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quaint game museum. Your smartphone probably has better graphics and more com-
puting power than most of the games, and nostalgia is more common than cutting-
edge technology.
BOB Weekdays before 4 p.m. are least crowded at DisneyQuest.
Ittakesabout2-3hourstoexperienceDisneyQuestonceyougetin.Disneylimits
the number of guests admitted to ensure that queues are manageable and that guests
have a positive experience.
DisneyQuest is aimed at a youthful audience, say 8-35 years of age, though
younger and older patrons will enjoy much of what it offers. The feel is dynamic,
bustling, and noisy. Those who haunt the electronic games arcades at shopping malls
will feel most at home at DisneyQuest.
Visitors to DisneyQuest arrive at the VenturePort, the third floor of the building,
by elevator. They can then either take stairs or another elevator to the other floors
(called zones).
We enjoy the attractions that are truly interactive. CyberSpace Mountain
(second floor, Create Zone) lets you design and ride your own virtual roller coaster,
and, while it isn't as advanced as the very similar Sum of All Thrills in Epcot, it is
still pretty fun. Despite graphics that are not very advanced, Virtual Jungle Cruise
and P irates of the Caribbean—Battle for Buccaneer Gold (both on the first floor's
Explore Zone) score points with us for active (and sometimes exhausting) physic-
al interaction. Kids will enjoy Mighty Ducks Pinball Spin, and Buzz Lightyear's
AstroBlasters is a fun take on bumper cars, with the added bonus of shooting basket-
balls at your opponents' car (protected by a cage).
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