Jer (Coaster "G")
Overall Impression:
This ride, to me, is like ?????????A Tale of Two Coasters.????????? In the beginning, it is ridiculously over-fast, and then in the ending it is too slow. There were a lot of parts that needed some serious re-shaping, and originality was kind of meh, but it was at least mostly above average. However, despite anything, it had a footer sticking outside of the template, so this coaster is disqualified.
Technical:
Mainly what I want to say here is that the ideas that this coaster had were decent, but the execution was a little off in many places. There were lots of moments like the drop which were really snappy and abrupt, there were some heartlining issues where the g's were off, either due to the snappiness or due to wrong banking producing odd inner-turn lateral g's. The biggest issue, though, was bumps and pumps. They were everywhere. Very few vertexes were smooth, and a lot of them had some very painful bumps that produced high g's. Part of the reason why this happened was because you were constantly switching from long segments to short ones. This will ALWAYS produce bumps. I think what you really needed to do was to split up those longer segments so that they were more close in length to the shorter ones, and then go about tweaking them from there (this will come with practice, but here are some immediate tips that I can offer:
http://www.coastercrazy.com/forum/topic.asp?TOPIC_ID=24504 That was the real issue, which is what produced most of the g-force issues I will mention later. Flow was somewhat decent, as it didn't feel like every element was separate, and the general shapes of the inversions were mostly right, although I would still recommend watching a few Gerstlauer POVs to see how they shape things, as it still needed some work. G forces were a big issue. There were a lot of instantaneous high-g snaps due to the track's many bumps, including spikes of 1.8 and 2.1 on the drop and corkscrew respectively (turn the speed down to 25%,) and sustained lats of 1.4 in the exit of the downward roll. Painful stuff, and -1 point in addition to the 6/10 in shaping. Finally, you failed E-Stop. The MCBR was set as a blocksegment, yet it didn't even come close to stopping the moving train in time. This means that given the right circumstances, it is possible that a full-speed train could crash into a train stalled on the first set of final brakes. (In the sim it actually didn't, due to station timing, but it is a very grave potential hazard given the right set of circumstances in real life.) I'm only taking away .25 points due to the very rare circumstances it would take to make it happen.
Adrenaline:
This one's a hard coaster to judge here, because almost all of the big elements had g problems, and then the ending was really forceless by comparison. On the plus side, the opening was very fast. It really felt like it was going quickly, and there was a good variety of g forces varying from mild to very intense in random bursts. This randomness helped to make it quite exciting despite not being necessarily original or well-shaped. The ending was kind of a let-down, though. We breezed through the MCBR while hardly slowing down at all, so I was expecting the ending to be completely nuts, but it ended up being almost boring. You really needed better planning, and less drawn-out elements. Do something quickly. Quick transitions, intense inversions, anything to keep that sensation of speed up, but don't let it fade into mediocrity like it did here. You did the opposite of what I like, where the beginning is big elements and setup and then the end is really where it kicks into high gear and leaves you pumped with adrenaline.
Originality:
Again, a mixed bag here. The drop was original but had poor execution, the inclined loop was original but also had poor execution, and the entire ending was just plain awful. Bland, unforceful, and unoriginal, especially when compared to the fast beginning. The only true standout surprise moment was the diving loop where it unexpectedly got extremely intense. So just like many coasters in this contest, good originality in the beginning and then just bland in the end. Also, as a final note, I think you could have done with a little less height. When a coaster is going faster, it obviously burns up length faster, so with the short length limit, less height would let your do more with it. Supports were above average.
Technical: 4.75 Adrenaline: 6.75 Originality: 6.50
Final Rating: 6.00 (DQ)
Jonny Richey (Coaster "I")
Overall Impression:
Technical was good, the ride setup was exceptional, but the layout on this coaster was just really bad. For most of its length, it just felt like it was aimlessly wandering around doing nothing important.
Technical:
The only substantial problem in the technical department was the nasty bumps in the ride's first half. These bumps are bad enough that they generated temporary red g's for fractions of a second. In general, the banking transitions were a bit off. They weren't heartlined and banked enough, which contributed to the couple of extreme lateral g spikes, especially in the two low turns immediately after the big drop. The rest was a bit better, but still the transitions were just not banked right, and generated a lot of lower-end odd lateral g's in the 1-g range. There was at least some good effort put in to attempt hand-heartlining, but ultimately you just needed more vertexes spaced more evenly. Bumps tend to be generated either when a coaster switches from long segments to short or short to long (like in the first turn,) or when there is a very sudden switch from flat to full-g turning like the entrance to the loop. Just work on the vertex placement and banking transitions a bit more. On the plus side, you did make a decent effort at emulating a generally Gerstlauer-like shape. It was just in the banking transitions and the execution where you fell short. There were also two other major issues. The first is the g's which I already mentioned. The other is two full-blown collisions. The first was an undercarriage wheel hit with a footer in the first covered turn, and the second was a major side-arm tunnel-test infraction on the loop. So your score is a 7.25/10 in shaping, minus 1 point for the bad g's, mainly that 3.0 lateral spike after the drop and the -1.8 vertical g spike on the drop itself, and another point for the two collisions.
