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The Most Useless Coaster Type in RCT2
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- Опубликовано: 28 июл 2021
- In this video we talk about a coaster type that isn't necessarily bad, but rather just incredibly disappointing and quite useless.
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Don't take this video too seriously. The hypercoaster is truly my least favourite coaster type, but I am not advocating it to be removed from the game or anything.
Also the hypercoaster is so bad that it's almost never used so I had to convert quite a few other coaster types to hypercoasters to get enough footage for this video.
I take everything I have ever heard on the internet serious forever
One thing that I think would be neat in a spiritual successor to RCT would be if you had to manage contracts with manufacturers, like you see parks and chains doing in real life. It might help overall weaker stat coaster types be more viable if you got some significant benefits like a less expensive contract, or the ability for them to pump out a lot of coasters in a shorter amount of time.
less appreciated than the HEARTLINE TWISTER?
@@stargate525 Or the Mini Suspended Coaster. (Seriously, it's a much better ride type in RCT1 & 3 just for simply allowing more than 1 car per train.)
@@BAKU2K2 Honestly? Yeah. As pointed out, those coasters *at least* have their niches. Not great ones, but if you want a small, pretty ride, they can fit the bill nicely.
Meanwhile, the Hypercoaster's not only all but obselete compared to the Hyper Twister and Giga, but pretty much *any* Coaster capable of medium to large designs. Like, just build a steel or spiral coaster, all they lose is a bit of airtime while gaining faster lift hills, banked curved drops, and even loops and boosters in the former! Woodies can be too intense, but still have banked curved drops and a faster lift hill!
More importantly though, these rides will still give you similar stat values for a *much* smaller coaster. So unless you want fun with airtime on a launched coaster, All it's really good for is the aesthetics... And it's not even a traditionally good looking ride either.
This is the most roundabout way of saying "B&M put Arrow out of business by doing everything they could do, but better, cheaper and more efficiently" imaginable.
B&M is most of those things but they certainly aren't cheaper.
@@DanielBlaney I was gonna say lol b&m and cheaper don't fit in the same sentence
B&M coasters are far from cheap but you get a big return on your investment in terms of throughput and reliability.
Well acktually, Arrow Dynamics overdebted themselves with the construction of X, a 4th dimension coaster.
I could listen to this man say "throughput" for hours.
Same for when he says “path” in other videos
I find it intensely hilarious that he carefully says "talk smack" in his accent. It just fits so badly XD
Funny how Inread this comment in the moment he said it.
"Throoghpoott"
Make a short where he says it on loop
It’s worth mentioning why this type exists in RCT2. In RCT1, the Hypercoaster Trains were a vehicle type for the Corkscrew Coaster. You could only enable this type if the track had no inversions. In RCT2, many rides types like this were split into multiple ride types, such as the Canoes and Rowing Boats (re-combined in OpenRCT2), or the Twister and Hyper Twister. The banked sloped turns didn’t exist in RCT1, and it wasn’t added to the Corkscrew or Hyper Coaster in RCT2 for some reason. Maybe to give you incentive to keep researching to unlock the Hyper Twister.
I also thought that. It is a worse version and will make the game Harder.
It wouldve been cool to have the Arrow mine trains as a corkscrew variant in the same way (RCT has the Vekoma mine train but not the Arrow ones)
Honestly, this is one of my favorite coasters to build in scenarios - for the simple reason that I just like how it looks :)
Oh hi Silvar! I'm subbed
Rotterdam Party Hardy
It's one of my favorites in real life, I absolutely love Magnum XL 200 it's better than any B&M hyper and rivals some Intamin's. Those tiny bunny hops on the way back are amazing
@@AdamSmith-gs2dv Magnum is great. But I do prefer Nitro by a smidge. If I were to rank all the hyper coasters I’ve been on, it’d go
1. Steel Vengeance
2. Skyrush
3. Nitro
4. Magnum
5. Candymonium
6. Ride of Steel
That’s honestly really impressive considering it’s age.
yo when you dropping a new episode of Silver City?
"I'm not mad, just incredibly disappointed."
That's even worse!
I agree
Would rather someone be mad than disappointed
worst thing my mother could say to me
My father always said that to me
Love that he used that meem 😂😂
“after this it goes downhill for the hyper coaster”
I see what you did there
I also liked the touch of a train actually going down the hill as he said it
It's called a "stealth pun".
ngl one of the best subtle jokes out of any video of Marcel's I've watched
The hypercoaster has a special place in my heart. Loading up Loopy Landscapes for the first time- being absolutely blown away by Blackpool pleasure Beach- and there it was... the hypercoaster! What a thing to see.
