You mention Doppelganger being a great way of showing off what was possible in the game. Don't forget that it's also the park with Claustrophobia and Agoraphobia dueling- Alongside the "park value" win requirement, I'm quite sure that the theme of diamond heights *was* to teach players about synchronised stations, and the ways they work... Hell, there's a video in how Rollercoaster Tycoon's early levels teach the players what is possible in the game without explicitly telling it to the player!
@@lexingtonbrython1897 I think that they meant that it's a good video idea, not that there's already a video about it. And they're right, it is a good video idea.
Diamond Heights is such a brilliant level; it really showcases a lot of the game's potential and it features very prominently on the main menu and it was included as a level in the demo so you could get a taste of the action.
Hey, Marcel! Seeing 'Doppelganger' in the video I have a suggestion of content for you: talk about the pre-built coasters in the game, like Dynamite Blaster, Agoraphobia/Claustrophobia, The Storm, Lumberjack, Timber Terror, Quiver and so on... what you think about these designs and what would you make to improve them, if necessary. Love your videos!
Marcel! The "helix-inside-a-helix" from the racing wooden coaster uses one of the track pieces that I've previously said you omit from your special pieces. (At 2:00 in the video, the smaller helix up ends with this special piece letting it go up enough to clear the helix below) Some coasters have a hidden bank piece that only shows up when you lay out a straight bank or banked turn. The options that pop up allow easy creation of large or small helixes, but a few coaster types such as the wooden coaster and twister also have a third option that shows up that creates a banked-into-non-banked upward turn. Another one is some coasters having a downward-slope-into-banked level turn but I think that is a rarer piece. Discovering this was a game-changer for making tighter coils of tracks and more compact designs and I feel that a huge amount of players are unaware of this and I would love to see you explore it in detail. EDIT: Readers, I have indeed made a mistake and it is just a standard upwards-to-unbanked straight piece I see. However, I highly recommend you all toy with the bank pieces until you see what I'm talking about because it has seriously leveled up my coaster creation!
i discovered this piece while trying to recreate Nitro as various other coaster designs and wondering why the drop out of station wouldn’t build right!
I know the piece you're speaking of, but the wooden coaster in the video doesn't actually use it. As far as I know only the wooden and twister coaster get it and I haven't done an overview on those yet so I haven't forgotten them.
@@MarcelVos oh, didn't think you had forgotten by any means in case I sounded rude! Just making my opinion known that I would love to see you explore this piece and which coasters use it, and to increase awareness for players. I've played RCT/2 since I was 11, and I JUST discovered this piece 20 years later within the last year or so. I look forward to the blown minds when/if you're able to showcase such a thing. Great work as always, your voice is as pleasing to my ears as ever. Thanks for the content!
@@MarcelVos ah, and yes, upon a double-check, I was indeed incorrect about which piece that was. The wooden coaster is probably one of the easiest to mistake with this due to the track images. It COULD have been used in this instance if one wanted to have the incline coming out of the smaller helix to be one square closer to the center.
I love Marcel and everyone who comments on his videos. One of the nicest communities I’ve ever come across. I check out most of the videos and I always come across the most respectful comments
I remember first seeing that wooden mouse coaster and thinking "wow that's cool!" I've never been one to think outside the box too much on coaster design, often focusing on how the landscape and scenery elements interact with the coaster, so I never thought to give building one of these a try
those coasters are really hypnotizing, you just keep watching them and your eyes keeping track of which train is where, if you stop paying attention you could just think they're two completely unrelated coasters.
I'm surprised any exist in real life. The idea is fun but it also means that if one half of the ride breaks down, it essentially takes two rides out of service.
Racer's one of the only ones left, too. Much like how the Jackrabbit's the last of its kind. Kennywood has a few of those, even if the people in charge these days are fucking cheapskates and got rid of a flat ride that was the last of its kind last year.
The Racer is a classic. Literally and figuratively. It's also close to a century old. Here's hoping it stays around for another 100 years. Though if the current owners of Kennywood are anything to go by, I highly doubt it. I'm sure they're eyeing up some stupid ride to put in its place instead. Nothing is sacred to them.
These . . .these are beautiful! You have produced some elegant and useful designs in the past but with these you have really out-done yourself. Thank you!
