Batman, Superman, Wonder Woman: we've all heard of DC's various super powered justice lovers before. But until now there hasn't been really any proper implementation of these characters in a themed environment...
Until now
After going through intense financial problems Six Flags have sold their exclusivity rights to their amusement parks adaptations of Looney Tunes and DC. to Universal.
This is especially beneficial for Universal, who has lost the rights to Marvel due to an incredibly publicized incident that happened in Marvel Super Hero Island. Obviously with how popular Super Heroes are, they need something that can replace it and DC is the perfect IP.
Instead of simply retheming what's there, Universal decided to completely start over to respect the IP. Universal Creative made something absolutely original that still pays tribute to DC's multi decade legacy.
Gotham City a city full of crime with only one person who can take care of it, Batman. As you cross the entry bridge from the Port of Entry, you can see Wayne Manor in the distance on a hill (that conveniently hides the show building of the Batman attraction). The first sight as you enter is a city park with a statue of Alan Wayne covered in Joker themed graffiti.
From there it branches into two paths, if you turn left you walk through Crime Alley that goes behind the Iceberg Lounge. The Gotham City Police Departments lays next to the Central Peace Park that serves at the border between Gotham City and Central City that houses Batman: Batcave Assault and The Flash: Rogues on Ice along with a meet and greet. Past the park, there’s a giant gate that leads to the Amusement Mile (inaccessible to guests due to a crime scene investigation). At the end of the block there’s a series of apartment structures on the left side of the street, all vacant. It leads back to Gotham City’s main avenue.
The main avenue has Wayne Enterprises right across the street from the Iceberg Lounge both rivaling each other in height. As you go further down the avenue, you can see ACE Chemicals which occasionally releases brightly colored fumes out of it’s smokestacks. Across from it, Arkham Asylum lays alone on its own island near Gotham’s Harbor. Last of all lays Vendor of the Ventriloquist within a brick building on the harbor. Occasionally villains will come out near the port to meet their adoring fans/victims.
As you cross the border from Gotham to Washington DC, you see the grand Hall of Justice.
A symbol of hope, truth, and justice. People travel from across the world to see the home of the Justice League. A haven for heroes from the outer reaches of the universe. Kryptonians, Martians, Amazons, Atlanteans, Champions, and Meta-humans all reside within the walls of the Hall of Justice. The area is mostly covered by a glass roof and the entrance is guarded by large statues of Batman and Superman. Statues of the rest of the League can be found scattered across the area. Each statue has an interactive element. For example, Aquaman’s is surrounded by a dancing fountain and Shazam’s makes a sound of thunder when a guest within a close proximity says the word “Shazam”.
Justice League: Brainiac’s Attack is the attraction closest to the entrance of the area. The facade showcases the entrance to the hall surrounded by Brainiac’s alien tech displaying the wait time. Near the exit of the ride is Justice Gallery and Gifts. Aquaman: Battle for Atlantis is near the exit for the land and is closest to Aquaman’s statue. The facade showcases the Hall of Justice’s science division with a banner that says “Explore Atlantis Today!”.
Upon exiting Washington D.C, you can spot Wayne Manor as guests make their way towards Gotham City.
The Justice League are giving us a special opportunity to tour the Watchtower and meet them, all we need to do is to use their transporters in the Hall of Justice! What can go wrong?
Queue: First we tour the Hall of Justice’s exhibit on the Watchtower, housed in a room within a room with a gigantic skyline. In the center of the room is a giant model of the Watchtower. After making it through all the switchbacks we go into a smaller room where the portraits of the current roster of the Justice League reside.
We are then ushered into the transporter room where we hear a voiceover between Green Lantern and Marvin Manhunter where Marvin has last minute fears about letting
us into the Watchtower due to Brainiac’s recent threats Green Lantern overruled Martin Manhunter and he decides to transport us up there anyway.
For a few seconds it becomes dark, but once the lights turn on it’s evident that we’re in a completely different room that's larger and more futuristic than the one we were just in. There’s a door we use to exit as Green Lantern thanks us for coming.
After a short switchback queue in the futuristic stylings of the WatchTower, we board our Anti-Zero Gravity vehicles (trackless) so that we can make it safe to the meeting area where the Justice League will meet us.
