The Virtual Arena: Amusements’ XR Focus

The leading UK amusement and entertainment trade event holds many XR secrets, industry specialist Kevin Williams, in his latest Virtual Arena column – looks at the trends shaping an industry that is gaining ground after a period of lockdown.

The Out-of-Home (OOH) entertainment scene has a wide array of weapons at its disposal. Be it Virtual Reality (VR), Augmented Reality (AR), Projection mapped immersive enclosures, being Mixed Reality (MR) – all under the general umbrella term of Extreme Reality (XR). All covered by the parapluie of these applications were on show with the return of the physical exhibition format at Entertainment Attraction & Gaming Expo 2022 Expo (EAG). An event dedicated to the best in amusement, entertainment, and leisure developments for the trade, held in London.

EAG London
Image credit: KWP

Virtual Reality

First off, the return to a physical trade event allowed many of the trade buyers to get their hands on the latest VR offerings from the international market launched last year – and making UK landfall for the first time.

One of the major trends shaping the amusement adoption of VR is the ability to offer a self-service, standalone kiosk. The obvious savings in not having to constantly man the game system, as well as a level of automation to the VR experience have proven a draw.

The VRsenal ‘V2’ is the latest incarnation of this approach. The company building on their previous VR Kiosk system, have now created a two-player standalone platform, supporting an automated controller and headset retraction system after each use.

VRsenal Kiosk
VRsenal Kiosk. Image credit: KWP

Content is king in the land of immersive entertainment and the ‘V2’ hoped to bank on its available games. The system offers the chance for players to try Vader Immortal – Lightsaber Dojo: A Star Wars VR Experience. A specially commissioned version of the Star Wars property developed by ILMxLAB for the amusement scene.

Also available on the platform, is a special VR arcade version of Rhythmatics – offering a highly active VR music game – and Pirate Trainer; bringing full-on blasting action. The ‘V2’ is sold under special agreement in the UK and Europe through BANDAI NAMCO Amusement Europe (BNAE). The system uses a converted HTC Vive headset and controllers.

Another automated VR kiosk with a unique presentation was ‘VR Agent’. Developed in collaboration between Chinese studio 3MindWave, and SEGA Amusement International (SAI). The platform is a unique approach to immersive gaming – with the player viewing the virtual environment through the headset mounted to the weapon they are wielding. This alleviates the need for players to wear a cumbersome headset.

3MindWave VR Agent
3MindWave’s VR Agent. Image credit: KWP

On the SAI booth, the kiosk-style amusement platform also incorporates a headset retraction system. Offering a pure shooting game experience, reminiscent of Virtua Cop – the player traversing an office block populated with robotic enemies. This new approach to immersive gaming proved compelling. The platform uses a cutdown 3Glasses VR headset.

Returning to the BANDAI NAMCO Amusement Europe (BNAE) show booth, two examples of the other trend in VR amusement were on show. The deployment of what has been called VR Ride Systems – a genre of two-rider player systems with motion seats and special effects, have found popularity with operators.

On display was King Kong: Of Skull Island (developed by Raw Thrills) – which has two players using their hands to complete activities, while racing on the back of a jeep through the home island of the giant beast, avoiding monsters and obstacles.

King Kong of Skull Island
King Kong: Of Skull Island. Image credit: KWP

Also, on the BNAE booth was STORM (developed by TRIOTECH) – which also had two players sitting on special motion seats, waving their hands to collect points and gain a high score as they traversed a world of confectionary, in the latest game on the platform, called Sugary Slope.

Storm - TrioTech
TrioTech’s Storm. Image credit: KWP

While the Raw Thrills platform uses the HP G2 headset, the TRIOTECH system used the HTC Vive Pro. Though both platforms incorporated the UltraLeap motion tracking system to represent the players’ hands in the game. Along with wind and motion effects to add to the experience.

