Strategy guide

Drive Mad guide: balance through all 10 levels

This guide covers the independent 10-level edition on OnlinePuzzle. Each course asks a different question about momentum, wheel contact or landing angle. Learn a repeatable finish first, then improve the time for an optional gold medal.

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Finish on your wheels, not just beyond the flag

Drive to the finish with the truck supported and reasonably upright. Flying past the flag does not itself complete the course. Falling off the track or remaining overturned ends the attempt. There is no life limit, and completing a level unlocks the next one.

Hold Right, D, W or X to drive forward; hold Left, A, S or Z to reverse. On touch screens, hold the two direction buttons. Release to ease off. In the air the same controls rotate the body: forward raises the nose, reverse lowers it. Small taps are easier to judge than holding a correction through the whole jump.

Separate the approach, takeoff and landing

Build speed on supported ground, then reduce input as the truck leaves a ramp. Watch the chassis angle instead of the spinning wheels. If the nose keeps climbing, try a short reverse input; if it drops too steeply, try a short forward input. Release and observe the response before correcting again.

R restarts the attempt. P or Escape pauses, and F requests fullscreen. After a crash, change one thing at a time: the run-up, release point or air correction. Holding both direction buttons cancels the directional input. It is not an extra brake or jump command.

First practice: the short opening jump

Level 1 has a starting straight, an upward ramp and a broad landing platform. Use the straight to build momentum; ease off near takeoff and aim to land without a large nose-up angle. If the truck reaches the platform but rolls over, changing the landing angle is more useful than adding speed.

Level 2 starts much closer to its ramp. Reverse onto the starting ground, then drive forward to create a longer approach. Do not reverse indefinitely: the left edge is also a fall boundary. Compare the two attempts by where you release the throttle, not by how long you hold it everywhere.

Level 1: build speed, release, settle

ApproachRampLanding
Course profile drawn from this edition's level 1 surfaces. The gap follows the ramp; stabilize on the landing platform before the finish.

A different decision for each of the 10 courses

Use these cues as practice goals, not fixed timings. A bouncing suspension or a different approach changes the next landing.

  1. 1 · Tiny Leap

    Get a clean takeoff from the first ramp. Release near the crest and watch whether the truck lands too nose-high before changing the run-up.

  2. 2 · Reverse Trap

    Back up to gain approach distance. Start forward while still on stable ground, then ease off as the ramp launches the truck.

  3. 3 · Wobbly Bridge

    Twelve linked planks move under the wheels. Keep a measured pace and avoid abrupt reversals that turn the bridge's bounce into a jump.

  4. 4 · See-Saw Rescue

    The long board pivots around its center and the exit is higher. Move your weight along it gradually, observe the tilt, then cross toward the exit without a sudden acceleration.

  5. 5 · Falling Road

    The suspended planks fall shortly after contact. Make your plan before entering, keep moving across them, and save the landing correction for the final ramp.

  6. 6 · Square Wheels

    Square tires and alternating bumps make the chassis pulse up and down. Apply short inputs while the wheels regain support instead of forcing speed through every bounce.

  7. 7 · Elevator Ride

    Enter the platform slowly and settle near its center. It pauses at each end of its travel; leave when it lines up with the upper track rather than driving off midway.

  8. 8 · Conveyor Chaos

    The three belts run backward, forward, then backward. Watch their arrows and compensate for lost or gained speed before the launch ramp; one constant input is hard to judge.

  9. 9 · Moon Jump

    Lower gravity extends the air time across two gaps. Use shorter corrections and stop rotating early enough to land on the intermediate platform before setting up the next jump.

  10. 10 · Mad Gauntlet

    Cross the moving bridge and reach stable ground to activate the checkpoint. Next comes a falling road and the final jump. Practice that second half from the checkpoint, then choose From start for a gold-eligible run.

Fix the cause of a crash

A short landing usually calls for a better approach; a roof-first landing calls for less rotation. Do not solve both by holding forward longer. On moving platforms, wait for support and alignment when the surface permits it. On falling planks, waiting is exactly the wrong response.

Gold requires finishing from the start within the level's displayed target. A checkpoint restart on level 10 keeps accumulated time and removes gold eligibility for that run. Clear the course first, then use From start to work on the medal. A checkpoint is a practice tool, not a shortcut to a faster record.

Questions while playing

Why is there no level 11?

This independent edition has exactly 10 courses. Walkthroughs for other releases may describe vehicles and levels that are absent here.

Why did passing the flag not finish the level?

The truck must be supported and upright enough in the finish area. A flyover or badly tilted landing does not satisfy that condition.

Can I earn gold after using the checkpoint?

Not on that checkpoint run. Choose From start and meet the displayed time target on a full attempt.

Can I pause without losing time?

Yes. Pause stops both the simulation and the attempt timer. Level completions, best times and medals are stored in this browser when storage is available.

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