TEMPLATE 2: [color=blue]4th OF JULY[/color]
coasterdave - ?????????Fire Fly?????????
Overall Impression:
This coaster had a lot of problems. It was a bit rough, the g's were really out of control, the coaster was fast but too spread out, it wasn't unpredictable enough, and most importantly, you only had 4 inversions, and the station building was out of the template, which means that this coaster is disqualified.
Technical:
Lots of problems here in shaping and g forces. There was pumping everywhere, and the overall shaping was rather off. There were several places that were completely unheartlined, namely the first drop, the cobra roll, and a couple of the turns. This coaster as a whole really did not flow well. Most of the transitions were really jerky. And the reason for this is your building technique. You were using the basic 2-vertex method for shaping elements, which generally doesn't work if you want realistic shaping. Here are my recommendations for fixing this: first, use more vertexes. This will give you more control over the shaping of your elements, and let you achieve proper heartlining and shaping for the specific coaster type. I recommend at least one vertex per ninety degrees in an element. (at least 4 vertexes per loop) Second, make the length of your vertex handles proportional to the length of the segment before and after them. This will make smoothing a whole lot easier, and get rid of the flat bumpy transitions that tend to show up when using handles that are longer. Third, don't make your shaping so vertical and horizontal. If you look at a real B&M cobra roll, you will most often find that it is narrower at the base than at the top because it slips outward slightly before rolling out at the top. Anyway, those are my hand-building suggestions. Now, on to the g's. There were bad g's in almost every element. First, there was a left-right slam going down the drop, which is the result of being unheartlined. Then there was a big spike of -2.0 g's on the air hill. Then a brief spike of 2.1 lateral g's in the second elevated turn thing. Then 5 vertical and 1.7 lateral g's in the cobra roll. And finally, another slam of 2.1 lateral g's in the final heartline roll. Those are all pretty nasty spikes, and have cost you 2 full points. Your station loading/unloading times were a bit unrealistic at 20 seconds, but you had three trains running smoothly, so your ride capacity was just fine, and there were no e-stop issues. So a 5.5/10 in shaping, minus 2 points for g spikes.
Adrenaline:
The speed was great, I loved the constant blending of airtime and inversions, and the speed was kept up throughout. The major issues that I have are that a few of the elements were taken too fast, resulting in rider discomfort and therefore a lower enjoyment of the speed. Also, although the speed was up, the layout was a little bland. I would have liked to see more inversions, and at least one more in the ride's second half. With all the airtime, it felt more like an Intamin than a B&M. But it was a generally good coaster with constant thrills. The first drop would have been great if it weren't so jerky, the drop off of the mid-course brakes was really fun in the back, and that's about all I have to say here. Most of the points that you lost were due to poor execution rather than not being exciting.
Originality/Edge:
I do have some issues with the layout in this category, namely in how spread-out it was. You could easily have crammed this track in tighter, and that would have made it a lot less predictable and more random. The issue with going out-and-back, especially on a B&M coaster, is that you can see everything that is before you before you get there, which means that you're not surprised in the least once you get there. You want a coaster to feel random, reckless, wild, out-of-control, and not give riders the chance to prepare for what they are about to go over. You can do this by mixing up the layout, having it all crammed into a small space, and using a greater variety of elements and shaping. If you want a prime example of how to be unpredictable, ride unfortunate_smiley's track. Now, on to the actual element selection. Standard B&M here. Loop, cobra roll, heartline roll. Nothing original, and the elements were executed very straight-forwardly, which makes the inversions nothing special. This coaster did have edge, though, namely the airtime. It was too much most of the time, but it was definitely something new and original for a B&M floorless. This is what gives you most of your points. Bad layout, good 'edge'.
Budget:
Just over 100 ft tall, just under 3000 feet long, close to the ground, and on the cheapest template. Your only issue here is that you used way more of the template than you needed to. You could have easily fit this thing in half the space. So you get a minor detriment, but otherwise it was great-budgeted coaster.
Bonus Points:
A somewhat reasonable theme here. What could be more American than kids running around in the grass and catching fireflies on the 4th of July? Seriously, though, this is just kind of a technical credit. You at least tried to give it a theme, and did some good detail work on the lift hill, so I feel like half a point is reasonable.
Technical: 3.5 Adrenaline: 7.0 Originality: 7.5 Budget: 6.5 Bonus: 0.5 Total Score: 25 / 40.5
Final Rating: 6.17 (Disqualified)
Dyl - ?????????Rebel?????????
Overall Impression:
Mostly average. It was well-controlled, but still had some shaping problems. The speed was decent, but there were some parts that lagged. Sequencing was decent. It had a couple interesting elements, but they didn't really have a lot of edge. And the whole coaster was generally lacking the 'punch' needed to be in ranks with Holiday World's coaster collection. So it was good. No big detriments, but nothing was excellent either.
Technical:
The biggest problem here was the way in which the transitions were shaped. You didn't heartline your turns. B&M's transition into banking by having the track slip out to the opposite side as the turn, rather than banking fully on a flat track section prior to the turn like you had it. Your transitions were more like Arrow transitions. This created some nasty inside-banking g's, which are really uncomfortable. Try to make it so that the lateral g's are as close to zero as possible. This was also there in the exit to the corkscrew. There was a lot of moderate pumping, caused by incomplete tweaking of your nodes. You had about the right amount of vertexes, but you needed to play around with them a little more to get them smoother. However, these things were all only a minor discomfort. There were no serious g problems. The other major problem was the MCBR. First off, it failed e-stop. Although it is set as a block segment, the train rolled straight through it. This means that it is possible to have a crash on your coaster if the wrong set of circumstances happen. Also, a big problem is that if the train did stop on the MCBR, it would stall in the corkscrew. So this is a second e-stop problem. And these problems would take a major re-working of the coaster to fix, so it's going to cost you a full point. Third, because the MCBR was so low to the ground, it cost you points in adrenaline. More on that later, though. Your shaping score was 7.5/10, and you lose 1 point for e-stop.
Adrenaline:
This was a tale of the two halves. The first half of the coaster was really good. Fun jojo roll, a great first drop that had some good airtime in the back, some really intense hangtime in the big cork-loop, and a really interesting flip into the MCBR. But then it just lost it. From the MCBR on, it just didn't have the originality or the intensity of the first half. It was just 2 turns and a corkscrew, which is significantly less than even a normal B&M; which just doesn't cut it in this contest. The real problem was that the MCBR was too low to the ground, as previously mentioned. You need to raise it higher, and then make a longer ending. Again, though, I loved the beginning. It went the positive g route, with intense 4 g entrances to the inversions, but also gave some nice airtime off the drop, coming out of the immelman, and nice hang in the cork-loop. Fun stuff. If the rest of the coaster had kept the pace going, this would have been fantastic.
