MODULE 06 / INTERACTION & GAMIFICATION

Riders become players.

Interaction is what sets a Spike system apart from a mere ride. Boost buttons, throttle grips, seat control, or surfboards give the rider real influence over the ride - and scoring systems and the ghost-rider mode turn it into a competition that invites people to come back.
OPERATING PRINCIPLE

How Spike interaction works

 

01 / influence

Real-time influence on the ride

Controls at each seat act on ride behavior or seat position in real time. The rider goes from passenger to player.
02 / Scoring

Scoring and competition

Speed, stops, reverse runs, and effect triggers are programmable. One track can be a family coaster during the day and a thrill ride in the evening.
03 / incentive

Repeat-visit incentive

Those who have real influence want to improve. Interaction is the strongest driver of repeat visits.

Interaction on four levels:

01 / vehicle

Rider ↔ Own vehicle

The rider controls their own ride - speed, actions, and even the motion of the seat are in their hands.
02 / track

Rider ↔ Track

Effects along the track respond to the rider - and the rider to them, for example by switching off a water curtain.
03 / Dueling

Vehicle ↔ Vehicle

Vehicles influence one another - racing at dueling sections, or through actions that reach the other vehicle.
04 / spectator

Rider ↔ Spectator

The audience plays along too - riders and spectators compete directly, for example in a waterfight.
THE MODULES IN THIS LAYER

Many ways
to shape the ride.

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Boost & interaction buttons

Per seat - the rider accelerates themselves or triggers actions.

01 / VEHICLE

Inte

Throttle grips

Analog speed control for a direct, ride-active experience - themed to match the ride, for example as a motorcycle throttle, an aircraft control stick, or horse reins.

01 / VEHICLE

Sitzposition 180 Grad

Interactive seat control

The rider influences the motion of their own seat - via joystick, button, or a surfboard with foot control through weight shifting. Up to a self-triggered flip.

01 / VEHICLE

Maurer Rides Watergate Skyline Park

Water gate

A gate forms a water curtain over the rail. React correctly and in time to the lights on the gate frame, press the button, and the curtain switches off so the vehicle passes dry - one example of interacting with effects along the track.

02 / TRACK

Maurer Rides Spike Desmo Race 8

Vehicle interaction

Vehicle-to-vehicle Vehicles influence one another - for example through a "spell" visualized via track lights, or in a head-to-head race at a dueling section, where the fastest press of the boost button decides.

03 / DUELING

Water Fight2

Rider vs. spectator

Rider vs. spectator Riders and spectators battle each other - with water cannons on the vehicle and at shooting stations along the track. The driver dodges the jets by braking and accelerating cleverly. Laser-tag systems are also possible instead of water

04 / SPECTATOR

Aktuell Zielanzeige

Scoring system

Scoring system Team and individual rankings turn the ride into a competition.

CROSS-LEVEL

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Ghost rider

Race against a virtual opponent on the same track - displayed via the track lights, which show either the daily best time or the theoretical optimum.

CROSS-LEVEL

Coaster Video 2

Persistent Progression

A persistent profile accumulates points, achievements, and unlocks across rides and visits. Single rides become a long-term game that motivates return visits.

CROSS-LEVEL

RELATED MODULES

Working with other layers

 

RELATED INSIGHTS

Inspiration for
coaster concepts.