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Tegan
00:00 / 02:57
Metroid: The Escape is an immersive, environmental horror, interactive dark ride/coaster hybrid experience that puts daring guests in the middle of Samus’s decontamination mission aboard the Bottle Ship. Guests will encounter countless monsters in a variety of settings while avoiding the deadly Metroids lurking in Sector Zero.
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The Approach
 
The Jungle region of Digital Kingdom certainly lives up to its name; the entire area is coated in different shades of green and brown. Trees and shrubs of varying sizes and shapes, some real, others directly of fictional origin, work together to create a genuine feeling of “being elsewhere.”
 
But in the southern region of the land, a different sort of jungle dominates the landscape. Here the botanical life sprouts leaves and flower buds of vibrant hues unlike anything seen in any jungle on Earth. A single path, no more than 12’ wide, beckons visitors to trek into the mysterious chaparral.
 
Upon closer approach, a single, metal hexagonal signboard is planted in the brush. Parts of it have been burned or warped out of shape. Adorned on the weathered sign is a faint insignia reading “Galactic Federation now recruiting.” 
 
Indeed, this is no ordinary jungle.
 
Following the path, a bizarre structure looms ahead, previously unseen due to the thick overgrowth. Ominous music warns guests of the sinister danger that lays ahead. 
The Building
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The experience is housed inside a massive show building, comprising over 86,000 square feet, making it one of the largest structures in any Disney theme park.
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The entrance facade resembles a space station, yet is also remarkably archaic and feels ancient. The once pristine lavender surface now rusted and eroded, revealing shades of grey and white. Massive vines, alien in nature, have scaled up the walls, while other unclassifiable botany has taken over the surrounding area. There are visible burn marks and slight structural damage to the outer structure. And a set of metal grates vertically span the structure, with vibrant pink lights slowly swelling on and off. The remainder of the structure is entirely shrouded in more overgrown foliage. 
 
A second simple, hexagonal metallic sign is planted outside the entrance, “Metroid: The Escape” embossed in a simple, rust colored, large bold font. A single triangular warning sign is plastered beneath, displaying the height requirement of 42” and also cautioning that guests who are made uncomfortable by darkness, loud noises, peril, small spaces, and sudden drops should bypass this experience. 
 
This is the only warning presented, and is also the last indication of this adventure being a fictitious one. From this point on, the immersion becomes overpowering.
 
The Queue
 
Once brave riders have chosen to accept the challenge, they’ll enter the main foyer, which echoes the look of the Bottle Ship’s docking platform. Various personal spacecraft are seen along the perimeter of the room, while vivid green and purple vines bulge out of the otherwise sterile sapphire blue walls. Some brief mechanical sounds occasionally cut through the still air, while steady com chatter can be heard in the background. 
 
Massive subwoofers built into the walls sustain a constant single-note drone, occasionally rising in volume before a “whoosh” can literally be felt from a wave of sound cascading from one end of the room to the other. 
 
The queue makes multiple switchbacks, giving guests a clear view of the entire space, and also very gradually lowering guests further below ground level.
 
Making a 90 degree right turn, guests enter the first of two long hallways. The first one is about four persons across, and follows a level path. The monochromatic midnight blue walls have various unrecognizable components built in, with many yellow and green lights blinking in no noticeable pattern. Distant com chatter can still be heard, along with the occasional sound of what could be described as a hydraulic press raising or lowering. More subwoofers in the wall produce an occasional resonant “boom” similar to the Tyrannosaurus Rex footsteps in Jurassic Park, only the sound is much more sustained.
 
Reaching the end of the first hallway, the queue makes a 180 degree left turn into a second, much narrower hallway. At approximately two persons across and only 86 inches in height, the sensation of claustrophobia immediately settles in.
 
This hallway is on an 8 degree decline, gradually bringing guests further underground to where their mission actually begins. Unlike the previous corridor, these walls have hardly any active lights and sounds. More apparent burn damage and structural damage is visible, similar to what guests would have noticed at the entrance. Further botanical overgrowth can be seen inside some of the gaps in the walls, while exposed circuitry occasionally buzzes with electricity. The once persistent com chatter has entirely ceased at this point. The only steady sound besides the other guests is a barely audible hiss reminiscent of air leaving a punctured hose. Every few minutes a “growl”, “shriek”, or “roar” is heard faintly coming from somewhere beyond the walls. 
 
