ROUND 3 RESULTS:
GROUP 1 ????????? Jimmy Yoshi vs. Mikado
Close group, but the winner is Mikado by the slim margin of .04 points. Jimmy?????????s track had the slight edge in Technical, but Mikado won the adrenaline race and had much better originality and terrain interaction. Congrats, Mikado, and welcome to the finals! Jimmy, you might still get through????????? it depends if your track is better than the losing track from Group 2.
?????????Timber Rattler????????? ????????? (Jimmy Yoshi)
This coaster was good, but just not good enough. The key was that it just wasn't insane enough. The inversions were a little bit too controlled in the beginning, as well as the turns in the end, and the pacing just never seemed as wild as Mikado?????????s. Still, this was a very good track. Just not quite good enough?????????
Technical:
Very good job here. There were a few tugs in the banking transitions, but I recognize that it is very difficult to make smooth inverted transitions. Also, there was one noticeable bump just before the big rising turn. Aside from that, no real issues. The g forces were controlled very well, and the track was well done overall.
Adrenaline:
The beginning and the end were the slow parts, which is pretty bad for the pacing. The middle, with the 4 fast inversions and the 4 g turns was really awesome, though. That is where most of your points are. The first drop and first loop were both kind of lazy????????? they could have been tighter and more intense. Also, I would have liked to see a better finale. A corkscrew and some semi-tight turns just didn't quite do it for me. I would have liked to see a bigger finish. So, overall, not bad but had its flaws.
Originality:
The sequencing was rather lackluster. The spiral drop / loop / dive loop / 0-g roll beginning has been used on virtually every steel looper since the dawn of B&M, and the shaping/speed through yours was nothing special. What was interesting was the dive loop down into the rock section, with all of those fast and intense turns to finish it off. The turn variety was pretty good. What I loved about the end was the sudden pop of floater air. You just don't see that on inverts, and I think that it works very well as long as it is kept to a minimum. You used it well, so some extra points for that. So, a 2-sided rate here. Beginning was pretty standard, but the late middle was very cool. Also, props for the custom supports and station building.
Interaction:
It was decent, but I don't think that the interaction was as good as the other coasters. The problem is that you felt like you were going through an elevated rock structure rather than through the ground????????? like it was going through scenery rather than going through tunnels and trenches. It could have been done much better. Still, the sequencing that the terrain created was very good. So, you get 1.5 bonus points.
Total Score: 26.5 / 31.5
Technical: 9.0 Adrenaline: 8.0 Originality: 8.0 Interaction: 1.5 Overall: 8.41
?????????La Tortura????????? ????????? (Mikado)
Very nice track. The adrenaline was a high point, as it was very intense throughout the ride????????? almost too intense. The technical was a touch off, but still generally good. The sequencing was amazing, with nothing at all being predictable, and the terrain interaction was very nice.
Technical:
Some strange things going on here. One, the banking transitions were very strange in several places. They didn't have the proper flow to them, with too many flat and spots. The key to smoothness on inverted coasters is to flow from one turn/element to another, rather than the traditional method of making an element and then making a transition into the next. You did use this sometimes, and those were the smooth parts. However, most of the ride didn't flow well, and was jerky. Another issue was that there were two g-spikes through the track. There were red vertical g?????????s flickering between 5.6 and 5.9 for almost a second straight in the back car going into the tunnel. Then, in the immelman, there were 5.4 verts for another full second in the front car. Plus, there was an overcarriage support collision halfway through the ride, where the wheel housing smacked into the supports. These are pretty bad problems, and would make the coaster potentially unsafe. 8.25/10 in shaping, minus ????????? of a point for the sustained red g?????????s, and minus half a point for the support collision.
Adrenaline:
Very nice. The speed in the middle was absolutely fantastic with all of the rapid-fire inversions and terrain interaction mixed in. That part was awesome. I loved the first drop, and the sequencing you created for the middle was wonderful. However, the end of the ride was a bit of a let-down. The speed suddenly died in the last 200 feet of track, and the last inversion was a dud. If you had kept the insanity of the first half of the coaster going all the way through, this score would easily have been around 9.5. With the lazy ending, though, it drops down quite a bit.
Originality:
This coaster had absolutely wonderful sequencing. The drop was very cool, and I liked the fact that the coaster turns, turns, turns, and saves all of the inversions for later in the ride. That was very unexpected, and it gave the coaster a nice original feel. The inversion selection was nice????????? dive loop, 0-g roll, immelman, loop, 0-g roll. The only problem is that I think a corkscrew would have worked better at the end than that tiny, slow zero-g roll. Still, the sequence was wonderful. I also really enjoyed the pop of air. As long as it's floater, air works really well on inverts. (Talon proved that?????????) Anyway, great job making the coaster unexpected. Big points here.
