I just want to point out that this list has no relevance in real life, The Arrow Suspended Coaster is a classic ride beloved by enthusiasts and general public alike, the TOGO heartline twister coaster is a rare and much sought after unique experience, Blackpool's Steeplechase coaster is a historic landmark. Not to mention the multidimensional coaster, which according to many enthusiasts is perhaps the best, most intense roller coaster type in the world.
@@partylikeits1066 There's one in Dreamworld, Gold Coast called the tower of terror. Funnily enough, it's attached to the park's Freefall ride: The giant drop
You're better off building a Hedge Maze. At least those can't break down and are cheap to maintain. Though when the marry go round breaks and goes crazy is kind of funny.
@@14stockfan Slides. I swear, I build a slide and I can charge 14 bucks initially. Later, every other "thrill" ride is dropped to 30 cents and the slide is FREE! And people still won't use it. Hell, they'd rather pay 40 cents to use the bathroom, than slide down the slide. What? It's not a charity. Damn straight I charge for the bathrooms, too! I'm the E.A. of theme parks!
What about the cuteness factor? Imagine children's joy while descending the mild slopes and flying around pine trees. I think this is one of the loveliest roller coaster types and (for the same reason as the merry-go-round) never missed the chance to build one in my parks.
I honestly think Sawyer just screwed up the heartline twister’s stats, cause no way in real life should something so insane have such a low excitement rating. Maybe he was trying to prevent spamming it.
@@porsche911sbs to be honest, I got to ride the one in Astro World when that place was still around. It wasn't great: rough, pretty boring inversions, and you couldn't really see anything beyond the track,
@@andyman127 Right, another thing I've heard is that only the ones in Japan were actually good. The ones made in the U.S. and Kuwait weren't well made.
As a coaster enthusiast, I can tell what these coasters are. The Swinging Suspended Coaster is an Arrow Dynamics (remember this name) Suspended Coaster. Although only 10 were made and 5 still exist, many of them are very notable. Still Operating ones include Iron Dragon at Cedar Point and Ninja at Six Flags Magic Mountain (get used to that park). The Heartline Twister Coaster is the TOGO Pipeline. They were all made in Japan, with the exception of one in the Six Flags chain that went to Six Flags Great Adventure before going to the late Six Flags Astroworld. After that park's closing, it was sent to Six Flags America but it was damaged and never opened. The Steeplechase was a very very old kind of coaster from the 1910's. The only one left is a steel version by Arrow Dynamics at Blackpool Pleasure Beach. The Reverse Freefall coaster is the Intamin coaster of the same name. Only 2 of these were made, one being the single track Tower of Terror in Australia's Dreamworld, and the other being the much taller double-track Superman: Escape from Kyrpton at Magic Mountain. The Multidimensional Coaster is the 4th dimension coaster by Arrow Dynamics and later S&S Worldwide (now known as S&S Sansei). Arrow made the original at Magic Mountain known as X and later X2. Following their bankruptcy, S&S bought their assets and made 2 more 4th dimension coasters. The Bobsled Coaster is a kind of coaster made by both Intamin and Mack Rides. It was made during the 70's and 80's, but there haven't been new bobsled coasters since. The Side-Friction Coaster is another older coaster type, also made during the 1910's. These kinds of coasters became obsolete with the invention of upstop wheels, which you would find on basically any coaster made since WW1. The Reverser is the same kind. Finally, last but certainly not least, the Mini-Suspended Coaster is the Skytrak International Flying Coaster. This one has a very interesting story. In 1997, Granada Studios, a UK-based television studio complex, introduced Skytrak, the world's first flying coaster, as a part of the Granada Studios Tour, and yes, they named a coaster after it's manufacturer. Unfortunately, the coaster had many issues, and it closed the year after it opened, a year before the tour it was part of. Later, manufacturers like B&M, Vekoma and Zamperla would make much more successful flying coasters.
Michael Keehan I think the mini suspended flying coaster will have been inspired by the one of these they had at Lightwater Valley, as that was Chris Sawyers local park and was where the RCT scream sounds were recorded ☺️ I wonder if this was the same coaster just relocated?
@@michaelkeehan8094 Six Flags opened Sarajevo Bobsleds in 1984. Efteling opened Bob in 1985. Heide-Park opened Schweizer Bobbahn in 1993. All of those are steel bobsleighs. Additionally, only the single-person lay-down swinging cars of the Mini Suspended Coaster are those from Skytrak. The two-person swinging chairs are very clearly taken from Batflyer in Lightwater Valley, which was built by Caripro.
@@ghoulannabanana There is some Information in the RCT Wiki. That it the organ was originaly in Norfolk at the Bressingham Steam museum and it was sold to the netherlands. The tracks where recorded in 1976 and owned by Chris Sawyers father. So it was easy to use these for him in RCT1.
