I think the smiler is the PERFECT example. You have the slow indoor inversion right out the station which sets the scene. The first half of the ride is quite graceful with big inversions filled with hang time and a little pop of airtime. But the second section is fucking crazy. The second drop is so janky like the profiling is slightly off and then you hit the sea serpent roll. OMFG it’s heavenly. The second airtime is is absolutely mental. The cobra roll is one of the most out of control elements taken with way too much speed followed by the double corkscrew. I think the smiler is a brilliant example because it shows even a ride based solely on inversions can have excellent sequencing
@@twistedcheese1 I really don't feel like this at all. For me personally, all the inversions have slightly different profiling and transitions which make them unique but for most people, they probably feel the same.
@@twistedcheese1 I think because I've studied the smiler in so much detail, even then those repeated elements feel different. The first dive loop is a lot slower and the banking feels more offset whereas the second dive loop is more inline and very fast which makes it more whippy. The first corkscrew drop is a lot tighter and does a greater rotation than the second as it banks at the bottom. The second drop is a lot wider and takes it slower which gives great hangtime. It would've been cool to see some elements that you mention but there was a very small space to work with and I think Gerstlauer and AT did a great job keeping the layout fresh.
someone with basically the same thoughts about the smiler as me. I think if there's anything I would have changed on it, it would be switching something other than the double diveloop, double corkscrew, cobra, batwing or sea-serpent, into an immelmann, though given the layout when put all together already looks perfect, I couldn't say there's a solution for it. It wouldn't be The Smiler without the Infinity shaped diveloops, sea-serpent timed to double corkscrew, and Interlocking Cobra + Batwing shaped like a smile as far as aesthetics are concerned.
Superman: The Ride did this flawlessly. The beginning is made up of a great first drop and a couple large hills, one of which being an overbank, then the middle is made up of slightly smaller hills that prepare you for the ending. The ride then dives down and hits you with some insane forces and some great pops of airtime in a spaghetti bowl of elements before ending it off with a dive into a tunnel and three back to back to back ejector airtime hills. Love that ride man
For me, I always just lumped sequencing in with pacing because pacing in my eyes is a combination of how well the ride keeps its speed, how fast paced the elements are, and how well the elements flow together
Here I was thinking that I had already subscribed to all the good coaster channels and then you show up in my feed and I subbed faster than an enthusiast complains about vest restraints
The best sequenced ride i have ever ridden is Expedition GeForce. That first drop and airtime hill are out of this world, then the middle has a nice mix of airtime and laterals and the ending is just pure airtime madness! Werner Stengel called this thing his magnum opus for a reason!
Lightning Rod feels like a great example. Launched lift hill and big first drop, middle section has some awesome wave turns, and the quad down finale is incredible
As far as mid-ride, Banshee's ascending and descending helices with the slow roll in the middle is fuckin perfect, but my favorite overall sequence is Skyrush! Shit does not let up until the very last element
I love the little pieces of footage from Taiga (e.g. 3:21), it doesn't get nearly enough recognition for being an awesome ride. Thanks for including it, even though its only little clips.
Now I'm just falling into a rabbit hole on your channel haha. These are the concepts and ideas I wish more in the community talked about! I really can't get enough of your channel!
Everyone is sleeping on Taron's beginning. Launch, floaty overbank into ejector airtime, only to dive you into a tunnel and snap you back out of it with a snap transition filled with airtime. Perfection.
This is the #1 thing into making a good coaster layout, there is good coasters because of the elements and then there is coasters just as good with weaker elements but the sequencing is top notch, sequencing is the hardest thing to master and with the amount you f coasters that fail with it it’s easy to see why, and this is why camiel bilsen is my favorite layout designer, his sequencing and transitions between them are flawless, and he changes it up so it matches the type of coaster he is designing and so that all of his layouts stay fresh, and also the voyage does this very well, u think a coaster with that many elements and a limited amount of elements it’s able to use would have bad sequencing, but no everything is strung together perfectly, and just the way the ride changes in excitement level and what it’s trying to do works so well, I agree sequencing is underrated, if u take a coaster like voyage and keep all of the elements and switch them around, the ride will be nowhere near as good, but u also have to remember that transitions and the specific element types and sizes used are rly important into making sequencing good
This is why Hagrid's is basically the only non-super intense ride in my top 10 or even 20. Because it's super long yet never once gets stale but throwing something new every element. And those elements for the most part get better and more forceful as you go. It really might have the best sequencing of any ride I've been on except (maybe?) Velocicoaster.
Interesting topic, I like it. For me there are two options that can make a ride incredible. 1) Take Lech Coaster here. Its my third favourite ride because it is kept simple but wild. It focuses on high positives and strong airtime, and that is what it does at a consistent level for the entire ride. It just keeps throwing powerful elements at you without time to breath so every part of the ride is packed with action. Untamed and Kärnan are like this as well. 2) And then there are these rides that don't always throw the powerful stuff at you, but when they do, its wild.Take Helix here. None of the rides parts is overly crazy, but each part has like one to two banger moments to make the sections memorable. This is a step down from option number 1, but some of my favourite coasters like Troy do this. And then we have rides with not so optimal sequencing. These are build around having like one or two fantastic elements, but those being somewhere in the middle section of the coaster, so the start and ending lack power. Good example here is Taron.
