Saturday, June 27, 2009

A Park Mystery History Lesson

Isn't the internet an amazing place?

Things that I never thought were possible have happened thanks to the internet - above and beyond even the Hamster Dance!

Specifically, thanks to the combined efforts of people with mutual interests and the magic of "networking", the darnedest things have come to light. When I'm in the pit of despair that I'll never know, for example, what the opening lineup of shops at the Walt Disney World Village is, similarly obsessed friends have come through for me. When I doubt that I'll ever find that 1984 EPCOT Center guide map for sale, eBay has come through for me. Forum topics have even taught me a thing or three about the Haunted Mansion, a topic that obsessed and seemingly exhausted my efforts to research it for around six years of my life. It's wonderful to know that through pure force of numbers, we, the Disney obsessive, will apparently one day write the history of the Disney company for them, in great detail, with no input or even request from the company themselves.

I say all of this because one of the reasons for my ongoing series on "Park Mysteries" is to get the questions out there in easily corruptible zeroes and ones in the hope that someday my boat will come in. A relatively benign mystery, number two, was solved in relatively short order. Since then I've been working studiously to post ever more obscure Park Mysteries, knowing they're even less likely to be solved. But one has, and it was a big one for me.

First, some short but required readings if you're just coming to this topic:
Park Mystery #6 at Passport to Dreams Old & New
The Fife & Drum at Widen Your World

A bit of background....

Over a year ago, I posted Park Mystery #6, a fairly conjectural piece about a little noticed missing building in Liberty Square. This was so obscure I doubted I would ever get an answer, but thankfully, as I have introduced already, the internet is amazing.

The first few significant new leads came in the comment responses to that post, where GoofyDude pointed out that the building can be observed in several Herb Ryman concept paintings for Liberty Square - along with most of the other significant architectural details in Liberty Square, although sadly his windmill didn't make the cut. Neither did what was referred to and what I have begun to think of as the "Old North Church", albeit with an outside flight of steps (which people can be seen standing on in the Ryman piece!). The identity of this building was rather impossible to guess at, given its' location and the comparative glut of food and merchandise options around it. I had gotten fairly used to thinking of it as some sort of multilevel exhibit space, until a few days ago, of course.


So here's the solution, taken from a 1971 blueprint, photographed by an eBay seller, saved by Mike Lee, and forwarded to me. As can be seen on the below blueprint detail, the building is labeled "Market Place". Hurrah!


Of course, as ever at Walt Disney World, the story only starts there. And the story of this little non-building is woven very strongly into the story of forces that would shape the Magic Kingdom is very significant ways.

First of all, let us say that "Market Place" could mean just about anything... a shop, a counter service location, a fruit market. I'm fairly convinced that it would be some sort of small, walk-in food grab, and there are lots of reasons for this despite the proximity of the Sleepy Hollow counter service location with its' opening day menu of prepackaged sandwiches. Most of the Magic Kingdom's food locations weren't ready to go online in October 1971. The Columbia Harbour House, called "Chicken & Fish" on most Magic Kingdom blueprints and later labeled the "Nantucket Harbour House" on 1971 souvenir maps, wasn't ready to go until the first quarter of 1972. Nearby, Pecos Bill Cafe in Frontierland wasn't fully operational until late November and the Mile Long Bar wasn't even open until November 15. Disney continued to add dining options in 1972 - see The Fife & Drum at Widen Your World - and 1973 and 1974, with Aunt Polly's on Tom Sawyer Island and the El Pirata taco bar in the brand new Caribbean Plaza.


So this "Market Place" was likely meant to add just another food option in a park that was barely ready to greet paying customers in 1971 - the Admiral Joe Fowler opened a day late, for example.... 20,000 Leagues Under the Sea was still under construction, and the Grand Prix and Skyway Station were the only attractions open in Tomorrowland (American the Beautiful opened in November and Flight to the Moon in December). The Magic Kingdom was so in need of food options that they cut a hole in the construction wall which was the bulk of Tomorrowland, pulled up a trailer behind it, and served food out of there next to the similar hole with glittery foil curtain which acted as a "stage".


So why was the Liberty Square Market cut during construction? As we know, Disney substituted a little seating area and planter for the Market, which was in place for the opening of the park. If so little of the park would be ready for opening day, why make the problem worse by cutting a strategically placed food location? The answer: money. As anybody who's read Married to the Mouse or Realityland knows, the construction of the "Vacation Kingdom of the World" was an embarrassing fiasco. Fort Wilderness wasn't built so much as stolen. The Polynesian was dramatically scaled back early in the planning stages. Most of Fronteirland's attractions were cut, as were three hotels and the bulk of Tomorrowland was not yet decided on. Even fairly fully realized projects like the Jungle Cruise had elements intended to be installed later, as documented on Widen Your World, and the best Disney could do to prepare for the future was to put up some basic infrastructure to support future additions, like the spur line abutting the Jungle Cruise maintenance bay which would one day house the Swan Boats. Who knows if they even were planning on having such a thing two years earlier.

Thus, the Liberty Square Market esentially "became" the Fife and Drum a year later, Disney likely not wanting to interrupt park operations in a major pedestrian zone at this point. But this is not, of course, the end of the story.

In 1971, Disney was ill prepared to deal with the heat of the Florida sun and the high demand for several of their attractions, and so in 1972 several ongoing queue modifications went into effect. Country Bear Jamboree absorbed a nearby shop, a canopy was built outside the Haunted Mansion, the Jungle Cruise sprouted a whole new building to the east of the original boathouse while the original upstairs queue was retired, construction began on a second riverboat to meet demand, and the Hall of Presidents grew a queue. The original Hall of Presidents look featured a flat brick facade with three windows directly above three doors into the waiting area, as seen below. By 1973 the familiar white veranda, breezeway, and queue had grown onto the building.


(Side Note: You'll notice that most of these changes to accommodate crowds were to Liberty Square, which was, on the eve of America's Bicentennial, the most popular area of the Magic Kingdom. This is why the Columbia Harbour House, for example, is the biggest food court in the entire park, two floors with a kitchen each, although the second kitchen has been walled up now for years.)

As the number of attractions in the Magic Kingdom swelled and the popularity of the Hall of Presidents declined, the queue went through a number of new uses. It had already carved out a portion of the Liberty Square green, which filled the area between the side of the Hall of Presidents and the Columbia Harbour House and can be seen below in a 1971 promotional photograph. Since it's likely that all but the most familiar with the Magic Kingdom will be confounded by this photograph, I'll go into very specific detail. Our Banjo Duo - Pat Terry & Son - are standing right in the seating area which was the replacement for our Liberty Square Market, directly behind them is the future location of the Hall of Presidents queue, and the photographer is standing in the dead center of the little seating area where the Liberty Bell is today. Just out of sight to the right is the Hall of Presidents facade. But back to that green: it existed in some form or another for perhaps another decade, before being paved and turned into the series of circular planters and tables which can be seen today. The reason is anybody's guess, but the huge hedge today planted around the Liberty Tree is a clue: Disney probably didn't like guests dragging themselves all over the landscape, as they were and still are apt to do.


Here's the Liberty Square Fife & Drum Corps marching past that little green:


In 1989, Disney purchased and installed a replica of the Liberty Bell right where that photographer snapped the above photo eighteen years earlier. In 1991, probably due to heavy tree growth, the original Court of Flags which prefaced the Liberty Square bridge of 1971 was moved to surround the Liberty Bell and the Bridge area was rebuilt to include the brick walls, plaque, sign and guardhouse that can still be seen there today. The historically-minded Disney fan can still find the holes for the flagpoles still there today, incongrously filled with stanchions. And so Disney's quick replacement for their Market way back in 1971 had finally developed a purpose.

Throughout the 1990's and early 2000's the Hall of Presidents queue hosted Liberty Square's fleet of portrait artists. In 2003, Food & Beverage made a move to take over this location and turned it into... a little food market.

