Magic Kingdom

It took me long enough, but I finally made it to the Magic Kingdom. I’ve been to Disneyland in California, Disneyland Paris, Tokyo Disneyland, and even held a season pass for Hong Kong Disneyland, but somehow it took until 2012 to check off my list the most popular theme park in the world, even though it’s the only Disney resort located in the same time zone as my hometown. My Magic Kingdom abstinence even turned into something I was oddly proud of, since there was nothing unique to claim from being counted among the millions of Disney World customers that can make the hobby of tracking down obscure parks and coasters so addictive, but I could claim something unique about the chronology through which I would eventually visit the parks. Before taking off for Florida I joked that being a theme park critic and having never been to the Magic Kingdom is a bit like being a film critic and having never seen Star Wars. It was finally time that I rectified this oversight. And now that I have, this begs the question: how does the Magic Kingdom fare against its counterparts, and did it serve as a suitable finale to my two-and-a-half year, round-the-world tour of Disney parks and resorts?

To answer: not that well; and no, I visited the Disney parks in the opposite order I probably should have. This isn’t to say that the Magic Kingdom is a bad park, or even bad for a Disney park. It’s probably the best overall introduction for newcomers to the (Not-Always) Wonderful World of Disney. It summarizes the best aspects of each of the Disneylands in Anaheim, Tokyo, Paris, and Hong Kong, without actually doing better in any category than what each of those other parks specializes in. Anaheim has the best overall collection of rides, Paris has the most detailed and beautiful landscapes, Tokyo has a scale and tech advantage in many of its attractions and entertainment, Hong Kong has much more intimacy and (more recently) originality, and the Magic Kingdom has…? Truth be told I had a hard time coming up with any aspect of the Magic Kingdom that I liked more than at any of the other parks, and the short list that I could manage are only the exceptions that prove the rule. It might have the best Haunted Mansion version in the world, although this win is slight in comparison to the landslide victories that Anaheim’s Pirates of the Caribbean, Tokyo’s Splash Mountain, or Paris’ Big Thunder Mountain have over the Floridian versions (among many others). The Carousel of Progress, PeopleMover, and Country Bear Jamboree are three charming curios from an earlier era that can no longer be found at Disneyland, and thus are some of the only “Only in Florida” attractions that the Kingdom can lay claim to. (Tokyo also has a Jamboree, but that’s the better version only if your first language is Japanese.) And I suppose there will be a few good things to say about the additions in New Fantasyland once that’s completed, however I didn’t find the dress rehearsal that fantastic, and Shanghai Disneyland might very well steal the land’s thunder in a couple of years anyway.

Come to think of it, the biggest distinguishing characteristic that sets the Magic Kingdom apart from other theme parks is located outside the park boundaries. To reach the front gates from either the parking lot or Ticket & Transportation Center you have to cross the Seven Seas Lagoon by ferryboat. The intended effect of this nautical journey is most likely to create a sense of removal from the outside world by crossing over a (meta)physical barrier into a separate magical realm. Disney’s design philosophy has long placed tremendous value on barriers and gateways, for the way that they help us realize the exact point at which we change cognitive paradigms. Possibly the most famous is the railway tunnel separating the ticket booths and Main Street, U.S.A. with a plaque indicating “Here you leave today and enter the world of yesterday, tomorrow, and fantasy”, but you’ll also notice tunnels, bridges, special doorways, or bodies of water in the queues or at the start of the layout of most attractions in the park. The Seven Seas Lagoon ferry ride is by far the largest scale example of this design theory put into practice at a Disney park, making it a perfect example of how important this feature is to Disney’s design philosophy, especially since the ferry ride comes at the expense of the practicality. Arriving early in the morning a half hour before the gates are set to open while the mist is still hovering above the water’s surface: that’s Disney magic, and it’s achieved just through placement and timing, without needing any expensive themed props to dress it up. Trying to get back to the TTC after a long, tiring day and ten minutes before the bus is scheduled to depart: that’s Disney frustration, the kind that has given many stand-up comedians fodder for a routine about the toils and contradictions of taking the family on vacation.

Yet there’s no denying that, for whatever its faults (and there are many), the Magic Kingdom is a cultural experience of nearly unrivaled magnitude. It singularly reassures more people than anywhere else in the world that the American dream can come true, and it’s nothing if not fascinating to watch others have a minor spiritual revelation in the presence of such sublime kitsch. While people used to travel just to see the image of the Madonna, or even as recently as a film society screening of Carl Theodor Dreyer’s “La passion de Jeanne d’Arc” before the introduction of VHS, now theme parks like the Magic Kingdom fill the role of the irreplicable work of art that becomes a pilgrimage site for the masses. Immersing an audience for twelve consecutive hours in an environment where every perception is controlled by the artist is a degree of creative control that the avant-gardes of the 1920’s could only fantasize about, and especially as other media become increasingly digitized and oversaturated in their channels of mass distribution, in the coming decades the Magic Kingdom could become one of the last vestiges of society where the artist’s message is received as a postmodern “holy experience.”

Main Street, U.S.A.

The “opening credits” for the Magic Kingdom are found in Main Street U.S.A. Literally. The names painted on the second floor windows are all for Disney Imagineers, although I was too thick to notice this until I read about it after I returned home. The concept of public authorship is strangely absent from theme parks when compared to other creative arts and entertainments,1 so I appreciate the effort Disney puts into it even though their idea of title cards is still my idea of Easter Eggs for fans. I suspect this goes back to the distinction between art and hyperreality. If we recognize something as art we demand that an artist is presented along with it (even if that name is unrecognized to us; “who directed this”, “who painted that”, etc), but a hyperreal theme park environment demands that its makers remain hidden behind the curtain of conscious thought, lest the illusion of hyperreality is destroyed. Thus I think Main Street is probably better categorized as the “prologue” or “introduction” to the Magic Kingdom. It’s the “once upon a time” origins story for Disney: a familiar everyday setting (although still a little fantastical) which inspires the daydreams of the fantastical worlds we’re about to springboard off to, either by foot or by train. That, and it’s also where you can go to eat and buy stuff you probably shouldn’t eat or buy, at least not during this economic recession. This is now the fifth Disney Main Street (or equivalent) that I’ve briskly walked through on my way to better things. Sure, once the afternoon crowds fill in I’ll return to fulfill the geek’s duty to look at all the detail, but after a half hour I still can’t find very much that isn’t cover-up for a gift shop. I’ll take the next train that comes in, going clockwise around the park for the rest of the review. Just as Main Street is the prologue, Tomorrowland is definitely supposed to be the final act before the curtain call, right?

Walt Disney World Railroad

Whenever I encounter a theme park attraction that takes the form of public transportation, the most crucial factor for me is that it needs to function efficiently as such. I loved trains as a kid, but I still knew that if it wasn’t taking the scenic route (while aboard the Walt Disney World Railroad you spend a lot of time looking at subtropical shrubs, maintenance roads, and a few weathered dioramas while a narrator describes the much more exciting attractions remotely passing by) it had to get us from Point A to Point B faster than we could have managed by walking. Where the Main Street Vehicles fail in this regard, the Walt Disney World Railroad is a moderately useful piece of infrastructure if approached with a proper strategy. If the locomotive has arrived just as you’re getting off Splash Mountain and Storybook Circus was already your next intended destination, then the railroad will momentarily seem like the best ride you’ve ever taken at the Magic Kingdom. If you want to go from Main Street to Space Mountain and the train has just left the station, then you’re better off hiking it. Some might insist that the railroad’s “Disney magic” can’t be quantified using such utilitarian standards, but considering the average visitor will only ride nine attractions in a day I suspect more people use the train in the second scenario rather than the first. And that’s a shame.

Grade: C-

Adventureland

In a post-Animal Kingdom Walt Disney World, it might be reasonable to wonder if Adventureland still has the same relevancy for audiences. Of course the two are very different; Adventureland is a bit like reading a comic book, while Animal Kingdom tries to be like a National Geographic documentary. Still, I can’t help but shake the feeling (especially in the inevitable comparison between the Jungle Cruise and the Kilimanjaro Safaris) that Adventureland was designed for a different generation than those who visit today. Mixing African, Polynesian, Caribbean, and even Arabian influences under one generic label could easily be regarded as a mistake by today’s more culturally sensitive audiences… and probably more by kids than adults. As a 1990’s kid when environmentalism and conservation became really mainstream, you had to know things like the difference African and Indian elephants to do your kid duties correctly, and any anachronisms or anatopisms were to be immediately called on with that smarty-pants attitude kids have. (Okay, maybe not all kids were this way, but still…) Today Adventureland is probably the most self-consciously comedic of the Magic Kingdom’s lands, to distinguish itself from the “authenticity” of the Animal Kingdom, and the theme is more a pastiche of American popular cultural (especially between the 1930’s to 1970’s) than it is about the “real” foreign cultures it caricatures.

Jungle Cruise

On the surface the Jungle Cruise is a guided tour of a hyperreal tropical river basin with numerous robotic animals and exotic sets to look at, but there are a couple layers of subtext to peel back to understand what the Jungle Cruise is really about. First it’s kind of a corny, outdated attraction, so the skippers tell a continuous line of jokes either to poke fun at or distract us from the obvious fakeness of the sets and stiff movements of the creatures. The skippers know it’s all a hoax, the passengers know it’s all a hoax, and both sides know that the other side knows they know, but this knowledge can only be indirectly acknowledged through the metaphorical wink-winks that are exchanged after every punch line. However, since the jokes are also kind of corny and obviously recycled, there becomes a second layer of subtext on top of this. The skippers know the jokes they’re telling are lame (revealed by their droll delivery of obviously scripted material); the audience knows the jokes are lame (watch folk’s faces for the slight “so-bad-it’s-good” cringe while forcing a laugh at the skipper’s “you must be in da-Nile” punch line); and each side knows the other side knows they know… yet we continue to mutually play along and pretend it’s all a laugh riot. Maybe this format of employing multiple layers of metatextual irony to avoid actually making a better attraction could work if the skippers were given more freedom to experiment with their own material (surely plenty of skippers must be aspiring stand-up comics in need of a day job?), but after several laps the only variable I encountered was the guides’ level of perkiness brought to the same series of worn out puns, which varied Goldilocks style between gratingly chipper, tiredly sarcastic, and one that was “just right”.

Grade: C-

Walt Disney’s Enchanted Tiki Room

This was on my list of must-do’s for its long history dating back to the Golden Age of Disney in 1963 at the California park and copied for the Magic Kingdom’s debut in 1971. This audio-animatronic musical show feels distinctly a product of the 1960’s, and not in an entirely good way. The show’s “cast” consists of 150 robotic birds suspended from the ceiling that sing songs with several tiki heads and jumping fountains, and most of these figures are limited to binary position flapping mouths and one or two other simple movements. Thus when the entire chorus joins in on “The Tiki Tiki Tiki Room”, part of the music’s instrumentation is supplied from the sounds of hundreds of air pistons and clacking plastic parts triggering in (near) unison. Focusing on so many small moving parts from a distance can get tiresome after more than one song, so it’s probably better to just relax and listen to the music and comedy sketch interludes, both of which are also somewhat dated. Cultural stereotypes are a dominant form of the Tiki Room’s humor (the center four “host” parrots are indistinguishable apart from their strong Mexican, Irish, French, or German accents), while the music is firmly in the Disney tradition of feel-good sing-a-long-songs with a Polynesian inflection. It’s too bad the show’s best joke doesn’t happen until we’re already on our way out, when the birds sing an alternative version of “Heigh-Ho” that urges us out the door we go.

