Millennium Falcon: Smuggler's Run - Ride/Queue Details and Discussion

Kram Sacul

Well-Known Member
In the Parks
Yes
has an figured out the point of the red window in the first garage area with the hanging engine? we’ve had it at DLR and it always looks like there’s supposed to be an animated silhouette or something there

I wouldn’t be surprised if an animated projection effect was planned but got nixed at the last moment. A shame because the theming in the room and the engine effects are all top notch.
 

TheDuke

Well-Known Member
I am not sure what to think of this as a whole since I think the ride experience really differs from the position. As the pilot it might be the second best ride behind FoP. I was also the gunner and it was just okay. The view up front, the fact that you consistently look at the screen, and the greater immersion from sort of having control of the movement make for a much better experience. Haven't been the engineer yet but from what I hear/imagine it isn't going to be nearly as good as the pilot either.

Definitely a very good ride but I do wish they had made the other positions a little more equal.
 

ChrisFL

Premium Member
When I heard about the exit effects and how the exit will completely look different depending on how your crew did, I expected something much more elaborate. From what I can tell the only differences are some glowing lights resembling a welder being used and Hondo talking about Chewie having his work cut out for him or something.

Am I correct that nothing else changes? I mean having panels that turn over to reveal more damage and turn back would be really easy to do IMO if they haven't done that (Its difficult to tell if they do this or not)
 

danlb_2000

Premium Member
When I heard about the exit effects and how the exit will completely look different depending on how your crew did, I expected something much more elaborate. From what I can tell the only differences are some glowing lights resembling a welder being used and Hondo talking about Chewie having his work cut out for him or something.

Am I correct that nothing else changes? I mean having panels that turn over to reveal more damage and turn back would be really easy to do IMO if they haven't done that (Its difficult to tell if they do this or not)

I saw on one video that there is a container of something sitting by the door when you enter and the container is knocked over and the contents spilled when you leave.
 

Joesixtoe

Well-Known Member
I am not sure what to think of this as a whole since I think the ride experience really differs from the position. As the pilot it might be the second best ride behind FoP. I was also the gunner and it was just okay. The view up front, the fact that you consistently look at the screen, and the greater immersion from sort of having control of the movement make for a much better experience. Haven't been the engineer yet but from what I hear/imagine it isn't going to be nearly as good as the pilot either.

Definitely a very good ride but I do wish they had made the other positions a little more equal.
I think also when everyone is "into it" then the experience is much better.
 

ChrisFL

Premium Member
One other minor issue....too much reflection from the cabin lights to the screen, anyone else bothered by this? I think they could either make the lights less bright or maybe put some anti-reflective coating on the glass?
 

tissandtully

Well-Known Member
So, is there really a “Brake” button that lights up for Left Pilot when you run into the cargo train? I swear there isn’t one and you get yelled at by your crew unnecessarily lol. Everyone always thinks it’s my fault!
 

Mickeyboof

Well-Known Member
So, is there really a “Brake” button that lights up for Left Pilot when you run into the cargo train? I swear there isn’t one and you get yelled at by your crew unnecessarily lol. Everyone always thinks it’s my fault!

If there is a brake button, it does nothing.

Running into the cargo train happens every time, no matter how good the crew is.

This happens because if the Engineers *don’t* fire the harpoon, the game automatically connects the harpoons during the collision, which then causes the falcon to fall when the train goes down the “elevator shaft.”

This is the sequence that results in getting the first coaxium, which happens even if no one is in the cockpit at all. It’s all on autopilot up until that point.

The second coaxium is the only container that the players can either get, or loose/ not get.
 

tissandtully

Well-Known Member
If there is a brake button, it does nothing.

Running into the cargo train happens every time, no matter how good the crew is.

This happens because if the Engineers *don’t* fire the harpoon, the game automatically connects the harpoons during the collision, which then causes the falcon to fall when the train goes down the “elevator shaft.”

This is the sequence that results in getting the first coaxium, which happens even if no one is in the cockpit at all. It’s all on autopilot up until that point.

The second coaxium is the only container that the players can either get, or loose/ not get.
I feel vindicated!!
 

Mickeyboof

Well-Known Member
The “game” is actually no better than Astro Blasters, because it’s score based.

You either win (get two coaxium), or lose (get the one freebie coaxium). So that’s pretty lame.

The game mechanics should be about the physical, but instead it’s about your individual percentage. Which is like toy story mania, buzz, ect. It’s nothing new. A bit boring honestly.
 

tissandtully

Well-Known Member
The “game” is actually no better than Astro Blasters, because it’s score based.

You either win (get two coaxium), or lose (get the one freebie coaxium). So that’s pretty lame.

The game mechanics should be about the physical, but instead it’s about your individual percentage. Which is like toy story mania, buzz, ect. It’s nothing new. A bit boring honestly.
I still don’t understand the damage scoring or how engineers can contribute to it.
 

Mickeyboof

Well-Known Member
I still don’t understand the damage scoring or how engineers can contribute to it.

The Engineers should be fixing the damage. If they don’t, the score goes down.

When something happens, a crash or perhaps a bad guy shoots the falcon, the Engineers have to press an assortment of buttons fast enough before they go away. It’s like whack a mole.

If they don’t, then the result is a damaged ship with means you owe Hondo even more because he has to fix it now.
 

ChrisFL

Premium Member
Agreed, but I'm hoping they'll refine it a bit and give us some more missions and a clearer scoring system or maybe a tutorial can be on the Play app?
 

Mickeyboof

Well-Known Member
Agreed, but I'm hoping they'll refine it a bit and give us some more missions and a clearer scoring system or maybe a tutorial can be on the Play app?

That’s my hope!!

I still love the ride. It’s my new tradition- I only ride if I go to the cantina. It’s a lot of fun to fly the falcon with a bit of jet fuel in the blood.

The app does give you your credits after every flight, or at least it should.

The odd thing I noticed at WDW is the three times I rode it, they blew us through the pre show where hondo explains the mission. This is after the chess room.

That pre show is necessary. Disneyland never rushed us through, but I’m curious how it is now... as I only experienced it the first weekend at Disneyland.
 

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