I forget, wasn't the hypercoaster originally just a train type for the corkscrew coaster? Imagine if you could have that support limit on the corkscrew coaster! Wow!
yeah, he actually used the rct1 cokscrew height for the hypercoaster in the video. In rct2 and rct classic. it is only 66 meters and not 81 meters. Open RCT2 changed the height support for the hyper coaster as it was the only cases of when they got higher than 66 meters, there wasn't any cokscrews that had over 40,5 meters height.
Yes I was the same way. Loading that “real world” park and seeing the towering immensity of the hyper coaster was astonishing and impressive.
Finally, someone said it!
It's just a hyper twister with 2 less excitement *at least* (Don't forget that Marcel had to deliberately design a hyper twister without vertical drops and banked curved drops), a slower lift hill, and no curved drops. The only good thing it has is the powered launch mode, aka making it *not* a hyper coaster.
The Hypercoaster is a very old coaster (the first Hypercoaster ever) and therefore those limitations are real and with it being implemented as an equal coaster type, of course it looses and is only for looks.
Which I guess means its theoretical use is for scenario play, if the Hyper Twister and Giga Coaster aren't unlocked until later (or at all).
@@MrCheeze I would say, it depends on the other coasters, that are unlockable, but generally this direction should be valid
Yeah, I like to put it in my scenarios as an early game hyper, with the more advanced rides being relegated for later research.
But Magnum has banked slopped turns...
@@AdamSmith-gs2dv yes, but they needed a fix, so stronger/more supports and a bit of a different design to be viable.
At that time it was build by hand, with no computer aid (therefore the bunny hills)
8:29 Man that's rough, I'm glad the Hyper Coaster doesn't have feelings.
I like how you referenced the coaster types to their real world counterparts, it makes a lot more sense when you see that!!
Except IRL the Morgan and Arrow hypers are actually pretty good, Steel Force at Dorney Park is smooth and fun while Magnum XL 200 at CP is an absolutely amazing coaster
@@AdamSmith-gs2dv Yeah but they're worse then B&Ms Hyper and Giga coasters, like undeniably so, unless you're just really into rough transitions.
I rarely play this game anymore (every once in a while I play some openrct2 to satisfy some nostalgia!), but your videos are such a treat for me when they come up. When I played this game years ago as a kid, I didn't realize how many things were going on behind the scenes! It's just so enjoyable to learn about the more complex mechanics now.
Keep it up!
Same
When I was child I used it because of the word "hyper".
Hyper = good.
It was the same for me but in twister coaster vs. hypertwister coaster case :p
To be fair to the Hyper Coaster its based on an older coaster design
Yes, the Arrow Dynamics Hyper coaster, like The Big One at Blackpool Pleasure Beach
its based on the west coaster trains at pacific park
All the mini-suspended smack talk hurts my 12 year old self. I used to love building this ride all the time as a kid.
I still always include one in my park, when I can, now simply for nostalgia reasons.
There must have been a B&M fan on the development team!
Chris Sawyer knew what he was doing. He added the Vekoma SLC-type coaster in Added Attractions/Corkscrew Follies and gave it significantly worse stats than the already existing B&M/Giovanola-inspired invert from the base game.
@@CheesecakeMilitia I would love to see more talk about the real-life inspirations of the RCT coaster types. Learned a bit from GPtoEnthusiast (I think now Coaster College)
@@nthgth Here's a video that tries to find the real-life inspiration for every coaster: ruclips.net/video/UJrsAFySPac/видео.html It goes kinda quick, and as a non-roller coaster fan, some of it went over my head, but I think you'd find it interesting. I'd love to see someone do a deeper dive into what some of these rides are LIKE and how that informs RCT, though.
Also, the other thing I repeatedly hear is that the Heartline has such terrible stats because Chris Sawyer only ever rode bad ones and never got to go ride the good ones, which are in Japan, so he gave it bad stats.
