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Visions Fantastic: An Imagineering Competition (Game Thread)

TheOriginalTiki

Well-Known Member
Wow. Gotta say I genuinely did NOT expect to make the finals and have been pretty much mentally preparing myself for the cut all day. I really, REALLY didn't expect to make it in over @AceAstro in particular after his amazing website work last rounds. I really appreciate the opportunity. Last October I placed just outside of the top five in The Sorcerer's Apprentice, so this is a big deal for me.
 

Pi on my Cake

Well-Known Member
In the Parks
Yes
With that, ladies, gentlemen, enbys, and others, we officially enter the finals with our FINAL FOUR consisting of.

@Lord Fozzinator
@Outbound
@Tegan pilots a chicken
@TheOriginalTiki

I will be sharing the project momentarily, but HUGE congrats to all of you for making it forward into the finals!​
Truly one of the most fun competitions I've ever been a part of! @PerGron you did an amazing job creating a game that perfectly blends fresh ideas pushing player in new directions and simple open ended prompts giving us freedom to pursue passion! It's a shame some last minute work obligations kept me from making Starlet's Haunt as special as it was in my head, but that's life lol. Besides, it's impossible to be upset seeing such an amazing Final Four!

@Lord Fozzinator it's been an absolute pleasure seeing how far you've come and how much you've grown since Citrus Dreamin' and even just during this game! Your sense of humor, art, and maps have all become a force to be reckoned with!

@Outbound you're one of the most consistently surprising imagineers always finding new ways to push the bounds of what these games can be! Everytime I think I've figured out your skillset you add a new skill to your repertoire!

@Tegan pilots a chicken no one wears their passion more proudly on their sleeves! You do such a great job balancing being uniquely YOU without ever sacrificing the technical side and practical talents needed to make the craziest of dreams seem real!
@TheOriginalTiki what else is there to say about your talent that hasn't been said already? No one balances the fundamentals of old school armchair imagineering with daring/crazy new directions as well as you do! It's always a blast to work with you and I love whenever I get to start pitching increasingly wacky ideas with you (still wanna see what a Pi and Tiki Spirit Halloween Land would look like!)
 

Architectural Guinea Pig

Well-Known Member
In the Parks
No
SIXTH PLACE
@Architectural Guinea Pig

AGP, you have grown so much as a player since you've started and it's truly truly impressive. Your artwork is phenomenal and it's amazing to see an artist to the caliber of a @D Hulk or a @MonorailRed in the up and coming class of Armchair Imagineering. Your contributions to this game have been consistently amazing, especially the hotel design itself, just freaking amazing. Unfortunately, I have to cut someone and it was your contributions (outside the art) to this project that I felt was slightly lacking. The comments about the hotel rooms being necessary but not all that exciting was super super minor but it did sit with me where I think as a hotel it should've been a priority. It's something so tiny
and little but that's really what it came down to. Thank you for playing and AMAZING work!
I’m super happy of my work in this competition, but I’m a bit confused about the final verdict. I didn’t write anything about the hotel rooms being necessary?
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If you’re referring to this, it was added later by Outbound to the presentation after I submitted the merge of mine and Lizzy’s work. If you check the original document I sent it's not there and I would never intend to diminish another player's work in any way. It’s a bit hurtful to say that my contributions to this were lacking because of my part being 2000 words alone, going over the design of each level, elevator sequence, the experience itself, and the twilight rooms all of which you complemented as a good part of the project, which I don’t know how it equates to being not enough?

That being said, it’s only a minor mistake and I wish the finalists luck in their project. If it really was the deciding factor for elimination then I have no words 🤷‍♂️

Edit: This was cleared up in PMs :) I'm ok with the general decision and will be happy to see the final four projects to come
 
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Tegan pilots a chicken

Sharpie Queen 💜
Premium Member
Truly one of the most fun competitions I've ever been a part of! @PerGron you did an amazing job creating a game that perfectly blends fresh ideas pushing player in new directions and simple open ended prompts giving us freedom to pursue passion! It's a shame some last minute work obligations kept me from making Starlet's Haunt as special as it was in my head, but that's life lol. Besides, it's impossible to be upset seeing such an amazing Final Four!

