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The Music of the Tropical Serenade

🎶 Let's all sing like the birdies sing...🎶

No, not that music of the Tropical Serenade.  Today let's get detailed and talk about the music that played outside of the attraction throughout its lifetime.

Tropical Serenade is just about the only WDW attraction which has had an authoritative original BGM available online since the 90s - or, at least, what was widely accepted as authoritative. As part of the early legitimate loops available through collector's circles such as the Main Street USA music, King Stephan's Banquet Hall and Adventureland Veranda, the "Sunshine Pavilion BGM" was vouched for by several sources, and How Bowers recently released a live recording made in the 90s which confirms its authenticity.

Co-incidentally, Ryan Komitor, who recently did an incredible job rounding up all of the original Adventureland Veranda music, pointed me in the direction of a fairly obscure Criterion Records release, The Beat of Tahiti. It's unpolished, in situ records of Tahitian drumming, but most importantly it provided the two missing tracks for the Sunshine Pavilion BGM.

Sunshine Pavilion BGM 1971 - 1998
01. Voodoo Bamboos [Edited] [2]
02. Kawohikukapulani [1]
03. Fautaua (Rain) [Edited] [5]
04. Bora Bora [Edited] [5]
05. Kalua [3]
06. Trade Winds [4]
07. M' Bira [3] 
[1] Hawaiian Sunset by Arthur Lyman (Hi-Fi Records, SR807)
[2] Night of the Spectre by Chaino (Tampa Records, TP-4)
[3] Primitiva by Martin Denny (Liberty)
[4] Soft Hawaiian Guitars by the Hawaii Calls Orchestra (Capitol)
[5] The Beat of Tahiti (Criterion Records TT-170) 
Compiled by Jay, wedroy1923, and Ryan Komitor

This loop is commonly labeled as being from 1971, a date I accept in the absence off any more compelling evidence. As I’ve hopefully repeatedly demonstrated on this site, the music rollout at Magic Kingdom for the first few years was messy and sporadic, and nailing down dates is largely an exercise in frustration. However, Disneyland had been using music in the lobby areas of their attractions more or less since the 60s, so I think it’s reasonable to assume that Disney prioritized waiting area loops over generalized area loops and that Jack Wagner would have cranked this out to be ready for the October 1971 debut. If this is true then this is probably his original exotica loop.

Like other early 70s loops, such as those for the Adventureland Veranda and Liberty Square, it’s a surprisingly conceptual loop, not at all like the aural exotica wallpaper he would create for later Adventureland music projects. We know this because his loop for the Disneyland Tiki Room Lanai, created in 1976, also still exists, and it’s a totally different creature.

The Sunshine Pavilion loop intersperses aggressive, almost dissonant drumming tracks with the standard exotica music you’d expect to hear outside of a Tiki Room. What first seems to be an odd choice gains more meaning once you realize that these drumming tracks were not easy to find; the first track, by weirdo experimental drummer Chaino, is a very close edit of a very specific section of one track from one very obscure album. Jack didn’t have much room for error in editing this, because just seconds on either side of the section he used are the sounds of panting and screaming!

Two selections from "The Beat of Tahiti”, which is more of the sort of thing you’d expect the Smithsonian to release than a proper music album, are followed by a Martin Denny track which begins with drumming in a similar tempo, creating the illusion that the aggressive island drums fade into an exotica reverie. The final track, another Martin Denny confection, is again heavy on the percussion, climaxing with a flurry of drum beats to herald the start of the pre-show.



I think the idea here was predicated on the entry area of the attraction being a Balinese pagoda, and perhaps related to the pre-opening term of the central feature of the Sunshine Pavilion itself being a “Ceremonial House”. That is one place you would expect to hear exotic drumming, and threading the exotica music through jazz and authentic folk music recordings is an interesting idea. I don’t think Jack totally pulled off the idea, mind you, but it’s a deceptively carefully crafted piece of work.

And, well, that’s what played at the Sunshine Pavilion for darn near a quarter century. It wasn’t until the show was displaced by the Under New Management show in 1998 that anything changed.


Under New Management was a bad idea for a bad show, but one element that took the sting out of it was that the attraction received an absolutely phenomenal waiting area loop. In the generation since Jack created his first exotica loop, Tiki culture had died on the vine and then come roaring back to life - right about the same time the Tiki Room had gone UNM. The incubator of the Tiki revival was Southern California, so somebody inside WDI knew what they were up to here. Instead of drumming interspersed with leisurely island music, the new waiting area loop was a glorious crescendo of the patron saint of exotica lounge - Martin Denny.

Beginning with a track in which Denny and his percussionists were merely the supporting act to Arthur Lyman, the group’s signature jungle howls and wails build and build, leading up the original single version of Denny’s immortal Quiet Village. The track manages to be fun, kitsch, and melodic all at once while blending a near history of lounge exotica music into a cohesive whole. I worked at Under New Management for a while, and while I can confirm that audiences simply didn’t like the thing, I was pleased that the sacrifice of my sanity for a few months more than prepared me to rebuild this waiting area loop from memory.

Oh, and after all of that rich atmosphere building by the music and architecture, then the waterfall opened and the talent agents of Iago and Zazu would bicker at each other. You know, fun!
Enchanted Tiki Room: Under New Management Waiting Area Music 
01. Taboo [1]
02. Martinique [2]
03. Love Dance [2]
04. Quiet Village [2] 
[1] Exotic Sounds of Arthur Lyman by Arthur Lyman (Legacy International)
[2] Exotica: The Best of Martin Denny by Martin Denny (Rhino) 
Playlist compiled by Jay



Under New Management was also the recipient of another unlikely first, the first and only Tiki Room to ever have an area loop. This played out of the exactly one speaker situated on the facade pointing out towards Adventureland, and after the construction of the Magic Carpets of Aladdin was mostly inaudible. For the identification and preservation of this information we can thank Jay at Magic Music, who spent many no doubt painful months compiling the data.

Enchanted Tiki Room: Under New Management Area Music 
Running time: approx. 52:44 
01. Jungle River Boat [02:32] [2]
02. Bwana A [03:08] [1]
03. Moon of Manakoora [02:34] [3]
04. The Enchanted Sea [01:57] [2]
05. Moon Over a Ruined Castle [02:56] [1]
06. Hawaiian Paradise [02:44] [3]
07. March of the Siamese Children [01:29] [2]
08. Dahil Sayo [02:28] [1]
09. Jungle Flower [01:47] [2]
10. Magic Islands [03:37] [4]
11. Hawaiian War Chant [02:33] [3]
12. Escales [02:26] [2]
13. Ye Lai Sian [02:48] [1]
14. Oahu (My Lovely Island Home) [02:47] [3]
15. Baia [03:15] [2]
16. Yellow Bird [02:32] [1]
17. My Little Grass Shack in Kealakekua Hawai'i [02:34] [3]
18. Aku Aku [02:37] [2]
19. Tropical [02:51] [4]
20. Aloha Nui Loa [02:50] [3] 
[1] Exotic Sounds of Arthur Lyman by Arthur Lyman (Legacy International)
[2] Exotica: The Best of Martin Denny by Martin Denny (Rhino)
[3] Hawaiian Songs for Dancing by Guy Lombardo (Decca)
[4] Legend of Pele by Arthur Lyman (Rykodisc)
In the absence of a live reference recording of this material, I don't think a reconstruction is ever going to be possible. As I mentioned, the music was practically inaudible in the park, and the only track I can ever remember hearing clearly is the Guy Lombardo version of Hawaiian War Chant. I'm only halfway positive that the Lombardo tracks were edited to remove their vocals, and unlike with the pre-show music, my memory here is fuzzy enough that I'd rather not trust it.

However, for posterity's sake, here is the Guy Lombardo Hawaiian Songs for Dancing album, which seems to have never been re-released in any form, preserved in amber in amazing 1949 low fidelity!


In 2005, Disneyland’s Tiki Room got a top to bottom overhaul which included the retirement of the old Jack Wagner waiting area music from 1976 and the introduction of a new loop of Hawaiian Guitar music. This same loop was copied over to Magic Kingdom in 2011 with the reopening of the original show there, where it plays on to this day.

That’s 50 years of Enchanted Tiki history for you, and like all of us, there’s a lot of highs and a lot of lows too. Let’s hope the music plays on and on.

Do you like exotica and mood music? I've got a treat for you, because there's a treasure trove of playlists and reconstructions just like this as well as other resources over on our Theme Park Music page!

Magic Kingdom in Early 1972

Let's take a break this month and enjoy some vintage photography.

I don't do this sort of thing all that often, not only because it's fairly time consuming, but most often vintage vacation slides aren't all that great. There's almost certain to be a wide array of throughly mediocre parade and Jungle Cruise shots, and what with the state of photography until the late 80s, most often blurry or out of focus.

But sometimes you luck out, and you come across a batch of slides not only properly exposed and well framed, but which capture interesting and relevant details of the parks, and this is what I have for you today. I bought these slides from Mike Lee, who had given up on properly digitally scanning them, and after sorting out all of the various vacation trips into neat categories it was clear these were both ambitious and interesting. Let's take a look.


We first encounter our heroes in the Hub, where they are preparing for the day.


This shot provides not only an excellent view into the vacant rear expanse of tomorrowland, but the light catches on the waterfall just right and really drives home how cool those must have looked when they were operating properly. Within a few months Disney would drain these and install little bumps all down the surface of the falls to make the water more visible, which really only had the effect of getting everything around them wet. But in the first months of 1972, you can really see this feature working properly.

The Grand Prix was their only shot in Tomorrowland.


There probably isn't a worse attraction boarding area at Magic Kingdom, then or now. In 1973, the attraction would be refurbished and murals would be added to those plain rear walls. Every so often, I see a photo like this that reminds me that the boarding area's sole decorative embellishment - that car on a tiny pedestal along the rear wall - has been there fire nearly five decades.

Up until the Indy car sponsorship of the 90s, the spotter on the elevated platform would wave a big checkered flag and everyone would pull out of the load area at once, which was a cool touch. I guess in defense of the Grand Prix, real life race tracks aren't very attractive either.

On to Fantasyland, with some fun character shots.


You can tell this is an early 1972 set because throughout our heroes are posing holding the large fold-out Magic Kingdom map. The first GAF Guide was not printed until Spring 1972, so early visitors either had to spring for the large fold-out wall map or use the map printed in Walt Disney World News.

Here's Kids of the Kingdom performing at Fantasy Faire. At this point they may still have been known as The Kids Next Door.


This is the exact lineup of performers who also appear at The Top of the World at the end of The Magic of Walt Disney World, which I think is pretty cool.

Fantasy Faire was a bandstand with a raising and lowering stage, exactly like the one still in use at Disneyland Tomorrowland. Anybody who insists that the Haunted Mansion's stretching rooms had to be redesigned to go up due to the water table, remind them that Fantasy Faire and Tomorrowland Terrace used identical Otis piston elevator platforms in 1971.

Fantasy Faire continued to host performing groups and stage shows until it was demolished to make way for Ariel's Grotto in 1994, which itself was demolished for New Fantasyland in 2009.

On to Liberty Square!


I'm not sure when the stocks were widened to allow you to stick your head in them, probably within the first few months after opening. If there any Disney thing that's been more widely copied than this simple gag?

If you look waaaaay in the background, you can see the white construction wall surrounding the Frontierland Train Station.


The Haunted Mansion's rain canopy would not begin installation until March or April 1972.


I love these early shot of the Mansion way out on the edge of nothing. The glass windows were originally red, but they were changed at some point early on. When the facade was rebuilt in 2016, they brought the red panes back, which I thought was a great touch.


Here's a rare view from the line for the Hall of Presidents! This is around the west side of the building, between the colonial home facades and the "village green". The green would be partially removed to build the covered waiting area later that year, and fully removed to be replaced by the current circular planters and tables by 1980.

Off to Adventureland...


If you don't recognize this band stand, I posted a lot of information about it earlier this year.



Standing in line for the Jungle Cruise. Notice that Disney has split the courtyard with benches and trash cans, forcing exiting traffic to proceed up the hill towards the Treehouse. You can also see those butane torches that used to burn all over Adventureland. I remember them lasting until the late 90s, but I'm not sure when they went away for good.

The photos from the Jungle Cruise trip was nearly a total bust, underexposed and uninteresting, though there is this evocative shot of Schweitzer Falls from the rear of the boat:


But not all was a loss, because our heroes stopped to pose for this superb shot of the drumming tikis, the best of its type I've ever seen:


It looks like it's astro-turf on the ground around the tikis. This would be relocated nearer the Tiki Room in just a few months, but it does look really fun to go into this circle. Marc Davis was a very underrated designer of simple interactive elements.


Over at the Tropical Serenade, it's February or March 1972 and still no Barker Bird. I believe it was somebody in Operations who made the call to add him to draw attendance to the show; it was definitely in place by June 1972.


Nearby, Country Bear Jamboree is the runaway success of Magic Kingdom! One interesting but little-reported detail is that originally, Tropical Serenade was an E-Ticket and Country Bear Jamboree was a D-Ticket... until January 1972, when the ticket prices of the two attractions switched! Hall of Presidents and Mickey Mouse Revue did the same thing at the same time, for pretty much the same reason.


I love this shot. I've seen hundreds of vacation slides and only these folks thought to photograph that indelible part of any theme park trip - waiting in line. Entertainment guides from early 1972 call these folks the "Mariachi Band", although the 1972 "A Musical Souvenir of Walt Disney World's Magic Kingdom" lists them as Mariachi Chapparal. The group that performed at the Contemporary was officially known as Los Gallos, but they probably shared personnel.

The facades of both Bear Band and Jungle Cruise were intended to house performing groups in this way, although the Adventureland Steel Band would only perform above Jungle Cruise for one day before being moved elsewhere. I've also seen a "Safari Band" performing on the veranda above the Juice Bar at the entrance to Adventureland. I think this is a very clever way to provide musical entertainment without having to stop the park in its tracks.


It's getting late at Magic Kingdom and the lights are on now, so after a brief visit with Brer Fox and Brer Bear it's time to head back home on the monorail.


Thanks for joining our unnamed heroes on their adventure through Magic Kingdom as it was almost 45 years ago, and thanks to our heroes for thinking to take such fun, interesting photographs! I have a few other similar posts on this site's Walt Disney World History Hub, so if you enjoyed this there's more to be seen out there! until next time!

Let's Have A Drink On It! Adventureland Punch

I tried hard, I really did. After the last, surprisingly successful installment of this series, I knew summer was coming soon and a nice, summery WDW drink would be appreciated. The Monorail Yellow, a classic Disney variation on the Pina Colada, seemed as good and summery a place to start. But after about two months of testing, with summer come and gone, I have to concede defeat. You shouldn't make a Monorail Yellow; instead, you should make a Painkiller*, which uses the same four ingredients in a vastly improved proportion.

(*For my notes on this process, see the comments)

Which left me pretty well out of ideas for a new drink. However, with the holidays on the horizon I had been thinking of the large-bore old fashioned punch recipes of times past. With large gatherings of friends in the future, what if I created a new punch in honor of Adventureland? After all, the punch tradition evolved into the cocktail, and probably began at English colonial outposts in places such as Macao and Bombay. And while my own efforts to put together a tiki-esque drink in honor of Adventureland had met with mixed success, surely if there was any drink that could represent Adventureland, it was punch.

Punch - Getting Drunk the Long Way

Punch? You mean that stuff that's made at Christmas out of 7-Up? Well, no, not exactly.

In this case we're going to make a genuine 19th century-style punch, which provided the template for the cocktail and eventually morphed into the Tiki Drink. And although the techniques are similar, a punch requires a slightly different mentality than a cocktail. If you're accustomed to the cocktail way of doing things, you're going to be tempted to make substitutions - but please, don't. This section exists to show you why you need to think of building this drink differently.


Punch was intended to be made in a huge vat and it was, essentially, the evening's entertainment for a group of people. This differs from a batched cocktail primarily in the fact that punch was only rarely iced and was intended to last a very long time. This means that water was always added to the punch to dilute the alcohol before it was consumed - it was designed to remain the same flavor of the course of how ever many hours it took the group to demolish the contents of the punch bowl. Compared to this, cocktails are intended to be consumed fairly quickly - indeed, much of the charm of an Old Fashioned or a Zombie is in the way its flavors change as the ice melts and dilutes it over the course of its life. Cocktails dilute while they sit; punch is already diluted to the proper levels in its construction.

The dilution in punch was often accomplished with water - sometimes boiling, if the punch was a winter time drink intended to be served hot. Several of the most infamously strong punches were diluted with champagne, like the Chatham Artillery Punch. So when you assemble this recipe, please don't be tempted to over-chill the contents - it's intended to be cool, but not cold. You also need to drink it slowly, not just because it's stronger than you think, but it can be hard to stop drinking punch once you start!

The other item you need to be mindful of is punch's main distinguishing characteristic vs a cocktail... the oleo-sacchrum compound, which I will be calling the "sherbet" in this article. "Oleo-sacchrum" is faux latin for "oil sugar", and that's basically what it is: sugar infused with citrus oil. You make this in a big batch at the start of the recipe, and it has a heft and body which cannot be replicated by any shortcut method. The sherbet is what makes a punch a punch, and what makes this recipe delicious, so you will need to take the time to do it properly. I promise you, your patience will be rewarded.

Finally, besides the somewhat time consuming creation of the sherbet, the real trick in punch making is getting the proportions correct. After some testing and reading up on the subject, I have decided to embrace the proportions of 1:1:4:6 as the most delicious and easy to remember.

We're off for Adventureland, and punch awaits! But first, let's take a quick tour through our ingredients before we get into the nitty gritty of how to make the thing.

One of Sour, One of Sweet

The Sherbet, or oleo-sacchrum, is the kind of thing you read about and shake your head, but any home drinker who has mixed up their own simple syrup can do this. To be fair, the cause has not been helped by those who advocate for soaking the sherbet for four hours or some absurd interval. They didn't have that sort of time, not even in India in the 18th century, when getting roaring drunk on punch was just about the only thing worth looking forward to. The creation of the sherbet will be expounded in painful detail during the construction phase.

By the way, the term "sherbet" is historically correct and borrowed from the famous dessert. If the liquor component of the punch is added and the whole thing bottled, this is called a "shrub" and was a common labor saving technique in the 17th and 18th centuries.

Four of Strong

Here we get into murkier territory. Limes cannot be used to prepare a sherbet, as their oil is far too bitter, yet lime is absolutely the citrus of choice if we are going to be using rum as our main strong component here; more on how I get around that later. I've gravitated towards rum, not only because it's cheap, but because this drink is intended to represent Magic Kingdom's Adventureland, of which Pirates of the Caribbean is a key component. In order to make the rum get along nicer with the rest of the cocktail, I've cut about a quarter of it with brandy.

The brandy here need not be an excellent one; Paul Masson makes a surprisingly good California brandy which is spiked with a bit of actual cognac, called "Grand Amber" and it can be obtained for less than the cost of a Big Al Trading Pin. Of course, if you have a bit of Hennessy or Martell laying about, it won't hurt the final mix either.

Personally I suggest you save your money for a  excellent rum, which must be of a Jamaican variety and have a good amount of that island's characteristic pot still "funk". The best choice here is Smith & Cross, which is expensive but makes a truly nectarous punch. I've also had good luck with the Plantation line; their flagship offering as well as their O.F.T.D. have enough of that chewy heft to cut through the sugar. In times of extreme duress, you can cut a smooth dark rum like El Dorado with a bit of Wray & Newphew White Overproof, which is a great funky mixing rum, but it won't quite have the same luscious texture.

Six of Weak

Time to add some Magic Kingdom to our punch, and there's nothing more Magic Kingdom Adventureland than the Orange Bird. Originally I was experimenting with orange sodas such as Fanta here, but they simply drowned out the delicate balance of spirit and lemon I had worked so hard to get to. Orangina, the driest of the sugary orange sodas widely available on the market, was also far too sweet here.

Thankfully. San Pellegrino is distributed in even the most humble hamlet, and their dry orange soda - San Pellegrino Arancia - has barely any sugar in it and did the trick nicely. If you have a favorite Italian-Style dry soda in stock, it may be substituted. I also had excellent luck mixing various sodas as well as trying out combinations such as blood orange and ginger ale, but none quite matched the clean citrus flavor of the Arancia.

Finishing Touches

With a sturdy framework established, it was time to try variations. I tried to add cherry notes reminiscent of Hawaiian Punch or the Singapore Sling through Cherry Heering, Marascino and Kirsch, but all of these simply muddled the existing flavor. Ditto attempts to introduce pineapple juice, which is simply too thick and distinct to integrate into the punch. Gin, Benedictine, spiced rum, and absinthe similarly failed to perk up my punch in any appreciable way.

Instead I found the best option to put some life back into it was through the simple addition of fresh citrus. Since there's already rum in the glass, I found it best to cut a wedge of lime, run the cut edge of the lime around the rim of the glass or punch bowl, squeeze the fresh juice into the punch, then drop the spent wedge in as garnish.

It was this combination of three citrus flavors - lemon, lime, and orange - that really pushed the punch over the top, making it redolent of tropical shores without being cloying. It is, as they say, almost as much fun as New Year's Eve in the orange groves.

Construction

Here we go, and we're going to be doing this with Instagram-friendly photos to show everyone just how easy it is to make the Sherbet. You want to gather up two very large lemons, a swivel-bladed vegetable peeler, a muddler, and weigh yourself out four ouches of sugar.

For the sugar, you can use refined white sugar, but I found I liked Florida Crystals, not just because Adventureland is in Florida, but because they add a nice complexity to the sherbet. You can go overboard and use Sugar in the Raw here, but it will take much longer to dissolve. You need a nice fine-grained sugar.

If you don't have a muddler, you can use anything that will allow you to squish the lemon peel and release the juice, such as the bottom of a glass jar or a heavy spoon.


Pare off the lemon peel in as much of a single, continuous strip as you can. Leave as much of the white part behind as you can. If you're used to making lemon and orange twists at home for martinis and old-fashioned, you may surprise yourself with how easy you will find this.

The long strips are more for ease of retrieval down the line, so if you have trouble making the long peels, don't worry - you can strain them out later.


Dump on your sugar and muddle the peels a little bit. You don't need to go crazy here, just get everything nicely combined.


Put aside your lemon-sugar and juice your lemons. You want to reserve as much lemon juice as you had sugar, so in this case, 4 ounces. I like to use 2 ounces of sugar and 2 ounces of lemon juice per lemon, which will get me close to that nice 1:1 ratio.


Okay, you're done for now. Go water the lawn, make a drink, or play with your dog. Go away for about 45 minutes, when you come back, you should see this:


This is one of those cases where a photo isn't nearly as obvious as this is in person, but the sugar should be very saturated with lemon oil and the whole bowl should have a nice clean lemony scent. Now to combine the juice into the sugar.

I've found the easiest way to do this is to dump the whole contents of the bowl into a tight lidded jar, add the lemon juice, and shake it. Leave it out on the counter, and every time you walk past, shake it again. Very soon, you'll notice the sugar is fully integrated into the juice. Now you can fish out the spent lemon peels and pop your sherbet into the fridge.


Ready for a drink? Measure it out thusly:
JUNGLE NAVIGATION CO. PUNCH 
.5 oz oleo-sacchrum
1.5 oz strong rum (Smith & Cross)
.5 oz brandy (California)
2 - 3 oz dry orange soda (San Pellegrino Arancia)
cut a lime wedge, rub it on rim of glass, squeeze juice into punch

If your sherbet and soda are nice and cold, no ice is needed. You don't need to put this in a shaker and strain it off; everything can simply be combined into a glass and, if you like, stirred. If you use a short glass, you'll find the simple action of adding each ingredient, especially the carbonated soda, combines everything just fine. I like this with more like 2.5 ounces of the soda, but experiment and see what works for you. Always start with less; you can't un-dilute your punch.

If you want to make your sherbet into a shrub, to your 4 ounces of sherbet add 12 ounces (a cup and a half) of rum and 4 ounces (half a cup) of brandy. Shake, then refrigerate in bottle until ready to use.

--

I named this after the Jungle Navigation Company because, much like working at the Jungle Cruise, it's sweet and tropical but it will lay you out if you're not careful. Despite being nearly half alcohol, the lemon oil and sugar takes the edge off the rum to such a degree that by the time you've had three of these, it's far too late. What I'm saying is: approach with caution!

The whole thing can be built in a bowl and will serve, say, six adults to various degrees of lubrication; if you do that you can build the punch right in the same bowl as the sherbet. It may be hard to get the sugar to dissolve in the lemon juice without the use of force in a sealed jar, which is why it was common in the 18th century to add a bit of boiling water to the punch bowl (say, 2 ounces) to mix the whole thing up.

In my opinion, if you're going to go through the trouble to get you and your friends good and drunk on punch, it's worth taking the time to assemble the bottled shrub as specified above and then cutting it with around 2 cans of the dry orange soda. Again, start with less and adjust to taste.

The glasses used should be very small, around 2 ounces each, not only to encourage conviviality around the bowl, but to help temper the urge towards excess.  If you stop by a thrift store, you should be able to procure a punch bowl and set of glasses for relatively cheap.


There are two other entries in the "Let's Have A Drink On It!" series: The Howling Dog Bend and Seven Seas Drink. If you have a favorite WDW cocktail that you think is worth reworking, suggest it below!

Weird WDW: Eulogy For A Dancing Hippo

It doesn't feel like it anymore, but there's still a lot of weirdness left at Walt Disney World. The past ten years have seen a shocking amount of expansions, reboots, reconstructions and rejiggering, not all of which have sat well with fans. But travel outside of the well worn haunts to the distant corners of property and you will find remnants of the 90s and even 80s still hanging on, passive observers of a Disney nearly unrecognizable.

One of these corners is Fantasia Gardens, a miniature golf course Disney built only after a long legal battle with the hotel entities that own the Swan and Dolphin. The Swan and Dolphin themselves were once emblematic of weird WDW, but they were redone in the 00s and again recently and their teal and salmon decor and rococo, trellesed madness has long since been subdued. But keep walking.

Out on the edge of nothing, backed into a corner by an onramp, is one of WDW's great forgotten corners - the Swan and Dolphin's picnic pavilions. While it seems that the nearby tennis courts were originally constructed in 1990 with the opening of the hotel complex, part of Disney's agreement with  the operating partners for those hotels was that the space across the street was earmarked for any "entertainment complex". Five years and much gnashing of teeth later, Fantasia Gardens opened in 1995.

The Swan and Dolphin have always been more heavily favored by a certain class of business traveler than families, and so perhaps the idea of adding picnic pavilions to complement the full array of meeting facilities seemed a good one at the time. But I can think of no other area at Walt Disney World that has lived out such an abandoned, twilight existence as the "Sorcerer's Apprentice" and "Dancing Hippo" pavilions. At least River Country, Discovery Island, Wonders of Life and the ImageWorks were in use at one point in time; I don't think I've ever seen the picnic pavilions in actual frequent use.


Visited today, it's clear that cast members treat these pavilions as a backstage area, the event space strewn with chairs, burnt out light bulbs and intermittently in use fans. Between the two pavilions, in an antechamber that hasn't seen a simple dusting in many years, are two bathrooms, cleaned and stocked daily, for the patronage of nobody. There are areas of the Disney convention centers, especially the less popular ones like the Grand Floridian, where the bizarre disjunction between the effort to keep them maintained and the actual patronage feels as acute, but rarely as at Fantasia Gardens.