@@CheesecakeMilitia Mostly, don't agree with the hypercoaster stats Magnum XL 200 is an awesome coaster I actually like it better than many B&M hypers because it's unique and the airtime on the returning bunny hops is insane, some of the best ejector airtime on a coaster
@@AdamSmith-gs2dv Its the original hyper and it holds up well cuz Cedar Point keeps it maintained well despite the arrow jankyness. The only other Arrow Hyper (Despardo) that I know of is pretty much inferior.
I’d love to see you and/or Deurklink do a park using only the “worst” rides and coasters!! What’s the *best* park you can make with ONLY the *worst* rides?! 🤩
That's an awesome idea. Nothing but mini-suspended, suspended and heartline coasters? Yuk.
@@MoultrieGeek With a garden area containing lots of Steeplechase coasters to boot
I'm imagining a fun challenge scenario where you have to work to unlock coasters, but only the worse versions of each coaster type is available.
''complete the 5 coasters with 9 or higher excitement''
HEARTLINE IS ONE OF THEM.
(is it even mathematically possible?)
@@DarkWarchieff Scenery bonus time!!
@@juneguts that has a cap, so does water, steep edges, parths, synchron, etc.
@@DarkWarchieff It also gets less of a bonus from scenery/ride interactions/etc. compared to other coaster types.
2:59 You made a great point in the slow chain lift speed on the hyper coaster model. I even noticed it when I rode Mamba at Worlds of Fun in Kansas City, Missouri, back in July. It’s the same type of model as the hyper coaster in the game, and it too has a slow lift hill.
Mamba was built by Morgan rather than Arrow, but you raise a good point.
Correct me if I’m wrong, but I feel like you tend to unlock the Hyper Coaster before the Hyper-Twister or Giga Coasters in scenario play. It’s definitely worse than the other two, but I always saw it as a useful stepping stone that helps take your parks from the decent Looping and Wooden Coasters to the elite Hyper-Twister and Giga Coasters.
Inevitably you're halfway through building and get something better. Delete!
every scenario has a set order of unlockery so if someone wanted to they could make it so that you unlock the hyper twister at the start and the hyper coaster last sooooo not reallytoo much of a concern
All jokes and disappointment aside, you can still build the hyper coaster and profit off of it more than enough to be successful and complete the scenario.
@@AmyLovesYou
You can do that with almost any coaster type, even the bad ones. A small dueling or racing steeplechase can make bank.
I will stand up to defend the Hyper-Twister a bit more than Marcel-
Firstly, it has really short trains (well, the good ones...), small enough to be useful when space is an issue as opposed to just "too short for super steep chain lifts"
Secondly, It has vertical drops. This add a decent chunk of airtime on larger rides, while also making going underground much more straighforward, *especially* if landscaping's not allowed, and allowing more ways of being compact, given vertical turns have no lateral g's, and vertical hills take less horizonal space.
Finally, while easy to work around for the Giga, it has higher base stats. So more money.
Both Gigas and Hyper Twisters are good, and even if the Giga may be a bit better on average, it's much closer than implied here.
I prefer the Hyper-Twister over the Giga for all those reasons plus the fact that the Hyper-Twister has lower stat requirements. I've designed a spammable Hyper-Twister with over 5 excitement that stands under tree height-something the Giga could never do.
In RCT3 the hyper coaster has a wacky inversion called the figure eight loop and has access to banked curved drops
And it's ridiculously cheap for some reason (if I recall correctly it's the same price as the junior coaster). Honestly RCT3 hyper is kinda busted
@@DoritoTime
Hyper in rct1: Well, I'm the only super big coaster, yes?
Hyper in rct2: Why two other rides beat me on the same idea!
Hyper in rct3: Look, i'm soooo cheap, have banked sloped turns and a wacky inversion!
RCT1 and 2 Hypers: Please shut the frick up!
RCT3 hyper: Y'all just jalous of my cheapness and my funny loop!
2:07 "After this, it goes downhill for the Hypercoaster..."
LMAO
I absolutely love that Marcel decided to start citing the IRL manufacturers the coaster types are inspired on in this video. It's simply a fact that coaster types inspired by Arrow and Vekoma models tend to be rather bad in this kind of game.
I love it that you are so passionated and that you know so much about this old game. I also really like it that there’s a big audience that’s enjoying these videos. This shows it’s a very iconic game ❤️
You at least gotta admit that Blue Hurricane is one of the coolest pre-built coaster designs in the entire game though
It's one of my favorites. I think it just looks cool. The stats are not on the same level as the Hyper Twister and the Gigacoaster, but they're still good compared to the majority of coasters. The Gigacoaster looks ugly to my eyes. Maybe it's the mediocrity of the Hypercoaster that gives me a deep emotional connection and the Gigacoaster invokes my jealousy.