Though not on the show floor, a new VR attraction developed by Frontgrid was just being rolled out in Qatar. The ParadropVR: Pod system is a compact virtual reality paragliding experience, based on the older brother platform. This new version of the system comprises exhilarating motion, rising, and lowering the virtual flyer as they soar through the landscape, collecting points in competition.

ParadropVR - EAG
Image credit: KWP

It is the application of physical effects to the virtual experience that single outs many of the successful VR amusement and attraction platforms. Far more people have experienced VR over the years through amusement and attractions, accelerating the development of new systems in the field. While EAG exhibitor Harry Levy offers examples of the latest Chinese VR motion-ride film systems that provide a passive VR experience.

Harry Levy Motionride system
Image credit: KWP

Mixed Reality

Beyond the traditional VR experiences, the Out-of-Home entertainment sector has embraced the other elements of immersive entertainment through MR applications. EAG exhibitor Sports Simulations had their active entertainment enclosure, using a large projected screen and object tracking. This offers a virtual sports simulator and even includes a bowling game.

Sports Simulations
Sports Simulations. Image credit: KWP

Another immersive projection system presented was from Interactive 365, with their ‘Augmented Reality Air Hockey’ system. Using the latest object tracking technology and short throw projector, the company has taken the traditional amusement and given a major new twist. The platform offers different styles of mini-game incorporated into the air hockey action.

AR Air Hockey - Interactive365
AR Air Hockey by Interactive 365. Image credit: KWP

Concerning the wider immersive entertainment scene beyond EAG, drawing on all the elements and technologies of XR, the London scene has seen a growth in investment in Immersive Live Experiences. Away from just the MR hardware, these new “Immersive Theater” experiences are popping up across London offering high-profile IP, with immersive technology elements in puzzle solving, and presentation.

Most recently we have seen popup experiences including Tomb Raider, and Money Heist from Netflix. There is also a brand new Gun Powder Plot experience in development by Layered Reality that will incorporate new XR elements; the same team that developed the War of The World’s immersive experience. Expect a full report in the coming weeks.

The Virtual Arena: The LBE VR Reopening Perspective

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams, starts the first of his visits to re-opening VR and Immersive entertainment venues – with exclusive access to a brand new videogame from Vertigo Arcades. In these features reporting on the latest experiences, and the new conditions that the international LBE business is adapting to. 

After over 100-days during the COVID-19 lockdown period and the VR amusement and attraction market starts to tentatively reopen for business. In what will become a regular series, KWP has been invited to attend many of the planned international commencements of these businesses. But like many of the coming coverage, this first report is more a review of a brand-new release in the LBE VR scene than just a site visit. 

Revealed last month, Netherlands-based Vertigo Arcades – the location-based entertainment arm of Vertigo Games – announced the launch of its new free-roaming (Arena Scale) game experience Ghost Patrol VR. This is the third arena scale title from the company – famous for cross-platform success with Arizona Sunshine and its new Corsair’s Curse title. Vertigo was one of the first to see the potential of LBE VR business, promoting game properties. Ghost Patrol VR is a new direction and marks the representation of third-party developed content, working in cooperation with Crazy Bunch, the German developer behind this great experience.

Ghost Patrol VR

Based on Vertigo Arcades’ ‘HAZE’ software platform for facilities operating Arena Scale VR attractions, the system handles the loading and operation of the four-player games. Compared to the older-player based zombie-blasting content, Ghost Patrol VR has been created to offer a great family experience, aimed at players between 12-15-years of age and older. After booking their session and naming their character, the players don the VR hardware and are transported to a haunted mansion, navigating the rooms, corridors, and haunted elevators, working as a team to blast the spooky opponents and collect gemstones in a haunted wave shooter extravaganza.

Ghost Patrol

From the start Ghost Patrol VR offers a great playing environment, with the HTC Vive Pro and controllers, and a PC backpack computer, the player is prepared for action. The game uses both controllers, with one used for their “Hue Blaster” and the other for their flashlight. Moving around the rooms, the players are accosted with flying furniture and then hoards of Pink or Blue ghosts – the players must match the colour of their Hue Blaster to the corresponding apparitions. During the 20-minute experience, players navigate the floors of the building, using elevators, secret passages, and portals – the game culminating in a satisfying boss battle.

