DashHaber's Imagineering Toybox

DashHaber

Well-Known Member
Original Poster
Final Fight: Metro City Mania
(Dark ride)
The Mad Gear gang is terrorizing Metro City, and mayor Mike Haggar needs your help in uncovering their whereabouts. Grab an undercover car in the Metro City Motors building, but be careful: the wrong turn might just bring you face to face with these awful crooks!


During the brainstorming for prompt eight of SYWTBAI, Capcom also came up as a potential island theme. While we didn't pick it, I do feel Capcom is a game company that could offer some solid fodder for attractions. They've got a classic roster of games with memorable characters, such as the classic beat-'em-up Final Fight. To me, I feel like a dark ride with a bit of a "Mr. Toad's Wild Ride" feel could work to capture the hectic feel of a beat-'em-up. As for the queue, guests would enter into the back alleys of Metro City. The dark alleyways are adorned with Mad Gear-related graffiti and wanted posters for some of the more notable members of the gang, along with signs from mayor Mike Haggar warning about the dangers of Mad Gear. Radios throughout the queue left on apartment windowsills deliver news about the city, such as Cody Travers being seen in various street fights and Mike Haggar offering a reward for anyone with valuable information on the locations of Mad Gear bases. Eventually, we enter the worn-down Metro City Motors building. It's in here where we reach the loading area, climbing into a beat-up car as we make a turn onto the streets.

Arriving among the ruined buildings of the slums, guests pass by Cody Travers, who offers a warning about looking for trouble. Turns out his words were wise, as we find Damnd sitting on a stoop. He gives a whistle and a whole crew of Mad Gear goons come out to attack. Guests try to navigate around the punks, but thankfully Cody turns up with knife in hand to fight them off and buy us time to escape. Making a speedy getaway, we reach the neon lights of the West Side...though not for long, as Poison taunts us with some swings of her riding crop. She diverts us off the main streets, sending us driving right into a secluded club. Inside, we find Mike Haggar going toe to toe with Hugo Andore in an improvised fight ring. However, our speeding car gets the club's attention, as we dash through the backrooms trying to escape Mad Gear goons. It seems like they have us cornered as we speed towards a brick wall...only for that wall to break apart as we crash through! We enter a warehouse, greeted by a furious Abigail who swings at us. We manage to avoid him, and enter chaos. Mad Gear henchmen surround us, as Cody and Haggar fight off more of the goons and even our quick turns through the warehouse knock some of them back (thanks to moving platforms/rigs for those figures). Eventually, we see Abigail about to strike Cody, though Haggar comes from behind with a lead pipe. We turn to the warehouse's exit as we hear a loud clang behind us, making our way back to the streets. Cody and Haggar stand over a knocked-out Abigail, and Haggar thanks us while suggesting we leave this work to the professionals. We pull back into the Metro City Motors building, and unload from our beat-up cars.
 
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Twilight_Roxas

Well-Known Member
I almost forgot. The Justice League attractions always have a extra member, and with the Justice League being Batman, Superman, Wonder Woman, The Flash, Green Lantern, Aquaman, and Cyborg you could include one extra DC character that is part of the Justice League to be in your Justice League attraction. I’ll be doing the same as well, but with a different Justice League member.
 

DashHaber

Well-Known Member
Original Poster
I almost forgot. The Justice League attractions always have a extra member, and with the Justice League being Batman, Superman, Wonder Woman, The Flash, Green Lantern, Aquaman, and Cyborg you could include one extra DC character that is part of the Justice League to be in your Justice League attraction. I’ll be doing the same as well, but with a different Justice League member.
I'll see what additional DC heroes I might include for the Justice League attraction. I'm still thinking about it, at the moment trying to decide what sort of villain to make the ride centered around. I'm thinking I won't go with something like the Legion of Doom, considering I feel like it would be smoothest to go with one core main antagonist for the ride. Not to say a villain group would be bad, but I feel like a villain group for a ride works best when up against a single or duo protagonist. Darkseid would be a natural pick, though I've also been considering Maxwell Lord (backed up by the OMAC robots), General Zod (escaped from the Phantom Zone with his army), or Dr. Destiny. Your thoughts?

