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The science of theme parks: forget
traditional end-of-the-pier distractions, the modern amusement ride is
a multi-million dollar hi-tech experiment, devoted to taking you higher,
further and faster than ever before
Hot Air, September 2001
Eddie Newquist knows a lot about theme parks. As president of film and production
at BBH, a firm of park and exhibit designers based in San Antonio, Texas, its
his job to be up to speed on every single innovation in the sector. He has worked
with some of the worlds biggest entertainment franchises, from
Terminator to Jurassic Park; he has produced films designed to be seen in three
dimensions or through 360 degrees; he is, in the words of his companys
corporate website, an industry innovator, holding patents for developing
advanced motion picture/show systems and for designing high-capacity entertainment
experiences. He is, in short, devoted to pushing theme parks to ever more
ambitious extremes to making their attractions ever faster, bigger, better
and more sophisticated. But even he knows that, however much technology he may
have to show off with, there is one line that should never be crossed. Some
of the new rides on show at the IAAPA [the industrys trade body, the International
Association of Amusement Parks and Attractions] convention last year were not
successful, he recalls. They just made people sick. If someone comes
off a ride and theyre feeling sick then they are not going to want to buy
things. And you certainly dont want that.
You certainly dont: organised fun is big business and last year, theme
parks in the US took $9.6bn from 317m happy punters. In the EU, theme park turnover
topped $1.5m and Alton Towers, the UKs most popular theme park, welcomed
2.45m people through its gates. Tokyo Disneyland, the best attended theme park
in the world, entertained an even more impressive 16m visitors. But what exactly
is it that draws people to shoot down an artificial river while being splashed
by fake white water, queue for more than an hour to be dropped 200ft in a cage,
or clamber into crude body harnesses to be hurled towards rocks at 90mph?
Theme parks offer two distinct attractions, explains Glenn Wilson,
a psychologist at the Institute of Psychiatry in London, who has made a speciality
of researching the industry. Firstly, they provide a fantasy world, an
opportunity for children to lose themselves and for adults to return to childhood;
and secondly they give you the chance to rise to the challenge presented by the
thrill rides.
The idea of a fantasy world was the first defining feature of the
theme park. Back in the early 50s, Walt Disneys brief to the designers
who were to build Disneyland in California was simple: I just want it to
look like nothing else in the world. And it should be surrounded by a train. Disneylands
Main Street, two rows of impossibly pristine Victorian shops, businesses, bars
and restaurants (some fake, some real) is built on a 5/8 scale. This cost
more, said Disney, but it has turned the street into a toy and the
imagination can play more freely with a toy.
If that toytown aesthetic was the first distinct feature of the theme park, though,
these days the most important ingredients are not the theatrical looks, but the
thrill rides the roller-coasters, haunted houses and spinning wheels with
names like XLR-8, Spider and Vortex, that make the adrenalin run through the
body and pull punters through the gates. Its very easy to terrify
a person, says John Wardley, an independent ride designer for the Tussauds
Group and the man behind such cutting-edge attractions as Nemesis and Oblivion,
both at Alton Towers, but that isnt always entertainment. I am essentially
an entertainer. When you design a ride you have the whole spectrum of emotions
to play with you can make them surprised, amazed, baffled, intrigued,
scared and you do that by giving the ride a story, a rhythm. With a white-knuckle
ride, the story might be quite simple, but it is still there: you want to challenge
them before they get on dare you do it? You want to give them an intense
and thrilling experience in the middle; and you want them to have a feeling of
exhilaration at the end that they have got the better of it and have survived. The
process of putting this ideal into practice is where the science of theme parks
really comes to the fore.
Theme park rides can be divided into three broad groups: dark rides, where participants
are transported through the interior of a warehouse-like structure and are exposed
to projections, animatronics, special effects and, hopefully, adrenalin; iron
rides, the free-standing spinning wheels or rocking boats that are a feature
of every fair; and roller coasters the T-Rexes of the theme park world.
When it comes to storytelling, the dark rides understandably rule the roost.