Vertigo Arcade Kit

Of the considerable number of Arena Scale VR experiences, we have evaluated, this was a well-polished and highly enjoyable videogame, and even in this final release version the companies are continuing to tweak the experience. The game giving off Nintendo Luigi’s Mansion vibes but still being able to be its own unique experience, with a fun and colorful cartoon graphical style.

The team behind the game were kind enough to video conference with us to give some detail regarding the launch of this new product. Vertigo Games’ CEO Richard Stitselaar and Producer Paul van der Meer revealing that they have licensed their platform at some 700 venues across 40 countries. And are working with operators as they come back on stream to license this latest game. For this chance to try the brand-new experience, the Escape Room and VR game operator Wing Entertainment were kind hosts at their Omescape London Aldgate venue. They had the latest installation of the Vertigo Arcades setup, offering a selection of all its titles and having just upgraded to include Ghost Patrol VR to their library.

Ghost Patrol VR

The Escape Room’s at the Omescape venue will be remaining closed under the current level of advisory, but the VR element of the site is now opening to take private parties and hires, able to accommodate current COVID measures to their operation of the immersive entertainment. This VR element, a vital addition to many Escape Room operations is a lifesaver in being able to continue business. 

We would like to thank the team at Omescape for the chance to be the first to experience the fun of the new arena scale game, and for the Vertigo Arcades team for video conferencing with us and walking us through the development process. We will look forward to reporting more on the next new releases on the platform coming this year.

Omescape Venue
Reception at the Omescape venue, showing their other VR experiences on offer. Image credit KWP

Of the other venues coming back on stream, and one such re-opening was held at Universe Science Park, in Denmark, a visitor attraction site, and the location of the “World FirstParadropVR attraction, installed back in 2018. Now with the lifting of COVID measures, the visitor attraction has reopened the building where ParadropVR is situated – developed by UK-based Frontgrid. The attraction offers riders the chance to virtually soar over the landscape, controlling their own paraglider through the virtual landscape with exhilarating speed whilst playing a game; riders scores are then ranked on a mobile app leaderboard. 

The ParadropVR system employs a unique rise and surge motion platform, lifting the player physically, and so totally immersing them in the experience. The Universal Science Park team have limited the number of riders to accumulate in the attraction building, and are employing best practise hygiene procedure regarding operating the VR system, but confirm that the interest to ride the experience has not diminished from the guests to the venue.

Paradrop VR

This ends the first part of our coverage, with the next facility report, and other new developments, coming in a few days from European VR venues coming back to life. See you soon.

ParadropVR’s Latest LBE Attraction Offers Bespoke City Flying

Location-based entertainment (LBE) attractions using virtual reality (VR) offer numerous ways to properly immerse guests, from VR rollercoasters to running around warehouse locations shooting zombies. Frontgrid is a British company specialising in innovative leisure experiences, most notably ParadropVR, a hand-gliding simulator. This month the firm announced its latest attraction ParadropVR: City Flyer, which can be bespoke to any location.

ParadropVR: City Flyer

ParadropVR: City Flyer is still the same hardware as Frontgrid’s other ParadropVR locations but this time the videogame can be tailored to its customer’s location wherever they are in the world. For example, the first installation is at King Power Mahanakhon in Bangkok (called Mahanakhon Sky Rides), allowing guests to fly through the skies of the city in whatever direction they so choose.

Designed to appeal to visitor attractions, sky towers, observatories, hotels and resorts, ParadropVR: City Flyer combines the immersive physical movement ParadropVR is know for in conjunction with competitive, skill-based gameplay. ParadropVR City Flyer offers guests a 4km area to fly around with operators able to incorporate key landmarks and features.

