All issue timestamps use the in-game timer of this video (https://youtu.be/2y5dfq4GNnk) for reference. Gameplay issues: * Item position bug is present - the track needs to be adjusted to fit inside the coordinates in which items work, since currently it's too big. * 0:00: The startline is too opaque, resulting in bad visibility of the first turn, which comes up very suddenly after the startline. This could be fixed by having the text move out of the way à la Magmatic Sanctuary, as well. * 0:45: Council unanimously felt that the end of the tunnel was jank - it can lead to racers getting sent backwards, losing tons of time, and it is unintuitive to drive (e.g. https://streamable.com/1y31a1). Smoothing this out would be prudent, as well as potentially shortening it as part of the IPB fix. * 0:51: This halfpipe's functionality is sketchy at best - it can send you high enough to get on the roof, but you can't land up there, it can often send you straight into the other side of the road if you go off of it, and taking it sets you up badly for later on in the track. It should probably be reworked or downright removed. * 0:55: Shrooming through the mud here counts you OOB, despite the fact that it appears like a shroom cut and a similar area *is* a shroom cut. These road around both these rectangular sections is also far too narrow, resembling the gameplay issues of tracks like DKR Star City in that racers are all forced into a singular viable racing line - rounding out the corners here would do a good bit to fix this as well. Also, the white edges of the rectangles should either be lowered to become free to hop on to or raised to become impossible to hop on to - they are currently in a middle ground that leads to tilting gameplay, especially in TTs. * 1:01: The right path is faster than the other two paths by a good bit, and there are only three boxes on the right route. Either more boxes should be added so that racers in the back aren't forced to take the timeloss to get a box on the other routes, or the routes should be more balanced. * 1:13: skipping the spiral by drifting off to the right is possible, and should not be. Checkpoints overall here need to be revised, as PTBs abound here and immediately after the spiral as well. https://streamable.com/lg885m * 1:16: spiral is excessively bumpy, and can be easy (and quite punishing) to fly off of - tricking off anything but the last flip ramp is more or less a death wish. * 1:25: Taking the grass cut to the left here gives a NLC. Some council member found it too tight as well, while others appreciated its difficulty, comparing it to rDKJP's ending dirt cut. * 1:33: This uphill mud shortcut is a bit too broken - it saves > 6 seconds with a single shroom and is faster shroomless by about 2 seconds (https://streamable.com/wctdmz). The cut should be reworked so it saves no more than 3 or 4 seconds with a shroom and is slower shroomless. * 1:44: Council almost unanimously thought that the second city section dragged on for quite a bit too long - this would be another good section to really cut down in order to eliminate IPB. * 1:47: The cars are too tight to the walls here, leading to pacelocks due to a lack of tight lines. Also, the route involving the car turning around is unintuitive and can also lead to pacelocks. * 1:55: The big hole in the middle of the road needs to be made more natural to avoid beyond just putting a sign there. Putting a meteor or crystal into part of or all of the hole so as to be a less punishing obstacle would work. * 2:20: This big ramp shoots the player too far to the left, so that if the racer tricks straight off the left side of it, it is near-impossible to get back onto the main road with normal driving. Moreover, getting bumped onto certain areas of the dock or taking the big flip ramp badly to end up there forces players to turn around to get back on the main road, which is not ideal. * 2:26: The offroad should be at the start of this shroom cut route, so getting target shocked towards the start of that route isn't extraordinarily punishing. The ending section could also be overall shortened a bit, as well.