Originality/Edge:
Same as above. Great first half, bad second half. I loved the air on the drop, loved the cork-loop, and liked the roll going into the MCBR a lot. Those were both exciting and original in their execution. The second half, unfortunately, was eve worse in this category than it was in the last. Turn, cork, turn. If built, that would be even more unoriginal than the normal B&M ending, which is not good. As far as edge goes, same deal. Loved the unique hangtime and the air-filled drop, hated the ending.
Budget:
Another nice efficient coaster. It made full use of its height in the beginning, and only lost its size efficiency at the very end. It was hard to believe that this coaster was only 100 feet tall. It felt much bigger. In fact, I would actually have liked to see you use more height, especially in the end. The supports were a bit excessive, but the rest was brilliantly cost-conscious. Near full points.
Bonus Points:
An attempt at a theme, which is a potential spring point, but most of the .75 bonus points here come from the pretty support work and the extra chain mechanisms.
Technical: 6.5 Adrenaline: 7.75 Originality: 9.0 Budget: 6.5 Bonus: 0.75 Total Score: 30.5 / 40.75
Final Rating: 7.48
gouldy - ?????????Liberty?????????
Overall Impression:
It hurts to have to disqualify this coaster, but neither of the flips in the cobra roll thingy counted. They were only banked at about 120 degrees, which is way short of the 150 degree minimum, so there's not even room for leniency. Aside from that, the coaster was fantastic. It wasn't particularly edgy, but it was well built, well paced, and certainly had some interesting features.
Technical:
Good shaping, just a lot of minor pumps. G's are well within control, low-end but acceptable ride capacity, no e-stop issues, and that's about it.
Adrenaline:
Great pacing on this coaster. It gave a really intense burst of positive g's right off the bat, the first drop had really good airtime in the back, a hint of nice hangtime in the loop and immelman, then a near-perfect dramatic pause before it kicked into high gear again for the ending. Great stuff here. It wasn't wild and reckless, but rather provided great g experiences and sensation of speed through the whole coaster. A solid build in every way in this category, just not quite up to the absolute best. It could have used just a touch more edge, and just a touch more g force variety in the end. Still, though, a great score.
Originality/Edge:
Some unique things here. The drop was a big plus. That was just plain awesome for a 100-foot drop, and I loved the tunnel at the bottom. The loop had unique shaping, the tilted double helix was really cool and intense, and although the cobra roll thing got your disqualified, it was definitely unique. There was also a nice little sprinkling of airtime. There really wasn't 'edge' per say, which means some kind of ride experience that can't be experienced on any other B&M floorless, but it certainly was unique.
Budget:
This is the only coaster in the whole contest that is getting a perfect score. It was only 100 feet tall and under 3000 feet long, but everything mattered. Not an inch of track was wasted, the template was used to its full potential, and it felt like it was a lot longer than it really was. That is efficiency to the highest degree. This was a perfect $13 million coaster. A great job, and it's a shame this coaster was DQ'ed.
Bonus Points:
Loved the detailing of the barn, loved the tunnel, theme was appropriate, and the support work was fantastic. 2 bonus points.
Technical: 8.75 Adrenaline: 8.5 Originality: 10.75 Budget: 7.0 Bonus: 2.0 Total Score: 37.0 / 42
Final Rating: 8.81 (Disqualified)
guitarplayer673 - ?????????Amerigasm?????????
Overall Impression:
Definitely a solid entry. It was very technically sound, had some really intense moments, and the only real issue that I have is that it lacked a good element flow. Also, you're going to lose some in the budget department because it was rather big.
Technical:
The shaping of some of the elements were rather weird, most notably the dive loop and the immelman, and especially that immelman. The outward rotation was so fast, and it just plain looked wrong. It did generate a very fast 1-g lateral moment in the back seat, but ultimately these issues were mainly about flow. It just felt weird to have the elements' rotation stopped so high above the ground, and took away from the feeling of good flow. This whole coaster, in fact, felt more like a collection of elements rather than something that was planned and all linked together to highlight the best features. This is a common thing, especially with Newton and FVD, and a little pre-planning would make it much better as a whole experience. Except now I'm venturing into the realm of sequencing, so I'll leave it for later. At the basic technical level there were almost no problems. It had just a few minor tugs, the airtime in that one hill was over the limits by 0.1, and the last turn before the brakes had a wrong-banked 1.3 lateral g's. That combined with the awkward element-shaping to cost you just a couple points. 9/10 in shaping, minus half a point for the g's. Your ride capacity was a little low also, but I feel like I'm being nitpicky already, so I'll save it for just a mention rather than a point deduction.
Adrenaline:
Each individual element was good, but again my problem was with the overall planning. Every element was taken at the exact same intensity, having a 4 g entrance, light hangtime at the top, and began right at ground level with an occasional air pop at the bottom. This led to a feeling that the coaster was really not going anywhere, and was simply constructed element-by-element rather than having a coaster that was planned as an overall experience. Some variety would have been nice, adding a sensation of unpredictability and randomness. Let the guests breathe a bit, and set them up for a kick up in intensity. Or after you've been giving them 3.5 g's in elements for a while, randomly kick it up to 4.3 for a surprise. And try cranking up the intensity a bit toward the end. Surprise the guests, and leave them pumped full of adrenaline once the ride is over rather than just being constant. These are really just suggestions to take your coaster to the next level, though. Because you did deliver a ride that was very intense, and would be really fun to ride. Some of the g forces were nuts, in fact. The first drop was absolutely incredible, your 0-g roll was my favorite in the contest, and that one random hill with -1.4 g's of ejector airtime was absolutely nuts. Those are Maverick-level g's, and it was executed the ideal way, building up to it and then quickly dropping back down before it becomes uncomfortable, in a very smooth manner. So although it was out of the limits, and would potentially be a bit uncomfortable with B&M horsecollars, it was the one part of your ride that broke the 4-to-0 g force monotony and would be really surprising.
