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DashHaber's Imagineering Toybox

DashHaber

Well-Known Member
Original Poster
Metroid: Planetside
(KUKA Arm coaster)
Samus Aran has been sent in to clear out a potential Space Pirate base, but there has been radio silence since her landing. Galactic Federation needs you to go planetside and provide back-up, even if it brings you face-to-face with terrifying alien threats.


Awaiting guests is a large and sleek futuristic building: a Galactic Federation Police outpost. Heading inside, guests walk through the halls, which feature TVs showcasing messages welcoming new recruits to the Galactic Federation Police and posters warning to keep all eyes peeled for Space Pirates. As we head deeper in, we pass through a command center, where screens depict maps of the cosmos and monitors pop up with information about individuals like Samus Aran. A hologram of Commander Adam Malkovich is also present, welcoming us new recruits and explaining the situation: recently, there had been signs of some strange activity on a nearby minor planet that would correlate with some Space Pirate raids. To investigate, they had sent Samus Aran, but have not received any communication since. Thus, we are going in as back-up to find Samus and figure out what happened on that planetoid. Thus, we continue on through a research labs which has information about the Jet-Pod (our ride vehicle) and its defensive measures, before eventually reaching the launch bay (our loading area). With that, we take a seat on our Jet-Pod and get ready to fly.

With one final energy charge, we take off into space towards the planetoid. When we arrive, it seems pretty desolate besides some stray creatures roaming around. A crackling transmission from the Galactic Federation breaks the silence, as we find Samus Aran in cover. Unfortunately, we also grab the attention of some Space Pirates who open fire on us. Samus tells us to run as she fights them off, sending us flying deeper into the caves. Our flight stumbles onto a ruined research station. Samus catches up and tells us that she has the situation covered, when beating wings can be heard. We find the source soon enough, when we come face to face with Ridley. Ridley roars and bares his claws, but Samus arrives to distract him. As the two battle, we venture deeper in the research lab, where malfunctioning labs reveal the horrifying truth: an attempt to revive Mother Brain using Metroid genetics. The monstrous creation tries to drain our life energy, but Samus uses a barrage of ice beams and missiles to destroy it. Unfortunately, it triggers a self-destruct sequence to activate. We are forced to flee, with Ridley appearing once more to stop us. Samus stalls him with a well-timed missile, however, and she manages to reach her Gunship in time. We escape into space and head back to the Galactic Federation Police outpost, where Samus is already waiting and thanks us for our help. With that, we pull into the unloading area and exit our Jet-Pod.
 

MickeyWaffleCo.

Well-Known Member
In the Parks
No
Metroid: Planetside
(KUKA Arm coaster)
Samus Aran has been sent in to clear out a potential Space Pirate base, but there has been radio silence since her landing. Galactic Federation needs you to go planetside and provide back-up, even if it brings you face-to-face with terrifying alien threats.


Awaiting guests is a large and sleek futuristic building: a Galactic Federation Police outpost. Heading inside, guests walk through the halls, which feature TVs showcasing messages welcoming new recruits to the Galactic Federation Police and posters warning to keep all eyes peeled for Space Pirates. As we head deeper in, we pass through a command center, where screens depict maps of the cosmos and monitors pop up with information about individuals like Samus Aran. A hologram of Commander Adam Malkovich is also present, welcoming us new recruits and explaining the situation: recently, there had been signs of some strange activity on a nearby minor planet that would correlate with some Space Pirate raids. To investigate, they had sent Samus Aran, but have not received any communication since. Thus, we are going in as back-up to find Samus and figure out what happened on that planetoid. Thus, we continue on through a research labs which has information about the Jet-Pod (our ride vehicle) and its defensive measures, before eventually reaching the launch bay (our loading area). With that, we take a seat on our Jet-Pod and get ready to fly.