Ridethrough: We go down a hallway made of glass that gives us a view into space. We approach the library where we see Billy Baston reading a comic book.After all 3 vehicles enter the room he transforms into Shazam (through the usage of a turntable and lighting effects). He welcomes us to the Watchtower- until all of the monitors turn on with Brainiac announcing that he’ll destroy this station with all the guests on the ride vehicle. The room shakes and some of the bookshakes on the outer wall fall. The lighting turns red in the room, a wall crumbles (achieved through projection mapping), and reveals an emergency exit that Shazaam urges us to go through.
We enter the gardens where each of the 3 vehicles go different directions through a hedge maze where we can hear and see the glass dome above us starting to crack. We can hear Wonder Woman’s voice urging us to get out of the maze as quickly as possible. We all make it out just before the air gets sucked out of the room and just as we leave the room before us closes.
We enter a round room where we circle around Cyborg on a central platform in his progress of trying to hack Brainiac’s dangerous code that’s closed the exit and is causing the ceiling to fall. He finds a solution in just the nick of time and we exit just in the nick of time.
We make it into a hallway that has direct access to the escape pods.. Until the room collapses around us (through the use of a simulation elevator room and we’re plunged into the depths of space until Green Lantern creates a platform for us to ride to the (for now) surviving part of the Watchtower.
As the air lock closes behind us, we’re surrounded by an army of evil robots no matter what direction we face. The Flash volunteers to help us and we’re taken to a speed tunnel room that creates the illusion of going super sonic speed!
In the next room Brainiac towers over us on a high platform using a control panel pressing buttons that will cause computers to catch on fire, monitors to come up and down from the ceiling. But during all his bragging he becomes distracted and we see Plastic Man’s elongated arm reaches out and pulls the switch that opens the doors that allows our escape. As we leave the room we can hear the sound of Brainiac being punched by Plastic Man
One last incredibly damaged hallway for the ride, we make it to the escape pod rooms where Wonder Woman has the lasso of truth around Brainiac urging him to tell the truth on his reason for destroying the Watchtower. No time to fully listen, we have to leave.
The ride vehicles go into an escape pod (which serves as the second elevator simulator hybrid)). At first it seems to be on course for earth, but suddenly we are bolted right into the sun! But just a split second before Superman saves us from a fiery destruction. He flies us back to Earth, we take an incredible quick tour through Metropolis, Gotham, and we make it back to Washington DC safe and sound. Where the Justice League team (with Brainiac being handled by the police into a heavy security police car) congratulates our bravery and advises us to come again. We make it to the exit loading station where we’re back at the Hall of Justice.
Aquaman: Battle for Atlantis is a new innovative simulator at Universal’s Islands of adventure. Using a brand new ride system, guests will be able to discover Atlantis and fight alongside Aquaman in a battle across the seven seas.
Ride System: To properly convey the sensation of swimming like Aquaman, the guests would first be placed into a support system which could move on its axis until they were horizontal. The riders would then be lifted over the attraction screen which will display guests Aquatic adventure. They would have the ability to look straight ahead, to either directions, and most importantly for swimming, downward. The suspension system would give riders an increased feeling of freedom as their whole body would experience the swimming sensations, not just the parts sticking out of a ride vehicle. Guests also feel the water gently spraying on their face through water sprayers.
Queue: “Recruits” enter the Hall of Justice’s laboratory for an opportunity to meet Aquaman himself in Atlantis. The queue is filled with nods to other heroes and villains like the suits of all the original Justice League members, weapons formerly used by villains (kryptonite, Cold Gun, etc.), and prison cells for various villains. Each cell has a label that marks who’s is who’s and other smaller indicators. For example, Cheetah’s Cell has claw marks, Grodd’s had banana peels everywhere, Killer Frost’s has icicles on the ceiling, and Black Adam’s is constantly sparking with electricity. Monitors throughout the queue convey that Ocean Master Aquamans nemesis and half-brother, has escaped prison.
Pre-Show: Guests enter a room where they will be teleported to Atlantis. Aquaman appears on a screen telling guests that he is anxiously awaiting their arrival. Smoke and lighting effects achieve the illusion of the guests being transported to the underwater city of Atlantis. Guests continue through a Justice League base underwater (obviously established by Batman) and are told to put on a pair of Atlantean Goggles (3D glasses) as they officially begin their adventure.
Ride Through: After making their way to the loading platform, guests get in position and are lowered into place as the screen is revealed. Guests begin peacefully swimming through abandoned Atlantean ruins until approaching the beautiful city of Atlantis (close in appearance to the Aquaman movie).
