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Star Wars: Rise of the Resistance (DHS)

  • Thread starter Thread starter Parkscope Joe
  • Start date Start date Nov 17, 2018
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Scott W.

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Star Wars: Galaxy's Edge to Close Early on December 4th for 'Rise of the Resistance' Media Event
 
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Parkscope Joe

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Scott W. said:
Star Wars: Galaxy's Edge to Close Early on December 4th for 'Rise of the Resistance' Media Event
Click to expand...

Thanks for the heads up I know what I’m doing that night now.
 
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bob albert

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over/under on the chance some media members don't get to ride
 
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Magic Feather

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bob albert said:
over/under on the chance some media members don't get to ride
Click to expand...
I wouldn’t be shocked to see the media event go similarly to Gringotts.
 
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Blaw923

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bob albert said:
over/under on the chance some media members don't get to ride
Click to expand...

This is a super legitimate question haha. I really wouldn't be surprised if media gets to experience and ride up to the actual ride portion. So they get to do the shuttle queue and hanger walk-through, Then are escorted out after Disney pitches what waits ahead further for guests.

I hope that isn't the case though, because that would mean they still have some serious issues.
 
Scott W.

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Is this a repeat of Chapek saying it will be 15mins or did he say it again?

Star Wars: Rise of the Resistance Will be 15 Minutes Long
 
Parkscope Joe

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Magic Feather said:
I wouldn’t be shocked to see the media event go similarly to Gringotts.
Click to expand...

Everyone’s gone radio silent so cross fingers they’ve made a breakthrough.

Scott W. said:
Is this a repeat of Chapek saying it will be 15mins or did he say it again?

Star Wars: Rise of the Resistance Will be 15 Minutes Long
Click to expand...

They’re playing a dangerous game with this. People will be disappoint when the ride is 4 minutes with the rest being 11.
 
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Nick

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Disney didn't say 15 again, although I do wonder why BlogMickey made that the title of that article. That was more of a RotR catch all article so if I had to guess, i'd say the WDW PR team is sending out talking points and they include saying it's 15 minutes.
 
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Cup_Of_Coffee

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They just need to refrain from saying "Ride", because the ride portion I believe from what I've been told is about 4:15. The entire experience is 15 minutes yes and once you hit the first pre show you're done with the queue and are off and running. No more switchbacks, waiting, or anything like that. You're "on the ride" on that point. They should just be painting Rise as the ultimate Star Wars experience and not a ride cause honestly, this is much much more than just a ride. The ride will be the best part but trust me folks, tons of sh!t going on here. Gonna be worth the wait for it.
 
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Parkscope Joe

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Cup_Of_Coffee said:
They just need to refrain from saying "Ride", because the ride portion I believe from what I've been told is about 4:15. The entire experience is 15 minutes yes and once you hit the first pre show you're done with the queue and are off and running. No more switchbacks, waiting, or anything like that. You're "on the ride" on that point. They should just be painting Rise as the ultimate Star Wars experience and not a ride cause honestly, this is much much more than just a ride. The ride will be the best part but trust me folks, tons of sh!t going on here. Gonna be worth the wait for it.
Click to expand...

That might be the plan but knowing industrial engineering that just doesn’t sound possible from a guest flow perspective.
 
Cup_Of_Coffee

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Joe said:
That might be the plan but knowing industrial engineering that just doesn’t sound possible from a guest flow perspective.
Click to expand...
I can't really speak to that part of it because I'm not sure of the entire set up exactly. Like how many "transports" they actually have ready for guest use and whatnot, I'm just aware of the layout. From what it sounds like to me everything is broken up enough that should allow for decent guest flow. Not gonna happen for a few months likely but once the ride itself gets going I think they'll be people constantly moving throughout this thing. Again, not entirely sure of capacity numbers but for how many cars they can have going at once, plus all the other scenes and movement (not sure how many show rooms they have set up, again) I really don't see it being a major issue. We'll have to see it in practice.

If anything, they're controlling guests movement. Literally placing guests scene by scene, may not be great for capacity but in terms of flow they're going to have ultimate control over that as its a very specific setup and layout.
 
Alicia

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Scott W. said:
Is this a repeat of Chapek saying it will be 15mins or did he say it again?

Star Wars: Rise of the Resistance Will be 15 Minutes Long
Click to expand...
Look at the article date.
 
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Legacy

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Cup_Of_Coffee said:
They just need to refrain from saying "Ride", because the ride portion I believe from what I've been told is about 4:15. The entire experience is 15 minutes yes and once you hit the first pre show you're done with the queue and are off and running. No more switchbacks, waiting, or anything like that. You're "on the ride" on that point. They should just be painting Rise as the ultimate Star Wars experience and not a ride cause honestly, this is much much more than just a ride. The ride will be the best part but trust me folks, tons of sh!t going on here. Gonna be worth the wait for it.
Click to expand...

