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rather then a direct review of lunatic, i instead would like to open a discussion about the ๐ฑ๐ฐ๐ธ๐ฆ๐ณ-๐ค๐ณ๐ฆ๐ฆ๐ฑ of ability car stunting and the current ideological stance that old-generation car stunting innately has become an uninspired, outdated branch of car adjacent stunting in the grand theft auto five stunting community.
judgement of an original stunt is built up of four fundamental components: originality , creativity , appearance and difficulty. while each of these components inevitably intertwine, my analysis of old-generation car stunting is a lack of all four of those key components, and i'll now elaborate on each one.
- originality is what i deem most important in a stunt, this includes the location , the vehicle , the runup , the bumps and the landing. an intrinsic issue with old-gen car stunting, readily apparent in lunatic is the lack of originality to the core of each element. in lunatic every spot is an evolution of the past by a hundred meters or a rehash of an idea but just executed with a car, missing out on everything listed.
- creativity is the second runner for importance to a stunt, umbrellaing concepts such as the uniqueness of the spot , uniqueness of the vehicle and ๐ด๐ถ๐ฃ๐ซ๐ฆ๐ค๐ต๐ช๐ท๐ฆ๐ญ๐บ the ways the stunt reaches beyond the box of what is expected. reaching beyond a decade of old-generation ability car stunting it is almost comical the sample size narrowed into stunts that aren't confined to a hill ramp to precision/building landing, compared to the percentage that are. and even more hilarious if you incorporate stunts landed with the truffade adder or the z-type.
- appearance is the third and most subjective element of a stunt. appearance encompasses vehicle choice , spectacle , viewing retention , readability contrasted with the environment and least notable the weather/time. appearance while not an inveterate cognitive factor plays a large mental role in the appreciation and the memorability of a stunt. while editing contributes a factor for this analysis right now it is being disregarded to later. ability car stunting intrinsically lacks majority of these points, further accentuated by the limitations of old-gen consoles that makes its car stunts all comparable to pc motorbike long glide stunts.
- difficulty is the final component that grades a stunt, most simply it is the total sum of each element of a stunts difficulty combined into an undefined grade. personally i would deem difficulty the least sufficient tool for the analysis-tic analysis of grading stunts, playing no major factor besides the appreciation for the time spent on the spot, rather than a palpable measurement of the stunt itself propelled even more concretely with the introduction of breakboosting that lamed any semblance of getting speed equating to a challenging skill.
while breakboosting has pushed the medium against the glass ceiling, to paint a distinction between the last-generation vs the current landscape of ability car stunting its natural to contrast the poster boy, blaze against the current lineup of pc stunters he falls short of. being critical of those four key components really highlights the two dimensionality of old-gen car stunting and beyond becomes an identifier of stunts i'd deem objectively mediocre or worse, and that "๐ฐ๐ญ๐ฅ-๐จ๐ฆ๐ฏ ๐ค๐ข๐ณ ๐ด๐ต๐ถ๐ฏ๐ต๐ช๐ฏ๐จ ๐ฎ๐ช๐ฏ๐ฅ๐ด๐ฆ๐ต" is so ingrained from the lack of possibility that it is even possible to coin blazes pc montage "buried" as such. this consistent trend of car stunting lends a large part to why the kaara series by masaboy was so instantly loved as the trilogy nails all four of the key components which is inherently lacking in every previous car stunting endeavour of the past decade. and the technicality that many pc stunters introduced to car stunting, from and built off the eleven teamtage by evolve stunting has proven the ๐ฑ๐ฐ๐ธ๐ฆ๐ณ-๐ค๐ณ๐ฆ๐ฆ๐ฑ the old-generation car stunting mindset has succum to.
it would make sense to share some insight on the lunatic video outside of just the stunting. while at the time of release it was hailed as the greatest montage, and obviously the highest form of car stunting, the shift in climate has been very unkind to the legend status this video once was bestowed. the editing harkens back to a classic sa/vc/iii style that while not noteworthy in any regard does a solid job communicating the tone and being in harmonic balance with the music, although while done well the recalling of previous styles does box itself into the same old thinking the stunts were also approached with leading to an overall depreciation of the project. the biggest gripes in lunatic instead stem from the length of the video, consisting of a 4 minute intro in which a minute is an unbearable flashing black and white sequence and that spends each shot revealing many of the landings in the video before they even happen. a simple cutting of repeat stunts such as maze bank arena ramp or the inferior YSC clips would've made repeat viewings of this video less of a chore then it is in reality.