Demoralization? Yuri?
Maybe just Jealous of Intamin.
It holds 42 people per train (which is actually a big deal if you can figure out block brakes) and the lack of banked swoop turns isn't as big a deal as you made it out to be. Yes, it's more difficult to min-max, but it's a solid people eater and also looks nice in a Cedar Fair park.
From the look of it, the hyper coaster emulated EvERYTHING from Magnum XL-2000.
That's because it was based off the Arrow Hyper Coaster
It's actually based more off the Big One at Black Pool Pleasure Beach
I have a soft spot for this one, because it's based on the Magnum XL200, the first actual Hypercoaster. The slow chain lift is sadly accurate to real life.
Its train design is even more closely based on that of The Big One, while its supports look like those of The Big One's second half and of Morgan hypercoasters.
This video hurts... Magnum XL200 is one of my favorite coasters so I have always liked this coaster type despite its shortcomings.
Honestly, the Arrow/Morgan-type hypercoaster being outclassed by the B&M hypercoaster in almost every capacity does track with real life.
They may not be great in RCT, but in real life, Arrow Hypers are incredible.
Apparently heartline twist coasters are fun irl also
@@rinoz47 can confirm, both of you
Unless you're a tall guy like me in which case they can cramp realllll bad depending on your seat. Just an issue with Arrow coasters in general there though.
I feel like the Hypercoaster was added to make sure they could put Pepsi Max Big One into the game and balancing was an afterthought. It would be cool if it had a lightly higher excitement value so it could be like a budget giga coaster.
Indeed. If its excitement was on par with the Hyper-Twister, it'd be worth building as a cheaper alternative to its B&M/Giovanola and Intamin counterparts.
@@reillywalker195 But then that would invalidate the Hyper-Twister Coaster instead lol. Honestly, the hyper's worse stats are accurate to real life coaster design as they're older designs than the twister variants, but I do wish they were cheaper - or at least, had banked turns to offset the lateral Gs a bit....
I haven't played any RCT in years, but I still watch all these videos for some reason. Must be because Marcel is so good =)
Try it again someday, it aged super well and is even more fun as an adult imo
I honestly haven't been able to play RCT2 since 2008 and I miss it, it was so fun to play and experiment with stupid coaster ideas. I have it on steam, I just need a computer to play it on.
Hold the phone. 7:45
Did I hear Marcel say something positive about the Heartline Twister?
well, it's good on his gimmicks, like being such a nice towered coaster type and not a spagetti coaster
Well, Arrow & Vekoma designs are a bit older them B&M's, so they should be a bit worse. Still like Arrow designs tho; the track style is classic looking.
I feel like the "older" designs should have been given a more distinct price advantage, to hammer home the fact that the designs were older and (generally) much cheaper in real life. I mean the three Cedar Fair Morgan hypers ran half the cost of Nitro with even more track.
@@thomasxl200 You're probably right.
I still love to build this coaster often mainly because LIKE the hyper twister, it’s intensity never gets too high even when you have a slightly higher than 2.80 lateral g turn or the length is large. It’s throughout/capacity is AMAZING! It does the extremely steep chairlift like the suspenders and corkscrew coaster, it does have the gentle slope piece making for avoiding extreme vertical g’s as demonstrated with Vertigulator from Vertigo Views
I have a challenge request: make a coaster with as high nausea as possible without getting the intensity penalty. Any game version is fine.
Well I know that would likely be a suspended coaster with lots of turns.
Likely. I'd still be interested how high he'd be able to get it. Marcel seems to be a pro at pushing this kind of thing to absurd levels.
I'll give the Hypercoaster this, I do like the look of the trains. Kind of a nice in between of the blocky and angular look of the Looping and Corkscrew coaster.
But hyper coaster sounds very cool, so I will fill my park with them and call my park the hyper park anyway.
I am hyped already
Your 1 word per second at 1:34 made me laugh, great informative video once more! You have my upvote :)
It was a better in RCT1, I remember when I discovered the trains I thought they were the coolest thing ever
The developers knew what they were doing. An arrow hyper has the flaws you see in the game. A B&M hyper is better. The differences between these two coaster models are directly comparable to real life.