You learn something every week on this channel. As a kid who grew up near Blackpool Pleasure Beach, it always fascinated me how each train on the Grand National would return to the opposite side it started from. With no apparent crossover, it took me so long (as a kid) to figure out how it was done haha. I remember recreating it in RCT2's custom scenarios while trying to rebuild my home park and finally figuring it out.
After seeing how Doppelganger worked as a kid, I was like "That is so cool, I wanna build a coaster like that!" and I proceeded to make several dueling station designs. Mostly with the Wooden Wild Mouse/Mine Coaster. Diamond Heights is such a great level for design... but actually making a park in it was difficult as I liked to blend things with the scenery and building cheap and compact rides over water looked and felt wrong.
Cool designs, although from a park management perspective wouldn't dual (or triple etc.) coasters attract more guests? It's a shame you can't make a coaster which ends upside down compared to how it started. That would be a literal Mobius Coaster!
If it's the only roller coaster of its type, you get the single-type bonus in ticket prices, allowing you to get 2x or more the money from an efficient design. So it's a trade off that may or may not be worth it.
Double Trouble / Woodchip Woodchip from Crumbly Woods was always one of my favorite pre-built coasters in the original game -- just love the idea of dueling Möbius coasters!
I built one which was like 2km long. Had to replace one side part for part cuz I couldn't get the other side to get it's own set of trains when starting and it also raised the intensity above 10 lol. Actually, the real coaster was double the length xD was very cool with the same helix like the wooden one here, tracks passing underneath each other iirc in double loops and then a huge tilted quadruple helix where they go side by side, then down and up again and finally to the station. I had like 60m height to work with.. oof
ive been building a ton of these now thanks to you. heres a rambly paragraph on my experience my advice on mobius coasters is to build your entrance and exit paths before you lay any track. after that decide if you want it side by side or not. if it is side by side, id recommend building the station switching part of the track at the beginning or end of your station. for a 4 station design you need 3 switches , swap stations 1 and 2 swap stations 3 and 4, then swap stations 2 and 3. this will get trains going to all 4. i specify the beginning of the station because doing it during an intense part of the coaster is an easy way to get horrible lateral Gs. if you want the coaster in sync with the other tracks, add several spots in the track where its just a normal flat piece and when you go back to test you can replace these flat sections with brakes or boosters accordingly. main reason i wrote this was because I just made an 8,000 foot 4 station wooden wild mouse and its un-ridable because i was dumb and put the part that swaps the 2nd and 3rd tracks right after a drop.
Really cool coasters! The one in the thumbnail especially. It's unfortunate that RCT adds the whole ride together for intensity and nausea ratings instead of taking an average or something. I remember trying to do a symmetrical quad-station wooden wild mouse coaster and since there were 4 times as many drops it put intensity and nausea into ultra-extreme. I tried making the same design with just one station and then the stats were pretty normal, so I know it was the quadrupling that was the issue. Also, I really must object to some of those block break designs of yours. When there is more than 1 train on average waiting to enter the station at the end then you have at least 1 train too many (per station). The superfluous trains do not increase the throughput, which is a much more important property than ride capacity. Ride capacity is quite useless unless the goal is to get guests off the paths to avoid overcrowding. If guests are sitting waiting to exit the ride when they could be off it earlier to get on another ride, then you are throwing away profit and potentially angering the guests. For example, on the "high-five coaster" I would replace the long block break sections with exit stations so the guests can get off earlier and it will be an empty train waiting on the curve to get into the entrance station. The "bee coaster" could also benefit from a separate exit station instead of the final lift-hill, or otherwise one less train per station.
I think there's also another woody design, Ugly Twisters is a mobius one. It's one of my favorite pre-builts but also has elements that remind me of real life Twister at Knoebels.
@@Aereto , witch makes me hope for Planet Coaster 2. With staff paths, one way signs, flowing water, real darkness, not just shadow inside a building, multiple stations, curved stations, water rides, better fireworks editor, a multiplayer, and so much more. But on the other hand, Planet Coaster has surpased RCT 1-3 in other areas, witch aren't just technological advancements. Although a lot of them are using that. Like the Prestige-System and a better implementation of hooligens and thiefs.
@@emmata98 planet coaster 2 seems to only be fan speculation. It would be better to learn game design and make your own coaster game than hope for a speculative sequel
@@veggiet2009 it is a wish more than a speculation. But alone Planet Zoo shows improvements to the core, Planet Coaster would need/Planet Coaster 2 would have. We are talking years ahead and therefore nothing confirmed like everything should be, that is that far away.