With one final energy charge, we take off into space towards the planetoid. When we arrive, it seems pretty desolate besides some stray creatures roaming around. A crackling transmission from the Galactic Federation breaks the silence, as we find Samus Aran in cover. Unfortunately, we also grab the attention of some Space Pirates who open fire on us. Samus tells us to run as she fights them off, sending us flying deeper into the caves. Our flight stumbles onto a ruined research station. Samus catches up and tells us that she has the situation covered, when beating wings can be heard. We find the source soon enough, when we come face to face with Ridley. Ridley roars and bares his claws, but Samus arrives to distract him. As the two battle, we venture deeper in the research lab, where malfunctioning labs reveal the horrifying truth: an attempt to revive Mother Brain using Metroid genetics. The monstrous creation tries to drain our life energy, but Samus uses a barrage of ice beams and missiles to destroy it. Unfortunately, it triggers a self-destruct sequence to activate. We are forced to flee, with Ridley appearing once more to stop us. Samus stalls him with a well-timed missile, however, and she manages to reach her Gunship in time. We escape into space and head back to the Galactic Federation Police outpost, where Samus is already waiting and thanks us for our help. With that, we pull into the unloading area and exit our Jet-Pod.
@Tegan pilots a chicken Thought you might enjoy this…
 

DashHaber

Well-Known Member
Original Poster
Betty Boop Revue
(3D show)
Grab a seat and some opera glasses at the Fleischer Theatre, where the headlining act is that songstress with a heart of gold: Betty Boop! Some unsavory spirits might try to steal the spotlight, but Betty will prevail faster than you can say, “Boop-Oop-a-Doop!”.


Looking to guests like a cartoonish spin on Art Deco design, the Fleischer Theatre has a new headliner listed on its marquee: Betty Boop. Stepping into the luscious red and gold lobby, guests pass by a container holding their "opera glasses" (3D glasses) where they can pick up a pair. They continue down a hallway featuring posters for some of the acts at the theatre, including Koko the Clown and Sally Swing. Of course, Betty Boop's poster is in a luxurious frame, though it seems to be hastily splashed over another poster in the frame. Eventually, guests reach a waiting lobby in front of some Art Deco doors. As they wait, "windows" (actually screens) give a peek at the backstage antics. Betty Boop is excited about finally getting to headline a show, and Bimbo (a talking dog) is ready to help. Meanwhile, Professor Grampy is talking to the theatre's manager, Mr. Fickle. Grampy's been noticing weird activity around the theatre and thinks that it may be haunted, but Mr. Fickle refuses to consider that there is anything weird going on. However, a few creepy antics seem to suggest otherwise. Eventually, a goofy alarm goes off to announce it's showtime, as the doors open up and guests head into the Art Deco theatre to grab their seat.

Once we've gotten our seats, the curtain rises as Mr. Fickle welcomes us to the Fleischer revue. He promises us a wondrous evening of entertainment, starting off with some classic slapstick courtesy of Koko the Clown. More important, however, is the show's brand new headliner: Betty Boop. Taking the stage, she starts off with a charming song, but it gets cut off midway through by some ghostly wails. Materializing before us is Scat Skelloway, a ghostly skeleton dressed in a fine red suit. He says that he's the only headliner around here, once the theatre's biggest star before a stage accident sent him off to the Great Beyond. Of course, Mr. Fickle never technically let him out of his contract, so he's come back to take his place in the spotlight. Betty tells him to wait his turn, but he's got a whole ghost band to back him up. He takes command of the theatre with his own Cab Calloway-esque number, but Betty steps up with her own tune to distract him. This gives Professor Grampy enough time to cook up some ghost-fighting tools. With that, Betty and the gang get into a big cartoonish brawl with Skelloway and his band, sending them back to the Great Beyond. With the theatre now in tatters, Betty finally finishes her number, sending us off with a "Boop-Oop-a-Doop!" as the curtain closes over Mr. Fickle grousing about the repair costs. With that, the doors open and we head out, dropping off our opera glasses into some bins as we leave.
 
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DashHaber

Well-Known Member
Original Poster
Some more musings on Universal Studios lands:
  • Of the lands that have been at previous Universal Studios parks, I feel like New York is a good choice to use. It works as a good general setting for more action-oriented stuff, and there have been plenty of memorable movies of TV shows set in New York City you could use. Plus, NBC has had plenty of shows set in New York that could offer ample inspiration for restaurants or shops, like Central Perk from Friends or Monk's Café from Seinfeld.
  • I could see taking some of the initial broad strokes of World Expo and heightening it into a Sci-Fi Expo. Universal has had plenty of classic science fiction movies of their own along with IP they've licensed for use in the parks, so sci-fi is always a solid theme to use.
  • Now, Universal has been throwing in some curve balls recently with more immersive single IP lands. While it is awesome to finally see Nintendo content in a theme park, for instance, I admit I might prefer just movie and TV stuff for the core Universal park to keep it thematically linked. Still cool to see, but just my opinion.
 

