RCT2 Ride Overview - Wild Mouse
HTML-код
- Опубликовано: 4 окт 2024
- Let's learn about the mousiest coaster type of them all!
Join my Discord server: / discord
Follow me on Twitch: / marcelvos
Follow me on Twitter: / marcelvos96
Join my subreddit: / marcelvos
My second channel: / @marceldos4712
My VODs channel: / @marcelvods2630
Zip file with the designs: drive.google.c...
Ride price calculator: rct2calc.shott...
Table of stat requirements: / rct2_table_with_the_mi...
OpenRCT2: openrct2.org/d...
Background music: RCT2 Gentle style
Outro music by Panorrrama:
Outro Music: • RollerCoaster Tycoon g...
Spotify: open.spotify.c...
RUclips: / @mengersponge - Игры
The 5x4 wooden wild mouse at 12:36 could have a third station tile, which allows it to have 4 cars and double its throughput. This makes it better but still mediocre.
Every time I see one off your vids I always end up playing the game thinking; Mwah, I'll just build one coaster in 10 minutes and then ending up 2 hours later having finished a whole park... Tonight was from 21h to 23.45h 😄
"marcel presents the wild moose"
The Wild Mouse coasters are nice, but those tiny turns can pull a lot of lateral cheese
I bet you’re proud of that one.
You could have said ...those tiny turns can pull a lot of lateral cheese forces.
Booooooooo 😅
At least a nice compact design is easy to squeak out.
Maybe they are nice, but more importantly they are mice.
Not to be confused with the Wild Lab Rat coaster, which is just what Marcel calls an average park.
"Are you pondering what I'm pondering?"
"I think so Brain, but how _did_ they all fit inside that one bathroom stall?"
"...Thank you for that mental image, Pinky."
I remember when I was a kid in the early 2000s I went to Disneyland, and I rode the Indiana Jones Ride like 5 or 6 times in one day.
I used to be absolutely obsessed with I.J. That once I got a little older, my parents let me get RCT2 for the family computer… While I was still obsessed with I.J. I recreated the entire ride with every single detail including the cue line, the colors, and whatever props where available that resembled something from the IRL ride as close as it could possibly get. I did all of that from memory of what the ride was. I was like 9 or 10 but I still remember hours of grinding and gettin enough in game money to get what I needed to be able to build this very detailed 1 ride.
I used the mf wild mouse coaster to do it. It had worked perfectly with how tight the turns were and easy it was to move them around. I also remember recreating the haunted mansion as well from memory but it wasn’t as detailed haha!
Now that I’m 30, I still play rct2 on my free time from work/kids/wife/, this ride specifically brings back the most memories of the early years of rct2 and when I was a kid.
This is why I love this game so much.
I always enjoyed using the Wooden Wild Mouse due to the small footprint and low price tag. Lower throughput aside, it's also a rather handsome looking coaster in my book.
Plus, it's the level of intensity that I'd probably be able to handle in real life.
Personally, I can't stand the look of the steel wild mouse cart, so I'll use wood over steel.
And the little mice are cuter on the wooden
For me it was always about the double mine carts on the wooden 👌🏼
I mean, it’s featured on the home menu screen with the dueling coaster in Diamond Heights.
If you've been on a wild mouse coaster IRL, you'll know the "wild" part of the name is VERY accurate. The game also gives these rides high intensity ratings. The tiny turns are specifically designed to throw you around and be as jerky as possible. I LOVE wild mouse coasters! They're tons of fun and the wait times are generally short, but they're anything but mild.
Plus the wooden supports match a Mine Train Coaster's aesthetic better if you're building a big coaster/little coaster pair. Throw in some thrill rides and mine scenery and you're got a good little district!.
Wooden wild mouse that fails all stat requirements is the ultimate gentle ride.
Mild Mouse FTW.
All Mouse Coasters with that one specific feature:
smol
The Wild Mouse coaster is so nostalgic for me. There was a yearly carnival in my hometown that always had a wild mouse coaster literally called "Wild Mouse". It was the only coaster at that carnival I was brave enough to ride as a young kid. All the other coasters had at least 1 loop, except the kiddy-coaster (Which I still liked because it was themed like a dragon in a castle).
I assume you must be from Germany then, as travelling coasters with loops are really uncommon anywhere else in the world. German carnivals are on another level, I can say that much for sure.