in summary lunatic is the ideal example of how the standards of stunting has systemically shifted out of favor for the ๐ฐ๐ญ๐ฅ-๐จ๐ฆ๐ฏ๐ฆ๐ณ๐ข๐ต๐ช๐ฐ๐ฏ mindset from both the editing, music and most significantly the stunting towards a structure that values in order; originality , creativity , appearance and difficulty instead of the difficulty , originality , scale and lastly the creativity of a stunt.
this review is open to a discussion and debate in the comments, where i'm happy to elaborate on the points above if you have rivaling opinions.
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Blaze Jul 25, 2026
intimidating review and im not sure if im equipped to respond appropriately but i will try my best. i will start by saying that i have been the sole old gen car stunter longer than anyone else has ever been an old gen stunter at all. i am the last one and have been the last one for almost 10 years, roughly 8-9 now to be more specific. i started car stunting with a mindset along the lines of "bigger is better", or perhaps further is better. i had a GTAV map poster on my wall about two feet from where my head rests when i sleep and one above the laptop i would record my gameplay with. they both had annotations where i would path stunts out visually from ramp to landing, use a ruler to measure etc. this was a big thing for me. by the time i found my groove and got good at what i do, the only car stunter beside me was toxic. and he did not stay in the scene for very long after. essentially im saying that by the time i caught up with the greats, i was the last one left. when i broke the longest car stunt record (VLR finisher) and took away xBlack's 1st place spot, i have been sitting there ever since, unchallenged. nobody quite knows car gliding in-and-out like me, ive only lost a small handful of stunts to pc players (given what you say about them not being creative this makes sense as few would go for them). these max air stunts are almost literally uniquely mine. but there are still some people landing big air boring stunts like mine on pc, for example Coalie's Elsie/Cheat Codes finisher (Kortz Center antennae), Shadow's Born Ready 2 opener (desert antennae hill to north antennae antennae) (what a mouthful), Shadow's Intro to EV finisher (dam prec), Masa's Eleven blue bridge stunt jump, Aiden's Rebound lumber yard pipe, probably a good several others. they often are opener, finisher, part finishers/openers, held in high regard as i understand it. meaning they still happen here and there regardless of the old-gen car stunting mindset stigma. its also true they are original ideas not reused spots, while my stunts often are maxing out spots that have already been used.. but brakeboosting was new then so new possibilities opened up for original spots and maxing old ones out.
a little fact also, not every stunt in lunatic was an older spot pushed further, like the canal to tinkle tower for example or the two non-launch eclipse spots iirc. could be moto spots originally i dont know that for certain, but even if they were, a bike and a car dont do remotely the same thing at most spots, so downgrading the stunts significantly would be a shallow way to conflate the two mediums imo. and when they were pushed further, a heavy majority were pushed way past 100 meters, like way way past.
another fact id like to surface is that the entire first part of Lunatic and the first 3 stunts of part two were done without brakeboosting. not all the stunts needed it of course but notably ferris opener, courthouse, VLR finisher, dock area stunt jump to triangle prec. i cant recall if there are more big ones later in the video right now but those still are very tough stunts without brakeboosting. oh yeah, the airport ramp to blue bridge. that one is undoubtedly the hardest big air stunt without brakeboost alongside the opener. taz himself had tried and could not land that stunt, the proof is gone since my first discord account has been deleted but its true, ill have to try to message him again.. anyway those stunts are pure pre-brakeboost maximalism, i was there and raised the ceiling, i was there driving max speed with no brakeboost. a few people have driven that fast im certain but intentionally while trying a stunt that requires it im not so sure.
