So, You Want to be an Imagineer Season 15: Uniting Universal (Official Hub Thread)

D Hulk

Well-Known Member
First draft of The Shining - will add custom images and edits over time - hope you enjoy!

latest

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Queue and Pre-Show
Approaching The Overlook Hotel, guests walk along a winding, hillside road up towards the ominous and overbearing structure set upon the mountainside. The foreboding trek towards the hotel creates an inauspicious atmosphere of uncertainty and genuine mystery, as in the background you can hear an off-pitch trombone playing the same notes over and over, as baleful screeches pierce your ears louder and louder as you approach the exterior of the hotel. Tall trees isolate you from the rest of the park, and the feeling of dreadful solitude creeps over the guests as they continue up the queue line towards the entrance to the attraction.

Passing a mystifying green hedge maze, you note the title of the maze reveals the name of the hotel you are entering - The Overlook Hotel in Sidewinder, Colorado.
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With the hotel in forced perspective view, the scale of the hotel is overwhelming as it feels almost like a living presence you are about to encounter. Walking through the main gates of the hotel after rounding around the outdoor queue section, you walk over towards the main entrance of the hotel.
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As you enter into the main lobby, an eerie silence encompasses the beautiful native american wilderness inspired hotel. Sprawling felt pieces drape the sides of the walls, and meticulously hand crafted chandeliers hang from the ceiling. The lights are on throughout the hotel lobby, welcoming you into its humble abode. You get a sense of your surroundings when mysteriously, a Ray Noble song, Midnight, The Stars, And You, begins to play throughout the empty lobby.

Nobody is visible and no stereo or music box is present, which makes you wonder...where is the music coming from? The sense of comfort that the music played in another setting would bring, in actuality brings a sense of fear and concern for what will happen next.

As guests continue to file into the main lobby entrance, a hotel staff worker closes the main door to the outside and suddenly, the windows peering out into the landscape go dark with a blizzard window special effect, and the guest's perspective is 'corrected' to view the red elevator doors at the end of the lobby entrance. This is done by having the sound effect of the song, slowly moving towards the elevator doors, before eventually fading away. At first guests may wonder why they are being addressed to seemingly commonplace elevator doors, however they are soon shook with horror at the red river of blood seeping through the elevator doors. (This effect is accomplished by projection mapping on the elevator doors to give the impression of flowing liquid - or in this case, blood)
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Silence can be heard through the lobby, as a river of blood comes flowing towards the main entrance. Once the flow gets close to the main entrance, the lights go dark. And when the lights turn back on, the river of blood is gone, and it's like nothing ever happened, except for one aspect. Standing behind the guests at this point is a hotel staff employee, with a ghastly stare and an unnatural sense of calm as he says:

"Would you like to view the rest of the Overlook?" the man says.

You walk through towards the foyer where the attraction load area is. The creepy sound effects from the outdoor queue section return as you approach the ride vehicles.

Attraction Blueprint
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The attraction will use the complex and perplexing set designs from the Stanley Kubrick film. With this being a trackless ride, guests might enter and re-enter the same set pieces, but from different and inordinate perspectives that throw the rider off of their sense of direction, consuming them in The Overlook Hotel. The disorienting set design could be simply a mistake on the part of Kubrick's, but given the director's attention to detail in his other films and the multitude of errors, it has come into question whether or not those errors were intentional to throw off the audience. We'll be assuming they were intentional and adapt similar mysterious layout techniques here in the attraction.

The attraction has several scenes that take place on two separate floors, The Colorado Lounge, Gold Room, and Maze which take place on the first floor, Room 237, twins encounter, and the residential quarters on the second (even though in the film there are 3 floors)

Ride Vehicles
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To give a sense of scale and impending vulnerability, the ride vehicles will be themed after Danny's tricycle from the film.

The decision to go with the tricycle as the trackless vehicle throughout the attraction is because while the singular trike will be modified to fit four guests (two rows) The dimensions of the trike give the audience a sense of magnitude for the size of The Overlook. Being closer to the ground, everything around you seems bigger, and more menacing, and thus, you feel more vulnerable. Using forced perspective throughout the attraction - you'll view The Overlook from the perspective of Danny on the trike, heightening the sense of doom and suspense that lies around every corner of the hotel.

After boarding in the foyer, you take your tricycle on a lap around the Colorado Lounge, as Danny does in the film. The trackless vehicles ride in a series of four cars. In the wrap around scene, each of the four trikes follows each other in a steady motion at a decent speed for a dark ride (around 5mph) to give the breezy feeling of freedom riding around the brim of the lounge.

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The eerie effect is compounded when you are one of the trailing trikes, following the trike in front of you, giving the sense that something is always following you around the hotel!

As you are about to complete your lap around the Colorado Lounge, you can hear the thud of a tennis ball being thrown up against the wall, and the sound of Jack Torrance violently yelling for Danny. The trike makes a turn towards a ramp (not in film) that head towards the upstairs balcony. Before leaving the Colorado Lounge, it makes a quick spin around Jack's work station, which has hundreds of pages that, in all different formats, are scattered around saying "All work and no play makes Jack a dull boy"
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This shift towards the next scene and set piece then sends in the next set of vehicles into the lounge area for their lap around the Colorado Lounge.

On the second floor, you ride past Room no: 237, where the door is crept open to view the interior. Your trikes stop in front of it, and the lights go dark. When the lights come back on, you see an animatronic of a creepy, decrepit old lady peering out at you as she laughs. Your trikes then continue down the long, carpeted hallway towards the residence. Your trike takes a turn, but into a dead end. All four vehicles line up side by side, in a wider hallway than in the film in order to accommodate everyone for the view. Two animatronic twins stare out at you saying "Come play with us. Forever, and ever, and ever"
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Your trikes back away and turn back towards the hallway you just came from, before making a left into the caretaker residence room, and allowing the next trailing cars of trackless vehicles to enter into the twins scene.

