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Heide Park Announces Germany’s First B&M Winged Coaster for 2014

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Soltau, Germany (August 2013) — Eight different maneuvers and six obstacles that can only be flown around last minute, with a total distance of 772 meters — In the 2014 season, Heide Park Resort will offer Germany’s first wing coaster and “an incomparable three minute adrenaline rush.” Roller coaster fans ten years and older will be able to brave this giant roller coaster with a unique feeling of flying up to 40 meters in height and with a speed of up to 100 km / h.  A highlight of the ride is the the car with seats hanging in the air, where guests have nothing holding them above or below. Obstacles are missed at the last second, the cars maneuver under bridges and rails and disappear into the ground. “In Germany, there has been no comparable roller coaster, even for die-hard fans this track is a real highlight,” says Thorsten Berwald, Project Manager at Heide Park Resort.

“After a slow 180-degree role the guests start upside down with a half loop in the alley, a total of five times upside down, rotate 360 ​​degrees around the car and fly at a 90-degree angle as along a wall – these are only some of the eight maneuvers. Our Wing Coaster has no time for rest, but thrills begin from the start,” Berwald said, describing the trajectory. Riders experience up to four times their own body weight (4g) in the seats. To date,  there are only eight of these winged coasters around the world, two in Europe.

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We want to always offer our guests a unique experience and therefore are investing 15 million euros in Germany’s first wing coaster,” says Sabrina de Carvalho, chairman of the board. “This is the largest investment in our 35 years of park history.”  The coaster is manufactured by B & M (Bollinger & Mabillard). The Swiss manufacturer of the Heide Park Resort’s KRAKE (2011), Germany’s first dive coaster. “With the Wing Coaster we take it up a notch,” says de Carvalho.

The Wing Coaster arises in the field of “Transylvania” on an area of ​​about 13,000 square meters – and is growing daily. In autumn, the cars will be delivered and construction is already underway on the track, so first unmanned test rides are expected to be carried out before the beginning of 2014.

www.heide-park.de/wingcoaster2014

“Escape From Tomorrow,” Feature Film Secretly Shot at Disney Parks, to Be Released October 11

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New York, NY, USA (August 19, 2013) — Producers Distribution Agency (PDA) announced today it will be releasing Randy Moore’s directorial debut ESCAPE FROM TOMORROW in the U.S. this fall, in partnership with Abramorama and digital entertainment curator FilmBuff.

ESCAPE FROM TOMORROW, a “bold and ingenious trip into the happiest place on earth,” was one of the most provocative films to premiere at the 2013 Sundance Film Festival. Drew McWeeny from Hitfix called it a “surrealist treat” adding “it is not possible this film exists.”

PDA is an alternative theatrical distribution model best known as the company behind the Academy Award nominated documentary EXIT THROUGH THE GIFT SHOP.

Escape From Tomorrow - 2013 - film poster

“An epic battle begins when a middle-aged American husband and father of two learns that he has lost his job. Keeping the news from his nagging wife and wound-up children, he packs up the family and embarks on a full day of park hopping amid enchanted castles and fairytale princesses. Soon, the manufactured mirth of the fantasy land around him begins to haunt his subconscious. An idyllic family vacation quickly unravels into a surrealist and darkly comic nightmare of paranoid visions, bizarre encounters, and an obsessive pursuit of a pair of sexy teenage Parisians. Chillingly shot in black and white, ESCAPE FROM TOMORROW dissects the mythology of artificial perfection while subversively attacking our culture’s obsession with mass entertainment.”

According to Stephen Zeitchik in a January 19, 2013 LA Times Article: “. . . with the help of an extremely small Canon camera and some very game actors and crew, the director began shooting a movie guerrilla-style.

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“The result of Moore’s quixotic dream is ESCAPE FROM TOMORROW, a Surrealist, genre-defying black-and-white film that was shown for the first time at the Sundance Film Festival . . . and that was primarily shot across the vast expanses of Disney theme parks in Orlando and Anaheim. There is Buzz Lightyear Space Ranger Spin and Space Mountain, Tiki Room and teacups, princesses and a Main Street parade. At one point, Epcot Center blows up.”

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ESCAPE FROM TOMORROW will be released theatrically in select cities across the country beginning October 11th at the IFC Center in New York. The film will also be available via FilmBuff on VOD day and date with its US theatrical release on all leading On Demand platforms including iTunes, Amazon Instant Video, Cable Movies On Demand, YouTube, XBOX, Sony Playstation, Cinemanow and Vudu.