In the meantime, here is that Flash launch coaster you requested.

The Flash: Speed Force
(Launch roller coaster)
At the Flash Museum, you have a chance to experience something that no ordinary person gets to try: a taste of the speed force. Unfortunately, the Flash will need plenty of it when Gorilla Grodd comes calling, so get ready to learn what it feels like to be the Fastest Man Alive.


The exterior for the queue is the Flash Museum, that iconic building in Central City devoted to its main hero: The Flash (the Barry Allen version, to be specific). A banner below its entrance announces that it's Flash Appreciation Day, as guests enter and witness the detailed exhibits. Guests pass by an entrance statue of the Flash, following along exhibits that display such things as the helmet of Jay Garrick and the Cosmic Treadmill. There is even a section dedicated to some of the classic foes of the Flash, with murals depicting enemies such as Captain Cold, the Trickster, and Mirror Master. Throughout the museum, there are signs that list some of the activities of Flash Appreciation Day, with a particular note for the biggest event of the day: some lucky guests will get to tap into the Speed Force, thanks to a special chamber known as the "Speed Chamber" constructed by S.T.A.R. Labs. However, as guests get closer to the loading area, TVs begin broadcasting a special report: Gorilla Grodd is back, and attacking Central City. The Flash is out to stop him, but the battle is bad and it looks like the Flash may need some help.

We reach our ride vehicles, colored red and gold just like the Flash, and load in. Once securely fastened, our vehicle moves into the Speed Chamber. We pause for the moment, as we hear the crackle of electricity and watch yellow electrical arcs light up the walls. Then, with a boom, we burst forward at high speed. Emerging in the daylight, we're sent speeding along plenty of turns, dips, and twists, the power of the speed force practically bursting from us. After the first round of intense thrills, we plunge into a city lot where we find the Flash and Gorilla Grodd battling. We zoom past and fly by, witnessing key moments of their fight revealed among the wreckage. Eventually, Grodd bellows out a roar as the Flash defeats him. As we start to slow down, the Flash thanks us for the back-up and says that the speed force should be draining out of us shortly. With that, we pull back into the Flash Museum, the Speed Force now free from us as we disembark.
 

Twilight_Roxas

Well-Known Member
That’s is cool. With the Flash I thought of the same except the riders goes inside the Speedforce while Barry is fighting Reverse Flash aka Profesor Zoom.

As for the villain of the Justice League attraction to help with that in Warner Bros Movie World they use Starro the Conqueror for Justice League Alíen Invasion 3D, Six Flags‘ Justice League Battle for Metropolis uses Lex Luthor & The Joker along with Harley Quinn in the Magic Mountain version, and lastly Warner Bros World Abu Dhabi’s Justice League WarWorld Attack uses Mongul. So the villain would have to be new for the attraction that is a major threat to the Earth.
 

DashHaber

Well-Known Member
Original Poster
Sorry for the few day delay - but looking at your last few write-ups what if you took one of your favorite films in any genre and made an E-ticket for it?
Oh, that will be a fun challenge. My favorite movie is Back to the Future, so I might try to think of something else considering that movie had a pretty awesome ride already.

That’s is cool. With the Flash I thought of the same except the riders goes inside the Speedforce while Barry is fighting Reverse Flash aka Profesor Zoom.