And so history has finally turned in on itself: in 1971 Disney decides to not construct a Market for the purchase of fruit or quick snacks due to cost overruns. Thirty-Eight years later, ten feet away from the site of this cancelled building and through strange circumstances, is this very same market. Whether we advocate demolishing the Hall of Presidents queue and finally realizing Herb Ryman's evocative little building at the corner of the two major thoroughfares in Liberty Square at this point is thoroughly subjective. But the irony, echoing down through the years, is delicious and undeniable.

Isn't the internet amazing?

Friday, June 19, 2009

Vanishing Walt Disney World No. 9

A few weeks ago, the most significant part of my experience of Walt Disney World to recently close, did close - no... not as important as something like El Rio del Tiempo, but so much of my life in Orlando included trips to and from and including Virgin Megastore that I still haven't really come to realize how much less reason I'll have to visit Walt Disney World now that it's gone. Even if I didn't have much reason to want to buy anything, to Virgin I went anyway - to loiter, look and shop. When I initially had moved to Florida and had no way to visit the theme parks I spent nearly every other day at 'Downtown Disney' just to feel close to the place.

Above: Virgin Megastore Orlando's cavernous two-level interior, taken near the vinyl section. The illuminated triangle is the bottom of the "Virgin Radio" booth.
Below: The double escalators bring you to the second floor.

Virgin was my only reason to trek across to the tedious West Side from the Village, and I had been there so often since 2000 that I can actually remember and feel nostalgic for the original incarnation of the store, well before DVDs exploded everywhere, video games were still upstairs and that big hydraulic stage above the door outside was used for concerts. I don't have too much documentation of that version but in any form Virgin was a big part of my life, often the only place around to find new DVDs or records or whatever media it was I was after. It's safe to say, by dint of their location, selection, and hours, that I went there more often than any other component of Walt Disney World in my leisure time.

Although the Virgin retail store brand has not been totally closed, its' removal from the United States market is unfortunate, especially in light of the fact that the Virgin brand began as a record store back in the early 1970's. In the US we have only contact with the Virgin uber-brand in passing, but the two dozen Virgin Megastores littered around the continent did seem like neat experiences if you could live near or just visit them. You could only really find a Virgin Megastore in major markets, and even in the waning years of their selection and layout - after clothes had taken over most of the ground floor and the children's section had been gutted and weirdly relocated - there was still plenty of reason to stop by and see what Virgin had got in stock, although the likelihood of them having what you wanted had greatly diminished. Several years ago I spent a few Monday summer evenings haunting the store until it reached midnight and everyone could queue up to buy the new releases of movies or music; in those days Virgin had a loyalty program as well. When the reward card was canceled and the selection began to stagnate, the writing was arguably on the wall... three years ahead of closing.

But Virgin Orlando was successful, despite internet rumors to the contrary. On the busiest weekends the ground floor could be filled to capacity, and the number of domestic and foreign tourists you would see dropping thousands on audio-visual on a routine basis was pretty staggering. Most Disney guests may have stopped at the CD or DVD to keep the kids sated, but seeing one of the rich Brazilian fathers putting down money on something like twenty Blu-Ray discs wasn't too uncommon either. I once saw somebody in the vinyl section buying something like thirty records at once, including duplicates of several titles. My only guess was that he was a DJ planning on wrecking them all on his turntable.

Above: view towards one of many second level balconies
Below: the enclosed Classical / Jazz section. No, it's not significantly quieter.

Right: The 'Coco Moka Cafe' on the second floor, with balcony seating outside above the main entrance, served "Seattle's Best Coffee"

Now that Virgin has departed from Downtown Disney and management has closed and gutted much of Pleasure Island, I feel that now is the time to come to terms with how much of a wreck Downtown Disney is. Although the rebirth of Pleasure Island was a long and painful time coming, Disney managed to close everything to do in that area just a few weeks before the really serious market panic set in last October. Since there was only one new tenant ready to move in at that time, Pleasure Island's "new direction" is becoming a long, depressing joke. Although successful to be sure, the new T-Rex restaurant is in the most suspect taste imaginable and only further blocks your view of the Empress Lilly. Now that the tenancy of the McDonald's at the Marketplace may be finally ending, Disney is in a real bind as they have too much empty space not filling in at Downtown Disney and it's only going to get worse the longer it sits.

While Pleasure Island is being reworked, Disney also needs to address the depressing slate of stores available in the West Side. The West Side area itself is sort of a mess, a basic expansion of stores along the side of the existing AMC theaters which have failed to inspire much in the way of interest. In the early days of the West Side, sandwiched between the Starabilias store and the Candy Cauldron location was a retail store promoting the "Official All-Star Cafe" in the upcoming Wide World of Sports, which was marketed as being something similar to Planet Hollywood in that it was an eatery owned by sports stars like Wayne Gretzky and Shaquille O'Neal. Shortly after the Wide World of Sports opened in 1998, the "preview" location closed and was replaced with another "Planet Hollywood on Location" store, making it the second Planet Hollywood store within short walking distance of the Big Blue Ball itself, which already sells merchandise inside to begin with. Another MIA tenant was to be a merchandise store for the Orlando Copperfeild Magic Underground, a project which was cancelled in late 1998 and which required Disney to open the depressingly slapdash Mickey's Groove store in its' place. Both of these tenants could and should be easily removed and replaced with more inspiring locations.

Right: the view from the balcony. It could lower to ground level to become a stage.

What Disney really needs to do is make true on their promise of "Downtown Disney" and craft from Pleasure Island and the West Side an inviting open air environment for strolling, shopping and eating. The Village still has this due to the still-remaining wisdom of that layout and design from 1975, and it is the truly busy heart of the Downtown Disney complex because the urban design concepts it was designed to uphold in the mid 70's are still valid and appealing. The skeletal structure of what Disney has in place with Pleasure Island and the West Side isn't so bad, but they need to attend to the needs of guests who have been increasingly stranded on property thanks to the "Destination Disney" concept. Despite the kitchens installed in the revamped Treehouse Villas, guests have no grocery store to buy food at. They have no bookstore to browse. They don't even have an affordable sidewalk cafe or coffee bar to stop by. The solution for the future of Downtown Disney is in the past of the Walt Disney World Village. The key is in diversifying the offerings of one of Disney's cash cows and doing it tastefully. The most ironic thing is that this is the sort of thing that Disney had on property until the mid 1990's, their own unique design, and it's now being done better by everyone except Disney themselves.

Saturday, May 16, 2009

A New Approach

In my discussions of Disney themed design I have long employed the practice of my (theoretical!) classifications of attractions into either Stratificational or Presentational design groups. I have employed these theories in my dissertations, and overall hopefully proved the usefulness of such an approach since introducing these concepts in 2007.

There are inherent problems in such an approach, even beyond the disconnect between theory and practice which is the white elephant of most critical writing. With the ascent of Eisner and his story mandates the concept of Presentationalism, that unique aesthetic mode which WED had been carefully building to towards since 1955 - climaxing with EPCOT in 1982 - was no longer permitted. As a result the usefulness of the classifications of "Stratification" and "Presentationalism" become by and large useless by the mid-80's. I have never attempted to leverage the two theories at products which followed the end of the Golden Age of Themed Design for just this reason.

In the fallout of this tide change, a number of new schools began to grow. In WDI designs there is a "return to naturalism", a "faith in the theme", and a faith in "justified decor" which old-school WED designers were content to either divert or ignore due to those designer's faith in abstract representation. But I think the chief development in the "Second Wave" which is often discussed but rarely labeled is the growth of what I have begun to call "Post-Themed-Attraction Design".

First, a few thoughts on that cumbersome name.

What I seek to label when defining a work as being part of the Post-Themed-Attraction school is an attraction, which often appears to perch itself in the Stratificational mode, but which is implicitly or explicitly a reaction to the traditional modes and operations of the designs of WED's Golden Age. It cannot simply be an acknowledgement of the audience; since WED designs were meant to really "bring you there", this happens constantly in classical Disney design:

"If we weren't in the show starting right away we'd be in the audience too."

"They have selected you to fill our quota, and they'll haunt you until you return!"

