What makes a good Hyper/Giga?

Okay I'm starting a hyper/giga (undecided) on NoLimits. I thought about what I should make it like to satisfy my "Ultimate Coaster," but I want to you tell me what to include. You ARE the enthusiasts! I'm kinda goin through the same processes that was used for The Legend. So I need you guys' help. How should I make this?

(It's gonna be Intamin track)

Mods PLEASE don't close!

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It's his turn to feast, when you ride the Son of Beast.

*** This post was edited by PkI FaNaTiC on 3/14/2002. ***

nasai's avatar
I don't think this is "close-worthy," but then again, I am not a mod. My idea? What I believe makes a good coaster plain and simple is a solid combination of speed, airtime, and a consistent cluster of elements. Downtime is not acceptable. My biggest problem with Millennium Force is that there is far too much space wasted on speed and turns. It shouldn't JUST be about the drop.
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I good coaster has good helixes. My favorite ride is The Beast at PKI. I love the weaving through the trees...it needs to interact with its surroundings.

But I am also a fan for the lauch up hill and the zero G roll....that one gets me every time i go to IOA.

I'm not sure what all you can do on nolimits cuz i don't have it but here goes

Thinking about MF I would like a coaster that goes through the whole ride with speed. On MF the first drop is the only point on the coaster that is above 200 ft (Although i have heard the 3rd hill is but thats prob. wrong). Also one thing Everyone loves is definitely airtime and lots of it. The steep drops are also a good idea and as for me I liked the overbanked turn. I've been thinking about whether a speeded up lift hill makes the coaster any better (If fast enough this could help to keep a lot of speed through the ride.) And the one thing that I want on every coaster is for it to be nice and long. So many coasters are awesome but just seem too short.

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Millennium Force......It has its ups and downs.

www.helpmeineedtoridearollercoasternowcauseitsbeensolongsinceihaveandiamgoingtogocrazyifidontrideonenow.com

nasai's avatar

Well...the beauty of SD2K, for example, is that the lift takes so long. It really magnifies the sensation of height, and builds up the goose flesh. Amazing speed too, but what makes the coaster quite fun is the seemingly endless succession of bunny hops after the block brakes. 8 in a row, all different, and filled with air.
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Ok I love Millie and I love Maggie for completely different reasons. Millie was built not to have air as Maggie right there and already does. What I locve about Millie is the speed, speed, and more speed. The overbanked turns are just awesome and give you a great sense of "just hanging there" As for having too much straight track with nothign going on, it is what it is the way Millie is setup it doesn't need bunny hills or anything of the sort. Oh yeah,, they tell me that drop is 80 degrees, but from the front seat I swear its about 95 degrees, you feel like you actually have a drop of more then 90 degrees there just too awesome. The interaction with the trees, and such make this ride great as well as you feel liek you travel outy to the middle of no where on millenium Island when in fact the midway is just 50 yards away. Also ask most people in the GP and they will tell you that they woudl choose Millies speed over Maggies air but I am not the GP.

Ok my Baby, Maggie I even named my Cat after her. LOL. Magnum involves many great elements, number one being the view, take me to any other coaster in the world and show me a view as great as this, I dare you, you will find none.Number two is the air, air, air and more air. Nonstop totally intense air truly an amazing aspect. Number three, the pitch dark tunnels, you can't see you hand in front of your face. Number four the awesome pretzel turnaround, throws some great laterals into the ride. Number five, did I meantion the view?

Everyone seems to be so critical of Millie saying the layout is too unimaginative etc etc, well what is shivering timbers or Maggie for that matter, very unimaginative. If anything Millie has a much more "imaginative" layout then most hypers sans Raging Bull, Titan and Goliath. As for teh no air comment, head to the other side of tyhe pennisula and you have all the air you will ever need. Millie is what she is and she is not an airtime coaster and was never intended to be, she is all about speed and an overcoming out of control feeling.

Hope my Nick doesn't make me biased

;)

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Does CCI know how to make a bad coaster?

Air, about a 230-255 ft. drop, huge helix, over banked turns, and death track ;)

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nasai's avatar

Magnum, no argument here. Just not my thing, you know? I love speed too, but I will take Nitro time and time again.
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A cool mix of elements always works, but one thing anyone hardly mentions is what makes ANY coaster work for me, *surprise*. Sure people will say the now predictable "airtime bunny hills" or helices, and those are great, but a surprise drop where no one expects it or highly banked quick change of direction that's just *wrong* is what will seperate it from just being another "hyper". Just MO.

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"Is it possible that we are feeling more brave than usual sitting at home behind our computer screens and eating Doritos"? -Ophthodoc

Look at a coaster like Raging Bull, Superman SFNE, or Goliath (the one under construction) for what is in my opinion, the perfect hyper. I guess I prefer Hyper-Twisters, but Goliath looks like the happy medium between an out n' back and a twister.

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R.I.P Fear Factory 1990-2002. You will be missed.

Great variations of all forces. A ride should not be a magic carpet ride. That's my opinion, at least.

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OHIcOaster
"Back seat, no hands."

nasai's avatar

Well put. Another coaster that goes largely unnoticed anymore is Fujiyama. A huge and very long coaster with a ton of "options," as it were. A huge twister!
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Nitro did it for me. Requirements: air, nice drop, fun helix (or helices), at least 2 weird elements (in the case of Nitro the second drop and the "S" curve)

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eee-yip

How about one of those overbanked hills like on the new Goliath.

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"Ruba dub dub, thanks for the grub...yay god!"

*** This post was edited by joey isch on 3/14/2002. ***

Yes, Fujiyama looks excellent. Raging Bull was advertised as the first ever "hyper-twister" so it gets noticed more. I've read very little on this ride and it looks like Japan's hidden gem.

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R.I.P Fear Factory 1990-2002. You will be missed.

nasai's avatar
Ozzyhead, it's too bad that RB gets all the attention, but Fujiyama was indeed first. I guess the placement in Japan is somewhat of an international hinderance? A really smooth ride too. I wonder why TOGO can't do this anywhere else? Hmmmm....
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Kick The Sky's avatar
One word... AIR

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Bob Hansen

Who just bought a Screaming Serpent and is now a 33 year old giddy little boy!

There has to be Big drops! Im not really and overbanked turn man myself. It should have at least on though and a helix is a must, and as most air as possible.

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Touch The Sky

a good balance of ejection AND floating airtime...that is why it is so hard for me to decide between Apollos Chariot and SROS at SFA as my #1 coaster :)....also nice steep drop, and plenty of helixes...oh yeah :)

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rollergator's avatar

not hard for me, vacoasterfreak...S:RoS all the way...Nitro and AC are great rides (Nitro being my fav Beemer), but I feel like I'm sitting in a pickup that's 4' off the ground, whereas the Intamin trains are like a sleek sports car...Other than that, just like you said, positive AND negative g's, in abundance and or excess...high-banked high-speed helices...good enough for the Beast, true still today!

oh yeah, add in one of those nice "overbanked hills"...just looking at that makes me "giddy"...

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