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Mario Kart: Bowser's Challenge - General Discussion

  • Thread starter Thread starter Brian G.
  • Start date Start date Jun 2, 2022
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baconwhiskers

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  • Jan 26, 2023
  • #141
OrlandoGuy said:
Have some sort of dynamic motion to simulate being hit by shells and bombs and stuff.
Click to expand...

They do this like twice, but it's like a spin.
 
OrlandoGuy

OrlandoGuy

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  • Jan 26, 2023
  • #142
baconwhiskers said:
They do this like twice, but it's like a spin.
Click to expand...
Just going off of the POV, it looks more like a rotation than a spin. The sewer part in Spider-Man is more banana peel/red shell to me
 
Brian G.

Brian G.

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  • Jan 26, 2023
  • #143
I haven't ridden it yet - but I do think they chose wisely in creating a family-accessible attraction that allows a decent amount of interactivity. Obviously, different strokes and all - but let's remember that this was a partnership between Universal AND Nintendo. It's easier to play Monday morning QB.
 
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baconwhiskers

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  • Jan 26, 2023
  • #144
OrlandoGuy said:
Just going off of the POV, it looks more like a rotation than a spin. The sewer part in Spider-Man is more banana peel/red shell to me
Click to expand...

It's not that aggressive in the game
 
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BriefCasey

BriefCasey

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  • Jan 27, 2023
  • #145
Mad Dog said:
I remember a lot off negativity from the fan community when Mario/Nintendo opened in Japan. Seems popular there now. So, like usual, I wouldn't put a whole lot
of concern into what the internet fans say or think. ....And then there was Gringotts. Negativity was volcanic. Now it's a beloved attraction..... :grin:
Click to expand...
I'm no Orlando local, but that's kind of surprising. I've never been on the ride, so given my usual MO with going in blind if I want to ride it someday, I guess I'll hold my thoughts on specifics until then. Will probably send a DM.
Freak said:
Guys, I love Mario Kart. I just want the motion to have just a little bit more “oomph”. That’s all.

Some people are just not a fan of the format of the ride. Some people would have preferred a RSR kind of ride. That’s okay.

No but seriously if the general public doesn’t like the ride, the park will shut down for good, the land will detonate in a massive mushroom cloud and we’ll all die. Everyone better like this ride.
Click to expand...
OrlandoGuy said:
I actually don’t think Test Track/Radiator Springs would’ve been the ideal ride system for this…really, it would’ve been the SCOOP. You don’t need sheer speed to recreate the Mario Kart experience physically, but a good blend of motion/spinning/projected media would give that illusion (look at Transformers, that’s a ride that FEELS fast in a box that’s no more than a couple hundred feet wide).

Take the ride as it exists now and add some bumps, spins, and abrupt changes in motion to simulate the racing. Add a few screens to simulate jumps, flying, underwater, etc. Have some sort of dynamic motion to simulate being hit by shells and bombs and stuff. Boom, you’ve hit all the major aspects of the game without needing to go more than like 8 miles per hours.

Would that sacrifice some of the interactivity? Maybe…but the Mario Kart video games already give you an interactive experience. Pushing a button in a slow-moving vehicle isn’t that much more exciting than pushing it at home IMO.
Click to expand...
I'm in the exact same boat of jazzing up the motion profile a notch, which is probably something I'll be sure to make mention of if they have the survey during AP previews. Also, something came to me as I was thinking about that and how they could also add some blowing wind like on Space Mountain (I think that's how the feeling of going fast is amplified on that ride anyway)
I'm probably thinking too big here, but could they make it so that in the same tutorial, riders can be given a bit of time to vote on an intensity level of some kind by shooting at it in the same area where you test out shooting shells? Part of me wants to say probably not, so I'd imagine jazzing up certain motions could be the best they could do across the board.
 
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Mad Dog

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  • Jan 27, 2023
  • #146
BriefCasey said:
I'm no Orlando local, but that's kind of surprising. I've never been on the ride, so given my usual MO with going in blind if I want to ride it someday, I guess I'll hold my thoughts on specifics until then. Will probably send a DM.


