This video took quite long to make as I rarely build the Multi-Dimension coaster. Usually I just load old parks with the ride in it that I need footage of, but that wasn't really possible here. Almost all the designs featured in this video were built specifically for this video.
Thanks for doing this! I’ve been very very curious as to how this coaster really works in regards to stats. I was thinking that it could make for the most intricate designs, assuming the rotation of the seats affected the ratings. It’s quite disappointing to find out that this isn’t the case but the game IS 20 years old. Still, it’s very fun to play with.
"For some reason, it doesn't have sloped turns." I am certain that the reason is sprite count. The designers would have to render sprites for every combination of seat rotation and position of the train. It quickly becomes way too many for such an obscure coaster. It's the same reason why the spinning coaster from RCT1 did not have banked turns.
That's actually a very good point. Nowadays that wouldn't be a problem, but the Multidim already has the highest amount of sprites and back in the day I believe they did it all manually.
Similar coasters IRL are can be built without any turns at all since they can invert so much. For example, take a look at Joker from Six Flags. Having the entire coaster in a straight line gives some advantages, like using less space in the park and being able to use one set of supports for the entire ride.
@@ENCHANTMEN_ well, green lantern first flight (technically a zakspin but still a multi dimensional coaster) is a helluva gut buster. It would have ultra extreme intensity and nausea stats.
@@sebastianmitderaxt203 Arrow wanted to build a smaller 4D coaster to introduce the model. But Six Flags Magic Mountain wanted a large coaster to place by the parking lot entrance, so Arrow had to comply. Ultimately, a lot of X’s budget went to R&D of the 4D coaster, which ultimately resulted in Arrow declaring bankruptcy during construction.
I know that this doesn't really change how good it is or not, but it makes sense that this ride is so expensive. In real life, these are the most mechanically complex coasters in existence. The track itself has an extra set of rails and the train has a whole bunch of huge rack and pinion gearsets and other mechanical components in it. And the trains are REALLY heavy to boot since they have to be built to higher structural standards, so the track has to be able to take that load.
It really is incredible how much giant mechanical stuff is involved. Every time right before I board X2, I find myself looking at the huge rack and pinion setup on those giant heavy steel train cars. The ridiculously beefy tubular pylons all over the place that support the ride track attest to the sheer weight of the trains and convey a sense for the magnitude of weight and inertia they have to support. It’s such an innovative and cool engineering marvel; it’s awesome. But the complicated and heavy mechanisms that make it so intriguing are also of course the coaster’s Achilles heel In terms of why it’s so ludicrously expensive and why it’s demanded the level of maintenance that it has over the years. I last went on X2 in 2019 (or maybe early 2020?), and it had once again reached the point where the wear and tear in the seat rotation mechanism (not sure if it’s specifically in the train-side rack and pinion, or the track-side extra rail alignment, or something else) has caused the ride experience to become very jerky and uncomfortable at times. It’s such a unique and incredible ride experience, on top of being an incredible piece of engineering. Which makes me sad, because we’re not likely to see any more of these in the future. I think I can confidently say that the first time I experienced the vertical drop + seat spin combination on X2 (people who’ve experienced it know exactly what I’m talking about) was far and away the scariest, most intense, most freaking awesome ride experience ever. I still get giggles thinking about it now.
With all this I think that the multidimensional coaster should have a MASSIVE soft guest cap added limit because of how rare and expensive multidimensional coasters are. Plus the ticket price boost for only having 1 of its type in the park should be much bigger because it’s unique.
Seems the game is true to real life, there's a reason there are only three of these in the entire world and that reason is because they are EXTREMELY expensive
There aren't many of the Arrow Dynamics or Intamin models, but the S&S 4D Free Spin design is pretty common. The ride is fairly small and has no turns, which simplifies the design and lets them use the same supports for multiple layers of track. It can also use a completely vertical lift since the seats will rotate to keep the riders upright, saving even more space. I can't find price figures, but there are 8 S&S Free Spins in operation, like Joker at Six Flags.
@@ENCHANTMEN_ I'd say that that is just a completely different coaster type, just like the Arrow corkscrew coaster is different from the Schwartzkopf looping coaster.
@@ENCHANTMEN_ Ironically, the Free Spin doesn't even move in four dimensions. It goes up and down, forwards and backwards, and spins, but since it doesn't turn it's basically a 3D coaster, just with a different third dimension than most other coasters.
well, do the ATM too, how much money do the guests need to have, to take extra money, does it help you? or is it better to let them leave and get New guests? why is it available in scenario's without money?
The real-life versions of this coaster are absolutely mental and some of the best roller coasters in the world. X2 at Six Flags Magic Mountain is nothing like you've ever experienced before.
It’s a shame that the sheer power of this coaster was too complex for the game back then. They did their best, but this coaster feels like it’s half of what it should be.
Eejanaika at Fuji-Q Highland is even more mind-bending! No other rollercoaster on earth has been so intense as to leave me utterly breathless afterwards!
You should do a breakdown on... well, Breakdowns. They have different effects depending on the kind of malfunction that occurs (safety cut outs will stop all trains on lift hills and at block sections, where as restraints malfunctions wont).
I feel that the Multi-Dimension coaster had nice potential, but it fell way too hard into the RCT trap of having just enough available track pieces to recreate the design of the real-life coaster that inspired it, and nothing more. It's good for recreating X, and quite bad for everything else. If only they had added more versatile pieces, the Multi-Dimension coaster could have been a quite enjoyable coaster type. RCT3's Hershey's Stormrunner takes this syndrome to an even more extreme degree, though. So many custom pieces to recreate that one real-life coaster, and too few traditional pieces to do anything else whatsoever. Made even more insulting by the fact that the Stormrunner was the only coaster type in the game to feature a gradual launch.
Funny enough, the only use I have for Stormrunner in RCT3 is to create a more streamlined and version of an Intamin accelerator coaster like Stealth at Thorpe Park, since the in-game StrataCoaster is extremely limited in terms of track flexibility, and the fact that the Stormrunner is the ONLY coaster with a launch track in the entire game.
