Universal Studios Hollywood powers up with Super Nintendo World.In 1981, Shigeru Miyamoto created a video game character whose entire personality was contained in what the designer first described as “16 dots by 16 dots”.
As that character evolved, those pixels consisted of red suspenders, a belly pouch, an oversized nose, a bushy mustache, and eventually some twitchy guts as he tried to save a damsel in distress. He became an unlikely but confident hero… Miyamoto initially referred to him as Mr. Video. It’s a prescient and self-assured designation for the man who would rule the domestic television screen in 1985.
It didn’t take long for Mr. Video to transition into Mario, the most famous video game character ever created. Mario became so popular that Miyamoto sought the direction of The Walt Disney Company and its brand management of Mickey Mouse. I thought it would be better if it grew and evolved with the game, and whenever we introduced new technology, we would combine that introduction with a new Mario game,” Miyamoto once told The Times I’m Here.
In 1981, Shigeru Miyamoto created a video game character whose personality was all contained in what the designer originally described as “16 dots by 16 dots”.
As that character evolves, those pixels consist of red suspenders, a belly pouch, an oversized nose, a bushy mustache, and eventually some twitchy guts as he tries to save a damsel in distress. He became an unlikely but confident hero… Miyamoto initially called him Mr. Video. This would go on to dominate domestic television screens in 1985. It is a prescient and confident title for a person.
It didn’t take long for Mr. Video to become Mario, the most famous video game character ever created. Mario became so popular that Miyamoto sought the direction of The Walt Disney Company and brand control of Mickey Mouse. I thought it would be better if it grew and evolved with the game, and every time we introduced new technology, we combined that introduction with a new Mario in his game,” Miyamoto once told The Times I’m Here. I’m here. Standing at Universal Studios, Hollywood was once home to his stage in Blocky Sound. Today, your feet are planted on an oversized yellow star in a space dedicated to Super His Nintendo World.
This is a historic and notable change for a park that has long been a mecca for cinema. For nearly 60 years, Backlot Studios His Tour has given fans, tourists, and aspiring filmmakers their first glimpse behind the magic of his studio. The ability to imagine an attack or the “Back to the Future” clock tower coming to life with a bolt of lightning.
But on February 17, when Super Nintendo World officially opens to the public, Universal Studios will make one of his boldest statements about the future of entertainment. These beliefs have driven the entire theme park industry for the past 20 years. The larger version of Super Nintendo World, which opened at Universal Studios Japan last year, will be the most comprehensive vision of a lifetime. A permanent soil designed to cater to and play with guests.
“There’s a story behind this whole experience,” says Corfino. Guests will find themselves in the castle of beloved Princess Peach, whose golden mushrooms have just been stolen after walking him through one of Mario’s signature green pipes. “Part of our mission is to help her get it back. That’s the logic and purpose behind many of her interactive games.”
And then Mario again introduces new technology to the player, a theme park visitor.
Mario Kart: Bowser’s Challenge, the first and only land-based game in an American theme park, combines motion-tracking augmented reality with physical stages that react to the guest’s position. Guests get in the car and follow the track), and part introduces a new form of gameplay.
Guests are asked to drive, fire, and aim along a pre-determined path. Prioritizing gamification, special effects, and theme park magic over high-speed thrills, the attraction places his four participants in cars with Mario, Luigi, Princess Peach, and many other characters. To do. A race challenge against Bowser’s demonic form, the turtle meets Mario’s longtime nemesis, the Dragon.
To reach the attraction, guests first traverse an incredibly vibrant land that combines multiple scenes from the popular Super Mario Bros. game. View through augmented reality-enhanced telescopes near icy peaks with snow-capped blue trees, or desert vistas lurking above with Porky, a cactus-inspired centipede-like creature You can stand under. There is constant movement throughout. Munching on Piranha Plants, stony his Thwomp thumps hard, dotted with yellow blocks ready to strike, or inappropriate headbutts, making it feel like a life-sized obstacle course .
