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Showing posts with label Tokyo Disneyland. Show all posts
Showing posts with label Tokyo Disneyland. Show all posts

Friday, November 22, 2019

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.

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!

Thursday, February 01, 2018

That Infernal Swiss Music


A few years ago, I previewed a bit of the work being done in an infuriating little corner of Disney music that I call "The Swiss Loops". This is a group of three or four Jack Wagner loops created at an unknown time consisting entirely of alpine music - yodeling, accordions, lederhosen, etc.

So grab your alpenhorn and feathered cap, and let's finally get this out of the way - we're going to plunge into those infernal Swiss loops. I hope you like polkas!

Pinnochio Street Music

One of the least appreciated areas of Magic Kingdom is the stretch of Fantasyland that runs from Liberty Square, up past what was once the Skyway Station, past Small World, and ends with Pinnochio Village Haus. On early blueprints, this is called the "Pinocchio Street" - an area of steins and Bavarian charm anchored by a Swiss chalet spitting out a steady stream of brightly colored sky buckets. Compared to the more prosaic and less elaborated themed west side of Fantasyland, and especially compared to the Fantasyland of 1955 which was still what Disneyland had, this little area was the seed that eventually would overrun the entire concept of Fantasyland, turning the whole of the area into Little Europe. It may not look like much to anybody who's been to the 1983 Fantasyland at Disneyland or the 1992 version in Paris, but for 1971 the Pinocchio Street was a major accomplishment, and had its own specific project name to prove it.

Regardless, what is likely the earliest surviving piece of music associated with this area was thankfully recorded by Mike Lee in 1991. It's only 30 minutes long, which puts it in line with other early music loops of its era, and the two Capitol Records LPs used in the Matterhorn Bobsleds queue BGM also appear in it.

Thanks to a snippet posted by the excellent website WaltsMusic, I'm confident in assigning a date to this one. The WaltsMusic segment, taken from Jack Wagner's collection, is the first seven tracks represented here, and is labeled "Village Haus Disneyland 1974". Since Disneyland didn't have a Village Haus in 1974, this has to be our date.

I'd give a lot to know if music played in the Skyway and Village Haus before 1974, but like a lot of early Disneyland and Magic Kingdom music, we'll just never know.
“Pinnochio Village Haus” 
Compiled by Jack Wagner 1974, Recorded by Mike Lee 1991 
01) Obervazer-Schottisch - Bündner Ländlerquintett [1]
02) Gruss Milano (Salute To Milan) - Bündner Ländlerquintett [1]
03) Lusbübe-Ländler (Naughty Boy Ländler) - Ländlerkapelle Oberland [1]
04) Beim Augustfeuer (By The Bonfire) - Ländlerkapelle Bärner Mutze [1]
05) Tessin Melodies - Orchestrina Verbanella [1]
06) Urner-Polka - Bündner Ländlerquintett [1]
07) Am Hinterrhein (At The Source Of The Rhine) - Bündner Ländlerquintett [1]
08) Unknown A
09) Unknown B
10) Unknown C
11) Der Klarinettenmuckel - Alfons Bauer and the Bavarian Entertainers [2]
12) Landlergrusse - Alfons Bauer and the Bavarian Entertainers [2]
13) Gruss aus Bayrischzell - Alfons Bauer and the Bavarian Entertainers [2]
14) Rund I’m Salzburg - Alfons Bauer and the Bavarian Entertainers [2] 
[1] A Visit to Switzerland - Capitol ST-10264 1964
[2] Music of the German Alps - Capitol ST-1-211 1959


For this track to be playing in 1991 seems astonishingly late considering that its replacement, fully considered below, had already been available for eight years by that point.

However, the 1990/1 date does line up with when Magic Kingdom was really starting to standardize their sound system - see my piece on Tomorrowland for another example. Once "Fantasyland West" received its new digital music playback system, of course it would receive the newer, longer version of the Swiss loop.

"Fantasyland West"

For decades, a 60-minute loop has been floating through the Disney music diaspora  called "Fantasyland West". Trying to identify the tracks in this loop has always been an absurd nightmare of yodeling, brass bands, and alphorns - after even just a few minutes, all of the yodeling begins to bleed together and my eyes would begin to roll back into my head.

Which is how things stood for years. This 60 minute loop played in the Skyway station at Magic Kingdom and Disneyland, inside Village Haus restaurants in California, Florida, and Paris, and heck, even at Tokyo Disneyland - here's a quick video where you can hear it. Besides the fact that it had seemingly been playing since anybody could remember, nobody had any idea where it came from or what it was made up of.