@@mandowarrior123 I've been trying to think of a counter example for a year, but I think I got something finally! If i were to say "He shut down the office, ostensibly out of concern for his staff's safety" that would count, wouldn't it? I feel like that might have some implied verbs in there that could mean it's technically still a split infinitive, but whatever lol. That said, it appears that you can basically always rewrite a sentence with the word 'ostensibly' to include a split infinitive (or perhaps more correctly: one could/should always make sure they're NOT splitting the infinitive when using the word 'ostensibly'!) Edit: perhaps more importantly, "splitting infinitives" was always pretentious nonsense in English. They were just trying to make English sound more Latin, ergo more fancy (see what I did there?). The issue is that infinitive verb forms in Latin ARE one word, but that's not how English works (or is supposed to work). In English, we put the modifier next to the thing it modifies. As I'm sure you know, these days only fossils still care about split infinitives... and I think that's probably a good thing :)
For anyone who doesn't know, the coaster in real life is called an 4D coaster, with the 4D being the already-determined or free-moving passenger seats. These are not really seen these days and is infamous for causing the famous amusement company Arrow Dynamics to go bankrupt. I most likely missed some information but this is all I remember.
The seats on X (now X2) are not free moving, they do rotate on the same fixed rotation every ride caused by a secondary track. There are other types of rides that have become popular with seats that rotate freely but this one doesn’t. It’s always been something that’s bothered me with RCT animations for this specific coaster
IMPORTANT: the requirement for inversion is NOT always accepted by just twisting the track, if you make a full inversion by adding two inverting track pieces in a row, it counts as an inversion. But, when you twist the track by a half inversion piece and not immediately twist it back, you must twist it somewhere in your coaster back by the same type of inversion track piece! The only exception is when you make an Inverted Tophat (see: 5:51). For example: an quarter loop down, followed by a bit of middle track, followed by a twist does not count as an inversion!
Oh my god. THANK YOU! (sorry for the two year old ping) I was going insane trying to figure out why my ride had a rating of ~1.65 excitement. I had everything laid out perfectly. No excessive G-forces, two inversions, 3s of airtime, ~7 intensity and nausea, seats twisting to be upright for the entire track, scenery, water, everything. I was tipped off when this video's ride panel showed a list for number of inversions but mine didn't, but I thought it was a bug with OpenRTC2 or some plugin. NOPE. I added in a twirl at the end, (which thankfully had a straight section) and that fixed it. 6.54e now. For reference, I had a quarter-loop down which twisted back up, that clearly didn't work. But I had another quarter-loop down inversion which then went back up to do another quarter-loop down inversion a bit later, that doesn't count either apparently. Don't know if it was the turns in-between, or if it just doesn't like repeating the same quarter down.
The lay-down coaster can also go upside-down for extended amounts of time, which can be handy due to its low inversion limit before intensity hikes up. Edit: The quarter loop also works the same way, IIRC.
@@MarcelVos And you can bet I milk it for all it's worth. ;-) Also, the flying coaster design in Classic has some missing track pieces, but still works - could you explain that if you ever overview it?
Multi-Dimension Coaster is one of the best invention on Earth, also rollercoaster are still the second "thing" on earth that require a severe science engineering, people that makes coaster are the best. The first place is for space like Nasa or Space X. Planes are less complex because they are an objet, the rollercoaster also has a structure, the cadency is also faster and many aspects of the ride can be hard to do, for exemple this is very difficulty to bend a giant piece of metal, and they must do it with precision, only a few factory can do that and there are amazing, each section of a coaster takes days to craft, they have chambers for resistance tests, accoustic captors to know if the metal is clean enough. If aliens would evaluate the level of human kind they would probably look at our rollercoasters first because the amount of knowledge to build them are even more impressive than the coaster itself.
@@johngriswold4303 Ty dude but the data was lost forever :/ the save system was broken far ago :/ that's why open rct2 fixed it :) I made the video because I knew I was losing the save at some point (couldn't copy it anywhere)
It would be cool if the openRCT2 devs could change the code so seat inversion made a difference. Like if the guest spends more time upside down, the nausea and intensity will go up. But if the guest is rightside up, those stats will be lower.
@@joshuafischer684 yeah, the real thing just bankrupted the half-century years old company who invented it. The catchphrase should have been "too intense for our finances" :D
I tend to just use the Multi-D in park for high intensity. I like it better than some of the others because it tends to get high stats all around. The Swinging invert only gets amplified nausea, and terrible excitement. It is expensive, but by the time I usually unlock it, I have plenty of money. It's the only coaster I can get all of the stats over 9 routinely
Thank you for all your hard work at studying and analyzing these coasters, Marcel. Hopefully I'll remember this video next time I think "I bet I can make an MD Coaster work well this time".
I'd love to see OpenRCT2 make all coasters as viable as each other and add in some missing track pieces (like the sloped turns) to rides. Maybe we'd finally see some love for the heartline
Unfortunately, for most such track elements to be added and not look really bad/jarring/etc, the OpenRCT2 devs would basically need Simon Foster’s original 3D models of the coaster train cars and possibly the 3D models of the coaster track pieces as well. Because they’d need to create convincing new sprite graphics for not just the new track pieces themselves, but also for the dozens to hundreds of new train car orientations associated with each little bit of each new track piece. (Think of the sloped banked turn and how many different train car sprites are involved as a given car traverses the turn; then multiply that by 4 for the different directions / camera angles.) And I don’t suspect OpenRCT2 will ever have access to the original 3D models, since they were just the developmental basis for the actual rendered pixelated sprites that are ultimately in the game; the original 3D models themselves weren’t shipped with the game in any fashion. (I’m sure Simon Foster still has them; but I doubt he has any compelling reason to make them available. And in fact there could conceivably even be contractual obligations-between him and Chris Sawyer, or possibly with the various publishers of the RCT games-that actively prevent him from doing that even if he wanted to, for all I know.) I suspect that this is why the new track elements added into OpenRCT2 have pretty much just been either (a) things that were added in RCT Classic (meaning there are genuine Simon Foster-created sprites for those track pieces available in the RCTC files); or (b) things that are relatively easy to hack together without an extreme amount of work (like booster pieces, which don’t need any new train car sprites since they’re just straight track; and they only need 4 new track sprites, which themselves can be created as modifications of existing plain straight track piece sprites without an inordinate amount of effort).
@@jgottula yeah I presumed the more elements would be a stretch, I can't begin to imagine the amount of sprites the game already has to deal with already haha.
@@jgottulaPosting in 2023 to say this aged like fine milk. Xtreme-256 has been going kind of bonkers recreating the look of the original models for new track pieces, and they fit rather well actually.