Adrenaline:
The speed felt decent, mainly because of the way the coaster was constantly dodging trees and diving into wooden trenches, but the intensity and the pacing was really off through the whole coaster. The beginning was way too fast, and then the ending was way too slow. My biggest gripe was that the banking transitions weren't consistent. At first, they were zipping left and right and all over the place, and then in the ending it was taking a long time to transition into all of the elements. You needed to find a balance somewhere between these two extremes. Intensity-wise, the only things in the ideal range were the cutback inversion and the loop. Those are the things that made me go ?????????wow,????????? so you do get credit for those. Pacing was just plain awful. There really weren't any moments that felt like they stood out speed-wise, and the whole ending of the ride was too slow, leaving a sour taste in my mouth. Good pacing is a matter of varying the speed and intensity in such a way that the elements stand out and make you feel like what you are going through is exciting. There should be moments where you really feel like you are out of control as well as some slight pauses to get the proper sense of scope, plus a couple of surprises. The ending here especially needed more variety and more intensity.
Originality:
There was one very cool moment on this ride, and that was the pop of air heading into the cutback element. I liked that. It took me by surprise. With a better coaster surrounding it, it could be a signature element that I'd look forward to riding it for. The rest was just plain bland in terms of sequencing. Lots of flat turns, one loop, and two rollovers. Some variation would have helped a great deal, either in the form of a change in pacing, or an unexpected element, or a helix, anything to break up the layout a bit. Stylistically, it did relatively feel like a Gerstlauer. Only the several back-and-forth turns felt kind of odd. You do, however, get huge kudos for all of the extras. The one remarkable thing about this ride was the fantastic setup. The supports, the station, the catwalks, the cool extras on the lift and the loop, and those trenches that it was always diving into were huge pluses. Great work there!
Technical: 5.25 Adrenaline: 6.25 Originality: 7.00
Final Rating: 6.17
LeFlo (Coaster "C")
Overall Impression:
Superb coaster! The technical was near-flawless, the adrenaline was very good, it followed the Gerstlauer style better than any other coaster in this round, and the extras like the supports and 3ds environment were just amazing! This should easily be in the top 3 coasters in this round, if not #1.
Technical:
Shaping-wise, the only technical issue that I saw on the whole coaster was some minor pumping throughout most of it. However, there were three legitimate collisions that need to be mentioned. The first one was with the bush at the bottom of the drop off the MCBR. The second and third were both with the top of the second box-support for the roll after the loop. It was not only within the reach of passengers on the left side of the train, it also grazed the undercarriage wheel assembly of the coaster train. Those are your only issues, though. In general, big kudos for capturing the Gerstlauer style almost 100% perfectly. You only lose a half-point in the shaping department for the pumping, giving you a starting value of 9.5/10, but then tack onto that a quarter point for the easily-fixable bush hit, and a half point for the also-easily-fixable, but potentially dangerous, support hit.
Adrenaline:
It was very good, and would easily be one of the most exciting Gerstlauer coasters if built, but I was still looking for that extra extreme push to get it into the 9's. With that said, I absolutely loved the beginning sequence. Great drop, absolutely superbly-shaped and very intense/exciting airtime hill, that double-roll element was really fun, and there was a nice air/lat combo coming into the MCBR. That part was near-perfect! The ending was less of a positive, though. (This is probably where I'm going to differ from most judges. Because although it was very accurate to the style, I don't see that as a good thing. IMO, the ending of most Gerstlauer coasters are really bland, so if I don't like it on the real coasters I don't see a reason to be forced to give it a good score on a virtual coaster either, no matter how accurate it is to the actual sequencing of a Gerstlauer coaster. After all, most Gerstlauer coasters are in the mid-100's on the Mitch Hawker poll, and even the highest-rated open-air coaster, Speed: No Limits, is only in the 70's. So, yeah, that's my reasoning here.) With that said, it was mostly the second half that gave me issues. The drop out of the MCBR was really bland, staying in the 1-g range all the way down. And it's not that the loop and final helix were bad, as the loop had good hangtime and the helix was plenty intense, it's just that they felt really predictable compared to the rest of the coaster, and just didn't give me a real sense of randomness and excitement like the first half did. And if you've seen my ratings before, I like to see something unexpected in a coaster's second half to finish it with a bang. So a very good job here, but just needed a touch more to push it into the 9's.
