Universal Studios Florida

Let’s be honest: as a themed park, Universal Studios Florida kinda sucks. There are only a small handful of ill-defined themed areas, mostly based on real life urban centers like New York, Los Angeles, San Francisco, or, most thrillingly, the sterile warehouse environment of a Hollywood backlot. It used to be that the attractions in each area were based on movies filmed in each city, but now that most of the original rides have been replaced with newer IPs the connective tissues between ride and setting have become more and more stretched. Often is the line blurred between raw hyperrealism, e.g. simulating the real New York City; and a loose form of deconstructionism, e.g. at first appearing to be New York but on closer inspection revealed to be the edifice for a movie backdrop (although since the Florida park is not actually used as production facility as is the case in Hollywood I would still categorize these areas as a second-tier hyperrealism rather than actual deconstructivist themed design). Regardless, as an endless array of square edifices the results are distinctly hollow and inert, lacking the aesthetic appeal of traditional fantastically themed environments or even the basic kinetic appeal of an unthemed carnival park (Hollywood Rockit notwithstanding). It’s no surprise that there’s almost always some party, parade, or special seasonal event going on at Universal Studios Florida, otherwise it could be one of the most lifeless major theme parks in the world.

The New York area in particular is an interesting case study. Technically at surface level it is quite accomplished, and could easily receive praise lavished with terms such as “immersive”, “attention to detail”, “authentic”, and so on. Yet it is also experientially empty, and consists of nothing more than a series of very elaborate façades to wander through and disguise the area’s two main attractions (Twister and Mummy), neither of which has any relationship on the inside to the Brooklyn exteriors. I think there might be two or three shops or food outlets that maintain continuity with the themeing on the outside, but otherwise this area is just there to please the picture-takers as everyone else shuffles by on their way to the rides. This is before we even consider a larger issue at stake, which is: does a “realistic” or “authentic” re-creation of New York City have any place in a theme park in the first place? The real New York is also a major tourist zone, and there are many neighborhoods that I suspect look very much like the ones on display at Universal Studios Florida. Should the fake Brooklyn in Florida be an adequate replacement for visiting the real Brooklyn in New York? If not, then what is its purpose? The architectural quirks and cultural heritage that create a city’s identity are embellished to draw attention to the area’s perceived realism. USF’s New York is an attempt to celebrate what is real about human experience by promoting the absolute fake. It is a fetishization of the authentic, and intends to reify the concept of “authenticity” into a vacationer’s commodity. Informally judging from the crowd patterns, which seemed dense around attraction plazas while leaving the side streets relatively empty, I’m not the only one who isn’t buying it.

At the end of the day what saves Universal Studios Florida is its collection of rides hidden behind the façades. Unlike most theme parks which have a range of attractions from world-class thrill rides to filler sideshow amusements (most famously utilizing Disney’s A- to E-Ticket scale), here every attraction is branded as a major headlining act for whomever its target audience happens to be. That isn’t to say that there isn’t still a hierarchy of must-rides and skippables, it’s just that the weaknesses are in execution or outdating rather than smallness of concept. Even the failures at least tend to fail interestingly.

Hollywood Rip, Ride, Rockit

It’s been a long time coming for the Florida themer: a roller coaster that isn’t just “musically themed” but is a fusion of music and roller coaster into one entity, where song narrative could enhance layout narrative and elements are designed to match rhythmical analogies… and, of course, Universal still gets it all wrong. You know you’ve got problems right from the start when the lift hill is steeper than the first drop. The on-board soundtrack, although extremely customizable, is limited to a selection of popular tunes that by their nature have few synchronized qualities with the track layout beyond the first drop (if that much), and we’re left to scrolling through a list of titles that all contribute less to the overall ride experience than other coasters manage with one fixed choice. Naming elements things like the “treble clef” or “jump cut” made the aesthetic theorist in me sit up, but I sat right back down when I realized these were nothing more than gimmick names based on physical steel appearances. I’ve long railed against coaster layouts that only get progressively weaker with each subsequent element, and Hollywood Rockit’s meandering track that starts with it’s one really good maneuver and sleepwalks back home in the second half has become my new posterchild for this trend. It’s therefore testament to the power good music has on humans that the coaster isn’t a total bomb, and in fact might be the most re-rideable attraction on Universal property by the virtue that there’s always a different song to try each time that can change the emotional tenor of the attraction in slight but significant ways (mostly through the unlockable “secret tracks”), and for that I absolve the Rockit with the best grade it could have hoped for given every other count against it. While Led Zeppelin, Pink Floyd, and Modest Mussorgsky are all fine choices, the best overall match-up between artist and coaster I sampled was #112: Freebird by Lynyrd Skynyrd.

