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Need For Madness?

  • Awesome Music: The game's music consists of slightly modified or verbatim copies of tracker modules found on The Mod Archive. The music in every stage is unique and specifically chosen because it just fits the stage it is used in so well. For examples, here are the pieces used in the second-last stage of both games: "Paradise City" by Ascender for Stage 10 of NFM1 and Shadowrun for Stage 16 of NFM2. Imagine trying to race around two incredibly frustrating stages doing barrel rolls and skirting stuff that will waste you while listening to those. Even "Lazerzad" by Stroggler for the first stage of the original Need For Madness deserves a special mention.
  • Breather Level: "The Mad Party", the final level in both games. After the labyrinths from hell that are the penultimate levels in these games, this one is a simple wastefest that pretty much invites you to grab the strongest waster in your lineup and take out all your frustrations on the enemies, with no real worry about losing since everyone tries to waste on this level. Even if they're using Formula 7 and you're driving MASHEEN.
  • Camera Screw: The kindest term that can be applied to the game's camera is a product of its time, seeing as how it's glued to its position and can't be controlled independently of the selected vehicle, meaning that keeping track of other vehicles, whether for the sake of wasting them or avoiding them, is a struggle at the best of times.
  • Demonic Spiders: Any car that focuses on wasting. EL KING and MASHEEN tend to camp checkpoints and ambush you out of nowhere and can easily smack you around repeatedly for a huge amount of damage. DR Monstaa is fast enough to give you a tough race while being tough enough to waste easily, and is very hard to waste in response due to its high frame and tendency to bounce away upon making contact (which also makes it less effective at stunlocking, not that it stops the AI from getting good hits in anyway). Sword of Justice isn't as durable, but is fast enough to chase down most other cars and is fairly capable of stunlocking.
  • Fridge Brilliance:
    • NFM 1's stage 9 has a strange title: "The Beach Arcade Dream." However, it makes a bit more sense from a meta-perspective: if NFM were an arcade game, many players would dream of reaching the final levels of the game.
    • NFM 2's Stage 5 also has a strange title: "Centrifugal Rush, Underwater?" It seems to be referring to the stage’s theme music kicking off with water droplet sounds, the blue hue of the area, and High Rider's own blue colors. However, in addition to those details, it could be referring to how useful high-riding vehicles are during floods; they sit high above the water!
  • Goddamned Bats:
    • Nimi's AI is hilariously aggressive considering how bad the car is at actually wasting anything. While it doesn't pose any sort of threat, it can and will repeatedly pester you if you're going for a wasting strategy, which also makes it harder to keep tabs on more threatening enemies like MASHEEN or EL KING.
    • Wow Caninaro is another of those cars that doesn't know when to quit. Unlike Nimi, it can do a respectable amount of damage if you let it, takes a deceptively high amount of damage to put down, and tends to bounce away when struck, making it harder to chain hits against it.
  • Nightmare Fuel: A lot of players have described absolute panic and terror when they're stuck and M A S H E E N or El King is speeding straight towards them, or when they think they're safe and El King smashes right into them. And when you're on the Fast and the Furious + The Radical, feeling terrified of the massive truck is very normal. You'll be speeding round the track, thinking that you're safe, when you see its headlights. Many players barely escape! Basically, the two wasters are the personification of Nightmare Fuel here. In fact, their home stages are akin to torture chambers, with lots of traps, spikes and wall-sided ramps.
    • M A S H E E N, in general, is less a car and more a force of nature, and the game rubs it in quite deeply. In both of its home stages, every other car starts by reversing to get as far away from the loader as possible. They've got very good reason to: M A S H E E N's odd hitboxes and fantastic endurance mean that most other cars can't even scratch the giant. Trying anyway is often head-on suicide. Even worse, M A S H E E N is hard-coded to camp on certain areas in its introductory levels and "Four-Dimensional Vertigo," startling and wasting anyone who falls into its traps without anticipating them.
      Coach Insano: Watch out! Beware! Take Care! M A S H E E N is hiding out there somewhere! Don't get mashed now!
  • That One Level:

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