I'm in the exact same boat of jazzing up the motion profile a notch, which is probably something I'll be sure to make mention of if they have the survey during AP previews. Also, something came to me as I was thinking about that and how they could also add some blowing wind like on Space Mountain (I think that's how the feeling of going fast is amplified on that ride anyway)
I'm probably thinking too big here, but could they make it so that in the same tutorial, riders can be given a bit of time to vote on an intensity level of some kind by shooting at it in the same area where you test out shooting shells? Part of me wants to say probably not, so I'd imagine jazzing up certain motions could be the best they could do across the board.
Click to expand...
and....the Gringotts negativity, aside from early technical issues, was primarily from a portion of the fan base that expected a 'full scale heavily thrilled fast roller coaster' rather than the limited coaster/stopped at screens version
that Gringotts is. Sounds so familiar to these negative Mario ride 'expectations' and comments. Bottom line though, is once people got over the full scale coaster expectation, most of them really like the attraction now.
It does good on guest surveys and generally has the longest line at USF....Sooo, what I'm saying is 'give Mario some time' for false expectations to settle down, and like Men In Black, it should prove to be a good repeat ride attraction.
As the legendary Disney Imagineer Tony Baxter always said and emphasized....Repeatability is what's important on an attraction. An attraction that still is enjoyable on your 20th ride is what makes it a good attraction......Wind blowing effect as a speed feel, though, is a good idea and could probably be added on the cheap. In the past, that's been added to some motion sickness type attractions to lessen the motion sickness feel.
 
Last edited: Jan 27, 2023
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baconwhiskers

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  • Jan 27, 2023
  • #147
They already got wind blowing at the start, cloudtop cruise, and rainbow road. Also something to mention, there's an atmospheric effect you feel that happens in the underwater portions which is really cool actually.
 
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Jerroddragon

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  • Jan 27, 2023
  • #148
baconwhiskers said:
They already got wind blowing at the start, cloudtop cruise, and rainbow road. Also something to mention, there's an atmospheric effect you feel that happens in the underwater portions which is really cool actually.
Click to expand...
Best part is then not shooting stinky water in your face

god bless Nintendo for stopping that trend
 
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BriefCasey

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  • Jan 27, 2023
  • #149
baconwhiskers said:
They already got wind blowing at the start, cloudtop cruise, and rainbow road. Also something to mention, there's an atmospheric effect you feel that happens in the underwater portions which is really cool actually.
Click to expand...
Guess I must have been too caught up in the AR to fully take notice of some bits of it. My re-ride(s?) during the AP preview on the 29th are gonna be interesting then.
 
Freak

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  • Jan 27, 2023
  • #150
Jerroddragon said:
Best part is then not shooting stinky water in your face

god bless Nintendo for stopping that trend
Click to expand...
Ironically the “shooting water at you” gag is so prevalent in USH rides I was secretly hoping they would do so for the sake of making it a running joke. I guess this ride finally broke that trend.
 
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BriefCasey

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  • Jan 27, 2023
  • #151
Something else I realized ahead of Sunday, since the achivements/stamps mention there being hidden blocks on the ride. Any idea on what they look like or if their locations have been found yet?

I'm half tempted to go for as many as I can since I have no idea how repeat rides will be for me, but at the same time I kind of want to try to find them on my own just like an actual video game, until I get super stumped anyway. Single rider will probably aid the re ride process too.

Actually, has there been more word if they're still gonna reset everything for grand opening? That's the other thing keeping me from achievement hunting right now. Maybe I should treat the preview as another round of tech rehearsals.
 
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Clive

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  • Jan 28, 2023
  • #152
BriefCasey said:
Something else I realized ahead of Sunday, since the achivements/stamps mention there being hidden blocks on the ride. Any idea on what they look like or if their locations have been found yet?

I'm half tempted to go for as many as I can since I have no idea how repeat rides will be for me, but at the same time I kind of want to try to find them on my own just like an actual video game, until I get super stumped anyway. Single rider will probably aid the re ride process too.

Actually, has there been more word if they're still gonna reset everything for grand opening? That's the other thing keeping me from achievement hunting right now. Maybe I should treat the preview as another round of tech rehearsals.
Click to expand...