In the residence, you enter another dead end, but this time it's of a bed, with the voiceover of someone (Danny) whispering 'Redrum'. His voice gets increasingly louder and louder as you observe lipstick written on the door with the word 'Redrum' however, screeching bells are heard as the trikes turn towards a mirror where Murder is spelled out in the reflection. The door to the residence is heard opening with Jack saying 'Wendy, I'm home'

Your trike backs away again, spins around, where you see Jack's face in the doorway that he just knocked down with an ax. In order to get back down to the first floor and make your escape down the residential ramp. On the way down the ramp, there are several doorways, with one of them open, and a man in a bizarre animal costume creeps his head out as you make your way back down to the first floor. Seemingly out of the horror, yet the horror is just beginning.

As you approach the first floor, you enter what appears to be the foyer you started with, and the elevator shaft you saw in the introductory pre-show scene, however you're not home free.
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Your trike then travels through deflated balloons and decorations down what seems like an endless hallway, before glancing past the Gold Room, looking inside and listening to the Midnight, The Stars, and You song being played, as a British butler comes out as an animatronic and says "I hope you won't need to be, corrected" The screeching returns and is as loud as ever as the trike makes it back into a mirrored room of the entrance, yet instead of the brightly lit, charming entrance you started with, it's dark, full of cobwebs and skeletons sitting around in the lounge chairs.

*These effects are accomplished by building duplicate, identical foyers and entrances, back to back, in the set design, giving the illusion you are home free, when in reality, it's a different set. - hopefully later I will be able to draw a blueprint of the entire show building and its layout*
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Some of the skeletons begin to move and you race out of the entrance and into a snow covered maze (this is in a show building similar to the graveyard 'outdoor' scene in the Haunted Mansion). You hear footsteps of Jack behind you and yelling as he waves the ax around behind you as you make it out of the entrance gateway and into the maze. In the maze your trike rounds through towards the center of the maze, before backtracking out of it and towards the entrance once again. This scene is tense and suspenseful as you'll never know what will be around the corner or if Jack will find you. However the horrors in this scene are all psychological, as there are no cheap jumpscares in the maze. It's only the looming threat of danger that causes the horror.
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Eventually you make it back inside and into the foyer, which is part of the loading/unloading area. As you exit the vehicle, you walk past pictures of past celebrations at The Overlook, and can see Jack's face front and center at the July 4th Ball in 1921 - leading to more questions than answers about The Overlook Hotel, as Midnight, The Stars, And You - plays you out as you exit back out of the attraction and down towards the rest of the American Mystery land.
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Love the sense of dread and that overbearing evil ambiance of the Overlook itself. Love the projection effect for the blood elevator preshow - Could a version of this scene be accomplished with water and red lighting too?

I like the use of double foyers and other tricks to increase that spatial disorientation. Trackless really permits some fun. Like, what if the vehicles and the rooms spun at the same rate, so cars then exit through their entry door but in a totally different location. Or, to reach the second floor, cars ride a hidden elevator and don't realize it (could be Room 237) and then exit into a subtly different hallway.

The ride's pace reminds me of Haunted Mansion, but genuinely terrifying, with an eerie start and slowly ramped up horror. I like the use of sound and shadow to suggest the presence of ghosts and Jack. I think early ghosts, like the hallway twins, could be done partially with effects like projections, Musion, or Pepper's ghost; save animatronics for later physical manifestations when the hotel's shine is stronger. This way, we can suddenly flash from the live twins to their bloodied bodies...if that's not too grotesque. This year's HHN has a Shining maze using Pepper's ghost to do that scene.

Random thoughts: Really play up that atonal score by Penderecki and others! Project Jack's shadow on the hedge maze walls; get cars into dead ends. In the empty Gold Room, cars can spin while we use like Musion projections to slowly populate it with a ghostly Jazz Age party. Would love to see Grady toasting us with "Great party, isn't it?" Even a couple of book-only scenes, like the firehose snake or the living animal topiaries, could be effective as AAs.

If you can't tell, I love The Shining and I get excited pondering it! (Like you, space, it's my favorite horror flick.) This ride through is really exciting, and I'm just imagining more for it!
 

D Hulk

Well-Known Member
Are you crazy?! I only asked Hindley what the other three dark rides for UniSea were going to be since I already knew that FJ was one of the four and he included it. I would never hate such a good attraction.
Eh, don't worry about it, S.P.E.W.

I was being redundant. I know it. I know I was being redundant. I just wanted to list all 4, for the ease of seeing 'em all in one place. It helps me ponder the park's ride balance.
 

spacemt354

Chili's
Love the sense of dread and that overbearing evil ambiance of the Overlook itself. Love the projection effect for the blood elevator preshow - Could a version of this scene be accomplished with water and red lighting too?

I like the use of double foyers and other tricks to increase that spatial disorientation. Trackless really permits some fun. Like, what if the vehicles and the rooms spun at the same rate, so cars then exit through their entry door but in a totally different location. Or, to reach the second floor, cars ride a hidden elevator and don't realize it (could be Room 237) and then exit into a subtly different hallway.

The ride's pace reminds me of Haunted Mansion, but genuinely terrifying, with an eerie start and slowly ramped up horror. I like the use of sound and shadow to suggest the presence of ghosts and Jack. I think early ghosts, like the hallway twins, could be done partially with effects like projections, Musion, or Pepper's ghost; save animatronics for later physical manifestations when the hotel's shine is stronger. This way, we can suddenly flash from the live twins to their bloodied bodies...if that's not too grotesque. This year's HHN has a Shining maze using Pepper's ghost to do that scene.

Random thoughts: Really play up that atonal score by Penderecki and others! Project Jack's shadow on the hedge maze walls; get cars into dead ends. In the empty Gold Room, cars can spin while we use like Musion projections to slowly populate it with a ghostly Jazz Age party. Would love to see Grady toasting us with "Great party, isn't it?" Even a couple of book-only scenes, like the firehose snake or the living animal topiaries, could be effective as AAs.

