Building a hypercoaster in RCT

Section 1: The hills

How high to build the lift hill? Well, that partly depends on how long the ride will be. A higher lift hill will be faster, more intense and longer. It will also be more exciting if it is built well. My favourite heights for hypercoasters are 46 & 52. Ending the lift hill in a reasonably clear area is a good idea, too. I like to start my first drop with the back of the train off the lift hill. Either do this with a high straight section or a high corner.

I've turned the track through 180º outside the station because of space. Note that the lift hill is 1 launched then 2 normal track sections. This gives a fast lift hill (about 15-20mph), with minimal intensity increase. However, the bottom section needs to be normal or the trains will fall back into the station. Also, running cost is higher.


The lift hill has been a chain lift since height 47 to give a slow (5mph) peak to keep intensity down. At height 52, this will be a fairly fast coaster. The first drop comes down over a path in this case, so I can't go underground for full speed.


Building a peak in the track. This is the first peak after the lift hill, so it is one steep section smaller.

So, you have a hypercoaster lift hill. Time to get exciting: the first drop. All my hypers start with a hilly section, going fast at the bottom & fairly slowly over the tops. Go straight down from the top to as far down as possible – underground even – to get great speed, intensity, excitement, and more change of proper hypercoaster status. If there isn't room, or you don't want those, then go down as low as you can. Then, it's straight back up again. You should go up the height of one less steep track section than you went down. Keep doing this for a while. Note that steel twisters provide a smoother ride than steel corkscrews, so they may become too fast. To avoid this, either go the full way up, or build up one height unit after a main peak (see just after the first bend on the hypercoaster in Vertigo Views (LL only)).


The second drop comes down over clear water – perfect for going down further. I need to remove water over that square.


Make space for a tunnel, then build the ride bottom. The ride then comes out of a hillside in this case.

To turn, the best way is a steep twist at the top of a hill. Note that placement will affect intensity – make sure it is not too fast. If you are building a dueling coaster, either use nested flat corners (different radii), or swap sides with steep twists. Add an extra flat straight to one of the coasters, then twist them in the same direction. The coasters will end up on opposite sides of each other – check things work at the end station. You can then re-synchronise by adding another flat straight at the same speed (i.e. The same height if you do it soon enough).


You can always add flat sections to a hypercoaster. Here the track bends at height 11 & descends to water level and fountains.


This is the first twist on Sky Devil. One like this can be both exciting & intense, so use it with caution.


Remember, going under a path is exciting & attracts more riders.

Once you feel that the trains have lost the speed needed for hills, go on to section 2


Here is the drop to section 2 in Sky Devil. Note that the flat section is to move the drop to somewhere there is space.

Section 2: The twists

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