No... to truly be in the school of the Post-Themed-Attraction Designs, the work must overall acknowledge its' position as a theme park display or its' overall role in the diagesis of the theme park "show". It is one thing to include the audience in the world of the show and quite another to make reference to the theme park location of the show and to rely on the spectator's familiarity with the mode of the traditional theme show to create a spark which carries on the shows forward momentum.

I. Post Themed Attraction Design

The name itself is a compromise. I have often seen attractions of this stripe labeled "post-modern"; but in reality we're culturally closer to "post-post-post-post-modernism" today than anything else. Not wanting to create more confusion in my use than simply refraining from using such a term, I elected not to use the term "post-modern". The second term which came to mind was "Post-Disney", but again this creates more unnecessary associations with the death of Walt Disney in 1966 than it resolves. Closer still was "Post-Disneyland", but again, this creates an unnecessary emphasis on a certain place, date, person or time. What the admittedly weak term of "Post-Themed-Attraction Design" seeks to create an understanding that this is a mode which responds not just to Disney works but to the whole business of creating a Disneylike diagetic environment overall. Universal, for example, is probably the best and most prolific practitioner of Post-Themed Design in the world.

I see two overall grades of the Post-Themed show. Version one strikes a subtle balance between the traditional Stratificational mode and its' Post-Themed content. A noteworthy attraction in this vein is Star Tours, where we are still tourists, albeit tourists on a space shuttle instead of a theme park simulator. Still, the overall joke of several sequences in Star Tours is in the tourist status of the assembled crew, and we are meant to recognize this as a moment where Disney has broken the "third wall"; not towards us, the spectators - but towards itself, in a way. The moment of non-diagesis forms an ironic counterpoint to the otherwise straightforward nature of the presentation. The Timekeeper, from 1994, included a gag where tourists were beamed forward in time out of the audience, although again the diagetic nature of the attraction was not violated too strongly here as, after all, in the 1994 Tomorrowland we are all meant to be tourists to the land of the future.

Alien Encounter was a few steps up the scale and also only a few physical steps away from Timekeeper. WDI's 1994 effort to launch a "franchise ride" aimed at teenage thrillseekers was in reality a handy salvage of an effects chair Imagineering had been tinkering with for years; the original concept was to use the Xenomorph from "Alien". The resulting attraction was a strange bedfellow for the Magic Kingdom, wildly oscillating between interesting satire and "hip" cynicism, and in fact was removed from service shortly following its premiere to be made more "scary".

The satire elements of Alien Encounter were the interesting ones, and this is the aspect of the attraction which tips the hand into the realm of Post-Themed Design. The fictional X-S Tech Corp of the attraction, headed by an ethereal CEO seen only on television, is a rather transparent version of Disney; a corporation which employs richly funded but inadequately tested technology to mysterious ends. The CEO is to be teleported into the theater but the signal is lost; in a panic technicians recklessly beam in whatever signal they happen to find which turns out to be, naturally, a dangerous carnivore.

Disney is well known for its ability to feed with one hand and slap with another, and the didactic tone of Animal Kingdom is only a recent example. Although the message is slightly diverted by a mention of "Disneyland Moon" in the Alien Encounter preshow, making it clear that Disney apparently exists alongside X-S Tech, the cautionary tale of a company using new technology to achieve "magic" and its' dangerous outcome resonates through the Disney canon, from the Flying Saucers at Disneyland to the ongoing charade which was Test Track at EPCOT, diverted for years because the very sophisticated ride vehicles simply would not perform their desired functions. WDI spends years developing concepts and ride vehicles and lots of money on things that never see the light of day; it's not hard to see the correlation and it wasn't hard for spectators to see it them, either. Alien Encounter may have been in suspect taste, but there was nothing like it in the Disney canon at the time.

II. Past, Present Dialogue

2000 saw the opening of Journey Into YOUR Imagination at EPCOT, a bare bones replacement for the lavish Kodak pavilion of 1983. It closed only two years later to be replaced with yet another attraction due to rampant guest complaints, and it is this second version - Journey Into Your Imagination With Figment - which interests us here. The short lifespan and heated dislike of version 2 of the attraction perched version 3 in the uncommon situation of being both a replacement of and an apology for the second version, and an intriguing dynamic was created.

In the attraction, a scientific research facility known as the "Imagination Institute" - a concept salvaged from a throwaway joke in the nearby "Honey I Shrunk the Audience" - is headed by the stuffy Eric Idle, who is giving a tour which is repeatedly interrupted by carefree Figment. In version 2 of the attraction, Idle's chairman of the institute was the authoritative voice, but here he is constantly sidetracked by Figment, and it is not hard to extend Figment the role of being the literal embodiment of WED designs and EPCOT Center in general. Figment, for example, is associated with the disruption of the weirdly sterile atmosphere of the Institute, which is literally exploded in the finale into a succession of abstract spaces - an orange sunset, a starry night, and finally a room which materializes out of nowhere. WDI designs favor concrete and demonstrable spaces - Harambe, Africa, or the sterility of a Hollywood movie studio - but WED era designs created any old imaginary - often not very well developed - spaces they felt like, in any order they pleased. Figment's explosion of the Institute office corridors into upside down houses and abstract spaces is literally the destruction of Disney's modern concepts of themed design "placemaking".


Besides his inherent historical association with EPCOT, Figment is employed in other ways to subvert Idle, who is essentially filling the role of a modern "creative executive", a placebo for the hundreds of "empty suits" who continue to stifle creativity in WDI. Figment appears in his trademark yellow sweater and watches animation from the 1983 version of his attraction (a sobering contrast to the gaudy 3D animation of Figment seen elsewhere) on an upside down television. He walks on the walls and ceiling around the cars in a clear allusion to the opening of World of Motion. At one point he summons an oncoming train heard in sound effects which "rush through" the audience, a possible allusion to Mr. Toad's Wild Ride. He even actually stops the attraction from continuing and diverts the cars through nonsense space with spinning cutout Figments and lighting effects. So concerned is the attraction with pleasing an audience of hardcore Disney fans that a clever visual reference to The Computer Wore Tennis Shoes is even included. This is in contrast to version 2 of Imagination where a hollow reference to the Haunted Mansion was included, very similar to the perfunctory name dropping of the Mansion in California Adventure's Superstar Limo.

"Angels, execs, producers beyond... give us a sign the Green Light is on."

A fairly subversive quotation, actually, when removed from its' apparent Hollywood context and placed in the similar decision making world of Imagineering.

Journey Into Your Imagination With Figment may be the only Disney attraction currently operating which seeks to create a dialogue between design team and audience, not intended for the millions of tourists who traipse in and out of the building all year mostly unaware of the subtext and history and meaning behind it. And Disney fans have not embraced it either, not only for its' uneasy atmosphere and near constant assault on the senses, but because it is not the beloved original attraction. The final verdict on Journey into YOUR Imagination with Figment may rest on whether this "reading" of the attraction is correct or not. I believe it is, and may therefore actually rank as one of WDI's more subversive achievements, a funny but sad cry of despair from the pit of Disney's darkest era of themed design. It's hard not to hear famous creative executives like Paul Pressler behind lines like:

"I want you out of sight!" "I believe Imagination should be captured and controlled!"

And some beleaguered creative team sticking it to the boss, making themselves into Figment, a blind eye turned to them for the moment under the pressures of time and money:

"Imagination should be set free!"

III. WDI on Corporate Culture

1998 saw the opening of possibly the most universally contested attraction in Disney history, The Enchanted Tiki Room Under New Management. Unlike the gross injustices played out on the EPCOT Center attractions of 1982-1983, The Tiki Room was largely considered to be hallowed ground, a Walt Disney attraction from 1963 which had been playing in roughly its' original form since then. The 1971 Florida version upgraded the size of the theater, the exterior building and preshow and included beautiful new effects not possible at Disneyland, but was still more or less the Tiki Room, and by the 1990's was starting to play badly with audiences. At nearly 20 minutes, the sedate original show is subject to walkouts even at the fiercely historical Disneyland. In 1994 an island-themed bird replaced the original Wally Boag "barker" toucan, but it failed to draw more people in. A creative team, probably charged only with creating something loud, colorful and short, was assembled. To these Imagineers, the project was undoubtedly an unpleasant "damned if you do, damned if you don't" situation, and the show they created is a fascinating doubled edged sword which plays with many of these uneasy themes.


The show is among Disney's most alienating, although it is a fascinating and less oblique bit of commentary on WDI's management. The tone is set immediately in the preshow, where the original Clyde and Claude toucans have been replaced by William and Morris, two smarmy talent agents. Where Clyde and Claude provided amusing banter about Adventureland, William and Morris are immediately annoyed at one another and begin bickering. Prominent Disney brands (in 1998) are name dropped, like The Mighty Ducks, and eventually the two birds just start shouting at one another as the preshow abruptly ends. This is the first overture to the audience about the show inside.

Disney bird characters Iago and Zazu have purchased the Enchanted Tiki Room, which is an intentional absurdity in and of itself, as the birds are from unrelated franchises, owned by Disney, and are now appearing in another unrelated franchise owned by Disney. Disney has always carefully guarded the diagetic integrity of their brands, and so the bringing together of these three properties was either created wholly by some marketing department somewhere or by the design team themselves as one more reflection of the heresy of the assignment. Eisnerite Disney may have ground out dozens of "cheapquels" to their most valuable properties, but we never saw Ariel pop up in, say, Beauty and the Beast part 6, and even in the hugely successful Disney Princess line of paraphernalia all of the girls are clustered together but all staring off in slightly different directions so they, eerily, never seem to be quite inhabiting the same space.

The Under New Management preshow also nearly immediately brings up the most important point in the whole project, which is money. To say that the designers were enamoured with the money making potential of the show is probably wrong, although others in the company assuredly were and they do go to great lengths to put these opinions in the mouths of many characters throughout the show, starting with these two cynical toucans.

"Just look at these paying customers waiting to get in."

"...Did you say paying?"

"As in money!"


"...As in ten percent?"

The audience is being manipulated for cash, the show repeatedly tells us, which is a second absurdity in that attractions are loss leaders for Disney, not money makers, and doubly in that the Enchanted Tiki Room in any form hasn't inspired copious cash flow from the bulk of tourists in decades. It's easy to interpret these essential themes as being quite earnest in the show, although the logic of doing so doesn't and never has quite added up. But this never comes off as funny or detached; it comes off as honestly cynical and rotten. This is why the show has been and continues to be so poorly received; what was probably intended as satire comes off as a sort of thesis statement on audiences, taste, culture, Disney and everything else. This authorette remains unconvinced, for reasons I will shortly elaborate on.

The show begins just as it used to, but even before the signature number "The Tiki Tiki Tiki Tiki Room" gets underway, Iago descends from the ceiling and stops the show short, bellowing that the song, a classic Disney number, is going to make him "toss his crackers", a line which is so cringe inducing that the show actually stops dead and hardly recovers. But the writing here is essential and significant because in order for the show to be "justified" in altering the WED original, Iago, as the voice of change in the show, has to be the hero - but he is portrayed as a villain. He sits on a pillow, shouts through a megaphone, and says of Zaszu, who warns Iago that he "cannot toy with the Enchanted Tiki Room", "He's not my friend!". Where we have been constantly warned about "New Management", seen talent agents, heard shouted arguments about money and ego, and now had a Walt Disney product violated in front of us, it's easy to connect the dots. Iago, a villain in Aladdin, is a stand in for the "empty suits" who greenlit the project and demanded change, whereas Zaszu is the protesting creative team.

"Hey you boring old Tiki birds!
I'm a big celebrity!
That's why we're gonna go and change the show!
Ain't it great to have a friend like me?"

This is not a positive picture being painted of the whole concept of a brand new Tiki Room.

Iago not only violates the Walt Disney era song, but one of his own product, "Friend Like Me", and turns it on its' head - from a celebration of the possibilities of Aladdin to become a "someone" via the Genie in the 1993 film to the ego driven mania to change things because Iago is in a position of power over the 1963 show. Even the trademark "friend like me" line is corrupted to become cynical.

The Tiki Room, however, will have the last word. The third component of this nexis of "new management" vs "old management" is the Tiki Room itself, which is obviously a stand-in for Walt Disney and all the corporate heritage that comes with his work. In protest, the architecture of the Tiki Room itself seems to summon fictional Tiki goddess Uhoah, who literally blows up Iago, banishing him. It is literally the past materializing in the present to banish "new management", and its' short sighted profit minded ventures.

The show goes on for a few more minutes at this point, ending rather inconclusively. The remaining original Tiki Room effects - chanting totems, the girlie birdie wheel, etc are displayed very shortly and the audience is shuffled out the door with the show in full swing. Iago returns and declares the Tiki birds acceptable. There is an atmosphere of dulling the business end of the message of what has transpired, and ending the thing as quickly as possible. Neither "old management" nor "new management" has won in the end, interestingly, and the Tiki room show goes on. The largest weakness, actually, of the show's integrity (not of the original version, but of this version, by itself) is not that it models a dynamic, as lopsided as it may be towards "new management", but that the show fails to resolve it.

The show's final message may actually be best voiced by Morris at the very end of the preshow: "Hey, who am I to go against the status crow?"

Yet that is the corporate culture of Disney, where neither side wins but the company grinds on regardless. Many people dislike the new Tiki Room show but many do like it, doubtlessly because it is loud, colorful and short. It may be the nearest Disney ever got to creating something analogous to a music video, right in the middle of the height of the "MTV Generation". The Enchanted Tiki Room Under New Management is irreverant, disposable and easy to dislike, but the reverberations of its' core message should not be forgoten or swept under the rug so quickly - it has some sharp teeth behind that smile.

IV. Summation / Some Warnings

I have profiled one Disney attraction here which I personally find lacking and two which are nearly continously condemed in the mainstream of Disney writing, but I do not come to this subject to condone or condenm. Even if such labels were easily applied to anything, both "good texts" and "bad texts" deserve equal weight, and I believe that all of these attractions profiled above have recieved insubstantial serious treatment. The label of "Post-Themed-Attraction Design" does not inherently mean any one work is bad, nor is it exclusive to bad or second tier attractions; Countdown to Extinction and Kilimanjaro Safaris contain echoes of this style.

There also remain other major works which either partially or fully model this mode. Ellen's Energy Adventure is one of the most successful and pleasing. Test Track contains some elements of Post-Themed design, and Stitch's Great Escape may be added to the "infamous two" profiled above as a crucial "third part" of an informal trifecta of key Post-Themed works. I can only hope that this new concept proves useful in charting Imagineering's past, present and future of design as well as filling in a major discussion point which I often feel is lacking in current discussions of the possibilities and the products of our modern era of theme park going.

Thursday, April 23, 2009

Alterations, No. 1: Fixing Fantasyland


Now that word has psuedo-officially leaked that Magic Kingdom's Little Mermaid ride is greenlit, along with hopefully a few other additions and fabrications like moving Dumbo a bit and integrating the awkward Ariel's Grotto area, I thought I'd take this opportunity to talk a bit about the much maligned Orlando Fantasyland, talk about what damage has been done to its' essential makeup, and make some suggestions about what can be done to force Fantasyland in line with WDI's current preferred standards (and most guest's, including mine, I should add). I'm not a park designer, but I've been studying what does and does not most often constitute successful design, and think I have a few observations about what *could* or *should* be done.

I will also, it should be noted, refrain from commenting on what has been done to the interior of the Fantasyland attractions - this article is about how to repair the atmosphere of the pedestrian space itself, the Fantasyland in question, not what happens once you get through those turnstiles.