I feel like voyage executes it perfectly. The begging had an amazing first drop with huge floater hills. It does the middle amazing with ejector hills and 90 degree turns. Also the ending is phenomenal because it goes down a hill and is filled with crazy airtime and laterals. That’s why I consider it the best coaster in the world.
ok so i said i was gonna comment on ur videos after i finished them but i ran out of time yesterday so here i am yay! anyways literally the IMPROVEMENT BETWEEN THE VERY FIRST VIDEO AND THIS ONE!!! u have like tone range, more animations (which i love, ur so good at animating), u captured ur audience's attention and now i understand coaster sequencing. go bestie :)!
Cedar Point is my home park and Magnum is so rough, especially at the end! The last time I rode, my back hurt for days and I wasn’t even in the back, which is ridiculously rough! Other than the roughness, it is fun!
I'm always impressed with coasters that save their best for the end since, theoretically, the designers have the least amount of speed and momentum to work with by that point (unless they use multiple lift hills or launchers or something like that). It's pretty easy to do a satisfying first drop but it's not at all easy to generate thrills all the way back to the station.
You are completely right. Layout design is all about managing the level of excitement of riders. Not necessarily maximizing it. A dramatic start, an engaging middle, and a killer ending are very important. I wouldn't call it sequencing more like the flow of a ride. Not one element into another but like you said, a graph of the excitement throughout. A really good concept for this is setup and break. Where you setup an experience, then break expectations, this can either be from one element to the next, or throughout the ride as a whole. The Voyage (on a large scale), or Maverick (on a element-to-element scale). Another way to break expectations is to throw in one last insane element at the end just when the ride seems to be losing steam. Just look at most RMCs and you'll get the idea. Just like with a good story you almost never want to deliver what riders expect. You want to deliver something slightly better. Tbh this is why I think dive coasters are such a wasted concept. They have a great hook with that first drop, but they don't do anything with it and forget a good ending. Faster pacing would help but sequencing / flow is the problem. Their other flaw is that they just can't do snappy maneuvers. Wing coasters have the same problem, but they make up for it by being absolutely beautiful to watch from the ground.
This is now my go-to video when I want to share with friends why I love roller coasters. Thank you. What came to my mind was Goliath at Great America. It's low ranked in the RMC lists, but I adore the sequencing. Its a short ride with limited elements, but they all work so well together. The POV doesn't do the last turn and airtime into the break run justice. I think people would rate Goliath better if they considered it with this video in mind.
On the other hand this video made my opinion of Twisted Cyclone even worse as that ride lacks a proper ending, just as its getting good it goes into the brake run in a transition that REEKS of auto-complete. The ride looks unfinished.
Even Launch coasters can build up anticipation just by stopping. But they can do that even without it. Karacho is a good example: First you have that mini corkscrew/ barrel roll which gives you hang time, then you pop up, it counts down, you get a pop of air and then you launch. Karacho's finale also is very different than the rest of the coaster (dive loop+ corcscrew) And all the elements after the mid course break run (airtime hill + a fun helix) are great to prepare you for the finale. Karacho has a great frequency imo.
This is why terrain coasters rule!! Parking lot coasters will go from their highest to their lowest point all at once at the beginning and the train has lost so much speed by the end- makes a grand finale verrryyyyyy difficult!! Nice vid- brought here from the home page and dropped a sub for the comedy commentary
Never realized it had a proper term...lol. I used to think this with B&M loopers and how they have the same 'sequencing' for the most part. Good video, was hooked the entire time!
Flight Deck at California's Great America is a perfect example. First drop into big loop, then barrel roll into helix finale. Not a long ride but very memorable.
I really like tatsu's sequencing. The flying coaster's beginning is all about building anticipation as you stare down at the ground creeping away from you on the lift. Next there are a bunch of high turns and inversions that really make you feel like you're flying and then the pretzel loop finale that is one of the most insane elements in the world.
I love how you sum up these things. I do think coaster design actually has a lot in common with movies and animation. I would go so far as to say you can apply some the principles of animation to coaster design. There´s anticipation, so one element could raise your excitement for the next element. There´s ease in and ease out, so you go smoothly in and out of elements instead of having hard transitions between them. There´s appeal, so elements also have to look nice from offride. There´s timing, which is pretty much the sequencing you´re talking about. Look up "the 12 principles of animation", I think you can apply those quite nicely to coaster layouts.
I'd be interested in knowing a coaster that you think nails all three parts. I'm honestly struggling. Then I think of rides like Helix which doesn't have an amazing start or end, but has such a great collection of elements throughout that it ends up being fantastic.
Id say el toro nails it on the head. As for coasters I havent been on I would say DC rivals, banshee and Expedition GeForce look like they adhere pretty well
Sequencing is part of what I like about Alton Towers Rides, especially The Smiler. Start off with that drop + roll on the prelift to remind you this is definitely 14 inversions as an appetizer. Have a slowish drop spiced by a corkscrew before the infinity shaped double dive loop followed by the airtime hill to establish a pattern of paired inversions for the rest of the ride. The 2nd lift as a way to calm down the ride in the middle. Then end the ride with faster paced inversions taken quickly. All of that on top of the entanglement of track and trains passing by during elements for that extra fun.
Flight of Fear does a great job at sequencing. You fire off into the tunnel, and fly into a Cobra Roll. And into an immalmin. Then you slow down and stop completely at the break run. The you pick up the speed and are whipping around into the dark. And you suddenly hit the most intense element on the ride, the corkscrew. I've always been blown away by the finale
One of the key things for me is keeping the order of elements unique. This is why I and many others love Nemesis. It has a loop, a zero-g roll. two corkscrews. and a helix. Most Inverted Roller Coasters would execute the elements in that order, but not Nemesis
7:20 i was like whhhaaat?? There’s like 3 of him 😳😜 Another great video. You haven’t been to Cedar Point?? It’s not that far from you...maybe this summer things will settle down a little. Keep up the great work.