Originality:
Here is where I am going to give you the credit you deserve for the absolutely amazing work on the supports, scenery, and accuracy in general. It was downright sublime! Every little detail was there, from the ladders up the MCBR to the block-sensors to the way that a Gerstlauer stops at the bottom of the lift while the chain runs under it. Amazing work! As far as the coaster's originality goes, again, I loved the beginning, thought the sequencing at the end could have used a bit more unpredictability, but that's about it. This coaster was not only accurate, it was also accurate while having a couple nice twists thrown in. Just an amazing job!
Technical: 8.75 Adrenaline: 8.25 Originality: 9.25
Final Rating: 8.75
Marcello (Coaster "L")
Overall Impression:
Although a smooth and fun track with very nice ride-environment work, this coaster had some serious shaping issues. Almost nothing was shaped like it should be for a Gerstlauer track. It was maybe 20% Gerstlauer, 80% Newton.
Technical:
There was only one bump/pump through the whole track, at the bottom of the first drop, but your issue was one of style. Everything was parabolic and completely un-Gerstlauer. Gerstlauer's style is to have more rounded tops on most of there inversions, and you really didn't make any attempt to emulate that style. All of the elements were quick and pointy at the top, which is a very idealized force-based thing to do rather than realistic. The drop is a good exmple. Real Gerstlauers whip you down, and then hold for a brief while before gradually building back up to maximum positive g's at a quick but smooth speed. Yours was rounded, and kept going more and more backwards rather than the whip-and-hold style, and then very quickly whipped out of the negative g's and back to 3.2 positive, where it held for a good 2 seconds afterward. So my general advice would be to make all of your elements more circular and less parabolically-perfect, and look for how real Gerstlauers are shaped. There are many other places that needed a lot of work, such as the lack of lateral pitch in the first inversion, the tightness of the turn into the MCBR, and the too-teardrop-shaped loop. So since this was a big issue, you're only getting an 7.5/10 in shaping despite the near-perfect smoothness. Then one last issue is that there were two places with bad g's. The drop was too intense, at -1.5, and there were too many lateral g's, 1.4, in the first flip element after the MCBR. That's a half-point off, leaving you with a 7.
Adrenaline:
Intensity-wise, there were three standout moments: the drop, the rollover after the MCBR, and the last double-pop of air right at the end of the ride. Two of those had bad g's in them, so I can't give you full credit, but they still score you some points. The rest was kind of mediocre. The loop especially was just plain horrible. It was too fast and too teardrop-shaped to have hangtime, and yet it only briefly peaked above 3.5 vertical g's, resulting in a very mediocre inversion. And this is the case in a lot of the inversions. Because of the Newton-perfect shaping, you have wide bottoms and pointy tops on almost everything, resulting in elements that feel relatively fast, but have almost no intensity whatsoever due to the lack of high g's and hangtime. Moving on to pacing, it was much more of a positive. The speed felt very well sustained throughout it, it had a great combination of fast and slow moments, and you saved a great surprise for the very end, resulting in a very fun coaster despite the general lack of real intensity through most of it. Not much else to say here. In general, a fun ride, but could have been improved with better intensity.
Originality:
On the negative side, the style was way off, as mentioned in technical. But on the plus side, the sequencing was very good. It had a lot of variety in speed and height, and the whole thing really did feel like it was a well-planned-out track seeking to deliver certain ride experiences at certain times. Plus the ride setup was fantastic, and added a lot to the whole experience, and the support work was fantastic. All it really needed IMO was maybe a big ?????????wow????????? element, slightly better execution, and maybe a touch more variety in the post-big-drop section where the lack of intensity made it drag slightly. But overall, a very solid coaster.
Technical: 7.00 Adrenaline: 8.00 Originality: 8.00
Final Rating: 7.67
Markhudson17 (Coaster "E")
Overall Impression:
This is by far the strangest of the rides in this round. I don't think a single thing about this coaster except the drop resembles a Gerstlauer Euro-Fighter in any way. On the one hand, this does make it unique, but on the other hand it was so ?????????out there????????? that it lost its sense of realism. Technical was decent. Pacing was very dicey.
Technical:
The problem with shaping here wasn't so much your decision to use more of a multilooper-with-intense-lats layout, but rather that the shaping of almost all of these inversions and turns was really off. There were many parts with no heartlining, all of those sharp turns just seemed extremely jerky and abrupt, even moreso than a wild mouse, there were a lot of moments where the banking just felt off and generated some odd inside-turn lateral g's, and almost all of the inversions had some nasty bumps and pumps in them. (Try splitting your elements into a greater number of vertexes with roughly equidistant placement. This will eliminate most of your problems here when you put the track smoother and some manual tweaking to it.) It's not like the shaping was ?????????bad????????? per se, as it showed at least some skill with making elements, but the main issue is just that the whole thing was made with almost no regard at all for the Gerstlauer style, and it severely lacked flow. Every element felt completely separate, and it really felt like it was following the ?????????element, turn, element, turn, element, turn????????? type of progression rather than truly feeling like everything was integrated. To improve on this, try linking elements together with a variety of different transitions, so that it feels like the whole thing is one big whole rather than just a bunch of different parts. So those are all of my shaping suggestions. Despite all that I complained about, I'm still giving you a 6/10 since it was more of a style issue than actual discomfort. You did have some g problems, though. The main one is lateral g's. I know what you were going for, but you overdid it. That first elevated turn pulled 2.0 lateral g's coming into it, and the turn between the two rolls pulled 1.4. That might be all right on a wild mouse coaster with padded sides and only lap bar supports, but you're talking some serious pain on a coaster with OTSR's. Yes, Gerstlauers do have unbanked turns sometimes, but they do not pull anywhere near that many g's. You could have reduced it to 1 or so and still gotten the same kind of sharp whip without the pain. The second g issue is that there are a couple places, notably the exit to your immelman element, where the train slammed straight down from airtime to 3 vertical g's with no transition. That would really hurt. These g issues are costing you .75 points, for a final rating of 5.25, or about average.
