Within the last 12 months I think.Must have been recent as I have pics from just 2 years ago with their name on the sign.
Within the last 12 months I think.Must have been recent as I have pics from just 2 years ago with their name on the sign.
Surprised they never taken a Star Tours route with different planets and obsticles to deal with...
I totally agree, Marni. I just *love* New Horizons.Bear in mind the physical cabin orientation wouldn't move with individual cabin visuals.
New Horizons for you and for me.
I am trying to find a balance here. I feel like the whole family should be able to enjoy Mission Space together. I don't like the idea of groups having to split up. I prefer MS: Orange over Green, but it's still way too intense. As long as I don't move or close my eyes I don't get sick.I don't think the intensity of MS Orange should be dialled down at all, the way it is
currently is required to produce the g-forces necessary to make it feel as though you are actually launching, it makes me feel a little sick but I feel this is a trade off for something that is about as close as I will ever get to experiencing a real rocket launch! If that feeling was lessened it would massively reduce the appear of the attraction to me, about half my family can deal with the orange side for the others there is the green. This sort of attraction will never please everyone, it's about the only ride that spins I can really deal with, I often pass on Primeval whirl for that reason!
Ouch. I don't like slow coasters. I love my coasters, so the bigger and faster the better. And, I don't like the trim brakes on Space Mountain either.First... NOOOOO... Dont decrease the orange. Its fine as is. If its too much for you, do the green but dont take away my thrill because its too much for you. Why water down rides and ruin them for others? Its like saying SM, RnRC or BTMRR should be slowed down because guests dont like fast coasters.
Second.& Finally .. Yes.. I'd love a more thrilling space ride through the galaxy. With Hubble images and others, it could be so much more visually thrilling. It would surely enhance to trip. As long as it keeps the thrills and doesnt get too bogged down with education, I'm at a theme park not a classroom. They could do more with the after ride area if they wanted more of a teaching/ inspiring space for future scientists.
Yes.. the buttons are fun. I love being in the capsule and get the feeling of a confined rockt seat amid the displays & screens. Keep Gary involved with the story line. Hes such a great actor and could add to making the story more of a reality.
LOL. I totally agree. The pre-ride instructions and warning video are literally scarier than the ride itself.I rode it recently and had the same thought. It isn't in dire need of an overhaul like other parts of future world, but it feels forgotten. It'd be nice if there was actually a splitting storyline for if you miss a button press or hidden paths based on other little buttons. As is, as much as I like the ride, listening to thirty more 'if you have a heart condition do not ride' warnings doesn't feel worth it to go again.
The hurdle is the multiple ride vehicles. Different scenes could be shared by all of the cabs on the centrifuge, but the promised interactivity can never really happen.
The motion is what would really make it interactive. Video being different but not syncing with the motion would cause motion sickness. There already is slightly different audio based on one's actions with the buttons.Why not?
It might not be possible for the vehicle's motion to change, but there's no reason at all the audio/video component of the attraction can't have different "branching" outcomes depending on how many people are riding, in which seats, and whether or not they "succeed" in their tasks. It wouldn't even be that expensive to implement, honestly- the technology to make this work has been around since the '70s.
If I were to be in charge of a Mission: Space refurb, I would bulldoze it and plant palm trees.
...but if bulldozing wasn't an option, I would change the audio/video component from a prerecorded video file to a simulator program running in real-time with several branching storylines, unlockable easter eggs, and full integration of people's magicband data. It wouldn't even be expensive to do.
If you wanted to get fancy, all the screens would be replaced with parallex-barrier 3D displays. Since the riders' heads would be in known, fixed positions, this would be easy to do.
The motion is what would really make it interactive. Video being different but not syncing with the motion would cause motion sickness. There already is slightly different audio based on one's actions with the buttons.
Not really because if you follow the story line and the pre-flight briefing, we are trainee's and that there are built in over-rides that save us from our inexperienced selves. I'm not versed on this at all, but, I will bet that many of the actions on a real space mission are defaulted to the computer control and might be overridden if necessary. Sort of like airliners are today. Also because of the configuration of the capsules, many times there aren't 4 people in each one, without that story line, it just wouldn't work. Now you can push the buttons and feel like you did something, that is what a fantasy is all about right? If you don't well you won't be "lost in space" and you'll crash land on Mars, just like always, but, if we hadn't been pulling that joy stick back to the point of nearly breaking it, we would have surely gone into that crevice and to our deaths. Don't tell me I didn't do my part to save us. Your welcome!The video would still always need to be in synch with the reprogrammed motion, of course, but this needn't be a problem, and no reason the same motions can't accompany different scenarios.
The same motions that the vehicle goes through when your "spaceship" is supposedly sliding around on the snow on mars could (and should) work just as well to accompany video that communicates the idea that your craft is still, say, hopelessly adrift in space, or say, splashing along the sea when your craft had to make an emergency return to earth. There's all sorts of possibilities that needn't be constrained by the necessary motion component.