In college, when I was a rebellious Cast Member, I'd sometimes park at Fantasia Gardens and walk into Epcot the back way. I'd pull into the unmanned parking lot and wonder at those bulky warehouses on the other side of the pond, silent and empty. I'd visit the lobby of the Dolphin, stroll the Boardwalk, then enter Epcot and make the World Showcase loop. It was a pleasant afternoon, and each visit began and ended with the pavilions on the edge of forever, as dark and empty as they always were.

Disney is about to tear these down, and the Tennis Courts too. An expansion has been deemed necessary, and a small tower is being built on the former parking lot and tennis courts. The pavilions will become the new parking lot for Fantasia Gardens. By the time you read this, they may already have been dismantled.

In our current amped-up, plugged-in world of Disney fandom, consider that the closure of the garish Hanes T-shirt shop at the Village was deemed worthy of a minor round of complaining, and yet there are people who practically live at Walt Disney World but who have never even seen the Sorcerer's Apprentice and Dancing Hippo pavilions. They've been around for 23 years, meaning they lasted longer than many of the original EPCOT Center attractions, but they've entered life and are now leaving it as desolate and forgotten as ever.

Weird Walt Disney World is still out there for you, if you're willing to go find it.

Do you enjoy Walt Disney World History? Passport to Dreams has you covered with a full history resource full of facts, photos, video and more! Dive in!

Musically Setting the Stage

(It's BGM catch-up month here at Passport to Dreams, with two shorter posts this month to get a record of the remaining fully identified original loops online!)

The Main Entrance music at Disneyland and Magic Kingdom is one of those few that average people get pretty emotional over. Specialist news websites report when it has been changed, and a quick search shows these pieces of music are among the most frequently reposted on sites like Tumblr and YouTube. There's just something about it.

What is that exactly? Is it the upbeat orchestrations? The sweeping feeling? Or is it simply the act of being there, hearing the music again?

But if you stop and think for a moment, there's absolutely no hard and fast rule that Disney was absolutely going to play upbeat Disney music just outside its gates - in fact, there was no rules about the music that was going to be played at all. And yet many of the choices made by Jack Wagner back in 1971 and 1972 have remained fairly consistent as various versions of in-park music have come and gone, and the Main Entrance music hasn't ever strayed too far from that original musical template. So let's take a look at those early entrance loops.

Two versions of them circulate through collector's circles, a short version and a long version. In most cases, I would be inclined to believe that the short version is simply an incomplete recording of the long version, as is the case with several shorter versions of the Skyway Music in circulation. But in this case the track order of each is significantly different.

Also, the run time of the short version is about 44 minutes, and as we have already established on this site, most of the really early Magic Kingdom loops run about as long. Therefore, in the lack of other compelling evidence, I'm inclined to treat this shorter version of the Main Entrance music as the original version, which was later padded out to one hour in the mid-70s when other loops such as Main Street and Frontierland were also altered.

And oh yes, since we're talking about Walt Disney World here, it's worth remembering that this music played at both the Transportation and Ticket Center and the Magic Kingdom.

Transportation and Ticket Center / Magic Kingdom Turnstiles
Short Version, (1972 - 1975) 
01. Me Ol'Bamboo [3]
02. Mickey Mouse Club March [4]
03. Whistle While You Work / Heigh Ho [4]
04. Pop! Goes the Weasel [4]
05. Parade of the Wooden Soliders [4]
06. Step in Time [6]
07. Supercalifragilisticexpialidocious [6]
08. The Work Song [6]
09. Who's Afraid of the Big Bad Wolf? [8]
10. Winnie the Pooh (Songs from Winnie the Pooh) [8]
11. The Wonderful Thing About Tiggers (Songs from Winnine the Pooh) [8]
12. Colonel Hathi's March [2]
13. The Bare Necessities [2]
14. Disney Medley No. 1 [2]
15. Disney Medley No. 2 [2]
16. March of the Cards [2]
17. it's a small world [2]
18. When You Wish Upon a Star [1]
19. A Marching Band (We're the Mouseketeers) [8]
20. A Wonderful Day Like Today [2]
21. A Dream is a Wish Your Heart Makes [6]
22. Roses of Success [3]
23. Trotter's Mile [3]
24. it's a small world (Choral Version) [5]
25. Zip-a-dee-doo-dah [1]
26. Chim Chim Cher-ee (Unknown Source)
27. Supercalifragilisticexpialidocious [Mary Poppins Medley] [8]

We know for sure this has to have been installed in 1972 because the WDW Band record wasn't available until then. And then, here's the version that played until it was replaced by the Disneyland Paris main entrance music in late 1991:

Transportation and Ticket Center / Magic Kingdom Turnstiles
(1975 - 1991) 
01. Mickey Mouse Club March [4]
02. Whistle While You Work / Heigh Ho [4]
03. Parade of the Wooden Soldiers [4]
04. Supercalifragilisticexpialidocious (Mary Poppins Medley) [8]
05. Winnie the Pooh (Songs from Winnie the Pooh) [8]
06. Wonderful Thing About Tiggers (Songs from Winnie the Pooh) [8]
07. Disney Medley No. 1 [2]
08. March of the Cards [2]
09. it's a small world [2]
10. When You Wish Upon a Star [1]
11. it's a small world (Choral Version) [5]
12. Zip-a-dee-doo-dah [1]
13. Chim Chim Cher-ee (Unknown Source)
14. Supercalifragilisticexpialidocious (Mary Poppins Medley) [8]
15. Me Ol'Bamboo [3]
16. Mickey Mouse Club March [4]
17. Pop! Goes the Weasel [4]
18. Step in Time [6]
19. Supercalifragilisticexpialidocious [6]
20. The Work Song [6]
21. Who's Afraid of the Big Bad Wolf? [8]
22. Winnie the Pooh (Songs from Winnie the Pooh) [8]
23. Colonel Hathi's March [2]
24. Bare Necessities [2]
25. Disney Medley No. 1 [2]
26. Disney Medley No. 2 [2]
27. A Marching Band (We're the Mouseketeers) [8]
28. A Wonderful Day Like Today [2]
29. A Dream is a Wish Your Heart Makes [6]
30. When You Wish Upon a Star [1]
31. Roses of Success [3]
32. Trotter's Mile [3]
33. Hip Hip Pooh-ray! (Songs from Winnie the Pooh) [8]
34. Little Wooden Head [7]
35. Zip-a-dee-doo-dah [1]
36. Circus Parade (Unknown Source) 
[1] Academy Award Songs [Vol 1. and Vol. 2] by Frank Chacksfield and His Orchestra (Decca, 1959) 
[2] Disneyland Band by Disneyland Band (Buena Vista Records, 1969)
[3] Fantasmagorical Themes from Chitty Chitty Bang Bang by Irwin Kostal and His Orchestra (United Artists Records, 1968)
[4] Hi-Fi Music for Children: From 2 to 92 by Russ Garcia and His Orchestra (Liberty, 1957)
[5] It's a Small World (Especially at Christmas) by Disneyland Boys Choir (Buena Vista Records)
[6] March Along with Mary Poppins by Members of the Famed U.C.L.A. Band (Disneyland, 1965)
[7] Pinocchio: Music from the Original Motion Picture Soundtrack (Disneyland, 1963)
[8] Walt Disney World Band by Walt Disney World Band (Buena Vista Records, 1972)


This longer loop, at least, also played outside of Disneyland's main entrance during the same era.

I feel like I haul this observation out every time we look at an old Jack Wagner loop, but isn't it delightful how absolutely odd this thing is? Jack seems to have begun with the Disneyland and Walt Disney World Band LPs as his basic sound, then branched out to Russ Garcia's extremely oddball Hi-Fi Music for Children and Irwin Kostal's Fantasmagorical Themes from Chitty Chitty Bang Bang.

I've recently discovered that many of today's Disney fans don't know about Chitty Chitty Bang Bang, but the capsule version is that it was a 1968 attempt to create a Disney-style movie launched by the creators of the James Bond franchise. They were through in their poaching of the talent that made Mary Poppins sing, including the Sherman Brothers, Irwin Kostal, and Dick van Dyke. The Disney Studio, which prized loyalty over all else (and still does), rankled at the insubordination represented by the Shermans' departure. So it's very amusing to see that music from that film used to play outside of Disneyland and Magic Kingdom - a modern equivalent might be if the soundtrack to Anastasia played somewhere at WDW.

EPCOT may have legendary entrance music, and the Studios parks have famous movie themes, but nothing quite replaces that emotional feeling of standing in front of the train station and hearing a beloved Disney song drifting on the breeze. Despite all of my hemming and hawing on this site over total musical obscurities, that it's that emotional connection that Disney really invented and perfected in the middle of the 20th century. It's things like this that are why we're here.

Want more theme park music? Check out the Passport to Dreams Park Music Hub!

DEAR READERS: Starting in 2019, Passport to Dreams will be going off its monthly update routine, to focus on providing more of the long-form writing this site excels at as well as clear time for larger projects that need to get finished. If you'd like to get updated directly when new posts arrive, please follow us on Facebook or Twitter. Thanks for your support!

Caribbean Plaza: The Sound of the Sun

(It's BGM catch-up month here at Passport to Dreams, with two shorter posts this month to get a record of the remaining fully identified original loops online!)

Caribbean Plaza had its signature attraction, Pirates of the Caribbean, ready in December 1973 but didn't really mostly come online until April 1974, when all of its shops and snack bar were operational. At some point in that few-month period, a new piece of BGM arrived.

And so from December 1973 until July 3, 2006, Caribbean Plaza echoed with steel drums. Although highly atmospheric, much of the steel drum music begins to sound the same after enough time, and for years it was thought that the same steel drum music had been playing in the Plaza since it opened.

Thankfully a few years ago Mike Lee came forward with a 1991 live recording of Caribbean Plaza, which he identified as the music he had heard playing in the Plaza when he was a child. Since many of the original 70s BGM pieces survived until the early 90s, this was entirely credible as the original Caribbean Plaza loop.

Interestingly, it turned out to be merely the first 9 of 12 tracks of a single vintage album, played entirely in album order. Given our educated guess back in 2013 that the original Main Street BGM was simply one album played entirely in album order, this definitely fit an established pattern.

Caribbean Plaza Area Music (1973 - 1993)Running time: approx. 30:00 
01. Sixty-Nine
02. Patsy
03. Coc-che-ohco
04. Erica
05. Landlord
06. Mamma, this is Ma's
07. Mambo Lake
08. Love in the Mist
09. Linstead Market 
All tracks are sourced from the 1967 album Trinidad: The Sound of the Sun by the Westland Steel Band. Thanks to Michael Sweeney for identifying the tracks.

The Westland Steel Band LP has cycled through various owners over the years, and currently can be legally streamed through YouTube. I've created a playlist of the full Caribbean Plaza loop:


20 years later, Disney was modernizing Magic Kingdom's sound system and many old Jack Wagner loops, stored and delivered on magnetic tape, were being phased out and replaced with new ones as the new, CD-based delivery systems came online. Down the street, Adventureland Veranda's languid tropical strings were replaced with upbeat drumming from an endless loop of a single CD released by Balafon Marimba Ensemble. When Caribbean Plaza got its CD player, WDI imported a track from the then-new Disneyland Paris.

Caribbean Plaza Area Music (1993 - 2006)Running time: approx. 60:00 
01. Fire Down Below [3]
02. Grass Skirt [3]
03. Trinidad Girl [4]
04. Mary Ann [3]
05. Spear Dance [3]
06. Grenadine Jump-Up [1]
07. Zulu Chant [3]
08. Badjan Mambo [1]
09. La Paloma [3]
10. Soca Batiste [Edited: 00:00 - ~05:39] [2]
11. Jungle [3]
12. Calypso Non-Stop [Edited: 00:00 - ~07:00] [2]
13. Native Mambo [3]
14. Beef Island Merengue [1]
15. Spur Dance [Edited] [3]

[1] Bomba!: Monitor Presents Music of the Caribbean by Various Artists (Monitor Records, MFS 355)
[2] Steel Band: Antigua & Trinidad by Various Artists (PlayaSound)
[3] Steel Band Music of the Caribbean by Various Artists (Legacy International)
[4] Steel Bands Carnival by Various Artists (PlayaSound)
Notes: Playlist based on 2009 live recording of El Pirata y el Perico by Horizons and compiled by wedroy1923 with assistance from eyore, Filmographik, and needmagic.



One of the goals of the area music conversion in the 90s was to get more music playing in more places of the park, and to get more consistency across the musical signatures of the various areas. As a result the new loop played in areas which previously did not have music, such as the snack stand complex across from Pirates of the Caribbean. This allowed the 1993 loop to survive the area's switch to Pirates of the Caribbean movie music in July 2006 and be recorded and documented in 2009.

Speaking of the Pirates franchise movie score BGM, the history of that version is an interesting story in of itself. While it overtook the steel drumming in 2006, it's gone through multiple versions and locations over the years.

While the hour-long length of the thing strongly suggests it was created for Magic Kingdom from the start, the movie score music was actually used at Disneyland in the attraction's foyer area, displacing the iconic Pirate's Overture for at least a few weeks before being removed. The movie score music actually stuck at Magic Kingdom, where it very soon began to feel at home amongst the sun-washed plaster walls. The original version of the loop was retired in 2007 when the score for the third film, At World's End, was made available, replacing several redundant cues and greatly improving the variety of the loop.

El Pirata Y El Perico was given a mild facelift in 2011 and re-christened "Tortuga Tavern", at which time the 1993 steel drum loop was removed and replaced with a new loop of nautical and ocean-going music. Interestingly, as of Summer 2018 this Tortuga Tavern music now appears to play in the main corridor of Caribbean Plaza, with the movie score being relegated to the extended queue outside of the attraction.

I'm sure kids born in the early 2000s will one day be nostalgic for the Jack Sparrow music, which did indeed lend a sleepy area of Magic Kingdom a certain gravitas. My nostalgic preference is for the sound of the steel drumming music, but there's honestly nothing inherently wrong with any of these choices; what should the 16th-century Caribbean "sound" like anyway?

Miss the original Pirates of the Caribbean? Take a listen to my restored soundtrack of the 70s version here.
Want more theme park music? Check out the Passport to Dreams Park Music Hub!

DEAR READERS: Starting in 2019, Passport to Dreams will be going off its monthly update routine, to focus on providing more of the long-form writing this site excels at as well as clear time for larger projects that need to get finished. If you'd like to get updated on when new posts arrive, please follow us on Facebook or Twitter. Thanks for your support!

Five Batshit Crazy Rides

Okay everybody, put on your silly hats, because today we're all about really weird rides.

As a Disney World-obsessed child growing up on the other side of the country, although Disney was a major influence on my interests, the fact is that it was not an everyday, every week, or even every-year thing. Just as big of an influence on me, in those multi-year stretches between the family vacations, were less-ambitious examples of theming: malls, miniature golf courses, oddball restaurants, and regional amusement parks. So while the obsession really took hold between the ages of eight and ten or so, the fact is that I have more, and stronger childhood memories of something like Lake Compounce or Riverside Park or Lake George than I do Walt Disney World.

On this blog, we spend a lot of time talking about the prime cuts: the Disneys and Universals of the world, which offer beautifully, fully realized environments. But just as compelling to me are the lesser steaks, the parks that operate on smaller budgets and milder ambitions, that make do with less. They may not be as rich and juicy, but there's a lot of flavor to chew on in places like Knobels, or The Enchanted Forest, or Silver Dollar City.

Which is maybe a longwinded way of saying: I love Pirates of the Caribbean, but I love the weird shit too, and there is simply not enough of it on this blog. And while these five examples may not per se be on the same level as a handmade mini golf course in Michigan, they aren't exactly on the Disney or Universal or Efteling level either. What they are is truly, truly bizarre, sometimes ambitious, fascinating, and, yes... batshit crazy.

Mammut Tree, Conny Land, Switzerland

We'll start with something fairly mild. As the park says, "to conquer this tree, you need nerves of steel"!

A landmark in Conny Land, the Mammut Tree looks like a gigantic redwood with its top blown off. On the ground level, pedestrians can walk around and through the root system of the tree. In the air, a cable car takes riders through a hole in its top. Looks harmless, right?

Except! when the car passes through the terrifying Mammut Tree, doors close around the car and it's trapped and, then... well maybe you should just watch the video, but there's wind, sparks, fireballs, and... yodeling.



Conny Land has other oddities, like a shuttle coaster that stops you upside down and a Universe of Energy-inflected dinosaur dark ride, but it's the weird, inexplicable "mammoth tree" that captures my heart. It's like a non-sequitir given physical form.

Gremlins Invasion, Warner Brothers Movie World, Germany

When I was about ten years old, Gremlins was one of my favorite things in the world. It's the perfect "starter" scary movie - crazy, a little gory if you're ten, suspenseful, and sweet. It's gone on to be recognized as something of a classic in years since, but in the depths of the 90s with the world having moved on all I could do is rent the thing and keep spreading the word and wondering if I was the only one who loved this movie as much as I did.

Suffice to say, had I had access to this attraction as a ten year old, Gremlins Invasion / The Great Gremlins Adventure would maybe be my favorite ride ever.

The premise begins with absolute lunacy and only gets weirder from there. Passing through a receptionist office and into a screening room at "Warner Brothers Studio", visitors are treated to a collection of bloopers from films past and present hosted by... Sandra Bullock? Okay...

After several minutes of this, we suddenly cut to the set of ALF, where ALF is chasing the household cat under a sink. He's then attacked by the Gremlins, who electrocute the cameraman shooting the television program. As ALF encourages viewers to flee, the projector breaks and the famous "film break" segment of Gremlins 2 plays. An employee rushes into the theater to hurry the audience to a load area where the ride operator has been killed by the Gremlins, but no worry - ALF and Gizmo are at the ride controls!

Some context here. There were two versions of this attraction, one in Australia and one in Germany. The Australia version featured Beetlejuice, which I suppose makes some sense as that character was then at the height of his popularity and was also a fourth-wall breaking, horror comedy kind of character. If you squint a little, you can see why somebody would make the connection.

Meanwhile, over in Germany, ALF had been something of a cultural phenomenon, and he took a much larger role in the German edition of the attraction, piloting the vehicles through the Warner Brothers Film Archive and appearing in the pre show. While touring a film archive under attack by Gremlins while Beetlejuice appears and cracks wise is plenty bizarre in itself, the inclusion of ALF as a major character elevates the simply weird into the truly sublime.


You wanna know what? This ride is pretty good. It uses entirely dimensional sets, it has decent gags, and it's perfect for the Gremlins - attacking a movie studio and re-enacting scenes from Singing in the Rain and The Adventures of Robin Hood. There's a decent Pepper's Ghost gag where ALF and Gizmo electrocute a number of Gremlins, and another moment where the ride vehicles pass each other and trailing behind the second vehicle is a ride car filled with Gremlins. The finale where ALF arrives in a fire truck has never made much sense, but if you've gotten this far into the ride, what do you honestly expect? The Gremlins pack themselves into boxes, the film archive burns, and the perfect late 80s pop culture dream state ends.

In the past ten years, Gremlins Invasion has graduated from obscurity to minor infamy due to the ever-vigilant novelty consuming nature of social media, but right there at the intersection of crazy and possibly good sits a ride starring Sandra Bullock and ALF that was torn down for a Van Helsing coaster. It is, in its' own small way, perfect.

Donkey's Sherry, Shima Spain Village, Japan

This one only exists thanks to the diligence of park designer Dave Cobb, who knew weird when he saw it back in the 90s. Donkey's Sherry is vastly bizarre and makes one wonder what other strange rides once existed across the globe that were never documented and since have been lost.

A fever dream starring anthropomorphic donkeys, rather than the cute Disney-style characters you may expect, this is entirely "musician of Bremen" style donkeys, upright animals wearing clothes. As the ride begins, the donkeys are manufacturing the sherry, crushing grapes in huge wooden vats, drinking the sherry, dancing in the town square, getting drunk.... and then things get weird.


The absolute masterstroke of Donkey's Sherry, if it can be said to have one, is after all of the escalating insanity with executioners, conquistadors, and a burning city, is the puzzling final scene, where we are left to wonder if the whole thing was the drunken hallucination of an animal. Honestly, we're left to wonder if it wasn't a drunken hallucination of *ourselves*, but no matter. there may be plenty of questionable in Donkey's Sherry, but find me another ride that wordlessly suggests a twist ending with nary a bit of narration.

Looney Tunes Adventure, Warner Brothers Movie World, Germany

Here I go picking on poor Movie World Germany again. For what it's worth, this park has a really interesting history which predates its Warner Brothers branding in the 90s, and Warner did a lot of interesting things with it when they bought it. It was the only place in the world with a rapids ride themed after The Never-ending Story, a stunt show based on Police Academy, and a Batman Returns motion simulator. It was.... very odd.

Much like Gremlins Invasion, Looney Tunes Adventure was a copy of a similar ride originally built at Movie World Gold Coast in Australia. In both attractions, we enter the Looney Tunes Studio where a pre-show room has an actor interacting with animated figures of the Looney Tunes characters. It seems we're just in time to participate in the filming of their newest picture, to be set in, depending on one's location, either the outback or the Black Forest of Bavaria. So off we go into the ride and board a boat...




Where even to begin? The animatronics were designed by Sally Corporation, and honestly with the exception of Bugs, who's very difficult to translate into three dimensions, I think they're pretty good. But mein gott, this ride is just strange. The juxtaposition of the Looney Tunes, faithfully realized in three dimensions, with realistically created trees, rocks, and Bavarian architecture is just strange. But what pushes the whole thing from peculiar to haunting is the fact that there is absolutely no musical soundtrack during the ride! The Looney Tunes act out their comedy at the sluggish pace provided by mid-range animatronics circa 1996, viewed from a slow moving boat, and scored to a backdrop of birdsong and croaking frogs. The result is queerly suspenseful, but strangely compelling, in a mirror-world kind of way.

Oh, and another thing. I gave a simplified version of the actual story in the description above, because it was already confusing enough that their was a somewhat similar but also very different Looney Tunes Adventure in Australia. In the pre-show, you see, we're welcomed to "Hollywood" (the sign is on the mural in the background) and told that Bugs Bunny has gone to Germany to scout new film locations! In order to make the film, we must, and I kid you not, dig a hole through the earth to Germany. Speedy Gonzales asks if he can get good tacos in Germany, and no, I didn't just make that up. So we're led to the set of an old Science Fiction film, where Marvin the Martian is at the controls, and we ride his gigantic drill, Flight to the Moon style with televisions and a shaking floor, to the Black Forest. This is why Bugs says "Welcome to Germany!" when we see him in the first scene.

So at the Looney Tunes Adventure at Movie World Germany, we're transported to Hollywood for a pre-show, then through back immediately to Germany in the most bizarre way possible. Here's a video with both of the pre-show rooms, and a better view of the baby dragon encountered at the finale:


What can I say? It's strange, very strange, and I wish like hell I could have seen it. I'm sure the same kid who would ride El Rio del Tiempo six times and who grew up to write this blog would have loved every strange moment of it.

(Thanks very much to this blog post and this wiki article for helping make sense of blurry videos in other languages!)

Hollywood Tour, Phantasialand, Germany

I don't know what it is about Germany that just breeds crazy rides, but I'm well aware that 4 of the 5 on this list are located in Germany or Switzerland - and I didn't even get into Europa Park! This is also the only true knockoff on this list, but boy howdy, it's a dilly.

Phantasialand is honestly a very well realized park, with compelling rides and far, far above average textures and theming. One simply has to look at the facade and queue of their enclosed drop tower, Mystery Castle, to see that they're working at a much higher level than their competitors. Their version of Main Street is a lushly realized vision of Berlin at the height of its pre-WWI spendor. They have a very interesting Chinese variation of the Haunted Mansion, one of the most inspired such "reinterpretations" in the world. Oh, and there's Hollywood Tour, which is honestly insane.

To get on this ride you climb up! up! up! many staircases until you reach a barely decorated loading room where an animatronic of a director holding a martini - who may or may not be Alfred Hitchcock - addresses you. Then you board a boat, drop into a cavern, and...



The type of internet commentator who likes to shriek that any less than perfectly realistic animatronic is "creepy" will have a field day here, but really, those are the cheap shots. This ride is almost perversely strange, and the low budget figures are just part of it. It's the whole thing, the strange music, the slow pace of the boats, the reckless and entirely bizarre idea to replicate a mashup of the Great Movie Ride and the Universal Studios Tram Tour as an animatronic boat ride...

I love, for instance, that it recreates the Jaws scene at the Tram Tour in bizarrely specific detail - including the now-removed fishing guy in a boat who's pulled underwater. The entrance from The Great Movie Ride is there, as is Wizard of Oz, but in other cases they're riffing and coming up with their own weird versions of iconic scenes, like Frankenstein or an unspecified giant spider movie. The whole thing builds up to an experience that's appropriately named... it's oneiric, half remembered, hallucinated.

It's a mutt, but I love mutt rides - after all, the Disney and Universal park franchises now have options all over the world, but there's only one Hollywood Dream.

What's your favorite batshit crazy ride from outside the world of the billion-dollar attractions? Leave the details in the comments, and if you enjoy reading about Theme Park design, check out our archives here. Thanks for reading!

Meet Beverly: The Italian Connection

If you've been to Epcot in the past 20 years, you've almost certainly come across it at the Coca-Cola free soda exhibit... a clear, odorless, intensely bitter soda being dispensed under the amusingly bland name "Beverly". So infamously unwelcome is this product it's become a common prank to trick somebody into drinking it, or take the "Beverly Challenge" and watch the imbiber squirm:




Look online and you'll find plenty of colorful adjectives to describe it: the worst taste in the world, like old socks, like puke.

But there's more to the stuff than that! And with the Coke exhibit likely ready to be torn down in the next couple of years, let's take a quick tour of what Beverly actually is, learn some history about it, and perhaps gain some perspective on what is actually a fairly interesting little beverage that's been making hapless American tourists gag for 20 years.

Italy, Meet Beverly

Beverly is an aperitif drink, which is a tradition essentially unknown in the United States but beloved in northern Italy.

You almost certainly have come across forms of the aperitif recently in the United States, with the bitter Italian subcategory of drinks lately being very vougeish among drinkers. The most infamous is currently the Negroni. As author Mark Kingwell memorably noted, the Negroni is not a drink for fence-sitters - it's strong, bitter, and thick, and those who love it love it precisely because it's overkill.

If you're allergic to bitter flavors and all you've had in the way of experience is Beverly and perhaps a sip of Negroni you're going to be tempted to write the whole thing off right now... but wait. There is an aperitif for every palette.

Perhaps more fundamental to the concept of the aperitif is the ubiquitous Italian vermouth, a mild red wine spiced up with various botanicals. Poured into a tall glass over ice, it's as basic and Italian as an aperitif gets, and a gentle start to an evening of leisure.