Diamond Heights is such a great scenario. You make a successful park even more successful all while learning about designs that take your future parks to the next level. You also easily earns lot of money that lets you freely experiment. Putting it near the beginning of the list was absolute genius. It’s like a diet Mega Park that gives you a taste of your reward for beating all the scenarios.
Evergreen Gardens is even more like Mega Park: it shows players how big and beautiful their parks can be, and it gives them plenty of ride types to research that they can fill their park with.
As a fellow Dutchie I must say, your English pronunciation has gotten so much better over the years! 👌 Still always feel right at home with the thicc accent 😁
I use this all the time and you can use it on water rides too. The problem with water rides are the time but with multiple stations you can build a 12 minute ride with four 3 minute sections. I have had water rides with more than 9 excitement and 11 and maybe 12 is probably possible.
Bro I'm literally about to search for a new video from marcel vos, then instead I just checked the home page, and guess what, new video right at the top from this awesome youtuber
When I played RCT1 back when I was a kid, I didn't realize the Doppleganger ride was one single ride until I noticed both stations would break down at the same time. My 6yo mind was blown.
I didn't even know this was possible! I've played a ton and even used the doppelganger coaster, but never realized that the trains went to the other station.
In your older videos you show the track's name when showing them, which made it a lot easier to keep track of which designs I wanted to keep in the game.
I wish I still had my old saves from when I played this game all the time. Me and a friend were obsesed with building the biggest longest mobius we could and getting great stats.
It's funny you say that 10k guests per hour is a lot, I think I have hit that with a maze before. Mazes are completely broken and the most overpowered ride in the whole game, as you can make them infinitely large, but only connect the exit to the entrance by a single piece and have the remainder of it disconnected/walled off. Ride time will be a couple seconds, but you can still get stupidly high excitement and intensity for 50 dollars a month and almost infinite capacity.
Mazes are capped at 1.50 excitement and 2.30 intensity (you need 100 tiles for that), so they're not that strong. I've also found that it's pretty much impossible for a maze to be popular enough to get a lot of guests per hour.
It's probably not a good idea to put the tracks close enough to do an actual high-five with the other train. Something about a 10 to 20-ton train at high speed vs human hands makes for a very poor high five experience.
This video is awesome! Maybe in the future you could do a similar serise fuled by the RCT2 communities creative designs. Viewers could even submit their designs for you to showcase. As a player that really enjoys seeing creative builds and parks it would be a great way to get some further inspiration.
This video made me design like 3 different mobius wooden coasters in RCT3. *Fun fact:* from what i can tell, for some reason in RCT3, when you build a mobius coaster (or at least a mobius racing style coaster like the ones i made), guests will seem to favor one side while almost completely ignoring the other side
I can only hope that one day you get to interview Chris, have you ever reached out? I'm sure the OpenRCT2 people could think of some good questions too.
i love making huge 4 track racing coasters that all end up in the next station so that it can be saved and plopped down instantly but they are sooooo expensive...
To be mathematically correct, on a mobius strip you can'T end up on the other side, as it only has one side (this is one of the facts that makes it so interesting ;) ) Great video though, as all of them!
Just some insight on mobius coasters, from a game play optimization p.o.v.: A mobius coaster is very similar to having 2 coasters that race each other. The advantage of a mobius compared to 2 coasters: - If it is the only coaster of that type in the park, you can charge more for the mobius than for the 2 separate coasters. - Having 2 coasters increases your soft guest limit more than having 1 coaster. This is especially beneficial if you do not / cannot advertise. Maybe you could make a video explaining all the other little pro's and cons? :)
Such blasphemy to not show Double Trouble, an insanely good mobious woody from Crumbly Woods. It's hella old, 12 years old. But OpenRCT2 makes you turn into a cash cow with one button :)
Great video! However, I am a little disappointed that you didn't specify whether you get any kind of excitement bonus for implementing this kind of design.
You an excitement bonus for station synchronization and track interactions, but not a specific one for being a mobius ride. I didn't intend this video to be in-depth, it was rather meant a short fun video showing off some cool designs.
Idk if you will see this Marcel but I have road a moebius coaster in Montreal Canada. It was a wooden coaster and it was one of the most fun experiences I had in a while.
I all those years that I've been playing RCT, I don't think I ever noticed that Doppelganger had this design. I just assumed that its just two synchronized stations and that every car has to return to the same station.
