Island of the Wild Robot: Attractions

 There are six attractions in this area. This includes two kiddie rides, a play area, an inverted family coaster, an interactive show, and a dark ride.

11 - Flight of the Geese
A-Ticket
Any Height
Located in a clearing in the center of the land are two midway-style spinners, consisting of different geese. This includes barnacle geese, Canada geese, and hybrids of the two. They are stationed around a pile of rocks in the center, which they fly around. As they spin around, guests can make them go up and down with a lever. What makes this ride technologically advanced as that the geese will flap their wings as they fly, making them look like they are actually flying. Plus, guests can follow the instructions of a flight leader (which is optional, not required) to gain the title of "Migration Champion." This is randomized every time guests ride, so they will have to do different things in order to do this.

The story of this ride is that Brightbill is helping geese prepare for a coming migration. He gives the safety spiels and the instructions. Although Longneck would be another choice for this, he is dead by this point in the story because this is set after the first movie.
12 - Opossum Family Fliers
A-Ticket
Any Height
This is another spinning ride themed to the opossums. Here, Pinktail and the others have built a new swinging device for their kids, but they need someone to test it out with. The guests board washed-up Universal Dynamics boxes hanging from a tree as it they spin around it. As they go, they'll see Pinktail and her kids watching them, seeing how it is going. I also think that Pinktail should do the safety spiel on this ride. As for the ride's backstory, it is briefly mentioned during this spiel. This ride is done in a similar way to the Kung-Fu Lantern Race in Universal Studios Beijing, which is fashioned after a balloon spinning ride.
13 - Fink's Forest Trails
B-Ticket
Any Height
In this exploration attraction, guests travel through the forest and see its beauty. Here, they can explore a playground, a cave with crystals in it, a scrapyard of Rozzum robots, a splash zone with fish, and a room where guests can do trivia on the animals of the island. Facts are located all around these trails, so guests can find them and use them in the trivia game. They are brought to you by Fink the fox (there's a reason why this place is named after him), who has set up this area so that animals can learn more about their natural environment.
14 - Thunderbolt's Flight Training
E-Ticket
Must be 40 in.
In this suspended Arial coaster, guests travel through a training course as Thunderbolt the falcon instructs them. This is inspired by Brightbill's flight training in the film. It uses similar technology to the Jurassic Flyers attraction in Beijing. It lasts for three and a half minutes.

The story of this ride is that guests are runt birds who have struggled to fly. As he did with Brightbill, Thunderbolt has agreed to coach them in flight.

QUEUE:
The attraction is located in the back of the area in a mountain area that also hides the dark ride in the land. Here, guests will be drawn to a mountain with a waterfall coming down it. In front of that mountain is a image of Thunderbolt and Brightbill flying carved into the rock, as well as the name for the attraction. Guests then take a path under the track and into a cave.

As they traverse through the cave, they see several videos playing on the wall, showing how geese fly. This is the same video that Brightbill watches in the movie during his flight training sequence. Guests eventually enter a room where an animatronic Thunderbolt is sitting on a branch over a pile of bones. Here, he brings up the backstory of the ride. He notes that the guests are runt birds, but he doesn't care. He doesn't find their small wings to be a disappointment. As he says in the movie, "Small wings are teeth, the claws of the sky!" He says how he will help them learn to fly no matter what, and with help from Roz, he has set up an obstacle course to help them train.

Guests then go into a locker room where they put their belongings in. Like the rest of the lockers in the park, they use face recognition and are two-sided, much like the Velocicoaster lockers. They then proceed into the loading area, where they board a four-person flying machine. The coaster is constantly moving, so they have to get on a conveyor belt. After that, they sit down, pull their lap bars down, and hang on.

RIDE EXPERIENCE:
The ride begins with the coaster vehicles moving out of the cave, over some piles of bones and out the hole. It then swoops over some trees before going over a dam, one that Paddler had built with the tree he cut down. The coaster swoosh around the dam, and although Rockmouth jumps out to bite them, they get away. They then go through a tunnel and see some raccoons. Then, they make a dive down near a pond at the bottom of the dam, where some otters are seen. They go over the outdoor queue of the ride before going through an arch. Then, they go up and through an obstacle course, inspired by the one that Brightbill goes through in the movie. They go through seven hoops on the runway before turning around and going through trees. Then, they drop down and head into a cave. From there, they take a lift back up to the load station and get off their vehicles. They do have to go to the other side of the locker room to get their belongings, and then they can take a passage out to the park.
15 - Rozzum Interaction
B-Ticket
Any Height
In this interactive show, guests go inside Roz's wooden hut (located near the exits of the previous ride) and interact with Roz. This features interactive screen technology where the characters talks with guests, specifically kids sitting in front on a lit-up area. The show happens every thirty minutes throughout the day.