ESCAPE FROM TOMORROW was produced by Soojin Chung and Gioia Marchese. Chung also edited the film. Lucas Lee Graham served as cinematographer.

SEGA and BBC Earth’s First Orbi Park Opens in Yokohama

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Tokyo, Japan (August 19, 2013) — SEGA Corporation and BBC Worldwide opened their first Orbi, a new entertainment facility, today at the new Mitsubishi Estate Group development MARK IS minatomirai in Yokohama City, Kanagawa Prefecture.

The first attraction of its kind in the world, Orbi fuses BBC Earth’s world-leading nature content with SEGA’s cutting edge technology to create an entertainment experience that plunges visitors into the heart of the natural world – this is “nature supercharged.” Orbi has been developed by teams in Japan and the UK over the past two years since SEGA and BBC Earth, BBC Worldwide’s global natural history brand partnered to create the new attraction in June 2011.

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The BBC has been at the forefront of natural history film making for over 50 years, capturing all forms of life and bringing incredible stories and characters to audiences worldwide. Groundbreaking series such as Blue Planet, Planet Earth and Life have revealed new insights about our planet in astonishing high definition. SEGA is a creative powerhouse that develops real game changing entertainment concepts using technology innovation. Orbi is the latest of these, using cutting edge technology to bring people closer to nature than they ever imagined could be possible, nowhere else can you experience life at the centre of a wildebeest herd or in the deepest ocean depths.

A multi-sensory experience, Orbi invites you to touch, smell, see and hear our planet as you explore each interactive experience, every step bringing you closer to our planet.

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The attraction features a main theater and 12 walk-through entertainment experiences for visitors to explore. The main theater is equipped with one of the largest screens in Japan (40 m W × 8 m H) and shows new films from BBC EARTH, produced and edited exclusively for Orbi. The entertainment experiences draw on animal and nature themes, allowing visitors to experience the full variety of life on earth, all brought to life using physical sensations, high definition imagery, high-tech sound installations and scent technology.

Orbi Yokohama is a journey in three stages; visitors first enter the pre-show area that invites them to discover earths mysteries by travelling to 12 different zones including the skies above, the deep ocean, the jungle and the arctic. The main-show is a theatre experience, where visitors see nature on a truly grand scale, with BBC Earth films created for one of the biggest screens in Japan. In the post-show area visitors can look back on their day, capture their favorite moments and get closer to BBC Earth’s film-makers, understanding what it takes to create groundbreaking nature films.

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Visitors to Orbi first enter the pre-show area where they experience 12 different entertainment exhibitions themed around earth’s different habitats.  People are free to wander through the pre-show area, discovering an unknown earth and the secrets of life as they move through the different entertainment zones.  Imagine what it must be like at the centre of a wildebeest herd, 1.3 million strong, or travelling to the icy wilderness of the Arctic and feeling a wind-chill temperature of -20⁰ C on your skin.  Orbi takes you there and further.  Visitors delight in soaring over our planet on a 40,000 km journey created using BBC footage shot from the sky.  A “life-sized animal encyclopedia” invites visitors to learn more about the fascinating creatures we share our planet with, showing how they work and allowing visitors to see how they measure up.  Orbi brings these discoveries to life, showing new sides to our planet, revealing amazing facts about earth, and life in the style of an amusement park allowing visitors to learn through play.

The key feature of the facility, the Main Show area, offers a spectacular visual experience that fills the audience with a sense of awe and wonder as they gather in front of the enormous curved screen in this special theatre that fully demonstrates what SEGA and BBC EARTH set out to achieve in creating Orbi. The front screen of the theater is one of the largest in Japan, spanning an incredible 40 meters across and 8 meters in height. The theater shows a completely original story produced by BBC EARTH for Orbi, and a one-of-a-kind edited film produced specifically for this unique venue that is approximately the size of 3 full movie screens (full HD). This film blends breathtaking images shot at the same locations to create the sensation of being enfolded in a dramatic scene from nature.

Over and above the visual sensation, SEGA builds on this experience by utilizing performance elements and technologies used in stage shows and attractions. All your physical senses will be electrified by a performance that stimulates not only the visual sense, but also includes smells, wind, fog, flashing lights, and base stereophonic sound through an ultra-stereo sound system. These elements combine to create the ultimate viewing experience, nature films on an awesome scale that move the audience with the wonders of the Earth and life as experienced through the vivid realism of the Main Show.