If you can't tell, I love The Shining and I get excited pondering it! (Like you, space, it's my favorite horror flick.) This ride through is really exciting, and I'm just imagining more for it!
For some reason the forum is running extremely slow for me so I'll keep this brief but thank you! Will definitely add in your suggestions!
 

spacemt354

Chili's
Love the sense of dread and that overbearing evil ambiance of the Overlook itself. Love the projection effect for the blood elevator preshow - Could a version of this scene be accomplished with water and red lighting too?

I like the use of double foyers and other tricks to increase that spatial disorientation. Trackless really permits some fun. Like, what if the vehicles and the rooms spun at the same rate, so cars then exit through their entry door but in a totally different location. Or, to reach the second floor, cars ride a hidden elevator and don't realize it (could be Room 237) and then exit into a subtly different hallway.

The ride's pace reminds me of Haunted Mansion, but genuinely terrifying, with an eerie start and slowly ramped up horror. I like the use of sound and shadow to suggest the presence of ghosts and Jack. I think early ghosts, like the hallway twins, could be done partially with effects like projections, Musion, or Pepper's ghost; save animatronics for later physical manifestations when the hotel's shine is stronger. This way, we can suddenly flash from the live twins to their bloodied bodies...if that's not too grotesque. This year's HHN has a Shining maze using Pepper's ghost to do that scene.

Random thoughts: Really play up that atonal score by Penderecki and others! Project Jack's shadow on the hedge maze walls; get cars into dead ends. In the empty Gold Room, cars can spin while we use like Musion projections to slowly populate it with a ghostly Jazz Age party. Would love to see Grady toasting us with "Great party, isn't it?" Even a couple of book-only scenes, like the firehose snake or the living animal topiaries, could be effective as AAs.

If you can't tell, I love The Shining and I get excited pondering it! (Like you, space, it's my favorite horror flick.) This ride through is really exciting, and I'm just imagining more for it!
For some reason the forum is running extremely slow for me so I'll keep this brief but thank you! Will definitely add in your suggestions!
 

spacemt354

Chili's
Love the sense of dread and that overbearing evil ambiance of the Overlook itself. Love the projection effect for the blood elevator preshow - Could a version of this scene be accomplished with water and red lighting too?

I like the use of double foyers and other tricks to increase that spatial disorientation. Trackless really permits some fun. Like, what if the vehicles and the rooms spun at the same rate, so cars then exit through their entry door but in a totally different location. Or, to reach the second floor, cars ride a hidden elevator and don't realize it (could be Room 237) and then exit into a subtly different hallway.

The ride's pace reminds me of Haunted Mansion, but genuinely terrifying, with an eerie start and slowly ramped up horror. I like the use of sound and shadow to suggest the presence of ghosts and Jack. I think early ghosts, like the hallway twins, could be done partially with effects like projections, Musion, or Pepper's ghost; save animatronics for later physical manifestations when the hotel's shine is stronger. This way, we can suddenly flash from the live twins to their bloodied bodies...if that's not too grotesque. This year's HHN has a Shining maze using Pepper's ghost to do that scene.

Random thoughts: Really play up that atonal score by Penderecki and others! Project Jack's shadow on the hedge maze walls; get cars into dead ends. In the empty Gold Room, cars can spin while we use like Musion projections to slowly populate it with a ghostly Jazz Age party. Would love to see Grady toasting us with "Great party, isn't it?" Even a couple of book-only scenes, like the firehose snake or the living animal topiaries, could be effective as AAs.

If you can't tell, I love The Shining and I get excited pondering it! (Like you, space, it's my favorite horror flick.) This ride through is really exciting, and I'm just imagining more for it!
Just to summarize some of the thoughts here now that I can sit down!
- Pepper's ghost for the twins - love that! You're right, best to save the AAs for the end
- I wanted to go into the Gold Room but I figured with so many people not related to the plot that would be an expensive scene for a small payoff...however if they are all projections, and the vehicles spin their way through and the party gets larger and larger...that could be fun! It would also be able to include Lloyd at the bar and possibly you could run into Delbert Grady where he could use your line of 'great party'
- The animal topiaries could be a nice hint to the books! Great location for an AA too.
- Jack projection on the maze is a must - great idea!
- Overall --- the music and sound effects play such a vital role in creating the horror of watching a family slowly go insane as Kubrick put it. Just make it as visceral an experience as possible!
 

D Hulk

Well-Known Member
Just to summarize some of the thoughts here now that I can sit down!
- Pepper's ghost for the twins - love that! You're right, best to save the AAs for the end
- I wanted to go into the Gold Room but I figured with so many people not related to the plot that would be an expensive scene for a small payoff...however if they are all projections, and the vehicles spin their way through and the party gets larger and larger...that could be fun! It would also be able to include Lloyd at the bar and possibly you could run into Delbert Grady where he could use your line of 'great party'
- The animal topiaries could be a nice hint to the books! Great location for an AA too.
- Jack projection on the maze is a must - great idea!
- Overall --- the music and sound effects play such a vital role in creating the horror of watching a family slowly go insane as Kubrick put it. Just make it as visceral an experience as possible!
Pretty much these would be amazing additions! It all sounds really good, space, perfect for The Shining. You've always been the caretaker here.

Shameless self-promotion time: I've created a Trip Report thread for my epic Asian 5-park adventure.
 

spacemt354

Chili's
Pretty much these would be amazing additions! It all sounds really good, space, perfect for The Shining. You've always been the caretaker here.

Shameless self-promotion time: I've created a Trip Report thread for my epic Asian 5-park adventure.
Great start to the trip report! Will be following along

I made a tentative outline for myself this week in terms of what I plan on finishing.
- Tuesday: Hop sketch, Suess Landing additions/overview of rides
- Wednesday: Details on New York area for UniMK, Shining additions/art
- Thursday: Details for American Mystery, Jurassic World concept art/overview
- Friday: Details on Jurassic World, Mediterranean Resorts overviews
- Saturday: Completion of Mediterranean Resorts
- Sunday: Recap

Throughout the week though, we can continue brainstorming some areas for the new 'CityWalk' - such as shops and restaurants we want. As well as Nintendo World for UniMK (with Mario and some of the more nostalgic nintendo characters - I definitely need some help with that!)