I’ve found a few. They’re floating ? blocks with wings tucked away in corners. Sometimes you gotta really position yourself in odd positions to find them… and only one person per car can get each block per ride, as they go blank once hit.
 
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BriefCasey

BriefCasey

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  • Jan 28, 2023
  • #153
Clive said:
I’ve found a few. They’re floating ? blocks with wings tucked away in corners. Sometimes you gotta really position yourself in odd positions to find them… and only one person per car can get each block per ride, as they go blank once hit.
Click to expand...
Oh damn, so I guess in that case, you are racing other people to it if you're achievement hunting. :v
 
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Ron101

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  • Jan 30, 2023
  • #154
Anyone got some pro-tips for getting a higher score on the ride? Currently stuck at around 130 coins. I seem to be running out of shells to shoot during rainbow road too. Thanks!
 
Jerroddragon

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  • Jan 30, 2023
  • #155
Ron101 said:
Anyone got some pro-tips for getting a higher score on the ride? Currently stuck at around 130 coins. I seem to be running out of shells to shoot during rainbow road too. Thanks!
Click to expand...
Shot less and try to find the hidden coin boxes
 
SpatulaShack

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  • Feb 2, 2023
  • #156
Do we think the AR tracking is the primary reason this ride doesn't have a more engaging motion profile? I assume faster spins and quicker lateral movement would mean less reliability / accuracy for the AR but I'm still confused why they didn't use more techniques to simulate speed and movement. Weren't there patents describing the various ways they were planning to do this with tunnels between scenes? In the short term I think adding some wind/fan effects couldn't hurt. I'm shocked there isn't more of that at least.
 
Ron101

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  • Feb 2, 2023
  • #157
There should’ve been 2-3 bursts of acceleration throughout the ride. At the starting line of course and perhaps another when you hit rainbow road. Similar to the burst of speed on Gringotts when you launch through the screen.
 
shiekra38

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  • Feb 2, 2023
  • #158
SpatulaShack said:
Do we think the AR tracking is the primary reason this ride doesn't have a more engaging motion profile? I assume faster spins and quicker lateral movement would mean less reliability / accuracy for the AR but I'm still confused why they didn't use more techniques to simulate speed and movement. Weren't there patents describing the various ways they were planning to do this with tunnels between scenes? In the short term I think adding some wind/fan effects couldn't hurt. I'm shocked there isn't more of that at least.
Click to expand...
I assume, and this is only an assumption, that MK has a few reasons why it is the way it is:

Universal could have given us a totally screen based, projection mapped, nausea inducing, interactive AR ride...we know they *can* do it.

Instead we got a lighter, more practical, set driven, fun for all ages interactive AR ride ride.

Like a book adapting to a movie, changes must be made to the source material when going from media to a physical ride.

Those changes do include, the physical. A slower ride is the answer for a racing game franchise designed for kids

Not to mention the possibility of the AR goggles getting flung off someone's face..lots of practicality things to consider.
 
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OrlandoGuy

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  • Feb 2, 2023
  • #159
I mean, even the Mickey & Minnie ride has a more dynamic movement profile than this…correct me if I’m wrong but that doesn’t have a height requirement either.
 
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SpatulaShack

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  • Feb 2, 2023
  • #160
shiekra38 said:
I assume, and this is only an assumption, that MK has a few reasons why it is the way it is:

Universal could have given us a totally screen based, projection mapped, nausea inducing, interactive AR ride...we know they *can* do it.

Instead we got a lighter, more practical, set driven, fun for all ages interactive AR ride ride.

Like a book adapting to a movie, changes must be made to the source material when going from media to a physical ride.

Those changes do include, the physical. A slower ride is the answer for a racing game franchise designed for kids

Not to mention the possibility of the AR goggles getting flung off someone's face..lots of practicality things to consider.
Click to expand...
I understand all of this reasoning but brief moments of simulated speed with wind and simple lighting effects (like the tunnel in Fast & Furious) wouldn't require any changes to the ride's actual motion profile or cause any of the downsides you listed. Some simulated speed transitions between scenes with a pause on the AR interactivity / shooting mechanics would also help with pacing and give people a chance to relax and enjoy the ride. It feels like a design flaw to me.
 
Last edited: Feb 2, 2023
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