The Pre-show
 
Finally reaching the end of the hallway, guests are amassed into a cramped, cube shaped pre-show room. The walls are adorned in blue carpet that has a rigid, unpleasant texture, while more nondescript lighting adorns the top of the walls. A single 50” monitor rests at the front of the room, framed by more alien tech.
 
Once the room is at its capacity of 60 people, the few lights darken, the screen illuminates, and guests are introduced to the protagonist of the Metroid franchise; intergalactic bounty hunter Samus Aran.
 
Samus: Hi, I’m Samus Aran, there’s no time to waste so I’ll get right to it. You’re here because the Galactic Federation needs you. The ship you’re on is an abandoned research facility known as the Bottle Ship. 
The screen changes from Samus to a series of graphics used to accompany her dialogue and familiarize guests with their mission objectives.
 
Samus: We recently learned that Space Pirates have infiltrated the Federation’s operations on this vessel, and consequently began using it to create and harvest dangerous biological weapons. Even Metroids. 
 
A map of the Bottle Ship is displayed with sections illuminating to correspond to Samus’s dialogue. 
 
Concurrently, a pop up window plays a short “file footage” video. Guests witness one of numerous Galactic Federation soldiers attempting to thwart off a swarm of juvenile Metroids. He is eventually overrun as a Metroid attaches itself to his head. He lets out a single blood curdling scream while his skin turns a pale grey, the Metroid draining all the life giving energy from his body in just a matter of seconds, instantly killing him. 
 
Samus: Luckily the Metroids have all been isolated here, in Sector Zero, where they can be eliminated upon the completion of the mission. However, there are still many other deadly threats that must be dealt with, and that’s why you’re here. You’ll be focused on the Bottle Ship’s uniquely engineered experimental environments, Sectors one, two, and three; also known as the Biosphere, Cryosphere, and Pyrosphere. You will be tasked with eliminating all biological threats within these sectors. Basically, if it moves, shoot it. 
 
The screen is now back to Samus. 
 
Samus: To give you the best chances of success,..and survival, you’ll be granted special access to armored vehicles modeled after my Gunship. I’ve also arranged for you all to be outfitted with modified arm cannons similar to my own. You’ll have all the specialized weaponry and ammunition necessary to neutralize all threats. Plus you’ll have me on com to guide you through the ship. Good luck, team. Our collective survival is depending on it.
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A single set of large doors slide open on the opposite side of the room from where guests first entered. The area on the other side of the doors is a sterile concrete canyon of sorts. Small pieces of instrumentation light up with intense frequency, and the com chatter from before has returned, more present than ever, Guests are quickly ushered into their boarding groups to await the arrival of their Gunships before being given a brief tutorial by cast members to instruct them on proper use of their arm cannons.
 
Metroid: The Escape utilizes special ride vehicles that combine various elements of Omnimover, Peoplemover, and coaster cars to create the perfect utilitarian vehicle for this specific attraction. The vehicles are all independent of one another, and each sits four passengers in a two by two fashion. 
 
The low capacity per vehicle is designed to intensify the feeling of isolation and hopelessness once the ride begins
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The vehicles are powered by linear induction motors built into the ride path, but glide the entire way along an incredibly smooth steel coaster track. Guests use individual lap bars as safety restraints. Vehicles are dispatched every 20 seconds for a capacity of 920 guests per hour.
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Each guest is outfitted with a durable plastic arm cannon that is attached to the ride vehicle via cable. The squeeze trigger is located inside the device so guests can actually wear them over their wrists and forearms. Each target throughout the attraction detects RFID signals from the ride vehicles to react properly to guest input. If guests are for some reason unable to eliminate a target within a specific timeframe, Samus will “activate an override mechanism” to eliminate the threat herself.
 
The Experience
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Each vehicle disembarks from the load platform on its own. The vehicles coast downward along a few feet of track and enter a short, dark hallway before coming to an abrupt stop.
 
Samus: Brace yourselves team, I’m sending you into the Biosphere,..now!
 
The vehicles are suddenly propelled upward via an elevator shaft that accelerates guests 80’ in under three seconds. Upon reaching the top floor, the LIMs takeover, the vehicles are slowly pulled forward, and the mission begins. 
 
The Biosphere, like its two counterparts, is a single massive room with some artificial boundaries built in to separate the ride vehicles so that each group experiences every scene entirely alone.
 
