When I was a kid this was one of the only rides I would ever make. I loved trains, but also didn't know what chainlifts were for, so none of my other coasters would ever work.
Connecting the unique track elements together into a functioning coaster was a really nice touch. Your videos are great and your presentation keeps getting better!
I often used Mine Ride to make a huge track that goes over the entire park, like a scenic route ride. The length and the interaction with so many paths and other rides gave it a huge excitement rate and there was allways a huge line for it.
If the mine ride is one of my first coasters in a scenario, I find myself using the pre-made mine ride as my park's first coaster. I've always called it "Mine Your Own Business"
Bedankt voor je video's Marcel. Door jouw kanaal heb ik besloten RCT weer aan te schaffen. Vandaag heb ik voor het eerst in 15 jaar Forest Frontiers weer uitgespeeld. Wat een klassieker. Nogmaals bedankt voor jouw enthousiasme en de moeite die je in je video's stopt! 👍
Yeah, could add that to every rides that are well designed for mine themeing. Like, mine ride (this one), mine coaster (the one that can do steep drops, ex:dynamite blaster in rct1 park dynamite dunes) wooden mine (wooden wild mouse) and the crazy mine (DLC train of the wooden coaster)
You say that, the Mine ride has a higher 'sheltered_rating' excitement boost than most coaster types, a slightly higher 'proximity' excitement (Which gives it excitement for being near paths, water and walls), and the highest 'scenery' excitement boost of any coaster type, so... it does, in a more subtle and behind the scenes way.
Love this ride and it's massive train for the throughput as you say, It's simple to make and has average cost. I also love the thematic designs, I gotta try them more often.
With the mine ride it can actually make sense to put the station at the _top_ of the coaster. This improves average speed. (Basic idea: drop down "asap" to get up to a decent speed, then incrementally work your way back up throughout the rest of the ride, slowly enough that you stay at a decent speed throughout.) (I have a soft spot for this type of inverted design in general, but it works particularly well for this ride.)
"With the mine ride it can actually make sense to put the station at the top of the coaster." I agree. When I thought of this after creating several coasters with ground level stations, I felt like a dolt for not having realized it right away.
I have a question: "Is it possible to get a 'station brake failure' on this coaster?". Cause: realistically it's a coaster with a PLC which always can stop the train before it collapse in another train.
I've always loved building these, thanks to so many childhood hours spent riding the original Runaway Mine Train at Chessington World of Adventures. The Mine Train does have another interesting feature - it gets one of the highest excitement bonuses for nearby scenery. So theming it is really effective; you can see that from the great stats of the prebuilt despite its small size.
Ultimately, this coaster seems like a decent enough option to either start a scenario with in the case that the coaster selection is less ideal without research or as a decent filler option after your park is more built up.
I actually did ride one of those Coaster types. They are actually really fun if you are not really good with intense coaster. (I would be one of those below 6 intensity requiring guests xD)
I've never looked passed Mine Mania with this coaster type. Have built it with many different theming options but have always used the the track layout from Mine Mania as it's pretty solid
@@shinydavidhowell yes certainly, I agree virginia reels templates are also good. You can squeeze 'Texas tubs' into pretty small areas if you're tight on space and also built lower flat rides or shops underneath it too
I've played RCT2 a lot, but didn't even recognize this ride! I think I always just built the prebuilt design for this coaster and didn't think about how it worked.
Love you videos Marcel and I don't even play RCT, just really enjoy the intricacy that you explain the mechanical details in. Edit: I would love to see you build you a really optimized park, get it looking really good and then do a cut down video of you building it and going over the rides and the stats and the decisions you make as you do.
Designwise, it definitely is based on 'Alpenexpress Enzian', which is developed by Mack Rides and situated in Europa Park since 1984, making it the first coaster of the park.
@@reillywalker195 Funnily enough, the rct1 scenario Alton Tower have it as a mine train coaster and not a mine ride because the mine ride was a rct2 ride type
This is awesome! I love how you're implementing the stat requirements and special elements into proper, running coasters. I already loved your ride overviews and your content in general, but this is another really nice touch. I can't wait for more videos; both ride overviews and your coverage of the quirky mechanics of RCT. You can bet I'll be back for the next video!
