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

spacemt354

Chili's
Also just as a brief note...Universal parks (at leas in Orlando) aren't the size of Epcot or Animal Kingdom. They tend to be more on the smaller size (Disneyland, DHS, Magic Kingdom, etc) so 7ish lands for each park I think is an ideal number. Of course we could go above or below it -- but somewhere around there I think will generate the most realistic version of a Universal park!
 

spacemt354

Chili's
Here are some new attractions for UniSea, filling in the empty spaces from last night's park lineup:

For Transylvania, where was a TBD Wolf-Man slot, which for balance would be better as a non-ride. Thinking of going ExtraTERRORestrial with it. A live SFX show, with guests as researchers into lycanthropy watching Larry Talbot transform live before them...before he rampages!

For Skull Island, it needed a C-ticket ride. I'm currently considering a Madhouse (they're like a rotating room you sit within, great for surreal special effects). Guests are riding in the cargo hull of a ship transporting Kong (hidden in another chamber), when he escapes and starts to dismantle the ship during a raging storm. (With the Skull Island setting, I've found it hard trying to justify a NY-set Kong attraction.)

Most importantly, Hyrule has many more details now! Its layout and visuals are still primarily from Ocarina of Time - Hyrule Field as a hub leading to Hyrule Castle Town, Kakariko Village, Death Mountain, and maybe other locales. Other Zelda games will inform the details and attractions, particularly Breath of the Wild, Twilight Princess, and Wind Waker. There are now 3 rides and 3 non-ride attractions.

First is a land-wide interactive attraction akin to Sorcerers of the Kingdom at MK. Learn through a show in the Temple of Time of your quest for the Triforce shards (or some other set of MacGuffins), then explore the entire land collecting them. Using magical items such as a souvenir ocarina, guests can trigger effects and open passages and even chat/LARP with cast members. (The ocarina can be a lot like the wands in WWOHP!)

Another non-ride is an epic escape room in a Zelda dungeon. They're all about puzzle solving and other brain teasers, so it's a good fit. Would need to improve an escape room's capacity for a theme park setting...I think it can be done.

Last non-ride, village games in Kakariko, like the arrow shooting and treasure chest guessing games and bomb stuff, etc, as in the Nintendo games. It's all like boardwalk games Zelda-style.

Rides - The shooter dark ride would have guests riding either Epona (the horse) or Link's wolf form from Twilight Princess, through perhaps another dungeon (or a TBD setting). Ride vehicles would "breathe" like the Pandora banshees, and are ridden similarly, with swiveling mounted crossbows (think Toy Story Mania with triggers) to shoot at screen/set hybrid stuff. Very battle based.

A paraglider simulator ride inspired by Breath of the Wild, the newest (and by some reviews the best) Zelda game. Picture hang-gliding done to the immersive quality of Flights of Passage, with ride seats like B&M's flying coasters (like Uni's Flying Dinosaur at USJ) but done individually like on FOP. Queue and loading amidst the Gorons in Death Mountain, gliders lift up on the volcano's thermal vents. Then guests enjoy a glorious breathtaking flight over the entirety of Hyrule!

Lastly, a C-ticket water ride (more details TBD) based on The Wind Waker's sailboats. Mostly something to add some movement to the land.

With Hyrule getting an E-ticket flight sim, I wonder if it's redundant doing a similar sim over at Hogsmeade with either Quidditch or Hippogriffs. If so, there are other Potter rides we can always consider, like a Quidditch coaster, or a ride through the Forbidden Forest on carriages pulled by quasi-invisible thestrals, or a ride in the Weasleys' flying car.

To be determined what happens with the children's area formerly based on Dr. Seuss.

Thoughts?
Very nice additions! Even though Hyrule is having a flight simulator, I think as long as the ride system (possibly Kuka) for Potter is different, then there shouldn't be an issue! Buzz and the Haunted Mansion have the same ride system in the same park. Soarin' and Mission:Space are both flight simulators, but different ride systems. Star Tours and the Millennium Falcon will both be flight simulators, but different experiences, etc.

I think there's plenty of tech that could differentiate the two! While originally we had a Quidditch coaster...I'm starting to see some drawbacks to it. For one...the visible track would completely throw off the illusion of realism for people either spectating the coaster, or for guests on the ride who see where they are going to go during the ride. It also limits us to one track, one house, while the other house is either a prop or static figures you pass.

