Super Nintendo World Review: Good, Bad & Ugly
Super Nintendo World is Universal’s first theme park land dedicated to Mario and Luigi, with a Mario Kart ride, restaurant, snack spots, character meet & greets, interactive mini-games, and much more. This review features what we love and loathe about the area, with photos, info, recommendations, and thoughts on the good, bad, and ugly of this envelope-pushing new expansion.
For starters, everything here is based on the version of Super Nintendo World at Universal Studios Japan in Osaka, Japan. The original land is slightly larger, and differs from the Universal Studios Hollywood incarnation in a few ways. Most notably, there is no Yoshi’s Adventure ride in the California land. Also, all of the names are the English versions of the characters (e.g. Bowser as opposed to Koopa) and there are no face mask rules.
Suffice to say, Super Nintendo World is a dream come true for anyone who was raised on the SNES (am I dating myself too much?!), N64, Gamecube, Wii, Wii U (so like 4 of you), or Switch. It’s like stepping into Super Mario Bros or Mario Kart and exploring, doing battle with Bowser, and so much more.
We might as well start right there, because what Super Nintendo World excels at most is wish fulfillment. Seeing the Mushroom Kingdom come into view for the first time after exiting the Warp Pipe was like stepping foot on Route 66 in Cars Land for the first time. The key difference being that I’m actually a Mario fan.
It’s impossible to articulate the overwhelming rush of nostalgia and excitement felt upon entering Super Nintendo World. It’s all so familiar and instantly recognizable, yet utterly unexpected. Running around the land as an adult feels shockingly similar to being in a basement back in 1998 playing Goldeneye on the Nintendo 64. (Mario Kart would’ve been the more fitting title, but my teenage crew’s game of choice was Goldeneye.)
Obviously very different in both style and substance, but that same sense of communal joy and fun. That’s a feeling I’ve been hard-pressed to recapture since, so it’s oddly fitting yet altogether unsurprising to find it once more in Super Nintendo World.
Sadly, Goldeneye is not one of the IPs represented in Super Nintendo World. Nor is Perfect Dark, the Legend of Zelda, Animal Crossing, Pokemon, Metroid, or–everyone’s favorite–Punch-Out! Although you may see the real-life version of that last one if tensions between guests get too high.
Despite the name, this is essentially Super Mario Land. Visitors enter Super Nintendo World via a Warp Pipe that leads from Super Star Plaza in the normal park to the inside of Peach’s Castle. With the exception of ‘Hidden Pikmin,’ this is Mario land through and through. Platforms float back and forth, coins spin high out of reach, Piranha Plants attack, Thwomps attempt to trap, and Goombas…do whatever it is that Goombas do.
Without question, Super Nintendo World feels like being transported from Universal Studios into a 3D Mario land. And if it were an actual Nintendo game, the level design would be unparalleled from an aesthetic perspective. The area packs a powerful punch in a small footprint, using landscape to engage guests up and down (and down and up) multiple levels of the land.
The tight, 360-design is incredibly immersive, and there is literally something happening in every direction within Super Nintendo World. It truly feels like a highly-concentrated Mario 3D level, bursting at the seams with kinetic energy thanks to all of the motion, vibrant visuals, sound design, and more.
Prior to Super Nintendo World, the last big theme park addition was Star Wars: Galaxy’s Edge. While utilizing a lot of the same foundational ideas, the two couldn’t be any more different from one another. Galaxy’s Edge meanders and gives guests breathing room; Super Nintendo World is a non-stop assault on the senses.
Galaxy’s Edge is gamified largely via an integrated app; virtually everything in Super Nintendo World is tactile. Galaxy’s Edge has a lot of dead space; there’s almost nowhere to even sit in Super Nintendo World. Galaxy’s Edge is grimy and cold; Super Nintendo World is oozing with charm. Galaxy’s Edge is missing many of the most beloved Star Wars characters; Super Nintendo World is, too–there’s no Link, Zelda, or Ganon. (Not that I’m bitter about that or anything.)