Really enjoying these types of videos. Your editing is getting really great too! I'd love to see your tips for themed rides, now that you mention it. I play for aesthetics more than stats, so that's more up my alley. But decorating tips overall, or like going with a specific theme would be interesting!
Utilizing a post-station drop to quickly get up to speed, plus more diversity of track pieces than other transport rides, makes this seem like an appealing option. Much higher throughput than other transport rides and you can theme it a little bit on the way to pick up some stats for free if you need them.
While the throughput would be great (and a lot more interesting than transport rides), don’t they have the issue of not attracting all guests? Guests are way more willing to use transport rides than rollercoasters, so the cost to building an exciting minetrain transporter that a lot of guests will use might be more than it’s worth unless you’re in the late game and have enough space for it.
@@nubcake67 That is a really interesting concept. Perhaps it varies by guest intensity preference even (relevant as there's a scenario where guests prefer high intensity and there's a 9-intensity "transport"-type coaster).
7:18 That varying terrain hill looks absolutely amazing with the mine ride, wooden mine coaster, train ride, and even mini golf in the snow. Just needs a ghost train with the opening and closing doors into the tunnels as a minor improvement!
I'm almost never unhappy with one of these built somewhere in my parks. It's also quite cool and good looking when you put some effort into the scenery. it's cheap enough that a somewhat small one will make a decent amount of money, and it's popular enough that it always gets something.
A good technique on the mine ride is not to go up all at once, but instead make a lot of bends and turns to go up the hills so it barely slows down in the uphill portions.
I never gave this ride a fair shot, I guess I always thought it was a glorified ghost train for some weird reason. Great points made here. 5:30 🧐 1 guest?? There are dozens on screen! What madness is this? This is why your channel is one of the rare eminently rewatchable ones, man.
The amount of confusion Ive got while building this coaster for the first time is immesurable :D Where the chain lift, where the power starts, so I for solid amount of time just started this coaster and *immidietly* went underground :D
I believe this ride is based on the Runaway Mine Train at Alton Towers in the UK, and is an example of a "powered coaster" (distinct from a traditional "roller coaster" as it does not coast under gravity) and calling it a true roller coaster will trigger some coaster enthusiasts, though it's more of a coaster than a Super Loop. The ride at Alton Towers only runs one train, but it is extremely long and the single train allows the ride to run multiple laps
marcel your videos are the best and are so relaxing. thank you for saying "go ham" it made my day. your videos are so great. they're short and to the point but not too short. thank u
My local comparison for this kinda ride was one called Odin Expressen. It was however closed a few years ago and replaced by a newer model with largely the same layout called Mælkevejen. Mælkevejen is pretty solid but I still prefer the old Odin Expressen. It had a little more scenery and jank to it which made for a more fun ride experience.
I have no idea why I watch your videos! I don’t play serious financial simulators like this, I’m not very creative when it comes to designs like this (either that or I’m not efficient) and I’m not planning to pick up RCT1 or 2, nor any of the variants. I’m still fascinated by this channel! Must be the voice.
Partially yes if it is in openrct2 Why Partially in openrct? Because any ride that is considered a transport ride in open rct2 can be entered by every guest in the park when free and also offer the allowance of using those free transport ride when guest want to leave the park But doesn't whit coaster. But I think it should be also considered as a transport ride (but only about the money and exiting the park), the intensity still will be applied there.
@@WayOutGaming I think it would be good for getting guests to other parts of the park and reduce overcrowding. I have used a launching coaster for this purpose in a coaster only scenario.
I tend to make one or two of these in my larger parks and once in a while in small ones. They might not get outrageous stats, but for how simple of a layout you can design, they do quite well. Throw in a little scenery mixed between trees and mine themes and it looks really good.