In RCT3, the incredibly broken mechanics of the game not only make the Spinning Wild mouse an insane micro coaster, but also the 2nd best blender in the game (that title goes to the Virginia reel because iirc Ive made it get 700+ lateral Gs)
Sounds more like a centrifuge
The POV must be horrible
The rct3 spinning wild mouse also gains an overbanked turn.
It's not surprising that the Steel Wild Mouse and Spinning Wild Mouse have the same stats if you use the normal mouse cars: in RCT1 they weren't seperate rides, rather the spinning cars were a researchable ride upgrade for the Steel Wild Mouse, avalable if you didn't include any steep track pieces.
Unfortunately that isn't true, the spinning cars were only on the Steel Mini Coaster, not the Wild Mouse.
I can't imagine how many times I played RCT1 and assumed certain coaster types were just bad since I didn't know about stat requirements. Thankfully Marcel is on the case with these incredibly comprehensive overviews.
Wild mouse is also one of the easiest coaster to build. I use the thumb rule to avoid lateral G's: make drops consisting of a lagre dip, then back up 1-2 meters lower than the starting point. It works better with lightweight wooden wild mouse carts, but generally any wild mouse cart and also allowes for some *cheesy* drops and negative G's.
“There’s no reason not to use the double minecart train” AESTHETICS MARCEL
"hello everyone" warms my heart
I used the Wooden Wild Mouse to create my first-ever racing coaster, WAY BACK in the original RCT. It was called "The Rodent Racer."
I like the Wooden Wild Mouse Coaster. Especially with the mine carts. Sure, the Steel is better but the wooden one is better aesthetically.
When I was young, I'd try and create designs based on Doppelganger because I thought it was rather cool to have synchronised trains on the same ride.
The 4x4 runs smoothly (no stops) and with slightly higher throughput (888-912 guest/hour) if you use 3 trains instead of 6. It will run with the highest throughput (936-960 guests/hour) with 4 trains but it will stop a few times at the block brakes.
Yeah, that's basically the trick to use whit block breaks. A little less car than the maximum allowed
I remember loving the Wild Mouse, cause it had turns at a single tile, which made my smooth child brain capeable of building my own.
Now, that I am a smooth brained adult, I still like it :^)
great video as always
I've always loved the steep lift hill and tight turns on the wild mouse coasters. Add to that the fact they're usually available early on in scenarios? Man I've built a lot of wild mouse coasters :) a personal favorite
i don't know if there is a better starter coaster. it's almost always available or quickly researched, costs nothing, has decent guest attraction, and generates a ton of money. it won't win you any scenarios, but it'll get you the money you need to do it.
I have a soft spot for these. They were always my favorite to build as a kid lol
This is usually the first coaster I build when beginning a new scenario. All these tips will make it way better now!
Great video!
I know they're not the most optimal, but it might be fun to have a brief look at the in-game scenario and built in template designs of these rides when you review them, since they're more immediately available to players and a quick recommendation when you're in a rush would be cool (and any to really avoid).
This!!
I am JUST now realizing... the Wild Mouse probably has such a small footprint and tiny turns to make it more mouse-like in design. Awesome 🐭
Sorry, let’s just appreciate the ride naming at 9:01. Well played sir. 👏🏻
I was hoping someone else noticed XD
I think you should have mentioned the pre-builds, as they can be quite good and are very cheap as far as pre-builds go. However one of the pre-builds of the wooden wild mouse, "cheesy mice" if I recall correctly, fails one of the stat requirements! It doesn't have a drop of at least 6m, so it has very bad stats. However, this can be easily fixed by editing two track pieces to extend one of the drops, which makes it a much better coaster!
I think I’ve built that coaster as-is just to give my guests a moderate option between the 2.20 stats of flat rides and the >8.00 stats of all the huge coasters I had strewn about everywhere. Having something with 4.00-5.00 stats was actually rather useful! 😅
Yeah I designed a custom prebuilt, similar to one shown in this video, and it has much better stats, while looking a little more realistic. The ideal coaster for a small park with a price tag of only around 1600 pounds while still looking great
Keep in mind that the mine carts can have two car trains which makes them much heavier then the mouse cars. A few track designs will only work with the heavier mine carts but not the mouse cars
marcel you are my favorite youtuber. There is something about your videos that just make them so enjoyable and comforting. Great job
I really like the Flying Dutchman Gold Mine pre-build. It’s a replica of the real-life Mack Rides base model, and it’s compact with good stats. Also easy to just recolor it as a new ride
New marcel video = god tier lunch break
I love the wild mouse coaster. It's biggest trick is the hard turns, being the only coaster REQUIRING you to hit the butter zone on lateral Gs for a good hard turn. However, it also can pull some good dives, multi-downs and bunny hills in the process.
