Oak Island, 3 rides with excitement over 6.0

So... I'm not sure if there is a way to increase a ride's stats, but there is only ONE flat ride that has a rating over 6, and that's the Looper. I thought maybe, a Go Kart track? So, made one with 7.5 ex. but that apparently doesn't count?

Am I missing something completely obvious here?

Thanks!
-Esch
 
I tried raising the excitement on a couple flat rides but never found the secret formula.
That's really time consuming. So I plunked down and opened three Loopers, got the mark, and sold two.
[bored]
 
Changing the sequence of the rides can change excitement. I haven't checked all rides, but these work:

"Wild Blue" - default sequence: Main sequence x 2 = 5.80 excitement
Main sequence once = 6.1 excitement

"The Cube" - default sequence = Forward flip, All spin, Reverse all spin = 5.95 excitement
All spin, reverse all spin = excitement 6.78

"Insanity" default sequence (five items) = 4.36 excitement
Reverse double loop = excitement 6.78 (less is more!)

It turns out that some of the sequence items have higher excitement than others. By limiting the ride to the most exciting sequences, you can bump up the excite level to meet the scenario requirements. It also seems that if the ride is too long, it loses some excitement value.
 
Changing the sequence of the rides can change excitement. I haven't checked all rides, but these work:

"Wild Blue" - default sequence: Main sequence x 2 = 5.80 excitement
Main sequence once = 6.1 excitement

"The Cube" - default sequence = Forward flip, All spin, Reverse all spin = 5.95 excitement
All spin, reverse all spin = excitement 6.78

"Insanity" default sequence (five items) = 4.36 excitement
Reverse double loop = excitement 6.78 (less is more!)

It turns out that some of the sequence items have higher excitement than others. By limiting the ride to the most exciting sequences, you can bump up the excite level to meet the scenario requirements. It also seems that if the ride is too long, it loses some excitement value.

When I changed "Wild Blue" to one sequence only, some peeps complained that it was "over too soon".

The fun & excitement settings for all the rides seems totally random and not based on "real life". I know this is quite objective. Compare the Zozo (or how the Roll-O-Plane is called) to any other ride. Why is it so expensive for its low capacity? There is no consistency in these stats.
 
Thanks for the suggestions, especially the ride sequence thing... I just took the cheap way out and built three loopers and then deleted two of them.

Shame that go karts and other track rides don't count towards the 'ride' total... I suppose it's so in a future scenario they can put something like "Build a Go Kart track that has at least X excitement" or something...
 
Shame that go karts and other track rides don't count towards the 'ride' total... I suppose it's so in a future scenario they can put something like "Build a Go Kart track that has at least X excitement" or something...

Ooooh, I was wondering why I couldn't complete this scenario despite having great water rides! Thanks!
 
Fossil, thanks for that! I kept trying to add more sequences. I never would have thought "less is more"!

I just tested this with the insanity, having one reverse double loop also increases nausea and fear, while lowering prestige. the best animation sequences can be found here. I just tested the insanity and even with only one reverse double loop, the guests didn't seem interested in the ride. Plus the ride duration was 80sec with 1 animation, and 140sec with 8 animations, so it really doesn't help to increase excitement (outside of the achievement)
 
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