JJ'house is like a total jam. The entire tune encapsulated all the sound-vision that I have when I think about traveling carnivals, like kirmes. It's just... amazing
I wonder with modern technology if this is actually possible now. Alot of the elements we see on RMCs were probably thought to be "insane" or "impossible" back in the day.
i think its still too many G's to make it reliable. I wish. It's easy to forget that coasters have to be able to get through their track at 75% the top speed. Hard to see a design do that.
I prototyped one in Nolimits but with a loopscrew on the top instead of a vertical loop, and half steep helix/inclined loop hybrids for the bottom, both changes allow a sub-200ft height without excessive Gs(still requires a hyper drop though) Maybe with modern CAD & CAM, it should be possible. The question is, which manufacturer?
Such a bizarre concept, I had completely forgotten about this element in RCT3 - I feel like I thought it was some sort of bug/glitch when I came across it all those years ago haha. Great video as per usual!
I thought the same thing! I remember as a kid feeling like I discovered something I wasn't supposed to be seeing, something the developers purposefully hid away, but apparently not. Thanks for the comment as always
Here's what I think. The Hyper Coaster was overshadowed by both the superior Hyper Twister and Giga Coasters in RCT2 so they simply wanted to give it a way to stand out. The figure 8 loop probably was originally intended for the looping coaster, but requiring near the max height for one element and being able to build one manually probably didn't make it practical, so they slapped it on the Hyper Coaster to solve both problems. Also the original Steel Phantom at Kennywood and The Big Apple Coaster was/are old Arrow(like) hypercoasters with inversions so an inverting Hyper Coaster does make some sense historically.
I like that theory about the devs wanting to make the hypercoaster stand out from its more modern competition, definitely could be it! Also, I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper, but it’s definitely a good point to bring up. Really big Arrows with inversions certainly do/did exist. Thanks for the comment :)
@JNattyBoi the way I've always seen it, a coaster qualifies as a hyper/giga/etc. as long as it reaches the qualifier in either structural height _or_ drop height, so, yeah, Phantom's Revenge is definitely a hyper. same way Orion is a giga. hell, if Oblivion went deep enough to have a 200-foot drop, I'd even call it a hyper.
Ah I remember back in 2005, a few months after I'd been given RCT 3 for christmas scrolling through those hypercoaster elements and clicking on the figure 8 loop and my eyes nearly popping out of my head.
My best guess for such a specific anomaly is that it was initially used for testing out the game engine, (Since there’s a lot of curves, turns, and inversions) and either forgot to remove it, or simply didn’t care to add the same element to the other coaster types. This would explain why only one coaster type has it, and this would also explain why it was still left intact after all these years since it deviates from the patent. Not only that, but the closer proximity of the coaster pieces could also demonstrate how they can all be pieced together in tighter spaces, or at least kind of. I think this was simply made in the game originally as a way to try out its customization tools and if the coasters can still function on such crazy inversions before the game was released, and the upwards figure 8 is definitely an extreme and impractical example, especially for something like the hyper coaster, where it looks very out of place as you said. In any case though, it’s still interesting that it was left in since it is an interesting Easter Egg that takes us further into the obscure side of roller coaster history. Really the only notable obscure thing missing is the removed coaster types from RCT1, especially the spinning cars. (Seriously, someone needs to make custom rides of that again for RCT2 with stuff like NEDesigns, and RCT3 with mods, if they haven’t already) I know it’s not exactly a real coaster type, especially at the time, but it still would’ve been nice to see as a callback, but maybe that’s just me. Oh well, RCT3 is still an incredible game regardless, and I’m so happy that it’s on a console like Nintendo Switch too, so now *no one* has an excuse of not buying and playing it, as I’m sure almost everyone who plays video games at least owns one, and if not then they probably already have something like an expensive PC anyways. It was ported to the iOS almost a decade ago now too, but it came with the bare minimum (No expansion packs) and was pretty lackluster, especially compared to RCT Classic, which is without a doubt still one of the best video game ports of all time. Really my only question now though is when we will get Planet Coaster on Switch, since it’s on every other system and that Jurassic World Evolution is on it. Perhaps it’s a way to sucker people into RCT3 for awhile for limited exclusivity, and vice versa with RCT3 on other platforms? Possibly, but I dunno. Anyways, as someone who played this game a lot, especially as a kid, I don’t remember coming across this element back then, which is very surprising all things considered, I played the *crap* out of RCT3 vanilla and particularly Platinum as a little guy, really the only thing that came close to my playtime duration of that game was LittleBigPlanet 1 & 2, (Got LBP1 when it was new) and ToonTown Online, (R.I.P., but also not R.I.P. yet because of stuff like ToonTown Rewritten) which is another PC exclusive from the Windows XP and 7 era. The 1990’s and 2000’s sure were something else when it came to PC games… they were often a lot more charming and ambitious back in those days. A shame that I can’t really say the same for most PC games by the 2010’s-today, although it makes sense since not as many people own them anymore with the ridiculous prices and with everyone having a much smaller yet more limited one in their hands. Times have changed a lot very fast.
