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The Future of Lost Continent

  • Thread starter Thread starter TheDecemberists
  • Start date Start date Nov 2, 2009
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TheUniC6

TheUniC6

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  • Dec 30, 2024
  • #4,121
Gartooth said:
I don't have too much confidence in Zelda coming to fruition myself either. It does feel like the talk these days is on USF and the other two Nintendo projects.
Click to expand...
If Universal decides to fast track Wicked for the parks if part 2 pulls similar figures to part 1, Lost Continent can be where they decide to put it. The IP just has a better feel for IOA than USF.
 
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Rhian

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Were it straightforward Universal wouldn't have a problem developing something but if Nintendo is stubbornly wanting a gaming mechanic implemented into the marquee attraction like Mario Kart, then it's an added layer of complexity that could prove cumbersome to work with. Not saying that's the case but depending on what Nintendo wants in its final product as a representation of the IP, some things could be on the back-burner until they figure something out.

Though I've played some games in the past I'm not well-versed in the series as a whole. It may help to think of what game mechanics are present in the series which could translate over to a ride (and interactive mini-games in the land), and that could be a reason why this project seems stuck at the moment; it's not like there's a lack of source material in terms of lands, stories, and characters, and I'm sure Nintendo's and Universal's writers could create something fitting of the IP.

If it turns out Nintendo really wants some kind of gaming aspect inserted into the ride then how Universal would normally approach something like this changes drastically.

It's not feasible but it'd be cool if they brought back the Poseidon's Fury walk-through aspect combined with escape room mechanics and build a dungeon/temple puzzle game. In a ride it could be like a voting system and majority of votes is the path/option you take. Not sure how fun that would actually be though.
 
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Gartooth

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Rhian said:
Were it straightforward Universal wouldn't have a problem developing something but if Nintendo is stubbornly wanting a gaming mechanic implemented into the marquee attraction like Mario Kart, then it's an added layer of complexity that could prove cumbersome to work with. Not saying that's the case but depending on what Nintendo wants in its final product as a representation of the IP, some things could be on the back-burner until they figure something out.

Though I've played some games in the past I'm not well-versed in the series as a whole. It may help to think of what game mechanics are present in the series which could translate over to a ride (and interactive mini-games in the land), and that could be a reason why this project seems stuck at the moment; it's not like there's a lack of source material in terms of lands, stories, and characters, and I'm sure Nintendo's and Universal's writers could create something fitting of the IP.

If it turns out Nintendo really wants some kind of gaming aspect inserted into the ride then how Universal would normally approach something like this changes drastically.

It's not feasible but it'd be cool if they brought back the Poseidon's Fury walk-through aspect combined with escape room mechanics and build a dungeon/temple puzzle game. In a ride it could be like a voting system and majority of votes is the path/option you take. Not sure how fun that would actually be though.
Click to expand...


I have no idea what the issue has been behind the scenes with adapting Zelda to a theme park experience, but if I had to guess there are two aspects of the series that distinctly separate it from Mario. That I wonder if either could be the challenge Universal Creative has been facing.

1) Zelda does not have a unified, consistent world compared to a series like Mario. The series is framed as a legend told throughout different ages. The main characters like Link and Zelda constantly gets redesigned, while new games also offer a completely new cast of side characters each time, along with the world of Hyrule always changing. Even something like Link's way of traveling around the game's world changes often. 25 years ago Link first rode on a horse, then 20 years ago it would be riding a ship across oceans, 10 years ago it was riding on the back of a bird through the sky, now he rides whatever the player themselves creates in the games. How do you create a ride concept that resonates with all generations of people who have enjoyed the Zelda series? Compared to a couple modes of transport like say on the back of Yoshi or driving a Kart that has been consistent in the Mario franchise and everyone immediately recognizes it and understands how it should work if you have any familiarity with Mario games.

2) If Mario is an obstacle course about completing the challenges in front of you, then Zelda is an adventure about coming up with your own personal solutions to a challenge. This is something Nintendo has hammered home to its players on the essence of Zelda especially since 2017's Breath of the Wild. The Zelda games give you a set of tools and say to "make your own fun" or your own solutions to the games different puzzles, so that each player can be imaginative and play the game their own way. While this offers the Zelda series a great level of gameplay depth and potential, it also makes these games much more complicated to design. I'm not sure whether the Zelda concepts were planning to even offer interactivity on the ride or in games inside the land. But if that's something Nintendo is pushing for then I could see that butting heads with the realities of what could be designed in a theme park setting.
 