I love this coaster type just because of their tiny turns and hills allowing me to easily fit them almost anywhere.
« Spinning down a steep hill doesn’t seem very comfortable »
Mack extreme spinners: are you sure about that ?
I’m really impressed by the effect at 3:38 where you highlighted the track in orange. How did you do that?! The guests and cars are completely uninterrupted.
I recorded the same take multiple times with different colors and switched between them
@@MarcelVos Impressive.
The design at 12:32 looks like it could fit a third station piece.
You're right, I missed that. It would still be a bad design though.
@@MarcelVos It also doubles the throughput as 3 station tiles = 4 cars, which would make it a lot less bad.
It's nice to see more ride overviews, honestly I use to avoid wild mouse rides honestly. Can't argue with that throughput.
The wild mouse exists in Parkitect too, and it's an *amazing* money maker and there's a fabulous blueprint that ships with the game that looks like a mansion. Despite the extra cost for the scenery pieces (which do affect ride enjoyment in Parkitect) it's still amazingly cheap and pays for itself in all of like two months of in game time.
I *LOVE* building with the wild mouse, as it's almost impossible to get too intense, despite the insane g-forces imparted due to the high speed low-banked tight turns.
Really like the small Over Banked Turn pieces the spinning mouse gets in RCT3, which combined with steep slopes makes it a very fun ride to design IMO
First time i built a Wild Mouse coaster, I included sharp turns and hills. Honestly i thought the cars would flip off the track going around multiple turns at once.
Only one ride can fly off the tracks, and it's not even a coaster type
When taking turns, I should clarify
Marcel: *Uploads a ride overview*
Everyone: "It's what we wanted all along!"
I have always wondered why and when guests let go of their balloons
I think it's random, and also all of them get released when you win scenario!
Or drown them.
Or when they get on rides or something to eat maybe?
Would be a good video
I caught guest letting go of a balloon when he bought a hat. Not sure if it happens everytime though.
Wild Mouse is a unique RCT coaster type for sure
This inspires me to make a bunch of pre-build wild mice today!
Love the sign that says Sign at 0:22
The path it's on doesn't even go anywhere either!
I tend to only lower the minimum wait time to four seconds or so on wild mouse coasters, since I found setting it at zero risks a heavy car catching up and colliding with an empty one. Though that may have just been a result of my custom ride designs not being optimal in that sense?
That risk aside, they're an easy type to work with and always useful early on in a scenario. Also a good one to add just for the variety!
5:01 Wild Mouse: "Who are you?"
Spinning Wild Mouse: "I am you..only more nauseating."
that double pun in the intro with "there's nothing cheesier" - that pun was indeed cheesy - and also easy~
I love the wild mouse coasters, especially the wooden one. Its my favourite coaster type to build 🐁🐀
4:27 "This does make sense as spinning down a steep hill doesn't seem very comfortable to me"
Mack Xtreme Spinner: Hold my beer
Nice, caught it within 30 seconds of going live.
sure, your old wild mouse video is short, but since then, it's clear that your video editing skills and style has improved too!
As we know in real life, mice love super tight turns.
Just woke up and before I took a sip of my coffee, a new Marcel video. Going to be a great day. Thank you Marcel
"Spinning down a steep hill doesn't seem very comfortable"
Sounds like someone hasn't been on a Mack Extreme Spinner yet :)
In New Zealand we don't really have any theme parks so I was super excited when I went to Aus to go to one of the theme parks there and to be able to enjoy all the rides I had enjoyed in RCT. Was real guttered that their Wild Mouse was closed for maintenance :(
Apparently it'll be back in Late 2024...
@@stylesrj you know the one I was talking about? In Sydney?
@@ApplePi3.
Yeah, I wanted to ride on that one too.
But according to the website and signs outside of the coaster, they're going to be restoring it for the anniversary in late 2024.
@@stylesrj glad to hear they aren't tearing it down. Feels like so many places here are are getting demolished cose it's easier than fixing it back up.
Looks like I'll need to make another trip to Sydney in late 2024 then!
@@ApplePi3.
Yeah I was rather worried myself since in my recent visits it looked like they were packing up the whole thing and probably repurposing the building underneath
“Well have I got the coaster type for you.”
Someone points to the Steeplechase.
“No no... let’s... let’s not talk about that one.”
