DashHaber's Imagineering Toybox

Brer Oswald

Well-Known Member
So, @Brer Oswald had made a thread about a Sonic-based land. Well, it got me thinking about the idea, and I decided to write up my own take on it. Hopefully folks like the idea. It's my first land based solely around one IP, so I hope it turned out well.

Green Hill Zone
You've gotta go fast when you enter the world of the iconic Sonic the Hedgehog games! Among these green hills, you'll get the chance to fly with Tails, make a high-speed roller coaster run through some loops, or even join Sonic in foiling Eggman's latest evil scheme. Wherever the path takes you, it'll be way past cool!

Attractions:
Green Hill Run

(Roller coaster)
Get ready to feel what it’s like to be the fastest thing alive when you step through a power ring. With some chaos energy all charged up, you’ll run like a blue blur all over the iconic twists and turns in this green landscape.

Dr. Eggman’s Mean Machine
(Wild mouse coaster/dark ride)
Dr. Eggman has promised to infuse you with the power of a chaos emerald, but it’s all a trap to turn you into a robot! Hang on tight, as Sonic spins in to save the day and sends you on a hectic trip through Eggman’s fiendish factory.

Tails’s Tornado Twist
(Dumbo-style spinner)
Tails has been tuning up the Tornado and he could use a test pilot to put its new engine through the works. Climb aboard a plane and take off for a gentle glide around the flight test grounds, giving you a great view of the zone.

Restaurants:
The Big Catch

(Table service)
Big the Cat has been all over while fishing for his good pal Froggy, and his adventures have hooked quite the number of fishes! In this forest-themed restaurant, you’ll have the chance to enjoy some tasty sea food caught by the cat himself, along with some healthy treats and fruit juices.

Amy’s Rose Café
(Quick service)
If you’ve been fast on your feet like Sonic and need a pick-me-up, then Amy Rose is ready to help! She’s got some classic fast food fare in this eatery like burgers and fries, but don’t forget about that signature snack: the chili dog!

Stores:
Angel Island Outpost

Though he may be busy guarding the Master Emerald, Knuckles is ready to help you out with a whole variety of Sonic merchandise. From collectible keychains to running shoes, you can find all sorts of things that will make you feel way past cool!

Chao Garden Confections
Cream the Rabbit has been keeping an eye on the Chao creatures, tending to them with some delightful sweets and treats. Now, you can get some of these treats for yourself, such as gummi rings and fruit-flavored chaos drives.

Rogue’s Treasure Horde
Rouge the Bat has stolen things from the far corners of Station Square to the ruins of Sandopolis, and this hidden crystal cave has become her hideout! Here, you’ll find all sorts of merchandise related to various Sega franchises, such as Puyo Puyo and Phantasy Star.

The Scrap Heap
If you feel like taking a walk on the bad side, then step into the remains dumped from Dr. Eggman’s workshop to find something to show it off. From apparel themed to the Eggman Empire to collectibles inspired by rough and tumble characters like Shadow the Hedgehog, this is your chance to take a little wickedness and run with it.
Glad I was able to give you a spark of inspiration!
 

DashHaber

Well-Known Member
Original Poster
To continue on this Sega train of thought, here is an attraction idea based on their classic puzzle game franchise Puyo Puyo. It's tough to think about how to translate a puzzle game and I initially thought an animatronic show or 3D show, but then it occurred to me: a Vekoma Madhouse. For those unfamiliar, it's a type of flat ride where guests are on a swing ride vehicle that doesn't move higher than 30 degrees, but the ride vehicle is in a chamber that can independently spin 360 degrees. Essentially, it's an optical illusion that makes guests think they're tilting hard and going upside-down, when really their movements are light.

Puyo Tumble
(Vekoma Madhouse)
At the Primp Town Magic School, Arle Nadja will help to give you a lesson in magic. When the Dark Prince comes demanding a Puyo Puyo match, however, get ready for a magic battle that will send you head over heels in wonder.