Seems ambitious but I tend to work best with a few deadlines and also once I get started on something I like to finish it.Being able to get this done will then allow time for feedback/adjustments off of solid concepts, and the continuing adaption of UniSEA and other resorts/transportation surrounding that!
 

D Hulk

Well-Known Member
Great start to the trip report! Will be following along

I made a tentative outline for myself this week in terms of what I plan on finishing.
- Tuesday: Hop sketch, Suess Landing additions/overview of rides
- Wednesday: Details on New York area for UniMK, Shining additions/art
- Thursday: Details for American Mystery, Jurassic World concept art/overview
- Friday: Details on Jurassic World, Mediterranean Resorts overviews
- Saturday: Completion of Mediterranean Resorts
- Sunday: Recap

Throughout the week though, we can continue brainstorming some areas for the new 'CityWalk' - such as shops and restaurants we want. As well as Nintendo World for UniMK (with Mario and some of the more nostalgic nintendo characters - I definitely need some help with that!)

Seems ambitious but I tend to work best with a few deadlines and also once I get started on something I like to finish it.Being able to get this done will then allow time for feedback/adjustments off of solid concepts, and the continuing adaption of UniSEA and other resorts/transportation surrounding that!
Sounds like a plan.

UniSEA might develop a little more slowly now, especially with a trip report begun. (Gotta do that before memories fade!) As the second gate, though, it has the luxury of a longer design timeframe.

Currently I'm still studying Pokémon, with a more finetuned land concept maybe coming later tonight. I want to continue thinking through many of the other lands - Victorian London, Wells Laboratories, Skull Island - in greater detail following that, get everything really distinctive and fleshed out. Naturally, feedback and ideas from all are welcome!

Then with how I like to work, it's on to shop/restaurant lists plus parkwide layout stuff (which might largely depend on designing the central Hogwarts Hotel facades and layout and building out from there). Art and ridethroughs only to follow that.

Looking forward particularly to UniMK's attraction menu, so UniSEA can then respond. With our lands, already I think the two parks are nice distinctive compliments to each other!
 

spacemt354

Chili's
Sounds like a plan.

UniSEA might develop a little more slowly now, especially with a trip report begun. (Gotta do that before memories fade!) As the second gate, though, it has the luxury of a longer design timeframe.

Currently I'm still studying Pokémon, with a more finetuned land concept maybe coming later tonight. I want to continue thinking through many of the other lands - Victorian London, Wells Laboratories, Skull Island - in greater detail following that, get everything really distinctive and fleshed out. Naturally, feedback and ideas from all are welcome!

Then with how I like to work, it's on to shop/restaurant lists plus parkwide layout stuff (which might largely depend on designing the central Hogwarts Hotel facades and layout and building out from there). Art and ridethroughs only to follow that.

Looking forward particularly to UniMK's attraction menu, so UniSEA can then respond. With our lands, already I think the two parks are nice distinctive compliments to each other!
Getting a head start on my schedule haha - hopefully I'll be able to stay on track. Suess actually is just some minor additions and cohesion...along with a few sketches by I know @MonorailRed wanted to assist with that! Since her Blair art blends in well with Suess.

- Tuesday: Hop sketch, Suess Landing additions/overview of rides
- Wednesday: Details on New York area for UniMK, Shining additions/art
- Thursday: Details for American Mystery, Jurassic World concept art/overview
- Friday: Details on Jurassic World, Mediterranean Resorts overviews
- Saturday: Completion of Mediterranean Resorts
- Sunday: Recap
 

D Hulk

Well-Known Member
Pokémon Land progress update.

First off, I know very little about Pokémon. The only game I've played is Go, for a portion of last year. Did some research on fan wikis just recently. Those who know the franchise better, by all means advice is welcome!

download

For the land's setting, I've opted for the classic Kanto Region where the first game is set, and where the later games frequently return. It's oceans, mountains and forests inspired by the Kanto region of Japan surrounding Tokyo, with quaint contemporary cities scattered throughout. Very bucolic.

Doing the entire region in a land is maybe too much, so for cities maybe we can see Pallet Town (where the game begins), and the shared urban area of Saffron City and Celadon City, with assorted gyms scattered throughout the surrounding wilderness.

download

The land needs to be like a playable real world version of the game. Like Sorcerers of the Magic Kingdom, I propose trainers start in Professor Oak's Lab where they collect a Pokedex to keep track of their starter Pokémon, Pokeballs, and other items. Pokémon can be found throughout the land, and several gyms exist where players can enter and battle each other in screen-augmented mini-attractions.

(One issue: I proposed something similar for Hyrule, since it's a way to gamify a park. Is doing this in two lands redundant?)

Beyond that, we need a strong lineup of accessible attractions for this child-friendly land. My menu to fill: A family coaster, one dark ride, a show, a playground, and a couple of flat rides. Similar to IOA's Seuss Landing or TDS's Mermaid Lagoon.

download

Main coaster idea: An exposed Vekoma junior coaster, equivalent to Flight of the Hippogriff. Generally for UniSEA I want to avoid exposed ride systems, but this smaller model carefully located can be an exception (it is in DisneySEA too, this park's influence).

For theme: Mew vs. Mewtwo. Using Legendaries for the coaster makes sense. Plus we can create racing coasters, which might be unique for the junior model. Was considering locating this near Cerulean Cave, but I'm open to Pokefan input.