The Biosphere environment is a lush tropical jungle; massive trees seem to reach the sky, their branches and leaves forming a dense blanket across most of the ceiling, while vines snake all over the place. Flowers the size of people dot the landscape, and patches of grass grow as much as 3’ high. 
 
The room is dimly lit and eerily quiet. A few harmless Zulu (bioluminescent creatures resembling slugs) can be seen in the background. This engineered forest is enclosed by deep blue walls that are coated in a strange green ooze of sorts, while a thick, mossy substance canvases the corners of the room. High up above are a set of hexagonal widows looking out into the cavernous void of space. 
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Samus: Stay on high alert, I’m detecting multiple hostile life forms in your vicinity. 
 
Suddenly, from behind a moss covered boulder on the left, a lone Geemer pops up and hisses, providing a jump scare.
 
Samus: On your left! Light it up!
 
Guests are able to easily subdue the creature as it falls back behind its hiding place. A moment passes when suddenly, green ooze is seen pouring out of the trees, as well as the walls and ceiling ahead. Whipvines burst out of the goopy Fly Pods and, through a combination of animatronics and screens, lunge toward guests. Meanwhile multiple Geemers emerge from behind the tall grass and slowly approach the ride vehicles from either side while now loudly hissing.
After approximately five seconds of shooting these targets, the vehicles accelerate hard to the right and enter the second room of the biosphere before slowing back down. 
 
Guests are immediately bombarded with the scent of iron, indicating freshly hemorrhaged blood. This area contains a murky pond populated by aquatic creatures that seem to be made entirely of bone.
 
The vehicles rotate to face left as many slightly larger versions of previously seen creatures have taken over the entire room. In the background, the rotting remains of a pair of Galactic Federation soldiers can be seen, still clenching their weapons. A few seconds later, guests rotate 180 degrees to face right and fire at more threats. One monster is disinterested in the guests and can be seen literally chewing on instrumentation which causes sparks to occasionally fill the bleak room with light. 
 
Meanwhile the sound of a much larger creature can be heard in the distance. 
 
Samus: Great work, team! I’m taking you into the Cryosphere!
 
The vehicles rotate to face “backwards,” before making a turn to the left in direction of motion, and then under control of gravity, plummet down a gently sloped 16’ drop. The drop is through a large cylinder that is very reminiscent of the launch tunnel on Space Mountain. 
 
Once again back under the control of the LIMs, vehicles rotate to again face forward and slow down. The air is noticeably crisp, as a cool, howling wind swirls around guests. The Cryosphere is another simulated outdoor environment, this one under a large, clear dome. Young trees, moss, and even scattered patches of grass have invaded the otherwise rocky terrain. 
 
On the ground a number of unidentifiable carcasses, both human and alien, lay strewn about the area; being slowly picked at by a syndicate of unremarkable purple insects, and a thin blanket of fresh snow coats everything in sight. The sky above changes from blue to more views of space. 
 
Samus: I’m detecting something large up ahead. Keep your heads on a swivel, team!
 
A notable trail of dark red droplets lead from the aforementioned remnants toward a large rock formation on the left. Without warning, two bulbous Absorean pop up from behind the rocks, snow coating their crustacean features. The beasts growl and make leaping motions toward the ride vehicles with their massive pincers. Meanwhile on the right, a few Snomers slowly creep toward the vehicle, their distinct hisses getting louder as they get closer. 
 
After dispatching these creatures, the vehicles accelerate hard and to the right before making a hard left into a cave that carved out a path between some gigantic rocks. 
 
Samus: You’ll never make it over those boulders, I have to take you this way!
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The air in the cave is a bitter cold; ice along the cave walls reflecting what little light makes its way in. Growls are heard up ahead. Suddenly the walls on either side of the track fall away, revealing massive caverns. The vehicles stop, and to either side, glowing reddish-pink eyes of the terrifying Desbrachian can be seen down below. 
 
Samus: Take those nasty things out!
 
The creatures lurch forward, and their massive forms come into full view. Glowing saliva drips from their grotesque mouths, pieces of decaying flesh strewn about their sharklike teeth. Their incredible roars fill every inch of the cave, the scent of their foul breath is reminiscent of rotting meat having been left under the hot sun for days, and their colossal animatronic claws eagerly swipe at the guests. Eventually a relentless barrage of shots from the arm cannons finally subdue the creatures and they return to their starting location.
Samus: I’m getting you outta there!
 