Most of the really early Magic Kingdom music loops were really odd lengths. But even if Disney had wanted to replace the Skyway / Village Haus loop as early as, say, 1975 - when both Main Street loops got filled out to a full hour - it's hard to imagine them having a good incentive to pay Jack Wagner to do the same work over again.  In the early 80s, Disney was moving to standardize the length of all of their BGM loops to exactly 60 minutes thanks to emerging digital formats, a standard that holds even today.

What makes more sense to me is that Jack prepared the 60-minute loop as part of his commission to prepare the music for Tokyo Disneyland. Many of his loops for TDL are interesting expansions and variations of his earlier loops at Disneyland and Magic Kingdom, and all of them are a rock solid hour in length. It also makes sense that Disneyland would use the same loop as part of their New Fantasyland project, which saw the addition of a German-style Village Haus of their own.

Meanwhile, the discovery of "A Visit to Switzerland" on MouseBits by RocketRods and the tracks it shared with the Matterhorn Bobsleds made it much clearer the relationship between all of the various "Swiss" loops was much closer than it initially seemed. Except for one little problem...

Bi Eus im Schwyzerland: A Mystery Inside An Enigma

In mid-2013, our understanding of the Fantasyland West loop improved considerably when, with no warning whatever, most of the source tracks appeared on iTunes. Suddenly, we had track names and performing artists but with no real insight into where these things came from. The album in question was called "Bi Eus im Schwyzerland, Volume 3", released by the mysterious "Elite Special" and dated 1974. Trouble was, who knows if the metadata provided on the album was at all accurate. Even more worrying, the total run time of the digital release was nearly an hour - a total impossibility on the vinyl records Jack Wagner was working off of in the 70s.

Thanks to the magic of "Bi Eus im Schwyzerland, Volume 3", we can now show you Ländlerkapelle Edy Keiser, who you've been listening to over a loudspeaker at Disney for basically your entire life:


So just who the heck was Elite Special? As it turns out, Elite Special was a sub-label of Turicaphon AG - founded in 1930, and which still exists today in the Swiss town of Riedikon (on the Turicaphonstrasse!). Once you have label and performer information, the rest begins to fall into place.

Its seems as though Truicaphon took a special interest in recording and releasing Swiss folk music in the 1950s - although for all we know, they were releasing these recordings on 78 records in the 30s. Alpine music being of limited interest outside of Switzerland, eventually the Elite Special sublabel was formed to recycle their music into budget LPs of the kind that haunted drug stores through the 60s - cheapjack releases with names like "I Remember Switzerland". Just looking at the mysterious track data and recording company history, that much of the story seemed obvious.

But I still was not satisfied with this "Bi Eus im Schwyzerland, Volume 3". I knew the chances that a single record had nearly the entirety of a Jack Wagner loop was too persuasive to ignore, but after weeks of checking databases and virtual auction sites in English and German, I could find no evidence of a physical release of Bi Eus im Schwyzerland - never mind Volume 3, I couldn't find Volume 1 or 2. I knew it couldn't be this obscure.

After literally years of downtime, in which Pixelated put the rest of the puzzle together, finding "Accordion in Gold" by Horst Wende, I was ready to try again - and I finally struck gold in the Worldcat, where "Holiday in Switzerland" had a single entry with nearly every track listed - the only thing missing was the track "Jodel-Polka". I even found a company in the United States selling a CD of the album.

I was so close I refused to believe that this was not the correct album. After another search through German eBay, I was able to find the actual LP - and "Jodel-Polka" was included. As it turns out, Jack had dumped practically the entirety of "Holiday of Switzerland" into his Village Haus loop, and in near exact album order, no less. With the 4-year mystery of "Bi Eus im Schwyzerland" solved, the Village Haus loop finally came into focus.



