PerGron
Well-Known Member
I’ll assign roles once we have the basic ride timeline mapped outDoes the gift shop fall under my stuff? If so, I'm cool with that, just wanted to clarify in case someone wanted to take this as their job.
I’ll assign roles once we have the basic ride timeline mapped outDoes the gift shop fall under my stuff? If so, I'm cool with that, just wanted to clarify in case someone wanted to take this as their job.
1. I was thinking that the queue could end by entering the lodge of our central character, which functions like the queue for Expedition Everest, and the loading area would be an extension of the lodge. I just wanted to make sure that fit with the story.
2. Based on the lodge, are there any specific cryptids that we want to make a cameo, or is that just at my discretion, and I’ll clarify what is respectful to depict?
3. How large of a show building is being anticipated (just an estimate, even relative to other attractions in the area is fine), and is the attraction entirely contained within the building without going outside?
I already started drawings of the queue going through a forest hahaha! So the loading area is in the lodge, and then the attraction goes outside before coming back in?1. I love it. Maybe have the start of the queue winding through a forest and we can include cryptid references here.
2. I think we should stick to cryptids featured in Algonquin legends. There are some super good ones like pukwudgie, deer woman, and (of course) some variation of Sasquatch. I give you full permission to seek out more Algonquin legendary creatures as many as you’d like.
3. I think it’d be neat to start the ride outside and transition inside as if entering a forest from a lodge or trading post
That sounds astounding!I’m planning on doing a “walkthrough” of the queue by setting up my queue drawings and moving a camera through them from the viewpoint of the guest, just so everybody knows in case that affects the presentation at all?
I love all of this, but I really hope this was intentionalWe would then exit the forest and pass the village a final time with another warning about greed before debarking into the gift shop.
Maybe once we come across the Wendigo for the first time, we travel backwards at a high speed to get away? That may be too similar to Maelstrom thoughAlright let’s get a basic ride outline going for Joker and also so Nigel and I have something to go off of.
I think we start outside after leaving the trapper’s cabin queue. We follow the stream through some pleasant woodland scenery. Here we could have animatronic animals like deer, moose, Turkey, bear, wolves, etc. looking on as we pass.
As we pass down the river, the trees become thinner and we see stumps and wreckage from when loggers destroyed the forest.
We enter into our show building (themed to entering another forest) and pass by an Algonquin village and see them gathered around a fire. The leader wears a stag hood and speaks in their native language (we could choose any of the Specific tribes for this part), but there is a white man amongst them: our trapper.
As we pass, the native language changes to English as we gather that should a man engage in greed and be consumed with his desires, he too will be consumed by a Wendigo, cursed with an insatiable appetite for all eternity.
Our next segment would show our trapper with a stack of ambiguous pelts (beaver, but we don’t want to make it too gruesome for Disney so it’d just be fur), but we also see a white stag in the bushes. Our hunter raises his gun and aims it at the deer. We hear the gunshot and from behind us, we hear the horrible screaming of our hunter as he is consumed by the eternal curse.
We then pass through a darker part of the forest where we hear a baby crying (a key part of the Wendigo myth is it’s ability to mimic voices to lure their prey in) and our boat heads toward the sound. The room gets frigid cold (another Wendigo myth is that it brings with it a bitter cold wind wherever it goes. It also smells of rotting flesh but I don’t think it’s insensitive to leave that part out for the sake of our guests noses).
We round a corner and we hear the trapper’s voice calling for help, yet when we encounter the noise, we see it, an animatronic of the Wendigo. Personally I want to go with the more iconic look of a 8’ tall humanoid body so skinny it’s ribs are visible with Patchy fur skin stretched tightly over it, with incredibly long and thin fingers, plus the head of a stag’s skull with large antlers. It can scream hellishly at us, and the ride picks up speed.
(Im not sure what visuals to use for a chase sequence like this, so maybe someone else could cover it, but essentially you’d hear distorted voices, shrieks, and cries as footsteps)
Finally, we reach the climax where we’re trapped. Our boat turns around to face the animatronic Wendigo as it closes in, our fates sealed. However, at the last second, the Algonquin chief appears and uses his spirituality to defeat the Wendigo, pulling the trapper and banishing the cursed spirit away (in some myths you are able to free the person from the curse by use of the chief’s spirt connections and magic. Others you must kill it, but I like the Don Bluth approach of you can make something as scary or dark as you want so long as it has a happy resolution, and since this is an accurate part of some myths, I think it’s the best way to end the chase.)