now bringing brakeboosting into the picture, it wrenched the skill down on the runups on average, and it wrenched up the skill to glide further. if you wanted to go longer distances or higher heights you had to learn how to be that gentle in the air, you had to know exactly how a car pulls and where it doesnt. it became a science to me, i mastered it. i would say vanilla is probably a master but never showed it iirc, and dark, vanilla, xblack, mafia, and toxic are very close if not masters too, they could all just about do what they want in the air give or take. taz would be there too but sort of retired too early to get to the next level. so brakeboosting enabled the hard limit, so now the only way to increase difficulty and keep the stunts worth anything generally are to land better things. tougher things, taller things, smaller things, all as close to the limit as possible. then you have a maxxed out big air car stunt. no shortcuts, no plug-and-play, no way to get there without being that in tune with gliding.
what does all this mean, besides me calling myself the best over and over again.. i think these stunts are aging poorly because they are becoming more and more weird, foreign, alien to a modern day stunter. they are a primitive technology, a language only one person speaks, incompatible with the zeitgeist. they broke away from the timeline, the throughline between yesterday's stunts and tomorrow's. its abandonware, not deprecated. besides a few people remembering what it was like, i am the only reason car gliding is spoken about at all today. its a big part of my identity and mentality in life, doing what was once thought impossible over and over again, being "the best" at something. that has its benefits and its drawbacks but its hard to say i would change it. but it means that writing off car glide big air stunts as boring and archaic is hard to not take directly as an insult, its true they are simple in concept and technically boring but it is a real skill nobody carries today.
im having trouble reconciling how the 2020 best of the best car glides can age poorly when they are still the best of the best released car glides. its likely because youre using todays standards on a video 6 years old, on stunts that community-wide near nobody has done in almost 10 years, or maybe its hard to see my stunts in the same game as kaara 3 stunts. which is true, they are almost different games at that point, but theyre not. kaara 3 vs lunatic are two opposite sides of the spectrum, one does not replace the other it just took a while for stunts like those in kaara 3 to emerge out and away from the old-gen car stunting mindset. an observation perhaps, the old-gen car stunting mindset pretty much lives mostly with me and it essentially dies with videos like kaara. its more clear than ever that big air is not the only validated style of car stunting. they can work together instead of blocking eachother out.
im going to share this before i write myself into psychosis, i wrote more than you did
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Jenspfc Jul 26, 2026
I think both sides has some points. I think unfortunately lunatic has aged poorly however I still think it has some of the best car stunts ever landed. Weazel, finisher, tinkle are like top 100 stunts of all time
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GFox 5d ago
