Barrel Roll or Backflip? A Scoring Guide
A clean double roll from a small kicker beats a messy backflip off the mega ramp. The maths says so.
Read the guide →Land the vertical loop in Madalin Stunt Cars with the right entry speed, a straight approach and precise steering at the top.
The loop sits at the north end of the arena, twenty-two metres across, with a straight approach road running into the bottom of it. It is the first thing most people try and the first thing most people fail. The car climbs, slows, peels off the ceiling and lands on its roof.
Nothing about that is bad luck. The loop has a minimum entry speed, and everything else is about not bleeding speed away before you get there.
Inside the loop the car is held on the surface by its own momentum. Gravity is pulling straight down the whole time, so the moment your speed drops below roughly 85 km/h while inverted, there is nothing left to keep the tyres in contact. The game lets go and you become a falling object.
Climbing the loop costs speed on its own — you are lifting the car forty-four metres in about a second and a half. So the number that matters is not the speed at the top, it is the speed at the bottom.
Enter the loop at 180 km/h or more and you will come out the other side. Enter at 140 and you will fall off somewhere near the top, every time.
Kestrel. It has the strongest acceleration in the game, so it reaches loop speed in the shortest run-up, and its high grip keeps the line straight on the approach. Vector 9 has a higher top speed and works well once you have a long run, but it takes longer to get there.
Brute is the hard mode option. Its top speed of around 220 km/h is enough on paper, but the heavier feel means small steering inputs cost you more, and it is easy to arrive at the loop already down on pace.
The Complete the full loop challenge only registers when you go over the top upside down and then come back down to ground level the right way up. Falling off at the top and landing on your wheels does not count, and neither does driving up the inside and reversing back down.
If the tick is not appearing, watch your car at the twelve o'clock position. If the roof is pointing at the ground and you are still moving forward, the rest will take care of itself.
The exit of the loop dumps you onto a straight with plenty of room, and there is a ring floating just past it. Take the loop, hold the throttle, collect the ring, and you have two things ticked off in one run.
Once the loop feels routine, try it with nitro held all the way through. You will come out fast enough to reach the quarter pipes on the east side without lifting, which is where the bigger scores start.
Reading about the loop is not the same as arriving at it at 190 km/h.

A clean double roll from a small kicker beats a messy backflip off the mega ramp. The maths says so.
Read the guide →
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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