Excitement Intensity Nausea Notes

Making a good rollercoaster is a complicated process, which is different for each type of rollercoaster, and the expectations of the guests in each different park.
However, it is possible to set down some rules which it is a good idea to follow. The techniques and rules discussed below will help you to create (usually, there are always exceptions that prove the rule) rollercoasters with medium to high excitement, medium to high intensity, and low to medium nausea ratings.
In the following sections, I will discuss how to achieve a rollercoaster with a high rating or each of excitement, intensity and nausea, and then how to achieve a low rating.
Excitement
To achieve a high excitement rating, you should go slowly, as slowly as possible without the train rolling backwards and crashing into the train behind it. I usually like to have my train going at less than 20mph (32kmh-1) at the top of a looping inversion, and if I can get it to go at around 5mph (8kmh-1) then I feel quite happy that I will get a high excitement rating. The excitement rating is also connected to drops. Anywhere that your guests scream while the train is going around the track will get the excitement a little bit higher. Exceptions to this rule include Heartline Twister Rollercoasters. The best designed specimens of this type of ride always seem to get a low excitement rating. One trick that gets you a higher excitement rating is to test the ride without people on it, and your excitement rating will be slightly higher than with people on it. A ride that goes underground is more exciting than the same ride above ground, especially if you put a path on the ground over the ride. Adding scenery near to the ride can also improve the rating. Another biggie is if you make one ride interact with others, by going through the loops of another ride, possibly with another ride going in the opposite direction, you can get a much higher excitement rating on both rides. If all else fails, try changing the type of train. The Non-Looping Train for the Steel Twister RollerCoaster gives you a lot more excitement than the normal Coaster Train, but it does have disadvantages. There are a few excellent articles on the subject of exciting rides, from which I borrowed a few ideas, in the Knowledge Base of RCT Station.
You don't want to get a low excitement rating.
Intensity
To achieve a high intensity rating, without getting a very high excitement rating, you should go quickly, as fast as possible. My most intense ride ever was 30.22 intensity, and is shown to the right. This ride was designed to prove that a high intensity rating is usually at the expense of any excitement that a high-speed track design might give. Besides that, at 19.44 times their normal weight, all of my guests would die before they got off this ride. To design a ride with reasonable intensity, simply follow the instructions to make a highly exciting ride, as shown above, and a reasonably high intensity will follow naturally. If your ride is just slightly too intense for your guests to be able to ride it, then you could try testing it without any people on it, as this might reduce the intensity slightly.
To make a low intensity ride, simply keep the drops to a maximum height of 6 feet (2 metres, or 2 height marks) and the ride should be low in the fields of excitement, intensity and nausea. If you've got a high-intensity ride that you want to tone down a bit, to make it appeal to more of your guests, then you could try including banked curves instead of flat ones. Other tricks that you could try include making the train go round the curves more slowly, either by using a small (or large) uphill slope, or by uszing brakes directly before the corner. If all that fails, then you could substitute a larger-radius curve, to reduce the lateral G's. If you're dealing with some types of rollercoasters, including steel-mini, vertical drop and all types of wild mouse coasters, you might be able to substitute single pieces of track that take the slope from 0° to 60° with two, one to go from 0° to 30° and the other to complete the change to 60°. In the image to the left, there is an example of both of these types of slope change. The one in the foreground shows a more gentle increase in the track slope than the one in the background, because the first one uses two pieces of track to go from 0° to 60°.
Nausea
To achieve a high nausea rating, you should use no banked curves, and make the coaster travel around some very sharp corners at speed. This will give you both a very high nausea rating and a very high intensity rating. Add to this some track which goes up and down rapidly, and you've got an ultra-extreme nausea rating. Some coasters are better for giving a high nausea rating than others, for example the Suspended Roller Coaster.
To achieve a low nausea rating, you need as large radius corners as possible, with banking whenever the train's likely to need it, and smoothly laid out track helps, too. Nausea is something that you'll definately want to minimize when you design any track, as all it does is make your guests see their lunches again, and they don't like that!
Notes
Vertical G's: There are two types of vertical G: Positive and negative. Positive Vertical G's are generated when a train goes down a hill, then goes in a "U" shape. They are also generated during looping inversions. These push the train onto the track, and the riders into their seats. In reality, 6 G'S will make people's noses start to bleed. At around 10 G's, passengers could actually pass out. At 14 G's, they die. Negative Vertical G's are caused when a train goes over the crest of a hill, and lifts up off the track (some types of coaster, including Side Friction and Bobsled Coasters, can leave the track and crash if they have too few G's to hold them down) and the riders are thrown up against the restraints. These usually aren't as severe as positive vertical G's, but could still have an effect on the ride.
Lateral G's: These are generated when a train goes around a corner on a track. High lateral G's can make your guests very uncomforatble, and land your ride with a higher intensity rating than might be necessary. Lateral G's are what you might experience in a car going around a corner at speed, when your body is flung to the outside of the corner.
Pricing: The amount that guests will pay for a ride is directly linked to how exciting it is. If you have a ride with an excitement rating of 100, your guests will happily pay ¤20 for the privilege of riding it. Unfortunately, an excitement rating of more than around 10 is impossible without hacking the ride using a trainer.
Trainers: These are programs that can alter various aspects of Roller Coaster Tycoon games, by interfacing with the game (Program) itself and altering whatever needs to be altered. I find them useful when I'm constructing a new scenario, but some people use them to help complete scenarios.