David Baker
www.davidbakeronline.com
Wheel of fortune
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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