DashHaber

Well-Known Member
Original Poster
Little Nemo: Befuddle Hall
(Funhouse)
Step into a place from your most wondrous dreams, as you enter the world of the iconic comic strip. Follow along with Nemo as you venture into Befuddle Hall, a baffling mansion of optical illusions and topsy-turvy trickery.


Earlier in this thread, I had posted an idea for a Little Nemo suspended dark ride. Well, I recently had a new idea pop into my head: a funhouse. What better way to showcase a surreal dreamscape than in the trick-based designs of a funhouse? Anyway, guests will notice this attraction when they discover the Edwardian mansion with features a grinning moon hanging overhead. Stepping in, we are greeted with a luscious Art Nouveau design...along with Flip pointing Nemo towards a curtained doorway that has a warning sign telling guests to keep out. Passing through the curtain, we wander through hallways that reveal the oddball nature of Befuddle Hall. Funhouse mirrors distort our reflection, cloud-patterned carpets surprise us with air jets from the floor, and the walls even seem to puff up as we pass! There's even one room where we can see Flip and Nemo peering into a model of Befuddle Hall, only to turn a corner and find a large eye (presumably theirs) staring at us through a window! However, they get caught by surprise when a Slumberland Police Officer (a candy-colored take on an old-timey cop) pops up with a loud whistle.

With Slumberland Officers on our tail, we are sent up the second floor on a staircase with moving steps. The atmosphere grows more surreal as we continue, such as walking through an upside-down dining room and heading down a seemingly stretching hallway (achieved via a combination of a treadmill on the floor working against guests and forced perspective making the hallway seem long). Eventually, we reach an MC Escher-style chamber with stairways all around in a starry void. With Nemo on the ceiling above and Officers after him, we walk along a floor (or is it a sideways staircase?) whose steps bob up and down to throw us off-balance. Eventually, we find a long staircase (actually a slide, achieved with some forced perspective and clever design) where Flip points to his hat that says WAKE UP. We head down the slide and find ourselves landing on a comfy mattress in a perfectly ordinary Edwardian bedroom. With the sun rising in a window in the room, it seems we've woken up from our surreal funhouse adventure, leaving the bedroom and entering our waking world.
 

DashHaber

Well-Known Member
Original Poster
The House of the Dead
(3D shooter dark ride)
A distress signal has been sent from the old Curien Mansion, so Agent G is sending you in to investigate. As you venture in, will your skills be good enough to stop the undead horrors…or will they make you suffer?


Standing before guests among the hills (with a little forced perspective) is the old Curien Mansion, a foreboding structure that appears to be bathed in an eerie red light. Rather than head directly in, guests instead head over into a mausoleum-style building. Inside turns out to be a command center for AMS, with stations scattered with notes about Dr. Curien and photos depicting weird creatures. Heading deeper in, we find someone waiting to talk to us: Agent G (presented as an audio-animatronic). He explains that the AMS had received a distress signal from Sophie Richards, a researcher who had been contacting AMS about the twisted experiments performed by Dr. Curien in an attempt to conquer death. With the signal sent from deep in the Curien Mansion, guests (who are rookie agents for AMS) will be sent inside to investigate her disappearance. They'll be heading in with their trusty sidearms, along with night-vision goggles (their 3D glasses) to better see among the shadows. Eventually, they head down a hallway with bins containing their 3D glasses for them to pick up as they reach the loading area. There, guests find their ride vehicle (a black open-air convertible, reminiscent of Thomas Rogan's car) waiting for them. They hop in, getting ready with their sidearms as they drive into the darkness.