Grade: B-

Twister… Ride It Out

Bill Paxton and Helen Hunt have a message that they want to share with you. It’s an important message for society, one that they hope will help shake us from our complacency and open our eyes in the same way theirs were first opened from their work on what at first seemed to be just another disaster film. They don’t want to proselytize; they simply want to pay tribute to a powerful, majestic, yet underappreciated force of nature. This message appeals not as much to our logos, but to our pathos, and what medium is better suited to communicating such an emotionally charged message to the masses than the experiential storytelling of a theme park? Of course I cannot do justice to this important message in words alone, but shall nevertheless try my best to briefly summarize:

“Tornados are BAMFs that will seriously fuck your shit straight up. (Also, cows are funny.)”__________

Universal should be proud of the fact that they’ve successfully used their artistic medium to not only entertain, but also to inform and expand social consciousness of Bill and Helen’s important message, even if the best they could do is have us all stand around taking pictures of a glorified dust devil.

Grade: D+

Revenge of the Mummy

Alton Towers can say whatever they want, but the fact is Universal had laid claim to the world’s first “Psychological Roller Coaster” at least six years before Thirteen decided that contracting the term to “Psycoaster” counted as a separate world’s first… and I’m still convinced neither marketing team had any concrete idea of what exactly they were talking about when they realized that Greek prefixes could also have a nice buzz if spun correctly. Apparently something going wrong in a room that’s kind-of dark is “psychological”, in which case I’ve got a horror script I wrote ten minutes ago that Universal execs should find psychologically taut as well. Okay, bonus points are awarded for not one but two moments of bona-fide airtime (more than IOA’s coasters combined), and the pyromaniac in all of us will find much to like about this coaster (though prepare to silently curse if the weather’s already hot and muggy outside). But if it really wants to be judged as a “psychological roller coaster”, then why is the fakeout ending so predictable, why do the monologues for Imhotep sound like a broken record, and why is the grand finale where “death is only the beginning” such a toothless coda? True psychological manipulation is a subtle art, one that the big budget bombast of major theme parks is not well tuned for.

Grade: C+

Disaster!

Universal Studios theme parks were conceived during a time when the disaster genre was doing big business at the box office, and the thrills such movies produced on the screen might easily be doubled if they could be witnessed live in a controlled environment. However, the genre has been in a rut the past decade and the “Ride the Movies” slogan doesn’t have the pull it used to now that the movies we like to watch are more than ever about characters and ideas rather than events and dumb spectacle. Several years ago Universal Studios Florida was tasked with the question of how to revive the old Earthquake attraction so it was still relevant with modern audiences while taking advantage of the existing hardware, and I’m pleased to say the result is the creative flash of genius Universal always promises but only occasionally delivers. Here’s a test: if you think Michael Bay movies can be pompous, this is the attraction for you. Disaster is total a deconstruction of the blockbuster genre that once made the Studios so much money, poking fun at every outlandish plotline, stilted performance, and ego-stoked “auteur” to have ever worked on the silver screen. Although the humor is mostly broad and zany, it can also feel a little subversive just from the knowledge that there are several attractions on Universal Orlando property that are still perfect targets for Disaster’s satire. It’s also the rare themed attraction in which I must give special commendations the acting, especially Christopher Walken’s recorded (or is it?) role, and the in-person “assistant director”, whom I was convinced must moonlight as a stand-up comedian by the way he had a perfect zinger prepared no matter what the response from an audience member. (That, or he had been through the routine so often that he had already heard every imaginable reply under the sun.) It’s telling that once we finally get to the old Earthquake portion of the attraction (relatively unchanged in special effects or emotional tone), the audience becomes conspicuously silent and maybe even a bit bored. Just wait for the movie trailer at the very end, the culmination of everything Disaster had been building towards, and can best be described as a minute of avant-garde comedy mayhem. “Hoe, granny, hoe!” It’s difficult to go back to the self-serious Twister after this.