@@NebulonRanger Hey, that’s really neat to hear! I’m glad to be proven wrong on something like that. 🙂 Do you have links, or search terms I should use, so I can take a look at some of these creations? I’m really interested to see!
@@jgottula Deurklink has videos showcasing new pieces for the Twister and Giga! Diagonal brakes have also been added to every coaster type that has access to brakes and diagonal track (sorry, wild mouse aficionados!); here's a link ruclips.net/video/g9osKAyS0B4/видео.html
4:45 "Sloped turns are something that almost every coaster design uses" When RCT2 was made, there was only one multi-dimension coaster in real life: X2. X2 does not have sloped turns.
for me this coaster was always about building a coaster that i'd love to ride irl rather than it's cost efficiency or anything. i always design these all on my own and then observe the chosen few madmen who dared to enter the queue line
My problem with this coaster type is that the excitement rating is just too low to justify its many shortcomings, if the rating was naturally higher like that of the hyper-twister then it would be a perfect standout coaster for an already successful park
I don't think I've ever built one of these, simply because there are no pre-built options to use, to learn how it works. Nice to have a full video about it, and know that the rotation actually does nothing aside from aesthetics.
Am really hoping that the wonderful people at OpenRCT will add some new track pieces to this coaster. There is so much more this coaster could do if only the track sections were available.
I managed to recreate Tatsu from Six Flags Magic Mountain and Galactica from Alton Towers with this type with decent success. Seems to work just decent enough as a flying coaster substitute if you position the riders at a -45 degree angle when flipping them upside down. This was in RCT2 vanilla too.
It makes no sense that this coaster suffers such poor ratings when IRL, it's one of the BEST coaster types ever made: I recently rode 'Eejanaika' at Fuji-Q Highland and it was so mind-blowing that it left me speechless at the end! I've been to theme parks all over the world in the US, Europe, China & Asia-Pacific, and *NO* other coaster has even come *close* to matching it's uniqueness and mind-bendint intensity!
I’ve been playing this game since it’s release and I have literally only ever attempted to make one of these once, it failed and that was enough for me!
This is the one Roller Coaster that I tend to only make when I am playing as unlimited money or I have no other choice or when I have enough money later on in a scenario when it's ended ages ago.
I tend to build this coaster some time into the scenario, because making money in this game is so easy, I often end up with way more than I need. This is true for both ride-based pricing, and park-based pricing.
In 2004, my uncle rode X2 until he got a concussion. this is a terminal memory for me because I had just gotten RCT2 out of a cereal box and my entire knowledge of rollercoasters was based on that.
I feel like the most interesting part about this coaster type is the ability for the quarter loops to turn you around withing a 1 tile wide space. That being said, it's not the only coaster that can do this. and not necessarily even the best at it.
8:52 "Swallowed the blow".. I love engrish, heh.. I'm not judging, I just think it's neat how he sort've accidentally combined two different phrases. "Swallowed the pill" (Tough pill to swallow) "Took the blow" (A hard blow to take) Love your videos, man.
The only time I used this coaster was in the Extreme Heights scenario. It is a No Money park, plus the guests love intensity. This coaster did okay there, but I can't imagine trying to build it anywhere else.
Thank you for yet another instructive and fun tutorial, Marcel! Have you ever considered a fun episodic series through the campaign missions of the series? I'd love to see how you tackle them!
Wanted to build this in my garden area and name it Dragonfly because I like the look of it, but I have never built one before so naturally I checked if you had any ride overviews about this one :) Thanks for that!
As I understand it, that’s 100% a possible thing for them to do. And not even necessarily that hard of a thing to do, either. As to whether they’ll do it, it probably depends on a couple things: - whether or not they want to diverge from vanilla RCT2 and RCT Classic in this respect - whether there’s a person willing to put in the time and effort to make the new logic for deciding what the effect on the ratings should be for the seat rotations at each track piece (sounds like potentially a lot of work, and might not be something that any of the current devs are super interested in doing themselves) Oh, and if you just meant modifying the code to count complete seat rotations as inversions (either as official inversions toward the overall coaster stats; or just counting them for the purpose of determining rating penalties), that would be a whole lot easier compared to fully taking into account the seat rotations more broadly to affect all the stats on a more general basis.
Marcel, someday RCT is going to be the best game to play anywhere on Earth and the new people who are coming onboard everyday will turn to your site for tips and help. "Hello Everyone" is your catchphrase now.
I didn't even know this coaster existed in vanilla, I was waiting for you to say this coaster is only available in OpenRCT2 until I realized I had just never used it
Sucks for scenario play, tedious to adjust rotations on every track piece for "realistic" play, but maybe for this reason, I'm most proud of my 4d coaster creations when I make a good layout with rotations set properly.
You know I will say I do wish that this game, and other similar types of games, had a bit of randomization in terms of what guess want. And what I mean is I think it would be cool if anytime you play the game, say you start a new campaign or you start a new park, that you don't just have to follow the same exact guidelines for each coaster type once you figure them out. A little bit of randomization here and there could add to a lot of fun and make coasters less similar and less boring
If I understood you correctly, you're basically suggesting an element of randomness in the stat requirements of rides. Depending on how it's implemented, I might suggest adding a more transparent way to know those stat requirements, otherwise designing coasters would be too much of a guessing game imo
I've literally never ever built this coaster type in the two decades I've been playing. I always felt like the seat rotation thing made it a lot more complicated to build. Now learning the fact that it does literally nothing anyway makes it even less appealing lol.
I think the reason it's lacking banked turns of any variety, is because in the real world most multi dimensional coaster designs are built on like, a stacked perspective. The ability to flip and go back on itself allows you to make a full coaster that's more exciting then the heartline twist, with a far smaller footprint. I think they're called Jackspin coasters, or that's their real life counterpart, at least.
I’d love it if the Ride Stat contributions for this ride were like 40-50-40, given that anyone who goes on it is seeking to twist their body in unnatural ways. It should also give a soft guest cap of like 200 since it’s so unique.
Fun challenge: Use this coaster type, but you’re not allowed to use any turns. Since it has the ability to invert via a quarter loop, it is possible, albeit tricky sometimes.
this coaster is fun to try to build underground on that super hard custom scenario on the triangle with a ! in the middle of it. since you can't build underground stations or lift hills through vertical ground you have to make it come up to level for the end of the ride.