I rarely comment on videos but I had to seeing how small your channel is compared to the quality of content you've so far produced! Really hope you keep uploading videos on coasters, there's something professional to this channel that just makes me really enjoy the content :)
Man, I really wish Planet Coaster had all the wacky and unique coaster types and ride types that RCT3 had. The more I revisit RCT3, the more I think that RCT3 was just a better game. I really hope that if Planet Coaster 2 comes out, they can make it more like RCT3!
Hey, you hit 1K! Congratulations! You deserve it! I would never believe that that would ever exist in the real world, especially not on an Arrow coaster. Those things are loud and seem to barely hold together as it is. How could they handle something like that? I love Arrow, but come on. Imagine how painful that would be to ride, too. It's the same reason I won't ever go on Smiler; too many upside-down. Thanks for another excellent video! It's clear to see that Frontier really did their research, and I really respect and appreciate that. I can't wait for the next video, or (especially) to get back to that Seattle one! Much love and respect, thank you for your excellent content!
Hey thanks so much! Appreciate the comment as always. The old Arrow hypers are fun but definitely aren't the most comfortable rides in the world. As for the Smiler, I tend to get nauseous on coasters with a bunch of inversions so I'd probably have a tough time on that as well haha
@@JNattyBoi Yeah, I've never understood the thrill-seekers. A few inversions, maybe a max of 4, is good enough for me. I'm here more to be entertained.
Out of the dozens of uninspired and uninteresting rollercoaster channels debuting lately, yours stands out tremendously as refreshing content. I'm commenting on this video before even watching it. I consider your content on the same tier of quality as the ETR's of the world. I wanted you to know that. Keep up the great work. EDIT: just watched it, this rules. Awesome new information
Actually recently learned from a not too long ago posted Marcel Vos video that the figure-8 loop, while not cloned, can be *mimicked* by a particular few coasters in RCT2.
That definitely could be it. The patent expired in 2005, but that was one year after the game's release. Could also explain why it was put on such an odd coaster type. Thanks for the comment!
What makes the element even more ridiculous in RCT3 is how the hyper coaster's cars are way too long and wide for such a tight maneuver, resulting in the cars clipping through each other and overlapping the track slightly while traveling through the loop.
It’s crazy how cracked RCT3 platinum is with the sheer variety and deep unknown rides they have available. I love the sarcastic description of the side friction coaster when you hover over it.
It's possible that the shift to a different track design, the opposite direction twists and the overlap of the tracks are a means of dodging Potzsch's patent and liscencing fee.
I could see something like that on an RMC RAPTOR OR TREX model. Elements and designs from back in the day that were once considered to intense are now considered basic elements. I think these days with the proper manufacturing company it’s possible today. And probably won’t be to long before we see it.
Yeah I wouldnt be shocked to see it pop up on an RMC or S&S creation sometime in the future! As ridiculous as it is, it would make for a very eye-catching element
I would love to ride this! Wonder if a magnetic track in the loop could ensure it makes the loop without excessive forces. This not a thing yet from what I’m a aware of.
That's a great idea that I haven't thought of, placing some LSMs on the track to control the speed of the train through the top part of the loop. Definitely possible!
