 			}
 			
 			/* Slow down if player drives onto off-road area. */
-			if ((_playerX < -1 || _playerX > 1) && _speed > _offRoadLimit)
-			{
-				_speed = accel(_speed, _offRoadDecel);
+			if ((_playerX < -1 || _playerX > 1) && _playerSpeed > _offRoadLimit)
+			{
+				_playerSpeed = accel(_playerSpeed, _offRoadDecel);
 			}
 			
 			/* Check player collision with other cars. */
 			for (i = 0; i < playerSegment.cars.length; i++)
 			{
 				var car:RTCar = playerSegment.cars[i];
-				if (_speed > car.speed)
+				if (_playerSpeed > car.speed)
 				{
 					var carWidth:Number = car.entity.width * (_objectScale * car.entity.scale);
 					if (overlap(_playerX, _playerWidth, car.offset, carWidth, 0.8))
 					{
-						_speed = car.speed * (car.speed / _speed);
+						_playerSpeed = car.speed * (car.speed / _playerSpeed);
 						_position = increase(car.z, -_playerZ, _trackLength);
 						break;
 					}

		
		public function jump():void
		{
			if (!_enableControls || !_playerEnabled || _isJump || _speed == 0) return;
			_playerJumpHeight = -(_speedPercent * 1.8);
			_isFall = false;
			_isJump = true;
		}

				if (seg == playerSegment)
				{
					/* Calculate player sprite bouncing depending on speed percentage. */
					var jitter:Number = _racetrack.playerJitter ? (1.5 * Math.random() * (_playerSpeed / _maxSpeed) * _resolution) * randomChoice([-1, 1]) : 0.0;
					renderEntity(_racetrack.player,
						_cameraDepth / _playerZ,
						_widthHalf,