"Fantasyland West" / "Pinocchio Village Haus"Compiled by Jack Wagner, 1983
Reconstruction by Michael Sweeney, Foxxy, and Pixelated 
01) Obervazer-Schottisch - Bündner Ländlerquintett [1]
02) Gruss Milano (Salute To Milan) - Bündner Ländlerquintett [1]
03) Uf Em Grätli (Up On The Cliff) - Ländlerkapelle Bärner Mutze With Sepp Sutter [1]
04) Lusbübe-Ländler (Naughty Boy Ländler) - Ländlerkapelle Oberland [1]
05) Beim Augustfeuer (By The Bonfire) - Ländlerkapelle Bärner Mutze [1]
06) Urner-Polka - Bündner Ländlerquintett [1]
07) S' Kantönlilied - Ländlerkapelle Heidi Wild mit Kinderchor [2]
88) Frohsinn (Schottisch) - Ländlerkapelle Edy Keiser [2]
09) Am sunnige Egge - Jodelduo Josy Eugster, Helene Schwegler [2]
10) Frühlingsfreuden - Ländlerkapelle Edy Keiser [2]
11) Alpenjodel - Jodelduo Josy Eugster, Helene Schwegler [2]
12) Heigh-Ho / Whistle While You Work - Polka Band [3]
13) En Heimelige - Jodelduo Josy Eugster, Helene Schwegler [2]
14) Jodel-Polka - Ländlerkapelle Edy Keiser [2]
15) Liechtensteiner Polka - Horst Wende und seine Accordeon-Band [4]
16) Die Fischerin Vom Bodensee - Horst Wende und seine Accordeon-Band [4]
17) Mi Freud - Jodelduo Josy Eugster, Helene Schwegler [2]
18)  Am Hinterrhein (At The Source Of The Rhine) - Bündner Ländlerquintett [1]
19) Mitenand Gaht's Besser - Ländlerkapelle Bergfriede, Jodelduo Josy Eugster und Helene Schwegler [2]
20) Aelpli (Schottisch) - Ländlerkapelle Edy Keiser [2]
21) Läbeslust - Berhely Studer [2]
22) De Würzegrübler - Ländlerkapelle Edy Keiser [2]
23) "Obe abe - une ufe" - Ländlerkapelle Edy Keiser [2] 
[1] A Visit to Switzerland - Capitol ST-10264 1959
[2] Holiday in Switzerland - Elite Special PLPS 30150 1973
[3] A Musical Souvenir of Walt Disney World's Magic Kingdom - WDP 1972
[4] Accordion In Gold - Polydor 249 306 1970



One of the nice things about having the actual Holiday in Switzerland album to look at is that it clarifies that not all of the tracks included in the loop are traditional songs. Nearly everything on Holiday in Switzerland is an original composition - these traditional folk music groups, which had likely been performing together since before World War II, and who recorded their efforts for a small, local recording industry would eventually go on to be heard by billions of vacationers in search of a cheap pizza in Florida. That's an exceptionally bizarre path to infamy, but it's a good one.

Also interesting is the inclusion of a single track by the Fantasyland Polka Band smack in the middle of the loop. Many versions of the loop begin with the Heigh Ho, but the loop does appear to play out as I've got it arranged here, with the Polka Band around the 30 minute mark.

The Polka Band was an afternoon offshoot of the Walt Disney World Band that hung around Fantasyland for a few years in the 70s, and their phantom appearance in their old haunt is intriguing. It reminds me of Jack's use of Fred Burri in the Matterhorn Bobsleds loop - a recorded testament of atmosphere music which was once recorded live.

Honestly, this is probably how all of Disneyland's music loops began - a tape would be played while the band went off to lunch. A few years ago, a tape was sold on eBay which supposedly played in the Skull Rock seating area of the Chicken of the Sea restaurant in Fantasyland. Without having a transfer of the tape to be sure we'll never know, but it appeared to be a recording of the pirate band which played in that area in the early 60s. Intentionally or not, this notion survives in the Matterhorn and Village Haus loops of today.

And with that romantic notion, I think we've found as good a place as any to finally put this subject to rest. Auf wiedersehen!

Ready for more? Visit the Passport to Dreams Theme Park Music Hub.
Or, hop a monorail to the past and spend a full "day" at the Walt Disney World of the 1970s by downloading Another Musical Souvenir of Walt Disney World.

Friday, February 19, 2016

Go Away Green: Three Years Later

About three and a half years ago I published a little essay called Go Away Green, discussing the illusionistic aspects of disguising show buildings inside theme parks.

What are show buildings? They are those big ugly unthemed warehouses which house the sets that the actual attractions take place in.

This doesn't count as spoilers any more, does it?


Quite unexpectedly, Go Away Green turned out to be one of the most consistently popular essays I've ever put out. I think it speaks to the ongoing interest not only in the "backstage" aspect of theme parks, but in the nuts and bolts that go into making a place work. It takes a lot of dedication to care too much about those big featureless walls, so perhaps a followup is in order. Moreover, a lot has changed at Magic Kingdom since 2012. A Fantasyland expansion has come online, previously empty restaurants have been reinvented, and the entire center of the park was demolished and rebuilt. That's a lot of places which previously had very obvious exposed show buildings. What is to be done about them?

The question is not a new one, but the rules about it do change depending on the age of the park we're talking about here. Disneyland has never made much of an effort to wall off its various areas from each other, because everything is so near together it would be almost impossible to do so. Because it's consistent in this approach, it isn't that big of a deal that you can see a Swiss mountain from Frontierland...


...or that the red rocks of Utah are visible from the front lawn of a New Orleans cafe. It's just the way things work there.