RCT3 was a gem, thinking back on it makes me sad a lil bit sad, there were lots of costom coaster on-rides people made for youtube. edited/spliced footage to create unique rides. most of those videos are gone now
I think this 8-looping was 1of the reasons why I never made the jump from RCT2 to RCT3. Not only that the menus of the game were super small (especially the extremly small x-button to close a model) but also the many unrealistic coasters with 8-looping annoyed me. I just wanted to build a realistic parc.
Ha! Very fair. I feel like the hypercoaster gets forgotten a bit in RCT3, there are just so many coaster types. I discovered the Figure 8 when I played RCT3 as a kid, but it took me a while, definitely a good couple years or so. I remember being shocked, like I stumbled upon something I shouldn’t have.
I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper
For the longest time, I honestly thought the Figure-8 Loop was really unusual. I had no clue if it had actually existed in real life or if the developers were high on crack and the inversion was something they made up. And I wondered as to why they chose the Hyper Coaster out of all coaster types. They could’ve made it part of the Looping Coaster like in the real world model, or they could’ve put it in with the Corkscrew, Twister or Extended Coasters… …but they chose the Hyper for some reason. Plus it is worth mentioning that the Hyper Coaster in RCT3 is based on the D.H. Morgan Hyper Coaster compared to the one in RCTs 1 and 2. It really bothers me that people say that the Hyper in RCT3 is based on the Arrow, even Coasterpedia makes that claim as well. I mean, sure, the track does scream Arrow, but the 6-seater car trains are very similar to what you’d usually find on a Morgan Hyper (besides Phantom’s Revenge at Kennywood, which uses 4-seater cars). The Hyper Coaster is 100% D.H. Morgan.
Can you imagine how much Phantom's Revenge would have sucked if it got the classic Morgan hyper trim brakes like on Mamba or Steel Force? Thank God that didn't happen, especially since Kennywood is my home park!
I don't know for the type of coaster they choosed for this "8" figure but I'm pretty sure from where it comes from... spoiler alert, they were not on crack haha. In French, we call roller coasters "montagnes russes" or "grands huit" (grand eight) and in german, they call it "achterbahn" ("achter" from "acht" which means 8). So for me, when I was young and that I was completely out of reality with the G forces, I had that "8" figure in my head as THE goal as an element on a roller coaster because it would represent the name that we use to name roller coasters in our language.
im hoping to ride a laying figure 8 (2 immelman's combined) some day, the standing figure 8 needs a lot of work to be functional, unless you have the track NOT twist, and the top looping being inverted (meaning youre not upside down at the top) and that might lower the exessive G's
You’re definitely right. I’m sure a manufacturer like RMC or S&S could make the standing 8 work with a bit of a re-tweak in the track profiling/overall design
@@JNattyBoi i could probably make it in planet coaster, and really hoping someone makes it on a real coaster too edit: harder then i thought, i made 3 versions of a vertical 8 with no twisting track, but still having exessive G forces, getting the right speed for this is tricky one thing that does help, is having the top loop be the same hight/size as the bottom one
@@wypmangames yeah i tried my hand at making it in Planet Coaster and also ran into some trouble, although I didn’t spend a whole lot of time on it. Best of luck!
@@JNattyBoi connecting 2 immelman's is easily doable, but the standup 8 loop is a very tricky one, definitely fun to make a planet coaster challenge to host though
I see Phantom as a "hypercoaster" only by Cedar Fair's marketing term, in that it has a 200+ foot drop. It's just a really big looping coaster model, not an inverting hypercoaster model.
Ha true! I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper
I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper.
Call it my bonkers side talking, but I genuinely would like to see somebody have a go at building one of these inversions in real life. That'd be something else to experience!
I think they could maybe with nowadays' technology figure something out that maybe looks like it? Maybe something like this figure 8 loop could happen....🤔
I think to make it happen without excessive forces, you would need some boosters and brakes inside the loop, to ensure the train makes it through the top loop without going excessively fast in the bottom part.
And, like designers feared in real life, the figure-8 loop in RCT3 sucks. Like you said, it's very difficult to get enough speed to make it to the top without incurring a stat penalty from excessive Gs. There is a very narrow window of speeds in which it's possible, but even then, it's not worth it.
