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Donkey Kong: Mine Cart Madness (UOR) - Reviews, Photos, & Media

  • Thread starter Thread starter Brian G.
  • Start date Start date Mar 2, 2025
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GA-MBIT

GA-MBIT

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  • Mar 25, 2025
  • #21
It's not perfect, but it's good fun and it's my favorite Nintendo ride on offer at Epic Universe.

It is rougher, definitely the roughest thing I experienced all day, but not enough to jar me too bad like it did some others here, which I just count myself lucky for.

The track jumping gimmick sells a lot better off of the ride than on it, and doesn't work especially well when facing more vertical, but that's also why a few of the show scenes and characters happen at those drop moments. When the effect really works, it's very cool. I think having a bounce element to the cars would've sold that platformer / jumping feeling even more, but this is already a crazy mechanism to make it all work, so I can't complain.

This thing looks incredible as a bystander in the land. That jump over the spikes to the left side is so incredibly cool and energizing, and the entire ride gives a tiny, tiny land a ton of kinetic energy that sells the entire concept. They really utilize their limited space, and show off just about everything they needed to from the source material. And shoutout to the Blue Pikmin being so prominent at the Splashdown section!

I need to re-ride to get a grasp on my thoughts on the Rocket Barrel. It's been a dream to use one since playing DK Mountain on Mario Kart: Double Dash!! for Gamecube, and among everything else this ride does, it didn't make the biggest impression. The scene that honestly sticks in my head the most was the Mine section to the left where you jump from track section to track section, timing it right to avoid spikes and dodging attacks from Mole Miners. That's the closest it gets to the actual usual Mine Kart Madness levels and I think effects are at their strongest during it. It really feels like the forbidden first-person / VR camera angle we were never allowed to see in all of these DKC games haha!

The animatronics are simple but all very fun. It's very cool to see a game with a great artstyle like DKCR brought to life in this way. I'm not even a huge fan of the character, but seeing a Tiki Tong figure so prominent in a Universal attraction is wild to me. SNW wasn't able to represent all of the deep cut characters I would've wanted personally, but I can't deny that they got to quite a few that I did not expect! Yoshi's Adventure has a few other characters like that, I'll save those thoughts for that thread though. Seeing one of the Screaming Pillars in real life after more than a decade of avoiding them in DKC and Mario Kart 7+8 was a really cool visual too! The queue is cute and the aesthetics definitely fit the interior of a DKCR temple. Cranky and Squawks weren't operating when I went; but they were still a nice surprise! Just wish we could've seen my beloved King K. Rool or the Kremlings in some small way!

The music also does a ton to energize all of the Nintendo rides in the park. These tunes are all incredible and iconic, and are built to keep their luster after countless deaths and repeated attempts to beat a level. Mine Kart Madness is no exception. The drums of DK Island Swing throughout the land gives it all such an incredible energy, and the use of Gear Getaway on the ride is perfect. The big band energy is palpable and somehow fits the act of manically jumping between broken minecart tracks with a gang of apes shockingly well.

This ride isn't perfect, but it captures what I wanted out of the Nintendo / Universal partnership. Inventive and exhilarating show effects and ride systems; immersive and practical sets, scenes and animatronics; and a love and respect for the property and medium. I'd say the entirety of SNW captures the final point, but Mario Kart doesn't quite capture the "practical" desire, and Yoshi's doesn't capture the exhilaration. This is just right.

And honestly it was just surreal to be on the thing at all. I've gushed and rambled and ranted excitedly to countless people about this patent since around 2017, about 8 years ago; It was just wild to finally, actually ride it after all of that. So strange to put all of Epic Universe in the "Happened" category after it being "Will Happen" for so, so long.

Definitely would love to ride again to get a better feel for it.
 
Last edited: Mar 26, 2025
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Parkscope Joe

Parkscope Joe

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  • Mar 25, 2025
  • #22
GA-MBIT said:
It is rougher, definitely the roughest thing I experienced all day, but not enough to jar me too bad like it did some others here, which I just count myself lucky for.
Click to expand...

Rough how? In which direction? When did it get rough? I'm wondering if it's something to do with the wheel assemblies that can be fixed or something with the track.
 
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biggerboat16

biggerboat16

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  • Mar 25, 2025
  • #23
Any word on how the theming is? The Japan version looked a little rough around the edges. Is this version more complete or exactly the same? If we’re getting an upgraded Mario Kart here you’d think they’d do the same for Kong
 
GA-MBIT

GA-MBIT

Jurassic Ranger
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  • Mar 26, 2025
  • #24
Parkscope Joe said:
Rough how? In which direction? When did it get rough? I'm wondering if it's something to do with the wheel assemblies that can be fixed or something with the track.
Click to expand...
Tough to say unfortunately. With only one ride-thru to work from, a lot of hype and excitement on my part for my first time on it, and a whole lot of brand new sensory information to take in, a lot of those more background details are left out of my memory. Especially given this was my final ride of 7 brand new rides for the day, there was lots and lots for my brain to process haha!

