This ride is part of Team Loki's Nintendo Bay proposal for Disney's California Adventure. For the entire project, see https://monorailred719.wixsite.com/nintendo-bay. The world’s most beloved cream puff, Kirby, now has his own theme park ride! Guests will travel to Kirby’s Dream Land through the popular spinoff of Kirby’s Pinball Land. Guests enter into the queue by passing between a sign that features a large Kirby that arches over to a warp star. Before guests enter the building portion of the queue, they will see a fishing pole cast into the sea–an Easter Egg from the title scene of Float Islands in Kirby’s Dream Land. The queue building is designed to be a tropical-themed hall with seashell accents. There are fountains in the hallways and stairs leading up to what would appear to be bedrooms. A stylized version of the ride’s pinball table is seen in the queue giving a guest a preview of what is to come. The ride vehicles are different colored versions of Kirby. Each vehicle holds up to 6 guests (2 rows of 3). At the middle of the front row is a button that allows guests to either inhale objects or exhale projectiles to launch at enemies. There is also a display that keeps track of the running score for the vehicle. These are trackless vehicles that take a somewhat randomized path in each stage–traveling in straight lines as would happen on an actual pinball table. Upon leaving the loading station, the pinball vehicle comes to the ball shooter lane. It stops on the ball shooter only to be launched–with sound effects and lights to give guests the impression that they are going fast. Throughout the ride, the vehicles rotate slowly–1 rotation every 6 seconds–that gives guests the experience of spinning (similar to the vehicles in Roger Rabbit’s Car Toon Spin) without making it nauseating for the guests.
The three stages are different lands that are connected to make one table (similar to how there are three stages on every table in the video game). Every stage on the pinball table has a drain, two flippers, two slingshots (a.k.a. bumpers), two outlanes, and two rollover switches (with return lanes). Stage 1 is the Float Islands (note: this land is not in the game Kirby’s Pinball Land). The music is based off the Kirby’s Dream Land, as heard in Kirby's Dreamland - Float Islands. The floor of this stage is blue (for water) with bronze-colored stars. There are also palm trees that line the sides and cave portions (where the locks are). At the middle of the stage is Blipper, who is a fish that wears goggles and acts as a bumper in pinball. In the deeper pools on the edge of the stage are a couple of Squishy (squid) enemies. The boss in this stage is Kaboola, who is an airship with double canons. Stage 2 is the Green Greens (a.k.a. Whispy Woods in Pinball Land). The music is based off the Kirby’s Dream Land, as heard in Green Greens (From "Kirby's Dream Land"). The floor of this stage is green (for grassland). At the center of this stage is Cappy–a ghost-like statue that loses (i.e. lifts) a mushroom hat when it is hit or inhaled against. As targets that fall down in the stage, there are 6 Kabus, which are brown statues of heads. Each set of 3, though, is guarded by a Gordo–a painful spiky enemy. Finally, the boss of this stage is Whispy Woods–a tree with a face that drops apples and sends puffs towards Kirby Stage 3 is the Bubbly Clouds (a.k.a. Kracko Land in Pinball Land). The music is based off the Kirby’s Dream Land, as heard in Kirby's Dream Land - Bubbly Clouds. The floor of this stage is a grayish-white that resembles clouds. At the center of this stage is Mr. Bright–a sun with boxing gloves. There is a Scarfy–an orange cat-like creature that gets mad when Kirby tries to inhale him. On the upper part of the stage along the walls are a couple of Cloudys, who are clouds that slow down the pinball. Finally, the boss of this stage is Kracko–a cloud with a big eye that creates lightning to try and throw off Kirby. Following the defeat of Kracko, guests ride the Warp Star Tunnel to one of three rooms–a boxing arena (from Kirby’s Dream Land), Rainbow Resort (from Kirby’s Adventure), and the checkerboard Castle Lololo (from Kirby’s Dream Land) . The reason for why there are three rooms is so that each group of guests will have the opportunity to fight Kirby’s archnemesis, King Dedede, “alone.” It also provides some variability for a re-ride. When King Dedede sucks in, the vehicles stop their trajectory and instead slowly move to the King. At one point, King Dedede freezes the flippers causing the vehicle to bounce from one flipper to the other all while approaching the drain. At the last moment, when all seems lost, the flipper comes in motion again to bounce the vehicle off of the slingshot and back towards Dedede. After defeating the King, the victory dance music begins playing. Guests exit the final battle room to get their final score. An AA of Kirby waves to guests prior to them disembarking from their vehicle.
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