I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper
I don't think the loop is inspired by that irl coaster. I saw a UA-cam video on a loop similar to this in RCT 2. Here's what I believe to be the developers inspiration: m.ua-cam.com/video/ag0bo_zli-0/v-deo.html
Ah okay! I thought that was how it was pronounced, but I couldn’t string together a normal-sounding sentence whenever I focused on the pronunciation. Thanks so much for clearing that up!
@@JNattyBoi yeah, german is a very complicate language. Particularly with ä, ö, and ü. You pronounce ä like the article "a" in english. Ö is like I said like the "eu" in francais and ü is like the "u" in "une (again francais)"
Planet Coaster has great music, but my god the music in RCT3 emits this immense warmth. Probably my nostalgia talking.
yeah, summer air defenitely triggers that...
RCT3's art direction is impeccable
@@emmata98 cant agree more
I only have 24 hours of game play in RCT3, and even I feel nostalgic hearing the music. It's just that good.
JJ'house is like a total jam. The entire tune encapsulated all the sound-vision that I have when I think about traveling carnivals, like kirmes. It's just... amazing
Less than a minute in and I love your style! Instantly subscribed!
Thanks so much! You’re one of the channels that inspired me to start my channel in the first place, so the support means a lot :)
Thigh park crazy!
Hi theme park crazy
I feel like such an idiot for just now realizing the Arrow Dynamics was a play on words for aerodynamics.
Wait what i never knew that either
Same, thanks for that.
Holyshit, I never realized this as well
I wonder with modern technology if this is actually possible now. Alot of the elements we see on RMCs were probably thought to be "insane" or "impossible" back in the day.
True! I can see RMC or S&S tackling something similar one day. We’ll see what the future holds
I could see this going on an rmc raptor
i think its still too many G's to make it reliable. I wish. It's easy to forget that coasters have to be able to get through their track at 75% the top speed. Hard to see a design do that.
This element screams gurstlaure (or how ever you spell that name) to me.
I prototyped one in Nolimits but with a loopscrew on the top instead of a vertical loop, and half steep helix/inclined loop hybrids for the bottom, both changes allow a sub-200ft height without excessive Gs(still requires a hyper drop though)
Maybe with modern CAD & CAM, it should be possible. The question is, which manufacturer?
This inversion is so intense that even the X2 designer said "oh hell no"
Wasn't that Alan Schilke (i am 100% misspelling that)
@@joshuamaldonado1721 Yessir
Such a bizarre concept, I had completely forgotten about this element in RCT3 - I feel like I thought it was some sort of bug/glitch when I came across it all those years ago haha. Great video as per usual!
I thought the same thing! I remember as a kid feeling like I discovered something I wasn't supposed to be seeing, something the developers purposefully hid away, but apparently not. Thanks for the comment as always
Omg I haven't heard the music from the game in forever and hearing summer air instantly brought me back to great memories in my childhood
Right?? I had forgotten how nostalgic RCT3's soundtrack was until I made this video
Here's what I think. The Hyper Coaster was overshadowed by both the superior Hyper Twister and Giga Coasters in RCT2 so they simply wanted to give it a way to stand out. The figure 8 loop probably was originally intended for the looping coaster, but requiring near the max height for one element and being able to build one manually probably didn't make it practical, so they slapped it on the Hyper Coaster to solve both problems.
Also the original Steel Phantom at Kennywood and The Big Apple Coaster was/are old Arrow(like) hypercoasters with inversions so an inverting Hyper Coaster does make some sense historically.
I like that theory about the devs wanting to make the hypercoaster stand out from its more modern competition, definitely could be it!
Also, I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper, but it’s definitely a good point to bring up. Really big Arrows with inversions certainly do/did exist. Thanks for the comment :)
@@JNattyBoi It always rubs me the wrong way when people forget about terrain-based layouts.
@JNattyBoi the way I've always seen it, a coaster qualifies as a hyper/giga/etc. as long as it reaches the qualifier in either structural height _or_ drop height, so, yeah, Phantom's Revenge is definitely a hyper. same way Orion is a giga. hell, if Oblivion went deep enough to have a 200-foot drop, I'd even call it a hyper.