Two different approaches, each with their own strengths and weaknesses. With that in mind, let’s turn to the individual elements of Super Nintendo World…
First, a couple of quick notes. Prior to visiting Super Nintendo World, we did our best to avoid spoilers. I’m vehemently anti-spoiler, always doing my best to experience a new land or attraction in person for the first time rather than via videos, photos, and text. With Super Nintendo World opening over a year before we could make our first visit, this was a tough task.
Outside of Mario Kart, there aren’t really many spoilers, per se. However, there are a few aspects of Super Nintendo World that are best discovered by surprise. As a courtesy so you can enjoy the experience to its fullest, we’re going to refrain from sharing photos and text about those elements. Their omission does not materially impact the review one way or the other.
Second, our visit was not part of a press preview. We paid out of pocket to visit Universal Studios Japan and also bought an Express Pass bundle that included Mario Kart and timed entry to Super Nintendo World (as well as Flying Dinosaur–always a must-do!).
We mention this not to throw shade on outlets that have done or will do media previews–there’s probably more bias with this land thanks to childhood nostalgia than anything else. Rather, we point it out because colossal crowds are a huge part of the Super Nintendo World experience, and that’s something that would not be apparent during previews. On that note, let’s start there…
Crowds – When it’s busy, Universal Studios Japan is one of the worst theme parks in the world for crowds. Average wait times for many attractions hit triple-digits, and put even a busy day at Walt Disney World or Disneyland to shame. The park simply was not built for heavy attendance, and it doesn’t help that it’s easily accessible by train for about 5 million people.
Even with timed entry, Super Nintendo World compounds these crowd woes. The footprint is tiny and it is absolutely packed. Queues for the minigames overflow into walkways, transforming the land’s otherwise controlled chaos into regular ole chaos. There’s one comically small seating area and zero (0) other park benches in the entire land outside of that. (The de facto “seating area” is the ground by the Donkey Kong expansion.)
Both attractions had wait times exceeding an hour, with Mario Kart frequently in triple-digit territory. There were long lines for everything, including food and souvenirs. And these was on a moderately-crowded holiday season weekday–far from the worst we’ve ever experienced at USJ.
The limited real estate forced Universal to get creative with the footprint of Super Nintendo World, and it benefits to some extent from this. However, this goes well beyond charming and intimate–the land is way too small for comfort. Super Nintendo World should be at least double its current size with more minigame queues integrated inside the architecture.
Instead of being double the size of the USJ incarnation, Super Nintendo World at Universal Studios Hollywood will be smaller. While some streamlining of design (less stairs and levels) and the elimination of Yoshi’s Adventure will negate this, it’s still likely way too small.
It’ll be interesting to see the design and size of the Epic Universe version, which will hopefully benefit from being a new build that isn’t shoehorned into existing and limited confines. I’m optimistic about that, although I still think Universal should be doubling-down on Nintendo in the upcoming Orlando park.
Interactivity – Although Mario Kart: Bowser’s Challenge is the headlining attraction that’ll be the big draw, the heart and soul of Super Nintendo World is its interactivity. Arguably, there are elements of ‘good’ and ‘ugly’ here. Let’s start with the latter, which is that much of the best parts of the land are behind the paywall of the Power-Up Bands. This cost us ~$20 (expect $25 to $30 in the U.S.) and is essentially a slap band with a big puck inside.
I’d be inclined to totally overlook this upcharge were it presented in a more thoughtful souvenir–something I’d actually wear or use outside of Super Nintendo World, or that could become an everyday accessory for the Universal parks, like the MagicBand. Even as it stands, this doesn’t bother me too much, as the Power-Up Band is a huge value-add in terms of what it unlocks.
Simply put, you must buy the Power-Up Band to get the full Super Nintendo World experience. If you only purchase one souvenir, make it the Power-Up Band. Buy at least one for your party–do NOT skip it to save money.