As we drive through a darkened courtyard and approach the main doors of the Curien Mansion, Agent G contacts us and reminds us to stay on our guard. Heading in through the main hall, we find ourselves besieged by A-Type and C-Type monsters (zombie-like humanoids, with A being thin and C being bulky). Just to note: the shooter scenes will take place using screens, to replicate the look and feel of the gameplay from the franchise will offering some 3D scares when objects or attacks are thrown at riders. However, there will be some animatronic characters to offer physical scares as riders move between scenes. Anyway, we find ourselves scouring through the mansion, passing through chambers like a kitchen and billiards room as the A-Types and C-Types attack. Eventually, a trip through the library uncovers a secret doorway, leading us into the research center. These high-end laboratories present their own horrors, as D-Types (muscular humanoids with weapons like chain balls and sledgehammers) and E-Types (small, agile humanoids with razor claws) spring an attack on us. We continue on, as Dr. Curien taunts us over the speakers to join him in the greenhouse. Heading in, we pass by an impressive animatronic of Dr. Curien as he announces that his greatest creation shall destroy us: the Magician. With that, we face off in a fierce boss battle with this demon-like creature, as he flies around and hurls fireballs towards us (with a burst of heat as an effect). Eventually, his fiery attacks light up the greenhouse in flames, forcing us to flee. With that, we head down a hallway as we receive one of our endings. If our ride vehicle's score doesn't pass the threshold, our ride vehicle turns to the left as we find Sophie Richards wounded and telling us to run before she fully turns into a monster. If our score is high enough, then we turn to the right and find Sophie thanking us for our rescue. We even pass by an animatronic Agent G, who either reprimands us and tells us to improve our skills (if we get the bad ending) or commends us and says that we can be valuable new additions to the AMS (if we get the good ending). With that, we pull back into the AMS base and exit from our ride vehicle, disposing of our 3D glasses into the proper receptacles.
 

DashHaber

Well-Known Member
Original Poster
Peach’s Castle
(Walkthrough)
Princess Peach’s Castle is one of the most iconic locations in the Mushroom Kingdom, and now is your chance to explore its halls for yourself. Witness the lovely rooms and paintings hung all around, and maybe you might just find a fun secret or two hidden in its walls.


I've mentioned before the idea of a Nintendo theme park, and there is one location that would definitely have to be featured in it: Peach's Castle. It is probably one of the most iconic settings from the Super Mario Bros. franchise, so it would definitely have to turn up in a Mario area in the park. It would make a prime "weenie" for the land as well, using a design for the exterior inspired by the castle in Super Mario 64. Stepping in through the entrance under the iconic stained-glass window of Princess Peach, guests find the lobby looking quite like it did in Super Mario 64, complete with the sun-like pattern on the floor in front of the stairs. However, it's not only the look that is so striking. It's the fact that this castle has been made to explore.

On the first floor are two main wings. Heading to the left brings us to the Painting Gallery, which is filled with all sorts of paintings of different location from throughout the Super Mario Bros. franchise, such as Bob-Omb Battlefield and New Donk City. If you approach certain paintings, they may ripple like a portal waiting to be explored or you might hear some music associated with that location. Meanwhile, the right-hand wing brings us into the Party Parlor. This is a space that serves as a tribute to Princess Peach's pastimes, with tennis rackets and golf clubs hanging on wall racks. There are fun games to play inspired by the mini-games from the Mario Party series, and even a model of Peach's signature go-cart from Mario Kart that's perfect for photo ops. The second floor, meanwhile, brings us to the Item Vault. This is a chamber that is designed to evoke a starry night, with a collection of power-ups from the Super Mario Bros. series contained in display cases. If guests are observant, though, they may discover a secret passage in this chamber. Indeed, that passage leads to a secret slide inspired by the one from Super Mario 64, sending guests on a fun slide ride down to a hidden chamber off of the Party Parlor.
 
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DashHaber

Well-Known Member
Original Poster
Was suspecting the Little Nemo attraction going to be based off the anime film.
Yeah, I had gone for a more general approach for that Little Nemo funhouse, drawing influence from the original comic strip for the Befuddle Hall setting and the sort of flow to the attraction's plot.
 

DashHaber

Well-Known Member
Original Poster
So, a few posts I've seen reminded me that Islands of Adventure originally started out as "Cartoon World", with a focus on art and animation. Honestly, a park based around art and animation could still be really cool. I'm not totally sure on what the exact lands would be, but I did find myself having one potential idea clearly: an area devoted to the work of Aardman Animations.

Aardman Acres

Step into a charming British countryside straight out of the stop-motion films of Aardman Animations, where a delightful funfair has set up shop amid the greenery and farms. Wallace and Gromit have brought a few cracking contraptions to entertain, and even the local livestock are getting in on the antics. It all adds up to a jolly good time!

Attractions:
Wallace & Gromit: A Fair Shake
(Dark ride)
Welcome to “Wallace’s House-O-Tomorrow”, a dark ride that Wallace was eager to create when funfair manager Bertie Bunco picked him to make a ride. However, a wrong turn on the ride uncovers fairground falsehoods and a madcap chase with the conniving Bunco on the run!

