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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. |
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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. |
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Intensity | ||
![]() 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 ![]() |
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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! |
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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. |