Here's a cool idea. How many adjacent stations for a facing away from each other design... could you put in a row to win a tough scenario as the ONLY roller coasters? (no half corkscrew cheats lol) Can have anything else in park! :P
been loving building microcoasters while meeting things like 600m requirements. Out of question, have any tips for making sure the stations sync? I'm assuming you just have to run the coaster without sync until they are stopped at each station?
Hey Ashn, in the settings tab of each rollercoaster where you can determine the minimum and maximum waiting time, there should be a tickbox which reads something like, "Synchronise with adjacent train." You just pause the game or close each ride, tick that box on each ride and then play.
I would LOVE to build #5! But it doesn't make sense to me how it works. When I tried to build it, a power launch option wasn't available for the floorless coaster. So...???
@@bendervorleser8906 that's just it ??? I couldn't even figure out how to have accelerators. I'm only given options for brake's, and cable lifts. I guess I'm confused about something, or not looking somewhere
At 3:52 you see an issue/bug with the game mechanics. Just one entrance of these newarly four identical tracks is preferred (I think it's always station 1). 😒 I hope OpenRCT2 will fixing it at some point.
2:41 You know what, ima use this design on a park that has Plenty of space and is somewhat flat. Like maybe Future world, and I can change the color at my preference.
Man i like that RCT basicaly forces its players to do something creative with the rides sooner or later. People have ridiculous creativity in the game.
I've been playing this game since the early 2000's and I noticed Doppelganger was just a single coaster some years ago. The wooden supports for sure hide this feature.
Marcel’s videos are really good value!
lmao
Highly optimized too.
"I want to get off Marcel's video" says my body at 3 am, knowing I need to wake up at 7 am
marcel runs a mobius youtube channel, you click one video and soon enough you find yourself on another one.
Until you've seen them all and watch this video again.
+
i watched so many videos of his that youtube recommends me videos i already watched
Indeed! Here I am in the... I don't know, I've lost the count
Hey! Get out of my history 🤣🤣🤣
You mention Doppelganger being a great way of showing off what was possible in the game.
Don't forget that it's also the park with Claustrophobia and Agoraphobia dueling- Alongside the "park value" win requirement, I'm quite sure that the theme of diamond heights *was* to teach players about synchronised stations, and the ways they work...
Hell, there's a video in how Rollercoaster Tycoon's early levels teach the players what is possible in the game without explicitly telling it to the player!
Got a link to that video?
@@lexingtonbrython1897 I think that they meant that it's a good video idea, not that there's already a video about it. And they're right, it is a good video idea.
Diamond Heights is such a brilliant level; it really showcases a lot of the game's potential and it features very prominently on the main menu and it was included as a level in the demo so you could get a taste of the action.
Hey, Marcel! Seeing 'Doppelganger' in the video I have a suggestion of content for you: talk about the pre-built coasters in the game, like Dynamite Blaster, Agoraphobia/Claustrophobia, The Storm, Lumberjack, Timber Terror, Quiver and so on... what you think about these designs and what would you make to improve them, if necessary.
Love your videos!
Marcel told me on codys livestream he's not doing this (yet). I also really wanna see it
woodchip woodchip
"Fizzly" :)
I’d LOVE this!
Marcel! The "helix-inside-a-helix" from the racing wooden coaster uses one of the track pieces that I've previously said you omit from your special pieces. (At 2:00 in the video, the smaller helix up ends with this special piece letting it go up enough to clear the helix below)
Some coasters have a hidden bank piece that only shows up when you lay out a straight bank or banked turn. The options that pop up allow easy creation of large or small helixes, but a few coaster types such as the wooden coaster and twister also have a third option that shows up that creates a banked-into-non-banked upward turn.
Another one is some coasters having a downward-slope-into-banked level turn but I think that is a rarer piece.
Discovering this was a game-changer for making tighter coils of tracks and more compact designs and I feel that a huge amount of players are unaware of this and I would love to see you explore it in detail.
EDIT: Readers, I have indeed made a mistake and it is just a standard upwards-to-unbanked straight piece I see. However, I highly recommend you all toy with the bank pieces until you see what I'm talking about because it has seriously leveled up my coaster creation!
i discovered this piece while trying to recreate Nitro as various other coaster designs and wondering why the drop out of station wouldn’t build right!