Guests find the Primp Town Magic School, a large academic building with a clock on the front and a large statue on the roof based on a Puyo (the signature blob creatures used in the Puyo Puyo games as puzzle pieces). Weaving through the courtyard, guests walk around statues depicting some of the more notable characters from the Puyo Puyo franchise, such as Amitie and Raffina. Eventually, guests enter the main lobby of the Magic School, a prim space with green carpeting and statues on pedestals depicting the Puyos, along with their connected elements. This is the first preshow room, which starts once the room is filled and the doors close. Accord, one of the teachers at the school, emerges atop a balcony and welcomes us. She thanks us for joining the open house tour and explains a bit about magic and Puyo matches (catching up guests who may not be familiar with the games) with a magic mirror lighting up and depicting these Puyo matches. Eventually, she explains that one of her students, Arle Nadja, will give us a small magic lesson. With that, guests head through a set of doors into the next door. It is a study, filled with magic-related bric-a-bric and home to the second preshow. Arle Nadja (an animatronic) stands before a table and welcomes us. She starts to talk about the basics of making a Puyo chain, when weird things like a hovering book and Puyo statue blinking start to happen. It turns out the Dark Prince (via projection effect) has arrived, demanding a Puyo match with Arle. She initially refuses, until he threatens to torment us with his tricks. Arle relents, and even goes along with his demand that we watch the match happen. With that, Arle apologizes about this and directs us to the Puyo combat chamber. We then head down a hallway lined with paintings of Puyos, with two sets of doorways at the other end. When ready, the doors open and we head inside.

Inside is the Puyo combat chamber, set up like a viewing room. Benches line the room lengthwise, with a magic mirror topped by a sculpture of Carbuncle at each end. Once we are all seated, the doors close. One mirror lights up with the image of Arle Nadja, the other with the Dark Prince. The room dims, and they begin their battle. We sway back and forth, with multi-colored lights emerging at points with each burst of magic they deliver. However, the Dark Prince unleashes a devastating combo, "sending" us upside-down as we now see the floor above us! He taunts our predicament, but that only fires her up to defeat him. Their barrages send the room spinning all around us, flashes of wondrous light bursting with those popping Puyos. Eventually, Arle sends a combo of her own, knocking out the Dark Prince with heavy Garbage Puyos. With a thud, the Dark Prince vanishes as the room "rights" itself, looking normal once more. Arle apologizes that our trip got a little crazy, but hopes this battle helped to show us just how incredible Puyo magic can be. With that, the doors at the other end of the chamber open, and we head our way out of the Primp Town Magic School.
 
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Miru

Well-Known Member
To continue on this Sega train of thought, here is an attraction idea based on their classic puzzle game franchise Puyo Puyo. It's tough to think about how to translate a puzzle game and I initially thought an animatronic show or 3D show, but then it occurred to me: a Vekoma Madhouse. For those unfamiliar, it's a type of flat ride where guests are on a swing ride vehicle that doesn't move higher than 30 degrees, but the ride vehicle is in a chamber that can independently spin 360 degrees. Essentially, it's an optical illusion that makes guests think they're tilting hard and going upside-down, when really their movements are light.

Puyo Tumble
(Vekoma Madhouse)
At the Primp Town Magic School, Arle Nadja will help to give you a lesson in magic. When the Dark Prince comes demanding a Puyo Puyo match, however, get ready for a magic battle that will send you head over heels in wonder.


Guests find the Primp Town Magic School, a large academic building with a clock on the front and a large statue on the roof based on a Puyo (the signature blob creatures used in the Puyo Puyo games as puzzle pieces). Weaving through the courtyard, guests walk around statues depicting some of the more notable characters from the Puyo Puyo franchise, such as Amitie and Raffina. Eventually, guests enter the main lobby of the Magic School, a prim space with green carpeting and statues on pedestals depicting the Puyos, along with their connected elements. This is the first preshow room, which starts once the room is filled and the doors close. Accord, one of the teachers at the school, emerges atop a balcony and welcomes us. She thanks us for joining the open house tour and explains a bit about magic and Puyo matches (catching up guests who may not be familiar with the games) with a magic mirror lighting up and depicting these Puyo matches. Eventually, she explains that one of her students, Arle Nadja, will give us a small magic lesson. With that, guests head through a set of doors into the next door. It is a study, filled with magic-related bric-a-bric and home to the second preshow. Arle Nadja (an animatronic) stands before a table and welcomes us. She starts to talk about the basics of making a Puyo chain, when weird things like a hovering book and Puyo statue blinking start to happen. It turns out the Dark Prince (via projection effect) has arrived, demanding a Puyo match with Arle. She initially refuses, until he threatens to torment us with his tricks. Arle relents, and even goes along with his demand that we watch the match happen. With that, Arle apologizes about this and directs us to the Puyo combat chamber. We then head down a hallway lined with paintings of Puyos, with two sets of doorways at the other end. When ready, the doors open and we head inside.