Best I can personally recall, the whole car felt like it rattled around. Not in any specific direction, just sort of around itself. I first noticed it on the "lift hill" leading towards the Rocket Barrel, and it was felt throughout the circuit. Can't recall if there were any rougher moments than others.

It's easy to pin down every other coaster of the day. Werewolf felt like opening day Cobra's Curse (very smooth yet forceful), Stardust felt like Veloci, and Hiccup's like Hagrid's. This was a very different feeling coaster. It almost felt Wild Mouse-y in how it rigidly and stiffly turned, dropped, and especially shook. I wonder if that has to do with how the coaster car is attached to the real track, basically Car-on-a-Stick. It does make sense for it to be rough in a way. It's a very different coaster build with a model that isn't anywhere near optimized, unlike the new Mack and Intamin launches found elsewhere at Epic that are incredibly optimized imo.

Totally possible it was a much better or worse car than average, or that my thoughts and analysis could change given more time spent riding on it. But hopefully this is still something to someone!
 
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GAcoaster

GAcoaster

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  • Mar 26, 2025
  • #25
biggerboat16 said:
Any word on how the theming is? The Japan version looked a little rough around the edges. Is this version more complete or exactly the same? If we’re getting an upgraded Mario Kart here you’d think they’d do the same for Kong
Click to expand...
I believe it's exactly the same, but listen to @Alicia's latest podcast-- it really sounds like the ride is better than on-ride POV from Japan suggests.
 
K

Keladry84

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  • Mar 26, 2025
  • #26
GA-MBIT said:
Tough to say unfortunately. With only one ride-thru to work from, a lot of hype and excitement on my part for my first time on it, and a whole lot of brand new sensory information to take in, a lot of those more background details are left out of my memory. Especially given this was my final ride of 7 brand new rides for the day, there was lots and lots for my brain to process haha!

Best I can personally recall, the whole car felt like it rattled around. Not in any specific direction, just sort of around itself. I first noticed it on the "lift hill" leading towards the Rocket Barrel, and it was felt throughout the circuit. Can't recall if there were any rougher moments than others.

It's easy to pin down every other coaster of the day. Werewolf felt like opening day Cobra's Curse (very smooth yet forceful), Stardust felt like Veloci, and Hiccup's like Hagrid's. This was a very different feeling coaster. It almost felt Wild Mouse-y in how it rigidly and stiffly turned, dropped, and especially shook. I wonder if that has to do with how the coaster car is attached to the real track, basically Car-on-a-Stick. It does make sense for it to be rough in a way. It's a very different coaster build with a model that isn't anywhere near optimized, unlike the new Mack and Intamin launches found elsewhere at Epic that are incredibly optimized imo.

Totally possible it was a much better or worse car than average, or that my thoughts and analysis could change given more time spent riding on it. But hopefully this is still something to someone!
Click to expand...
The way you just described the roughness almost sounds……exactly what you would imagine a ride in a minecart would be. From what you wrote, I’m wondering now if it was intentional on Universals part. Was it a roughness that hurt, or more just one that was perceived as part and parcel of the ride? If Universal somehow managed to pull off the mechanics/shaking of the minecart without leaving people feeling oww afterwards, then the ride designers are quite ingenious.
 
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TheCodeMan95

TheCodeMan95

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  • Mar 26, 2025
  • #27
DK was VERY high on my hype list previously, and it is slowly dropping down day by day lol
 
OrlLover

OrlLover

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  • Mar 26, 2025
  • #28
TheCodeMan95 said:
DK was VERY high on my hype list previously, and it is slowly dropping down day by day lol
Click to expand...
I guess you won’t know till you ride it.
 
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DarkMetroid567

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  • Mar 26, 2025
  • #29
Keladry84 said:
The way you just described the roughness almost sounds……exactly what you would imagine a ride in a minecart would be. From what you wrote, I’m wondering now if it was intentional on Universals part. Was it a roughness that hurt, or more just one that was perceived as part and parcel of the ride? If Universal somehow managed to pull off the mechanics/shaking of the minecart without leaving people feeling oww afterwards, then the ride designers are quite ingenious.
Click to expand...
Considering how different the reviews are from the USJ version, it really doesn’t seem like this is true.

I also don’t think Universal would willingly create a rougher ride, nor do I think authenticity is necessarily something that should always be prioritized (Mission Space lol)
 
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Keladry84

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  • Mar 26, 2025
  • #30
DarkMetroid567 said:
Considering how different the reviews are from the USJ version, it really doesn’t seem like this is true.