Not exactly wrong, but I have more info! The Record “Come to the Fair” was recorded on a Wurlitzer that now sits at King’s Island in Ohio. That’s the iconic sound most people are aware of, and it’s available on Amazon Music too.
The Heartline Twister Coaster is good for getting guests in the park. You can just get it to go back and forth slowly across the map with alternating twists. No one will ever ride it because all its stats will be astronomical. But its huge stats inflate your park value massively, messing with the games guest algorithm, making random floods of peeps enter your park.
You can't really call those special when almost every coaster type gets them. Technically the station is a special element as well, that's quite a stretch.
_"Many of you thought this [Heartline] would be #1"_ - not gonna lie, I wouldn't be surprised if people forgot Steeplechase and the Mini Suspended Coaster (ignoring the name) count as coasters. They feel more like thrill rides.
Here's my list of ideas that should've been implemented on these coaster types. They're not much, but if these ideas were possible, they could have improved the coasters a little bit: 5. Suspended Swinging Coaster - Add the option for banked turns. This is why the Bat at Kings Island failed, the unbanked turns put too much stress on the cars, making it a mechanical nightmare, so all Arrow suspended coasters built after the Bat used banked turns. 4. Heartline Twister - Allow vertical lifts/drops, better transfer tracks, brakes, and a Dive Loop, as featured on Rusutsu Resort's Ultratwister. 3. Steeplechase - Not much on here, but maybe helixes should've been implemented to the coaster type. 2. Reverse Freefall - Add backwards-facing trains, the option to create halfpipe layouts, and the ability to add multiple circuits to the ride. 1. Mini Suspended Coaster - Bring back the multiple cars per train option from RCT1, and add an elevator lift in the list of elements because the majority of it real-world examples use that.
The Reverse Freefall Coaster with the ability to do circuits is the Air Powered Coaster :D Or whatever the one is called with the big slopes and drops and ludicrous banked turns.
I just built with the mini suspended in open rct2 and was thinking there should be train, thanks for explaining why I had that impression. :P I played RCT1 much more.
7:13 “It has access to only three special elements: The station, and the S bends” It’s such an unremarkable and useless coaster that a third special element doesn’t even exist.
The reverse freefall coaster is also ridiculously expensive for what its worth. IIRC each straight track piece costs $100 (I'm sure the vertical pieces cost even more), and you need a mile of them to get a track higher than only a few vertical pieces
Make sure to use the game mode that makes it harder to attract guests and have a requirement of 3000 guests or something. And make the only Gentle Ride available the Merry-Go-Round.
MANY years ago, I played RCT 1 and 2, and I had NO idea the games had such complex stats and variances! It seems obvious now that there must've been some sort of system to calculate intensity rating etc., but back then I was a clueless teenager, and RCT was fun to tinker around with. I remember I once built a HUGE go kart-track that guests got annoyed by before it was over 😂
Treat the multi-dimensional like a B&M wing coaster with a standard build and it can actually be pretty good. I avoided too many vertical drops, kept the angle at 0° throughout and put a block section before any twist-to quarter loops and it handled more inversions than the stand-up coaster easy. Looked great too. It accelerates so quickly it can be tricky, & deceleration is abnormal, but like the swinging coaster I've found you can cheat the system a bit by building it like an entirely different ride. Sans this the list is ACCURATE AF.
I love the mini suspended coaster but that is because I moved on from building for a park to win the scenario or make money. I'm now mostly doing things for the design of the coaster or a forest/hill terrain where the mini suspended coaster fits in naturally :)
If you've ever been on the the suspended swinging coaster in real life, like at Canada's Wonderland, you'll know in reality its a really fun coaster with almost no nausea.
Yeah, I really wonder why it's implemented like that when in reality free swinging counteracts nausea by turning nausea-inducing lateral Gs into vertical Gs.
I say it time and time again, the heartline twister needs a mod to increase it's base excitement. If you've ever seen video of what being on board one is like irl, you'll see what I mean
Wooden coaster is the work horse. Nothing special but nothing bad, looks cool though and is a staple for every park. It's like the "big kid" version of the steel mini/junior coaster
@@translucenc3lol482 Back in 2002 when RCT2 was released there were only two dive coasters: Oblivion and G5 and both are clones of each other and have no inversions.
@@AdamSmith-gs2dv I know, but it seems weird that they would put a loop, which didn't appear on dive coasters until they already had many other inversions, but not anything else.
@@translucenc3lol482 I know it's been a year, but if you have Open RCT, you can change the track type of a vertical coaster back and forth between Twister and build the special elements from both the twister coaster and the vertical drop coaster. When you test and run the ride, you can leave it as a vertical drop coaster and the cars will go through the twister elements just fine.
Honestly, there's one reason I like the Steeplechase and one reason alone - it's super cheap to build, so if you have a ride where due to how much space you have you could implement a vertical loop but couldn't easily add one to run through it for the stat bonus, you can build a quick and easy Steeplechase and have it run through the loops for the bonus. The Junior Coaster technically works better for this, but there are some instances where you'll have the Steeplechase well before the Junior.