Guest swim across the city taking in all of the beautiful scenery and creatures. Guests encounter Aquaman as he welcomes them to his home. All of a sudden, Ocean Master attacks Atlantis and attempts to begin a war with the land-dwellers. Guests fight alongside Aquaman, Mera, and Vulko to save the city. After the final battle, Arthur thanks the guests and invites them to visit Atlantis anytime. The “recruits” return their glasses and exit back into the Hall of Justice.
Batman: Batcave Assault is a new innovative roller coaster coming to Islands of Adventure.
Ride System
The ride system for Batman is very similar to the ride system proposed for EPCOT’s shelved space pavilion. Guests ride in small two seat vehicles which hang from a track above. Guests are also able to rotate their vehicle a full 360 degrees, giving guests a full view of each of the ride’s sets.
Ride Experience
Entering the caves under Wayne Manor, guests eventually end up in The Batcave, secret hideout of Batman. Working their way through the trophy room and computer room of the Batcave, guests are asked to board a security drone when the cave is attacked by The Joker, accompanied by Bane, and Firefly. What follows is a whirlwind adventure through The Batcave, as guests try to escape the clutches of the trio of fiends. This all culminates in an explosive finale as guests try to stop Firefly from blowing up the Batcave’s power core.
Arkham Asylum: Fear Itself is a partially guided horror walkthrough through the halls of the famous asylum. Utilizing a mix of animatronics, theater effects and live actors, Arkham Asylum is a truly unique immersive experience for today’s theme park climate. Without further adieu, let’s take a look.
Mad Science (Technical Aspects, but with a cute name)
Arkham Asylum is, naturally, situated on Arkham Island, a small island built a little ways into Island of Adventure’s lagoon. Because of this, there is essentially no backstage area for the attraction. Cast areas are situated in the basement of the Asylum showbuilding, allowing for easy and mostly inconspicuous switching of cast. Cast members will enter and leave the island in plainclothes.
The building is shaped sort of like an ‘H’, featuring two wings on either side of a large main building. This layout is purposeful, allowing for two separate but identical walkthroughs, effectively doubling capacity. The experience covers the two floors of the asylum as well as an outdoor back garden maze, and a sewer sequence separate from the asylum itself.
The rooms of the asylum are constructed modularly, allowing for easy refurbishment. With this, Universal can easily remove and rework scenes to keep the experience fresh. This also makes temporary experiences, such as holiday overlays, incredibly easy to do. Maybe Two-Face will start making appearances down the road with his own thematic elements and story beats. Or maybe guests entering the asylum on Halloween will instead be greeted by Calendar-Man instead of the normal, more well-known Batman villains. The possibilities are endless.
Prelude
Walking through Gotham City, guests will inevitably come upon an area at the waterfront where the street opens up into a culdesac. Reaching out over the water sits a large steel grate suspension bridge, surrounded by GCPD police cars. To the left of the bridge is a small faded-blue security checkpoint emblazoned with the GCPD emblem which stands empty with its’ gate arm raised. At the far end of the bridge stand the famous gates of Arkham Asylum, looming imposingly over passing guests. The wrought iron gate is of course topped with a sign reading “Arkham Asylum,” its’ gates wide open. Through the gates sits a large courtyard driveway which has been converted into queue switchbacks. At the center of the courtyard is a large bronze statue of the asylum’s founder, Amadeus Arkham, which rests atop a large granite pedestal.
The centerpiece of Arkham Island is, of course, Arkham Asylum. The large tudor revival-style manor looks fairly inconspicuous from the outside. While a bit run-down, it looks like any other manor. Looking more closely, however, its’ true nature begins to show. The manor is accented by gargoyles, Its’ cathedral-style roof is gated by wrought iron spikes, no doubt to keep inmates from attempting to flee by using the roof. To the right of the manor is a large concrete structure labeled “Sewer Access.” Most of the trees and shrubbery look rather sickly, and, most obtrusively, is the very modern 10ft tall electrified fence that surrounds the island.
Following the queue around the courtyard, up the front steps and through the manor’s front doors, guests will find themselves in the asylum’s reception area. Passing through a set of (fake) metal detectors, which occasionally beep as guests pass through, the queue splits into two. The reception area is the converted foyer of the manor. Ornate carpeting covers the floor from wood-accented green papered wall to wall. Small ornate lighting fixtures jut from the room’s six large support columns, complimenting the large crystal chandelier that hangs from the muraled ceiling. At the far end of the room stands a large ornate staircase that splits at the wall, leading to two separate overlooking balconies. Classical music is piped in, but it oddly sounds like it’s coming from another room.
