Not to mention get a quick whiff of smoke from that fire. And if all of those cannonballs you fired at another ship were to then cause that pirate ship’s armory to explode … Well, on “Pirates of the Caribbean: Battle for Buccaneers Gold,” you’d not only hear that explosion in high fidelity surround sound, you’d also briefly feel the heat of the flames. Credit: Flickr Steven Millerīetter yet, the images that were projected on that 270 degree screen synced up in real time with the way the captain spun the ship’s wheel. The cannon crew suddenly found themselves swaying to the port side. The same thing happened when the Captain course corrected to the left. So if he or she suddenly turned your pirate ship starboard, the Guests manning the cannons would suddenly find themselves leaning to the right. Now what was truly cool about “Pirates of the Caribbean: Battle for Buccaneer Gold” was that all five players stood on a motion-based platform that then moved in response to whichever way the captain turned the ship’s wheel. Where you then did battle with Jolly Roger and his ship full of ghostly skeletons. Which your pirate ship would then need as you moved into the final phase of this ride experience. Your goal here was to sail your pirate ship out into the harbor and then - by using your on-board cannon to barrage the other vessels & sea creatures you encountered - collect as much pirate booty & ammunition as you could. And once everyone was issued a pair of 3D glasses, the adventure began. There were five different stations, four where Guests stood behind cannons with pull string mechanisms and then a centrally located ship’s wheel (This is where the captain stood). Five Guests at a time entered this space where they were enveloped by this 270 degree screen. This 5 minute-long experience was really the gold standard for interactive technology back in 2000. And that was “Pirates of the Caribbean: Battle for Buccaneer Gold.” Pirates of the Caribbean: Battle for Buccaneer Gold Credit: Flickr Steven Miller This is why - even though “Hercules in the Underworld” had been an opening day attraction at the Orlando version of DisneyQuest, just two years after this interactive game came online along with the rest of the Downtown Disney version of DisneyQuest, “Hercules in the Underworld” was shuttered to make way for an brand-new interactive experience. There’d have to be something new of size for people to see and/or experience the next time they visit this indoor theme park. Meaning that they knew going in that - in order to keep Guests coming back - the assortment of rides, shows & attractions that DisneyQuest offered would have to be dynamic. You get the idea, right? Disney stories, characters & attractions that the Guests already love but now powered by cutting edge tech.Īnd the beauty part was - as part of its ambitious DisneyQuest initiative - the Company’s Regional Entertainment division actually embraced a video arcade aesthetic. Who was once again trapped in the Cave of Wonders. They’d then take off on a magic carpet ride through Agrabah, the mythical Middle Eastern Kingdom seen in Disney’s 1992 hit, “Aladdin.” Your mission - as you zoomed along narrow streets and/or flew past minarets - was to collect enough gems to that you could then rescue the Genie. They’d then get a helmet with a head-mounted display placed on the front of their face. Guest would first take a seat of a motion-based rig.
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