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Super Nintendo World (UOR) - General Discussion Thread

  • Thread starter Thread starter Magic-Man
  • Start date Start date Jan 23, 2020
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IndyRs

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  • Yesterday at 3:20 PM
  • #681
I went on Test Track at Epcot yesterday and will reiterate once again that it was such a HUGE missed opportunity to not make the Mario Kart ride like that.
I know they want Mario Kart to be more for all audiences and maybe they couldn't do that. But it just was such a perfect idea to use.
Maybe they just didn't have to have it go as fast as TT.
 
Cwoolboy

Cwoolboy

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  • Today at 3:29 PM
  • #682
I understand that the 'video game: the ride' fatigue is real, but for my money game-ifying Mario Kart was worth it for that breath-taking Rainbow Road portion at the end.
 
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Mike S

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  • Today at 3:59 PM
  • #683
Cwoolboy said:
I understand that the 'video game: the ride' fatigue is real, but for my money game-ifying Mario Kart was worth it for that breath-taking Rainbow Road portion at the end.
Click to expand...
Luigi’s Mansion should be gamified the same way and anyone who’s played the arcade game will agree with me on this. Reuse the tech from Mario Kart for AR ghosts but everything else is sets and animatronics.
 
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DOOMBOT

DOOMBOT

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  • Today at 4:51 PM
  • #684
Mike S said:
Luigi’s Mansion should be gamified the same way and anyone who’s played the arcade game will agree with me on this. Reuse the tech from Mario Kart for AR ghosts but everything else is sets and animatronics.
Click to expand...
I disagree with elements of this. We are in total agreement that the Luigi's Mansion arcade game, with its' unique controller and immersive haptic feedback when sucking in coins and ghosts is literally perfect for a theme park attraction and should be brought over 1 to 1.

However, that game itself already exists, and can be played for like, $5 at an arcade? I don't want to see digital versions of these characters in a Luigi's Mansion E-ticket Universal ride. Give me some practical effects, some well put-together vignettes and show scenes, an animatronic Luigi.

The absolute least I can hope for is a significantly improved version of the Mario Kart AR that isn't constantly extremely blurry and jittery; in addition to being a ride that feels full and complete even with the AR goggles removed.

I always see people say "Just take off the AR goggles and Mario Kart is a great dark ride!", and I just can't understand that at all. Mario Kart without AR is the blank canvas of a great dark ride. It feels like the background art of a Lego box without the actual Lego pieces or piece counts included to actually bring the space to life and fill everything out. There's maybe one or two big immersive effects per room, but the ride moves so slowly to facilitate the game that those effects really do not end up being enough. It feels scarily reminiscent of Navi River Journey for me in that way.

MiB: Alien Attack shows perfectly how expansive, kinetic, and complete an E-ticket shooting gallery can look. The action of sucking in a ghost is significantly tougher to emulate properly in a practical way. Though, I'd argue far from impossible. A little wiggling animation, some unique up-lighting, and good sound-design could emulate that run-away struggle while you point at them, before dimming the nearby lights and lowering the animatronic slowly for a moment would sell it imo.

If they don't go that direction, I don't think it's too much to ask that the sets feel alive and full without the AR goggles. Throw in some interactable physical props. Make a side table rumble slightly if you point at it for a few seconds. A floating plate that spins faster if you try to suck it in. The absolute minimum is making it feel at least as engaging as the Cat in the Hat dark ride, which currently I don't think Mario Kart without gameplay / AR actually ends up that much better than.
 
Mike S

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  • 52 minutes ago
  • #685
DOOMBOT said:
I disagree with elements of this. We are in total agreement that the Luigi's Mansion arcade game, with its' unique controller and immersive haptic feedback when sucking in coins and ghosts is literally perfect for a theme park attraction and should be brought over 1 to 1.

However, that game itself already exists, and can be played for like, $5 at an arcade? I don't want to see digital versions of these characters in a Luigi's Mansion E-ticket Universal ride. Give me some practical effects, some well put-together vignettes and show scenes, an animatronic Luigi.