Grade: D

Pirates of the Caribbean

Vastly inferior to the much longer California version, and the updated Jack Sparrow/Blackbeard overlay hasn’t helped matters in Florida either. Even in California I find Pirates to be a ride (institution, really) that starts strong but fizzles into tedium by the end, and shortening the layout in Florida has only compressed the timeline rather than trim out the fluff. The first several scenes form one of the best dark ride sequences ever built, establishing the attraction as not simply another pirate yarn but something that could speak deeply to the nature of one’s childhood stories and dreams, as well as the hopes and fears they inspire. The pirate’s voyage begins in the dark of night across moonlit water and in the deep recesses of a cave… all Jungian archetypal symbols that represent the unconscious. The nightmarish quality to this opener makes it so that when we finally dock in Puerto Dorado it feels less like a scene change in a literal narrative than the arrival in our own metaphysical dreamscape. Sadly this sensation is fleeting, as the narrative devolves into a standard-issue (and, honestly, kind of dull) treasure hunt story told with stiff robotic figures that can only convey emotion through raised eyebrows, cocked heads, or other exaggerated motions that a programmer can substitute in the absence of living facial expressions. Despite the obvious potential for this story to be a morality play about the greed and recklessness of a pirate’s life,2 it instead ends with Jack Sparrow sitting atop a pile of gold and loot victoriously, a decidedly materialist “happy ending” that contradicts the abstract journey through the collective unconscious required to get there. The happy ending becomes all the happier when we’re spat out into a gift shop a few moments later so that we may collect our own pirate’s loot, although the only take-home for me was a nagging feeling that I had witnessed a potentially good attraction that had been compromised by outside interests uncommitted to making a truly great attraction.

Grade: C

Frontierland

Of the original lands that opened in Anaheim in 1955, I think Frontierland benefited the most from the move eastward when Walt Disney World opened in 1971. The Magic Kingdom is a much more spacious park than Disneyland, and while some areas lose their energy or intimacy within the additional negative space, the extra breathing room vastly improves a naturally themed environment like Frontierland’s American west. Helping matters is the fact that real ghost towns and sun-baked desert landscapes are a considerable rarity in Florida compared to California, thus giving more purpose to paying to see a theme park’s interpretation of the material. Also the attraction selection is an marked improvement: In addition to Big Thunder Mountain, Magic Kingdom’s Frontierland has Splash Mountain, the Country Bear Jamboree, and Tom Sawyer Island, whereas Disneyland’s Frontierland has the Rivers of America, a kid’s playground, and pirates (?). During a day at each park I “stop by” Disneyland’s Frontierland, and “go to” the Magic Kingdom’s.

The Country Bear Jamboree

This is yet another Disney-produced musical show that can be performed by pushing a start button. While I’m not typically a fan of the genre, I was most keen to try it out after being told by David Younger (of Theme Park Theory) that Marc Davis’ work on the Country Bear Jamboree perhaps best represents an example of auteur theory as applied to a theme park attraction. Although I’m uncertain how much I can attribute the presence of an auteur to this show’s successfulness, it does have a unique brand of off-beat humor that I honestly found fairly charming. The show and its creators seem deeply endeared to the tradition of American folk and country music, even as they simultaneously finds ways to mock its eclectic cast of performers. (My favorite bit: the deadpan performance of “Blood on the Saddle” by the oblivious Big Al character with his out-of-tune guitar.) It also helps that the bears’ cartoon expressiveness is brought to life by some of the most detailed and elaborate audio-animatronics in the Magic Kingdom, and there are nearly twenty different performers brought on and off stage ensuring that the show never becomes repetitive. Apparently the Jamboree has been shortened by about six minutes after a recent refurbishment; I’d be curious to see the material I missed.

Grade: B-

Big Thunder Mountain Railroad

The physics that govern roller coaster designs are the opposite of what their dramatic structure should be. A good show needs to have a big finish, but roller coasters by their nature usually start with their biggest tricks and then become tamer near the end as energy is lost to friction. Despite WED Enterprises’ intense focus on story and the advantage of having three lift hills to moderate the energy throughout the ride, Big Thunder Mountain Railroad still falls victim to this common mistake of coaster design. The first cavernous lift hill that’s threaded through a split waterfall: spectacular. The first gravity-driven section with several drops and tight curves including a trick-track past a ghost town: pretty fun. The second gravity-driven section with the one hill that almost produces airtime and a couple close headchopper effects: getting a bit repetitive, but still fun. The third lift, with the ominous tremors and off-kilter rails: good, now the tension is mounting. And then the final gravity driven section: wait, that’s it? It’s over? It’s not a particularly thrilling coaster before that point yet I’m willing to enjoy it for what it is, but in the last act the themed storyline is horribly at odds with the actual coaster experience. The setting around the third lift seems intended to build tension, while the final gravity-driven section on the other side (by far the slowest and gentlest part of the layout) functions as the coaster’s denouement. Missing from this arc is any sort of emotional climax, which is a gaping big hole to have from a story structure perspective. Even many of the Arrow Dynamics mine trains built for regional amusement parks up to a decade prior to BTM’s debut usually had a better sense of dramatic layout construction, and using a tighter budget than Disney. California’s version is the same way, although it seems Imagineers did realize the problem and took steps to correct it on subsequent international entries in the Big Thunder canon by including a bat cave (Tokyo), an underwater drop (Paris), and finally a “dynamite” LIM launch (Hong Kong, as Big Grizzly Mountain). Of course there’s the theming on Big Thunder: there’s more of it, but it’s just more that whizzes by, and apart from the first lift it does little to transcend the original mine train coasters at Six Flags besides distracting us with more visual clutter.

Grade: C

Splash Mountain

If there’s something in the nature of roller coasters that works against the rules of theatricality, then inversely there also seems to be something in the nature of log flumes and water attractions that fits naturally to dramatic structuring. Since log flumes can’t easily sustain high speeds and navigate complex maneuvers, they instead rely on only a couple of big drops that can be used to signify key dramatic points in the narrative where an “emotional shock” is needed, particularly if placed towards the end to function as a grand climax (adjusting the drop height is an easy way to quantify the emotional impact of a plot point), and the rest of the slow-moving trough sections can be used to develop and flesh out other elements of the themed storyline without rushing by them. Although Knott’s Timber Mountain Log Ride established the basic principles of the log flume in a theme park setting, it was Splash Mountain that cemented the rules of the genre by carefully integrated the flume dynamics to fit Freytag’s pyramid of dramatic structure: Introduction (“How Do You Do?”, with the outdoor establishment of the rural Georgia setting, Slippin’ Falls, and indoor establishment of the principal characters); Rising Action (“Ev’rybody Has a Laughing Place”, the double indoor drops and dark cave sequences); Climax (the iconic drop into the briar patch); and Resolution (“Zip-A-Dee-Doo-Dah”, the return trough channel to the station). At over ten minutes in length it has plenty of time to immerse riders each of these story chapters so the emotional transformation from beginning to end can be noticeably felt, even if it suffers from a few issues such as an overly long delay between the drop climax and the final show scenes, or some animatronics and set pieces that seem in dire need of a refurbishment. Nevertheless Splash Mountain is a prime example of how to merge traditional amusement park thrills with immersive story-based entertainment, and has helped cement the log flume attraction as a neoclassical Disney favorite.

Grade: B

Tom Sawyer Island

As the welcum sign says, if’n you like dark caves, mystery mines, bottomless pits, shakey bridges n big rocks, you’re probably bound to enjoy spending some time on Frontierland’s Tom Sawyer Island. The river rafts required to reach the island act as a natural choke point for the entrance so it should usually be one of the least crowded areas in the Magic Kingdom, and the unpolished rustic appeal of trails through the trees with various gags to explore at your own pace in whatever order you’d like makes it a refreshingly different kind of activity for the Magic Kingdom. The paths are even made with real dirt and woodchips, now that’s what I call “attention to detail”! Of course it could be easy to argue that this is no substitute for hiking in an actual National Park, but since it’s at Disney I think it’s perfectly fine to have someplace where you can momentarily escape when you start to feel overwhelmed by how much “Disney” there is everywhere else. A word of warning, the floating barrel bridge should not be attempted to cross by anyone who’s recently thrown back a few bottles.

Grade: C+

Liberty Square

If the overall tone of Adventureland is “silly” and the tone of Frontierland “romantic”, then Liberty Square must represent the Magic Kingdom’s morbid side. By my count there are at least 1038 dead people in Liberty Square: the 999 ghosts haunting the mansion, plus 39 dead presidents in the Hall of Presidents. How else to make the thematic connection between this small area’s most important attractions than that they all feature old American buildings filled with magically reanimated corpses? The Revolutionary American architecture is a nice diversion from the cartoonish fantasy in the rest of the park, and is completely unique to the Magic Kingdom, although there are already a lot of tourist attractions that do this sort of thing on a larger scale, and with more educational value, too. Not that it matters much as Liberty Square is also home to one of my favorite attractions in central Florida.

The Hall of Presidents

I suspect many patrons enter the Hall of Presidents out of a sense of civic duty rather than from any innate desire to sit through an austere 20 minute multi-media presentation on American history when they could have ridden the Haunted Mansion within the same timeframe. I don’t “want to” see the Hall of Presidents, I “should” see the Hall of Presidents. Of course we could also be there from an innate desire to gawk at the spectacle of technology that seemingly lets dead presidents return from the grave, even though Disney tries to underplay the significance of our collective tech fetishism to the show’s patriotic importance (perhaps similar to the way Nascar might try to gloss over the universal appeal of watching their race cars crash and burn). However, be forewarned that the majority of the show’s running time is devoted to a Ken Burns style documentary (narrated by Morgan Freeman) that briefly summarizes the presidencies of Washington, Jackson, Lincoln, Roosevelt, the other Roosevelt, and Kennedy. When they finally do bring the presidents onstage there’s little more than a spotlight roll call with Freeman reading down the list while each man only gives a subtle nod, seemingly underutilizing the hi-tech figures especially since we can’t observe them up close in detail. Obama (and an earlier bit by Lincoln) are the only two AAs that are ever given talking time, and the format oddly seems to encourage the interpretation that 200+ years of presidential history were all quietly anticipating the eventual Obama administration, although most likely this is an accidental by-product of Disney’s showmanship tendencies that require a big grand finale. Credit goes to at least attempting to make the show as non-partisan as possible, and Walt Disney’s message that every president has been equally important to the success of the American democratic experiment is a noble one, even if most informed people in the audience are likely to subtitle the show in their own minds as “The Good, the Bad, and the Ugly”.

Grade: C

The Haunted Mansion

Before anything else we first must face the question of suicide. It is only after we fully confront this unanswerable problem that we can start the party that is life. More than forty years since its debut, the Haunted Mansion (along with its western and eastern counterparts) remains the most radical attraction ever built at a Disney theme park due to its complete reversal of the traditional ghost story arc. Here it begins with the macabre death of the main character (the suicidal remains of the mansion’s “ghost host” narrator dangling above our heads) and then rewinds the horror backward until we’re dancing along with the undead in a jazzy graveyard jam. Where a lesser attraction might have tried to use the “hitchhiking ghost” illusion in a serious context, in the Haunted Mansion we’re obviously meant to laugh at the final reflected image of ourselves as we seemingly become undead spirits, a final gag that becomes the punchline to one long joke about mortality. This isn’t to say that every element of the Mansion fits perfectly to the story – there’s an attic scene between the ballroom and graveyard filled with trick portrait photographs that disrupts the continuity of the mansion’s transformation into a lively and festive atmosphere (Roland Barthes wrote that death is implicit in every photograph due to the way they consciously remind us of the person or world “that-has-been”, so such a scene would have been more appropriate towards the beginning of the storyline), and I still think the rooms are filled with a little too much technological showmanship for the mansion to ever feel truly haunted (compared to the creaky low-tech spooks that inhabit, say, Knoebel’s Haunted Mansion, where the ride’s history and thus the presence of death become omnipresent). Still, these are relatively minor shortcomings for an attraction that daringly manages to transform our initial existential dread into something that eventually becomes quietly life-affirming. In the end the Haunted Mansion offers no answer for how to best “find a way out”, but it doesn’t matter so long as it helps us live to laugh another day.

Grade: A-

_______Fantasyland_______

It seems ironic that “fantasy” has become such a narrow genre label within contemporary usage. Nowadays if you label something “fantasy” that always, always, always implies a setting in (or loosely resembling) Medieval Europe (maybe Classical or Renaissance Europe if it’s particularly imaginative fantasy), and you can be sure that you can’t throw a stone without hitting an elf, dwarf, wizard, or dragon… yet flying spaghetti monsters remain completely invisible. Since when did we become so dependent on the brothers Grimm and J.R.R. Tolkien to feed our imaginations? I applaud attractions like “it’s a small world” if only because they try to escape the confines of old Europe in creating a unique aesthetic setting that can still be called “fantasy”. Then again, I absolutely do not want to see Figment from Epcot’s Imagination pavilion anywhere near the Magic Kingdom, so perhaps I should be careful in what I ask for.