Good video, I just always thought of this as the layout in general. Also I really think it mixes a lot with pacing, cause pacing for me also means the pacing of the force changes and how fast or wild a ride feels.
i wish you talked more about mystery mine, i think other than a kinda underwhelming beginning it nails the sequencing. working there you see so many people freak out when they see the car drop into darkness in the station, then you get the first lift that you think will be bad, a solid middle section with the outdoor parts, and a beautiful ending with the second lift, the fire, the drop, the inversions, chefs kiss its perfection and also throws off people who go into it expecting a typical eurofighter
Sequencing is a topic that is important! Sequencing is my top priority when building rides on Planet Coaster aside from staying within realistic g-force tolerances. Does it flow well? How would it feel? Magnum is my #2 at CP (home park). The bumpy nature adds character and makes it more fun. It’s like riding a “wooden steel coaster” in a way. This shakiness makes the drop off the second hill, combined with the speed in the tunnel, to be a moment I enjoy that I haven’t heard from anyone else. The first real airtime hill (before turnaround) is godly! Magnum’s fun factor and rerideability beats Maverick personally. Maverick is totally a rush, but nothing makes me more excited to revisit then Steel Vengeance and Magnum. I prefer the rear entrance: Magnum’s my Gatekeeper! One thing I want more of is laterals!
Honestly the best beginning I've had to any ride is Copperhead Strike, especially on a front row ride. Just absolutely hanging out of the seat in the slowest roll builds so much anticipation for the rest of the ride, and sets the expectation of constant hang time that you're going to get. (in my experience for Copperhead front row = more hang time and back row = better launches)
I think that Fahrenheit at Hershy Park is a good example of this. - Beginning - Beyond Vertical and inversions - MIddle - Cobra Roll - End - Whippy corkscrews and air time, and snappy turns
I'm honestly still GP by this point so the only big ride I have to go on is Cyclone at Coney Island, which I rode at age 11. It's fun in the beginning but by the end I just wanted to get off. The sequencing might explain why. It's a 1929 legend and you can't miss it's classic vibe, but there's not much variety. It's 95% drawn-out drops, with laterals that are less intense as the ride goes on. I also haven't had the chance to travel often, so I watch a lot of POVs. Some layouts are definitely more fun and addicting than others to watch and remember. Probably because of sequencing. In that aspect it's a lot like music, honestly. Not all music tells stories so it doesn't have to follow story arcs. But it is similar to coaster layouts in that you need an exposition and a resolution, with distinguishable (and intuitive, to some extent) beginning, middle, and end. Speaking of music, love the inclusion of MK7 DK Jungle.
1:07 I would argue that steel vengeance proves that we do not need time to breath. On a poorly designed coaster it does get overwhelming, but in the right hands it is the best experience you can have a coaster imho.
Side note: Medusa at SFDK actually has a surprisingly good drop. Both Medusa and Joker at the same park have a good way or dipping you over the edge if you are in the back, but Medusa’s drop lasts longer.
I helps to look at the finale of Mako from a Theme Park perspective vs Coaster Enthusiast. The close interaction with the water being the actual element, not the turn. Also, despite being a Florida park, they did have a space constraint for the station and turnaround.
This is kind of why Lightning Run is so good. The first drop is fine, goes right into some good floater and some nice banked turns. Then in the middle you're getting some solid whippy turns a bit of airtime, nothing ground breaking. But then you dive down close to the ground in a really fast tight turn throwing you into a series of 3 ejector hills in a row, before popping you up one last time into the break run. Its a lot of coaster for so little space. Still can't believe that nobody else has gotten that model.
DC Rivals has some of the best sequencing out there You have the beginning: The twisting first drop, the 4 second ejector hill, the non-inverting loop, and the Stengel dive. The first three elements contain amazing moments of airtime, whilst the Stengel dive gives you a quick moment to take your breath without letting up the pacing too much. Then the middle: A turnaround that is somewhat reminiscent of Orion’s, except you get a surprise pop of airtime at the top, followed by a few twists and an off axis airtime hill, and then the helix which ramps up the positive G’s. But it’s not over yet. The ending: after a lateral-filled twist out of the helix, you reach the three bunny hills, all of which give insane pops of ejector airtime, before finally giving one last airtime pop as you rise into the brakes.
Yep looks Amazing. I drive past it every day on the M1. Can't believe I've travelled the world riding a the world's best coasters but haven't been on the one in my backyard
On Blue Hawk at Six Flags Over Georgia, it's got a mediocre drop and a unique butterfly, but it thrives on the last bit with the head choppers and awkward helices.
Yanno on the point of "you gotta let the rider breathe" is the best way to put why I didn't like lightning run at kentucky kingdom that much. Not a bad ride at all, but I had more fun on thunder run
Velocicoaster is a perfect example of a coaster that breaks the rules, but does it well. Because, well, everything in velocicoaster is killer. The beginning is slower, but so tight and confined that you get swung around and get airtime in places you never expect. The middle is actually the(sort of) highlight of the ride, with the tophat and 0g stall. And then the ending slows down, but then suddenly gives you one of the best moments on any coaster ever. And then it just suddenly stops. It leaves you wanting for more, which is perfect.(guess it doesn’t really break the rules, but it is definitely not traditional.)
