Introduction
Technically
a hypercoaster is a rollercoaster with a drop greater than 200ft.
However, I sometimes build ones with a drop just below this, and call
it a hypercoaster. The techniques for single or dueling hypercoasters
is similar, but there are differences. This is how I build my
hypercoasters, although it's probably not the only way.
You'll need a fairly large park and lots of money – or a no
money scenario. Depending mainly on the amount of money you have,
you should decide whether to build a steel corkscrew or a steel
twister hypercoaster. Also, decide if you want single or dueling,
and where the station will be. A high station allows you to build a
small drop 'teaser' section before the main lift hill.
This article takes you through the steps of building a hypercoaster. Extensive use is made of screenshots from the game. As a result, pages may take a few seconds to load. The size of some of the screenshots makes this article unsuitable for viewing at 640*480 resolution.
Starting the coaster
In general, a hypercoaster is a long rollercoaster, as well as
being fast. Therefore, it is a good idea to build the station as
long as possible to get more trains – and people –
through. Find a good, clear spot to build in, and start
construction. If you are building a dueling hypercoaster, build
both stations, so you know where the other one will be, and don't
build in its way.
Sometimes you may like a teaser section at the start of the
coaster. I won't cover how to do this here, because it is
generally just a simple rollercoaster without loops. The reason
for avoiding loops is that you can use non-looping trains, which
gives a very reasonable excitement boost, and should be taken
unless you can get a better rating with inversions alone. You
should get to the end of any teaser section and into the lift hill
with both tracks together.
|
Atlantis
Islands: Lake Isle. I will demonstrate construction of Sky Devil,
station here.
|
If you are building a dueling coaster, you will want to have
the trains synchronised. A good way to do this is by making sure they
are at the same speed & position at the top of the lift hill, say
5mph (lift hill speed). This is easy without a teaser section, just
go straight out of the station and onto the lift, and make the lift
straight. If the trains are not synchronised at the bottom of the
lift, there are two basic ways of fixing this: alter track lengths to
change time & speed in the teaser section, or use brakes and/or
boosters to control speed. If you do not have speed for a straight
lift, you'll need to make sure rides are synchronised at the top. You
could try using this instead of earlier options to synchronise rides
in the first place. Otherwise, you will need to keep them
synchronised. There are 2 main ways of doing this: either by
splitting the rides part of the way up, having them go away then come
back (be careful about exact lengths of chain lifts and any launched
lift hills), or by making an S-bend lift hill. AA/LL users see Three
Monkeys Park for an example of this. Note that synchronisation may
change between trains as they leave the stations. This is normal (I
think).
|