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Madness Accelerant

rated 4.44 / 5 stars
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Action - Shooter - Run 'n Gun

Credits & Info

Sep 22, 2009 | 11:09 PM EDT
  • Frontpaged September 23, 2009
  • Weekly Users' Choice September 30, 2009
  • Daily Feature September 24, 2009

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Facerape 10 Points Let out all your aggression.
A WINNER IS YOU 25 Points Beat the game.
Pacifist 25 Points Be kind to those less fortunate than yourself.
True Face of Evil 25 Points Reveal the true face of evil!
Madness Mode 50 Points Defeat Madness Mode!

Author Comments

Thirty days to bring this together and it still comes down to the wire on Madness Day. We've poured everything we got into this game so hopefully you enjoy it and it runs ok on your computer! If it runs slow, Q toggles the quality.

This game is a shot-by-shot playable remake of Krinkel's Madness Consternation! We took a few liberties but overall tried to match the progression pretty closely. Enjoy!!!

Also note the fun fan-art gallery, showcasing stuff from the Art Portal!



Sept 23 - Final boss bugs should be fixed! Clear your cache.

Sept 24 - Hank now spends less time on the ground, while enemies spend more and can be shot while on ground. Hopefully this feels a little better!

Sept 29 - Fixed doorway agent bug and added a SWAP button (D) to swap weapons when you already have one. Walking over a weapon you already have will increase your ammo!

Sept 30 - Added option for MOUSE AIMING! We hope this makes lots of people happy.

Oct 1 - Added Madness Mode, which you unlock by beating the game. It's HARDCORE!

Sorry I can't add a pause button. This game is in AS2 and built in a way that simply doesn't allow it. Flash has no native pause support.



Rated 4 / 5 stars

It was ok

But like all of tom fulp's games its ridiculously hard and enemies do some ridiculous attacks, such as the agents punching me when they are still ying on the floor, the fact that my guy actually goes BACKWARDS when he hits people, his actual response time is kinda slow, you know a good tenth of a second difference can screw you over pretty bad, and every time an agent comes in with the first mini clown demon encounter, the agent will punch me when hes on the ground, then my guy has to lie down just long enough so immediately after he gets up the clown strikes with a fist attack that goes 7/8 across the whole damned screen, making dodging it nearly impossible, other than jumping, which my guy responds to slow to do in time... -_- and then after i get hit with the fist i lie on the ground for another long-ass period of time and get punched by the agent again, and repeat for a 10-15 life cycle out of my 20 lives overall no real problems other than that, other than why the deagle has to suck so bad and why a pump shotgun shoots so damn fast.

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Rated 5 / 5 stars

Madness? This truly is madness! ACCELERANT!!!

Wow. Nothing to say that hasn't been said so;

1. In the next game there should be a "pickup weapon" button.
2. Infinite weapon ammo (or just more ammo). Hank isn't the newgroundia god of murder and ownage for nothing.
3. Health. This is for everyone else though. I died twice on my first run but 1 health-
finished my second (no death!). Practice makes perfect :)!

Keep up the MADNEEESSSSSS!!!!!!!! W000000000000000000TTTTTTT!!!


Rated 5 / 5 stars

A nice take on the Series, for sure.

I must admit, you guys have outdones yourselves with this little madness game series. The first one, was nice. This one, was better.
This certainly held my attention long enough to deserve the rating of 10. Props.


Rated 4 / 5 stars

I had only a few minor problems with Accelerant...

The melee attacks on the ground are underpowered, in my opinion. More-over, it's just a one-two punch, and it seemed to pass-up a perfect opportunity for a combo system similar to that of NG Rumble.

I find myself dreading hand-to-hand combat in this game, so it really just becomes a game of finding and using your next gun as soon as possible...that would be fine, (especially since it's set up to send in a new disposable agent to supply another weapon) except it takes so long to do any damage with your bare fists alone...and unless you can get the guy that was initially carrying the gun out of the way, he's going to be a nuisance. That really becomes a problem when fighting the final boss.

Then you get the Chainsaw and I think to myself, "Oh, well this is a lot better than using my bare fists, and easier to manage than worrying about ammo running out!" Except, the moment you pick up a gun that's been dropped, regardless if it has a full-clip, or one shot left, you'll discard whatever you're carrying to pick up whatever's sitting there.

I'd propose a system, since no-ammo melee attacks are so underpowered, where you can use the empty gun that you're holding as a club. Bash the hell out of the enemies with the stock, Halo style, and when you're ready to switch out, you can discard the weapon with the press of a button....or even better, THROW the used weapon as a projectile, like in Madness Interactive!

It's just tedious punching the crap out of as a shooting platform, it urges you to start shooting by having your character being incompetent at anything else. Hell, a block function would be nice for some of these brawls too, but you have to just kind of rely on the thought that you'll punch or jump kick them first...and with a single air-melee attack, that gets old pretty quick too.

Going back to the gun pick up system, why doesn't Hank want to keep an array of weapons anymore? I liked the system in Madness Interactive where you could keep two guns at a armed, and the other holstered, or on your back...too many times have I found myself saying, "Man, I wish I could take them both." That would be ideal once I acquire the Chainsaw, then I just stash it while I use guns. Run out of ammo, then whip the Chainsaw out again...repeat the process over and over again...but maybe that would make it too easy...

There are a few things that would've made it easier, but were taken out that I don't really mind. Like I said, after you steal the weapons from the agents, they just become nuisances. I try to make every shot count, so, if possible, I try to get the boss to kill the goons for me. Like the giant shot-gun wielding monster...I say "Thanks!" every time he blasts one of the guys that are trying to punch me, but whenever I get up close with a flamethrower or something, he'll club the shit out of me with that giant shot gun of his...if I don't get away, it knocks me across the stage, but it seems to pass right through the goons.

Despite it all, though, it's an addictive Run N' Gun game...if it weren't for the three lives system, dying would have become incredibly annoying (because you're constantly taking hits when you're ganged. Block function!) I found myself grinning time to time with how the stages and events played out, and all-in-all, it's still a thoroughly entertaining flash game.

Even though there isn't a pause function, I enjoy the fact that it has proceed arrows to help provide a break between fights.

The music was intense, and appropriate for the environment Krinkles had maintained from the beginning with his Madness series. The sound effects were well-chosen too, so full score in the sound department.

The visuals were amazing! MindChamber truly is a beast...his interpretation of the Madness textures and environment really set a new standard each year for Madness Day!

Great job, you guys! Voted 5, of course.

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Rated 5 / 5 stars

Pause Buttons are for pansies

This is hands down the ultimate Madness gaming experience. You guys did a fanTASTIC job. There's not much I can say here. The graphucs, gameplay, music everything was right. I think this game could be expanded and marketed commercially. I saw a response on "Everything by Everyone" that won't leave my head because of this game: