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[[File:Ride_Window_RCT2_-_7.gif|thumb|The ride window in [[RCT2]], showing statistics.]]
 
'''Intensity''', or the '''Intensity Rating''' is one of three ratings used to determine the quality and enjoyability of a ride in the ''[[RollerCoaster Tycoon (Series)|RollerCoaster Tycoon]]'' series of games. Intensity is measured on a scale that starts at 0 (very dull), and which in theory can be infinitely high. -A qualityhigh-builtquality ridesRoller rarelyCoaster will usually have an Intensity aboverating below 10, butas poorly-builtanything rides can have Intensity ratings much higher thanabove 10, though these rides are usually not successful. Intensitywill ishurt a measurement of ride's speed,[[Excitement|Excitement G-forces,rating]] and ridethus mechanics,hurt andits determines the relative "thrill" of the ridepopularity.
 
== Contributing Factors ==
Intensity represents the physical factors that guests experience during a ride. This sense of danger is what gives thrill-seekers the rush of adrenaline needed to enjoy rides. However, it is a fine line that must not be crossed, as coasters that are too dangerous are simply too dangerous. The primary factor in determining this is [http://en.wikipedia.org/wiki/G-force G-force]. The games simulate the movement of ride trains along the track compared to acceleration and ride speed to calculate three metrics: Positive Vertical Gs, Negative Vertical Gs, and Lateral Gs.
Intensity is mainly a number representing the quality of the construction of a ride in providing a sufficient but not overabundant level of "thrill" to the rider.
 
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{| class="wikitable"
|-
! scope="col" style="text-align:center;" | Track element
! scope="col" style="text-align:center;" | Maximum safe speed
|-
| Tiny turn
| 45 km/h (28 mph)
|-
| Unbanked small turn
| 59 km/h (37 mph)
|-
| Unbanked medium turn
| 99 km/h (62 mph)
|-
| Unbanked diagonal turn
| 141 km/h (88 mph)
|-
| Banked small turn
| 101 km/h (63 mph)
|-
| Banked medium turn
| 162 km/h (101 mph)
|-
| Banked diagonal turn
| 206 km/h (128 mph)
|-
| S-bend
| 101 km/h (63 mph)
|-
| Half corkscrew
| 71 km/h (44 mph)
|-
| Steep twist
| 91 km/h (57 mph)
|-
| Inline twist/Heartline twist
| 101 km/h (63 mph)
|-
| Barrel roll
| 119 km/h (74 mph)
|-
| Banked to upward slope transition
| 91 km/h (57 mph)
|}
 
Vertical Gs play a smaller role in determining a coaster's Intensity, but are important nonetheless. The default resting rate of a stationary coaster is a Vertical G-force of +1 (the normal rate of Earth's gravity). As a train moves upward, Vertical Gs increase, and as it moves downward, Vertical Gs decrease. At 0 Vertical Gs, a sense of weightlessness is achieved, hence the term "zero-gravity." A Vertical G-force of -1 means that a force is acting opposite to the usual direction of gravity. In other words, the rider is pulled up, not down. The total amount of time a coaster spends at or below 0 Vertical Gs is called 'air' time and is displayed on a ride's benchmark test. Vertical Gs can also reach extreme levels which can be detrimental to Excitement ratings, however these thresholds are much higher, being upwards of +5.00 Vertical Gs and -2.00 Vertical Gs, and are typically only achieved by building deliberately intense coasters.
Basic understanding of G-forces is useful in ride design, especially in controlling extreme Intensity ratings. Ride construction, especially construction of [[Roller Coaster]]s, is impacted greatly by G-forces and how they act on riders. Rides with wide variations between Negative and Positive Vertical Gs, or wide variation in Lateral Gs, will be more intense. Often, higher intensity is more desirable, so elements are added to rides to increase these forces. For example, most Roller Coasters are built with an initial drop large enough to create zero Vertical Gs or Negative Vertical Gs ('air' time), and this increases not only the intensity but the excitement of the ride. This can be overdone, however, and especially so when an element is so rough that it could be injurious; a sharp 90-degree curve at the bottom of a large hill will pull riders so violently to one side of the ride that the enjoyability of the entire ride will suffer.
 
The number of drops and inversions a coaster has will also impact Intensity. There is no definite amount that will put a coaster over the edge, but each element contributes to the total Intensity rating. If a ride's Intensity is too high but the G-forces seem to be at acceptable levels, it is likely that the ride has too many drops or inversions.
Intensity is related in some way to ride length. The longer the ride, and the more twists and turns in it, the higher the intensity. It is interesting that, on extremely short rides, even if the G forces are extreme, the intensity can still stay within a medium or low level.For example, if you build a crazy rodent coaster with a lift hill to a maximum height then drop and swerve directly back to the station (using the one square radius turn), the intensity would interestingly not go above 4 even though the maximum lateral gs is over 4.
 
Intensity is related in some way to ride length. The maximum ride time that guests will tolerate is around 4 minutes. After that, they will want to get off the ride, and this is reflected in the Intensity. Avoid building tracks that are too lengthy, or make efforts to get the trains back to the station quicker with higher speeds and shorter/faster lift hills. Building extra stations can also help.
Some coasters have inherently higher intensities than others even if the ride design is completely the same. By comparing a basic design of a coaster looping directly back to the station without any drops/special elements, the wooden, wooden crazy rodent, corkscrew, standup, inverted, suspended coasters tend to have a higher intensity than steel, steel mini, steel single rail, suspended single rail and bobsled roller coasters.
 