Adrenaline:
At pretty much all parts, this coaster was either too intense or not intense enough. The lateral-g turns were almost all too intense, while the drops and pullouts in general weren't quite intense enough, with long straight lead-ins. There was a lot of hangtime in the inversions, but not really any decent airtime that would take the rider by surprise. Pacing was really dicey. Because of how the elements were shaped, with really long tops, the whole thing had a stop-start pace to it, where every time it started going fast it would slow right back down again. This was exacerbated by the fact that there wasn't a single normal turn on the ride, rather just being element after element with an occasional elevated turn. The sensation of speed comes from quick ground transitions, so when it's just a lot of elements linked together, you lose that sensation of speed.
Originality:
The opening element and the sharp turns were definitely original, but the sequencing on this coaster was really bad. Once we got past that first inversion, the whole thing was following the out-and-back sequencing where it went out in a straight line, made a turn, and then came back in a straight line. This might have been okay if there was a little more element variety, something that started from a different height or flowed into other things in a unique way, or started the turn in an unexpected place, but this coaster didn't do anything like that. In that manner, it just felt kind of boxy and predictable. Again, I'm not saying that it was boring or anything, just that it could have been executed much better and could have done more to surprise the rider and mix up the sequence and pacing. As is, it's just kind of bland in these two departments despite having decent excitement. Also, here is where I really feel like I have to take some points off in the effort department. It is quite clear that almost no effort was put into making this coaster anything like a Gerstlauer. The rolls lacked entering and exiting banking transitions, and were too perfectly 360-degree heartline circular, more like an Intamin. The turns were more like a wild mouse, the loop wasn't shaped right, and the rest of the elements were just off in general, having odd slow hangtime. And the supports, while technically functional, have 0 resemblance to reality. I know it sounds like I'm being harsh, but there is a reason why the style of this round was Gerstlauer. You are encouraged to do original elements, but I should still be able to tell that I'm riding a Euro-Fighter rather than, say, an Intamin. Just watch some POV videos to see how they tend to shape things, and then adjust your shaping a bit to give at least a wink and a nudge to it.
Technical: 5.25 Adrenaline: 6.50 Originality: 6.00
Final Rating: 5.92
Maxamaxam (Coaster "S")
Overall Impression:
Here's another one that I can't tell right off the bat whether it's going to make it or not. It was good in technical, pacing was good, but sequencing I think could have been a little better. It just needed to be a bit twistier and a little less out-and-back-y.
Technical:
By this point, I'm just running out of things to say in this department that I haven't said already, so I'll be brief since you seem to be a good designer that will know exactly what I'm talking about. Like just about every tooled track here, there were no problems with bumps or pumps (except, bizarrely, the lift, which felt like an earthquake,) but the coaster lost a bit of the Gerstlauer style. Your layout was so un-Gerstlauer that I kind of lost the feel. It didn't have the sketchiness or the heartline-roll style that make me think of a euro-fighter, the banking felt off, and some of the element shaping just didn't feel quite right like the almost-straight drop and the runs of straight hills. Blah, blah, nitpick, nitpick, nitpick. Nothing too major, 8.25/10 in shaping. There were lots of other problems, though. The most major of these was the blocking scheme. You had 4 trains, but only 5 blocks to fit them all in. The stacking was ridiculous. You not only started with one train on the MCBR, you also started with one in the middle of a freaking vertical lift. This is because you had only 2 spaces for trains at the end of the ride... one set of brakes plus the station. This means you are running two more trains than your design can handle. You need at least one ending block for each train that you have, so that in the event of a breakdown people aren't stranded in the middle of the ride for extended periods of time. Fixing this on your coaster would take a HUGE re-design, because you left almost no space at the end of the ride for extra brakes or stations. So I'm going to have to deduct a full point for this problem. The next problem on the list is your g's. There is a vicious -1.7 vertical g spike in the last hill. Minus another .25 for that. Next. There were a lot of minor tunnel test infractions, including a potentially-dangerous extended tunnel-to-tunnel between the last set of hills and the big drop, where trains traveling in opposite directions at full speed could easily cross each-other and put the riders on the left side at risk if both stuck their arms out to the side. There were about 4 more very minor collisions with trees. I'll take off another .25 for each of these two groups of problems. And finally, you failed e-stop twice. The MCBR failed to stop the train, and the final brake run sporadically failed to stop the train as well. (I don't understand at all why you let this happen by setting the deceleration at 0.1.) This also led to sporadic crashes at the end of the ride, about 50% of the time. I can't penalize you too harshly since it was just due to a very unwise setting adjustment, but I still can't ignore it, so another half-point comes off. So if you were counting with me, that's a total of 2.25 points off, leaving you with a score your coaster really didn't deserve, a 6. (Side note: lol, so much for me being brief in this category...)