Inside is the Puyo combat chamber, set up like a viewing room. Benches line the room lengthwise, with a magic mirror topped by a sculpture of Carbuncle at each end. Once we are all seated, the doors close. One mirror lights up with the image of Arle Nadja, the other with the Dark Prince. The room dims, and they begin their battle. We sway back and forth, with multi-colored lights emerging at points with each burst of magic they deliver. However, the Dark Prince unleashes a devastating combo, "sending" us upside-down as we now see the floor above us! He taunts our predicament, but that only fires her up to defeat him. Their barrages send the room spinning all around us, flashes of wondrous light bursting with those popping Puyos. Eventually, Arle sends a combo of her own, knocking out the Dark Prince with heavy Garbage Puyos. With a thud, the Dark Prince vanishes as the room "rights" itself, looking normal once more. Arle apologizes that our trip got a little crazy, but hopes this battle helped to show us just how incredible Puyo magic can be. With that, the doors at the other end of the chamber open, and we head our way out of the Primp Town Magic School.
Awesome work there! I especially liked the animatronic use here.
 

DashHaber

Well-Known Member
Original Poster
Awesome work there! I especially liked the animatronic use here.
Thank you! It was hard trying to come up with a way to capture the feel of a puzzle game in attraction form, but the Vekoma madhouse and its turning room mechanic seemed like a fun and mindbending way to convey the nature of a Puyo match.

Yeah, animatronics seemed like a solid way to feature a few familiar faces in the two preshow rooms.
 

DashHaber

Well-Known Member
Original Poster
Flash Gordon’s Rocket Racer
(Simulator)
A rocket flight between the kingdoms of Planet Mongo gets co-opted when Flash Gordon needs our ship while on the run from the forces of Emperor Ming. With Flash at the controls, get ready for a high-flying rocket adventure going up against the tyranny of Ming the Merciless.


With a sleek Raygun Gothic exterior, guests head inside this futuristic building to find themselves in a high-advanced airport. A large computer monitor lists coordinates and the names of various kingdoms through Planet Mongo, such as Arboria, Sky City, and Frigia. There are also numerous signs and propaganda posters about Emperor Ming, noting such messages as ALL HAIL MING...OR ELSE! and MING RULES ALL. Heading through a security checkpoint, guests head down a hallway with posters depicting some of the kingdoms. There are also TV monitors displaying the Mongo News Network (MNN, for short). Currently, the big news story is that Emperor Ming plans on launching the devastating War Rocket Omega, with the only thorn being Flash Gordon on the run (with footage of Flash battling some of Ming's soldiers). However, the news reporter claims that Flash will be caught, as none defy Ming the Merciless and get away with it. Eventually, guests are directed to their loading bay, where a safety video explains proper boarding procedure for their rocket flight. Eventually, the doors open and guests enter, heading inside the ride vehicle (which is very much designed to resemble a Raygun Gothic rocket ship) and buckling up for their flight.

