For a while, I've had this sentiment, and I'd like to share it here: I think roller coasters have never been better than they are today. There has been consistent progress in quality for several years, and it's paying off big time. The coasters designed and built today are consistently of a higher average quality than those of earlier decades, the peaks of awesomeness higher and the valleys of disappointment shallower. Good coasters are rolled out in way more countries than they used to just 20 years ago, and we rarely hear of great failures and rough rides any more. Do anybody else agree with this?
Anyway, before I begin my ramble, I think I'll just list a few discussion points:
With that out of the way, on to some of my thoughts:
Coaster technology has had a tremendous development since the 90's. Most notably, I'd say, is the evolution of the launch propulsion system. It allows a coaster to achieve great speed without requiring it to be very tall, meaning that parks under strict height restrictions can still build fast coasters. Moreover, there has been a transition from the "launch coaster" to the "launch element". I think the best illustration of this changing mindset. is seen in the Rollercoaster Tycoon games. Released in the early 2000's, they treat launched coasters as a separate coaster type. A gimmick, like a dive coaster or an inverted coaster. A launched coaster used to do just that, with the launch as the focal point and main draw of the ride. "From zero to X km/h in Y seconds".
Nowadays, launches are more viewed as an element suitable for any coaster, a thrilling way to achieve speed, so you can do all the other fun stuff you want your layout to do.
Actually, the more I think about it, the idea of "coaster categories" in general is getting quite watered out. Multi-looping coasters used to be all about the inversions. The chances of finding an airtime hill on anything with a loop used to be quite slim. Conversely, mega-type coasters were all about big hills. A coaster with a steep drop dropped steeply, and that used to be it. A ground-hugging ride had no inversions. Coasters had one, clearly defined thing they were doing, a gimmick to draw the crowds, and the rest of the layout was there just to fill out the ride and bleed speed. Nowadays, mixing and matching is way more common. Returning to the early RCT games, there are so many coasters out there today that can't even closely be recreated with a single RCT ride type. You've got near-vertical drops on multi-loopers, inversions on woodies and mid-ride launches all over the place.
Of course, there has been a bit of a revolution on the engineering side as well. Coaster designers have got more and more powerful computer programs to work with, allowing them to calculate forces on the fly and tweak track shapes to achieve the desired ride experience. I'm not too experienced with the development of manufacturing technology, but the track manufacturers should also have been helped by the advances in computer technology and robotics. It seems like, to an even greater degree than before, the designers have much better control over what the coaster cars will be doing at any given time, and manufacturers can ensure the coaster turns out just the way the designers want to as well. It also helps that most of the major manufacturers have had several years to build experience too.
All in all, I think it adds up to an era of coasters that are more often consistently good, and less frequently disappointing, than they used to. The Vekoma roughness we took for granted in the past hasn't got much attention recently. Woodies don't rattle as badly, steel coasters offer more varied experiences, and spectacular coasters aren't restricted to the huge parks any more. There are still bad coasters made out there (Coney Island's Thunderbolt comes to mind), but they aren't ubiquitous.
Maybe, maybe, maybe the influence of coaster enthusiasts has something to say too. Coasters can get wild reviews or a good reputation online, causing more parks to seek out their qualities (allegedly, T-Express was designed to be a mix between El Toro and Balder). The people who enter the coaster industry today have grown up in an age of Internet enthusiasm, and it's likely that many of them used to frequent enthusiast groups online, such as CF. I know at least two CF alumni went on to enter the business, with a sneaking suspicion that one of them influenced a high-profile ride being built this year.
Anyway, I'm rambling, so might as well end this post. What do you think?
Anyway, before I begin my ramble, I think I'll just list a few discussion points:
- Do you think coasters today are consistently better than those build a decade or two ago, or are we just paying more attention to/overhyping the success stories?
- What specific advances in coaster technology to you think has contributed the most to the design of today's coasters?
- Are bad coasters getting better, or at the very least less common?
- Are there any concepts (ride types, design conventions) more common in the past you'd like to see more of today?
- Conversely, are you glad that any concepts were abandoned?
- If this is a "golden age", will it last? Will coasters keep getting better, or the concept evolve beyond the recognisable? Will VR and other "ride enhancements" change the way coasters are designed, and take the focus away from the "sled on a wild ride" experience coasters are traditionally built around?
With that out of the way, on to some of my thoughts:
Coaster technology has had a tremendous development since the 90's. Most notably, I'd say, is the evolution of the launch propulsion system. It allows a coaster to achieve great speed without requiring it to be very tall, meaning that parks under strict height restrictions can still build fast coasters. Moreover, there has been a transition from the "launch coaster" to the "launch element". I think the best illustration of this changing mindset. is seen in the Rollercoaster Tycoon games. Released in the early 2000's, they treat launched coasters as a separate coaster type. A gimmick, like a dive coaster or an inverted coaster. A launched coaster used to do just that, with the launch as the focal point and main draw of the ride. "From zero to X km/h in Y seconds".
Nowadays, launches are more viewed as an element suitable for any coaster, a thrilling way to achieve speed, so you can do all the other fun stuff you want your layout to do.
Actually, the more I think about it, the idea of "coaster categories" in general is getting quite watered out. Multi-looping coasters used to be all about the inversions. The chances of finding an airtime hill on anything with a loop used to be quite slim. Conversely, mega-type coasters were all about big hills. A coaster with a steep drop dropped steeply, and that used to be it. A ground-hugging ride had no inversions. Coasters had one, clearly defined thing they were doing, a gimmick to draw the crowds, and the rest of the layout was there just to fill out the ride and bleed speed. Nowadays, mixing and matching is way more common. Returning to the early RCT games, there are so many coasters out there today that can't even closely be recreated with a single RCT ride type. You've got near-vertical drops on multi-loopers, inversions on woodies and mid-ride launches all over the place.
Of course, there has been a bit of a revolution on the engineering side as well. Coaster designers have got more and more powerful computer programs to work with, allowing them to calculate forces on the fly and tweak track shapes to achieve the desired ride experience. I'm not too experienced with the development of manufacturing technology, but the track manufacturers should also have been helped by the advances in computer technology and robotics. It seems like, to an even greater degree than before, the designers have much better control over what the coaster cars will be doing at any given time, and manufacturers can ensure the coaster turns out just the way the designers want to as well. It also helps that most of the major manufacturers have had several years to build experience too.
All in all, I think it adds up to an era of coasters that are more often consistently good, and less frequently disappointing, than they used to. The Vekoma roughness we took for granted in the past hasn't got much attention recently. Woodies don't rattle as badly, steel coasters offer more varied experiences, and spectacular coasters aren't restricted to the huge parks any more. There are still bad coasters made out there (Coney Island's Thunderbolt comes to mind), but they aren't ubiquitous.
Maybe, maybe, maybe the influence of coaster enthusiasts has something to say too. Coasters can get wild reviews or a good reputation online, causing more parks to seek out their qualities (allegedly, T-Express was designed to be a mix between El Toro and Balder). The people who enter the coaster industry today have grown up in an age of Internet enthusiasm, and it's likely that many of them used to frequent enthusiast groups online, such as CF. I know at least two CF alumni went on to enter the business, with a sneaking suspicion that one of them influenced a high-profile ride being built this year.
Anyway, I'm rambling, so might as well end this post. What do you think?