Adrenaline:
There were some really cool things going on with this coaster. It started with slower big elements with a couple surprises thrown in to break up the bigness, and then it really cranked up the speed and intensity for the ending. I love that! So pacing was a huge plus. It never felt slow, but there was a clear contrast between the fast and the slower parts, and when it finally did get going, it really hauled. I really don't think I can find much of anything to take off in this department. Maybe the beginning could have used one turn or low hill to break it up, but that's really getting nitpicky on a great coaster. Moving on to intensity, it was quite good. The standout for me was the sheer abundance of beautifully-executed airtime. This would be a coaster to ride simply for that reason. And for the most part, it wasn't executed predictably either, rather thrown in in short bursts randomly. And while this partially contributed to the lack of Gerstlauer feel in Tech, it was exciting. The verts hovered around 4 in most big elements, but not in a predictable kind of way. So, yeah, not really much to say here. A very exciting, well-paced coaster with amazing airtime. The only thing I can legitimately say I didn't like is the first drop. I think it could have used just a bit more curve to it. The rest is near-perfect, though. The only other points coming off are in the last hill, where the excessive g's are to the point that they would take away from rider enjoyment.
Originality:
Sequencing was definitely not this coaster's strongest suit. It was basically a double-out-and-back, and it actually did feel like one. I could tell through most of the ride that there was almost no track anywhere around me, and this kind of open-air-track design is very un-Gerstlauer, which tends to be much more compact and overlapping. The last run of hills especially just felt off-character, and oddly predictable despite their incredible intensity. Now, granted, there were some very nice surprises thrown in, especially the big elements where there was a suddenly-sharp moment at the top. So in general, good excitement and unpredictability, but the sequencing could have used just a little work, and also I have to take off points for the very un-Gerstlauerish feel of it and the complete lack of effort in the supports / ride setup department. (only 5 custom supports on the whole ride.)
Technical: 6.00 Adrenaline: 8.75 Originality: 7.25
Final Rating: 7.33
Metazoanhaddock (Coaster "F")
Overall Impression:
Pretty good track. The only technical downside was that it was very clearly a Newton track, and didn't quite do enough to hide that fact, and also I thought the layout was a little too boxy, but the pacing was quite good and it had some really fun elements, so it's still going to get a high score.
Technical:
The biggest issue that needs to be overcome with Newton is its tendency to make g forces that stay the same for too long, and then transition into and out of themselves too quickly. And you didn't quite overcome this. The first element was probably the worst culprit of this, quickly snapping from negative g's to 3.4 and then staying there until halfway through the loop. It's this kind of thing that you need to avoid. Real coasters tend to gradually work in and then gradually work out of high g's rather than sustaining the same ones for long periods. In future rounds, ease in and ease out, so that the vertical sections aren't so sharp and fast, and the shaping is a bit more circular. This was the main issue with most of the inversions. The high g's were sustained too long on the upslope, resulting in overly-tight element tops. The issue isn't that these are painful or bad g's, just that it gives the coaster the wrong flow and the wrong kind of pacing. The flow really was the only issue here. A lot of the elements didn't flow like they should, and in general the coaster suffered from the traditional Newton-separation syndrome where not enough was done to make the elements flow together, leaving every element feeling somewhat separate. There was some good effort shown to emulate the Gerstlauer style, though, most notably the way the rolls didn't finish banking fully before turning, so kudos for at least trying to make it flow right. Aside from that, no pumps or bumps, although the little past-vertical nub on top of the lift was weird, no g-force issues, so you get a 8/10 in shaping with no deductions.