Once the doors close, a small monitor inside our ship lights up with our captain. He explains that we are all ready to go, but before he can take off, static flickers as we hear the sounds of a scuffle. The statics clears, and it's Flash Gordon! He apologizes for the detour, he does need to borrow this ship. We start up, heading off-course from the flight bay and gaining the attention of security forces. As lasers fly, Flash takes us to Arboria, losing the security agents through the enormous trees as Prince Barin tries to help with explosive arrows. With those agents off his tail, Flash takes off to Sky City, where we meet up with the boisterous Prince Vultan. Their forces are ready, but an ambush appears! Ming the Merciless appears on our interior monitor, warning us to stand down or face his might. Flash refuses, as we take off straight into a futuristic dogfight. Mini-rockets fire a barrage of lasers as the Hawkmen wield their clubs, with our ship bobbing and weaving among the chaos. Then, we see it: the War Rocket Omega! This massive rocketship faces us down, but Flash's skillful piloting allows him to outmaneuver its weapons and land a critical shot to its processor. The War Rocket is crippled, but at our speed, Flash is forced to make a crash landing at Mingo City. With our ship (relatively) unscathed, Flash thanks us for our patience. He advises us to head somewhere a little safer, as he goes to continue the fight against the forces of Ming the Merciless. With that, our ship settles and the doors open, as we head out through an exit hallway in Mingo City.
 

DashHaber

Well-Known Member
Original Poster
Final Fantasy: Operation Avalanche
(Trackless dark ride)
As part of AVALANCHE, Barret is sending you in to infiltrate Shinra and sabotage their operations. However, your mission goes off-course when a powerful threat arrives to bring his vengeance upon all: Sephiroth!


Standing tall and imposing (with a little forced perspective to help) is the Shinra Electric Power Company. Heading inside, guests enter a lobby reminiscent of the design from Final Fantasy VII Remake, with the first major sight being a large golden statue of President Shinra. Guests follow a marked path advertising a tour of the Shinra Electric Power Company, leaving the lobby as they head down a hallway. This hallways winds its way through a museum devoted to the history of the Shinra Electric Power Company, with signs discussing the discovery of Mako energy from the lifestream and the development of Midgar as a result. Eventually, guests enter a screening room, which serves as a preshow room. A monitor starts up, as a voice asks for guests to please wait as their informational video is prepared. As they do, a trio of figures emerge on a balcony: Barret, Tifa, and Cloud Strife. Barret says they've hacked a delay into the video so they've only got a moment. He thanks guests for joining AVALANCHE and reviews the plan: Barret and his crew will run interference and launch an assault on a Mako generator, while guests will use the cover of the Shinra tour to sneak off and sabotage their equipment. He says he'll remain in contact with the radios in the tour vehicles, but that they have to go. With that, they quickly sneak off as the informational video plays, painting a rose-colored picture of Shinra's activities. With the promise of an exciting tour given, guests are directed out of the screening room and down another hallway. This one promises some of the great sights of Shinra, such as peeks into some of Shinra's prominent departments (joined by statues of notable Shinra department leads, like Professor Hojo and Heidegger). There is even a recruitment display for the SOLDIER program, which also gives our first hints of Sephiroth. Eventually, guests reach the loading area, where they find automated cars with the Shinra logo emblazoned on the front. They climb aboard and start their adventure.

We first pass into a room with a large screen, where a prerecorded message from President Shinra welcomes us. Before we head down the official tour path, however, Barret contacts us via radio and sends us on our mission. We head down a work corridor, more utilitarian compared to the sleek presentation earlier. However, some Shinra security officers stumble onto us and try to catch us. Barret chimes in and tells us to scatter, with vehicles parting down one of two paths (one features Barret opening fire on Shinra goons, the other has Tifa engaging in hand-to-hand fighting). We reach an elevator and manage to escape, heading down as Barret says they lost our signal and will find us soon. Emerging from the elevator, we head down a corridor that appears to be slashed up. Our vehicles reconvene as we discover a Mako generator, glowing green with power. Standing in front of it however is Sephiroth, who speaks to himself as he says how Shinra is a pretender to the throne and that the power of the lifestream and the planet belongs to him. Barret's call over the radio that he's found us grabs Sephiroth's attention, and he is none too pleased by our presence. We try to escape, but Sephiroth follows and even cuts a wall in half to chase. Eventually, we are cornered. Sephiroth prepares his blade, until Cloud appears and stops him. Cloud tells us to go as we escape. We weave down a hallway by some Mako energy tubes, as behind some security screens (actually monitors) we watch an epic fight unfold between Cloud and Sephiroth. Their fight also strikes a Mako tube, triggering an alarm. Barret warns us to head for the service elevator, as the reactor levels are going off the charts. Quickly, we find the elevator and duck inside. Watching through a window (another screen) in the elevator, we see Tifa and Barret join the fight. With their help, Cloud lands a fierce strike on Sephiroth. However, the Mako generator starts to blow up, giving Sephiroth a distraction to escape. As a chain reaction commences, Cloud and the team make a daring escape as we feel our vehicles shake from the explosions. Eventually, we reach the ground level and head down an emergency hallway. Barret congratulates us on a successful attack on Shinra, even if things got crazy. Barret and Tifa high-tail it out of there, as Cloud gives us thanks for surviving before he joins the team. With that, we reach the unloading area where Shinra assistants apologize for our informative tour being disturbed by the attack.
 