Tbh I really like the hyper. I like to add realish coasters to my park and the hyper is the piece de resistance for most parks that can’t afford a giga
Basically the quality of the coaster is directly related to the sound the chain lift makes.
Not 100% true
Giga coaster is just insanely good
Looping Coaster on the other hand, have more decent or mediocre stats and stuff
Both have same chain lift sounds
@@claudetheclaudeqc6600You’re absolutely correct. However, I’m going to reverse-uno that example because the Giga Coaster has the cable lift, which is superior to all.
I know you just made the best coasters list but I would love a tier list for all coaster types.
I'm taking this personally
What are your thoughts on the multi-dimensional coaster, did you ever do a ride overview? I've always wondered whether changing the rotation of the chairs matters at all for the stats.
Might be cool for a transport coaster due to big train size.
The thing is as well, is that even the Heartline has more of a niche, because of it's narrowness (I mean I'd rather use the vertical coaster, but sometimes the Heartline will have to do) and the Suspended Swinging coaster is quite a lot cheaper if I recall. :p
Impulse coaster too, but yes. You can build a heartline underground though can't you? I haven't yet, but the theming matches...
Personally I find the design quite fun (I always enjoyed the Vertigo Views scenario as a kid) and seem to recall it being the rollercoaster type for the Pepsi Max Big One on the Blackpool Pleasure Beach scenario. I'm a sucker for any coaster that just goes up and down a lot around the perimeter of the park.
To me the hyper coaster is just a corkscrew coaster (same Arrow/Vekoma track) where you can't build inversions, but in return you get higher-capacity trains. (Which is not worth it to me).
The height thing never occurred to me since I go straight for the twister or hyper twister for height, to hear that awesome B&M sound.
Also, I'd love more talk about the real-world inspirations of the coaster types, but I realize that probably goes beyond the intended scope of these videos.
The Hypercoaster also gives you bonus excitement for airtime, while the Corkscrew Coaster doesn't.
@@reillywalker195 great point, I'd never thought about 'airtime' bonuses before even after all these Marcel videos. One of my blind spots.
"im not mad" 10 minute rant on the worst, most disappointing and superflurous machine in the game
As much as this coaster type may be useless in the game, it's a throwback to what Arrow was able to do with the technology at a time where they were leading the Roller Coaster industry in innovation and world records, and I'm glad Chris Sawyer stayed loyal to it's true limits and flaws. Don't get me wrong, B&M's are great GP pleasers, but for my taste their coasters the last 20 years are a little too over-engineered and vanilla, and I find myself getting off them underwhelmed. I do miss the early days of the "snappy" B&M's that pushed the limits of intensity. It's that type of intensity Arrow coasters still provide to this day because it really feels like with how you're restrained, you really probably shouldn't be going that high or that fast considering what you're sitting in LOL and it really adds to the thrill IMO.
Don't even play RCT, but I'm loving these videos, keep it up :3
I recently built a big hypercoaster for a botany breakers run. I employed every trick in the book, block sections for extra trains, steep hill sections between chain lifts to put a band-aid on the poor chain lift speed, only turning at the tops of hills to minimize lateral Gs, chain lifts and downhills after block brakes to speed up staging. I still got a miserable 6.7 excitement with a staggering 9.11 intensity, with 4.70 nausea. I still couldn't break $15 tickets during the 5 month max price window. It cost a small fortune too. At least the throughput was respectable with 4 trains. I knew it wasn't going to be great, but I wasn't expecting it to be this bad.
2:58 Recently I went to Worlds of Fun in Kansas City, Missouri, which is the home of the hyper coaster called Mamba. And the lift hill on that coaster is slow compared to hyper twister coasters like Intimidator at Carowinds, and Mako at SeaWorld Orlando.
I'd say another thing going for it is the look of the cars. I like the longer nose of the Hypercoaster over that of the blunt-nosed alternative. But you can use different cars with Open RCT, right?
In fairness, if you've ridden Magnum at Cedar Point, this is also the most realistic coaster type in the game.
What if you built it on top of a mountain to get rid of the chain lift? Is that this coasters true purpose?
Oh man. It's like listening to a particularly disappointed parent reading a terrible report card from start to finish. 😄
I love it.
Hey there, are you planning on doing some more of those "how to beat..." videos? I don't know why but I keep struggling with Pickle Park. It's usually close but I never make it completely.