As for the villain of the Justice League attraction to help with that in Warner Bros Movie World they use Starro the Conqueror for Justice League Alíen Invasion 3D, Six Flags‘ Justice League Battle for Metropolis uses Lex Luthor & The Joker along with Harley Quinn in the Magic Mountain version, and lastly Warner Bros World Abu Dhabi’s Justice League WarWorld Attack uses Mongul. So the villain would have to be new for the attraction that is a major threat to the Earth.
You know, I considered the Reverse-Flash as a potential villain for that coaster. However, I decided to go for a more basic launch coaster with Gorilla Grodd as the villain. Personally, I could see a dueling coaster for Flash and Reverse-Flash fighting, with the two ride vehicles reflecting each side of the fight.

Yeah, I was thinking about that, so I tried to consider some major Justice League-tier villains. The motivations are certainly clear for:

  • Darkseid, launching an invasion on Earth as he continues his pursuit of the Anti-Life Equation,
  • Maxwell Lord, who launches Brother Eye and activates the OMAC robots to hunt down and eliminate metahumans,
  • and General Zod, who'd escape from the Phantom Zone seeking to turn Earth into a New Krypton to rule.
While Dr. Destiny isn't always portrayed as an Earth-level threat, his Materioptikon device does allow him to manipulate dreams. I could see a potential plot of him upgrading its capabilities, dropping people into a dreamworld of his making where he can rule over all. Also, part of the reason I considered him is because of the potential for fun visuals with his abilities.
 

Twilight_Roxas

Well-Known Member
They work as well. I would say the Antimonitor, but he is more of multiverse threat than just one earth. I would also recommend Brainiac as a Justice League threat as well. Your choices are good too.
 

DashHaber

Well-Known Member
Original Poster
They work as well. I would say the Antimonitor, but he is more of multiverse threat than just one earth. I would also recommend Brainiac as a Justice League threat as well. Your choices are good too.
Brainiac is another solid pick. Just thought I'd see what you thought about the potential villains I was considering.
 

DashHaber

Well-Known Member
Original Poster
Now, here's the second half of the DC Comics request.

Justice League: Apokolips Now
(3D motion-based ride)
Darkseid has arrived on Earth, leading an invasion of parademons as part of his latest plan to discover the Anti-Life Equation. Join the Justice League and provide some much-needed back-up, before Darkseid’s scheme bring destruction to the Earth!


Guests enter the main lobby of the Hall of Justice, a shining tribute to some of Earth's greatest heroes. Seven statues line the lobby, modeled after the seven core Justice League members: Superman, Batman, Wonder Woman, Aquaman, the Flash, Green Lantern, and Cyborg. Guests continue in, following a hallway marked "Visitors Tour". Entering in, you're greeted with signs that give a little history to the Justice League and mention some of the auxiliary members, such as Plastic Man, Zatanna, and Shazam. We even pass through a trophy room containing some of the reclaimed weapons of villains (with it noted that they've been disassembled and deactivated). However, when we enter a room with a holographic depiction of a globe, alarms go off. A red dot lights up on Metropolis, as monitors show Boom Tubes opening up and parademons pouring out. With that, Cyborg calls out over the broadcast system and our tour will have to wait. Instead of continuing down the "Visitors" door, we find ourselves diverted to Cyborg's lab. Cyborg explains that this is an invasion from Apokolips, but there is an anomaly among it all: a major power surge at S.T.A.R. Labs. Suspecting that there's something up, he's sending us to investigate as the League handles the brunt of the invasion. Leaving his lab with a mention that he'll meet up with us later, we reach the loading area where the Sync (an autonomous vehicle linked to Cyborg) awaits. Grabbing a pair of protective goggles (3D glasses), we load up into the Sync and head to the streets of Metropolis.

