DashHaber's Imagineering Toybox

DashHaber

Well-Known Member
Original Poster
Donkey Kong’s Mine Cart Madness
(Indoor wild mouse roller coaster)
King K. Rool’s Kremling army is digging into the mountainsides of Kongo Jungle, and Donkey Kong won’t stand for that! Hop into a mine cart, and speed down the track as Donkey Kong derails their wicked operations.

Donkey Kong Country
is another classic Nintendo franchise, and one of the most iconic things from the games are the famously difficult mine cart levels. As it turns out, that would make some perfect fodder for a theme park attraction. In this case, I feel like a wild mouse roller coaster would be a better choice for reflecting those levels, with the quick turns and surprising drops. Anyway, guests find the exterior of the attraction in some rocky terrain, with guests entering an industrial building reminiscent of the Kremkroc Industries levels from the first Donkey Kong Country game. Signs from King K. Rool warn to keep digging out the tunnels to mine out the Kongo Jungle or else you'll be sent off a gangplank into unfriendly waters, while others lay out sketches of the mining system and transport carts. Heading further in, guests enter the mines, passing by barrels resting around the support pillars. There are wooden doors to other chambers around these support areas, though one of them seems busted through with the familiar shape of Donkey Kong. Eventually, we reach the loading area, where we find the signature mine cart waiting for us.

Once we are securely seated, our mine cart rolls forward. We pass by a control panel where some Kremlings are pressing buttons. Donkey Kong stands behind them as he raises his fists, though we turn away as we hear them get clonked. We head up the lift hill, climbing up into the mines and passing Diddy Kong along the way. Once we're up and turn from the lift, we race along the tracks, passing various scenes of Donkey Kong and Diddy Kong battling the Kremling horde. There's even a moment when our mine cart seems like it will collide with another cart driven by a Kremling, but we take a dip below their track and narrowly miss them. Eventually, our mine cart ride nears its end, as we pass by Donkey Kong and Diddy Kong celebrating by a horde of bananas, Donkey Kong resting a foot atop a fallen Kremling. We soon reach the unloading area, and disembark from our mine cart.
 
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DashHaber

Well-Known Member
Original Poster
When you think of the primary lands in a Disney castle park, they are such great ideas for lands. Adventureland, Frontierland, Fantasyland, Tomorrowland, even Main Street USA: all of them are broad themes that can offer plenty of potential, while still having a specific enough hook to them. Adding new lands into the mix can be a real challenge. It can be tempting to add lands based around IPs, but for a castle park, I prefer those broader ideas you can incorporate. In my case, I have an idea for one such land. I call it...Discovery Square.

So, this is another land where sci-fi of a sort is on the mind. However, while Tomorrowland is generally more about a gleaming vision of a future among the stars, this is more focused on the view of tomorrow as presented by the scientists of yesterday. If Tomorrowland is a vision that comes courtesy of old-school raygun gothic tales, then Discovery Square is rooted in the grand imagination of an old-school World's Fair. The setting would be busy Victorian city streets, banners above celebrating the Scientific Exposition, with vendors and food stalls from around the world gathered together in this celebration of progress. Attractions would offer thrills and wonders through a lens of steam and clockwork.

The mood would offer a view of scientific progress that would feel a bit more grounded but fanciful compared to the far-off imagination of Tomorrowland, while offering a more cosmopolitan feel compared to the classic small-town Americana of Main Street USA.
 

DashHaber

Well-Known Member
Original Poster
Darkwing Duck’s Burglar Busters
(Shooter dark ride)
St. Canard finds itself in the grip of a massive crime wave, and it might take more than just Darkwing Duck to stop these crooks! As rookie S.H.U.S.H. agents armed with Burglar Stunners, you’ll take to the streets to fight Negaduck and his horde of dastardly criminals.


Disney had a great collection of cartoons back in the late '80s and early '90s, but most of them have gone a bit neglected when it comes to theme park representation. One of those that is particularly beloved is Darkwing Duck, which would make for a fun dark ride. In this case, the queue brings us into S.H.U.S.H. Central. The colorful and cartoony lobby features a directory mentioning some of the various departments and agents in them, with some familiar names like Vladimir Gryzlikoff and Dr. Sarah Bellum. Down the hallways, guests pass into a conference room, where director Ludwig Von Drake awaits (yes, I know that J. Gander Hooter was the director in the original cartoon, but the recent Ducktales series has Ludwig as the director of S.H.U.S.H. and I'm willing to fudge the details a little to include the familiar face). With monitors nearby, he catches guests on the situation: Negaduck and a whole horde of criminals are attacking St. Canard, and Darkwing Duck is in need of back-up. As newly recruited agents, guests will hit the streets with Burglar Stunners: specially-designed ray guns designed to stun criminals and leave them for the authorities. Heading further on, guests make their way to the garage, which serves as their loading area. Hopping aboard a marked S.H.U.S.H. car (which has a score counter on the dashboard), guests leave the garage and begin their mission.