@@jimmy3people0 I don't think we've yet reached the point of inverting gigas, though, since those need at least one 300-ft drop, I believe.
Ah I remember back in 2005, a few months after I'd been given RCT 3 for christmas scrolling through those hypercoaster elements and clicking on the figure 8 loop and my eyes nearly popping out of my head.
When the legendary Stengel shakes his head you know you’ve reached a new level of lunacy lol
I'd really like to see more videos on RCT3 additions to existing ride types. What rides or concepts inspired them is very interesting.
Awesome! I was thinking of making a few more of these types of videos in the future so that’s great to hear
Maybe a video on the different types of trains?
1:47 Oooooooo... about that....
Steel Phantom did, it was so bad they had Morgan rebuild it into Phantom's Revenge.
Wonderful to see RCT3 getting more love. I think I'll do another playthrough this winter break
You should! It doesn’t hold up as well as RCT2, but it definitely has a certain charm to it. I had a lot of fun getting back into it for these videos
@@JNattyBoi I don't have a reference for how well rct2 holds up because I did not grow up with it. However RCT3 is just as good as I remembered.
It just baffled me when I found this element on the hypercoaster in RCT3 haha
Right? I thought it was sort of bug when I first saw it as a kid! Thanks so much for the comment, big fan of your channel and your OpenRCT2 wizardry
My best guess for such a specific anomaly is that it was initially used for testing out the game engine, (Since there’s a lot of curves, turns, and inversions) and either forgot to remove it, or simply didn’t care to add the same element to the other coaster types. This would explain why only one coaster type has it, and this would also explain why it was still left intact after all these years since it deviates from the patent. Not only that, but the closer proximity of the coaster pieces could also demonstrate how they can all be pieced together in tighter spaces, or at least kind of. I think this was simply made in the game originally as a way to try out its customization tools and if the coasters can still function on such crazy inversions before the game was released, and the upwards figure 8 is definitely an extreme and impractical example, especially for something like the hyper coaster, where it looks very out of place as you said. In any case though, it’s still interesting that it was left in since it is an interesting Easter Egg that takes us further into the obscure side of roller coaster history. Really the only notable obscure thing missing is the removed coaster types from RCT1, especially the spinning cars. (Seriously, someone needs to make custom rides of that again for RCT2 with stuff like NEDesigns, and RCT3 with mods, if they haven’t already) I know it’s not exactly a real coaster type, especially at the time, but it still would’ve been nice to see as a callback, but maybe that’s just me. Oh well, RCT3 is still an incredible game regardless, and I’m so happy that it’s on a console like Nintendo Switch too, so now *no one* has an excuse of not buying and playing it, as I’m sure almost everyone who plays video games at least owns one, and if not then they probably already have something like an expensive PC anyways. It was ported to the iOS almost a decade ago now too, but it came with the bare minimum (No expansion packs) and was pretty lackluster, especially compared to RCT Classic, which is without a doubt still one of the best video game ports of all time. Really my only question now though is when we will get Planet Coaster on Switch, since it’s on every other system and that Jurassic World Evolution is on it. Perhaps it’s a way to sucker people into RCT3 for awhile for limited exclusivity, and vice versa with RCT3 on other platforms? Possibly, but I dunno.
Anyways, as someone who played this game a lot, especially as a kid, I don’t remember coming across this element back then, which is very surprising all things considered, I played the *crap* out of RCT3 vanilla and particularly Platinum as a little guy, really the only thing that came close to my playtime duration of that game was LittleBigPlanet 1 & 2, (Got LBP1 when it was new) and ToonTown Online, (R.I.P., but also not R.I.P. yet because of stuff like ToonTown Rewritten) which is another PC exclusive from the Windows XP and 7 era. The 1990’s and 2000’s sure were something else when it came to PC games… they were often a lot more charming and ambitious back in those days. A shame that I can’t really say the same for most PC games by the 2010’s-today, although it makes sense since not as many people own them anymore with the ridiculous prices and with everyone having a much smaller yet more limited one in their hands. Times have changed a lot very fast.
I think it's even more insane than the Skiffa Loop.
