There seems to be a problem with it. You may have to add or remove some boosts from the start and finish.
One thing I think the game could use though, is the ability to place the vehicle at any point, it would make it a lot easier when designing a difficult track. Apart from that, brilliant job. :)
Try this one out:
http://www.fileden.com/files/2006/8/29/194093/free%20rider%20level%20hard.txt
It is possible, but it's pretty hard, even if I say so myself.
Oh and as for everyone complaining about running into planets unexpectedly, watch your speed and direction, if it's being affected there's a planet in the direction of the pull (simple logic)
Also, start by going around the edges before moving in closer: the big planets are all in the centre.
Quite a fun little game :) 4/5
A radar would be nice, and with it some sort of size display. For example objects you can accumulate appear green while objects you can't appear red. There's been a few times I'm certain I'm pulling something towards me, let it hit and have to restart.
Some backing music would be nice too, bu if you do, don't forget an option to turn it on or off. ;)
For most of the game the trick is to run away and shoot backwards, but when you get to the boss and have killed off all the normal guys just sit still, only moving enough to get out of the way. That's the way I did it anyhow.
I don't know if anyone else has come across it yet, but I've uncovered an inherent fault in the last challenge.
http://img104.imageshack.us/img104/1651/stophammertimefailurecd3.jpg
Well that's weird. I couldn't for my life get past level 17, so I gave up and looked up how to finish it and it's different to my level 17, refreshed the game and then level 17 was the same as the one in the walkthrough. :s
Wow. It really doesn't like rewind. Zombies started walking backwards, it couldn't decide which screen to be on and I finished the second achievement after only two nights.