But the thing is, I can't really convey what an aperitif is in toto by pointing out examples, because simply an aperitif isn't a single product so much as it is a whole range of practices - a whole way of thinking about things that went down in flames in the United States with the death of the cocktail hour. And while elaborate drinking rituals have returned in city centers over the past two decades, as Americans we still don't have an instituted culture of stopping the work day with a lightly alcoholic, sparkling drink as a prelude to dinner.

That's really what can't be conveyed here, in this country where we have trouble keeping work out of the rest of life and cannot stand any dickering around over matters such as stopping to enjoy a casual drink and snack at the cusp of the evening. But it's a very civilized way to start the evening, if you're so inclined to give it a try - and the options available to you are numerous.

There are as many apertif beverages as there are towns in Italy, and they cover the entire range from sweet and welcoming to minty and medicinal. The most common options are Aperol, Cynar, Ramazzotti, Campari, Montenegro, and Averna, but there are hundreds. The other thing to understand is the most common way of taking these beverages is to top them up with sparkling water or prosecco, which utter transforms them. Bitter Campari, which taken straight from the bottle will remind many Americans of cough syrup, lightens up into a surprisingly sweet, round drink redolent of blood oranges when lengthened with seltzer. It is therefore appropriate to think of these bottled mixers as being comparable to the concentrated syrup that Coca-Cola is made from - tough to drink on its own, but add carbonated water and the flavors open up dramatically. Pre-diluted bottles of the most popular options, such as Campari, are sold throughout Italy for easy imbibing.

Which brings us back to Coca-Cola.



Coke introduced Beverly in Italy in 1970 in an effort to hedge their way into the popular regional drinking traditions. Advertised as "Cold as Helsinki - Sparkling as Rio - Dry as El Paso", advertisements of the day show a non-alcoholic, deep red (!) beverage alongside newspapers and revelers. And if you were a gigantic corporation trying to establish a toehold in an international market that had remained stubbornly loyal to traditional local beverages, what would you do to sway drinkers to try your new product? You'd probably model it as closely as possible on the most popular aperitif on the market, wouldn't you?

The flavor profile Coke chose to emulate was Montenegro, among the lightest and sweetest of the amari on the market. Montenegro is among the most approachable options on the market, herbal and sweet straight out of the bottle rather than harsh or minty as many are - the Montenegro American website suggests such options as a "Monte Mule", "Monte Manhattan" or "Montenegroni" for home mixographers. But to an American Epcot fan, all it takes is one sip and you'll immediately know - this tastes like Beverly. Actually - this tastes better than Beverly.

Around 2007, I began to become interested in getting ahold of the real bottled Beverly, but could find nobody who could import it for me. According to the World of Coke website, Beverly was discontinued in 2009.... if it was widely available at all by then. Traditional amari won... at least in Italy.

World, Meet Beverly

Coke and Disney have always had a traditional partnership, but it wasn't until the 80s when the company laid down sponsorship money for The American Adventure at EPCOT Center that Coke really solidified their hold on Disney - a position they have yet to cede. Ahead of the opening of Animal Kingdom, Coke negotiated a new deal with Disney for a series of drink stands across the resort, which resulted in some of the tackiest features of Walt Disney World's absolutely most garish period. Animal Kingdom got off easy, with the beautifully realized Dwolla drink bar in Asia. Of the rest, the least egregious was the expansion of the Refreshment Outpost in World Showcase's "Africa" section into the Refreshment COOLpost. Disney-MGM Studios got this terrible freestanding oversized 6-pack of Coke:


Instead of the Hot Set, this was the COOL set, and the lid of the giant bottle would pop open and spray passersby with water. I still can't believe this survived for two decades.

Magic Kingdom's Tomorrowland stand, the COOL Ship, at least somewhat fits in with the rest of the area, although why we are still subjected to stacked shipping boxes of cola is the definition of suspect theming. Perhaps the stacked futuristic shipping boxes of Coke were a necessary counterbalance to the stacked futuristic shipping boxes of Fed-Ex which once littered the open floor space in the Space Mountain queue?

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This is the official photo, look how proud they are.

But poor Future World got the worst of it, starting with the Test Track COOL Wash, where blinking lights inform us "Frozen When Flashing!". Mist and fans spray water out in all directions, car wash bristles reveal the shape of cola bottles when spinning, and a Test Track car in the center of it all has the last remaining crash test dummy. Here it is in 2007 with its original Test Track colors:

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Mr. Iger, tear down this car wash!

But somehow none of that was quite as bad as a giant igloo in the middle of Epcot, emblazoned with the pink text "Ice Station Cool".


Opening in July 1998, Ice Station Cool at least was the most elaborate of these experiences, offering a short tunnel where the temperature was kept near freezing thanks to a pair of air curtains and a show machine regularly produced snow drifts. This emptied into a shop themed after an arctic exploration base stocked with Coke t-shirts. The drinks were dispensed by these strange contraptions aimed a gigantic globe on the rear wall of the shop.


The most memorable aspect of Ice Station Cool was the frozen caveman glimpsed halfway through the cold tunnel, of course captured in ice at the moment of his demise clutching a bottle of Coke. Personally, as a frequent visitor to Epcot in 2004 and 2005, the most memorable aspect was the raised rubber treads on the floor, which were perpetually sticky with spilled soda. By that time the air curtains had been turned down and the snow machine would simply dribble some cold water on your head. But perhaps, in the end, truly the most noteworthy thing about Ice Station Cool his that it unleashed Beverly on an unsuspecting population.

In 2005, Ice Station Cool was closed and reworked into Club Cool, the form that it exists in today. This basic installation was copied and brought back to the World of Coke attraction in Atlanta, where it is known as the "Taste It!" exhibit. The original flavors were Krest Ginger Ale, Fanta Kolita, Beverly, Vegeta Beta, Kinley Lemon, Lift Apple, Smart Watermelon, and Mezzo Mix.

As you have probably realized by now, I have remained a fan of Beverly since I began to become accustomed to bitter flavors in my 20s, and more than once repeated shots of Beverly have saved me from dehydration after a full lap around World Showcase on a summer day. I've been the subject of intended pranks to "tricking" me into drinking it, which I have always done and reported my enjoyment. To me, the bitter taste of Beverly is as much a part of Epcot as Spaceship Earth.

What I'm not convinced of, however, is that what Coke is distributing there is actually a fair representation of Beverly.

In the research dives for this article I've only ever come across very old Italian advertising for Beverly, which to me suggests that even before Coke officially pulled the plug on the stuff in 2009 it was effectively off the market anyway. What Beverly tasted like in Italy in the 70s we'll never know, but I'm not convinced that the Epcot version is an accurate version. For one, it's not red, which we know for sure the product was on launch. Additionally, it's much, much bitter-er than Montenegro, which it's transparently modeled on. Third, it's being distributed for free in a theme park by the division of the company that never produced it. I think Coke is offering a fairly crude approximation of Beverly, that the real product in the 70s was likely much better balanced, and of course the pure volume of the stuff being mixed with carbonated tap water and dispensed into tiny paper cups all but ensures that the flavor will never be quite right.

But the fact is that even if the flavor was dead accurate, the context would always, always be wrong. Epcot tourists have certain in-built expectations when they see Coca-Cola, and something dry and bitter is not one of them. Additionally, placed right in a row of sweet flavors, the bitter, medicinal taste will always hit harder than if it were sampled, say, before the rest. Presented across a bar, in a tiny glass, and offered as something reminiscent of a Dry Martini, Beverly would have an opportunity to find an appreciative audience. But Coke knew very well what they were doing here, and they set up these tourists to gag and groan and spit and do all of the things they've been doing since July 1998.

Except some of us. Some of us who really like it.

We have no idea if the Coke exhibit is going to be relocated once Communicore gets torn down in a few years, and with Beverly off the market, what's a fan of bitter soda to do?

Home Bar, Meet Beverly

Once I came across Montenegro and immediately recognized it as the basis for the taste of Beverly, I began excitedly experimenting. Perhaps it would be easy enough to simply dilute the stuff with seltzer and I could enjoy Beverly at home?

It wasn't that easy. Over my years of making Negronis at home, I've learned that amari react in strange and unusual ways to being tinkered with. As a syrupy mixer, they have a background taste that some of their least kind critics compare to cough syrup. Diluted, the sweetness becomes properly checked and the fruit flavors emerge. Stirred with other spirits, the bitterness comes forward and the syrupy quality remains. Shaken up with ice, the syrupy quality vanishes and a pleasant, surprising dryness emerges - one can easy make a Negroni into a dry, summery drink by shaking it up with and orange wedge, whereas the stirred version is a strong, brooding drink.

In this case, the Montenegro simply turned into orange soda once it was diluted with seltzer, far too sweet to hit those familiar Epcot Beverly notes. I would have to get creative.

In this case my blueprint was a spin on the Negroni called the Lucien Gaudin, which balances the aggressive Campari with triple sec, resulting in a surprisingly sophisticated cocktail. Again the gentle nature of Montenegro required careful handling and rebalancing.

The result is a beverage that tastes reminiscent of Beverly but with the edges sanded off. It's orangey-sweet and not too strong, which required a new name...

Velvet Beverly 
1 tsp St. Germain Elderflower Liqueur
1/2 oz Dry Vermouth
3/4 oz Montenegro Amaro
1 oz Dry Gin
Stir until very cold and strain into a cocktail couple. Garnish with a fancy lemon peel.

The Elderflower Liqueur can be substituted for Triple Sec, Maraschino or indeed any other cordial you enjoy. Go easy on the teaspoon - most of the sweet in the drink comes from the Montenegro, which should be kept in check.

Even those of you who prefer to keep things on the sweet side will perhaps next time stop by Club Cool and think of Beverly in a different way. When your palette becomes fatigued by the sugar, try a sip or two to cleanse your taste buds. Or pour yourself a cup while you're leaving and sip it as you stroll into World Showcase, as a refreshing and fortifying end to your sugar high.

It's a fascinating product, a failed attempt to emulate a fortified cordial invented in 1885 half a world away, then re-created to shock and surprise theme park tourists in Orlando. Even 20 years later it's a stranger to this land - dislocated, out of time - but sometimes it's the strange things I treasure the most. Ciao!

We have more entries on Walt Disney World drinks, real and invented:
Jungle Navigation Co. Punch | The Seven Seas Drink | Howling Dog Bend



Dead Media from Tokyo Disneyland

Once, a long time ago, listening to music at home meant buying records. And, in those days, Disney records were in a league of their own. The Disneyland record label consistently made something that was viewed as a banal part of everyday life fun and interesting with elaborate gatefolds, slipcovers, and lavish multi-page books. Disney's key target demographic was children - cheap plastic record players had become increasingly common through the 1960s, and "storyteller" records with included storybooks were a good way to keep children entertained. Releases such as Country Bear Jamboree and The Enchanted Tiki Room are fascinating objects for modern theme park fans because of this lavish attention to detail.

Sadly, by the late 70s and early 80s, buying a Disney album on LP had become just about the worst way possible to experience the product. Long gone were the lavish booklets and clever custom programs and the quality of the records - which had never been all that hot to begin with - had degraded to near paper-thin. Late-stage landmark Disneyland Records releases such as The Official Album of EPCOT Center and, yes, Mickey Mouse Disco and Mousercise are just lousy products - thin-sounding, with cheap packaging. It's a fairly depressing state of affairs for collectors who enjoy these items as mementos, even if the actual contents of the discs are rarely exactly earth-shaking.

But there is an exception, and I recently discovered it: the LP release of the Official Album of Tokyo Disneyland. It's weird, and lavish, and surprisingly interesting.

To begin with, the booklet is back. Except this time it's something more akin to the "Pictorial Souvenirs" produced for stateside parks in those days, making it a pleasant complement to the other early Tokyo Disneyland souvenir products, such as their guide maps and souvenir picture book.

We've covered Disney's exceptional photographic publicity from this era before, and interestingly Tokyo Disneyland got the royal treatment in 1982 and 83 - even photographs which could have been duplicated from identical areas at Magic Kingdom, such as inside It's A Small World, got brand new excellent photography.

Best of all, the center of the LP booklet is a reproduction of the park's 1983 map poster, the one where the spot that would one day be occupied by Star Tours has the Queen of Heart's soldiers "painting the roses red". These delightful vintage items are among the most expensive on the second-hand market, so having a medium-size reproduction here is a real treat.

Go ahead, pop it on the turntable and give it a listen.


The contents of the LP are fairly interesting as well. The nearest analogue is the 1980 "Official Soundtrack of Disneyland/Walt Disney World", but in comparison that release was frankly a budget affair - dropping together various tracks from already-released albums in basically random order. But in terms of arrangement and sequencing, the TDL effort vastly exceeds it.

For instance, the 1980 DL/WDW release has a few tracks that paste together some of the more popular shows, such as Country Bear Jamboree and Hall of Presidents. These are clearly cut down from the existing mix-down versions done for lavish LPs released in 1972, giving the tracks a rushed, inelegant sound.

In comparison, the TDL equivalents of these tracks are actually mixed from isolated source elements, possibly because the music elements were available having been utilized in creating the new Japanese language soundtracks. The new versions are much better, and give us opportunities to hear things not heard in any other version of these soundtrack releases - the piano introduction to Teddi Barra's number in Country Bear Jamboree presented without Henry's narration being a high point.

The entire first side of the album is dedicated to Fantasyland. Walt Disney Productions was very concerned that Japanese audiences would not connect with the other areas of the park, which is why the Americana aspects of the park are de-emphasized - renaming Frontierland to Westernland, for instance. But Japan HAD been a clearing house for Western animation and cartoons through the 50s and 60s, and the emphasis on their cartoon back catalogue here both reflects Disney's strategy in Japan and sets the stage for the cartoon mania which still grips that park.

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The extra space allows the Disney sound engineers to do some interesting things. Background and incidental music is featured, something that would never happen on Western releases until the 21st century. The version of Mickey Mouse Revue finishes with a cut-down version of the attraction's theater entrance music, ending with funky guitar riffs which nearly scream 1971. Elsewhere, attraction underscore is presented for Peter Pan's Flight and It's A Small World.

The crown jewel is Pinocchio's Daring Journey, which was heavily marketed within Japan as being designed exclusively for Tokyo Disneyland (it wasn't, and managed to remain exclusive to Tokyo Disneyland for about three months, but theme parks could  get away with things like that in 1983). Practically a quarter of the first side of the platter is devoted to this ride, with a mix of what I believe is attraction underscore and Famntasyland area music. It's bizarre to listen to this record as elaborate mega-attractions like Pirates of the Caribbean blip by in one-minute sound clips while Pinocchio's Daring Journey goes on... and on... and on. The soundtrack on this record is longer than the actual attraction is.

Side Two continues with excellent Japanese-language compressions of Tiki Room and Country Bear Jamboree and is highlighted with a short version of Meet the World.  The Tokyo Disneyland record is not only the best park soundtrack of its era in both technical and presentation areas, but also paves the way towards the modern Disneyland soundtrack.

But before I had the record, I had the cassette.

Purchased in a bulk lot of Tokyo Disneyland items, I picked up the cassette on a whim because I was intrigued that it was devoted entirely to Fantasyland - before I knew that it represented Side A of the LP release. But I was fascinated by the oddities of its tracks, especially the Daring Journey track, and was intrigued enough to import the LP from Japan to continue the search. Here, in the interest of completion, is the cassette version of the Fantasyland tracks.


I'd still like to know how this was released. There's no indication of it being, say, Cassette 1 of 2, and it appeared in my life all alone, in its own vintage plastic case with no insert. A compact cassette can hold much more music than an LP can, so if Disney simply wanted to issue the TDL soundtrack on cassette, they were perfectly capable of doing so without splitting off the Fantasyland tracks over two sides. What I suspect is that this was released as part of some sort of book and tape combination, probably focusing on the Fantasyland area of the park, and the book has since gone missing.

It's an oddity, to be sure, but an oddity that crosses over through a lot of my interests - there can't be too many others who are invested in theme park music, vintage releases from Japan, write a historical blog such as this, and who have the equipment already sitting around to digitally transcode both records and cassette tapes of both.

It's a narrow window, sure, but even minor players like these in the history of how a park was promoted upon opening can be interesting, never mind the very first overseas Disney theme park, the first black ship launched into foreign waters. It's an auspicious moment that looks both backwards and forwards at the tail end of the Post-Walt era before Disney would rapidly become very, very different.

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If you enjoy Disney Park obscurities and weird old music, then you're in the right place! Check out our Walt Disney World History Hub for more deep dives and Park Music Hub for more old music rescued from weird old formats!

Disney World's Universal Decade

As far as theme park fans are concerned, the decade of the 2010s began in June, when The Wizarding World of Harry Potter opened at Islands of Adventure. As far as national media coverage was concerned,  this was the largest theme park story in about ten years - the only thing that came close was the opening, and resounding flop, of Disney's California Adventure. And for possibly the first time ever, Universal was getting the sort of press, the sort of reports of opening day insanity, and the critical platitudes that, in any other situation, would have gone to Disney.

Everyone saw the shots from opening day, with the line snaking out of Islands of Adventure and nearly to the park next door. As an idea - as an image - here was something that was to set much of the stage for the next decade of theme park design.

But even more importantly than the hype and the opening day line was the fact that here Universal had finally delivered on the promise of something Disneyesque, which is to say: something that was lavish and also something that people wanted badly. The keystone ride, Forbidden Journey, remains a charming conjuring trick built on old-school illusion and misdirection that has not dimmed in impressiveness despite ten years of tech challengers. But the true reason the place worked is it delivered those experiences people really wanted.

This is something Disney had really lost sight of in the 90s and 00s: delivering the kind of experience people want in a way they are prepared to pay for. Animal Kingdom, especially in its original form, was too lecture-y to emotionally connect, Epcot had been stripped of much of its warmth, and DCA included smarmy sex jokes and gorillas in Cadillacs. Universal let you drink a Butterbeer, buy a wand, and enter Hogwarts. Adult fans of Harry Potter who grew up on the book series bought themselves a wizard robe, stood in front of Hogwarts, and cried. It was powerful wish fulfillment, and it was coming to them from Universal. And all of this was happening at exactly the wrong time for Disney, who had spent much of the last decade pursuing their most coveted demographic of... six year old girls.

In June 2010, Walt Disney World was a confused mess of projects. The largest project was New Fantasyland, tearing out what remained of the 20,000 Leagues lagoon site in favor of a paltry single ride and six heavily themed meet and greets skewing towards children. Your child can color princess pages in Aurora's house from Sleeping Beauty! It had been five years since the last major addition - Expedition Everest - and Toy Story Mania, though enduringly popular, was not the sort of headliner that sells vacations. It would be another two years before the Little Mermaid omnimover at Magic Kingdom would open for business, and there was little else on the horizon. Pleasure Island had been abruptly shuttered in 2007, and while various replacements had been announced, very little actual work was taking place. Across the country, California Adventure's overhaul had been announced and was still ongoing, and although the World of Color fountain show had been enthusiastically received, much of the best parts of that park were still in the future.

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Gentlemen, I give you the future!

Indeed, the overwhelming sense as a Florida based Disney fan was that the true show was happening elsewhere. Hong Kong Disneyland's Mystic Manor attraction was shaping up to be a tribute to old-school Disney attraction values, and Walt Disney Studios Paris was receiving a trackless Ratatouille ride. California Adventure, so long scorned by the internet and the kind of theme park visitor who never likes to travel west across the Mississippi, was receiving ambitious and prestigious upgrades. It felt as though Walt Disney World's doldrums would never end.

Its also worth remembering that 2010 was the year WDWs attendance finally began to fall, and this happened nearly in harmony with Universal's ascendancy. Universal Orlando, which had spent much of the decade since the opening of Islands of Adventure in comfortable slumber as a favorite of locals and niche enthusiasts, suddenly began to do the kind of business its parks were designed to do. Tourists who never previously would have considered heading crosstown began to descend to see their Disneyesque Harry Potter area -- and they actually liked what they saw. Shops had to put up makeshift queues to control Potter-crazed fans of all ages. Abandoned corners of Islands of Adventure such as the Captain America Diner suddenly sprung to life. What Disney had feared in 1989 and 1999 had at last come to pass - Universal was peeling off vacation days from visitors. All Disney had to counter The Boy Who Lived was a pack of princesses. Resentful fans built castles in the sky, fantasizing about Disney's imaginary Potter Swatter.

Something had to be done, fast. The Fantasyland area was reworked, with half of the Princess meet-and-greets pulled and replaced with a family coaster. That was fine in the short term, but Disney still had nothing with the in-built fan base and cross generational appeal of Harry Potter.

With Marvel tied up with Universal and Lucasfilm's acquisition still in the future, Disney announced they had acquired the theme park rights to James Cameron's Avatar. It was the confused shrug heard round the world. But in retrospect, it was something more. It was the start of a new phase in Walt Disney World history.

The IP Invasion

Michael Eisner was the boy who ran away from the polo club to become a television executive. A product of a wealthy New York City family and the Hollywood culture of the 1970s, Eisner loved big, flashy, prestigious ideas -- Disneyland outside Paris, WOW! Under Eisner, Disney could build modernist architecture palaces, teach you American history, and market Tim Allen as Santa Claus. What Eisner was bad at was where road meets rubber; burned on EuroDisney and Disney's America, in the second decade of his term he became gun shy on spending. This leads to many bizarre missed opportunities from 1994 to 2005; Eisner could never bring himself to build a proper Lion King ride anywhere in any of the four Disney resorts in the world, despite that feature being the crowning fiscal achievement of his tenure. So Eisner liked big ideas with no money behind them; a celebration of man's progress to welcome the 21st century at Epcot, WOW! But what that actually was, was fabric on poles and a pin stand.

In comparison, Bob Iger is, on the big ideas front, a dullard. Bob likes to give people more of what they've already said they wanted - he did not miss the opportunity to get a Frozen ride open wherever he could as quickly as possible, whereas one feels that Eisner would have been more comfortable having Elsa blast snow at you on the Backlot Tour at MGM or something. Having spent  his entire term as CEO trying to mop up the mess left by the underspending at DCA, Hong Kong Disneyland, and Walt Disney Studios Paris, where Iger excels is making sure these projects are properly funded to return lavish results. The difference in quality between fit and finish on Hollywood Boulevard at the entrance to Disney-MGM Studios and Buena Vista Street at California Adventure is massive. This combination of safe ideas applied to the parks with good budgets has characterized this decade of theme park development, and the model is explicitly drawn from Wizarding World of Harry Potter. Fans call the IP Invasion.

The warning signs were there early on. In 2009, Avatar shot to the top of the box office charts - a big, dumb, lavish James Cameron space epic. And while the show has retained a cadre of fans and is probably on track to become a nostalgic favorite of a certain age group of 2010s youngsters, the reputation of the film has declined precipitously in the decade since its release. Square in the flush of this decline, but well ahead of its very well hyped sequels, Disney announced and built a full on lavishly scaled themed area for the film in Animal Kingdom.

Pandora: the World of Avatar is nearly as impressive for its conceptual acrobatics as it is for its scale. Set many decades after the events of the film (series?), the alien planet Pandora has become a site of eco-tourism and the land represents a sort of national forest on Pandora, which works so well to slip Avatar into the larger environmental concerns of Animal Kingdom that you almost don't notice the strain. Grounded by an alright if interesting boat ride and a sort of deluxe version of Soarin', besides its unbelievable scale by far the most interesting thing in the area is a series of meandering paths through the center of the area that allow you to wander in, through and around the weird alien plants and animals. It's like a tiny Tom Sawyer Island out in the open of the land, and as a convincing sort of primordial alien swamp it provides the necessary depth behind the "wow" of the floating mountains that I'm not convinced either attraction delivers.

Pandora is also the only theme park area in history where you can cause a huge plant to "pollinate" all over a crowd of pedestrians by rubbing it, so that counts for something. Plant sex! In my Animal Kingdom!

If in 2014 Avatar could be ridiculed as a ludicrous misstep, Disney then went another step and announced Maelstrom at Epcot would close in less than six months to be converted into Frozen After After. Maelstrom had become, for a certain generation of Epcot fan, nearly the last tangible connection with the heyday of the park, and the news was not taken lightly. The replacement ride, while arguably more lavish and containing some very impressive audio animatronics (which is something you definitely can't say about Maelstrom), comes off more as an overbearing song highlight reel than a true attraction. Maelstrom was too cheap, too confused, and too weird for its own good, which gave it an endearing, memorable charm which made it many friends.

If you directly compare Frozen Ever After to something like Peter Pan's Flight, it's not a bad ride. But to this writer, there's a hollow feeling that not every opportunity was actually embraced. The long ascent up the lift hill, mysteriously dark in Maelstrom, has become a flat projection extravaganza which manages to be far less impressive than Maelstrom's flat painted viking ghost and laser-eye. An area which once contained some of Maelstrom's most interesting and weird scenery has become an endless corridor of projections of Elsa singing Let it Go, which feels suspiciously like riding through the editing timeline of a music video. But the true heartbreaker for this author is that the main gag of Maelstrom, where the boats threaten to plunge through a hole in the side of the building backwards, has been sealed up. That's like removing the ride from inside the Matterhorn but keeping the mountain. But really, the problem is that no matter how you try to define the question, Arendelle in Frozen is not Norway. The attraction and the meaning of the area that supports it are at ludicrous cross-purposes. After a year of rumors that seemed far too bizarre to be true, in 2017 Disney announced they were going to convert the Tower of Terror at California Adventure into a Guardians of the Galaxy attraction, and fears that this slapdash method of IP placement would continue seemed to be confirmed.

The real elephant in the room here, of course, is Star Wars: Galaxy's Edge. This new area contains brilliant theming, one solid ride and one absolutely remarkable ride, clever experiences, and an IP that many have a strong emotional attachment to. In Florida, where it replaced a weird fake New York that Eisner built to make a Bette Midler movie, it's a home run, and will be even more of one when its adjoining immersive Star Wars hotel will be open. Nine years later, this is finally something as good or better than Universal's Potter areas.

But it absolutely is the wrong fit at Disneyland. Yes, its removal caused the dramatic reconstruction of a neglected corner of the park, and it bolsters and complements Disneyland's strong roster of attractions brilliantly. It improves crowd flow, and the theming to visually cut it off from the rest of Disneyland is cleverly done. But it does not belong at Disneyland, no matter how you try to slice it. One could opine that that ship sailed back in 1987 when Star Tours opened at Disneyland, but it's hard to escape the feeling that this is new territory for Disney.

I will say it if Disney has forgotten it: this is a bad look for a company whose core product is nostalgia. I will say it again: Disney's core product is nostalgia, and once you take that away, the thing that gives Disney its edge over, say, Time-Warner will dissipate. In fact, this may already be happening.

This isn't going to end anytime soon. Epcot, that fan favorite down in Florida, is currently undergoing a huge renovation that will introduce Pixar, Marvel, and Disney animated characters across the whole of the park. Given that Epcot has been a disjointed mess since the 90s, perhaps this will be a shot in the arm, but it's hard to escape the message: that Epcot you knew is over. Just a few weeks ago, Disney announced that the new restaurant next to The American Adventure is going to be hosted by Sam the Eagle from the Muppets, which makes almost no sense at all.

The IP Invasion surges on.

The Adult Retreat

Not everything that happened in the 2010s was a full on dunk in brand synergy. Finally completing their promise to rebuild the troubled Downtown Disney area into something operationally manageable and modern, Disney went full on weird with Disney Springs. Designed at a honeypot to trap locals and Instragram influencers, there's not much Disney at Disney Springs, and it's kind of amazing.