The figure 8 loop always was my favorite loop to put other roller coaster tracks through, all aside, great video my man
Thanks Lord Floppa!
1:42 What about Steel Phantom (now Phantom's Revenge)?
I rarely comment on videos but I had to seeing how small your channel is compared to the quality of content you've so far produced! Really hope you keep uploading videos on coasters, there's something professional to this channel that just makes me really enjoy the content :)
Thanks so much! Really appreciate you taking the time to comment. More videos are on the way!
Yeah this looks insanely wacky. Thanks for covering this!
That outro song in your video from RCT 3 is such a banger, I completely forgot about it
It's really incredibly how many absolute bangers are on the RCT3 OST
Never thought I'd enjoy every single video entry from a channel, let alone a fairly new one. Great content!
Hey thanks so much!
That layout looks absolutely insane. Something a park in Japan would have
lol
Man, I really wish Planet Coaster had all the wacky and unique coaster types and ride types that RCT3 had. The more I revisit RCT3, the more I think that RCT3 was just a better game. I really hope that if Planet Coaster 2 comes out, they can make it more like RCT3!
This was such a great video as always!!!!
Thanks so much!
@@JNattyBoi is the link to your Instagram broken? It doesn't work for me
Hey, you hit 1K! Congratulations! You deserve it!
I would never believe that that would ever exist in the real world, especially not on an Arrow coaster.
Those things are loud and seem to barely hold together as it is. How could they handle something like that? I love Arrow, but come on.
Imagine how painful that would be to ride, too. It's the same reason I won't ever go on Smiler; too many upside-down.
Thanks for another excellent video! It's clear to see that Frontier really did their research, and I really respect and appreciate that.
I can't wait for the next video, or (especially) to get back to that Seattle one!
Much love and respect, thank you for your excellent content!
Hey thanks so much! Appreciate the comment as always. The old Arrow hypers are fun but definitely aren't the most comfortable rides in the world. As for the Smiler, I tend to get nauseous on coasters with a bunch of inversions so I'd probably have a tough time on that as well haha
@@JNattyBoi Yeah, I've never understood the thrill-seekers. A few inversions, maybe a max of 4, is good enough for me. I'm here more to be entertained.
Out of the dozens of uninspired and uninteresting rollercoaster channels debuting lately, yours stands out tremendously as refreshing content.
I'm commenting on this video before even watching it. I consider your content on the same tier of quality as the ETR's of the world. I wanted you to know that.
Keep up the great work.
EDIT: just watched it, this rules. Awesome new information
Thanks so much! Appreciate the kind words, really means a lot to hear
It's pronounced "Pötzsch".
Glad I could help!
New best coaster channel
Another explanation for putting it on the Hypercoaster was that the original design could've been one of the first hypercoasters had it been built
Actually recently learned from a not too long ago posted Marcel Vos video that the figure-8 loop, while not cloned, can be *mimicked* by a particular few coasters in RCT2.
I saw that video too! I had this video in my head for a while but Marcel's video finally convinced me to make it
I think it's funny that this insane element is available for a Coaster type with no other types of inversions...
you and marcel are slowly turning me into a coaster nerd
Would be so weird seeing this inversion in real life
Wooow glad u got reccomended thisssssss
This video is well done
This definitely feels like something S&S would attempt
Could the weird profiling of the Figure-8 loop be to avoid patent infringement of the original design?
That definitely could be it. The patent expired in 2005, but that was one year after the game's release. Could also explain why it was put on such an odd coaster type. Thanks for the comment!
What makes the element even more ridiculous in RCT3 is how the hyper coaster's cars are way too long and wide for such a tight maneuver, resulting in the cars clipping through each other and overlapping the track slightly while traveling through the loop.
Hypercoaster: non-inverted
Real inspired 8 figure loop: *our time has come.*
It’s crazy how cracked RCT3 platinum is with the sheer variety and deep unknown rides they have available. I love the sarcastic description of the side friction coaster when you hover over it.
I thought I was obsessed with this game.
I feel like after the non-inverting cobra roll on Kondaa, Intamin could build a modified version of this...
Though, the variant that is less tall is probably better in terms of g-forces.