For that immersive feeling guests are strapped into a paragliding harness where they can hold onto two handles to control their direction, moving up and down depending on air currents. A sense of speed is created as jets blow air into the face of the rider as they steer their paraglider around the buildings.

 

“Feedback on ParadropVR: City Flyer from guests at the King Power Mahanakhon in Bangkok has been fantastic. We can’t wait to give IAAPA Expo Europe attendees an opportunity to try the experience for themselves,” said Frontgrid CEO, Matt Wells in a statement. “We’ve had lots of interest from destination visitor attractions – especially sky towers, visitor centres and indoor entertainment centres at tourist sites. We’re expecting a very busy show at IAAPA Expo Europe, so would encourage anyone who wants to try ParadropVR to get in touch now to book a slot.”

As well as demoing ParadropVR: City Flyer at IAAPA Expo Europe, Frontgrid also allowed visitors to preview four new and updated ParadropVR titles.

For something a little close to home ParadropVR can already be found in several locations across the UK, including iFLY Basingstoke, where it has been rebranded ParaflightVR. For further updates of Frontgrid’s LBE attractions, keep reading VRFocus.

ParadropVR Creator Frontgrid Secures £100k Investment

Frontgrid is a North Wales-based company specialising in adventure leisure and virtual reality (VR) attractions, launching the ParadropVR paragliding experience in 2017. To aid its global plans, the company has recently announced a new £100K investment.

ParaflightVR
Image credit: Steve Smyth Photography

Arranged by Wirral-based finance specialists, Bathgate Business Finance, the team secured a £100k loan against security from Manchester-based SME funder, Reward Finance Group. This helped Frontgrid manufacture a ParadropVR unit to exhibit at national and international trade shows – most recently the IAAPA expo in November 2018 – securing several orders for ParadropVR, in Thailand, India, Dubai and Malaysia.

“There is a huge global shift towards the experience economy and active leisure. People are looking for unique, social and memorable experiences beyond just staring at a screen,” said Matt Wells, CEO at Frontgrid, in a statement. “However, more than 50% of the world’s population now live in cities and don’t have easy access to the adventurous, adrenaline fuelled experiences that David and I are so passionate about. ParadropVR brings that opportunity directly to those people.

“Given how cutting-edge the technology is, we weren’t even sure if there would be a finance solution, but Ian and the Bathgate Business Finance team took time to understand the business. They analysed the business case, sourced the most appropriate funding method and connected us with a funder that was forward-thinking enough to see the opportunity.”

ParaflightVR
Image credit: Steve Smyth Photography

Frontgrid’s ParadropVR can already be found in several locations across the UK, including iFLY Basingstoke, where it has been rebranded ParaflightVR. The entire VR experience is designed to give you a realistic experience of paragliding as possible without the danger. Guests are strapped into a paragliding harness where they can hold onto two handles to control their direction, moving up and down depending on air currents. A sense of speed is created as jets blow air into the face of the rider as they steer their paraglider through steep mountainous valleys as well as other jaw-dropping landscapes, zones and worlds, whilst trying to collect points.  These go onto a scoreboard so they can see how well they’ve done against other players.

VRFocus will continue its coverage of Frontgrid and ParadropVR, reporting back with any further announcements.

Paragliding Experience Paraflight VR Opens at iFLY Basingstoke

Ever wanted to try a more extreme sport than football or some casual fishing? Paragliding could be one such avenue to explore, made even easier by the fact that iFLY Basingstoke now has a virtual reality (VR) simulator to practice on called Paraflight VR.

ParaflightVR

I this sounds familiar then it’s because VRFocus reported on developer Frontgrid’s ParadropVR coming to iFLY Basingstoke earlier in the year – looks like there’s been a rebrand.

