
Universal Orlando's Super Nintendo World: A Beautiful Backlot of Nostalgic Props...but it Sure Could Use a Super Mushroom






Universal Studios Orlando is split into four separate parks with the recent Universal Epic being home to "Super Nintendo World." Visitors enter a sort of warp zone before reappearing in the magical land of Mario. In fact, "Nintendo World" is a bit of a misnomer; this is Mario Land and Donkey Kong Country only. No Hyrule or Zebes or Pallet Town are anywhere in view...




Thanks to my sister, a proud employee of Universal Orlando, I finally got to visit "Universal Epic Universe," the latest theme park in the Universal circle of movie-based entertainment. This newest endeavor offers five “worlds” based around popular properties, including yet another Harry Potter venture, a Universal Monsters-themed spooktacular, and a land devoted to the How to Train Your Dragon franchise. The key attraction for me, however, is what many see as the park’s true highlight - Super Nintendo World. I didn’t venture to Orlando for wizards or monsters, but for plumbers and princesses. For, of course, the mustachioed Mario.
Below is a scattered scrap-booking of my foray into Mario’s space along with my own pointed compliments and complaints depending on the case. The general gist is this: it was a great first experience despite the “world” feeling more akin to a jam-packed playground. Hunkered shoulder-to-shoulder with strangers almost the entire time, I felt more like a pair of Mario’s overalls stuffed into a closet than the spritely adventurer himself. Super Mario games have always represented freedom, from popularizing the concept of the scrolling screen (Super Mario Bros.) to ushering in the dawn of 3-D gaming (Super Mario 64). From raccoon caps and capes to great, rolling landscapes, Mario games were a fun-filled frontier of boundless opportunity. But Super Nintendo World, despite its cheerful veneer and nostalgic backdrops, is less an open horizon and more an airship in a bottle. Nay, a bubble that always feels it’s about to pop.
As an interactive collage of the most obvious Mario tropes and highlights, Nintendo World is a fulfilling if claustrophobic pavilion. There's a lot to see, just in a very closed-circuit way. It’s a loop with a lot to do all held within a thin facade. And it’s there, in those blank or missing details, where Mario’s real-world outing fails to compare to his countless digital journeys.
The Mario part of the park consists of two rides, a Mario Kart attraction tucked in Bowser's castle and a meandering Yoshi ride that takes place partly outside.






The Super Nintendo World entrance shown atop this feature leads to an escalator that then "warps" the visitor to the Mushroom Kingdom. It's not quite the experience as depicted in the 2023 Super Mario Bros. Movie, but with so many thousands of fans visiting every hour, an old-school but efficient people-mover was probably inevitable...








The warp pipe lifts people into a truncated version of Princess Peach's castle. It's barely more that the foyer of the real thing (as depicted in the games), but it's an attractive facade with even a few of Super Mario 64's famous paintings adorning the walls (actually high-res screens that change and animate). The one oversight are the strollers--without a better place to put them, parents are happy to stuff their kids' buggies wherever they can, diminishing Peach's sacred grounds just a bit.




Peach's Castle as viewed from opposite ends (the furthest being on the cusp of Bowser's own castle). The overall land coverage between the left and right sides of the property are actually quite modest, with everyone crowded and squirming in-between.






Bowser's Castle stands almost opposite of Peach's at the property's opposing end, the two landmarks like beacons representing the eternal bout between light and dark, good and evil. Ideally, visitors would first venture through a dark and ghastly land before reaching the Koopa King's foreboding abode. But alas, such an eerie foreshadowing is impossible within the limited real estate the park affords. At least the castle itself abounds in aesthetic delights, keeping its captive sightseers entertained as they proceed to the Mario Kart ride deep inside, suffering its long lines in the process. If only Peach's own home could have received the same elaborate treatment.






Plenty of books line the, er, wait lines...and some boast some pretty funny titles. Anyone check the math on that last one?










A cool gallery of suits 'n costumes await Mario Kart riders as they get closer to the actual attraction. Again, the attention to detail is excellent, except...why would Yoshi need a suit? And would Peach's even fit her lithe proportions? These are costumes clearly cut from a plumber's mold.






Mario Kart: Bowser's Challenge is the official name of the ride most will have waited at least an hour to try. It's essentially an augmented-reality experience in which, via some goofy-looking goggles, players shoot shells at enemy kart drivers (Bowser's koopalings, mainly) while being steered through a variety of actual animatronic scenes. The "driving" is reduced to what's essentially a bunch of quick-time events--players are prompted to suddenly turn their wheels left or right at given times. Take too long and the kart spins out, theoretically putting "Team Mario" in jeopardy of losing. I played the game twice and never thought I did particularly well. However, my "team" prevailed against Bowser both times. This video posted by Five Fires, a YouTuber, tries to demonstrate the purpose amidst what's an influx of digital madness forced over some impressive physical set pieces most will be too distracted to appreciate. The ride is good...but not great.






Now's probably the time to discuss the Universal Orlando App, which includes an interactive game devoted to the Super Nintendo World area. It's not the most intuitive game to get started, and many visitors may overlook the experience entirely if they failed to buy the so-called Power-Up Bands. These swatches grant those willing to pay the $45.00 an added amount of exclusive, interactive content. It's sort of like an amiibo slap bracelet that clasps over one's wrist. Once synced to the wearer's account, he can then access the variety of extra little diversions sprinkled all over the park.
For example, this question block is essentially an inanimate prop without the band. But, by donning the bracelet, visitors can now "punch" the block for a payout of chiming coins. This adds a whole new dimension to the experience.
The bands allow the app to track one's ranking against other guests on both an individual and group level. Those who chose Team Toad, for instance, are automatically competing against the other character teams. Eight unique characters and bands, eight teams to beat. TotallyToadular, as seen here, is doing well team-wise and on the whole, but his Mario Kart score is a little lacking. (He'd later score a slightly more respectable 129.)