Some coasters have inherently higher intensities than others even if the ride design is completely the same. This is presumably due to the difference in the design and limitations of the various tracks and trains. Certain coasters are better equipped to handle sharp curves and inversions. Generally, "traditional" coasters such as the [[Wooden Roller Coaster]] are best utilized with high drops and long straightaways with lots of speed, while more advanced coasters such as the [[Giga Coaster]] have cars designed to blaze around corners with high G-force. By comparing a basic design of a coaster looping directly back to the station without any drops/special elements, the wooden, wooden crazy rodent, corkscrew, standup, inverted, and suspended coasters tend to have a higher intensity than steel, steel mini, steel single rail, suspended single rail and bobsled roller coasters.
==Scale==
Like [[Excitement]] and [[Nausea]] ratings, Intensity is measured on an infinite scale that starts at zero. Higher numbers represent higher intensity ratings. Ratings above 10 are possible, but ratings below 0.00 are not.
 
Additionally, most tracked rides feature stat requirements that will penalize the intensity rating if they are not met. For instance, if a Giga Coaster track design does not feature a drop height of 12 m (39 ft) or higher, all of its ride ratings, including intensity, will be reduced by 50%. However, not all coaster types feature stat requirements that decrease the intensity rating if not met.
Intensity is given a value, and that value is associated with a category:
 
Lastly, certain vehicle types can boost the intensity. This is calculated as follows: [Ride Rating] × [1 + (Intensity Factor boost percentage ÷ 128)]. For instance, the [[Corkscrew Roller Coaster]]'s trains have a +10% intensity factor boost. This causes the ride to have an approximately 8% higher intensity than normal.
 
== Scale ==
Like [[Excitement]] and [[Nausea]] ratings, Intensity is measured on an infinite scale that starts at zero. Higher numbers represent higher intensity ratings. Ratings above 10 are possible, but ratings below 0.00 are not.
 
Intensity is given a value, and that value is associated with a category:
*Low: 0.00 to 2.55
*Medium: 2.56 to 5.11
Line 27 ⟶ 76:
*Uber-Extreme: 50.02 and up (Only appears in [[RCT3]])
 
For various purposes, different Intensities are desirable. In rides aimed toward children or towards less-brave riders, intensity ratings of Low or Medium are appropriate. Typical riders will accept rides running the gamut of Intensities, from Low to Very High or higher. Thrill-Seekers will typically want to ride rides with High ratings or higher. The most popular rides, however, have a medium to high ~4.5 -6) intensity rating, as this caters to the widest range of guest perferencespreferences. However, very few if any riders will seek to ride a ride with a rating much above 10.00; Intensitiesintensities of this magnitude often indicate physical discomfort or danger. An Ultra-Extreme intensity rating on a ride is not desirable in all but a very select few circumstances. Also, some guests may increase their intensity preferences over time if a Roller Coaster of a medium or high intensity rating is placed around Gentle or low-intensity rides, although this does not apply in parks where guests prefer less intense rides however.
 
The minimum or maximum intensity outside a guest's preferred ride intensity range is dependent on their happiness level: at 100% happiness, a guest will be able to enter a ride that is at most 2.30 points outside of their minimum or maximum intensity preferences.
==Uses==
 
There are five thresholds where the ride's intensity rating begins to negatively impact the excitement, each one dividing the excitement in half: 10.00, 11.00, 12.00, 13.20, and 14.50. Interestingly, these thresholds change if the ride's currently selected vehicle type has an intensity factor multiplier. For instance, the Corkscrew Roller Coaster's trains have a +10% intensity factor boost, which can cause the intensity-excitement penalty thresholds to become 10.78, 11.85, 12.93, 14.23, and 15.63, respectively. Inversely, the Rocket Cars for the [[Steel Mini Roller Coaster|Classic Mini Roller Coaster]] have a -2% intensity factor reduction, changing the intensity-excitement penalty thresholds to become 9.84, 10.82, 11.81, 12.99, and 14.27, respectively
 
== Uses ==
Intensity can be used to determine ride quality, but not necessarily ride enjoyability. Quality is a factor in the ride's enjoyability, so a ride's excitement rating is in part dependent on a ride's Intensity; rides of extreme or ultra-extreme intensity typically have low Excitement ratings because the ride is so violent that it causes discomfort in its riders, who therefore enjoy the ride less.
 
A ride builder can use the G-force ratings given, along with the ride graphing window, to find and adjust specific sections of rides - adding or removing ride elements to adjust the G-force at that section and, therefore, the Intensity of a ride. Often, if a train is slowed down at certain trouble spots, G-forces can be reduced, and ride can be made less Intenseintense and more Excitingexciting, thus increasing the potential ridershippopularity for the ride. If the G-forces are not problematic but the intensity is still too high, it is a good idea to remove a couple of drops or inversions. Adding brakes to slow down the trains before entering high G-force sections is useful to reduce the G-forces experienced in those sections, most especially corkscrews, vertical loops, and small steep slope pieces like on the [[Vertical Drop Roller Coaster]] or [[Steel Wild Mouse]].
 
Building a small launched roller coaster design with a maximum speed powered launch and extreme G-forces to raise the intensity to Ultra-Extreme can be useful for creating track designs that increase the park value, making them useful for beating difficult scenarios with park value objectives. This works best if the ride is left in Test Run mode and never opened, as having multiple rides of the same type open will reduce their value.
 
== See Also ==
[[Excitement]]
 
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