On a simulator...similar to FoP...you could all lineup on the same team, select a house, and the house vs house could be randomized each time...so one ride you play Ravenclaw, the next Hufflepuff, etc. Also the environments of rain, sleet, snow, sun, etc could be randomized.

It also takes away the visible track, and allows us to insert dialogue and scenes within the ride, where we can slow down and make maneuvers on the broom that would be difficult on a coaster track.
 

kmbmw777

Well-Known Member
Tagging over some of the Nintendo experts @kmbmw777 @Brer Oswald and back to Douglas -- would Pokemon grant enough diversity where it feels different than the Zelda and Super Mario/old school Nintendo inspired lands?

I guess the only drawback I would see would be a lack of diversity (if so) having 3 out of 14ish lands combined from the two parks be based on Nintendo....(which isn't a lot when you actually look at it that way ...7/14 or something would be excessive:p)
Hmmm.. I would say yes. My biggest concern would be picking one location from the games and being able to expand on it enough to create a fully-fledged land.
I would suggest Ecruteak City from Pokemon HeartGold, Soulsilver, Gold, Silver, and Crystal, as inspiration. It has the blends of old and new world vibes we are looking for (I think).
245px-Ecruteak_City_Landscape.png

Of course, we might want to rename it, change it up, and add a Pokemon League to the city.

Attractions-wise, I would suggest a bigger ride based off of some legendary Pokemon (Mew, Ho-Oh, Arceus) are my top picks. A show where you watch trainers battle. Maybe an experience where one can sync their Pokemon Go account to the park and use it to battle other guests.
 

Brer Oswald

Well-Known Member
Tagging over some of the Nintendo experts @kmbmw777 @Brer Oswald and back to Douglas -- would Pokemon grant enough diversity where it feels different than the Zelda and Super Mario/old school Nintendo inspired lands?

I guess the only drawback I would see would be a lack of diversity (if so) having 3 out of 14ish lands combined from the two parks be based on Nintendo....(which isn't a lot when you actually look at it that way ...7/14 or something would be excessive:p)
In terms of theming, it's definitely different enough. Keep in mind that Nintendo isn't an IP, but rather a brand of IP similar to Disney. Unlike Marvel, Nintendo's properties rarely crossover (yeah there's Smash Bros and Mario Kart, but neither of those are considered canon by the developers). The major issue with Pokemon is picking a centralized location. Zelda has Hyrule and Mario has the Mushroom Kingdom, but Pokemon is always changing regions game to game (despite them being similar).
 

Brer Oswald

Well-Known Member
Here are some new attractions for UniSea, filling in the empty spaces from last night's park lineup:

For Transylvania, where was a TBD Wolf-Man slot, which for balance would be better as a non-ride. Thinking of going ExtraTERRORestrial with it. A live SFX show, with guests as researchers into lycanthropy watching Larry Talbot transform live before them...before he rampages!

For Skull Island, it needed a C-ticket ride. I'm currently considering a Madhouse (they're like a rotating room you sit within, great for surreal special effects). Guests are riding in the cargo hull of a ship transporting Kong (hidden in another chamber), when he escapes and starts to dismantle the ship during a raging storm. (With the Skull Island setting, I've found it hard trying to justify a NY-set Kong attraction.)

Most importantly, Hyrule has many more details now! Its layout and visuals are still primarily from Ocarina of Time - Hyrule Field as a hub leading to Hyrule Castle Town, Kakariko Village, Death Mountain, and maybe other locales. Other Zelda games will inform the details and attractions, particularly Breath of the Wild, Twilight Princess, and Wind Waker. There are now 3 rides and 3 non-ride attractions.

First is a land-wide interactive attraction akin to Sorcerers of the Kingdom at MK. Learn through a show in the Temple of Time of your quest for the Triforce shards (or some other set of MacGuffins), then explore the entire land collecting them. Using magical items such as a souvenir ocarina, guests can trigger effects and open passages and even chat/LARP with cast members. (The ocarina can be a lot like the wands in WWOHP!)

Another non-ride is an epic escape room in a Zelda dungeon. They're all about puzzle solving and other brain teasers, so it's a good fit. Would need to improve an escape room's capacity for a theme park setting...I think it can be done.