Themed after Florida, a place Disney otherwise goes to amazing lengths to ensure you never see, Disney Springs is a bees nest of semi-haute restaurants, high end shops, weird bossa nova music, and theming intentionally reminiscent of Rollins College in Winter Park. With its restaurants with hanging Edison bulbs, reclaimed wood, exposed brick and menus awash in buzzwords like "crafted" and "local", Disney Springs drops a bell jar over the early 2010s in a way that perhaps no Disney product since EPCOT Center has perfectly encapsulated its era. There may be no Disney characters, sure, but there is a beautiful artificial spring, hand painted murals, a totally bonkers invented "history", garlands with tiny chandeliers at Christmas, a speakeasy buried under a pizza restaurant, and a place where you can wander on a dock and check out a millionaire's collection of rare boats. It's totally bizarre, and I suggest everyone enjoy it for what it is now before Disney paints Mickey Mouse and Elsa over every available surface in the next decade.

There certainly has been increasing alarms being rung in some corners of the Disney fan sphere as renovated rooms in resorts at diverse as the All Stars and Wilderness Lodge return from refurbishment with minimal details and clean, modernist furniture. While this may seem at first glance to be a removal of theming, hotel rooms by their very nature are intended to change and update every few years, as Disney has done every decade since the 70s. And while a case could be made that the new rooms are both less themed and more like the bland "airspace" world ushered in by AirB&B, one fact that should be considered is that room occupancy has continued to decline at Walt Disney World - which explains so many rooms being removed from inventory to be sold as DVC units, and possibly pressure Disney to more fully reflect what a modern traveler would expect to find in the "outside world" in 2020.

And if the removal of theme had stopped there, behind closed doors, it may not have been worthy of comment. But in the 2010s, the Polynesian Resort, that amazing time capsule of 70s Disney kitsch, suffered a fate worse than update.

Going beyond the necessary room updates and removal of room inventory for DVC, Polynesian Resort was perhaps the first Disney hotel to be fundamentally downgraded as a result of its remodel. Meandering pathways through tropical gardens were widened into freeways to accommodate a new revision of the RCID building code which required firetrucks to have clear access into the interior of the resort. Even worse, Fred Joerger's beautiful interior atrium and waterfall was removed and paved, replaced with a tiny statue of Maui surmounting an insultingly tiny trickle of water. It drove a stake thru the heart of the life of the place. Whereas the Polynesian Lobby just ten years ago was bursting with activity, today its a space nobody wants to linger. There were bright spots, such as the addition of the wonderful Trader Sam's Grog Grotto, but this really was a case where Disney paved paradise. And again, it's that nostalgia thing: once you remove that, you can't go back. I'd be curious to know if the Polynesian has retained it status as the most sought after rooms on property.


A more successful case study may be found south, at the Gran Destino Tower, questionably tacked onto Coronado Springs. Coronado Springs, a bizarre 90s fever dream of Latin America, now hosts a tower that looks very much like any Hilton in the world, even more questionably inspired by Salvador Dali and the Spanish, ie European Espana, artistic heritage.

If this sounds totally incoherent it is, but taken strictly as Disney's first full on attempt to create a Disney version of a modern, high end resort, it actually succeeds. The lobby bar serves the kind of drinks you'd expect to find at a destination bar in New York. The interior finish is lavish without being overbearing in its execution. The rooftop restaurant, Toledo, serves an amazing spread of food with views of Animal Kingdom, Epcot, and Hollywood Studios. If the Grand Floridian felt lavish but stuffy, Gran Destino feels lavish and chic. It doesn't exactly feel like you're at Disney, and I think that is the point. This is for the sort of traveler who stays at the Kimpton wherever they go, and with it and the slightly more family friendly brand new Riviera Resort, the question of what Disney is going to do with their dowdy old Contemporary Resort seems ever more pressing.

In a way it feels like this past decade was the era when Disney finally embraced their adult fan base, and whether that's due to Harry Potter wands or not, that may be the biggest story here. It certainly isn't children driving up the grosses of Marvel movies, or buying $200 lightsabers. And while the mainstream media may still be able to generate clicks with articles about "childless millennials" at Disney, a quick review of the internet shows that the majority of content generated about Disney is from that age group - this blog is written by one.

And while it may be difficult to reconcile a Disney that will tear down Epcot AND sell you an adorable Figment pillow, Disney is not what it was a short time ago. Disney is a multi-media, multicultural juggernaut, and any money they think they can get from you, they will take. Disney made 80% of the top box office attractions in 2019, a number that would have been staggering in 2008. They rode their tide of childless millennials to glory, sweeping aside all in their wake.

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Hollywood Studios seen from the top of Gran Destino / Disney Food Blog

Interactive Everything

The first time I saw an iPhone was late June, 2007. I was working at the Hall of Presidents, and a guest who had waited in line to buy one on the first day was showing it off in the lobby. At the time, the idea that that little chunk of metal would change the world was laughable. Remember that devices such as the Nokia N-Guage had been coming and going since the Millennium making similar claims, but the iPhone was the one that stuck.

In retrospect, Disney's response to the whole thing was just as strange. To be clear, people had always brought small distraction devices to Disney to help kill the time spent in line, and in 2007 seeing a kid with a Nintendo DS in line for Space Mountain was exceedingly common. The world of social media and Angry Birds were still yet a few years away, and Disney's knee jerk response was that this new world of technology was going to need to be met head-on with... competition.

In 2009, the Kim Possible World Showcase Adventure debuted, based around the retrospectively quaint notion of lending guests a flip-phone running proprietary software to cause various effects to activate around World Showcase. That same year, the new queue of Space Mountain debuted with a wall of video screens playing Wii-esque mini games involving docking ships and sorting luggage. These were merely an appetizer for the deluge of interactivity to come.Disney was prepared to wage a full-on war for your attention, and the places guests consistently were asking for more things to do was while waiting in line.

The Many Adventures of Winnie the Pooh and Dumbo received playground-esque play areas appropriate to the kiddie set they were courting, although Dumbo ended up using a pager system concept which turned out to be more trouble than it was worth. Test Track was rebuilt with the concept of interactive queue integration baked into the concept of the ride, although the refresh has remained controversial with nostalgic fans. The most controversial addition was the lavish Haunted Mansion queue, decried by traditionalists but largely enjoyed by the public. Peter Pan's Flight received a new but largely passive queue experience, and a "build-a-doll" feature planned for Small World ended up being only half implemented. Probably the best of these various queue refreshes, Big Thunder Mountain Railroad, seems to stop the line more than Operations would like.

All of this was intended to be built on the back of Disney's massive, extraordinarily costly MyMagic+ initiative. An attempt to tie together a number of internal software upgrades, MM+ was ambitious and was intended to roll out to every Disney resort around the globe, unifying all of them under one system and application. To say it didn't work out that way is an understatement.

To be clear, Disney needed to massively upgrade their tech infrastructure to begin with. Each line of business within the resort used a different tech solution often hacked together using existing technology, none of which interfaced with each other properly, requiring lines of business as diverse as a hotel front desk to manually input data to be sent into, say, the reservation bank at the Crystal Palace. Let's not forget that Disney is the same company that's been pulling boxcars around with magnets as a "transport system of the future" since the early 70s. The idea was to streamline key items as diverse as park admission, purchasing, hotel room entry, reservations, photographs, and more into one easy user-end software interface.

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Chris Barry
Which today sounds like a no-brainer, but remember that in 2011 and 2012 the idea that absolutely everyone would own a smart phone, tablet, or Apple Watch - probably more than one - was still in the future. As a result, starting in 2009 Disney began to test and implement a vast array of tech built around RFID, a technology they had been using in the parks since the early 2000s. Only the true dinosaurs like me will recall the 100 Years of Magic "Magical Moment" pins, ungainly chunks of plastic which would light up whenever you were experiencing a "magical moment", such as the end of the fireworks. These were essentially reacting to a gigantic blast of infrared RFID information installed in various attractions, huge beams of which can be seen in night vision home videos from 2001 until 2007. This infrastructure would then be re-introduced in the form of Pal Mickey, a talking, vibrating plush with an RFID receptor installed in his nose. Pal Mickey, a forward-thinking attempt to help guide guests around the parks, had a number of interesting ideas that were never fully implemented, such as Mickey directing you to attractions with short waits. The difference was the Magical Moments pins cost $10, and Pal Mickey was an $8 rental on a $50 deposit. In the early 2000s.

So Walt Disney World bought in full hog on RFID. Park admission, room keys, and purchases were streamlined into a clunky but functional user interface all tied to a rubbery bracelet sent to you in flashy packaging. Obviously modeled on the "Livestrong" bracelet fad, MagicBands continue to be sold at Disney, but their actual utility is less than a fraction of what was imagined. Early MagicBands included batteries to enable to use of long-range RFID, and Disney was, until the actual complexities of running such a torpid system became apparent, busily installing RFID receivers all across the roofs of Magic Kingdom. That's right, Disney, the ultimate nanny state, wanted to use these bracelets to keep tabs on nearly everything about what their guests were up to, from purchasing patterns to bathroom use. A glorious future was envisioned where Mickey Mouse himself could upsell you on an ice cream cone outside of a bathroom because Disney knew you had gone exactly 2.5 hours since your last snack.

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Disney's dream of the 2010s
Again, the ambition and absolute folly of building a tech infrastructure like this in 2011 based on close-range RFID emitters is retrospectively staggering. In the end, MyMagic+ would never leave Walt Disney World. A torpid, costly affair supposedly tipping the budget scales above two billion, a combination of the protracted Avatar project and MyMagic+ shot parks executive Tom Staggs down in flames. The other Disney resorts looked upon Orlando's efforts with indignation. Many of the elements that really did improve the guest experience, like the removal of turnstiles in favor of touch points, were absolutely impractical at places like Disneyland. Slowly, Disneyland and then other parks rolled out their phone apps, each built in a separate silo from each other.

The two projects that were truly going to demonstrate the power of the system - Pandora at Animal Kingdom and Shanghai Disneyland - came and went without significant MyMagic+ presence. Although Walt Disney World has maintained the MyMagic+ name and wristband element, nearly nothing of that decade-ago tech remains operational. There never was a full integration of all of Orlando's Disney systems, for the same reason that there never has been one - any job where you deal with the public is bound to be a messy one, and Disney has simply never managed to take the guesswork out of it. In the end, trying to build a tech infrastructure based on something like Bluetooth in 2016 instead of 2011 probably would have been a bigger success... but there's another problem, and it's a problem that Disney used to be the masters of.

It's that no matter how carefully you design a user-end interface to solve all of the problems of your line of business, people are still people and getting them to use it the way you want is a fool's errand. People are still gonna people. Disney used to be masters at understanding people and invisibly guiding them towards designed, profitable experiences. Someday, stand on the monorail platform at Magic Kingdom and just watch the people. Watch the monorails gliding in and out, the doors popping open, the people constantly flowing in and out, each one and individual from cultures around the world but each being helpfully guided by design through an area. Watch how gracefully they navigate each other and a space and moreover watch how it happens again and again and again. Compare that to the mess of humans milling around waiting for a Fastpass to become valid.

Rise of the Resistance, Disney's best attraction since Indiana Jones Adventure, opened this last month. There was no interactive queue. Scratch that: there's no queue. The ride works on a pure reservation system, with groups being called to wait in a short line to board. We're back where we started, with what Imagineering knew back in the 50s and 60s: the park itself is the interactive queue, and anything that complicates the space between that and getting on a ride should be as minimal as possible.

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But really nothing tells the story of MyMagic+ better than a tiny spot in the interactive queue for the Haunted Mansion. The third crypt has a peek-in scene where a book of verses is writing itself. There's a disembodied voice to prompt you to complete the rhyme. It's a circa-2011 version of voice recognition, an early form of Alexa or Siri. It's all wrapped up in a clever package, but if you stand there and watch the way people interact with this thing, not one guest in 25 understands what they're being asked to do. There's even a recorded narration constantly asking you for input: "Muses! Speak up!".

Nobody does. After a year, WDI went back and added telephone receivers to provide a visual aid to help this gag sell. Guests broke off the receivers and still they do not speak up. What they will do is walk past the crypt, see the book writing itself, and exclaim "Harry Potter!".

Harry Potter.

Clearing the Cobwebs

Much of the best stuff that happened at Walt Disney World this decade was all about old-school park design values. The decade was kicked off with The Enchanted Tiki Room: Under New Management being destroyed in a kind of literal act-of-God freak fire, paving the way for the return of a tighter version of the original show. A few months later, The Orange Bird returned to Adventureland, setting off a merchandise trend that has yet to subside. It was a strange time to be a classic Disney fan.

With the noteworthy exception of Space Mountain, nearly all of the Magic Kingdom classic attractions are in great shape. A 2015 Pirates of the Caribbean refresh finally made that attraction into the showpiece it deserves to be, with many of the figures looking better than they have since the 80s. Stalwart attractions like Jungle Cruise and Riverboat have kept up with their maintenance, while Haunted Mansion continues to be wildly popular and receive suspect additions - most recently, an on-ride photo.

Disney finally put Stitch's Great Escape out of its misery, gutting the show's animation and is now using the lobby as a meet and greet. Magic Kingdom seems to be in no hurry to replace the attraction, perhaps understandable because that space has never managed to house a significant attendance draw. Instead, a copy of Shanghai's TRON ride is sprouting up next to Space Mountain and WDI is on a rampage around Tomorrowland, trying to bring back an updated version of its original Space Age look.

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Removing the Future That Never Was / Derek Sterling
Less positively, in 2013 Country Bear Jamboree was retooled into a version that cut nearly a third of its run time, doing very little to retain much of its original wit while gaining very little in terms of pace. The figures themselves were lavishly redressed, and hopefully the full 15 minute show can be restored in the future. Meanwhile, Pirates of the Caribbean continued to receive suspect updates to the Auction scene, a rare situation where my feminism and desire for park preservation were at loggerheads. The resulting scene isn't any worse than the other 2006 tampering, and far better than the atrocious 90s fixes to remove implied rape in the Chase scene, but its now kind of shocking to consider that the ONLY scene remaining in the Florida ride where you can hear X Atencio's original iconic script is in the Jail scene. Given all of this, it would be nice if WDI saw fit to  remove Barbossa from the Bombardment scene and reinstate Paul Frees' original Blackbeard captain. Barbossa hasn't even made sense as the captain of the "evil" pirate crew looking for Jack Sparrow since the first film, anyway.

While efforts to move crowds around this most crowded of Florida parks continue, the most significant this decade were the leveling of the Skyway station and the the rebuilding of the Hub. The Skyway project turned into one of the nicest bonuses to come with the New Fantasyland project, a leafy corner devoted to Tangled with some nice details. The Hub project was badly needed and while not all of Operations' lofty plans to issue Fastpasses to preferred viewing corrals have quite worked out, on the busiest days the extra space has made a huge difference. It's not the Magic Kingdom hub I grew up with, but it's flashy and not bad at all.

Overall the removal of Toontown, the re utilization of the former 20,000 Leagues Under the Sea and Skyway attractions, and the rebuilding the of the Hub, Main Street bypass, Adventureland Veranda and finally at long last the entrance plaza have finally cleared away most of the badly utilized spaces around the park, though those shops in Adventureland and Caribbean Plaza remain poorly capitalized upon. With TRON rising out of the ground quickly. Magic Kingdom is finally receiving her first genuine capacity addition since 1993 (!). The park is just about in the position you want a legacy park to be in.

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BlogMickey / @MickeyExtreme, August 2016
Meanwhile, across the resort, Walt Disney World's most ill-conceived addition has a new lease on life. The entire rear of Hollywood Studios, a "backlot" which saw less than one year of active production and then stood untouched for nearly 30 years, is finally gone, and with it Catastrophe Canyon, the Backlot Tour, a temporary movie set playground that set an unfortunate precedent, and more are finally gone. And while the Toy Story area that was built nearby is less than ideal, the Star Wars area that superseded much of that old backlot is an absolute winner, especially compared to its previous life as a fake city street with no real purpose.

Less easy to applaud is the decision to scrap that park's final opening day attraction, the problematic but lavish Great Movie Ride, in favor of a screen-based Mickey Mouse attraction. But it's a brave new park out there now, and certainly of the slate of four parks, the Studios had the most to gain and least to lose by wiping its slate clean. Let's hope in the next few years this freshening up continues and we say goodbye to poorly utilized areas such as Animation Courtyard, the Beauty and the Beast tent show, and the Indy Stunt Show. Disney went from barely a major player to the 500 pound gorilla on top of the Hollywood box office in just ten short years, and their movie theme park really ought to reflect this.


In these quarters we're less sure of the fortunes of Epcot. Currently in the midst of a protracted multi-phase reboot a'la California Adventure, it's still so early in the going that it's hard to say if Disney is going to end up with a conceptually unified park, something that Epcot hasn't really been since the turn of the Millennium. Certainly, it's been hard to say goodbye to stalwarts such as Illuminations, Impressions de France, and Universe of Energy, but on the same token the Disney that built EPCOT Center is no longer with us and that park is never coming back. And while the probability of the newest incarnation pleasing EPCOT Center purists is probably below zero, there is a chance to build a park that feels more like a futuristic showplace and less like a community college from the 80s.

I personally gave up on ever seeing my preferred version of Epcot again ten years ago, so this quarter is cautiously optimistic. If nothing else, the new films at The Land and Canada, bowing this month, are actually far closer to the education and inspiration message of the Epcot of old than their 1996 and 2007 replacements were.

For this observer, the best trend of the past decade has been the sudden awakening by somebody somewhere in the organization that the Orlando property's infrastructure is embarrassingly outdated and that Disney has the capital necessary to fix it. Downtown Disney was once the property's biggest logistical nightmare, with traffic that frequently gridlocked the roads around it. With the reconstruction into Disney Springs came new overpasses, parking garages, elevators, escalators, and even pedestrian access bridges across the intersections. This all works wonderfully today and parking spaces can be located from the road in under ten minutes from both directions, which compared to the Downtown Disney of 2005 is sort of a miracle.

The success of that project kicked off a rash of upgrades across the resort, and new traffic patterns, off ramps, security processes and more have been a constant for the past four years. But none has been more visible than the Skyliner, a Doppelmayr lift system connecting Epcot, Hollywood Studios, and several hotels. Despite opening month hiccups the system works amazingly well and has already caused Disney to reduce their reliance on buses within the network. The system transported a million people in less than a month. As a passenger with me in one of the buckets exclaimed a few weeks ago, "the Skyliner is legit".

Hopefully, the Skyliner system will be expanded with a new hub at Coronado Springs and spurs connecting Coronado to the Beach Club, then on to Blizzard Beach, Animal Kingdom, and Animal Kingdom Lodge. From there, a north spur could easily cut through wetlands north of Coronado Springs and bring guests to the Transportation and Ticket Center. This would effectively put most of the resort on mass transit. Even more pressingly, hopefully Disney will soon invest in a new automated monorail fleet and replace the aging, literally falling apart monorails they are still running.

In short, its hard to avoid feeling that Walt Disney World is finally getting to the point it should have been at ten years ago. Genuine expansion and hard looks at existing problems are finally rolling forward,  hopefully setting up the resort for its next ten years of improvements.

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Tom Bricker
You Can't Go Home Again

But, you know, its not all clear skies ahead. While the past few years have been a whirlwind of new additions, Disney spent all of the 00s and half of the teens obliviously treading water while raising prices constantly. Day tickets crossed the $100 threshold years ago. Left and right, upcharges and add-ons have spread like crabgrass. Parking a car at thr hotel overnight? That'll cost you. Planning on using your tickets later? That'll cost you. Want to refill your Coke? That'll cost you, too.

With hotel occupancy down overall, its hard not to feel that Disney has finally crossed that event horizon from popular destination to once in a lifetime spree. The trouble is, the tighter they squeeze, the more money's gonna run thru their fingers. Disney travelers have long relied on outside grocery stores and stroller rental companies to take the sting off the tail of Disney prices, and with recent moves to curtail these competitors one wonders at which point vacationers are going to stop buying those high profit resort drinks or simply decide to go elsewhere next year.

Myself, I'm wondering what Disney is going to do when the market declines again. Tourism has always been a boom and bust industry, and attendance has dropped precipitously at the start of the 1980s, the 1990s, and the 2000s. We're very much waiting for the other shoe to drop, and when that happens Disney has always had a robust local market to appeal to in the past. Given the discounts I've seen being marketed locally and the sudden lifting of summer blackouts last year when Toy Story Land was not enough the entice visitors to Orlando, I'm starting to wonder if that market is still going to be there for them when they need it. I can't speak for everyone, but when it came time to renew my pass several years ago, I decided a Nintendo Switch was more appealing. And I have Disney posters on my wall. Disney's core product is nostalgia, and you can't have nostalgia when you've torn out a lot of what makes people nostalgic.

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The bulldozers finally came for River Country / Cameron F
It's also been frankly bizarre to see Universal, the company who kicked all of this off by snatching the golden chalice and waking the sleeping dragon, stumble as badly as they have in Orlando. Following their second, marvelously realized Harry Potter area, they've mostly been content to open nice hotels and underwhelming replacements. Universal Orlando's "third park", Volcano Bay, is a nicely themed water park that still falls short of the theming Disney lavished on their two water parks a quarter century ago. And despite acquiring the property of my personal childhood dreams - Nintendo - progress on getting the thing open in Orlando has been stalled by a series of false starts. It's now wrapped up in a frankly bizarre venture to open a park nowhere near their other two in a move which seems doomed to boondogglery. The cross town rivals briefly looked competitive, but each year that passes the gap seems to widen and widen.

They say you can't go home again, and that's true for the Walt Disney World of the 20s.

After losing much of the history and charm at the Polynesian earlier in the decade, in 2019 the final, untouched pocket of old school WDW fell. The bulldozers arrived at Fort Wilderness to clear away River Country for a new hotel. Like the Gran Destino it will probably be very nice and probably pretty incoherent - its ostensibly about nature, and Pocahontas or something but it looks like a mid-century Radisson.

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@bioreconstruct
And with that, the Walt Disney World I fell in love with as a child was finally gone. That same Walt Disney World that was still almost kinda hanging on when I worked there, the one I began writing this blog about, has finally sailed its last phantom sidewheeler steamboat across Bay Lake and vanished.

It almost, nearly, made it to 50.

If you're reading these words there's a good chance that it was your version too. But the thing is,  there is out there right now somebody who never rode the Backlot Tour or Alien Encounter or Horizons who will love it, and perhaps they'll be the next ones to pick up this thing we were part of and carry it forward.

It's not our Walt Disney World anymore... but it might just be somebody's.

Haunted Mansion Video Treasures

To this author, perhaps the greatest boon to my life afforded by the modern internet is video streaming - the ability to watch nearly anything at any time for reasonable cost in decent quality. And although I remain an enthusiastic supporter of physical media, the internet has become a digital Aladdin's cave of delights for fans of the weird and obscure. Writing this during the Coronoavirus shutdown, I've recently gone for strolls around Disneyland and Disneyland Paris from the comfort of my home thanks to the modern wonder of streaming high-definition video. And this, in a lifetime where I remember leaving my computer on for an entire week attempting to download Sam Raimi's first horror film through a telephone line.

I picked up the habit of mass video accumulation early. Around 1995 I became obsessed with taping things off television, and I still have a box of around 50 VHS tapes from Disney Channel and other sources that I've never been able to part with. A few years later, I was involved with the Haunted Mansion fan community as it existed through mailing lists and Yahoo groups at the time, and one of our hobbies was trading tapes through the mail of various home video ride-throughs. Please remember that this was a time when RealVideo was just about the best online video streaming option, and you still had to pay for the wonders of QuickTime video. Creating and mailing video cassette tapes was the more convenient option!

Well, I held onto those videos for a long time. A few years back, my good friend Michael Crawford helped me get a few of my stranger video treasures transferred, but I still knew there were goodies yet to be discovered. Late last year, I bought a new old stock VCR. It took several weeks of experimenting, but I'm finally getting results I'm happy with from my capture setup. And so here now are a few of the better tidbits that obsolete technology has granted me an archive of!

First up is a video of extreme importance to me and of nearly no importance to anyone else - just how we like them on Passport to Dreams! Along with Discovery Channel's Fun House documentary, this is probably what kicked my Haunted Mansion fanaticism into overdrive and turned me into the theme park person that I am today. It's a short excerpt from a show called Walt Disney World Inside Out, which Disney Channel ran weekly through 1996 and 1997.

Hosted by J.D. Roth (from GamePro TV!) and Brianne Leary (from CHiPS!), it was essentially part of the promotional mission surrounding the resort's 25th anniversary. Certain highlight sections ran between Disney Channel programming as "Inside Out Spotlite" segments, and this was the most memorable.


For context, you must realize that as a child my ability to see anything from the interior of the Haunted Mansion was limited to a few photos in a souvenir hardcover book and the Day at the Magic Kingdom VHS tape. So seeing a program that not only gave me a good look inside a personal obsession, but went further and explained how certain effects were done, absolutely floored 11-year-old me. I don't think I had even considered at that point that the ride was made up of illusions with secrets behind them, so seeing J.D. Roth put his hand through that bust rewired my brain.

From a historical perspective, this is the only good look I've ever found at the remarkable film bin looping devices invented by Ub Iwerks for WED in 1954. He actually engineered these things as part of his assignment to create Cir-car-rama for Disneyland, allowing the film to circulate endlessly through a giant series of spools without ever getting out of synch with each other. These same looping projectors were also used in the Main Street Cinema, using prints purchased from the Blackhawk Films library. The Haunted Mansion's 16mm 1-minute bins are cool enough, but the 70mm 15 minute bin loops for the Hall of Presidents were things of beauty, 25 feet tall. I wish I had thought to take a few pictures of them before the show switched over to digital in 2008.

This segment is also just quality Disney programming, perfectly judged to increase your appreciation of just how complex these attractions are without revealing too many secrets. Walt Disney World Inside Out was a show wildly variable in quality - there's episodes where they do nothing but poke around The Disney Institute - but when it's good like this clip, it can be very memorable.

Moving swiftly on, let's take in some vintage ridethroughs! These sorts of videos used to be easier to find online before YouTube became the dominant source for streaming video it is, but the migration to that platforms meant that a lot of older material simply never made the leap. Who remembers going to Visions Fantastic and downloading Disneyland videos?

These three vintage ridethroughs are amongst the best that I know of, but they actually aren't mine! These were on one of the tapes I traded for in the early 00s, and I've forgotten exactly who sent this one to me. As a result I've cut out the hitch-hiking ghost mirror segments of each video, because they weren't taken by me. For their vintage they really are excellent, shot with a higher end camera than most consumers ever had access to by a rider who really knew where each little detail was.

First up, the Magic Kingdom Haunted Mansion in glorious, low-fi murky regular vision! This is the category of video that is the toughest sell today, when we all have video camera on our phones that handle dark environments much better than this. But there's still value in this, and this is by far the clearest pre-2007 Mansion video I know of. Certain areas, like the first third of the ride, are near total losses but other areas like the Corridor of Doors are nearly exactly how they looked in real life.