The paywall also doesn’t bother me because it seems like the Power-Up Band is the best way to interface with the land’s interactive elements, and track player stats and achievements. More than anything else, I am pleased that all of this is not screen-based. No offense to those who like the Play Disney Parks App, but doing as much as possible in the real world is the superior approach. I’ll happily pay ~$20 to not have my face glued to my phone. (In fact, I simply won’t do the latter–and it seems most guests in Galaxy’s Edge agree.)
Sure, this could be something more practical than a Power-Up Band. Perhaps a coffee mug–but that would be just a tad silly. And probably not dishwasher safe with that puck inside. On balance, the principle of this is mildly annoying, but the execution and enjoyment as compared to Disney’s alternates absolutely vindicates the decision.
As for the execution of this interactivity, there are vibrant yellow Question Blocks dotted throughout the land, for one. It is impossible to describe just how satisfying it is to punch one of these and feel the coins being obtained along with the accompanying sound effect. This simple joy is one of my favorite aspects of Super Nintendo World–I’m not kidding. It offers that same dopamine hit as pulling back on the Millennium Falcon’s throttle lever to make the jump to hyperspace.
While anyone can get that particular rush, there are minigames that can only be played by those with Power-Up Bands. Some of these are simplistic but fun, group challenges to compete with friends and strangers. Others are surprisingly challenging, and offer a sense of immense satisfaction upon completion. Others still are addictive, and you’ll want to play them over and over to improve your results or achieve perfection. In other words, typical Mario stuff.
The way these minigames are thoughtfully integrated into Super Nintendo World is also deserving of praise. Some are located out in the open, occupying prime real estate overlooking Mushroom Kingdom. This is the case with Piranha Plant Nap Mishap, in particular, where views of the land enhance the players’ experience–and views of the players darting around enhances the land for others. My favorite minigames are all hidden from view, with Bob-omb Kaboom being a challenging highlight.
While losing is possible, the games are intuitive enough and there’s a degree of handholding and teamwork that allows these games to “work” across different ages and skill levels. So long as you put forth a good faith effort, you should be able to obtain enough keys for the climactic boss battle. Our crew of Sarah and me plus our homie Guy Selga from TouringPlans and random Japanese guests who rounded out our group from time to time, managed to do pretty well despite varying skill levels and language barriers.
All in all, it’s the interactivity and ways Super Nintendo World engages guests that sets it apart. This is the best gamified theme park land we’ve ever experienced, and it’s not even a close call.
There’s also a bit of irony in a screen-based medium like the Mario games eschewing that style of interactivity in favor of tactile, real world experiences. That was absolutely the right decision to make. After all, how can Mario’s land compete with his fully-fleshed out video games if reduced to a similar format? Still, it’s a lesson that other theme park designers–looking at you, Imagineering–should take to heart.
Mario Kart: Bowser’s Challenge – The headlining attraction of Super Nintendo World is Mario Kart: Bowser’s Challenge. This all-new, technologically-advanced ride melds augmented reality with projection mapping technology and physical sets in a dark ride. Featuring a multi-sensory explosion of color, sound and movement, guests are seated in stadium-style, four-seat vehicles while navigating a ‘greatest hits’ of iconic Mario Kart courses while wearing AR goggles.
The premise of Mario Kart: Bowser’s Challenge is simple but challenging, appealing to guests of all ages regardless of gaming experience. As part of Team Mario, guests steer through a sampling of courses while collecting coins and shells, and shooting the latter at enemies in order to defeat Team Bowser. The ride-through game is both a shooter and a racer, skewing towards the former. (It also has a steeper learning curve than normal for this type of attraction, owing largely to the AR.)
Already, Mario Kart has proven polarizing with fans. Many expected something different–something faster, or simply do not like how the AR works. While there are legitimate criticisms of the ride and reasons for some being underwhelmed, I absolutely love it. We’ve already done it numerous times, and I cannot wait to do it again at Universal Studios Hollywood.
Mario Kart: Bowser’s Challenge is one of the most envelope-pushing and ambitious attractions I’ve ever experienced in any theme park. Like the best Mario Kart courses, it’s the perfect mixture of frustrating, fun, and addictive. You want to keep coming back, seeing what you missed before, and improving your results. I have many, many more thoughts about this attraction, and you can read them–and see more–in our spoiler-free Mario Kart: Bowser’s Challenge Ride Review.