Originality/Edge:
This is the area where the issue with flow was more than just a nitpick. Because of the lack of g force variety, this coaster never felt like it was original. It was just too straight-forward. And although the elements were shaped differently than the standard B&M interpretations, they had the exact same g forces, which kept them from really being original. However, the little pops of floater air between elements were certainly something new, and something not seen on other B&Ms. As was the sick ejector air hill, and the very intense first drop. I do, however, highly recommend using a greater variety of turns rather than just inversion after inversion, and as mentioned before, mixing up the g force experiences and the speed. An original element would have been nice also. Still, all things considered, not a bad score here. Just not a great one either.
Budget:
This coaster was a bit big. It did use its height relatively well, using it to the advantage of having both 4 g's of force entering as well as hangtime at the top of the three big elements, and your 0-g roll was perfectly shaped for the height. The ending did waste the height just a bit, as from the corkscrew on it could have been just as exciting at a shorter height. But it wasn't a big issue. The supports were also optimized very well, which makes the height slightly more plausible. Well, basically, the only issue was that height. The first lift was 155 feet tall, and the dive loop was 130 feet. The 0-g roll is also huge. A coaster that is a good comparison to your coaster's height is Kraken, which would have cost about $17.5 million in 2009 dollars. Your ride is 600 feet shorter in length, has one less train, and no tunnels, so your coaster would be about $16 million. So it comes in just slightly over-budget. So I will take off some points for it being just a bit too big, but you're still getting a relatively good score here.
Bonus Points:
?????????Amerigasm????????? is pretty much an unusable name for Holiday World (it is a family park, after all,) but at least you tried. 0.25 bonus points.
Technical: 8.5 Adrenaline: 8.0 Originality: 9.25 Budget: 4.75 Bonus: 0.25 Total Score: 30.75 / 40.25
Final Rating: 7.64
hyyyper - ?????????Sea Monster of Liberty?????????
Overall Impression:
This coaster is just too standard originality-wise. It uses the normal B&M elements, normal B&M pacing, and has nothing new or especially interesting except the drop. It would be a decent standard B&M, not much else, and although that is fine in most cases, it's just not what I was looking for in this contest. It needed more edge. Also, the technical was a bit bumpy, and the pacing in the end was rather slow. So, yeah, lots of problems to address. Certainly not your finest work, hyyyper.
Technical:
The track was really bumpy, and riddled with pumps. However, the company-specific shaping was spot-on, lateral g's were kept masterfully in check, vertical g's were good aside from one little 5-g fowl-up going into the immelman, ride capacity was great, and there were no other major problems. So your score is a very straight-forward 7.5/10 in shaping, minus a quarter-point for the minimally uncomfortable 5 g immelman entrance.
Adrenaline:
Pacing-wise, the big problem is the ending. The turns had almost no force, and the corkscrews were taken at a relatively slow speed. It made for some interesting hangtime, but it took away from the sensation of speed significantly. The first half of the coaster, though, was quite intense. The drop was really great in the back. The loop went the intense positive-g route, and did feel quite fast. And the immelman was just plain beautiful. The entrance was really intense, and then there was a solid second-and-a-half of great floater air on the exit. That was my favorite part of the ride by far. It was just from the turn leading to the MCBR on that you had issues. The last good thing was the second loop, which had good hangtime. But the ending was really meh. Low-g turns and two slow corkscrews left me feeling unsatisfied.
Originality/Edge:
Normally, this wouldn't be as big of a problem, because you could just say ?????????I'm building a realistic B&M coaster.????????? That works most of the time. But not here. The point of this contest was to build an original and edgy B&M, something new and exciting, and something different. This was just more of the norm for B&M. The only really interesting things were the drop and the immelman. The rest was 100% standard in both its shaping, g forces, and execution. The ending was actaully worse than a standard B&M ending because it was taken so slow, which is a huge detriment. So I have to dock you some major points here. This was good, but just didn't have the originality, and had basically no edge whatsoever. And that just doesn't cut it for a Holiday World coaster.
Budget:
Just about the perfect size and length for the given budget, at 130 ft tall and 3300 ft long. You also optimized the supports well. There was, however, some terrain modification, and I really couldn't understand why. It was lowered way more than it had to be in the end, and the terrain lowering under the immelman makes absolutely no sense to me. Also, the ending was a bit too drawn out and inefficient. But aside from that, a great budget score. You were right around $15 million, which is just where it needs to be despite the minor flaws.
Bonus Points:
Interesting theme potential, and some good custom support work. 0.75 bonus points.
Technical: 7.25 Adrenaline: 7.5 Originality: 6.0 Budget: 5.75 Bonus: 0.75 Total Score: 27.25 / 40.75
Final Rating: 6.69
hzgarfield - ?????????Panda?????????
Overall Impression:
A unique and enjoyable track, although the shaping was way off, and the adrenaline wasn't nearly as good as it could have been. Also, I'm not sure how in the world you pulled the theme that you did out of a scenario that was supposed to be 4th of July themed, but that aside, it was a decent entry. You lost some big points in the budget department, though.
Technical:
Your shaping was really weird for a lot of the track, namely that there wasn't enough heartlining, and almost all of the turns were either under-banked or over-banked, generating some odd lateral g's. Also there was a lot of really nasty pumping and vertex bumps. As far as fixing the shaping issues, I offer you the same advice as I offered some of the other hand-builders in the ratings before you. Use a few more vertexes. This will give you better control over the shaping of your elements, and can amp up the intensity, as well as make the track smoother if you do it right. Also, work on your banking. Since these are B&M coasters, you should ideally have your lateral g's as close to 0 as possible unless it's an intentional part of the layout to surprise riders. Also, in addition to the shaping problems, you had a g-spike of 1.8 lateral g's coming down the first drop in the back seat, and a really nasty arm-severing support collision near the middle of the coaster's second half. Also, you kind of screwed up the blocking system on your coaster. There was only one block segment at the end of the ride, the station, but you had 2 trains. This strands a train on the MCBR when the ride is stopped, which is a bad thing when it comes to nightly storage and ride breakdowns. So, overall, you get a 6/10 in shaping, minus a full point for the collision, half a point for the g-spike, and another half-point for the blocking issue.
Adrenaline:
The pacing was decent. I really liked the first drop, and the speed in the first half was pretty fast for the most part, but the segments immediately during and after the MCBR left a lot to be desired. The train almost stopped there, and then it was followed by a drawn-out turn. This was a big lull in the pacing, and the ending wasn't quite enough to rescue it fully. It certainly had its moments, but it didn't quite add up as a whole. After that first drop, it never really felt out-of-control, rather just kind of going through the motions of a B&M. The little pops of air were the only other parts that were remotely surprising. As a whole, it just didn't have the randomness or the intensity that it needed. I place the blame on the build style, which had only 2 vertexes per hill, and long straight-line runs, which tends to create the exact problem that I find with this coaster: drawn-out approaches and predictability. Try keeping the pauses shorter, with more intense g's, and randomizing the elements more.
