A few ideas for "show effects" for items in the park, related to scenery, lighting (with some ideas for new lights not currently available) and motion effects. For the best results, so type of "Mix Master" control system would be required. But even without that, you could embed limited special effects directly into the new items themselves.
Here's what I have to offer:
1) A "Moving Head" lighting element. Something like the one shown below. The "basic" version could have some simple movement, gobo, or focus options the user selected before setting down the lamp. "Advanced" would be controlled with a Mix Master type system, similar to the laser heads of RCT.
https://www.youtube.com/watch?v=Fs1Rj7jO3XU
If tied into a "Mix Master" style controller system, you could get something like this:
https://youtu.be/3sa0GhYpwGA
2) Chase Light strips. "Basic" would have either straight bars or curved segments that could be synced "end to end" or in parallel. The curved version could create arches or cylinders. A simple user-selected set of "chase" option patterns and colors would be available. "Advanced" version with Mix Master could include more effects, better and more complex synchronization, etc. Both should be able to tie into the park "trigger" events discussed elsewhere.
Just imagine an induction launched coaster in a tunnel of these! As the "inductor charges" the lights turn on in segments from the "escape" end of the tunnel, approaching the coaster. Upon launch, a cascade of light "explodes" you out of the tunnel. So many possibilities!
3) Synchronized scenery and effects elements. "Basic" version would allow things like the cannons, exploding barrels, fire, smoke, bubbles, water, etc., emitters, to sync with selectable time delays in "Master/Slave" fashion. Fire the cannons on the fort, and the bridge across the field "takes a hit" with fire and exploding barrels, then smoke rises from the aftermath. Of course, the "Advanced" Mix Master version would allow for a complete show, with multiple elements, "return fire" etc.
4) 3-axis programmable motion platform element that can attach to terrain and other scenery elements, with the "sync" option mentioned in #3 above. Some of the park elements already have this built in, like the Krakan head and tentacles. The "Basic" version would be pre-programmed as mentioned for the moving light in #1, run in loop or upon a trigger. Some VERY creative possibilities from this! In the example above, a tower resting on a base of this item could sway or tilt when the blast lands. Sign boards or balconies could tilt or slump.
A sculptor could fashion a dragon's head out of terrain elements, attach the neck area to the shoulders with this element, and make the dragon look around at the guests. With the "Advanced" Mix Master mode, plus Synchronized Elements in #3 and the Moving Head light assemblies of #1, that dragon's head could look at the guests, his eyes would glow and shoot glaring pools of light onto their paths, fire could roar from his mouth "igniting" the fire pots in the buildings across the streets, sending smoke up along the paths, etc., all under the control of the Mix Master event system.
What glorious fun we could have with these.
Here's what I have to offer:
1) A "Moving Head" lighting element. Something like the one shown below. The "basic" version could have some simple movement, gobo, or focus options the user selected before setting down the lamp. "Advanced" would be controlled with a Mix Master type system, similar to the laser heads of RCT.
https://www.youtube.com/watch?v=Fs1Rj7jO3XU
If tied into a "Mix Master" style controller system, you could get something like this:
https://youtu.be/3sa0GhYpwGA
2) Chase Light strips. "Basic" would have either straight bars or curved segments that could be synced "end to end" or in parallel. The curved version could create arches or cylinders. A simple user-selected set of "chase" option patterns and colors would be available. "Advanced" version with Mix Master could include more effects, better and more complex synchronization, etc. Both should be able to tie into the park "trigger" events discussed elsewhere.
Just imagine an induction launched coaster in a tunnel of these! As the "inductor charges" the lights turn on in segments from the "escape" end of the tunnel, approaching the coaster. Upon launch, a cascade of light "explodes" you out of the tunnel. So many possibilities!
3) Synchronized scenery and effects elements. "Basic" version would allow things like the cannons, exploding barrels, fire, smoke, bubbles, water, etc., emitters, to sync with selectable time delays in "Master/Slave" fashion. Fire the cannons on the fort, and the bridge across the field "takes a hit" with fire and exploding barrels, then smoke rises from the aftermath. Of course, the "Advanced" Mix Master version would allow for a complete show, with multiple elements, "return fire" etc.
4) 3-axis programmable motion platform element that can attach to terrain and other scenery elements, with the "sync" option mentioned in #3 above. Some of the park elements already have this built in, like the Krakan head and tentacles. The "Basic" version would be pre-programmed as mentioned for the moving light in #1, run in loop or upon a trigger. Some VERY creative possibilities from this! In the example above, a tower resting on a base of this item could sway or tilt when the blast lands. Sign boards or balconies could tilt or slump.
A sculptor could fashion a dragon's head out of terrain elements, attach the neck area to the shoulders with this element, and make the dragon look around at the guests. With the "Advanced" Mix Master mode, plus Synchronized Elements in #3 and the Moving Head light assemblies of #1, that dragon's head could look at the guests, his eyes would glow and shoot glaring pools of light onto their paths, fire could roar from his mouth "igniting" the fire pots in the buildings across the streets, sending smoke up along the paths, etc., all under the control of the Mix Master event system.
What glorious fun we could have with these.
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