Thanks to advanced audio-visuals and super-detailed 70mm film, parabolic screens
as high as houses and multi-channel sound, you can transport the riders to outer
space or the centre of the Earth at the flick of a switch. Your scene can be
peopled with animatronics realistic robots that are programmed to speak
and move when triggered by a cars approach although some park owners
prefer actors because theyre cheaper. Add special effects, such as fog
or fire, to help the audience forget where they are, so that, for five minutes
or so, they fly like Superman, or at least get to think theyre Indiana
Jones.
Dark rides give you an incredible opportunity to make people feel like
heroes, says dark ride scriptwriter Tim Beedle, because no other
medium lets you have the audience playing such an active role. Beedle works
for JPI Design in Ontario, California, a park and ride design company that has
just begun work on Adventure World, a $40m theme park just outside of Jeddah,
Saudi Arabia. Writing for dark rides is like writing for theatre or the
movies. You map things out scene by scene but the extra dimension is that the
audience can be characters in the story too. They are no longer just passive
viewers.
Adventure World is a conversion project there is a small theme park already
on the site which JPI is to expand and improve upon. There is an existing dark
ride, a kind of runaway-train-in-a-mine attraction, and one of JPIs briefs
is to recast it as something more interesting. What we are doing, says
Beedle, is taking that attraction and changing the story. We have a specific
layout to the ride that cant change except that we can alter the
speed of the train. We came up with a King Solomons Mines/Indiana Jones
theme, which is fairly new to Middle Eastern audiences. The mine will become
an archeological dig where an ancient burial chamber has just been uncovered.
The audience becomes visiting scientists invited to view the discovery. This
is the backstory the explanation of what has happened and why the audience
is there before the ride begins. The backstory does not need to be totally
apparent to the audience, says Beedle, but it provides a guide for
everyone working on the project. In this instance we produced a phoney 1914 newspaper
article about an archeological dig in the Kalahari Desert where the burial site
of an ancient African king had been discovered. We have also created a main character,
Lawrence Chance, a dashing Oxford-educated archeologist, who first came across
the tomb.
The next step is to write the story that the audience will actually experience.
You look at the physical properties of the ride and work out how you can involve
the audience at each stage. Here they are scientists being taken on a tour of
the site by Dr Chance. They find this out when they are waiting in the pre-show
area. There are lots of mining tools scattered around, clippings from scientific
journals and so on. Just before boarding the train, Dr Chance comes on the PA
and welcomes the scientists to the site, advises them that the tour is about
to commence and, almost as an afterthought, warns them that tomb robbers have
been seen in the area.
Beedle says the trick is to have a clear beginning, middle and end. That way
the audience gets a story but also knows where they are. In the case of King
Solomons Mines (the ride does not have an actual name yet), the first few
rooms are people digging and Dr Chance on the PA telling you where you
are. Then, after a couple of minutes, all hell breaks loose. Dr Chance
tells you that the tomb raiders are trying to hijack the train and they are going
to take you off and shoot you. This is the advantage of having the audience involved
from the start they really feel they are in danger. The ride turns from
a tour into an escape ride and Dr Chance turns from our rather dry guide to the
hero who is going to get them out of there. This is obviously a good time to
speed up the train.
The train is now rattling from scene to scene as the riders and Dr Chance (via
animatronics and a voiceover) fight the tomb robbers. Each of them is killed
(of course) but, as a bonus, by killing the last one, the riders accidentally
open up the kings long-lost central burial chamber. The audience
has achieved what even Dr Chance couldnt, says Beedle. They
are the heroes now and the scene rewards them with waterfalls, gold, effects
and, above all, congratulations.
Youve gone from zero to hero in the space of one ride and
within five to six minutes, if the theme park owner is going to get any return
from their investment. You can get a lot in that time, says Beedle, but
you dont want to make it too complex. You dont want important dialogue
being drowned out by the screams for instance or people wont know what
is going on. Technical effects also have to be able to reset themselves
by the time the next car comes along.
People usually use dark rides to take a break from the high(er)-adrenalin attractions
in a park, but it is the thrill rides themselves which are the real people magnets
and there are two ways in which they can tell stories of their own.
The first is all about logistics: where the ride is positioned, the dynamics
of the queue, what the audience can see and what is kept hidden from view are
all factors that help create the rides drama and maximise the audiences
enjoyment of the experience. You dont ever want to position your
roller coaster at the very front of your park, advises Newquist. You
need to pull people through the park towards your most popular experience, leading
them deeper and deeper into the park and past all the Coke stands and merchandise
stores.
Because roller coasters are so big, they can usually been seen from anywhere
in the park. And even if you cant see one, you can still hear the riders screams. The
sight of the coaster and the sound of the riders attract people towards it, says
Newquist. So they are already excited by the time they get there. Then
when they are in the queue you want to slowly increase their heartbeat, make
them sweat a little. The queue is designed so that the track goes right over
their heads and they can hear the rattling and screams as the cars go past. This
sends their anticipation through the roof until finally, by the time they get
on the ride, they are going crazy. Then, because many roller coasters are gravity-powered,
that initial slow, uphill drag is perfect for stoking their anticipation to the
max.
The second way thrill rides affect you is through physical sensations alone.
Unlike dark rides, thrill rides offer much less chance for audience participation its
hard to do much on a roller coaster other than stick your arms above your head
and scream. But roller coasters do ensure maximum audience involvement because
of the way they throw people in different directions it is the difference
between sitting and watching a boxing match and actually taking part in one.
Thrill rides communicate with their audiences not through audio-visuals and animatronics
but through G-forces. And understanding that requires a brief lesson in physics.
A G-force is a unit of acceleration (any change in speed and/or direction). The
greater the change the greater the G-force that is applied to the body something
you can feel when you corner in a car. The tighter the bend or the faster you
are driving, the more you feel the G-forces pushing into you.
G-forces alter a persons weight. Sitting in an armchair, an individual
experiences a G-force of one, exerted by the pull of gravity. Bundle the person
and the chair into a high-speed lift and push the button for the top floor and
the G-force they experience will increase as the lift accelerates upwards. A
G-force of two doubles your weight, three triples it and so on. On the other
hand, if G-forces decrease until they are almost zero a person can become almost
weightless as a result of all the strange sensations that accompany such a state.
Managing these G-forces is what thrill ride design is all about, because changes
in them (and the consequent changes in a persons weight) can produce a
lightness in the stomach and a feeling of euphoria as the internal organs and
blood are moved around inside the body. High-thrill rides can vary G-forces between
zero and about five (for a useful comparison, consider that taking off in a civil
aircraft applies about 1.5G to the body, taking off in a fighter plane about
nine). Swinging between these extremes is what attracts people to these rides one
fan of Alton Towers Nemesis ride described the sensation of your
blood pooling in your feet and he meant it as a good thing.
Given the dolls house sensibility of Disneys original concept, its
perhaps fitting that the three fundamental components of thrill rides can be
found in any childrens playground: the swings, the roundabout and the slide.
A swing is the perfect G-force machine. As a person rises up into the air, the
speed of the swing slows, reducing the G-force they are exposed to and thereby
reducing their weight. At the very top of the arc, the G-force is almost zero,
which is what gives you that feeling you could fly away. On the way down, the
swing speeds up until, at the very bottom, G-forces get as high as 2G, doubling
a persons weight. (Which is why it is hard for the playground bully to
push someone off a moving swing.)
Roundabouts, and their theme park equivalents, apply the same forces as driving
round a tight bend in a car. Increase the speed or tighten the curve and you
increase the G-force. As children soon discover, turning in a perfect circle
at a constant speed is not that exciting, which is why many theme park rides
spin faster as they go on or lift up into the air, so that the G-forces differ
all around the circle.
Kids love steep slides. The G-forces involved in falling are incredibly small,
producing butterflies in the stomach. This is the principle behind roller coasters,
of course, but also behind theme park drop rides, where a cage is
allowed to freefall vertically before being slowed nearer the ground. Drop rides
produce a G-force of zero literal weightlessness on the way down,
followed by an intense G-force kick at the bottom. (Water rides are
slides with lubrication. Water decreases friction by almost 98 per cent, which
means you dont have to build anywhere near as steeply to achieve high speeds.