The vehicles again speed forward, out of the cave and back into the simulated outdoor environment of the Cryosphere. Snow now blows violently all around as the winds pick up. A sterile, concrete structure sits ahead. The vehicles speed forward but are abruptly halted as a piercing shriek is let out. 
 
The hideous Nightmare stands upright on top of the structure, its figure twisting about in an unnatural manner. It absorbs many shots, continuously shrieking and contorting its form. Once the creature is finally vanquished and returns to its previous hidden spot, a pair of large sliding doors open to let the ride vehicles proceed. 
 
Samus: This maintenance facility leads directly to the Pyrosphere. 
 
Gravity takes over the vehicles once more as they make a long arcing right turn on a gradual decline taking guests down another 16’ to the next floor. The maintenance tunnel is filled with wooden crates and old computer equipment. 
 
Along the way, numerous Wavers are seen circling about, suspended from the pitch black ceiling. Samus doesn’t seem too bothered by them, but they can serve as target practice. Another large, louder growl is heard in the background. Approaching the end of the tunnel, the RB176 Ferro Crusher, apparently malfunctioning, quickly approaches from the right, nearly pulverizing the ride vehicles as guests finally exit the tunnel through another set of sliding doors before gently coming to a stop.
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Outside the tunnel, the air feels much warmer. Charred rock surrounds guests on all sides, in which the imprint of numerous giant Nahime can be seen embedded. Additionally there are a pair of human figures that appear to have been nearly liquified before being fossilized in the volcanic rock. On the right, a partially decayed Nahime that appeared to be dead suddenly darts out of its tunnel in the rock, desperately snapping its jaws at guests. 
 
Up ahead a bright orange glow radiates from behind a massive metal gate. This is the Pyrosphere. The gate opens vertically to let the vehicles slowly enter, once again back under control of the LIMs. 
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The air becomes uncomfortably hot, and smells of sulfur. The path forward is straight but narrow, along a tubular bridge that has sustained massive damage, with many sections of the surrounding glass either broken or completely missing. On either side of the bridge are expansive pools of bubbling orange lava. Rocks float along the top of the molten lake while steam rises from various points. Dead trees, scorched black from heat, surround the cauldron, and equally charred vines wrap around the pillars of the bridge. The entire room is vividly illuminated with a brilliant orange glow, while elliptical windows along the back walls give a view into space. 
 
Samus: There’s something in here. I don’t know how anything could be alive, but the sensors are off the charts!
 
A rumbling is felt as the vehicles slowly make their way across the bridge before a gargantuan Vorash bursts out from beneath the surface of the lava pool on the left, letting out a rage-filled growl that shakes the room. 
 
Samus: Hit it with everything you’ve got!
 
The creature seems to be completely unfazed until after two dozen blasts when finally recoils back into the lava. 
 
Samus: I don’t think it’s dead.
 
The vehicles, still slowly in forward motion, rotate to the left. Utilizing a curved screen enveloping the entire ride path, the massive serpent-like creature is shown leaping out of the lava and vaulting over the bridge! The ride vehicles rotate to follow the creature’s underbelly, as guests' shots have no effect whatsoever. The Vorash dives back into the lava on the other side, causing the bridge to quake from the tremendous force, and the vehicles are suddenly launched forward!
Samus: Hang on! This could end badly!
 
Facing forward once more, the far end of the bridge up ahead gives out, now forming another 16’ slope. The vehicles are propelled over the drop, as waves of lava cascade all around, and the walls rumble as if the entire structure is about to collapse. The vehicles are fortunate to enter an extremely narrow tunnel, much like one Samus would enter in her Morph Ball form. 
 
The Morph Ball tunnel is barely large enough for the ride vehicles to fit through, and is coated in ooze and empty Fly Pods. Propelled through the tunnel by the LIMs, the vehicles head straight, then make a left and a right in quick succession. The vehicles head straight again for a moment before entering a large sweeping turn to the right banked at 45 degrees before straightening out once more.
 
Samus: Brace yourselves!
 
The vehicles then plummet down a final 32’ near vertical drop before coming to rest inside a small, dimly lit, cube shaped room. 
 
The room is absolutely dead quiet for a brief moment before alarms begin sounding.
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Feminine computer voice: 
Warning! Warning! Threat level: Unsurvivable. Warning! Warning! Threat level: Unsurvivable. 
 
The vehicles begin to creep forward. Up ahead, two bright white lights flash on and off, illuminating a gigantic metal door. 
 
Text is visible.
 