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DashHaber

Well-Known Member
Original Poster
Dragon Ball Z: Sparring Saiyans
(Dueling inverted roller coaster)
Saiyan warriors Goku and Vegeta have regularly battled each other over their skills and strength, and now you will join their latest sparring match. Pick your fighter and lend them your energy in a high-speed, high-flying roller coaster duel between these mighty warriors.


Standing before guests is the familiar sight of a Capsule Corp building. Stepping inside of the domed building, guests enter a lobby that has a large TV monitor. On it, Bulma welcomes guests to the Capsule Corp Sparring Outpost, a research center set far away from cities so that Goku and his pals can have a safer place to practice their high-power fighting abilities. As they head deeper in, they pass by a collection of research stations. The first is devoted to Goku, giving his backstory as a Saiyan sent to Earth and how he has become one of the planet's greatest warriors (with clips of his battles with villains such as Frieza and the Red Ribbon Army playing out on computer monitors). There are even statistics about some of his abilities, such as the Kamehameha. A similar research station comes later, this one centered around Vegeta and his legacy as the "Prince of All Saiyans" (featuring clips of the destruction he has brought, as friend and foe). Guests eventually reach another lobby, where Bulma appears once more on monitors. She explains that Goku and Vegeta are having another sparring match and that this time, we will be aiding their fight through energy sharing. It is at this point where guests face a choice in the queue: Goku or Vegeta. Making their choice, guests follow their respective hallway to the loading area. Here, they find their tracks (the Goku track being orange, the Vegeta track being blue) along with the ride vehicles (loosely inspired by the VTOL Plane). Guests climb aboard, making sure they are securely fastened for this inverted coaster.

Once we're ready, we start up the tracks. Goku is excited for another sparring match, while Vegeta claims he will not lose this time. With that, our vehicles part down their respective tracks and the battle begins. The Goku track is more focused on speed and power, while the Vegeta track has an emphasis on twists and turns. In either case, we soar through this canyon as Goku and Vegeta battle, with the two rival ride vehicles occasionally hitting each other. Eventually, we hear Goku charging up his Kamehameha while Vegeta readies his Galick Gun beam. They cut loose as our vehicles charge straight towards each other, narrowly turning away in the nick of time as we hear the explosion of Ki blasts colliding. With that, our vehicles head back toward the Capsule Corp Outpost as Goku thanks us for joining in and helping him practice. Vegeta angrily demands a rematch, however, as we pull into the unloading area and disembark.
 

TheSquirrel

Well-Known Member
Create a version of the Enchanted Tiki Room in Adventure Isle at Shanghai Disneyland
Create a version of the Jungle Cruise in Adventure Isle at Shanghai Disneyland
Create a version of Frontierland at Shanghai Disneyland
 

DashHaber

Well-Known Member
Original Poster
Create a version of the Enchanted Tiki Room in Adventure Isle at Shanghai Disneyland
Create a version of the Jungle Cruise in Adventure Isle at Shanghai Disneyland
Create a version of Frontierland at Shanghai Disneyland
It'll take a little time, but I'll work on all of those ideas.
 

DashHaber

Well-Known Member
Original Poster
Sorry that it's been a while. Recent competitions like Sorcerer's Apprentice have definitely taken my focus, so apologies for being away for a while.

Here's the first of the requests I had before disappearing a bit.

Jungle Serenade
(Animatronics show)
Prof. Hyacinth Bacall has been studying the wildlife around the island to gain insights into Arbori legends, fashioning this research station into an aviary for her studies. Though the professor may be out, the talkative birds are certainly willing to entertain with their music!