You missed the "High up station, quarter loop down, level off, bunny hill, connect back to station" type design! Works Similarly with the Flying coaster!
now I would be interested in a video, where you explain where you get all the stat requirements, as as far as i remember, it is not shown in game, so it might be somewhere in the data files...and how do you extract them... ( i know it has been already experimented with/extracted by other people, but i dont think theres a video made out of it)
I came back to this because I’ve been fighting this one design for about 30 minutes first to get the negative Gs down and in doing so I ended up with 1.36 excitement. The problem was that I didn’t have an inversion that counted despite multiple quarter loops and in-line twists. I still don’t understand it, but now I have a decent track configuration.
Does nausea also affect how fast guests will re-ride coasters/thrill rides? I can't put my finger on it, but I feel I don't see nauseous guests queueing, and that may be another drawback to high nausea level rides (maybe a subject for an entirely new video?). Do nauseous guests purchase food/drink/souvenirs?
For some reason this type was known to my kid self as a money maker. Presumably because it was the only one where I actually tried to charge a lot. Funny enough I imagined it was because all the spinning would chuck out people’s wallets while they’re on the ride. 😂 Aah, fun times.
Hi Marcel! How about Guests puking as a video topic? For high Nausea rating rides, I like to make a longer ride exit path, place a ton of benches along it, and then place a No Entry sign at the end of the path (so other guests do not get lost in the ride exit). This long "track" of park benches is the perfect canvas for my sick-stricken guests to either puke it out or take a nap while they ride out the storm under the care of the handymen and an entertainer :) But I wonder if I couldn't fit a First Aid stall into this design, or if there is trouble with other guests trying to pathfind to a First Aid stall that is behind a No Entry sign? Do guests ever even pathfind to First Aid stations...? Do guests use First Aid stations more when these stations are on the opposite end of a path junction, or do they use the station at the same rate as when it is only placed on the side of their path? So many potential questions!
I’ve only ever built this type of coaster in the Alcatraz scenario as you don’t have a budget in that one and the goal is to have very intense coasters.
9:00 - "Vomit Slip & Slide" well now I want to build a multi-dimensional coaster that, at it's exit it has a Spiral Slide outside it and rename it "Vomit Slip & Slide" XD
I only built 1 Multi-Dimension coaster it has an awkward shape but okay stats for a basic medium/large design E:7.00 (Path bonus besides the station/lift-hill and maybe some under the first turn) I:8.19 (Highest of the 3 stats) N:7.68 Cost 28,284 Euros (Which is about the same price as X)
Someone needs to make a cartoon with someone sitting at a desk and keyboard and instead of a monitor, it’s a keyhole. Caption say “hmm this game is pretty good” and on the other side of the keyhole is all sorts of big machinery and computers. And the other side has to be huge while the side with the guy sitting at the keyboard is empty aside from the desk.
8:13 LOL, 4 of the guests the guests that came off a single train puked instantly with about twice or thrice as many barely holding it back. On that note - I'm wondering how effective are benches in dropping guests' nausea? I'm fairly new to the game and since I learned this I started making small areas with a few corridors and lots of benches near big rides' exits.
This video took quite long to make as I rarely build the Multi-Dimension coaster. Usually I just load old parks with the ride in it that I need footage of, but that wasn't really possible here. Almost all the designs featured in this video were built specifically for this video.
Multi Dimension coasters take ages to make I find so that is respected hehe
That end part, what a nice coaster. 1.23 Low 4.56 Medium 7.89 High :-)
I can't afford Multi Dimension Coaster 1
I can safely say I have never built a MD coaster, not once. Maybe after watching this video I will give it a try.
Thanks for doing this! I’ve been very very curious as to how this coaster really works in regards to stats. I was thinking that it could make for the most intricate designs, assuming the rotation of the seats affected the ratings. It’s quite disappointing to find out that this isn’t the case but the game IS 20 years old. Still, it’s very fun to play with.
"For some reason, it doesn't have sloped turns."
I am certain that the reason is sprite count. The designers would have to render sprites for every combination of seat rotation and position of the train. It quickly becomes way too many for such an obscure coaster.
It's the same reason why the spinning coaster from RCT1 did not have banked turns.
That's actually a very good point. Nowadays that wouldn't be a problem, but the Multidim already has the highest amount of sprites and back in the day I believe they did it all manually.
Similar coasters IRL are can be built without any turns at all since they can invert so much. For example, take a look at Joker from Six Flags.
Having the entire coaster in a straight line gives some advantages, like using less space in the park and being able to use one set of supports for the entire ride.
So does that mean the car will either crash or go invisible if you use arbitrary ride types in open rct2 to make a sloped turn / banked sloped turb
@@MarcelVos He did it all amually^^
@@ENCHANTMEN_ well, green lantern first flight (technically a zakspin but still a multi dimensional coaster) is a helluva gut buster. It would have ultra extreme intensity and nausea stats.
Ah yes, the coaster that bankrupted Arrow Dynamics. Now available to bankrupt yourself as well.
Was the bancruptcy really the fault of X? Because after the take over the new arrow build 2 more after all
@@sebastianmitderaxt203 Arrow wanted to build a smaller 4D coaster to introduce the model. But Six Flags Magic Mountain wanted a large coaster to place by the parking lot entrance, so Arrow had to comply. Ultimately, a lot of X’s budget went to R&D of the 4D coaster, which ultimately resulted in Arrow declaring bankruptcy during construction.
@SudsyMedusa53 You sir win the comment award lol
@@sebastianmitderaxt203 S&S Sansei built the other 2 after they bought what was left of Arrow
@@sebastianmitderaxt203 arrow went bankrupt. The ones built after X are built by S&S. This is because S&S bought all of arrows assets
I know that this doesn't really change how good it is or not, but it makes sense that this ride is so expensive. In real life, these are the most mechanically complex coasters in existence. The track itself has an extra set of rails and the train has a whole bunch of huge rack and pinion gearsets and other mechanical components in it. And the trains are REALLY heavy to boot since they have to be built to higher structural standards, so the track has to be able to take that load.
It really is incredible how much giant mechanical stuff is involved. Every time right before I board X2, I find myself looking at the huge rack and pinion setup on those giant heavy steel train cars.