There is very little love in Disney circles for the 1971 Fantasyland, probably because these circles did not exist online until fairly recently in the history of the Disney theme parks and are largely existent the celebrate the California park. Certainly when compared to the beautiful work on the east coast Fantasyland speared by Tony Baxter & Co. in 1983, the Florida model does come up substantially lacking. But Baxter worked heavily on the installation of the Florida Fantasyland in 1971, and again on it during the 20,000 Leagues Under the Sea refurbishment of 1975 which heavily improved on the original undersea terrain, and so Baxter did not come to the 1983 version totally unimpressed with previous versions - he did not cut it from whole cloth pulled out of thin air. The 1983 Fantasyland works up not from the 1955 Ken Andersen version, but the 1971 Claude Coats / Rolly Crump version, and basically lifts most of the major new scenes, effects, and significant artistic concepts of the 1971 version for the 1983 model... and goes further with them. The concept of a European village, although done on a much larger scale in the 1983 Fantasyland, is already present in the 1971 Fantasyland in a form much more impressive than the 1955 version; the whole architectural stretch between Peter Pan and It's A Small World constitutes the "Pinocchio Street" in Florida, terminating in the Swiss Chalet and transitioning into Liberty Square.

One must also keep a fair mindset about the Fantasyland of 1971; it's unfair to compare it to the Fantasyland re-do which would follow it 12 years later. One must compare the Florida Fantasyland of 1971 to the California Fantasyland of.. 1955, which was still standing, and aesthetically mostly unchanged since that time. Compared to the gaudy multicolored mess which was that incarnation, the Florida version is an absolute triumph - a fully realized land instead of a half-realized one. We should remember that in 1980 when the Oriental Land Company could have "ordered" anything they wanted to put in Tokyo Disneyland, they indeed went with the 1971 version of Fantasyland... they probably were not offered the 1983 version, although they did recieve its' attractions.

In addition to the evident influence of the Florida rides on the 1983 interior shows, an aspect of the 1971 Fantasyland which is little commented on is how it forms an aesthetic transition from the richly themed Stratificational nature of the Magic Kingdom West Side to the Presentational Florida Tomorrowland. The Pinocchio Street starts things off on a familiar beat, very similar to Liberty Square in fact; flowerboxes, false portals, rich textures and plantings. As the area opens up in front of the castle with the carousel, the exteriors of the Mickey Mouse Revue and Snow White's Adventures offer a basically themed, but more abstract version of the themeing, and the textures start to dither out, replaced with bolder splashes of color and line, in the geometric painted bricks outside the Mickey Mouse Theater and the multi-stepped walls above Snow White, where the "Tournament Tent" doesn't even feel integrated into the building (making the exterior of this building something of a "magic window"). And the huge expanse of blue water which constitues the 20,000 Leagues lagoon is something of a "hard reset", transitioning the area to the abstract shapes and designs of Tomorrowland.

It doesn't totally work in the 1971 incarnation, but the 2009 incarnation can hardly be said to be an improvement. Without the 20K lagoon, Fantasyland feels barren and parched - there's not a drop of water to be found, and with the removal of the water-spewing spires at the entrance to Tomorrowland, the little waterfall at the base of the Tomorrowland skyway building - the futuristic mirror of a little babbling brook which runs underneath the Fantasyland one - is more of a curious feature than the truly integrated design repetition in the way that, say, Adventureland is primarily structured with waterfalls and bodies of water. Although there is little reason at this late state to discuss the reasons surrounding the disappearance of the Fantasyland Lagoon, as it was known in later years, without it Fantasyland's aesthetic is "broken".

The second major loss to Fantasyland has been the removal of various planters scattered around the area which once were home to Skyway pylons. I am totally in sympathy with the necessity of removing the pylons once the Skyway had closed, but removing whole planters to accomplish this is counterproductive. One, near the exit of It's a Small World, helped break up the significant expanse leading down the hill into Liberty Square, and even had a nice little fountain at the start of it. Others remained but had their foliage replanted with significantly smaller trees and shrubs in the place of spreading trees and flowers.

The first step in repairing the experience of Fantasyland should be the return of the water visual element to the east side of Fantasyland. The Little Mermaid attraction provides amble opportunity for this, and in addition to providing an unusual undersea "landscape" similar to the one found at Tokyo Disney Sea, could have any number of waterfalls and ponds stretching away from the show building. Although perhaps not as impressive as the 20,000 Leagues lagoon, this would return the visual feature of volcanic rocks pouring water to this side of Fantasyland.

Rumors once suggested that work on the facades of Winnie-the-Pooh and Snow White could be included, with the possible conversion of Snow White into a Beauty & the Beast dark ride. If this work is still in the cards, then the proximity of Alice in Wonderland and Winnie-the-Pooh suggests the possibility for a "Merrie Olde England" subsection, where perhaps rolling green hills can visually exclude the Mermaid ride facade from the Toontown / Tomorrowland sight lines. I've always felt a nice pastoral pond in the middle of the walkway leading towards the Tea Party in front of Winnie-the-Pooh would help greatly, as would a new facade shell of a nice English country house, which would likely match well as the facades adjoining the Mr. Toad frontage - The ice cream shop, the old Round Table food windows - already have an Elizabethian flavor which was, likely, setup for the setting of Mr. Toad's Wild Ride. The story has changed but the story location hasn't, so utilizing this groundwork already laid by the past generations of designers would be smart and economical.

Snow White's Adventures probably doesn't need a full blown gothic exterior in the fashion of Disneyland, but if the money is there to convert the ride to a new show, then it should be done anyway. In order to best use those terraces behind the ride facade a multi-level creation with little show steps connecting the levels and planting would be appropriate, to mirror those above the Mickey Mouse Theater. The over-the-top nature of the Disneyland version is, however, not desirable, considering the romantic-gothic architecture surrounding it on the Sir Mickey's side as well as the food court side. Germanic-gothic, to tie into the fairy tale's original culture, would be redundant as the Pinocchio Village is right nearby, so a careful balance between elaborate frontage and whimsical detail should be carefully straddled here.

Relocation of grown-in trees from elsewhere on property to the currently existing planters is necessary to add some shade and visually break up the currently oppressive expanse which is Fantasyland. Splashing fountains, even if for show, can be added to various areas around the land utilizing the water mains already run for the drinking fountains. New Florida laws prohibiting certain kinds of public fountains have caused the shutdown of many a fountain in the Magic Kingdom, requiring WDI to do strange things to try to route water back to these shells to make them legal again. Tapping into drinking fountain water lines is one of the few viable options at this point.

One thing lacking from Fantasyland 1971 which is present in other Fantasylands due to things like Storybookland is the sense that Fantasyland is inhabiting any kind of landscape; in Florida it's sort of obviously sitting on a plateau of some kind which is, obviously, the service tunnels under the park. The elevation of Fantasyland means it is free of visual intrusions as all other architectural points of interest, such as the Hall of Presidents, are downhill, ie impossible to see. But it has a detachment from nature as a result, seemingly never having inhabited a natural world which was there before the Fantasyland "residents" moved in. This dynamic is crucial to the believability of modern theme park designs, and the return of fountains, waterfalls, bodies of water, and spreading trees will help correct the rather vacant atmosphere.

The sort of touch which I feel would improve the atmosphere of the area is a couple of small structures which could be built and finished entirely backstage out of guest view, likely without the benefit of a construction screen, either. A couple forced perspective, "distant", snowcapped mountains - one on the side of the Haunted Mansion show building (which can currently be seen from Fantasyland, correcting an old and minor but still aggravating design slip), and another on the very back of the roof of whatever the Little Mermaid show building turns out to be. These would likely need to have very little depth, as long as they are placed far enough back so that a significant visual disconnect between "here" and "there" is created - crucial for any use of very exaggerated forced perspective, ie, a mountain that is supposed to be miles away. They could be built of basic rebar and furnished with tiny artifical trees, if nessicary.

This concept is derived from the use of cartoon "hills" at the California Mickey's Toontown to screen out unwanted visual elements. They do do that, but in addition to maintaining the show, they extend the space of the "land"back into a very tangible feeling horizon line - a very rare accomplishment in Imagineering. That they aren't convincing is totally irrelevant because they do add an atmosphere which is more important; they may not hold up to close visual scrutiny but they shouldn't be seen; their absence would be more noticeable than their presence. This is what these false mountains would add to Fantasyland - a feeling that there really is an "out there", something out beyond the land you can't reach, which is Stratification in effect.