Grade: B+

Men in Black: Alien Attack

Interactive dark rides are a frequently maligned genre amongst purists. Although greater levels of interactivity and immersion are generally viewed as a good thing, putting a plastic gun in our hands and our mental focus on the blinking light targets usually does much more to pull us out of the story than put us deeper into it. Men in Black: Alien Attack is one of the elite few dark rides that would have still been a fairly decent attraction just as a ride-though story (the 60’s inspired art direction alone is, if not the most elaborate or detailed, at least the smartest of any attraction by Universal Creative), but the inclusion of an interactive feature unquestionably bumps it up another level. The difference seems to be that the shooter element is given a specific purpose that relates not just to the ride’s backstory (there are baddies that need to be shot by someone), but also to our own backstory of why it is uniquely us that are in this scenario in the first place (we’re taking part of MIB’s infamous “recruitment” process, in itself a decently entertaining storyline with or without aliens attacking). There’s enough variety between scenes with different objectives that the game doesn’t develop a monotonous point-and-click arcade shooter grind after a few minutes, although the fact that our six-person vehicle’s average score is given precedence in the debriefing room over individual scores is likely to be a major turn-off for a number of competitive gamers who vote libertarian.

Grade: B

The Simpsons Ride

“Welcome to a magical journey through my mouth.” That line spoken at Krustyland, among several others, always gets me to crack a smile. It’s not the cutting edge of satire, and it’s been a long time since the series and its many multimedia spin-offs have rivaled the great humanist comedy that defined the early seasons… but at least The Simpsons Ride is still funny. And not with the weak, avuncular “yuk yuk” humor that characterizes so many themed attractions, but with a bit of barbing added to many of the one-liners and sight gags. At first. After a bit the motion simulator falls into its rhythms as the comedic timing gets stuck at the same beats… then the colorful CGI cartoon imagery projected on a wraparound screen starts burning imprints on my retinas… pretty soon I’m holding on trying to steady the argument between my eyes and inner ears as our vehicles ceaselessly lurch to and fro… and the relief I feel at the end has nothing to do with any catharsis from the kitchen sink storyline on screen, and everything to do with finding solid footing and getting out an attraction whose ironic lampooning of theme parks soon becomes sadly on-point.

Grade: C-

E.T. Adventure

Here is a ride of grand ambitions that has been humbled by time. As the only remaining attraction that opened with the park in 1990, it perhaps unfairly suffers from low ridership due to perceptions of technological outdatedness and a Gen X appeal in a Gen Y era, with an entrance hidden off the side of the main midway not helping matters. Yet the physical themeing and ride system is actually in quite good condition, not cutting edge, but it retains a certain ‘timeless’ appeal that I’m sure has made many parents more emotional than their children by the end. The biggest problem is that Steven Spielberg typically likes making audiences feel good with story endings that contain a ‘magical’ touch, but he goes too far in this attraction by actually taking us all the way back to E.T.’s home planet. Not only do the last few scenes overstay their welcome and play like the bad acid trip version of It’s a Small World, but by letting us escape from earth for the alternate utopian (?) planet, it also subtly undermine the moral of the original film which, for all its magical flourishes, was always grounded in a down-to-earth humanism that emphasized the importance of even the dysfunctional family, and our need to always eventually “phone home”. Also, do we really want to ride the movies if no one gets to say “penis breath”?

Grade: C-

Woody Woodpecker’s Nuthouse Coaster

This is the same exact thing as Flight of the Hippogriff across the divide at Islands of Adventure, just a 207 meter instead of a 335 meter model. Yet, because it’s painted bright blue and red instead of a subdued brown and grey, I have to feel socially awkward about riding it alone.

Grade: D-

Animal Actors On Location!