A really good solution to vomit other than just assigning a handyman near the station is to place a first aid stall right next to the high nausea ride's exit. Really takes a lot of the load off of the handymen.
I would love to get Ride Overviews in Planet Coaster from you! ❤❤❤️
In RCT3 the wild mouse began having loops, barrel rolls, and multiple car trains.
_Puts on shades and flips up collar_
Yeah, I'm a spinning wild mouse kinda guy.
Really wish the spinning on the spinning wild mouse actually did something, it feels weird when the gimmick of a coaster does nothing
Just when I took a little break from RCT2, you posted this video, haha :D
Had to do a double take to catch the 42069 reference. Well done
Marcel Vos 1 is really good value
I feel like openrct2 should factor spinning into the stats of the spinning wild mouse
Wild mouse have always been my favorite coaster type.
I've used the 4x4 steel mouse design with block brakes quite a bit, but I usually place two next to each other and synchronise the stations. This way, if you'd treat it as if it was a single coaster, it would cost around 3414, and have a throughput of around 1750 guests for a 4x8 profile, which is nothing to sniff at and doesn't look bad in most parks.
Imagine Marcel doing the intro for the overview of the Black Death coaster...
"Do you like rollercoasters but wish that they included some reference to a deadly desease that killed thousands of people during the 14th century of our era?"
I WANT TO GET OFF MR. VOS WILD RIDE!
I like those. Compact little coasters just look cute!
The longest-lasting ride I ever built was a wooden wild mouse coaster. It was still making a profit after over 50 in-game years.
I love the Wild Mouse coaster although I rarely used the spinning version for some reason.
My favorite will always be the wooden wild mouse, but the inverted one from the RCT1 expansions is also great.
RCT1 did not include the spinning wild mouse.
Also: nice Kopermine copy (Copymine?) at 1:14, which Dutch kid didn't try to recreate that epic coaster? I sure did!
4:27 It's not a wild mouse coaster, but Time Traveler at Silver Dollar City spins on a 90 degree slope, a couple half-loops, and a launch segment, so it's not unheard of.
Ever since i was a kid i thought wooden wild mouse was the best coaster and this just further confirms my bias
You know, what I love to use wooden wild mouse for? Cheap racing coasters.
I love the 420 and 69 Roller Coaster Names at about 9:00 in the Video :D
Hell yea new Marcel video !
Gonna play a scenario where mouse coaster is the only allowed ride type soon. Will be so much fun!
I might've missed it, but did you forget to mention that the wooden wild mouse/mine trains incline in the turns? That's the most iconic feature! It makes them look so good, that to me they're way up the top three, above the steel one even.
IIRC, only some suspended coaster types can do that too.
16 minutes on the wild mouse! Wow!
Would be curious to see a Ghost Train/Haunted Mansion Ride overview...I know its an incredibly minor ride compared to the Coasters, but it's also always been kind of a weird niche in the RCT series, but also one of my favorites IRL. Would also be an interesting experiment to see if there's any way you can "optimize" it regarding stats, for shits and giggles.
I see what you did there 9:00
I've been on a rollercoaster called Mad Mouse before and it was really fun, it had a lot of drops
I always set my wooden wild mouse minimum wait time to about 3-5 seconds, depending on the design. This because if an empty car is released and immediately followed by a full car, the full car can catch up with the empty one and come to a stop, which ultimately leads to a crash or cars getting stuck. So I never left the minimum wait time box unchecked.
I wish the spinning wild mouse had steep drops, that would've made some cooler designs
There are two kinds of RCT coaster designers. Keep them as close to reality aesthetically or WE NEED TINY RECTANGLE
The annual fair in luxembourg has a rollercoaster with the same name and similar design
I’ve noticed this on a few videos, when you do block brakes there’s no need to put the max number of Caron the ride, I consider myself an expert in block brakes if you want me to go into detail with you
Sure you could put fewer cars on, but why would you ever want to do that if you're building a design for efficiency purposes? I get it for realism, but that's not what the showcase designs in these overviews are for.
I’ve done a test with a slightly modified steel squeak which has 11 block segments, if I put 6 cars on I get around 1000 customers per hour, with 10 cars on I get 500 customers per hour, if you want I can share my modified version with you so you can have a look
@@MarcelVos I went into the track designer and tested your 4x4 design. Plopped down two copies of the design, paused, set one design to 4 cars (left the other at the default 6), left all other settings the same, set the coasters to test mode. Unpaused, and watched the first car (the red car) on both. The one on the 4-car coaster completed two circuits in the time that the one on the 6-car coaster completed just one--in fact, the one in the 4-car coaster actually started its third cycle slightly _before_ the 6-car one started its second. That means that in the time that the 6-car coaster cycled through 6 cars, the 4-car coaster cycled through 8.