Guests wait outside in an outdoor pavilion, sitting on benches as they wait to go inside. Here, guests can listen to two squirrels tell a story, but guests go in before they can finish it. Once inside the hut, guests will be in a room looking into the main living area of the hut, which features the fireplace, Fink and Brightbill's beds, and the wooden image of Roz and the animals. Once everyone is seated, a cast member will come out and introduce the robot, after which, she will appear. Throughout the show, she will talk to select children (and maybe some adults) in the audience. In addition, they can answer her questions about random things she pulls out (like a football or a saxophone.) Also, characters like Fink and Brightbill might ocassionally pop in and interact with guests, although they don't stay for too long. The show lasts for twenty minutes, with five minutes before and after the show to help people get in and out. Once the show ends and Roz leaves, guests take a passage back out to the island.
16 - The Wild Robot Adventure
E-Ticket
Any Height
Guests join Roz on a wild adventure through the island as she tries to rescue Brightbill. This is a new kind of boat ride featuring "Omniboats." These boats have a magnet beneath them, allowing them to turn, move backwards, and focus on the scene. Because this brings the water with it, there will be a pump at the bottom floor bringing water to the top. (Disney learned this the hard way with this technology in Shanghai's Pirates of the Caribbean ride.) The ride duration is approximately eight minutes.

The story fits into the overall storyline of the land. In fact, it is the climax of this sub-story, the point that makes Roz leave once again. Guests are animals who are helping Roz search for Brightbill when they come in contact with the robots of Universal Dynamics, who have taken the goose hostage as an attempt to lure Roz in.

QUEUE:
Guests go to the far right side of the island, where the stump of the tree Paddler cut down is. Next to it is a rock with the name of the attraction carved into it. Guests proceed past the rock and enter a cave. Here, they move through the halls, which feature several carvings retelling the story of the film, based off of Peter Brown's illustrations from the books, although there are some differences since this is the film being retold, not the books. There are also interactive elements like a water table, a shadow wall, and more to help pass wait time.

Soon, guests will enter a room with animatronics of Fink the Fox and Thorn the Bear. Here, Fink thanks the guests for being there, saying how Brightbill is gone and he's starting to worry, although Thorn tells him that he's probably alright. Fink tells the guests that they will be joining Roz to look for him, using some logs that Paddler had carved seats into. After going through more cave, guests will come across the loading station, where they will board their logs. They are fashioned after the logs seen in the flight training sequence of the film, which Fink, Paddler, Pinktail, and her kids ride while Brightbill pulls them. Unlike that, they are not tied together by string and there is no goose pulling them. These logs have four rows that sit up to three people, thus putting twelve on each vehicle.

RIDE EXPERIENCE:
As the ride leaves the station, guests head up a conveyor belt. On their left, they will see an animatronic Roz standing there, thanking them for coming and hoping that they will be able to find Brightbill. Once the boats reach the top of the lift, they move through a nighttime shallow area, where some otters are swimming in the water. They come across some crabs on the rocks nearby before going through a tunnel. This takes them into the forest, where they see wildlife all around. Fink is seen on the right, wondering where Brightbill is. Some squirrels laugh at him, but he throws a rock at one of them (not really, but when an animatronic squirrel falls down, it's supposed to look like that.) They also see Paddler, who looks at his logs and says how the guests better get comfy because he won't accept returns. Guests see Pinktail and her kids near a tree, as well as a woodpecker. The kids wonder where the guests are going, but Pinktail tells them that they're on private business and shouldn't be disturbed.

Suddenly, a RECOS robot appears behind a bush, pointing a gun at a young skunk who asks "Are you here to kill us?" After confirming it is, the skunk declares "It says yes!" and a deer knocks the robot down. Suddenly, more RECOS robots appear, shooting at the guests. Luckily, some raccoons climb on one and keep it from attacking the guests. As Fink hides from one robot, he orders the guests to hold on, saying that they're about to go down a waterfall. As the boats go backwards, they do just this.

Suddenly, they end up in a Universal Dynamics facility where several geese are in cages. This is because the company was unsure what kind of goose Roz had bonded with, so they just abducted all of them. Guests see Roz nearby, talking to some geese and promising to free them. She then notices the guests and tells them to be careful. The boats then turn around and see Brightbill in a cage. He shouts to them and asks them to let him out, but this alerts Vontra (a different Vontra than the one seen in the film, since that one was destroyed.) She pointed a gun at guests and fires, sending them through a hole and into a control room. Here, Fink, is seen dabbling with the controls while standing atop some broken RECOS robots. He warns the guests that things are about to get crazy. As guests go into the next scene, they see the geese flying away in holes in the hallway. As they approach the end of the hall, they come across Roz, who is seen with Brightbill. As they turn the corner, they see Vontra pointing a gun at them, but luckily, she is taken out by a falling beam. Brightbill tells the guests to hold on as they take another drop out of the facility.

In the final scene, guests move through the forest, the animals celebrating Brightbill's rescue. Here, he and Roz are hugging, with the two of them admitting that they love each other. Paddler is standing next to a broken dam, upset that a RECOS robot destroyed it, but Pinktail offers to help him build a new one. Paddler's mood changes when he sees that his logs are okay though. Guests see more animals, such as Fink, Thorn, and Thunderbolt, who congratulates the guests for rescuing Brightbill. They then move past Roz's hut, where they see Fink, Brightbill, and Roz one more time. They thank the guests for their help and ask them to come again. Guests then go back into the cave, where they see a glowing image recreating the picture of Roz and the animals, made at the end of the first film. Shortly after this, the boats end up at the unload station and get off.

POST-RIDE:
Guests take a passage out of the building and into Paddler's Possessions, a gift shop inside Paddler's dam. Here, they can find Wild Robot merchandise and ride photos. Do note that this is in the same dam seen on Thunderbolt's Flight Training.

So those are the attractions. Not sure how I did on them, but hopefully, they're good enough to at least provide a basis for what could be featured in this land.

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