The absolute least I can hope for is a significantly improved version of the Mario Kart AR that isn't constantly extremely blurry and jittery; in addition to being a ride that feels full and complete even with the AR goggles removed.

I always see people say "Just take off the AR goggles and Mario Kart is a great dark ride!", and I just can't understand that at all. Mario Kart without AR is the blank canvas of a great dark ride. It feels like the background art of a Lego box without the actual Lego pieces or piece counts included to actually bring the space to life and fill everything out. There's maybe one or two big immersive effects per room, but the ride moves so slowly to facilitate the game that those effects really do not end up being enough. It feels scarily reminiscent of Navi River Journey for me in that way.

MiB: Alien Attack shows perfectly how expansive, kinetic, and complete an E-ticket shooting gallery can look. The action of sucking in a ghost is significantly tougher to emulate properly in a practical way. Though, I'd argue far from impossible. A little wiggling animation, some unique up-lighting, and good sound-design could emulate that run-away struggle while you point at them, before dimming the nearby lights and lowering the animatronic slowly for a moment would sell it imo.

If they don't go that direction, I don't think it's too much to ask that the sets feel alive and full without the AR goggles. Throw in some interactable physical props. Make a side table rumble slightly if you point at it for a few seconds. A floating plate that spins faster if you try to suck it in. The absolute minimum is making it feel at least as engaging as the Cat in the Hat dark ride, which currently I don't think Mario Kart without gameplay / AR actually ends up that much better than.
Click to expand...
Um, I literally said at the end the AR would only be for the ghosts lol

I’d also expect Universal Creative to take the mechanics already present in the arcade version up a few notches.
 
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DOOMBOT

DOOMBOT

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  • 43 minutes ago
  • #686
Mike S said:
Um, I literally said at the end the AR would only be for the ghosts lol

I’d also expect Universal Creative to take the mechanics already present in the arcade version up a few notches.
Click to expand...
And I'd already be disappointed with that implementation! These are video game IP, so I get that the easiest way to showcase them is through digital tech, but that's also the cheapest and least impressive way too. I can see these characters digitally in essentially everything they've ever been in. I want to see practical effects and animatronics.

And I also wouldn't expect it to be a given that they'd improve on Mario Kart's tech or theming. I can certainly hope for that, but at this point, I don't actually know how much Universal would want to push the bar forward if they feel like they don't have to!
 
Mike S

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  • 37 minutes ago
  • #687
DOOMBOT said:
And I'd already be disappointed with that implementation! These are video game IP, so I get that the easiest way to showcase them is through digital tech, but that's also the cheapest and least impressive way too. I can see these characters digitally in essentially everything they've ever been in. I want to see practical effects and animatronics.

And I also wouldn't expect it to be a given that they'd improve on Mario Kart's tech or theming. I can certainly hope for that, but at this point, I don't actually know how much Universal would want to push the bar forward if they feel like they don't have to!
Click to expand...
How would we catch animatronic ghosts?
 
DOOMBOT

DOOMBOT

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  • 10 minutes ago
  • #688
Mike S said:
How would we catch animatronic ghosts?
Click to expand...
I know I write a lot, but I just talked about this exact thing haha.
DOOMBOT said:
The action of sucking in a ghost is significantly tougher to emulate properly in a practical way. Though, I'd argue far from impossible. A little wiggling animation, some unique up-lighting, and good sound-design could emulate that run-away struggle while you point at them, before dimming the nearby lights and lowering the animatronic slowly for a moment would sell it imo.
Click to expand...
It's not a perfect solution, but it's just something I thought up in like 5 minutes. I also never hear this worry when it comes to Ghostbusters taking over MiB. I don't think it has to be an incredibly literal image of the ghost being sucked up in the vacuum. The tactile sensation of the Poltergust controller and cool factor of physical ghosts would bridge that gap, at least for myself.
 
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