Originality/Edge:
I loved the first drop, the theme setup, and the pop of air going into the brakes, but aside from that there's basically nothing to talk about. The inversions were relatively standard, and the pacing didn't add to them. But because the beginning is something that simply doesn't exist on any other B&M, it would be a big draw. So although this coaster wouldn't be regarded as one of the best, it would certainly be unique just because of that. So I still feel obligated to give you a decent score here because it was a very memorable coaster, and would be iconic. If the ride had better intensity or a couple more unique features, you could have gotten a huge score here.
Budget:
As much as I loved the first drop, it was a monetary nightmare. 300 feet of track, all over the 150 ft height mark. That is the absolute most expensive thing that you could possibly have done. The support work and labor involved in making that much high track would be nuts. Also, you completely wasted the height. The first drop only went halfway down. You could have made the coaster 50 ft shorter and still gotten the exact same first drop. Plus, the parts around the MCBR lagged to much, meaning that several hundred feet of track were used to no adrenaline-boosting effect. All of these are really bad for your score. So not only would your coaster cost around $18 million to build, but all that money was unnecessary.
Bonus Points:
Although the theme had absolutely nothing to do with the given template, and wouldn't be usable in the 4th of July area, I feel obligated to give you some bonus points for the great use of theme objects to enhance the ride. The walls could be used to fit an appropriate theme, and they really enhanced the coaster, so I'm giving you the fourth-highest bonus in the contest, 1.75 bonus points.
Technical: 4.0 Adrenaline: 7.0 Originality: 9.5 Budget: 2.25 Bonus: 1.75 Total Score: 24.5 / 41.75
Final Rating: 5.87
Jakizle - ?????????Detonator?????????
Overall Impression:
This track was expertly crafted, and had good adrenaline. It could have used a bit more edge, but it was still a very solid entry, and should be in the top 3 once all the ratings are in. The only thing I'm worried about is the ride capacity. I'll check that in technical, though.
Technical:
Shaping was near-perfect, just one tiny little pump that I almost considered overlooking entirely. Although the sequencing was a bit different than a traditional B&M, it still felt exactly like one. One minor nitpick deduction is it. Fantastic job. Now, on to the ride capacity. This is a bit of a pickle, because I'm getting a circuit time of 3:25, which with the two 32-person trains gives you a ride capacity of only 1124 riders / hour, which should technically be counted as a disqualification. However, I really don't think that's fair since you used much longer load times than everyone else, and with the same standards that I am judging everyone else by, your capacity is very close to 1200. So rather than disqualify you, I'm just going to take a half-point off for the low capacity. Sadly, this still has managed to cost you the contest. With better capacity, this coaster would have had a rating of 8.73.
Adrenaline:
This coaster didn't quite have the 'wow' factor to break into the 9's, but it was extremely solid. The speed was kept up from beginning to end, and it never lagged. Each inversion was paced very well, taken at good speed, and had a good balance between positive g's and hangtime. Also, the track was very unpredictable. Although the inversions were quite normal, their placement wasn't. The variety of turns mixed them up very well. I never knew what was coming next. So that was a huge plus even though it lacked somewhat in feeling out-of-control. I would have liked to see a couple more direction changes to make it feel faster and more random, and also the drop was kind of bland, feeling more like a set-up than a drop, but it worked as a whole package. It would certainly be one of the best B&M floorless coasters in the world if built.
Originality/Edge:
The actual element selection wasn't especially original, but their execution certainly was. Aside from the opening dive loop, not a single one of the inversions was sequenced like it would be on a normal B&M coaster, which made this coaster feel nicely original despite its lack of purely original elements. I loved the shaping of the 0-g roll, and how it looks like a turn but then spins at the exit. That is a perfect example of an old inversion made new by clever shaping and sequencing. Also, the air pop going into the brakes was a nice touch, and again my only real complaint is the slight lack of randomness. Some more g-force variation or different turns could have made it even more random.
Budget:
Good. It was a somewhat bigger coaster, at 137 ft, but it had a short length that made up for it, and it used its height to great advantage. The only thing that I think didn't use it well was the first drop. The rest used it brilliantly. You're right near the target budget of $15 million, maybe a touch over at the most, which is acceptable given the good use of the height.
Bonus Points:
I liked the name, and that certainly would have potential as a theme. The coloring was near-perfection, and you did great custom support work as well, so I'm giving this coaster 1.5 bonus points despite its lack of theme objects.
Technical: 9.25 Adrenaline: 8.75 Originality: 11 Budget: 5.25 Bonus: 1.5 Total Score: 35.75 / 41.5
Final Rating: 8.61
Leafsfan33 - ?????????Independance?????????
Overall Impression:
This coaster looks like you essentially completely ignored all of the rules and guidelines for this contest. Your track went beyond the contest boundaries three times, plus you had a ton of supports over the blue lines, and the station building went out of the box as well. Plus, you built a coaster that was 230 feet tall and almost a mile long, and the intensity through most of the ride was somewhat lacking. I was looking for a smaller, punchier ride, not a monster inverting hypercoaster. And the track going out of the boundaries means that this coaster is disqualified. (Side note: The spelling police would like to inform you that you mis-spelled ?????????Independence.?????????)
Technical:
Shaping wasn't horrible, but it needed a lot of work. There were some big vertex bumps and a lot of pumping through most of the track, again mostly due to not having enough vertexes. This screwed up the adrenaline too, because 2-vertex shaping leads to tracks that have long, drawn-out entries to elements, and lack flow. This was a problem here. However, you did actually shape your immelman and dive loop right, giving it that little 'slip' to the outside. Whether that was intentional or not, I don't know, but in any case that is how B&M inversions are shaped, so good job there. Again, the main problem is that the drawn-out shaping is unrealistic, and some of the bumps and pumps were pretty bad. 6/10 in shaping. But that is where the decency ends. This coaster had a lot of really awful non-shaping technical problems. First, most of the ride, including the entire lift hill, had no wide supports at all. This one isn't even close: the structure would collapse instantly. You screwed yourself by using almost all prefab supports, which are difficult to position due to the template boundaries and other parts of the track constantly being in the way. This also created numerous collisions. So next time, ditch the prefabs and try to use more custom supports, especially on high portions of track that need wide supports and are positioned above other parts of the track. This will kick two problems at once. The collisions were also a major problem. You had 9 direct support collisions, two of which were extremely major, plus 8 undercarriage support collisions that would cause the upstop wheels to hit a support and cause a crash or derailment, and numerous tunnel-to-tunnel collisions which were in different blocks. In addition, you had two lateral g spikes of 1.9 and 1.4 in the corkscrew. And to cap it all off, there was a large amount of stacking back at the station, with even the first train having to wait a very long time to get back into the station. So all in all, this was essentially a complete technical failure. From your 6 shaping points, you lose 2 for the supports, 2.5 for the collisions, .5 for the g spike, and .5 for the station timing, leaving you with a rock-bottom score of 0.5 points.