The ridiculously beefy tubular pylons all over the place that support the ride track attest to the sheer weight of the trains and convey a sense for the magnitude of weight and inertia they have to support.
It’s such an innovative and cool engineering marvel; it’s awesome. But the complicated and heavy mechanisms that make it so intriguing are also of course the coaster’s Achilles heel In terms of why it’s so ludicrously expensive and why it’s demanded the level of maintenance that it has over the years.
I last went on X2 in 2019 (or maybe early 2020?), and it had once again reached the point where the wear and tear in the seat rotation mechanism (not sure if it’s specifically in the train-side rack and pinion, or the track-side extra rail alignment, or something else) has caused the ride experience to become very jerky and uncomfortable at times.
It’s such a unique and incredible ride experience, on top of being an incredible piece of engineering. Which makes me sad, because we’re not likely to see any more of these in the future.
I think I can confidently say that the first time I experienced the vertical drop + seat spin combination on X2 (people who’ve experienced it know exactly what I’m talking about) was far and away the scariest, most intense, most freaking awesome ride experience ever. I still get giggles thinking about it now.
With all this I think that the multidimensional coaster should have a MASSIVE soft guest cap added limit because of how rare and expensive multidimensional coasters are. Plus the ticket price boost for only having 1 of its type in the park should be much bigger because it’s unique.
@@SuperDestroyerFox
I 100% agree with that.
Seems the game is true to real life, there's a reason there are only three of these in the entire world and that reason is because they are EXTREMELY expensive
There aren't many of the Arrow Dynamics or Intamin models, but the S&S 4D Free Spin design is pretty common.
The ride is fairly small and has no turns, which simplifies the design and lets them use the same supports for multiple layers of track. It can also use a completely vertical lift since the seats will rotate to keep the riders upright, saving even more space. I can't find price figures, but there are 8 S&S Free Spins in operation, like Joker at Six Flags.
@@ENCHANTMEN_ I'd say that that is just a completely different coaster type, just like the Arrow corkscrew coaster is different from the Schwartzkopf looping coaster.
@@MarcelVos Yeah, it's a different model by a different manufacturer.
X² by Arrow Dynamics looks more like the one from RCT and was crazy expensive.
@@ENCHANTMEN_ Ironically, the Free Spin doesn't even move in four dimensions. It goes up and down, forwards and backwards, and spins, but since it doesn't turn it's basically a 3D coaster, just with a different third dimension than most other coasters.
@@Codraroll I don't think they know what a dimension is
Can you do a video about the First Aid booth? When do guest go in, how much does it help. Is it cost efficient against hiring an extra handyman?
Excellent questions!
I second this
well, do the ATM too, how much money do the guests need to have, to take extra money, does it help you? or is it better to let them leave and get New guests? why is it available in scenario's without money?
Is like to know this, Marcy
@@zootycoon45 i can't find Cash Machine 1.
The real-life versions of this coaster are absolutely mental and some of the best roller coasters in the world. X2 at Six Flags Magic Mountain is nothing like you've ever experienced before.
It’s a shame that the sheer power of this coaster was too complex for the game back then. They did their best, but this coaster feels like it’s half of what it should be.
X2 and Tatsuuuuuuuuhhhhh. arguably my most iconic coasters. Won't be forgetting them in a while!
Eejanaika at Fuji-Q Highland is even more mind-bending! No other rollercoaster on earth has been so intense as to leave me utterly breathless afterwards!
You should do a breakdown on... well, Breakdowns. They have different effects depending on the kind of malfunction that occurs (safety cut outs will stop all trains on lift hills and at block sections, where as restraints malfunctions wont).
[Walks out of exit] "I'm not going on vomit slip-and-slide. It isn't safe."
Free additional ride. If you could charge for the slip-n-slide as well, this might just be cost efficient.
@@lagg1e If only there were a clothes stall where guests could buy new outfits to replace the vomit-covered ones.
I feel that the Multi-Dimension coaster had nice potential, but it fell way too hard into the RCT trap of having just enough available track pieces to recreate the design of the real-life coaster that inspired it, and nothing more. It's good for recreating X, and quite bad for everything else. If only they had added more versatile pieces, the Multi-Dimension coaster could have been a quite enjoyable coaster type.
RCT3's Hershey's Stormrunner takes this syndrome to an even more extreme degree, though. So many custom pieces to recreate that one real-life coaster, and too few traditional pieces to do anything else whatsoever. Made even more insulting by the fact that the Stormrunner was the only coaster type in the game to feature a gradual launch.
Funny enough, the only use I have for Stormrunner in RCT3 is to create a more streamlined and version of an Intamin accelerator coaster like Stealth at Thorpe Park, since the in-game StrataCoaster is extremely limited in terms of track flexibility, and the fact that the Stormrunner is the ONLY coaster with a launch track in the entire game.
Thanks for finally tackling what is ostensibly the most complicated ride in the game :)
Is 'ostensibly' always used as a split infinitive? It occurs to me it often is used such.
@@mandowarrior123 I've been trying to think of a counter example for a year, but I think I got something finally! If i were to say "He shut down the office, ostensibly out of concern for his staff's safety" that would count, wouldn't it? I feel like that might have some implied verbs in there that could mean it's technically still a split infinitive, but whatever lol.
That said, it appears that you can basically always rewrite a sentence with the word 'ostensibly' to include a split infinitive (or perhaps more correctly: one could/should always make sure they're NOT splitting the infinitive when using the word 'ostensibly'!)
Edit: perhaps more importantly, "splitting infinitives" was always pretentious nonsense in English. They were just trying to make English sound more Latin, ergo more fancy (see what I did there?). The issue is that infinitive verb forms in Latin ARE one word, but that's not how English works (or is supposed to work). In English, we put the modifier next to the thing it modifies. As I'm sure you know, these days only fossils still care about split infinitives... and I think that's probably a good thing :)
For anyone who doesn't know, the coaster in real life is called an 4D coaster, with the 4D being the already-determined or free-moving passenger seats. These are not really seen these days and is infamous for causing the famous amusement company Arrow Dynamics to go bankrupt.
I most likely missed some information but this is all I remember.