Heading out into the streets of St. Canard, chaos is everyone. Overgrown plants are tearing up the streets, as various burglars are grabbing what they can. We take fire on them with our Burglar Stunners, though it's not just faceless crooks we have to face. Our first two major foes show themselves, with Bushroot and the Liquidator working together. We even see Darkwing Duck, claiming to have everything under control even as vines tie him up. As we zap our way through, an alert comes through about an attack at the St. Canard Mall. Driving right through the entry doors, we meet our next diabolical duo: Quackerjack and Megavolt. Quackerjack's twisted toys are running rampant, while Megavolt uses his electrical powers to hijack an electronics store and stop us. Darkwing Duck joins for the fight, giving a good helping hand while complaining about us hogging the spotlight. As we leave the mall, however, we face a deadly surprise: Negaduck piloting a gigantic robot...and it has its mechanical jaws opened to snack on us. Entering the mechanical monstrosity, we can see bits and pieces of Darkwing and Negaduck battling it out. For us, however, we can open fire on the gears and circuitry to destroy it from the inside-out. Eventually, we burst free from the robot, finding Darkwing Duck victorious with a tied-up Negaduck. He thanks us for the help, saying that we might just make it as heroes someday. We return to S.H.U.S.H. Central, where Ludwig congratulates us on our work. He even has a chart listing various ranks based on scores, so we can see where our personal score from the ride ranks on the chart. With that, we pull back into the garage and unload from our ride vehicle.
 
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DashHaber

Well-Known Member
Original Poster
The Rocketeer: Jet Flight
(Roller coaster)
Join the Hughes Aviation team as test pilots, taking part in an experimental flight of his latest invention: Jet cars that will send you speeding through the skies of 1930s Hollywood like that famed flying hero, the Rocketeer!


I had mentioned that I came up with this idea during the One Sentence Competition, so I thought I'd expand on this idea for a replacement to Rock 'n' Roller Coaster. Instead of G-Force Records, guests find themselves arriving at a Hughes Aviation testing facility. Though this 1930s testing facility has a very utilitarian exterior to hide its mystery, the courtyard around it seems to tease some possibilities, such as the upper portion of a stone fence that almost looks like it was hit by an airborne car. Guests walk under the canopies, passing by crates labeled for different parts of the United States (with a fair number for Washington, D.C.). Walking inside, guests enter a lobby filled with advertisements for Hughes Aviation, promising all sorts of flying technology. There are even a few framed newspapers concerning the Rocketeer. Eventually, guests enter the pre-show room. Designed as a briefing room, we see on the other side of the glass (really a screen on the other side) a male scientist and female mechanic hard at work among others. The scientist (Dr. Miles Cruise) and mechanic (Trixie) introduce themselves, and thank us for joining the team. They reveal that Howard Hughes has been onto some incredible ideas, and that the Rocketeer is only a tease of what he can do. His latest project: the Jet Car. They explain that Hughes wants a great debut of this flying car, so we will be flying it to a local movie premiere. They explain that the Car should be safe and ready for use, when the car in the garage with them starts sparking. Still reassuring us that everything is fine and that it's only a minor bug, they direct us to the testing garage.

Leaving the pre-show, guests enter the loading area. Here, this industrial garage awaits with our ride vehicle, in the form of a fleet of Jet Cars. Once guests climb inside, Dr. Cruise comes in through the car's speakers, saying that we should be ready to go. With the lights turning green and some big band music playing, we take off. As it turns out, there are some bugs in the system, as we go soaring through the skies of 1930s Hollywood. Among the many sights, we fly through an O in the Hollywoodland sign, soar over the Bulldog Cafe, and even take a turn through an air show. We even nearly hit the Rocketeer, who comes through on our speakers and helps to direct our hectic flight. Eventually, we reach some firmer ground, passing by the Rocketeer as we pull up to the movie premiere. With that, we leave our jet cars and walk down the red carpet, entering the theater...and finding a gift shop filled with retro Hollywood goods.
 
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DashHaber

Well-Known Member
Original Poster
Once Upon a Dream: The Tale of Sleeping Beauty
(Dark ride)
In a carriage inspired by the Good Fairies, you will have the chance to ride through the legendary tale of Princess Aurora. Witness her meeting with Prince Philip and that spark of love between them, and watch that power of love do battle against the wicked magic of Maleficent.


As much as Snow White and the Seven Dwarfs has gotten a dark ride and family coaster, it's sort of surprising that neither Cinderella nor Sleeping Beauty have gotten rides at a Disney park (walkthroughs, sure, but no rides). Both would be great fodder for an old-school Fantasyland dark ride. In this case, the queue for this dark ride takes us through castle halls. The walls are adorned with banners, decorated in an art-style reminiscent of the original film's lush artwork. They also recap the beginning of the story, depicting how Maleficent had cast her curse upon Princess Aurora and how the princess was sent to live in hiding with the Good Fairies, Flora, Fauna, and Merryweather. Winding their way through the castle halls, guests arrive at the loading area, which features a lovely mural of the movie's cast of characters. Guests find a carriage waiting, colored either red, blue, or green (much like the Good Fairies). Once in their ride vehicle, guests head on through a set of wooden crash doors and begin their adventure.