To support the theming factor of the ride, the Powered Mine Ride, (Alongside the Mine Train Coaster) has the highest scenery bonus of any coaster type. You can take an alright Mine Ride to an actually quite good one by doing what it wants and fancying it up... -With its own dedicated Bulrush forest-
Dear Marcel, Building the station at half the total hight of any coaster leads to the ideal usage of speed gained by gravity. part 1: lifthill to the top part 2: large drop, twice as low as the station part 3: track. things happen. train goes at reasonable speed closer and closter to the bottom part 4: final hill and some straight track before the station. The train slows down naturally. Break failure can't lead to crash. I like to build my coasters that way. so.. just so you know.
The mine ride is a great starter coaster for a park. Sure, it's stats aren't the best, but if you can exploit the powered vehicle mechanic and make it fast and exciting, it can punch above its weight when it comes to throughput.
I need to get open RCT 2. I grew up on these games. But now I'm addicted to Planet coaster. But your vids brings back great memories. Keep the vids coming. Stay positive
It almost seems like this ride can't be used to show off coaster-building skills, even if you're really good at it like Marcel. Making it perfect for people new to it or just not good at it (me, as well. I'm still pretty bad at coaster design lol)
Seems like the main appeal is in making you flex your creative muscle and come up with some unique coaster designs - but with respectable stats so you don't get punished for using it like some other unique ride types.
I had a thought halfway through this video and it was "That ride vehicle looks incredibly familiar....." It looks familiar because I spent the best part of a week last year taking measurements for 3D modelling of the chassis of a sister ride to the ride this coaster was actually based on if not the exact ride. The only thing missing in RCT is the 4 power rails underneath the track. Kind of crazy that Chris Sawyer and the team went into so much detail.
As someone who has rode Mine Rides in real life, I can agree with the sentiment that they are made to look good. They aren't flashy, not particularily fast, and on their own quite boring. But *damn*, speeding through a beautifully lit cave full of crystals where it also intersects with a water ride and walkways, is still memorable and fun. Just sit back, make yourself comfortable (as much as that's possible, I guess), and enjoy the scenic tour.
would building this coaster to go downhill to gain speed initially be more beneficial than building it as a typical coaster on flat land? it should make any hills you make much more manageable if the cars have already built speed.
Yes, as would leaving any hills that do have to be climbed until later in the ride. As shown, the train is constantly building speed, so if you let it go until it reaches 20mph or so, then make it climb a hill, it should make the climb less painful. Still probably can't build too tall.
I was just thinking about a similar-ish design while watching. Imagine the longest 10x10, but you spiral down underground and then spiral back up with the built-up speed.
They work as a compact coaster if you set them to have multiple laps, but that does mean fewer trains. You also don't have to worry about building up speed from a stopping point as often.
Marcel usually goes for maximum train length, but the mine ride can actually benefit from a higher number of smaller trains. The capacity per train isn't as good (the locomotive car only holds 2 guests) but the acceleration is much better due to the same force being applied to a lighter vehicle. This is balanced by faster deceleration due to the lower weight, so depending on the coaster design, it's not always optimal to go for the shortest cars. It can be a bit of a balancing act to find the optimal throughput with the mine ride
I’d just be worried that it wouldn’t attract quite as many guests as a transport ride unless you had a high enough excitement or intensity rating by spending more money on features. Seems more like something you’d do in the mid/late game once you had enough money to afford that and if you still had enough space for it
Video Idea!!! My brain lit up when I saw tycoon park...I've never seen it before. What if you showcased a lot of cool parks? Doesn't have to be anything crazy like the super pros do, kinda just like tycoon park!
There is one type of park where this coaster type shines really well, parks where you can't build above tree height like Harmonic Hills, Rainbow Summit or Okinawa Coast. It doesn't need be built tall to work and get decent stats.
Yes, I wondered why Marcel didn't mention anything about this. For a themed mine ride, always thought the Mine Ride being a mediocre version of the Mine Train Coaster.
I use it mostly as a transport ride, especially in large area parks, running it around the perimeter of the park. With 3 cars per train and 32 tile stations, you can have 15 trains without risk of collisions. I also usually get a max speed of 53kmph. 😊
I use this Coaster purely as a transport ride with 3-6 Stations and just track running wherever there is space. The unique stat requirement of only length makes it possible to just freebuild whatever and wherever it fits best.