An alternate coaster idea is a launched family coaster based on the Magnet Train (like Japan's bullet train) traveling the whole land. That may not be iconic enough for Pokémon, so I'm leaning towards the racing Legendaries instead.

download

Dark ride: Pokémon Snap Photo Safari. Set in the Safari Zone, riders use in-car cameras to photograph a huge cast of AA Pokémon. No longer a boat ride, because I now realize Snap's Zero-One isn't a boat. Souvenirs afterwards can include photo albums of your on-ride pictures.

download

Show: A Pokémon League Tournament held in Indigo Stadium, which I believe lines up with the game's endgame. Gather and watch a live performance of top Pokémon trainers batting their mons (thinking puppets akin to DAK's Nemo show). With a storyline laid over the tourney, something with Ash and Co. defeating Team Rocket perhaps.

download

download

Playground: A Pokémon version of Tom Sawyer's Island set on the Seafoam Islands and Cinnabar Island, complete with an abandoned Pokemon Mansion, caves hiding Articuno, and slides, ropes, and playground equipment galore for the kiddies.

Flat rides: These are hardest to do. I'm still debating a version of the teacups in oversized Pokeballs, but that might be too silly. I suppose we could create a few spinners inspired by some of the Gen. 1 monsters. Anyone else have ideas here? A Gen. 1 carousel perhaps?!

Beyond that, we need a PokeMart shop, a Pokémon Center snack stand, the Celadon Department Store, Rocket Game Corner (food?), and something to do with the Silph Co. HQ. There might be other iconic landmarks I'm unaware of. Game fans, input?
 

D Hulk

Well-Known Member
Just to summarize some of the thoughts here now that I can sit down!
- Pepper's ghost for the twins - love that! You're right, best to save the AAs for the end
- I wanted to go into the Gold Room but I figured with so many people not related to the plot that would be an expensive scene for a small payoff...however if they are all projections, and the vehicles spin their way through and the party gets larger and larger...that could be fun! It would also be able to include Lloyd at the bar and possibly you could run into Delbert Grady where he could use your line of 'great party'
- The animal topiaries could be a nice hint to the books! Great location for an AA too.
- Jack projection on the maze is a must - great idea!
- Overall --- the music and sound effects play such a vital role in creating the horror of watching a family slowly go insane as Kubrick put it. Just make it as visceral an experience as possible!
One final random Shining thought:

How about loading and unloading in separate locations? How creepy would it be to board a possessed trike which arrives empty? No reassurance we're surviving that ride!
 

spacemt354

Chili's
Pokémon Land progress update.

First off, I know very little about Pokémon. The only game I've played is Go, for a portion of last year. Did some research on fan wikis just recently. Those who know the franchise better, by all means advice is welcome!

download

For the land's setting, I've opted for the classic Kanto Region where the first game is set, and where the later games frequently return. It's oceans, mountains and forests inspired by the Kanto region of Japan surrounding Tokyo, with quaint contemporary cities scattered throughout. Very bucolic.

Doing the entire region in a land is maybe too much, so for cities maybe we can see Pallet Town (where the game begins), and the shared urban area of Saffron City and Celadon City, with assorted gyms scattered throughout the surrounding wilderness.

download

The land needs to be like a playable real world version of the game. Like Sorcerers of the Magic Kingdom, I propose trainers start in Professor Oak's Lab where they collect a Pokedex to keep track of their starter Pokémon, Pokeballs, and other items. Pokémon can be found throughout the land, and several gyms exist where players can enter and battle each other in screen-augmented mini-attractions.

(One issue: I proposed something similar for Hyrule, since it's a way to gamify a park. Is doing this in two lands redundant?)

Beyond that, we need a strong lineup of accessible attractions for this child-friendly land. My menu to fill: A family coaster, one dark ride, a show, a playground, and a couple of flat rides. Similar to IOA's Seuss Landing or TDS's Mermaid Lagoon.

download

Main coaster idea: An exposed Vekoma junior coaster, equivalent to Flight of the Hippogriff. Generally for UniSEA I want to avoid exposed ride systems, but this smaller model carefully located can be an exception (it is in DisneySEA too, this park's influence).

For theme: Mew vs. Mewtwo. Using Legendaries for the coaster makes sense. Plus we can create racing coasters, which might be unique for the junior model. Was considering locating this near Cerulean Cave, but I'm open to Pokefan input.

An alternate coaster idea is a launched family coaster based on the Magnet Train (like Japan's bullet train) traveling the whole land. That may not be iconic enough for Pokémon, so I'm leaning towards the racing Legendaries instead.

download

Dark ride: Pokémon Snap Photo Safari. Set in the Safari Zone, riders use in-car cameras to photograph a huge cast of AA Pokémon. No longer a boat ride, because I now realize Snap's Zero-One isn't a boat. Souvenirs afterwards can include photo albums of your on-ride pictures.

download

Show: A Pokémon League Tournament held in Indigo Stadium, which I believe lines up with the game's endgame. Gather and watch a live performance of top Pokémon trainers batting their mons (thinking puppets akin to DAK's Nemo show). With a storyline laid over the tourney, something with Ash and Co. defeating Team Rocket perhaps.

download

download

Playground: A Pokémon version of Tom Sawyer's Island set on the Seafoam Islands and Cinnabar Island, complete with an abandoned Pokemon Mansion, caves hiding Articuno, and slides, ropes, and playground equipment galore for the kiddies.

Flat rides: These are hardest to do. I'm still debating a version of the teacups in oversized Pokeballs, but that might be too silly. I suppose we could create a few spinners inspired by some of the Gen. 1 monsters. Anyone else have ideas here? A Gen. 1 carousel perhaps?!

Beyond that, we need a PokeMart shop, a Pokémon Center snack stand, the Celadon Department Store, Rocket Game Corner (food?), and something to do with the Silph Co. HQ. There might be other iconic landmarks I'm unaware of. Game fans, input?
These sound like fun ideas! I remember @Basketbuddy101 did a Pokemon (and Mario) attraction in Season 14 - maybe he could provide some feedback too?
Ladies and gentlemen, judges and fellow players alike, I proudly present two distinct attractions based on characters and settings from 'Super Mario' and 'Pokemon,' beginning with...





Super Sunshine Soakers


'Super Sunshine Soakers' have been described by Universal Creative as one of, if not the most exciting flat ride they've ever worked on. The classic flat ride has always been entertaining, and to some extent, engaging, but not to a point where the guest feels fully satisfied with their role in the attraction. In other words, more often than not, the ride is in control of guests, not the other way around. 'Super Sunshine Soakers' goes out of its way to change this. Guests aren't just riding this attraction—they're assuming an active role as members of the 'Super Mario' universe.



