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Intensity: Difference between revisions

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| Banked diagonal turn
| 206 km/h (128 mph)
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| S-bend
| 101 km/h (63 mph)
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| Half corkscrew
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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 intense and more exciting, thus increasing the potential popularity 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 ==
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