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The Quest | Interactive Coas.

Park Image
Park Image
Park Image
Park Image
Park Image

Introduction:

The Quest is a highly interactive mine train coaster, which is placed in a hilly and overgrown landscape. On several occasions during the ride, the riders can decide which route the train should take next. For this, each seat is equipped with two buttons, which will flash while a vote is active. The options which can be chosen by the riders are shown on screens. By pressing the buttons the riders can decide which way they want the train to go. The option with the most votes will win. If there is a draw, one option is chosen randomly.

So ask yourself, do you want:

LEFT or RIGHT?

FORWARD or BACKWARD?

FIRE or WATER?

Furthermore the coaster features many scene object animations and special effects to enhance the rider experiences!

Special Features:

With this project I tried to check out the limits of the NoLimits 2 scripting (no pun intended) and the use of special-tracks. The layout between the voting-sections is nothing special. I fully focused on the scripting, animations and reliability. The coaster should work stable and safely at anytime including all animations. Following features are implemented:

  • Votings: At four locations during the ride, the riders can vote using buttons. This decides which track the train will take next. At one point the riders can even decide if the next part is driven forwards or backwards.

  • Optimal Dispatch Time: At the loading station a screen shows a countdown indicating the optimal dispatch time for maximum capacity without risk a cascade stop of the coaster.

  • Anti-Cascade-Measures: The first block brake after the station will stop the trains completely and release them after a fixed time. This is done to prevent a cascade stop of the coaster even if the operator dispatches the trains to quickly out of the loading station.

  • Emergency Stop: The emergency stop is fully supported at anytime. After the emergency stop is reset, the coaster should continue working normally. It should resolve problems such as rollbacks by itself. After an emergency stop occurred a cascade stop can happen due to longer block zone times during the emergency reset.

  • Scene Object Animations: Along the ride many scene objects animations are taking place. All of them are included in the control system of the coaster. A train should never collide with a scene object no matter what happens (Except in full manual mode of course). The animations are also included in the emergency stop system. So the animation will stop during an emergency stop and start moving again correctly when the emergency stop is rested.

Known Issues:

  • Reset of the Coaster: The reset of the coaster is NOT working because the scripts get in trouble during the reset of all scene object animations! If you want to rest the coaster you have to reload the park.

  • Stuttering of the Falling Transfer-Table: The falling transfer-table will be stuttering during some parts of its animation. That is because there is no way to slow down the transfer-table or to let it reset outside an end-position using the NoLimits 2 scripting. So I had to cheat by constantly changing the moving direction of the transfer-table each frame.

Third Party Assets:

  • The tilttrack-stopper was made by IntaAccelerator for this project
  • "Red's Track Sensors" by Red-Thirten
  • "Red's Speakers" by Red-Thirten
  • "Red's Panels and Operators" by Red-Thirten
  • "Scaleable Build Shapes" by thekadani
  • "Ultimate Attachment Tools" by thekadani
  • "Custom Water Splash Particle Effect" by thekadani
  • "Turnstile v2" by thekadani
  • "Effect Set" by 3creativeD
  • "Customizable Fog Machine (With Trigger Ability)" by RobbinBob
  • "Tea cups" by SirMaverick34
  • The "Use Left Track" - sign and the in-game logo are AI generated
  • Special Thanks to IntaAccelerator for creating the thumbnail

Third Party Sounds:

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Wow! You´ve put in a lot of work to see what´s possible. Nice concept, very interesting. I don´t know if a coaster like this would be interesting to ride in reality. Every choice interrups the flow. Maybe two choices maximum. e.g. Left/Right and Fire/Water. Or one choice and the falling transfer table. It reminds me of Phantasialand´s Winjas Fear/Force, where one stop during the (short) ride is enough already.

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Uploaded On
August 15, 2026
File Size
108 MB
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The Quest

1.5 meters

28.3 meters

2856.3 meters

Vekoma Minetrain without locomotive