I know the piece you're speaking of, but the wooden coaster in the video doesn't actually use it. As far as I know only the wooden and twister coaster get it and I haven't done an overview on those yet so I haven't forgotten them.
@@MarcelVos oh, didn't think you had forgotten by any means in case I sounded rude! Just making my opinion known that I would love to see you explore this piece and which coasters use it, and to increase awareness for players. I've played RCT/2 since I was 11, and I JUST discovered this piece 20 years later within the last year or so. I look forward to the blown minds when/if you're able to showcase such a thing.
Great work as always, your voice is as pleasing to my ears as ever. Thanks for the content!
@@MarcelVos ah, and yes, upon a double-check, I was indeed incorrect about which piece that was. The wooden coaster is probably one of the easiest to mistake with this due to the track images. It COULD have been used in this instance if one wanted to have the incline coming out of the smaller helix to be one square closer to the center.
I love Marcel and everyone who comments on his videos. One of the nicest communities I’ve ever come across. I check out most of the videos and I always come across the most respectful comments
I remember first seeing that wooden mouse coaster and thinking "wow that's cool!"
I've never been one to think outside the box too much on coaster design, often focusing on how the landscape and scenery elements interact with the coaster, so I never thought to give building one of these a try
those coasters are really hypnotizing, you just keep watching them and your eyes keeping track of which train is where, if you stop paying attention you could just think they're two completely unrelated coasters.
My favorite real life Mobius coaster is Racer at Kennywood. The switch happens right after the station, and most riders to not realize until the end.
I'm surprised any exist in real life. The idea is fun but it also means that if one half of the ride breaks down, it essentially takes two rides out of service.
@@MichaelfromtheGraves There's 10 listed on Roller Coaster Database. Most of those are old wooden rides like the aforementioned Racer at Kennywood.
@@MichaelfromtheGraves also makes leaving your stuff at the station impossible/annoying
Racer's one of the only ones left, too. Much like how the Jackrabbit's the last of its kind.
Kennywood has a few of those, even if the people in charge these days are fucking cheapskates and got rid of a flat ride that was the last of its kind last year.
The Racer is a classic. Literally and figuratively. It's also close to a century old.
Here's hoping it stays around for another 100 years. Though if the current owners of Kennywood are anything to go by, I highly doubt it. I'm sure they're eyeing up some stupid ride to put in its place instead. Nothing is sacred to them.
As much as I love how in depth you get into this game, I really enjoy your greeting at the beginning of each one!
Very cool designs! And you are absolutely right about coloring the B&M track coasters that way. Never noticed that before!
These . . .these are beautiful! You have produced some elegant and useful designs in the past but with these you have really out-done yourself. Thank you!
You learn something every week on this channel. As a kid who grew up near Blackpool Pleasure Beach, it always fascinated me how each train on the Grand National would return to the opposite side it started from. With no apparent crossover, it took me so long (as a kid) to figure out how it was done haha. I remember recreating it in RCT2's custom scenarios while trying to rebuild my home park and finally figuring it out.
It’s mobin’ time!
We need more racing coaster designs, in my opinion they are the coolest design of rollercoaster
After seeing how Doppelganger worked as a kid, I was like "That is so cool, I wanna build a coaster like that!" and I proceeded to make several dueling station designs. Mostly with the Wooden Wild Mouse/Mine Coaster.
Diamond Heights is such a great level for design... but actually making a park in it was difficult as I liked to blend things with the scenery and building cheap and compact rides over water looked and felt wrong.
Cool designs, although from a park management perspective wouldn't dual (or triple etc.) coasters attract more guests?
It's a shame you can't make a coaster which ends upside down compared to how it started. That would be a literal Mobius Coaster!
If it's the only roller coaster of its type, you get the single-type bonus in ticket prices, allowing you to get 2x or more the money from an efficient design. So it's a trade off that may or may not be worth it.
I am curious how you would disembark while upside down.
@@tifforo1 Rather quickly I suppose
Would a Flying Coaster with a station with upside down track on top of the other be close enough?
@@tifforo1 a car design like the one used for fourth dimensional coasters, prob
Its Morbin time
Double Trouble / Woodchip Woodchip from Crumbly Woods was always one of my favorite pre-built coasters in the original game -- just love the idea of dueling Möbius coasters!
I built one which was like 2km long. Had to replace one side part for part cuz I couldn't get the other side to get it's own set of trains when starting and it also raised the intensity above 10 lol.
