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.