Movie World's DC Rivals HyperCoaster mini-site answers all the big questions

A new mini-site designed to hype DC Rivals HyperCoaster has surfaced, and answers many of the most intricate questions about the ride experience including every element's speed and force.

Image: hypercoaster.com.au. Warner Bros. Movie World have launched a mini-site focused on all things DC Rivals HyperCoaster.

Warner Bros. Movie World have quietly launched a mini-site at www.hypercoaster.com.au to build hype for the roller coaster which is only weeks away from opening. The website offers a small glimpse at some of the artwork we're already seeing installed around the ride, a look at some new 3D renderings and a handful of construction shots.

Undeniably the best thing about the Hypercoaster.com.au mini-site is the complete point-of-view video that is matched with a set of dials to show realtime g-forces, speed and distance travelled.

The video and stats don't line up perfectly so if you're interested in finding out things like how much airtime there is on certain hills, or how fast it's travelling through elements, the video is a bit lacking. The gauges use relatively simple client-side JavaScript – that is, the animation is rendered by your browser – and as a result a raw form of these stats are part of what your device downloads alongside images, text and other object.

This is where we've done the heavy lifting and dissected the data and mapped it to each element. We're taking these stats at face value, but should caution that they're likely simulated numbers that could be rounded or approximated. It is also worth noting that each seat on a roller coaster experiences slightly different forces, and often stats like this are calculated from a middle seat as a sort of average.

DC Rivals new stats

  • First drop height 59.4m
  • Drop angle 85°
  • Total ride time 107 seconds
  • Maximum positive force 4.2g
  • Maximum negative force -1.5g
  • Total length from lift hill peak to brake run 1172m, 56 seconds
  • Airtime moments 10
  • Total airtime 9.8 seconds

The lift hill

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The lift hill travels at a steady 14.4km/hr for the entire 92m length. Simple trigonometry tells us its angle is 45° based on the positive force of 0.71g. 

First drop

The actual drop distance is 59.4m. There is a moment of airtime lasting 0.8 seconds and hitting -0.5g as the train picks up speed. In reality this will vary from row to row and be strongest at the rear where the train is yanked over the top of the hill by the front as it picks up speed down the drop.

Top speed at the bottom of the drop is 115km/hr, where it also hits a positive force of 4.1g. It's the lowest point of the ride, so we can use this point to gauge the height of all subsequent elements – we'll call this Height from low point.

Careening down the 85° first drop.

Camel back hill

The camel back features a whopping 2.6 seconds of sustained airtime, with a peak force of -1.14g.

Height from low point: 38.2m.

This camel back hill offers the longest burst of airtime on Rivals.

It's also the longest sustained moment of airtime ever featured on a roller coaster in Australia.

Non-inverting loop

The train heads into the non-inverting loop at nearly 112km/hr where riders will feel the most extreme forces of the entire coaster.

You'll feel a positive force of 4.2g heading into the loop, and then just two seconds later feel the insanity of -1.52g. The element has a total of 1.6 seconds of airtime. The peak of the non-inverting loop is also the slowest section of the coaster from lift hill to brake run, slowing down to just 45km/hr for those seconds of glorious airtime.

Height from low point: 39.3m.

The non-inverting loop isn't just a crazy looking element, it also features the most extreme forces of the roller coaster.

Stengel dive

The Stengel dive predictably doesn't offer much by way of heavy forces or speed. It slows to 54km/hr, though after a moment of 3.5g in the path up there will be a split second of 0g weightlessness before the banked twist to the right.

Height from low point: 32.2m.

The Stengel dive is one of the slower elements of Rivals. Think of it as a breather between some seriously insane moments.

Inclined dive loop

Heading into the inclined dive loop and the train is still sitting on 99km/hr and a moment of 3.95g hits as the track curves up into the element. Surprisingly there's another second of airtime on the path up, with a top force of -0.9g before the track banks back to the ground.

The section of twisted track after the dive loop offers steady positive g-forces where the speed doesn't drop below 80km/hr.

Height from low point: 25.6m.

The track up into the inclined dive loop is a fairly standard a camel back hill, so it'll feature a moment of airtime before overbanking and diving to the ground.

Twisted camel back

It's back into the airtime on the twisted camel back that snakes its way under the Stengel dive. Here there's 0.6 seconds of airtime, with a peak force of -0.9g.

Height from low point: 15.6m.

This hill features a solid moment of airtime as it twists left and right.

480 degree helix

The helix that wraps around and through the non-inverting loop offers solid speeds of 68-81km/hr for about six seconds. There's a short burst of 3.9g but the average through this twisted section of track is about 2.5g. It'll be intense through this with sustained positive forces for 6.2 seconds, but thankfully not to the extent of helices such as the infamous Goliath at Six Flags Magic Mountain.

Height from low point: 11.4m & 11.6m. (There are two high points on the helix.)

S-bends

At this point the train is travelling around 70km/hr and heads into two s-bends out of the helix that each offer a faint moment of negative forces that peaks at -0.3g and -0.1g for a split second.

The train snakes out of the helix and over towards the final run of bunny hills.

There's a couple of moments of light airtime on these low twists.

Final bunny hills

The final stretch of hills ofers some solid moments of airtime. The first hill hits -1.3g and will have you floating for 0.8 seconds. The second hill hits -1.2g and is again 0.8 seconds. The third reaches -0.95g and lasts 0.6 seconds.

Height from low point: 7.3m, 7.1m, 6.0m.

Like all good hypercoasters, Rivals features a run of airtime-full bunny hills to round out the ride.

But there's one last pop of airtime. That final leap up into the brake run? Enjoy one last -1g moment.

What does this all mean?

If by now your eyes have glazed over at all these numbers, here it is put simply: DC Rivals HyperCoaster is packed with speed, airtime and some seriously interesting g-forces.

DC Rivals HyperCoaster is expected to launch in the coming weeks at Warner Bros. Movie World.

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