Universal Studios Park Adventure
Get closer to the rides in Universal Studios
Park Adventure with almost 40 new screenshots.
October 17, 2001
From a time-travelling romp through Back to the Future to a
frantic boat ride through Jaws-infested waters, Universal Studios
is world-famous for its action-packed rides, entertainment and
Hollywood-styled attractions. Now developer Kemco Entertainment
hopes to transfer the magic of the theme park into a unique
GameCube title: Universal Studios Park Adventure. The
project, due out at system launch November 18, situates players
smack-dab in the middle of the ride-filled amusement park and
enables them the power to run wild. The result, Kemco hopes, will
be an addictive addition to Nintendo's next-generation software
library that children will enjoy.
Features
- Spend a day at Universal Studios and enjoy the rides
- Play as one of six different characters
- More than eight different rides to choose from
- Receive hints and guidance from cartoon character Woody
Woodpecker
- Answer hundreds of trivia questions
- Solve special puzzles
- Collect stamps to unlock new areas
- One and two-player games
Gameplay and Impressions
Universal Studios Park Adventure is clearly targeted to a younger
audience. The game has no real story. Players simply choose a
character, each presumably from different ethnic origin judging by
appearance, and they're off. The adventure begins shortly after
gamers meet up with Woody Woodpecker at the center of the park. He
explains, in an all-too-goofy voice, the basics of the title and
which rides are immediately accessible. The goal of players is to
earn stamps, which are rewarded for rides completed, trivia
answered and puzzles solved. The stamps, once collected, unlock
new areas that can then be explored and played through, whereupon
the process repeats itself.
There are roughly eight different modes of play separated by
the theme park overworld that players manipulate. The different
modes, characterized as rides, include Jurassic Park; Back to the
Future; Jaws; Backdraft; Wild, Wild, Wild West Stunt Show; E.T.
Adventure; and Animated Celebration. There are also trivia and
puzzle mini-games.
Jurassic Park
Players take to a four-wheel jeep and burn rubber over a bumpy
road in the dinosaur-infested park. But they quickly encounter a
hungry T-Rex that aims to have them as dinner. A chase right out
of the movie ensues. Gamers must shoot the T-Rex with a mountain
gun on the back of the jeep and press the right button during
triggered events (see: "Hold L to dodge"). It's a very
simple process -- an on-screen target is manipulated with the
analog stick and two types of gunfire can be shot -- and obviously
intended for a young crowd of enthusiasts.
Back to the Future
Biff Tannen has escaped with Doc's DeLorean and traveled into
the depths of time. Players must hop into the spare DeLorean and
chase after him. The pursuit leads gamers through a city
environment, an icy tunnel and lava filled worlds, to name just a
few. Again, it's immediately clear that the play is designed for
novice gamers, as the speed of the cars feels decidedly slow
moving, and the roads are exceptionally wide so as to not crash
into walls. The goal of this ride is to crash into Biff's DeLorean
and render it useless.
Jaws
Players find themselves on a deserted boat out in the middle of
the ocean, but they're not alone. The waters are infested with the
famous killer-shark from the theme park and he's definitely
hungry. The only way to stop the determined shark from tearing the
boat and gamers apart is to pick up crates located on the ship and
throw them at him when he approaches. The process, like all of the
other mini-games in the title, isn't terribly difficult.
Backdraft
Ron Howard's feature-film is born to life again as a videogame.
A building is one fire and players must guide their character
through it to rescue helpless, stranded victims and put out fires.
Here gamers control the character with the analog stick and
manipulate them through the burning buildings with a scheme
similar to that of the Resident Evil series. Pre-rendered
environments and switching camera angles occasionally prove
problematic as the control changes with the camera angle.
Hopefully Kemco can correct this oversight before launch.
Wild Wild Wild West Stunt Show
Similar to Virtua Cop in play control, except in the Wild, Wild
(Wild) West. Gamers move a target up, down, left and right and
shoot at various cardboard cutout figures. A computer-controlled
player competes against them for the best score. Two human players
may also compete against one-another. When a group of targets is
blown away in one area, the camera pans to the left or right and
new enemies emerge.
In the E.T. Adventure, which is not pictured, players ride a
bike with the extraterrestrial on the handlebars. The task is an
easy one -- guide him to the end of a city street. Like the
classic game Paper Boy, there are number of obstacles that stand
in the way of competing the mini-game, including parked and moving
cars, for example. In Quiz Mode, meanwhile, players are asked to
answer more than 500 different movie-related questions from
"What is the sequel to Silence of the Lambs?" to
"What kind of animal is Babe?" Finally, a puzzle mode
featured in the game mixes up pictures of characters or scenes and
asks gamers to correctly arrange the titles to complete the
puzzle.
All of the modes come together for an enjoyable enough
experience. But none of them play with a complexity or depth
typical of many next-generation products. With very little
challenge and simplified control schemes, adult gamers will
quickly grow bored.
Graphics, Technology and Sound
Universal Studios uses a combination of pre-rendered and real-time
environments to re-create the Osaka, Japan-based park in videogame
form. The look of the game's overworld is static, somewhat
colorful and cartoony, but realistic enough. Polygonal
computer-controlled characters walk aimlessly through the
environments to add a level of life. The sub-levels feature
simplistic visuals, low polygon models and are sometimes hampered
by incredibly poor and low-resolution background textures.
Animation is robotic, but in one or two areas -- the Backdraft
stage, for example, we noticed some impressively executed
real-time character shadows that cast and morphed onto walls. All
of the levels featured movie orchestrated music that sounds great.
It's definitely an advantage of GameCube's optical discs and
gamers learned in Nintendo 64 audio samples will immediately hear
the difference.
Outlook
Kemco has taken some commendable steps to inject variety into this
unique theme park adventure, but the title's lack of any gameplay
depth and simplistic, almost primitive look is bound to turn older
players away from it. On the other hand, parents may find the
colorful and cartoony mini-games charming -- particularly the
Backdraft and Back to the Future levels.
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