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In the final Post-show area, visitors can look back at the Orbi experience and savour their encounters. Visitors are able to look back on their trip and capture lasting memories of their visit with pictures taken as they travelled through Orbi. A behind-the-scenes area shows the other side of the BBC’s cameras, providing a glimpse of a nature filmmaker’s life on location. In addition, visitors can enjoy a café that overlooks the entire facility, and a gift shop that sells exclusive souvenirs.

El Segundo, CA, USA-based Edwards Technologies, Inc. (ETI)  fully integrated all the technology in the building,  including the POS and Photo capture system, using the Videro cloud-based infrastructure.

www.orbiearth.jp

 

Cedar Fair Sells Knott’s Soak City Palm Springs to CNL Lifestyle Properties

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Sandusky, OH, USA /PRNewswire/ — Cedar Fair Entertainment Company, a leader in regional amusement parks, water parks and active entertainment, has announced that it has sold Knott’s Soak City – Palm Springs, a stand alone water park in Southern California, to CNL Lifestyle Properties, Inc.  Terms of the agreement were not disclosed and are not material to Cedar Fair’s results of operations.  The sale of the Palm Springs water park has no impact on the Company’s other properties located in California.

CNL will retain the rights to the Knott’s Soak City – Palm Springs name through the end of 2013 and no impact to customers is expected during this transition.  The park will continue its regular operating schedule and all season passes sold will be recognized through the park’s 2013 operating season currently scheduled to close on Sunday, October 6, 2013.

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The Company noted that the net proceeds from this sale will be reinvested in their core assets including the multi-year refreshment of hotel properties in Sandusky, Ohio which was announced last year.

www.cedarfair.com

www.cnllifestylereit.com

RELATED:

Cedar Fair Sells Knott’s Soak City San Diego to SeaWorld

Cedar Point to Invest $60 Million in Hotel Rennovations

Industry Veteran Les Hill Joins Electrosonic’s Orlando Office

les_hill-formal-headshotLos Angeles, CA — Electrosonic has appointed Senior Systems Consultant, Les Hill, to its Orlando office to reinforce the company’s commitment to audio-visual service and systems engineering support for Florida’s large theme park and tourist industry.

Electrosonic is a leading national and global AV systems integrator. Its portfolio includes many of the highest profile theme park attractions, museums and visitor centers in the world. The company has worked closely with the leading theme park developers in Florida since it opened its first US office in 1972.

Les will be responsible for expanding new business opportunities and building on existing partnerships. He joined Electrosonic in 2005 at the company’s Burbank, California, headquarters and is responsible for many of Electrosonic’s West Coast and Asia entertainment projects in the museum, theme park and live entertainment markets.

“I’m thrilled with the opportunity to support Electrosonic’s business in the Southeast,” says Les. “I’m looking forward to bringing my many years of experience in the Entertainment market to further enhance our support for our clients.”

“The Entertainment market in the Southeast is a key business area for Electrosonic,” added Bryan Hinckley, Electrosonic’s Business Development Manager of Themed Entertainment. “Les brings an unmatched experience in the theme park and museum markets that will help us develop new business as well as support our existing clients and ongoing projects.”

Les has spent over 25 years in the themed entertainment market. Prior to joining Electrosonic, Les worked for Universal Studios as Area Director and Technical Manager during the construction of Universal Studios Japan. He was also the Show/Ride Manager for the Indiana Jones Ride at Disneyland and for the Splash Mountain Ride at Walt Disney World.  He also spent several years as Project Director for SimEx-Iwerks where he participated in the development of the company’s extremely popular Turbo Tour motion based systems and 4D seat products, and managed dozens of special venue theaters around the world.

www.electrosonic.com

Issue #48: Technology

Issue #48 of InPark Magazine is now available online. The printed version will be mailed out soon.

See all articles

Once Upon a Shuttle : PGAV Destinations helps tell the NASA shuttle story for Kennedy Space Center Visitor Complex, by Ben Cober

Beyond the Gate : Connecting with guests through social media technology, by Daniel Burzlaff

Tickets to Ride : The technology behind the ticketing and admissions process is having a dramatic effect on park architecture and planning, by Martin Palicki

Park Dashboard : Networking controls expand possibilities inside parks and attractions, by Jeremy Scheinberg

Ron Griffin & Attraction Services : All fired up about creating great visitor experiences, by Judy Rubin

Cool Moves : SeaWorld’s new Antarctica attraction unleashes the versatility of trackless vehicle technology, by Martin Palicki

Versatility in Motion : Advances allow for more realism in animatronics, by Bill Butler

Slide Sensitivity : Using technology to keep waterpark guests safe, by Sam Baker

Editor’s Comments

Issue #48 – Editor’s Comments

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Click to be taken to a browsable version of the entire magazine

Get set for the new arrival experience. Everything about the way we enter parks, rides, resorts, retail venues, character meet-n-greets and other ticketing/entry interactions is shifting because of technology.