The streets are in chaos. There's already destruction around, and we quickly see the fighting in the streets. Batman and Wonder Woman fight off a few parademons, as they warn us to be careful and reach S.T.A.R. Labs. We weave through the back streets of Metropolis, passing such sights as Aquaman grappling with a parademon and the Flash quickly diverting a wrecked police car sent barreling our way. Eventually, we manage to reach S.T.A.R. Labs, which appears to be a little too quiet despite signs of attack. Entering further, however, we witness monitors that read PSIONIC CONNECTION AT 100% and CONSCIOUSNESS INTERFACE READY FOR TESTING. Radios in the Sync chime in with Cyborg's voice, saying that they must have been developing a way to interact with the human mind. Turning a corner, however, we find ourselves face to face with Darkseid, who grimly notes that the device can help him peer into human despair and perhaps find a key to the Anti-Life Equation. Suggesting that we might be the first test subjects, his eyes glow a fearsome red. Before he can blast us with his Omega Beams, however, Cyborg appears and fires off a sonic blast as he tells us to run. We speed down a hallway, though an Omega Beam twists around us and blows up a potential exit. Diverted, we enter a main lab (this portion a screen) as we watch Cyborg battle Darkseid. Knocking the hero aside, Darkseid decides to cause some despair as he summons a Boom Tube. Pulling us in (with gusts of air and smoke to sell the effect), we find ourselves dropping down from the sky towards the streets of Metropolis...at least, before Green Lantern catches us. Darkseid falls through the Boom Tube, coming in for a rough landing on us before Superman flies in. Green Lantern carries us as we follow Superman, watching the iconic hero battle with this powerful foe. Eventually, Cyborg announces he's found a Mother Box and hacked it. With that, Boom Tubes open all over and begin sucking in parademons. Superman winds back for one last mighty punch, sending Darkseid flying through a Boom Tube and back to Apokolips. With that, Green Lantern safely releases us back onto the street. Turning a corner, we find the Justice League waiting for us, as they thank us for our help this day. With that, we return to the Hall of Justice and unload from the Sync. As we exit and head towards a gift shop, we pass one new trophy for a collection: a hacked Mother Box.
 

DashHaber

Well-Known Member
Original Poster
Now, here is the other request. It was for me to take a favorite movie and turn it into an E-ticket attraction. Now, I already mentioned passing over on Back to the Future considering that had a great ride already, so I tried to think of another movie I really like and it hit me...Beetlejuice. Yes, Beetlejuice has starred in a theme park show in the past at Universal Studios, but the mood and atmosphere of Beetlejuice would be great for an actual ride. Instead of just a "book report"-style ride, I've opted for a roller coaster to capture the "high-spirits" attitude of the titular character along with some of the dominant imagery.

Beetlejuice: The Coaster with the Most-Er
(Roller coaster)
You have been invited to a paranormal investigation of the old Maitland house, though the team of researchers gets more than they bargained for when they accidentally summon Betelgeuse. With the “Bio-Exorcist” free to torment us, there’s just one thing to know: it’s showtime!


The ride's exterior uses some forced perspective to present the Maitland house on the hill, though there's a big difference here: security tents and metal structures abound, with "In-Spectre Investigations" labeled across the sides. Entering one such security tent, guests find themselves among the field base for In-Spectre Investigations, which is a paranormal research group. TV screens set up around the base showcase footage and explain the history of In-Spectre Investigations, and presents the three main leads: no-nonsense field director Jim, cowardly field technician Lou, and Gothic aficionado Joan. Walking through, guests pass a variety of sensors and machines, which spark to life at various moments. Eventually, guests enter into a storage space, filled with bric-a-brac such as a scale model of the town of Winter River and a copy of the Handbook of the Recently Deceased. It's here where we are treated to a preshow, as Jim welcomes us for joining in their investigation. In-Spectre Investigations had heard that the old Maitland house had been the site of major supernatural activity, though Joan chimes in that they have not found a ghost proper, yet. Lou joins the conversation, presenting some old note he found while moving a spectrometer. It reads...Betelgeuse, Betelgeuse, Betelgeuse. At those three words, the storage space begins to shake, the Handbook's pages flip open, and an ominous chuckle fills the air. Jim warns us to stay where we are, but the audio cuts out...and Betelgeuse tunes in, inviting us to his own tour. With that, a seemingly metal hall slides open with a greenish light behind it. Following the light, guests head up a walkway to the loading area. In comparison to earlier, the building is a wooden house with bizarre angles and Gothic coloring. We reach the loading area, climbing into our black-and-white striped ride vehicles. As our ride vehicles move forward, Betelgeuse welcomes us and reminds us, "It's showtime!".