Yoshi’s Adventure – The supporting player attraction in Super Nintendo World is Yoshi’s Adventure, which is a scenic ride for all ages. In Yoshi’s Adventure, two guests board one of the non-stop parade of multi-colored Yoshis crawling their way through a meandering path above Super Nintendo World.
It’s outdoor section offers a sweeping view of the Mushroom Kingdom from Mount Beanpole and surrounded by Piranha Plants and other obstacles. Inside, there are a variety of cute characters and an assortment of visuals. This, too, has an interactive element as you search for Captain Toad on a treasure hunt to find 3 mysterious eggs. You tap the corresponding colored button on a panel inside the carriage when you find one; pretty simple stuff.
Based on that description alone, Yoshi’s Adventure might sound like a relaxing attraction and a good way to decompress after the frenzied fun of Mario Kart: Bowser’s Challenge. As noted above, we had avoided spoilers before visiting, but were generally aware that Yoshi’s Adventure had not been well-received among fans.
After the first 30 seconds or so, I was starting to question this, wondering if video viewers were also not giving this ride a fair shake. I was feeling pretty satisfied, thinking this might be the Super Nintendo World PeopleMover: a low-stakes ride that didn’t get in its own way and afforded great views and a nice way to unwind. Just as that thought crossed my mind, we went inside an underwhelming tunnel. Another 30 seconds later, it was over. That was it?!
Yoshi’s Adventure certainly doesn’t qualify as ‘ugly,’ but it definitely is ‘bad.’ Beyond the ride being way too short, the dark ride tunnel is underwhelming and struck me as cheap–and not in a charming, storybook style way. Just cheap. I felt the same way about the queue, and the whole experience reminded me of Cat in the Hat at Islands of Adventure–except with an hour-long wait time.
Given the space constraints at Universal Studios Hollywood, leaving out Yoshi’s Adventure was definitely the right decision. Its wait time was simply too high for a ride with no payoff, and its duration is too short for a leisurely, low-stakes tour of Super Nintendo World from high above. With that said, I do hope that Yoshi’s Adventure is reworked (and lengthened) for Epic Universe. The simple premise and opening ~30 seconds are absolutely fantastic, and if that could be stretched to something the duration of the PeopleMover, this would be a fantastic and fulfilling attraction.
Food – There are a variety of snack stands in Super Nintendo World, each of which serve up fun foods. The main draw is Toadstool Cafe. Step inside Toad House to indulge in inventive dishes crafted by Chef Toad and enjoy scenery of the Mushroom Kingdom from the windows, which are actually video screens. This restaurant is cute, and there’s a lot going on–but it’s also a giant mess hall inside a single, cavernous room.
As for the food, what’s served at Universal Studios Japan is fantastic. It’s also very much in keeping with the kawaii cafes that are found everywhere in Japan from Harajuku to train stations to theme parks. This type of cute cuisine is commonplace there, so I wouldn’t necessarily draw any conclusions about the same dishes being available in Hollywood or Florida.
They should be, though. With few exceptions, Universal’s in park restaurants do poorly with food. There’s very little that’s ambitious or delicious that’s not a comfort food. A lot of it is just downright bad. If the same food is served in Toadstool Cafe at USH, it’s instantly the #2 (maybe #1) restaurant in the park.
Ultimately, there’s a lot to love about Super Nintendo World and it exceeded my expectations as a whole. Granted, I knew going in that the land was going to be small (we watched it being built for years from Flying Dinosaur!) and also had my expectations tempered about both rides.
While Super Nintendo World is not perfect, the only real ‘foundational flaw’ from my perspective is Yoshi’s Adventure. There is no fixing that, at least at Universal Studios Japan. Everything else can and will evolve over time, becoming better as technology catches up to ambitions and Universal learns what does and doesn’t work. Physical expansion will also greatly benefit the area, preventing the crowds from overwhelming.