I think the coaster that does this best is Hakugei. The drop followed by the double up then the Outerbank then the double down into the zero g stall is something else
Idk, I personally loveeee Mako’s ending. I wasn’t expecting it when I rode it and it’s one of my favorite parts of the ride. However, I haven’t rode that many coasters yet so that might change.
Honestly Canadas wonderland has solid names all over. Leviathan, behemoth, Yukon striker, vortex, thunder run, wonder mountains guardian are some of the besg
Glad to see DC Rivals make an appearance. Easily the best coaster sequencing ever at least in my opinion. So so so so so close to a perfect layout and I don't think any coaster will get that close for a very very long time.
I think a ride that has some great sequencing is Copperhead Strike. Right out of the station, some wicked hangtime but still a bit slower than the rest, the launch and then that loop and ejector hill. After that, a corkscew and some turns taken a bit slower and hills, a boost and then I think the hill up into the cutback is a great fakeout. Its definently the weakest moment of airtime and so it kinda feels like the ride is dying down and then bam, get thrown through a wild cutback, low to the ground overbank, second loop and a ton of great twists with some airtime and then it definently noticably starts slowing down and you think the ride is slowing down. So what does it do? Two amazing ejector hills. I think Copperhead Strike is a perfect example of sequencing not done in a traditional way but instead keeping you guessing and being done amazing. After all, you can barely see the jojo roll unless your in line or the station and I think the small size contrasting the intensity. Really clever way of doing a ride where even from the start it keeps you guessing whats gonna happen next as even the first element is unique. Also i sorta like the slower launches on Copperhead specifically as it kinda sets up the ride as not being very intense and instead does a hell of a layout. Maybe this is just home park bias but I really do believe it has an amazing layout
Copperhead is a perfect example I should've brought up. The Jojo roll sets the hangtime tone, the loop into airtime hill starts with a bang, and those twists and turns introduce something new at the end but it works
Takabisha (and Shellraiser) have this awesome bit of sequencing where the big vertical lift is halfway through the ride. You hit that MCBR and everyone in the train is relieved it's over, then you turn to face the lift and everyone realizes, "oh yeah, we still have to deal with THAT." It's pretty funny.
@@waveiscursed Vaguely. I leave comments on many things. The guy has some interesting ideas; he just lacks execution. Why are you bringing this up here?
Okay.. The legendary arrow corkscrew "Wabash Cannonball"! Beginning...drop. Middle .....turn around. Ending....double corkscrew and a headache. It's crazy to think that as a child I thought riding that shaky solid shoulder restraints jackhammer of a coaster was a true test of one's bravery. I really do miss that pile of scrap metal. 😞
Skyrush is just flawless in every category. begging, car crash drop. Middle, crazy ejector hills that make you feel like your going to fly out. end, intense twisted airtime hill and ejector speed hill.
You are right about Magnum, I have ridden it, the first half is absolutely forceless with pretty much no airtime but then that second half with 7 triangle shaped bunny hills be like ☁️💀☁️
I am not going to lie but......your editing has gotten PERFECT
*aggressive chef's kiss*
@@Coastoons aggressive 😂
I think the smiler is the PERFECT example. You have the slow indoor inversion right out the station which sets the scene. The first half of the ride is quite graceful with big inversions filled with hang time and a little pop of airtime. But the second section is fucking crazy. The second drop is so janky like the profiling is slightly off and then you hit the sea serpent roll. OMFG it’s heavenly. The second airtime is is absolutely mental. The cobra roll is one of the most out of control elements taken with way too much speed followed by the double corkscrew. I think the smiler is a brilliant example because it shows even a ride based solely on inversions can have excellent sequencing
@@twistedcheese1 I really don't feel like this at all. For me personally, all the inversions have slightly different profiling and transitions which make them unique but for most people, they probably feel the same.
@@twistedcheese1 I think because I've studied the smiler in so much detail, even then those repeated elements feel different.
The first dive loop is a lot slower and the banking feels more offset whereas the second dive loop is more inline and very fast which makes it more whippy. The first corkscrew drop is a lot tighter and does a greater rotation than the second as it banks at the bottom. The second drop is a lot wider and takes it slower which gives great hangtime. It would've been cool to see some elements that you mention but there was a very small space to work with and I think Gerstlauer and AT did a great job keeping the layout fresh.
someone with basically the same thoughts about the smiler as me. I think if there's anything I would have changed on it, it would be switching something other than the double diveloop, double corkscrew, cobra, batwing or sea-serpent, into an immelmann, though given the layout when put all together already looks perfect, I couldn't say there's a solution for it. It wouldn't be The Smiler without the Infinity shaped diveloops, sea-serpent timed to double corkscrew, and Interlocking Cobra + Batwing shaped like a smile as far as aesthetics are concerned.
@@twistedcheese1 ever ridden colossus
@@twistedcheese1 the smiler is seems more imaginative than colossus. It may have some repetition but it spreads out the elements more.
This is something I've always thought but didn't know how to put into words tbh
Superman: The Ride did this flawlessly. The beginning is made up of a great first drop and a couple large hills, one of which being an overbank, then the middle is made up of slightly smaller hills that prepare you for the ending. The ride then dives down and hits you with some insane forces and some great pops of airtime in a spaghetti bowl of elements before ending it off with a dive into a tunnel and three back to back to back ejector airtime hills. Love that ride man
For me, I always just lumped sequencing in with pacing because pacing in my eyes is a combination of how well the ride keeps its speed, how fast paced the elements are, and how well the elements flow together
Yes this is how I saw sequencing as well.