Adrenaline:
This actually wasn't too bad. Most of the issues are related to the coaster's shaping. Because of the low vertex count, a lot of the transitions were a bit drawn out. The inversions were actually taken at decent speed, though. A few of them were in the dead zone around 0.3 g's, but most of them gave some really nice hangtime, plus a decent positive-g bottom. The turns connecting the inversins, however, were a different story. Those were all really drawn-out. The only one that had any amount of positive g's or speed through it was the last one. A lot of the other hills and turns were hovering in the 0.5-2 range, which is about the worst it can be. Also, despite being the biggest in the contest, your first drop was actually one of the worst. It wasn't steep enough, it had no airtime or lateral g's going down, and it didn't feel at all like a big plunge, just a gradual ramp picking up speed. Make it more of a plunge. Give the guests a bit of lift, or spin them down in a rapid dive. And don't make the top so pointy. Because of the way it was shaped, by the time you started picking up speed you were already within 5 degrees of the maximum drop angle. This leads to a bland, forceless drop. Anyway, moving on, pacing wasn't too bad. There was a legitimate amount of speed through the whole coaster, but given the track's height this had more to do with that than it did with you creating sensation of speed and out-of-control-ness. But again, it wasn't bad. It did have good variety, and was somewhat unpredictable. But I do have to take some points off for the technical problems. Having your arms whacked by support poles would definitely take away from the enjoyment of the ride. With better technical, I would give this coaster a 6.5, but with technical I'm dropping it to a 5.5.
Originality/Edge:
Well, it was somewhat interesting, but the unique sequencing just wasn't used to full advantage. 'edge' implies unique ride experiences, interesting shaping or g-forces, and this coaster really didn't have them. The only edge really was the hangtime on the tops of the inversions, and the pop of ejector air going into the brakes, which would probably be more painful than anything else because of how abrupt it is. I will give it credit for the unique elements, though, like the spin-and-dive drop off the MCBR and the hangtime, but I can't really give it a great score because almost all of the edgy elements had the worst shaping on the ride. I'll compromise the two, and give you an 8.
Budget:
I can't justify giving you a single point here. Next time, read the rules. You had the tallest coaster in the contest, and the fact that the first drop was so bad means that a lot of that height was wasted. And since the entire coaster would have to be completely re-designed in order to build it due to the support failure and collisions, that means a lot more planning and complete impracticality. Sorry, but this is a complete failure in this category.
Bonus Points:
0.25-point technical credit for the name.
Technical: 0.5 Adrenaline: 5.0 Originality: 8.0 Budget: 0.25 Bonus: 0.25 Total Score: 14 / 40.25
Final Rating: 3.48 (disqualified)
MACchiato - ?????????Ol' Patt's Party Piece?????????
Overall Impression:
Nice track! Very nice. Great speed throughout, some interesting inversions, and nicely budgeted. My only issue is that the shaping felt more like an Intamin than a B&M. Still, these issues aside, it should easily be among the contenders for the top prize.
Technical:
I pretty much said it all already. The problem isn't about errors like bumps and pumps, it's just that because all of the elements were really curvy, and the turns just went constantly from one to the other, you lost the B&M feel. With the launch, the bank-and-dive, the constant directional changes, and the airtime, this felt much more like an Intamin rocket than a B&M floorless. The elements themselves didn't really feel like FVD/Newton, but the transitions mostly did, which also takes a bit away. Aside from that, the only issue is that because of how the track is laid out, namely that the MCBR is the highest point on the ride but the two elements before it are almost as high, this leads to some potentially serious e-stop issues. It's really easy to get the train to valley if the coaster doesn't launch at full speed, which happens a lot more than you might think. This makes the coaster a potential maintenance nightmare, which is certainly not what Holiday World wants to happen.
Anyway, you get an 8.5/10 in shaping, minus a full point for e-stop.
Adrenaline:
Wow, what a ride! The g-forces were just about perfect, giving some real intensity to the inversions. The sequencing was stellar also. I never knew what was coming. Plus, the splashes of airtime were executed perfectly, the pacing had a great dramatic pause at the MCBR before kicking into high gear again for the ending, and the coaster was never going in the same direction. This is in contention for the best adrenaline in the contest. Fantastic job! I wouldn't change a thing, and only a huge ?????????wow????????? element could have taken it up the last degree.
Originality/Edge:
I am in love with the sequencing on this coaster, and the airtime was a big highlight with how it was shaped and paced. The only thing that this coaster lacked was a ?????????wow????????? element. There was one original inversion, which was certainly different, but not too thrilling as far as unique g-force experiences go. I loved the dive off the MCBR, though. With the 9-car trains, it would be insane in the back. So, yeah, although there weren't really any big ?????????wow????????? moments that would make everyone desperate to fly out to HW and ride this coaster, it would still be one-of-a-kind and ranked among the best in the world because its sequencing and pacing were so good. So a great score, but just not enough to get into the twelves.
Budget:
Good job. It was one of the best at being efficient, and using every inch of its height to its advantage. The only major expenditures were that launch, which was extremely short for tis speed, and would therefore require either some really powerful LIM motors or a completely new launch technology to make it work, and the track went up to 100 ft or so a few times. This combined with the launch is going to cost you some slight points, but you still get a very good score here because it was a very efficient $15 million coaster that used everything perfectly.
Bonus Points:
I have no idea what drinking and Ireland have to do with the 4th of July section at Holiday World, but you deserve credit for the custom station and support work. 1.25 points. And this ended up being the deciding factor. You had the exact same amount of points as unfortunate_smiley in the four major categories, but the extra quarter-point bonus has put you ahead by 0.007
and given you the lead in the contest up to this point. Now you just have to beat Vid_w... ooh, this is getting interesting!