The real-life rollercoaster model that inspired the Spiral Coaster is also powered, but like in the game, the train only powers itself up the spiral lift hill and coasts like a normal coaster thereafter.
mine ride is one of my favorite coaster types just cause I absolutely hate chain lifts and love any coaster that doesn't need them edit: like that mine ride you showed at the end of the video, I get a lot of enjoyment out of mine rides that go in and out of underground a lot. Sometimes I even build the station underground just for fun, but I haven't yet discovered the elevated station strategy until watching this so
Does the length stat manipulation exploit you showed a while back work on this coaster? Could be funny to have a tiny little loop that's technically "long enough".
While watching someone play this on twitch he actually found a really good way to climb fast with this but it's pretty expensive cause you just go up a bit then do a flat turn over and over and it doesn't really lose speed from climbing for some reason.
When I was a kid this was one of the only rides I would ever make. I loved trains, but also didn't know what chainlifts were for, so none of my other coasters would ever work.
That’s kind of adorable
I was the opposite. I'd use too many chain lifts. Over half of the ride time was spent on the chain lifts
@@Gameprojordan When you have multiple chain lifts in a ride...
@@PianoKwanMan every upward hill was a chain lift 😂
@@Gameprojordan That’s what my brother used to do. And pretty much all of his designs were at least 30x30 tiles big.
Connecting the unique track elements together into a functioning coaster was a really nice touch. Your videos are great and your presentation keeps getting better!
3:04 I see that quick "nice"! I was amused.
I often used Mine Ride to make a huge track that goes over the entire park, like a scenic route ride. The length and the interaction with so many paths and other rides gave it a huge excitement rate and there was allways a huge line for it.
If the mine ride is one of my first coasters in a scenario, I find myself using the pre-made mine ride as my park's first coaster. I've always called it "Mine Your Own Business"
Take your medal for that bad pun. There's the door, now leave. XD
Bedankt voor je video's Marcel. Door jouw kanaal heb ik besloten RCT weer aan te schaffen. Vandaag heb ik voor het eerst in 15 jaar Forest Frontiers weer uitgespeeld. Wat een klassieker. Nogmaals bedankt voor jouw enthousiasme en de moeite die je in je video's stopt! 👍
Would've been cool if it had something like a 1.15x stat modifier or some kind of boost for having underground sections
Yeah, could add that to every rides that are well designed for mine themeing. Like, mine ride (this one), mine coaster (the one that can do steep drops, ex:dynamite blaster in rct1 park dynamite dunes) wooden mine (wooden wild mouse) and the crazy mine (DLC train of the wooden coaster)
You say that, the Mine ride has a higher 'sheltered_rating' excitement boost than most coaster types, a slightly higher 'proximity' excitement (Which gives it excitement for being near paths, water and walls), and the highest 'scenery' excitement boost of any coaster type, so... it does, in a more subtle and behind the scenes way.
@@restorasenrisei9991 Wow!
Would've been great if Marcel pointed this out.
Love this ride and it's massive train for the throughput as you say, It's simple to make and has average cost.
I also love the thematic designs, I gotta try them more often.
With the mine ride it can actually make sense to put the station at the _top_ of the coaster. This improves average speed. (Basic idea: drop down "asap" to get up to a decent speed, then incrementally work your way back up throughout the rest of the ride, slowly enough that you stay at a decent speed throughout.)
(I have a soft spot for this type of inverted design in general, but it works particularly well for this ride.)
"With the mine ride it can actually make sense to put the station at the top of the coaster."
I agree. When I thought of this after creating several coasters with ground level stations, I felt like a dolt for not having realized it right away.
love these videos
what the hell where did you come from
HEYYYYY
Potential crossover 👀
I have a question: "Is it possible to get a 'station brake failure' on this coaster?". Cause: realistically it's a coaster with a PLC which always can stop the train before it collapse in another train.
RCT is sepcial. The train won't crash into each other
I had never experienced any
I checked the code. The only available breakdownd are the safety cut-out, restraints stuck closed, restraints stuck open and vehicle malfunction.
