Test Track: v.1.0 vs v.2.0

Sage of Time

Well-Known Member
Trouble is, I don't think the genesis of Test Track ever intended to be "futuristic" as it relates to how cars will look, how they will work, or how we will drive in the future.

The original intent was to show you how cars are "put to the test" and let you experience the process. And, of course, sell you GM cars afterward.

Now, they've given it a "futuristic" feel by adding some floursecent lights and a computerized narrator.

To be honest, they missed the mark on the "new" Test Track. The queue is awful unless it's your first time. The "design" studio is just a beating after you've done it once or twice. Once you realize the design doesn't impact the ride and that the tests to show how well your car "performed" are underwhelming and don't consistently work, you're left feeling a bit empty.

There is no cohesive theme. The first one made it very clear what you're doing. This new one just feels like they turned off the lights, loosely based your experience on a car you designed, and called it a day. They spent way too much of the budget in the design studio. It just makes the ride feel like an afterthought.
Ha, I disagree totally.

The genesis of TT might not have been futuristic, but Future World's and EPCOT's overall theme was exactly that. I think they realigned the aesthetic and thematics of the ride to match that.

I love the queue and really think it illustrates that your own creativity helps define the design process... and how that is tangentially linked to crafting a better future. I would like to see that last bit explored in more depth, but I think they subtly show that off well enough.

I don't think that the ride feels empty... rather, it feels like a computer simulation, that, yes, will be the same thing around each time, but at least you can measure your car's performance. If anything, I wish the scenery changed... but at least it's better than a ugly old warehouse.
 

BrerWayne

Well-Known Member
I will preface my response by saying when I rode 2.0 I was in the single rider line and bypassed most of the line where you design a car. I feel the new version is dumbed down. I feel the old version taught you about the rigors of bringing a car to production. Things like suspension testing, heat testing, cold testing are all taken out. God forbid we learn something while on vacation.
 

BlindChow

Well-Known Member
Ha, I disagree totally.

The genesis of TT might not have been futuristic, but Future World's and EPCOT's overall theme was exactly that. I think they realigned the aesthetic and thematics of the ride to match that. ...

I don't think that the ride feels empty... rather, it feels like a computer simulation, that, yes, will be the same thing around each time, but at least you can measure your car's performance. If anything, I wish the scenery changed... but at least it's better than a ugly old warehouse.

I agree with this completely. I did not like the old Test Track. The setting was way too mundane and unimaginative, and I hated how empty huge sections of the ride were. Not that the new version does much to fix that, but there's potential there if they make better use of the screens. And I prefer the ride fit the overall theme of "Future World." Surprised people here weren't bothered by the lack of thematic unity.

I seem to be in the minority here, but I also thought repeatability on the original Test Track was low (except for the fast section at the end). I never thought the "fake-out" elements worked (the anti-lock brake test, for example), and it kinda reminded me of the scripted elements with the poachers on Kilamanjaro safari. I'd rather they skip that stuff if it's going to be implemented so poorly.

At least on the new version of Test Track you get to see how the car you designed performs, which changes up the experience a little (theoretically--half the comparison screens didn't work last week :cautious:). Anything that increases my enjoyment of repeat visits gets my vote.
 

epcot2004

Active Member
The new version is just a lot of fluff in my opinion. I also complain when they don't spend money to update but I think they missed the mark with 2.0. With that said, it is still must-do attraction for us.
 

Sage of Time

Well-Known Member
I agree with this completely. I did not like the old Test Track. The setting was way too mundane and unimaginative, and I hated how empty huge sections of the ride were. Not that the new version does much to fix that, but there's potential there if they make better use of the screens. And I prefer the ride fit the overall theme of "Future World." Surprised people here weren't bothered by the lack of thematic unity.

I seem to be in the minority here, but I also thought repeatability on the original Test Track was low (except for the fast section at the end). I never thought the "fake-out" elements worked (the anti-lock brake test, for example), and it kinda reminded me of the scripted elements with the poachers on Kilamanjaro safari. I'd rather they skip that stuff if it's going to be implemented so poorly.

At least on the new version of Test Track you get to see how the car you designed performs, which changes up the experience a little (theoretically--half the comparison screens didn't work last week :cautious:). Anything that increases my enjoyment of repeat visits gets my vote.
Agreed in full. I'd love to see TT2 further updated to really see your car brought along for the ride... changing scenery and effects would be great. The building blocks for this are already there.
 

Disney4family

Well-Known Member
We were excited to try the new one until my husband and I were told to stand on the same circles as our kids - we had to double up. When you double up, only one person gets to design a car. If the attraction is for the whole family, why can't I enjoy the process of creating my own car? Isn't that part of the attraction? I guess it's more important for them to squeeze as many people as possible onto the ride, regardless of the experience not being what it was promised to be for everyone. :(

Please don't dangle a carrot in front of me and then take it away. It's bad enough that you just feel like you go through the motions on this ride now that it's chunked into the four main categories your car is being tested in (if the boards are working that day to see how the cars do in the tests). I miss how every little segment meant something. I know the ride is the same, but it feels like you just plow through them just to get to the end.:grumpy:
 

BlindChow

Well-Known Member
When you double up, only one person gets to design a car. If the attraction is for the whole family, why can't I enjoy the process of creating my own car? Isn't that part of the attraction?

Had the same issue when I went on with my family; we each wanted to design our own car. But there might be a workaround next time you go:

In the exit area, they have kiosks where you can do the design thing. The kiosks have Magic Band scanners, so in theory each family member can design their own car and use them once you go on the ride. I assume this would work for single-riders as well.
 

Disney4family

Well-Known Member
Had the same issue when I went on with my family; we each wanted to design our own car. But there might be a workaround next time you go:

In the exit area, they have kiosks where you can do the design thing. The kiosks have Magic Band scanners, so in theory each family member can design their own car and use them once you go on the ride. I assume this would work for single-riders as well.

