Auckland Maritime Museum | 2009
Concept | Design | Software Development
At the edges of the table are 6 crew positions with physical yacht controls:
- Mainsail Trimmer
- Headsail Trimmer
- Grinder 1 (powers the mainsail trimmer)
- Grinder 2 (powers the headsail trimmer)
Visitors must work together to tack NZL32 up to a windward mark in the fastest time possible. Progress is measured by an on screen silhouette displaying the path of a ghost boat. The tactician turns a dial to search out the best course of action and must use good judgment to find the best ‘speed made good’ as the fastest heading may take the boat off course. As the yacht changes course the visitors must maintain boat speed by trimming and powering the trimmers by turning the grinders. Instructions and alarms are projected directly onto the various crew positions and controls. Ambient sound surrounds the space enhancing the experience of the yacht at sea.
The components physical controls provide the participants with forced feedback with the use of magnetic clutches. These magnetic clutches also dynamically dampen the movements of the controls to help prevent over zealous input or intentional damage.
The game can be played by a team of 6, or by a single visitor who is forced to rush from one station to the other in order to sail the yacht. Both scenarios emphasise the fact that teamwork is crucial in yacht racing.
- Educational Games
- Exhibit Components
Up to 6 participants experience the complex teamwork involved in yacht racing by manoeuvring an Americas Cup class yacht (NZL32) to a windward mark. The component accurately simulates the various tasks required to sail a racing yacht, yet its considered design enables the tasks to be understood and mastered by a group of novices without the use of complex instructional sequences.