Last non-ride, village games in Kakariko, like the arrow shooting and treasure chest guessing games and bomb stuff, etc, as in the Nintendo games. It's all like boardwalk games Zelda-style.

Rides - The shooter dark ride would have guests riding either Epona (the horse) or Link's wolf form from Twilight Princess, through perhaps another dungeon (or a TBD setting). Ride vehicles would "breathe" like the Pandora banshees, and are ridden similarly, with swiveling mounted crossbows (think Toy Story Mania with triggers) to shoot at screen/set hybrid stuff. Very battle based.

A paraglider simulator ride inspired by Breath of the Wild, the newest (and by some reviews the best) Zelda game. Picture hang-gliding done to the immersive quality of Flights of Passage, with ride seats like B&M's flying coasters (like Uni's Flying Dinosaur at USJ) but done individually like on FOP. Queue and loading amidst the Gorons in Death Mountain, gliders lift up on the volcano's thermal vents. Then guests enjoy a glorious breathtaking flight over the entirety of Hyrule!

Lastly, a C-ticket water ride (more details TBD) based on The Wind Waker's sailboats. Mostly something to add some movement to the land.

With Hyrule getting an E-ticket flight sim, I wonder if it's redundant doing a similar sim over at Hogsmeade with either Quidditch or Hippogriffs. If so, there are other Potter rides we can always consider, like a Quidditch coaster, or a ride through the Forbidden Forest on carriages pulled by quasi-invisible thestrals, or a ride in the Weasleys' flying car.

To be determined what happens with the children's area formerly based on Dr. Seuss.

Thoughts?
I love the ideas for the Zelda rides. I too in visioned a Zelda ride where the vehicles would be horseback. I would say replace shooting with sword play, but that seems like a pipe dream in the realm of possibilities. Probably best to stick with the Bow and Arrows!
 

spacemt354

Chili's
In terms of theming, it's definitely different enough. Keep in mind that Nintendo isn't an IP, but rather a brand of IP similar to Disney. Unlike Marvel, Nintendo's properties rarely crossover (yeah there's Smash Bros and Mario Kart, but neither of those are considered canon by the developers). The major issue with Pokemon is picking a centralized location. Zelda has Hyrule and Mario has the Mushroom Kingdom, but Pokemon is always changing regions game to game (despite them being similar).
Cool! Then I'm all for Pokemon! Sounds like a really good addition to the park. Have you done any artwork for Nintendo in the past? You have quite a talent for art so that could be an awesome part of the project!:)
 

D Hulk

Well-Known Member
Seems like we're all agreed on Pokémon to replace Seuss as UniSea's child-friendliest land. Excellent!

As for setting, how about either the entire Kanto or Johto region? The sprawling wilderness feel is a good one. I was just in the Johto region earlier this week visiting Ecruteak City (aka Kyoto) and it would be both beautiful and distinctive!

Attraction options so far: An interactive Pokémon Snap boat dark ride, taking pictures of AA Pokémon (ride initially is all Gen 1, then gets further generations as the park updates). A Training League to watch trainers battle, maybe even battle ourselves. Some sort of Legendary Pokémon e-ticket, possibly a coaster. If it's not too silly, giant Pokeballs as teacups. Meet and greets with trainers and their puppeteered Pokémon companions. Souvenir Pokeballs and Pokedexes so guests can collect their own mons throughout the land, similar in concept to WWOHP's wands and Hyrule's ocarinas. Add maybe an additional flat ride for the kiddies, and it's a pretty complete land!

Is there any Pokémon food akin to Butterbeer?

Seems we have lots of Pokémon fans on hand, which will help those of us with middling knowledge of the franchise. All Pokémon advice, knowledge and tidbits are welcome!
 

D Hulk

Well-Known Member
Also just as a brief note...Universal parks (at leas in Orlando) aren't the size of Epcot or Animal Kingdom. They tend to be more on the smaller size (Disneyland, DHS, Magic Kingdom, etc) so 7ish lands for each park I think is an ideal number. Of course we could go above or below it -- but somewhere around there I think will generate the most realistic version of a Universal park!
Talkin' 'bout park size, and UniSea is definitely nearing its limit - though I imagine in Australia we can be a little less physically restrained. So here's where the park stands now with lands...

(BTW, as for UniSea's actual name, was thinking of something like Universal's Worlds of Wonder - UWOW!)

