2D Racing: a Wrecked Car and the Question of Where It Broke
The car stopped by the roadside. The score froze. Ten seconds earlier everything had looked fine.

2D Racing ended my run at a barrier I had seen coming. The question is not about it. It is about what happened before.
One step back
Rewinding. Five seconds before the crash I swerved left around a barrier. Too sharp, the car slid. I had to straighten out and lost my lane. Ten seconds before, I chased points, went right, though an obstacle already loomed ahead. There it is, the start.
Points as a trap
2D Racing is sly: points call you where it is dangerous. Chase them and you corner yourself, so the next barrier is already unavoidable. The brake, the down arrow, feels like cowardice. It is the only way to survive your own greed.
I noticed my longest runs were the ones where I skipped points. Lifted off, let temptation pass, stayed in a clean lane. Boring? Not at all. That is when the road starts rolling under the wheels.
The answer
So where did it break? Not at the barrier that wrecked the car. Ten seconds earlier, when I turned after points. The game showed it fairly: a long run is built not on reflexes but on refusing the extra.
Next time I see points next to a barrier, I will drive past. The counter can wait.