When I was young the things in the Magic Kingdom that obsessed me most were the areas that suggested that there were whole world out there beyond eyesight that would go on forever. These mountains would play on the imagination in such a way, a real optical illusion to play on the imagination. Such a feature would also include a visual element which the Magic Kingdom has always been poorer without - the atmosphere the Matterhorn gives of a snow capped mountain on every horizon. It's part of the makeup of the park, and should be included.

I realize at this point that I've strayed far away from my usual academic focus on this blog, but the subject how how to "Fix Fantasyland"; how to bring in the elements which make Magic Kingdom West so entrancing - a process that was effected in Disneyland in 1983 - has long ben an obsession of mine. Whatever happens in Orlando won't be as complex as the 1983 Fantasyland was (can you imagine shutting down an entire land for a year today?), but it will hopefully redress some of the damage done over the years to the Magic Kingdom's least loved original area.

Saturday, April 11, 2009

Eight Great Moments of Design at Walt Disney World

Because I've been alternatively sick, stressed, distracted or otherwise just sick of Disney I've been out of the writing groove for a while - and probably lost some regulars in the process, sadly, because blogging often favors regular content over valuable content. So in order to get back into a rhythm, and also to steal from the ongoing habit of compiling yearlong lists over at Progress City USA, and also because they're fun, I'm going to start April off with a list! A nice list, hopefully, and one that will encourage discussion, as the format is apt to.

I started this list off with a few requirements in mind, since a list as general as this is open to a lot of interpretation. For one, I wanted to keep the entries limited not to individual rides, eateries, or specific single establishments, unless they really, really deserved it, but to whole areas of themed design. I think all of the areas below are unique or groundbreaking moments of design that really pull everything together into a unique synthesis - a fully orchestrated moment of design. Second, I intentionally tried to choose some areas that are not often discussed or lauded in the "mainstream" of Disney media, or alternative ones if possible. Next, I wanted to choose places either minimally ruined by the forward march of "progress", so that these orchestrated works can be observed in their original, or kinda-original, form. Finally, to give places not much discussed here at Passport to Dreams their due I hoped to choose a variety of new and old places that I really do think are remarkable. The order of these is haphazard and debatable, but I think all of these really are the pinnacle of great design to be found here in Florida.

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8) France Pavilion, EPCOT Center (1982)
Making an argument against World Showcase is tricky because these areas are some of WED's best contained designs, tiny little lessons on how to extend artificial space, stack up layers of visual "data", and create evocative atmosphere - in a very small footprint. I find France to be the best of these, with her beautiful multi-pronged street layout, evocative space, layers, glass enclosed sunrooms, and rewarding interiors; especially the wine and food store with its multifaceted transformations, and the perfume shop with her just for show but no less beautifully art noveau upper level. What helps tremendously is that WED's 1982 France film still plays unprofaned, actually extending the space and beauty of the pavilion without resorting to cheap jokes or Post-Themed-Attraction mockery. France may be the last place left to see untrammeled 1982 EPCOT Center, and always makes for a rewarding hour or so of quiet observation.

Little documented because of the small size of the location and its near constant stream of traffic is an excellent stairway inside the Petite Bakery which creates a whole false upstairs area, similar to but even better than the little stairway and landing in Der Teddybar at the Germany pavilion, and the beautiful interior of what was once known as the Bistro de Paris, now Chefs de France. It and the upstairs restaurant switched names in the early 2000s, but no matter the name, both establishments give a real convincing atmosphere and make the upper levels of France feel as alive as the real Paris it represents. Seeing those real people moving around behind that real glass in real interior spaces is the sort of trick which makes a false space come alive - the same trick used in New Orleans Square and Liberty Square, and to my mind the true mark of a design team which understands their medium and will exploit it best.

7) Fort Wilderness (1971)
It's sort of easy to overlook Fort Wilderness as one of the great design revolutions of the Vacation Kingdom of the World, especially in the long shadow cast by the Contemporary and Polynesian Village. While it's arguable that the true daring spirit of the Contemporary was in its building process rather than what the resort itself offered, the Polynesian really was the first "theme resort" carried out to such perfection, and the standard it set became the expectation from Disney instead of the beautiful exception it truly is. Today the Polynesian is rarely surpassed, but it is still, essentially, only a beautifully themed hotel. Even further removed from it's cultural point of origin as a campground is Fort Wilderness; so far removed, in fact, that it's nearly impossible to equate it with the gated field or parking lot that "Campground" means in every other tourist part of the world.

When Fort Wilderness was a fully actuated experience - a staggeringly short period of time really - it was easily the equal of anything Walt Disney World could offer. When River Country's water slides emptied into the then still blue and safe waters of Bay Lake, Pioneer Hall stood her ground to the Great Ceremonial House, four real steam trains plowed along through the Florida brush and activities like canoeing and horseback riding weren't something you had to go out of your way to find, the resort was truly Something Else, something above and beyond what could be found anywhere else. Today the steam train is long gone and River Country, with her beautiful slides and boardwalk through the cypress walled in, stands like a sentinel awaiting a merciful wrecking ball. But moments of peace and beauty are still found at the Meadow Trading Post, where stepping into it one feels as though it hasn't been touched since 1971. If you follow its back doors out across the wooden bridge you'll find yourself near the Sing-A-Long stage and the canoe rentals, where wanted posters that haven't hung in Frontierland for decades are still present, and I doubt that even the most jaded of Walt Disney World historians could feel that all is not right in the World again.

6) Harambe (Africa), Animal Kingdom (1998)
Harambe is over hyped. Harambe is so exceedingly oversold in Disney fan circles that you'd think it were the resurrection of Walt Disney in architectural form. But if that it so, it is because it is really the real deal - a beautifully orchestrated creation, convincingly aged and decayed, honestly third world - from the bad but omnipresent English to the tacky 80's computer lettering starting to shows its' face near the 15th century fortress.

It may be the most convincing argument for the new corporate philosophy at WDI. Partially as a result of Eisner's story mandates (ironic coming from the man who predicted that Raiders of the Lost Ark would be a failure), the WDI of the 1990's developed a design theory somewhat analogous to The Method Acting - if the WED designs of the 1970's can be liked to the 19th century traditions of acting. WDI's current design concept creates a "back story" (rather than a "theme") and follows it out to astonishing lengths as a substitute for invented artistic creation. Only those items really from the time and place depicted must be used - I wouldn't be surprised if real African nails were imported to build Harambe, lest the Themed Design Gods let loose lightning from the sky and flatten WDI's creation to spite their vanity. I don't have too much faith in WDI's current fetish for "authenticity", but if let loose with a generous budget a creation such as Harambe is guaranteed, then the aesthete in me says, anything that gets the job done.

The Tusker House, while now more difficult to explore at your leisure, is still an astonishing interior, a rambling odyssey of rooms appended to an vaulted-ceiling tourist lodge with a central "exterior" courtyard linking them all together - easily Disney's best food court creation of the WDI era. Across the street, a beautifully realized shop helpfully informs us it is a restored 16th century mansion, and the only disappointment is the inevitable seletion of Disney merchandise near the back. Fresh fruit is served out in the shade near the Kilimanjaro Safaris area, a common sight at Disneyland, but this was the first place at Walt Disney World to do so; and Kilimanjaro Safaris and the Gorilla Trail attractions really expand the time and place of Harambe in rewarding ways.

I have two remaining problems with Harambe outside of my artistic distaste towards the guiding principles behind it. One is the entrance to the Safaris, which are hid rather disconcertingly behind a very fake tree. Of course this is a pattern which the park itself follows, and a necessary step towards evoking the convincing wilderness setting of the Safaris, but compared especially to the good storytelling sense of the similarly themed Jungle Cruise's boathouse - the last outpost before heading into the wild lands - the entrance to Kilimanjaro Safaris does neither justice to the attraction it is setting up nor provides a very compelling reason to walk to the back of the area to get to it.