A flume ride at an angle of just 6 degrees can give you speeds of
20mph.)
Front or back? For all the high-thinking involved in the construction of the
modern roller coaster ride, this simple question remains one of the most important
of all. G-forces behave differently at the front and back of a roller coaster
train and aficionados are split as to which is better (only wimps sit in the
middle). At the front, riders feel the greatest G-forces as they come out of
a bend or a dip. Those at the back feel the biggest kick as they
go over a crest, because the cars in front of them are already starting to accelerate
down the next slope. Many roller coasters are designed so that they produce negative
G-forces as the cars go over each crest which means that if they werent
strapped in, the riders would float upwards like astronauts.
Unsurprisingly, many designers agree that rides have reached the limits of what
the human body can take. Around three or four G is as far as you want to
go for any while, says Wardley, the man behind Alton Towers Nemesis
and Oblivion rides,more than that is uncomfortable. Their response
has been to move away from what rides can do to the body towards what they can
do to the mind.
Imagine driving along a motorway at 70mph. Now imagine driving at the same speed
along a side street. Its obvious which feels faster and it is that trick
of perception that lies behind the thrill of Nemesis. At Alton Towers you
are forbidden to build higher than the tree tops, says Wardley, so
we take the ride above and below ground. That way you can bring the riders close
to rock walls, waterfalls and the edges of the holes themselves. This gives an
incredible feeling of speed.
And of vulnerability. Ask any Nemesis rider what they remember most and it is
the feeling that their legs were going to be lopped off below the knee by a dangerously
close piece of rock. I wanted to make them feel very vulnerable, says
Wardley, so we designed a chairlift that leaves their feet dangling and
of course allows them to swing out on the curves.
As if that werent enough, next year Alton Towers opens a new roller coaster
called Air, in which even the chairlift is dispensed with. Riders will hang horizontally
in harnesses that allow them to fly. That way, itll be their heads that
are nerve-wrackingly close to that rock.
A thrill ride, says Wilson, the psychologist at Londons Institute
of Psychiatry, is like a rehearsal for a real-life disaster. It is one
of the few places you are allowed to scream. What makes a good ride so satisfying
is the feeling of fear being followed by the pleasure of having survived. The
amount of adrenalin in the brain increases, sharpening ones senses and
increasing the heartbeat, to be followed when the fright is over by endorphins
that make people feel happy and exhilarated.
Playing with neurotransmitters is also the principle of good overall park design.
Demis Hassabis, designer of the best-selling video game Theme Park, which so
accurately simulates the various factors involved in building and running a theme
park that it is used in business schools across the world, says that the positioning
of rides is as important as the rides themselves.
You have to keep hitting the visitors with a shot of adrenalin every so
often, says Hassabis, who is now leading his own video game company and
hard at work on an elaborate and ambitious PC strategy title called Republic,
where you get to manage entire cities. We found that the best parks always
have exciting rides punctuating the tamer rides. To do this you have to
be able to channel visitors along specific paths, with a parks rhythm defined
by its layout. All parks have an orientation area (Disneys Main Street
is the archetypal example) after which visitors have a choice of where to go
first. Whichever layout a park uses there are some hard and fast rules for what
visitors should find along the way. Each area should have at least two rides a
white-knuckle ride for the kids and a tamer one for mum and dad as well
as that all-important retail opportunity.
You need to make sure you have food stands near the exit of each exciting
ride, says Hassabis, talking about the video game, but making a point equally
valid to real-world theme parks, and drinks stands wherever someone is
going to be walking a long way. You can also charge more for food and souvenirs
near the end of an exciting ride. The more happy people are, the less they are
worried about cost.
Parks in the UK tend to be less concerned about retail sales than those in the
US, but across the Atlantic sales of burgers, Coke and I Survived The Twister T-shirts
are often a mainstay of a parks income. You always want to end your
attraction with a big wow, says Newquist. They have done something
terrifically heroic and you can take advantage of that wonderful feeling with
the retail experience. There has to be a retail opportunity at the end of every
ride.
In five minutes, you have warped gravity, become a hero, felt the blood pool
in your feet and bought the T-shirt. And you thought you were just going along
for the rides.
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