It's also the best view I have of what the controversial "windblown" bride looked like in real life. Flash photos always made her look dopey, and as the years went on and more and more of her lighting and wind machines broke and were never replaced, she looked worse and worse. But when she was brand new she at least was impressive, and that is captured well here.


Some stray observations before we move on. First, the line. For the past fifteen years, Walt Disney World has been so busy and so plagued with the scourge known as Fastpass that it seems almost incomprehensible to look back at a time when except on the very busiest days you could walk on Haunted Mansion with a very modest wait. There were no interactive queues and other such nonsense things to get in your way; once you got through the turnstiles at the porte cohere, that little corner of the park with the family cemetery butting up against the front door was as serene as an actual graveyard.

Second, take note of the entrance area. This particular arrangement - with the front gate that had been put in the early 90s, plus the hearse and fountain which had replaced a large planter and tree in 1997 - ended up lasting a mere 2.5 years. In 2001, Disney put up the Fastpass building which clutters up the area today, added a covered-over fountain smack in the middle of the walkway, and took down the central gates with the dead wreaths on them which much better communicated the idea of "old, closed-off estate". The intersection of strollers, Fastpass building, former Keelboat dock, and gate in this area has been a logistical disaster for at least the quarter-century, and I really wish the park would tear the whole area out and rework it.

Let's take a moment to enjoy the "Aging Man" effect in its full original form here, and actually facing the proper direction! The 2007 digital morph, although certainly smoother, has never struck me as being as eerie or oeneric as the original effect here is, with simple fades between each stage in the deterioration. This is almost certainly a device built in 1969 for use in the Disneyland show, back when they were planning on a full 6 stage transformation for each of the portraits. It was crated up and shipped to Florida instead, and I wish I had thought to take a picture of it before it went digital in 2007.

As for the direction of the portrait, it's been wrong since then. The projector is aimed at the ceiling; it bounces off a mirror and onto the scrim, meaning it's reversed twice once you view it from the other side in the Foyer. Whoever composited the video flipped it to account for the scrim but didn't know about the mirror. That's another small touch I hope they fix when they upgrade the projection to HD.

Before real low-light video cameras became a thing, the most coveted form of ride video was night vision, in which your camcorder spit out a beam of infrared light. In retrospect, it's bizarre that home camcorders even had this option, given that it makes people look like weird glowing demons. However it was amazing for theme park nerds who wanted to take in every detail of their favorite rides, so let's take another spin through, this time, in phosphorescent green!


We begin with a decent look at the Load Area in its mostly original state; I believe the lights along the loading belt went blue in the early 90s and that the red and white wallpaper replaced an earlier pattern sometime around that time. In the 1997 refurb a couple of theatrical lights were dropped in through the ceiling around the corner, pointed down to illuminate the pinch point where the line becomes single file; just a few years later, wall sconces would be added to properly illuminate the floor space. At the same time, weird elevated urns on shelves would be installed to disguise speakers for the safety boarding announcements. Finally, in 2007, the "Sinister Eleven" portraits would migrate to the load area, the wallpaper would be replaced again, a "ledge" would be added to lower the apparent ceiling height, and a solid black wall separating the queue from the doom buggy track would be built.

Practically every old-school Florida Mansion fan was unusually fond of that table, chair and lamp on the other side of the buggies; it was a weird little tableau that suggested that perhaps an unseen ghost was doing a little late-night reading! All of those props are in the Attic now and although I'm not hardline enough to insist that their removal ruins the scene or anything, I do wish that WDI would add some stuff over in that corner because it did help the Mansion feel more like an actual house.

I'd also like to bring up the Corridor of Doors. Nearly the whole soundscape of the Mansion was re-mixed and re-jiggered in 2007, and largely I think they did a terrific job - although many of the changes are subtle, it's one reason I think the Florida Mansion feels very fresh and dynamic. And while many Mansion fans have bemoaned the loss of the original Graveyard vocal tracks, I think the removal of the original Corridor of Doors voices is just as big of a loss. Generally, the 07 sound mix veers heavily towards ominous rumbles and creepy whispers - the sort of thing that we recognize from horror films of this millennium. The 1969 Corridor of Doors tracks are definitely way closer to old fashioned haunted house album tracks if you sit down and listen to them individually, but they never played that way in person because you simply didn't have time to sit there and listen to each one. The new version of the scene is still creepy, but the original was way creepier.

So let's talk about the Attic scene. The pop-up guys up there always were a controversial feature of the ride, and I think at its heart the reason is because you had just come from the Ballroom, the spectacular visual highpoint of the ride, and around the corner was a skeleton dude bobbing up and down on a stick.

But, you know, they didn't have to suck. Were the figures properly hidden, and dropped down out of sight immediately, you wouldn't have to be stuck looking at a static head on a stick slowly being ratcheted out of sight. Making the situation even worse, in 1997 WDI decided to put glowing purple top hats on every one of them, meaning that even the ones properly hidden could be spotted thanks to their dumb glowing top hats.

Then there's the separate case of that first fellow on the right as you entered. I have no idea if he was simply malfunctioning for 8 years, but more often than not he looked the way you see in this video - way too far up, bouncing around in midair, looking stupid. When I was a little kid, this guy came out of an open trunk on the floor and scared the heck out of everyone. It still works that way in Tokyo Disneyland, the last place on earth to enjoy this simple effect. I have a suspicion that someone in Imagineering wanted the popups to be this way, to give "riders a hint" before they appeared.

But the thing is, the only positive thing you can say about a head on a stick that pops out to scare you is that it scared you; with the exception of rubber spiders bouncing around in webs earlier in the ride, it's the crudest thing in the Haunted Mansion. I miss these guys, but I don't miss the way you see them in this video, looking stupid and not properly hidden. If you're going to have a jump scare, you need to commit to having a jump scare, and I think without at least one or two in the attraction, the Haunted Mansion is missing something. The Attic is supposed to be the dark heart of the ride, the room you were never supposed to see, and on that count Connie doesn't cut it.

And, oh, hey, the graveyard of my teenage years! The Singing Busts were out of synch. Somehow, after the switch to "laserdisc technology" as our ghostly friend George put it to J.D. Roth, they were never quite able to synch them up properly. Also, the Old Man was REALLY loud, and the mummy didn't have a vocal track. Was that way until 2007, as best I can tell. Also, if you listen REALLY carefully, you can barely hear the "La-da" singer track by the Hearse, still lurking around in the late 90s. This was a graveyard vocal removed from Disneyland for some reason and some folks are obsessed with it.

Alright, let's hop a plane over to California for one last bit of Mansion-y goodness.


Again, this was a short-lived incarnation of the Mansion. A 1995 refurbishment introduced changes to the Seance Room and Attic, as well as the red wallpaper in the stretch room (which I've always preferred) and an upgraded sound system. Many of these changes were subsequently removed by further changes in 2005, meaning it's increasingly difficult to find good versions of this incarnation of the ride.

The "I Do" version of the Attic has always struck me as a pretty good middle ground between keeping the popups and decreasing the intensity of the scene. Interestingly, in this version of the scene the popups rose one at a time, from the back of the scene to the front. I'm fairly certain that the first guy in the hatbox right by the entrance was supposed to come up every time another one did, but he appears to be broken on this day. Sadly, this pattern did make it possible to go thru the whole scene and not see a single popup. I know because I accomplished this feat more than once in 2003. Videos from the early 90s do show the pops all rising at once, as they did at Magic Kingdom, so perhaps starting in the 90s Imagineering began exploring ways of lowering the intensity of the Attic.

The two other notable changes occur nearer the start of the ride. Imagineering has imported the "Leota tilty table" effect designed for Phantom Manor, which I've never liked all that much. It's fine in Phantom Manor because there isn't much else going on it that room, which I'm fairly sure has a smaller diameter circle around Leota anyhow. I think the "flying Leota" used at Disneyland and Magic Kingdom is a much better upgrade to the scene.

The other change is the reintroduction of some Ghost Host dialogue in the Corridor of Doors. Supposedly the attraction opened with this in 1969 and it was removed a few months later, perhaps as part of the same refurbishment which saw them move the bride and deal with cellar flooding. I've never liked these lines, and was sort of afraid they would introduce them to Magic Kingdom in 2007 as part of that refurbishment. However, I can see how they help keep the Ghost Host more of a participant in the attraction during Disneyland's shorter ride, because without them he gets you on the ride, commands you to listen, then leaves a minute later!

Also, I like and miss that "Dead End!" sign outside the Unload area.

When we talk about Disneyland and Magic Kingdom, especially on sites like these, it can be so fun to dig into the history and details of the places that we forget that they're constantly changing, in ways big and small. Time races by regardless, and now that the mere look of analog video is nostalgic, I hope these small documents of a time long since past are helpful or at least fun. Everyone stay healthy and let's hope for a return trip through the Mansion soon!

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Looking for more spooky fun? Head on over to our Haunted Mansion Hub Page, or check out this index of articles on Walt Disney World History!

Harold's Lost World of Snow


"It will be going the same speed it always has, but it will seem faster." - John Hench, Disneyland Line, December 1977

In 2003, I took my first trip to Disneyland, and Disneyland is one of those places that rewires the way you think. Besides absolutely taking my head off and stuffing it back on in a new way thanks to their incredible Pirates of the Caribbean - still my favorite ride ever - I discovered one of the great loves of my life: the Matterhorn Bobsleds.

I've spent a long time thinking about the Matterhorn, and a long time riding it, and it's one of those rides where I find my ardor for the experience cannot be contained by a logically structured essay. I suspect many folks are the same way about certain things: they can't say why they like it so much, but they do. I probably have never loved a roller coaster more than I love the Matterhorn, which says a lot about my priorities.

For one, comfort isn't one of them. The Matterhorn was rough in 2003, and after installing new bobsleds apparently made out of pottery and saran wrap in 2012, it got rougher. Those 70s Arrow Development sleds didn't seem to sit as low to the track and had better shock absorption, but the 2012 bobsleds are like a gigantic speaker pushing vibrations right up into your posterior. I haven't really cared; I've kept riding the thing, my feet pushed into the nose of the car, my hands gripping the handle bars, body tense and ready to absorb the pain.

I do it not because the Matterhorn is a great rollercoaster, or even because it's a landmark roller coaster. The Matterhorn, along with the 1975 Space Mountain, shakes you like a rag doll, which modern coaster enthusiasts absolutely do not like. They prefer their terror to come from drops and g forces, not being rocked around like a dead cat in a barrel being sent over Niagara Falls. As I said, I don't much care for roller coasters. I love the Matterhorn not at all because it's a coaster, but because it's an amazing experience, and there's only one of them in the world.

It's hard to say how much I would have liked the 1959 Matterhorn, with its hollow interior. What can be said is that the decision to enclose a roller coaster inside of an artificial mountain is one of those Walt Disney ideas which has become so ubiquitous in our culture that it is almost impossible to imagine a world where it does not exist. I'm fairly certain Walt got the idea from the Rutschebanen at Tivoli, a sort of scenic railway that dashes in and out of a scenic alpine mountain (with a fake cow in a field on top!). But as usual at Disneyland, the scale of the effort and the decision to combine it with a world famous peak made all the difference. The Matterhorn turned the idea of a fiberglass mountain into a genre, and Space Mountain would make it into an institution.

There is also just something about the other-worldlyness of the Matterhorn that works in some impossible to articulate way. The way it rises up and hooks with the little shadow just under its peak added by Fred Joerger - the way it hangs there against the hazy California sky, seemingly always further away than it really is. You can walk all the way around it, something you cannot do with any other stateside Disney mountain. That fact, and its central location, transforms the Matterhorn into something that exists for the pleasure of everyone, even those who do not ride. This is landmark design for pleasure, and it's been repeated endlessly since - I'm certain that the size and dreamy unreality of the Matterhorn is the basis for the height and effect of Cinderella Castle in Florida, for instance.



And yet all of that is literally just on the surface, what was put there in 1959. What I really love is the 1978 version, which in my opinion is an absolute stone classic in how to perfectly structure a themed experience, and do it so simply it's almost subliminal.

Storytelling in three dimensions is hard, and even harder because it rarely needs to conform to dramatic beats. Instead it could be said that most successful rides need to introduce a dramatic situation directly involving riders, then build and riff on that situation in a variety of interesting ways. Riding bobsleds down a fake mountain is pretty interesting already, but the wrinkle of introducing a rampaging monster really pushes the Matterhorn over the top. The idea supposedly goes back to Walt Disney, but how easily it could have turned out wrong.

Lets begin on the approach to the Matterhorn from the Hub. As we draw near, there is a surprise: the trees part, and a huge waterfall comes into view. The waterfall instantly suggests that there is going to be more going on in the Matterhorn than we expect, yet the Matterhorn looks picturesque, inviting with its alpine trees and flowers. A mountain stream winds around the base of the mountain, which somehow looks like cold mountain water thanks to the contrasting landscape around it.

Yet thats not quite the whole story. The whole top of the mountain is open, effectively turning its upper echelons into a gigantic loudspeaker which bellows out the unearthly roars of its resident monster. Even less comforting is the whistling wind which can be heard everywhere around it. This is the introduction of the dramatic conflict of the ride; the Matterhorn looks peaceful, welcoming, and charming, but.....

For my money no other theme park deployment of this concept comes even close to the raw elemental energy of this juxtaposition - the Matterhorn looks welcoming and inviting while also warning you to stay away. In the 70s, WED did a lot of this sort of stuff, and perhaps the wolf howl that emenates from the Florida Haunted Mansion and the booming cannons which once heralded the facade of Pirates of the Caribbean are predecessors. But those were really just atmosphere, whereas the approach to the Matterhorn initiates the dramatic conflict which will inform your entire experience: what's gotten into the Matterhorn?

The 1978 Matterhorn operated on the principle of suspense, and so the dramatic thrust of the story (will I escape?) mapped perfectly onto the build and release inherent in all coasters. This was an experience where the physical sensations of being on a coaster really meant something. The slow approach, the cheerful yodeling music, the wait at the bottom of the mountain ready to be released into the pitch black interior all built up anticipation. Of course all rides create anticipation, but the cheerful gemutlicheit of the Alpine landscape had an edge to it thanks to those unearthly roars.

The fact that the ride was going to be scary was announced instantly by the lift hill's perpetual gloom. The long monster roars were interspersed with screaming sounds, supplied by a speaker. The suspense of the lift hill is briefly released once the bobsleds peak and slowly begin to head downhill, then replaced with another kind of suspense. One of the best Disney jump scares of all time - the glowing eyes in the dark - illuminate with a ferocious roar, and now the rest of the ride is a long downhill slide where you are never entirely sure where the Snowman will be next. I've been on the Matterhorn probably a hundred times and I still sometimes forget exactly where the second Harold is.


Harold is one of the best designed theme park monsters of all time. The original design is a perfect distillation of a monster; long white hair offsets his blue face and hands, defining a fierce looking body shape as a silhouette, instantly comprehensible as a threat. Long hair above the eyes de-emphasizes the forehead, making the creature seem less human. Two thirds of the face is an open mouth full of teeth, the white teeth highlighted against the dark scream of a face. The nose is tiny, almost invisible, and the eyes are asymmetrical, making the yeti seem fantastical, an appropriate resident of Fantasyland. Harold was literally reaching hands, a mouth full of teeth, glowing red eyes, and almost nothing else.

But the thing is, nothing else was needed. Under the best circumstances you could get maybe 5 seconds to look at him, and those key elements: mouth, red eyes, reaching hand read perfectly from a speeding bobsled. As Ken Andersen told the E Ticket in 1993:
"You didn't need a lot of animation because you were moving. You were moving so darn fast that what you did was supply the movement for the characters."
That was the brilliance of Harold: he hardly moved, but he looked and felt alive. The long downhill escape, as well as his sudden reappearance, caused riders to fill in with their imaginations far more than was really going on.  More than any mountain-dwelling monster who has suceeded him, Harold really felt like he was chasing you, popping through secret caves and dashing down rock wall faces in an effort to cut you off. The physical structure of the ride itself worked perfectly to put you off the wrong foot; was that roar coming from ahead of or behind me?

The Matterhorn was a long build of suspense, followed by a chase down to the bottom, the splash of the glacial pond the release of the tension. Compared to the Matterhorn, Big Thunder was one damn thing after another and Space Mountain was just weirdness, but the Matterhorn felt like real peril, and it was peril created with some light-up eyes and three figures that moved only just enough to create a sense of motion. It was, in its own way, brilliant.

I didn't really start to understand just how good the Matterhorn was until Expedition Everest opened at Animal Kingdom a few years later. I admit that the Matterhorn created in me false expectations of a suspenseful, "boo" kind of experience, which Everest really isn't. Beautifully mounted, the attraction doesn't introduce its dramatic conflict until over a minute into a three minute ride. It's nearly another minute until we see the shadow of the Yeti, who honestly seems more interested in tearing up railroad tracks than chasing riders, and there's a final confrontation mere seconds before the ride ends. But the real thing that I couldn't believe when I rode Everest in previews, the thing I walked off the ride saying, is that the multi-million dollar yeti was gone by so fast you could barely register that he moved at all. Fusty old Harold inside the Matterhorn gave just about as good of a show at a fraction of the cost, and his mountain had actual caverns inside it!


For my money, Disneyland's new Snowman figure has the same issue. He looks terrifically fierce, and he snarls and lunges at the cars, but the pure, streamlined, communicative power of that goofy 1978 figure has been lost. The new figure has a visible forehead, which makes him look a bit more human, and his mouth opens and closes, a detail often lost because you're by him way too fast. He seems almost realistic, and to me this makes the new Snowman less visually appealing, less like an appropriate resident of Fantasyland.

But really the biggest issue is that those reaching hands are gone. The new Snowman is grabbing the ice wall around him like he's climbing out of a cave, but that image of him reaching for the cars was really important. Look at the silhouettes; there's no comparison.


The new guy seems like less of a threat; when you pass him a second time, he's twisted around to the side as if he isn't even expecting you to come upon him. He's louder, and he looks meaner, but its harder to feel like he's really and truly out to get you.

The trouble is that the window of comprehension for understanding something you coast by in a bobsled can be measured in micro-seconds, and the new Snowman just doesn't cut it. Blaine Gibson had fully absorbed this fact of theme park life and was a master at sculpting figures just the correct side of impossible to read in a flash. Think of all the figures in Pirates of the Caribbean, sculpted in mid-smile or mid-scowl. Think of the Hitch-hiking Ghosts, with their hugely exaggerated extended thumbs.

Think of how much artistic skill it takes to correctly draw attention to something as small as a thumb.

Blaine sculpted Harold's scowling face in a permanent scream for a reason, and he gave him huge reaching hands for a reason, and grossly exaggerated their size so you couldn't miss them. That version of the Matterhorn's monster was fit for the job.

On a similar track, the same team in 2015 removed the ice crystal scene and replaced it with a new hoard of destroyed Matterhorn ride vehicles, like bobsleds and skyway buckets. The previous ice cavern scene was nothing amazing, but you could look over and see the crystals and hear the music and instantly understand that you were looking at some crystals. The new scene just looks like some random stuff, and you're past it before you can figure it out. Worse, nobody going into the Matterhorn fresh in 2020 (2021?) is going to understand what they're looking at, making it a weird in-joke that doesn't really look like anything. That's a shame, because most of the Matterhorn is spent looking at snowy rocks, and anything to make it feel a bit more like a real place was a help. Like the Snowman figure upgrade, it was a great idea on paper, but in practice is a misfire.

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From This 2014 Video
But the change that really stings me is moving your initial encounter with the Snowman to the lift hill. This makes some sense, but those glowing eyes were truly a perfect jump scare, and set the tone for the rest of the downhill chase. The slow ascent up the mountain in the pitch darkness listening to the wind howling built up terrific suspense, increased by the fact that Disney pumped in occasional scream sound effects to this scene. Was it another rider on the coaster, or was it....?

Then, the lift hill crested, and the first few moments of the ride were gentle. You relaxed. Then Harold's eyes lit up in the darkness and scared the tar out of you. I screamed on my first ride. And then you spent the rest of the ride on edge, expecting Harold to come bounding out at you again at every turn. That was the moment the ride had been building towards since you first laid eyes on it with its beautiful flowers, glistening waterfall, and baleful whistling wind.

I'm sure new riders enjoy the Matterhorn plenty, and I'm not here to make some absurd claim like Imagineering "ruined the ride". It's still lots of fun. But the previous version changed the way I look at theme park rides because of how much it was able to do with so little. That 1978 refurbishment, when you get right down to it, was a lot of rock work, three figures that only barely moved, some sound effects, and light-up eyes on a stick. But they totally transformed the tone and feeling of the Matterhorn, and gave it unique shape and rhythm. And they did it without changing the track.

And that's what the Matterhorn became for me, a kind of yardstick I use to measure all other rides: did the designers get the absolute maximum out of what they chose to build? I find this useful because it de-emphasizes the tech and the design density that Disney and Universal tend to get caught up in and looks simply at effect. Does what they spent money on really work?

The Matterhorn brought Harold to life with the simplest means, and did so in a way that was straightforward, understandable without words or preshow videos, and easy to maintain. The new version is flashier, but in sacrifing that elemental sinplicity of what was done in 1978, it is in my opinion significantly less powerful.

Because that's something that maybe gets lost in discussing the Matterhorn; it is one of the great scary Disney rides. Harold was designed to startle jaded 70s teenagers - who may otherwise have brought their business to a place like Magic Mountain - and did so in a way that was not so intense you couldn't still bring a six year old on the ride. Harold has moved out now, and try as I may, I've never quite warmed up to the new guy. The Matterhorn I fell in love with at 18 is now another resident of Yesterland, and I miss it dearly. That hollow wind still blows in my heart.

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While I have your attention!

I thought I'd take some time to answer a few questions I've been getting recently about this site and to explain what the future holds for it.

I should probably begin with some context: this site, and text-based blogs generally, are enjoying a fraction of their old readership.

Time was, I could spend 2 weeks writing and editing a post that would reach an audience of over 20,000 people. Today, my posts are averaging about 2,500 people and capping out at around 7,000 on the high end. And the fact is, I haven't met a single person under the age of 25 who is a self-professed retro theme park fan who learned about them reading sites like this. They've learned everything they know on YouTube. It's fair to say that the time of the informational blog seems to have passed. 

Which is why I wrote a book. That book is one reason I began posting shorter form pieces (like music loops) in 2015. The past few years have been weird for this blog, and this year has been a desert. This is because I've been seriously perusing getting the thing published since last November and the complexities of doing that have taken up all of the spare time I used to devote to writing blogs.

The good news is that the book is coming out this year; my next post will be its announcement! The bad news is that given the time commitment of writing blog posts vs the work that goes into writing a book, it makes more sense to write more books. I've already begun work on my second book, and now that I have a publisher, I hope to get it done in 2-3 years instead of 5 years this time.

This site has seen a spike in readership since the pandemic began, and its been wonderful seeing old readers and new coming back to enjoy my writing. I never wrote a word on this site for money or fame, and I have no intention of stopping writing. I actually have about four unfinished pieces right now that have been either delayed by work on my book or other issues. 

So basically: more content is coming! I thank everyone who has stuck it out with me or has just recently discovered my stuff. It is amazing to me what this little writing exercise has turned into, and I want to keep it going as long as possible.

So till next time: stay cool, my friends.

Now Available! Boundless Realm: Deep Explorations Inside Disney’s Haunted Mansion

Great News! My first book is now available through Amazon, Barnes and Noble, and other sellers! Click here to grab it, or keep reading to find out what went into this massive project!


In September 2014, I lost my job.

While sitting outside wondering what I was going to do next, a stray thought occurred to me: maybe I should finally write that book. If only I had known...!

For some time before that, the idea had been percolating in my mind that I probably could write a book about the Haunted Mansion that would be unlike the other two books already written. Write what you know, as the saying goes, and I definitely knew the Haunted Mansion. Some time before I had read Roy Blount Jr.'s Hail, Hail, Euphoria!, a sort of text-based audio commentary for the Marx Brothers comedy Duck Soup, which moves along through the film point by point while allowing time to stop discuss matters requiring more elaboration. That struck me as an interesting way to structure a book about a theme park attraction. So I started writing one day.

The trouble is that I had no idea how to write a book except that I needed to write a lot, so I just kind of started writing. And writing. And writing. This is a terrible way to write a book, I probably don't need to say, but it was the only way I could think of to force myself through it. And one reason the book took as long as it did is because I very much invented what the thing was about as I deleted sections, added others, re-thought the format, and slowly discovered what the tone and shape of my first book was going to be. 

Along the way the book stopped being wholly a 'virtual tour' of the attraction and began to widen out beyond the typical scope of a Disney book. On this blog I’ve often struggled to give full expression to the scope of my interests, but in this book they roam free, wide, and loose, causing frequent detours into history, or film culture, less exhalted  corners of theme park design, or dreams and folklore. Each chapter in the book is, like the essays on this site, roughly self contained, but unlike here they can also build and twist back into each other since they are laid ut in a fixed linear way. So, if you just jump in and want read my thoughts on one section of the ride, that works as a contained unit, but as the book goes on the resonances between sections build into a more holistic portrait of a great piece of art. If you’ve ever wondered what a 300 page Passport to Dreams post would be like, here is your answer.

Yet I’ve also tried to keep the book fast moving and fun, and the result is, I believe, the first Disney book of its type published anywhere. This is the first critical monograph on an attraction ever published, attacking the question of what makes the Haunted Mansion so great from any angle I can find. Like it says on the cover: deep explorations.

And that's my best answer to why we need a third book on the Mansion. It really digs into why and how the thing works so well, and why this weird ride from 50 years ago still garners fans. 


Look and Design

Those who enjoy the level of fiddly detail I poured into my previous giant project, Another Musical Souvenir of Walt Disney World, will find much that is familiar here. I wanted to make this book as intensely involved with the Mansion as I am, and I’ve made sure that every inch of this book is full of little touches that speak to its pedigree - like me - of a result of this intense involvement.

For instance, the illustrations. There were from the start certain things that I could not publish - either because I could never secure the proper clearances to do so, or because good photographs simply not existing. So I ended up rendering around 30 illustrations, which are almost as moody and detailed as the ride itself is.

I wanted the book itself to feel almost as if it’s inhabiting the same universe as the ride, not just lifting design cues. It would have been easy to throw the Haunted Mansion font everywhere and call it a day, but my goal here was to have an end result that felt as if you had gotten out of your doombuggy and pulled a book off the shelf in the ride’s library scene and it just happened to be this book. 

I also wanted this book to be the sort of thing you would feel comfortable reading in the bath tub (where I do a lot of my reading) or popping in your luggage to take to Disney. I want you to enjoy and use this book, which is why it’s a reasonable size and only available in soft cover. As a twelve year old I dragged that huge Imagineering hardcover book with me everywhere, and it sure looks like it today. As a Disney book collector, I've also been encumbered with such volumes as the Taschen Walt Disney Film Archives, a thing of beauty that cannot reasonably be stored on existing book shelves. My book is intentionally the opposite of the monster eight pound books we have all been accumulating with increasing regularity.

There will be a digital version available, although only for Amazon's Kindle format. There are unfortunate technical reasons for this, as it became quickly apparent that targeting the more broadly supported EPUB format would involve essentially redoing all of the months of work we had just put into the print version. The Kindle version has all of the same content in a roughly comparable format, but the layout and text choices are compromised and in my opinion the book looks significantly worse. This is par for the course for eBook formats, so if you have the option, I hope you'll spring for the print version.