i appreciate the response considering this was an indirect think-piece about my issues with stunting that more-or-less exists solely from your contributions. the compare and contrast analysis i summarized in my review was as quoted "๐ญ๐ถ๐ฏ๐ข๐ต๐ช๐ค ๐ช๐ด ๐ต๐ฉ๐ฆ ๐ช๐ฅ๐ฆ๐ข๐ญ ๐ฆ๐น๐ข๐ฎ๐ฑ๐ญ๐ฆ ๐ฐ๐ง ๐ฉ๐ฐ๐ธ ๐ต๐ฉ๐ฆ ๐ด๐ต๐ข๐ฏ๐ฅ๐ข๐ณ๐ฅ๐ด ๐ฐ๐ง ๐ด๐ต๐ถ๐ฏ๐ต๐ช๐ฏ๐จ ๐ฉ๐ข๐ด ๐ด๐บ๐ด๐ต๐ฆ๐ฎ๐ช๐ค๐ข๐ญ๐ญ๐บ ๐ด๐ฉ๐ช๐ง๐ต๐ฆ๐ฅ ๐ฐ๐ถ๐ต ๐ฐ๐ง ๐ง๐ข๐ท๐ฐ๐ณ ๐ง๐ฐ๐ณ ๐ต๐ฉ๐ฆ ๐ฐ๐ญ๐ฅ-๐จ๐ฆ๐ฏ๐ฆ๐ณ๐ข๐ต๐ช๐ฐ๐ฏ ๐ฎ๐ช๐ฏ๐ฅ๐ด๐ฆ๐ต ๐ง๐ณ๐ฐ๐ฎ ๐ฃ๐ฐ๐ต๐ฉ ๐ต๐ฉ๐ฆ ๐ฆ๐ฅ๐ช๐ต๐ช๐ฏ๐จ, ๐ฎ๐ถ๐ด๐ช๐ค ๐ข๐ฏ๐ฅ ๐ฎ๐ฐ๐ด๐ต ๐ด๐ช๐จ๐ฏ๐ช๐ง๐ช๐ค๐ข๐ฏ๐ต๐ญ๐บ ๐ต๐ฉ๐ฆ ๐ด๐ต๐ถ๐ฏ๐ต๐ช๐ฏ๐จ ๐ต๐ฐ๐ธ๐ข๐ณ๐ฅ๐ด ๐ข ๐ด๐ต๐ณ๐ถ๐ค๐ต๐ถ๐ณ๐ฆ ๐ต๐ฉ๐ข๐ต ๐ท๐ข๐ญ๐ถ๐ฆ๐ด ๐ช๐ฏ ๐ฐ๐ณ๐ฅ๐ฆ๐ณ; ๐ฐ๐ณ๐ช๐จ๐ช๐ฏ๐ข๐ญ๐ช๐ต๐บ , ๐ค๐ณ๐ฆ๐ข๐ต๐ช๐ท๐ช๐ต๐บ , ๐ข๐ฑ๐ฑ๐ฆ๐ข๐ณ๐ข๐ฏ๐ค๐ฆ ๐ข๐ฏ๐ฅ ๐ฅ๐ช๐ง๐ง๐ช๐ค๐ถ๐ญ๐ต๐บ ๐ช๐ฏ๐ด๐ต๐ฆ๐ข๐ฅ ๐ฐ๐ง ๐ต๐ฉ๐ฆ ๐ฅ๐ช๐ง๐ง๐ช๐ค๐ถ๐ญ๐ต๐บ , ๐ฐ๐ณ๐ช๐จ๐ช๐ฏ๐ข๐ญ๐ช๐ต๐บ , ๐ด๐ค๐ข๐ญ๐ฆ ๐ข๐ฏ๐ฅ ๐ญ๐ข๐ด๐ต๐ญ๐บ ๐ต๐ฉ๐ฆ ๐ค๐ณ๐ฆ๐ข๐ต๐ช๐ท๐ช๐ต๐บ ๐ฐ๐ง ๐ข ๐ด๐ต๐ถ๐ฏ๐ต". although my views of the old-generation car stunting was based off speculation of your values i'd like to relay those same components i initially displayed more thoroughly bouncing off points you've made.
while i compared both old-gen vs pc i didn't elaborate on specific stunts, rather i relied on the analysis i made to speak for the stunts so i'll comb over your examples and provide my own. coalies kortz center, while processing the hill bump-target is a solely original bump, not a stunt ramp either to an original car landing that aesthetically is really interesting as he scales a mountain side and executes the stunt with a lack of car gliding. the same exact conditions are met for the shadow dam precision stunt, although the same can not be said for the other three stunts you brought up. while impressive shadows born ready 2 opener is only original to top and the only pillar it is able to muster upon is the difficult to land that precision, fundamentally missing out on the three other objective components valued more important to a stunt than just the difficulty required. even more notable masaboys green bridge stunt from the eleven teamtage lacks all four of these, being as simple to land as it is drab. aidens lumberyard pipe is an example of another poorly aged stunt that i know took 60 hours+ to land but isn't at all creative, isn't original outside of the uninspired bump and appearance wise has no interesting elements to stand out from a car flying through the air. as promised i would like to shoutout a handful of car stunts that execute each component flawlessly and are opinion-wise the best car ability stunts that grand theft auto 5 has to offer.
- cub's dubsta 6x6 antenna stunt from earthmover receives tens across the board, in order of values.
it hits extremely high in originality being the second stunt ever to land a car on that precision, with a car very rarely seen in a location very void of landings and bumps for car stunting. while not the first car stunt to the landing. it is an extremely creative use of vehicle that excels both for the bump and the landing that otherwise would be far from possible.
firing on all cylinders is the appearance of this stunt which pared with an extremely beautiful precision devoid of surrounding height, a brutualist vehicle that stands out from ninety-nine percent of car stunting and the trajectory downwards to a bump back above where was started this stunt. and lastly the landing of the stunt is far from elementary requiring a large amount of difficulty to secure between the three poles on each corner of the triangle shaped tower.