Despite its small size, Super Nintendo World packs a powerful punch and delivers an immense amount of satisfaction and fun. It also left me wanting more. Normally, this is a good feeling–and that’s mostly the case with Super Nintendo World, too. It’s better to crave more after a lengthy experience than to leave early, underwhelmed and disappointed. Here, I also felt like there should be a lot more.
Nintendo’s franchises lend themselves so well to theme parks, and it feels almost criminal that we aren’t getting Zelda, Pokemon, Luigi’s Mansion, and a number of other characters, settings, and scenarios. The Donkey Kong expansion should make a big difference, but it should just be a start. Universal Creative has proven the theme park adaptations of these characters are in capable hands, and I’m really looking forward to see them evolve the ideas and interactive technology over time.
If you’re preparing for a Southern California vacation, check out our other planning posts, including our exhaustive Guide to Universal Studios Hollywood. Need advice for LA? Read our Ultimate Los Angeles, California Planning Guide. Visiting other SoCal theme parks? Consult our comprehensive Disneyland Vacation Planning Guide and Knott’s Berry Farm Planning Guide.
YOUR THOUGHTS
What do you think of Super Nintendo World? Excited to experience Mario Kart in real life? Thoughts on Power Bands, Timed Entry, or anything else covered here? Disappointed that Yoshi’s Adventure and Donkey Kong Mine Cart Madness won’t be built in the California version of Super Nintendo World? Eager to step foot into this video game universe? Do you agree or disagree with our commentary? Any questions? Hearing your feedback–even when you disagree with us–is both interesting to us and helpful to other readers, so please share your thoughts below in the comments!
I think a capcom/Nintendo world would have been cool because megaman and street fighter would have excited a lot of guests
Im so excited to experience this in march. My son loves Mario and I get asked daily how many more days. I actually had a different experience with the food in USH my Christmas trip we loved ribs at the three broomsticks all the food we had was decent but Chicchic chicken in city walk . Noted about Yoshis, do you think one power band will be ok for my two kids or will I need 2?
If you’re on a tight budget, sharing one is possible…but I would not recommend that. It’s like sharing a controller for Mario Kart instead of both playing at the same time. They will want to keep their own scores, achievements, etc.
Also agree that Three Broomsticks is really good–and there’s an increasing number of good dining options in CityWalk. It’s in the park (and outside the newer additions) that’s more mediocre.
Yeah, the Yoshi ride at Epic looks to be the same (or very close) layout. Shame they aren’t using the additional space to make it longer. At least Epic gets Donkey Kong right off the bat though I worry about that being even lower capacity than the other two rides.
This really looks spectacular, something that Disney could get pointers from for their parks. What Universal really needs to do is get more Nintendo IPs like Zelda, Donkey Kong, Metroid. Adding Pokemon would be great too because my kids are obsessed with Pokemon. Another character they could add? MegaMan. one of the best games of all time is MegaMan 2 and adding an attraction for him along with Dr. Light and Dr. Wily would be pure gold.
I absolutely agree about megaman
what a waste! There’s no decent rides that doesn’t bored you to death, the mini games are a joke, no shows that keeps you entertained, the meet and greet sucks, too much crappy souvenir shops, and lastly it is really the ugliest expansion ever. Super Nintendo World is nothing but a money pit. This company can’t even make a better ARP (action role playing) game that doesn’t involve saving a brain dead princess who happens to be a worthless monster bait. Universal Studios should’ve been making Jurassic World much more bigger than that. Blue is way more popular than those useless video game characters that looked stupid.
You obviously don’t like the video game material. Nothing wrong with that but hating everything because you’re not a fan of the source material isn’t a good review.
You must not know much about the sizable impact of Mario on pop culture. If you do a little research, you will see. Hate him if you want but Mario is more popular than “blue” will ever be.
It’s almost guaranteed random people on city streets would recognize him more than the dino. Try it sometime.
cool- then stay home more room for the rest of us
What on earth is “Blue”?
Tom – who was your favorite Goldeneye character? I always went with Oddjob because his height made him harder to hit!
