Sm1lingAdvocate
TS Member
I prefer the general area, soundtrack, theming etc of Galactica. It's much better than Air in my opinion, as a brand. (Not as successful however) but it would be better if they removed the VR.
Blast that VR, that's what seems to be the problem. If only there was some way of being able to ride without it, you know, like not putting on a head set or something and it being almost exactly the same coaster as before.......
The VR has put throughputs down to unacceptable levels, but there's a way round that too. Get over to Forbidden Valley first thing in the morning and you can get as many rides on Air and Nemesis as you like in the first hour with minimum queues.Just with a one hour queue instead of a 10 minute queue!
I still believe the money spent on the VR and rebranding would have been better spent sorting out new themeing around Air - waterfalls, something in the tunnel, such as a large screen on the floor showing clouds or the ground below as you swoop out of the station etc. The VR has been nothing but a complete waste of money.
I've not once seen the streams and waterfalls on Extraordinary Golf working. Not once. Looked like it was never finished.
I rode on Saturday and Sunday and I agree, same video as others have said but the animation isn't as smooth. Not too noticeable once off the lift hill going fast but it is quite bad leaving the station and climbing the hill.Yes, the VR has been running for a couple of weeks now. The quality of the VR is not quite as good this season however it is supposedly a more reliable system.
What day are you going?when I get to ride it next week.
Just a question, How is Galactica's video resolution lower on a supposedly higher resolution headset?!
I mean surely it must be the same quality video as there's no point in re-rendering the same video.
Hopefully though this whole 'the headset is lower quality' false when I get to ride it next week.
In discussing the elements surrounding a ride (e.g. story, design etc.), it is easy to overlook the experience of the ride itself, what sensations it has to offer, and how it might be contextualised to convey emotions beyond fundamental physical sensations. Alton Towers is a great case study for this aspect, with one of its roller coasters in particular defying the traditional marketing and narrative conventions of the ride type – Air.
In the creation of Air, John Wardley wished to follow an unusual path for its underlying and explicit themes. Forbidden Valley, since the arrival of Nemesis in 1994, has been an area focussed upon the threatening and destructive, through intimidating thrill roller coasters such as Thunder Looper (Alton Towers, 1990) and decaying and twisted machinery such as Ripsaw (Alton Towers, 1997). Concept artwork for Air indicates that a similar theme was briefly considered (TowersStreet, 2012b), but Wardley explains that “it was decided that the new ride would instead be the "hero". It enabled you to do something you always wanted to do: fly” (2013, p.146). It was clearly always in his mind to create a roller coaster that not only fulfilled humanity’s dream to fly, but was “there to make you feel good” (Younger, 2016, p.97).
As a result, Air stood as something of an oasis at the far end of Forbidden Valley, blending rocky outcrops, a teal colour scheme, sleek futuristic architecture, a streamlined logo and a chilled musical theme to create optimism at the edge of desolation, and to break the roller coaster loose from its attached image of violent exhilaration (Wardley, 2014). The ride design itself then emphasised these goals to an admirable extent, with Air’s ride vehicles being noticeably comfortable and secure. The bulky over-shoulder restraints and spacious ankle restraints expressed the enormous concern for safety in their design (Wardley, 2013, p.145) (quite the opposite of one’s free-hanging feet on Nemesis and similar coasters), while the extensive foam jacket ensured that leaning one’s body weight upon the locked restraint was distinctly comfortable. The ride layout then evoked the feeling of flight rather, than emphasising visceral thrills, through long dives and rises, sweeping turns, glides over area walkways and hugs to the ground, with the rider’s completely horizontal perspective never embellishing their proximity to danger (as with the close calls in Nemesis between the rider’s visible feet and the rockwork beneath the train). Unlike the threats made by Nemesis’ signage and station announcements, Air encouraged the rider – a whispery voiceover upon the train’s dispatch from the station incited riders to “Assume the position”, thus inspiring riders to outstretch their arms freely, as is commonly seen in photographs and videos of the ride. If Air neglected to comply with Forbidden Valley’s aesthetic, it triumphed in complementing the area’s stalwart with an experience which, as John Wardley set out to do, provides the ultimate villain with a direct counterpart in the benevolent hero (Younger, 2016, p.97). Air’s retheme Galactica (Alton Towers, 2016) has now undone this to some extent (though the ride’s hardware remains fundamentally the same), emphasising a sci-fi space travel agency theme over the pure feeling of flight, and implementing virtual reality headsets that replace the visual perspective of the rider with a hazardous journey through outer space. Nevertheless, Wardley has identified his pursuit of “taking away the intimidation of a roller coaster, and making it fun for the whole family, whilst still being able to give thrills” (2014), and Air was exemplary of this.