Joe said:
That might be the plan but knowing industrial engineering that just doesn’t sound possible from a guest flow perspective.
Click to expand...
The problem with a "continuous experience" structure that goes from a pre-show, walking to one RV (transport shuttle), then walking to another RV (actual ride), is the variables in guest movement speed. It makes it extremely difficult to accurately predict how long each "section" can last. In a perfect world, a group of fifteen guests (two, eight-person RVs) will all walk briskly from one stage to the next at the same pace. But that won't happen. There will be stragglers, and a walk that takes one group 45 seconds can take another group 3 minutes--no matter how hard Ride Ops tries to hurry them.

Now, that can kinda be alleviated with multiple pre-show rooms/transport shuttles/loading stations, but a lot is still relying on the guests' willingness to play along with ride efficiency. The only way to really "ensure" everything is cleared out in advance for a group is to have stages prior to the actual ride (pre-show/transport) take enough time to get everybody ahead of them on the ride proper (so, five minutes each stage). You can't have too many pre-shows/transports or else you overload the time you have with people, so I'd hazard there's only two available.

Playing with the calculations - the ride is 4 minutes and the whole experience is 14 then pre-ride is 11 minutes. Let's go with an even split of 3:20 each for pre-show, transport, and combined walking and LOADING between the three stages. It may not be right, but "feels" right in my gut.

That 3:20 walk/load time is the interesting one, because it's actually 1:40 to the shuttle transport and the ride. I have a hunch the opening scene with the Storm Troopers is going to cause a massive hold-up on a very narrow amount of time.

If they alternate groups through the experience, then groups are moving every 1:40. It's a good amount of time to load a small pre-show room, but requires rushing and assumes there's no back-up ahead of the line. It's going to require a gap until efficiency is peaked, so doubling the time to 3 min between initiating each pre-show seems prudent to begin with.

Now, here's a quirk - If they're alternating between two pre-shows/transport shuttles, then that's only allowing 1,100 guests an hour. That means that, yep, they have to run four pre-shows in order to support 2k an hour.

That means cutting the walk/load time in half. Which requires the guests to along even more.

This is going to be fascinating.
 
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Cup_Of_Coffee

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Legacy said:
The problem with a "continuous experience" structure that goes from a pre-show, walking to one RV (transport shuttle), then walking to another RV (actual ride), is the variables in guest movement speed. It makes it extremely difficult to accurately predict how long each "section" can last. In a perfect world, a group of fifteen guests (two, eight-person RVs) will all walk briskly from one stage to the next at the same pace. But that won't happen. There will be stragglers, and a walk that takes one group 45 seconds can take another group 3 minutes--no matter how hard Ride Ops tries to hurry them.

Now, that can kinda be alleviated with multiple pre-show rooms/transport shuttles/loading stations, but a lot is still relying on the guests' willingness to play along with ride efficiency. The only way to really "ensure" everything is cleared out in advance for a group is to have stages prior to the actual ride (pre-show/transport) take enough time to get everybody ahead of them on the ride proper (so, five minutes each stage). You can't have too many pre-shows/transports or else you overload the time you have with people, so I'd hazard there's only two available.

Playing with the calculations - the ride is 4 minutes and the whole experience is 14 then pre-ride is 11 minutes. Let's go with an even split of 3:20 each for pre-show, transport, and combined walking and LOADING between the three stages. It may not be right, but "feels" right in my gut.

That 3:20 walk/load time is the interesting one, because it's actually 1:40 to the shuttle transport and the ride. I have a hunch the opening scene with the Storm Troopers is going to cause a massive hold-up on a very narrow amount of time.

If they alternate groups through the experience, then groups are moving every 1:40. It's a good amount of time to load a small pre-show room, but requires rushing and assumes there's no back-up ahead of the line. It's going to require a gap until efficiency is peaked, so doubling the time to 3 min between initiating each pre-show seems prudent to begin with.

Now, here's a quirk - If they're alternating between two pre-shows/transport shuttles, then that's only allowing 1,100 guests an hour. That means that, yep, they have to run four pre-shows in order to support 2k an hour.

That means cutting the walk/load time in half. Which requires the guests to along even more.

This is going to be fascinating.
Click to expand...
Very detailed and well thought out assumption of their execution. I can't speak to the specifics either, but I would think they have multiple pre show rooms, they just literally have to haha. As my source has said, an attraction of this scale is going to have to go through A LOT before they're really up and running at normal speed. There's almost no amount of testing that can be done possible to accurately predict how the flow is actually going to occur when theres thousands of guests looking to ride. Let alone, NO TESTING whatsoever it sounds like. This could really benefit from public softs which I know won't happen but there is just SO much going on in this experience.
Fascinating is the appropriate word, in my opinion. I think as an experience it should be wonderful but lets see how long it takes to get us there.
 