Starting to remember that we used to ban Oddjob because he was IMPOSSBLE to hit.
There are lots of rumors about Universal Orlando adding lands for Zelda and Pokemon in the future is Super Nintendo World is a hit. Most rumors have Zelda going to Islands of Adventure and Pokemon going to Universal Studios Florida. But who knows. Just rumors. And one could potentially go to Epic Universe since there is plenty of space for 2-3 additional lands there.
Fantastic review! I guess I’ll be the jerk that enjoys the thematic unity of what admittedly should have been called Nintendo’s Super Mario World. Link and Zelda have been around enough to not get pidgeonholed into a single ride, and the only way Universal doesn’t end up with a Land of Pokemon is if someone else already has park rights to the characters. Speaking of, Uni Creative really nailed the look of that Princess Peach, whose head looks like one of WDW’s CGI photography tricks, yet her dress looks as real as Tom and Sarah do. On the other hand, while I agree they needed to try, I can’t believe they wiffed on the “Universal Peoplemover” AGAIN.
“Sure, this could be something more practical than a Power-Up Band.”
I totally understand why Nintendo and Universal don’t want a lot of park visitors getting concussions, but I’d be trying to DIY work it into some of the terrific headgear they’re selling if I had an annual pass.
“I totally understand why Nintendo and Universal don’t want a lot of park visitors getting concussions, but I’d be trying to DIY work it into some of the terrific headgear they’re selling if I had an annual pass.”
If you’re dead-set on this, you could probably do it. The band itself does not need to touch the blocks–just be in range. I often used my opposite hand and it worked just fine.
Nintendoland sounds amazing. My family can not wait for Epic! A Zelda based land would be amazing, however everyone needs to find out what happens to her when Tears of the Kingdom comes out in May. A Zelda themed land could really be wonderful if done well…. Perhaps even an entire Nintendo Park should be made….then we can have Zelda, Metroid, Mario, Pikmin, and Starfox just to name a few.
On the subject of crowds, it is worth mentioning that is sort of necessary to get Express pass to guarantee entry to Super Nintendo World at USJ.
Even turning up at opening time can result in entry in a lottery draw.
A Luigi’s Mansion dark(interactive, shooting arcade) ride seems like the biggest no-brainer ever. Would also vote for Zelda & Metroid themed rides/experiences. And seems weird the didn’t add a Mario Party element to the mini games.
Your review is exactly what I was looking for! I don’t like being spoiled either, but consider myself the designated ‘spoilee’ of my group – I’ll take the hit so that I can do the planning, and then give everyone else the joy of the unexpected and live vicariously through them. Now, I don’t have to!
It should not be much of a surprise that we’re a similar generation, and from the few pictures I’ve seen this land has had me so excited. It reminds me of being a kid and going ‘wouldn’t it be cool if there was a playground where I could climb on and hit blocks?’ but knowing it would never happen. I guess all of us kids are now grown up and building theme parks (or buying tickets to them).
One of my favorite things about Galaxy’s Edge is the size. The first time I went I remember going ‘Oh this is nice, there’s an X-wing to take photos with. But wait, there’s more?’ and going around a corner and doing that five more times. Being able to slow down and enjoy the ambiance is a big part of it, and I’d really like to be able to do that with Nintendo properties too (8th-ing what I’ve heard in here about a Zelda world). I’ll collectively cross my fingers with you that Orlando’s blessing of size will give this perfect marriage between interactivity and comfort.
I figured the mario kart ride would be a coaster….oof
Originally Universal was going to make Mario Kart a coaster, but Nintendo was the one who insisted it be a ride everyone can get on. Dynamic Attractions dual power coaster is what Mario Kart originally was.
Thanks so much for covering Universal! Can’t wait for Epic in Orlando!
Soarin’ Over Hyrule! Join Link for an exhilarating yet peaceful flight over Breath of the Wild’s Hyrule on his very own glider. I can already hear the original theme from Zelda in Goldsmith/Broughtenesque grandeur.
Yes! This would be amazing! Epic Universe will miss the mark if they don’t include a glider ride over Hyrule into the Nintendo World.