Magic Kingdom's designers made a more consistent effort to visually integrate the various areas of Magic Kingdom, but there wasn't much more of an effort to screen the areas off from each other. You can still see parts of Fantasyland from Liberty Square, parts of Adventureland from Frontierland, and so on. There is a move towards subtle visual integration - notice how the shape and size of buildings in Liberty Square subtly echo the shape of Cinderella Castle - but WED Enterprises was still content to allow everything to smush together organically. It's part of the fantasy nature of the park.


Flash forward to 1992, and Disneyland Paris - by far the most integrated effort at a theme park yet - didn't just have a berm around the entire park, but berms separating each themed land from every other one, too. With the traditionally allowable exception of the castle, once inside any of Disneyland Paris' lands, everything is screened off. It's even almost impossible to see Big Thunder from the top of the Swiss Family Treehouse due to very careful positioning. Each "land" in Disneyland Paris is treated as if it is effectively a separate theme park.

WDI carried this quite far. Due to the practicalities of running a theme park, Main Street and Frontierland sit right next to each other. Not to be outdone, the rear of the Frontierland buildings facing Main Street have Victorian false fronts, and the rear of Main Street facing Frontierland is disguised as barns.

Frontierland from Main Street (thanks David G)

Main Street from Frontierland 

It's all very intricate and impressive. My question is: does any of this at the end of the day really matter, or is this just the sort of thing super-fans (and theme park designers) care about? Does anybody except readers (and writers) of blogs like this really care that It's A Small World has nothing to do with the rest of Fantasyland?

In my original post I pointed out that around 50,000 people a day walk under the gigantic unthemed wall in Magic Kingdom's Fantasyland and never give it a second thought. They simply don't see it. I compared this to misdirection in a conjuring trick - real-life stage magic.


In short, I'm still not at all convinced that in the end this matters all this much. Don't get me wrong - disguised infrastructure like the examples above at Disneyland Paris fill me, as a park fan, with delight. They're one of the reasons I got into this in such a heavy way. I stopped my touring of Disneyland Paris to admire them.

So it's in those specific terms of praise that I think the following discussion should be couched. As a fan and admirer of park design, I think it's great that WDI finally addressed some of the lapses in theme which I will single out below. Yet, in the larger sense, I also think it's worth being skeptical about the objective value of such things. In the end, after all, isn't this all to some degree just a game?

Enough preface, let's look at some show building.... camouflage.

In 2015, after a year and a half of on-again, off-again work, Magic Kingdom finally finished up a long-delayed bypass around Main Street. Disneyland built one too, and while Disneyland's is a lot of walls and only used on emergency occasions, Magic Kingdom ended up with a wide open air boulevard that they end up using basically every night. They compensated by filling the whole thing with trees.


It's not much to look at, which is okay in the sense that it's rarely seen in daylight anyway, but what's interesting is how the curtain of trees affects Main Street day-long, Areas which once offered very stark views of the rear of Tomorrowland...

2012

...have been somewhat filled in and give a sense of some remove between areas.

2015

Until the late 90s, large trees were planted behind this wall to block views like this, and even if it's due to a firework crowd flow outlet, it's nice to be able to stand on Main Street and enjoy the illusion of a park just beyond this wall again.


Other rough corners were not exactly removed so much as covered up to the point where only the truly sharp eyed would notice them.

2012
2016
On the Hub side of Main Street, the most visible gap of theming in Magic Kingdom - the entirely visible rear of Main Street - is no more. The rear of the buildings, once painted in Go Away Green, now have painted on brick details, interestingly acknowledging that this is the actual rear of Main Street for any who would bother to look.


The remaining protrusion onto the Hub, the side of the Plaza Restaurant, received a rather simple dimensional facade wrap and a few new trees. This doesn't stand up to close scrutiny, but as I pointed out in my original article, very few will choose to look at this as opposed to the gigantic castle off to the right.

2012
2015
With some extra trees and from a bit of a distance it becomes very hard to distinguish from the more fully realized architecture, which was the point all along:


Over in Fantasyland, so much of the area has been redeveloped that a great deal of modification of sightlines had to take place. New walls have done up to block rooftop AC units (one wonders what modern WDI would make of the endless miles of plain white roofs once visible from the Skyway), and extra paint has been brought in to disguise plain walls.

Previously this was bare walls & exposed infrastructure
One small area of rockwork was rebuilt at least three times, increasing in size each time, to prevent the new show building for the Belle story time attraction from being seen from the Village Haus restrooms. The bizarre result:


To me that looks like a rock floating weirdly in midair, but I guess at least it isn't the view of the back of a corrugated metal shed.