We enter in a woodland scene, in a forest where Princess Aurora and Prince Philip waltz together as they sing "Once Upon a Dream". Passing by the lovely moment, we enter a wooden cottage. Inside, Fauna is attempting to bake a cake while Flora and Merryweather bicker over the color of a dress they're making (with projection effects to show the color change). Unfortunately, we also see Diablo (Maleficent's raven) peering in through a window with a wicked glint in his eye. Leaving the cottage through another set of crash doors, we find ourselves heading down a castle hallway with colorful banners, though an eerie green light seems to draw us forward. Following it, we enter a room where we find a dark spinning needle, Aurora collapsed on the ground, and Maleficent standing triumphant. We leave the scene, heading through another hallway as we pass guards starting to fall asleep. We emerge into another castle space, though it looks much meaner with gargoyle statues and goons standing watch. We reach a dungeon, where we see the Good Fairies freeing Prince Philip from his chains. Leaving the dungeons, we see Maleficent commanding her goons to stop them, as her monstrous henchmen do battle with Prince Philip (and a few even try taking swings at us). We escape the castle, though now we weave through the bramble forest that seeks to block Prince Philip. Passing through a cluster of brambles via crash doors, we see the biggest spectacle in the ride: Maleficent in her dragon form, roaring down from above as Prince Philip raises his sword and shield. We manage to avoid Maleficent, hearing her roar in defeat as Prince Philip takes her down. Through a set of wooden doors, we see that hard-won victory as Prince Philip awakens Princess Aurora with true love's kiss. We leave the couple to the room, passing by a large book (reminiscent of the book in the movie) that says they lived happily ever after, complete with an instrumental of "Once Upon a Dream" playing. The book also depicts Prince Philip and Princess Aurora waltzing together, her dress changing color between pink and blue. With that, we reach the unloading area and depart from our carriage.
 

DashHaber

Well-Known Member
Original Poster
In this thread, I've posted several ideas for Nintendo-inspired attractions. I've made it clear that I'd love to see an entire theme park devoted to Nintendo. One of the major challenges I've thought about with this, however, is that lands to go with for it. After all, there are a ton of great properties from Nintendo with memorable settings. It's a challenge to decide what areas to go with, and how to group certain properties together.

Well, I have a few thoughts on potential lands. The main ones I'm definitely set on:
  • Nintendo Plaza: This would admittedly be a bit more basic, of course serving as the entry land much like Main Street USA or Port of Entry. It's a good place to mention some Nintendo IPs that wouldn't be as prominent in the rest of the park or were one-off hits.
  • Mushroom Kingdom: I mean, of course. There would absolutely be a Mario-based area. The main question would be how many things under the Mario umbrella should be reflected in this one land.
  • Hyrule: The Legend of Zelda is another huge IP for Nintendo, with Hyrule definitely being an iconic locale. As for this place, I'd use it to reflect more realistic fantasy IPs, such as Zelda and Fire Emblem.
  • Pokemon Festival: Pokemon is huge for Nintendo, but it'd be a little touch just to settle on one place from any of the games. I'd design this area as a more general Pokemon area, themed around a festival.
  • Corneria Outpost: There are plenty of good sci-fi IPs from Nintendo, and a space base on some far-off planet inspired by Star Fox could serve as a good grouping umbrella for the more action-oriented sci-fi stuff. In addition to Star Fox, I'd see Metroid and F-Zero here.
  • Dream Land: It never hurts to have a more kid-friendly area, and Dream Land from Kirby would be the perfect place for it. Kirby and Animal Crossing would make for some good companions in this way.
Some other land ideas I've had, though I'm not as 100% settled on include:
  • Kongo Jungle: As I mentioned before, I'm not sure how many Mario-related elements would fit in Mushroom Kingdom. If we wanted Donkey Kong and Yoshi in their own space, a jungle land would be a natural fit for both.
  • Inkopolis: Splatoon has easily been one of Nintendo's biggest hits in recent years, and its colorful city would make such a fun and off-beat setting. It'd also be a good place for some of the IPs generally set in cities, such as WarioWare or Earthbound.
What do folks think of some of these ideas?
 

DashHaber

Well-Known Member
Original Poster
A while back when this thread was started, I mentioned an idea for a Disney park: Disney's Worlds of Imagination. After having brought back the idea in the One Sentence Competition Retrospective, it got me thinking a little more about that park idea. In particular, how to reflect the ways that our imaginations can flourish and present themselves. Well, I think I've got some ideas now for what would be the lands in such a park, and how it could be structured.

The lands present would be:
  • The Dreamport: This is our entry land. With its colorful and wondrous take on an industrial steampunk space, it would make for a solid point to transition guests into the more fantastical visions of this park.
  • Artistic Gardens: The rolling plains here are devoted to the classical arts, such as painting and sculptures.
  • Symphony City: Walking among buildings inspired by instruments, guests will step in tune to the impact of music in their lives.
  • Literary Grove: This wilderness of words with pages sprouting from the trees is a place where guests can enter some of the classic stories from the world of literature, and find the inspiration for these words.
  • Footlight Studios: Acting has always been a way for people to regale stories to each other, and the stages here give guests a little magic to step into new roles or learn the tricks behind the camera in making magic.
  • Imagine Expo: This exposition of scientific ideas in the realms of imagination help to show how understanding our world can fuel impossible ideas...and how those ideas help understand our world.
 

