
Between Xbox decimating its development studios, Sony sunsetting physical discs, and the AI-driven RAMpocalypse sending console prices soaring, this has been a hard summer for hard-core video gamers. Happily, Walt Disney World recently debuted three new (or updated) offerings that blur the boundary between attraction and arcade, giving guests chances to get into the game without wearing virtual reality glasses. But as technology advances, the fundamentals of good gameplay still apply; and when it comes to the all-important fun factor, this trio breaks down into the good, the bad and the Grogu.
When Buzz Lightyear’s Space Rangers Spin debuted at the Magic Kingdom in 1998, it quickly became Tomorrowland’s favorite attraction among families too frightened to face Space Mountain and went on to spawn similar interactive shooting dark rides at other Disney theme parks around the world. While Buzz remained a big draw, the original installation was long surpassed by its improved successors, and in recent years the Orlando version was marred by aging effects and unresponsive controls.
All that changed earlier this spring, when Space Rangers Spin reemerged from an extensive sprucing-up that restored its status as the best Buzz ride of the bunch. Although the cartoony blacklight aesthetic of the attraction is largely unchanged, all of the sets have been refreshed and augmented with new features, from an animatronic training robot in the revamped introductory scene to the real-time interactive projections in the “speed tunnel” finale.
Most importantly, Buzz’s blasters — which were formerly fastened to the ride vehicles on balky pivots — have now been liberated, allowing full freedom of movement for more accurate aim. In compensation, the upgraded targets require much more precise targeting to activate, increasing the challenge. And instead of relying on well-known “secret” sensors to boost your score, you’ll now need to quickly spot and shoot targets that are temporarily illuminated with white or rainbow rings if you want to be crowned a Galactic Hero.
I exited my first spin on this buffed-up Buzz buzzing and got right back in line for a second and third round; I recommend hitting it during the parade or fireworks for the shortest standby wait, or else using Lightning Lane to bypass the crowd. My fondest hope is that Universal takes notice and gives similar TLC to their once-superior Men in Black Alien Attack attraction.
Over at Disney’s Hollywood Studios, the Muppet takeover of Rock ’n’ Roller Coaster somewhat overshadowed May’s arrival of the Mandalorian and Grogu inside Millennium Falcon: Smugglers Run. Debuting at Star Wars Galaxy’s Edge on the same day as their underperforming feature film, the new interactive mission featuring Din Djarin and “Baby Yoda” replaces the Corellian coaxium heist guests have been bumbling through since 2019. Instead, now riders help the heroes hunt down a trio of bounties, beginning on saga staple Tatooine and ending at one of three iconic interstellar destinations — Bespin, Coruscant or the second Death Star.
Beyond tripling the simulator’s re-rideability quotient, the Smugglers Run update addresses one of the ride’s biggest issues by giving guests in the rear Engineer seats — which was previously the least entertaining role — the opportunity to interact with Grogu, as well as to select your mission. That makes the position more interesting, but also more confusing — the Child popped up on my little screen every time I pressed a flashing button, but there was little indication what impact that had on our adventure, and I ended up missing most of what was happening on the main screen.
The latest version of Unreal Engine allows the ride’s real-time renders to better resemble their cinematic counterparts, and the new missions’ pacing is noticeably tighter. As a habitual single rider who’d grown bored of the back seat, I’m looking forward to a few more trips with Grogu before ennui sets in again. But a few bells, whistles and adorable burbles can’t change the basic fact that Smugglers Run is still a D-Ticket ride in an E-Ticket wrapper.

Finally, nine years after DisneyQuest closed at Disney Springs, its spiritual successor opened its doors on the very same spot in late June.
Level99 (level99.com) is a two-story indoor entertainment center filled with over 60 life-sized mini-games ranging from Ninja Warrior-style tests of agility and physical strength to puzzles requiring cooperation and observation, each designed for teams of two to six teens or adults. Universal may have the Nintendo license, but Level99 is the closest thing you’ll find to an IRL game of Mario Party, as your group bounces chaotically from one quick challenge to another. One moment you’re dangling above radioactive ooze or wriggling through a jail door; the next, you’re mixing magic potions or matching sound effects to cartoons.
I’m thrilled to see this venue reactivated after the NBA Experience’s epic flameout, and I applaud the ingenuity and artistry evident throughout the experience — especially the extensive collection of surreal sculptures and vibrant murals, including works by Central Florida’s Naomi Haverland and Juan Travieso. However, a few problems prevent me from wholeheartedly recommending Level99 to locals. Admission is priced in 90- or 150-minute chunks, and unless you take a 30-minute pause the clock is always running, even when waiting your turn for a game. You can’t exit early and use your remaining time another day, and there’s no multi-visit option. Mobility-impaired guests will be unable to participate in many games, and solo visitors can only do two — the lobby’s Instagrammable swinging axe run and a scavenger hunt through the aforementioned artwork.
My biggest beef with Level99 is the unreasonable difficulty of many of their activities. Although my team of press preview attendees included several seasoned escape-room veterans, we were frequently stumped by simply trying to figure out what our objectives were, much less how to achieve them, even after reading all the hints accessible through each game’s entry touchpad.
Good game design means making the player feel challenged, not frustrated, and failure needs be accompanied by useful feedback. If Level99 were a console game, I would have tossed my controller and rage-quit before my last life was up.

This article appears in July 22-28, 2026.