Beyond the three rides--Mario Kart, Yoshi's Adventure, and Mine-Cart Madness--Super Nintendo World's other leading activity is the Bowser Jr. challenge. In what's a bit of a scavenger hunt, participants must seek out a series of mini-games in which victory grants one of three keys. After the third win (all tracked via the app), players can proceed to Bowser Jr.'s hideaway for a final interactive challenge (which is a game that feels like a cross between an early Wii game and something on the Xbox's old Kinect hardware). Victory grants the golden mushroom trophy and a sweet thank you from the leading Lady herself! It's a lot of fun, but with proceedings a bit hampered by the crowds. And again, it's only accessible via those pricey bands.






Donkey Kong Country serves as a kind of addendum to the Mario-centered front end of the park. It's not nearly as complex or feature-filled, and borrows heavily from Donkey Kong Country Returns, the 2010 Wii game that has since been re-released another two times hence. Everything looks good, but there's definitely a dearth of expected characters, including villain King K. Rool, Candy Kong, even Pauline. Compared to its Mario-themed counterpart, which isn't afraid to celebrate all eras of its pedigree's history, DK feels very trapped in the 2010s. And with so little room, it seems unlikely to be significantly updated. Even the music is just the main DK theme played indefinitely. David Wise fans will be disappointed.






Mine-Cart Madness is DK Country's primary attraction. It's essentially a b-list roller coaster that's fun enough but can't really compare to what Universal offers elsewhere. It's integrated well into the park, however, with passerby's able to see the carts careening through the property. It's not quite Mario Kart, but it'll do.
The 'K' on display is one of DK Country's half-hearted mini games. Spread around the land in very obvious locations, it's more a freebie win for people's score tracking than anything of real merit. Still, it's a nice nod to the Country games.










There were gift stores galore all over the greater Universal Park, but the so-called 1UP Factory was the main place for Nintendo swag and souvenirs. The merchandise was fine, but more interesting was the decor as seen in these pics--stained glass Toads and pillars adorned with Princesses...even archways that boast what seem to be early Nintendo World concept art. The one disappointment was the lack of vintage, limited, or historical art; Disney's The Art of Disney stores sell all kinds of high grade art based on its properties. It would be nice if Nintendo/Universal did the same.










The Toadstool Cafe is an attraction in and of itself, a dining marvel where visitors can enjoy Mario-themed foods and treats while looking out of "windows" at the Mushroom Kingdom's citizenry. Occasionally, Bowser's airship will fly over, changing the ambiance as the Toads and other characters run for shelter. The only problem with the place is its lack of space--despite being as large as a dining hall, the place fills up fast at lunch, forcing hungry people to wait 45 minutes or more just to get inside.






The menu was too huge for a single visit's tasting, so I stole a pic of someone else's dessert--the Princess Peach cake seen at the end of Super Mario 64. I tried the mushroom pizza bowl myself (middle) while my sister enjoyed a Yoshi-themed fettuccine dish. Both were good, but the extra points come from the style more than actual taste or substance.
Final Thoughts on Nintendo's Wonderland Made Real...




Mario and Luigi were on hand to greet fans and strut for photos at prescribed times. But the lines were so long, I never bothered, having to content myself with watching from a distance. I also glimpsed Yoshi at a sister venue, but never spotted Princess Peach. Toad, according to my sister, isn't a featured costumed character yet (he does make appearances in the Universal Japan park).
Shigeru Miyamoto is the long-deigned father of Mario and DK (despite the characters and games being vast group efforts spanning decades and companies)...so it's no surprise "Super Nintendo World" is essentially a showcased quest of the man's own self-interest. Other Nintendo properties might appear in time, but this is Miyamoto's self-aggrandizing shrine. Like the movies, this is his chance for immortalization, co-contributors be damned.
I could have spent all day in Nintendo's little capsule of a universe, then gone back the next day to do it all again. But this is a mightily scrunched mushroom land, one so condensed that is sometimes defies common sense. Although there's a lot to do, there's not much to explore...as most of the landmarks and icons can be seen by just doing a few 360 degree spins. Super Nintendo World feels more akin to the starting hub of a greater adventure...to other lands that don't yet exist (if they ever will). Where's the Metroid franchise? Where's Fox McCloud, Link, and Pikachu? Indeed, there's nothing here beyond Mario and DK, and for a "world" so indulgent to label itself "Nintendo," it's hard to still not expect a bit more. Really, a lot more. It's less a Nintendo world and more the land of the vainglorious Shigeru Miyamoto.
Indeed, as I walked and absorbed, I couldn't help pining for more and more. Why wasn't Peach Castle fully explorable? The portraits could have been used as portals to other games or lands. Or, perhaps, other castle chambers could have been used as exhibits displaying Nintendo's own elaborate history. This is "Nintendo World" after all, so why not? And at night, why not have a space for a parade as seen in Super Mario RPG and Paper Mario? Mario is often seen as the direct equivalent to Mickey Mouse, so why not feature a counterbalancing spectacle done in the spirit of Disney's Main Street Electrical Parade? The possibilities, really, are endless...and it's peculiar, even baffling, more wasn't done here.
Despite the missed opportunities, however, this will likely become the mecca for the Nintendo faithful, especially in this area of the world. It's cramped and the rides are a smidge imperfect, but aesthetically, Super Nintendo World beats even Disney in realizing its animated charms. And for that--for anyone with the cash and the means to spend--Nintendo's experiment comes heartily recommended.--D
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