Here I was thinking that I had already subscribed to all the good coaster channels and then you show up in my feed and I subbed faster than an enthusiast complains about vest restraints
The best sequenced ride i have ever ridden is Expedition GeForce. That first drop and airtime hill are out of this world, then the middle has a nice mix of airtime and laterals and the ending is just pure airtime madness!
Werner Stengel called this thing his magnum opus for a reason!
Lightning Rod feels like a great example. Launched lift hill and big first drop, middle section has some awesome wave turns, and the quad down finale is incredible
Interesting look at sequencing. I agree it is very important. Maybe more important than pacing sometimes.
You are so underrated. Actually made me laugh out loud!
Here before 1M
You have some of the best editing and voiceover of any coaster channel on here
Best example for that three part structure is steel vengeance.
That’s two to three rides in one!
And all 3 sections are perfect. The third act is out of this world!!
As far as mid-ride, Banshee's ascending and descending helices with the slow roll in the middle is fuckin perfect, but my favorite overall sequence is Skyrush! Shit does not let up until the very last element
I love the little pieces of footage from Taiga (e.g. 3:21), it doesn't get nearly enough recognition for being an awesome ride. Thanks for including it, even though its only little clips.
This may be my favorite coaster video I’ve ever seen
Now I'm just falling into a rabbit hole on your channel haha. These are the concepts and ideas I wish more in the community talked about! I really can't get enough of your channel!
Coming back to this video a few months later, I think Velocicoaster nailed its sequencing
Everyone is sleeping on Taron's beginning. Launch, floaty overbank into ejector airtime, only to dive you into a tunnel and snap you back out of it with a snap transition filled with airtime. Perfection.
This is the #1 thing into making a good coaster layout, there is good coasters because of the elements and then there is coasters just as good with weaker elements but the sequencing is top notch, sequencing is the hardest thing to master and with the amount you f coasters that fail with it it’s easy to see why, and this is why camiel bilsen is my favorite layout designer, his sequencing and transitions between them are flawless, and he changes it up so it matches the type of coaster he is designing and so that all of his layouts stay fresh, and also the voyage does this very well, u think a coaster with that many elements and a limited amount of elements it’s able to use would have bad sequencing, but no everything is strung together perfectly, and just the way the ride changes in excitement level and what it’s trying to do works so well, I agree sequencing is underrated, if u take a coaster like voyage and keep all of the elements and switch them around, the ride will be nowhere near as good, but u also have to remember that transitions and the specific element types and sizes used are rly important into making sequencing good
Hagrid’s is weird lol, it like gets more and more fun and intense as the ride goes on, and I love that sequence
That's the big upside of multi-launch coasters.
I mean, it's a story coaster so it's structured a bit like one(though it's a hybrid between coaster sequencing and story sequencing)
This is why Hagrid's is basically the only non-super intense ride in my top 10 or even 20. Because it's super long yet never once gets stale but throwing something new every element. And those elements for the most part get better and more forceful as you go. It really might have the best sequencing of any ride I've been on except (maybe?) Velocicoaster.
I laughed so hard at that Danny Brown segment! 😅
Unlike stories, a coaster doesn’t follow an arc. Usually coasters are like this: AIN’T IT FUNNY HOW IT HAPPENS? AIN’T IT?
Interesting topic, I like it. For me there are two options that can make a ride incredible.
1) Take Lech Coaster here. Its my third favourite ride because it is kept simple but wild. It focuses on high positives and strong airtime, and that is what it does at a consistent level for the entire ride. It just keeps throwing powerful elements at you without time to breath so every part of the ride is packed with action. Untamed and Kärnan are like this as well.
2) And then there are these rides that don't always throw the powerful stuff at you, but when they do, its wild.Take Helix here. None of the rides parts is overly crazy, but each part has like one to two banger moments to make the sections memorable. This is a step down from option number 1, but some of my favourite coasters like Troy do this.
And then we have rides with not so optimal sequencing. These are build around having like one or two fantastic elements, but those being somewhere in the middle section of the coaster, so the start and ending lack power. Good example here is Taron.
Your videos are so relatable! That’s one of the reasons I like them so much! Great Video 👍
I feel like voyage executes it perfectly. The begging had an amazing first drop with huge floater hills. It does the middle amazing with ejector hills and 90 degree turns. Also the ending is phenomenal because it goes down a hill and is filled with crazy airtime and laterals. That’s why I consider it the best coaster in the world.
Danny Brown sound drop! Nice stab at 1:30. Yet again your audio impressed me as much as your content 👌
"Unless you're Giovanola" 🤣🤣🤣
Could have used a "yeah, *bleep* that manufacturer right after lol
Hagrids beginning is everything to the vertical spike than the middle is everything to the Last launch, great vid
The best sequenced coaster I’ve ridden is voyage, which is why it is my fav
excellent video! you kept us engaged with cool sound effects and and visuals with great commentary! i’m gonna subscribe now lol
ok so i said i was gonna comment on ur videos after i finished them but i ran out of time yesterday so here i am yay! anyways literally the IMPROVEMENT BETWEEN THE VERY FIRST VIDEO AND THIS ONE!!! u have like tone range, more animations (which i love, ur so good at animating), u captured ur audience's attention and now i understand coaster sequencing. go bestie :)!