Elsewhere in New Fantasyland, sightlines have been scrupulously maintained. One of the most impressive is this artificial rocky cliff which blocks views of the Little Mermaid show building from every possible vantage point, including the nearby Storybook Circus:


Only in aerial photos can you appreciate how extensive this detail is. It works from all perspectives, including the top of new the roller coaster:

Scott Keating

Yet in other ways the fully-articulated modern theming extravaganzas in New Fantasyland sit weirdly cheek to jowl with the more illusionistic or just plain simple 1971 architecture. My absolute favorite, the west side of the Hall of Presidents show building, is still proudly sitting out in the open:


Depending on the season, Haunted Mansion's show building is no big secret:


Other areas of Magic Kingdom weirdly combine areas you feel you probably shouldn't be seeing with  evocative detail. There's this detailed fence atop the Adventureland Veranda which helps distract from the plain wall behind it:


The side of the Peter Pan's Flight show building can be glimpsed between two Fantasyland structures, simultaneously offering visible pipes and a themed turret:


These wooden logs on the Frontierland side appear to "hold up" an Adventureland facade:


The exact spot where Adventureland (left) becomes Frontierland (right)


It's worth remembering that Disneyland mostly just lets her architectural style smash together like two trains. The concept of transitory architecture was pioneered for Magic Kingdom.

But on the other hand from the train it's very easy to see the stark naked rear of Pirates of the Caribbean, Fantasyland, and the unthemed overpass which I remarked on in Ten Big Design Blunders. Now that the backside of Main Street has been painted over, filled with trees, and basically banished, this is probably the single largest intrusion of the "outside world" into Walt Disney World left.


If we broaden our horizons a bit we could talk about the colossal show building for Harry Potter and the Forbidden Journey, which sits out in the open like a shelled peanut:


Or this illusionistic slight of hand on the Disneyland Railroad which passes by so quickly it's easy to forget it's disguising a giant warehouse as... a giant warehouse.


Again, we must ask: does it truly in the end matter?

I think in order to answer that we have to question the extent to which a non-committed audience is likely to respond to the little holes where the illusion slips out. Many guests don't even see obvious details, never mind these weird little gaps where something unintended slips through. You can technically see the Contemporary from Liberty Square, but almost nobody bothers to look to see it.

To what extent does something that's basically subliminal affect the overall perception of the whole?


Tokyo DisneySEA goes to unprecedentedly elaborate means to screen out its back-of-house areas from guest view. If even subliminally, touches like that add to the luster of the park, and make it seem like a more impressive, a complete package. Disneyland Paris and Tokyo DisneySEA enjoy sterling reputations in part because the detail they are built with is staggering. It's possible that even if the majority of audiences don't stop to look at every little thing, the mere fact that it's there impresses on them in some subliminal way.

This is why I think that sweating the small stuff adds up. The measurable difference is played out every day in the park - in reputation, word of mouth, and demand. Mind-boggling spectacles like The Haunted Mansion, Pirates of the Caribbean, Tower of Terror, The Amazing Adventures of Spider-Man, Harry Potter and the Forbidden Journey, and Kilimanjaro Safaris still do command long waits because word of mouth has made them into the tentpoles of their respective parks, and audiences respond to them for the crazily elaborate experiences that they are. They may not see everything, but the richness of the experience alone is arresting.

But it's worth remembering that Disneyland and Magic Kingdom are unique. Compared to something like Disneyland Paris, the design of both of the stateside parks is far less intricate. These parks are stepping stones towards the modern extravaganza parks represented by an Islands of Adventure or a Tokyo DisneySEA, and to some extent I think they should stay that way.

Magic Kingdom is the last Disney park to have that sense of naive architecture that you get at Disneyland. Yes, it's bigger, and yes, over the years Disneyland has made the texture of their park much more intricate. But intricacy is different than sophistication, and I wouldn't want to live in a place where weirdo design touches like those logs holding up those Magic Kingdom facades or that too-small-for-people bridge in Disneyland's Adventureland were "sophisticated" out of existence. These places are, after all, historical objects as well.

Al Huffman

Floating around the perimeters of theme parks, show buildings are the white phantoms of the art form - ever present, rarely seen. In a place so full of richly satisfying distractions, isn't it interesting how much we can learn about them by choosing to look at things we aren't supposed to see?

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Do you enjoy long, carefully written essays on the ideas behind theme parks, like this one? Hop on over to the Passport to Dreams Theme Park Theory Hub Page for even more!