@Lord Fozzinator it's been an absolute pleasure seeing how far you've come and how much you've grown since Citrus Dreamin' and even just during this game! Your sense of humor, art, and maps have all become a force to be reckoned with!

@Outbound you're one of the most consistently surprising imagineers always finding new ways to push the bounds of what these games can be! Everytime I think I've figured out your skillset you add a new skill to your repertoire!

@Tegan pilots a chicken no one wears their passion more proudly on their sleeves! You do such a great job balancing being uniquely YOU without ever sacrificing the technical side and practical talents needed to make the craziest of dreams seem real!
@TheOriginalTiki what else is there to say about your talent that hasn't been said already? No one balances the fundamentals of old school armchair imagineering with daring/crazy new directions as well as you do! It's always a blast to work with you and I love whenever I get to start pitching increasingly wacky ideas with you (still wanna see what a Pi and Tiki Spirit Halloween Land would look like!)
Pi you’re so kind! 🩷
 

TheOriginalTiki

Well-Known Member
However, there's no denying the highlight here is Great Movie Minigolf. This is clearly a passion project from @TheOriginalTiki and that absolutely shows in how intricately detailed this thing is. I LOVE the inclusion of Scott "Movie" Mantz as the host here too, he was always my second favorite player on Movie Fights (behind Mike Carlson) and is someone I still watch. Making this two 18-hole courses is an insane task and the fact you did all of the holes is just freaking incredible.​
I'm so glad you enjoyed the Mantz cameo haha. I about fell out of my chair the first time I saw him pop up on one of the TCM hosted Fathom Events screenings. I honestly REALLY wanted to include one "Mantz Fact" from each of the movies done in his style of "dad humor", but the project was already a huge undertaking. And yea, I'd be absolutely lying if I said I didn't take on TWO 18 hole courses specifically because I strategically wanted to do as much as I possibly could haha. It's probably in the top three or four things I've done this season, though I doubt anything is going to top Pinball Blizzard.
 
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Lizzy May Bee

Well-Known Member
I will not be doing hidden reveals for this one, instead as we eliminate the four, I will be doing small retrospectives for each eliminated player, one at a time.

EIGHTH PLACE
@Lizzy May Bee

Lizzy, it's been an absolute delight to have you in this game as it always is. Your personality shines as a teammate, always being present and engaged with your fellow teammates. Your work is also consistently fantastic, there's a reason you're in the top eight. However, I will say that in the semi-finals, while your stuff is always great, you had fewer "wow" moments than the rest of the team and thus you will be the first elimination. Thank you for playing as always, and AMAZING work this game!
I’ll gladly take Top 8. Best of luck to the finalists and, knowing this cast, I’m sure the final project is gonna turn out absolutely amazingly
 

Lord Fozzinator

Well-Known Member
In the Parks
No
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I genuinely did not see this coming. I’m shocked, bamboozled, and flabbergasted all at the same time. I can’t thank Pergon enough for choosing me to continue to the final 4. Congratulations to my fellow finalists and great job to the people that couldn’t make it.
 

PerGron

Well-Known Member
Original Poster
Do we have an update on Round 12 Reviews?
Currently, no. I will get them out, I planned on doing so yesterday but the semi-finals reviews and eliminations took me too long so I didn’t get around to them.

Since we have time before final project is posted I’m going to try to get them done before then, probably Monday or Tuesday since they are my days off
 

Tegan pilots a chicken

Sharpie Queen 💜
Premium Member
The gang and I have decided to post our projects separately.

So, allow me to be the first of the four to welcome everyone to….

Untitled.png


After some very, umm, colorful brainstorming, we decided to do a video game park. This seemed to be the one topic that we all had some level of enthusiastic mutual interest in. The fact that this happened in a competition hosted by @PerGron is just the hilarious flavored cherry on top!