Always out of reach, gold coins spin and glisten in the Southern California sun, and springy mushrooms look like they want to be attacked. You can’t run and jump like Mario, but you’ll feel like you should. As the side-scrolling platformer lures us to higher ground, turtle-like Bowser roams around us and mushroom-inspired goombas wobble, swarm, and virtually taunt us. Get them out of the way. Jump over them. His four multiplayer challenges spread across the country, mini-games culminating in a group battle with Bowser Jr., so you’ll be able to play.
If all goes according to plan, Super Nintendo World will be the most captivating theme park world ever imagined.
“They could have made Super Nintendo World his one big arcade,” said the game designer, a long-time advocate of interactivity in public spaces, who has worked in theme parks around the world. says Jesse Schell.
“But it was clearly mandated that this place not be a place to play video games. This is where video games go.” Theme parks, of course, are always centered around interactive play. Lands like Super Nintendo World and the game-filled Star Wars: Galaxy’s Edge at Disneyland Park in Anaheim are rooted in this mission.
As mentioned earlier, there are aspects of this approach that date back to his 1955 Disneyland beginnings. Most notably, the staged shootouts and luggage hauls that brought theater and activity to Frontierland. Tom Sawyer Island joined his latter in 1956, allowing visitors to run freely between caves, trails and suspension bridges. The change, however, is how guests are displayed. We used to be seen primarily as part of the audience. Today we are essentially players of a huge game. That is, if you want to be.
A pivotal moment: An interactive wand was introduced in Universal’s first Wizarding World of Harry Potter in his 2014. It turned the entire planet into a living universe by giving players the illusion of the ability to create magic. Instead of a magic wand, Universal wants Super Nintendo World visitors to invest in Power Up Bands, interactive wristbands available for $40.
Gang connect app. This allows guests to track their progress in obtaining golden mushrooms, collect virtual coins across the country, and track their score on their Mario Kart journey. His younger brother Luigi, Princess Peach, will be able to respond to guests based on the progress recorded by the gang. More importantly, the band and app will engage guests and entice them to play the games that dot Super Nintendo World. Most games require the participation of multiple guest groups. Some are timed challenges, some are crank-driven puzzles, and others are chaotic, touch-controlled games where players rotate digital blocks.
“My definition of a game might be a little different,” says Corfino. “I know some people like to say that if the experience matters, it’s the game. There are other attractions that keep score on a one-dimensional level. But in terms of being fully immersive , everything you do here is tied to the power-up band, then you delve into the reality of the Mario Kart ride-on experience complete with AR glasses, physical scenery, video mapping and LED projection. It’s totally next level.”
The theme park industry is taking notice.
“This idea of being able to physically manifest digital in a highly interactive and reactive social environment sees the future of theme parks, with a sense of agency and a sense of urgency, where games collide.” is Margaret Kellison, author of Immersive Storytelling for Real and Imaginary Worlds and former theme park designer for Walt Disney Imagineering.
Galaxies, which has worked extensively on his edge, Kerrison believes games and theme parks continue to converge on “something that blurs the lines between what you do at home and what you do at a theme park.”
Combining theme parks and video games wasn’t always an easy fix. After all, gaming is an individualized experience, and even multiplayer games react to one player’s actions. Theme parks, of course, are not. Because attractions he is designed to attract thousands of people an hour. Yet modern attractions are becoming more and more gamified. Disneyland Resort recently opened arcade-inspired Millennium Falcon: Smugglers Run and Web Slingers: Spider-Man Adventures. The latter turns our hands into video game controllers.
Florida’s Universal Studios has launched Great Movie Escape, “Back to the Future” and “Jurassic Park” themed Escape Rooms at City Walk. This is the follow-up to Walt Disney World’s Star Wars: Galactic Starcruiser, a hotel that doubles as a live-action role-playing game. The game can be derided as silly or frivolous, but it’s also a curiosity. what’s that? why is that? And most importantly, what happens when you try this. And in a theme park setting, play helps lower inhibitions in the name of engagement, thus fostering communication with friends, family, and even strangers.
That is, if we believe it.
One of his first successful video game involvements in a theme park attraction was Toy Story Midway Mania. From Disney, which opened in Disney California Adventure in 2008. The key to its success, he says, is recently retired Imagineer Kevin Rafferty, one of his lead designers. The attraction’s purpose was to reimagine how games are viewed in an all-encompassing physical environment. “The first video games I played on my home TV always had scores and numbers,” he says. “But the travel app suddenly tells me it’s fake.