With the crowds, are there also lines for the minigames? I know you addressed this a bit in your review, but I was hoping you would expand on your experience a bit more with respect to this aspect. Thanks!
Yes, there were. At the busiest point in the day, wait times for each minigame were around 20-30 minutes. May not seem like much, but if you’re doing 5 minigames plus the boss battle…that adds up!
It’ll be interesting to see whether USH lines are better or worse.
I start with NES and have had them all from there ! The land looks so small, but I can’t wait to experience somewhere in the world. They need to figure out a Zelda attraction, it Metroid!!
A proper Metroid shooter would be so awesome.
A Metroid Alien Encounter type attraction would be fantastic.
“Running around the land as an adult feels shockingly similar to being in a basement back in 1998 playing Goldeneye on the Nintendo 64.”
This killed me. Definitely shared that experience in a parallel universe.
Great review, and photos. My son and daughter have really enjoyed the Florida Universal parks the past two years, and my son in particular asks quite frequently about Epic Universe. It *seems* like the gift of size in Epic Universe could address the issues you identified in the review.
This is an overly simple take but I think the best Universal has delivered is quite wonderful and is on par with/exceeds Imagineering’s latest work. It’s hard to articulate, but our family has just “had fun” wondering around Hogsmeade and Diagon Alley and really doing no attractions. That never happened on any of our trips to Galaxy’s Edge. Your review for Super Nintendo land sounds like it could be that type of experience dialed up to an 11. The problem I personally have with the Universal Experience is that there is too much in the parks that’s not their best work and it makes for an uneven experience. I will be curious to see if Epic Universe is when they put it all together in one park.
I would hope that with Epic Universe being built from the ground up, it’s less of an uneven experience and consistently high level.
While I really enjoy the Universal parks, anyone who claims that they’re “beating Disney” strikes me as someone who must favor thrills or not really care about theme. (Or, more likely, they’re trying to will it into existence.)
Even in Super Nintendo World, there are little spots where there’s not quite the same polish that you’d expect of Imagineering in a blockbuster theme park land. I don’t think that’s for lack of skill or craftsmanship–it’s probably the result of smaller budgets. (And in fairness, WDI’s spending is absolutely out of control and isn’t always evident in the end result.)
I really expect Epic Universe to house Super Super Nintendo Land (Nintendo Land 64???). I fully expect we get both the Mario and Donkey Kong sections, and either Zelda or Pokemon out of the gate, with the other franchise being earmarked for an expansion down the road. (Also, I wouldn’t complain about a Kirby meet and greet.)
If I recall correctly, Epic Universe is just getting a larger version with the three known (Mario Kart, Yoshi, Donkey Kong) attractions. I don’t think Zelda has been credibly rumored and I suspect Pokemon presents some rights impediments, sadly.
I wish they were going all-in on Nintendo rather than doing more Wizarding World and Dragon training, but I understand why diversifying probably makes better business sense.
Let me have my Zelda fantasy! There’s 2 whole years before Epic Universe opens, there’s still time. This isn’t Disney World 😛
I think the actual issue with Zelda is I don’t know what type of attraction it would be, but then again I’m not a theme park designer. I think any Pokemon rights issues could be worked out and honestly would be a smart inclusion for Epic Universe. Universal has a reputation of not having enough for younger kids and Pokemon would be a great way to fill that need among the presumptive collection of thrill rides that will make up the majority of the park.
Epic is definitely without Zelda sadly but there were those rumours a few years ago that Poseidon’s Fury in IoA could become Hyrule.
I have to say I’d LOSE MY MIND at a Zelda attraction — equally for a Luigi’s mansion dark ride.
I just found out that Universal Japan signed a separate deal for Pokemon park rights about a year ago, so whatever comes of that will likely be separate from World of Nintendo Whatever-the-next-console-is-called.
Perfect Dark is owned by Microsoft and developed by Rare.
…and Pokemon is a joint venture with Game Freak. Rights issues do not change my desire to see all of them in theme park form! 😉