The Flew deCoop
(Family roller coaster)
The chickens at Mrs. Tweedy’s farm are developing a plane for their latest escape plan, but they need some brave pilots to give their creation a test flight. Hop aboard this ramshackle aircraft for a daring flight, and see for yourself that chickens really can fly.

The Rocket-O-Matic
(Dumbo-style spinner)
Though the rocket hasn’t seen much use since its inaugural flight to the Moon, Wallace has found a new use for it as the centerpiece for this classic carnival ride. Climb inside your own rocket and take a fun-filled flight that’s perfect for a “Grand Day Out”!

Shaun the Sheep’s Woolly Waltz
(Trackless dancing cars ride)
When the farmer’s away, Shaun the sheep and his woolly friends will play! Join in the fun as you hop into a hijacked tractor cart and take part in some synchronized vehicular dancing!

Creature Comforts Sideshow
(Walkthrough)
Some carnivals have animal exhibits, but have you seen one where the animals talked? Walk among the display stalls inside the tent and listen in, as the animals have plenty to say about the festivities all around.

Aardman Acres Midway
(Carnival games)
Step right up and try your luck with a collection of carnival games inspired by the films of Aardman Animations! From throwing hats over trained dogs to kicking some penalty shots against a caveman goalie, there’s always fun to be made on the midway!

Restaurants:
The Royal Hare
(Table service)
Even the quaintest of British countrysides is never without a good pub, and the charming atmosphere here is proof of that! With some classic British pub fare like fish and chips or toad in the hole, you can enjoy the sort of meal that would delight any Englishman on holiday!

Tottington’s Tea Garden
(Quick service)
Lady Tottington has turned out to show her support for the funfair with this charming café set up among the greenery. With a fresh tea selection and some sweet treats (not to mention a few veggie-oriented snacks from her garden), it makes for a quiet spot amid the funfair frivolity.

The Farmer’s Stall
(Quick service)
With so many visiting guests, even a local farmer can see the chance to cash in with his wares. This stand serves just that, offering some quick food prepped from his local farm to give guests an all-natural flavor.

Stores:
Cracking Contraptions
Wallace has set up this tent at the fair to sell some of his inventions, offering them up alongside a whole roster of Wallace and Gromit merchandise. You can find plenty of things for your dearest Wallace and Gromit fan, from apparel to collectibles to even a hearty slice of Wensleydale cheese!

David & Peter’s
Inside this homespun shop is a cavalcade of Aardman Animations merchandise, covering a great span of the company’s work. From figurines of characters like Ginger from Chicken Run to books discussing stop-motion animation, any Aardman fan is sure to find something to delight.
 
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TheSquirrel

Well-Known Member
So, a few posts I've seen reminded me that Islands of Adventure originally started out as "Cartoon World", with a focus on art and animation. Honestly, a park based around art and animation could still be really cool. I'm not totally sure on what the exact lands would be, but I did find myself having one potential idea clearly: an area devoted to the work of Aardman Animations.

Aardman Acres

Step into a charming British countryside straight out of the stop-motion films of Aardman Animations, where a delightful funfair has set up shop amid the greenery and farms. Wallace and Gromit have brought a few cracking contraptions to entertain, and even the local livestock are getting in on the antics. It all adds up to a jolly good time!

Attractions:
The Flew deCoop
(Family roller coaster)
The chickens at Mrs. Tweedy’s farm are developing a plane for their latest escape plan, but they need some brave pilots to give their creation a test flight. Hop aboard this ramshackle aircraft for a daring flight, and see for yourself that chickens really can fly.

Wallace & Gromit: A Fair Shake
(Dark ride)
Welcome to “Wallace’s House-O-Tomorrow”, a dark ride that Wallace was eager to create when funfair manager Bertie Bunco picked him to make a ride. However, a wrong turn on the ride uncovers fairground falsehoods and a madcap chase with the conniving Bunco on the run!

The Rocket-O-Matic
(Dumbo-style spinner)
Though the rocket hasn’t seen much use since its inaugural flight to the Moon, Wallace has found a new use for it as the centerpiece for this classic carnival ride. Climb inside your own rocket and take a fun-filled flight that’s perfect for a “Grand Day Out”!