- masaboys under bridge gap to cnt from eleven is a great example that the distance or height of a stunt equates to the score of a stunt.
high marks in its originality with the exception of the car, which dominator being objectively the best, set standard doesn't really knock much off for me.
incredibly creative and probably still one of the best sequenced car stunts of all time, that gap underneath the bridge is something i would have never thought about.
that creativity lends a lot of the power the appearance of the stunt, a gorgeous ping pong that ends with a landing far up beyond where was started.
being a solid level between difficulty that doesn't use it as a clutch to justify its greatness really makes this a standout car stunt of all time.
- shadows wallride to dam precision from umbra, while in part weakened by the rocket powered alternative that ruined the spot is still in my eyes a once in a games lifetime spot. facilitating the beautiful path on wards and upwards of the mountains inviting contours in such a creative way.
- jens green bridge opener from phantom requires no necessary introductions. this stunt stands proudly as the best car stunt to the green bridge, both then and still all these years later, an incredibly fresh car stunt that utilizes verticality amazingly and with medical like precision, unlike most tediously long and uninspired single bumps to bridge that have come before it. and while silly it should be mentioned the difficulty of the breakboost required to execute this stunt.
- honors wallride to white building from eleven, a standout stunt from eleven which was saturated with forgettable ability stunts that uses a calculated mix of distance, height and precise re-bumps in an unforgettably creative and original way that still is unparalleled in 2026.
- aiden frontbump to gas company factory top from rebound! is an infinity more original and creative ability car stunt from rebound! as apposed to the lumber factory chimney you mentioned. the frontbump used is rarely if ever seen and the incredible height from the initial bump solidifies this stunt as an absolute standout for both that video, and car stunting in general.
all of this not to discredit the inspirations behind "blaze" the stunter, but instead an objective analysis of stunting and the pivot towards perfection that de-values extraneous factors that once where the hallmarks of great stunts, shifting from "๐ฅ๐ช๐ง๐ง๐ช๐ค๐ถ๐ญ๐ต๐บ , ๐ฐ๐ณ๐ช๐จ๐ช๐ฏ๐ข๐ญ๐ช๐ต๐บ , ๐ด๐ค๐ข๐ญ๐ฆ ๐ข๐ฏ๐ฅ ๐ญ๐ข๐ด๐ต๐ญ๐บ ๐ต๐ฉ๐ฆ ๐ค๐ณ๐ฆ๐ข๐ต๐ช๐ท๐ช๐ต๐บ ๐ฐ๐ง ๐ข ๐ด๐ต๐ถ๐ฏ๐ต" to the "๐ฐ๐ณ๐ช๐จ๐ช๐ฏ๐ข๐ญ๐ช๐ต๐บ , ๐ค๐ณ๐ฆ๐ข๐ต๐ช๐ท๐ช๐ต๐บ , ๐ข๐ฑ๐ฑ๐ฆ๐ข๐ณ๐ข๐ฏ๐ค๐ฆ ๐ข๐ฏ๐ฅ ๐ฅ๐ช๐ง๐ง๐ช๐ค๐ถ๐ญ๐ต๐บ ". on a personal level these could be used as identifiers to reinforce the mean, unweighted GTASDB scores of both lunatic and buried respectively, but also an understanding that today's standards held against older projects is an acceptable metric and while directed henceforth might seem dehumanizing, is a natural evolution that shouldn't be fought with semantics but incorporated or adapted further. because the section referring to your stunts as foreign, misunderstood, alien-ware reduces the level of the observers understanding to that of a jellyfish, and sidesteps the real argument all together. if the skill carried by you is the knowhow of car stunting and its infinite variables an understanding of mindset and adaption of its key components, the concept that you have to be the other side of the coin is denying evolution beyond simple concepts of "big = good". really that "old generation stunting mindset" generalization i remarked extends further than just cars, it encompasses values of motorbike stunting and outdated mentality that perpetuates itself akin to the feedback cycle echo chambers of alt right media nod wink instead of looking forwards towards innovation and youth.
i hope any re-iterations and extensions of my thoughts makes clearer the concept i initially stated. by no means is everything a direct attack but just a doubling down to better represent the disparity between mindsets of stunts from different periods and the ๐ฑ๐ฐ๐ธ๐ฆ๐ณ-๐ค๐ณ๐ฆ๐ฆ๐ฑ dynamic at play.
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