Building a hypercoaster in RCT

Section 2: The twists


Here is the first twist. However, the final version continues turning for another 90º before repeating on the other side

Of course, there is nothing to stop you from mixing twists and hills, and a good mix can help build a good hypercoaster, but I usually have fairly clear changes between the two sections.


This mix of hills includes steep twists.

However, I find that it is a good idea to make most of the bends low – this makes them fast & exciting, and also looks better (long supports from curves don't look very good). Normal coaster design techniques apply here:

  • Use water below the track and sometimes sprayed onto riders from fountains

  • Use scenery by the track

  • Build bridges over the ride, especially over a drop

  • Build tunnels


Those cliffs in Iceworld are very handy to build a tunnel, and tunnels are exciting.


A good mix of tunnels is also good as the riders find it harder to guess what is coming up.


Here is an underground helix down & up.


Again, we curve back to the cliff, aiming this time for one square out from the exit. Large radius corners are not enough, so it is necessary to mix them with straights. Keep them banked as there will usually be only one straight, and banking & unbanking causes vert Gs to peak.


Here is the same type of curve underground.


Now, it's time to set off back to the station. However, the train is currently at the other end of the map, and we don't want a boring ride back. I've used curves to give some enjoyment.

Section 3: Completing The Circuit

Back to Section 1: The hills


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