State-of-the-art ticketing technologies are facilitating changes in guest behavior in ways that foretell, as Cedar Fair CEO Matt Ouimet puts it, “the beginning of the death of the turnstile.”

It’s also the beginning of a new, intriguing dialog between technology, architecture and master planning.

In talking with both Matt Ouimet and Rob Decker from Cedar Fair for this issue’s feature on ticketing, it was clear that for years they had the vision to see a new, breakthrough kind of entrance experience. It was waiting to be created, but a huge departure from tradition. Tying the funding into a major roller coaster attraction cleared the way – Gatekeeper was born and Cedar Point’s front gate was transformed.

The story of Gatekeeper is much more than the story of a great new coaster – it’s the story of a major evolution in park design and guest interaction. The technology supporting the ticketing and admissions process has advanced – and consumer behavior has changed with it – to the point that the design process is, in its turn shifting. This opens up all kinds of new vistas for designers and architects, and will have a ripple effect as time goes on. More and more areas of the park will be affected, and guest behavior and buying patterns will continue to adapt.

I’m not complaining. There’s amazing potential here for how guests will be able to enjoy their time in parks, and new creative options for designers. If Disney is any indication, considering the millions of dollars it has invested in its new RFID-based Magic Band system, the next-generation systems also stand to to capture more revenue for the parks.

This issue of InPark Magazine is your guide to the technological breakthroughs that are visibly shaping the future of our industry – if you know where to look. It’s impossible to foresee all the ways that they will impact the entire guest experience in future – but they will.

Special thanks to my co-editor Judith Rubin for her expertise and insight.  

-Martin Palicki

 

 

Slide Sensitivity

using technology to keep waterpark guests safe

interview with Sam Baker, SR Scales, by SR Instruments, Inc.

AdSRIThe World Health Organization reports that world wide obesity has more than doubled since 1980.  Of the estimated 1.46 billion overweight adults in the world, 502 million are classified as “obese.”

Waterpark operators must meet the needs of larger visitors, while acknowledging safety limitations and being sensitive to guest needs. We spoke with Sam Baker of SR Scales, by SR Instruments, Inc. on how park operators can provide the best options for all their guests while maintaining a safe and efficient environment.

What concerns do waterparks have with accommodating larger guests on attractions?

Chiefly, parks want to ensure their guests are comfortable and enjoy their time. Operators also want to put as many people through an attraction as safely as possible, in order to keep lines short and guests happy. Many manufacturers designate rides with the easily understood “PPM”  People Per Minute designator. This gives ride operators clear expectations as to potentials for activity on the ride as well as the very important revenue factor. One way to keep PPM numbers high is by ensuring guests meet the rider requirements before they wait in line and are turned away at the loading point.

What sort of accommodations can operators be making?

Accommodation may take many forms: wider seats, longer catch pools, small, medium, and large inner tubes, operational changes and possibly even design changes for certain rides.  Multi-person rides continue to be popular and manufacturers are creating more and more spectacular rides. Those rides, by the very characteristics of their design, have specific weight limits. Obviously, manufacturers, insurers, and operators are concerned about the safety of attractions. Operators clearly benefit from adhering to manufacturers recommended weight limits.  The elimination of guesswork on weight restricted rides, by the use of scales, can go a long way to ensure safety for everyone, while eliminating subjectivity for attendants.

How should park operators deal with height and weight requirements?

Many are doing a good job stating requirements for specific rides on their websites.  This gives a heads-up to visitors who take the time to check. Also, signs are almost always posted at ride entrances indicating height and weight limits.  Not everyone reads signs, however. In many cases, parks measure height as a way to manage safety. Height is a fairly easy thing to measure, and often does not carry the same stigma associated with weight.  It is very important to note that height is NOT necessarily a good or accurate indicator of weight.