The title was a constant problem. My preferred original title was Sympathetic Vibrations, but there's already plenty of things out there already called that. For a long time I called the book This Old Dark House, which is what the central "tour section" of the book is called. I liked this because it made reference to the "old dark house" thriller genre which I feel the Mansion is directly descended from, but it's a sort of dopey thing to call a book. I knew I needed something better, something that ideally implied that the book had a certain historical perspective and was unusual. I landed on American Phantasmagoria, which I liked a lot. In the end, the name Boundless Realm occurred to me earlier this year, which is just about perfect. It's a line from the ride - although not an obvious one - and it implies the there's going to be a lot of ground to cover here. In concert with a cover image which intentionally leans more into "40s horror movie" territory, it really implies that this is going to be a Disney book with a difference.


Delays and Delays

Some of the delays occurred as a result of simply needing to wait for Disney to finish things. I had written a chapter on Phantom Manor, actually one of my favorite sections in the book, when Disney announced they were going to close that ride for a huge refurbishment which they then kept extending. I wanted to wait to see what they did, which ended up being the right choice because the changes they made really ended up affecting the content of my chapter, which had to be revised.

And then so much time had passed that it didn't make any sense to not just wait for Chris Merritt's monster Marc Davis book, just to double check that his research didn't flatly contradict any of mine, which thankfully it did not. I had a manuscript, illustrations, a cover.... ready to rock and roll, right?

Except! It turns out actually getting anything published is another nightmare!

After slamming into this brick wall for a few months, my preferred publisher returned the opinion that a combination of the worldwide pandemic and the Disney connection meant they would not be pursuing this. I began talking to other authors about their experiences, and found that besides official publications and of course Theme Park Press, nearly every Disney book is self-published. Maning every author out there had been also turned down by multiple publishers.

If nobody else had yet succeeded, I figured my chances of breaking through were limited. That was a rough month for me, but I began to explore my other options.

I ended up partnering with David Younger, whose massive, ludicrous tome Theme Park Design is in my opinion one of the best books on the subject ever produced. Together, we've decided to launch Boundless Realm as the first in a hopefully ongoing series of high quality, scholarly books on aspects of theme park design less as a publishing house and more as a kind of collective effort of authors. This book would literally not have been possible without David's help and I could not be prouder of it.

David is also selling a bundle copy of his textbook and my book through his website, if you'd like to grab them together. 

Boundless Realm is the culmination of a pattern which has been building in my life since I was five and went to Disney for the first time. That pattern continued through getting on the internet for the first time, building early websites, moving to Florida, starting this blog, and writing, and writing, and writing. The resulting book is handsome, very readable, erudite, and very, very me - exactly as I hoped. You could say it's the end product of three decades of living with a passion.

The Haunted Mansion has been a golden thread that has wound through the pattern off my life through up and downs but has never stopped bringing me joy and pleasure. For you, that thread may be Splash Mountain, or Indiana Jones Adventure, or The Beast at King's Island, but I think everyone will recognize the passion in this passion project. It's just surreal to finally see it out there in the world. I hope you love it as much as I do.

Boundless Realm is available at:

Amazon: Print and Kindle Editions

Barnes and Noble: Print Edition

Bookshop.Org: Print Edition

Thank you for all of my readers over the years for your support! 

The Weird History of Ports O' Call Village

Today, I'm bringing you back. Back to a time when, in a relaxed milieu of quaint shingle structures embracing a body of water, sophisticated adult shoppers could mingle through boutiques like a tobacconist, fashionable resort wear, and candle shop, or perhaps take a relaxed cruise across a bay.

There was fresh seafood, a permanently moored fanciful ship, and the logo was a cartoon bird flying in a circle. The Walt Disney World Village.......... was a complete knockoff of Ports O' Call Village in San Pedro, California, one of the earliest and most influential retail developments in history.

What? Hold on here.... let's back this boat up and start from the beginning. What the heck is the Ports O' Call Village?

There are two players in this drama we must get to know: David C Tallichet Jr, and the Los Angeles Harbor Commission. The harbor commission had a strip of government land inside the harbor that they wanted to make some greenbacks on, and Tallichet had a shiny new restaurant in Long Beach called The Reef.

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Tallichet in flush times

David Tallichet was a former WWII pilot who had worked as a manager of a Hilton hotel in Long Beach, back in those heady days when Hilton was regarded as the gold standard of hospitality and was just then starting to expand overseas.

Tallichet rounded up some investment partners, including George Millay - eventual creator of Sea World - and embarked on a series of restaurant ventures starting in Long Beach with The Reef in 1958. Tallichet's main idea was to build each restaurant to match and emphasize a scenic location and cross that with Disneyland-style theming - he built Polynesian restaurants overhanging the Pacific, aviation restaurants alongside airport runways, and sophisticated retreats in the hills ringing Los Angeles.

At the same time, the Los Angeles Harbor Commission was seeking new tenants to revitalize a strip of land alongside the harbor in the city of San Pedro, then home to several old fishing piers and little else. The terms were good and the location, alongside the water with real ships passing in and out, had potential unlike any other restaurant in the area. Tallichet's Ports O' Call Restaurant, housed in a Polynesian longhouse and surrounded by a forest of tropical foliage in pure Adventureland tradition, opened in Feburary 1961 and proved an immediate success. A lagoon at the entrance, ringed with jungle-thick, had a Chinese junk partially sunken in it. Rooms inside were themed to Hawaii (Waikiki), Tahiti, the Hong Kong Yacht Club and a Japanese "Tea Room" - a concept lifted wholesale from Steve Crane's Kon-Tiki Ports chain in Hiltons across the country.

It was such a success that Tallichet went back to the Harbor Commission and secured another parcel of land a little south of Ports O' Call where he built another concept - the Yankee Whaler Inn. Housed in a Colonial New England style white clapboard structure, servers were dressed as 18th century nautical sailors and the kitchen issued forth chowders, scampis, and the largest lobsters that could be obtained. Both restaurants, as well as Tallichet's other ventures The Reef in Long Beach, Castaway in Burbank, and the Pieces of Eight in Marina del Ray, were designed by Vernon Leckman.

The combination of San Pedro, then just starting to attempt to revitalize itself from decades of a rough waterfront reputation, and Tallichet's trendy themed restaurants, seemed impossible to beat. We're not sure if their next step was suggested by Tallichet or the commission, but it's when the project got truly creative. The first modern themed mall in America was announced. Tallichet pulled out all of the stops, including hiring Victor Gruen Associates for the master planning of the development.

"1.5 Million "Village" Approved", crows the headline of an item in the San Pedro Pilot of May 1962. The piece goes on...

"One of California's most important recreational developments since Disneyland is scheduled for construction this year in the Port of Los Angeles. David C. Tallichet, president of the Ports O' Call Restaurant Corporation announced today that the Harbor Commission has given its approval for the 1 1/2 million Ports O' Call Village immediately adjacent to the Ports o' Call Restaurant in San Pedro.

[...]

According to Tallichet's project manager, Edwin G. Gilfoy, the development will be remiscient of a 19th century fishing village, with cobblestone streets, gas lights and the aura of the sea.

"We have already purchased a 230 foot ferry and brought it down from Northern California for refurbishing", Gilfoy said. The old ferry will be moored in front of the Village and will house an Oriental and European import shop, a fantasy toy land, and a milk luncheon shop in the fashion of an old showboat."

Later in construction in 1963, Leckman provided details to the Los Angeles Times:

"Wood frame construction is being used through the development, with most exterior walls of heavy redwood and batten. Some finished redwood, shingle, plaster, tile, brick, and stone walls are also being utilized. Roofs are shingles and shakes, while streets and roads of the village will be of cobblestone to recapture the typical atmosphere of an 18th Century waterfront village.

"Nothing is being spared to recapture the authentic old world atmosphere," Leckman said, "Finishes are designed to weather quickly so as to enhance the weather-beaten appearance. Even the nails are ungalvanized so as to encourage rusting."

Oh, and about that ferry boat, the SS Sierra Nevada, which was built in 1912 and long serviced as a form of mass transit across San Fransisco Bay. Tallichet actually bought it all the way back in 1961, as we discover in the Oakland Tribune, where we find that he paid $19,750 for it during an eight-day auction, and furthermore that "The 49 year old ferryboat will be moored next to one of Tallichet's waterfront restaurants and rented to Sausalito merchant Luther W. Conover as a variety import store. Conover converted the old ferryboat Berkeley into the Trade Fair store two years ago in Sausalito."

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Tallichet, on the Right, buying the Sierra Nevada.

Tallichet, whatever his other faults, began over-promising almost immediately. With his Shopping Village venture not even yet open and less than a year after the initial approval from the Harbor Commission, he announced yet more expansions.

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Gangway aboard the "Sierra Nevada" along "Flint Lock Lane"
at Ports O' Call Shopping Village


"2.7 Million 'Port Village' Seen - Approval sought for 14-acre development", the front page of the News Pilot blares. The details spun below are dizzying and need to be recounted to make sense of the rest of our story:

"The commission, under Chairman Dr. George Wall, gave a village development organization representing Dave Tallichet and Norm Hagen a go-ahead to develop a long-pending Southland redevelopment project. The group approved the program in principle which would allow Hagen, who operates the existing sports fishing landing, and the Tallichet Group, to combine forces under a 50-year lease to develop the entire 27 acres, including the parking lot, as a unit under one operating body."


I've already indicated that Tallichet built the Yankee Whaler just south of the Ports O' Call Restaurant. The Ports O' Call Shopping Village opened just north of the Ports O' Call Restaurant. Immediately north of that was Norm's Sportfishing Pier. Demonstrating that Tallichet and Hagen had every intention, as of 1963, of working together to knit all of these businesses together into one huge shopping and recreation center, Tallichet built a third restaurant - Bay of Naples - just north of Norm's Pier. 

Just read these plans:

"The multi-million dollar project will include four international villages, one with a Chinese flavor patterned after the port of Hong Kong, and three others drawing upon world famous ports. [...] Further plans call for the redevelopment of Norm's Sportfishing Landing into a Fisherman's Village area, including the expansion of the present sportfishing facilities; a high caliber amusement zone; an international village; a number of a new restaurants; a motor-hotel with 75 units and 60 boat slips and a three-story office building totalling some 55,000 sq. feet."

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The completed Village in 1963. The 1961 Ports O' Call Restaurant, surrounded
by foliage with drive-up roundabout, is on the far right.

It must be pointed out that the early 60s were boom years for this sort of insane development speculation. The optimistic 50s had still not quite subsided, land prices were falling, suburbs were rising, and there seemed no ceiling on what fanciful projects the public would embrace. C.V. Wood, the man erased from Disney history, had gone on to poach design talent from imploding Hollywood studios like MGM and succeeded in building an unlikely chain of Disneyland-style amusement enterprises, most famously Freedomland in New York City. Roy Hofheinz in Houston had rode an unlikely rocket to success through politics and television, eventually building the Astrodome and his own Texas Disneyland, Astroworld, tied together in a recreation empire he called the "Astrodomain". And, of course, there's real estate developer Angus G. Wynne, who did what C.V. Wood and David Tallichet could not by opening Six Flags Over Texas, Georgia, and Mid-America -- places that still exist today.

Still, Tallichet's plans are absurdly ambitious, and eventually would come back to haunt Ports O' Call Village down the line. But for the moment, June 28, 1963, was all upside for Tallichet as the project finally opened. 1963 newspaper advertisements promote Hudson's Bay Company (a home wares store), Ole Legende Cove (imported foods), The Californian Men's Casual Wear, Casa d'Italia, Anthony Kane Jewelers, Wing's Chinese Art, The Mermaid's Dowry (sea shell gifts), Hickory Farms (yes, they once had stores), Murata Pearls from Japan, Thorsen's Scandanavia Shop on the Sierra Nevada, The Wheelhouse cafe, the Petal Pusher Flower Shop, Wynne's Boutique, Village Smoke Shop, a pet shop, and the Candy Cove. Rounding everything off, Tallichet had been operating an excursion boat for harbor cruises and cocktail parties, variously known either as the MV Princess or the SS Princess, of which I could find very little useful information.

The News Pilot may have slipped Dave a Mickey, however, when they casually revealed that the entire project cost $10 Million, not the $1.5 Million announced (unless, of course, that was a typo).

Regardless, the Ports O' Call Village was, for 1963, entirely unique. Malls had not yet flourished across the country - most of the major malls in Los Angeles would not appear until the 1970s - and the Village instantly made the Port of Los Angeles into a destination on any tourist itinerary. A September 1963 advertisement boasts:

"No getting around it, the new Ports of Call Village is really a very astonishing place. We beat our drum and shout it from the mountain tops, yet everyone who visits the Village for the first time says the same thing: "Why, I didn't know it was anything like this..!" We hide behind light posts all day just to listen to them. We know its an astonishing place... it was meant to be that way. But, people don't believe it until they see it."

In August 1963, announcing the arrival at the village of a "folk music hootenanny" (can't make this stuff up...), the Village estimated that around 85,000 people visited during the past weekend.

It took the Port Commission and Tallichet some time to make their next move. Writing almost fifteen years later in 1977, News Pilot author Mike Daugherty speaks of plans to build a maritime museum at the port, born of technological advances in the shipping industry which was wiping out the old fashioned traditions of the old port city. San Pedro's Beacon Street district, once a notorious strip of dives and whore houses catering to sailors on shore leave, was shortly to fall victim to urban renewal. Harbor Commissioners, led by Dr. George Wall, hired Ray Wallace to design an appropriate museum stylized after the Mystic Seaport in Connecticut. 

"His plans included replicas of an old San Pedro church, the Exchange Hotel, a railroad museum, and the port's first pilot and marine exchange station. He says the village area would have included some retail shops, but the [historic] sailing ship would have been the main attraction."

To this end Tallichet apparently invested $8000 and agreed to allow the Museum group build in open land south of his Yankee Whaler Inn, pending that an appropriate sailing ship could be procured. Al Atchinson, who was on the Maritime Museum Association, accuses Tallichet of retracting his support for the project and moving ahead with an expansion of the shopping village on his own; Tallichet cites "political problems" at the port at the time. Daugherty notes, "One harbor commissioner was found dead in the harbor waters and four others later were indicted on bribery charges connected with construction of the Pacific Trade Center."

....Excuse me??

It's True! In 1964, Los Angeles Mayor Sam Yorty appointed Pietro Di Carlo, prominent area businessman to the Harbor Commission. Under Yorty and Di Carlo, Los Angeles was aggressively moving forward with a World Trade Center project, intended to be split between Los Angeles Airport and Terminal Island and viewed as key to the continued economic success of the port. The project was announced, ground was broken, but no trade center appeared. Ominously, rumbles of conflicts of interest arose in the pages of the Los Angeles Times.

And then, on November 7, 1967, Di Carlo was found floating face down in a slip at the old San Pedro Ferry building. Mayor Yorty screamed foul. A few weeks later, a Grand Jury was convened to investigate charges of embezzlement, and handed down their indictments on December 29, while Mayor Yorty was on vacation in Acapulco. Essentially, board member George Walton had voted to approve the plans presented by board member Kevin Smith who owned the construction company which had been awarded the contract the build the Trade Center - all actors appointed by Yorty, of course. The trouble is that Smith had recently taken out quite a large number of shares in Cabrillo Savings and Loan, owned by... Pietro Di Carlo, as well as possible monetary kickbacks and trading of office furniture.... the Trade Center never got off the ground. Ironically, the building where the body was found is today the Los Angeles Maritime Museum.

But Tallichet had been granted approval for his ambitious plans for the entire strip of land, with its hotel and amusement park, so he went ahead and started building while the Harbor Commission was dragging their feet on plans for museums and trade centers. The Shopping Village was already directly connected to the Ports O' Call Restaurant, and his next venture would connect the Ports O' Call to the Yankee Whaler Inn, allowing free access to the entire strip of Tallichet holdings, and also Norm's Pier.

A bridge was built across the lagoon in front of the Ports O' Call, leading visitors into the most thematically ambitious section of the Shopping Village, the Whaler's Wharf. The Valley Views from Van Nuys was suitably impressed:

"To say the new buildings are authentic reproductions is certainly true and they are as cute and quaint as one could imagine. They've even gone so far as to build some of them off plumb, with caving roof lines, crooked doors, and walls that appear to careen off into the water. Streets are narrow and winding, paved with brick and including the center drain for runoff water..."


Looking at photos and postcards of the Whaler's Wharf, it's hard not to be impressed. It may be a mall, but in intimacy and execution its darn close to the real deal, and far more atmospheric than Liberty Square at Magic Kingdom. Decades later, in his essential Los Angeles: The City Observed, architect Charles Moore waxed poetic about Ports O Call and the Wharf in particular:

"The first phase, in the middle, is a particularly relaxed mixture of California Ranch board-and-batten and shakes, a somewhat Spanish stucco, and a little Beverley Hills ornamented French, just like everything else in Los Angeles - especially in the early 60s.

[..]

...An old Nantucket whaling port theme was kept in mind and carried out with considerable verve. The shops are mostly two stories, but they seem small and cute, arranged informally along winding brick streets or wooden wharves or intimate plazas. The buildings come in a number of persuasions, covered in clapboard or shingles or sometimes brick, but they all seem to belong here, united by certain details, like small-paned windows in white frames and by the luxuriant foliage and the care that went into them. Three full-size, square-rigged sailing ships, which go out on harbor and dinner cruises, are berthed at one of the wharves; their intricately rigged masts float above the little buildings at least as realistically as the Matterhorn at Disneyland does above Main Street."

At least one of those ships was named the Buccaneer Queen and was built - at first as a hobby - by Gary Nevarez, a retired police officer from Venice. The News Pilot of September 1971 informs us that its sails were used in the filming of Mutiny on the Bounty, presumably the ill-fated 1962 version with Marlon Brando. It was operating at the Ports O' Call possibly as early as 1965, and today seems to sail from Cabo San Lucas in Baja, Mexico.

1967's Whaler Wharf represented not just a high point for themed shopping, but it's the high point for the entire Ports O Call project. Perhaps Di Carlo turning up dead in a slip just north of Ports O' Call really was a sign of things to come, but very soon the bloom would be off the rose and times, as always, were changing fast.

--

In May 1970, the Harbor Commission approved plans for a 328-foot sky tower attraction to be built in the parking lot across from the main entrance to the Shopping Village at a cost of $425,000. Modeled on the Sky Towers at Sea World and Marineland, admission was to be set at 60 cents per adult and 30 cents per child and said to be ready for January 1971.

January came and went, as the Sky Tower went up in pieces, until March 1971, when high winds in the area caused the tower, around two-thirds complete, to crack. Two sections at the top of the tower were removed and then work stopped as engineers and management studied the issue. Two years passed, until Janurary 1973, when work resumed. Ports O' Call promised the structure would be ready by April. That didn't happen either.

The Skytower finally opened on Saturday, May 25, 1974, three and a half years behind schedule. On its second day of operation, 25 people were trapped in the passenger capsule and had to be evacuated via fire ladder. Two days later, the same incident repeated itself, although the tower was able to resume operation after an hour and the rescue team was not called.

In September 1977, the Sierra Nevada ferry sprang a leak. The four shops and two restaurants aboard were closed, and the manager of the shopping complex told the News Pilot that the repairs would cost more than the boat was worth and it would be scrapped. Yet in September 1978, the Sierra Nevada still floated... in Long Beach Harbor, apparently derelict after being blown onto Terminal Island during a storm. This happened because the owner of the vessel, a salvage operator named Al Kidman, was currently in federal prison on Terminal Island (!) after damaging the Cabrillo Beach Fishing Pier with a half-sunken boat. And so, from San Fransisco to Los Angeles and finally Long Beach, the Sierra Nevada passes out of history.

Incidentally, the Sierra Nevada's sister establishment docked in Sausalito also sprung a leak in 1970, although the fate of the 1898 Berkeley was a happier one - she was purchased by the Maritime Museum of San Diego where she exists today. There were brief rumblings of the SS Catalina coming to Ports O' Call Village to replace the ferry, but this never happened. At some point following the removal of the ferry, the walkway to the former location of the ferry and the buildings bordering the gangplank were pulled down. Since the Shopping Village was literally built around the ferry, this meant that the carefully planned effect of meandering through cobblestone streets was permanently compromised, much as if the buildings housing Cafe Orleans and French Market at Disneyland were pulled down but the rest of the area left intact. Ports O' Call was now more of a C-shaped grid of buildings facing open harbor space.

It appears as if the Skytower ceased regular operations in 1979, meaning it got five paltry years of operation. By 1980, Ports O' Call was offering free rides in the Sky Tower with a $5 purchase in any shop, presumably only running the attraction on days when the offer was valid. The Sky Tower attraction closed quietly in either 1983 or 1984 - as a representative told the Los Angeles Times, it simply never paid.

Things were generally not rosy at Ports O' Call by the 1980s. In 1984, merchants in the village banded together to plead against a rent increase. The News Pilot reported that "promised work on walkways, landscaping, lighting, roofs, signs and building exteriors and an inoperable skytower are all months overdue. In the case of the walkways, the situation is so bad that that some village visitors have suffered injuries and filed lawsuits. Yet rather than replace those walkways, the old ones have been patched and re-patched, work that as repair can be billed to tenants. [..] Tallichet would have to pay if new walks were installed."

The Harbor Commission agreed, opining that Tallichet had never fully fulfilled the terms of their 50 year agreement - no Mexican or Danish Villages, no motor hotel - and was negligent in maintaining his properties. This bad publicity did cause a minor spending spree at Ports O Call. Repairs began, and The Ports O' Call restaurant closed in September for what was reported to be a $1 million renovation, although employees complained they were not informed of the closure until a week before. The new look added a second level with banquet facilities, although the Polynesian theme was done away with almost entirely. Described as "Nautical Victorian", photos of the place which survive online resemble more an 80s retirement home recreation room with bits of tropical decor here and there - a sad end for a restaurant which once had a sunken ship out front.

In 1986, the Los Angeles Times reported that discontent amongst the Merchants had not abated. Tallichet's firm had vacillated over what to do with the unprofitable Sky Tower for years, and as of 1986 was considering selling it to Bob-Lo Island in Michigan. "The Sky Tower is a landmark and we would prefer that it stay", one was quoted as saying, "The majority of the merchants want the the Sky Tower left up and operational." The Los Angeles Time article enumerates massive complaints, including delayed lease negotiations, rotting wooden walkways, termites, and painting of surfaces that was only done at eye level.

The Sky Tower was demolished and not relocated. By 1986, there were newer, better malls in places like Santa Monica, Glendale, Thousand Oaks, and Culver City. Moreover, the Ports O Call concept had been copied in a more modern, whimsical style at Shoreline Village in Long Beach. Why drive all the way out to the port? The decline had begun.

--


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American Woman RV on YouTube
By the time I saw Ports O' Call in 2012, the decades of neglect had not been kind. The few operating shops seemed to specialize in cheap tat like $5 t shirts and wind chimes. The Yankee Whaler Inn and most of the Whaler's Wharf had been pulled down years ago, leaving a few inexplicable and closed up New England style shops sitting out all alone by the water. As hilariously and accurately described by author Eric Brightwell, its specialty seemed to be "family fare with palpable menace".

But the story of the Ports O' Call is also the story of all failed shopping malls, even those without historic verisimilitude, pirate ships built by retired policemen, leaky ferries and broken sky rides. What once was viewed as a source of civic pride and a community center slowly gave way to decay and endless cycles of deferred re-investment until it was too late.

Ironically, the one part of the complex spared this fate was Norm's Landing. As Tallichet and the Harbor Commission dragged their feet on the endless Sky Tower debacle, Norm's was saved from imminent removal long enough to weather the storm. In the 70s, Norm's had begun operating a seafood restaurant, and in 1978 the Harbor Commission approved the construction of a second seafood restaurant nearby. This was the legendary San Pedro Fish Market, and by 1982 it had expanded and swallowed whole the adjoining restaurants, as well as Norm's Landing itself.

Today, the San Pedro Fish Market still operates, having outlasted every single business around it. It's a cheap, boisterous, loud place. You join the endless hordes filing past the gigantic seafood case, standing on tile that looks exactly like it was installed in 1982. Your pick out your seafood, it is weighed, and you carry it over to the kitchen, where they cook it on huge, flat top griddles, from which emerges ludicrous, heaping piles of seafood on plastic trays. You buy a cheap Mexican beer and carry your seven or eight pounds of seafood outside to an endless seating area alongside the harbor. It's kind of skeevy, and it's awesome.


In other words, even if Norm's Landing itself is a distant memory, the whole Norm's Landing ethos of cheap food and entertainment has far and long outlasted the rest of the Los Angeles Harbor Commission's over-reaching ambitions to bring high class culture circa 1962 to a place which once was home to screamingly drunk sailors staggering their way towards Beacon Street. No money may have been spared to bring tourists and swells down to the waterfront, but in the end it was the cheap thrills of working class pier that outlasted them all, as it has in all places and all times. You could eat your weight in fish then stagger south to a weirdly derelict collection of shops and wonder what any of this was doing here, as I did. That's why this essay exists.

David C. Tallichet died in 2007. Very little of his restaurant empire remains, and it's uncertain how much more of it will end up surviving Covid-19. Tallichet opened more shopping villages, including a failed one in Tampa and a little-loved "Londontowne" venture alongside the Queen Mary in Long Beach. If it ever reopens, Proud Bird at LAX is a place where you can get a pretty decent burger and watch the planes land. The former WWII airman ended up amassing a massive collection of vintage fighter planes and will be remembered perhaps by that specialist community better than for his development career. It was his personal B-17 bomber that appeared in the 1990 film Memphis Belle, and he flew it across the country to the shoot himself.

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The last standing part of Whaler's Wharf in 2018 / Michael Nyiri on Flickr

In 2016, Harbor Officials announced that the entire strip of property that once was Tallichet's empire would be re-developed. They evicted all of the of the shop owners, largely operated by minority business owners, causing a furore amongst locals. In 2017, the remaining operating restaurants closed - Acapulco, the Crusty Crab, and a few others. The last one standing was the historic Ports O' Call, no longer part of the Specialty Restaurants Group and gone slightly to seed - the owners simply ignored the eviction notice, kept booking parties, and claimed they were able to stay open. An injunction was filed, a Judge upheld the rights of the Harbor Commission, and the 1961 landmark was torn down. The upcoming $150 Million dollar replacement, The San Pedro Public Market, looks exactly like the generic bullshit you'd expect to be built in 2020.

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Ports O' Call Village comes down / Daily Breeze

----

Except!

When it came time for Walt Disney Productions to plan their downtown of shops and restaurants for their proposed Lake Buena Vista timeshare community, they quite naturally looked to the most prominent local example to pattern their own shopping village on.

Remember that in 1973, the main early Southern California malls such as the Glendale Galleria were still several years away. It’s not that indoor malls were unheard of - the downtown of Walt’s Epcot city was patterned after those - but they mostly had begun being built in the 1950s before the industry briefly shifted to the model typified by the Ports O' Call.