@@houghwhite411 I’ve had a crash with the mine ride with the restraints stuck closed breakdown so it can happen
@@alecv3107 interesting. Thanks for the warning
@@houghwhite411 if you ever do build one and run 2 or more trains, make sure it’s going at less than 30 mph before it reaches the station
"Not bad if you don't expect too much." Also true for this coaster type in real life.
I've always loved building these, thanks to so many childhood hours spent riding the original Runaway Mine Train at Chessington World of Adventures.
The Mine Train does have another interesting feature - it gets one of the highest excitement bonuses for nearby scenery. So theming it is really effective; you can see that from the great stats of the prebuilt despite its small size.
Ultimately, this coaster seems like a decent enough option to either start a scenario with in the case that the coaster selection is less ideal without research or as a decent filler option after your park is more built up.
The presentation and quality of the editing is getting better and better. Plus I love learning more about the game series I absolutely loved as a kid.
I actually did ride one of those Coaster types. They are actually really fun if you are not really good with intense coaster.
(I would be one of those below 6 intensity requiring guests xD)
I've never looked passed Mine Mania with this coaster type. Have built it with many different theming options but have always used the the track layout from Mine Mania as it's pretty solid
I hadn't realised quite how good it was until this video. Best template ride in the game besides the Virginia Reels?
@@shinydavidhowell yes certainly, I agree virginia reels templates are also good. You can squeeze 'Texas tubs' into pretty small areas if you're tight on space and also built lower flat rides or shops underneath it too
I've played RCT2 a lot, but didn't even recognize this ride! I think I always just built the prebuilt design for this coaster and didn't think about how it worked.
Love you videos Marcel and I don't even play RCT, just really enjoy the intricacy that you explain the mechanical details in.
Edit: I would love to see you build you a really optimized park, get it looking really good and then do a cut down video of you building it and going over the rides and the stats and the decisions you make as you do.
Designwise, it definitely is based on 'Alpenexpress Enzian', which is developed by Mack Rides and situated in Europa Park since 1984, making it the first coaster of the park.
Chris Sawyer might've also taken inspiration from Runaway Mine Train at Alton Towers, which is also a Mack Rides powered coaster.
@@reillywalker195 Funnily enough, the rct1 scenario Alton Tower have it as a mine train coaster and not a mine ride because the mine ride was a rct2 ride type
This is awesome! I love how you're implementing the stat requirements and special elements into proper, running coasters. I already loved your ride overviews and your content in general, but this is another really nice touch. I can't wait for more videos; both ride overviews and your coverage of the quirky mechanics of RCT. You can bet I'll be back for the next video!
Really enjoying these types of videos. Your editing is getting really great too!
I'd love to see your tips for themed rides, now that you mention it. I play for aesthetics more than stats, so that's more up my alley. But decorating tips overall, or like going with a specific theme would be interesting!
I love your videos, they made me fall in love in RCT2 again
I may have never build one myself, even though I played the game some years now. I never knew it was self powered!
Same I'm logging on now to test
Yeah, I thought it was like the mine train but lamer looking. Learn something new every day!
I think I would rather use this as a themed transport ride in a park, utilizing it's large throughput and high top speed.
Utilizing a post-station drop to quickly get up to speed, plus more diversity of track pieces than other transport rides, makes this seem like an appealing option. Much higher throughput than other transport rides and you can theme it a little bit on the way to pick up some stats for free if you need them.
Coasters or karts as transport rides is a very fun concept, though my crappy park planning always leads to me slipping in a shuttle-mode tram.
While the throughput would be great (and a lot more interesting than transport rides), don’t they have the issue of not attracting all guests? Guests are way more willing to use transport rides than rollercoasters, so the cost to building an exciting minetrain transporter that a lot of guests will use might be more than it’s worth unless you’re in the late game and have enough space for it.
@@ClementinesmWTF - then I guess that's another video Lord Marcel could explore: pros and cons of using coasters as transportation rides.