Parkscope Joe

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WDI sucks at incorporating Ops requirements so this thing will have stanchions added in a week. In the giant hanger leading to the individual holding cells, maybe some at load after the cells too.
 
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Condog

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I imagine the fifteen minute ride time comes from the ride breaking down due to poor wifi connection and entering and exiting the drop shafts at a slow pace. Over time maybe in a year or two will the 4-5 minute ride time be feasible.
 
Alicia

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Legacy said:
The problem with a "continuous experience" structure that goes from a pre-show, walking to one RV (transport shuttle), then walking to another RV (actual ride), is the variables in guest movement speed. It makes it extremely difficult to accurately predict how long each "section" can last. In a perfect world, a group of fifteen guests (two, eight-person RVs) will all walk briskly from one stage to the next at the same pace. But that won't happen. There will be stragglers, and a walk that takes one group 45 seconds can take another group 3 minutes--no matter how hard Ride Ops tries to hurry them.

Now, that can kinda be alleviated with multiple pre-show rooms/transport shuttles/loading stations, but a lot is still relying on the guests' willingness to play along with ride efficiency. The only way to really "ensure" everything is cleared out in advance for a group is to have stages prior to the actual ride (pre-show/transport) take enough time to get everybody ahead of them on the ride proper (so, five minutes each stage). You can't have too many pre-shows/transports or else you overload the time you have with people, so I'd hazard there's only two available.

Playing with the calculations - the ride is 4 minutes and the whole experience is 14 then pre-ride is 11 minutes. Let's go with an even split of 3:20 each for pre-show, transport, and combined walking and LOADING between the three stages. It may not be right, but "feels" right in my gut.

That 3:20 walk/load time is the interesting one, because it's actually 1:40 to the shuttle transport and the ride. I have a hunch the opening scene with the Storm Troopers is going to cause a massive hold-up on a very narrow amount of time.

If they alternate groups through the experience, then groups are moving every 1:40. It's a good amount of time to load a small pre-show room, but requires rushing and assumes there's no back-up ahead of the line. It's going to require a gap until efficiency is peaked, so doubling the time to 3 min between initiating each pre-show seems prudent to begin with.

Now, here's a quirk - If they're alternating between two pre-shows/transport shuttles, then that's only allowing 1,100 guests an hour. That means that, yep, they have to run four pre-shows in order to support 2k an hour.

That means cutting the walk/load time in half. Which requires the guests to along even more.

This is going to be fascinating.
Click to expand...
And all this is probably why they told the fire departments the occupancy for everything from preshow to ride exit is 28 minutes per guest. Better to overestimate.

It's bound to take some guests longer to get in and strap in to a ride vehicle than others, and that probably needs to be accounted for when waiting in the hangar for your group's turn to enter the next available holding cell.
 
Legacy

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Joe said:
WDI sucks at incorporating Ops requirements so this thing will have stanchions added in a week. In the giant hanger leading to the individual holding cells, maybe some at load after the cells too.
Click to expand...

Alicia said:
And all this is probably why they told the fire departments the occupancy for everything from preshow to ride exit is 28 minutes per guest. Better to overestimate.

It's bound to take some guests longer to get in and strap in to a ride vehicle than others, and that probably needs to be accounted for when waiting in the hangar for your group's turn to enter the next available holding cell.
Click to expand...
Like... operationally, it would have been smarter to combine the "actual pre-show" in with the shuttle transport and build a "running pre-show" (a la Hondo) leading up to the shuttle transport. Then the attraction can run in an identical manner to Haunted Mansion.

EDIT - A potential thirteen minute variance in experience length is damn near impossible to operationally plan for, unless you're not loading a pre-show until the area after the shuttle is clear. Walk through attractions have more predictability than that.
 
Cup_Of_Coffee

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This is just my own speculation based off my source but they don't seem too concerned about capacity, I think they're concerned about the ride not operating properly. Which of course directly effects capacity however I think you see my point. Id imagine the imagineers planned this all out very very well and methodically and carefully, now they just need to actually pull it all off. If everything is working I don't believe capacity is a major issue here, but obviously for the first 6 months or year or so thats going to be a major "if".
 
Mad Dog

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Cup_Of_Coffee said:
This is just my own speculation based off my source but they don't seem too concerned about capacity, I think they're concerned about the ride not operating properly. Which of course directly effects capacity however I think you see my point. Id imagine the imagineers planned this all out very very well and methodically and carefully, now they just need to actually pull it all off. If everything is working I don't believe capacity is a major issue here, but obviously for the first 6 months or year or so thats going to be a major "if".
Click to expand...
Recent history indicates Imagineers don't give a damn about capacity anymore. ie. FOP, Navii River, 7 Dwarfs,Frozen....even Smuggler Run at 1600 is only average by most standards. The 2000 plus per hour attractions of Disney past is history.
 
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