So, for your enjoyment, here is my submission for the Visions Fantastic Finale!


Untitled.png



This game has genuinely been so much fun and honestly it is such an honor just to be here in the final four.

Congratulations to my fellow finalists @Lord Fozzinator @Outbound and @TheOriginalTiki and thank you to our host @PerGron for making this entire experience so enjoyable and fun!

💖💖
 

Outbound

Well-Known Member
LEGO BATMAN: GOTHAM CITY


press batsignal to select input device
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READING MUSIC
BONUS MUSIC

--

Huge shoutout to @PerGron for hosting this "fantastic" game; and everyone who played, guest reviewed, or otherwise participated - every contribution played a big role! And another big shoutout to my fellow finalists, @Lord Fozzinator (who's really developed across the past few comps!), @Tegan pilots a chicken (who's enthusiasm I always admire!), and @TheOriginalTiki (who's creativity is rivaled by none!) I am excited to read the other three lands!
 

ThemeParkPriest

Well-Known Member
The gang and I have decided to post our projects separately.

So, allow me to be the first of the four to welcome everyone to….

View attachment 891014

After some very, umm, colorful brainstorming, we decided to do a video game park. This seemed to be the one topic that we all had some level of enthusiastic mutual interest in. The fact that this happened in a competition hosted by @PerGron is just the hilarious flavored cherry on top!

So, for your enjoyment, here is my submission for the Visions Fantastic Finale!


View attachment 891015



This game has genuinely been so much fun and honestly it is such an honor just to be here in the final four.

Congratulations to my fellow finalists @Lord Fozzinator @Outbound and @TheOriginalTiki and thank you to our host @PerGron for making this entire experience so enjoyable and fun!

💖💖
Love the twisting steel track...I may be guilty of crashing a few coasters in the game...

Oh and by the way, you need to hire some more Janitors. Lots of trash and vomit to clean up...
 

TheOriginalTiki

Well-Known Member
I'm going to be posting my project in different sections throughout the day as I complete them. When I'm done I'll make one final post with links to the individual posts to read in order.



TheOriginalTiki Proudly Presents:
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Reading music:


For my final project, I decided to take a risk and instead of designing a land completely from scratch aimed to essentially take a pre-existing IP within the parks and build it out to its fullest potential. While I very much look forward to experiencing the Donkey Kong Country area of Super Nintendo World, it basically just serves as a glorified extended exterior/entrance pathway for Mine Cart Madness.. With this new Donkey Kong Country I’m aiming to take full advantage of the world-building found within the series that most Nintendo fans agree is a major step above the Mario series and expand it out into a fully realized large scale land.

The land will essentially be a combination of different elements from the first two Super Nintendo games, with the pirate motifs of Diddy’s Kong Quest weaving its way into the jungle and temple environments present in the first game. While the land found within Super Nintendo World very much takes most of its cues from Donkey Kong Country Returns, this will be a throwback to the classic games in the series.

The only representation from Returns comes in the form of the land’s exterior. In order to get into the main footprint, guests must travel through a larger scale recreation of the temple of the Golden Banana that also serves as the exterior for the current Mine Cart Madness. The same temple carvings that represent the original Donkey Kong arcade game can be found here, but mostly this area just serves as a visual transition.
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Making their way up a set of escalators, guests emerge from the temple to get a panoramic view of the rest of the land. The land is way more naturalistic than Super Nintendo World, but with just as much of a “wow” reveal and pop of kinetic energy to serve as the first impression. From the elevation, guests can see a literal forest of jungle palm trees, a small section of the River Rampage raft ride, a large pirate ship and cave with the shape of a crocodile mouth, a large collection of bramble thorns with a coaster going through it, and a cliff in the distance with mine cart tracks jetting out from the top.