Having made its debut during the summer at Brighton Palace Pier, Paraflight VR will be a permanent fixture at iFLY Basingstoke, offering guests a true hands-on VR experience. To make it as realistic as possible Paraflight VR hooks guests into a paragliding harness where they can hold onto two handles to control their direction. The simulator can move up and down depending on air currents. A sense of speed is created as jets blow air into the face of the rider as they steer their paraglider through steep mountainous valleys as well as other jaw-dropping landscapes, zones and worlds, whilst trying to collect points.  These go onto a scoreboard so they can see how well they’ve done against other players.

“We’re really excited to add Paraflight VR to our visitor offer here at iFLY Basingstoke. Now visitors cannot only try their hand at indoor skydiving but also experience the sensation and freedom of paragliding – all under one roof!,” said Tracy Goffin, iFLY Basingstoke General Manager in a statement. “We look forward to welcoming all those adrenaline junkies out there to experience an action-packed day out this Autumn!”

ParaflightVR

The experience consists of an introductory flight to help visitors become accustomed to the environment and the controls of the game, followed by the full gameplay experience which allows the individual to fly, compete with others and begin collecting points. Pricing is determined by when you want to go: Off Peak £9.99 / Prime £12.99 / Super Prime £14.99 GBP.

For further updates on the latest attractions using VR, keep reading VRFocus.

The Virtual Arena: VR’s Bonanza for Commercial Entertainment (Part 1)

It seems that while consumer virtual reality (VR) sits at a crossroads, the digital out-of-home entertainment (DOE) sector has exploded with new developments – not one day seems to pass without major announcements, partnerships or acquisitions hits the wire. Industry specialist Kevin Williams of KWP, gives his unique perspective on the recent developments and offers some exclusive insights into some recently visited new projects.

Arizona Sunshine LB VR Edition - Live Action StillFollowing on from the developments that we covered at the first Microsoft LBE VR Summit (read part one and two here), and momentum continues to build in the commercial entertainment sector. These investments are being registered across the industry, and some of the once previous advocates for a consumer approach to this latest phase of VR adoption. This was best illustrated by Unity CEO, John Riccitiello, quoted at a recent TechCrunch Disrupt event, feeling that we have yet seen a true consumer launch of a VR or augmented reality (AR) headset; stating “AR and VR is mostly to this day been launched to developers”. But Riccitiello continued that he had been impressed by how fast enterprise had latched on to VR and AR tech, surprised that the commercial applications have preceded the consumer applications.

Though an obvious progression for those of us that work in the DOE sector, this realisation has struck most consumer-facing VR developers, and most recently we saw the pivoting of major VR success stories in the consumer sphere, build a commercial entertainment offering. This was best illustrated by Vertigo Games, developers behind the successful consumer VR title Arizona Sunshine, with an estimated $1.4 million (USD) in generated sales on the PC platform. The company has decided to spin out a unique location-based videogame division called Vertigo Arcades B.V., who has started in supporting the already popular utilisation of the title in the VR arcade scene, accounting for approximately 20% of all VR arcade minutes played in Western venues.

Arizona Sunshine Vegas_SS3

At the same time other successful developers have turned towards a commercial facing opportunity in this market place. Czech-based Beat Games renowned for their phenomenally successful Beat Saber, have invested heavily in defining their game for the commercial entertainment scene – signing an official licensing agreement with key VR arcade providers such as CTRL-V (Canada), Exit Reality, IMAX VR, MK2 (France), PeriscapeVR, SpringboardVR, Private Label and SynthesisVR. Their partnership with SpringboardVR seeing a Beat Saber Global Tournament run across 50 of their supported VR arcades; emphasising an eSports element to commercial entertainment deployment of VR. In an unusual development Beat Games also officially sanctioned an amusement-based VR adaptation of their license. Originally called Beat Saber Arcade, this Korean manufactured cabinet employs the Samsung Odyssey Windows MR headset and controllers; this seen as the first of several amusement-style VR experiences crossing the divide.