Eventually climbing one of two halves of the staircase, guests will eventually end up at a large wooden door. A sign bolted into it reads:
“Jeremiah Arkham
Director, Arkham Asylum”
Soon the doors open, and guests, in groups of 20, are ushered in by one of the asylum’s guards.
Jeremiah Arkham, in an effect created by the same screen effect used in both Harry Potter attractions, greets guests, referring to them as asylum investors. They have been invited to the asylum to take a look at some of the newest technologies developed by Waynetech to improve security. Suddenly, Scarecrow bursts in. After monologuing briefly, he belches fear toxin into Jeremiah Arkham’s face, causing him o collapse on the floor, begging for something to get out of his head. Scarecrow them announces to guests that he has set all of the inmates of the asylum free, then offers a parting gift, releasing fear toxin through the air ducts and into the rest of the office. Thoroughly spooked, guests are ushered out by the security guard who declares that he knows a way out of the asylum.
Guests are lead into the shock therapy chamber of the asylum. The circular room is pitch black except for a single light which hangs over a slumped blue figure. Suddenly, the sounds of electricity can be heard as the figure springs to life. Maxie-Zeus, blue from his constantly shocking himself, welcomes guests as pilgrims to his sacred temple, urging them to join him in his electric paradise. Eventually he gets tired, sending a surge of electricity through the room, illuminating six of his disciples, who are hooked up to strange-looking electrical devices. Electricity visibly course through their veins as they spring awake. They try to lunge at the guests, but their machinery prevents them from doing so. The arkham guard ushers them out, as Maxie-Zeus continues to offer them salvation in the distance.
Guests enter a long hallway. Sides of the hallway feature a multitude of cells, separated by floor to ceiling plexiglass windows. Many of the inmates (some of which are live actors) egg on passing guests, screaming as they try to grab guests from their cells. Guests pass the Victor Zsasz’s cell, covered in tally marks. He silentely watches guests as they pass. Guests also pass the cells of Humpty Dumpty, who is trying to put a dismembered guard back together, Two-Face which, while empty, is split perfectly down the middle with one half being pristine and the other entirely destroyed. As guests near the end of the hall, the lights begin to go out as the sound of a single door opening can be heard. Turning around, guests see Victor Zsasz standing under one of the hall’s hanging lights, knife in hand as he stares down the hall. “Leaving so soon?” he asks emotionlessly. Guests are quickly ushered out just as Zsasz begins to run down the hall. The guard barricades the door behind them.
Descending a set of stairs, guests enter the asylum’s main operating chamber. Before even entering, guests can hear muffled screams, fighting to be heard over blaring disco music and the giddy squeals and oinks of a strange-sounding man. Upon entering, guests come face to face with Professor Pyg who is absolutely eviscerating his screaming “patient” with a bonesaw, occasionally stopping to squeal with delight or dance to the music. Upon noticing his new audience, Pyg invites them to join his Circus of Strange as one of his perfect creations: a Dollotron. Suddenly, a small group of robotic-moving people masked in oversized Raggedy Anne-looking coverings shamble out of the shadows, towards the onlooking guests. Pyg squeals with delight as they try to barricade the door. The guard eventually wrestles them away from the door as he pushes everyone further into the asylum.
Entering another hallway, guests first notice that the floor is covered in a thick fog. Suddenly, giant bugs begin to descend from the ceiling as the lights go out completely. The only thing that can be heard is the insane laughter of Scarecrow and the sound of bugs all around. Suddenly, with a burst of wind, the lights come back on. The bugs are gone, as is the fog. However, standing in front of the exit is Victor Zsasz, staring and smiling with delight and murderous intent. “You weren’t getting away that easily. I need this.” screams Zsasz as he rushes guests. The guard puts himself in front of the group, begging them to get to the garden and find the sewer access tunnel. In his final act, the guard pushes Zsasz through the side door, out of the way of the guests. The guards screams can be heard as Zsasz fatally wounds him. Now alone, the exit bursts open as a pair of Arkham guards, wearing both a spade and heart mask, silently usher guests outside.