Smaller details include a sideshow tent and a glass “temple”. Much like Super Nintendo World, in elevated cliff portions of the land guests can see various different Kremling AAs going through various animations. Due to the more naturalistic design there won’t be as many AAs as in Super Nintendo World, but the smaller number of them is made up for in the sheer number of visual set pieces the main reveal of the land contains.
Mine Cart Carnage
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The signature E Ticket of the fully fleshed out Donkey Kong Country will be a completely revitalized sequel to Mine Cart Madness. Based entirely off the very first mine cart level in the series, this coaster takes the core “track jumping" concept established in Mine Cart Madness and pushes it to the extreme. It’s a bigger, bolder, and all around far more immersive experience.

As guests approach the back of the land which is a mountainside meant to resemble the first game’s “Monkey Mines” stage, you notice right away the big difference between Carnage and Madness. While Mine Cart Madness had most of its track layout outdoors with the exception of a few minor indoor show scenes, Mine Cart Carnage is the exact opposite. Nearly all of the experience will be an indoor, the only exception being a very impressive “track jump” guests can see happening as the tracks pop out of the top of the mountain.
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There’s actually two different sets of track jumps, with cars approaching the gaps at opposite ends. This visual spectacle acts as just enough of a tease for not only the track jumping component but also the fact that this ride is a dueling coaster. With anticipation building, guests head into the queue.

The first section of the queue is themed to the vaguely Roman style ruins of the game’s Millstone Mayhem level. Marble and cobblestone ruins surround the guests. A couple Necky (vulture) and Gnaughty (beaver) AAs can be seen roaming around the temple structure. This area acts as an immersive transition into the attraction while still being outdoors. The last set piece the guests see before heading into the mine is a Gnaughty walking in the center of a giant stone disc, spinning it like a hamster wheel. This is a reference to Temple Tempest, the second level that takes place in this setting.
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Heading into the mine, a simple wooden sign that says “Winky’s Walkway” hangs above a modest entrance. Winky’s Walkway is the first level in the Monkey Mines stage and is a series of elevated wooden boardwalks hanging over a deep cavern. It’s also the first appearance of the level’s titular frog animal buddy Winky, who sits in the center of the room in AA form with the rest of the walkway circling around his platform. Lights flicker as forced perspective mixed with dim lighting gives the impression that guests are way higher off the ground than they actually are.
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The next room in the queue is themed to the “Stop and Go Station” level. Guests find themselves in a dimly lit cave that winds its way past three brown toned Kremlings that have a “Mole Man” look to their design. As the lights start to flicker, it’s up to guests that happen to be standing by one of two "GO" barrels in the room to keep them from going off. If the lights go off completely, the Mole Men Kremlings will rise from their sleeping positions and start “running” in circles with glowing red eyes. Hot air blasts will simulate movement before the lights in the room go pitch black for a couple seconds and return to normal, resetting the “Lights On, Lights Off” cycle. This happens roughly every five minutes and is automatically shut off whenever the attraction experiences a delay in operations.
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Finally guests reach the loading platform, which is themed to look like a narrow, wooden horizontal mine shaft. Guests board the mine carts on either side of a moving walk way and get split up into one of two different tracks. The dueling tracks offer virtually the same layout, just with some mirrored elements that result in a few “near miss” elements where the carts almost collide with other carts on the opposing tracks. The ambiguity of where your cart is actually headed achieved through the track jumping gimmick amplifies this effect.

While Minecart Madness starts with a lift hill, Carnage starts with a steep 20 foot drop that builds up speed for the rest of the ride. The two tracks duel each other on a brief straight away before breaking up and going into caves on opposite sides of the room. One track goes through the Stop and Go Station portion of the queue and instantly triggers the Mole Man Kremlings awake as it comes through. The other track goes into a cave themed to the Bouncy Bonanza level, where an effect happens that makes it appear like the mine cart gets derailed and gets bounced through a series of rubber tires that act as springboards in the game. This is achieved through tiny bunny hills on the ride’s actual track.