There are also some new trains to old coasters, and some have nice origins
It's possible that the shift to a different track design, the opposite direction twists and the overlap of the tracks are a means of dodging Potzsch's patent and liscencing fee.
I could see something like that on an RMC RAPTOR OR TREX model. Elements and designs from back in the day that were once considered to intense are now considered basic elements. I think these days with the proper manufacturing company it’s possible today. And probably won’t be to long before we see it.
Yeah I wouldnt be shocked to see it pop up on an RMC or S&S creation sometime in the future! As ridiculous as it is, it would make for a very eye-catching element
I would love to ride this! Wonder if a magnetic track in the loop could ensure it makes the loop without excessive forces. This not a thing yet from what I’m a aware of.
That's a great idea that I haven't thought of, placing some LSMs on the track to control the speed of the train through the top part of the loop. Definitely possible!
RCT3 was a gem, thinking back on it makes me sad a lil bit sad, there were lots of costom coaster on-rides people made for youtube. edited/spliced footage to create unique rides. most of those videos are gone now
Also Lunatim's whole collection
Maybe the real inspiration was the friends we made along the way
I feel like this specific element was probably an inside joke
Haha I didn’t even consider that, but you honestly may be right
Sounds like Frontier where trying to avoid those licensing fees! 🤣
I think this 8-looping was 1of the reasons why I never made the jump from RCT2 to RCT3.
Not only that the menus of the game were super small (especially the extremly small x-button to close a model) but also the many unrealistic coasters with 8-looping annoyed me.
I just wanted to build a realistic parc.
While the regular one is no go, I do think Putzch's sideways eight has merit as it wouldn't require insane forces to utilize.
I need to know what inspired that splitting coaster
Me who only just figured out this element exists in the game without mods even tho I've played it for 10+ years:
Same! I played that game a ton over the years and never knew this existed!
Ha! Very fair. I feel like the hypercoaster gets forgotten a bit in RCT3, there are just so many coaster types. I discovered the Figure 8 when I played RCT3 as a kid, but it took me a while, definitely a good couple years or so. I remember being shocked, like I stumbled upon something I shouldn’t have.
I came across it when playing RCT3 for the first time, back when I was around 7 or 8 years old.
1:50 see steel phantoms original layout for what an arrow hyper with inversions is.
I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper
The figure 8 loop could be a reality soon with Intamin’s new concept.
For the longest time, I honestly thought the Figure-8 Loop was really unusual. I had no clue if it had actually existed in real life or if the developers were high on crack and the inversion was something they made up.
And I wondered as to why they chose the Hyper Coaster out of all coaster types. They could’ve made it part of the Looping Coaster like in the real world model, or they could’ve put it in with the Corkscrew, Twister or Extended Coasters…
…but they chose the Hyper for some reason.
Plus it is worth mentioning that the Hyper Coaster in RCT3 is based on the D.H. Morgan Hyper Coaster compared to the one in RCTs 1 and 2. It really bothers me that people say that the Hyper in RCT3 is based on the Arrow, even Coasterpedia makes that claim as well. I mean, sure, the track does scream Arrow, but the 6-seater car trains are very similar to what you’d usually find on a Morgan Hyper (besides Phantom’s Revenge at Kennywood, which uses 4-seater cars).
The Hyper Coaster is 100% D.H. Morgan.
Yeah I’m surprised it didn’t make an appearance on the extended coaster at the very least
Can you imagine how much Phantom's Revenge would have sucked if it got the classic Morgan hyper trim brakes like on Mamba or Steel Force? Thank God that didn't happen, especially since Kennywood is my home park!
I don't know for the type of coaster they choosed for this "8" figure but I'm pretty sure from where it comes from... spoiler alert, they were not on crack haha.
In French, we call roller coasters "montagnes russes" or "grands huit" (grand eight) and in german, they call it "achterbahn" ("achter" from "acht" which means 8).