Shaun the Sheep’s Woolly Waltz
(Trackless dancing cars ride)
When the farmer’s away, Shaun the sheep and his woolly friends will play! Join in the fun as you hop into a hijacked tractor cart and take part in some synchronized vehicular dancing!

Creature Comforts Sideshow
(Walkthrough)
Some carnivals have animal exhibits, but have you seen one where the animals talked? Walk among the display stalls inside the tent and listen in, as the animals have plenty to say about the festivities all around.

Aardman Acres Midway
(Carnival games)
Step right up and try your luck with a collection of carnival games inspired by the films of Aardman Animations! From throwing hats over trained dogs to kicking some penalty shots against a caveman goalie, there’s always fun to be made on the midway!

Restaurants:
The Royal Hare
(Table service)
Even the quaintest of British countrysides is never without a good pub, and the charming atmosphere here is proof of that! With some classic British pub fare like fish and chips or toad in the hole, you can enjoy the sort of meal that would delight any Englishman on holiday!

Tottington’s Tea Garden
(Quick service)
Lady Tottington has turned out to show her support for the funfair with this charming café set up among the greenery. With a fresh tea selection and some sweet treats (not to mention a few veggie-oriented snacks from her garden), it makes for a quiet spot amid the funfair frivolity.

The Farmer’s Stall
(Quick service)
With so many visiting guests, even a local farmer can see the chance to cash in with his wares. This stand serves just that, offering some quick food prepped from his local farm to give guests an all-natural flavor.

Stores:
Cracking Contraptions
Wallace has set up this tent at the fair to sell some of his inventions, offering them up alongside a whole roster of Wallace and Gromit merchandise. You can find plenty of things for your dearest Wallace and Gromit fan, from apparel to collectibles to even a hearty slice of Wensleydale cheese!

David & Peter’s
Inside this homespun shop is a cavalcade of Aardman Animations merchandise, covering a great span of the company’s work. From figurines of characters like Ginger from Chicken Run to books discussing spot-motion animation, any Aardman fan is sure to find something to delight.
This should replace Seuss Landing
 

Tegan pilots a chicken

Sharpie Queen 💜
Premium Member
Peach’s Castle
(Walkthrough)
Princess Peach’s Castle is one of the most iconic locations in the Mushroom Kingdom, and now is your chance to explore its halls for yourself. Witness the lovely rooms and paintings hung all around, and maybe you might just find a fun secret or two hidden in its walls.


I've mentioned before the idea of a Nintendo theme park, and there is one location that would definitely have to be featured in it: Peach's Castle. It is probably one of the most iconic settings from the Super Mario Bros. franchise, so it would definitely have to turn up in a Mario area in the park. It would make a prime "weenie" for the land as well, using a design for the exterior inspired by the castle in Super Mario 64. Stepping in through the entrance under the iconic stained-glass window of Princess Peach, guests find the lobby looking quite like it did in Super Mario 64, complete with the sun-like pattern on the floor in front of the stairs. However, it's not only the look that is so striking. It's the fact that this castle has been made to explore.

On the first floor are two main wings. Heading to the left brings us to the Painting Gallery, which is filled with all sorts of paintings of different location from throughout the Super Mario Bros. franchise, such as Bob-Omb Battlefield and New Donk City. If you approach certain paintings, they may ripple like a portal waiting to be explored or you might hear some music associated with that location. Meanwhile, the right-hand wing brings us into the Party Parlor. This is a space that serves as a tribute to Princess Peach's pastimes, with tennis rackets and golf clubs hanging on wall racks. There are fun games to play inspired by the mini-games from the Mario Party series, and even a model of Peach's signature go-cart from Mario Kart that's perfect for photo ops. The second floor, meanwhile, brings us to the Item Vault. This is a chamber that is designed to evoke a starry night, with a collection of power-ups from the Super Mario Bros. series contained in display cases. If guests are observant, though, they may discover a secret passage in this chamber. Indeed, that passage leads to a secret slide inspired by the one from Super Mario 64, sending guests on a fun slide ride down to a hidden chamber off of the Party Parlor.
I need this to be real
 

DashHaber

Well-Known Member
Original Poster
I need this to be real
Glad to hear you like it! It's too iconic a location to pass over, and would make for such a perfect spot in a Nintendo theme park.

