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All About Kim (continued)

On Saturday, my family and I experienced all seven of the missions (it took six hours, including breaks and lunch), and I took copious notes about what we saw. But I'm going to resist the temptation to list out the exact path of each mission, for two reasons. First, as noted earlier there is random variation at work here, and your experience may not match mine. But more importantly, I'd rather not ruin the surprise for you. These missions are fun, darnit all, and you deserve to experience them as they are meant to be seen.

That said, it wouldn't be a complete review without at least a touch more about what awaits you. My compromise position will be to explain one mission we experienced in detail, with the understanding that the other missions were more or less analogous and you could extrapolate the results. It so happened that this was also our very first mission: Mexico.

Wade informs us that Dr. Drakken and Shego have stolen a rocket, and we undertake several Operations within the larger Mission in Mexico. Each Operation involves a quick download from the Kimmunicator (it takes but a few seconds) and then 1-3 action triggers on our part.

We were first asked to locate the Oaxalan woodcarving gallery, and shown an image onscreen of what to look for. Frequent visitors will probably make a beeline to the right location for all such demands, but there is a HELP button on the Kimmunicator which provides additional direct hints about where to go if you can't figure it out by the picture alone. Once there, Wade asked us a trivia question in multiple-choice format that was easily answered if we read through the exhibit placard.

Next, we were told to locate a skeleton marionette on a wall, who then danced for us once we triggered the event.

Then it was on to the piñatas on the ceiling, which I found hard to locate (there are also carts with piñatas on them! Red herrings, as it turned out). This was one of the neatest effects; you stand or sit right below them, and trigger the event by clicking OK, and on the bellies of the piñatas were illuminated codes that you had to key into your Kimmunicator.

After that, the parrot off to the side of the marketplace relayed a conversation it had overheard.

Then it was time to see a hidden compartment in the woodcarving display become illuminated to show off a hidden schematic behind a scrim.

Lastly, and best of all, we headed back to the bridge overlooking the Mexican marketplace to make the volcano off in the distance (you've drifted past this on the boat ride) erupt and then eject a rocket that goes horribly off course and crashes. This effect does not take place in the phone; it's projected right there on the back wall of the pavilion, in full view of everyone else!

Finally, we are directed to return our Kimmunicator to a dropbox hidden off to the side of the Mexico pavilion, and the mission is done.


The dropboxes are in each land, and they are very cleverly hidden. If you spot the KP symbol, you've just located one.

Each of the Operations came wrapped up in layers of story and character. You'd need to page through a few videos of story development before triggering each action. While that may sound pedantic, it's not. Whoever was responsible for the stories knew what he was doing, because the stories unfold briskly, neither too fast nor too slowly, and remain engrossing. Each country pavilion has its own villain with a plot to wreak havoc, and our versatile Kimmunicator supposedly does different things to the environment as waypoints in the larger task of stopping the villain. The cartoons have not only the look, but also the hokey plot lines of Saturday morning cartoons, but that's somehow fitting for the experience rather than off-putting.

We had several reactions to our first encounter with the Adventure, most of them variations on the theme of utter, surprised delight. First and foremost, it struck us as incredibly geeky fun to be able to manipulate or interact with the environment with a cell phone! (Am I too old to be excited that we made the volcano erupt?) The interactivity is no accident. WDI has been grasping at interactivity and random variation for more than a decade now (witness the variations in ride experience with the Indiana Jones Adventure, for instance), and the future has long been said to be somehow related to personalizing the user experience. This isn't fully personalized (as noted before, it's a linear story, just with a few modules removed from each re-telling), but it sure as heck is way more interactive than floating down a cavern full of mechanical pirates.

We were quick to realize that this game finally explained the presence of the parrot in the Mexico marketplace, which we had noticed many months ago, but had thought it had no apparent purpose (the same would prove to be true for the old-style camera in France and the golf-ball-washer in the UK). That said, for every element we had noticed in the park during the past months, there were many more that we did not notice. And trust me when I say that we are in Epcot every week or two. If we didn't pick up on the changes, it's very unlikely that other visitors would either. The "footprint" of the new adventure is small indeed, and likely won't bother visitors who are interested in other pursuits.


Hey… some of those figures in the Germany train set turn into red-eyed zombies!

It also occurred to us that this project finally represents Disney's version of an in-park game. Have you had the good fortune to play Minnie's Moonlit Madness? That's a Disneyland Cast Member event dating back to 1990, in which teams race around the park after hours to solve clues and win prizes. I invented and created several variations of that same concept for regular fans (Add-Quest, MouseAdventure, MouseAdventure Mad Scramble, Ultimate Orlando Challenge, Gumball Rally Walt Disney World) because I was so taken with the notion of using the parks to play games.