I agree with everything on this list. One thing I want to add, and I agree it isn't a coaster and shouldn't be on this list, but I hate the water (dinghy) slides in RCT1/2. I cannot begin to list the times I spent hours making cool water slides, only to have passengers get stuck in the middle two months into operation.
Have you a video about all the water rides? That I would find to be interesting as the next one. An overview about all water rides, what their pro and contras are...
I cant imagine how much time and attention to details these videos must take, your parks are so much different then how I've played the original rct with expansions basically my whole life and its amazing to see what you can do with a bit of dedication and some math.
You pretty much said what Ive been thinking: Reversed Freefall would fit better in the thrill category instead of the coasters, because it's basically just an L-shaped Launched Freefall. :/
The most annoying thing about the suspended swinging coaster is its lack of banked turns. I can understand why it was done in game, but IRL the early coasters of this type had no banked turns either and suffered for it.
I would've thought having a banked turn for a swinging coaster would be redundant. After all, the fact that the car swings out sideways in a curve has the same effect (in theory at least). This is the principle behind why tilting trains can go through curves at higher speeds - since the train leans into the corner, the lateral g-forces on the passengers are lower than they would be for a regular train going through the curve at the same speed. Railway lines are banked for the same reason; You can go through curves at higher speeds. It follows logically that a swinging coaster, being a design that is basically a passive tilting mechanism, would have less use for banked curves than most designs... But, perhaps the nature of the swinging mechanism isn't good enough to compensate for a curve. And since it's an entirely passive mechanism, I could imagine the transition into a curve could be extremely rough...
@@KuraIthys Actually, the problem was that the unbanked curves put much higher stress on the *track*, causing it to start suffering rapid fatigue (as evidenced by rough track and much maintenance needed to keep the track aligned). Banking the track in the curves made the stresses on the track be in a direction it's much better at resisting and thus made the ride itself have a longer service lifespan (witness Iron Dragon at Cedar Point still going today).
@@KuraIthys This is exactly the kind of comment I hoped for. Your thought process mirrors the one that went into early coasters of this type: "Why bank the turns when the cars bank themselves?" Of course, pointed out above me is the reality of the situation: It works just fine for passengers, but it puts hugely uneven stresses on the rails. They were nightmare to maintain, because the stress would cause tracks to deform. If any corner was wielded from different pieces these transitions very quickly became very rough. I'm not sure how familiar you are with different coaster manufacturers, but they all tend to use distinct track types. For example B&M has this "box shape" under the track, which tends to act as a resonance body - their coasters are known for being loud, and sometimes even have to be filled with sand so that they don't violate local regulations on that ("no noise after 22:00" for example). Arrow dynamics' track is perhaps the one most people imagine for steel coasters. A steel tube in the centre, with two steel tubes sitting slightly above it and to either side, connected through solid steel triangles between the tubes. Or, in the case of an inverted coaster, this but upside down. These tracks are great at absorbing g-forces that push riders into seats or give airtime on top of a hill. These tracks are simply not made to absorp strong lateral forces, where trains are doing their darndest to pull them towards either side. These trains are heavy and fast, enough of them will put a dent into even the strongest tracks. Once the trains lose speed this pressure will be much less, so the track will not bend. This is why curves on non-banked coasters are either slow, or very rough*, keeping this issue in check was the main problem for these early coasters. On a last note, the transition from straight to curve, even when not banked, is very smooth on freshly constructed swinging coasters, because of the way this passive mechanism works, but that'd get into the physics of things. Let me know if you want an explanation *the one exception are wooden coasters, which are "easy" to re-track, something nearly impossible on most steel coasters.