Wednesday, June 27, 2012

Through the Forest: Snow White's Adventures

Once Upon a Time....
"The film contains scenes of terror which link it not only to the popular cinema in general and to the horror film in particular, but also to European melodrama and stage gothic tradition. Disney is addressing an audience of both adults and children which makes the texture of the film particularly dense. [...] This address is part of the Disney feature films' layered texture; it disappeared when the Disney studio identified itself with a distinctly younger audience in the post-war era.
At this early stage Disney was taking on the role of a complete story teller, absorbing the gothic tradition from Europe via the German expressionist cinema as well as the rise in popularity of the horror film in the early days of sound." - Robin Allan, Walt Disney and Europe.
Snow White and the Seven Dwarfs premiered in 1937 as the first American feature-length cartoon; it went on to run for years around the world, grossed eight million dollars in the pit of the second wing of the Great Depression, and became a beloved cinema classic. It is a ruthlessly terrifying film, probably the most frightening thing outside of the studio's next project, Pinocchio, to be regularly presented to children.  As his first feature cartoon, Disney was unsure how audiences would react to the emotional plights of cartoon characters, and so everything in Snow White is heightened: romance, comedy, grief and horror in brief snatches, one after the other, each emotion more powerful than the last, as the film barrels forward relentlessly free of fat or filler.

Letters of complaint about the film's frightening effects poured in from around the country; Walt Disney ignored them, he knew very well that real threat was an essential element in fairy-tales. The English Board of Film Censors, who had banned all horror films outright in 1934, did let Snow White play unmolested and the British public reacted with an unusual furor. Over in Italy, the Mussolini regime had similarly banned all terror films and an entire generation of young Italians were caught totally unprepared for famous scenes like the flight through the forest and the queen's transformation. In twenty years, these Italians would come of age and start making their own horror films in the post-war era... films invariably influenced, in some way or another, by Snow White.

What is the strange link between the motion picture cinema and the cinema of imagination produced by the ride-through attraction? In both we sit in the dark as helpless witness to a surprising experience that barrels along towards an inevitable conclusion. The horror cinema and the midway dark ride are especially fully linked - the nightmare images, the lurid pace, the sudden shocks. This is a cultural vocabulary which was fully exploited by the first few generations of Imagineers, those who excelled at creating experiences of terror and awe in equal measure.

Disneyland premiered in 1955 as the first American fully-realized theme park; of course Snow White was present. Snow White and Her Adventures was one of the very first dark rides to make extensive use of ultraviolet light, and it absolutely continued the Gothic traditions of Snow White: much like the film, a light opening sequence gave way to vultures, skeletons, and a flight through the forest.

The 1955 Snow White ride began in the diamond vault for a view of the dwarfs at work; Dopey appeared to open the vault door and also appear with a sign reading "BEWARE THE WITCH!". Exiting the vault, riders rode past a mural depicting the approach to the dwarfs' cottage, only to (irrationally) detour towards the Castle of the Wicked Queen. Entering across a drawbridge, a porticullis slammed down in front of the car, blocking it from exiting, forcing a detour through the castle. After a trip through a dungeon where a skeleton warned you to "Go back!", riders confronted the witch at her cauldron, fled through the Frightening Forest, were surprised by the witch at the door of the Dwarfs Cottage, and then narrowly avoided destruction at the hands of the witch, who was struck by lightning as she tried to pry a boulder loose from a ledge above.

Over the years, more and more documentation of the original ride has emerged on the internet thanks to sites like Daveland and KenNetti, making it possible to place the ride in context of its' relationship to all other previous scary dark rides - striking a harmonious balance between the frights of Laff in the Darks around the country while forging ahead with a more leisurely, scenic style of narrative representation. Instead of a disconnected jumble of frights and laughs, Snow White and her ilk presented an accessible ride-through narrative experience.

This is an even more remarkable accomplishment in light of the fact that the building for Snow White was not built to specifications - the ride designers were given a set space and fit their ride layout inside it, on site. Bill Martin laid out the track based on a list of scenes by Ken Anderson, who executed the scenery at Disneyland with Herb Ryman and Claude Coats, who painted right on the plywood walls and flats as needed. Many three-dimensional props and figures were cobbled together onsite. The entire ride was a unique, original work of art put together by famous Disney artists.

Snow White and Her Adventures was therefore a ride created much like a form of automatic writing - done hurriedly and somewhat thoughtlessly but revealing the artistic temperament behind the improvisation. This was theme park ride as performance, and it is symbolically significant that the concept of a feature-length animated cartoon and the concept of a fully-realized themed environment were localized in the exact same moment by this attraction: just as Snow White led Disney into longform storytelling, she also led Disney into three-dimensional popular art.

And so this is where our story begins, although it is not in any way the beginning of the story of the Disney Snow White. The subject of our story today is the 1971 Magic Kingdom original attraction Snow White's Adventures, the second fully realized Disney Snow White ride, which is a genuine forgotten classic. As I will attempt to show, the ride is both important, influential, and artistically significant, although she was perhaps a little too early to the party of Magic Kingdom extinctions to get full recognition. Plus, she was scary, and not in a fun way like the Haunted Mansion, but genuinely blood-curdling and weird.