Among the jungle scenery of Adventure Isle, guests find a tall structure that seems to be crafted from a mix of carved wood and reclaimed metal with plenty of windows. A gateway next to a statue of Q'otar offers an entrance to a path, guiding guests along a walkway through a tropical garden. Eventually, they reach a courtyard next to the tall structure, upon which is a sign that reads BACALL AVIARY AND RESEARCH. This appears to be an outdoor research area, given the work tables with scrawled notes scattered around along with a few pictures of Prof. Hyacinth Bacall among birds. A waterfall fountain stands near the structure, the water eventually parting to open a wall from which emerges a statue perched by a red and green parrot. The parrot introduces himself as Mac, and says not to be so surprised to see a talking bird. He explains that he's what Prof. Bacall has come to name a "Q'otar's Student", given their uncanny ability to learn human speech and talk right back. Prof. Bacall believed that birds like him could offer incredible clues into the Arbori mythology, so she's been spending her days going into the jungle to talk with the birds. Well, Mac knows that he and his feathered friends would love to share their stories with more than just the usual crowd, so he invites us inside.

With the doors open, we head inside the Aviary. The lower walls are made with repurposed metal now framed with mythological sculptures, while the higher rings are carved from wood with perches holding multicolored birds hanging from above. Once everyone is in and the doors close, the birds come to life and happily welcome us. They offer to share their stories and the tales they have picked up along the way, thus kicking off our song-filled show. Plenty of tunes are there to delight, from classic ditties to Arbori songs to even a bawdy music hall tune picked up from Prof. Bacall. Eventually, a crack of thunder and lightning darkens the mood, as the birds realize that Q'otar's presence is around them. Thus, we are led into a haunting and atmosphere song, granting visions of the island's past. When Q'otar passes and the birds realize how lucky we were to receive this visit, they lead us in one more cheery tune before sending us on our way.
 

DashHaber

Well-Known Member
Original Poster
Here is the second of those requests.

Adventure River Tours
(Boat ride)
The League of Adventurers has put out an open call for those with a taste of adventure and seeking to learn about the Arbori. Hop aboard and set sail, as a skipper leads you downriver past some astounding wildlife and into ancient ruins.


Situated by a jungle river stands a wooden dockhouse, with a sign out front advertising for researchers and adventurers. Walking inside the building, guests navigate through hallways to find they are in a dockhouse owned by the League of Adventurers. Maps and pictures hang up on the walls, while display cases showcase some of the artifacts that the League of Adventurers have found in their travels. As guests wait in the queue, they can hear the sounds of 1930s big band music playing along with occasional reports from Leddim Astray about some of the voyages deep into the jungle and updates on League business. Eventually, guests emerge onto the docks which serve as a loading area, climbing onto a boat piloted by a skipper.

As we sail down the river, our skipper welcomes us for joining with the League of Adventurers. They prove to be an informative and chatty host, always ready with something to say as we make our voyage down the river. They have a fun joke or two as we pass creatures like elephants and hippos, most of whom are just enjoying themselves in nature but a few sometimes come a little close to our boat. As we continue, we pass by the destroyed ruins of an Arbori Village. The skipper takes this time to talk a bit about the legends of the Arbori, and how they believe that the land we are sailing through is cursed in a battle between gods. We then come to a fearsome-looking ancient temple, as the skipper warns us to be careful around sacred land. We journey inside, weaving along the ruins. As we do, a pair of large snake's eyes seem to follow us. We discover they are the eyes of Q'orangha, the snake guardian of the water realm. He bares his fangs and looks ready to strike, until a loud roar echoes in the chamber. Q'orangha vanishes (through a projection effect), as we emerge from the temple passing a statue of a large cat (though its eyes seem to gleam). The skipper says we were just saved by Q'ai the Watcher, who serves as the guardian of the Arbori. With that, the skipper thanks us for our bravery as we sail towards the docks, pulling up so that we can unload from our boat.
 

DashHaber

Well-Known Member
Original Poster
And now, here's that third request I had.