Victorian London - 3 transport rides to other lands, 1 non-ride, 1 park-wide spectacular
Wells Laboratories - 2 rides, 1 non-ride
Amity Village (miniland) - 1 ride, 1 non-ride
Skull Island - 2 rides, 2 non-rides
Pokémon Land work-in-progress - 3-4 rides, 2-3 non-rides
Hyrule - 3 rides, 3 non-rides
WWOHP Hogsmeade - 3 rides, 1 non-ride
Transylvania - 3-4 rides, 3 non-rides

That's 8 lands, approx. 22 rides, and approx. 38 attractions total. These numbers are just slightly above parks like IOA or TDS, and that's before we even discuss something like a LOTR expansion land.

Going by numbers, and by layout and transitions as I know 'em, I think we could drop Wells Labs (Victorian sci-fi) and/or Amity (Jaws) to pare down and not lose much. Neither land's experiences are as fleshed out as the rest. We lose a coaster and a Spider-Man style dark ride, but both ride types can be reassigned elsewhere.

Unless anyone else is super passionate about those lands. Thoughts?)
 

spacemt354

Chili's
Talkin' 'bout park size, and UniSea is definitely nearing its limit - though I imagine in Australia we can be a little less physically restrained. So here's where the park stands now with lands...

(BTW, as for UniSea's actual name, was thinking of something like Universal's Worlds of Wonder - UWOW!)

Victorian London - 3 transport rides to other lands, 1 non-ride, 1 park-wide spectacular
Wells Laboratories - 2 rides, 1 non-ride
Amity Village (miniland) - 1 ride, 1 non-ride
Skull Island - 2 rides, 2 non-rides
Pokémon Land work-in-progress - 3-4 rides, 2-3 non-rides
Hyrule - 3 rides, 3 non-rides
WWOHP Hogsmeade - 3 rides, 1 non-ride
Transylvania - 3-4 rides, 3 non-rides

That's 8 lands, approx. 22 rides, and approx. 38 attractions total. These numbers are just slightly above parks like IOA or TDS, and that's before we even discuss something like a LOTR expansion land.

Going by numbers, and by layout and transitions as I know 'em, I think we could drop Wells Labs (Victorian sci-fi) and/or Amity (Jaws) to pare down and not lose much. Neither land's experiences are as fleshed out as the rest. We lose a coaster and a Spider-Man style dark ride, but both ride types can be reassigned elsewhere.

Unless anyone else is super passionate about those lands. Thoughts?)
Very much like the layout and attraction totals...

In regard to Suess Landing water park -- will have something for everyone in a little bit! Really impressed/surprised how well it transitioned from ideas presented back in June into a water park setting.
 

spacemt354

Chili's
Have to run out so I kinda had to rush the end...but nevertheless - Suess Landing
8750283279840939884%253Faccount_id%253D9


Essentially taking the themes and locations from the project here on pg 3 and using that as a baseline to create some unique Suessian water attractions!
Australia Islands of Adventure: Seuss Landing
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Open a Book, Open Up Your Imagination

Dr. Seuss often mentions that the greatest things about children where their imaginations, and here in land of some of his greatest stories, children and their families can mother their imaginations instead of smothering it. Unlike other versions of Dr. Seuss lands, Universal Australia has decided to focus more on the naturalistic environments and characters. With this approach, we hope to strike a balance between nature and urban like Seuss struck a balance between humor and teaching values in his stories. Opening Summer of 2020:

Truffula Tree Forest

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Before even passing by the Seuss Landing sign, guests will notice the towering forests of the colorful Truffula Tree. Gone are the static representations of one of the most recognizable trees in all of Seuss’s stories. These trees are closer to their book counterparts with fluffy, silky leaves that move and shake about in the breeze. For the first time, guests can wander through a true forest of these famous trees, sit on benches and enjoy the songs of the Swomee-Swans that are piped in.There are many alcoves where simple pop up of Humming-Fish appear from nearby ponds and guests can see Bar-ba-loots dancing and playing as well.


However, guest may notice a street sign which is very peculiar seeing as it is the only one around. The name on the sign is The Street of the Lifted Lorax, and it is pointing down to a run down, old factory.