Interaction:
Very, very nice. I'm not sure if I liked the whole thing with the station buried on the inside of the hill, but the rest of the terrain interactive parts were brilliant. It was just about exactly what I was looking for. My only gripe is that your texturing was really bad, to the point that it was distracting. ????????? point off for that. 2.25 bonus points total.
Total Score: 27.25 / 32.25
Technical: 7.0 Adrenaline: 8.75 Originality: 9.25 Interaction: 2.25 Overall: 8.45
GROUP 3 ????????? Wing-Over vs. unfortunate_smiley
This group was pretty much a blowout. Smiley, the real contest here was you versus Jimmy Yoshi to see whose track would get to slip in to group 3. Your track was no better or worse than Wing-Over?????????s in adrenaline or originality, but the plain truth is that he absolutely slaughtered you in technical. Wing-Over is on to the finals for sure, so now it is all down to whether you can get an 8.41 or higher, smiley. Here goes?????????
?????????GunMetal????????? ????????? (Wing-Over)
Wow, just wow. Great all around. It had awesome tech, great adrenaline, and a superb ride setup. This was pure proof that a coaster doesn't have to be uber-big to be incredible. Not much to complain about other than the inversions being fairly standard. This coaster gets some of the highest marks I have ever given during a contest.
Technical:
Wow! Just about perfect. The vertical g assault might have been a tad intense for the average rider, but it didn't bother me one bit. This one was definitely not for weak stomachs, though. The banking transitions were perfect. No other words. This is how to shape an inverted coaster. The only issues were one minor tug in the 0-g roll, and the abrupt slam of lateral g?????????s between the brake runs.
Adrenaline:
The adrenaline was simply awesome! My only real gripe with it was that the first drop was kind of lazy. Everything after that was simply brilliant. It didn't have the ?????????completely insane????????? feel of dcs?????????s coaster, but it was still at a generally superior level. The speed was nonstop, the inversions had great pace to them, and I loved how the whole coaster was just feet off the ground, going from trench to trench and racing inches off the ground. It was wonderful. Great job here!
Originality:
Pacing was incredible, the trench design was incredible, and the detail on the supports was completely un-matched. The sequencing was fairly standard, inversion selection wise, but the incredible pacing and brilliant trench / tunnel design use more than made up for it. This is the only area where you lost any significant points. The coaster was just amazing.
Interaction:
Brilliant use of tunnels and trenches. This is pretty much exactly what I was looking for. Not much more to say. This one gets a whopping 2.75 bonus points????????? well earned, and could only have become a 3 with a deep trench like Nemesis.
Total Score: 30.0 / 32.75
Technical: 9.5 Adrenaline: 9.25 Originality: 8.5 Interaction: 2.75 Overall: 9.16
?????????Bird of Prey????????? ????????? (unfortunate_smiley)
The speed and intensity of this coaster were awesome, but the technical was a huge negative. Compared to the other tracks, this one felt really rough. The adrenaline and originality were very good, however. Your coaster had incredible sequencing! Now, we play the waiting game????????? will it get an 8.41?
Technical:
Here is the area where you lost almost all of your points. If the technical was a bit better, you would have beaten Jimmy for sure. But the fact is that this coaster was plagued with lots of pumping and several noticeable bumps coming in and out of the inversions. 7.75/10 in shaping. The other issue was g forces. I personally think that airtime works on inverted coasters as long as it is floater????????? but I think that the double-down and ejector air pop coming into the station were just a little bit too much. -.1 or -.2 are actually good for an invert, but I think that the -.9 you had on the double-down was just a little bit too much for riders????????? shoulders and laps to handle. Half a point off. I like airtime, don't get me wrong, but you just need to tone it down a little bit next time. Aside from that, no real gripes. You just really needed to work out the kinks in the coaster?????????s transitions, and work on getting rid of the pumps.
Adrenaline:
Very nice. The inversions had very good pacing to them, and the whole coaster felt like it was actually going somewhere. There was so much intense and unexpected looping, and I loved it. The only problem I found was that there were not enough small inversions. I would have liked to see a more of the coaster tightly hugging the ground rather than soaring in the air. This is not much of a complaint, because the track was a twisted knot overall, and was pure fun to ride, but it kept you from getting a premium score here. This issue will appear again in the end?????????