Story:

It's a beautiful day at Isle Delfino, and Mario is enjoying his vacation, but there's trouble in the air! A shine sprite, one of the sources of power and sunshine for the island, is loose inside one of the resort pools. The only way to retrieve the shine sprite is to collect enough gold coins. Guests, or 'players,' must hop aboard Gadd Science, Inc.'s latest iteration of the F.L.U.D.D. water pack, dubbed "F.L.U.D.D. 2.0," and help Mario retrieve the sprite by collecting the gold coins swimming in the pool. Players will compete against their friends and family for the highest score, tallied by the number of coins they hover over and "collect."

Ride Technology:

Prior to the construction of the attraction, Universal Creative admitted that out of all the flat rides they had attempted in the past, this would be one of the more challenging. The challenge was not only making guests feel as if they were on a working water-based jetpack, but combining that experience with a functional system of gameplay. The vehicles themselves are designed after F.L.U.D.D., a character/device from the popular 'Super Mario Sunshine' video game. While the technology within the video games makes the experience of hovering in the air via a jet of water look seamless, in reality, such a feat is a little more difficult, especially in terms of making it look convincing. The solution? A hydraulic system hidden beneath the surface of the water. Once guests board the vehicles, they rise several feet in the air, suspended by a stream of powerful water blasts, at least that's what it looks like to guests. Attached to the bottom of the rocket nozzles are translucent rods that propel the vehicle upward and downward. When the blast of water releases from a separate pipe system on the jetpack, the illusion comes full circle—the vehicles appear to be floating over the surface of the water by means of the water stream itself!

It's an effect that is almost laughably simple yet extremely effective, and will almost certainly leave most guests scratching their heads. As far as the gameplay is concerned, a separate mechanism below the surface of the water holds the gold coins in place. The mechanism has the coins moving around the pool at random. When players hover directly above a coin, the water will trigger a sensor on the coin, causing it to glow and spin quickly. Players will hear a familiar jingle, and receive 10 points; they can keep track of their score via onboard monitor. Throughout various points in the 3 1/2 minute ride, a special blue coin will emerge from beneath the water, and players who manage to successfully hover over the coin will receive 30 points rather than the traditional 10 points; this adds an element of luck to the gameplay, meaning that guests who happen to be skilled at the game will also need a bit of luck to attain the highest scores. Much like Hollywood Studios' 'Toy Story Mania' attraction, ride scores will be recorded and displayed via nearby monitor by "Best This Ride," "Best This Hour," "Best Today," and "Best This Month."

Ride Queue and General Experience:



Universal Creative made an effort to cram as much detail and authenticity into the attraction as possible. Naturally, the experience begins when guests approach the entrance to the attraction. A static figurine of Mario himself can be seen "jumping" against the edge of a building , with F.L.U.D.D. strapped to his back. On the surface of one of the buildings at the entrance, familiar 'Gadd Science, Incorporated' crates are arranged neatly beside each other. The buildings themselves, which are designed after the distinct tropical aesthetic from the video game, appear smooth and colorful, exactly as one would expect in a theme park setting. Even the trees are true to the video game. Rather than scatter real palm trees throughout the attraction, Universal Creative instead opted to 'create' the trees, modeling them after the palm trees from the game, reasoning that while 'real' palm trees are nice, they don't do very much in the way of shading guests from the hot summer sun. Instead, these trees have a full, spacious design that cover a great deal of the sun. In that respect, these trees are "something of an upgrade," jokes Shigeru Miyamoto, a creative consultant for the attraction.

Guests continue under an arch where the attraction's marquee displays 'Super Sunshine Soakers' in bright blue letters. After proceeding under the archway, players will spot crates stuffed with succulent tropical fruits and fishing supplies, along with a crate topped with Mario's hat. Players will then curve around an Isle Delfino boat docked nearby, which rocks calmly above the water. On occasion, players will hear a Pianta, one of the residents of the island, muttering to himself in his native language. Similar details include 'Wanted' posters of Shadow Mario pasted to the stone walls throughout the queue, along with a single painted "M" on one of the walls near the second half of the waiting area. While guests wait in line, they'll hear a mix of songs from the Super Mario Sunshine soundtrack.

Queue Music Loop:











https://www.youtube.com/watch?v=el_r5y_AcrE



As players proceed through the shady queue, they can take a moment to review the attraction's instructions, which are presented in such a style that emulated Nintendo video game manuals. The instructions offer guests valuable insight as to how they can control the vehicles. Guests have two levers, one on each side. If they pull the proper lever on each direction, they can make the vehicles move left and right. If they pull the levers forward, the vehicles will move forward as well. If guests have no interest in participating in the gameplay element of the attraction, they can opt for some additional movements, specifically having the vehicles spin by twisting either of the levers in any direction. The movements allowed to players is fairly wide, and makes for an exceptionally fun and memorable ride experience. To top things off, guests searching for relief from the hot summer sun will be pleased to learn that if they approach any of the opposing vehicles, the strong water blasts from their jetpacks will spray them, even soak them depending on the temperature. When asked about how far they can push the level of wetting guests, Miyamoto responded by saying that if they were so inclined, they could drench guests from "head to toe," but they haven't "let [him] try it yet."


Pine Pointe: Featuring 'Pokemon: Master Quest'


It isn't very often that one could expect to physically step into a video game, or rather a fully-immersive, tangible video-game based experience. For Universal Creative, it was only natural to bring one such experience to life for the first time. While Pokemon has, to some extent, been represented in a theme park setting (i.g. PokePark, Japan), never before have guests felt truly immersed in an environment that felt authentic to the Pokemon lore; Pine Point changes this.