Passing through a hallway with ghoulish paintings on the wall, Jim appears in a doorway trying to warn us to get out. Before he can say anymore, however, he gets possessed to sing "Day-O", complete with some skeletal back-up singers who join in. We then enter a living room, where Betelgeuse (an impressive animatronic) appears from out of nowhere. He thanks us for freeing him, and how he's happy to give back a little. With that, circus tents spring up and goofy calliope music starts playing, as some of the floor seems to open up with a greenish glow. We move towards that opening as he promises to give us the ride of our afterlife, laughing as we go plummeting down. We speed through the darkness, turning and weaving as we hear Betelgeuse's taunts. We find ourselves trapped in a corner of the house, Lou peering around a chair to quickly warn us to say Betelgeuse's name three times. Unfortunately, Betelgeuse has found us, growing in size as he says we're harder to crush than some cockroaches. He gives a stomp, sending us flying backwards through the darkness. We eventually stop in a room filled with art. As the turntable we're on moves and prepares us for a new track, the abstract art here starts to come alive. Among them is a snake version of Betelgeuse, who hisses at us and lunges toward us. We manage to speed away in time, greeted by the occasional flash of beetles and cockroaches with Betelgeuse's sick grin. We arrive then in a mix of lobby and waiting room, where a number counter hangs on the wall while a hunter with shrunken head and a magician's assistant sawed in half wait on a couch. Betelgeuse appears in a window, telling us to wait a moment for our deaths. Joan appears in another window, saying she'll help get us out, prompting Betelgeuse to laugh and decide our number is up. With a ding, we're sent flying into one final white-knuckle roller coaster portion, during which we hear Joan says Betelgeuse's name three times. We hear Betelgeuse scream, as our ride straightens out into a calming pace and we find ourselves in a more normal hallway. Joan apologizes for what happened to us, though at least we're safe now. We approach the turn towards the unloading area...though one last scare awaits, as a Betelgeuse jack-in-the-box pops up among more nondescript boxes. Hearing the Ghost with the Most's sick laugh once more, we pull into the unloading area and disembark into an ordinary house hallway. As guests leave, they might notice "Jump in the Line (Shake, Senora)" playing as they leave.
 
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DashHaber

Well-Known Member
Original Poster
You know, I might try doing a second pass on the Beetlejuice idea. I still feel like a roller coaster is an approach that can work for capturing some of the spirit of that character and it's good to get this idea written out, but I feel like I might have lost something in the process. It feels a little too...jumbled, I suppose.

What do folks think? Honestly, I'm thinking I might ditch that first idea and go for a trackless dark ride approach that brings in more of the plot and characters from the original film, but still tweaks it a bit for the theme park form. It'll be a little time, but I'll go back to the drawing board for this one.
 
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spacemt354

Chili's
Now, here is the other request. It was for me to take a favorite movie and turn it into an E-ticket attraction. Now, I already mentioned passing over on Back to the Future considering that had a great ride already, so I tried to think of another movie I really like and it hit me...Beetlejuice. Yes, Beetlejuice has starred in a theme park show in the past at Universal Studios, but the mood and atmosphere of Beetlejuice would be great for an actual ride. Instead of just a "book report"-style ride, I've opted for a roller coaster to capture the "high-spirits" attitude of the titular character along with some of the dominant imagery.

Beetlejuice: The Coaster with the Most-Er
(Roller coaster)
You have been invited to a paranormal investigation of the old Maitland house, though the team of researchers gets more than they bargained for when they accidentally summon Betelgeuse. With the “Bio-Exorcist” free to torment us, there’s just one thing to know: it’s showtime!