The seats on X (now X2) are not free moving, they do rotate on the same fixed rotation every ride caused by a secondary track. There are other types of rides that have become popular with seats that rotate freely but this one doesn’t. It’s always been something that’s bothered me with RCT animations for this specific coaster
IMPORTANT: the requirement for inversion is NOT always accepted by just twisting the track, if you make a full inversion by adding two inverting track pieces in a row, it counts as an inversion. But, when you twist the track by a half inversion piece and not immediately twist it back, you must twist it somewhere in your coaster back by the same type of inversion track piece! The only exception is when you make an Inverted Tophat (see: 5:51).
For example: an quarter loop down, followed by a bit of middle track, followed by a twist does not count as an inversion!
Oh my god. THANK YOU! (sorry for the two year old ping)
I was going insane trying to figure out why my ride had a rating of ~1.65 excitement. I had everything laid out perfectly. No excessive G-forces, two inversions, 3s of airtime, ~7 intensity and nausea, seats twisting to be upright for the entire track, scenery, water, everything. I was tipped off when this video's ride panel showed a list for number of inversions but mine didn't, but I thought it was a bug with OpenRTC2 or some plugin. NOPE.
I added in a twirl at the end, (which thankfully had a straight section) and that fixed it. 6.54e now.
For reference, I had a quarter-loop down which twisted back up, that clearly didn't work. But I had another quarter-loop down inversion which then went back up to do another quarter-loop down inversion a bit later, that doesn't count either apparently. Don't know if it was the turns in-between, or if it just doesn't like repeating the same quarter down.
The lay-down coaster can also go upside-down for extended amounts of time, which can be handy due to its low inversion limit before intensity hikes up.
Edit: The quarter loop also works the same way, IIRC.
As can the Flying coaster. It's indeed not entirely unique to the Multidim, but I'd still call it a unique and noteworthy feature.
@@MarcelVos And you can bet I milk it for all it's worth. ;-) Also, the flying coaster design in Classic has some missing track pieces, but still works - could you explain that if you ever overview it?
@@SupersuMC I don't think that's anything too special. Probably just a rendering error. OpenRCT2 used to have it for the flying coaster as well.
Undoubtedly, the most anticipated entry in Marcel's 'Ride Overview' series.
Something about the overloaded sprites really just tickles my fancy and I love this coaster quite a bit.
Multi-Dimension Coaster is one of the best invention on Earth, also rollercoaster are still the second "thing" on earth that require a severe science engineering, people that makes coaster are the best. The first place is for space like Nasa or Space X. Planes are less complex because they are an objet, the rollercoaster also has a structure, the cadency is also faster and many aspects of the ride can be hard to do, for exemple this is very difficulty to bend a giant piece of metal, and they must do it with precision, only a few factory can do that and there are amazing, each section of a coaster takes days to craft, they have chambers for resistance tests, accoustic captors to know if the metal is clean enough. If aliens would evaluate the level of human kind they would probably look at our rollercoasters first because the amount of knowledge to build them are even more impressive than the coaster itself.
@@johngriswold4303 Ty dude but the data was lost forever :/ the save system was broken far ago :/ that's why open rct2 fixed it :) I made the video because I knew I was losing the save at some point (couldn't copy it anywhere)
It would be cool if the openRCT2 devs could change the code so seat inversion made a difference. Like if the guest spends more time upside down, the nausea and intensity will go up. But if the guest is rightside up, those stats will be lower.
I love these bad coaster type videos. There should definitely be a challenge park where only bad coasters are allowed
While it's bad in-game, it's one of the best in real life.
@@joshuafischer684 yeah, the real thing just bankrupted the half-century years old company who invented it. The catchphrase should have been "too intense for our finances" :D
i mean technically 2D is multidimensional
I tend to just use the Multi-D in park for high intensity. I like it better than some of the others because it tends to get high stats all around. The Swinging invert only gets amplified nausea, and terrible excitement. It is expensive, but by the time I usually unlock it, I have plenty of money. It's the only coaster I can get all of the stats over 9 routinely
Thank you for all your hard work at studying and analyzing these coasters, Marcel. Hopefully I'll remember this video next time I think "I bet I can make an MD Coaster work well this time".
I love this ride type because it's fun to build a well-themed one with thoughtful rotation settings.
I'd love to see OpenRCT2 make all coasters as viable as each other and add in some missing track pieces (like the sloped turns) to rides. Maybe we'd finally see some love for the heartline
Unfortunately, for most such track elements to be added and not look really bad/jarring/etc, the OpenRCT2 devs would basically need Simon Foster’s original 3D models of the coaster train cars and possibly the 3D models of the coaster track pieces as well. Because they’d need to create convincing new sprite graphics for not just the new track pieces themselves, but also for the dozens to hundreds of new train car orientations associated with each little bit of each new track piece. (Think of the sloped banked turn and how many different train car sprites are involved as a given car traverses the turn; then multiply that by 4 for the different directions / camera angles.)
And I don’t suspect OpenRCT2 will ever have access to the original 3D models, since they were just the developmental basis for the actual rendered pixelated sprites that are ultimately in the game; the original 3D models themselves weren’t shipped with the game in any fashion. (I’m sure Simon Foster still has them; but I doubt he has any compelling reason to make them available. And in fact there could conceivably even be contractual obligations-between him and Chris Sawyer, or possibly with the various publishers of the RCT games-that actively prevent him from doing that even if he wanted to, for all I know.)
I suspect that this is why the new track elements added into OpenRCT2 have pretty much just been either (a) things that were added in RCT Classic (meaning there are genuine Simon Foster-created sprites for those track pieces available in the RCTC files); or (b) things that are relatively easy to hack together without an extreme amount of work (like booster pieces, which don’t need any new train car sprites since they’re just straight track; and they only need 4 new track sprites, which themselves can be created as modifications of existing plain straight track piece sprites without an inordinate amount of effort).
@@jgottula yeah I presumed the more elements would be a stretch, I can't begin to imagine the amount of sprites the game already has to deal with already haha.
@@jgottulaPosting in 2023 to say this aged like fine milk. Xtreme-256 has been going kind of bonkers recreating the look of the original models for new track pieces, and they fit rather well actually.
@@NebulonRanger Hey, that’s really neat to hear! I’m glad to be proven wrong on something like that. 🙂
Do you have links, or search terms I should use, so I can take a look at some of these creations? I’m really interested to see!