Cedar Point is my home park and Magnum is so rough, especially at the end! The last time I rode, my back hurt for days and I wasn’t even in the back, which is ridiculously rough! Other than the roughness, it is fun!
Love this channel ❤️
I'm always impressed with coasters that save their best for the end since, theoretically, the designers have the least amount of speed and momentum to work with by that point (unless they use multiple lift hills or launchers or something like that). It's pretty easy to do a satisfying first drop but it's not at all easy to generate thrills all the way back to the station.
Coaster sequencing is really important glad someone touched on it
Firechaser Express has a great beginning middle and ending 😎
A masterpiece of a coaster
You are completely right. Layout design is all about managing the level of excitement of riders. Not necessarily maximizing it. A dramatic start, an engaging middle, and a killer ending are very important. I wouldn't call it sequencing more like the flow of a ride. Not one element into another but like you said, a graph of the excitement throughout.
A really good concept for this is setup and break. Where you setup an experience, then break expectations, this can either be from one element to the next, or throughout the ride as a whole. The Voyage (on a large scale), or Maverick (on a element-to-element scale). Another way to break expectations is to throw in one last insane element at the end just when the ride seems to be losing steam. Just look at most RMCs and you'll get the idea. Just like with a good story you almost never want to deliver what riders expect. You want to deliver something slightly better.
Tbh this is why I think dive coasters are such a wasted concept. They have a great hook with that first drop, but they don't do anything with it and forget a good ending. Faster pacing would help but sequencing / flow is the problem. Their other flaw is that they just can't do snappy maneuvers. Wing coasters have the same problem, but they make up for it by being absolutely beautiful to watch from the ground.
Dude I just found this comment and it sums up exactly what I was trying to saying perfectly in ur first paragraph.
It's like a fast-paced video essay, but for coasters! I can't wait to see more videos like this.
Yeah I was thinking of making more videos like this rather than just my speculation type videos.
I'm getting a lot of Scott the Woz and Dunkey vibes from this video, keep up the great work!!
This is now my go-to video when I want to share with friends why I love roller coasters. Thank you.
What came to my mind was Goliath at Great America. It's low ranked in the RMC lists, but I adore the sequencing. Its a short ride with limited elements, but they all work so well together. The POV doesn't do the last turn and airtime into the break run justice. I think people would rate Goliath better if they considered it with this video in mind.
On the other hand this video made my opinion of Twisted Cyclone even worse as that ride lacks a proper ending, just as its getting good it goes into the brake run in a transition that REEKS of auto-complete. The ride looks unfinished.
This is so interesting! I've always considered roller coaster sequencing to be an artform.
Even Launch coasters can build up anticipation just by stopping. But they can do that even without it. Karacho is a good example: First you have that mini corkscrew/ barrel roll which gives you hang time, then you pop up, it counts down, you get a pop of air and then you launch. Karacho's finale also is very different than the rest of the coaster (dive loop+ corcscrew) And all the elements after the mid course break run (airtime hill + a fun helix) are great to prepare you for the finale. Karacho has a great frequency imo.
1:29 nice danny brown reference :)
The drop at the end of Full Throttle is the most lethal pop of airtime I've ever experienced, the perfect end to the ride
This is why terrain coasters rule!! Parking lot coasters will go from their highest to their lowest point all at once at the beginning and the train has lost so much speed by the end- makes a grand finale verrryyyyyy difficult!!
Nice vid- brought here from the home page and dropped a sub for the comedy commentary
Terrain coasters usually do this really well. Lightning rod and voyage are good in the beginning but use the terrain at the end to make a real splash
good video mate
Never realized it had a proper term...lol. I used to think this with B&M loopers and how they have the same 'sequencing' for the most part. Good video, was hooked the entire time!
Flight Deck at California's Great America is a perfect example. First drop into big loop, then barrel roll into helix finale. Not a long ride but very memorable.
I really like tatsu's sequencing. The flying coaster's beginning is all about building anticipation as you stare down at the ground creeping away from you on the lift. Next there are a bunch of high turns and inversions that really make you feel like you're flying and then the pretzel loop finale that is one of the most insane elements in the world.
I love how you sum up these things. I do think coaster design actually has a lot in common with movies and animation. I would go so far as to say you can apply some the principles of animation to coaster design. There´s anticipation, so one element could raise your excitement for the next element. There´s ease in and ease out, so you go smoothly in and out of elements instead of having hard transitions between them. There´s appeal, so elements also have to look nice from offride. There´s timing, which is pretty much the sequencing you´re talking about. Look up "the 12 principles of animation", I think you can apply those quite nicely to coaster layouts.
This is the best video I've ever seen.
...... and I only say that like once a month
Couldn’t agree more.
Subscribed!
Great vid man
I'd be interested in knowing a coaster that you think nails all three parts. I'm honestly struggling. Then I think of rides like Helix which doesn't have an amazing start or end, but has such a great collection of elements throughout that it ends up being fantastic.
Id say el toro nails it on the head. As for coasters I havent been on I would say DC rivals, banshee and Expedition GeForce look like they adhere pretty well
Sequencing is part of what I like about Alton Towers Rides, especially The Smiler. Start off with that drop + roll on the prelift to remind you this is definitely 14 inversions as an appetizer. Have a slowish drop spiced by a corkscrew before the infinity shaped double dive loop followed by the airtime hill to establish a pattern of paired inversions for the rest of the ride. The 2nd lift as a way to calm down the ride in the middle. Then end the ride with faster paced inversions taken quickly. All of that on top of the entanglement of track and trains passing by during elements for that extra fun.
