You can not evaluate the video game industry and it's impression on people/popularity through sales metrics alone.
From a business perspective, and within the context of a theme park, you absolutely can. If they won't spend the money on their own copy of the game (or can't afford it), they can't be
relied upon to spend the money on a vacation at a theme park. The sales metrics, the actual money a product brings in, is the only metric that matters in theme parks.
Do you really think Disney would have built Pandora if it wasn't the highest grossing movie in history? Or Universal would have built Harry Potter anything if the books weren't best sellers (which led to the movies in the first place)?
Nintendo, and Mario specifically, are the only really effective wins here. They have universal appeal and impressions that other video game franchises simply do not have. Just because everyone you play games with plays Overwatch (or Destiny or Rocket League or WOW or Halo or whatever have you) doesn't mean everyone does. That's why they don't work. It's why Nintendo is the only one that works.
If the Mario Kart ride has, hmmm, 12 or so scenes (10 plus load/unload) what would you think they are?
And no, screen tunnel transitions between them do not count as scenes.
Ten scenes? That's way more than I expected.
I still think the "scenes" or races (however it's structured) will fill certain archetypes. The Mario Kart games have a finite set of environments that they just build new courses in. If each scene is a specific course, I imagine they'll address as money of them as possible. I didn't include "jungle" courses because of DK being next door.
Mario Circuit
Moo Moo Farm/Donut Plains (Plain race)
Koopa Beach/Cheep Cheep Beach (Beach/Tropic Race)
Sherbet Land (Snow race)
Bowser Castle (Castle race)
Ghost Valley/Luigi's Mansion (Mansion race)
Delfino Square (Urban race)
Rock Rock Mountain/Chocolate Mountain (Mountain race)
Toad Factory/Tick Tock Clock (Industrial race)
Wario Stadium/Toad Circuit (Stadium race)
Rainbow Road
To be fair, the scenes could be as simple as:
Load
Starting Line
Item Select
Drive-by (where another driver throws their item at you)
Spin out (where you're hit)
Hairpin Turn/Boost
Straight away (passing other drivers)
Item Select
It's a Hit (where you hit another driver with your item)
Hairpin turn/Boost
Final stretch/Finish Line
Pedestal
Unload