Beat Saber Arcade
Line-up of Beat Saber Arcade cabinets, put through their paces at Korean VR Festival

An amusement facing approach to commercial VR entrainment was seen most recently appearing in the heart of London – at the VR ZONE Portal housed inside the Hollywood Bowl at the O2 Arena on the Greenwich Peninsula. The first VR ZONE Portal outside of Japan (we reported at their opening last year), the site is part of a special agreement between the bowling site operator and the UK division of BANDAI NAMCO Amusement. The site becoming the first Western location to install the eagerly awaited Mario Kart Arcade GP VR, based on the popular Nintendo license.

Enter London’s latest VR experience. [via KWP]

BANDAI NAMCO and Hollywood Bowl organised an exclusive media junket to promote the appearance of the game, but before-hand we were lucky enough to get a behind the scenes look at the system in operation. The Japanese “Project I Can” system only seeing translation of its game software, with the remainder of the hardware the same as operated in Japan. Players’ using HTC Vive headsets, as well as hand trackers to allow them to throw items at their opponents, players sitting in their own “Fusion Karts” motion simulator – the game able to accommodate four players in this seven-minute single circuit race.

Kevin Williams Plays Mario Kart VR
Immersed in the action on Mario Kart GP Arcade VR. (Credit: KWP)

Launched in Japan in 2017, the then titled Mario Kart VR proved an enthusiastic VR title, developed by the rebranded BANDAI NAMCO Amusement Lab Inc., as one of a number of IP based VR experiences that combined the initiative behind the “Project I Can” brand and the VR ZONE concept as a whole. Many have mistakenly thought that this game was developed by Nintendo, but in reality, BANDAI NAMCO and Nintendo have established a long reputation of cross-overs and licensed IP – the amusement division in 2005 launching the popular series with Mario Kart Arcade GP, which saw Pac Man also join the Nintendo racers – and with this background it was logical for the VR ZONE to consider developing a VR interpretation of this popular racer.

Mario Kart Arcade GP and Mario Kart Arcade GP VR
Past, Meet Future: Mario Kart Arcade GP cabinetsin the shadow of Mario Kart Arcade GP VR. (Credit: KWP)

Trying the title for myself, it proved a hectic mix of racing and throwing items, and though capturing the spirit of the Mario Kart videogame it did not offer as fulfilling a VR interpretation as one might have wanted. A great taste of what is achievable with a VR environment and a world-class property, but not a real game experience that will achieve any level of repeat visitation. The VR ZONE Portal at the O2 has the VR experiences Hospital Escape Terror and Argyle Shift, each costing £8 (GBP) and £5 respectively on launch, but now the restructured layout sees the replacement of the quirky Argyle Shift for Mario Kart Arcade GP VR and all these two games are now £7.99. Many comments on social media, who made a point of hunting down the launch of this iconic VR game property, balked at this high price.

Another interesting element in the handling of this property different to the Japanese approach was Hollywood Bowl having a 15 years of age restriction in playing Mario Kart VR, while in Japan’s VR ZONE operation, the age cut off is 13, with even the VR ZONE Shinjuku seeing children as young as 7 allowed through the doors. No word was given on why BANDAI NAMCO or Hollywood Bowl had picked this arbitrary cut off to play this VR experience. And as with our last visit to the VR ZONE Portal, the UK adaptation of the brand seems a little stilted compared to that achieved in Japan.

Hollywood Bowl has partnered with the UK BANDAI NAMCO Amusement operation and has seen a second VR ZONE Portal opened in Tunbridge Wells, and a planned Leeds Hollywood Bowl site schedule for a third iteration. Sources at BANDAI NAMCO’s VR Projects team confirmed that these sites would be seeing installations of their own Mario Kart VR units by the end of the year respectively – and the company promised that there would be other European and US deployments of the eagerly awaited VR racer. Speaking to the Evening Standard newspaper, Paul Brown, General Manager for HTC Vive Europe, said: “We are so excited to be working with Bandai Namco and Hollywood Bowl to bring Mario Kart VR to the UK, following its stunning launch in Shinjuku.”