That point is debatable, and depending on your point of view is either an odd choice or a nice inversion. My next point is just bad design sense, which is the placement in Harambe of the "Train Ride" to the Conservation Station attraction. Although the Harambe train station is nicely done the train ride (which isn't really even a real train) takes riders out of the densely themed Africa area, past what is visibly the side of the Safaris attraction, down past a number of ugly backstage buildings and deposits riders at a building which comes off as little more than a science museum with a petting zoo. The building and the backstage tour of the animal areas is intended to balance your experience of the animals in the park, but it also ruins the illusion of the best themed space in the entire park, including bringing you past the backside of the facades you'll be walking past on your way out. If the train went from near the center of the park to the very back it would be fine, but intentionally destroying some of the best work WDI has done in a US park in the 1990's still confuses and confounds. Otherwise, as the East Coast flagship for WDI's current design philosophies, Harambe does not disappoint.

5) Morocco, EPCOT Center (1984)
A key transition point from the WED era of artistic representation to the WDI era of logic-driven recreation, Morocco was largely paid for by King Hassan II, who had an influx of expendable cash at the time and stepped in when Disney backed out of various deals with Africa, Israel and Spain for their next World Showcase pavilion. Much of the ornamentation in the pavilion was executed by Moroccan artisans, but the layout and design is pure WED era genius. The nearest point of comparison, to my eye, is New Orleans Square at Disneyland, as both achieve their lovely depth effects by routing spectators around a series of relatively small retail spaces bisected with a variety of alternate paths. Both lands are essentially cul-de-sacs; both feature beautiful secluded courtyards, both feature replicas of real locations and both even have vocal snippets of just out of sight "residents" echoing down from on high.

There is not a real term yet for the effect achieved when spectators are asked to traverse an extensive perimeter of a building, but it is used here and in Disneyland, and provides an atmospheric prelude to the Florida Adventureland. Another Stratification effect exploited very well in Morocco is a variance between real and false portals; doors that are blocked, windows that look into shops, balconies that lead nowhere. There's even a market which seems open air, but is cleverly enclosed. Indeed, if there is a single problem with the Morocco pavilion, it is that although it is beautiful, there is very little to actually do there. For those of us who don't spend a long time looking at the design of such an attraction, the pavilion sometimes feels like a chute towards the anchoring restaurant and not much else. Nestled unsteadily between the much more exciting Japan and France pavilions, Morocco is still an important if perhaps mostly abstractly intellectual accomplishment (similar to Animal Kingdom) in being designed for designers only - the last breath of one era of designers and the first of another who saw those Moroccan artisans at work, saw the beautiful result, and got to thinking.

4) Wilderness Lodge (1994)
Wilderness Lodge is, somewhat embarrassingly, not a Disney design, although they have gone to great lengths to obscure that fact. What is important about Wilderness Lodge, outside of its beautiful lobby, brilliant landscaping, inspired central courtyard or well conceived location, is that is the first fully achieved Disney resort under the Eisner regime, where the hotels are just as important accomplishments as the theme parks are. We should remember that between 1988 and 1994, the period between Eisner's first real efforts to remake Walt Disney World lodging and the opening of Wilderness Lodge, Disney had already designed and opened eight resorts, and allowed two others to build on property. One can argue that the three resorts in the new "Moderate" category were filling a growing demand - Caribbean Beach, Port Orleans and Dixie Landings - and the Disney Vacation Club / Old Key West complex was something else as it originally was not open to regular guests. The Grand Floridian Beach Resort was filling up prime real estate near the Magic Kingdom, but many of the others today seem a little excessive.

And none of them has been done on the level of Wilderness Lodge. The Grand Floridian and especially the Yacht and Beach Clubs today seem slightly cheap at the edges, in construction closer to something like a Best Western, with their endless drywall expanses covered up with some cornices and nice wallpaper and little else. Wilderness Lodge is stuffed to the gills with detail, from the metal bands holding together real timbers, to the rough stone floors. All of Disney's previous Eisner-era hotels fell apart in the details, but Wilderness Lodge is strongest there, just like the great old WED designs of ten years earlier. That it was then no more expensive to stay at than the Grand Floridian was remarkable, and people voted with their dollars, so the Grand Floridian is today home to receptions and conventions but Wilderness Lodge overflows with the devoted. It is an astonishingly beautiful place, from the twisting road leading up to it as the landscape nearly subliminally changes to the great northwest, to the clever use of animal footprints in the cement around the resort to make the very domesticated pathways feel more like muddy trails (this was the first time Disney did this and it is now very widespread).

Wilderness Lodge is also noteworthy as being the true invention of the modern upscale Walt Disney World dining experience, with Artist's Point, a high end eatery which didn't require a tuxedo to attend and whose interior design and culinary focus hasn't dated in the past fourteen years. While Victoria and Albert's was always the old boy's club, intentionally pricing out most of the resorts guests, Artist's Point was accessible and excellent. While Disney has since rushed to update restaurants like Flagler's and Narccosee's to the Artist's Point model, it and its host resort remain the true turning point in the vision for resorts in the 1990's at Disney, and the only truly timeless work of the whole of that group.

3) Caribbean Plaza, Magic Kingdom (1973)
The very first essay on this blog was about Caribbean Plaza, and I still find myself enchanted with this quickly produced but still brilliant area of Adventureland. As noted on Widen Your World, it truly does deserve to be called called the eighth "Land" of the Magic Kingdom, warranting that title by care in design and central attraction much more than the area that did claim it in 1988, Mickey's Birthdayland. Although mistreated much more extensively than any other entry on this list, Caribbean Plaza still impresses, with it's beautiful plantings, arches, and details. Shops used to abound in every little nook and cranny of the area although over half of them have now been closed, ruining the plaza-like effect of the area when the Pirates entrance flowed into the House of Treasure, open air Bazaar, and on into the Arcade area. It was Stratification in harmony, layers going back through endlessly complex layers of arches, pillars, open air courtyards and splashing water fountains, with the dark Castillo del Morro looming in the back as the dark entryway to the grim morality play which is the Pirates of the Caribbean attraction (it was these arches which inspired me to invent the term Stratification, by the way). Even the placement of this expansion area next to the Jungle Cruise's first few bends in the river works out wonderfully, as the fortress feels built right on the outskirts of the jungle, the key transition between Adventureland and Fronteirland where the plants stop oppressing the structures and start to be confined into orderly planters, flowerpots, and baskets - civilization in progress, and whether you enter from the Hub or the Plaza, Adventureland is in fascinating contrast.

Different areas of the complex still boast their original names, inscribed on hand painted imported tiles: Plaza del Sol Caribe, Torre del Sol, Fuente Ceilo Azul, and more. Caribbean Plaza also features some of the best forced perspective in the Magic Kingdom, by dint of it's more intimate scale. Although the cannons along the roof of the Castillo no longer fire, the Taco bar has taken over two of the stores across the way which were conceived to sell things such as nautical flags and scrimshaw, and the bandstand is today abandoned, Caribbean Plaza is still a beautiful corner of Walt Disney World, a lovely lament of a time that never really existed, and a fascinating effort by the Pirates of the Caribbean design team to extend the aesthetic of the Caribbean town Claude Coats had designed six years earlier into a living, breathing space. Spend some time wandering around and truly feeling the design some bright Florida twilight and, underneath the loud Hans Zimmer music which plays there today, you will find a yearning beauty which still beats on.

2) Sunset Blvd, Disney-MGM Studios (1994)
From a short but priviledged time in the early 1990's when WDI could spend money as they pleased if it was at the service of a promising concept, Sunset Boulevard at Disney-MGM Studios is the Florida property's most beautifully executed, fully concieved "land" in the Eisner era, a richly rewarding experience from the first curb at its' intersection with Hollywood Blvd to the last rooms of the Tower of Terror. In the days when the view of the Chinese Theater was not blocked, one could walk up the richly detailed Hollywood Boulevard, turn at the splashing fountain, and walk down Sunset Boulevard and feel she was in the best designed theme park ever built. That the themeing stops just out of sight, past the Brown Derby and the art deco arch to the Animation Courtyard, is one of the great injustices of Disney theme parks, but then again nobody was meant to walk back beyond that point in the original designs anyway.