Adrenaline:
Really fun all around here. Most of my complaints are just nitpicky. The drop was great. The loop, however, was kind of in the dead-zone between being fast and having hangtime, so it needed to either be faster or slower. The rest of the ride was taken at great speed, although the intensity wasn't quite there. The ride lingered in the sub-3.5-g positive range, and after the one little pop of air into the MCBR, all we had was perfect floater. So mainly what you have going for you is sensation of speed rather than intensity. Only the drop and the 1-lat turn into the MCBR were legitimately intense. In the pacing department, it was pretty much just fast throughout. There weren't really any dead spots, nor were there any especially intense spots. The speed was kept up pretty consistently all the way through the end. It worked well enough for me to call it good pacing. I'd ideally like to see at least one unusually-fast moment strewn in, especially if it's near the end, but this still worked as is. The only real issue was that it really didn't surprise me enough. It felt like all of the elements were separate, and a bit too ?????????programmed????????? rather than what it needs for a top-notch score here, namely the feeling that anything could happen at any time and that you never know what intense moment could be around the next corner. So a solid score but not top-notch.
Originality:
Not really too much exceptional going for it here. Elements were pretty standard Gerstlauer, and the coaster didn't really have any big surprises. The slight lack of flow plays a bigger part here, as when the elements feel separate it loses a lot of the surprise that it could have. I really would have liked to see at least something that set it apart from other Euro-Fighters. But since this really didn't try to be original, I'll make up for that in this category with pacing and how well it emulated the style, where the same nitpicky technical/adrenaline issues come into play. So somewhere in the mid 7's seems reasonable to me. You do score some points for the excellent support work, though.
Technical: 8.00 Adrenaline: 8.00 Originality: 7.75
Final Rating: 7.92
Omnigeek6 (Coaster "N")
Overall Impression:
This coaster's going to get huge originality points, because it did some ridiculously bizarre and off-the-wall things, but it is also by far the worst purveyor of Newton Shaping Syndrome. The pacing and shaping were just way off from the Gerstlauer style. (The challenge here was to build a Gerstlauer coaster, so you did indeed need to try and emulate the company's style.) Going into the review, I predict that it'll likely end up on the cusp of whether it makes the top 8 or not. I'll just have to crunch the numbers and see.
Technical:
There were a couple of nitpicky little bumps in two of the elements, including the stereotypical ?????????Newton bump????????? at the bottom of the first drop due to unchanging vertical g's, but really your issue is just style. It just wasn't Gerstlauer. The drop had way too much sustained ejector air, and in general everything was too teardrop-shaped rather than the more rounded shape that Gerstlauers tend to use. Basically, everything was completely shaped based on the default sustained-g shaping that Newton produces with almost no effort shown to emulate a more realistic shape. While I was riding the coaster, I could tell exactly where each g-force zone started and ended, and what forces you used to build it. Plus all of the vertical inversions had no tilt whatsoever. Watch an onride video of Haracan... that is what ?????????big????????? Gerstlauer inversions should be shaped like. They're tilted like B&M's. So, yeah, that's where most of the points are coming off here. Because it's technically smooth, I can't feel completely justified taking more than a couple points off, but please put more effort into emulating the real style next time. 7.5/10 in shaping. Now, moving on to g-forces, you've got some major problems here as well. This coaster was just too fast, and thus almost every time that it spun laterally, it generated some bad g-forces. The first big inversion is the biggest perpetrator. It generated a whopping 1.4 lateral g's, as well as an extremely-painful -2.0 acceleration g's (this means that people are being slammed into the front of their OTSR's with the force of twice their body weight. OUCH!) This was repeated in the corkscrew, and then there was another 1.6 lateral g spike in the final heartline spin. And your upside-down flip, while original, had way too many sustained negative g's, at -1.4 for almost a full second. (If you're going to use any g's above -1.2, it can only be for a split second, otherwise it starts to hurt, especially with Gerstlauer OTSR's.) These bad g's are going to cost you a full point. And finally, there were three collisions. Your phalanges, while they did add to the look of the coaster, also created about 8 very close calls with the undercarriage of the coaster car. The wheels only actually hit them twice, but they were within an inch the other times, which is way too close for comfort. I'll only dock your for the two times it actually hit, but be more careful next time. And then there was a major tunnel test infraction on both sides of the train during the vertical flip-over element. That is all. Another .75 off, for a final score of 7.5 ????????? 1.75 = 5.75.
Adrenaline:
It was fast. It definitely was. The only real problem here is that all of your truly intense moments were a bit too intense, taking away significantly from the riders' enjoyment of them due to being slightly painful. Also, while the airtime moments were definitely welcome, and added a great deal to the ride's excitement factor, I would have preferred to see it in shorter surprise bursts rather than in sustained -1 fashion, like you had it on almost every single element. This default-Newtony shaping was also an issue when it came to the excitement factor, and I'll tell you the same thing I told the other Newton builders: unexpectedly changing g-forces, ones that suddenly get higher and take you by surprise, are much more exciting than long periods of sustained g-forces. But in general, I'm just being nitpicky. It was really fast, it was really intense, it had a lot of great airtime, and it didn't feel predictable at all. Pacing could have been a bit better, as it didn't quite have the contrast between slow and fast to make things stand out, and it did kind of lose me in turn-hill-turn mode for a second there in the middle due to the slight lack of big elements, but again I'm just being nitpicky, and trying to explain why this coaster, although very good, isn't quite into the 8 range. It's just a lot of nitpicky deductions adding up across the board. If the g-force and shaping problems were fixed, I would have no qualms about giving this coaster a score in the mid-upper 8's.