My Top 5 list would be similar to Marcel's, but with consideration for track design innovation being a higher priority, with 5 more (Top 5) Dishonorable Mentions. 5. Compact Inverted Coaster - Not terribly aggressive when it comes to Intensity racking up over larger and more complex designs, but that's actually a large difference when even compared to the Corkscrew, even despite the extra Twist elements. Even the Standup is at least slightly less aggressive in that regard to the point of being able to make pretty decent designs with it, and with fewer special elements to boot. The fact that there are more to the Compact Inverted along with the twister can - and often is - actually a curse in and of itself because you can only do so much with them before overloading the Intensity above 10. 4. Inverted Impulse Coaster - Its Intensity rating can rack up pretty quickly on larger designs. However, even that's not as aggressive as the lower ones and only comes so close. Still, designs can be severely limited due to that factor alone. 3. LIM Launched Coaster - The vast number of special elements along with its Powered Launch Block Section Mode can actually prove to be a frustrating chore to work at with custom designs in and of itself, and is even more of a curse than it would with the Compact Inverted than a blessing; much farther from it. The poor Excitement/Intensity ratio should explain everything about why that's even the case. 2. Heartline - Its worst stats in the game are why it naturally had to fall into the much lower levels of the list, but much longer and more exciting designs can be constructed in a single-wide tile, and that's literally the only way of building the coaster in fact anyway. 1. Inverted Shuttle / Inverted Vertical Shuttle. I've included both because they're literally essentially the same design, but one can go vertically also. It has a vast variety of special elements just like the Compact Inverted, but it's safe to say that most of them might as well not exist in the game at all because very little if not minuscule can actually be done with these elements, essentially rendering them next to useless - you're gonna have to be very talented to use most if not all of them while even still maintaining an Intensity below 10 at all. Dishonorable 1. Mini Suspended Coaster / Flying - While its extremely low support limit can't be dismissed as a major disadvantage in typical situations, indeed, such a low support limit can actually be a blessing to those who are beginners or amateurs with scenarios with hilly parks. In (what can be argued to be) traditional Mario style, this in that sense (eventually) forces the player to build with the terrain rather than against it, making designs much cheaper in the long run and much more Exciting than if just the exact same ride were built on flat ground. Also, the fact that it has a low throughput means that queues can be incredibly short - often essentially meaning that the ride can actually literally be placed next to a path, rather than having to prepare especially in advance for a longer line for more guests and thus profit, which means that even being a low-profit coaster, it can especially work for quick, easy, simple cash and a large sum in the longer run if constructed even slightly properly. Yes, even SLIGHTLY properly. Dishonorable 2. Normal Stand-Up - Despite a large base intensity, which cannot be counted out as a problem in and of itself indeed, such a factor makes it easy to build designs with intensities of 9 or over, making them a boon for parks whose guest prefer more intense rides. Dishonorable 3. Suspended Swinging - While the disadvantages you've listed there certainly can't be counted out just like the others, not only can this ride in a more subtle method both appeal to those seeking higher excitement and/or intensity, you only have to deal with quarter helixes, not only very gently sloped curved dips or "overbanked" turns possible, but that simple factor alone means easier helixes and less restriction on using them. But the #1 factor is that because there's no banking and that's because that's done by swinging, this means not having to deal with the restrictions of or the need for banked turns, which is especially a blessing to much higher throughputs because having to bank and unbank at certain intervals would've added up over time on larger designs, both size and stat-wise. Dishonorable 2. Virginia Reel - While this ride is decent according to stats alone, this is also one of the only coaster rides in the game without any brake elements at all. You heard me right: LITERALLY none. This means you can't just cheese Station Brakes Failure with normal brakes much less block brakes, and thus it's one of the only ride types in the game where it's literally impossible to guarantee crash prevention from Brakes Failure; you have no choice but to build the ride strategically to prevent crashes with multiple trains. The reason it's not the worst in the Dishonorables is because it isn't cursed with it being able to fly off the track over hills at high speeds, and it's one of the cheapest and most compact coaster types in the game; even its tighter turns more than make up for the lack of special elements and of course its utter lack of brakes at all when it comes to the #1 spot, the Side-Friction and Reverser. Dishonorable 1. Side-Friction and Reverser - not only can they fly off the track at high speeds over hills and dips, but they also don't possess any "guaranteed" safe form of descent at all, forcing the player to take risks with it flying off the track and managing the brakes properly, and speaking of brakes, although this design DOES have brakes thankfully, it's bulky design aforementioned in the video means that not only it can be difficult to lay down brakes accurately without the design getting messy or otherwise rendering the design unsafe when finally tested, but the player actually even risks the coaster not even making it over a hill when they have to use brakes to AVOID the coaster flying off the track, among others things mentioned, which therefore means it can, and more often than not does, severely limit one of the few EXCITING elements and in fact literally the most exciting element you have for the ride itself, the hills and dips, which can lead to some particularly frustrating designing with this particular coaster. This also makes this ride with the hardest-to-work-with brakes in the game, but to a much lesser extent than just the severe general limits of the Side-Friction Coaster itself.
I can't agree with the Virginia Reel being worst, yes it has no brakes and is prone to crashing due to Station Brakes Faliure/Brakes Failure, but the good aspects of the type MORE than make up for that fault. In fact I consider one of the BEST coaster types for it's cost, being very compact and versatile, impressive throughput and overall solid stats for how much it costs. Not even the Junior Coaster can compete with it. Plus in RCT1/D pretty much any single coaster type isnt truly safe due to Sation Brakes Failure being a massive lie (as all brakes outside of the Holding Brake fail as well) of a breakdown unless you build them in such a way that they enter the station below the crashing speed.
What coaster types do you feel don't line up statwise (not feature wise) to their real-world counterparts? For example, are swinging inverter coasters really that nauseating in real life? (I don't think so).
yeah, inverted coasters get a nausea penalty that IMHO is not deserved. I also don't understand why the free-fall towers get such a high nausea rating. (high intensity I understand completely)
The Heartline coaster (real world model manufactured by TOGO, now only operating in Japan) are said to be much more exciting irl, the abysmal stats in RCT2 don't do this coaster any good.