Universal Australia Creative Proudly Presents: Dr. Seuss's The Lorax: Flight of the Thneeds

Seuss Landing in Australia Islands of Adventure aims to be a very naturalistic area. With that in mind, the folks at Universal Creative decided to adapt perhaps the most personally beloved of any Dr. Seuss books, and the one that ties in closest to the themes of nature. That story is of course, The Lorax. As you make the transition from the Forbidden Forest into the Truffula Forest at the start of Seuss Landing, look to the left and you'll see a sign adorned with Thneeds, the infamous trendy product made out of Truffula leaves that has turned the side of the forest the queue for the attraction takes place in into a barren wasteland. At the top of the structure with the multi-colored Thneeds is a sign that spell's out the attraction's name. The sign is graffiti style across the actual sign of the location were entering...Oncler Industries.

portable-network-graphics-image-07b90154cf19-1-png.209482

Art by @Jtuck

Guests wrap their way around the abandoned Thneed Factory were we see the last remaining Truffula trees. We also pass a polluted pond where the heads of sick Swammy Swans poke out every now and then to get a bit of sunshine that signs through the ruinous building. Passing through the factory we find ourselves in a field of Grickle Grass. The only creatures remaining are a few old crows on dead trees. Up on a hill is the infamous sight of the Oncler. Every once and a while a tin pot will come down asking for change to tell his story of how the Lorax was lifted away. He'll tell you, perhaps...if you're willing to pay.

Any proceeds from the pail are donated to charity to improve libraries in elementary schools and spread the message of Seuss to a new generation. This pail represents an interactive nature. You're sure to see guests either tossing change into the pail, or the well below it as you pass through the queue. This entices you forward to hear what the Oncler has to say. Of course, sharp eyed guests will notice the infamous beady eyes and green gloves of the Oncler himself poking out from the shuttered windows of his shack.


portable-network-graphics-image-69c8bff93111-1-png.209761

Art by @Jtuck

We round a corner around the house on the hill and enter through the back side of the factory ruins towards our loading area. The ride vehicles will be Kuka arms designed to look like a multi-purpose Thneed wrapped around a wooden pole in a kite-like manner. The ride will load conveyor style which will lead to a capacity of upwards of 3,000 guests per hour. The loading area is a large series of gears and cogs of factory machines that have long since stopped working. Truffula moss colorfully grows into the metal creating a beautiful "nature overtaking machine" effect in the most Seussian of styles.

After boarding, your Thneed rounds a corner and were right at the core of the story...the moment where the Lorax lifts himself away from the forest home he once so proudly protected. You can see the oncler's gloves hidden behind an elaborate throne chair as the Lorax lectures him about how the Thneed factory has taken everything. And with that we get our first highlight...lifting up into the sky with the Lorax. This effect is achieved through the Kuka arms quickly spinning backwards and accelerating up a mild incline. Screens on both sides along with a Lorax AA that follows us upward help visualize the illusion of flight. The Lorax pleads that his tale is done. If anyone is left to to save the forest...were the ones!

And with that the Thneeds ascend downwards and into a polluted river. Screens appear all around us similar to Shanghai's Pirates ride as we see the river completely polluted and dying truffulas and discarded Thneeds pollute the water. The few remaining Humming Fish are scattered around desperately searching for fresh water. The Kuka arm raises out of the water and into the next show scene...the remains of the Trufula forest. We see a line of AA Brown Babaloots marching away from the forest. In the distance, we see the last Trufula tree fall to the ground. Wind picks up and were carried off to the Oncler Annex...

606079-lorax10.jpg


This is the highlight of the ride and contains literally HUNDREDS of Oncler gloves and beady eyes poking out from each and every corner of the giant Seussian apartment complex where the entire extended Oncler family is holed up after moving to the Trufula Forest to work in the Thneed Factory. This scene is both eerie and forboding as well as eye-catching and funny with all kinds of variations on hiding the faces of the different Oncler family members as our Thneeds fly through the windows of the apartments.

Our Thneed crashes into the side of the factory (a replica of the one we pass through in the queue) and we find ourselves in the heart of the Thneed assembly line. MASSIVE amounts of wasted Trufula material is piled all around the machines in all kinds of different colors. There's also a giant video screen showing commercials done in Disney World War II Propoganda style insisting that every good American needs a Thneed in their household. A thneed is a thneed for so many different things!