Consequently height measurement can and should be used for safety purposes on rides that actually have height requirements.  For determining weight it represents no more than a guess. For rides that have weight requirements, the simplest and most obvious method of determining the weight of one or multiple riders is to use a scale.

Perhaps most importantly, training attendants and lifeguards to deal with weight requirements in a careful, sensitive, and customer-friendly way is critical to creating a safe, fun, and non- threatening environment for park guests.

What factors are important when considering the use of a scale?

There are five tips I recommend to any operator when choosing a scale:

1) Select a scale “Purpose Built”  for use in a water environment.   316 Stainless Steel and moisture sealed components provide for a properly functioning and long lasting unit in the harsh heat and humid environment of outdoor water parks. Indoor facilities present even more challenges having more corrosive environments containing chloramines.

2)  It  should be clearly obvious that a system showing actual weight is a prescription for trouble, delays, and potential embarrassment. A user-friendly red light/ green light system with or without an audible alarm, makes work easy and expedient for attendants.  Avoiding disagreements and potential embarrassment is a key issue for keeping lines moving, and customers happy.

3) Positioning the scale early on in the rider queue helps to move riders along with minimal delay and avoids potential disgruntled customers  at the end of a long wait and after climbing the steps of a tower.   Many towers are the launch point for more than one ride, in some cases, rides with two different weight requirements launch from the same tower. In that case, a single scale at the beginning of the queue can meet that need, and individual scales at the launch point could provide a “double check.”

4)   As a visitor accommodation and good “PR” strategy , attendants should be prepared, if at all possible, with complimentary passes to a variety of other venues that would be accommodating for visitors who do not qualify for certain attractions.  A pleasant and cheerful attitude for attendants will go a long way to encourage the “fun” factor in what could be a difficult situation.

5) A good purpose-built scale should operate well for many years with minimal maintenance. For long term use, the lowest price may not be the most cost effective, as with any product containing electronics it is always beneficial to have competent customer and technical service readily available. A warranty past 90 days should provide a clue to the manufacturer’s confidence in the scale. •  •  •

Sam Baker inf.Sam Baker has been the Director – Global Development with SR Instruments for the last 5 years. SR is a US manufacturer of scale systems, used in medical applications , as stand alone scales, for Hospitals, veterinarians, Zoos, aquariums, fitness centers, and waterparks.  Mr. Baker’s career has been in sales, marketing, and new business development.

 

Versatility in Motion

advances allow for more realism in animatronics

by Bill Butler, Creative Design Director, Garner Holt Productions, Inc.

Knott's Berry Farm Timber Mountain Log Ride
Knott’s Berry Farm Timber Mountain Log Ride

In June, Walt Disney’s Enchanted Tiki Room at The Disneyland Resort in California turned 50—half a century of singing birds, crooning flowers, and drumming, winking, chanting tikis.  The attraction was the world’s first to feature real, full-fledged animatronic figures controlled by early reel-to-reel tape (the “audio” in “Audio-Animatronic”) animation systems and powered by linear pneumatic cylinders.  The Tiki Room proved that dimensional animation was both feasible and popular with guests.  For Walt Disney, visionary behind what the figures would mean for his Disneyland audience, animatronics were never tiring, flexible, and appealing mechanical actors.  For themed attraction designers, an entirely new form of storytelling technology was born.

Fast forward half a century to today, and animatronics are ubiquitous in theme parks, themed shopping and dining, museums, casinos, and many other places.  They are a versatile medium capable of a wide range of guises and performances drawn from an infinite array of character and story sources.  Today, almost all major show-centered rides open with use of animatronic technology in one form or another—from Disney’s Radiator Springs Racers and Mystic Manor, to Universal’s Harry Potter and the Forbidden Journey, plus countless smaller-budget attractions at parks around the world.  Guests have come to expect figures in themed experiences both inside and out of theme park gates, leading designers to look to animatronics as a unique method of engaging visitors.

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Garner Holt Productions, Inc. (GHP) has built more animatronic figures than any other organization in the world, some 4,000 individual figures over 36 years of business experience.  In just the past year, the company’s creations were put to use in just about every type of themed venue imaginable.  Last summer, a dozen of the company’s animatronics debuted as the stars of Radiator Springs Racers at Disney California Adventure.  The attraction is purportedly the most expensive ever created.  At the same time, on an entirely different budget model, GHP built an animated jazz band—each member is 30 inches tall and heavily caricatured—for ROSHEN Confectionary in the Ukraine, and an exceptionally lifelike Morgan horse for the Fort Sill Museum in Lawton, Oklahoma.