“it’s a small world”

“it’s a small world” is the one attraction at Disney parks that has given me more grief in my role as a critic than any other attraction. On the one hand, it has a completely original artistic style that rejects hyperreal simulacra while conveying a simple, non-pandering message for world peace that resonates across generational divides, and in the process has made one of the deepest footprints on the pop-cultural landscape of any theme park attraction ever built. But on the other hand… it’s a small world. A small world where the music is stuck in an endless reprise and the thousands of dolls will never cease dancing like they’re at a house party thrown by Sisyphus. A small world where no matter what country I’m in it all looks like a jellybean factory recently blew up nearby, and the kaleidoscopic shapes and colors will burn imprints into my retinas after ten minutes of exposure. And a small world where no matter how slow my boat seems to be floating down the channel it will still inevitably get backed up for several minutes behind other boats just before reaching the unload platform. Perhaps the solution to my grief is to not approach “it’s a small world” as a critic, but simply as myself. In that case, speaking for myself, on the outside I probably appear with glazed eyes and mouth slightly agape, but inside I’m still smiling a bit at the excessively simple and simply excessive pageantry of the whole ride. I guess that means that I must enjoy it on some level, even if I’m never going to be its target audience. However, also speaking for myself, I find that the world usually seems the most wondrous when I’m aware of its vastness, not its smallness.

Grade: C+

Peter Pan’s Flight

At most other parks the longest lines usually come before the newest and biggest rides. But the Magic Kingdom isn’t like most other parks, and here the longest line usually comes before Peter Pan’s Flight, which is neither the park’s newest, nor biggest. This is one of the original “drive-thru movie” style dark rides, and I’ve honestly never had much love for the genre so its “classic” status means little to me. As a form of storytelling, it’s only a little more effective than a movie trailer. While trailers and dark rides are each a unique medium with their own special rulebooks for the delivery of a neatly crafted emotional arc over a brief span of a couple minutes, both are ultimately subservient to the originating feature length film, unable to stand on their own artistic merits without it. Peter Pan’s Flight is a small but detailed ride with only a couple memorable effects, cast in the shadow of a giant name that seems to be the real reason for drawing in the longest lines in the park. Or the long lines are because it’s indoors, there’s no minimum height limit, and single-bench vehicles provide less than ideal throughput. Either way, FastPass is highly recommended.

Grade: C-

Mickey’s PhilharMagic

Here’s a litmus test for the quality of any theme park 4D cinema: would you want to watch the same short film if it were offered as a DVD extra for your home television? It’s all too easy for such attractions to gloss over a weak story with an abundance of 4D special effects, in which the hero’s conquest over the evil villain becomes a barely memorable plot hiccup in comparison to that time the comic relief guy spit his drink on the audience. Mickey’s PhilharMagic would probably fail such a test, although part of that might be because I’ve already seen roughly 80% of the material on DVD (well, VHS). Most of the short film consists of a musical medley from their most popular animated films, tied together by a plot involving Donald Duck becoming a mistaken sorcerer’s apprentice to a magical orchestra. (Despite the title, Mickey remains off-screen for the vast majority of the show’s runtime.) It recalls enough Saturday morning cartoons that I can find it relatively entertaining, although I’d be lying if I didn’t admit its biggest appeal is the chance to sit in the dark air conditioning for a few minutes. The other parks at the Disney World resort have much better 4D cinema attractions.

Grade: D+

The Many Adventures of Winnie the Pooh

This is a competently-made dark ride that uses a variety of artistically inspired set pieces and special effects to tell a compelling story in the 100 Acre Woods about the perils of hard drug abuse. In it, Pooh ignores his neighbor’s pleas for help during a hurricane that threatens to destroy his community so that he can find his next fix from his recently depleted honey stash. When none is to be found, his charlatan friend Tigger convinces him to steal honey from his neighbors. After surviving an out-of-body hallucination caused by honey withdrawal, Pooh wakes to find his community underwater and his best friend about to drown. He again ignores this when he discovers a stash of honey in a tree large enough to put his whole body inside. The community eventually reconstructs, and Pooh finds that the best way to manage his honey addiction is to consume even more honey. It’s like the family friendly version of “Requiem for a Dream”, except Pooh doesn’t have to have his paw amputated at the end. (Um, spoiler alert.) And yet people still think Universal is the edgier of the major theme park operators in Florida…

Grade: C+

Mad Tea Party

Interactivity can improve almost any flat ride experience, a claim of universality which cannot be made by most other categories of amusement attractions. The more intense interactive flat rides can become a first-person physics experiment, while the gentler rides can become a social activity; both types possibly benefit from increased mental stimulation over the monotonous motions of non-interactive flat ride counterparts. With an inert disk at the center of the seating that requires riders to join together to set their tea cup in motion (the amount of muscle you put into it directly controls how fast the cup spins; no button pushing or cord yanking here), the Mad Tea Party is an enduring example of rider interaction done right, even decades before “interactivity” became an amusement industry buzzword.

Grade: C-

Dumbo the Flying Elephant

Some theme park fans might like to think that Disney’s storytelling and placemaking abilities allow their parks to completely transcend the ordinary amusement park experience, yet this possibly ignores the fact that at least two of their most iconic and popular attractions are essentially glamorized carnival rides (Dumbo and the Mad Tea Party, maybe a few others). This isn’t to denigrate these rides at all, only to point out that even at Disney you can’t deny the simple pleasures of spinning around in circles that make fairgrounds so popular. Of course the Magic Kingdom does it with a lot more class, and I even get an odd satisfaction just from thinking about all the extra capacity the new dueling arrangement offers. I can only assume this comes from spending too much time in slow-moving queues at other parks where I must entertain myself by mentally calculating the estimated throughput numbers. Still, regardless of how classy the presentation is within the Storybook Circus of New Fantasyland and how fast the line moves, I must ask now that I’ve done it once: am I ever going to voluntarily ride Dumbo again?

Grade: D+

The Barnstormer

It’s not Disney’s fault that the Vekoma Roller Skater would go on to become more popular than head lice since the Barnstormer’s 1996 debut, with a total of four now residing in central Florida alone. But even if Disney had signed an exclusivity contract with Vekoma (which would have been a bum deal for Vekoma, as they’ve managed to sell 75 other Roller Skaters worldwide, with a third of those being identical clones to the Barnstormer, sans chain lift and transfer track), it still would have been identifiable as a stock product. It’s one of the few Walt Disney World attractions that seems to exist first and foremost to fill a generic ride category (Magic Kingdom doesn’t have a children’s coaster, so let’s add one), with the details of where, how, and why it should fit in the rest of the themed environment being a secondary concern. (Even the much maligned Primeval Whirl had more thematic justification of the stock model spinning mouse choice in the context of the roadside Americana theme.) It’s not even defensible as a way to absorb capacity on a busy day since a maximum of 16 riders per dispatch still sucks by Disney standards. What sane individual waits an hour in line to experience twenty seconds of weaving helices? At least with the Great Goofini makeover and second train it’s leagues better than its single train, looney tunes styled Anaheim cousin, but that isn’t saying much.

Grade: D

Under the Sea: Journey of the Little Mermaid

Well… it has a good queue line. Once we board the clamshell vehicles we’re then treated to a four minute thesis on the shortcomings of theme park attractions as a narrative art form. Much of it is technical in analysis: omnimovers demonstrate the completely the wrong choice of ride system for this particular story. Unlike the Haunted Mansion or Pirates of the Caribbean, which are very open-ended stories told via mood across space, the story of the Little Mermaid is mediated by events across time, and therefore requires a much more linear sequential ride format with clearly defined scene changes to advance the narrative. Both Peter Pan’s Flight and Adventures of Pooh are reasonably competent at this; the individual cars enter a room, a short scene plays out in front of them, and then you exit into the next room, where each door or dark threshold between scenes acts like the spatial equivalent of a cinematic cut. However, with a continuous chain of omnimovers it’s impossible to present any completed action directly to the audience for more than two seconds. Events and dialogue have to be open-ended and unfold in an infinite loop, so that you can enter and exit the scene at any moment and still have it work. But it doesn’t work with this story. Much of the action driving the plot on Under the Sea is still “closed”; meaning, as you enter Ursula’s chamber, you’re likely to hear the second half of a certain line of dialogue, followed by an empty pause (where in film we might expect a cut), and then only catch the first half of her next line (which must convey the same basic idea as the first line we partially missed) before being scooted out into the next scene. This short-form narrative doesn’t even play like a trailer for the feature film; it’s more like randomly skipping ahead on the playback bar of the movie. So incoherent is the plot in Under the Sea that I had to read a synopsis afterward to figure out that Ursula is not the one responsible for the celebratory ending where Ariel and Prince Eric are united. Thus the thesis ends with a basic question of aesthetics: why retell this story at all if it wasn’t going to be retold well? The answer, however, is only too obvious; it simply has nothing to do with aesthetics.

Grade: D

Tomorrowland

Apparently the future already happened and we all missed it. Ignoring the quality of the attractions within it and just focusing on the environment, I think this might be one of my least favorite themed lands anywhere on Walt Disney World property. The main midway in particular is very visually cluttered, and despite the futurist theme it feels like the most outdated section of the park. This outdatedness would have been okay if it was the future as envisioned by a previous generation; perhaps from Walt’s perspective in the 1960’s as seen in the Carousel of Progress, or from Jules Verne’s fiction as seen at Disneyland Paris’ magnificent Discoveryland? However, here it’s not a coherent representation of anyone’s vision of the future, either past, present, or fictional. Cartoonish flourishes interrupt the sleek chrome aesthetic, advertisements for attractions (or even vacation properties) compete for precious attention resources, and after navigating through the dense black hole of tourists bottlenecked in the narrow arcade midway, the space then opens up in the back with Space Mountain and Carousel of Progress both seemingly located way out in the middle of the Florida swamplands. Movie-based attractions have become popular in recent years, yet proper science-fiction stories are almost completely extinct in Tomorrowland. Of the Pixar films they chose to include both Monsters, Inc. and Toy Story, but not WALL-E? A revamp is rumored once New Fantasyland is complete, and I say it can’t come soon enough.

Monsters, Inc. Laugh Floor

This interactive comedy club using digital puppet technology based on characters from Monsters, Inc.3 will most likely require some patience from its audience members. Comedy is a subtle art that thrives on spontaneity and subversiveness, both increasingly hard resources to cultivate at the Magic Kingdom. The show is padded with a lot of pretty tepid puns and corny one-liners (the staged bits involving the curmudgeonly Roz seem particularly uninspired and stagnate the show’s pacing considerably). However, if you’re lucky your patience will be rewarded (hopefully more than once) during an interactive segment when an unexpected reply from the audience is met with a perfectly timed ad-lib from on stage (or, more accurately, from behind stage). Who knows, maybe you’ll also discover a gem from the audience-submitted jokes they read at the end, but the legal disclaimer during the preshow warning of the many rights given up by participating (including human) meant that the best texted-in joke they could collect from our group was the one asking how to make a hanky dance. Yeah, you can show us the exit now, thanks.

Grade: D+

Stitch’s Great Escape

This is an excellent attraction for people who are either at a third grade maturity level or who might get enjoyment out of S&M activities. First you’re strapped down to your seat by a rigid horsecollar, then the lights are turned off, whereupon you’re subjected to five minutes of being sneezed on, jumped on, burped on, and sometimes spit on by a hyperactive blue creature called Stitch (voiced by a guy who has evidently swallowed an entire helium balloon). If that all sounds like too much fun, don’t worry because there are plenty of laborious talking exposition scenes added to the beginning and end of this experiential show to keep it from ever getting too exciting. However, to my eyes the best part of this attraction is that the authoritarian intergalactic penal system depicted in this story could potentially inspire a lively discussion about Michel Foucault’s thesis in “Discipline and Punish” afterward. This is how you make Disney magic, people.