Originality:
I feel like I've gone on way too long with this review already, and don't really have much to say that I already haven't, so I'll be brief. You're getting big points for trying something gutsy like the flip-over, as well as some cool moments like the double-airtime bump and the extremely-intense sequence of turns in the end, plus it had very good sequencing where everything flowed well and gave me a couple of nice surprises, but you're losing some points for execution and for the Newtony over-sustained g's rather than having variation. Same things as before. Some bonus points for good support work.
Technical: 5.75 Adrenaline: 7.75 Originality: 8.00
Final Rating: 7.17
Rolling Coaster (Coaster "A")
Overall Impression:
A pretty decent coaster. It was nice and fast/intense, technical was decent, and it at least tried to be somewhat unique. In most areas, it was done with competence, but no area really showed mastery. It just needed a bit, well, more in most categories.
Technical:
The good news here is that most of the elements were shaped relatively well in terms of how the g-forces were applied, with the exception maybe of the final corkscrew. The bad news is that you needed a lot of work on your banking transitions and vertex placement to actually make them smooth. There were just a lot of moments where the track didn't flow like it should, and other moments where the banking was slightly off, creating some slightly off g-forces. The main thing that it lacked, though, was flow. Most of the elements just didn't feel like they were connected to each-other. The banking snapped quickly from one element to the other rather than changing gradually. Some extra work with AHG or the track-smoother and split-up could have helped a lot. But again, bumps and pumps aside, the overall shaping was actually pretty good, so I can't dock you too much here. It just needed a little bit more tweaking. Aside from the actual shaping, there were a couple bad g's in this coaster, specifically around the corkscrew: 1.8 lats in the banking transition coming into it, 1.3 in the middle of it, and -1.7 in the camelback hill after it. Because of the jerky transitions, there were a lot of moments where the lateral g's sharply snapped from +.8 to -.8, which would be a bit uncomfortable. The vertical g's were really pushing it a bit, but they were all very brief so I'll ignore those. So, overall, I'm giving you an above-average 7/10 in shaping, minus one point for the bad g's.
Adrenaline:
The intensity and speed on this coaster were really good. The way you shaped the drop, IMO, made it even more intense because of how it gradually built up to -1 g's. That was good fun. Most of the elements in general were taken at good speed, with the exception of the last camelback which was too fast. The vertical g's were the highlight, being really intense through the whole thing, giving a great sensation of speed. So intensity-wise, I really don't have any qualms here aside from the one hill which was taken too fast. In the pacing department, it really didn't do anything too remarkable. It was fast the whole way through. The only time that the speed really changed was in the dramatic pause before the second drop. This endless speed, I actually felt like it took away from the feeling of intensity. Everything was taken near the pace of 4-5 g's at the bottom and then 0.2-.4 g's at the top, and nothing really broke that pace aside from the one over-intense hill. While it wasn't nearly as big of an issue on this coaster as with a tracks that use Newton tend to be, this slight lack of variety still led to a coaster that felt intense, but not really out-of-control and unpredictable. It is variations in speed, and different g-forces in different elements, that really make a coaster feel fast and wild, because you never know what is coming next. So this was intense but not really exciting.
Originality:
There were some cool things going on here. Again, I really liked the shaping of the first drop because it made it very intense. The second drop also, the only real moment in the ride where the speed changed, was great because it was something unexpected. The rest of the ride, while the whole inclined-loop abundance was definitely something new, it really didn't go off much in terms of unique ride experiences. Still the same 4-g bottom and demi-positive-g- top. And the sequencing really wasn't anything special. Every element started from the ground, and again was taken at similar speed, so the general feeling was just "drop, inversion, inversion, turn, drop, inversion, turn, drop, hill, turn, end." Maybe it was the lack of flow in technical that made it feel this way to me, but everything just felt like individual parts of a ride strung together rather than a coaster that was made with a real purpose in mind, one that had a sense of what it wanted to do in terms of pacing and sequencing. My real suggestion for fixing this is just to do some better planning. Ask yourself what the pacing of the ride is doing at a certain point, and what you have already done and what you can do differently or unexpectedly. Always have a sense of where you have been and where you want to go from there. In terms of extras, the list supports and Mint-Berry Crunch's mug were the only standouts. The rest of the supports were adequate but not great.
Technical: 6.00 Adrenaline: 7.50 Originality: 7.25
Final Rating: 6.91
Sobek (Coaster "Q")
Overall Impression:
This was probably the most bizarre entry out of all of them, which is not necessarily a good thing. It seemed to me that it was doing things that were original purely for the sake of being original rather than really questioning whether those things added to the ride experience or not. There were also some glaring technical errors, but the pacing and sequencing were actually really good.
