Madalin Stunt Cars

Which of the Four Cars Should You Drive?

Compare all four Madalin Stunt Cars vehicles—Vector 9, Kestrel, Brute and Phantom—and pick the best car for speed, control or stunts.

Which of the Four Cars Should You Drive?

The garage screen gives you four bars per car — speed, acceleration, grip and agility — and no explanation of what any of them do to the driving. Here is the translation, and a recommendation for what each car is genuinely good at.

What the four stats mean

  • Speed caps how fast the car can go on the flat. Nitro raises the cap by about a quarter.
  • Acceleration is how hard the engine pushes. It matters far more than top speed, because almost nothing in the arena gives you a long enough straight to reach the cap.
  • Grip is how quickly sideways movement gets cancelled. High grip means the car goes where it points; low grip means it slides.
  • Agility is how fast the car rotates when you steer. High agility turns tighter but is twitchier at speed.
The stat that matters

In an arena with no straight longer than about 150 metres, acceleration beats top speed nearly every time. The exception is the mega ramp run-up.

Vector 9 — the hypercar

The fastest car in the game and the one most people pick first. Its ceiling is genuinely useful in exactly two places: the long approach to the mega ramp, and the run into the loop if you start far enough back. Grip and agility sit in the middle of the range, so it is stable without feeling locked down.

Drive it if you want the biggest single jumps and you are happy to spend time lining runs up. It rewards patience and punishes tight arenas.

Kestrel — the track GT

Best acceleration and best grip in the game, with a top speed a little below Vector's. In practice it is the fastest car around the arena, because it reaches its ceiling in half the distance and holds a line through the corners.

The high grip makes it the easiest car to land with. If you come down slightly sideways, Kestrel straightens itself out; the low-grip cars keep sliding and eat your combo timer.

Drive it if you are chasing score. This is the chaining car and the one to learn the arena in.

Brute — the off-roader

Taller, heavier, slower, with more ground clearance and the lowest agility of the four. On paper it looks strictly worse. In the air it is a different story: the extra mass makes rotations feel slower and more deliberate, which makes it easier to stop a flip exactly where you want it.

It is also the most forgiving car on bad landings. Coming down on a ramp edge at an angle upsets the light cars badly; Brute shrugs it off.

Drive it if you are practising flips, or if you keep landing badly and want the run to survive it.

Phantom — the drift car

Lowest grip by a wide margin and the highest agility. On the ground it slides constantly, which is either the best thing about it or completely unmanageable, depending on how comfortable you are with the handbrake.

Worth being honest about: Phantom is the hardest car to score with, because low grip means unstable landings and unstable landings break chains. It is also the most fun to drive once the drifting clicks, and it makes the transitions between ramps look far better than they have any right to.

Drive it if you already know the arena and want a challenge, or if you care more about how a run looks than what it scores.

A quick recommendation

If you want to…Pick
Learn the arenaKestrel
Clear the loop first tryKestrel
Get the biggest single jumpVector 9
Land consistent double flipsBrute
Drift everywherePhantom
Set a high scoreKestrel

You can swap cars at any time by pressing G to return to the garage. It costs you your current score, so finish the run first.

Go and try it

Reading about the loop is not the same as arriving at it at 190 km/h.

Play Madalin Stunt Cars free