@@jgottula Deurklink has videos showcasing new pieces for the Twister and Giga! Diagonal brakes have also been added to every coaster type that has access to brakes and diagonal track (sorry, wild mouse aficionados!); here's a link ruclips.net/video/g9osKAyS0B4/видео.html
I like this coaster- it’s fun to build and it also makes great shooter style dark rides (like the buzz lightyear one at Disney) where the seats move.
4:45 "Sloped turns are something that almost every coaster design uses"
When RCT2 was made, there was only one multi-dimension coaster in real life: X2. X2 does not have sloped turns.
It wasn't even X2 at the time, but the ill-fated X that bankrupted its own inventors....
Thanks for this, I’ve always wanted to know about this coaster type, as it’s the only one I could never really figure out naturally.
for me this coaster was always about building a coaster that i'd love to ride irl rather than it's cost efficiency or anything. i always design these all on my own and then observe the chosen few madmen who dared to enter the queue line
My problem with this coaster type is that the excitement rating is just too low to justify its many shortcomings, if the rating was naturally higher like that of the hyper-twister then it would be a perfect standout coaster for an already successful park
I don't think I've ever built one of these, simply because there are no pre-built options to use, to learn how it works.
Nice to have a full video about it, and know that the rotation actually does nothing aside from aesthetics.
Am really hoping that the wonderful people at OpenRCT will add some new track pieces to this coaster. There is so much more this coaster could do if only the track sections were available.
With the new save format they really should be able to. I also want to see larger/modern inversions for B&Ms.
ever since i first saw this series, I was always curious about the coaster type. Gald to see it's in the series!
I managed to recreate Tatsu from Six Flags Magic Mountain and Galactica from Alton Towers with this type with decent success. Seems to work just decent enough as a flying coaster substitute if you position the riders at a -45 degree angle when flipping them upside down. This was in RCT2 vanilla too.
It makes no sense that this coaster suffers such poor ratings when IRL, it's one of the BEST coaster types ever made: I recently rode 'Eejanaika' at Fuji-Q Highland and it was so mind-blowing that it left me speechless at the end! I've been to theme parks all over the world in the US, Europe, China & Asia-Pacific, and *NO* other coaster has even come *close* to matching it's uniqueness and mind-bendint intensity!
I’ve been playing this game since it’s release and I have literally only ever attempted to make one of these once, it failed and that was enough for me!
Perfect timing, Marcel! I was just booting up RCT Classic! :D
This is the one Roller Coaster that I tend to only make when I am playing as unlimited money or I have no other choice or when I have enough money later on in a scenario when it's ended ages ago.
I tend to build this coaster some time into the scenario, because making money in this game is so easy, I often end up with way more than I need. This is true for both ride-based pricing, and park-based pricing.
In 2004, my uncle rode X2 until he got a concussion. this is a terminal memory for me because I had just gotten RCT2 out of a cereal box and my entire knowledge of rollercoasters was based on that.
I feel like the most interesting part about this coaster type is the ability for the quarter loops to turn you around withing a 1 tile wide space. That being said, it's not the only coaster that can do this. and not necessarily even the best at it.
8:52 "Swallowed the blow".. I love engrish, heh.. I'm not judging, I just think it's neat how he sort've accidentally combined two different phrases.
"Swallowed the pill" (Tough pill to swallow)
"Took the blow" (A hard blow to take)
Love your videos, man.
I had a feeling something was wrong with that but then I decided that it didn't matter as people would understand it anyway.
congrats on hitting 77.7K subs on here. keep up the great work
The only time I used this coaster was in the Extreme Heights scenario. It is a No Money park, plus the guests love intensity. This coaster did okay there, but I can't imagine trying to build it anywhere else.
Thank you for yet another instructive and fun tutorial, Marcel! Have you ever considered a fun episodic series through the campaign missions of the series? I'd love to see how you tackle them!
Wanted to build this in my garden area and name it Dragonfly because I like the look of it, but I have never built one before so naturally I checked if you had any ride overviews about this one :) Thanks for that!
When I went to 6 flags magic mountain, the first ever coaster we rode was X2.... It was mind blowing getting tombstoned into the ground!
i wonder if OpenRCT2 can include new code to modify the excitement and nausea rating if this coaster has the seat inversions planned properly
As I understand it, that’s 100% a possible thing for them to do. And not even necessarily that hard of a thing to do, either.
As to whether they’ll do it, it probably depends on a couple things:
- whether or not they want to diverge from vanilla RCT2 and RCT Classic in this respect
- whether there’s a person willing to put in the time and effort to make the new logic for deciding what the effect on the ratings should be for the seat rotations at each track piece (sounds like potentially a lot of work, and might not be something that any of the current devs are super interested in doing themselves)
Oh, and if you just meant modifying the code to count complete seat rotations as inversions (either as official inversions toward the overall coaster stats; or just counting them for the purpose of determining rating penalties), that would be a whole lot easier compared to fully taking into account the seat rotations more broadly to affect all the stats on a more general basis.
Nice overview. I love this series
Marcel, someday RCT is going to be the best game to play anywhere on Earth and the new people who are coming onboard everyday will turn to your site for tips and help. "Hello Everyone" is your catchphrase now.
I didn't even know this coaster existed in vanilla, I was waiting for you to say this coaster is only available in OpenRCT2 until I realized I had just never used it
it exist in Six Flags Magic Mountains (X)
Sucks for scenario play, tedious to adjust rotations on every track piece for "realistic" play, but maybe for this reason, I'm most proud of my 4d coaster creations when I make a good layout with rotations set properly.
And here I thought that only I am playing RCT2 in 2021. Thanks for great channel.
You know I will say I do wish that this game, and other similar types of games, had a bit of randomization in terms of what guess want. And what I mean is I think it would be cool if anytime you play the game, say you start a new campaign or you start a new park, that you don't just have to follow the same exact guidelines for each coaster type once you figure them out. A little bit of randomization here and there could add to a lot of fun and make coasters less similar and less boring
If I understood you correctly, you're basically suggesting an element of randomness in the stat requirements of rides. Depending on how it's implemented, I might suggest adding a more transparent way to know those stat requirements, otherwise designing coasters would be too much of a guessing game imo
@@TheMightyDozen well maybe just some slight randomization. Nothing extreme but enough to make things feel fresh. :)
"unique but useless feature that is annoying to build"
i literally love this coaster type just cause its a really cool concept and fun to build imo :(
2:16 I like how he says "Hyper Twister Coaster"
I've literally never ever built this coaster type in the two decades I've been playing. I always felt like the seat rotation thing made it a lot more complicated to build. Now learning the fact that it does literally nothing anyway makes it even less appealing lol.