Technical:
I just have to ask the question... you clearly show some semi-decent skills in the custom-supports department, including several custom-made box supports to avoid collisions. Then WHY, oh why did you opt to use a prefab support when it clearly went directly through the track? That just doesn't register with me, and is a downright stupid mistake to let slide. It is even more baffling because as a whole, the shaping is actually pretty decent. There really wasn't that much bad pumping, only small bumps throughout, and it was even heartlined. So WHY? I just don't get it. (Okay, my rant is over...) Anyway, again, as I mentioned, the shaping was actually pretty decent. I think you needed a bit more work on making it feel like a Gerstlauer coaster, as there were a lot of moments where the track's movements just felt a bit too jerky and sudden. The only real advice I can give for fixing this is to go watch some POV videos of real Gerstlauers, and see how they are shaped. Aside from the style, there were bumps and pumps, but they were generally not major. It's at least enough to give you a very good 7/10 in shaping. But that's where the semi-good news stops. You have three support collisions where the supports are going straight through the track and the train, one other moderate tunnel test infraction within reach of the riders, and one major undercarriage support collision where the train's upstop wheels went straight through a support. It's not quite bad enough to take away the maximum 3 points, but you're still losing 2.5. Next, there was one instance of bad g's, where you had -1.8 in that pop of air after the drop. That'll cost you another quarter-point. And then you were missing a support on the first drop, for another quarter-point, giving you a grand total of 3 points taken off of your shaping score due to stupid mistakes.
Adrenaline:
Here is where I have to ask another obvious question: why no vertical lift and past-vertical drop? IMO, those are usually the only part of a Gerstlauer coaster that are exceptionally exciting. So if you are going to take it out, you'd better have a darn good reason to do it, and a ride that makes up for it by surprising you in other ways during the course of the ride. And here, while there were a few nice surprises, I still don't feel like the removal of the drop was justified. It would have been better with it IMO. With that said, though, the pacing was pretty good. In fact, if anything it was too fast. But it did show some great competence in this area, such as the slow part just before the big near-vertical drop. The only place I think the pacing could have been better is in the very end. It had a great dramatic pause at the MCBR, and a drop that looked like it was setting up a big finale perfectly, and then the ending was over a bit too quickly without regaining the first half's intensity. This is just a minor nitpick, though. Moving on to intensity, it was great throughout the ride. The airtime was just about the perfect ejector intensity for Gerstlauers, of -1.2 for brief instants with the ?????????tossing????????? effect rather than holding it. That big near-vertical drop was amazing! Plus there was also a nice borderline-too-intense positive-g moment coming into one of the vertical inversions which would be great fun, and just about every turn was taken with incredible speed. All in all, I really don't have much negative to say here. The only thing that is keeping it down are the pacing nitpicks, the downright boring-by-comparison lift and first drop, and the g-spike that makes the first airtime pop hurt too much.
Originality:
Just about everything on this coaster is original, but again, it comes at the price of the Gerstlauer feel. It lacked every single one of the defining elements that make a Gerstlauer a Gerstlauer, from the drop all the way to the lack of a loop or heartline rolls. The only moment that I could really tell I was riding a Gerstlauer coaster was the flat turn into the near-vertical drop. The rest was just downright off-the-wall originality. My general rule of thumb for original elements is that they have to add something to the coaster to get big points. And the drop, while certainly original, actually hurts the coaster rather than adding to it. You do get credit for the mid-ride big drop and the pretzel loop, though. Those were both not only original but great fun too. Moving on to sequencing, I must give you real credit here. I never knew what was coming next. The whole thing was so random and unconventionally-laid-out that it was impossible to predict a single element on this ride. So big points for sequencing. The only part where I would have changed it is the very end, again adding one last big surprise. But that's the last of my complaints. Overall, an excellent job in almost all departments, and it is a real shame that you killed yourself with stupid mistakes in technical. Here, the only things you are losing points for are the drop, the nitpick at the end, and the lack of real Gerstlauer feel.
Technical: 4.00 Adrenaline: 8.00 Originality: 8.00
Final Rating: 6.67
MY FINAL STANDINGS:
1. LeFlo (8.75)
2. Gazag (8.08)
3. Gouldy (8.00)
4. Jakizle (7.92)
5. Metazoanhaddock (7.92)
6. Marcello (7.67)
7. Coasterdave (7.42)
8. Maxamaxam (7.33)
9. Omnigeek6 (7.17)
10. Rolling Coaster (6.91)
11. BBT67 (6.75)
12. C-Dude (6.75)
13. Sobek (6.67)
14. Fear the four (6.25)
15. Jonny Richey (6.17)
16. Markhudson17 (5.92)
17. Jer (6.00, DQ)
18. Coasta101 (4.83, DQ)
19. Highthrills2 (2.75, DQ)