It was a short lived trend, and the gigantic climate controlled box would return to favor as a hangout for youths, destroying the memory of the quaint shopping villages of the 1960s. But in the early 70s, a landscaped network of shops was considered the more modern and adult option, and one of the best examples in the country was just down on the harbor.

Disney took it all - the weathered wood, the waterside location, the flowers and statues, the boat rentals, the quaint carved signs, the seafood restaurant on the water, even the candle shop. When it came time to expand they added a big white boat, although theirs was a paddlewheel, not a ferry, and they built it as an actual structure sitting on a foundation in the water which is why it's still there today. Many early promotional descriptions refer to the Walt Disney World Village as "New England Style", which may be crossed wires - parts of Ports O' Call definitely were New England, but the Buena Vista Village was not.

And it's not like Disney was alone, as the Ports O' Call begat imitators local and national - just in Southern California there was San Diego's Seaport Village, Long Beach's Shoreline Village, and Huntington Beach's Old World Village. And then again of course the Walt Disney World Village would soon expand and be copied all around the world. And although the exact model of Disney shopping complex that would proliferate was based more on the Paris Disney Village from 1992, without Disney's pioneering effort to expand their merchandising power in 1975 I doubt that any of those facilities would exist.


In 2020, Disney was able to resume operations at their amusement facilities in Shanghai, Orlando, Anaheim, and Paris only after rolling out operations of their shopping areas, demonstrating they key monetary and operational role these little areas have come to have for the company.

So in a way, Ports O' Call does live on, through Disney, the entity that inspired the whole project to begin with. Ports O' Call, from whence was launched a thousand shopping malls, still carries on in our culture, unloved and forgotten -- in its own way one of the most influential retail developments in history. A quite astonishing place, now a pile of rubble alongside the port which inspired it.

--

Passport to Dreams Old & New has yet more rigorously researched articles on stuff you've never heard of - begin at our portal for the Disney version of Port O' Calls, Lake Buena Vista, then move on to our Walt Disney World History Hub!

Or check out the author's brand new book Boundless Realm: Deep Explorations Inside Disney's Haunted Mansion.

The Mall as Disney; Disney as the Mall

"What [Disneyland] is all about is inhabitation, the human act of being somewhere where we are protected, even engaged, by a space ennobled by our presence  Inhabitation is a powerful reality that architecture is supposed to be all about but more often isn't. It is a reality vividly present at Disneyland, whose own reality is so often dismissed." - Charles Moore

It doesn't take all that much looking to find them, the people who have never quite gotten over the conversion of Downtown Disney to Disney Springs. Head to the correct corners of the internet and they will be there, ready to tell you that Downtown Disney was special and unique and Disney Springs is... just a mall.

"A huge outdoor mall with too many people"

" Its like a shopping Mall with little Disney experience. You could be in a Mall anywhere."

"Downtown Disney at least felt like you were still in the "Disney Bubble" Disney Springs is just another high dollar outdoor mall like you can find in any major city."

Let's stop for a moment and unpack that idea. It's been an insult in our culture for a long time, ever since the multi-regional mega malls became successful enough to become a threat. Time was, any shopping could get done at these gigantic indoor behemoths, anchored by Sears or JC Penny, temples of commerce, social centers of their communities. Time was... never to return, for the bubble of the mall was a fairly short one and failed to survive the 1990s. Today, the United States is littered with fading and failed malls and, after two decades of attempting to reverse the trend, developers are throwing in the towel. These places are being transformed into apartment complexes, community colleges, and office buildings.

And yet the Lake Buena Vista Shopping Village, aka the Walt Disney World Village, aka the Disney Village Marketplace, aka Downtown Disney, aka Disney Springs, lives on. If it's just a mall, it has long outlived the usefulness of that insult.

Yet in another way malls do live on. There is an entire online community of people devoted to documenting these crumbling relics of the 20th century, and entire music genres devoted to evoking, through some layer of knowing despair, the cheery canned soundtracks which once filled the neon-lit malls of the cultural imagination.

The mall, especially the mall of the 1980s, has graduated in its own lifetime to become a touchstone, a composite image of a time that never existed in reality. The Generation X teens who hung out there and the elder Millennial kids hopped up on cola remember the excitements and pleasures of these places in their prime, and have gone on to turn the mall into the 1980s equivalent of the 1950s diner, the chrome and neon burger palaces commemorated in films like Grease and American Graffiti.

In short, the mall is culturally important in the same way that Disneyland is, and for many of the same reasons. As temples of curated but no less real pleasures, as products of the socially programmed 1950s, and as examples of real estate development which failed in all but a few key locations, the mall is very much a twin of the Disneyland-style theme park.

--

Quick, name the most successful and influential mall in history!

What did you come up with? The Mall of America? West Edmonton? King of Prussia? 

How about Main Street, U.S.A. at Disneyland?

Opening smack in the middle of other influential retail developments - Wisconsin's Valley Fair opened in March 1955 and Victor Gruen's Southdale Center in October 1956 - Main Street drank deep of the cultural times, saw a trend, and learned its secret name. A curated mix of stores and exhibits tied together with a unifying aesthetic and steeped in the kind of bleary-eyed nostalgia my generation now feels for malls themselves, Main Street has flourished while the rest have declined. It's never lost its major tenants, it has never succumbed to seediness, it continues to draw crowds, it has opened multiple new locations around the world, and it has managed to adapt to changing times without losing its essential qualities for nearly seven decades now.

Moreover, Main Street more than any other single component of Disneyland wiped out fifty years of amusement park tradition at a stroke. Old-style amusement parks had multiple entrances, but Disneyland made you pay to get in, a new and controversial idea at the time. Main Street is such a pleasure to traverse that nobody much seems to mind that the only entrance and exit is through a mall. Indeed the entire concept that theme parks could have multiple entrances is now such a novelty that Disney has successfully monetized the concept by attaching it to other Disney owned revenue centers such as hotels.

It's little wonder that no serious critical look at Disneyland has failed to observe Main Street with a mixture of disgust and awe, the ultimate and best mall, the anchor that made the success of the rest possible. Umberto Eco wrote:

"Disneyland's Main Street seems like the first scene of a fiction whereas it is an extremely shrewd commercial reality. Main Street - like the whole city [Disneyand], for that matter - is presented as at once absolutely realistic and absolutely fantastic, and this is the advantage (in terms of artistic conception) of Disneyland over the other toy cities. The houses of Disneyland are full-sized on the ground floor, and on a two-third scale on the floor above, so they give the impression of being inhabitable (and they are) but also of belonging to a fantastic past that we can grasp with our imagination. The Main Street facades are presented to us as toy houses and invite us to enter them, but their interior is always a disguised supermarket, where you buy obsessively, believing that you are still playing."

As if recognizing the impact, in 1965, the city of Santa Monica a few miles north would permanently cordon off the north-south stretch of downtown shopping on Third Street, turning what was an organically grown strip of shops into a kind of Main Street, a kind of mall. But Disneyland, retail, and city planning go even deeper than that.

It is no coincidence that Victor Gruen was both the inventor of the enclosed shopping mall as well at the author of The Heart of Our Cities, the book Walt Disney read and adopted as his blueprint for his EPCOT city. Gruen advocated for rebuilding existing communities on the shopping center plan, which is pretty much exactly what EPCOT was going to be, with the entire downtown being an enclosed, climate controlled Gruen wonderland with a great big hotel at the center of it. After Walt's death the EPCOT city was killed pretty much immediately, but the hotel did survive. When author Anthony Harden-Guest interviewed Walt Disney World Master Planner Marvin Davis about the EPCOT project, Davis pointed to that central hotel EPCOT and said:

"The proposal first was just to build this as one of the original hotels, then later on we'd be building the balance of [the city].."

In other words that central hotel slowly morphed into the Contemporary Hotel, which is why there still is a monorail running thru it today, exactly as it would have had as part of the EPCOT City. And so it is appropriate that the Contemporary's Grand Canyon Concourse is one of the few places left in the United States to see exactly what Gruen's ideal shopping mall would have been like. It is functional, except with hotel rooms instead of apartments and offices above it (many Gruen shopping malls are intended to have office spaces). It is linked in with mass transit, offers climate controlled shopping and dining, lets in natural daylight, and dominated by public art. Any company except for Disney would have demolished the building by now.

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The Gruen-style mall was intended to be an enclosed downtown city dropped into suburbia, but not everyone wanted that, and for a few decades there was a competing style: the shopping village. Originating in Southern California where inclement weather was less of a concern, the village model split apart the traditional Downtown into a series of charming, sometimes lightly thematically unified shops.

This was a popular option in areas where maintaining some sense of historical character was desirable; as a child in New England I knew a lot of these but didn't yet know they are part of an actual retail trend. I covered one of the earliest and most influential of these themed, landscaped malls in my post on the very surprising history of San Pedro's Ports O' Call, but through the 60s and 70s they sprouted up all over, often in areas not yet capable of supporting a fully indoor mall.

If the dream of a functional EPCOT city died with Walt Disney, it didn't entirely go away. Although Disney's claim in 1982 that their EPCOT Center park was the realization of that idea was spurious in the extreme, some of the ground work done for that project did end up in the Vacation Kingdom in 1971, including a mass transit system, hidden underground areas for utility work, a modern hotel with a monorail running through it, and an automated trash disposal system. But if Disney had no intention (really no interest) in actually building that city, they did think they could build something else, something pretty close to another kind of planned city where they had recently been spending a lot of time.

That was Bayhill, Florida, a fairly early example of the now-common golf retirement communities built throughout the Sun Belt. By the late 60s Bayhill had been purchased outright by Arnold Palmer, and the Disney executive team was spending a lot of time in the ranch houses, clubhouse and golf links alongside Lake Tibet. Their property had a lot of lakes, too...

I go into the history of Lake Buena Vista, Disney's 70s timeshare community that never quite got off the ground, here. But suffice to say, they tried again and again for nearly a decade to copy what they saw up the street in Bayhill and never quite managed to get anyone interested until Eisner took over the company in 1984 and all of those ambitions went away. But they did build a "downtown" for their planned community, and they based it pretty nakedly on Ports O' Call Village. Though much more obviously compromised in original effect than either Main Street or the Grand Canyon Concourse, much of the Lake Buena Vista Shopping Village remains intact today.

Yet culture changed as it always must. Gruen's enclosed malls returned in the late 70s, giving birth to the 80s mall today enshrined in myth and legend. Families fled urban centers for the suburbs. Where adults saw peace and security, their children - Generation X - saw stifling conformity. These kids fled the suburbs to the more open artificiality of the youth culture of regional shopping malls. This powerful story has totally pushed the shopping villages, built by and for our parent's parents' leisure, off the map entirely. But go looking in the right places and they're there still, and Disney's example was part of a trend like many others.

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Disney Parks retail developments mostly slept out the 80s, the boom years for malls. The nearest example is the Old Port Royale at Caribbean Beach, the resort's key amenity cluster separated, like the Contemporary Resort, from it's check-in area. Since redone in a classier style, the original Centertown area was pure 80s whimsical mall architecture, with faux Caribbean facades lining an entirely unconvincing "street". 

Disney's mall for the 80s was Pleasure Island, a kind of postmodern extension of the Lake Buena Vista Shopping Village done up in the then-popular trend of industrial chic. Starting especially in the late 80s and early 90s, retail began to merge the Gruen-style big box with the quaint shopping village into what we now recognize as "lifestyle centers", anchored by large chain restaurants.

Pleasure Island takes the existing lifestyle center trend and feeds it through the meat grinder of the 80s trend of "adaptive reuse". Adaptive reuse is currently very hot in the United States, but the current trend is for minimal use of exiting stone and wood whereas in the 1980s these crumbling post-industrial buildings were being turned into gonzo neon wonderlands. The influential example here is Pier 39 in San Fransisco, but the trend was everywhere through the era; remember The Old Spaghetti Factory, with its faux streetcars themed to wherever the restaurant happened to get built? Much like that chain restaurant, the industrial chic history of Pleasure Island was entirely imagined, with disused shipping facilities becoming roller arenas and baby back ribs being sold in restaurants themed to warehouses which have exploded. 

But lifestyle centers were just getting started. The gonzo theming of these high-profile big city chic dining experiences eventually trickled down to the middle class, with the rise of the chain themed restaurant in the early 90s that was kicked off by Hard Rock Cafe. Planet Hollywood made the trend mainstream, but it had sprouted like crab grass in any place that was ripe with tourists ready to plunk down their fat Clinton-era dollars on novelty. Steven Spielberg opened a sub shop that looked like the inside of a submarine, The All-Stars Cafe and ESPN attempted to copy Planet Hollywood but with sports, Rainforest Cafes created a boom economy in walk-under aquarium and gorilla animatronics, and even David Copperfield attempted to get in on the action. Some small restaurants even re-christened themselves "Road Kill Cafe" and re-named all of their menu items with gross puns on local wildlife extinguished on the nearby highway. In the white-hot days of POGs and Gateway PCs, you had to have a gimmick or go home.

Perhaps the enduring temple of postmodern design, themed lifestyle centers, and mega-chain novelty restaurants remains Universal CityWalk in Los Angeles. Opening in 1993, even to the viewer jaded by a thousand listless outdoor malls, CityWalk remains startling and enlivening. Anchored by a movie theater and concert venue, it's one of the most exciting public spaces in Los Angeles, a constantly surprising winding journey that ends with the entrance to one of the best theme parks in the country amidst splashing fountains and bustling outdoor life. Disney, of course, needed a clone of this too. And so was born Disney WestSide, with the existing Pleasure Island AMC and Planet Hollywood now joined by a raft of novelty shops and restaurants, with the concert venue becoming a Cirque De Soleil. At this point the Village Marketplace (formerly Shopping Village), Pleasure Island, and the new West Side became re-christened Downtown Disney, introducing twenty years of logistical and traffic nightmares which have only just now been solved. Victor Gruen would not have approved.

Nobody has ever quite replicated the effect of that original CityWalk - including Universal - but the West Side is one of the weakest imitations around, a dull strip of stucco with a constantly rotating cast of uninspiring stores. In Los Angeles, home of some of the finest shopping malls around, the subsequent Downtown Disney built outside Disneyland may not be all that interesting, but it's leaps and bounds above West Side, which is now 22 years old and has somehow never quite found a reason to lure tourists very deep into its concrete canyon.

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The other trend which totally changed the American landscape in the 90s was the arrival of the big box. Big box stores were nothing new, of course - as discount, suburban outgrowths of big city department stores, they had been a force in the economy since the 1970s and the ascendency of K-Mart. But the 90s were right smack at the highest ebb of the effects of the white flight to the suburbs that had decimated American downtowns and also, crucially, an era when the huge regional shopping malls were starting to decline.

General changing tastes and concerns over those lawless teenagers who were spending so much time at the mall were causing malls to rethink their strategy and renovate themselves into sterile white environments without any of those planters, fountains, and public art sculptures designed to encourage shoppers to linger - open floor space in malls would become home to endless rows of kiosks selling cheap tat and aggressive merchants that encouraged shoppers to keep walking. This deadly combination would eventually doom the mall and push shoppers out of the mall and into the big boxes that dominate shopping life today.

In 1995, a cluster of shops on the south side of the Disney Village Marketplace once home to the sprawling chalet-style Christmas Shop would be pulled down. Taking its place would be a new store, World of Disney, described in panting hyperbole at the time as the "largest Disney merchandise outlet in the world". As long as a football field! Nearly 6,000 square feet! A jumbotron showing Disney movies! Buy buy buy!

Of course, the entire concept of the "world's largest Disney store" is an absurdity because Walt Disney World itself was already just that, but the ruse worked and World of Disney has remained in demand despite selling pretty much the same stuff found everywhere else at Disney. Additional locations opened in Anaheim and Shanghai, and the Disney Store on Times Square was even briefly rebranded as a World of Disney for about four years.

Everything about World of Disney, from its intentionally confusing layout, division into departments, and endless rows of cashiers and chain-branded concept reveals it to be essentially Disney's Target, an all in one stop for American accustomed to buying everything under one roof. It's an odd and revealing facet of Michael Eisner's leadership that he decided that Disney must have a chain of big boxes too, and it worked - with the parking lots stretching out into infinity.

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Directly down the street from the Disney Studio in Burbank is a massive lifestyle center called The Americana at Brand. It sits across from the Glendale Galleria, one of the earliest and most impressively sprawling covered malls in the region. There is nothing in particular to do at The Americana, but it is none-the-less constantly packed, because it's a pleasant public space in a city that's nothing but streets. There's a red line street car that goes around the small complex in a loop, a few chain restaurants and a movie theater. There's also a Bellagio-style fountain show, and at Christmastime, it "snows" inside the courtyard, just like at Disneyland. When I lived in LA, I used to go there about once a week to sit on the lawn watching the fountains go and eat a crepe. The upper levels are all offices and apartments. It is, in fact, almost exactly what Victor Gruen wanted his shopping malls to be, minus the mass transit hub radiating outward.

By 2012, Disney's plans to revitalize Downtown Disney, forced more by circumstance than desire, were hitting road blocks. It's almost as if some Disney executive were caught in traffic next to the Americana and watched the bustle of crowds and thought to themselves, "maybe we should just get somebody who knows what they're doing to design this for us."

Which is exactly what they did, bringing in retail architecture firms by the truckload to redevelop Downtown Disney into Disney Springs. The result is pretty but a little plain, with food trucks and architecture reminiscent of St Augustine and reclaimed wood interiors and exposed Edison bulb pendant lights. It drops a bell jar over the early 2010s, capturing the mood of an era more perfectly than anything Disney has built since Future World at EPCOT Center.

It is very high end, but it is just a mall, which of course Downtown Disney always was to begin with. Disney Springs is as accurately of its era as the Lake Buena Vista Shopping Village's chalet style shops and dark wood and brick toned interiors were of the early 70s. I've made this mistake myself; Lake Buena Vista was the way I cut my teeth into doing primary-source historical research and I thought the Shopping Village was a visionary idea in 1975. It was great, but it was based on the same retail trends everything else that followed was, and I just didn't know any better. Whatever is already at Disney the first time you go there becomes your default understanding of what that place is, and anything that changes is an unwelcome intrusion. The change from Downtown Disney to Disney Spring was ambitious, extensive, and comprehensive, far more elaborate than the rebuilding of California Adventure.

But as I hope I've demonstrated, there wasn't a single mainstream retail trend that Downtown Disney wasn't chasing to begin with, the difference is that while any other retail or hotel operator would have torn down the old stuff and rebuilt it in the new style, Disney just kept adding onto it piecemeal. And instead of thinking of it as just a mall, I'd encourage everyone to think of Disney Springs as one of the few places in the world where you can walk through almost 50 years of retail design history. 80s industrial chic sits cheek to jowl with modern lifestyle center stucco just down the street from a ludicrous 90s big box and a 60's style chalet village. The styles have been constantly refreshed, not preserved intact, but you can still spot it if you know what you're looking for.

Nobody looks out for retail history, not the retailers, not the public. If you look carefully and in less well trafficked corners of the world you can find intact retail from the 80s, but you’ve really got to get lucky. We wouldn’t be nostalgic for the idealized 80s mall if we could go out and find them. These things are ephemeral, vanishing, and disrespected - by the time enough time has passed for anyone to be nostalgic for something as ephemeral as a design trend, most of it is gone. 

It will sooner rather than later come to pass that Disney Springs will be reworked into the newest trend as mandated by the newest managers and all that reclaimed wood and exposed filament light bulbs will become but another memory, partially preserved in amber alongside all of the other trend fossils at Walt Disney World.

And in that sense ironically Disney World is a museum, where a modular concrete slab structure is still called “The Contemporary”, where a rotating furniture gallery from 1964 spins ever onwards, and where all those years between then and now collapse into an instant.

It's just a mall - same as it ever was - but what a mall, with what a history.

If you enjoyed this piece on the intersection of history and themed design you should check out my book, Boundless Realm, all about the intersectionality of Disney's Haunted Mansion and popular culture!


Sonic the Hedgehog Could've Saved DisneyQuest

In the 1980s and 90s, Sega was the king of arcades in Japan, and they had a plan.

Sega - SErvice GAmes - was actually originally an American company, distributing and servicing pinball machines in American army bases in Hawaii. With the expansion of US troops to places like Japan, Korea, and Vietnam, Sega expanded with them.

By the 1960s, Sega was producing elaborate electro-mechanical games like Gun Fight and, most famously, Periscope - huge, eye-catching things full of clever gadgets to gobble up quarters. They were purchased by Gulf + Western in 1969, just on the brink of the explosion of video-based arcade games. By this time Sega was headquartered in California, with a significant secondary office based in Japan.

Sega’s first foray into actual arcade ownership came in 1975-6, when they purchased a chain of Southern California arcades called Kingdom of Oz. At this time arcades were actually banned in many cities across the country, a holdover from a previous generation’s war against gambling. Sega won over these municipalities by opening modern, clean, brightly lit arcades that used tokens, not quarters.

This brief flowering, however, would end with the infamous video game crash of 1983, whereupon Sega sold their locations to Time Out arcades. Sega as a corporate entity sold out as well - Gulf + Western was divesting themselves of assets, and Sega was folded into Bally. This was the official end of Sega of America, in the sense of being an American-based company. Sega of Japan organized a management buyout in 1984, and when Sega of America emerged from their partnership with Bally in 1985, Sega of Japan bought them too. In the course of two short years Sega went from an American arcade pioneer to being largely based in Tokyo. All of this background information will be relevant later, I promise.

As an arcade developer of the era, Sega was respectable but second tier. They produced their own weird knockoffs of Space Invaders and Pac-Man, just like the rest of the video game industry. Even their Japanese home console, the SG-1000, was a distant second to Nintendo’s Famicom. But all of that changed in 1985 with the introduction of Yu Suzuki's Hang-On. Hang-On wasn't too different from other race games of its era, but what made the difference was the arcade cabinet - a scaled down motorcycle that players steered by shifting their weight. The game was a smash hit everywhere, and Sega had discovered their metier.


Around the same time, Sega made a play to re-enter the arcade market. They purchased the Time Out chain which had gobbled up their Kingdom of Oz locations, opening a handful of pilot locations which had such non-arcade embellishments as train rides and miniature golf. At the same time, Sega arcade games got bigger and crazier - grand prix games sat riders in actual cars with airbags that inflated if they crashed,
Sega Super Circuit was a slot car track with cameras in each car, and G-LOC was called Gravity-Induced Loss of Consciousness because it actually spun players upside down inside a gyroscope.

As more and more of these massive machines made their way to arcades, SEGA began to increasingly resemble a theme park operator, and their "rides" were amongst the most profitable in the business. But these indoor simulators, bumper car tracks, and more were just too big for most arcade operators, so Sega built their own facilities to house them. This was based pretty much on the model Sega had pioneered in the arcade space - bright, modern, clean.

Sega hoped that they could grow this concept internationally - walled gardens of amusement rides and video games that were owned by Sega. They basically wanted to turn their arcades into theme parks.

Sega dubbed this dream “Joypolis”. This is the story of that dream, the international conflicts that derailed it, the market realities that buried it… and, finally, the mouse that stole it. Because the story of Sega Joypolis is also the story of DisneyQuest, Disney’s very own copycat that outlived the original. Insert your quarter and buckle up.

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Curtain up. A bare stage. Suddenly, two figures appear on either end of the stage. They want to dance together, but they also kind of hate each other. Let’s get to know the two sides of this tango.

First, Disney. You know Disney. Disney kinda sucks at video games.

It's weird, right? They've probably inspired more video games and designers than any other company, but their own in-house efforts in the field have consistently fallen short of expectations. This is nothing to sniff at - video games generated some $180 billion in revenue in 2020, a year that saw other entertainment sectors flagging behind due to the COVID pandemic.

But Disney just kinda sucks at video games, epitomized by the spectacular crash and burn of their toys-to-life game Disney Infinity - the market leader! - in 2016. Going back a few years before that, an ambitious attempt to create in-house prestige titles was sunk by the disappointing market debut of Warren Spector’s Epic Mickey and a subsequent management shuffle. From there you have to go back to the 8 and 16 bit era to find Disney video games that anybody cares about, and none of those were actually made by Disney.

Now, Sega.

In the West when we think of Sega we tend to jump immediately to home game consoles. Sega's console division had begun relatively inauspiciously in the early 80s with their SG-1000 system - a plastic box roughly comparable in power to the ColecoVision. Sega had the misfortune of launching their system on the very same day as the release of the Nintendo Family Computer, which you know under its international name - the Nintendo Entertainment System. The SG-1000 never had a chance.

But Nintendo couldn't be everywhere, and in markets that were underserved by the company, Sega found they could get a foothold with their next 8-bit console, the Master System. The Master System was a modest success in the US and Japan, but in places like Brazil and the United Kingdom, it ate up the entire market. Yet Sega's eyes were always on the prize of capturing North American market share away from Nintendo. To aid and abet them on their quest, they hired the former CEO of Mattel to run their American division - Tom Kalinske.

Chances are if you are a Gen Xer or elder Millennial who remembers Sega, you remember them almost entirely for what Kalinske brought to the table. To push Sega's new 16 bit console the Mega Drive - which Sega re-dubbed the Genesis - Kalinske ordered an aggressive marketing campaign that attacked Nintendo as a baby's toy. He signed celebrity endorsements left and right, he expanded Sega's market share, and as a crowning achievement, oversaw the launch of a character platform game designed expressly to appeal to Americans. It starred a red, white and blue Mickey Mouse with attitude named Sonic the Hedgehog. And it worked.

I'm not going to go into this in too much detail, because even if you haven't read Console Wars you probably know the basics of this... Sega vs Nintendo has gone down in history with the patina of folklore upon it, the Pepsi vs Coke for those alive in the age of the POG.

But what is important to stress here is that Kalinske did his job so well that he actually made a lot of enemies over at Sega of Japan. Japanese corporate culture is even more insular and cutthroat than it is in America, and the booming success of the Sega brand in the US and Europe was considered an embarrassment in Japan. Sega Japan's Mega Drive was an also-ran in the console market, a distant third behind consoles by Nintendo and NEC. The only area in which Sega truly could be said to dominate is in the arcade.

All of this set the stage for a showdown.


Big in the Nineties

Meanwhile, a continent away, the early 90s were a difficult time for Disney theme parks. Disney had opened the Disney-MGM Studios in 1989, a half day park rushed out the gate to beat Universal Studios Florida to the punch. But the early 90s were a recession era, and the crowds coming to Orlando were insufficient to support what was there.

The park that suffered the most was Epcot, which had neither attractions old enough to be seen as classics nor attractions new enough to seem exciting. Through this era it wasn't uncommon for Epcot to be closed one day a week. It was also a victim of bad timing: Disney had built a park based around science and technology at the very start of when science and technology were about to blast off like a rocket. The difference between a cutting edge computer from 1982 and one from 1988 was jarring. Much of the technology on display in EPCOT Center's Communicore area was forward-thinking for 1982, looked just about current through 1989, and antiquated by 1992. As the first area guests encountered while entering Epcot, it needed a radical re-think.