Has Marcel ever done a scenario that only let you use all of his least favorite rides?
I think the reason it's lacking banked turns of any variety, is because in the real world most multi dimensional coaster designs are built on like, a stacked perspective. The ability to flip and go back on itself allows you to make a full coaster that's more exciting then the heartline twist, with a far smaller footprint. I think they're called Jackspin coasters, or that's their real life counterpart, at least.
I’d love it if the Ride Stat contributions for this ride were like 40-50-40, given that anyone who goes on it is seeking to twist their body in unnatural ways. It should also give a soft guest cap of like 200 since it’s so unique.
Ooooh new vid!
I don't like building Multi-Dimension coasters but they're one of the best looking coasters in the game
Fun challenge: Use this coaster type, but you’re not allowed to use any turns. Since it has the ability to invert via a quarter loop, it is possible, albeit tricky sometimes.
Favourite roller coaster in the game this one
this coaster is fun to try to build underground on that super hard custom scenario on the triangle with a ! in the middle of it. since you can't build underground stations or lift hills through vertical ground you have to make it come up to level for the end of the ride.
Next video: RCT2 - How to prove the Many-Worlds Interpretation and resolve paradoxes of Quantum Theory using the Multi-Dimension Coaster
You missed the "High up station, quarter loop down, level off, bunny hill, connect back to station" type design! Works Similarly with the Flying coaster!
love the micro coaster design!
finally! I waited for so long! Thank you so much!
My favorite coaster, even though it is rather bad
This roller coaster type is in desperate need of several buffs in Open RCT2.
FINALLY! THANK YOU!
now I would be interested in a video, where you explain where you get all the stat requirements, as as far as i remember, it is not shown in game, so it might be somewhere in the data files...and how do you extract them...
( i know it has been already experimented with/extracted by other people, but i dont think theres a video made out of it)
Solid thumbnail!!
I came back to this because I’ve been fighting this one design for about 30 minutes first to get the negative Gs down and in doing so I ended up with 1.36 excitement. The problem was that I didn’t have an inversion that counted despite multiple quarter loops and in-line twists. I still don’t understand it, but now I have a decent track configuration.
Interesting designs, I literally never built this coaster type.
Here's an interesting idea for ride overviews. Check out the RMC coasters in OpenRCT (hybrid and single rail coasters).
It's not about making money, it's about looking cool
Does nausea also affect how fast guests will re-ride coasters/thrill rides? I can't put my finger on it, but I feel I don't see nauseous guests queueing, and that may be another drawback to high nausea level rides (maybe a subject for an entirely new video?). Do nauseous guests purchase food/drink/souvenirs?
When will videos featuring the expanded limits mod come out?
For some reason this type was known to my kid self as a money maker. Presumably because it was the only one where I actually tried to charge a lot. Funny enough I imagined it was because all the spinning would chuck out people’s wallets while they’re on the ride. 😂
Aah, fun times.
These are really interesting. Would be great to see on on the mine train rollercoaster
Now I want to see you play a custom scenario where the only rides available are this, heartline, mini suspended, etc.
It's fitting that the MDC would be so stupidly expensive.
This was the coaster type that Arrow Dynamics bankrupted themselves developing and building.
I’m curious: has OpenRCT2 done anything to improve the functionality of this ride. I think it would be neat if they could make the orientation matter.
Hi Marcel! How about Guests puking as a video topic?
For high Nausea rating rides, I like to make a longer ride exit path, place a ton of benches along it, and then place a No Entry sign at the end of the path (so other guests do not get lost in the ride exit). This long "track" of park benches is the perfect canvas for my sick-stricken guests to either puke it out or take a nap while they ride out the storm under the care of the handymen and an entertainer :)
But I wonder if I couldn't fit a First Aid stall into this design, or if there is trouble with other guests trying to pathfind to a First Aid stall that is behind a No Entry sign? Do guests ever even pathfind to First Aid stations...? Do guests use First Aid stations more when these stations are on the opposite end of a path junction, or do they use the station at the same rate as when it is only placed on the side of their path?
So many potential questions!
Perfectly described. I would like to know this as well
"It's stupidly expensive".
Arrow Dynamics - We know...
Unrelated kind of, but I rode X2 yesterday. I miss that yellow and magenta color scheme from X and can now only see it in full in RCT🤣
Questions:
-What do I price shops?
-Do signs do anything at all? (Besides no entry)
1:25 - Alright OpenRCT2 devs get on it. Reverse this to make the coaster unique again!
Man it looks like your lateral g’s are intense in most of these coasters
I’ve only ever built this type of coaster in the Alcatraz scenario as you don’t have a budget in that one and the goal is to have very intense coasters.
9:00 - "Vomit Slip & Slide" well now I want to build a multi-dimensional coaster that, at it's exit it has a Spiral Slide outside it and rename it "Vomit Slip & Slide" XD
It's the most expensive at over 17k.
Every amusement park in the world: I'll take 20
"vomit slip 'n slides" that for inventing something that I hate immediately.
6:06 RCT2 guests are thoosies confirmed
I only built 1 Multi-Dimension coaster it has an awkward shape but okay stats for a basic medium/large design
E:7.00 (Path bonus besides the station/lift-hill and maybe some under the first turn)
I:8.19 (Highest of the 3 stats)
N:7.68
Cost 28,284 Euros (Which is about the same price as X)
Someone needs to make a cartoon with someone sitting at a desk and keyboard and instead of a monitor, it’s a keyhole. Caption say “hmm this game is pretty good” and on the other side of the keyhole is all sorts of big machinery and computers. And the other side has to be huge while the side with the guy sitting at the keyboard is empty aside from the desk.
the price is realistic, it ruined Arrow Dynamics afterall.
i think they just included this to be able to build "X" from that one six flags park and then they didnt bother to make it good
8:13 LOL, 4 of the guests the guests that came off a single train puked instantly with about twice or thrice as many barely holding it back. On that note - I'm wondering how effective are benches in dropping guests' nausea? I'm fairly new to the game and since I learned this I started making small areas with a few corridors and lots of benches near big rides' exits.
Hey, building a vomit factory aint cheap!
Finally!!!