They're really not that nauseating, no. Granted, part of that might in part be the layouts that they're given. You probably could make the things horrendously nauseating in real life, but they tend to have tamer layouts which make for decent family rides. They're not like kiddy coaster class, but they are more moderate in their layouts so they can make for a nice stepping stone. Though given what I know about the Arrow suspended coasters it'd probably be more prone to breaking down than anything if you made it more intense. They're maintenance nightmares.
I believe that the steeple chase is a transport ride in Disguise Perhaps there are other rides that are actually transport rides not roller coasters A roller coaster is basically a train. Trains a transport Therefor roller coasters can be used primarily for transport only!
Great video sir! I was surprised that the Heartline Twister wasn't #1, but I can see why. For a top-5 nostalgia rush, you might consider "The top 5 scenario roller coasters" (or something like that) where you can take a look at some of the prebuilt rides that are in some of the fan favorite RCT/RCT2 scenarios in terms of stats or design or whatever. Maybe figure out which scenario has the best prebuilt coaster of them all. Again, great video- rock on!
The Storm was pretty cool. As were See No Evil / Hear No Evil / Speak No Evil. And the rollercoaster in Vertigo Views. Maybe Megaworld Park had something too.
@@JakeTerch Yup, Diamond Heights was the one that had the best coasters. Even more than Karts & Coasters... and that one had karts... and coasters. (Also, the darker Wooden coaster never seemed to have any activity in the main menu whenever it appeared)
Oh man. I like the steeplechase. I use it late in game to weave in between other coasters (going through loops and whatnot). Your points are valid tho.
With the heartline coaster I was able to glitch it with an ultra-extreme excitement rating of 800 or so, I don't know how I did it but it was a super long, slow, and boring ride, not sure why the excitement was so high.
This glitch was triggered because the heartline twister gets a *penalty* to excitement with air time, unlike other rides. In certain early releases of RCT2 (and not in OpenRCT2), there was no check to see if that would drop the excitement rating below 0, and so it underflowed to ~655.xx (not 800).
@@James_Moton I don't remember the exact number, I have a screenshot of it somewhere. I think it's funny it got negative excitement, that makes sense, lol. Thanks for the explanation.
Now that I think of it, Steeplechase seems like a constant battle for survival from the passenger's viewpoint. You sit on top of a horse, no shielding from any side, just you and the laws of physics that push the wind into your body and puts your lfie at risk with centrifugal forces and overall inertia of your own body. Yeah, it looks kinda cute and even majestic through bystander's eyes, but just imagine the horror when the designer decides to build it like a more extreme attraction.
I want to love the heartline coaster so much. I remember playing rct2 for the first time and immediatly falling in love with it, the design is just so cool. Too bad it's almost unusable in scenarios due to its horrible stats :/. I just want to love it so badly but really can't due to this
Can you do a video providing advice on transport rides? I'm not sure if I use them correctly or to their best potential in the game. Perhaps even do a top/bottom 5?
Guest AI isn't programmed to recognize transport rides as a way to travel, so their use as transportation is limited to simply moving guests in large numbers from one part of a park to another. Their high capacity makes them good for soaking up crowds, and the fact that they cause guests to ignore intensity preferences when they're free to ride helps in that regard.
The Steeplechase _does_ have a semi-unique special attribute. If two coasters are synchronized and racing each other on otherwise identical tracks then the winner will be the train with the higher gross weight. For most rides that's the average weight of dozens of guests _but_ on the Steeplechase the sample size is much smaller.
I understand why, but I think the cycle monorail is worse. Lower throughput, high maintenance costs, lower speeds, unpopular in rain, and lower excitement.
Yup, I’d 100% agree with the mini suspended coaster, it’s just a steeplechase but even shitter and less compact. Even the heartline at least is useful for being so compact. The mini suspended coaster has *nothing*
Sucks because the suspended and steeplechase are some of my favorite types from a visual point of view. But I have to agree, in practice they're a major pain to make.
The only entry on your list I really disagree with is the suspended, which I'd put in the dishonourable mentions. I'd put the side-friction on the list at the #5 spot instead since it crashes easily and has worse stats than the bobsleigh, reverser, and suspended. Otherwise, I have to say I agree with where you put each coaster on the list and why. A top 5 best roller coaster type list might be tricky because it's situational, but perhaps it'd be worth taking a stab at. You might also try a top 5 flat rides video since you mentioned flat rides.
