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Screen NameWooden CoasterShuttle CoasterTotalTomBillJustinTom CommentsBill CommentsJustin Comments
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docoasterWildernessBackflash207706572Outstanding! The wooden coaster is a perfect Intamin prefab wood style, monster sized, wonderfully paced, full of ejector airtime, and very realistic. Wheels poke through the cars as banking happens too fast for 3 bench PTC, but this isn't the style you were going for. The shuttle coaster features multiple unique ideas. The outward banked hill and semi inverted spike were brilliant. Odd pumps on the shuttle that should have been smoothed out more detracted a little. Yellow bars used as headchoppers. Great work!So, wow, this is really good. Let's start with the shuttle. Technically excellent. Smooth and well shaped throughout. Loved the outward bank on the first hill, and the shaping coming out of it had that "looks wrong but rides right" feel to it that you often find in the real world. Zero G roll and following turn were fine - I liked the curve along the water to let you take in the high speed and get a little environment interaction with the lake. And the return spike? Come on. Awesome support structure, great concept. Great use of kicker LIMs to make sure the return trip is still fun (and it was). Just an impressively polished ride to have put together in this amount of time.

Does that mean the woodie here is the "throw in?" Nope! I liked that you went for an Intamin style. I don't think it always felt Intamin-y from a shaping perspective (notably, the the low hill between the second hill and the rising turnaround, but it always felt purposeful and like the designers was in control of the track - there's even an S-section (which I came to loathe while judging this contest) that manages to vary just enough from turn to turn that it feels intentional, rather than feeling rushed. I might have liked to see a bit more variation in terms of pacing - it's pretty in-your-face throughout, probably just over the line of what's realistic IMO (though, Skyrush exists, so, maybe not). Would also have liked it if some of the air moments had been more sustained, but otherwise, pretty good. Ride interaction is somewhat limited to the shuttle towering over the woodie, but that's actually sort of impressive, given how big the woodie is. Great rides.
Wow, I love this entry. The woodie is huge and uses as much of the red zone as possible, which is awesome. G-forces in the front car approach -1.8 which is starting to get dangerous. Otherwise I was amazed with this prefab and that the back car never exceeded -1.5 despite all the speed. The shuttle has a funny entry into the yellow limbo zone but the design around the lake and tower are exceptional. I can tell there was a very clear vision from the start concerning aesthetics and layout planning.
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TheCodeMasterWickedTwister201686370Wood coaster a fast, zippy, fun, short GCI style ride. Lots of attention to detail on custom supports. No transfer track, and ride is a bit on the short side. Shuttle is brilliant, butter smooth, and features plenty of unique ideas. Disappointing that both rides only used the red zone for stations and the start/end of the rides. Most action is in the open space. Lots of interaction in the canyon. Great work.One of the best woodies in the contest. I'm a sucker for realism, and to make a ride GCI-ish that actually feels GCI-ish in 5 hours is great. About the only part of the ride that didn't hit that mark for me was the little S-bend section on the return under the yellow template, but otherwise, it's there down to the leaning brake run. Nice work. The support details on the crossovers and low banked turns were a nice touch too. Oh right, and the ride was fun. Lots of sudden floater and abrupt changes of direction, but mostly felt purposeful and more importantly fun. If I had a critique, it's that the ride feels really frantic at the start, and kind of peters out a bit at the end. I would have liked to see some more rapid fire changes in direction and pacing saved for the end of the ride, to keep it feeling unpredictable despite having less speed to work with. Still, a great ride.