There were several other shows or multimedia attractions I could have reviewed but didn’t. I ended up at this one because it was about to start just as I was walking by and it had an exclamation point in the title, so why not? The real star of this show must be the stage manager, as there are hundreds of cues for each of the different species to hit, and of course we in the audience are all channeling our psychic energies against this individual as we secretly hope to witness one of the dogs doing an ‘improvisation’ that the stagehands will have to clean up afterward. Alas, the show went without hitch and ultimately provided nothing unexpected, either off or on-script.

Grade: D+

Terminator 2: 3-D

Credit where credit’s due: James Cameron is one heck of a showman. Ever the technology nerd, no small ideas are allowed on the set of a Cameron production, as is the case where T2:3D’s modus operandi is to start huge and then gradually expand from there. Given how many thrill rides tend to falter in their final act, it’s supremely satisfying to encounter an attraction where you know the moment when you’ve witnessed the grand finale; not that there weren’t several occasions prior to this that might have served as a suitable dramatic climax on lesser rides. Also interesting to note are the different spatial relationships the audience has with the action: it starts as a live theatrical performance that includes us as ‘actors’ in the same space the fictional narrative, but halfway through there’s an abrupt shift to cinematic space (including cross cuts in perspective and hard cuts that signify an elapse of time) that removes us from the story and reduces our role as the 3rd person witness. The big final act then becomes an unusual fusion of the two media, where the cinematic space is expanded both literally (the frame pulls away to completely engulf us in the image) and figuratively (live actors and theatrical components are re-introduced), so it’s as if we’ve re-entered the movie from 3rd to 1st person perspective, but still occupy an indeterminate distance from the action. Fortunately, like the use/absence of sound in The Jazz Singer or the use/absence of color in The Wizard of Oz, these spatial shifts are presented as integral to the story and aren’t simply included as a technological gimmick. It’s therefore a real shame that all the human (or humanoid) characters seemingly left their personalities behind in the film franchise and require a corny “re-cap” video before the main show to remind us why we’re supposed to care about them. “Big, bigger, biggest” is a great structure for thrill rides but not as much for character driven narratives, and caught between both T2:3D ultimately demonstrates a clear favoritism for thrills but not the people being thrilled.

Grade: B-

Summary

Come for the handful of good attractions and/or seasonal event, stay for that exact same handful of good attractions and/or seasonal event. The rest hasn’t mattered since the Clinton administration.

Overall Grade: C

Next: Wet ‘n Wild

Previous: Universal’s Islands of Adventure

Universal Studios Florida Photo Journal

Universal Studios Singapore (Part 2)

Sentosa, Singapore – Monday, March 7th, 2011

One thing that sets Universal Studios Singapore apart is how demographically split the park is. The front half of the park (Hollywood, New York City, Madagascar, and Far Far Away) is heavily geared towards kids and families, while the back half (The Lost World, Ancient Egypt, Sci-Fi City) is where all the high-thrill rides are found. The merits of such a plan are debatable, since it tends to reduce circulation as guests stick only to the areas that are more comfortable or interesting to them. (As a personal example, I really only traipsed through Madagascar and Far Far Away once during my entire day-long visit.) But on the other hand, when queues are short it makes it easy to finish the day by going back and forth to marathon Mummy and Battlestar Galactica: CYLON repeatedly, which isn’t a bad trade-off.

This part of the tour begins in The Lost World, which is actually divided into two sections: the main Jurassic Park area, and the Waterworld stunt show, because they couldn’t fit it anywhere else apparently.

The Lost World was built at an awkward time for the Jurassic franchise. The last Jurassic Park film was already nearly a decade old at the time of opening and even that film didn’t exactly provide the brand with a lot of quality content. Yet waiting a few more years for Jurassic World to reboot the franchise obviously wasn’t a possibility for a landlocked park with no room to set aside for a land-scale expansion pad. So instead we’re stuck with a new-ish interpretation of an old-ish story, and that combination doesn’t do the park nor the films any favors.

One challenge with building Jurassic Park in a theme park context is that theming is already part of the brand vocabulary, so it’s not always clear when a themed element is supposed to be “real” versus “themed”. Previous examples seemed to set a pretty clear boundary (dinosaurs are only seen on the rides and always “real”, and the public areas stick to a fossil and tropical visitor center aesthetic), but this distinction becomes much more blurred in the Singapore version, possibly because the dinos are less prominent on the featured rapids ride.