DashHaber

Well-Known Member
Original Poster
Earlier in this thread, I had discussed ideas for successors to The Haunted Mansion and how it's interesting that it's been in a different land with each castle park that's featured it or a variation of it. I said that Adventureland is the most likely place for another iteration, but I do also have some thoughts on what you could do for Tomorrowland or Main Street USA.

With Tomorrowland, my thought was that "mansion" would in this case by a scientific laboratory or a research station. Initially, I was thinking that the ghosts could stem from a scientist's attempts to breach the other side and find proof of the afterlife with chilling results, but then a thought occurred to me: what if a scientist had attempted to cheat death by transferring his consciousness into an AI, only the program is now malfunctioning? It'd be a solid sci-fi approach to having our Ghost Host, hewing away from traditional ghosts in favor of holograms and technology gone haywire. Perhaps others could have been subjected to the same process, leaving them as haunting holograms or hijacked robots left to wander these abandoned halls.

As for Main Street USA, I'd lean into something a bit more playful. It'd be easy to go with the general spiritualism that was big in this time period, but I'd go for something a bit different: the stage magician. This was a time when performers like Harry Houdini would dazzle with their astounding tricks. Perhaps the Ghost Host is one such magician, who attempted a truly death-defying feat...only to not make it all the way. The building itself could be the home of this famous magician, or perhaps a theater that his spirit still haunts. In either case, plenty of haunted variations of iconic magician's tools would be present, along with perhaps the ghosts of other performers who tried to follow in his footsteps. For instance, perhaps a magician's assistant who got more than she bargained for with the "sawed in half" trick.
 

DashHaber

Well-Known Member
Original Poster
So, I've been potentially thinking about doing a write-up for my own blue sky Disneyland. Admittedly, the 1986 competition may be influencing that idea, given all the fun in trying to map out a Disneyland park with other folks, but there is something to be said for taking a crack of mapping out a Disneyland with your own vision. I'd imagine most of the classic lands being there, but I've also been considering other lands I could add. Not many, just one or two additional lands beyond the standard castle park lands. It's certainly a challenge, considering just how good those core themes are.

My potential new land ideas:
  • Discovery Square: I've already discussed this one before, but the idea of a World's Fair with steampunk and clockwork is such an appealing visual.
  • Music Land: Music is such an ever-present park of the Disney legacy. Decades of fantastic tunes and songs have worked their way into the popular consciousness, so music feels like a great "general" theme to work from. It'd certainly be the perfect spot for a Fantasia attraction, or other Disney IPs that involve music or are really known for their music, such as Mary Poppins or Coco.
  • Shadow Land: I know others have mentioned the idea of a whole Disney Villains park, but I don't personally see that happening. A land, however? There's a chance for that, especially if you design the land as more generally about spooky things. Imagine a creepy forest with a Gothic village, almost like a dark reflection of Fantasyland. You can have attractions tied to more general things like ghosts or vampires, but there'd be room for attractions tied to characters like Maleficent or the Headless Horseman. In fact, you could help bring a little levity with The Nightmare Before Christmas in this area.
  • Pixar Playland: I'm going to generally try to stay away from doing single IP lands, such as Marvel or Star Wars. I like the potential in casting a wider net for a variety of attractions and ideas, which is one of the perks of the broad themes in the classic lands. That said, Pixar has built itself up a solid roster of IPs of its own, with feels distinct enough for that variety. As for a Pixar land, I'd lean into designing it like a toy box, as if these were a collection of playsets brought together.
  • Duckburg: The Disney TV cartoons have gone sadly neglected in the parks themselves, with shows like DuckTales and Darkwing Duck getting no play. I would love to see these properties get some attention in the parks, and the town of Duckburg from DuckTales would offer the perfect locale as an area for attractions based around these shows.
  • Toontown Circus: This is admittedly a bit low on my list of potential lands, but I feel like taking the Circus aesthetic of the Storybook Circus sub-land from MK's Fantasyland and mixing it with an expanded Toontown could have some fun possibilities.
What do folks think of these potential ideas?
 

DashHaber

Well-Known Member
Original Poster
So, back in So You Want to Be an Imagineer, we had a round where we were designing replacement islands for Islands of Adventure. The topic of video games came up, and among the ideas mentioned for that was Capcom. We ended up going with Nintendo as inspiration and designed Inkopolis, but the Capcom idea was one I really liked. So, I've written up a rough idea of what such an IoA land could be like (with some helpful input from @NigelChanning09 and credit to @Sharon&Susan for pitching around some of those ideas back in that round).

Capcom Coast
Step onto the streets straight from your favorite games, as Capcom's classic video games have crossed over for this exciting land. Join the fight between two Street Fighters, take a ride through the mad streets of Metro City, and soar through a futuristic city alongside Strider Hiryu! Get ready, because we're gonna take you for a ride!

Attractions:
Street Fighter: Suzaku Showdown
(Dueling drop tower)
Welcome to Suzaku Castle, where you are pulled into a battle between Ryu and Akuma over the power of the inner spirit. Step into the channeling dojo, where the right button presses will aid your side in a high-flying, high energy showdown between these master street fighters.