I guess part of the reason is that you can’t really choose a single of the fly off the track coasters. I mean yes, side friction coasters have lower stats than the bobsled, but are ridiculously less expensive, and their smaller trains make them less likely to fly off. Meanwhile, the suspended swinging coaster is unique in its rubbishness
Before you announced #1 I guessed the Mini Suspended Coaster and I was right. I always hated that coaster, mainly for its throughput. You can't make any money with those. I bet you could make more money with just about any flat ride design than the Mini Suspended. Maybe the Crooked House would make less.
Suspended Single Rail Coasters may have terrible throughput, etc. but I once created one with an excitement rating of 7.81 and an intensity rating of 7.98. This was done in RCT1.
I'm not a very good rct player - i love the classic games and I'm just now trying to learn more about the mechanics of the game - which is how I discovered your channel. I just thought it was funny that, even with not knowing much about how the game actually works or about any sort of strategy, all of the coasters on your list were ones I either HATE to build with or I just flat out ignore in my games if I can. They really are that bad. 10/10 agree with your list.
In real life the Mini Suspended Coaster was an obscure ride called Skytrak (A ride from Granada Studios Tour in the UK) which was the first example of a flying coaster.
I wholly agree with your #1 choice. I never fully knew how to pay attention to many stats while playing the game growing up, but I never even touched the suspended mini after realizing it was trash
Heartline, reverse freefall, reverser, and bobsleigh are all ones that I like aesthetically. Seems my tastes have really screwed myself over. Speaking of aesthetics, I like the idea of using a reverser coaster to highlight some main attraction (I've been toying with the reverse freefall coaster). Basically, have the reverser coaster loop around it, and reverse around it. Basically, let the guests see it, pass it, and then flip around to keep looking at it. (Here's hoping we get ride overviews on the reverser and bobsleigh.)
I remember playing RCT2 back in the day but I don't remember rides having minimum length requirements. Is that a sort of under-the-hood mechanic they had that would penalize the stats if it was too short?
You just put a dagger through the heart of my 10 year old self. When I was a kid, the mini suspended was my most favorite type of coaster to build, I thought it was so awesome.
My worst are: 5. Steeplechase (actually not bad, just outclassed by wild mouse and junior coasters) 4. Any roller coaster that can't take a hill too fast (bobsled, side friction, etc.) 3. Air Powered Vertical Coaster (overpriced, tends to exert too many negative gs when cresting a hill) 2. Heartline Twister (exceptionally poor stats, outclassed by reverse freefall) 1. Mini Suspended Coaster (can't keep momentum, support limit too low, among many other flaws) I constantly forget the mini suspended is even in the game at all, and this is coming from a long time RCT player...
The Air Powered Vertical Coaster is actually a type I underestimated, yes it lacks so many features and is super expensive to build a decent one on top of less than stellar capapciry, but you get INSANE stats for them and they typically have ride times under a minute, we're talking $8.00+ PER RIDER on rides that last like 30 seconds at most. In Classic I made a 10.37 Excitement one that lasted 20 seconds on Pleasure Island, I was charging $10.40 for a 20 second ride, it was hugely profitable. Also in RCT1/D and Open RCT2 you could create basically Reverse Freefall Coasters with them that not only fit twice as many riders (16 as opposed to 8) but also get VASTLY SUPERIOR stats.
What would be some ways to improve these coasters, so each offers a different advantage to using? For example, the Mini suspended and Steeplechase might get to use Boosters to keep their speed up. Steeplechase might get a boost to Excitement if it is next to another Steeplechase, they are Synchronized, and both tracks are the same length. The Heartline might get a loop, the Multidimensional coaster could be given tighter turns than any other coaster, Suspended coasters might get excitement bonuses depending on what they cross over, etc
The steeplechase does already get a bigger boost for synching with other coasters than most (if not all) other rides. I don't actually think that these rides need to be improved. Just like you don't build a merry go round (and many other gentle rides) for profit you don't build a mini suspended coaster for profit either. It's there to look pretty and as it's still a coaster it'll still make decent money.
Three possible squeal/top 5 videos I'd like to know about: Top 5 best 'Shops and Stalls', Top 5 favorite things from the expansions, and Highest price guests will pay for a ride
I think the reason why the coasters which don't have a lot of options get lower stats is because in general they just aren't as challenging to build. That being said flat rides still are less difficult to build than basically every coaster you mentioned and get higher stats. Especially the heartline twister coaster is punished really hard. I hope that openrct2 adds a feature where some coasters get higher stats to at least allow them to get 6 excitement for a price of around €5000 to make them more viable than using just flat rides. Edit 1: added twister between heartline and coaster.
I'd say, Looping (Schwarzkopf style), Corkscrew (Arrow/Vekoma style), Twister and Vertical Drop (B&M style) and Giga (Intamin style). Out of these, my personal favorite is the Looping coaster
@@zaeonnine0 Yeah, people sleep on the airpowered coaster a lot. 8 excitement for the basic design is a really good deal. Aside from that I'd think Standup Twister, Corkscrew, Vertical drop and Giga.