Actually, the real coaster was double the length xD was very cool with the same helix like the wooden one here, tracks passing underneath each other iirc in double loops and then a huge tilted quadruple helix where they go side by side, then down and up again and finally to the station. I had like 60m height to work with.. oof
ive been building a ton of these now thanks to you. heres a rambly paragraph on my experience
my advice on mobius coasters is to build your entrance and exit paths before you lay any track. after that decide if you want it side by side or not. if it is side by side, id recommend building the station switching part of the track at the beginning or end of your station. for a 4 station design you need 3 switches , swap stations 1 and 2 swap stations 3 and 4, then swap stations 2 and 3. this will get trains going to all 4. i specify the beginning of the station because doing it during an intense part of the coaster is an easy way to get horrible lateral Gs. if you want the coaster in sync with the other tracks, add several spots in the track where its just a normal flat piece and when you go back to test you can replace these flat sections with brakes or boosters accordingly.
main reason i wrote this was because I just made an 8,000 foot 4 station wooden wild mouse and its un-ridable because i was dumb and put the part that swaps the 2nd and 3rd tracks right after a drop.
Really cool coasters! The one in the thumbnail especially. It's unfortunate that RCT adds the whole ride together for intensity and nausea ratings instead of taking an average or something. I remember trying to do a symmetrical quad-station wooden wild mouse coaster and since there were 4 times as many drops it put intensity and nausea into ultra-extreme. I tried making the same design with just one station and then the stats were pretty normal, so I know it was the quadrupling that was the issue.
Also, I really must object to some of those block break designs of yours. When there is more than 1 train on average waiting to enter the station at the end then you have at least 1 train too many (per station). The superfluous trains do not increase the throughput, which is a much more important property than ride capacity. Ride capacity is quite useless unless the goal is to get guests off the paths to avoid overcrowding. If guests are sitting waiting to exit the ride when they could be off it earlier to get on another ride, then you are throwing away profit and potentially angering the guests. For example, on the "high-five coaster" I would replace the long block break sections with exit stations so the guests can get off earlier and it will be an empty train waiting on the curve to get into the entrance station. The "bee coaster" could also benefit from a separate exit station instead of the final lift-hill, or otherwise one less train per station.
it's mobin time
morbius coaster
It's Coastin Time™
I really liked the woodie and the one with spiral lifts. Great use of those. But we agree on which one is the best, it looks so clean.
I think there's also another woody design, Ugly Twisters is a mobius one. It's one of my favorite pre-builts but also has elements that remind me of real life Twister at Knoebels.
I love Morbius coasters
I remember doing Möbius coasters. Fun things to design. I like the look of them to. They often make quite a striking part of one's park.
Aww yeah it's morbin time
unfortunatly Planet Coaster doesn't support multistations, otherwise I would totally make those also there.
Planet Coaster can't beat Roller Coaster Tycoon for not surpassing some of what made RCT particularly creative.
@@Aereto , witch makes me hope for Planet Coaster 2.
With staff paths, one way signs, flowing water, real darkness, not just shadow inside a building, multiple stations, curved stations, water rides, better fireworks editor, a multiplayer, and so much more.
But on the other hand, Planet Coaster has surpased RCT 1-3 in other areas, witch aren't just technological advancements.
Although a lot of them are using that.
Like the Prestige-System and a better implementation of hooligens and thiefs.
Yeah, I've done a little planet coaster and I'm not sure why but the coaster editor has not made me want to build coasters in it
@@emmata98 planet coaster 2 seems to only be fan speculation.
It would be better to learn game design and make your own coaster game than hope for a speculative sequel
@@veggiet2009 it is a wish more than a speculation.
But alone Planet Zoo shows improvements to the core, Planet Coaster would need/Planet Coaster 2 would have.
We are talking years ahead and therefore nothing confirmed like everything should be, that is that far away.
I really like the last twister coaster you didn't comment on at the end, it carries far more guests with 4 max length cars, and has higher stats
Diamond Heights is such a great scenario. You make a successful park even more successful all while learning about designs that take your future parks to the next level. You also easily earns lot of money that lets you freely experiment. Putting it near the beginning of the list was absolute genius. It’s like a diet Mega Park that gives you a taste of your reward for beating all the scenarios.
Evergreen Gardens is even more like Mega Park: it shows players how big and beautiful their parks can be, and it gives them plenty of ride types to research that they can fill their park with.