Technical: 7.5 Adrenaline: 9.5 Originality: 11.75 Budget: 5.75 Bonus: 1.25 Total Score: 35.75 / 41.25
Final Rating: 8.67
maxamaxam - ?????????-Sinopsys-?????????
Overall Impression:
It was smooth, it had some interesting elements, but the pacing was really out of whack. There were a lot of times where the train almost stopped, and the ending was a big downer. This is one of the few tracks that could have benefited from a bit more height. Overall this was a good track, but unfortunately it is also a disqualified track because the station building was sticking out of the template.
Technical:
Nice and smooth, the shaping was certainly B&M proper, and it had only a few moderate bumps and pumps. I do need to deduct for a few things, though. First off, there was a g-spike of -1.8 going into the MCBR. That would be a big ouch on that transition from hill to flat on a B&M floorless. Secondly, in that big turn at the track's far end, the coaster slowed down below 10 mph often, which would create some potential threats for valleying on cold mornings. Also, there were a few minor collisions with trees, and some of the supports were a little too close for comfort. I'll take off a half-point for each of these things, giving you a 9/10 in shaping minus 1.5.
Adrenaline:
Some big issues here. First I'll start on the pacing. I really liked the beginning. I never had any idea what was going on, the elements were taken at good speed, and were quite unique. But then the ride just died. Starting in that one turn where the train gets down to 10 mph, the pace never recovers. What I especially detested was the ending. You had a really twisted, long, intense beginning, and then the ending was over in 10 seconds, after nothing but a drop and a flip, and I was left feeling really unsatisfied. My biggest question is, why did you make your MCBR so close to the ground? You still had plenty of speed at that point, but then you severely limited your options by making it so low. So I would really suggest raising the MCBR and replacing the ejector air spike with a more gradual one, and then using that extra speed to add a few elements to the ending. Designing a well-paced coaster is like telling a story, and it felt like you set everything up well but then skipped the climax. The end of the coaster is where you need to really crank it up, leaving the guests pumped full of adrenaline when they get off the ride. The pause in the turn and the MCBR would be fine then, because it would be like a dramatic pause, and then as soon as you think you've caught your breath, it goes into overdrive. That's what this coaster needed.
Originality/Edge:
I must say, I've never seen anything like the drop and the first three elements together on a B&M. It felt like being caught in a gigantic knot. I never knew what was going to happen or how, and the elements were really fun to ride. They weren't very intense on the g-force side of things, but they were really fun nonetheless. From then on it was less of a plus. I would have rather seen an inversion instead of the low-speed turn thing, and then the second half of the coaster was downright dull by comparison. Not really too much more to say. This coaster had potential, but the second half was a biog downer in both adrenaline and originality.
Budget:
I actually think that you made this coaster too short. It could have benefited from a bit more length and a bit more height. Either that, or you could have cut out the MCBR and done a more abrupt ending. Anything but hitting the brakes and then having a short un-forceful ending. So although this coaster would be cheap to build, it wasn't an efficient ride because it wasted its height and speed at the MCBR, and the last few hundred feet of track.
Bonus Points:
Not sure what the name has to do with any holiday, and no theming to back it up, but I'll give you a half-point for the nice custom support work.
Technical: 7.5 Adrenaline: 7.0 Originality: 8.5 Budget: 6.0 Bonus: 0.5 Total Score: 29.5 / 40.5
Final Rating: 7.28 (Disqualified)
Stealthrider5583 - ?????????Pioneer?????????
Overall Impression:
A good track, but there were a lot of rather stupid technical mistakes. Good adrenaline, though, and the best theme work in the contest by far.
Technical:
For most of the track, the shaping wasn't too bad. Even though it was kind of pumpy, the shaping was relatively close to the B&M style. But then there were just these random places that left me scratching my head. The pre-lift had all these weird kinks in it, the transition from lift to drop was horribly shaped, one of the transitions had too high of a AHG filter number, resulting in a painful left-side lateral slam, and then there was that ridiculous hairpin turn between the brake runs at the end. It's like you knew the style, but then just neglected it for theses random parts. No coaster should have scenery, environment, and custom supports like this while such glaringly obvious technical problems are overlooked. And the scenery itself was ridden with stupid mistakes as well. Those rocks stick right into the track in many places. And the grass is growing through the track as well. You have 12 different collisions, four of which are either directly through the train or severely intruding into the riders' space. The rest are within reasonable reach, and a lot of these are with your rock scenery. These are silly errors, easily solvable by a quick tunnel test. And finally, there were the supports for the helix. They all rested upon a single footer, which would make this structure severely unstable in real life since it pivots upon a single point. That is not what I meant by optimization. Optimizing means that you streamline your supports; not create massive unfeasible structures just to re-use a fundament. Then there were the g forces. There were bad g's everywhere, from an abrupt 1.4 in the right/left jaunt after the loop, to the bad banking area I mentioned earlier, a 1.4 lateral slam coming out of the corkscrew, and a really nasty -1.7 g spike in your last air hill. Those were all really abrupt g's, which would not be fun in real life. And one last problem was that the station timing was really off, which created stacking on the lift hill, and a low ride capacity. So, in any case, here's the numbers. A 7/10 in shaping, minus 2 full points for the collisions, one point for all of the bad g's, a half-point for the stacking, and another half-point for the support failure.
Adrenaline:
This coaster had really good pacing throughout, but the problem is that in almost all of the quick elements which made it feel fast, there were some nasty g forces, which took away from their enjoyment. The s-bend after the loop was a good idea, but the g's were awful. The corkscrew sequence was really quick and fun, but the lateral g's weer out of control. The pop of ejector air was fun, but it had too much. So pretty much most of your points are coming off because of technical problems, not for actual errors in pacing. The first drop was a bit disappointing because it was too pointy, but the first two inversions were quite good, ideally mixing high vertical g's and intense hangtime. The helix and 0-g roll were a tad slow, but it worked because that corkscrew section was really fast and intense, and would be a great exclamation point to the ride. So, yeah, I really don't have any issues with the pacing or the sequencing, only with the amount of pain associated with experiencing those elements. With proper shaping, this would be around 9.
Originality/Edge:
Although the elements on this coaster are in fact the standard B&M elements and nothing more, it really didn't feel like it was because of the random break-ups in the layout like the s-bend, helix, and such, and because the whole track was buried within that rock scenery. This made the layout feel brand new despite the lack of original elements. So although this can't get full points because of the lack of new elements, and because most of the breaks in the elements that had the edgy g's were too over-the-top to be practical, again with some re-working this would be a darned good track.