Strider
(Inverted roller coaster)
Grandmaster Meio rules over the Earth with an iron fist, and Strider Hiryu has been sent in to put him down. Grab onto your glider and take to the skies, as you soar around the rooftops of Kazakh City and face off against the Grandmaster.

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!

Captain Commando Arcade
(Video arcade)
Step into this futuristic arcade hall, where you can have the chance to play all sorts of Capcom arcade games, old and new!

Restaurants:
World Warrior Cafeteria
(Counter service)
Not only have fighters from around the world gathered for the World Warrior tournament, but so have the food vendors! Step inside and discover a cavalcade of global flavors, such as Japanese udon noodles, Indian curry, and American apple pie.

Taiyo Grill
(Counter service)
This local fast-food joint bares its school spirit with pride, serving up chicken tenders and burgers under banners singing the praises of Taiyo High School. The taste can’t be beat, even if the roughed-up walls look like a “rival school” has passed through.

Stores:
Shopping vs Capcom
Get ready to keep up, as this store offers a wide assortment of Capcom merchandise! From apparel to collectibles, from old favorites like Ghosts ‘n’ Goblins to current hits like Monster Hunter, all your Capcom needs can be found here!

Masters Style
Ken Masters may have his fortunes in hotels and resorts, but now he has a store to help you find your fighting spirit! With all sorts of apparel and collectibles from the Street Fighter franchise, you can be “sure you can” find just what you need.

Sylphie’s Game Shop
You’ve ridden the rides, now play the games! This store sells a whole variety of Capcom video games, along with helpful strategy guides and other fun trinkets from some of their iconic game franchises.
 

DashHaber

Well-Known Member
Original Poster
So, I've been checking out the new season of Animaniacs, and I couldn't help but get an itch for an Animaniacs idea. Rough idea, but I hope folks enjoy the basic gist.

Animaniacs: WarnerVision
(3D show)
You have the exciting chance to witness visionary director Christopher Borin’s grand reimagining of "The Wizard of Oz", full of serious content and free from any childish sentimentality! Well, at least until Yakko, Wakko, and Dot arrive to liven up this test screening…


Guests arrive at the Warner Bros Studios offices, entering the main lobby after passing a security checkpoint (where a nearby booth has Ralph the Guard sound asleep in his chair). The lobby has a front desk watched over by a large map of the Studio Lot, with a circle drawn around the water tower and a note that says WATCH AT ALL TIMES. Heading along the hallways, guests pass doors for rooms such as Dr. Scratchansniff's psychiatrist office and Mr. Director's comedy workshop (with observant listeners able to hear some of the activity behind them). Eventually, guests reach the pre-show area, which serves as a waiting area before some doors labeled SCREENING ROOM. The walls are covered in pictures of Hollywood stars from over the years (rendered in the Animaniacs style), along with goofy movie posters like "Baloney: the Movie", "Batman Reboots", and "Nickelwise Goes Hawaiian". There are also some bins containing 3D glasses, from which guests will pick up their pair. Eventually, the monitors overhead come to life, as Warner Bros CEO Nora Rita Norita greets us. She informs us that we have been selected for a special test screening for "Sorrow of Oz", a 3D remake of "The Wizard of Oz" directed by Christopher Borin (a pretentious director caricature, largely based on Christopher Nolan). He introduces the project, saying that he wanted to capture the brilliant ideas of the original story while throwing away all the childish sentimentality and grounding the story in realism. Before he gets further, however, the Warner Siblings (Yakko, Wakko, and Dot) show up and interrupt his speech. With their cartoonish antics threatening to pop his haughty attitude, Norita cuts the feed and urges guests to head into the theater, for this incredible experience.

Heading into the theater, we grab our seats. When the movie gets rolling, we start off with grim, serious views of Kansas...at least, until the screen starts to glitch. The Warner Siblings jump in, telling Borin to lighten up as they start splicing in their own movie scenes. Borin tries to maintain control over his own movie, but Yakko, Wakko, and Dot bring their comic madness on and off the screen. By the end of it, Borin is reduced to a childish tantrum, insisting his movies are for grown-ups. The Warner Siblings give him a reminder that there's no need to throw away childish things. After all, it's the childish things that are making money these days! With a big and silly send-off, Yakko tells us, "Goodnight, everybody!" as the doors open and we head out of the theater.
 

DashHaber

Well-Known Member
Original Poster
The Kobayashi Maru
(Interactive simulator)
In Starfleet Academy, there is one test that is known to all for the fierce challenge it presents: the Kobayashi Maru. When faced with impossible odds in this simulated test, how will you and your crew handle under pressure?


Much like the Capcom Coast idea, this is something that came up as an idea during So You Want to Be an Imagineer, as an attraction idea for a potential Star Trek section. In any case, guests would find themselves at the futuristic base that is Starfleet Academy. Entering into the main lobbies, monitors would broadcast a brief history and overview of Starfleet. Signs would also mention major moments in Starfleet history as well as notable officers. Heading further in, guests would work their way through the hallways past domitories and classrooms. Eventually, they arrive into a main presentation hall, where they are greeted by Officer Eugene Roberts. Roberts explains that he will be our instructor today, and that we will be taking on the Kobayashi Maru. This is a test developed to see how a crew handles under pressure, when faced with a situation where there's no easy way out. There is no fault in losing, as this is more about how we react and how we work as a team. Thus, they head further in and are given our assigned roles: helmsmen (tasked with piloting the ship), security officers (tasked with operating the phasers), and communications officers (tasked with patching through key communications). Divided into groups of six, guests are then sent to their testing chamber (modeled after the inside of a Starfleet ship). Once inside and properly seated, the test begins.