Finally venturing outside, guests find themselves in the garden. The garden is made up entirely of a large hedge labyrinth. Guests are welcomed by the Mad Hatter, who invites them to find his tea party. He assures that some of his friends will help them on their way. As guests venture further into the labyrinth they can be scared by hedge monsters (actors dressed in ghillie suits), and various soldiers of his card army (wearing suit masks similar to the pair that brought guests into the labyrinth. Reaching the center, guests find The Mad Hatter who sits atop a large mushroom, smoking from a hookah. He eggs on guests through use of rhyme as they make their way into the very apparent sewer access tunnel.
Descending the stairs and into the sewer access tunnel, guests are overwhelmed not only by the rushing water just feet away, but also the distinct smell of blood. Continuing through the sewer, movement can occasionally be seen in the water. In the distance, screams can be heard accompanied by splashing and odd snarls. Further down, sunlight can start to be seen, however, so can more signs that guests are not alone. Bones litter the walkway, and blood can occasionally be seen in the rushing water. Finally, as guests reach the staircase, a large crash can be heard as Killer Croc bursts out of the water, lunging towards guests. They get away in the nick of time, climbing the stairs and emerging at the other sewer access tunnel entrance directly next to Arkham Asylum. Finally, guests have escaped the madness of Arkham Asylum.
Combining the use of state of the art theater effects, live actors, and animatronics, Arkham Asylum: Fear Itself provides guests with the incredibly unique, personal experiences that only Universal can provide.
The Flash: Rogues on Ice is a new ”whip ride” coming to Islands of Adventure.
Guests wind through the Central City community garden viewing topiaries of the Flash in different situations. Upon approaching the actual attraction, guests find that the Central City lake has been turned to ice due to the villainous Captain Cold! Guests board their Ice Glider (provided by STAR labs) and help Flash capture the Rogues. Be sure to watch out for boomerangs (Captain Boomerang), Fire (heat wave), and thunder storms (Weather Wizard)!
Located near the exit of the Batman E Ticket and housed within the building of the prestigious Gotham City Police Department Headquarters. The Headquarters have aged with time and there are numerous signs of damage such as soot, bulletholes, etc outside. The GCPD uses the store to sell items from past solved cases. It generally sells more standard general Batman merchandise such as T Shirts, mugs, costumes, etc. along with wares based on the villains such as goon shirts,toys of their vehicles, etc.
There’s a hallway within the store that leads to the main police station inaccessible to guests by a barrier, a discussion can be heard coming from the Chief Stanford’s office between him and King Tut where Tut is trying to bribe the chief. While the main outside entrance of the Police Headquarters itself is inaccessible to visitors, guests can still climb the steady steps and take a picture in front of the department's giant iron doors.
From one of the windows on the second story occasionally Commissioner Gordan can be seen in silhouette looking onto the city. During the night the Bat Signal will be lit from the roof visible to all in Gotham City.
Located near the Iceberg Lounge and Arkham Asylum on the darker part of town, a large neon sign on the interior that shows an ordinary man playing with a yoyo while behind his back Scarface readies his machine gun to kill him. As the bullets start to light up, the characters darken and the store’s name lights up in blood red lettering.
Inside the store, there’s a red curtain behind the counter with a selection of puppets that occasionally seem to move their eyes. The walls are made out of bricks and have seen plenty of damage. The store mainly sells Batman themed toys.
A temporary gift shop converted from an old computer storage room for their visitor’s day. The walls are solid bright colors and its overall reminiscent of a small town museum. It sells general DC merchandise.
Behind the store's counter are broken down old computers to be repaired by Cyborg for future use.
Housed within what looks to be a 10 story skyscraper (through the use of forced perspective). The entire building looks like it's covered in ice which includes the sign over the entrance. Penguin statues stand on the sign occasionally flapping their wings when their eyes turn red. The waiting room and lounge bar is rather elegant but with arctic twists such as iceberg chandeliers, penguin themed wallpaper and the bar looks like a mound of snow. There’s a shelf on the wall with umbrellas, one of them occasionally discharges and releases a small puff of colored smoke that quickly dissipates.
The main dining room is in a circular room with seats that surrounds what looks like a common penguin habitat at the zoo. The room itself is a plain cool blue so as not to detract attention from the main stage. The Iceberg Lounge has a superlative seafood and wine menu managed by the fine feathered fink, himself. Occasionally there’s a show on the center stage with a chorus of dancing girls who come out of the igloo to introduce the Penguin. The Penguin comes out and he starts to give anecdotes and jokes about his crime until he realises he’s late for an “appointment” at the local bank and has to leave.