Grade: F

Buzz Lightyear’s Space Ranger Spin

It’s a first person shooter video game layered on top of an omnimover dark ride, and it gives you a joystick that lets you spin your car in circles as much as you want, whenever you want. How can this not be fun? Well, it’s not quite as fun at the very end when they rank your final score, and I realize that where I thought I had spent the last five minutes gunning down baddies like a mofo, in reality I rated only a few levels above Helen Keller. C’mon, Disney is supposed to be the place where dreams come true, so why do they have to shatter my delusion that I have a secret special ability that can make me a ninja assassin the first time I pick up a plastic laser gun? Of course I suppose that they shouldn’t make you feel good about your high score achievements too easily because apparently there are people who really can max out the score to 999,999. At that point I say they deserve to feel truly special at the end of the ride and are free to gloat over my paltry five-digit score, because what else can such people possibly have in their life that’s good?

Grade: C

Tomorrowland Transit Authority PeopleMover

True to its name, the Tomorrowland PeopleMover is able to move a lot of people in a short amount of time, which makes it a great attraction to fill between Fast Passes during the afternoon rush. The LSM-powered cars serve little practical purpose beyond letting you rest your feet for a few minutes in the shade while being chauffeured in circles around Tomorrowland at a breezy golf cart-paced clip, but honestly that alone is more than enough to make the PeopleMover better than the majority of mass transit themed attractions. While getting to take a tour through the inside of Space Mountain is cooler in concept than it is in reality (it’s dark and there’s a lot of screaming pre-teens, like you’re watching the worst slasher movie ever), the ride is well worth it just for including along the route the original EPCOT “Progress City” diorama envisioned by Walt Disney, back when the concept was still a fully functioning master-planned city rather than an educational theme park. The model is a little dim and dusty looking today; the forgotten promise of a future where we could all live happily together in a poverty-free, centrally organized, and technocratic community that had absolutely no similarities to communism.

Grade: C-

Space Mountain

I suspect that for many people Space Mountain was their first time ever on a “grown-up” roller coaster, meaning it was also the ride in which they decided whether to ride any more roller coasters in the future. While it’s a very fun ride that has justifiably earned it many adoring fans, it also has to be said that it can be a very intense and sometimes jarring ride as well, since roller coaster design in 1975 was still not much more advanced than plugging radians into straight lines and then hoping the steel fabricated product can complete the circuit successfully without killing anyone (at least outside of Germany). I personally enjoy the extra aggressiveness and retro quirks, but I worry that the experience might be “too much” for a first-timer assigned to the back row, prompting them to stay away from larger (but gentler) coasters they might encounter elsewhere in Florida. Despite technically being the largest of the five Space Mountains built around the world, I also think this one is probably the worst.4 More than the outdated engineering and special effects, it’s the absence of a soundtrack giving the layout a sense of organization and meaning that is most critically absent; the freely echoing sounds throughout the dome always subtly reinforce the perception that it’s all a very chaotic experience. A much more literal space travel theme (seemingly not updated since the Apollo space program, minus some colorful in-queue videogames) isn’t enough to hide the fact that Florida’s Space Mountain isn’t about anything, other than to deliver some roller coaster-type thrills in the dark. By the way, whose bright idea was it to put the loading and unloading platforms on the far side of the dome away from the rest of the park?

Grade: C+

Walt Disney’s Carousel of Progress

In the queue and during the introductory show scene there are several reminders that the Carousel of Progress was originally designed for the 1964 World Fair. These messages partly function as an advisory implying that we should be prepared for a lot of cultural outdatedness, but also to justify that it’s okay because this was one of Walt’s most personal projects he worked on before his death, and so the message behind it is timeless. Thus begins the audio-animatronic show in four acts, in which we move from scene to scene (each representing the American family home during different eras of the 20th century) via a carousel mechanism. Perhaps tellingly, the early (and relatively unchanged) scenes taking place in the 1900’s and 1920’s are the most convincing in part because we can barely even apprehend the gulf of time from our perspective at the present, while it’s the final scene (updated several times, most recently in the 1990’s to predict what the year 2000 might look like) that earns the most unintentional guffaws. While the presentation is uniquely and delightfully “Disney”, the philosophical message behind it is in support of some pretty hardcore technological determinism. Maybe that’s a good thing? After all, the Carousel seems to propose an extremely optimistic interpretation of modern human existence: our lives will be continually made better by technology as we age, so like the narrator we can happily sit around enjoying our increasingly automated homes, waiting for the linear trajectory of science and industry to arrive at a singular conclusion that somehow always remains just out of reach within our lifetimes. Well, it’s optimistic depending on what you want out of life. The script suggests that the value of progress is as an abstract cultural force (there’s always a great big beautiful tomorrow to look forward to) rather than any specific concrete result of progress, although it leaves open the question of how we determine the value created by technological development (either in concrete or abstract) in the first place. In the 1940’s our narrator optimistically speculates that households will soon be able to use the newly-invented television to learn Greek and Latin. By the last scene the family decides that soon everything will become so automated that they won’t have to do anything for the rest of their lives except exist as a nuclear family unit of happy consumers. This leaves me to assume that they’re close to realizing the ultimate of all human values, upon which point the carousel of progress will finally come to a stop.

Grade: B-

Summary

The world’s most popular theme park is proof that popularity is not purely a factor of quality, although as one of the ultimate products of pop culture there’s no reason to delay twenty years before finally taking the trip across the Seven Seas Lagoon.

Overall Grade: C+

Next: Epcot

Previous: Busch Gardens Tampa

 Magic Kingdom Photo Journal

 

Hong Kong Disneyland (Part 1)

Hong Kong, China – Monday, February 21st & Thursday, April 21st, 2011

Hong Kong Disneyland is a bit how I’d imagine the original Disneyland felt during its first decades, and not just because they share the same castle. Small, relaxed… and no overwhelming anxiety as I walk down Main Street. Love it or hate it, that anxiety is a pretty integral component of the modern Disney experience. Even as a passholder at Disneyland for a couple of years, the hassle of getting into and out of the park, navigating the overcrowded walkways, and making sure I’d be able to see and do enough during my visit to have made it worth my time (if not my money) was always a logistical challenge that would leave me with a bit of an edge, especially on first arrival. Fortune favors those with a strong FastPass game. It’s even more true at every other Disney park I’ve been to where I didn’t have the reassurance of an annual pass.

Unfortunately, Hong Kong’s small park charm seems to have come at the expense of a perhaps more important aspect of Walt’s vision: to be successful and loved. On the success count, Hong Kong Disneyland has pretty objectively and publicly fallen short; the park is notorious for it’s struggle to achieve meaningful attendance and always brings up the rear of the Disney pack in the annual TEA Theme Index. But that’s just a symptom of a deeper illness: the park is not particularly loved by just about any group that visits it.

International theme park visitors and Disney fans are likely to find the park unoriginal and lacking in world-class attractions (though less so in the years since Mystic Manor). Tourists from China and neighboring countries are disappointed by the small castle, of which their local knock-off theme park probably has a larger and grander version. And Hong Kongers themselves are possibly the most hostile towards the park, remembering it by its disappointing debut that opened to massive holiday crowds with only four “full-size” rides, one of which was the Winnie the Pooh dark ride (and not the E-ticket Tokyo version). Just as Tokyo Disneyland was embraced as a symbol of Japan’s cultural pride that they were deserving of their own Magic Kingdom, Hong Kong Disneyland provoked the opposite response, that a foreign corporation would insult Hong Kong’s civic pride by deeming it unworthy of the real thing. Another student at HKUST told me about a business teacher that once used Hong Kong Disneyland as a case study to conclude that the only way to fix the park’s reputation in Hong Kong was to demolish it and start over.

While Disney’s actual strategy isn’t quite so drastic, they’re not far off: the castle is currently being radically redesigned to bring it up to “international” standards. Plenty of western Disney park fans might find the project a silly castle-measuring contest not worth wasting money on, but they’re overlooking how symbolic that small castle became amongst locals for the park’s many other failings. “Fix” the castle, and just maybe Hong Kongers will finally see the rest of the park as “fixed” as well.

As for me, while I certainly understand these changes and appreciate the many new attraction additions, I’ll also hold a certain amount of nostalgia for the year when I was able to enjoy all the qualities of a Disney park experience at the scale and laid-back pace of a smaller regional park experience.

Another thing I’ll always appreciate: convenient access to public mass transit in the form of a dedicated line on Hong Kong’s MTR. Never has getting to a Disney park from off-property been as easy and enjoyable.

To get to the park there’s this long empty promenade which I’d imagine is earmarked for a Downtown Disney-style RD&E district sometime in the future.

This fountain has a simple but effective visual trick that allows Mickey to gently surf up and down on the water spout. To get to the park you have to turn right upon reaching this fountain. The designers claimed this curved flow was in accordance with the principles of feng shui to route positive chi energy to the correct destination, although I suspect this is likely a post-hoc justification for a masterplan that is clearly meant to eventually accommodate a second gate directly across from the first.

In 2011 Hong Kong Disneyland was selling a season pass for just HK$650, or about US$83. You can’t even buy a one-day ticket to the US Disney parks for that little anymore. I was able to visit four separate occasions in spring 2011, although these photos are from only two of those visits.

The traditional Disneyland entry sequence under the train station.

And there it is, Main Street, USA. Almost exactly like at Disneyland, except with mountains in the background and without the proper cultural context. (Or trolley cars.)

This is about as crowded as I’d ever experience Hong Kong Disneyland, arriving in the morning on my first visit after the Lunar New Year holidays.

Various Main Street details and facades from Disneyland carry over here. Most of the international castle parks borrow elements from Disneyland and/or the Magic Kingdom, but Hong Kong’s is probably the most direct copy, especially in the Main Street area.

One feature of Hong Kong Disneyland’s Main Street that’s not found anywhere else is the Art of Animation exhibit. While not a show like Disneyland’s Great Moments With Mr. Lincoln which occupies this spot, it’s certainly better than having no additional programming here, as is the case at most other castle parks.

There’s a small gallery of artwork and models from one of the current films Disney is promoting. This was early 2011, so that film was evidently Cars 2 (even though all of this is from Cars 1).

The real attraction is the Toy Story Zoetrope, which runs every couple of minutes. The effect doesn’t work as well with a digital camera, where the difference in frame rates creates a pretty strong flicker effect.

The rest of the gallery is a preview center of the park’s expansion plans. Toy Story Land was several months away from opening, with Grizzly Gulch and Mystic Point still one and two years away, respectively. While Toy Story Land wasn’t much more than a missed coaster credit, Big Grizzly Mountain and Mystic Manor look to be two of Disney’s best original concept attractions produced this entire decade, and certainly the new highlights of the park.

However, I’ve always found the layout and masterplanning of this expansion quite odd. Making a big loop around the outside of the train tracks is not great for guest flow and would suggest that the original masterplan never considered the small park might need to grow. I also wish that Grizzly Gulch and Mystic Point could have flipped locations. Mystic Manor is essentially the Adventureland version of Haunted Mansion, so putting it next to Adventureland would have allowed both lands to feel larger and more immersive. Plus, I could imagine some adjacency between Grizzly Gulch and Toy Story’s Woody’s Roundup, which might have kind of helped that land fit the park.The best place to see the construction on these lands was on the Hong Kong Disneyland Railroad. Unlike the other castle park trains, this one only has two stations in Main Street and Fantasyland.

But like Disneyland, the passenger cars face sideways towards the center of the park, meaning the only place to view the backside of the railroad is sitting at the edge of the very last car.

Here’s Grizzly Gulch with track laid for Big Grizzly Mountain Runaway Mine Cars.

Mystic Manor was still just a giant shoebox.

This way to Toy Story Land.

Anyway, back at the center of the park is Sleeping Beauty’s Castle. No walk-though or anything else to experience inside here.

At the time, Hong Kong Disneyland was still celebrating its five year anniversary, and we had to suffer through these gold sequin and ribbon adornments. The park has more than doubled in age as I write this.

[Mickey Mouse voice]: My name is Mickey Mouse, king of kings; Look on my works, ye Mighty, and despair!

Besides Main Street USA, Hong Kong Disneyland opened with only three lands: Fantasyland, Tomorrowland, and Adventureland, probably in that order of indispensability. (Frontierland obviously proved to be dispensable.) I’ll start by crossing into Fantasyland.

Much of Hong Kong’s Fantasyland is given to fanciful abstract gardens mixed with a light Renaissance faire vibe. There’s nothing particularly historical about any of the design, but I imagine the impression it leaves for a modern audience is similar to what visitors to the original Disneyland Fantasyland must have felt in the 50’s and 60’s. Especially as the pathways are not utterly choked by strollers.