Pine Point: Mythos





'Pine Point,' as it is officially known, represents a quiet and out-of-the-way, previously unknown little town in the Pokemon universe. Pine Point is a relatively-new yet almost unrecognized town in the Kanto region, somewhere in between Vermillion, Celadon, and Saffron City. The town consists of a single Pokemon Center, PokeMart,and unopened bike shop and gym, which have yet to open to trainers, although judging from the visibly-complete exterior, both establishments are exceptionally close to being finished. Perhaps most interesting of all, Professor Oak himself is said to have established his own laboratory in the town to bring his research closer to the major cities. Unfortunately for the town, business isn't exactly booming, and trainers refuse to make the trip over to Pine because neither the bike shop nor gym have opened yet—that is until now. At last, both the gym and 'Pine Point Bikes' are open for business, and trainers are flooding to the town, especially because of all the wild Pokemon inhabiting the surrounding areas. Players might even get the chance to meet Professor Oak and exploit his great knowledge of Pokemon. Only one way to find out…


Pine Pointe:

The town itself has a distinct 'video game' feel. It truly feels like something out of the more modern Pokemon video games, what with the sleek yet blocky modern architectural elements. Light hues of red-orange, blue, and turquoise make up the town's color palette, and the golden-brown undertones give the town an altogether inviting, familiar appearance. Upon entering the land, guests find a pool at the center, complete with Magikarp animatronics swimming stupidly in the water. The water is dyed a dark blue, and thus, guests are able to see the Magikarp 'swim' freely around the body of water via hidden mechanism under the water. Additionally, guests will notice that the Magikarp are capable of using 'splash attack,' as they often splash nearby guests with water. To the left of the pool is a Pokemon Center, complete with a standard design. The building is merely a façade to hide the show building behind it. Beside the Pokemon Center is yet another façade: Professor Oak's lab, a quaint, inviting building whose address reads "1996 Pine Point," a subtle nod to the release years of both Pokemon 'Red' and 'Blue.' Guests who stand near the building can actually hear Professor Oak have a discussion with his Pokemon companion, Mr. Mine from 'inside' the building. At night, guests can even see their silhouettes walking around the room from the upstairs window.


Ambient Conversation Script:

Oak: Yes, yes, Mr. Mime, it is a lovely day out.

Mr. Mime. Mime! Mime!

Oak: Of course. I think the trainers will be happy to visit Pine Pointe now that the gym and bike shop are open. But, eh…

Mr. Mime: Mime?

Oak: Oh, it's nothing, just rumors and things of that sort. I hear Team Rocket has been causing trouble at Silph Co. again. Those crooks. Haven't they anything better to do than to terrorize all of Kanto?

Mr. Mime: Mr. Mime!

Oak: That's right, Mr. Mime. They should be brought to justice, but I'm certainly not the one to do it.

Mr. Mime: Mime?

Oak: That was a long time ago, Mr. Mime. Too old for that now, but maybe if I just…oh, never mind.

Mr. Mime: Mime. Mime. Mr. Mime!

Oak: You took the words right out of my mouth, Mr. Mime. We certainly can place our hopes in trainers. Why, I'll bet there's some right outside our window as we speak!

Mr. Mime: Mr. Mime.

Oak: Let's just hope they're up to the challenges that await them.

Mr. Mime: Mime!

Oak: No! Now, Mr. Mime, you put that Pokeball down right this instant!


[Guests listen as the Pokeball is dropped to the floor, releasing, by the look of it, an enraged Tauros, which proceeds to violently charge across the room]


Mr. Mime: Mr. Mime! Mr. Mime!

Oak: That was a tauros, Mr. Mime, not an Eevee! Get it back in its Pokeball before it brings down the entire building!



Pine Pointe Gym & Pokemon Traders

Across the Pokemon Center is 'Pine Point Gym,' which, like the Pokemon Center, is merely a façade to envelop guests and make them feel immersed inside this universe. The building does have an important purpose with respect to the nearby attraction's story, but much like the Courthouse building in Cars Land, the structure is there for aesthetic purposes—mostly. The left side of the building houses a bathroom and shady courtyard area. Here, guests can relax and enjoy a snack beneath the tall pine trees that tower above them. 'Pokemon Traders,' on the other hand, is a fully-operational gift shop that sells exclusively-Pokemon themed merchandise, ranging but not limited to clothing and general apparel, plush toys, video games, etc. The very experience of walking through the town and hearing the familiar tunes from the video game presented in fully-orchestrated form will be an incredible experience for guests, but not nearly as incredible as taking an active role in the world of Pokemon as a 'trainer' on a familiar mission.


Pokemon: Master Quest




'Pokemon: Master Quest' is perhaps the most complex attraction that Universal Creative has ever attempted in that it makes use of a ride system that is still, for all intents and purposes, a new system. For this project, Universal enlisted the help of ETF Ride Systems, the same company responsible for producing the vehicles for the popular 'Toy Story Mania' and 'Mystic Manor' attractions at Disney Parks. This attraction, however, is slightly more complicated. Mark Woodbury describes it as a "living video game," complete with "more ride scenarios and combinations than any theme park attraction of this magnitude and scale." The attraction features several dozen combinations, consisting of various environments, opponents, and most importantly, Pokemon. Guests will assume the role of Pokemon trainers who are quickly caught in the middle of an adventure after casually visiting the local bike shop.

Pine Point Bikes:

https://www.youtube.com/watch?v=nxU2UjAjN24



The attraction's entrance is located through the doors of 'Pine Pointe Bikes,' which proudly sells 'Mach' and 'Acro' style bicycles, for an obscenely-expensive price, that is. Guests wander through the bike shop, a faithful recreation of what the bike shops in the video games look like. Bike supplies and parts are scattered about the light-green colored store. On average, guests will wait in this room for about half an hour on busy days, wandering through the switchback queue rails. Soon afterward, trainers are escorted to the backroom/pre-show room, where crates upon crates of bikes are stored. Suddenly, the room's lights begin to flicker as two men in black suits emerge from behind one of the crates. The men, presented as stylized animatronics, are members of Team Rocket. "Yikes, I didn't think the shop was open yet!" The other grunt shakes his head. "You idiot. Now they're onto us. Uh, there's nothin' to see here, folks. Just keep moving!" With that, the presumed bike shop owner, a bald old man, emerges from one of the crates. "What's going on in here?" he asks the grunts angrily. The two grunts look at each other, dumbfounded.