The Mario Kart VR installation
The Mario Kart VR installation. (Credit: KWP)

While completing this feature, news broke that BANDAI NAMCO were about to launch yet another VR experience based on previous amusement success – with a re-creation of 1997 white-water rafting experience VR Rapid River – after extensive testing the Amusement Lab team part of the “Project I Can” VR initiative have created a two-rider motion base with yaw and heave components to offer a thrilling white-water rapids ride, with players using tracked ores to steer their craft through a wild water environment. By the time you read this article the first installations of this VR simulator planned for VR ZONES in Japan will possibly be already in venues.

These games developed by the newly reorganised BANDAI NAMCO Amusement Lab Inc., formed to increase investment in intellectual properties (IP) utilising their XR expertise (XR defined as incorporating VR, AR and MR technology). Most recently a VR experience for the VR ZONE flagship location was based on the legendary movie monster, with GODZILLA VR.

But London was not the only UK location to see a brand-new VR attraction unveiled. A quick journey down to the countries South coast and we arrive in Brighton and make our way to the iconic Brighton Palace Pier – the home of a major seaside amusement operation and the first site to run the ParadropVR attraction. The system represents a partnership between creators FrontGrid and manufacturers Simworx releasing a thrilling simulation of soaring the skies on your very own paraglider.

ParadropVR at Brighton
The ParadropVR attraction takes pride of place on Brighton’s Palace Pier. (Credit: KWP)

The attraction uses an innovative vertical heave motion system to simulate the soaring motion, while the player sits in a specially developed harness system while controlling the direction of flight using two lanyards – while wearing an Oculus Rift CV1 to see the virtual vista. The experience was developed to offer an 8-minute experience, as a separate ticket item on the pier. The machine being operated in partnership with local immersive entertainment operator and representative Immersivity Ltd. The experience was a fun one, though the game experience was slightly limited compared to the conventional VR attraction experience we have come to expect.

 

Reaching for the skies in ParadropVR
Reaching for the skies in ParadropVR (Credit: KWP)

FrontGrid recently announced the opening of a second installation, with Denmark’s Universe Science Park opening their first system this month. FrontGrid and Immersivity are now working on refining the platform and deploying the attraction with a number of other interested operators. Europe has seen a spate of VR attractions opening their doors – moving from Denmark to Germany and it was announced that Europa Park had partnered with VR Coaster, Mack Media and Holodeck VR to create a unique VR attraction. The system married a free-roaming experience with a ride-on coaster, with a seamless transition from one to the other. In what the operators referred to as their patent pending ‘Roam & Ride’ setup – the new attraction Eurosat Coastiality has guests putting on headsets and then walking round a pre-show area, before boarding the actual VR rollercoaster ride (employing a mobile VR headset arrangement).

Europa-Park – The first Roam & Ride system to be deployed

Europa-Park

The UK has seen one of the first floatation’s on the London Stock Exchange, of a company dedicated to location-based VR entertainment deployment – the Immotion Group PLC has already started a dedicated roll out of venues employing their Immotion branded offering – the company signing a important agreement with UK shopping center operator intu. Following the opening of a new Immotion VR center in Cardiff, the agreement sees a further three sites at intu Derby, Newcastle and Uxbridge. Immotion not just focused on opening venues, but also driving development, seeing AAA content creation for their sites as essential, has recently announced the launch of their wholly developed space-themed VR ride experience Delta Zero.

The company has also worked to ensure a lead in the deployment of the latest VR experiences and announced the extension of their exclusive distribution agreement with leading Chinese manufacturer LEKE VR Technology. A company that has established major advancements in the VR arcade hardware scene, and in 2016 formed a strategic partnership with HTC Corporation towards utilising the latest technology married to VR entertainment for commercial application (at that time for the Viveport Arcades support of the LEKE VR’s VRLe platform). Now with a US sales operation Immotion is seen to be one of the fastest developing companies championing this sector.