Guests then enter the main “arena” of the coaster. This is a literal maze of a combination of “track” that the carts actually traverse over and jump across mixed with many different layers of track that just add dimension into the room. On a couple of the tracks that don’t interact with the ride guests can see Kremlings riding on mine carts of their own. Throughout this arena section the coaster goes through several track jumps including a sideways one and one that crosses the gap of two very steep inclines. All the while there are plenty of near miss elements with the other track. While the two tracks offer essentially the same experience, the layouts will be slightly different and unpredictable from each other just to account for the near miss elements.
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The two tracks experience mirrored small show scenes that transition them out of the arena. A cart with a Kremling riding it nearly collides with us, and an overturned mine cart blocking the track derails us. Both carts from either track are loaded into a large blast barrel. These blast barrels resemble the one at the end of the Mine Cart Madness lift hill and directly face each other. The carts on both tracks are then launched up through a hole in the roof of the show building to complete the outdoor track jump element that serves as both the first and only visual cue guests get to the coaster and the coaster finale itself.

After landing back on ground level following the launch, the two tracks combine into one for the unload process. After the carts unload, they’re split back up on to the two different tracks to get boarded by the next set of guests waiting at the load. Mine Cart Carnage is a true E Ticket coaster experience that builds on the promise of Mine Cart Madness and stretches the concept out to its fullest potential, and serves as an incredible memorable anchor attraction to this fully fleshed out version of Donkey Kong Country.
DIRECTORY
Kremling Cove
Bramble Blast
River Rampage
Mini Game Mayhem
Shopping and Dining
 
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TheOriginalTiki

Well-Known Member
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Kremling Cove is a C Ticket boat based dark ride, essentially the land’s equivilent to Navii River Journey as far as scale. The exterior of the attraction is a major visual fixture of the land, and acts as an homage to Disneyland’s old Jolly Roger/Skull Rock area just on a much larger scale. K. Rool’s pirate ship is docked at the edge of a small lagoon, where looming in the back is a very large cave with a vague crocodile mouth carved out forming the entrance. Boats heading into the cave from the lagoon give the area a sense of kinetic energy. This attraction serves as the land’s major Donkey Kong Country 2 representation, specifically being a voyage through that game’s “Crocodile Cauldron” stage.

The queue starts out on the outskirts of the ship, where guests navigate through the murky and ghostly swamp bayou of the game’s Krem Quay area. A smaller sunken pirate ship is seen split into two halves sticking out of the muddy marshes. Working their way through the marshes, guests enter K. Rool’s ship and wind their way through the captain’s quarters up to the main deck. The ship is strategically designed to have many winding switchbacks through a highly immersive themed area that also doesn’t take up a large footprint in the grand scheme of the land while still providing the attraction with a signature visual set piece.
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After winding back below decks, guests exit the ship and find themselves at a small boardwalk which serves as the loading area. The boats used in the attraction are made to take on a rusted wood look and have three rows that can sit up to four guests each. A small mast with a crocodile skull and crossbone motif serves as the visual centerpiece of the vehicles and allows them to stand out from the typical Pirates/Small World style boats.

After floating through the lagoon and entering the mouth of the crocodile cave, guests find themselves in a large chamber filled with jagged stalagmites dangling overhead. This area is in full view of guests looking at the exterior from off ride and serves as a visual transition into the main showbuilding.