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The Imagineer who got the new version off the ground was Barry Braverman; the story told is that he got Innoventions approved in a single day by picking up the phone and cold-calling corporations. Taking inspiration from trade shows like CES and the Ginza district of Tokyo, the new exhibit area was dark and neon-lit where CommuniCore was bright and open; the sidewalks in front of the attraction entrance sparkled with fiber-optics. Inside were exhibits from Apple, Hammacher Schlemmer, General Electric, with Disney shows featuring Aladdin and Bill Nye. It was the 90s distilled, the last time EPCOT could truly be said to be presenting a glimpse of the future. As Eisner said, "Almost every company that's involved in Innoventions is the leading company in its field." And the killer exhibit in it all was SEGA.

Sega and Disney had extensive ties in 1994. Back in 1982 as part of the dissolution of Gulf + Western, Sega had been moved into closer alignment with Gulf-owned Paramount Studios, resulting in guess-who Michael Eisner sitting on Sega’s board of directors.

In recent years, as part of Kalinske's initial effort to shore up Sega's brand recognition in the United States, he went on a celebrity endorsement spree. Kalinske knew that Sega needed a platform mascot game to compete directly with Mario, but Sonic the Hedgehog was still a year away at this point. What to do? Sega signed a character every American knew: Mickey Mouse.

The resulting game, Castle of Illusion, was a success for Christmas 1990, resulting in a sequel and a raft of Genesis-only Disney games themed to Pinocchio, Fantasia, and Beauty and the Beast. But the capstone of this collaboration was undoubtably Disney's Aladdin, a game for which Walt Disney Feature Animation worked with Virgin Games to bring eye-popping, smooth 2D cartoon graphics to the system. It was a system seller; Aladdin remains the third highest selling Genesis game. 

1994 were banner years for both Disney and Sega, with The Lion King in theaters and the Tower of Terror opening at Disney-MGM Studios. Sega was riding high on the success of Sonic the Hedgehog, an early 90s phenomenon to rival Bart Simpson. The Sonic and Knuckles game was arriving in November, with its memorable lock-on gimmick. Sonic was the centerpiece of the Epcot Innoventions exhibit, triumphant amidst a riot of motion and color. The Sega exhibit was pure adrenaline brain candy for 90s kids, and few who saw it in person have ever forgotten it.

Upon entering, guests were greeted by an enormous Sonic the Hedgehog statue holding a golden ring. At the base of the statue, potential customers could sit and play Sonic 3 on Genesis with a 5 minute time limit. This was the "Future" area. One wall in the "Arcade" area featured a huge setup of Virtual Formula arcade cabinets, a simultaneous multi-player racing game in scaled-down F1 cars. Other areas included "Action Adventure" and "Kids", which featured tiny game stations appropriate for the 5-7 set. Nearly every foot of the space was crammed full of Sega games and sparkling with lighting effects, and it was entirely possible to lose an hour or two just in that one area; most of us kids who saw it in person did just that. 

If we stop the clock right here, in summer 1994, it looks as though nothing could stop Sega or Disney and the future was nothing but roses. But both companies were sailing directly into some pretty choppy waters.



The Saturn Debacle and Backstabbing

The split between Sega Japan and Sega of America had resulted in two companies that had very different strong suits and very different business philosophies. Despite a growing reliance of Sega of America on Western development houses, Sega's hardware division in Japan still called the shots in the creation of the companies' hardware products - the core of the company.

In early 1994, Sega of Japan pitched Sega of America on a new, upgraded version of the Mega Drive / Genesis. The 16 bit console was at best a cult hit in Japan, but in the US, Europe, and South America was the market leader, having successfully pushed Nintendo into second place thanks to aggressive marketing, price cuts, and Sonic the Hedgehog. The peak of their success was no time to unleash a new version of the same machine. Head of Sega of America R&D Joe Miller reportedly exclaimed:

"Oh, that's just a horrible idea. If all you're going to do is enhance the system, you should make it an add-on. If it's a new system with legitimate new software, great. But if all it does is double the colors.."

The two parties agreed that Sega of America could move ahead with the project as an add-on to the existing Genesis as a way to extend its lifespan in the markets where it had been most successful.

I must point out here that at this time Sega of Japan was a Borges Palace of intrigue and skullduggery. The company (Japan) was actually developing not one, but two 32-bit consoles simultaneously, and now had just effectively given their American arm the green light to go ahead with a third. None of these three teams were told about the existence of the other.

At the time it was well-known in the industry that Sony was working on a console of their own, to be based around CD media and using polygon technology. Nintendo had partnered with Silicon Graphics to bring some form of their 3D technology to home consoles. Sega's plan was to beat both consoles to market and eat their lunch. Almost everything about the resulting product, the Sega Saturn, is an astonishing saga of failure. But this is a blog about theme parks, not video games, so all that's important to know here is that Sega of Japan had more or less set up Sega of America to fail.

And fail they did! The add-on they had agreed to produce became the Sega 32X, a mushroom-shaped blob of plastic which pretty much was a separate, smaller Sega Genesis which mounted atop the original console. Launching at the astonishing price of $160, the 32X failed to garner much market support and did a lot to erode Sega's brand image. Sega of America producer Scot Bayless later said:

"Frankly, it made us look greedy and dumb to consumers - something that a year earlier, I could've have imagined people thinking about us. We were the cool kids!"

Sega of Japan didn't much mind; they released the Saturn in Japan at the same time and it sold very well. Having declared victory over Sony and Nintendo on all three companies' home turf, they gazed across the ocean to the slow uptake of support for the 32X, which Sega of America had spent $10m to launch. If it worked once, it would work again, and Japan ordered Tom Kalinske to move ahead on pushing the Saturn onto store shelves as quickly as possible.

The problem here, of course, is that Sega had nothing to lose in Japan, but they had everything to lose literally everywhere else, and Kalinske knew it. Developers and retailers were promised a Christmas 1995 launch window on the Saturn and needed Sega to stick to that date to allow their business partners to be ready to support their product. Gamers had just been sold a $150 add-on and would feel burned by an early roll-out of the next big console. Despite protests, Kalinske went to the very first E3 in May 1995 and announced that the Saturn was available, right now, at a price of $399. That's the modern equivalent of about $700.

In the next presentation, an executive of Sony of America approached the podium, announced the price of the Sony Playstation - $299 - and sat down. The room erupted in cheers. The 32 bit console war had been won before it started.


Expansions and More Backstabbing

Meanwhile!

The Disney Decade wasn't going so well. Eisner had opened EuroDisney with an astonishing seven hotels. Despite the park doing modestly well and starting to build a following, there was simply no way for the park to be fully solvent because of all of those money-draining empty hotel rooms.

Elsewhere, costs were ballooning on feature animation, and although nobody knew it at the time, The Lion King was going to be the high water mark, followed by ten years of diminishing returns. Jeffrey Katzenberg had resigned from Disney in August 1994 when Michael Eisner had failed to promote him to Frank Wells' old position; Katzenberg would head off to form Dreamworks Animation and eat Disney's lunch through the 2000s. Just as badly, Disney had just been spectacularly shot out of the sky by Prince William County, Virginia for the Disney's America project in September 1994.

Suddenly, the mood in the executive suite changed rapidly, and word came down from on high that Disney would no longer be building theme parks. I don't need to point out that this is complete craziness, especially in the 90s with all those fat Clinton-era dollars flying around the country. But that was the decree, and it would shape much of Disney's business decisions in the late 90s.

At the same time Sega was still hoping to bring their arcade chain Joypolis to overseas markets. Sega had provided the arcade cabinets for the "Arcade des Visionnaires" at Disneyland Paris in 1993 or 1994. They also saw an opportunity in the United Kingdom, a region Sega had been the market leader in since the 80s.  The very first first overseas Sega World opened in Bournemouth in 1993, and Sega set their sights on London.

Enter, the London Trocadero!

I have to explain what this thing was before we move forward. The Trocadero was a massive restaurant complex sitting vacant in the heart of London, as it had since closing in 1965. At some point it passed into the hands of an anonymous group known as the Electricity Supply Nominees, a group who apparently handed pensions. The ESN in 1978 presented and was approved to turn the cavernous space into what they referred to as an "entertainment destination", but really was quite simply a mall. This was part of a larger effort on the part of London to clean up Piccadilly Circus, a precursor to the Disneyification of Times Square. The interior was turned into a succession of terraces ringing a central courtyard very much like those seen in any other 80s mall. Opening in August 1984, the Trocadero housed a scattershot collection of complete nonsense including an HMV Records, a food court themed to international cities, Shaftbury's On the Avenue Discotheque, and an exhibition based around the Guiness Book of World Records. Sounds promising???

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The Trocadero's Mall Phase...

The Trocadero was never the hit that was expected, and tenants (and owners) came and went quickly. In 1993, the basement area became home to Alien War, a kind of walk-through haunted house based on the Aliens franchise. But with vacancies increasing in the complex, new owners were looking for a more dramatic solution just at the time Sega was looking for a splashy new facility in the tourism center of London. Sega rented the entire Trocadero and spent $45 million converting it into Sega World London.

All of these disparate strands finally begin to come together here. Disney took an interest in Sega's venture, planting the seeds that would become Disney Regional Entertainment's signature concept: DisneyQuest. Imagineer Tom Morris remembered the early days of the project:

"I believe it came about because [Sega] was interested in a partnership, so that [DisneyQuest] would be leveraged with a big player. Someone gave me a tour of a huge arcade just off of Picadilly Circus in London. [..] It was five or six stories, and they had a big escalator that went through the middle of it, but there wasn't really an attempt to create an organizing principle behind it. So we had that to benchmark with, and there was a similar thing in Paris... then we decided to go to Japan to see the facilities Sega had created called Joypolis."

This seems to have been a real thing, with Sega CEO Hayao Nakayama working closely with Imagineering to develop the concepts.

At the same time, Disney was touting Sega as a potential tenant of their proposed hotel/retail complex on Times Square. This hotel would never come to be, but the mere fact that Disney was willing to name-drop Sega in front of the government of the City of New York is telling. That was in early May 1995. Across the country in Los Angeles, Tom Kalinske was announcing the surprise launch of the Sega Saturn.

Work on Sega World London progressed quickly. Sega built a huge escalator that would bring customers from the entrance ticket booths to the top floor of the Trocadero amongst a futuristic blinking light show. The rest of the facility would be experienced moving from floor to floor in a downward spiral, with each floor having thematic groupings of arcade machines ("Sports Arena", "Carnival", "Flight Deck", etc) and one or two major attractions on each. Besides the large attractions, the facility had a McDonalds, a children's play structure, a bar, and of course... a Gift Shop.

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...And what Sega turned it into.

The major attractions on each floor varied in size and complexity. The downstairs "Sports Arena" area with the bar had a few Sega AS-1 simulator machines, including one showing "Michael Jackson in Scramble Training". There were at least two other simulator attractions: Aqua Nova/Planet, a Star Tours-style motion simulator with 3D glasses and a scoring system, and Space Mission, which used a motion platform and ran off Sega's VR-1 headset system.


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"Ghost Hunt" in Osaka Joypolis

Of more interest to theme park fans are three more traditional themed attractions. The least impressive is Beast in Darkness. This seems to have been a walk-through haunted house which primarily used audio elements to convey the impression of being stalked by a huge monster. Far more impressive is Ghost Hunt, an honest-to-goodness ride-through haunted house attraction. Unlike at Buzz Lightyear or Sally's Boo Blasters, the ghosts in this one took the form of computer generated images that appeared on a transparent windshield between the riders and the sets, meaning Sega was using Augmented Reality back in the 90s.

And the final attraction we should all recognize is Mad Bazooka, which Disney copied pretty much directly for DisneyQuest.

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Yep.

But...! In September 1995 Sega announced that they would be moving forward to bring their arcade locations to the US... not with Disney, but with DreamWorks SKG. They hoped to open 100 locations by 2002.

It's hard to know exactly what to make of this, though a deciding factor may not have been Jeffrey Katzenberg but Steven Spielberg. Spielberg was and is a video game enthusiast; he included Sega’s “Killer Shark” electromechanical game in Jaws as a throwaway joke.  Spielberg actually helped design an attraction called "Vertical Reality" that appeared at GameWorks locations. David Kaplan in Newsweek described this as such:

"Vertical Reality consists of an enormous central column of three video screens, rising 25 feet to the ceiling, replicating a skyscraper. Twelve players, arrayed in a circle, are strapped into seats that climb up a pole. Each player gets a cybergun to kill cyborgs (probably clones). The more killed, the higher you go; if you're hit, you fall a level. The winner makes it all the way to the top to get a shot at Mr. Big (probably looks like Michael Eisner) - and gets the full free fall. Wheeee!"

It's hard to say why the Disney-Sega partnership fizzled. Eisner was notoriously tight-fisted at this point in time, and the prestige of Steven Spielberg must have been a major draw. But the repercussions of this decision would echo for years through both Sega and Disney.

Failure to Launch

Sega World London opened in May 1996 and the response was... pretty bad! As with the Sega World locations in Japan, admission was a separate price than the games were, meaning once you had paid your £12  (modern US equivalent, over $30), the larger rides could cost up to £3 each. Multiply that by a family of four, and you begin to see the problem.

Throughout its life span of only three years, attaining the balance of admission to ride cost was a constant struggle, with the attraction going through phases of free admission but high cost rides and vice versa. Sega GameWorks in the US was just as expensive, with admission costing an eye-watering $20 to enter in 1997 and major attractions costing $4. Bit by bit more and more of the Sega World London building was closed off and machines were grouped closer and closer together, until the Trocadero exercised their option to cancel the lease early. All told, in three years Sega World London failed to generate even £ 3m revenue.

In May of 1996, the Saturn's early lead on the Playstation in Japan had fallen to second place. The Saturn premiered at second place in the US and never gained any market traction, partially thanks to its confusing release, and partly due to the anticipation surrounding Nintendo's N64 console. Ironically, it was an exact inversion of the situation that led to Sega's success with Sonic in 1991; the Sony Playstation was lower priced and had better games. Sony didn't even bother to compete with Sega, focusing on the launch of their mascot platformer Crash Bandicoot one week before the arrival of the Nintendo system. The N64 pushed the Saturn down to third place, and into the dustbin of history.

With Sega World London generating a fraction of its needed profits, outside Japan every single division of the company was imploding. Tom Kalinske tendered his resignation with Sega in July 1996. Hayao Nakayama resigned as CEO of Sega of Japan in 1998. Sega of America went through two more CEOs in four years, finally pulling out of the console market in January 2001 with the failure of the Dreamcast. Sega would never return to the heights it had reached in 1994.

--


And so finally there was DisneyQuest.

It's hard to say why Disney moved ahead with DisneyQuest once Sega departed. Sometimes projects just develop enough momentum that nobody really pumps the brakes, and it's possible that this is what happened with DisneyQuest.

It's possible that Eisner got really bullish on regional entertainment, although he doesn't seem to have cared all that much about any of the offerings that division of the company came up with. In fact, according to David Greising in the Chicago Tribune (Jul 18 1999), Eisner initially wanted to cancel the project. Greising reports that this occurred "four years ago", placing the theoretical date sometime in 1995. In Greising's reported version, Eisner's complaint was centered around the arcade not leveraging enough Disney IP, which makes me wonder if the initial pitch was essentially a mildly upgraded Sega World. 

But it's important to know about Sega World London and to draw the direct line between it and DisneyQuest because it helps show how Disney both copied and improved on the Sega World formula. Instead of a McDonalds they had a Cheesecake Factory. Instead a fancy escalator they had a fancy elevator. Even the idea of bringing visitors up to an upper level and letting them wind down through the exhibit to the ground floor exit remained, a feature implemented exclusively due to the unique nature of the Trocadero structure... but repeated for DisneyQuest.

WDI ended up developing all of the key attractions for DisneyQuest in-house, meaning the costs for each ballooned because they were being engineered from the ground up. Had Sega and Disney moved ahead as partners, WDI could have cherry-picked through Sega's impressive catalogue for arcade attractions to retrofit, reducing development costs. Practically everything done at DisneyQuest could have been done cheaper with Sega; CyberSpace Mountain could have been built off a Sega R360. The Alien Encounter rail shooter was a specially engineered box that mimicked a Sega AS-1. Disney spent huge sums on bulky VR headsets while Sega had already developed slim, cost-optimized versions for their arcades.

Really, Mad Bazooka becoming Buzz Lightyear Astro Blasters is only the most obvious one, because nearly everything in DisneyQuest had already been engineered before by Sega.

In this theoretical scenario, Sega would have developed the game component of the experience while WDI could have focused instead on the theming and layout of the facility. I really should emphasize here for those of you who weren’t there in 1998: the rides and experiences at DisneyQuest were very impressive for their time, but I sure would have killed to see what Space Channel 5 and Shenmue-era Sega could've done with those games.

Wise or not, DisneyQuest was a go and Disney announced the formation of Disney Regional Entertainment in 1996. The division was headed up by Art Levitt, former CEO of Hard Rock Cafe, which pretty much says exactly what Eisner's goals were here.

Their first concept was Club Disney, an inexplicable attempt to copy Chuck E. Cheese and Discovery Zone. Disney was somehow not deterred by the recent bankruptcy of Discovery Zone in 1996. Jay Rasulo (!) told the Tampa Bay Times: "I would say that the customer is probably similar (to Discovery Zone's customer), a young family, but our concept is much more diverse. It's active, creative, interactive." The Times went on to interpret his vague statement by clarifying: "No ball pits are planned, for instance." But Club Disney was merely the overture; the big project was DisneyQuest.

DisneyQuest ended up opening two locations, one in Walt Disney World and the other in Chicago. The Chicago location closed after only 2 years; it wasn't making enough money to afford its downtown rent. The end of the DisneyQuest project meant that the Orlando location was cursed to a 16 year zombielike existence as bit by bit its various components broke down and were never replaced.

This gets to the heart of the real problem: the mid-90s were maybe the worst time possible for Disney to be entering the arcade business. The entire video game industry was making the leap to 3D, a transformational technological shift that would end a lot of careers in the industry. Even the established players were struggling.

Everything in DisneyQuest was dependent on novelty, not gameplay. It was fun to do things like Ride the Comix or the Alien Encounter attraction once, but I - someone who grew up on Nintendo and Sega - never once felt compelled to pay to go back into DisneyQuest, and I don't think my experience is at all unusual. If the gameplay isn't there, then the only leg a game has to stand on is the technical polish, and all of the DisneyQuest games looked embarrassingly dated by 2002. Conversely, you can put a four year old down in front of Super Mario Brothers and they can still have fun despite the fact that the game looks exactly like it comes from 1985. This is where Sega's absence hurt the most.

And then there is the fact that people expected DisneyQuest to be, well, more Disney. When you tell people that Disney is opening an indoor theme park in their towns they picture Mickey Mouse, Main Street, and fireworks, not a windowless box with VR headsets. This was one of Michael Eisner’s biggest miscalculations during his tenure as Disney’s CEO. You can’t just stick the Disney name on anything and expect people to accept it at face value. The name Disney carries in-built connotations of quality and opulence. And yet he made the mistake again and again, at DisneyQuest, at California Adventure, and Disney Studios Paris, and these are ventures that the company is still paying for decades later.

But you know, the thing is, this could have been great. Sega’s arcade installations were often called "theme parks" in the press through the 90s; the use of the term is important as it is intended to convey that Sega Joypolis is something more than an arcade. In the course of researching this article, I found myself looking again and again at the Sega attractions for Joypolis and Sega World London and saying "I'd pay to ride that", or "That looks like fun." 

Fact is, Sega has continued to operate a Joypolis in Tokyo and successfully merge gameplay and attraction fun; they have an indoor roller coaster where you play a basic rhythm game while riding; it looks fun. They have a crazy indoor arena where you spin around on the end of a pendulum and shoot at screens on either end of the arc; it looks fun.

I'd give a lot to know if Disney walked away from Sega or if Sega walked away from Disney; given the self-destructive impulses reigning at both companies at the time, either seems credible. But it feels like they were both so close to pulling it off; it's easy to imagine that with costs spread between the two companies and with Sega doing what they were good at and Disney doing what they were good at, both could have come up with a concept that would not have flamed out so quickly. Sega would have continued to push the tech forward and develop new games, Disney could have focused on appealing common areas, and they both could have created viable product.

You can't tell me that one or two DisneyQuest locations wouldn't still be operating today if it had an actual indoor coaster and a version of Ghost Hunt themed around the Tower of Terror or something like that.

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GameWorks Chicago in its 90s glory

It's not as if Sega's GameWorks venture ended up any better for them. Concurrent with the Disney installation at Epcot, Sega repeatedly announced - and then did nothing about - a partnership with Universal Studios in Los Angeles. I've held this part of the story back until now because I couldn't find anything in press clippings that made any better sense of what was going on behind the scenes, but even as Disney was hyping up Sega's presence in their projects in Orlando and New York, Universal kept promising a Sega "theme park" in Hollywood.

To me this confirms that Spielberg, not Katzenberg, was the mover behind the scenes due to Spielberg's connections to Sid Sheinberg and Universal - the Dreamworks SKG offices were on the Universal lot. The timing suggests that Sega was interested in moving into Universal's new CityWalk complex, and a Sega GameWorks was actually announced for the Florida CityWalk in 1997, but nothing ever came of this.

DreamWorks SKG pulled out of GameWorks in 2001, at a time when most of the Joypolis locations in Japan were closing. Sega GameWorks stuck it out alone in the US for another nine years before shuttering most of the locations in 2010.

Sega itself only barely survived this era. Their majority shareholder, Isao Okawa, had been funneling his personal fortune into the company to keep them afloat. Upon Okawa's death in 2001, he forgave the company's debt to him and gave the company a reported $700m worth of stock. Sega used these assets to restructure as a third-party game developer; without them, there was a very real possibility they were going to close. The Saturn and Dreamcast weren't just market failures - they basically killed Sega as it existed at the time.

Both of these eras of Disney and Sega are as discussed and obsessed-over periods of corporate chaos as you can find. Fans of video games and theme parks continue to debate and discuss them, but what fascinates me is how closely entwined these stories actually are. It's hard not to look at Eisner babies like the Disney Decade and Disney's America as obvious missed opportunities, but those were risky, weird ideas that may not have worked even had the stars aligned. But a Sega DisneyQuest, with Sega tech and Disney show unified? That one may actually be the biggest missed opportunity of all. 

In the end it may have been Sega president Hayao Nakayama and his notoriously prickly personality that sank both of those ships. In 1993, when Sega was still ascendant and DisneyQuest was not yet a twinkle in the eye of Art Levitt, he sat down with the New York Times and confidently announced "Our target is Disney". You can't get into bed with the multinational media giant you want to challenge to market supremacy.

Nakayama's bravado is admirable, but the prediction made in the same article by author Andrew Pollock was more accurate. He wrote:

"Instead of becoming the Disney of the electronic age, Mr. Nakayama's Sega might just as well become the next Atari, a video game company that experienced meteoric growth on the strength of one product in the early 1980's -- only to nearly collapse when the market shifted."

--

Putting this article together was a massive undertaking. As the only writer I know of straddling both the theme park and retro gaming scenes, I had long been puzzled by the obvious links between Sega World London and DisneyQuest, and once Tom Morris provided the "missing link" in his interview on the podcast linked below, I really felt a responsibility to get the larger story on paper that both communities were perhaps unaware of. This involved synching up the stories of two massive, drama-prone corporations, and this really was only possible thanks to the amazing research of other writers who have delved deeper into the indivdual components of this story than I ever could. I stand upon the shoulders of the giants listed below:

Sega Retro

Progress City Radio Hour: Tom Morris Interview, Part Two

The Sega Arcade Revolution by Ken Horowitz

The Ultimate History of Video Games by Steven L. Kent

Alien War Trocadero

Expedition Theme Park: Alien War

Disney Channel Making of Epcot's Innoventions

Dave Luty: Sega at Innoventions

Dave Luty: The History of Sega World London

Kevin Perjurer: The Failure of DisneyQuest

Norman Caruso: The Story of the 32X

Norman Caruso: Sega's Three Biggest Mistakes

Newsweek: Spielberg is the Ultimate Game Boy

SegaRetro: Sega Takes Aim at Disney's World

Coaster Studios: Sega Joypolis Review

Many thanks all.

--

If you enjoy very long, very elaborately researched articles about theme park history, you found the right site! Try starting out here, or here!

Or if you want even more, I have an entire book about Disney's Haunted Mansion, available on Amazon here!

The Passport Free Library

Welcome!

This hub page on the blog Passport to Dreams Old & New is a collection of free primary source resources for Disney fans and historians looking to do some research into aspects of Disneyland, Walt Disney World, and Walt Disney Productions. These are downloadable, searchable, and shareable.

If you are a historian or author and you use any of these please credit the "Passport Free Library" and this site in your citations. 

(Contents Coming Soon!)

Other Resources:

Disney Index Project

History of Disney Theme Parks in Documents

The Heart of Our Cities by Victor Gruen (Archive.Org)

Martin Smith's Videos

Disney Annual Reports 1965 - 1975


As a Disney parks fan, it can be easy to feel like I missed all the good stuff. Adventure Thru Inner Space! Mine Train Thru Nature's Wonderland! America Sings! Cinderella Castle Mystery Tour!

This, of course, is nonsense. Simply having experienced every one of the original EPCOT Center attractions puts me in fairly elect company, and as always, such things are always a matter of timing, dumb luck, and opportunity.

One of those timing opportunities that actually landed me in the plus category was moving to Florida when I did, which gave me access to opportunities to look at and acquire paper goods, magazines, and primary source documents at a time when being into Walt Disney World history was a pretty niche pursuit.  The prices that certain things I paid a few dollars for can fetch online can be pretty eye-watering, and while the COVID pandemic has seemingly slowed down some of the worst excesses, I feel lucky to have a library of several thousand paper items that are absolutely the bedrock of the research for site. I feel lucky to have them and I'm worried about younger Disney history buffs who probably won't have access to these things in the future. Until such a time that a fan-organized library can be created that's open to the public, too much of Disney history is dependent on being able to buy your way in through pricey editions or secondhand collectibles. I don't like that.


So I'm going to do something about it. I've determined to start dumping some of these less-accessible treasures online in properly scanned versions. I'm not going to be a weenie about it and cover them in watermarks. I want these to be available to everyone. My only request is that if you are a historian or author and you use any of these please credit the "Passport Free Library" and this site in your citations. 

I'm going to start with the WDP Annual Reports, all scanned by me (some from copies at the Orlando Public Library, which is where this project began). These fascinating and colorful little books are where so many of my research efforts have begun, it seems right to launch this project with them.

Even if you don't care about financial statistics, you absolutely should download and enjoy these, as they're absolutely bursting with construction shots, concept art, descriptions of doomed plans, and general vintage Disney weirdness.

Download, share, and enjoy them at your leisure..!

Walt Disney Productions Annual Report 1965

Walt Disney Productions Annual Report 1966

Walt Disney Productions Annual Report 1967

Walt Disney Productions Annual Report 1968

Walt Disney Productions Annual Report 1969

Walt Disney Productions Annual Report 1970

Walt Disney Productions Annual Report 1971

Walt Disney Productions Annual Report 1972

Walt Disney Productions Annual Report 1973

Walt Disney Productions Annual Report 1974

Walt Disney Productions Annual Report 1975

More content coming as I can get things scanned...!

Off Site: The Haunted Mansion and Inventing Halloween

Off Site: Disney World's Bermuda Triangle

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