Man I don't even play rct2 (I've played 3 though so I understand it) but I keep watching this guy's videos just because he has a way of making everything interesting, even mundane stuff like the mowing video I watched the other day.
Btw @Marcel I figured out perhaps the first good design for a heartline twister ever. Build a station 2 units above ground surface, build transition down, build heartline roll, build transition up, build into station. You can get crazy high througput (for a heartline) and in open rct2 charge 4.80 in the first 5 months (not bad) but in rct classic you can charge 920!
Calling it now, Heartline at #1. Let's see if I'm right. Edit: Damn, I really overestimated how bad the Heartline was compared to some of these. Jeeze.
Just want to note something, the Steeplechase is terrible on its own, but it seems to be intended for dueling and racing. I've been able to get it up to over 7 excitement with under 7 intensity by building three steeplechase rides together and having them run alongside each other.
I disagree with saying the swinging suspended coaster is worse than the side friction coaster. Yes, the side friction coaster has similar flaws to the reverser coaster, but it is clearly worse. It goes off the rails any time the crest of a hill is 9 meters below the crest of a previous hill, unless there are like four other hills in between. You can build up to the support limit and put in a 20-ish meter drop, have a bunch of hills to slow it down enough that it can finally make a bunny hill without flying off, have the whole thing like 700 meters with like 6 seconds of air time, and still have less than 6 excitement.
I've actually had some good luck with the suspended mini coaster in scenario play around the edges of my park when it's available by making a track that climbs up to the maximum height and then a maximum drop and then just goes across the map with little one block hills, and then another chain lift with a bigger drop right before turning, and then just a bunch more one-block hills until the station. Paired up with a very long station and actively setting the minimum waiting time to one second, with the entrance and exit at the very first block for quick loading/unloading will maximize the possible through-put that this coaster is capable of. Still not super great, but it's relatively okay for a coaster and because that design is just a very long 4-width design it fits nicely on the edges of my parks. I definitely would never put it in my list of favourites to build with, but if I'm in a scenario where I can charge for my rides, I'll usually throw down a functional design before I start repeating coaster-types. I usually can't really exceed 5 or 6 excitement but it ends up being a good middle-ground ride getting the guests who aren't interested in my high-intensity coasters or low-intensity flat rides off the path.
I figured the bobsled would have made the top pick, at least for me it does. The issue I have with it, beyond being incredibly tedious and yet boring to build with in order to prevent it flying off, is that it's virtually guaranteed to crash once or twice a year if you have 2 trains. When the station brakes fail even a careful design struggles to not create death, so you can't leave your park to function on its own with this possibility.
5. I don't mind it: My "zuyderzee zeiler" was a suspended swinging coaster with a lift over the lake a dash through a canyon a swing round custom houses and some flying close over the water, hard to balance though 4. Heartline, Probably my least favorite, I pretty much never use it, don't find it good looking , might only use it for variaty sake or space issues 3. Steeplechase is a great clasic which often makes it into my park as a "transport ride" 2. Sort of a classic, usually do not build it, but love it's real life history; fun fact it isn't so much a coaster as the first itteration of a "lauched freefall" same company even (ok seems you know) mentions: - 4D coaster is hard to build but satisfying for my micromanaging needs (you can set the angle at each trackpiece, I build one going over and under paths that (after a shitton of work) was awesome; story goes my park needed money and "Tango" the world famous orange drink brand was willing to sponsor this contraption to pay for the development of the "efteling area" (truth told i just wanted to make a 4d coaster with one of these extremely tacky box "near miss elements" and path interaction -- I absolutely love the bob, both in real life as in the game; the perfect coaster to complement a forresty hillside - Reverser coaster is probably one of my least favorite, i can't remember I ever build it - Side friction is fun, again; hard to balance but absolutely satisfying if it works out ...i have a feeling you are going to put the virginia reels on 1...we will see 1. well not the virginia reels...I don't mind the mini suspended coaster, its a good family ride to complement the more exciting junior and schwartzkopf models I tend to use as family coasters (the later two; Banana split ; a dual looping and trick track on a roof schwartzkopf, and Jungle breeze the junior coaster that takes you through a jungle and into many buildings... unlike those I do not tend to decorate junior suspended coasters much; it tends to stand around the area where the obligatory Vekoma boomerang and the other family/kids rides hang out , usually to fill out a space or I make it loop round other attractions again more or less as a sort of "transport/scenery ride"
I like the Swinging Suspended Coaster (SSC). Especially the floorless trains as it looks much better and I love using the SSC in wooded areas as I think it looks pretty cool snaking through the trees.
You forgot the one last bonus on the steeplechase; they get the biggest boost to excitement when you synchronize them to another coaster, getting nearly twice the excitement boost as the average ride. It may be my soft spot for them again, but I think it's something to note. Still spot on for their throughput though. Also I am surprised the Heartline was only #4, I'd have thought that its one-width element would just barely keep it out of worst for what you get. Shame they weren't buffed slightly on the excitement, since that'd make them a decent space saver ride.