@@nubcake67 That is a really interesting concept. Perhaps it varies by guest intensity preference even (relevant as there's a scenario where guests prefer high intensity and there's a 9-intensity "transport"-type coaster).
I see you turning that bobsled from Mel's World into a mine ride at the end, sneaky!
I love this channel. That's all I can really say. Marcel, you're a treasure.
7:18 That varying terrain hill looks absolutely amazing with the mine ride, wooden mine coaster, train ride, and even mini golf in the snow. Just needs a ghost train with the opening and closing doors into the tunnels as a minor improvement!
Thank you for making this video, I could never figure out this ride type and now I can finally incorporate it into my parks. 😊✨
Marcel, your videos are so enjoyable! You do a great job of staying on track and not loosing your train of thought. :D
I'm almost never unhappy with one of these built somewhere in my parks. It's also quite cool and good looking when you put some effort into the scenery. it's cheap enough that a somewhat small one will make a decent amount of money, and it's popular enough that it always gets something.
A good technique on the mine ride is not to go up all at once, but instead make a lot of bends and turns to go up the hills so it barely slows down in the uphill portions.
Nice touch having all the special elements on a full circuit
Mine Mania is hands down my favorite pre-build in the game. It looks so neet, is cheap and makes a ton of money.
Good to see another ride overview! Keep up the good work!
I always used it in place of a transport ride in my scenario parks. $5 for it was very solid
DROP EVERYTHING YOU'RE DOING
Marcel time!!!
Always had a soft spot for the Mine Ride since it's unique and relatively easy to build a good design
I never gave this ride a fair shot, I guess I always thought it was a glorified ghost train for some weird reason. Great points made here.
5:30 🧐 1 guest?? There are dozens on screen! What madness is this?
This is why your channel is one of the rare eminently rewatchable ones, man.
The detail in this game for the year it came out is amazing
The amount of confusion Ive got while building this coaster for the first time is immesurable :D
Where the chain lift, where the power starts, so I for solid amount of time just started this coaster and *immidietly* went underground :D
I believe this ride is based on the Runaway Mine Train at Alton Towers in the UK, and is an example of a "powered coaster" (distinct from a traditional "roller coaster" as it does not coast under gravity) and calling it a true roller coaster will trigger some coaster enthusiasts, though it's more of a coaster than a Super Loop. The ride at Alton Towers only runs one train, but it is extremely long and the single train allows the ride to run multiple laps
So when it breaks down does it become Faulty Towers?
Choo choo!
marcel your videos are the best and are so relaxing. thank you for saying "go ham" it made my day. your videos are so great. they're short and to the point but not too short. thank u
I love your ride overviews!
Started incorporating this ride in my parks thanks to Max en Moritz in the Efteling.
I've got my experience from the "Grottenblitz" in Heide-Park soltau, and that's great fun.
My local comparison for this kinda ride was one called Odin Expressen. It was however closed a few years ago and replaced by a newer model with largely the same layout called Mælkevejen. Mælkevejen is pretty solid but I still prefer the old Odin Expressen. It had a little more scenery and jank to it which made for a more fun ride experience.
This is ALSO really good for making kiddie coasters! Like the Mitten from Spongebob!
I don’t think I ever used this ride. I’ll have to make some fun designs with it soon!
This game was so good oh my god. Please put it back in cereal boxes
I have no idea why I watch your videos! I don’t play serious financial simulators like this, I’m not very creative when it comes to designs like this (either that or I’m not efficient) and I’m not planning to pick up RCT1 or 2, nor any of the variants. I’m still fascinated by this channel! Must be the voice.
The mine coaster functions as a great terrain coaster.
Since the powered trains are so much faster than the monorail, could you use this to replace the monorail or use it as a transport ride?
I was thinking the same. Make a multi station coaster that isn't only faster than a transport ride, but also a lot more exciting
Partially yes if it is in openrct2
Why Partially in openrct?
Because any ride that is considered a transport ride in open rct2 can be entered by every guest in the park when free and also offer the allowance of using those free transport ride when guest want to leave the park
But doesn't whit coaster. But I think it should be also considered as a transport ride (but only about the money and exiting the park), the intensity still will be applied there.