Also, I would really like a thorough explanation on crashes. It's obvious how they happen, but what are actual implications of them for your park, regarding number of guests and park rating.
Thanks for your videos!
Wow I didn't know Tuxedo Mask inspired an RCT Coaster
Jokes aside the Hypercoaster was based on some of the first Hypers by Arrow/Morgan (Magnum XL-200 at Cedar Point for example) which were pretty much a "Proof of Concept" that companies like B&M Improved (Which is reflected in RCT with the Hyper-Twister being overall better)
Good: Tries to make your guests happy
Bad: Murders your guests with bad rides and random drownings
True Evil: Sets your chain lifts to 4 mph
even worser in someof them, (4mph is 6kmph), but some have 4kmph
Arrow Dynamics was already dead and yet you decided to kill them again
On Magnum over half the ride time is for the chain lift. I’d love to see somebody build a replica of Magnum in the game and see what the stats are, and then build a replica of Apollo’s Chariot and see what those stats are.
I found a use for the Hypercoaster with a slim cheap design that while it won't make the Hypercoaster the best at least makes me like using it.
The design takes up 2x16 or so tiles that has a long station then launches (86 km/h) up a steep climb that turns twice followed by a level piece to end up above the station 1 tile over, then it has a drop for stat requirement (and style) before getting back to the same level with a photo station which finishes by repeating the first climb back down to attach to the station. It hits 5 excitement at around 16 seconds long with just the 1 lap. Putting the speed up to 90 km/h also bumps the intensity from 5 to 9 if you are into that sort of thing.
I just made a low-effort Hypercoaster with no scenery with an Excitement rating of over 9. Doesn't feel useless to me
RCT3's version of the hypercoaster has a figure 8 loop, which counts as 2 inversions.
I wish there was a way to give all coasters banked turn hills. The corkscrew and steel coaster not having them is insanity
I do like how it looks, but you definitely nailed its flaws..
Now I'm curious if Chris Sawyer gave it these numbers to show the fall of Arrow Dynamics due to Arrow Dynamics going under, which would then go defunct around the same year RCT2 released...
The Hypercoaster has one more edge over the Hyper-Twister, but just one: its powered launch mode.
Kind of counteracted by the Hyper-Twister having boosters in OpenRCT2
@@NebulonRanger yeah, but i think he ment in vanilla RCT2
@@NebulonRanger You can run the Hypercoaster in powered launch mode without a full circuit, though. That's an advantage, but really the only one.
7:50 I think the unique place of the Hypercoaster is basically just the legacy of Arrow.
i like the mentions of coaster type inspirations in this video!
Regarding the chainlift speed; The slower chainlift speed of the hypercoaster is a downside because it's boring and decreases it's potential throughput of course.
But does chainlift speed affect it's stats in any meaningful way? Or is it just that we have to wait longer for it to do it's actual run?
I'm always looking forward to new videos from you, such entertaining stuff :) Also just saw the Noclip video on the RCT franchise, i enjoyed that immensely. I loved playing these games.
Would its utility perhaps be best in avoiding the "more than one type of the same coaster in a park" penalty?
Funny how the Hyper Twister Coaster (Corkscrew Follies) came out first before the Hyper Coaster (Loopy Landscapes).
Also I'm not really that big on the Corkscrew Coaster. It's VERY easy to screw up on them and due to the inversions.
While not exactly the most useful coaster for scenario play, I do love putting these in my more realistic parks as the real-life coasters they represent look impressive and give a great backdrop for your park! Also, the real ones like the Morgan hypercoasters have fairly simple layouts, so they're pretty easy to build ina nice and realistic way!
That lower price and massive capacity is exactly why I love them
With the in game Hyper Coaster being based off a older style hyper, it makes some sense that it kinda sucks compared to the hyper twister coaster. But I'd still try to use it to recreate the real life Magnum XL for the giggles just like how I'm gonna recreate The Bat with the swinging suspended coaster.
For me, it's anything that has low-capacity trains, has no On-Ride photo, and swings a lot. You mentioned one particular example that has all three of these, and rightfully said it was the worst roller coaster type in the game.
I build the Hypercoaster only because of its long trains, that loose speed very slowly. So you can build longer tracks :)
the ultra steep twisted lift hill is the only thing the hypercoaster has going for it
I remember building up entire parks trying to fund Hyper Coaster construction, only to have no guests ride it
Guests will ride just about anything if the intensity rating is what they prefer, and they have the funds to do so if the ride is priced. Filling queue lines isn't particularly challenging in a successful park.