We are given a no-win situation: a ship has become disabled in the Klingon Neutral Zone. Heading in, we trigger an offensive response from the Klingons. The helmsmen navigate the ship during the mission, security officers take up the phasers in aerial combat, and communication officers can transfer messages that can influence the battle. No matter the paths we take, we face that no-win situation, with different endings getting different responses from Officer Roberts. Going down with phasers blazing could get a response about our fearlessness in that bleak scenario, while an emphasis on using the communication officers to stall the fight can gain a remark about how attempt to talk our way through a dangerous situation. There is a secret ending to the ride, however. If the crew inputs a particular set of button inputs at certain key points, it will "hack" the test and create an opportunity to defeat the Klingons. If that happens, Officer Roberts might make a wry remark about us learning from Kirk and trying to make our own solution rather than settling for what's given.
 

DashHaber

Well-Known Member
Original Poster
The Terror-Riser
(Space shot drop tower)
Hurry, hurry, hurry, as Beetlejuice has a towering strongman game ready that will really knock you for a loop! So, what are you waiting for? Step right up and test your strength!


Over in the Proposals thread, I had posted an idea for a strongman game-inspired space shot drop tower for Knott's Berry Farm. It's a fun basic idea, but then it struck me: Beetlejuice is an IP that could give an extra touch of flavor to the concept, thanks to this moment from the movie.

teststrength.gif


Guests passing by would have their eyes drawn to the pair of drop towers, themed after the strongman game from the film. The entrance for the queue would be found right by a statue of Beetlejuice as he looks from that scene, complete with passing guests hearing a variety of quotes from him like some carnival barker heckling you to "Come on a little closer! Step right up! Test your strength!". Guests would step in under the black and white striped tent, weaving their way through the railings. They'd also pass by signs advertising other demented carnival games such as Don't Dodgems (which depicts bumper cars with a flattened guy peering out from under one) and Whack-a-Sandworm (with a Sandworm roaring as it emerges from a Whack-a-Mole hole). Eventually, guests step out from under the tent as they reach the loading platform. Once guests are properly seated and strapped in, guests hear Beetlejuice's familiar chuckle as he remarks, "So, without further delay...it's showtime!". With that, we're sent rocketing upward, then bouncing up and down along the track. On occasion, if the vehicle reaches the top, a loud "ding" will ring out as if we struck the bell. Eventually, we reach ground once more and unload from our vehicles.
 
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DashHaber

Well-Known Member
Original Poster
So, I recently saw that @NigelChanning09 had a thread about his own idea for a Universal Studios park. Well, it got me thinking a bit about Universal, and one thought crossed my mind: how did they somehow manage to screw up making a The Fast and the Furious attraction? It is one of Universal's biggest film franchises at the moment, and yet Fast & Furious: Supercharged is a definite miss. So, it got me thinking about what you could do for a Fast & Furious attraction.

My initial thought was an OMNImax simulator ride (like The Simpsons Ride). Yes, I know the current attraction has some simulator-esque elements, but I feel like that could be a way to more directly get folks into the over-the-top car action that the later films have featured. The more I've thought on it, though, I feel like something you'd also want to capture is the speed and feel that comes with a car. So, another approach that could work would be a slot car dark ride. For those unfamiliar, that's the dark ride type used for Test Track and Radiator Springs Racers. So, I could see a thrilling dark ride as we zoom around scenes of chaos, with maybe a screen or two for more direct scenes of Dom and the gang battling the ride's villain, before we get to a high-speed finish.

Just a few musings, which I might expand on later.
 
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DashHaber

Well-Known Member
Original Poster
Did some thinking, and going with the slot car dark ride approach for The Fast and the Furious.

Fast & Furious: Overdrive
(Slot car dark ride)
A dance party and night-time race are put on hold when Dom and the crew must stop a weapons-dealing agent of Cipher. Hop behind the wheel and join them on their high-octane mission, and see what it’s like to live a quarter mile at a time.


Guests find themselves at a seemingly non-descript auto garage, its brick exterior designed not to draw too much of a scene. Heading in, though, we are greeted by the sight of some very high-quality cars. Walking through the garage, we also pass by monitors that feature Roman Pearce. He thanks guests for accepting the invite, as this is going to be a party to remember: loud beats, good dancing, and a night-time street race. As they head further in, they enter the main mechanic space where things are getting a bit surprisingly hi-tech. On more monitors, Luke Hobbs and Dom Toretto appear. Hobbs explains that the party has to go on hold, because they need their help. Lazarus, an arms dealer and agent of Cipher, is getting ready to sell some seriously dangerous weapons and he needs to be stopped. Considering the guests managed to get an invite to Dom's race, that must mean they've got some skills behind the wheel. They'll help run interference as Dom and the crew take down Lazarus. Guests then reach the attraction's loading area, where they find their car waiting for them. Once inside and properly seated, their car heads on out of the garage.