As a fellow Dutchie I must say, your English pronunciation has gotten so much better over the years! 👌 Still always feel right at home with the thicc accent 😁
As an American that only speaks one language I agree his English has gotten very good!
I use this all the time and you can use it on water rides too. The problem with water rides are the time but with multiple stations you can build a 12 minute ride with four 3 minute sections. I have had water rides with more than 9 excitement and 11 and maybe 12 is probably possible.
A mobius coaster is cool, but what about a Morbius coaster?
Morbius: The Ride
I never knew you could do Mobius coaster designs in RCT!
morbius coaster its morbing time
5 morbillion guests per hour
MORBIUS DESIGN #MORBIUSSWEEP !!!!!!!!!!
Bro I'm literally about to search for a new video from marcel vos, then instead I just checked the home page, and guess what, new video right at the top from this awesome youtuber
I love this...the wooden mouse coaster is my fav, i remember it fondly till this day
3:30 Wow. That's incredible!
When I played RCT1 back when I was a kid, I didn't realize the Doppleganger ride was one single ride until I noticed both stations would break down at the same time. My 6yo mind was blown.
The wooden racing coaster is a masterpiece. It might be my new favorite design in general.
maybe this video can be extended,like explain what is the smallest Mobius Coaster,and theory of crossing point etc..
Really cool designs. Although I was confused at first, because I first thought this video was called "cool mosbius coaster designs"
the internet has ruined me. i cant see mobius without thinking of morbius
same
I didn't even know this was possible! I've played a ton and even used the doppelganger coaster, but never realized that the trains went to the other station.
Glad you're doing vids again
In your older videos you show the track's name when showing them, which made it a lot easier to keep track of which designs I wanted to keep in the game.
My favorite Mobius coaster was the Raven Racer Hyper-twister coaster back when I played the game
Yes! The concept is really unique plus the color scheme. One of my favorite designs of this type of coaster, I build it many times in my parks.
@@pbnetto the sound made that coaster so great
Wow this was such a cool video! I need to try and make some of my own mobius coasters now.
I wish I still had my old saves from when I played this game all the time. Me and a friend were obsesed with building the biggest longest mobius we could and getting great stats.
Would love to see more of these mobius videos!
I HAVE to steal every one of These designs! Thank you for Sharing!
Hugs!
Love the video! Will definitely try to rebuild some. I know there is a save-file but i really enjoy the build 😁
WHAT IN THE. i had no idea you could even DO this in this game WOAH :O
It's funny you say that 10k guests per hour is a lot, I think I have hit that with a maze before.
Mazes are completely broken and the most overpowered ride in the whole game, as you can make them infinitely large, but only connect the exit to the entrance by a single piece and have the remainder of it disconnected/walled off. Ride time will be a couple seconds, but you can still get stupidly high excitement and intensity for 50 dollars a month and almost infinite capacity.
Mazes are capped at 1.50 excitement and 2.30 intensity (you need 100 tiles for that), so they're not that strong. I've also found that it's pretty much impossible for a maze to be popular enough to get a lot of guests per hour.
I've played this game for years and never even noticed the prebuilt mobius track!
Nr.5 really looks amazing. ♥️
I love it! I did not know this was possible.
amazing video there marcel im going to use some of these and have a go at making my own.
I remember the bee themed mobius from one of your livestreams! I believe I called it "mo-bee-us" back then.
These are so cool! I would love to see more.
It's probably not a good idea to put the tracks close enough to do an actual high-five with the other train. Something about a 10 to 20-ton train at high speed vs human hands makes for a very poor high five experience.
This video is awesome! Maybe in the future you could do a similar serise fuled by the RCT2 communities creative designs. Viewers could even submit their designs for you to showcase. As a player that really enjoys seeing creative builds and parks it would be a great way to get some further inspiration.
This makes my noodle tingle. I love it!
This video made me design like 3 different mobius wooden coasters in RCT3.
*Fun fact:* from what i can tell, for some reason in RCT3, when you build a mobius coaster (or at least a mobius racing style coaster like the ones i made), guests will seem to favor one side while almost completely ignoring the other side
That's really cool what you can do with wooden rollercoasters in rct2!
Once I built a mobius dueling unpowered coaster using the half loop-corkscrew speed glitch. Its stats were pretty bad but I was still proud of it
Awesome RCT2 Video Marcel!!!