Despite having the Sword in the Stone positioned in front of it, the name of the anchoring carousel got a gender swap from King Arthur Carrousel to Cinderella Carousel.

Dumbo the Flying Elephant is another must-have flat ride at any Disney castle park.

Finally, the Mad Hatter Tea Cups rounds out the collection of Fantasyland flat rides. This one is positioned under a rather bulky canopy.

Mickey’s PhilharMagic 3D movie is also here. The grand finale still features Donald Duck’s ass. I saw the show once between my four visits to Hong Kong Disneyland.

Incredibly, a copy of Peter Pan’s Flight somehow missed the cut in this park, leaving The Many Adventures of Winnie the Pooh as Hong Kong Fantasyland’s single OG dark ride.

Similar to other installations of this ride, the queue isn’t great.

However, the ride itself is as always a cute adaptation of Winnie the Pooh and the Blustery Day. It has a decent Pepper’s ghost effect followed by an acid trip dream sequence, all in what’s otherwise a kid-friendly story about substance addiction.

I can’t think of too many traditional-style dark rides that include an on-ride photo. So here’s an on-ride photo of me filming the on-ride video from above.

The Golden Mickeys is a live show that uses a movie awards program as the framing device in order to set up a series of musical numbers based on many of their popular songs and characters. Given that Mickey’s PhilharMagic uses the same technique (and even a few of the same movies) it felt maybe a little redundant, especially given the shortage of other attractions in the land. It was replaced by a new show in 2015.

In 2011 the park’s newest major attraction was a copy of “it’s a small world”, which opened in 2008 beyond the railroad tracks waaaaay at the end of a cul-de-sac in the back of the park. I really hope the eventual Frozen Land will connect to the Small World plaza so it isn’t so isolated.

This is yet another instance where the closest copy of this attraction is the Disneyland version. However, this one places the queue and loading platform under a roof (complete with lovely drop ceiling), and as can be expected the depiction of international locations has evolved somewhat to emphasize a more Asian perspective. Also more pastels on the exterior. I’m thankful I didn’t take any pictures inside so I don’t have to sort through them.

And that’s Fantasyland. The tour continues to Adventureland on the next page.

Next: Hong Kong Disneyland (Part 2)

Previous: Ocean Park Hong Kong

Fantasyland

Disneyland – Anaheim, California

With so much simulated history saturating the always pristine and perfectly maintained Disneyland, it can be easy to forget that this place has a real historical legacy of its own. Any place else in the world with a pop-culture pedigree as powerful as Disneyland’s would do everything they could to preserve and advertise that history, but Disneyland always looks like it was built yesterday even when it looks like it was built in the 1870’s. However, one look at the diminutive Sleeping Beauty Castle centerpiece, not even 80 feet tall and rather square in appearance, reminds us that Disneyland had (relatively) humble beginnings. It wouldn’t be difficult to replace this castle with one of the larger, more elegant designs found in Paris or Shanghai; but to do so would be sacrilege, this tiny castle must be preserved for future generations, and everyone at Disneyland knows that. It’s the most photographed structure in the park not because it has a remarkably sublime presence or beautifully replicates any European landmarks, but because it represents its own history as the icon of Disneyland. Looking at it in person I thought that anything more would have been less, because perfection would have made it blend in too easily and I never would have stopped to realize these were the same walls Walt used as the backdrop when he inaugurated the park over half a century ago. You can even walk inside the castle through a stylized diorama of the Sleeping Beauty story, although it has clearly been updated with modern holographic technology.

Just as the castle is the most famous visual landmark at Disneyland, Dumbo is probably the most famous attraction, despite being one of the smallest and simplest in the park’s line-up. I don’t know why it’s so famous. It must have been when Harry Truman visited the park and refused to ride anything that was a symbol for the GOP. This fame can cause problems because the popularity of the attraction easily exceeds the low capacity that’s inherent in these types of circular flat rides, mitigated only by the fact that it runs very short ride cycles. With half-hour queues for a minute-long circular flight that could be found at any other amusement park or carnival, the balance of customer cost-benefit is tipped heavily towards the unfavorable side making Dumbo quite possibly the worst attraction at Disneyland. I did not bother to test this hypothesis for myself as my interest was as limited as my time, especially as the original iconic attraction built by a fledgling Arrow Dynamics was removed by the early 80’s with the current generation model opening in 1990. Does anyone know if the 1955 equipment still exists in a museum anywhere? If you’re going to wait that long in line, make sure it’s for something that is completely unique to Disneyland.

It’s a similar song over at King Arthur Carousel, except: A; there are more than 16 seats. B; the ride lasts longer than a minute. C; Not only has it operated continuously since Disneyland Day 1, it’s a relocated antique Dentzel model dating back to 1922. Normally Disney attractions try to embellish their sense of history through weathering techniques to give a greater sense of gravitas, but here is the rare (and somewhat bizarre) case in which the reverse is true, as Disney’s efforts to keep the machine looking fresh renders a weightlessly ahistorical, indifferent impression at first glance.

If there is one attraction at Disneyland with a lasting historical legacy that it proudly wears on its sleeve, it would have to be the Matterhorn Bobsleds. Walt Disney was notoriously adamant that the loud, visually intrusive wooden roller coasters of his day had no place in his Disneyland, but also realized paradoxically that his park would not be complete without a roller coaster, and so he challenged Arrow Development to devise a system that would be smooth, quiet, and easily disguisable within the alpine mountain structure envisioned for the empty space between Fantasyland and Tomorrowland.1 The result of this experiment was that the 1959-built attraction became the first tubular steel tracked roller coaster ever built, a designation that makes riding its rails feel akin to witnessing the first screening of the Jazz Singer. Considering how radically tubular steel coaster technology has permeated and shaped the entire theme park landscape today, it seems almost miraculous that we still have the originating design, largely unchanged from its first format.2 The rails maintain a delightfully quirky quality that predates computer design, and the braking mechanisms consist of small under friction skid pads not dissimilar to traditional wood coaster technology. The mountain exterior is almost the same as it was in 1959 save for minor cosmetics and plugging a few holes, and the interior retains the powder blue cavern walls with cartoonishly oversized illuminated crystals and icicles that make modern-day hyperrealists cringe with embarrassment (although these features were part of a 1978 refurbishment, as the original mountain had an empty interior that was more Space Mountain than Expedition Everest). The rolling stock, also necessarily redesigned over the years, maintains the tradition of simplicity and freedom that characterized roller coaster vehicles before speeds, g-forces, and the accompanying litigation required riders to be boxed in and shielded from the onrushing reality around them. The seating design is so low and minimalistic we sit nearly flat on the floor, either with plenty of room to stretch our legs, or snug and cozy if shared with a riding partner on our lap.3 Buckling the singular seatbelt, the brake pads release and we begin our alpine expedition.

We climb the lift hill in almost complete darkness through the center of the mountain, and at the top is a long plateau where the howl of a nearby yeti is heard. Reaching daylight, our bobsled glides around the precipice over the whole of Disneyland before curving downward and gaining momentum. A surprise encounter with the abominable snowman causes a last-second defense maneuver deeper down into the mountain. The convoluted track dips and twists along a high-speed chase in and out of the Matterhorn, sometimes dangling over the edge of a cliff in broad daylight, sometimes threatening to file our digits down through tight rock and ice caverns, sometimes submerging us into an impenetrable fog of darkness, and frequently playing tag with competing bobsled teams as we all run away from a second yeti attack.

Towards the end we open up into the outdoor section of the bobsled run, racing for the home stretch while dodging a few waterfalls. Approaching the base of the mountain, our bobsled hones in on a small lake as a landing spot and we brace ourselves for impact. Ker-sploosh! Sorry Big Thunder Mountain, but this is a splashdown finale done right. Fully submerged track with water displaced by nothing other than the force of the vehicle nose hitting it, it feels uncontrolled and comes with a real sense of danger that a rogue splash could find its way squarely into our face (my worry is fueled by those earlier waterfalls that weren’t shy about their disrespect for the vehicle clearance envelope). It’s a genuine final highlight to an always superb ride that creates the singular lasting impression for the roller coaster to be remembered by.

After only one ride I had no question that the Matterhorn Bobsleds would be my single most favorite attraction at the Disneyland Resort. It’s not just the retro charm that appeals to me (although that’s obviously a valuable dimension), but the Matterhorn is simply a really good roller coaster design, irrelative of the era it was built.

It starts with the rolling stock, of which I am always an advocate for unrestrictive, minimalistic designs. The spacious inline seating maintains comfort and smoothness while creating a high degree of exposure that dramatically heightens the visceral experience, wherein 27 miles per hour never felt so fast. The layout is another success, a long, intricate design that emphasizes flow and continuity over a sequence of divisible big moments. There are no pauses in pacing thanks to a single lift and the use of small skid brake pads for the ride’s blocking, which are installed along any sort of bend or slope where needed, creating uninterrupted action without sacrificing dispatch frequency. (Why have ‘advances’ in block braking technology worsened roller coasters in this regard?)

Yet despite the layout’s simplistic continuity and limited range of maneuvers, the non-computer aided track design imbues the experience with plentiful character (and a few occasions when you may need to brace yourself) that assures no two moments are ever alike, especially when variations in the indoor/outdoor thematic setting are introduced. I would have imagined the first tubular steel coaster would have been full of perfectly straight rails bridged by simple geometric curves, much like the steel wild mice of the era, to save on bending costs. But the track on the Matterhorn seems to have been personally sculpted by Karl Bacon and Ed Morgan’s own hands, such is the array of uniquely shaped curves, dips, and banking transitions that all flow into each other. The top-to-bottom descending layout also manages to hold speed from beginning to end so the thrills don’t start to wear off as it progresses; in fact it sometimes may feel like it’s getting faster the closer we get to the finish line. Because the layout is hidden by the mountain and the two track layouts are completely different, I can never memorize the Matterhorn no matter how many times I’ve ridden it or viewed the video, which always renews a sense of discovery and suspense before each ride that is missing from most coasters.

This would not have been possible without the alpine mountain design, which beautifully hides the layout from view so the coaster’s exact nature is never completely understood in its entirety without access to the blueprints. More than just a façade or a series of props distributed along the track, the mountain represents a perfect fusion is achieved between the theming and the roller coaster, such that it’s nearly impossible to imagine one without the other. Theme and ride are dual aspects of the same singular entity, with the former providing shape and structure for the latter, and the latter providing purpose for the former. Visually the ride is extremely economical, adding only exactly what is needed at each point along our journey, and indulging in nothing more. The retro-stylized interior (the “ice” on the cave walls looks more like icing on a cake) makes for a more humbled ride, one that shifts attention onto the experience itself rather than constantly beckoning us to remark on how clever the Imagineers are.

I realize that so far I have done nothing but gush praise about the Matterhorn, which might not make for the most interesting of reviews, but I don’t know what else to say since the Matterhorn is just about perfect for what it does. It is a fun, joyful roller coaster that I could probably ride a hundred times over and it would never fail to bring a smile to my face. How do I criticize that? The only thing I could possibly imagine adding to the Matterhorn would be an onboard soundtrack, but even that could go wrong in about a million different ways if the music isn’t perfect… and even if it was I’d still be slightly hesitant about it.

Actually, there is one thing I can criticize the Matterhorn for. It was the first modern attraction to regard a traditional exposed roller coaster structure as shameful or aesthetically displeasing. While a wooden coaster probably would not have been appropriate for Disneyland and the Matterhorn is perfect the way it is, its success also introduced and reinforced this notion that a roller coaster is made better by hiding it or making it appear to be something it really isn’t (this is true even of California Screamin’, a steel coaster disguised as a woodie). It’s a sentiment that remains subtly ingrained in nearly all dialogues concerning theme parks to this very day, and I don’t think that’s a healthy attitude for roller coaster enthusiasts to have about their own hobby.

