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Road Rash: collisions

What happens when a bike touches something, gathered after riding through other bikes showed the earlier research had never asked. Frame-sheet and text-dump names refer to local captures of the sources listed in the ledger; the captures themselves are EA's and are not redistributed.

Companion to road-rash-research.md (mechanics) and road-rash-visuals.md (look). This file covers only what those two leave out: what happens, frame to frame, when the player's bike touches something, and how the game shows it.

Evidence base: the three gameplay videos in rr-img/_video/ (pc-all-levels.mp4 = 1280x720 "UnbiasedPlayer" HUD, cited here as PC1, same source as YT1 in visuals.md; pc-win95-papyrus.mp4 = 640x360 "Player1" HUD, cited as PC2 / YT2; 3do-longplay.mp4 = 640x480, cited as 3DO), reviewed as contact sheets in rr-collide/ (file + grid position given per fact, e.g. pc1_D_crash_napa.jpg r3c3), plus pc_manual.txt, 3do_text.txt/3do_djvu.txt, the three GameFAQs text dumps (one for the Genesis original, one for Genesis Road Rash 3, cited as RR3 FAQ), and rv_all.txt (cached GameFAQs/review pages, cited rv). A Chinese web search for 撞车/撞人/追尾/被撞飞 (4 Oct 2026) turned up only the Chinese Wikipedia plot/mechanics summary and gamersky's listing page — nothing with crash-specific detail beyond what the English sources already give; it is not cited further below.

A provenance note on the frame set: rr-collide/scan/d3_s*.jpg and d3_K_ped.jpg were unexplained in the handover (no matching resolution/HUD among the three known videos). Viewing d3_s01.jpg resolved it: the sheet opens on a 3DO console being powered on and a disc inserted, then the EA/3DO boot splash and the Road Rash menu (Restroom → Axle select → Pacific Highway/The City/Napa Valley/Der Panzer Klub) — i.e. this is the start of 3do-longplay.mp4, extracted at a different crop/scale than the f3do/ frames used elsewhere, not a different or later game. It is cited below as 3DO like the rest of that file.


1. Rider vs rider — side contact ("rubbing")

2. Player rear-ends a rider / is rear-ended

3. Hitting a car — same direction

4. Hitting a car — oncoming

5. Pedestrians

6. Cops

7. Fallen rider / fallen bike as an obstacle

8. Roadside objects (tree, pole, sign, building, guardrail, cliff)

9. Landing a jump

10. Supplementary questions


Ledger

id mechanic source
K1 Side contact between two riders normally just shoves the other bike sideways, without a crash, same effect as the kick move (FAQ, RR3) _text/gf_genesis_586427-road-rash-3_faqs_29823.txt L150-151; road-rash-research.md §3.4 (manual)
K2 A steeper-angle/higher-speed side rub puts the other rider into a lean/slide knockdown next to the player, distinct from a full ragdoll throw (observed in video) pc1_A_detail.jpg rows 4-5
K3 Hitting a car or fixed obstacle head-on throws the rider into a spread-eagle ragdoll, separate from the bike, with an impact-flash/pixelation effect on the contact frames (observed in video) pc1_D_crash_napa.jpg, pc1_D_detail.jpg
K4 After a crash the rider lies on the road, other racers ride past without stopping, then the rider stands and runs/jogs back toward the bike (observed in video) pc1_A_after.jpg, pc1_D_after.jpg; road-rash-research.md §4.2 (manual)
K5 Being knocked off by another rider leaves the bike coasting forward riderless, doubling the run-back distance versus a self-inflicted crash where rider and bike share the same stopping point (FAQ, RR3) L347-352
K6 A knockdown by an opponent costs no bike-damage-gauge hit by itself (distinct from the stamina cost of the blow that caused it) (FAQ, RR3) L101
K7 Rear-ending slow in-lane traffic is called out as nearly as damaging as a head-on hit with oncoming traffic (manual) pc_manual.txt L514-516
K8 The kick move is explicitly designed to knock a rival sideways into the oncoming lane road-rash-research.md §3.4 (manual)
K9 Obstacles/hazards are sorted per-object into harmless/small-jump/crash tiers; confirmed concretely for animals (chickens, kangaroos = harmless; cows, zebras = crash) and extrapolated by the game's own design logic to objects generally (FAQ, RR3) L99-101; road-rash-research.md §2.5 (FAQ)
K10 Static "roadblock" cop cars do not bust you on contact; motorcycle cops, blocking cop cars, and cop helicopters do, with contact-bust treated as a binary outcome rather than a graded damage event (FAQ, RR3) L104-126
K11 A downed rider and separated bike remain as hazards in the lane for several seconds (multiple following racers pass one downed rider in sequence) (observed in video) pc1_A_after.jpg
K12 No bike-through-bike clipping observed in any reviewed contact sequence (observed in video, negative result, small sample)
K13 The 3DO "zombie pedestrians" line in The City's track blurb is flavour text for jaywalking hazards, not a literal enemy type — no undead pedestrian appears in any reviewed gameplay frame (observed in video) scan/d3_s01.jpg menu text vs. gameplay frames

Open / unanswerable with current evidence