This year, GHP re-imagined the classic Timber Mountain Log Ride (1969) at Knott’s Berry Farm by designing all-new show scenes and populating them with nearly 60 animatronic people and animals.  In May, Mystic Manor at Hong Kong Disneyland opened with more than a dozen GHP animatronic figures and animated props, and the company just completed work on an interactive dark ride for a park in Seoul, South Korea, design for animatronic elements for a major grocery store chain in the eastern US, and is in the midst of creating a new interactive animatronic exhibit for the Walt Disney Family Museum in San Francisco.

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Moving figures are nothing new in the entertainment, educational, and retail world.  In the mid-nineteenth century, many clockmakers also created automata (clockwork moving figures representing people and animals) for magicians, theaters, and wealthy collectors.  At the dawn of the twentieth century, a number of companies in the United States and Europe specialized in motorized figures for store windows.  Their customers ranged from tobacconists and grocers to toy shops, barbers, and department stores.  The same manufacturers were enlisted to create figures for the nascent themed entertainment industry: simple motorized characters for early dark rides and “scenic railroads.”  Later, the producers of world’s fair pavilions turned to these companies to make dinosaurs and other prehistoric creatures come back to life in dramatic displays.  As dimensional animation became more available, its popularity and application increased.

Companies like GHP carry the mantle of those early animation manufacturers.  But where early companies began primarily as fabricators for the stage and retail environments, only later making their way into theme parks, today’s animatronics companies usually have the opposite experience.  Much of this is owed to Disney’s pioneering efforts in modern animation, replacing reciprocating electric motors with linear, computer-controlled actuation capable of more varied, smooth, and realistic performances.  Even Disneyland’s first animated figures were of the old-fashioned motorized variety.  With the increase in sophistication of animation technology, the old ways seemed hokey and amateurish.  As a result, audience expectation for realism increased, eventually putting those early animation manufacturers out of business and giving rise to a cottage industry of animatronics companies born from Disney’s efforts (and in many cases founded by its former employees).

Today, organizations like GHP and others service mainly the themed entertainment industry, but a significant portion of business comes from outside theme park gates.  “For about fifteen years, I actually did more non-theme park work than I did rides and shows,” said Garner Holt, GHP’s founder and president.  “Chuck E. Cheese restaurants were my biggest customer and I did a lot of work for shopping malls, like Caesars’ Forum Shops.  We did a large number of projects for FAO Schwarz and others.  Now, retail projects probably account for about 20% of our output.”

Animatronic band for Roshen confectionary
Animatronic band for ROSHEN confectionary

The past two decades have seen the rise of animatronics in new locations outside park gates, like the globally successful Rainforest Cafes, Chuck E. Cheese FECs, and even in places like Ripley’s Believe it or Not museums.  Traditionally non-theme-oriented companies like ROSHEN Confectionary are beginning to embrace animatronics for their stores.  The Eastern-European candy giant approached GHP to design a funky, funny animatronic “jazz” band for a new flagship location in Kiev last year.  The characters were modeled to resemble classic musician troupes, from a pouty rock guitarist to a soulful blues bassist and free-spirited reggae drummer, fronted by a sultry singer straight out of a 1930’s dance club.  “The figures and their performance are designed purely for the delight of ROSHEN’s customers,” Holt said.  “They reinforce an image of fun, high-quality products and are really a form of subtle advertising.  A lot of savvy companies are starting to do that sort of thing in stores.”

Less subtle, but equally entertaining, were GHP’s efforts for the Timber Mountain Log Ride.  The original 1969 cast of mostly static figures was replaced this year with state-of-the-art animatronics.  The availability of true animatronics to anyone but Disney at the time the attraction was originally opened led designer and builder Wendell “Bud” Hurlbut to use largely motionless characters and taxidermy animals, punctuated in a few places by simple motorized figures.  “I think Bud would have used animatronics had they been readily available and affordable,” said Holt.  “But, at the time, only Disney had the wherewithal to make and use them.  Now we’ve gone in and put some ‘new wine in an old bottle’ in the Log Ride.”  Although a successful attraction for nearly half a century, animatronics allowed the Timber Mountain Log Ride to become an immersive themed experience on par with any of the world’s greatest attractions.

