What a weird ride design?
I know that there were probably laser and screen LED effects inside the cabin, but the video shows every enemy craft getting away! (Unless they projected additional spaceships on the screen and then riders/players "shot" those down? But then there's usually a ship right in front of you when they say to shoot your weapons, so it seems unlikely that such an effect was used?) It's the same thing then also the same for the final attack, your partner fires all the rockets that blow up the space station and you just fly by. Then the ending, there's two different fail states, only one success path (which would be the least fun to ride, since the only action is a jet zooming out of your path and then you land safely, the others have you smashing through windows and spinning out on the tarmac.) Where's the fun in that?
Star Tours was made in 1987, so it's cool that this experimented with branching paths and "video game" interactivity in a motion ride, but it's not like there was no successful model to know whether the story flow and motion thrill design were good ideas or not.
...In any case, the early-'90s "high-end" CG and effects work is a hoot, with the explosions layered in from video animation because they didn't have those kinds of particle effects. Plus the fake set behind MJ (which shoots animated sparks once the ship is damaged.) And why didn't they build enough of the set so that he'd have real buttons to push above him, not pantomime it so awkwardly?
Cool flea market dig.