The Jurassic Park Rapids Adventure is Singapore’s unique take on the successful Jurassic Park: The Ride / River Adventure found at the other three Universal locations (and still my vote for the best attraction Universal has ever created).

Instead of a large, slow-moving raft ride with a large splashdown finale, the Singapore version utilizes smaller round rafts with a wetter white water course and a smaller finale drop.

While I’m sure the decision to change ride systems made sense on paper, it unfortunately results in a far inferior guest experience. Because you’re facing inward and spinning, it’s nearly impossible to draw focus out onto the few dinosaurs that do appear along the route.

It also levels out the pacing of the ride; there’s no “rising action” or climax, because the adventure becomes more about encountering the rapids than the dinosaurs.

There is still a halfway decent finale, with an elevator lift that threatens to feed you into the mouth of a hungry T-rex before spilling out into a small waterfall on the other side. The staging of this sequence was pretty effective, if not a little undersized. But it was also too little, too late, not well integrated with any story. A splashdown using a round raft also has the tendency to flood the boat, resulting in wet shoes and socks for the rest of the day that refused to dry out in Singapore’s humidity. A lighter refreshing spray would have been much more enjoyable.

The area’s second main attraction is the Canopy Flyer, an enlarged version of the Pteranodon Flyers at Islands of Adventure created by Setpoint. The station has a ridiculously huge footprint for what’s essentially a low-level attraction.

Unlike Pteranodon Flyer, Canopy Flyer is given a more generic jungle and dinosaur theme. It’s a vastly superior ride for the sole virtue of the fact that guests are actually allowed to ride it.

While the four person seating has much better capacity than the Florida counterpart, it’s still the slowest moving queue in the park and was the only attraction that built up a sizable wait in the afternoon during my visit. Given that it doesn’t serve a clear story purpose for the land and experientially isn’t much different than the other family coasters at the park (especially with the new suspended Puss In Boots coaster added since my visit), I wouldn’t be surprised if this one gets cut in the not-too-distant future.

Speaking of dinosaurs… Waterworld: A Live Sea War Spectacular has somehow found its way into this park despite being based on a box office flop fifteen years old at the time the park opened, oddly leaving Orlando as the only Universal resort without the show.

People just really love this show.

And for good reason; it’s still a very dynamic show that works well within a theme park setting and translates among an international audience. With so many Universal shows failing to find an audience, it’s not surprising that their one indisputable hit has been carried on for as long as it has.

Beginning to turn back around the loop towards the front of the park is Ancient Egypt.

Along with New York City, this was possibly my favorite land in the park from a purely environmental point-of-view. Although its marquee attraction is technically based on the 1999 film The Mummy, they wisely decided to strip the land of anything too brand-specific and make it a more generic, aspirational version of Egypt that should resonate with audiences regardless of who’s the latest star in Universal’s long-running Mummy franchise.

Surprisingly large-scale monumental design elements all leave a very strong impression upon first arrival. I wish like New York City or Far Far Away there could have been a little more detail and discovery, but the use of scale and texture plays to many of the strengths of more traditional themed design that’s refreshing to see in a modern 21st century park.

That absolutely massive facade is the entrance to Revenge of the Mummy, the third and best iteration of the indoor roller coaster that first debuted at the two American Universal Studios in 2004.

Most of that strength comes from a superior queue and story set-up. This is the one version of the ride that actually allows it to live fully in Egypt, and not on a Hollywood soundstage or a New York museum of antiquities. (That also means no confusing Brendan Fraser cameos.)

As one of the park’s highest capacity thrill rides, I’m almost disappointed there wasn’t a longer wait that allowed for more time to take in the queue atmosphere (or take advantage of the single rider queue, which would have been much more welcome on low-capacity rides like the Canopy Flyer).

Minus some show changes to remove all the meta-textual references to the movies or being on a theme park attraction, the ride itself is more or less identical to the Florida version of Mummy. While I actually believe the Hollywood version is underrated and find the Florida version a bit overrated, Singapore finds the happy medium between the two.