Budget:
At 150 ft tall and 3550 ft long, and with all of that custom scenery to add, this was really pushing the limit of an acceptable budget. Kraken, which is a comparable height with similar scenery, would have cost $17.5 million in 2009 dollars, which means that your coaster, which is taller but shorter in length and slightly lower-profile, would be around $16 million. And I can't give you the benefit of using the height well, because your first drop was actually rather disappointing. The rest of the coaster used it well, but could have done just fine being smaller.
Bonus:
You are getting the best score here by far. Even though it created some collisions, your ride setup was fantastic! The rocks were nice detailing, fit with your theme perfectly, and really did a great job of enhancing the ride experience. The theme also has great potential. I'm giving you 3.5 bonus points. The only part that was a bit odd was some of the supports, and there was no custom station.
Technical: 3.0 Adrenaline: 7.5 Originality: 9.0 Budget: 4.5 Bonus: 3.5 Total Score: 27.5 / 43.5
Final Rating: 6.32
TJM94 - ?????????Eagle Stripes?????????
Overall Impression:
This coaster was pretty marginal in all categories. There were a lot of shaping issues, with weird banking transitions in many places. The layout is oversimplified, and the coaster never really feels like it gets going. And there are no original elements, which makes this one of the weaker entries to this contest. Also, your station building went outside of the box, so this coaster is disqualified to cap it all off.
Technical:
The shaping was really off for most of the track. Most of your inversions had no heartlining at all, and the one turn that did have it overdid it, which created a leftward g slam before entering the corner. The shaping of the drop was horrible. It jerked hard to the right way too quickly, and then held it there with awkward outside lateral g's down most of the drop. This was acceptable in the front, but watch the back. This abruptness created a severely dangerous 2.8 lateral g's in the back left seat, which could severely injure someone, especially on a B&M floorless. This same shaping problem was also in the end, where the track stayed banked too long, and then abruptly jerked back to level rather than gradually increasing/decreasing the banking to make it smooth. Also, the unheartlined nature of the 0-g roll generates another red lateral g spike of 2.1. Likewise, your oddly-shaped elevated s-bend gives 1.6 lateral g's. Basically, you really needed to work on getting your heartlining right, and in making the transitions more gradual and flowing rather than fast. There was pumping everywhere, and I could feel almost every single vertex. What you really need to do is do a complete change in shaping style. Try to make the transitions in and out of your turns more gradual. Try to avoid abruptly snapping to straight by starting the exit to your turn sooner. Try to bank the track so that the lateral g's are as close to 0 as possible. And learn to use the AHG. It will make your work a whole lot easier on B&M and Intamin tracks. Also, be careful with collisions. The track crossing over the pre-lift was too low, a dangerous prospect should anyone reach up. Also, you failed e-stop. Because you split the last brake run up into two pieces, and had too many trains for the single station with no MCBR, if e-stop is activated, the shortened initial brake run is not quick enough to stop the track, which results in a nasty crash proble. This also makes for a nightmarish stacking issue. Anyway, your shaping score was a 4.5/10, minus 2 points for the dangerous g's, 1 point for e-stop, and half a point for the collision.
Adrenaline:
The pacing on this coaster was very hit-or-miss. The drop would be good, but was wrecked by the shaping. The dive loop had good hangtime. The 0-g-roll's shaping killed it, the cobra roll was taken too slow, the s-curve was fun but a bit too intense on the lateral side, and then the last corkscrew was taken too slow as well. Also, the ride as a whole was too short. It felt like it was over before it really had a chance to get going. And the layout was horrible. It was basically a spread-out out-and-back, which lead to minimal track and support interaction, which adds greatly to the sensation of speed and randomness, and this also led to really uninteresting sequencing. Sorry, but most of the good parts of this coaster couldn't be enjoyed because of the g forces and roughness. The speed was okay, but with better turn shaping could have been less sporadic and more refined. Anyway, a below average score.
Originality/Edge:
Big problems here. The sequencing becomes a primary factor when considering originality, and this coaster had a really unoriginal layout, which also contained no original elements and only one non-traditional turn thing, which again fell victim to bad shaping. The only good thing here was that the first drop would have been good if it had better shaping, and I always like to see jojo rolls. Again I offer the advice to tighten the track together, compacting it and trying to add more twistiness rather than just element after element.
Budget:
This is the one plus on this coaster. It would be relatively cheap at 125 ft and a tiny 2500 ft long. I actually would have rather seen this coaster be longer. It was too short, and had a lot of speed to spare by the end. So this coaster was actually too cheap. The supports were optimized well also, so this was indeed well-budgeted. There is a negative, though, namely that you used the entire template without needing to, and the last few elements were taken too slow, thus being a waste of height.
Bonus:
A half-point for the name and the minimal support work.
Technical: 1.0 Adrenaline: 4.5 Originality: 5.0 Budget: 5.75 Bonus: 0.5 Total Score: 16.75 / 40.5
Final Rating: 4.15 (Disqualified)
tracksix - ?????????AF Strike Fighter?????????
Overall Impression:
This coaster was very impressive. There were some minor technical problems, I thought that there were parts that were just a tad slow, and the budget was a bit high, but overall it was a great entry, and your technical skills have definitely improved since the 2006 NLT. You also had a great ride setup, so you're going to get some good bonus points. Keep it up! You're getting good.
Technical:
For the most part, this was shaped very well. There were a few places that pumped, most notably the transition out of that last heartline roll, but it was very smooth as a whole, and the shaping definitely felt like B&M even though it was significantly twistier and more random. The g forces did get a bit high a couple times, with a brief vertical spike of 5.0 and 4.5 coming into a couple of the inversions, but they were very brief, so you're only losing half a point for them. I was expecting the ride capacity to be too low because it was a long coaster with only 2 trains, but it came in at 1500 so good job with making a 2-train setup economical. I was equally as surprised when e-stop passed fully despite all of the huge mid-ride elements on this coaster. So, yeah, I really don't have much more to say. Nice job. 8.75/10 in shaping, minus half a point for the g's.