I actually considered whether or not to think of it as a more traditional walkthrough with a specific path to follow, but I decided to go for a more free-form exploration for it.
 

Tegan pilots a chicken

Sharpie Queen 💜
Premium Member
Glad to hear you like it! It's too iconic a location to pass over, and would make for such a perfect spot in a Nintendo theme park.

I actually considered whether or not to think of it as a more traditional walkthrough with a specific path to follow, but I decided to go for a more free-form exploration for it.
I think you made the right call! That free form exploration is part of what makes the castle such a fun element of SM64. And by “fun” I mean “absolutely timelessly endearing and full of endless joy!”

The detail with the secret slide though!! That is just,...YES!!
 

DashHaber

Well-Known Member
Original Poster
I think you made the right call! That free form exploration is part of what makes the castle such a fun element of SM64. And by “fun” I mean “absolutely timelessly endearing and full of endless joy!”

The detail with the secret slide though!! That is just,...YES!!
Thanks! In terms of adding a bit of extra flair beyond just getting to explore Peach's Castle, I knew I wanted to have the secret slide. I'd love for guests to discover a hidden passage among the starry wallpaper in the Item Vault, only to stumble upon the slide as they hear...

 
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HomeImagineer

Active Member
So, a few posts I've seen reminded me that Islands of Adventure originally started out as "Cartoon World", with a focus on art and animation. Honestly, a park based around art and animation could still be really cool. I'm not totally sure on what the exact lands would be, but I did find myself having one potential idea clearly: an area devoted to the work of Aardman Animations.

Aardman Acres

Step into a charming British countryside straight out of the stop-motion films of Aardman Animations, where a delightful funfair has set up shop amid the greenery and farms. Wallace and Gromit have brought a few cracking contraptions to entertain, and even the local livestock are getting in on the antics. It all adds up to a jolly good time!

Attractions:
The Flew deCoop
(Family roller coaster)
The chickens at Mrs. Tweedy’s farm are developing a plane for their latest escape plan, but they need some brave pilots to give their creation a test flight. Hop aboard this ramshackle aircraft for a daring flight, and see for yourself that chickens really can fly.

Wallace & Gromit: A Fair Shake
(Dark ride)
Welcome to “Wallace’s House-O-Tomorrow”, a dark ride that Wallace was eager to create when funfair manager Bertie Bunco picked him to make a ride. However, a wrong turn on the ride uncovers fairground falsehoods and a madcap chase with the conniving Bunco on the run!

The Rocket-O-Matic
(Dumbo-style spinner)
Though the rocket hasn’t seen much use since its inaugural flight to the Moon, Wallace has found a new use for it as the centerpiece for this classic carnival ride. Climb inside your own rocket and take a fun-filled flight that’s perfect for a “Grand Day Out”!

Shaun the Sheep’s Woolly Waltz
(Trackless dancing cars ride)
When the farmer’s away, Shaun the sheep and his woolly friends will play! Join in the fun as you hop into a hijacked tractor cart and take part in some synchronized vehicular dancing!

Creature Comforts Sideshow
(Walkthrough)
Some carnivals have animal exhibits, but have you seen one where the animals talked? Walk among the display stalls inside the tent and listen in, as the animals have plenty to say about the festivities all around.

Aardman Acres Midway
(Carnival games)
Step right up and try your luck with a collection of carnival games inspired by the films of Aardman Animations! From throwing hats over trained dogs to kicking some penalty shots against a caveman goalie, there’s always fun to be made on the midway!

Restaurants:
The Royal Hare
(Table service)
Even the quaintest of British countrysides is never without a good pub, and the charming atmosphere here is proof of that! With some classic British pub fare like fish and chips or toad in the hole, you can enjoy the sort of meal that would delight any Englishman on holiday!

Tottington’s Tea Garden
(Quick service)
Lady Tottington has turned out to show her support for the funfair with this charming café set up among the greenery. With a fresh tea selection and some sweet treats (not to mention a few veggie-oriented snacks from her garden), it makes for a quiet spot amid the funfair frivolity.

The Farmer’s Stall
(Quick service)
With so many visiting guests, even a local farmer can see the chance to cash in with his wares. This stand serves just that, offering some quick food prepped from his local farm to give guests an all-natural flavor.

Stores:
Cracking Contraptions
Wallace has set up this tent at the fair to sell some of his inventions, offering them up alongside a whole roster of Wallace and Gromit merchandise. You can find plenty of things for your dearest Wallace and Gromit fan, from apparel to collectibles to even a hearty slice of Wensleydale cheese!