Flight of Fear does a great job at sequencing. You fire off into the tunnel, and fly into a Cobra Roll. And into an immalmin. Then you slow down and stop completely at the break run. The you pick up the speed and are whipping around into the dark. And you suddenly hit the most intense element on the ride, the corkscrew. I've always been blown away by the finale
One of the key things for me is keeping the order of elements unique. This is why I and many others love Nemesis. It has a loop, a zero-g roll. two corkscrews. and a helix. Most Inverted Roller Coasters would execute the elements in that order, but not Nemesis
7:20 i was like whhhaaat?? There’s like 3 of him 😳😜 Another great video. You haven’t been to Cedar Point?? It’s not that far from you...maybe this summer things will settle down a little. Keep up the great work.
I actually am planning a trip this summer
Good video, I just always thought of this as the layout in general. Also I really think it mixes a lot with pacing, cause pacing for me also means the pacing of the force changes and how fast or wild a ride feels.
flight deck at CGA has one of the most banger ending helixes on a coaster, makes the whole ride amazing
i wish you talked more about mystery mine, i think other than a kinda underwhelming beginning it nails the sequencing. working there you see so many people freak out when they see the car drop into darkness in the station, then you get the first lift that you think will be bad, a solid middle section with the outdoor parts, and a beautiful ending with the second lift, the fire, the drop, the inversions, chefs kiss its perfection and also throws off people who go into it expecting a typical eurofighter
Sequencing is a topic that is important! Sequencing is my top priority when building rides on Planet Coaster aside from staying within realistic g-force tolerances. Does it flow well? How would it feel?
Magnum is my #2 at CP (home park). The bumpy nature adds character and makes it more fun. It’s like riding a “wooden steel coaster” in a way. This shakiness makes the drop off the second hill, combined with the speed in the tunnel, to be a moment I enjoy that I haven’t heard from anyone else. The first real airtime hill (before turnaround) is godly! Magnum’s fun factor and rerideability beats Maverick personally. Maverick is totally a rush, but nothing makes me more excited to revisit then Steel Vengeance and Magnum. I prefer the rear entrance: Magnum’s my Gatekeeper!
One thing I want more of is laterals!
I’m earlier than a white family at an airport
😭
Lol true facts
Lol
We literally wake up at 6 and get there at 6: 45 when the flight is at like 2
Lol
Honestly the best beginning I've had to any ride is Copperhead Strike, especially on a front row ride. Just absolutely hanging out of the seat in the slowest roll builds so much anticipation for the rest of the ride, and sets the expectation of constant hang time that you're going to get. (in my experience for Copperhead front row = more hang time and back row = better launches)
I think that Fahrenheit at Hershy Park is a good example of this. - Beginning - Beyond Vertical and inversions - MIddle - Cobra Roll - End - Whippy corkscrews and air time, and snappy turns
I like how unlike other small coaster channels, you dont milk the fuck out of any theme park news.
I'm honestly still GP by this point so the only big ride I have to go on is Cyclone at Coney Island, which I rode at age 11. It's fun in the beginning but by the end I just wanted to get off. The sequencing might explain why. It's a 1929 legend and you can't miss it's classic vibe, but there's not much variety. It's 95% drawn-out drops, with laterals that are less intense as the ride goes on.
I also haven't had the chance to travel often, so I watch a lot of POVs. Some layouts are definitely more fun and addicting than others to watch and remember. Probably because of sequencing.
In that aspect it's a lot like music, honestly. Not all music tells stories so it doesn't have to follow story arcs. But it is similar to coaster layouts in that you need an exposition and a resolution, with distinguishable (and intuitive, to some extent) beginning, middle, and end.
Speaking of music, love the inclusion of MK7 DK Jungle.
“Usually coasters are like this”
~Danny Brown off the deep end~
Never thought about it but man you speaking facts
1:07 I would argue that steel vengeance proves that we do not need time to breath. On a poorly designed coaster it does get overwhelming, but in the right hands it is the best experience you can have a coaster imho.
Any hint on your next video???🤨
A collab...
Ohhhhhhh......😮😮
this is basically an 9 minute video explaining why steel vengeance is perfect
Side note: Medusa at SFDK actually has a surprisingly good drop. Both Medusa and Joker at the same park have a good way or dipping you over the edge if you are in the back, but Medusa’s drop lasts longer.
I helps to look at the finale of Mako from a Theme Park perspective vs Coaster Enthusiast. The close interaction with the water being the actual element, not the turn. Also, despite being a Florida park, they did have a space constraint for the station and turnaround.
I appreciate the Don't Stop Til You Get Enough reference
Yesssss new upload!
This is kind of why Lightning Run is so good. The first drop is fine, goes right into some good floater and some nice banked turns. Then in the middle you're getting some solid whippy turns a bit of airtime, nothing ground breaking. But then you dive down close to the ground in a really fast tight turn throwing you into a series of 3 ejector hills in a row, before popping you up one last time into the break run. Its a lot of coaster for so little space. Still can't believe that nobody else has gotten that model.
When I think of amazing sequences I think of nemesis at Alton towers what a perfect layout
DC Rivals has some of the best sequencing out there
You have the beginning: The twisting first drop, the 4 second ejector hill, the non-inverting loop, and the Stengel dive. The first three elements contain amazing moments of airtime, whilst the Stengel dive gives you a quick moment to take your breath without letting up the pacing too much.
