my opinion, all OWOOT are "OPOOT". R4K, for example, is OWOOT in the same sense that GAR is, only that it does not require NoRH. But I can still make the "OPOOT" point clear in the article if you wish.
  • Cas: Sorry, I just realise I made a mistake. With "OPOOT" you mean one pixel "of the car". Yes, then I take back what I said that all OWOOT are OPOOT.
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28894 news posted so far. Long live the Stunts community!