Driving along the streets, Hobbs contacts us over the car's radio to be careful. We then pull into an underground garage, where we make some stealthy maneuvers around the pillars. Crates and cars are all around, and soon we see it: Lazarus and his agents, loading up some high-caliber guns for their latest deal. We're spotted by Lazarus's men, but before they attack, Letty roars in to stall them. With that distraction, we speed on out and try to escape. We weave around cars attempting to hit us, narrowly managing to avoid them. We even nearly manage to avoid hitting a truck, though it starts to tip over as we pass. Though we don't see the destruction, it's clear that it is wrecked. We dip into a covered loading dock, where Lazarus confronts us with a minigun. He gets ready to mow us down, but Dom knocks him off-target with a hard hook, shooting up some nearby boxes and causing an explosion of flame. Dom tells us that now's the time to use that racing skill. With that, we put the pedal to the metal and roar out of the loading dock. We speed down the road, where it looks like a blockade has been set up. However, there's just enough room to pass, as we speed around a hairpin turn. Eventually, we pull back to the garage, where the crew is waiting. Hobbs has Lazarus under custody, and Dom thanks us for helping them out. He also compliments our driving skills, telling us he'll be waiting for a chance to put them to a real test. With that, we reach the unloading area and get out of the car.
 

DashHaber

Well-Known Member
Original Poster
So, I was trying to think of IPs outside of Universal's library that they could license for the theme parks, and Ready Player One could have some good makings for a ride.

Ready Player One: Oasis Odyssey
(Flight of Passage-style simulator)
Put on your VR glasses and step into the OASIS, a hi-tech pop-culture virtual reality where “egg hunters” battle against corporate lackeys in incredible challenges. Join egg hunters Parzival and Art3mis in one such challenge: a high-speed race with a major prize for the winner.


Guests discover a futuristic building, though it seems a bit worn-down on the outside despite the gleaming OASIS Engagement Center signage out front. Stepping inside, the lobby may look distressed and more designed for utility, but monitors and signs attempt to distract from it. Signs advertise new products from IOI (Innovative Online Industries), while TV monitors display news about the OASIS and status updates on the Halliday Easter Egg hunt. Walking through these worn-down hallways, guests eventually reach a meeting room, home to the attraction's preshow. On a TV monitor, they are welcomed by an IOI associate to the OASIS Engagement Center, thanking guests for volunteering for IOI product testing. They explain we will be testing the VSE (Vehicular Simulation Expansion) using the in-game Elliott Chaser bike (a flying bike inspired by E.T. the Extra-Terrestrial). They begin a promo video, explaining how James Halliday had created the OASIS as a virtual reality entertainment universe. As the video begins talking about the Egg Hunt and how we can be rewarded for aiding IOI, the feed flickers. It cuts to footage inside the OASIS, as Parzival and Art3mis appear. They warn the guests that IOI is just trying to use them like the Sixers (IOI employees tasked with egg hunting), and that any edge they gain could bring corporate ruin to this virtual wonderland. Parzival and Art3mis tell the guests to join them in a race when they jump into the OASIS, when they switch the feed back just as the promo video talks about proper safety and seating when using the VSE. With the preshow done, the doors open and guests head into the testing chamber. Receiving their 3D glasses (called VR goggles), guests head for their ride vehicles and get ready.

Booting into the OASIS, we are greeted by a technological wonderland, a cityscape of '80s design and colorful neon. A Sixer greets us and starts to lead us away, but Parzival pulls up in his flying DeLorean. He takes off as we follow, soaring among the buildings and the many pop-culture references throughout (realistically mainly WarnerMedia and Universal properties, though that still gives plenty to see). Eventually, we are led to the race mentioned during the preshow. When the light turns green, we take off with haste. Zooming forward into the city streets, we clash alongside familiar vehicles like a Jurassic Park Jeep and Dom Toretto's Charger. It's not just the other racers we have to worry about: numerous obstacles abound, such as wrecking balls, a T. Rex, and even King Kong. Parzival and Art3mis help to cover us during the chaos, but our antics get the notice of IOI who send Sixers to personally take us down. It's a frenetic free-for-all, but eventually we reach the finish line, just barely edged out by Parzival's DeLorean. With a powerful item acquired as their prize, Parzival and Art3mis thank us for the help and hope to see us out on the Egg Hunt, as we boot out of the OASIS and return to our ordinary world.
 
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DashHaber

Well-Known Member
Original Poster
Basil’s Aerial Investigation
(Rail-suspended dark ride)
All of mousedom is threatened when Professor Ratigan pursues his twisted schemes, and it’s up to Basil of Baker Street to stop him! Follow along on a balloon over the rooftops of London, as the two give chase towards a climactic clock tower battle.