I remember when I was young I had a heartline coaster (3:08) and it because the main attraction to my park, Didn't care about efficiency or money that game but almost no matter what I built the guests never went into them. I have a much better understanding of why now, but back then I just called the ride Blue boys and dyed it all blue and laughed with my cousin at the lines of 200 or more Guests.
The mini suspended coaster looks awesome but sucks just as bad as it looks good. It's good if you want to have a longer ride that keeps guests away from the popular rides for a longer while, but is still a coaster. It's also good for theme based parks and as the other coaster guests go on when there is too long a line for the good coasters. I think this type of coaster is all about fitting into the theme of the park without being too expensive.
The sad thing about the Mini Suspended Coaster is that it actually wasn't a bad type in RCT1/D, there you could run 3-car trains (2-car if using the flying seats) which meant you had more momentum to work with, it was surprising at how much you could get out of that type in the original, but it suffered HORRIBLY in RCT2 and on. I don't know who thought that nerfing that type into oblivion was a good idea, the only 'buff' it got was the ability to build the extra-large curves (and as a result being able to be built on a diagonal), which if it performed like it did in RCT1/D that would be a blessing. The only other coaster type that I can think of that got a bad transition into RCT2 was the Vertical Drop Coaster, mostly because its signature thing (being able to build vertical drops/inclines) became available to the entire Twister Coaster suite and the LIM Launch Coaster. All of which have WAY BETTER special element selections to boot. But even then its still a viable coaster type, just a pretty bland type to use.
OK, I get this. This channel is focused on Power Gaming. I also did not like the Mini Suspended Coaster as a child. But that thing has grown onto me over the years. It got 2 things going for it. 1) It's extremely cheap. If I start a park with not much money and hills somewhere, I immediatly build this coaster. Very Quick way to get money rolling. 2) It's extremely fun to build these things. Not as a compact design, those suck. You have to build them into your terrain. Take the one from "Katie's Dreamland" as a blueprint, only make it bigger. If you use your terrain correctly, you can get 1-2 good lift hills from it. Slow speed and swinging cars make lateral Gs rarely a problem. You can crack the 200m limit easy that way. Also since the max. height is so low and you build on leveled terrain, you rarely block other constructions with it. I replayed Orignial RCT a few years back and thought "Meh, I have to play Trinity Islands again..." the scenario with no good costers in it... But finally, it clicked for me, the tiny Islands were ideal places to learn how to free build those low tier coasters - lessons I took over to other parks. This must have been intentional - Chris Sawyers is a genious. The level design from RCT1 a perfect learning curve. No Park Manager ever managed to recapture this and I think it's the main reason RCT is still so well regarded over the years. My no1 worst coaster would be the Steeplechase. Lateral G kills all interesting designs for it.
I recently built a steeplechase that wound up being my 2nd most popular and high stat ride. Peeps either walked off cheering or vomiting. That coaster pulled me out of the Red.
Imo, swinging suspended and bobseld are the worst coaster types. They take up way too much room, cost too much, and have relatively low stats. There's almost never a good time to use either in scenario play. Also, tbh I don't mind heartline twister coasters, only because they take up so little room, which is perfect for scenarios with limited space.
A good follow-up question is what unique track pieces could the OpenRCT2 team incorporate in the future to boost the interest in these rides? For example, I know that Japanese heartline coasters have elevators and vertical drops (although you can already replicate these elements with track merging and tile inspector work). Maybe there can be an even bigger boost for scenery adjacent to the suspended swinging coaster, seeing as the ride historically hugs the terrain in real life examples.
2:48 "It's not uncommon to have a coaster with 4 excitement and 9 intensity" *looks at my Heartline Coaster design with 4 excitement and 9 intensity nearly on the dot* Huh...interesting. Yeah, I finally picked up RCT2 and built my first one at one of the '5 hardest scenarios', Gravity Garden (it's not so bad imo, it's just time intensive. Your videos definitely helped a little :) ). I liked the way I handled it to be honest, making use of one of the hilly corners to have a section before the first lift hill, then the main section before a second lift hill takes it back to the station. Part of the return trip takes it underground too.
I've only just started playing OpenRCT2 and I never expected to use Steeplechase even before finding out that it's bad through videos like these. However, after trying it out, I actually quite like it. Something about its simplicity and the flavor of horse-riding makes me want to get at least somewhat creative with two synchronized coasters, akin to dueling knights (even though there's a separate vehicle for jousting knights that I haven't unlocked in any scenarios yet ._.). I haven't gotten to harder scenarios yet (I completed Bumbly Beach yesterday), so I'd say it's completely fine to use suboptimal coasters at this point. I can't imagine riding a Steeplechase in real life though. Coasters in general scare me and one that looks like it'd be very easy to fall off of is even worse. o_o