Thunder Gulch
Welcome to the wild town of Thunder Gulch, a frontier settlement where the nearby geysers ring out like thunder! Take a ride down the mining tunnels inside the legendary Thunder Mountain, or walk along the geyser gardens and witness their wonder at your own pace! Whether you explore the wilderness or cool your heels in town, Thunder Gulch is certain to bring the “wild” in the wild west!

Attractions:
Thunder Mountain Mining Geyser
(Drop tower)
Hawthorne Pluvium saw gold within the geyser-filled hills of Thunder Mountain, and he has designed a mining network to take advantage of the flooding geysers. Climb inside a mining trawler, but be careful: the wrong turn might send you riding atop a geyser!

Rainbow Cavern Railway
(Dark ride)
Though the Pluvium Mining Company may be focused on gold, its operations opened up a hidden cavern filled with wondrous rainbow-colored crystals. Hop aboard a train and venture inside, witnessing the eye-catching assortment of crystals glimmering in this cave.

Faithful Fountain Passage
(Walkthrough)
All along the land surrounding Thunder Mountain are a number of geysers that create a playful display of nature. Follow along a path with geysers spurting water in wondrous arcs and astounding heights.

Lightning Shot Shootin’ Gallery
(Shooting gallery)
Do you have what it takes to make a shot that connects quick and sharp like a bolt of lightning splitting a tree? If so, then step up to this shooting gallery and put your marksmanship on display.

Restaurants:
High Noon Saloon
(Table service)
If hunger is leaving you feeling a bit wild, then step into the High Noon Saloon and grab yourself some top-notch grub. With fresh chicken and barbeque, this saloon is sure to deliver a rip-roarin’ good meal!

Stores:
Pluvium Mercantile
Hawthorne Pluvium is the main pillar of industry around Thunder Gulch, and his store serves as the prime place for visitors to shop in town. With plenty of wild west merchandise to buy, a traveler can find whatever they need before heading out among the geysers.

Nature’s Wonder Goods
Tucked away among the trees and rocks is this little shanty shop that sells goods inspired by the surrounding nature. Step inside and you might find a lovely crystal to admire or a plush toy bear to keep and enjoy.
 

DashHaber

Well-Known Member
Original Poster
Portal: The Aperture Experiment
(Theater-in-the-round show)
Even as Aperture Science has long seen better days, GLaDOS intends to continue the proud march of science by using you as a test subject. The latest experiment: a transport chamber sent hurtling through portals, to see if humanity could survive the trip.


Standing before guests is what might have been a fine science facility, but it is now rusted down and worn away with time. A faded sign for Aperture Science hangs on the outside, with the signature Aperture logo featured. Stepping inside, guests pass through a lobby that hasn't been changed since the 1950s. The checkerboard floor pattern is old and dusty, while cobwebs hang on a framed portrait of Cave Johnson. Despite that, there is a suspiciously clean sign welcoming test subjects. Guests continue down the hallway until they reach the first preshow area, a lobby featuring a bank of monitors. One of the monitors clicks to life as GLaDOS appears on the screen, welcoming them to Aperture Science. She explains that they will be used in her latest test, based upon an abandoned Aperture project. She plays an audio tape of Cave Johnson, discussing plans for creating transport chambers for moving large groups through portals. Footage plays as guests hear this audio tape, witnessing test after test ending with the transport chamber smashed. GLaDOS believes that the proper application of repulsion gel could allow for a safe passage. She tells us that no matter what happens to us in the test, we should be happy that science will march on...with or without us. Guests then head down another hallway, a more utilitarian hall compared to earlier covered in work signs like TEST SUBJECTS: KNOW YOUR GELS! and ACCIDENTS HURT THE COMPANY. SAFETY FIRST!. From there, guests reach the second preshow room, where Wheatley awaits them. Wheatley is there to fulfill his function of maintaining relaxation, trying to ease our nerves while explaining the safety measures in the transport chamber. He even introduces the Curiosity Core, who will help to oversee the test. However, Wheatley accidentally causes a short circuit that fries the Curiosity Core. Desperate to cover his mistake, he decides that he will oversee the test himself. After all, how hard can it be? With that, a sealed door opens up, leading guests down one final hallway that brings them to the transport chamber.