I'd love to see a compilation of racing coasters!!
I can only hope that one day you get to interview Chris, have you ever reached out? I'm sure the OpenRCT2 people could think of some good questions too.
i love making huge 4 track racing coasters that all end up in the next station so that it can be saved and plopped down instantly
but they are sooooo expensive...
This is a very interesting video. Such cool designs!
To be mathematically correct, on a mobius strip you can'T end up on the other side, as it only has one side (this is one of the facts that makes it so interesting ;) )
Great video though, as all of them!
I remember when Stu made a möbius tracked Virginia Reel with 6 or 8 stations.
Ok that last one was really cool
Just some insight on mobius coasters, from a game play optimization p.o.v.:
A mobius coaster is very similar to having 2 coasters that race each other. The advantage of a mobius compared to 2 coasters:
- If it is the only coaster of that type in the park, you can charge more for the mobius than for the 2 separate coasters.
- Having 2 coasters increases your soft guest limit more than having 1 coaster. This is especially beneficial if you do not / cannot advertise.
Maybe you could make a video explaining all the other little pro's and cons? :)
Such blasphemy to not show Double Trouble, an insanely good mobious woody from Crumbly Woods.
It's hella old, 12 years old. But OpenRCT2 makes you turn into a cash cow with one button :)
Great video! However, I am a little disappointed that you didn't specify whether you get any kind of excitement bonus for implementing this kind of design.
You an excitement bonus for station synchronization and track interactions, but not a specific one for being a mobius ride.
I didn't intend this video to be in-depth, it was rather meant a short fun video showing off some cool designs.
@@MarcelVos thanks for the clarification; and creative content! This video inspired many new coaster ideas for myself and many other people I'm sure.
Idk if you will see this Marcel but I have road a moebius coaster in Montreal Canada. It was a wooden coaster and it was one of the most fun experiences I had in a while.
I all those years that I've been playing RCT, I don't think I ever noticed that Doppelganger had this design. I just assumed that its just two synchronized stations and that every car has to return to the same station.
I've always liked the racing style coasters
Very cool designs!
Here's a cool idea. How many adjacent stations for a facing away from each other design... could you put in a row to win a tough scenario as the ONLY roller coasters? (no half corkscrew cheats lol) Can have anything else in park! :P
been loving building microcoasters while meeting things like 600m requirements.
Out of question, have any tips for making sure the stations sync? I'm assuming you just have to run the coaster without sync until they are stopped at each station?
Hey Ashn, in the settings tab of each rollercoaster where you can determine the minimum and maximum waiting time, there should be a tickbox which reads something like, "Synchronise with adjacent train." You just pause the game or close each ride, tick that box on each ride and then play.
@@Cirrus5005 thanks
That fifth coaster might look good with black supports, but I bet they would look even better if they were completely salmon pink. ;)
I don't entirely remember if this game had the ability to do multiple laps, but I feel like some of the rides would have looked pretty cool with it
I love these designs!
I would LOVE to build #5!
But it doesn't make sense to me how it works.
When I tried to build it, a power launch option wasn't available for the floorless coaster.
So...???
You probably have figured it out until now, but just in case and for everyone else: the coaster has accelerators directly after the station.
@@bendervorleser8906 that's just it
???
I couldn't even figure out how to have accelerators. I'm only given options for brake's, and cable lifts.
I guess I'm confused about something, or not looking somewhere
At 3:52 you see an issue/bug with the game mechanics. Just one entrance of these newarly four identical tracks is preferred (I think it's always station 1). 😒
I hope OpenRCT2 will fixing it at some point.
Thanks Marcel.
"Moebius Coaster 1 looks too intense for-- Moebius Coaster 2 looks too intense for-- Moebius Coaster 1 looks too intense for--......."
thanks for the designs.
Nice, love this content.
Mprbius?
Helix inside another helix? Now that is something i want to test out next i play!
Mobius Giga can process 10.000 guests at a time. Guests all queue up for the same station.
2:41 You know what, ima use this design on a park that has Plenty of space and is somewhat flat. Like maybe Future world, and I can change the color at my preference.
Man i like that RCT basicaly forces its players to do something creative with the rides sooner or later.
People have ridiculous creativity in the game.
Nice designs!
I never noticed Doppelganger was a single coaster...
I've been playing this game since the early 2000's and I noticed Doppelganger was just a single coaster some years ago. The wooden supports for sure hide this feature.