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Traffic Collision 2

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ARTIFACT: Engineer's Relic 25 Points

Find the mysterious "Engineer's Relic" artifact

ARTIFACT: Pottery 25 Points

Find the mysterious "Pottery" artifact

ARTIFACT: Sheepwolf 25 Points

Find the mysterious "Sheepwolf" artifact

ARTIFACT: The Kind Monster 25 Points

Find the mysterious "Kind Monster" artifact

Ultimate Vehicle 25 Points

Drive with the ultimate vehicle!

Bad Neighbor 50 Points

Beat the first level

Freedom! 50 Points

Beat the second level

The Big City 50 Points

Beath the third level

International! 100 Points

Beat the fourth level

Master Race! 100 Points

Unlock everything!

Author Comments

*Now it's always possible to avoid cars... Sometimes it might look too tricky... But it can be done ;)
*Even if you hit vehicles, there are "damage repair" items!
*There's more than just one level! The game is much longer now! And you can even unlock special surprises! =P

Drive at high speed in 4 beautiful zones, while avoiding other vehicles. Use nitro to beat the distance objectives in time. But be careful, if you hit other vehicles... Well, just enjoy the amazing crash sequences!

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Holy crap this is a good game! Rarely do you find a free 3D game that is actually very visualy pleasing! The best part about it is the fricking carnage!

ok that ultimate vehicle was too much, is too broken you can just go throug ten cars like nothing!

this game is so fucking fun! the animation on this is so good, i personally dont have anything for you to add or improve, but for the people who comment it, i hope its a good update to it

I love me some digital carnage.
Starting off with a few complaints:
1) This game is too easy. The first stage is fine, but once you learn the tricks and master steering, this game is a breeze. Learning curve is too short. Powerups don't help much, either - I had about 110 seconds of spare time, fully repaired car, and a shitload of nitro when I finished stage 4.
2) This game is too random. I get it, programming a good randomization is difficult, but still, I remember having a downpour of powerups, one every two screens or so, and then nothing at all for about a minute, no powerups, not even cars, in the same stage. I'd like the action to be a bit more levelled.
3) Artifacts make no sense. I mean, so do powerups, of course, but powerups are a staple of arcade racing. Artifacts, however, don't make sense just appearing randomly on the road, but what they resemble... a golden car battery? A smiling jack-o-lantern badge called "the Kind Monster"? Really?
4) "Secret" stage is a bit broken. Although it suggests to be endless, it really ends with credits @ 32k yds. I suspect copy/paste.
But all those are really minor and dim in the light of the one and only thing why I LOVE this game: it's fucking beautiful.
I don't know how you make such beautiful sprites, and I don't care, just keep making them just as beautiful. The carnage deserves to be in Burnout series, really. And although it's really obvious that this game is really 2D, it could easily stand up to 3D graphics. After all, it's not about dimensions, but about how good the image is. There's slick controls, too, and it's just long enough.
Good job overall. I think I'll play more of what you make. I just can't get enough of that beautiful car wrecks.

This game is about directing a movement of an object, moving with a controllable speed, to reach certain milestones in a limited amount of time, while maintaining the object in the confines of a broad diagonal row and avoiding any obstacles, also moving along said row in the direction of the said object. To perform this task, player has three main resources to rely upon: time, life and nitro. Time is always given in the same quantity at the beginning of each level, drains continuously and can only be partially replenished upon reaching certain intermediate milestones; life is drained upon collision with other objects or edges of the row; nitro can be used at players will to increase car's speed to a certain limit. Each of the resources can be replenished upon colliding with special powerup objects, but life and time powerups are only unlockable after completing first and second levels respectively.
First obstacle at each level never moves on the right side of the row, thus providing a small handicap to the player who figures this out at the beginning. Also each level's objective is slightly easier than that of the first one, although it may not seem obvious at first; first level has the largest distance from the last intermediate milestone to the level's finish and the smallest variety of powerups available to the player (even nitro powerups seemed to be scarce to me, since once I've got all the way to the 7000 mark without ever seeing one). This game is all about training hard to fight easy, if by training you mean finishing first level. Not everyone will beat it, but those who do will be greatly rewarded. In my case, I spent about 40 minutes and countless efforts on first level, but after it was finished it only took me 4 attempts to complete 2-nd level and one attempt per 3-rd and 4-th ones! The trick is that to me the perceived difficulty of each subsequent level (set by its distance/initial time ratio) seemed higher than its actual difficulty, so each time I was expecting for a bigger challenge than I was actually getting, while my skills at manipulating game's core mechanics were getting higher and higher. Thus the dramatic leap in game's difficulty/skill ratio between first and subsequent levels may seem as an imbalance, but in my opinion, on the miniature scale of only four levels it serves to create a powerful feeling of personal accomplishment and empowerment in the player.