“it’s a small world” was closed for refurbishment on the day of my visit. This might have been a stroke of luck for me, as not only did it mean I wouldn’t feel obligated to ride it and could use that time for an additional lap or two on the Matterhorn, but I also wouldn’t have to write another confused impression in my review and risk a backlash as happened last time. Be that as it may, I should mention that in the time since Disneyland Paris I’ve come to the realization that, despite spontaneously developing acute symptoms of wannabe hipster cynicism when I’m nearby this happiest cruise that ever sailed, from a creative design philosophy “it’s a small world” might very well be my ideal Disney dark ride.4

The reason I say this is because “it’s a small world” is one of the few rides (if not the only) in Disneyland that clearly subscribes to the auteur theory. This is a concept within cinema that states there should be a single individual responsible for the creative direction of a work (the author, aka “auteur” in French). Doing so makes the final product become a personally expressive work of art rather than an industrialized process in which everyone labors as an assigned task and creative vision arrives through committee consensus. In this case, one recognizes that “it’s a small world” very much ‘belongs’ to Mary Blair, even though many other people were involved in the creative process. It has a distinctive visual appearance makes it a genuine work of art, unaffected by cliché and the creative constraints of hyperrealism. This authorship gives the ride a warmer, more humanist feel since it functions as an act of personal expression. Although the status of auteur theory within cinema has more recently been questioned, I think at this stage in the history of theme park design a more powerful presence of auteur theory could only result in a very positive evolution in the creative quality of attractions and settings, especially as so many new theme parks spend millions of dollars to create disappointing, uninspired products. I’m still about as interested in Small World as I am in really good children’s picture books (translation: I am not interested), but that doesn’t mean I’ll deny the effort of artistry of either.

With Small World down my search for dark ride perfection at Disneyland seems to be running out of options. The question of whether it’s possible for a theme park attraction to use the grammar of dark rides to construct a compelling narrative and aesthetic experience that’s able to stand toe-to-toe with similar great works on the screen, stage, and page has so far turned up empty. Although I’ve found aspects to be admired in Small World, Pirates, and Haunted Mansion, I can’t say that any of them answers everything I’ve been looking for. Pirates’ success in framing the attraction as an act of storytelling becomes undone with a third-act emphasis on hyperreal imitation in the Uncanny Valley; Mansion’s brilliant narrative arc via the careful cultivation and transformation of mood is overshadowed by its hyperactive technophilia; and Small World’s artistic merits are in service of an idea that’s too twee and simplistic for my tastes (I have to judge on content as well as style). Looking toward the future, Tomorrowland appears fairly barren in high quality dark ride offerings, so if I’m going to find an 11th hour savior it’s going to have to be in one of Fantasyland’s old-school animated film based attractions.

I’ll start with the largest and most sophisticated, Peter Pan’s Flight. This attraction’s most obvious selling point is the inverted seating arrangement in “flying ships” suspended beneath an overhead track. This allows a greater level of immersion as the scenery envelopes us on all sides including below us, which allows for a particularly nifty scene when we soar higher and higher over an expansive model of London aglow after nightfall, seemingly carried aloft as much by the overhead track as by the ebullient “You Can Fly!” musical theme. While the technology and quality of a few of the sets are impressive considering this is an opening day original (although I do wonder how much of the ride today bears any resemblance to the version that debuted in 1955) it’s still a far cry from the efforts seen on later endeavors within the park, and the story does nothing for me. Basically re-creating the feature film in three minutes, my brain was put on overload trying to recall vague bits and pieces from childhood memories that could assemble the mad rush of images and sound clips into anything remotely resembling a coherent story. No doubt there’s a degree of unimpeachability in any attraction that’s managed to last for over half a century, but the ride is a direct precursor to trash like the Monster’s Inc. dark ride in neighboring California Adventure: both attractions that leech off their host movies for storytelling survival. While respecting this attraction’s heritage, I also think the suspended flying mechanism could use a little more updating. The cars occasionally bump and jerk around on the track in a way that’s not conducive to the illusion of sailing on a current of air. Factor in a low capacity that frequently is the cause of long queues, and we’ve got a ride that’s best not duplicated and left alone as the historical relic it is.

Mr. Toad’s Wild Ride is another “classic” dark ride with little electric buggies that buzz around past 2D sets on a journey to nowhere in particular. It has one major advantage over its contemporaries in the fact that almost no one who rides it has seen the movie it’s based on, and so the story is allowed to stand on its own two webbed feet. The narrative structure is more aptly suited to the dark ride format, being an episodic series of mostly unrelated misadventures that don’t require complex character motivations to explain the plot. It’s also decidedly more “PG” than one might believe. Aside from a nightmarishly psychedelic cartoon visual design throughout the entire attraction, the wild ride ends with a deadly train wreck, where we are then sent to (this is true) a fire and brimstone spewing Hell. And then the ride is over.

After initial reactions of “what the hell” (literally) I realized that this was exactly the sort ending that should please all the arty-farty pseudo-intellectuals like myself who always characterizes Disney as wimpy storytellers who only produce unrealistically happy endings. We exit in a state of aporia, the illusion of stasis as we giddily boarded our vehicle now shattered and replace with a sense of disresolve. It forces us to confront the experience after it’s over, and we can either deny that it had any significance or accept the absurdity of Mr. Toad’s scenario. This sounds like a gold mine for any theme park philosopher to discuss. So, have I found my masterwork dark ride at Disneyland?

The mere presence of an edgy, unhappy conclusion and an impressionistic acid-trip visual design shouldn’t by itself make the ride particularly deep, especially when every creative writing and art student has at some point in their academic career experimented and failed with such tactics. The attraction is definitely one of the better dark rides at Disneyland, and is willing to go to some darker places to make a lasting impression on the children and adults who ride it, but apart from binding the scenes and gags together with a central character and a vague story arc, does it have any significant value that elevates it above similarly oriented classic dark rides, such as Knoebel’s Haunted Mansion? Given that much of Mr. Toad could be interchanged with its spiritual successor, Roger Rabbit’s Car Toon Spin, without significant alteration to either attraction’s mood or tempo, I’m inclined to answer “no”.

Snow White’s Scary Adventures takes nearly the same technology from Mr. Toad’s Wild Ride and applies it across the Fantasyland plaza to a story that everyone is familiar with, based on Walt Disney’s biggest critical and commercial cinematic success. Like Mr. Toad, Snow White’s Scary Adventures pushes the threshold on whether parental guidance should be recommended for young children. In particular a scene in which we navigate through a dark forest of rotting trees with knotted bark frozen into menacing faces and branches extended as spindly fingers is far ghastlier than anything found inside Indiana Jones’ Temple of Cartoon Doom.

While the storyline is slightly better paced than Peter Pan, with more emphasis on mood than action, it suffers from the same setback where many of the events require our knowledge of the movie to draw the proper causal connections between scenes. Who’s the hag with the apple, what are the dwarfs’ roles in all of this, and why does Snow White spontaneously get a sparkly new boy toy at the end? Our experience is greatly enhanced if we’re familiar with the film to bridge the unexplained storyline gaps, but if we do have that familiarity then the dark ride feels derivative. (Although I’m not certain if even the movie adequately explains that last question…) Not that it matters too much since the moral of the story basically is to reaffirm our presumed heteronormative values, which is about as much depth as we could ever hope to extract from any of the myriad Disney princess-snags-a-prince movies. I’ll pass.

And then there was one.

Although it shares most of the same technology and storytelling methods as the other Fantasyland dark rides, Pinocchio’s Daring Journey does not have nearly as rich a pedigree. Walt Disney was never involved in this attraction’s creation, as it opened nearly three decades after the others, copied from a plan designed to fill out Tokyo Disneyland which had opened a few months earlier, and replacing the former Fantasyland Theater. It was yet another attraction designed to strictly copy the key scenes of the film it was based upon, an indication that it was probably the result of a by-the-numbers committee decision rather than an impassioned creative spark of an Imagineer burning to tell a story.

Yet unlike Snow White there’s no major psychosexual subtext, and the villainous characters have been reduced to minor background roles where they act at most as modifiers, rather than drive the narrative. The first couple of scenes are a bit confusing, but the ride quickly finds its rhythm, focusing on images and emotions rather than trying to string together a series of events. Once it does this, Pinocchio’s Daring Journey somehow manages to become a little bit of a masterpiece, one that exceeds the film it is based on.

Pinocchio’s journey is fundamentally an existential quest for authentic being; his desire is to become “a real boy”. Whenever Pinocchio tells a lie and betrays his authenticity, he experiences the horror of being forever publicly marked by his transgression as his nose grows another inch. The story’s Italian origins imbue it with strongly Catholic themes, most notably the idea of original sin and the collective guilt it inspires. At the center of this story is Pleasure Island, a not-too-subtle metaphor for at least a couple of deadly sins, and as we later learn, the price of admission to indulging in this electric playground’s many pleasures is very steep to pay. It is here that the story of Pinocchio becomes most perfectly fitted to a dark ride specifically at Disneyland: a place where everything is a lie and its citizens are all marionettes attempting to pass as humans. Unlike in a movie or novel, inhabiting the three-dimensional space of Pleasure Island implicates us all as equal sinners within the story, our status as silent observers removed as soon as we realize that right now at this very moment we’re participating in the exact same activity that’s about to condemn Pinocchio. The following scene as we pass by crates of naughty children transformed into donkeys sobbing for their mothers as they’re about to be shipped off into a hellish eternity of indentured slavery never ceases to turn my blood cold, and anyone that can ride through this and not feel a little bit like a scared, helpless child again must already be dead.

After that, only a confrontation on the dark, turbulent open seas with the leviathan itself can save our souls, even as it threatens to swallow us whole…

The only thing I could do without is Jiminy Cricket’s “wish upon a star” morale at the very end,5 but otherwise the happy ending feels rightfully deserved for once, as the proper resolution after being taken to some very dark corners during Pinocchio’s search for meaning and truth. Imagine how many children would be emotionally scarred if it were to end with the whale? But Pinocchio does manage to become a real boy, and we may feel as though we’ve shared in the same emotional growth. The attraction has the right balance between technology and simplicity, using only what is needed to make the story come to life while never distracting us from the experience by calling our attention to the Imagineer as the clever special effects wizard (here the Imagineer is only the humble artist and storyteller). Pinocchio’s Daring Journey is a truly great dark ride, quite possibly my favorite dark ride in all of Disneyland, and I think it should be one of the first examples referred to if anyone is interested in making a new dark ride into a genuine work of art.

Next: Tomorrowland

Previous: Mickey’s Toontown

Disneyland Paris (Part 2)

Marne la Vallée, France – Tuesday, March 23rd, 2010

Three days at Disney was probably overdoing it. By comparison, I only allotted myself one full day to see Paris, and yet for some reason I felt three would be needed to fully see Disney. That is not an itinerary one should admit to other people when they ask about how you’ll be allocating your time during your four days in Paris. Now to justify this slightly, originally I had been planning to only see Disneyland over a three-day weekend and not even step foot inside the city, which I wanted to save for another time (i.e. when Parc Astérix and Parc Saint Paul would be open). Then plans changed and after deciding I needed to buy my tickets at the Disney Store on the Champs-Élysées for the best discount and that I could make a stop to try out Jardin d’Acclimatation’s three coasters, I said, “alright, I’ll spend a day in Paris, too.” Just to get a taste of the city to motivate me even more to return one day. Meanwhile Disney I wanted to make sure I would have ample time to explore every nook and cranny and get so many re-rides on the coasters until I was sick of them that I would thereafter have absolutely no motivation to ever return ever again. But still, three days at Disney was probably overdoing it…

After wrapping up a brief two hours spent in the Walt Disney Studios Park getting caught up on some of the things I missed out on the day prior, I made my way to the entrance of Disneyland by noon. I quickly found the fastest route to the Big Thunder Mountain fast pass ticket dispensers, and then hopped aboard the Disneyland Railroad from the Frontierland depot to take me back to Fantasyland to kill the time before my fast pass return time was ready. There was still one major dark ride in the park I had not been on the first day and it was located in Fantasyland. Let me check my park guide to see what it could be… it’s not the Snow White or Pinocchio rides, although those need to be done as well. Already did Peter Pan two days ago, which leaves me with… oh, dear God, no. The Happiest Ride on Earth, “it’s a small world”.

