One thing I did still struggle with was going back and editing the coaster. It’s a little tricky to explain, but could be something that people struggle with if they lack a certain kind of spatial awareness. To add camber, you hold a button and tap the triggers, but this adds a more three dimensional and relative element to how you consider each consecutive piece. Putting each section of track in place is so simple, the left stick determining the vertical angle and any lateral motion for each piece, so you can create smooth arcs and twists. Honestly, I can’t quite remember if the interface has changed since August – if only there were a preview video I could check? – or if it was simply that I could run through the tutorial, but it just sat under my thumbs a little more easily this time around. You want a big drop to start, giving the cars enough momentum to ride up and over successive bumps and turns, you want to give the tracks a camber through turns to channel as much of the G-forces so that your punters feel them squashing or lifting them into or lifting from their seat, instead of throwing them from side to side, and you need to do this in moderation so that people aren’t scared stiff. Excitement, queasiness and fear all need to be balanced equally to make a rollercoaster an enjoyable one for your park’s visitors, and the tutorial handily explained how best to approach a design.
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