We would then exit the forest and pass the village a final time with another warning about greed before debarking into the gift shop.
This is my idea for a ride at least, i’m open to any and all tweaks, I mainly just focused on making the legends accurate and respectful, so some of the ride itself can be changed around.
That was my initial idea but I didn’t pitch it because I didn’t want anyone to be bored writing it/didn’t love the idea but if the team is down with it, I’d much prefer a museum-style walkthrough.What if instead of a gift shop, guests exited into an exhibit about the mythology/ culture of the Algonquian peoples and their relationship with Colonial America?
I think that's a great compromise. MK has enough gift shops anyway. And I don't think that we'd need to have too much detail to get the point of the exhibit across, so it shouldn't be too terrible to write.That was my initial idea but I didn’t pitch it because I didn’t want anyone to be bored writing it/didn’t love the idea but if the team is down with it, I’d much prefer a museum-style walkthrough.
Maybe we could make it optional (but highly encouraged) like the aquariums at the exit of a few rides at SeaWorld.
That sounds amazing!!I’m planning on doing a “walkthrough” of the queue by setting up my queue drawings and moving a camera through them from the viewpoint of the guest, just so everybody knows in case that affects the presentation at all?
Alright let’s get a basic ride outline going for Joker and also so Nigel and I have something to go off of.
I think we start outside after leaving the trapper’s cabin queue. We follow the stream through some pleasant woodland scenery. Here we could have animatronic animals like deer, moose, Turkey, bear, wolves, etc. looking on as we pass.
As we pass down the river, the trees become thinner and we see stumps and wreckage from when loggers destroyed the forest.
We enter into our show building (themed to entering another forest) and pass by an Algonquin village and see them gathered around a fire. The leader wears a stag hood and speaks in their native language (we could choose any of the Specific tribes for this part), but there is a white man amongst them: our trapper.
As we pass, the native language changes to English as we gather that should a man engage in greed and be consumed with his desires, he too will be consumed by a Wendigo, cursed with an insatiable appetite for all eternity.
Our next segment would show our trapper with a stack of ambiguous pelts (beaver, but we don’t want to make it too gruesome for Disney so it’d just be fur), but we also see a white stag in the bushes. Our hunter raises his gun and aims it at the deer. We hear the gunshot and from behind us, we hear the horrible screaming of our hunter as he is consumed by the eternal curse.
We then pass through a darker part of the forest where we hear a baby crying (a key part of the Wendigo myth is it’s ability to mimic voices to lure their prey in) and our boat heads toward the sound. The room gets frigid cold (another Wendigo myth is that it brings with it a bitter cold wind wherever it goes. It also smells of rotting flesh but I don’t think it’s insensitive to leave that part out for the sake of our guests noses).
We round a corner and we hear the trapper’s voice calling for help, yet when we encounter the noise, we see it, an animatronic of the Wendigo. Personally I want to go with the more iconic look of a 8’ tall humanoid body so skinny it’s ribs are visible with Patchy fur skin stretched tightly over it, with incredibly long and thin fingers, plus the head of a stag’s skull with large antlers. It can scream hellishly at us, and the ride picks up speed.
(Im not sure what visuals to use for a chase sequence like this, so maybe someone else could cover it, but essentially you’d hear distorted voices, shrieks, and cries as footsteps)
Finally, we reach the climax where we’re trapped. Our boat turns around to face the animatronic Wendigo as it closes in, our fates sealed. However, at the last second, the Algonquin chief appears and uses his spirituality to defeat the Wendigo, pulling the trapper and banishing the cursed spirit away (in some myths you are able to free the person from the curse by use of the chief’s spirt connections and magic. Others you must kill it, but I like the Don Bluth approach of you can make something as scary or dark as you want so long as it has a happy resolution, and since this is an accurate part of some myths, I think it’s the best way to end the chase.)
We would then exit the forest and pass the village a final time with another warning about greed before debarking into the gift shop.
This is my idea for a ride at least, i’m open to any and all tweaks, I mainly just focused on making the legends accurate and respectful, so some of the ride itself can be changed around.
That was my initial idea but I didn’t pitch it because I didn’t want anyone to be bored writing it/didn’t love the idea but if the team is down with it, I’d much prefer a museum-style walkthrough.
Maybe we could make it optional (but highly encouraged) like the aquariums at the exit of a few rides at SeaWorld.
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