It’s not just the song, which repeats the same chords over and over and over and won’t leave your head afterward no matter what you try. It’s not just the sets, which for ten minutes you float by the same candy-colored scenes of multi-ethnic children joined in song. It’s the fact that the whole thing feels so… innocently happy. To put this in perspective, my idea of a good time in the recent past has included attending a double feature of The Road and Antichrist, in which the first movie set in the post-apocalyptic world about a father and son resisting the urge to become cannibals like everyone else in the country as they futilely search for safety was, to me, the cheerful, uplifting film between the two. This has just always been a ‘thing’ with me; that is, I hear people say “oh, such-and-such movie or book was good but it’s also really depressing, I’d rather have one that lifts my spirits up and makes me feel happy at the end,” I don’t know how to reply because for me it’s the opposite. ‘Happy’ stories are inherently depressing because the narrative manipulations only highlight the fictional nature of the experience in contrast with real life; meanwhile those that other people label as depressing I would label as exhilarating simply because I’ve been in the presence of great art. If it’s ‘depressing’ and a bad work of art, then why should I feel depressed by it when all I should be is sharply critical of its faults. Hopefully that explains where I’m coming from when I stepped onto the boat of “it’s a small world”

But okay, so it’s a ride that celebrates the economic push for globalization that robs nations of their political sovereignty while promoting superficial cultural differences that should exist only as a novelty for the industrialized western world to gawk at. That seems like a perfect fit for Disney. And actually for what it’s worth I did not regret the experience at all, although perhaps for not the right reasons. Technically there’s some pretty interesting stuff in there, and so I spent most of the ride snapping pictures and marveling over the sheer amount of labor hours that must have gone into building each of these sets. Pleasing colors, well-proportioned sets, perfectly blocked animatronics… it could have been an attraction showcasing the wonderful world of tort reform and it wouldn’t have made any difference just as long as the sets were designed with the same level of care and precision. That’s the thing I’ve found out about Disney, most of the time it doesn’t even matter what the subject material is, the spectacle is simply being immersed in the presence of such an overwhelming display of technical craft (or, at the very least, an impressive capital budget) that all other concerns seem to float out the door.

So did I enjoy “it’s a small world”? Let the fact that despite a less than 10 minutes queue I only rode it once during my entire stay at Disney speak for itself. My immediate repulsion towards the concept of the attraction did make me stop for a moment to consider what does seem to be a rather odd sociological trend. Consider an individual who is always happy. No matter the circumstances, they always come to work with a smile on their face and song in their heart, and whose only unrequited desire is the ability to lift the spirits of coworkers who have the misfortune of lacking the same quantities of mirth as themselves have the good fortune to be bestowed with. If you’re like most adults, your impression of this individual will not be, “what a kind, strong-willed personality; I wish I could always be as happy as they!” Your impression will be to keep as far away from this individual as possible, and perhaps to even wish some ill-fortune to befall them in order for the sake of everyone else around them to stop acting so silly and start behaving like a real human being, with the proper amounts of depression, doubt and self-loathing that should always entail. And there you have the reaction to “it’s a small world”.

Where does this attitude come from? Is it just a general hatred of happiness in many of us? It seems the repulsion to anything in a perpetual state of cheer is automatic and unquestioned, suggesting it may stem from cultural conditioning. Perhaps the percentage of the population suffering from anhedonia collectively decided to make it appear ‘cool’ to hate on anyone displaying needless happiness, and so snark and sarcasm became the new dominant forms of humor in mass media rather than good old-fashioned song-and-dance and knock-knock jokes. Or perhaps there is legitimacy to this prevailing skepticism against happiness. For most of the corporate world the concept of ‘happiness’ has been objectified into a consumer product ready to be packaged, marketed and sold to the general public, with Disney most likely being at the forefront of this campaign. It’s nothing against happiness in and of itself, but the sentiment is that real happiness has to be earned; a severely handicapped person who finds picking up and dropping leaves to be the greatest fulfillment in the world may in fact be the happiest person alive, but we would almost never say that this person is leading the ideal of a ‘good life’. When I see joy and celebration simply floating around with no apparent reason, I find there is something greatly suspect about that, and it therefore rides such as “it’s a small world” become a target of derision in order to see if any holes can be poked through the joyful façade to discover what underlying machinations exist.

After “it’s a small world” I still had a bit more time until my Big Thunder Mountain fast pass was ready so I made a stop at the Fantasia Gelati to pick up a snack to tide me over until later in the day. The map was indicating that this was the only food location in the entire park that served crêpes, and seeing as I skipped ordering one during my one day in the city, it seemed it would be a great injustice for myself to leave France without having tried a crêpe. I only mention this because here’s where I easily had my worst customer service experience while at Disney: staffed by only one employee who had clearly already become too disillusioned with the futility of his task that he made no effort to hurry, I had at least a twenty minute wait for what ended up being a €3 soggy, extra thin pancake that was barely able to fill the size of the smallest diameter Dixie paper plate they served it on. I didn’t even get to enjoy a moment’s rest on a shaded table because by the time I finally was served I needed to make haste over to Big Thunder Mountain so I could pick up my next fast pass.

It was soon determined that after experiencing “it’s a small world” I needed a dark ride with hair on it, one that wasn’t themed to a celebration of singing children and world peace, but rather a celebration of looting, arson and rape. Thankfully Disney has an answer to my needs not far away in the form of Pirates of the Caribbean.

The queue for this was one of the longer ones between both days I was there but it moved fast enough (as is the case with most Disney attractions) and is also one of the better places to spend waiting in line. After a small outdoor switchback section we’re channeled into the Caribbean stone castle, winding our way through some dark corridors with an occasional display chamber featuring the skeletal remains of inmates. Near the terminus of the queue is the final loading platform showroom, and this represented one of the couple of places in the park in which I could truly understand why Disney attracts such a rabid fanbase. You know how in dark rides that are supposed to have night scenes the lighting technicians always get too proud and decide to put show lighting in every single corner of the room, resulting in too bright of a setting while also illuminating all the wiring and prop backings that are not supposed to be seen? That is not the case with this room, which uses just enough yellow and red lighting exclusively from the lanterns set along the pathway to create an exotic glow against the stonework walls and tropical foliage, while not enough to reach to the ceiling, which my eyes were telling me was a authentic starry night sky and not just a ceiling painted black and with small LED lights implanted into it. (After enough time had elapsed and my eyes adjusted from the outdoor brightness to this low-light interior I could see the outlines of some ventilation units next to Ursa Major.) The humidity and that aroma of running water from the nearby flume channel (I know water is technically odorless but hopefully you kind of know what I’m talking about) contribute to the creation of what many themed attractions seem to be sorely missing: atmosphere. Yes, for a few moments in that showroom I felt as though I really could have been transported to a different time and place, and without an overload of different props and effects whizzing around my head as on Phantom Manor I was able to simply take it all in. And now we board the boats.

Out of the loading platform, the first part of the flume channel is mostly a quiet rainforest lagoon with waterfalls, no swashbuckling yet. A terrace for the Blue Lagoon restaurant is built inside this environment as well, and everyone on the boat sees this and thinks, “ah, I’d like to have dinner there tonight but it’s probably too expensive!” Past the waterfall we begin to climb upward while the famous Yo Ho theme song begins the fill in the background over the roar of rushing water. The adventure is about to begin.

I am told by television theme park specials that what makes a Disney ride such as Pirates of the Caribbean so special is the fact that it’s not just a series of elaborate gags as you will find at other theme parks, but that huge amounts of time and energy are spent in making sure a story is told throughout the attraction. Once the bulk of the story’s action starts, as we float by I can imagine in my head the pitch originally made to sell this story to guests:

“Okay, so there’s these pirates, right? But they’re not just any kind of pirate, they’re Caribbean pirates! And these pirates, you know, they’re making a mess of things. Pillaging. Plundering. The works. Now, I know what you’re thinking, ‘I’ve seen pillage and plunder before!’ Here’s the twist. You also have insobriety and attempted rape. Ah, bet you weren’t seeing those things coming! Now, you might be thinking to yourself, ‘okay, there’s the characters, but where’s the story?’ That’s coming, believe me, but first – and I think this is the thing that makes or breaks this whole idea, it’s not just something to have in there for laughs but is really the, uh, you-know – that’s having the audience come to understand and connect with the psychology of these characters first. I’m being really serious right now. Because, you know, these character can initiate events in the plot, but what does it matter if we don’t know why they had the need for such actions. So here’s that burning psychology summed up in four simple words: “A pirate’s life for me!” Five simple words. That doesn’t count the apostrophe since it’s a possessive. So, we have the characters and we have the motivation… do we have a girl? You betcha, several in fact! Alright, so now to answer the question, where’s the story? It’s, um, well, you know, I should tell you first off that it’s not really all about the story, you know, like with plot point A, B, climax, denouement, etc. That’s a very Hollywood way of storytelling, and I think our audience wants something a bit deeper than that. Pirates of the Caribbean, to me, is more of a character study, or just a kind of quiet, contemplative reflection on a certain state of humanity. In a way I would sort of liken it to being something akin to Yasujirô Ozu’s Floating Weeds. But with pirates. Anyway, I can see you’re starting to glaze, so I’ll wrap this up quick. They set a building on fire, and then everyone falls down a waterfall for some reason. Kids and adults love it, and then there’s the buried treasure discovered at the end to tie up any loose ends, the boat gets back to the station, people get off and go home, satisfied with how they spent their 8 bucks admission. So there you have it. End o’ pitch.”

Was I satisfied? Wait, where was that story I had heard so much hype over? I counted many gags. Chasing wenchs on a turntable gags, cats on a floating barrel gags, dogs holding keys in its mouth gags, drunken bottle-tipping near my head in a way that reminds me of several college roommates I’ve had gags, but I had a hard time finding a story linked between all of those gags. To be sure, some are very expensive gags. Engineering two animatronics to sync a swordfight between the two left me feeling very satisfied that the money I put down on my admission ticket was being used for something. But in the end I sort of felt the question of “how can we showcase our technical animatronics skills” preceded that of “what sort of narrative/emotional experience do we want to provide our guests?” It’s not like this is the first and only Pirates ride, so maybe I should try out the original California version which Walt Disney himself actually had a hand in before making any more judgments about the attraction myself.

My first reaction was that Adventureland was the overlooked white elephant between all of Disneyland Paris’s themed lands. Checking the park guide for ride listings I discovered only two fully fledged mechanical rides in Adventureland, Pirates of the Caribbean and the Indiana Jones coaster, and the latter is of very dubious quality at least in terms of Disney’s standard of judgment. Everything else to me appeared to just be jungle-themed walkthroughs or interactive children’s exhibits, nothing that should have been of any real interest to park-goers in my demographics. But after crossing by the area several times to get to Pirates or Indiana Jones, both of which are located on the far back edge of Adventureland, I came under the impression that there was an awful lot of land in between the main walkways, and I wasn’t altogether sure what was contained within it. So I decided to explore.

Much of the land contained in Adventureland is dedicated to Adventure Isle. It’s basically a never-ending series of narrow, winding pathways interlocking in and around caves, rope bridges, waterfalls and tropical foliage. It’s not a maze, per se (although make sure you plan at least five to ten minutes’ escape time should you need to reconvene with a group or find the nearest restroom facilities) nor are there really any exhibits or other displays to be found. It’s just a chance to get off the main midways and go exploring, to try to see if you can possibly find every pathway, and then leave wondering if you somehow missed an entire corner. It’s a touch that seems distinctly European, a chance to discover things which one would never be able to point out on a map. Nearby is also La Cabane des Robinson, another entirely walk-through attraction, this one in an even more breathtaking setting (high up in a man-made tree overlooking the entire park) although this is sacrificed for a purely linear pathway route that doesn’t provide a chance to explore. Various sets are inspired by the Swiss Family Robinson story but unfortunately there’s never a completely clear vantage point from the top. For me the main curiosity is figuring out how we’re supposed to believe that a family living in economic autarky could produce for themselves so many items of convenience. I suppose this does still leave Adventureland to be a little underdeveloped in comparison to the other lands, however, having a chance to fully explore this land I no longer believe this was wholly unintentional or due to neglect from the park’s Imagineers, not that an additional D- or C-ticket attraction wouldn’t be unwelcomed somewhere back by the pathway to Indiana Jones which currently forms an awkward cul-de-sac.