As we pass into another room of machinery, we see the Oncler himself come on the screens and start to taunt us. Machinery begins whirling on and we are caught in the middle as Thneed material starts to hopelessly get twisted up into the gears causing a serious malfunction. Alarms start blaring announcing a self destruct sequence. We can see the panic in the Oncler's beady eyes as he quickly flees from the room where he's filming his video feed.

We get launched into a finale where were flying through all kinds of shades of Truffula material that guests can reach out and touch. Emerging from the mess we see the factory completely overgrown by masses of Truffula material. The Lorax greets us at the edge of the river. The Thneeds have created a dam dividing the polluted water of the factory, and the water on the forest side is clear again. The Lorax thanks us and ponders that maybe indeed there is a Thneed for every need.

Exiting the ride we pass through a small Oncler shack that sells Thneeds, copies of The Lorax book, and most importantly Trufula Tree seeds calling back to the end of the book. Outside the attraction is a small Truffula tree that has started to grow as a promise of things to come. Speaking of promises of things to come, there is a noticably puff of white on the tree. Passing by, guests might be able to hear a faint voice...They might be hearing, a Who...perhaps. Stay tuned for more details in Phase Two.

truffula_tree_by_endeavor4ever-d4s216u.jpg


Mt. Zorn

As guests make their way out of the Truffula Forest, they find themselves at the base of Mt. Zorn and the entrance to the boat ride Oh, The Places You’ll Go!


Oh, The Places You’ll Go!
This will be a slow moving boat ride through some famous iconography of Dr. Seuss. Mostly inspired by imagery in the namesake book, guests will float peacefully past a sprawling extension of the naturalistic elements seen in other parts of the land.

Are your feet back on solid ground? Good, because the thought of where to go next looms, before guests notice a street sign pointing several different directions: Anville, Katroo, and Whoville. Since Anville looks to be too far away, and Katroo seems to be pointed straight to the top of Mt. Zorn, the only other place to go seems to be Whoville. So guests now head down the path through a hole suspiciously shaped like a snowflake through Mt. Zorn. Just on the other side, guests turn back to the mountain only to see they are now at the base of Mt. Crumpet.



Mt. Crumpet

Universal Australia Creative Presents
The Great Grinch Coaster
Tying in with the naturalistic theme of Seuss Landing, Islands of Adventure is proud to introduce a new family thrill ride through Mount Crumpit from Dr. Seuss's How The Grinch Stole Christmas.

The experience begins when guests first enter Whoville. At the end of main street, beyond Mulbery Street and Doc's house, sits Mount Crumpit- a jagged, earthy peak contrasting the motifs of Whoville. A wooden, nailed together entryway serves to welcome guests to MT. CRUMPIT, or it would have, if it were not overtaken by the Grinch himself, as made evident by a white banner with sloppy painting spelling out
THE GREAT GRINCH COASTER. The coaster track carries a sled full of riders above the entrance to the ride, and wilted, overgrown flower patches line the base of the snow-capped mountain.
file_000-jpeg.210272
Choosing either the Express Pass line or the Stand-By line, guests pass through a chilly tunnel lit by misshapen lamps. On the other side of the tunnel sits an old base camp, with tents and furniture resembling that of Whoville. The sleds of riders, sent by the Grinch, are seen rumbling over the edges and peaks of Mount Crumpit. Through use of forced perspective, the 100 foot mountain appears infinitely larger, shooting up to an ice-covered peak that seems miles away. The guests often just now notice the green glow coming from a small hole in the side of the mountain, flickering as the Grinch prepares for the sled ride.

Riders then enter the closed in station. The architecture changes from the wayward style of the rest of Whoville to a cold, metallic room where trains of sleds appear every 30 seconds, but without riders. When boarding the flimsy seeming sleds, the lap bars lower individually, giving each row of two riders two lap bars to hold tight during the journey. Observant guests may notice various Christmas decorations scattered throughout the room, albeit old and in terrible condition.

The sled dispatches, and heads into a cave with the same bent lanterns as the beginning of the queue. A doghouse labeled "
MAX" can be seen to the right of the sleds, with whimpering coming from it. In front of the sleds is the mouth of a cave, surrounded by icicles, and with a small sign on the left reading "GRINCH'S CAVE". Riders are powerless to stop the sled as it enters the cave and turns to the right.
cave_dwg_1-jpg.210273

The next scene shows the back of the
Grinch's chair in front of a turned off fireplace. The chair is positioned so that riders do not actually see the Grinch, but only a tuft of green hair popping out and his hands tapping the armrests. A food bowl labeled Max is half abandoned, as well as images of the Grinch's family lining the walls, all in drab garments and scowling, their eyes seeming to follow the riders. Christmas socks hang above the fireplace, and an observant rider may notice that they read Red Fish and Blue Fish. Before leaving the room, a wardrobe with a Santa Claus outfit is to the left of the sled.