This is something I had quickly pitched out during the birthday podcast of @TheOriginalTiki last night, so I thought I might put down more of an entry on this. It's in the mold of a traditional Fantasyland dark ride, though using the rail-suspended dark ride format that's so rarely used. In any case, guests would enter the queue, which starts them off in Basil's apartment. His chemistry set is all set out, but more eye-catching is the display set up on a wall. There's a variety of different notes and pictures (a newspaper about the Queen's diamond jubilee, a picture of Professor Ratigan, Fidget's list of supplies, and an ad for Flaversham's Toys among them) all pinned up, with connective threads tying them together. Observant guests might be able to piece together the mystery going on from these pieces, making a fun way to catch guests up on the plot of the film. Guests then leave Basil's apartment, working their way through Victorian alleyways. Eventually, guests pass by the entrance to the Queen's palace and reach the loading area, themed as a fence around the palace. Here, guests find their ride vehicle is an improvised hot air balloon, presented as a balloon tied down to a box with tarp covering. Guests climb aboard their hot air balloon and begin their flight.

We enter into the Queen's throne room, where a clockwork queen has broken down and two henchmen struggle with actual guards. Ratigan stands with Fidget on a ledge, holding Olivia hostage and warning us to stay back or Olivia gets it. We pass by Basil, Dawson, and Flaversham, as Basil says to follow him. We then drift out of the palace, hearing Basil say, "There he goes!". With that, we raise up over the fence and begin our flight over London. Turns and dips give the feeling of a frenetic chase as we weave around the rooftops and familiar London icons, seeing Basil's improvised hot air balloon chasing after Ratigan's bicycle blimp. Eventually, we hear Ratigan scream as we fly right through the clock face of Big Ben (courtesy of a crash door and sound effect). Entering inside the clock tower, we first dip down as Ratigan and Basil face off atop a gear. Moving upward past other gears, Basil and Olivia now raise up on a chain as Ratigan climbs up other gears, looking far more savage. Eventually, we see the face of Big Ben through the glass (actually a projection) as we hear the bell toll, with Basil clinging to the clock and Ratigan falling. Flying out through a crack in the structure, we drift past the improvised balloon with Olivia and Flaversham reunited, Dawson happy at the sight and Basil looking proud. With the case solved, our own improvised balloon "drifts" down to street level, passing by a news vendor with headlines proclaiming "Queen Honours Detective" as we reach the unloading area.
 

DashHaber

Well-Known Member
Original Poster
So, I had been doing some thinking about a potential blue sky Disneyland of my own design. To be honest, after working on major park projects and with myself hosting a game now, I think I might put that away on the back burner. Working on a whole park by yourself can be a bit challenging compared to just a land or attraction. That said, I want to at least post a land I had been intrigued with how to realize: Frontierland.

Westerns are a genre that have fallen out of favor since Disney's earlier days, but I still wanted to capture it as one of the classic lands. So, I decided to lean more fantastical with tall tales and folklore as an influence. @NigelChanning09 offered some good suggestions and influence, so here is my take on Frontierland.

Frontierland
Welcome to the Wild West that never was, a rough and tumble land of colorful characters and astounding exploits! Get your sea legs with a wind wagon in town, before heading west where a runaway train is driven by a brave engineer and a river runs through some of the West's most famous legends!

Attractions:
Casey Jones Runaway Train
(Roller coaster)
All aboard, as your train is ready to take you on a high-speed trip through a rough and tumble wilderness. Never fear, though, as that brave engineer Casey Jones is ready to steer us to safety!

Tall Tale River Expedition
(Boat ride)
Hop aboard a boat and take a trip down river, as the tall tales and grand events of the Old West unfold before your very eyes!

Windwagon Smith’s Training Sails
(Whip ride)
Windwagon Smith has rolled into town, ready to help you get your sea legs by riding aboard a smaller version of his famous “wind wagon”.

Dr. Hogwash’s Good-Time Medicine Show
(Theatrical show)
Step inside the Frontierland Theatre Hall, where Dr. Hogwash is ready to present a rip-roaring show that will have you feeling as good as his patented mineral tonics!

Frontierland Shootin’ Gallery
(Shooting gallery)
Do you think you got what it takes to be the next Annie Oakley? Well, step up to the shootin’ gallery and see if you can earn your tin star!

Restaurants:
Appleseed Orchard Café
(Quick service)
Johnny Appleseed has spread the wonder of apples across the land, and this stand is a testament to that. From apple dumplings to apple pie to apple cider, treat yourself and see all the hard work an apple can do.

Campfire Cookout
(Quick service)
Even the toughest cowboy needs a good meal out on the plains, and this stand can help with some quality barbeque that can put some jingle into your spurs.

Dr. Hogwash’s Mineral Tonics
(Stand)
Feeling parched? Is your energy drained? Step right up to this snack wagon, where Dr. Hogwash’s patented mineral tonics will have you feeling good as new!

Last Chance Saloon
(Table service)
Out on the edges of this frontier town, this saloon offers travelers the chance for a hearty meal. With fresh chicken and barbeque to excite the taste buds, it will fill you up right before heading westward ho!

Stores:
Natural Wonders
The rough wilderness may seem like a dangerous place, but there is plenty to find and enjoy! Just browse around this woodsy cabin, home to collectible crystals and plush toys of your favorite critters.

Frontier Trading Post
You never know what a person needs all along the wilderness, and this stand is a quick spot to pick up things like a hat to cool your head and a pin to display with pride.

Pioneer Mercantile
Business is booming as folks head west, and this sizeable store in town proves it! With apparel, collectibles, and treats of all kinds, there is plenty for guests to buy before they head out on the dusty trail.
 

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