I will also attempt to show how important the 1971 Snow White has been for each subsequent version, of which there are three pedigrees, all of which share some common links with the 1971 version and the 1955 version. It is a daunting maze, but one worth navigating, because the links are extensive, impressive, and relevant.

So hop into your Snow White car (are they mine carts? Beds? What's the deal with those things anyway?) and let's take a spin in a dark, back in time, to 1971.

The Magic Kingdom Version:
"Travel through the dark forest to meet the Seven Dwarfs and the Wicked Witch." - Walt Disney World Information Guide, Summer 1972
 "Travel through the dark forest to meet the Seven Dwarfs and the fearsome Wicked Witch. (SCARY)" - Your Complete Guide to Walt Disney World, Summer 1978
Harriet Burns with Mickey Mouse Revue dwarf figures, 197
One place to begin discussion of the 1971 Snow White's Adventures, as distinct from the 1955 Snow White and Her Adventures, is to cover the purely technical aspects related to it's advancement. Starting in 1964 with the formation of MAPO from what had previously been the Disneyland Machine Shop, WED Enterprises had an increasingly sophisticated, skilled, and technologically advanced crew to execute their in-house designs; instead of the crude handcrafted figures created for the Ford Magic Skyway in 1963, off-the-shelf standardized parts could be assembled into a reliable mechanical skeleton, fiberglass and plastic could be cast from molds to ensure predictable and replaceable body parts, and even rubber heads, hands, and gloves could be mass-produced to fit demand.

And so while Snow White's Adventures still ran Arrow Dynamics ride vehicles along a bus bar on the floor, it established for the first time a Snow White ride with scalable physical assets: most of the sculpting, scenic design, and props of this 1971 version became the template for all subsequent versions. The WED sculpture staff, including such geniuses as Blaine Gibson and Adolfo Procopio, produced a number of beautiful in-the-round figures for the ride, including the Witch, a raven on a skull, six haunted trees, crocodile "logs", an entire cottage interior, and all seven dwarfs. This was in addition to a Snow White figure and a fleet of seven totally different dwarfs, plus forest animals, destined for the Mickey Mouse Revue across the street. A brief look at the difference between the handcrafted Witch figures in 1955 and the sculpted witches in 1971 reveals a startling difference.

Original Snow White Witches, 1955
New Witch, 1971
 In addition to the purely technical advancement, the attraction had a new head designer: Claude Coats, who headed up development of the entire 1971 Fantasyland. The 1971 Fantasyland in itself was interesting in that most of its attractions were heavily stylized after the personal art styles of key WED staff: It's A Small World for Mary Blair, Mr. Toad's Wild Ride for Rolly Crump, Cinderella Castle for Dorthea Redmond and Herb Ryman. The styles of the 1971 Fantasyland facades were heavily patterned on the famous Eyvind Earle art direction from Sleeping Beauty. Both the Mickey Mouse Revue and Snow White's Adventures were painted in Claude Coats' personal style.

Snow White, Mickey Mouse & friends amidst Claude Coats styled-landscape
 Now, this point is important to me; take a close look at these, because it's worthwhile to be perfectly clear that the entire ride was beautifully scenically realized in the same style Coats used for his personal, fine art canvases. Look closely at the leaves, the textured trees, and distorted perspectives:

Snow White's Adventures Load Mural, 1971
Claude Coats - Martinique
Claude Coats - Medicine Man - 1953
Claude Coats - Across the Way - 1945
If You Had Wings Interior Show Scene - 1972
Coats re-ordered the 1955 ride radically while still retaining a good number of scenes and events; the ride still moved towards the Dwarf cottage only to irrationally turn away and enter the Queen's castle, the ride still visited the mine shaft of the seven dwarfs, still fled through the scary forest. But the emphasis of the ride was totally transformed.

Snow White's Adventures kicked off in high style with a beautiful ride facade depicting the Wicked Queen's castle to the left, the Seven Dwarfs cottage in the center, and the Mine with its shimmering plastic waterfall on the right. The ride vehicles first circled a wishing well from which a rendition of I'm Wishing echoed; perhaps the only real clue in the entire ride that the riders are supposed to be inhabiting the person of Snow White! From there, the vehicles circled towards the little downscale dwarf cottage (exactly as in the 1955 ride a helpful sign nearby proclaimed: "To Dwarfs' Cottage"), turned away from it, and headed directly into the castle of the Wicked Queen, who parted a set of curtains to glare down at each vehicle as they entered.