Then the middle: A turnaround that is somewhat reminiscent of Orion’s, except you get a surprise pop of airtime at the top, followed by a few twists and an off axis airtime hill, and then the helix which ramps up the positive G’s. But it’s not over yet.
The ending: after a lateral-filled twist out of the helix, you reach the three bunny hills, all of which give insane pops of ejector airtime, before finally giving one last airtime pop as you rise into the brakes.
Yep looks Amazing. I drive past it every day on the M1. Can't believe I've travelled the world riding a the world's best coasters but haven't been on the one in my backyard
On Blue Hawk at Six Flags Over Georgia, it's got a mediocre drop and a unique butterfly, but it thrives on the last bit with the head choppers and awkward helices.
Yanno on the point of "you gotta let the rider breathe" is the best way to put why I didn't like lightning run at kentucky kingdom that much. Not a bad ride at all, but I had more fun on thunder run
could you do a video on new gen vekomas and their future in the US? :)
I did one on where I think the first will go but I might do a larger one about them as a whole
@@Coastoons ah oki
The new VelociCoaster at Islands of Adventure is fantastic in sequencing
I completely agree about sequencing. It could make a ride for me
Velocicoaster is a perfect example of a coaster that breaks the rules, but does it well. Because, well, everything in velocicoaster is killer. The beginning is slower, but so tight and confined that you get swung around and get airtime in places you never expect. The middle is actually the(sort of) highlight of the ride, with the tophat and 0g stall. And then the ending slows down, but then suddenly gives you one of the best moments on any coaster ever. And then it just suddenly stops. It leaves you wanting for more, which is perfect.(guess it doesn’t really break the rules, but it is definitely not traditional.)
I think the coaster that does this best is Hakugei. The drop followed by the double up then the Outerbank then the double down into the zero g stall is something else
is this a dunkey referance?
Idk, I personally loveeee Mako’s ending. I wasn’t expecting it when I rode it and it’s one of my favorite parts of the ride. However, I haven’t rode that many coasters yet so that might change.
Honestly Canadas wonderland has solid names all over. Leviathan, behemoth, Yukon striker, vortex, thunder run, wonder mountains guardian are some of the besg
Glad to see DC Rivals make an appearance. Easily the best coaster sequencing ever at least in my opinion. So so so so so close to a perfect layout and I don't think any coaster will get that close for a very very long time.
It looks incredible. Perfect flow of elements
3:13 "don't do this"
also Coastoons: GCI straight drop is Yes.
Guessed it! I guessed that Mako was going to be pointed out for the great beginning and middle, but then the mediocre ending.
Stormrunner is an awesome example of sequencing
Or well, GREAT sequencing I should say lol
Oh, i thought you were going to talk about what order you ride the coasters in
I think a ride that has some great sequencing is Copperhead Strike. Right out of the station, some wicked hangtime but still a bit slower than the rest, the launch and then that loop and ejector hill. After that, a corkscew and some turns taken a bit slower and hills, a boost and then I think the hill up into the cutback is a great fakeout. Its definently the weakest moment of airtime and so it kinda feels like the ride is dying down and then bam, get thrown through a wild cutback, low to the ground overbank, second loop and a ton of great twists with some airtime and then it definently noticably starts slowing down and you think the ride is slowing down. So what does it do?
Two amazing ejector hills.
I think Copperhead Strike is a perfect example of sequencing not done in a traditional way but instead keeping you guessing and being done amazing. After all, you can barely see the jojo roll unless your in line or the station and I think the small size contrasting the intensity. Really clever way of doing a ride where even from the start it keeps you guessing whats gonna happen next as even the first element is unique.
Also i sorta like the slower launches on Copperhead specifically as it kinda sets up the ride as not being very intense and instead does a hell of a layout. Maybe this is just home park bias but I really do believe it has an amazing layout
Copperhead is a perfect example I should've brought up. The Jojo roll sets the hangtime tone, the loop into airtime hill starts with a bang, and those twists and turns introduce something new at the end but it works
Takabisha (and Shellraiser) have this awesome bit of sequencing where the big vertical lift is halfway through the ride. You hit that MCBR and everyone in the train is relieved it's over, then you turn to face the lift and everyone realizes, "oh yeah, we still have to deal with THAT." It's pretty funny.
i fohnd the guy you gets mad at someone named jacob for not putting terrain in his no limits coaster
@@waveiscursed I'm sorry, what?
@@alaeriia01 you know who jacob bernado is and how you leave hate comments on it all the time
@@waveiscursed Vaguely. I leave comments on many things. The guy has some interesting ideas; he just lacks execution. Why are you bringing this up here?
Okay.. The legendary arrow corkscrew "Wabash Cannonball"! Beginning...drop. Middle .....turn around. Ending....double corkscrew and a headache. It's crazy to think that as a child I thought riding that shaky solid shoulder restraints jackhammer of a coaster was a true test of one's bravery. I really do miss that pile of scrap metal. 😞
Skyrush is just flawless in every category. begging, car crash drop. Middle, crazy ejector hills that make you feel like your going to fly out. end, intense twisted airtime hill and ejector speed hill.
Yes.
You are right about Magnum, I have ridden it, the first half is absolutely forceless with pretty much no airtime but then that second half with 7 triangle shaped bunny hills be like ☁️💀☁️
I was not expecting Danny Browns' Aint it Funny in a coaster video.