How to Land the Loop in Madalin Stunt Cars
Most drivers fall off at the twelve o'clock position. The fix is almost never more nitro.
Read the guide →Arena walkthroughs, scoring maths, and a couple of longer pieces on how arcade driving games are actually put together.

Most drivers fall off at the twelve o'clock position. The fix is almost never more nitro.
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A clean double roll from a small kicker beats a messy backflip off the mega ramp. The maths says so.
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Drifting is not one input. It is three, in the right order, and the handbrake is only the first.
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The scoreboard is not a list of your best jumps. It is a record of how long you kept the chain alive.
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Top speed is the stat everyone reads first and the one that matters least in a stunt arena.
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Six of them are easy. Four need a specific ramp. Two need the spiral tower, and that is where people give up.
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The technology that replaced Flash was not one thing. It was four, and they only became useful together.
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The right answer depends less on the hardware than on whether the game smooths your inputs for you.
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Almost none of it is a real physics simulation. That is exactly why it feels good.
Read the guide →Every guide here makes more sense after one run in the arena.