The bit where you (all four of you!) supposedly take over the craft and manually steer it can't ever actually effect the way the ride vehicle is moving, so that element ought to be deleted from all of the "branches" of the ride storyline and possibly replaced with something else. Honestly, it never should have been in there to begin with because that element betrays to the guest that the attraction is far less interactive than it pretends to be (ie, not at all). Ideally each seat would have a different input mechanism (buttons vs switches vs sliders, etc.) to increase re-ridability and better sell the idea that every member of your family has been assigned a different task to do. Giving everyone the same square buttons was just lazy design decision from day one.
This is why a long, drawn out pre show has little value to me. It's actually a negative because the money spent could be put into the actual attraction. I like the concept of a Preshow, but simplify it (Soarin) and don't spend millions on it (Test Track) only to have it be a nuisance after the first couple rides.While I love the spinning part and have no problem with green and orange, the ride does need updating. The pre-show is old and doesn't really offer anything once you've ridden it- no humor like with Star Tours- and is just a wait to be endured. Livening up the pre-show would help, as would re-doing the panel and video.
This is why a long, drawn out pre show has little value to me. It's actually a negative because the money spent could be put into the actual attraction. I like the concept of a Preshow, but simplify it (Soarin) and don't spend millions on it (Test Track) only to have it be a nuisance after the first couple rides.
I get Chevrolet wanted it this way, but Test Track is the poster child for a Preshow that is WAY too long, in depth, and zero payoff on the actual ride. It doesn't impact the experience and the "testing your design" is a loose tie in for me when the ride is identical no matter what you do.
Not really because if you follow the story line and the pre-flight briefing, we are trainee's and that there are built in over-rides that save us from our inexperienced selves. I'm not versed on this at all, but, I will bet that many of the actions on a real space mission are defaulted to the computer control and might be overridden if necessary. Sort of like airliners are today.
Also because of the configuration of the capsules, many times there aren't 4 people in each one, without that story line, it just wouldn't work. Now you can push the buttons and feel like you did something, that is what a fantasy is all about right? If you don't well you won't be "lost in space" and you'll crash land on Mars, just like always, but, if we hadn't been pulling that joy stick back to the point of nearly breaking it, we would have surely gone into that crevice and to our deaths. Don't tell me I didn't do my part to save us. Your welcome!
The last time we rode Test Track, everyone headed straight toward the door and formed a line. They walked right pass the car design part. We were the only ones designing our car. LOL. And, of course, some of them took cuts, technically. But, it was no biggie.This is why a long, drawn out pre show has little value to me. It's actually a negative because the money spent could be put into the actual attraction. I like the concept of a Preshow, but simplify it (Soarin) and don't spend millions on it (Test Track) only to have it be a nuisance after the first couple rides.
I get Chevrolet wanted it this way, but Test Track is the poster child for a Preshow that is WAY too long, in depth, and zero payoff on the actual ride. It doesn't impact the experience and the "testing your design" is a loose tie in for me when the ride is identical no matter what you do.
Man, that Test Track one is such a beating. It's not fun to spend all that time on the car design only to have the screens not work on the actual attraction. You also quickly realize that the design changes the ride in no way and arbitrary features win/lose the challenge anyhow. It's so boring after the first 2 times, I could just cry.The last time we rode Test Track, everyone headed straight toward the door and formed a line. They walked right pass the car design part. We were the only ones designing our car. LOL. And, of course, some of them took cuts, technically. But, it was no biggie.
I think Dinosaur has a long pre-show, too. Not as bad as Test Track and Soarin'. And, I do enjoy it.
LOL. That is *so* awful. If that ever happened to me, I would cry for real. Designing those cars takes so much time and personalizing them is a lot of work for a five minute ride.Man, that Test Track one is such a beating. It's not fun to spend all that time on the car design only to have the screens not work on the actual attraction. You also quickly realize that the design changes the ride in no way and arbitrary features win/lose the challenge anyhow. It's so boring after the first 2 times, I could just cry.
I think it was done to distract people from the fact that they essentially turned off the lights and added some neon lights on the "new" attraction.
Do they stop you at the door now, using the design room as a holding place?The last time we rode Test Track, everyone headed straight toward the door and formed a line. They walked right pass the car design part. We were the only ones designing our car. LOL. And, of course, some of them took cuts, technically. But, it was no biggie..
We were absolutely underwhelmed the first time we rode TT2- boring beyond belief from the entrance to the outside doors.Man, that Test Track one is such a beating. It's not fun to spend all that time on the car design only to have the screens not work on the actual attraction. You also quickly realize that the design changes the ride in no way and arbitrary features win/lose the challenge anyhow. It's so boring after the first 2 times, I could just cry.
I think it was done to distract people from the fact that they essentially turned off the lights and added some neon lights on the "new" attraction.
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