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Mike S

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mccgavin said:
That's a good way to ruin a solid working partnership.

Despite some complaints on here and within some other online circles, there's nothing to indicate that Universal or the greater general public are dissatisfied with what we've gotten so far.
Click to expand...
I never indicated that the public is dissatisfied. I’ve always been speaking from my sole perspective as a hardcore Nintendo fan that’s been waiting for theme park experiences since I was playing my SNES in the 90’s and anyone else that’s like me.
 
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Rhian

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Gartooth said:
1) Zelda does not have a unified, consistent world compared to a series like Mario. The series is framed as a legend told throughout different ages. The main characters like Link and Zelda constantly gets redesigned, while new games also offer a completely new cast of side characters each time, along with the world of Hyrule always changing. Even something like Link's way of traveling around the game's world changes often. 25 years ago Link first rode on a horse, then 20 years ago it would be riding a ship across oceans, 10 years ago it was riding on the back of a bird through the sky, now he rides whatever the player themselves creates in the games. How do you create a ride concept that resonates with all generations of people who have enjoyed the Zelda series? Compared to a couple modes of transport like say on the back of Yoshi or driving a Kart that has been consistent in the Mario franchise and everyone immediately recognizes it and understands how it should work if you have any familiarity with Mario games.
Click to expand...
This part already had a possible solution. Alicia released an article about the patented ride system that might've been used for the ride (half-way down) in which we'd start on a boat which turned into a flying vehicle.

I figured the story of the land/ride would be treated the same way as a new game, with a unique story specifically for the theme park. It's a benefit that Zelda is more of an anthology series so they're not tied down to a specific representation, so for fans I don't think it'll be too much of a hassle lore-wise and for non-fans it wouldn't make a difference because they'd still experience an immersive land. Throw in some Easter eggs for the hardcore fans and everyone wins.

Of course, if there's an internal push from Nintendo for interactivity of some kind then, as I mentioned earlier, the path Universal may have wanted to take with this IP is much harder. I imagine whatever they do come up with also has to be unique (not duplicating SNW's current game offerings).

Gartooth said:
2) If Mario is an obstacle course about completing the challenges in front of you, then Zelda is an adventure about coming up with your own personal solutions to a challenge. This is something Nintendo has hammered home to its players on the essence of Zelda especially since 2017's Breath of the Wild. The Zelda games give you a set of tools and say to "make your own fun" or your own solutions to the games different puzzles, so that each player can be imaginative and play the game their own way. While this offers the Zelda series a great level of gameplay depth and potential, it also makes these games much more complicated to design. I'm not sure whether the Zelda concepts were planning to even offer interactivity on the ride or in games inside the land. But if that's something Nintendo is pushing for then I could see that butting heads with the realities of what could be designed in a theme park setting.
Click to expand...
Oh, just give guests raw materials and a UC representative and they can spend the day building their own ride! :lol:
 
Last edited: Dec 31, 2024
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Mike S

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What Zelda fans would absolutely love: a ride with Forbidden Journey’s tone and thrill level that’s just a ride, no interactivity, with crazy detailed sets and animatronics.

What Nintendo and Universal will actually build:
 
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PerceptiveCoot

PerceptiveCoot

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  • #4,127
Mike S said:
What Zelda fans would absolutely love: a ride with Forbidden Journey’s tone and thrill level that’s just a ride, no interactivity, with crazy detailed sets and animatronics.

What Nintendo and Universal will actually build:
Click to expand...

Not the best mode in the best Wii U game being used as a rhetorical prop : (
 
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Pacific

Pacific

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  • Dec 31, 2024
  • #4,128
Nintendo with Universal kind of reminds me of Lego Mario.
 
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Mike S

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PerceptiveCoot said:
Not the best mode in the best Wii U game being used as a rhetorical prop : (
Click to expand...
It was a great part of a mini game collection that I enjoyed myself but I wouldn’t want it as the basis of a ride. I already played the mini game at home, I don’t need it blown up at a theme park. Remember the criticisms of Toy Story Mania that it can be replicated at home with a Wii and office chairs? Yeah.
 
Brian G.

