When I posted my first 6x6 dive, I posited fitting a post-drop inversion into such a small plot was infeasible. Well, here you go—a 6x6 dive with a drop right into an inversion, just like the real thing. Kinda riffed on the lighthouse thing I had going here (for which I liked the concept but thought the execution could be improved).
Astute observers will notice something odd about this build: there’s no chain lift! If you didn’t know, there’s a bug with the downward corkscrew piece: exiting an inversion with a corkscrew piece causes the train to gain more speed than it should. Normally, over a larger layout, this speed might not impact the overall momentum profile of the ride that much. But, since this build is so tiny, it’s a pretty significant infusion of speed. This extra speed gain is what allows the train to thusly complete its course without any extra momentum (neither lift hill nor booster), kinda like this other little layout.
So, is this a “cheat” build? The corkscrew bug is present in vanilla RCT2, so, while this layout doesn’t work IRL, it is legit in terms of RCT mechanics. Because of this, I don’t feel like this is a “cheat” layout, moreso just a functional application of existing game dynamics.
To me, the charm of RCT over more modern builders like Planet Coaster actually comes from its limitations; there’s a certain puzzle-solving satisfaction that comes from making something cool work within the more ‘primitive’ systems of RCT2. This whole corkscrew exploit feels like exactly that sort of thing, so, suffice it to say, I’m pretty happy with how this layout turned out. It’s a testament to the texture in RCT2—with some creativity and just a dash of compromise, you can really make anything work.
This whole thing is also why I like micro builds specifically. It’s an entirely different headspace: suddenly, every single tile in your build matters. A choice made on one tile can be very impactful to the overall contour of your build. You’re forced to optimize as much as possible to fit the track, station, paths, and scenery into a super tight plot. In an unrestricted build, a dive coaster will have a chain lift every time. Only when shrunk down and forced toward efficiency do weird quirks of the game, like the corkscrew bug, really become functional core features. I just think that’s neat!