I also don’t think Universal would willingly create a rougher ride, nor do I think authenticity is necessarily something that should always be prioritized (Mission Space lol)
Click to expand...
Authenticity on Mission Space would be......interesting :p Taking theme park accuracy to new heights!
 
GAcoaster

GAcoaster

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  • Mar 26, 2025
  • #31
Keladry84 said:
Authenticity on Mission Space would be......interesting :p Taking theme park accuracy to new heights!
Click to expand...
As it is they had to add a disclaimer on the Space 220 that guests aren’t really going to space.

The roughness of the ride seems to be deliberate according to Alicia’s podcast. Any time it’s supposed to “land” back on the track there’s a dip to create a jolt like you would feel on landing.
 
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Mad Dog

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  • #32
The roughness may be a good thing for us adults. It may not be as popular among families and young kids as we've thought it would be. Less popular=shorter lines.
 
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ssirin88

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  • Mar 26, 2025
  • #33
Mad Dog said:
The roughness may be a good thing for us adults. It may not be as popular among families and young kids as we've thought it would be. Less popular=shorter lines.
Click to expand...

My back says otherwise lol
 
Rhian

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  • Mar 26, 2025
  • #34
Keladry84 said:
Was it a roughness that hurt, or more just one that was perceived as part and parcel of the ride?
Click to expand...
For me, it was a bad kind of rough. The other three people I was riding with who I had no connection with all had similar opinions when we got off. None of us liked how we felt during the ride. For all I know though, it could have been that particular ride vehicle.

Mad Dog said:
The roughness may be a good thing for us adults. It may not be as popular among families and young kids as we've thought it would be. Less popular=shorter lines.
Click to expand...
I'm going to give it one more try, but honestly after my first ride I am in no hurry to get my ride numbers up. And the only reason why I'm doing it again is because a family member is coming along for the first time.
 
K

Keladry84

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Rhian said:
For me, it was a bad kind of rough. The other three people I was riding with who I had no connection with all had similar opinions when we got off. None of us liked how we felt during the ride. For all I know though, it could have been that particular ride vehicle.
Click to expand...
Ouch :/ Space Mountain was a one and done for me because it threw me around so much it was very painful and left bruises. I've also completely skipped RipRideRocket because of the reports of it being similarly rough. I'm still willing to give Minecart a try, but if it is similar, it will be a one-and-done.
 
Mad Dog

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As a lover of wooden coasters, that are almost always a bit rough, I appreciate a measure of roughness, as long as its not like Son of Beast or that former back breaker at Cedar Point. :)
 
GAcoaster

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Honestly wouldn’t be surprised to see it slightly reprofiled if it’s that problematic.
 
Parkscope Joe

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GA-MBIT said:
Tough to say unfortunately. With only one ride-thru to work from, a lot of hype and excitement on my part for my first time on it, and a whole lot of brand new sensory information to take in, a lot of those more background details are left out of my memory. Especially given this was my final ride of 7 brand new rides for the day, there was lots and lots for my brain to process haha!

Best I can personally recall, the whole car felt like it rattled around. Not in any specific direction, just sort of around itself. I first noticed it on the "lift hill" leading towards the Rocket Barrel, and it was felt throughout the circuit. Can't recall if there were any rougher moments than others.

It's easy to pin down every other coaster of the day. Werewolf felt like opening day Cobra's Curse (very smooth yet forceful), Stardust felt like Veloci, and Hiccup's like Hagrid's. This was a very different feeling coaster. It almost felt Wild Mouse-y in how it rigidly and stiffly turned, dropped, and especially shook. I wonder if that has to do with how the coaster car is attached to the real track, basically Car-on-a-Stick. It does make sense for it to be rough in a way. It's a very different coaster build with a model that isn't anywhere near optimized, unlike the new Mack and Intamin launches found elsewhere at Epic that are incredibly optimized imo.

Totally possible it was a much better or worse car than average, or that my thoughts and analysis could change given more time spent riding on it. But hopefully this is still something to someone!
Click to expand...

I'm wondering if it's the wheels/wheel assembly and the clearances between the wheels and the track. If the track was rough you'd feel more bumps and and pot holes from the track jolting the train, where as wheels/assembly would be more vibrations and "rattling". Thanks for the follow up, can't wait to ride and figure out the issue myself. I think the car on a stick, and the side mounting of the wheels instead of being under the track, is the issue here.
 
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Jake S

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  • #39
Parkscope Joe said:
I'm wondering if it's the wheels/wheel assembly and the clearances between the wheels and the track.
Click to expand...
Agreed, that’s what it sounds like to me as well. This sounds more easily fixed than fabricating new track. Still a couple of months to dial it in.
 
Brian G.

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