Basically, it looks like the fact that there's only one open block on the 6-car coaster is causing frequent traffic jams, so only about half the cars are moving at any one time. With the 4-car coaster (which has three open blocks), the cars only occasionally stop, and no more than one car is stopped at any given time (often, all four are moving). This allows each individual car to complete the course quicker--twice as fast, in fact. There may also be a factor that a car that has to start moving from a dead stop takes some time to get back up to speed, but I'm far less sure about this being a factor.
On a side note...block brakes on wild mouse coasters seem to have a special property: unlike many other coasters, block brakes double as trim brakes, so they can be used as such while also acting as a safety measure to prevent collisions.
@@MarsJenkar So I did some tests on my own with the 4x4 design and while you're right that 6 car isn't optimal, it's also not as bad as your test implies. I had six coasters, one with each possible amount of cars, and ran them all at maximum throughput until the 6 car one had processed 10000 guests. Here are the results.
1 car: 3618 guests
2 cars: 7202 guests
3 cars: 10532 guests
4 cars: 10560 guests
5 cars: 10540 guests
6 cars: 10000 guests
So interestingly 3, 4, and 5 cars are equally good, but only 5.5% better than 6 cars, not the proposed 33%. This is definitely worth looking more into as my assumption that more cars/trains is always better was indeed wrong.
Also, block brakes act as brakes set to 6 km/h on every ride type if the block ahead is free, not just wild mouse coasters. OpenRCT2 did change this behaviour a bit if you put normal brakes at different speeds in front of the block brake, but that's not a thing on the 4x4 wild mouse.
@@MarcelVos Some very interesting results. I suspect one of the reasons for the difference is that my test did not have the cars stopping at the station for long enough to load and unload the guests, which in your testing slowed the process down, especially for the coasters with fewer cars. To a lesser extent, I suspect that your test also gave time for the coasters to settle into an equilibrium, where in the coasters with fewer cars, they had some time to spread out along the track (which they would naturally do; a car that has an open block in front of it will not stop at the next block brake), meaning that eventually the front car would have time to "catch up" to the back car and potentially get slowed down by it.
I wanna say that for any given coaster, the optimal car count for a block-section coaster (assuming the blocks are relatively equal in time spent inside) is at most the number of blocks minus one (the max number that RCT will allow, and the amount you tend to go with now), and at least half the number of blocks, rounded down for an odd number of blocks. This lines up with the results you got, which showed that on your 7-block 4x4 coaster, the range of rides from 3 cars (half of 7, rounded down) to 6 cars (7 minus 1) were fairly close in guest count.
The reason is that with exactly half the blocks open, a coaster would settle into an equilibrium where every car always had an open block in front of it (basically, you would alternate open and occupied blocks), and so wouldn't be stopped by other cars. The more cars on the track, the more cars you have competing for fewer open blocks, and the more traffic jams you get--leading to diminishing returns on adding more cars. Eventually it gets to a point where adding more cars gums up the works _more_ than it improves capacity, and so throughput actually goes down.
There are, of course, factors which can muck this calculation up a bit. The main one is unequal block time--if a train spends a long time just getting through one block zone compared to the others, it can throw the calculations off. In fact, there's generally at least one case where this happens--the station, since a train always has to stop there to load and/or unload guests. This, alongside safety concerns (i.e. preventing a crash due to a station brakes failure), is why I generally include a block brake shortly before the station in a block-zoned track; it decreases the time spent in the station block, as well as opening up the track before the station brakes.
spinning wild mouse coasters hurt to ride, still fun
8:56 the funniest number
0:04 I think about this daily
Next time I have time to play I'm going to try to recreate Buwalda's magic mouse.
I would do time machine but it has a banked turn.
If you set the min waiting time to 0, then be sure to only take full loads, otherwise a fully loaded wooden mouse car will easily crash into an unloaded one because of the weight.
These have always been some of my favourite to build because they're small. I also hate them because you have to be going super slowly on the hairpins
It would be fun to see rct3 videos
Wild 🐸
i always try to throw down a wild mouse early. they are so good.
I personally find these roller coasters a-maze-ing.
8:50 nice
13:53 but who knows what surprises the future has.
I love using this when I run out of space but man, it’s tough to build with it sometimes thanks to Lateral Gs.