Originality:
Inversion selection was great, but the sequencing as a whole was just good. You had great inversions, and then almost every single one of them had a large turn connecting it to another. The one exception was my favorite part of the ride????????? the pretzel loop / intense vertical loop combo. More of that, please! Link several inversions together with tighter and smaller turns to create a truly out-of-control and unique feeling. Still, the great pacing helped to cover up some of the flaws. It was still a great track overall. And like I said, I loved the addition of the pretzel loop. Too bad B&M doesn't use it on real coasters????????? Also, the airtime added to the coaster even though it was a little bit abrupt.
Interaction:
Here lies the problem. The coaster did have terrain, but it didn't really use it. The ride is basically flat, and everything was elevated into the air rather than whizzing around the ground like was needed for big points here. Try lowering the track, and have it whiz through tight trenches and tunnels to enhance the sensation of the ride next time. 0.75 bonus points.
Total Score: 26 / 30.75
Technical: 7.5 Adrenaline: 9.0 Originality: 8.75 Interaction: 0.75 Overall: 8.46
^ And there you have it????????? you have squeaked into the finals by a margin of .05 points over Jimmy Yoshi. Congrats!
GROUP 3 - ????????????????????????????????????
Neither Real nor MF2001 submitted a track. Therefore, the highest rated of the 2 losing tracks from groups 1 and 2 will take the spot of the winner.
And the winner is????????? unfortunate_smiley! You had the highest rated losing coaster, so welcome to the final round! So, assuming that dcs?????????s coaster isn't disqualified, we have our four finalists.
Mikado
Wing-Over
Unfortunate_smiley
Dcs221
GROUP 4 ????????? dcs221
Since Thorazine did not submit a track, dcs221 advances to the finals by default. I really don't think it would have mattered, though. Dcs had the best coaster in the round once again, so I believe that he deserves to make it for sure. Dcs221, welcome to the finals! Here is your courtesy rate?????????
?????????Aiolos????????? ????????? (dcs221)
This coaster was completely insane! Enough said. The adrenaline was simply amazing, and there was only one real technical problem. The inversions were unique, and did I mention that the adrenaline was amazing?
Technical:
Definitely good here, but the coaster wasn't without its flaws. I'm not too sure about the whole straight drop thing, and the airtime moments that you had were just a little too intense for my tastes. Floater is good, ejector would hurt. Also, there was some slight tugging through the turns. Very minor gripes, but enough to bring the track down a bit.
Adrenaline:
Wow. That was awesome! It had the insane and out-of-control feel that it needed, and even did some great trench/tunnel interaction along the way. It was a little short, and the exits to the air hills were just a bit drawn out a couple times, but this coaster still gets the highest marks in this round. Not much else to say????????? that section near the end, through the corkscrew, was just completely awesome! It was almost like an inverted section of The Voyage?????????
Originality:
The best thing here was that the first three inversions were really fun, and had unique shaping that surprised me a bit. I liked the little toss of laterals in the flip, the intense speed through the dive loop, and the utter whip effect from the corkscrew. That was one insane beginning! The helix, spiral, and loop that followed were actually the low point of the ride. They were very good, but lagged a touch and lacked originality when compared to the rest of the coaster. Then, the finish was wonderful! The banking transitions, the rapid-fire 0-g roll and corkscrew, and the tunnels were a fantastic end. Great work! Terrain use was also a plus, as it was constantly going downhill, into trenches, and picking up speed the whole way through. This was just a great coaster. Not much else I can say. Wonderful job.
Interaction:
Not quite as good as Wing-Over?????????s coaster in this department IMO, but it was still very well done. The coaster was constantly gaining intensity, ducking underground, and was wonderful. 2.25 bonus points.
Total Score: 29.75 / 32.25
Technical: 8.75 Adrenaline: 9.5 Originality: 9.25 Interaction: 2.25 Overall: 9.22
ROUND 3 SUMMARY:
1. dcs221 (9.22) advances
2. Wing-Over (9.16) advances
3. unfortunate_smiley (8.46) advances
4. Mikado (8.45) advances
5. Jimmy Yoshi (8.41) eliminated
6. Real (DNS) eliminated
7. Thorazine (DNS) eliminated
8. MF2001 (DNS) elminiated
Please post the times when you are all available, so that we can schedule Round 4 appropriately. Three rounds down, one to go. It's time to decide the champion of champions! Stay tuned?????????