Wondered this as well. Might make for a good transport coaster.
@@WayOutGaming I think it would be good for getting guests to other parts of the park and reduce overcrowding. I have used a launching coaster for this purpose in a coaster only scenario.
Monorail still has insanely good throughput
I haven't played RCT in literal decades But I find these videos facinating
I tend to make one or two of these in my larger parks and once in a while in small ones. They might not get outrageous stats, but for how simple of a layout you can design, they do quite well. Throw in a little scenery mixed between trees and mine themes and it looks really good.
Exciting stuff! Have you made or thought of making a tier list of coasters you've overviewed?
The raised station is a really good trick to use on this coaster, it really increases the avarage speed a lot and is very often worth it
I lol'ed at the sneaky "nice"
So it's the "boring, but practical," of coasters. I like it.
To support the theming factor of the ride, the Powered Mine Ride, (Alongside the Mine Train Coaster) has the highest scenery bonus of any coaster type. You can take an alright Mine Ride to an actually quite good one by doing what it wants and fancying it up... -With its own dedicated Bulrush forest-
Dear Marcel,
Building the station at half the total hight of any coaster leads to the ideal usage of speed gained by gravity.
part 1: lifthill to the top
part 2: large drop, twice as low as the station
part 3: track. things happen. train goes at reasonable speed closer and closter to the bottom
part 4: final hill and some straight track before the station. The train slows down naturally. Break failure can't lead to crash.
I like to build my coasters that way.
so..
just so you know.
This is a very pretty coaster type if you build a lot of helixes.
I’ve never seen this ride before, but it looks really cool. I like the little hitches on the sides of the train.
The mine ride is a great starter coaster for a park. Sure, it's stats aren't the best, but if you can exploit the powered vehicle mechanic and make it fast and exciting, it can punch above its weight when it comes to throughput.
Since it'll also probably be low to the ground, you can also build new rides over it as your park grows.
I just love your ride overview videos.
3:04 I saw that , Marcel :p
This was great to watch on my Birthday!
I need to get open RCT 2. I grew up on these games. But now I'm addicted to Planet coaster. But your vids brings back great memories. Keep the vids coming. Stay positive
RCT got me hooked on city builder games
This was my favorite ride when I was a kid playing this game cause it always got good ratings even when I sucked at design.
It almost seems like this ride can't be used to show off coaster-building skills, even if you're really good at it like Marcel. Making it perfect for people new to it or just not good at it (me, as well. I'm still pretty bad at coaster design lol)
I love how your first design was basically a kiddie train loop
I was waiting for the Nice and wasn’t disappointed 👌🏼
Seems like the main appeal is in making you flex your creative muscle and come up with some unique coaster designs - but with respectable stats so you don't get punished for using it like some other unique ride types.
I like the little "nice" that lasted exactly 1 frame
Love this ride.
I had a thought halfway through this video and it was
"That ride vehicle looks incredibly familiar....."
It looks familiar because I spent the best part of a week last year taking measurements for 3D modelling of the chassis of a sister ride to the ride this coaster was actually based on if not the exact ride.
The only thing missing in RCT is the 4 power rails underneath the track. Kind of crazy that Chris Sawyer and the team went into so much detail.
As someone who has rode Mine Rides in real life, I can agree with the sentiment that they are made to look good. They aren't flashy, not particularily fast, and on their own quite boring. But *damn*, speeding through a beautifully lit cave full of crystals where it also intersects with a water ride and walkways, is still memorable and fun. Just sit back, make yourself comfortable (as much as that's possible, I guess), and enjoy the scenic tour.
0:40 is there much variation in the top speed here compared to if the guests were all min/max weight?
Always loved the mine ride. I basicly grew up next to a "blauer enzian" and it just kinda stuck with me. Once I have it aviable, I build it.
would building this coaster to go downhill to gain speed initially be more beneficial than building it as a typical coaster on flat land? it should make any hills you make much more manageable if the cars have already built speed.