We know about the exit area kiosks. I've never experienced a Disney attraction where we had to plan for it not being the total Disney experience. When we go this summer, we will now plan ahead for their lack of proper planning and create our cars before we enter the attraction.
 

Disney4family

Well-Known Member
Had the same issue when I went on with my family; we each wanted to design our own car. But there might be a workaround next time you go:

In the exit area, they have kiosks where you can do the design thing. The kiosks have Magic Band scanners, so in theory each family member can design their own car and use them once you go on the ride. I assume this would work for single-riders as well.


I didn't mean to be so rude to you. Thank you for the tip. It is a good one for all to know so nobody misses out on the fun.
 

Bairstow

Well-Known Member
I agree with this completely. I did not like the old Test Track. The setting was way too mundane and unimaginative, and I hated how empty huge sections of the ride were. Not that the new version does much to fix that, but there's potential there if they make better use of the screens. And I prefer the ride fit the overall theme of "Future World." Surprised people here weren't bothered by the lack of thematic unity.
.

The neon blue world of Test Track 2 does fit easier with the classic Epcot aesthetic, but the loud industrial look of Test Track 1 actually fit better than most people remember with 1998 EPCOT. Innoventions was still relatively new and the focus of a lot of EPCOT's energy and theme, so with the entire park looking more and more like an exciting, constantly-changing trade show and less like a a 1980's World's Fair, Test Track fit right in. As Innoventions stagnated and became a far less important part of EPCOT's theme, Test Track lost its major thematic accompaniment.

I seem to be in the minority here, but I also thought repeatability on the original Test Track was low (except for the fast section at the end). I never thought the "fake-out" elements worked (the anti-lock brake test, for example), and it kinda reminded me of the scripted elements with the poachers on Kilamanjaro safari. I'd rather they skip that stuff if it's going to be implemented so poorly.
.

See, I found those sections to be the best part of the ride, because that was where the Test Track ride vehicle actually justified itself. The only reason to have a super-complex, tire-eating ride vehicle is if it actually handles a little bit like a car, and the skidding, braking, and "lateral forces" sections of the ride experience were where that really came into play. Even more than the high speed banked-loop, the early parts of the ride were, and to a limited extent, still are, the best parts of the attraction because they're the furthest removed from anything you can get out of a roller coaster or even an EMV.

I think this is one of the reasons Radiator Springs Racers sort of disappointed me- every fast corner there is highly banked and graded, probably to prevent the tremendous tire-wear problems of Test Track, but in the process you lose a lot of that unique, "oh, this ride is different" feel.
 

Haymarket2008

Well-Known Member
Test Track 1.0 was a better experience. Hands down. Test Track 2.0 is a very good ride, don't get me wrong. But they took out a large amount of the design and experience that made it exciting. The grittiness of the presentation, and the testing rooms (that chemical room always freaked me out), and the pretty scary crash sequence was always thrilling. When it worked, that car crashing into the wall right before you were launched outside was awesome. The outside finale was lessened by the lack of context the former crash test created.
 

WondersOfLife

Blink, blink. Breathe, breathe. Day in, day out.
I liked the original up until the point where the car takes all those fast turns. That's when I like the new version better. So it's kind of just a toss up for me.

I enjoyed the bumpy roads and the heat/ice/shop area and such. I also prefer the cones and the brake fails. After the weather area I really like the blue lighting better especially on the truck and the speed up segment going out doors.
 

MarkTwain

Well-Known Member
Test Track 2, no contest.

The original Test Track didn't belong in Future World when it was built, and certainly wouldn't belong today. The "exposed pipes and traffic cones" look clashed horribly with Future World well-established visual style, and words like "grit" and "industrial" aren't really words that belong anywhere in a park that presents an optimistic vision of the future.

I suspect that kind of intensive physical testing has less and less importance in the car design process anyway. In virtually every other field, most design today is done digitally, so it's nice to see that the ride now represents that. Before Test Track 2.0, there really wasn't anywhere else in Future World that discussed the importance of computers today, so that's a big strength in TT2.0's favor.

TT2 looks like FW.

TT1 looked like Detroit.

This.
 

Nick Wilde

Well-Known Member
V2.0 seems.... kinda cool, but also kinda lackluster. It seems like they just said, "Hey, why don't we make Test Track look like Tron, then tell people that they're testing their own cars?" They removed many effects that was more immersive, like the hot/cold/acid test, and the video screens telling you why you were doing what you were doing. Also it seemed to just not have any story. The designing your car thing was kinda cool, but once you got on the ride, you were wondering why you made that car the whole time. I didn't get why we made the cars the first 3 times I rode it. Old TT was more immersive. YOU are the test driver of a car and YOU got to participate in all the tests and you knew WHY and WHAT the tests were. Yeah, it was looking kinda dated, but they could've just updated the preshow and videos and it would've been fine. I also liked the former post-show.
 

Bugz

Well-Known Member
I say the new one is better , seems more realistic and gets you more excited to get on the outside track , better build up
 

Bluewaves

Well-Known Member
The original queue was annoying, I'll give you that much, but the original pre show brief was more in the line of the spirit of Epcot, The in jokes, the haha moments even while talking about something serious, we seem to forget World of Motion, Horizons all had those fun moments where we didn't take ourselves so seriously, wheels falling off and everything just not working right or not being able to work the technology. This latest version is just boring, I'm sure it didn't help the screen in my vehicle was broken and there wasn't any suspense or ah ha moments or even any real narration of what was going on or why.

The this is how we test real cars and why and how was a much more immersive and interesting than riding around in a dark building with no explanation of how and why things are happening and no pay off at the end at all.
 

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