"Err, nothin', we were just having a look around." The other grunt chuckles. "Forget the pleasantries. Haven't you forgotten we've got Pokemon on our sides?" With that, a bright flash of red light emerges from a pokeball in his hand. A thick fog surrounds guests as (via hidden trapdoor), an Arbok and Koffing appear in full animatronic form. The lights quickly zap off, and before guests know it, the Rocket grunts, along with their Pokemon, are nowhere to be found. The shopkeeper emerges from the crate. "Goodness, what just happened? W-wait! My Pokebike! Dear gracious me, they took one of my four prototype Pokebikes! They're one of a kind. Unavailable in stores. My plan was to sell them to Silph Co., but without the 4th generation prototype, I'll be ruined. What's that? You'll help me? Well, I don't know. How do I know I can trust you? Heh? Aspiring Pokemon trainers? Bah, that doesn’t mean you'd be able to…(sigh). What've I got to lose? Fine, fine. Take the earlier prototype bikes, but be careful with them. You'll have to learn to use them on the fly, but don't worry! It's easy enough to follow. There's an old man with a lab next door. Claims to be a Pokemon professor. Maybe he can help you on your journey. Well, what're you waitin' for? Get goin!"


With that, guests proceed into another backroom and into the loading area, where they board one of three bikes. These bikes are highly-sophisticated trackless ride vehicles that move seamlessly across the ride space, perfectly balanced and in perfect synchronization. Even though the "vehicle" technically consists of three bikes, at multiple points in the attraction, the bikes will split up and go off on their separate paths, if only for a few moments. The ride itself begins with brisk race to Oak's laboratory. The bikes swerve out of the bike shop and into Oak's lab. Professor Oak is resting in a chair near his computer. "What the…? Hey, you can't ride bikes in here! This isn't the time to use that! What's that? The bicycle shopkeeper was robbed? Ah, so you're budding Pokemon trainers, eh? Well, I'm always glad to help someone in need, and so are my Pokemon for that matter. Go on then, pick one, but choose wisely, now. Pokemon are not to be taken lightly."

At this point, guests are assigned a Pokemon draft pick at random. The computer monitors attached to their bikes indicate their position in the draft. Once the computer assigns them a draft pick, all guests must do is press the icon of their desired Pokemon on screen. Naturally, their choices consist of Bulbasaur, Charmander, and Squirtle. If guests should decide not to pick within the 20 second grace period, the ride's computer system will decide for them. The bikes then split up into separate chambers, where their Pokemon appear as animatronics. Guests can practice their projectile attacks by having the Pokemon shoot at moving red bullseye targets. The Pokemon here are in animatronic form. Guests will feel strong blasts of air as Bulbasaur uses his razor leaf attack, an effect achieved by projection mapping, to send projectiles at the moving target. Actual water will splash and wet guests as Squirtle uses water gun to hit a bullseye practice target in front of him, and guests will feel a hot wave of air as Charmander uses flamethrower to hit the target of his own. Guests control the Pokemon of their choice by a physical joystick attached the console in front of them, a simple yet effective choice for the attraction.

The attraction format consists of a visit to Oak's lab, then a three-way split between the three Pokemon of choice, then a four-way split between a cave environment (zubat & scyther), forest environment (beedrill & scythe), lakeside environment (golden & staryu), and open field environment (pidgeotto & farfetch'd). This is the 'meat' of the attraction, and will have guests pitted against various Pokemon contingent on the terrain. Afterwards, guests will find themselves inside the town's Pokemon gym for a battle against either Team Rocket members Cassidy and Butch. It is worth noting that during the majority of the attraction, guests will be 'on their own,' so to speak. In other words, the vehicles split up into singles, but for those guests looking for multiplayer action, they'll be happy to know that the ride's climax, an encounter against the evil Giovanni, who is hell-bent on stealing the latest prototypical Pokebike to sell for profit, will be a group effort. Guests will be pitted against rhyhorn, Persian, or nidoking at this point.

As far as the ride mechanics are concerned, the Pokemon in the attraction are brought to life via state-of-the-art, "realtime" musion technology: in-game actions yield realtime physical effects: i.g. wind, heat, water. Charmander, squirtle, and bulbasaur will appear in front of guests using a separate layer of musion projection space, similar to the way guests battle in the once-popular 'Pokemon Go' mobile game. The battle sequences in that game are similar to the ones in the attraction, just on a much less complex and less realistic scale.

While guests battle against the digital Pokemon, animatronic Pokemon react from near the scene, growling at guests as they do battle. Various practical sensory effects will be utilized, including but not limited to water, heat, wind, and even smell. When guests find themselves in the forest, for instance, they'll smell the fauna similar to the smell in 'King Kong: 360 3D.' When guests enter the open field sequence, they'll smell berries in the air, and when they enter the lakeside sequence, they'll smell a fishy yet pleasant aroma in the air. As far as gameplay goes, guests have one joystick: Left to right (dodge attacks), top button utilizes direct attack (scratch), fire button utilizes unique projectile attack (flamethrower, water gun, razorleaf) The goal is to dodge as many attacks as possible to conserve Pokemon's health and "level up" by hitting the opposing Pokemon, which are constantly moving. Each hit equals 1 point, and the points are tallied up at the end of the attraction. It is possible for players' Pokemon to 'faint,' but the consequences are not game-ending. The Pokemon will be revived in the following scene(s), albeit weaker and slower, thus equating to less points for guests in the end. The attraction is an altogether memorable and game changing theme park experience, a faithful theme park representation of the classic 'Pokemon' video game and cartoon series.

Basketbuddy is an incredible graphics designer using Blender -- unfortunately yada yada with Photobucket the old photos don't so up but I was able to get some screentshots from a former podcast that reviewed the project.:bookworm:
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