The versatility of animatronics as a technology—for selling a story or a product, performing history or underscoring fun—has ensured its longevity, half a century on.  And because animatronics are the ultimate actors, they can continue to define roles in all sorts of venues.  “A lot of people ask us if animatronics are getting replaced by other things, like video effects,” said Holt. “But I really don’t think that will happen.  It’s an old technology, but it still fascinates people.  You can’t do the same things without dimensional characters.  Audiences just love animatronics.”  • • •

Cool Moves

by Martin Palicki

Behind the scenes, watching the trackless vehicles silently gliding across the floor to dock at the loading platform at Antarctica seems like a well-choreographed ballet. The cars, each capable of carrying 8 passengers, are round and larger than one might think. But there’s a lot going on “under the hood” of each vehicle. “And,” says Bill Bunting, half-joking, “we have to have a place to store all the batteries.”

DSC_0055_2Bunting is the Manager of Business Development for Oceaneering Entertainment Systems, the design, engineering, and manufacturing firm responsible for implementing the revolutionary ride system behind SeaWorld’s new Antarctica: Empire of the Penguin attraction, recently opened in Orlando. Determining how to power the vehicles proved to be one of the main challenges in creating the attraction.

“The typical battery storage solution,” says Bunting, “is to build a vehicle with a giant battery pack that runs all day and charges all night, similar to a golf cart.” But there are limitations, and that type of system requires huge batteries that create other restrictions.

In order to solve the problem, Oceaneering combined solutions developed in other industries in a new way. It makes sense, given the company’s background. Oceaneering’s main business, as its name implies, is as a deep water submersible provider. Remember the Gulf oil spill a few years back? It was Oceaneering’s remote operating vehicles that helped stem the flow of oil into the water. The company also has a division focused on advanced technology for NASA, the U.S. Navy, and other government units.

INPARK-FULL PAGE vehicleThey got their start in the entertainment market after Universal Studios Orlando was opened. The initial Jaws attraction (now gutted to make way for a Harry Potter expansion) wasn’t performing reliably, so Universal asked Oceaneering (which knew two things really well: robots and water) to step in and fix the mechanical sharks. That led to more work for Universal, including several projects at Islands of Adventure, and from there, the company found itself entrenched in the entertainment market.

But it was the other arms of Oceaneering that played a big role in Antarctica. The space technology wing had plenty of data and research on battery options and helped develop the solution: essentially a battery charging point at the load and unload stations that “top off” the battery every time a vehicle is stationary. But the batteries only scratch the surface of this first of its kind attraction.

Sure, there have been other trackless rides before, but most all of those still rely on a buried guide wire to follow. Antarctica’s ride paths can be changed in about fifteen minutes. It’s just one of the things that makes this technology different.

“I forbade all the old rules of theme park design from entering my creative studio,” asserts Brian Morrow, Senior Director Attraction Development and Design at SeaWorld Parks & Entertainment.

“I told my staff: If you walk through this threshold to participate on this project as a team member, you have to leave everything you believe to be true behind. Because we are going to reinvent everything and by doing so – removing those handcuffs of old design philosophy – we were able to really release preconceived notions of what was possible and create the incredible.”

The attraction begins with several preshow scenes, each room designed to be slightly colder than the previous, to help acclimate guests from the Florida sunshine to the 30-degree Penguin habitat they will be in shortly.

Guests enter a small chamber with their group of riders to watch a short final video preparing them for the story ahead, and reminding them that the adorable penguin, Puck, will be meeting them on the ride shortly. A wall vanishes and before riders sits an empty ride vehicle, its door open to usher riders in like a mama penguin’s wing shielding her young. Somewhat secluded, riders may not realize there are four loading docks at Antarctica, and Bunting says the system can be designed to handle more docks.

One benefit of the trackless system is that vehicles can be dispatched in any order, as soon as they are ready. If one vehicle is taking longer to load, it doesn’t hold up the other vehicles. Once a spot is open, a new vehicle glides in and parks to help keep throughput high. Incidentally, the units have a 4mm parking precision. The margin of error during the rest of the ride varies based on speed and location, although vehicles are able to come with a foot of each other.

Ad Nassal 2p

Guests then embark on the mild or wild experience they selected earlier in the queue (the system defaults to mild unless the operator chooses wild). Wild or mild has a direct impact on how much of the vehicle’s movement capability is actually used. Each car offers pitch and roll, 360-degree continuous yaw (spinning), and the base unit can rotate independently of the top. That means guests’ direction can be targeted to one specific point while the vehicle is moving in a different direction (that’s important for viewing 3D, even though that’s not a part of Antarctica). Morrow didn’t think that much control over guests’ line of vision was important. In fact, he wanted the complete opposite. He wanted guests to look where they please, and even interact with other guests, much like a real penguin would.