Ancient Egypt has a secondary attraction in the form of Treasure Hunters, an antique car ride through Egyptian ruins that almost acts as a sort of outdoor dark ride. Given the lack of opening-day dark rides at this park, this was a simple yet appreciated attraction.

It’s a little bit like if Autopia, Indiana Jones Adventure, and the Jungle Cruise all produced an attraction off-spring. Lots of animals along the layout, though most with limited or no motion.

These scarab beetle scenes featured a few of the only moving show pieces along the layout. More than a little cheesy, especially when they’re all in bright blues, but it shows more effort than nearly any other car ride I can think of.

The other benefit of Treasure Hunters is the way it’s able to activate the rest of Ancient Egypt and enrich the thematic environment for spectators, rather than simply be cordoned away in a show box.

Moving on to the final land…

Sci Fi City is Universal Studios Singapore’s answer for Tomorrowland.

Sci Fi City is divided into two parts; the main covered boulevard, and then an outdoor section that’s primarily dominated by Battlestar Galactica. While Ancient Egypt is able to use familiar tropes to convey its story with a light touch, Sci Fi City has to invent its own design language which results in a space that feels confusingly generic. Even the name of the land sounds like a temporary placeholder that never got updated. There’s a lot of cyberpunk design that’s suggestive of something more specific, but then there’s no actual story behind any of it, instead being used as a blank slate upon which otherwise unrelated IP-based stories like Transformers and Battlestar Galactica could be cast. It perhaps doesn’t help that it feels like the smallest area of the park in terms of total footpath area.

Transformers: The Ride was already announced but not yet opened at the time of my visit. I’m not certain, but I believe this is the facade where the entrance would later be placed.

Accelerator is Sci Fi City’s second opening day attraction along with the coasters. A non-IP copy of Storm Force Accelatron at Islands of Adventure, this is basically an oversized teacup attraction that had all the fun engineered out of it. The whole point of a teacup ride is being able to whip around the cars in circles until you’re too dizzy to take it anymore, but with these lumbering, oversized cars there’s too much resistance and inertia to do anything fun with them. (Also, being the only person on the ride was less fun than it sounds.) Oh well.

Sci Fi City as a whole might be a bit light on context, although a small waterfall feature at the lagoon’s edge sure has an impressive fictionalized resume that someone in Universal Creative wanted the world to know about.

Finally, the big one: Battlestar Galactica, Universal Studios Singapore’s largest unique attraction, a dueling family sit-down / inverted looping coaster built by Vekoma.

Battlestar Galactica was one of the first major installations using the new Vekoma track and train configuration which was supposed to announce them as a serious player in the coaster design world alongside established heavyweights like B&M and Intamin. Unfortunately the opening year didn’t go as smoothly as planned; shortly after opening, during a test run, a seat broke off and landed in the midway. No one was hurt, but that didn’t exactly bode well for the engineering quality of the new multi-million dollar attraction. After eleven months of re-engineering they were finally able to reopen the coaster just a few weeks before my visit. Not all the kinks were resolved as it spent the first couple hours of the day closed, but by afternoon they had it running and I was able to ride both sides multiple times throughout the day. The ride sat closed again from 2013 to 2015 to reduce the trains to seat only two abrest, so I was lucky to experience it during its first relatively brief window of operation.

First up, the red sit-down “Human” side.

Battlestar Galactica is a somewhat unconventional choice of IP for a major marquee attraction, although I suppose Universal has selected stranger IP for their parks before (an entire land based on King Features Syndicate?) I’m really not familiar with the premise, although I take it the central conflict is between the humans and Cylons in a space opera?

The humans of the space-faring future seem to have a nostalgia for mid-century propaganda and sloganeering.

Being able to take photos like these in the queue and station is apparently an extreme rarity these days; the park has since installed metal detectors at the entrance to ensure all personal belonging of any type are stored in a locker before entering. That probably had something to do with people like me, who would keep my camera and wallet in a very well secured multi-buttoned pocket, yet nevertheless the bulge attracted the attention of the operating crew who would hold up the entire load procedure to insist that I set them aside on the platform, (where my valuables were far more likely to get stolen or accidentally damaged).