The ride goes through another turn and hits the first lift hill. The sides of the lift are wind tunnels generating a blizzard effect with a dark blue background. The sled crests this lift and turns to the left to show a scene of
Max, wearing reindeer horns and a rope wrapped around him, pulling a sled full of spilling presents up to the top of the mountain. Riders can hear the Grinch yelling from below as the bag of gifts wobbles precariously over the sled. The ride enters a dark tunnel where the final lift is held.

At the end of this lift, riders slow down and pass a fully functional
Grinch, wearing his Santa Claus suit around Christmas time of year. He berates the riders for entering his cave unannounced, and because they are so cheerful, sentences them to a trip down the side of the mountain.

The ride dips down and exits the show building. A short flat section is followed by an upwards hop facing all of Whoville. Riders spiral to their left, over the ride entrance, and race behind the base camp before curving back into a tunnel. The ride makes a series of S-Bends, hopping up and down, seeming to almost fly off the sled track with each curve, ending in a helix through a small cave of icicles before hitting the brake run.


The ride turns to the right one last time, and while waiting for the blocks in front of the sled to clear, allows riders to observe an outdoor feast by the residents of Whoville, celebrating the safe return of the riders. The sled then proceeds into another cave, decorated with banners reading "Welcome Home!" and Dr. Seuss related phrases. Riders exit on the same side they entered the sled, going exiting the cave and walking a short path in the middle of the ride layout, exiting under one of the elevated S-Bends.

Those getting off the ride have a chance to meet with the Grinch himself in a nearby cave, while the rest journey back to Whoville through the "Mt. Crumpit Expedition Shop," selling photos of the ride experience, along with Dr. Seuss and Grinch memorabilia.

Here's the layout:
View media item 3432

After exiting the ride, guests who feel brave enough can venture into the Grinch’s Lair to meet with green meanie himself. While the guests await their turn, they may notice the Grinch’s santa costume in the corner, a picture of the Cat in the Hat with several suction cups sticking out, and Max’s Doghouse.
Will post an in-depth attraction list when I get back
 

themazethinker

Well-Known Member
Have to run out so I kinda had to rush the end...but nevertheless - Suess Landing
8750283279840939884%253Faccount_id%253D9


Essentially taking the themes and locations from the project here on pg 3 and using that as a baseline to create some unique Suessian water attractions!

Will post an in-depth attraction list when I get back
there's no worlds on how amazing the drawing looks, it looks like something out of a Seuss book
 

Poe Dameron

Well-Known Member
Talkin' 'bout park size, and UniSea is definitely nearing its limit - though I imagine in Australia we can be a little less physically restrained. So here's where the park stands now with lands...

(BTW, as for UniSea's actual name, was thinking of something like Universal's Worlds of Wonder - UWOW!)

Victorian London - 3 transport rides to other lands, 1 non-ride, 1 park-wide spectacular
Wells Laboratories - 2 rides, 1 non-ride
Amity Village (miniland) - 1 ride, 1 non-ride
Skull Island - 2 rides, 2 non-rides
Pokémon Land work-in-progress - 3-4 rides, 2-3 non-rides
Hyrule - 3 rides, 3 non-rides
WWOHP Hogsmeade - 3 rides, 1 non-ride
Transylvania - 3-4 rides, 3 non-rides

That's 8 lands, approx. 22 rides, and approx. 38 attractions total. These numbers are just slightly above parks like IOA or TDS, and that's before we even discuss something like a LOTR expansion land.

Going by numbers, and by layout and transitions as I know 'em, I think we could drop Wells Labs (Victorian sci-fi) and/or Amity (Jaws) to pare down and not lose much. Neither land's experiences are as fleshed out as the rest. We lose a coaster and a Spider-Man style dark ride, but both ride types can be reassigned elsewhere.

Unless anyone else is super passionate about those lands. Thoughts?)
Great lineup. Is there a specific land youre tackling first or more of just an overview?
 

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