The Kim Possible Adventure is finally Disney's answer to an in-park game, and it does everything you'd hope. Yes, it asks you to read signs and isolate the "clue" that was sought, but more excitingly, your actions get to trigger real-world reactions in the park. Boards flip around, screens light up, and bulbs are illuminated. It's a Disney-park-gamer's dream come true! I am in complete shock that this is free. I rank it up there with a full-scale attraction opened by Disney.

In some ways, the functionality of the game reminded me of Pal Mickey. Both the Kimmunicator and Pal Mickey are hyper-sensitive to their location in the park, via sensors, and the Kimmunicator even has a few puns: "Look, it's in Norse Code!" (the Pal Mickey is infamous for over-using puns). But while Mickey is saccharine by necessity, due to his nice-guy image, the Kim Possible gang is free to have a bit more of an edge when it comes to humor. One storyline about zombies supposedly has us scan the area around us and Wade realizes that everyone around us looks like a zombie, "as if they were on vacation!" he declares with no elbow-in-the-ribs delivery. Martin Short and the Canada movie, please take note. This is the proper way to be ironic and funny at the same time about theme parks.


A small interaction here was not on our itinerary, apparently.

Before turning to the potential problems, let me wrap up the operational details:

  • Return time. Like a regular FastPass, your field pass has a time stamped on it, and you may not return early, nor may you report to the incorrect Field Station. It's OK to return late, at least for the moment, but they reserve the right to crack down on that if the game becomes popular and swamped.
  • Languages. Either Spanish or English are available on the screen (and presumably also on the Kimmunicator), but I didn't check if other languages might be possible on the device itself. I thought I overheard one worker say something about Portuguese, but I need to follow up on that.
  • Additional missions. No, you don't have to run back to Innoventions after finishing your first mission. You can sign up for more missions at any of the Field Stations, too. In fact, it would have been OK to just bypass Innoventions altogether and just sign up at a field station in the first place. I think the Innoventions locations are there to advertise the adventure in the morning (when Future World is open, but World Showcase is not).
  • Duplicate Field Passes. Since your ticket was swiped, the system knows who you are, and like FastPass, you can't hold more than one at a time. But there is a workaround (more on this in a second).
  • Wheelchair accessible. Everything takes place on the ground floor and you could roll up to any location we were asked to visit. Only once (at the Stave Church in Norway) did we see a place that wasn't so obviously accessible, but the reality was that the back door was wheelchair accessible.
  • It's GPS driven, not line of sight. We saw quite a few folks told to hold up their Kimmunicators and told to "scan" an area or "send out a signal," and most folks actually did hold up the phone, as if a "line of sight" beam of infrared might need to be detected. This is not actually necessary, but it showed how completely even adults bought into the illusion.

  • Trying to make a hidden schematic appear, this visitor aims her cellphone.

    Though still in testing, the game is well-formed and well-developed. I tried hard to break the game in various ways, or to mess up my Kimmunicator, but things are locked down tight. The software is good and resilient. In this case, they really have thought of everything.

    One of the things they thought of, but don't necessarily advertise, is that you can use all the park admission tickets in your party in clever ways to bypass the normal waiting time. The system defaults to a 30-minute delay when you sign up for a mission, but you don't have to twiddle your thumbs all day long if you put the other tickets to use, signing up for their own missions, with the net result that you hold multiple Field Passes. If you swipe Dad's park ticket, you may get a field pass that says to report to Norway at 2:00. If you right away swipe Mom's ticket, you may get another one that says Norway (also 2:00), or perhaps this time it will say Italy or International Gateway. You just don't know; the system decides for load-balancing reasons where to send you.

    Because it's OK to return late, you could play Dad's ticket at 2:00 and not report for Mom's mission until 2:45, and maybe Johnny's mission at 3:15. Each mission can have multiple players (and multiple Kimmunicators, for that matter), so it doesn't matter which park ticket is used for which mission. Now, each park ticket cannot be used for more than one mission at a time, so we ended up waiting until playing Mom's mission and then using Mom's ticket to get yet another field pass.

    We ended up holding three field passes all day long, on a rotating basis. It felt like cheating. Yet I asked at more than one field station if this was kosher, and was assured that it was fine. So it looks like this is a valid workaround, at least until they crack down on late returns.


    THERE ARE THREE PAGES TODAY; CLICK HERE FOR PAGE THREE

    © 2009 Kevin Yee

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