The ride's exterior uses some forced perspective to present the Maitland house on the hill, though there's a big difference here: security tents and metal structures abound, with "In-Spectre Investigations" labeled across the sides. Entering one such security tent, guests find themselves among the field base for In-Spectre Investigations, which is a paranormal research group. TV screens set up around the base showcase footage and explain the history of In-Spectre Investigations, and presents the three main leads: no-nonsense field director Jim, cowardly field technician Lou, and Gothic aficionado Joan. Walking through, guests pass a variety of sensors and machines, which spark to life at various moments. Eventually, guests enter into a storage space, filled with bric-a-brac such as a scale model of the town of Winter River and a copy of the Handbook of the Recently Deceased. It's here where we are treated to a preshow, as Jim welcomes us for joining in their investigation. In-Spectre Investigations had heard that the old Maitland house had been the site of major supernatural activity, though Joan chimes in that they have not found a ghost proper, yet. Lou joins the conversation, presenting some old note he found while moving a spectrometer. It reads...Betelgeuse, Betelgeuse, Betelgeuse. At those three words, the storage space begins to shake, the Handbook's pages flip open, and an ominous chuckle fills the air. Jim warns us to stay where we are, but the audio cuts out...and Betelgeuse tunes in, inviting us to his own tour. With that, a seemingly metal hall slides open with a greenish light behind it. Following the light, guests head up a walkway to the loading area. In comparison to earlier, the building is a wooden house with bizarre angles and Gothic coloring. We reach the loading area, climbing into our black-and-white striped ride vehicles. As our ride vehicles move forward, Betelgeuse welcomes us and reminds us, "It's showtime!".

Passing through a hallway with ghoulish paintings on the wall, Jim appears in a doorway trying to warn us to get out. Before he can say anymore, however, he gets possessed to sing "Day-O", complete with some skeletal back-up singers who join in. We then enter a living room, where Betelgeuse (an impressive animatronic) appears from out of nowhere. He thanks us for freeing him, and how he's happy to give back a little. With that, circus tents spring up and goofy calliope music starts playing, as some of the floor seems to open up with a greenish glow. We move towards that opening as he promises to give us the ride of our afterlife, laughing as we go plummeting down. We speed through the darkness, turning and weaving as we hear Betelgeuse's taunts. We find ourselves trapped in a corner of the house, Lou peering around a chair to quickly warn us to say Betelgeuse's name three times. Unfortunately, Betelgeuse has found us, growing in size as he says we're harder to crush than some cockroaches. He gives a stomp, sending us flying backwards through the darkness. We eventually stop in a room filled with art. As the turntable we're on moves and prepares us for a new track, the abstract art here starts to come alive. Among them is a snake version of Betelgeuse, who hisses at us and lunges toward us. We manage to speed away in time, greeted by the occasional flash of beetles and cockroaches with Betelgeuse's sick grin. We arrive then in a mix of lobby and waiting room, where a number counter hangs on the wall while a hunter with shrunken head and a magician's assistant sawed in half wait on a couch. Betelgeuse appears in a window, telling us to wait a moment for our deaths. Joan appears in another window, saying she'll help get us out, prompting Betelgeuse to laugh and decide our number is up. With a ding, we're sent flying into one final white-knuckle roller coaster portion, during which we hear Joan says Betelgeuse's name three times. We hear Betelgeuse scream, as our ride straightens out into a calming pace and we find ourselves in a more normal hallway. Joan apologizes for what happened to us, though at least we're safe now. We approach the turn towards the unloading area...though one last scare awaits, as a Betelgeuse jack-in-the-box pops up among more nondescript boxes. Hearing the Ghost with the Most's sick laugh once more, we pull into the unloading area and disembark into an ordinary house hallway. As guests leave, they might notice "Jump in the Line (Shake, Senora)" playing as they leave.
Nice work Dash!
 