Wow, I love that outro picture!
Coaster Dad isn't mad; just disappointed.
I haven’t played any rct2, but I’ve been playing rct1.
I have to say that the hypercoaster did have a scope in rct1, but from what I see on your videos, it seems to be obsolete in rct2.
I dunno, I used to like it and would always build one or two when I had the money.
Whenever I create scenarios, I like to include more primitive ride designs in the invention progression list as early unlocks before getting to the better, more advanced coaster designs. It would be really neat if OpenRCT2 had certain challenges you could do to unlock the better coaster designs, such as building a Corkscrew or a Hypercoaster with a certain amount of stats to gain access to the B&M versions.
I think this is the first time I've ever heard you talk about coaster designers/brands
Marcel, can you make a video explaining if there is ever a reason to not use the max chain speed? (Maybe you have, sorry if so)
I'm pretty sure it reduces the reliability at a faster rate, making it more likely to break down over time
Using higher lift speed settings reduces your ride's reliability and can cause your ride to get an intensity or lateral G penalty.
Now I wonder: What is your least favourite roller-coaster in real life?
And on that note: What is your favourite coaster?
My least favourite would be the Xpress Platform 13, as the cars were really cramped, and the overall ride was very rough. The entrance was extremely well done though.
Close 2nd place was the Robin Hood.
The best thing were the seats, but that kind of comfort didn't really translate to the rest of the ride.
But I need to test out the Untamed. No doubt it's better than the old Vekoma wooden coaster.
My favourite one is actually three that are very close together:
The Troy from Toverland is by far the smoothest wooden coaster I've ever been on.
The track flows in such a special way, that this one just has to share 1st place with the next one.
And that would be the Taron in Phantasialand. The smoothness and all... I just have no words to properly describe it.
2nd place is the Bandit (formerly Wild Wild West) in Movie Park Germany (formerly WB Movie World).
It's such a nice design. Just rough enough to be fun, but not too much to be uncomfortable.
But since the Movie Park offers (or basically lives on by now) a Halloween event, that goes for the whole moth of October (even longer by now), you can ride the bandit even at night.
I'm not sure if they used a fog machine, or if it really got so foggy back then, but some years ago it was a bit damp, foggy, and dark. In other words, the singe most fun time I had on any roller coaster so far.
But sadly not quite repeatable, so only 2nd place.
And I just learned that it's the Cyclone design.
Short off-topic question, why you guys make lifts like it's a single length train ? Lift engage first wagon, and release at last wagon, it seems to hold the train on slopes, slowing it down on first meters of drop. Is there something that I don't know about ? 2:08 in this example, leaving lift block or two sooner would result in higher speed on the drop, so either cheaper and shorter drop or better stats for the $.
i will still build one in every park
because as far as i know having one hyper and one hyper twister is better than having two hyper twisters
I like building the hypercoaster when i'm at the end of the game/ senario when i want to build something that's a long, fast, smooth, and idk, i like how it looks.. it's not great, but given enough room, it can work
It makes sense that it's worse than the hyper twister. I believe that in rl, the twister style rollercoasters were invented after the corkscrew and hyper coaster...
You're not wrong. Arrow debuted their Corkscrew model in 1975 (Corkscrew at Knott's Berry Farm) and their hypercoaster in 1989 (Magnum XL-200 at Cedar Point), whereas B&M debuted their first sit-down looper in 1993 (Kumba at Busch Gardens Tampa Bay) and their first hypercoaster in 1999 (Apollo's Chariot at Busch Gardens Williamsburg).
Sorry for the unrelated question, but does anyone know if the new release of OpenRCT2 with the various increased limits (guest count, plot size, number of stations etc.) has been released as a stable release yet?
I downloaded OpenRCT2 for the first time today, and downloaded the latest stable release, but those new features don't seem to be there. So I'm guessing that those new features are still only in the beta version?
Not yet, but the beta is actually going fairly well, so it's likely to make it into the next major update.
@@totallynotvelvet Thanks for your reply, I appreciate it! :)
Shame it has such bad stats, I absolutely love Magnum XL 200 it's such a unique special coaster that gives a ride no other coaster gives I always come off with a massive smile after riding it