“Sector Zero”
 
The vehicles continue inching forward until the vast door opens and the vehicles enter a pitch black room. Once fully inside, the door closes violently behind the vehicles and guests are now submerged in complete blackness minus the occasional rapidly flickering light emanating from the instruments in the walls. One particular light flickers repeatedly, revealing two entirely lifeless Galactic Federation soldiers, their forms a completely muted grey. 
 
A high pitched, earsplitting shriek is heard and then, they become visible. The Metroids slowly descend from the ceiling, first one, then many, all juveniles, all of varying sizes. Their grotesque “mouths” are occasionally visible as guests pass under them. The Metroids continue letting out caustic wails that have the potency of a shockwave. 
Samus: I’m activating your ice beam! Shoot every single one!
 
As guests fire their weapons, a flash of blue light illuminates the room with each pull of each trigger. Now beyond the initial wave of animatronic Metroids, screens wrap all the way around the ride track and extend deep into the room. Metroids are shown floating toward guests, as their shrieks continue ringing out. 
 
The vehicles come to a rest to let guests fire away at the Metroids. The ones who avoid getting hit ascend to an overhead position and make their mouths visible, preparing to attack. The Metroids who are hit take on an icy appearance. After a few seconds, Samus returns with more instructions. 
 
Samus: Now use your missiles!
 
A charging noise similar to an Iron Man repulsor is heard and the arm cannons begin shooting missiles and setting off an even brighter orange light, illuminating the room. The missiles need time to reset, so rapidly squeezing the trigger won’t work as well as it did previously. 
 
More Metroids continue to approach from the distance, as each frozen Metroid guests destroy is seen shattering, which triggers a water splash effect that repeatedly showers guests with a warm liquid. The vehicles then slowly move forward again. 
 
After a few seconds, Samus remotely activates one final Power Bomb to eliminate the remaining threat. The entire room glows with a bright white light, as the vehicles rapidly accelerate forward up a short incline and into what appears to be some sort of master control room. 
 
A short high pitched roar is heard before pieces of the floor fall away on the left and an enormous Ridley animatronic rises up from underneath. A now deafening roar absolutely fills the room, the echo reverberating off every surface, bombarding guests with a barrage of sound! 
Guests are now able to rapidly fire at Ridley, who continues letting out his vicious roar, while every few connecting shots cause him to recoil Strobe lights flash on and off, while in other parts of the room, pieces of the walls appear to be breaking away thanks to some convincing screen effects.
 
Suddenly, a hidden door on the wall bursts open with a plume of smoke, and a Samus animatronic appears, in her iconic Varia Suit. Samus fires multiple massive shots at Ridley, causing him to let out one last roar as the vehicles now accelerate out of the room. 
 
Guests enter one last narrow Morph Ball tunnel and accelerate hard through a series of high banked helixes, as screens along the walls light up with small explosions and circuitry going haywire. 
 
Exiting the tunnel into an open space resembling the docking platform from the ride entrance, a projection of Samus is seen in Zero Suit form running to her iconic Gunship, a baby Metroid following closely behind, making chirping noises. 
The vehicles exit this final room as one last flash of blindingly bright white light is accompanied by a loud explosion as guests suddenly find themselves in the unload platform. 
 
Samus: Incredible work, team! You’re all officially members of the Galactic Federation! Proceed forward for your next assignment!
 
That next assignment is pushing up on the lap bar restraints, gathering all personal belongings, and exiting to the left. 
 
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The Aftermath
 
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Guests are ushered toward a narrow corridor with decor that matches the ride building exterior. After walking about 30’ a speed ramp takes guests back up to the ground floor on a gentle slope. The walls feature diagrams of a few of the various species seen in the ride, including of course, Metroids. Beyond the diagrams are recruitment posters for the Galactic Federation, featuring various supporting characters from the Metroid franchise. The final section of the exit tunnel features large posters of various Metroid game covers. 
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EXIT TUNNEL MUSIC
The speed ramp deposits guests directly into Galactic Gifts and Samus Supply, a gift shop that sells a wide variety of Metroid franchise merchandise, including t-shirts, hats, posters, action figures, copies of actual games, game guides, deluxe replica Samus helmets and customizable arm cannons, and of course, Metroid plushies.
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RESTROOMS

The Metroid complex features its own set of restrooms to the right of the gift shop and ride exit. The restrooms feature a mild degree of theming; midnight blue walls with alien plant life running the upper perimeter of each facility.
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