Leke VR
(Credit: KWP)

The concluding part of this coverage will follow next week.

Indoor Paragliding Coming to the UK This Summer With ParadropVR

Earlier this year VRFocus reported on Frontgrid, a specialist in global leisure and attractions, would be launching its first virtual reality (VR) experience ParadropVR at Universe Science Park in Denmark this Spring. Now the company has revealed ParadropVR will be coming to the UK, care of iFLY Indoor Skydiving this summer.

ParadropVR image

iFLY is one of the world’s largest indoor skydiving company’s with 37 centres around the world in the UK, Europe, Asia and USA. ParadropVR will be based at iFLY’s Basingstoke branch, offering guests the chance to immerse themselves in a paragliding experience that features realistic flight controls combined with a VR headset.

“Our goal has always been to make the dream of flight a reality by giving our customers ‘wings’ in a safe and fun environment,” said iFly UK CEO Simon Ward in a statement. “Flying a performance paragliding canopy offers a unique way to experience the thrill of flying, and we’re pleased to be working with Frontgrid to offer this new attraction. The iFly team were immediately impressed by the compulsive experience offered by Paradrop VR.”

ParadropVR has been designed to be modular, ideal for operation in a wide range of venues such as theme parks, FECs, museums, shopping malls and destination attractions. Frontgrid has been working with UK VR partner Simworx on the attraction which has a gaming element to make the attraction more competitive.

ParadropVR-image1

“ParadropVR will introduce a new, high energy social experience to iFly, who recognise the potential for growth in adventure-based activities and opportunity presented by VR attractions,” adds Matt Wells, co-founder and CEO of Frontgrid. “We’re pleased to be helping the world’s largest indoor skydiving company open-up new revenue streams, and look forward to introducing ParadropVR to new audiences.”

iFLY Indoor Skydiving isn’t new to the world of VR as it already runs the iFLY 360 Virtual Reality Experience, which combines an indoor skydive with the thrill of a simulated ‘real’ skydive from a plane. VRFocus will continue its coverage of ParadropVR, reporting back with any further announcements.

Hold on Tight as Paragliding is Going Virtual With ParadropVR

Location-based virtual reality (VR) reality is becoming big business, whether its through small independent VR arcades, theme parks employing VR on roller coasters, branded VR attractions or full warehouse sized VR experiences. Each of them uses VR in slightly different ways, all with the aim of making the experience as immersive as possible. The latest that the public will be able to experience this year comes from Frontgrid, a specialist in global leisure and attractions, in the form of ParadropVR.

ParadropVR image

ParadropVR is an immersive VR attraction that simulates flying a paraglider, putting the user fully in control of the gameplay and movement using realistic inputs based on paragliders. The simulator features up and down motion that incorporates sudden drops and smooth deceleration to create a realistic feeling of gliding through the skies.

Debuting at the Euro Attractions Show (EAS) 2017 in Berlin, when participants are strapped into ParadropVR they need to to control their descent back to the ground, making their way through targets to collect as many points as possible.

Frontgrid has designed ParadropVR to be modular, ideal for operation in a wide range of venues such as theme parks, FECs, museums, shopping malls and destination attractions. The first country to get ParadropVR will be Denmark, with  educational amusement park Universe Science Park making the first order. Frontgrid is working with its exclusive UK VR partner Simworx on the attraction which is due to launch in Spring 2018.

ParadropVR-image1

The four-person unit is destined to be a key attraction in the VR section of the park allowing spectators to watch all the action with TV screens installed on each unit. A scoreboard will display how well guests have fared on the attraction compared to fellow visitors at the park to add that competitive edge.

Universe Science Park’s COO Jonas Luttermann said in a statement: “We are proud to bring the world’s first ParadropVR to our park. It will be a key attraction to expand our VR attraction, and we’re sure the fully immersive, physical experience will be mind-blowing for our visitors.”

Check out the new video demonstrating ParadropVR, and for any further updates keep reading VRFocus.