One of Morrow’s favorite moments is when one vehicle turns around and sees another vehicle and does a penguin bow. The other vehicle mimics it and they start moving together. “The guests are face to face and start to interact with one another,” says Morrow.

It’s clear that this experience is something different.

“This is not a dark ride,” says Morrow. “I think that is a hideous word to use for this ride. This is a new genre that I’m waiting to have identified. We do not restrict your views. We do not have show forward motion. We have 360 experiences like the real world. There’s freedom here. We remove those old barriers of 3D glasses and big walls on ride vehicles. I don’t want to ride around in a coffin, I want to ride in an open vehicle and see the world and look at what I choose to look at and not be told what to do by a ride. The ride is not in control anymore, the guests are now in control of their experience.”

Of course, there are various systems that ensure everything runs smoothly. Vehicles are highly intelligent and recognize each other as individual units, knowing where other units are, where they are going and what to do. Oceaneering developed a sophisticated control system to ensure redundant safety and reliability. Each vehicle is equipped with an on-board guidance system. It reads passive markers laid in the floor, buried in the concrete just below the surface. Each marker, about the size of a quarter, helps create a grid pattern that the guidance system recognizes. Each vehicle’s position is uploaded to a central system that monitors all the vehicles and a third system oversees both of those sub-systems to make sure everything is okay. Any one of the three control systems can shut the ride down. For added safety, trip tape is affixed to the edge of all cars that immediately shuts down all movement when activated should a vehicle encounter any unexpected objects in the ride path.

Antarctica Rocks: Behind the scenes with Nassal

1) What are some fun facts about SeaWorld’s Antarctica? • We had 352,922 feet of rebar for the project (almost 67 miles!) • Approx. 1800 cubic yards of concrete • Approx. 200 tons of rebar cage· • Approx. 1300 gallons of paint • Approx. 300 cubic yards of stucco • For the Ice – close to 1500 gallons of acrylic

2) How did you become skilled in recreating rockwork? Rockwork is a skill and artistry. Nassal is fortunate to have some of the most talented rockwork carvers, artists, and painters in the industry on our team. Real-world experience, training, and a natural skill for creating realistic rock that mimics the icy landscape of Antarctica or the savannas of Africa (to name just a couple), makes Nassal artists and carvers hands-on and talented.

3) What exciting projects are you working on now? We are working on some major projects in Orlando and around the world that we will be able to talk about soon.

But why trackless?  “Why not trackless?” responds Mike Denninger, Corporate Senior Director of Rides and Maintenance for SeaWorld Parks and Entertainment. “With all the flybys and all the interactions [with the other vehicles] the trackless system with the motion base on top of the transport was a perfect complement to what we were trying to offer for the overall guest experience.” In other words, going trackless was the best way to allow guests to feel like they are a penguin slipping and sliding along the ice.

And, in reality, the team pretty much achieved that. The vehicles silently glide around on the industrial grade flat cement floor as if they were on ice (at speeds up to 6ft/second), and the 4-ton motion simulator replicates the penguin waddle to guests’ amusement.

The ride is quick, with open-space scenes that the vehicles traverse, each one choosing one of several programmed routes, nearly guaranteeing a different ride experience each time. The ride ends with a dramatic reveal of the live penguin environment before the vehicles spin around a corner and drop guests off in the middle of the snowy habitat, where they can get almost close enough to touch the birds. Guests are likely to be so transfixed by the penguins in front of them they might not even notice their vehicle slowly gliding away to pick up the next group of riders.

“The technology is clean and it’s invisible,” says Morrow. That was important to the park in creating an attraction designed for the entire family. And what’s next for this technology? Morrow thinks it may be possible for riders to actually control the movement of their vehicles in future iterations. Bunting thinks the sky is the limit.

“There is nothing prototypical about this technology,” says Bunting. “We simply brought together proven technologies from other industries and combined them in a new way.” The vehicle tracking system, for instance, came directly from automotive assembly factories and the battery systems originated in space exploration equipment.

“Once the creatives in our industry understand how this system works and sees it firsthand at SeaWorld, then we will start to understand exactly what this system is capable of and how it can grow,” says Bunting. “Until then, we’ve only scratched the surface of trackless vehicle technology.”        •  •  •