David & Peter’s
Inside this homespun shop is a cavalcade of Aardman Animations merchandise, covering a great span of the company’s work. From figurines of characters like Ginger from Chicken Run to books discussing stop-motion animation, any Aardman fan is sure to find something to delight.
I might had an idea for my next project of Universal's Cartoon World.
 

DashHaber

Well-Known Member
Original Poster
Just for some reference, the following attraction idea is inspired by the film The Book of Life.

The Flight of Your Life
(Simulator)
La Muerte and Xibalba welcome you on this special Dia de los Muertos, as you have been chosen to take a grand flight through the mysterious worlds beyond. However, Xibalba’s made a bet that you will not brave this trip, and he’ll pull any cheat to win that bet!


Awaiting guests is a museum, imposing with its tall columns and marble stonework. However, this museum's exterior has a dash of color added thanks to tall banners that advertise DIA DE LOS MUERTOS EXHIBITION. Stepping inside, guests find the lobby points the way to numerous exhibitions with small samples here of potential exhibits (like a collection of wooden dolls, based on the main characters from The Book of Life). Following the guiderails, guests enter the main wing of the Dia de Los Muertos exhibit. Display cases showcase items tied to the holiday like sugar skulls and marigold petals, while paintings present artistic depictions of the festivities. The hallway path ends before a room labeled REMEMBERED AND FORGOTTEN: THE WORLDS BEYOND. When ready, the doors to this room open up, leading guests into the preshow room. Stepping inside, guests find a room with different paintings depicting visions of the Land of the Remembered and the Land of the Forgotten. Once the doors close, an eerie light fills the room, as a trio of linked paintings seem to come to life. Standing in the paintings now are La Muerte and Xibalba. La Muerte welcomes us, explaining that she is the guardian of the Land of the Remembered while Xibalba is the guardian of the Land of the Forgotten. She explains that all our lives are stories that we share, and that our story shall take an interesting turn today: we have been chosen, on this Dia de los Muertos, to visit the worlds beyond. Xibalba scoffs at the idea, saying he doesn't see a brave enough soul among us to make it through the trip. In fact, he makes a wager with La Muerte: if we can't "brave" this trip, then he gets to run the Land of the Remembered. La Muerte takes the wager, heading off to prepare our soaring chariots for the flight. Xibalba sticks around for a little longer, remarking we can't brave the trip if we don't make it all the way through it and letting out a menacing chuckle as he vanishes. With that, the walls appears to "open" with an orange and purple glow, as guests leave the preshow room and enter the main theater.

Entering the purple and orange theater, we head for the Aztec-esque chariots and take our seats. Once we are in, the museum wall in front of us (actually our theater screen) glows as a purple and orange portal opens in front of us. We fly forward and pass through the portal, emerging into the Land of the Remembered. Parade floats and parties are all around, as La Muerte welcomes us and guides us along. We soar among the partygoers and bounce around the floats, but then Xibalba "accidentally" frees a whole group of bandits onto the parade. La Muerte realizes what had happened, but before she can call out Xibalba her attention is grabbed by the bandit gang's fiery attacks. We're sent on the run as these skeletal bandits attack, and we even see some of the partygoers helping to fight back against the bandits. However, all the chaos causes us to fly off-course and end up through a portal that takes us to the Land of the Forgotten. Flying among the bleak sand and jagged spikes, Xibalba taunts us that the only way out is with the Candle Maker's help. Of course, we'll need to prove our bravery for that, as a large Aztec stone warrior comes to life. The stone warrior chases us and tries to destroy us with its large stone club, but we manage to weave out of the way and get it knocked out by falling stalactites caused by its swings. The cracks in the walls lead us to the Candle Maker's domain, who is surprised by our presence. He consults the Book of Life, and sees that our stories have not reached their end yet. Like a roman candle, he sends us flying up and out of there, arriving back in the Land of the Remembered just in time to help knock out the bandit leader. With the battle done, La Muerte says that we've definitely shown our bravery and that Xibalba has lost his bet. Xibalba agrees with some discontent, as La Muerte congratulates us and hopes that we will share our story with others. With that, she summons another portal that sends us back to the museum where we started, as we then exit our chariots and head for the exit.
 

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