So for me, when I was young and that I was completely out of reality with the G forces, I had that "8" figure in my head as THE goal as an element on a roller coaster because it would represent the name that we use to name roller coasters in our language.
im hoping to ride a laying figure 8 (2 immelman's combined) some day, the standing figure 8 needs a lot of work to be functional, unless you have the track NOT twist, and the top looping being inverted (meaning youre not upside down at the top) and that might lower the exessive G's
You’re definitely right. I’m sure a manufacturer like RMC or S&S could make the standing 8 work with a bit of a re-tweak in the track profiling/overall design
@@JNattyBoi i could probably make it in planet coaster, and really hoping someone makes it on a real coaster too
edit: harder then i thought, i made 3 versions of a vertical 8 with no twisting track, but still having exessive G forces, getting the right speed for this is tricky
one thing that does help, is having the top loop be the same hight/size as the bottom one
@@wypmangames yeah i tried my hand at making it in Planet Coaster and also ran into some trouble, although I didn’t spend a whole lot of time on it. Best of luck!
@@JNattyBoi connecting 2 immelman's is easily doable, but the standup 8 loop is a very tricky one, definitely fun to make a planet coaster challenge to host though
Phantom at kennywood was an arrow hyper coaster with inversions beforeit got turned into phantom's revenge
I see Phantom as a "hypercoaster" only by Cedar Fair's marketing term, in that it has a 200+ foot drop. It's just a really big looping coaster model, not an inverting hypercoaster model.
@@JNattyBoi by your logic it makes sense. I was thinking you meant any hyper coaster with inversions.
I swear there’s one roller coaster in the world that has a weird inversion kinda like this
you should play roller coaster tycoon or planet coaster on this channel since your all about roller coasters.
this could work well for a multi-dimensional coaster if you don't twist the track and tilt the seats the right ways.
1:51 laughs in drachen fire
Aerohyper with a loop existed- steel phantom and I think many pittsburghers have the CTE to prove it
Ha true! I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper
You're incorrect, there actually was an arrow hyper coaster with inversions, steel phantom at kennywood. And yes, it was INCREDIBLY painful.
I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper.
Phantom is a hyper hight or not the concept of a hyper is a 200 foot drop not a lift
Call it my bonkers side talking, but I genuinely would like to see somebody have a go at building one of these inversions in real life. That'd be something else to experience!
An inversion would at least make The Big One interesting after the first drop.
I think they could maybe with nowadays' technology figure something out that maybe looks like it? Maybe something like this figure 8 loop could happen....🤔
I think to make it happen without excessive forces, you would need some boosters and brakes inside the loop, to ensure the train makes it through the top loop without going excessively fast in the bottom part.
They had to get around that pesky licensing fee, thus the changes
Except that the 8 loop can be manually built in RCT2 by combiining large half loops with a small loop
"ö" not "u" or alike^^ within Pötzsch
(and the sz is kinda a sharp s)
No arrow has inversions? Ever heard of kennywood?
And, like designers feared in real life, the figure-8 loop in RCT3 sucks. Like you said, it's very difficult to get enough speed to make it to the top without incurring a stat penalty from excessive Gs. There is a very narrow window of speeds in which it's possible, but even then, it's not worth it.
Phantom had inversions
I actually had originally written Steel Phantom into the script, but I thought people would get mad at me for calling it a “hyper” since its lift hill is only 160 feet tall (I do agree though, that second drop makes it a hyper). In the end, I see it as more of a really big version of the “Corkscrew” coaster type than an inverting hyper
Every time I go on the mouse bro I feel like I’m gonna die. Everybody like this comment if you agree.
Ö='ur' sound so P-ur-tsch
I don't think the loop is inspired by that irl coaster. I saw a UA-cam video on a loop similar to this in RCT 2. Here's what I believe to be the developers inspiration: m.ua-cam.com/video/ag0bo_zli-0/v-deo.html
I think it's pronounced Pötzsch
You pronounce it p(eu in francais)tssh
Ah okay! I thought that was how it was pronounced, but I couldn’t string together a normal-sounding sentence whenever I focused on the pronunciation. Thanks so much for clearing that up!
@@JNattyBoi yeah, german is a very complicate language. Particularly with ä, ö, and ü.
You pronounce ä like the article "a" in english.
Ö is like I said like the "eu" in francais and ü is like the "u" in "une (again francais)"
It's pronounced "Pötzsch"
It's putsy at best...