DashHaber

Well-Known Member
Original Poster
How about a phineas and ferb ride?
Sure, I'll note this request. It'll probably take a bit of time. It's been a while since I've watched Phineas and Ferb, so I'll rewatch some episodes to remind myself of the show's feel.

Nice work Dash!
Thanks! Happy to hear you like it. I'll still go ahead and knock out this other Beetlejuice E-ticket idea. Some of the details are vaguer on the main ride proper, but I feel like this one might carry some of the imagery and feel of the movie itself better.

Beetlejuice
(Trackless dark ride)
Charles Deetz thinks he has a fabulous idea, turning the Maitland house into a paranormal tourist trap after Lydia gave him proof of ghosts. Unfortunately, his plans get thrown off-course when Betelgeuse is summoned, as the Ghost with the Most is ready to prove why he's the best "Bio-Exorcist" in the business!


Guests arrive outside of the old Maitland house, though it looks like an extension has been added. The modern design clashes with the old house, as a sign out front reads "Winter River Ghost Tours". Inside, the sleek lobby space has signs discussing the history of Winter River and portraits of some of the folks involved in this operation, like Charles Deetz, his artist wife Delia, goth daughter Lydia, and interior designer/occult expert Otho (the portraits done in a more cartoonish style, which will be the character design on this ride). There's even a picture of Adam and Barbara Maitland, whom signs claim still haunt the house. Eventually, we reach a lobby chamber that houses a case containing the Handbook of the Recently Deceased and our pre-show, as Charles welcomes us to the Maitland home over speaker monitors. He promises that we will have the chance to see real-life ghosts, even as Lydia insists that the Maitlands don't want to be trained monkeys for them. Charles leave and Lydia is annoyed...at least, until she finds a flyer advertising Betelgeuse's haunting services, giving her an idea. She reads his name three times, and the speakers cut out. An ominous chuckle fills the air, as the Handbook's pages flip open, and the modern art paintings in the lobby shift to twisted images of supernatural sights like sandworms and a demented carousel. With that, the doors open with a green light and we continue. The modern lobby seems to shift as guests head deeper in, with bizarre angles and Gothic colors creeping in. Eventually, we reach our loading area, finding old-school carnival carts in striped black and white which we board.

We start entering a seance room, Lydia and Otho there to greet us. They start to prepare a seance, but lightning cracks and Betelgeuse appears. Giving a hearty laugh, he announces, "IT'S SHOWTIME!". With that, the warm architecture changes to black and white stripes and swirls (via projection). We then spend most of the ride going through a variety of rooms twisted by Betelgeuse's ghoulish antics, such as an art room (where statues are coming to life and Delia is captured by her art), a game room (turned into a twisted carnival, Otho seen at one point stuck to a knife-throwing board), and a dining room (where our ride vehicles are possessed into a performance of "Day-O"). Throughout, Adam and Barbara try to stop Betelgeuse by saying his name, but he keeps stopping them. Eventually, Lydia draws a chalk symbol on a wall, which starts to shimmer. Turning a corner, we find a massive sandworm letting out a roar as it faces Betelgeuse. We hear the Ghost with the Most let out a terrified scream as we turn away, hearing him get devoured. Unfortunately, in the next hallway, we find the Sandworm staring us down, leaning in with jaws open as we head in its direction. We hear its roar, as blasts of air and smoke bring us into darkness. The darkness clears up as we find ourselves in a banal-looking lobby, the chairs filled with folks like a hunter with a shrunken head and a magician's assistant sawed in half. Our ride vehicles pass by a counter with a sign that reads NETHERWORLD CHECK-IN, as the woman at the counter tells us that we're lucky to be fresh arrivals with pre-death check-in. We continue on, passing Betelgeuse begging for a better spot in line as a speaker welcomes us to the Netherworld and to enjoy our stay. With that, we pull into an unloading area with the same waiting room aesthetic, as "Jump in the Line (Shake, Senora)" plays over the speakers.
 
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