Set in wartime Hollywood, Sunset Blvd's details seem to extend into every corner of the project, from the shops to the often beautifully period specific nature of the individual food outlets in the Sunset Ranch Market. History geeks and Wartime Disney fans can go apolopletic looking at the themeing in Rosie the Riveter's or the nearby Victory Garden, or the Disneyana on display in the Beverly Sunset shop. As one nears the Tower of Terror, the pavement starts to break up, revealing paving bricks from an even earlier era underneath, and the walk up the path into the Tower of Terror is a truly remarkable achievement, from the crumbling staturary, signs pointing to different areas of the resort which extend the false "space" of the hotel, and the brilliant, evaporated fountain which heralds the entryway to the Hollywood Tower Hotel. There may be no better attraction entrance in modern Disney design.

Sunset Blvd is nearly impossible to top, so perfectly judged is its ambiance, although two factors greatly dimish the effect. The first is an unfortunate Planet Hollywood On Location store, hawking a non-Disney restaurant located several miles away which is not inside the Studios park. Second is the unfortunate placement of the modern-era Rock and Roller Coaster, and although inside a secluded courtyard and through a vaugley deco arch, the effect is jarring and depressing, considering it's been there longer than not. These two outside-Disney outside-theme elements notwithstanding, Sunset Blvd is undoubtably the high point of the changes wrought on the Florida property throughout the 1990's, and ought to serve as a blueprint not only for how to do WDI's modern design goals justice, but expand a theme park and build a beautifully realized "land" without compromising the original vision.

1) The River District, Magic Kingdom (1971)
This may seem like a slight cheat to some, but it's a totally logical inclusion for me to make, because by dint of signs at the Hub, early guidemaps and the design of the park itself, Liberty Square and Fronteirland are really one unified expansive area, and if we judge this area as WED's most unhindered "essay" on America, then we find a rambling but beautiful piece which includes American architecture, American music, American food, American superstition, American history, American patriotism, American wildlife, American art and even Native Americans. Although it's conjectural to say, had the area been finished as planned in 1971 it likely would've made any future consideration of Disney's America largely redundant.

Liberty Square in particular can stand up to the best of the best of WED or WDI's accomplishments, and it does all it does and makes it look remarkably easy as the area is remarkably small and rather basic in design. The recent enclosure of the Hall of Presidents in refurbishment tarps accents how much the spectator's experience of Liberty Square pivots around that single structure, so much so that it isn't a land so much as it is "Hall of Presidents and friends". But it is comfortable, intimate, and now that nearly 40 years have elapsed, cozily wooded and sedate. Moreover, the land is integrated, with several "districts" it passes through without feeling like the rambling odyessy through found architecture at EPCOT Center or Disney-MGM. For the first time in Disney themed space, the river feels intimate, essential and ancient , and it flows out into several "other rivers" which symbolically link Liberty Square with Fronteirland.

The Florida Fronteirland may be classified as a "lost land", so different is it from its intended version to the version that exists now. If part of the allure of Liberty Square is that it is a fully articulated accomplishment from the greatest era of Disney designers and its' attractions are chock full of MAPO figures, effects, and WED designs, then the effect of Fronteirland, which would've had two brilliant Marc Davis designed attractions executed on a beyond-lavish scale, may just have overshadowed it. Fronteirland's minor interior spaces such as the shops certainly can't compare to the thick atmosphere of Liberty Square's, but the river has an atmosphere about it that it may just go on forever. Tom Sawyer Island is a brilliant creation, more mysterious as it grows in year by year, still a little this side of spooky, still a little dangerous feeling as you slide through the narrow interior of Injun Joe's Cave or the Escape Tunnel. This doesn't feel like a Disney design where the worklights come on at night, this feels like you could die in there.

Just in the way that the Jungle Cruise extends the "world" of Adventureland, a short riverboat ride away is the "backwoods" of the river district, where the whole area suddenly comes alive as a beautiful pastoral of America, multiplying on and on. The little white beacons which look so nice and mysterious at night littered around the river pointing out such romantically named bends in the river as "Devil's Elbow" and "Crawdad Shoals", the beautifully conceived Indian Village which has been tactfully located on both sides of the railroad tracks so that from both the train and the riverboat it extends just out of sight, making it seem much larger than it really is, to the beautiful Marc Davis designed scenes which punctuate the landscape, the river is hauntingly perfect. Davis' hand is evident in nearly everything on the West side of the Magic Kingdom, and had Thunder Mesa been constructed as planned the Magic Kingdom would've doubtless been the singular mecca for themed design students until the 1990's brought the masterful work at Disneyland Paris. However it should be noted that much of Disneyland Paris is, at heart, building on the work not at Disneyland, but at the Magic Kingdom.

Two Marc Davis scenes along the river strike me as especially brilliant and deserve extended treatment here. The first, Beacon Joe, is actually a thrifty lift from the original Pirates of the Caribbean's Blue Bayou prelude. In the Blue Bayou scene the figure is an interesting curiosity, but out in the open air, under the bright blue open sky, the scene, which is actually significantly closer to the design Davis initially drew for the Thieves' Market project at Disneyland, achieves the force and beauty of his best work. With an expanded shed to rock next to, a new little gag involving Beacon Joe's dog and a jumping fish, a tactful music change, and placed in front of a real Florida swamp, the scene becomes a real slice of Americana, and the atmosphere and music of the scene colors the rest of the riverboat ride. Beacon Joe is the real gateway to the frontier, and it's easy to forget that all this, from the foliage to the artificial bird calls, was designed by Disney.

The next brilliant scene is the river pirate cave, and Davis, perhaps borrowing a page from Claude Coats, creates fascinating implied space with a cave which twists just out of sight and voices echoing menacingly from within. A kissing cousin to his pirate cave from the queue of Florida's Pirates of the Caribbean, another haunting tableau which lures in any active imagination due to what is unseen rather than what is seen, the River Pirate Cave rewards a nighttime ride on the riverboat to view the rarely seen but brilliantly simple light effect where sword fighting pirates cast their shadows on the receding cave wall.

If there is an overall failure of design in the river district, it is that it is stupidly bisected by the parade route, the only time this mistake has been made in a flagship "castle park". Marty Sklar reveals in the E-Ticket that the Magic Kingdom was redesigned late in the game to accommodate double the number of people per year originally planned for; the intimacy of the River District was a likely casualty of this. If an alternate universe existed where the long limbs of the Liberty Tree could brush the sides of the Hall of Presidents and the view from inside Fronteirland was as impressive as it is from the river (it kind of resembles a Western strip mall as is), then the major design errors of the area could be corrected. Still, even with the issues it faces, I find the River district and the four areas it embodies - Liberty Square, Fronteirland, Tom Sawyer Island and the wilderness - to be among Disney's most assured, fully articulated, haunting and beautiful creations.

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What do we learn from these selections? I find a few patterns, and let's call them Foxxy's Rules of Themed Design:

A) Stratification counts, and if you're going to do it, put as many layers of space between the spectator and the "back wall" of the area as possible, using arches, doors, windows, and skylights. When you hit the back wall, immediate and reckless deployment of false portals - windows, doors, arches, caves, balconies or anything that appears to lead to something just out of sight - becomes nessicary. Your area will go on forever.

B) Allow areas to bleed together using said portals, especially windows, not only to bring customers into eateries or shops, but to allow all your hollow, empty spaces to come to life by impling that they could, too open up to areas you could go into.

C) Avoid contradictions. John Hench said it, and it's true. Limit your Planet Hollywoods On Locations, Backstage tours, cheap drywall expanses and put in things that matter. Detail matters. Observe why Wilderness Lodge only gets better the closer you get to it, but the Grand Floridian is only truly great in the wider picture.

D) You can't have capacity at the same time you have very intimate show. Take to heart what's been proven in New Orleans Square and World Showcase and route your huge pedestrian pathway outside your richly detailed area, but give them the option to go back into your themed area and explore - and reward them for doing so with an astonishing experience. Imagine a Liberty Square with 40% less road through the middle of it. Break up non-essential large pedestrian paths with planters and trees as much as possible.