After going down a small drop, guests find themselves in a series of volcanic caves. Projection mapped lava surrounds the boat. Large rocky cliffs poke out from the lava with various Kremling AAs patrolling the area. The crocodile heads that serve as platforms in the “Hot Head Hop” level dip up to the surface and stare at the boats, their eyes actually following them as they pass.
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Rounding a corner, guests see Diddy Kong and Dixie Kong “floating” on top of a hot air balloon trying to navigate around various Zinger bees. Both the zingers and the balloon will be lifted above the boat path by thin strings much like how the hot air balloons in Small World are elevated, only the AAs here are much more sophsitiated. Diddy and Dixie trapped on the top of the balloon have very animated nervous facial expressions, while the Zingers act as much more simple but still very visually detailed AAs. This section is meant to simulate the game’s “Red Hot Ride” level.
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Rounding another corner, guests then find themselves in the middle of ship wreckage that’s submerged in water instead of lava, but the lava is very quickly reaching a boiling point. Clapper the seal sits on a floating box in the middle of the wreckage, barking at you. Lockjaw, a piranha-themed fish Kremling, sets its sights on the boat. The water is projected fog and lasers under the boat track, which hides a kuka arm that carries the Lockjaw animatronic. Clapper barks once again and spits into the water, cooling it down from the literal red boiling point it was about to hit.
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Squawks the parrot and Donkey Kong greet us in the next room, which looks out into the vast mine setting of the Squawk’s Shaft level. This moment resembles the Glory Hole from the Knott’s Berry Farm Calico Mine ride, with tons of different Kremling pirate crew at work on the different levels of the mine as the boats float through on the ground level.
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The grand finale of the attraction features one of the world’s largest and most elaborate uses of the Pepper’s Ghost effect to bring Kleever, the floating, ghostly giant pirate sword, to life. Kleever acts as the boss of the Crocodile Cauldron stage and serves as an appropriate climax.

The actual AA of the sword will be controlled by a Kuka arm and projected to appear like it’s floating and translucent using the Pepper’s Ghost effect just like the Haunted Mansion ghosts. Throughout the fight Kleever throws fire balls towards the boiling hot lagoon the guest are riding through resulting in several real pyro blasts. The battle ends when an AA of Dixie Kong appears holding a TNT barrel in her trademark ponytail. Dixie hurls the barrel towards Kleever resulting in his fiery demise.
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Rounding one final corner, guests enter the unload at a charming scene of Clapper the seal interacting with an AA of Enguard the sword fish. Kremling Cove isn’t the most elaborate dark ride in the park, but it serves as a more calm yet still very immersive voyage through the treacherous pirate atmosphere of the critically acclaimed second game in the series and is sure to be a hit with guests.
 

TheOriginalTiki

Well-Known Member
BRAMBLE BLAST
Bramble Blast serves as the supporting family coaster of the land. It’s around the same scale as Curse of the Werewolf, but slightly extended and a bit more sophisticated in the theming. The ride is themed around the second game’s iconic bramble stages, set to the music of Stickerbrush Symphony…one of the most iconic music tracks in all of gaming.
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This is a launched Vekoma family suspended coaster. A new model Vekoma is debuting for this attraction which takes the launches from their flying coaster model (FLY at Phantasialand) and applies it to their more traditional family suspended coaster model (Dragon Flyer at Dollywood).
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The whole attraction is completely surrounded by over sized thorn bush brambles that are truly all encompassing as guests work their way through the minimalist but still very immersive outdoor queue. There’s no real story set up or set pieces, but the queue provides a very unique perspective of the bramble thorns as well as the actual coaster going through them. Reaching the loading platform, the coaster trains are themed to the iconic blast barrels from the game.

The coaster starts with a 40MPH launch through a tunnel of thorns. The track then completes a large, graceful overbank turn which serves as the visual centerpiece of the coaster and the most iconic moment that can be seen from the attraction entrance. Riders then go over a series of bunny hills which give them very literal “foot chopper” moments as their feet hover directly above the thorns.

A smaller overbank turn serves to steer the track back into the thick of the brambles and into a tunnel of them. Guests then complete an upwards helix as the most intense element of the ride before popping up into a spike and dropping backwards. The trains then complete one final downward helix and arrive back at the brake run, repositioned into a forward position so the next riders can experience the initial launch.

Bramble Blast is the most small-scale ride in the land, but it still serves to represent one of the most iconic levels in the whole series and acts as a perfect stepping stone coaster to Mine Cart Carnage while still having a really fun, thrilling but manageable layout in its own right.
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