Among the more popular experiences available on consumer virtual reality (VR) systems are roller coaster rides. By strapping on headsets, users can take simulated rides aboard thrill machines while remaining firmly tethered to their living room couches.
But what if passengers aboard actual roller coasters wore virtual reality goggles? That’s the idea behind VR coasters, a novelty that had its moment in the spotlight, but has mostly (although not wholly) been dismissed as a fad that never quite lived up to its promise.
Rather than simulating roller coaster rides on terra firma, VR coasters use the physical sensations and G-forces of real roller coasters and marry them to visual (and, in some cases, audio) content to create high-thrills, virtual journeys. At least, that’s the concept. The experience is often less than optimal.
Virtual reality coasters are somewhat similar to motion simulator attractions, such as Star Tours at the Disney parks and Despicable Me Minion Mayhem at the Universal Parks. They use motion bases that move in tandem with point-of-view media to create the illusion that guests are participating in high-speed action sequences. Instead of personal VR goggles, motion simulator attractions project the media onto large screens.
Parks and designers experimented with VR coasters, but the concept really took hold in 2016 when Six Flags began offering VR as an option at many of its parks. Among the rides that included VR were Superman the Ride at Six Flags New England in Massachusetts and New Revolution at Six Flags Magic Mountain in California. None of the Six Flags parks now have VR coasters. Another high-profile VR coaster was Kraken Unleashed at SeaWorld Orlando, which took riders aboard the floorless, looping coaster on an underwater journey to encounter the mythical Kraken creature. The park has since removed the VR option from the ride.
The Pros of Virtual Reality Coasters
If it’s done well (and that's a big if), virtual reality coasters can realistically transport passengers to alternate realities and turbocharge the experience with the kinetic sensations of a real thrill ride. They can combine the best of both worlds by delivering a kick-ass coaster ride with a convincing story-based experience.
Motion simulator rides can blast riders into space and mimic a freefall off of a skyscraper (like Universal’s Spider-Man ride). But the motion bases on simulator attractions never actually move more than a few inches in any direction and do so at relatively slow speeds. Coasters, on the other hand, can really climb the height of a skyscraper and then plunge as well as reach speeds that would warrant a ticket on most highways. And they can turn passengers in any number of directions, including upside down.
Part of the appeal of VR coasters is that they allow parks to take existing coasters, overlay them with a VR story, and market the rides as “new,” themed attractions. By changing out the storyline from season to season, the same ride could be the focus of multiple marketing campaigns.
The Cons of Virtual Reality Coasters
In practice, VR coasters have presented a number of challenges:
Where to Ride Virtual Reality Coasters
While many parks tested the waters with VR coasters and subsequently removed the technology, a few remain. In the U.S., there are a couple to try:
Beyond the U.S., there are more VR coaster options. Among the choices are:
Parks and ride designers have incorporated virtual reality on other rides with varying degrees of success. These include drop tower rides, spinning rides, and motion simulator attractions. VR has met with more critical success and guest satisfaction when it is used in custom-made, free-roaming VR experiences such as ones offered by The Void.
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