The transport chamber is sleek in its white and blue aesthetic. Seated are set up in a circular pattern around a central platform. Blast shields (actually screens) are framed in the walls, and safety restraints wait for us to take a seat. Once we are safely seated and the restraints lowered, GLaDOS descends from the ceiling in the center (a large and very impressive audio-animatronic). Looking over all of us to see we are safely restrained for science, she has the blast shields opened to reveal bulletproof glass. She then calls for the test to commence, to which Wheatley eagerly agrees. She is shocked to hear Wheatley at the controls, before the chamber is dropped and sent through a portal that throws us deep into the facility. Our seats tilt and shift to better sell the illusion of movement, while the bulletproof windows give us a view of the chaos outside. We bounce along repulsion gel-covered walls and even find our chamber fired at by a whole horde of sentry turrets. Eventually, GLaDOS is able to hack into the control systems and activate a new portal that sends us careening back to our start. The blast shields close and GLaDOS finds the results useful, though she is frustrated by Wheatley's incompetence. To ease her nerves, she decides to simply flood the transport chamber with deadly neurotoxin and record the results. Instead, the scent of cake fills the air, as Wheatley reveals he had replaced the neurotoxin with some cake-scented air freshener. GLaDOS simply sighs in annoyance and tells us to just go, as she rises back into the ceiling, the shoulder restraints raise back up, and we head out through the exit doors which open up.
 
Last edited:

DashHaber

Well-Known Member
Original Poster
The Tale of Momotaro
(Omnimover dark ride)
Within this old bunraku theatre, you will have the chance to witness the legendary tale of Momotaro. Take a seat as bunraku puppets come to life, bringing you into the legend of a boy born in a peach who would one day battle an army of monsters.


Found in the Japan pavilion at Epcot, guests find a building that features similar 17th-century designs like some of the neighboring structures. What stands out a bit more is the signage along the building's rooftop (presented in both English and Japanese as "Bunraku Theatre") and a poster that depicts a Japanese warrior wearing a headband with a peach design. Guests enter into the lobby of the theatre, which features posters for other shows related to Japanese legends like The Tale of the Bamboo Cutter and Shippeitaro. There are even a few signs that discuss the details of Bunraku puppetry, with a puppet or two on display. Eventually, guests reach the loading area where self-moving rickshaws (in an Omnimover format) await. Once guests take a seat in their rickshaws, they ride off through a torii gate into a forest setting.

Entering some woods, we pass by a cottage where a woman shouts to her husband (both of them audio-animatronics that are visually inspired by Bunraku puppets, like the other animatronic figures in this ride) as she holds up a surprisingly large peach. Turning in through a doorway, we enter the house and see the couple shocked as they open the peach and find a baby. The lady says they will name the boy Momotaro, as we pass by a series of screens where (through silhouettes) we see the baby grow up into a young man. Leaving the house, we now enter a town square where an official is calling out for help against the Oni that have attacked their village. Momotaro resolves to offer that aid, and we follow him into a forested path. Along the way, we see him passing along food to a dog, a monkey, and a pheasant. We then reach a beach, where our vehicle heads up a cliffside while we watch Momotaro and his animal friends sail out to Onigashima (a fearsome-looking island with a mountain that looks like a demon's head). Our own rickshaws enter into a castle at the cliff's top, though it also looks fearsome and foreboding. Inside, we witness chaos in a large throne room as Momotaro and his friends battle a whole horde of oni (Japanese demons, which look somewhat like trolls). The animals are a major hassle for most of the oni, while Momotaro's katana trades blows with the oni leader's spiked club. We pass on into a treasure room, where we now find the oni leader begging for forgiveness as Momotaro stands triumphant. We turn and pass backwards out of the oni hideout, passing tied-up who says that they're sorry. We then emerge back into the town square, where the official now proclaims Momotaro to be their hero. As the townspeople cheer for Momotaro, our rickshaws leave the scene as return to the Bunraku theatre setting for the unloading area. When we disembark, we head down an exit hallway that leads into a museum area which serves to educate guests about Japanese legends and folklore.
 

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