Looking over the guide to attractions I noticed something; many of the attractions listed were not even attractions but simply extensions of the main midways meant to explore without having to wait in line. Apparently there was an additional Aladdin walk-through I never saw, a barracks built over the entrance of Frontierland I did have the chance to climb over, the Nautilus attraction in Discoveryland I didn’t think too much of, and several built throughout Fantasyland, the principle of which was the ability to climb in and around Le Château de la Belle au Bois Dormant. Unfortunately since this was still technically the off-season, the majority of the castle was closed for renovations works and not open to the public to walk around, save for some of the caves built beneath it, one featuring a large, slumbering dragon animatronic (thankfully the only other victims of off-season rehab during my visit was the Casey Jr. Train powered roller coaster, and honestly I had a hard time guessing where in the park it was even located that had to be closed off, as it’s sort of way back in its own corner of Fantasyland.) Also in Fantasyland was Alice’s Curious Labyrinth, a sort of hedge maze with interactive figures based on Alice in Wonderland, my favorite always being the smoking caterpillar. This is one walkthrough that, before entering, you need to calculate two things: will you have enough time to complete this before you need to use the restroom and before you need to be back at Big Thunder Mountain for (another) Fast Pass? I very nearly failed on both counts, such did the complexity of this labyrinth exceed my expectations.

Before wrapping up any and all Fantasyland reporting,  I must add a few notes on two more dark rides to be found in the area: Blanche-Neige et les Sept Nains (Snow White’s Scary Adventures), and Les Voyages de Pinocchio (Pinocchio’s Daring Journey). I liked these dark rides. They’re humble. That’s what makes them so great, unlike every other ride in the park where the Imagineers working on terra firma aimed for distant galaxies with their ambitions and the result is somewhere in between. They also remind me of the joy of watching one of the classic Disney animated films back when the company was still all about Walt’s dream of creating hand-drawn magic, and nothing else. The ride vehicles are simple, 6-person Sally-esque buggies that hum along an electric track past hand-painted scenes with simple 2D cutouts, retelling in five minutes the classic Disney movies of Snow White and Pinocchio. The queues aren’t long because they’re so out of the way, tucked in a small thatched of fantasy-Germanic buildings behind the Sleeping Beauty Castle. There are some happy sets, but also some scary, dark ones, which are effective not so much because of what is represented on the sets but through that aura associated with being on a simple dark ride such as these. Worth riding just because in their simplicity they are possibly two of the most authentically real feeling attractions in the park.

However, if there is one attraction in the park that I would return to Marne la Vallée just to ride, it would undoubtedly be Space Mountain: Mission 2. This thing flat-out rocks.

The first time I boarded it two days prior in the front row, I knew only a few things to expect: there was a launched lift hill to the top of the mountain, there were three inversions, the last of which is called a ‘tongue’ and you want to be especially careful when that one rolls around (think of the cutback on the ill-fated Drachen Fire and you’ve got the same idea). It’s built by Vekoma, meaning it’s rough-as-hell, and no one that’s ever been on it has a clue what goes on inside between the launch and the brakes. As we were dispatched from the station, all I really knew was, “this could potentially go many different ways. Literally and figuratively”. When I got back to the station with my hair blown back, tears streaming behind my eyes and the quiet realization that I had just experienced one of the better steel looping coasters I’ve ever been on. Needless to say it went the way I was hoping, although I wasn’t sure why.

First of all, was it Vekoma rough? Not at all. Okay, back-axel seat rows, maybe a little bit; and more-so the further back in the train you get. If you’re in the back part of the car, it’s more a case of watching your knees on the seatback in front of you than worrying about an increased rattle which contributes to only a few jarring moments in some of the more dynamic transitions. During front row rides my ears never once made a connection with the harness due to any cause other than my own moral agency. It’s not too difficult getting front since there’s an attendant assigning seats but they’re pretty flexible towards requests to wait an extra cycle to grab the next train out.

We roll around the turn, make a small dip under the exit platform, and then come to a sudden halt on the upward inclined brakes. For some reason, despite having made a transformation into Mission 2 a few years back, there are no special effects or decorations inside the launch cannon apart from a few simple strips of Christmas tree lights. The acceleration isn’t particularly fast but the g-forces are increased due to the slope. This is the only part of the ride in which you can see the outside world, at the top, it’s a plunge into blackness. I think there’s also supposed to be a pop of airtime on the crest to signify the weightlessness experienced upon our entry to space, but it wasn’t launching fast enough.

So far the coaster is only a few seconds in and there are already several critical counts against it. However, once we crest that hill and the beat from the soundtrack kicks in, the lead car hangs over the precipice of a black abyss for a split moment before diving downward, and here’s where the fun begins.

Honestly, I rode Space Mountain over 20 times between my three days at the Disneyland Resort, and even I can’t tell you exactly what’s going on in there, at least in a way in which I can picture the entire layout in my head. However, I did gather enough that I can at least describe a general sequence of events for those of you wanting to know but can’t see anything off the POVs (anyone know if there’s a lights-on POV video floating around teh interwebz anywhere?) Here’s my take on what happens: descending left-hand drop to ground level, continuing up around a high-speed banked turn, eventually leveling out for a moment before pounding into the first inversion, a sidewinder type element which pushes the limits of positives and forward inverting rotational movement through its tight circumference, and then throwing a sideways twist out of the maneuver. From here I recall another tighter, elevated turn or two before it slides onto the first midcourse. If there was any slowness in the launch, it certainly wasn’t to the detriment of the ride on the inside of the dome. The midcourse grabs hard, nearly bringing us to a halt, the soundtrack changing tempo to reflect this lost pace, but the fact that the music seems perfectly synced to our trains rolling off the midcourse back into the ride action suggests this heavy breaking may be intentional.

Off the midcourse brake there is a curving triple down in the dark. Wait, what? I thought the Voyage invented that? Apparently Disneyland Paris and Vekoma beat Holiday World and the Gravity Group to that one by a good eleven years. It actually took me a good four or five rides before I realized all those dips were continuous, and while it doesn’t produce any extreme forces itself, the sensual effect of diving down three times in a row while rounding a right-hand bend can feel a bit unusual by itself once you know to look for it. At the base of the triple down is the ride’s second inversion, a basic corkscrew threaded between a couple day-glo asteroids. It then wraps around a bit more before feeding into the second midcourse block, this one in the form of a minor lift hill (à la Loch Ness Monster’s midcourse lift), something else I was not expecting my first time through the ride. Projected on a screen in front of us as the motors work to quickly get us over the top is a short clip of a supernova going off, the soundtrack synced to produce rumbling sounds and the music score fades out before diving back to its frantic beat.

Another diving curve, followed by, I think, a second banked turn (somewhere around here I was really wondering when that tongue I was warned about would happen, or if it had already gone by and I somehow hadn’t registered it). Bam, small dip and then we’re twisting up, upside-down, making a sudden and slightly unintuitive direction change right as we’re at our most precarious a full 180° turned away from gravity. The train rotates back out of the inversion, and then follows the floor of the mountain closely as it navigates a slightly undulating ground-level turn. While the dome has been rather sparse on custom themeing so far, a tunnel of spiraling red tracer light closes out this final turn, and the mindbending effect this produces makes me wish Disney decided to build this near a coffee shop in Amsterdam instead. The train plows into the braking area (viewable from the queue), and without even coming to a full stop it prowls around a couple flat turns as it navigates us back to our home port. At this point, if I was in the front seat, I was whipping the tears which had streamed from my eyes and fingering through my hair.

Alright, so sounds like a pretty cool ride, right? Why do I give it such particular praise? Well, for one, I like the fact that this is a layout I have never seen before and has a completely non-standard sequencing pattern from every other multilooper. Things like the first inversion taking place later in the layout and not being a vertical loop, the triple down off the first midcourse, the cutback and effects tunnel, it all stands out above the competition as having an original bag of trick up its sleeve.

Secondly, it’s intense without ever being rough. Especially in the dark setting, it’s easy to get really disoriented in there, and apart from the crest of the main hill I never felt like any element was slower paced than it was intended to be. The era of construction may be a factor, as designers had figured out force engineering and calculus by that point to build layouts that didn’t hold back on pace or intensity for fear that they may unexpectedly go too far. But they still retained a bit of a raw, untamed edge which would eventually disappear from their designs, plus the standards of what constituted “too intense” hadn’t yet been lowered to the level they are today. So it also has all of that going for it, which is generally all I ask from a good looping coaster.

But thirdly, and this is what really gave it the extra push over other like-minded designs and put it in the bottom of my Top Ten, is that it knows how to sequence itself properly, and it uses the let-ups in pacing to its advantage. While some designs pride themselves on no-holds-barred intensity from lift to brakes, Space Mountain is wise enough to strategically allow a couple moments’ pauses. They don’t come off as dead moments, but more like calms between storms (possibly aided by the soundtrack and visual effects which try to make these moments ‘fit’ with the rest of the action around it). I can always appreciate how much I enjoyed the previous section and how much I’m looking forward to the next, which is harder to do when the pacing is non-stop. The layout is divided into three thirds, and no one section outshines the others, and yet they’re all very different and unique. Each has a singular, original inversion sandwiched by various forms of curving and or dropping motions with some scant special effects. And unlike Rock ‘n’ Roller Coaster next door, which is mostly just meandering turnarounds, here the layout feels like it’s actually setting out to accomplish something (anything!) for the riders.

If there is one point of criticism I’d have to take with Space Mountain it’s the conception of outer space present here. This is actually true of nearly all themed attractions that involve space travel, as well as the majority of Hollywood movies and other media involving the final frontier. It’s the failure to realize that what makes space so awe-inspiring isn’t improved by the ability to zoom past stars at “light speed” and hear a supernova explode just so you can fly away from it in the nick of time, nor is it using black holes as convenient teleportation devices or island hopping alien planets like you’re taking a drive down the neighborhood. What makes space so amazing is the inconceivably vast emptiness of it, the incredible inertia of the relatively microscopic heavenly bodies that occupy it, and the seemingly infinite quantities of time these bodies have at their disposal to get anything done. Why it is that popular culture feels these attributes need to be subverted rather than embraced is mystery only behind what shape the plane of the universe occupies. Personally, I always find these attempts to take space and make it more ‘exciting’ or ‘thrilling’ in fact just make it pedestrian and banal (the recent Star Trek reboot is only one of many suffering from this problem). Thankfully, DLP’s Space Mountain is a lesser offender since the retro-futuristic use of the Jules Verne story (and subsequent Georges Méliès film adaptation in 1902) gives the ride more of a historical, literary theme rather than one grounded in so-called science fiction. The transformation into Mission 2 was most likely not a step in the right direction, however, since from my understanding it replaced the iconic image of the spaceship landing in the moon’s eye with a supernova explosion, and –hello!– you can’t hear a supernova! I guess for a ride as fast-paced as Space Mountain an attempt to try to accurately capture those qualities of space would be misfit, so this is more of a general cultural criticism rather than anything to say about this particular attraction.

After a final ride in the front row of Space Mountain, my time at Disney was now over. As I walked down Main Street USA, stopping in the emporium to pick up a cheap refrigerator magnet souvenir, I asked myself whether or not I enjoyed Disneyland Paris.

Yes, I concluded. I genuinely did. While it might be easy to find criticism against the Disney Corporation as a whole, I think it’s clear that the people that work in and design these parks have a genuine love for what they do and for creating the best guest experience they possibly know how. While that might sound like an obvious observation, one look at other branches of the Disney Empire might not so quickly reveal the same thing, pretty much across the globe save for a certain studio in Emeryville, California. It was also more of a European experience than I may have imagined, taking some considerations of the continent’s culture and fitting it into the equation, rather than simply trying to export an American product to France with no afterthought. Surprisingly, this would be more of a problem at many European-owned parks I would later travel to, which seemed to be attempting to replicate the American model of theme park as closely as they could only with less success.

The story will not end there. Unfortunately I do not have enough time or patience to continue it with this review, but neither do I suspect most readers so I think it will be best to leave my final social and aesthetic critique of the “themed experience” for a later time and as its own special feature. To preface what’s to come: as I left the park my thoughts were as many enthusiasts, “wow, the themeing is some of the best I’ve seen anywhere.” But then a voice in the back of my head asked a follow-up question.

“So what?”

How do I answer?

Next: Vienna

Previous: Walt Disney Studios Park