The “play” and “skill” of the press forward is less about its performance, and more about its construction. The most widely-acclaimed PFs seem to focus on sheer size with complex level-over-level intersections and unanticipated improvisation of non-standard track pieces. For instance, ThunderClap’s PF “Hyperion’s Wrath” somehow directs the player’s vehicle to hit the track at a strange angle, drive across it seemingly sub-optimally, fall off, spin erratically, skid along a decorative chrome statue, and then land perfectly on a half-pipe. The design goal is to create a sort of uncanny performance that a human player could probably never achieve on a track that is otherwise invisible and illegible to humans. Instead, the track performs itself, and human players are merely its instrument.