“It’s not real space. I want to say that it’s okay to pretend, but you can’t pretend to believe it, as soon as you break the rules of being in a real place in real time, it’s no longer a real game booth.
Similarly, Super Nintendo World treats mini-games and Mario Kart rides as real locations. The game is around the corner, in a path, or behind a giant mushroom, rather than in a specific booth announcing its existence. And there are many hidden corners in this land. A staircase leading to his second level, complete with augmented reality glasses, or a dark and ominous cavern filled with blocks to hit and punch.
It’s land like the best “Super Mario Bros.” A game based on discovery. After all, that was Miyamoto’s original mission for the game. When once asked to explain Mario’s enduring powers, Miyamoto gave a simple but ambitious answer.
Universal Studios expects gamers to be creative.
It’s the smallest space in Hollywood, with rides inspired by Mario’s dinosaur friend Yoshi, and unlike the Japanese version of the land, which has a Donkey Kong attraction currently under construction (this theme park is, after all, It’s still a working studio).It’s the only ride. But those who escape in Mario Kart miss the point. Super Nintendo World is an invitation to play.
Still, Mario Kart: Bowser’s Challenge’s Byzantine tail certainly shows that Universal knows what the heart of the land is: the line looks like a fantastical forest that is said to be Yoshi’s New Island. It begins with a haunting atmosphere and takes visitors through different locations before moving on to his second floor, which leads to Bowser’s castle. Nintendo fans will find many nods to his game Mario Kart, one of Nintendo’s most successful assets. The recently released Mario Kart 8 for Nintendo Switch has sold over 48 million copies worldwide.
The screen also acts as a window, revealing areas of the castle inhabited by ghosts. Elsewhere, we see the Bob Homme-making machine and learn about Bowser’s obsessions, mostly Mario and Princess Peach. “It’s out there,” Corfino says of Bowser’s obsession with Princess Peach, “but it’s not a creepy place.” .
The rides weren’t available for media previews, and as with most Universal his themed experiences at his parks, a technical trial that will be available to the public will likely be in his mid-January, well before the park opens. is scheduled to start on However, these can occur sporadically and can be closed at any time. But based on the attraction’s video from Japan, as well as interviews and reviews of the attraction, guests should expect Mario Kart to be one of the most ambitious video game-inspired attractions ever. It doesn’t prioritize speed, but the goal was to capture the feel of the game, the madness of collecting and dropping items and constant spinning.
“There is a learning curve,” says Corfino. How it works is simple. Fire a projectile by pressing a button on the steering wheel and aim it by simply looking in a certain direction, but it takes time to learn. A hint, though, is that attractions ask guests to fully participate at all times, so heading in the direction the ride is moving helps the final score. It’s a natural extension of evolution to the environment,” says Corfino. “So now we’re putting you inside one of the most popular games of all time and its environments. How deep can you go in terms of immersion, in this case gamification? mosquito?
This is not a question only Universal asks. Gaming brands (intellectual property, or IP in industry terms) are definitely catching up with mainstream culture. Universal will release “Super Mario Bros.” in the spring. Hollywood studios are increasingly adopting properties from movies and games such as “The Last of Us,” “League of Legends,” and “Sonic the Hedgehog.” The industry is also keeping a close eye on Netflix’s forays into gaming, as the company is buying and building a cadre of game developers.
Game and theme park designer Schell said: “Our Theme His park is moving into a more interactive zone. This means video games and video game brands are getting bigger and bigger. Imagine a ‘Fortnite’ theme park It’s easy to do.”
Theme parks such as Universal Studios and Disneyland are places where ordinary people experience popular myths, from classic fairy tales to more modern franchises such as “Star Wars” and “Jurassic Park.” We can live within them and experience stories that help us make sense of the world and our emotions.
With Super Nintendo World, games and games themselves entered a new pantheon of storytelling. This is a word that people familiar with the game have known for a long time. We don’t play to win or compete. We play to imagine ourselves in stories.