The fact that it shoots straight for so far and can hit a wall like that from so far away is what's so perfect about it. I've only ever built two things accurate enough to hit that wall regularly from that distance, and neither of them are rockets. One doesn't work in version 5, and the other would probably need some modification to shoot that far.
File is corrupt. Lots of springs have the wrong length. Also, the flippers need to swing back into their starting position faster. I'd suggest springs or weak but fast motors (on top of and opposite the ones for swinging) for that.
Those breakable cars lag ridiculously. WAY too many collisions at once. That happens with perfectly-fitting polygons resting against each other - they collide at every single node point rather than just two or three. Might want to hinge them together so the parts aren't colliding all the time.
I don't think the end is possible. Even after I reconfigured the controls to be more convenient, couldn't get over the third circle before I was crushed.
I wouldn't call that a game. You can't control the guy at all and the camera doesn't even follow him. For the amount of effort it must have taken to put that scene together, this was extremely un-fun and pointless.
Make a longish block (about two or three times as long as it is wide usually works the best for me) and hinge it to the body at both ends. Give the motors +inf strength and they will turn the whole body. Very useful glitch.
The biggest lag-producers are collisions and water. This scene is laggy because it has over five thousand collisions when everything is just sitting there. The cars have 120-130 each. Hinge those polygons together, and use hinges in the building too. And also, learn to edit your scenes rather than making new ones and cluttering up Phunbox.
Wow, very cool. I tried making a stabilizer like this once without knowing about e.normal, and it never worked nearly as well as this. What exactly is e.normal?