Where Every One of the Twelve Rings Is
Six of them are easy. Four need a specific ramp. Two need the spiral tower, and that is where people give up.
Read the guide →Compare all four Madalin Stunt Cars vehicles—Vector 9, Kestrel, Brute and Phantom—and pick the best car for speed, control or stunts.
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.
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.
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.
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.
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.
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.
| If you want to… | Pick |
|---|---|
| Learn the arena | Kestrel |
| Clear the loop first try | Kestrel |
| Get the biggest single jump | Vector 9 |
| Land consistent double flips | Brute |
| Drift everywhere | Phantom |
| Set a high score | Kestrel |
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.
Reading about the loop is not the same as arriving at it at 190 km/h.

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