Hey, I’m not the one responsible for things falling off the train that aren’t supposed to, okay?

I complied, but made a somewhat juvenile yet satisfying a show over how slow and difficult it was to open and remove anything from my pocket.

Battlestar Galactica features dual 140 foot tall launched lift hills. While obviously taking inspiration from the Incredible Hulk (along with Dueling Dragons), the technique is less effective here since the launch neither has much kick at the initial acceleration, nor does it retain much speed once it reaches the crest of the hill, making it not much different from a particularly speedy standard lift hill. (That is minus the slow anticipation of reaching the top, which honestly is the main benefit of chain lifts.)

The first drop is kinda fun, even though it isn’t anywhere close as long as the listed 140 foot height of the attraction. Afterward it starts making a sweeping left-hand helix curve… and maintains a general leftward motion for the entire first third of the ride. There are no more straight hills or drops on the entire layout, only wide banked turns with the exact same dynamic sensation producing a faintly constant G-force occasionally interrupted by a change in direction. The layout is surprisingly long for the compact footprint, but with absolutely no distinguishing features along the entire ride it could have been a Roller Skater for all I can remember of it. In fact, a Roller Skater like Enchanted Airways across the park might have been more interesting, since it at least still has some lateral kick around the curves and doesn’t spend the entire ride feeling like it’s running 10-15mph underspeed.

Sitting in an outside row distinctly had a lot of vibration; this is probably related to why the trains were later reduced to seat only two across (which also effectively halved capacity).

Battlestar Galactica: HUMAN is certainly not the worst coaster I’ve ever been on, but it probably is the coaster that produced the most underwhelming emotional affect relative to what the price tag must have been. (It also seems worth mentioning that for neither side is the racing/dueling aspect all that impactful, apart from maybe on the launch lift.)

Maybe the blue Cylon track will be better…

Cylons seem way more badass than the human side.

The Cylon side starts with the same launched lift running parallel to the red human track. It begins with a cobra roll over the water (again with echoes of both Incredible Hulk and the Ice Dragon) before swooping up into a large helix and then an elevated corkscrew. A lot of the problems with the human side are also present on the Cylon side (slow pacing, meandering layout, rattly outer seats), but it improves considerably just because the presence of inversions force a bit of diversity into the layout, and the slower speeds result in some accidentally really fun moments.

My two favorite parts of the ride both come near the end of the layout. The first is the vertical loop, half-buried in a mist-filled trench, with a broad round circumference around the twin lifts that provides some nice floaty hangtime as the train starts to stall out near the apex.

Even better is the fifth and final inversion, an in-line barrel roll. The approach features a gentle turn in the opposite direction of the roll, which very effectively hides the approach to this inversion. Then when you do twist in the opposite direction, it’s done at very slow speeds where it feels like an inversion shouldn’t be possible. Again, the perfect amount of deliciously weightless hangtime as the inverted cars navigate through the (probably too) elongated inversion.

Overall I quite enjoyed Battlestar Galactica: CYLON, and rode it at least twice as much as I rode the human side. I might even rank it among my top five favorite coasters I’d experience in Asia, for its long layout and two very fun inversions.

Heading back at the end of the day…

While I’m not usually one for photos, I did ask an employee for my photo just to have some documentary evidence that I made it to this faraway park.

And that’s a wrap at Universal Studios Singapore…

But wait, just because the park is now closed doesn’t mean my adventure is over! After leaving the park I spent a bit of time to further explore Sentosa in search of what it claims is the southern-most point in continental Asia.

The point is found along Palawan Beach.

Those lights on the horizon are all freighter ships.

Cross this rope suspension bridge to a small island.

And at a small overlook you can claim to have reached the furthest southern tip of Asia!

Technically I’m not sure if this is really the southern-most point of continental Asia. For one thing, it’s on an island off an island, and Singapore itself is sorta an island. Secondly, looking at a satellite map of Sentosa it sure looks like there’s a few other points that are further south than Palawan Beach. Regardless, at only a few miles north of the equator, it’s still a major personal achievement as the furthest south I’ve ever been in my life.

This gecko wishes me farewell from Sentosa…

Next: Chengdu

Previous: Universal Studios Singapore (Part 1)