Adrenaline:
This coaster had rather odd pacing. It started with low-g transitions between all of the elements, then had a very intense midsection, then it slacked off again near the end. Usually it's the opposite: start strong, lag for a breather, then finish strong. And the ending did feel like a bit of a downer because of the way you paced it. Especially the corkscrew and two overbanked turns were taken a bit slow for my tastes. The overbanks weer hovering in the 1-2 g range, which is no-mans-land as far as I'm concerned unless you're setting something up. But it doesn't work near the ending, and especially not when they are back-to-back. That was a noticeable lull. Another weird thing is that you basically had no airtime or hangtime. Even your diving loops were stuck in the dead zone around 0.5 g's, which is too slow to feel fast, but not slow enough to give hangtime. Especially with how you had these long, drawn-out valleys between the elements, I was expecting something a bit more spectacular once we actually got into the element. So although the speed was fairly good, the g forces just didn't do it for me. I really would have liked to see more hangtime in the immelman and dive loop, and I'm still scratching my head as to how you managed to make a 0-g roll that had no airtime. So, yeah. Good pacing, great sequencing, but lackluster g forces.
Originality/Edge:
The sequencing was great! Every element was seemingly randomly placed, and no other B&M in the world has sequencing like this. Also, it was really twisted, which meant that the feeling of randomness was greatly enhanced. Again, though, you had g problems. Every inversion had only positive g's, which makes it feel too controlled. So although this was a fun coaster, and one that had very originally-shaped elements and good sequencing, it didn't quite have the edge I was after. So a pretty good score, but not a great one.
Budget:
This was a problem. Your coaster was taller and longer even than ?????????The Incredible Hulk,????????? and used almost exclusively large elements near 100 ft tall. And you really didn't use the height to your advantage. The inversions had no hangtime at all, which is one of the benefits of extra height on a B&M. And the ending was too drawn out, which means that you could have benefited from cutting some of that length off in both adrenaline and cost. Plus it was launched, which only adds to it. So, yeah, this was about a $16 million coaster, and could have used its height, speed, and length better, so it gets only about half the points.
Bonus Points:
Great custom station! It would fit perfectly with the scenery in that area of the park, and the tower would look darn nice from the road leading in. This was the second-best ride setup, and the supports were really effective as well. Also, your theme fit the coaster well, a lot like unfortunate_smiley's track. It had big elements, and the floorless coaster would add to the sensation of flying, just like the title. You get some nice points here, a whopping 2.75. Great job!
Technical: 8.25 Adrenaline: 7.75 Originality: 9.75 Budget: 3.5 Bonus: 2.75 Total Score: 32 / 42.75
Final Rating: 7.49
Vid_w - ?????????Tormentor?????????
Overall Impression:
I thought that this would be the last coaster left to rate which would have a legitimate chance of winning, but then I looked at the coaster's low profile, and realized that you skipped the 100 ft height rule. The highest point was only 95 ft above the ground, so although I hate to do it, you're disqualified. That means that MACchiato is the winner. Anyway, back to your coaster, I loved almost every second of this coaster. The only problem was that it was a bit too short, but for the most part it is fantastic. Time will tell whether it wins or not. Time to crunch the numbers!
Technical:
It felt a bit too much like an Intamin sometimes, but that had more to do with the element selection than the shaping, and it worked just fine for the B&M floorless trains, so I can't take off more than a half-point for that. Your g-forces were absolutely perfect, high enough to be really intense but still within the limits, and the shaping of the airtime moments was just about perfect. I was initially worried about e-stop, but because the launch was elevated and long, it was actually very hard to get it to fail e-stop. I think it might be fun to let you know, though, that the first time I got it to rollback, it got stuck right in the middle of the 0-g roll, stranding the poor riders upside-down
. Anyway, back to practical e-stop, It only happened when e-stop was activated at the very end of the segment, so however you did it, your e-stop instances were severely reduced by the shaping of the launch, and you lose minimal points for it. So, yeah. No other issues. A 9/10 in shaping, minus half a point for e-stop.
Adrenaline:
Really, really fun coaster here! The sheer volume of 0-g floater airtime on this coaster, which is a beautiful thing on a floorless coaster, really kicked it up another notch. The positive-g elements were great also, with most of the inversions pushing the lower 4-g range at the bottom, and the banking transitions were taken nice and quickly, which added to the feeling of randomness. Really my only gripes are that the coaster was a bit too short, and the beginning was a bit disappointing. I would have liked to see maybe one more element at the end, and a beginning that either had more g's or was a bit more original than an overbanked turn. This could also have easily fixed your height problem.
Originality/Edge:
The thing that really won me over about this track was the air-filled s-bend element, which not only transferred banking but also generated a solid 3 seconds of perfect floater air. That was pretty awesome, and would be great fun on a B&M floorless. The sequencing was great, the cutback was really unique, something between a small stengel dive and an overbanked camelback, and taken at great speed. All the inversions had great hangtime, and the sequencing was certainly something not seen before. This was one of the coasters that certainly had edge, namely due to the abundance of great sustained floater air. No other B&M has this, and it would be extremely exciting. Airtime isn't always necessarily a good thing, but you executed it near-perfectly, which gives you big points here. I don't think it was quite as unique as unfortunate_smiley's track, though, so I'll give you just a little bit less than what he got.
Budget:
Greatly budgeted. Every element, because of its great shaping, used its height to full advantage, and at only 2500 ft long, this was easily among the most economically sound coasters built in the contest. I can't find anything to take points off for.
Bonus Points:
The name has nothing to do with the holiday, but I'll give you a quarter-point for the custom support work.
Technical: 8.5 Adrenaline: 8.5 Originality: 11.75 Budget: 7.0 Bonus: 0.25 Total Score: 36 / 40.25
Final Rating: 8.94 (Disqualified)
TEMPLATE 2 RESULTS:
1.?????????Ol' Pat's Party Piece????????? by MACchiato (8.67)
2.?????????Detonator????????? by Jakizle (8.61)
3.?????????Amerigasm????????? by guitarplayer673 (7.64)
4.?????????AF Strike Fighter????????? by tracksix (7.49)
5.?????????Rebel????????? by Dyl (7.48)
6.?????????Sea Monster of Liberty????????? by hyyyper (6.69)
7.?????????Pioneer????????? by Stealthrider5583 (6.32)
8.?????????Panda????????? by hzgarfield (5.87)
9.?????????Tormentor????????? by Vid_w (8.94, disqualified)
10.?????????Liberty????????? by gouldy (8.81, disqualified)
11.?????????-Sinopsys-????????? by maxamaxam (7.28, disqualified)
12.?????????Firefly????????? by coasterdave (6.17, disqualified)
13.?????????Eagle Stripes????????? by TJM94 (4.15, disqualified)
14.?????????Independance????????? by Leafsfan33 (3.48, disqualified)