Yes, as would leaving any hills that do have to be climbed until later in the ride. As shown, the train is constantly building speed, so if you let it go until it reaches 20mph or so, then make it climb a hill, it should make the climb less painful. Still probably can't build too tall.
I was just thinking about a similar-ish design while watching. Imagine the longest 10x10, but you spiral down underground and then spiral back up with the built-up speed.
They work as a compact coaster if you set them to have multiple laps, but that does mean fewer trains. You also don't have to worry about building up speed from a stopping point as often.
good video, you have earned this interaction bonus
Marcel usually goes for maximum train length, but the mine ride can actually benefit from a higher number of smaller trains. The capacity per train isn't as good (the locomotive car only holds 2 guests) but the acceleration is much better due to the same force being applied to a lighter vehicle. This is balanced by faster deceleration due to the lower weight, so depending on the coaster design, it's not always optimal to go for the shortest cars. It can be a bit of a balancing act to find the optimal throughput with the mine ride
Due to the speed and potential price point, is there any possibility of using this as an alternative to transport rides?
I’d just be worried that it wouldn’t attract quite as many guests as a transport ride unless you had a high enough excitement or intensity rating by spending more money on features. Seems more like something you’d do in the mid/late game once you had enough money to afford that and if you still had enough space for it
If a guest trying to leave the park encounters a transport ride, there's a random chance they will take it. This is a property no other rides have.
Video Idea!!! My brain lit up when I saw tycoon park...I've never seen it before. What if you showcased a lot of cool parks? Doesn't have to be anything crazy like the super pros do, kinda just like tycoon park!
There is one type of park where this coaster type shines really well, parks where you can't build above tree height like Harmonic Hills, Rainbow Summit or Okinawa Coast. It doesn't need be built tall to work and get decent stats.
Indeed it's a prefect coaster type to entertain guests whose accepts rides with intensity rating betwen 2 and 5.
Wow, I had no idea it was self-powered. Thanks!
3:02 literally built the Pre-built today in a park
also Nice
What a neat ride. I'm guessing it's only in RCT2, since I've never seen it in 20 years of playing RCT.
Indeed, it was introduced in RCT2, although RCT Classic includes it in some scenarios from RCT1.
Can you do a Ride Overview on the Mine Train Coaster next?
Yes, I wondered why Marcel didn't mention anything about this. For a themed mine ride, always thought the Mine Ride being a mediocre version of the Mine Train Coaster.
I wonder if Marcel will ever exhaust all the topics on this game
I use it mostly as a transport ride, especially in large area parks, running it around the perimeter of the park. With 3 cars per train and 32 tile stations, you can have 15 trains without risk of collisions. I also usually get a max speed of 53kmph. 😊
I use this Coaster purely as a transport ride with 3-6 Stations and just track running wherever there is space.
The unique stat requirement of only length makes it possible to just freebuild whatever and wherever it fits best.
The real-life rollercoaster model that inspired the Spiral Coaster is also powered, but like in the game, the train only powers itself up the spiral lift hill and coasts like a normal coaster thereafter.
mine ride is one of my favorite coaster types just cause I absolutely hate chain lifts and love any coaster that doesn't need them
edit: like that mine ride you showed at the end of the video, I get a lot of enjoyment out of mine rides that go in and out of underground a lot. Sometimes I even build the station underground just for fun, but I haven't yet discovered the elevated station strategy until watching this so
Does the length stat manipulation exploit you showed a while back work on this coaster? Could be funny to have a tiny little loop that's technically "long enough".
No, unfortunately. That exploit only works on rides for which their vehicle count is determined by ride length rather than station length.
So this is an unflashy but reliable workhorse then?
Good to know. :)
since the cheap design is perfectly flat, it makes it really stackable (varying entrance and exit locations), so it actually is pretty space efficient
As a kid I loved this ride for no other reason than that the front of the train looked like a steam engine.
one of my favorites since it reminds me so much of Transport Tycoon :)
Always loved this coaster
While watching someone play this on twitch he actually found a really good way to climb fast with this but it's pretty expensive cause you just go up a bit then do a flat turn over and over and it doesn't really lose speed from climbing for some reason.