>>2862158Yes.
That too.
Very much so.
Don't let your coasters do inversions at high speeds. You want your trains to linger for a little bit (not too long) at the apex before continuing. You'll know when you've hit the butterzone.
The same applies to hills, you'll want it to just make it over the hill rather than yanking the guests down. Think about coasters you've been on - when you go over a hill the cart slows down nicely and you get some air time in your seat. If the coaster was capping the hill too fast you'd be getting yanked down.
Bank every turn. Unless it's turns right after a chain lift without a drop or before the end (after brakes), you'll want it banked.
Block brakes, get in the habit of using them at least right before the end. They'll save your ass when shit gets real.
Never ever ever make a cobra roll if you can help it. It cosists of a half loop, two corkscrews in opposite directions (left corkscrew and right corkscrew, looks like a 'c') and then another half loop. They hurt like a motherfucker.
The more shit your coaster weaves in around, the higher the excitement. If you're not very good at weaving, build the coaster first then build shit on top/inside of it. Scenery applies here as well. Guests like to watch coasters, too.
If your coaster has a segment where guests are facing backwards I believe the intensity for everything they experience is increased.