From Consoles to Concrete: Videogame Sound and Interactive Design in Super Nintendo World
Location
Moore Auditorium
Start Date
20-6-2026 3:30 PM
Description
This paper presents a case study of Super Nintendo World (Universal Studios Japan, Universal Studios Florida, Universal Epic Universe) to examine how a videogame soundworld is translated into a physical theme park environment. It considers how music and sound are used to maintain the interactive, communicative, and ludic functions of audio present in the Super Mario videogames, while supporting the gamification of the theme park experience. In Super Nintendo World, the fictional universe of Super Mario is re-materialised as an immersive space in which guests are encouraged to become active participants. This is facilitated through the Universal Studios mobile app and through the (optional) purchase and use of a Power-Up Band, a wearable device that enables guests to interact with the environment in ways analogous to gameplay mechanics. Wearing the Power-Up Band allows visitors to collect virtual coins, unlock challenges, and compete with others, transforming the theme park visit into a form of embodied gameplay. Sound and music play a central role in this transformation. The soundscape of Super Nintendo World is constructed from recognisable musical cues, sound effects, and motifs drawn directly from the Super Mario games. Musical stingers and sound effects are triggered through guest interaction, such as punching question mark blocks, providing immediate auditory feedback that mirrors videogame reward systems. Through these familiar sonic cues, sound functions not only as atmosphere but as a communicative system that guides behaviour, reinforces interaction, and deepens immersion.
Recommended Citation
Hunt, Elizabeth, "From Consoles to Concrete: Videogame Sound and Interactive Design in Super Nintendo World" (2026). Theme Park Music and Sound. 5.
https://stars.library.ucf.edu/tpms/2026/saturday/5
From Consoles to Concrete: Videogame Sound and Interactive Design in Super Nintendo World
Moore Auditorium
This paper presents a case study of Super Nintendo World (Universal Studios Japan, Universal Studios Florida, Universal Epic Universe) to examine how a videogame soundworld is translated into a physical theme park environment. It considers how music and sound are used to maintain the interactive, communicative, and ludic functions of audio present in the Super Mario videogames, while supporting the gamification of the theme park experience. In Super Nintendo World, the fictional universe of Super Mario is re-materialised as an immersive space in which guests are encouraged to become active participants. This is facilitated through the Universal Studios mobile app and through the (optional) purchase and use of a Power-Up Band, a wearable device that enables guests to interact with the environment in ways analogous to gameplay mechanics. Wearing the Power-Up Band allows visitors to collect virtual coins, unlock challenges, and compete with others, transforming the theme park visit into a form of embodied gameplay. Sound and music play a central role in this transformation. The soundscape of Super Nintendo World is constructed from recognisable musical cues, sound effects, and motifs drawn directly from the Super Mario games. Musical stingers and sound effects are triggered through guest interaction, such as punching question mark blocks, providing immediate auditory feedback that mirrors videogame reward systems. Through these familiar sonic cues, sound functions not only as atmosphere but as a communicative system that guides behaviour, reinforces interaction, and deepens immersion.