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  • Dec 31, 2024
  • #4,130
Mike S said:
It was a great part of a mini game collection that I enjoyed myself but I wouldn’t want it as the basis of a ride. I already played the mini game at home, I don’t need it blown up at a theme park. Remember the criticisms of Toy Story Mania that it can be replicated at home with a Wii and office chairs? Yeah.
Click to expand...
I hope you’re not making a comparison to the Nintendo rides and TSM…
 
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bdubsCEO

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PerceptiveCoot said:
Not the best mode in the best Wii U game being used as a rhetorical prop : (
Click to expand...
Don’t disrespect the Metroid Prime and Luigi’s Mansion minigames like that!
 
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captainmoch

captainmoch

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I also think it's important to consider that only 1 out of the 3 existing Nintendo rides is interactive lol.
 
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Mike S

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Brian G. said:
I hope you’re not making a comparison to the Nintendo rides and TSM…
Click to expand...
No just saying I don’t want an interactive Zelda ride that feels like just a blown up version of what I have at home except this time I have to wait 2 hours or more in line rather than just booting up my console.

In short, Zelda should use the same kind of design philosophy behind Monsters Unchained and the Ministry.
captainmoch said:
I also think it's important to consider that only 1 out of the 3 existing Nintendo rides is interactive lol.
Click to expand...
Yes but Donkey was clearly hampered due to the need to include the jumping of the tracks from the games.
 
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Legacy

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I wouldn’t say the only thing that makes the DK coaster unique is what hampers it. Weird pacing? Sure. Inconsistent theming? Fine. I’d argue those things hamper it. But the jumping effect works and makes it more than just another family coaster. The actual problems with the ride would be more glaring if there wasn’t something that made it actually different.
 
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Rhian

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captainmoch said:
I also think it's important to consider that only 1 out of the 3 existing Nintendo rides is interactive lol.
Click to expand...
Yoshi has an interactive element but it's optional compared to MK you could almost forget about it.

yoshibuttons.png

Mike S said:
Yes but Donkey was clearly hampered due to the need to include the jumping of the tracks from the games.
Click to expand...
From what I've seen what hampered DK was the length of the ride more than anything. That ride looks great for everything else aside from some very specific, peculiar choices in certain spots.
 
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mccgavin

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Mike S said:
Yes but Donkey was clearly hampered due to the need to include the jumping of the tracks from the games.
Click to expand...
I feel like conceptually, an effect that shows the mine carts jumping over the tracks is the most important element of adapting that portion of the games to an attraction, and not including it would be missing the entire point.

Personally, I've always dreamed of this being adapted into a ride, and I appreciate that they went out of their way to do it as faithfully as they did, as opposed to just using a basic coaster train.
 
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Mike S

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Legacy said:
I wouldn’t say the only thing that makes the DK coaster unique is what hampers it. Weird pacing? Sure. Inconsistent theming? Fine. I’d argue those things hamper it. But the jumping effect works and makes it more than just another family coaster. The actual problems with the ride would be more glaring if there wasn’t something that made it actually different.
Click to expand...
Rhian said:
From what I've seen what hampered DK was the length of the ride more than anything. That ride looks great for everything else aside from some very specific, peculiar choices in certain spots.
Click to expand...

mccgavin said:
I feel like conceptually, an effect that shows the mine carts jumping over the tracks is the most important element of adapting that portion of the games to an attraction, and not including it would be missing the entire point.

Personally, I've always dreamed of this being adapted into a ride, and I appreciate that they went out of their way to do it as faithfully as they did, as opposed to just using a basic coaster train.
Click to expand...
My point is that having to spend money to develop the ride system is money that wasn’t spent on more elaborate sets and animatronics (even Seven Dwarfs has this despite it’s faults as another too short coaster) and we know from insiders on this forum that they had some trouble getting it to work. When I imagine Donkey Kong Mine Carts I imagine Big Thunder Mountain in scale with elaborate show scenes. Universal missed the mark and I’d happily give up the jumping for it.
 
Last edited: Dec 31, 2024
D

DarkMetroid567

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I’m cool with calling it a wash — it seems to add very little but just enough that it’s unique and doesn’t jeopardize anything like layouts.

My main concern was always the ride quality itself in regards to roughness/shakiness. If it deteriorates (and I think there’s a real risk it does), it undoubtedly makes the decision a net negative. But it seems like it isn’t bad so far!

EDIT: Wait a second. This isn’t the DK thread…
 
Pacific

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Nintendo discussion makes us all spiral lol.
 
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Cup_Of_Coffee

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I hope we get concrete rumors as to what’s replacing LC by years end. I get the reasons they can’t have PF open, but it just makes me sad an entire land at this park is just a restaurant.
 
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