The shuttle is so weird that it just... works? That Cannibal-esque roll is well executed, both in construction and how it squeezes into the gap and interacts with the woodie. I like it better on the way out than on the way back - even with the boost on the far spike, it drags just a bit on the return leg. Very well constructed though, and I again appreciate the attention to detail with the supports. Ride interaction was above average too - using the rolling shuttle track as a headchopper in multiple places, spanning the woodie with the shuttle support before the corkscrew - both good touches.
The shuttle was also the highlight of this entry. The "not very lagoon roll" was extremely well-executed and didn't exceed -0.7G despite its bizarre shape. The interaction through this element is also fantastic. The spike at the end was very hastily made and created a strong 5G+ surge in the front car, and it was oddly shaped/too fast. The GCI was one of the most realistic in this contest and had some nice touches on the supports. The layout was good but a bit windy and random near the end that didn't match the quality of Mystic Timbers. Pace was maintained well on both rides.
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MrCrollyDegeneradeReverb181655759Great work! The wood coaster is a nice CCI/TGG type effort with good pacing and a wonderful variety of elements. Support structure is pretty good though under supported in a few sharper turn areas and some crossovers. Unlocking the spin for the reverse trip of the shuttle was a brilliant idea. Track within a track didn't look quite right and I'd have preferred to see more supports rather than fake 3 pipe track. The stop was abrupt, should have been caught and lowered by the first spike for a smoother trip back. Wood coaster pretty active in the canyon pass.I really like this shuttle. Unlocking the spinning function just as it reverses direction on the far spike was a stroke of genius. Genuinely one of if not the singular best moment of any ride in the contest in my opinion. Also, made for a great way to make a shuttle not just feel like the same ride forward and then backwards. If I had a minor note - I would have liked to see it travel through the station unbraked on the return trip, get caught by the chain on the backwards spike, and then get lowered into the station. Not sure if that's possible without scripting, but, would have been that little extra bit of polish.

The woodie on the other hand, let you down a little bit. I could tell that some elements were kind of made with real world woodie elements in mind, but more often than not the ride experience didn't match. Without critiquing every little hill: it just felt a little rushed in a lot of places. But, hey, it's a time-limited contest, so that's to be expected .Still a solid entry.
The shuttle was the highlight of this entry. At first I thought he forgot to trigger the spin, but then I was surprised to see it on the reverse spike! That's a great way to make the return trip more fun without relying on a vertical boost (granted, it still has one). The layout of the woodie is nice but occasionally drawn out, and generally not as exciting. Chapel supports were an odd choice leaving some wide supports looking flimsy. Ride interaction was good.
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Cross XemnasEaglePyromaniac173565364Wood coaster starts as a solid GCI with good twisting drops and rapid direction changes. Good support work, especialy for most of the crossovers using steel I beams. Also nice job cutting a hole for the shuttle to pass through. Pacing suffers and the ride becomes all about S bends back and forth, becoming repetative. Shuttle features a wonderfully unique twisting reverse spike in front and a very smooth and realistic layout. There is some strange jerking happening during the deceleration down the final spike and into the station, leading the train to overshoot and have to back up a bit. Not much interaction going through the canyon pass.Shuttle is the standout ride here. On that subject - build quality is great. Trackwork is good throughout, the final spiraling spike is both novel and awesome to look at. I particularly like that it unbanks and gives you a little lateral nudge. It also manages to be one of few entries without a boost before the return trip that doesn't totally drag on the way back... at the slight expense of making that first overbank a touch whippy on the way out. Return to the station could be a little refined, but that's a final polish step that I can overlook given the time constraints. Also, kudos for weaving the two tracks together. The interaction added a lot to the shuttle in particular, and building the I-beam crossovers on the bridge gave the woodie a bit of added realism... off ride, at least. Speaking of:

The woodie starts off great, but like so many other rides in the contest, feels like it starts to run out of ideas before it runs out of speed. In particular, there are more than a few repetitive s-bend sections that don't really add much, and aren't particularly well built. Before that though - the first drop and first turn are intense and great, and the ride keeps its sense of speed and pacing until that first 2.5 S-bend section. Also, while the ride is smooth and mostly well shaped, it ends up not feeling particularly like a woodie - just a bit too fluid and swoop-y. That said, I did particularly like the little unbank, pause, re-bank and dive left that gets the ride back through the gap. Of every moment on the entire ride, that just felt particularly well executed.
The layouts of both rides are very cool. I love how the woodie does this Balder-esque cycle while the shuttle just skips and flips its way through the center. The woodie has quite bland shaping overall and is a bit numb on the forces, but still has a few good touches.
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CoasterMac305Corndog ExpressFlight of the Giant Peach172535861Wood coaster was very nice, great steep twisting drop that remained realistic. Felt like GCI, great pacing, nice touch with the angled magnetic brakes. No storage track and a few spots that needed beefier wide supports. Shuttle coaster is a fairly simple, serviceable Premier launcher. Fairly smooth, swoops through turns, one loop, simple reverse spike. Realisticly made, though didn't stand out from the crowd and wasn't terribly exciting. Pass through the canyon was largely parallel without doing anything complicated, could have done a bit more to interact with the track going through there.The woodie here is the standout ride. Given the time, the scale of the ride is impressive, and one of the larger woodies in the whole contest pool. Even more impressive is that it's large and well-executed. It's clear that this is supposed to be a GCI, and it delivers modern, high-intensity GCI-esque pacing and shaping throughout. Keeps its speed up until the end, never gets repetitive, and is uses quite a bit of the template. In 5 hours, this is impressive as heck.

The shuttle feels like the throw-in ride here. The build quality is perfectly fine - trackwork is smooth, shaping is mostly really good. But, element selection could have been a bit more novel. IMO it also really needed a little boost on or before the return spike (you'll note: like every Premier shuttle ever built) to make the return trip not drag slowly. No real interaction between the two rides to speak of.
The GCI is quite polished and has an interesting, intricate layout. I liked how the layout made use of both zones of the template. The shuttle is simple but and slow on the return, but does the job. There isn't really any interaction between the two but this is probably the one of most well-executed entries in terms of realism.
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Timo KhoNefariousAzron170615257Wooden coaster doesn't fit any one style, ends up a very enjoyable experience. Aside from killing everyone on the left side of the train with a literal head chopper, a fun ride. Some spikes in forces, track that needs smoothing, and supports going through the transfer track's path need attention. Also, stop killing riders. Shuttle is brilliant. The surprise backward launch for a hidden second half is superb. Parking the shuttle at the end of the ride seems to overshoot the station and has to wait for the train to return. Supports are a bit sparse for this style. Both coasters are totally intertwined brilliantly.Enjoyed the shuttle more than I thought I would at first. Not terribly wild about the section in front of the station. It feels a little one-note, and/or like it exists as a setup for the continued backwards section of the ride that happens out of the back of the station. It's a great fake-out, but feels like that part of the ride could use a bit... more? Not length, just... excitement, I guess. The rear trip is good, and ride and template interaction is great - I like the rear "spike" ascending the cliff in particular. Supports are a little sparse and spindly for the style, and there is that one on the first overbank that would derail the train, but it's still a pretty decent ride

The woodie is interesting? It doesn't really feel wooden, but there are a lot of unique choices made in the layout that I enjoyed, and a few that almost seem like nods to moments of real rides - the left turn down the cliff feels a bit like a moment on White Lightning, and the slight straight section leading into the really sharp ejector drop felt like a slightly vintage CCI homage, just lacking a little in execution. Aforementioned ejector spike, for example, gives you a -2.5G thigh punch in the back row. Ouch. Not that you would have long to endure the pain, since you take a support beam to the face on the very next crossover. Even with those flaws, it still manages to be a fun, frantic, and pretty unique ride. I especially liked the interaction with the cliff face, which is something that I'm somewhat surprised more people didn't attempt. Kudos.
Great interaction between the rides. The woodie was the least realistic of our top picks. Supports were thin and shaping was not that good. The shuttle had the classic bait-n-switch of a reverse passthrough extending the layout. It's cool to see the rides run together and weave in and among each other.
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