XRHSHUIROADRUMBLE
8/ 8

0 m

00:00.0
0KM/H

Info

ROAD RUMBLE — Free 3D Motorcycle Combat Racing

Start at the back against seven fast AI rivals on a fresh 7 km road. Six motorcycle police can join pursuits around the course and strike traffic offenders with batons: watch red lights, civilians and the opposing lane. Close-range kicks, traffic collisions and run-to-bike recovery. Your finish opens live standings immediately while rivals continue; every finisher coasts to a stop. Desktop, tablet and portrait-first phone controls.

Platforms & play modes

desktop, tablet, mobile. Single player against AI rivals.

Controls

Each race generates a fresh seeded 7 km closed route, with new bends, scenery layouts, town boundaries and three signalized junction positions. Road surfaces and collision coordinates use the same map. Best times for this longer format are recorded separately; your original 3.1 km record remains stored and visible in the menu. Race one lap against seven AI riders using Arrow Up/Down for throttle/brake, Arrow Left/Right to steer, Z/X to kick left/right. Touchscreens use a bottom-right joystick and two left kick buttons simultaneously. Phones favor portrait; both orientations work without a rotation gate. AI riders attack one another as well as the player. Kicks have large wind-up and extension; damage increases at closer lateral/forward distances. A sufficiently heavy hit ejects the rider even from full condition. The fallen bike slides with momentum; the rider tumbles, gets up, automatically runs to it and remounts, with brief protection. Vehicle crashes depend on relative speed: fast car impacts eject riders, low-speed bumps slow and damage them; pedestrians stumble and slide, while bicycles/scooters tip over. Sparks and dust show impacts without gore. Travel through towns, suburbs and farmland, including three signalized crossroads with crossing traffic. Ordinary cross traffic follows signals, but player and AI racers do not brake for lights. Crossing the line locks your place and time, saves your local best immediately and disables driving and kicks. Each finisher coasts forward without power until stopped. Your finish immediately opens a live eight-rider results page. Unfinished riders show remaining distance and update their positions and times as they cross. Other racers continue until everyone finishes; then standings become final. The last rider also continues coasting after results appear. You can pause while waiting. Esc/P pauses; M toggles sound. Each load is muted, with no AudioContext before explicit opt-in. Focus loss, Info, pause and resize clear held controls; pause freezes recovery, traffic and signals. No online multiplayer or editor. Touch play suppresses menus, text selection, dragging, page scrolling and gesture zoom. You start eighth, behind all seven rivals. Player top speed is 59 m/s; AI cruise limits are 56–57.4 m/s. Six distinct white-and-blue police motorcycles are stationed around the seeded course, can pursue either AI or player and reach 62 m/s. Nearby officers respond to an actual red-light stop-line crossing, hitting a pedestrian, bicycle or civilian scooter, sustained riding in the opposing left lane (above 10 m/s for over 2 seconds), or attacking police. The center line separates opposing traffic. Up to two officers pursue a target and swing batons at close range, damaging condition and potentially causing a wipeout. Police can be kicked off their bikes and recover; they do not count toward the eight-rider race standings. Finished riders are released from pursuit. The rider has a centered, more upright neutral pose. Officers predict short-term motion, match speed and align beside the target before a 0.2-second windup, downward stroke through 0.46 seconds and recovery through 0.78 seconds; attack cooldown is 1.05 seconds. The arm has bending shoulder/elbow/hand joints, and the visible 1.08 m baton shares its exact path with swept hit detection. Each stroke hits at most once during its downward phase; raising and recovery do no damage. Escaping the weapon path can dodge the strike, and protected/finished riders cannot be hit. Kicks share a minimum one-second interval across left/right sides for both racers and AI. Player keyboard Z/X and touch kick buttons trigger once on press; release before pressing again. Holding, keyboard autorepeat, or adding another finger to a held side cannot chain kicks. Presses during cooldown, countdown or recovery are discarded rather than queued; pause/focus loss clears pending presses. Steering/throttle can remain held independently.

Can I hold a kick button to keep attacking?

No. Z/X and touch kick buttons require a fresh press for each kick. Left and right share a minimum one-second interval. Cooldown presses are not queued. AI kicks also have a one-second minimum.

Free to play. No downloads or sign-up. Sound starts off; enable it manually.

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