Inspirational moment from the 1937 film.
This version of Snow White's Adventures belongs in the very exclusive company of the best conceived and executed entrance areas of a ride ever. To begin with, much like the actual film, a very beautiful and light introductory statement hides darker things to follow; and, just as in the film, the Queen glaring down from a window puts us in the role of Snow White, whom she will have her revenge on.

There's also no lie in this mural; the ride begins in the Queen's castle, ends in the Mine, and in the middle we will visit the dwarfs cottage -- if perhaps things aren't exactly as we expected! Perhaps, much as the film makes it quite clear that the ghosts of the forest are more in Snow White's imagination, the ride is our frenzied, terrorized imagined impression of the true nature of the world presented on the load facade: after all, the demon trees and crocodile logs of the 1937 film are clearly a fantasy.

Or perhaps Coats was just messing with us. I elect the latter.

Upon entering the Queen's castle, the cars move towards a large mirror which momentarily reflects both the cars entering and the scene around the corner, immediately creating a sense of confused space. This is a set-up for one of the ride's wickedest tricks; we see the Wicked Queen facing a mirror, her face seen only in reflection, as outside a long slender window to the right dark clouds cut across the moon.

"Mirror, mirror, on the wall -- I am the fairest one of all!"


The Queen's reflection vanishes as she turns to face us - already a gruesome hag -- and her statement ends as a shrill shriek and cackle, sending us off into the dungeon.

The night sky outside the castle "window" is an interesting touch, because dark clouds over the moon is a horror movie cliche and hints at the dark deeds to come. It also reminds me of an shot of the moon near the start of Buñuel's Un Chien Andalou, which it recalls very closely, an unintentional but not inappropriate link given the nightmarish yet faintly absurd nature of the ride to follow.

The Throne Room scene is a neat trick as it both establishes the Witch's intention - to do us in! - and makes it clear that the ride will play by nothing resembling "rules". Although I have no specific evidence of this, I suspect that this mind-bending gag and several others in the ride are the invention of resident genius Yale Gracey, who with Rolly Crump performed a significant refurbishment on the original Disneyland ride in the mid-60s. Gracey and Crump were the first to install "floating eyes" in the frightening forest thanks to one of Crump's mobile contraptions; an updated version will shortly appear in this 1971 ride.

Inside the dungeon, the cars zipped past two chained up skeletons, the first of which flapped its jaw - just like it's 1955 counterpart - and warned "Go back!!" while another moaned eerily as a bright orange hued spider crawled down it's web towards the cars. From the darkness, dozens of green rat's eyes blinked and an iron gate swung ominously to and fro.

Another clue to Gracey's involvement in the attraction, the rat's eyes were imported directly from the final scene of the Disneyland Pirates of the Caribbean, and later would be used to represent bats in Big Thunder Mountain Railroad. One reason for this scene's perpetual darkness is that this short dungeon is the point where the ride's spur line, leading to vehicle storage, branched off the main track.

At this point it's worth commenting on the sound of Snow White's Adventures, which was to my young impressionable mind amongst the most upsetting things about it: most of the ride took place in comparative silence, with no recognizable music from the film, to speak of. It was spare and relentless, allowing the Witch's cries of "Mirror, mirror, on the wall -- I am the fairest one of all!" to echo through all of the dungeon scenes and part of the forest, creating a paranoid atmosphere where one was never certain if that cackling witch was in front of you, behind you, or right up upon you before you even knew it.


Around the corner, cars narrowly avoid a squawking raven balanced on a skull. The raven is clearly reacting to something nearby, nicely setting up what's around the next corner, perhaps another echo of the logic informing requiring the riders to enter the rider proper facing a mirror! Notice the mysterious eyes glowing from the darkness in the shadow of the skull:


 "Have an apple dearie?" As we turn away from the witch, a shelf of potions above our heads comes crashing down with a terrifically loud glass shattering sound - a classic dark ride gag, and very effective. Notice the shadows painted directly on the wall - a classic dark ride trick which harkens back to The Cabinet of Dr. Caligari.


Escaping the shattering glass, the cars moved outside and alongside the castle's moat, with crickets singing in the darkness. Of course, just moments after taking in the very elaborately painted scene, the Witch came rocketing out of nowhere on her boat, cackling and offering the poisoned apple.


This is a publicity still of the scene, which sadly must be sourced from a degraded 8mm home movie sold in the park as a souvenir, called "Fantasyland at Walt Disney World's Magic Kingdom". Still, it allows us to appreciate the scenic beauty of this briefly glimpsed set; the castle wall past the opening of the arch is actually painted on the rear wall; the reeds in the lake are standing flats on the floor, and the first of four "log crocodiles", with glowing eyes, may be seen to the right. Sadly not visible is the beautiful painted backdrop of swirling clouds which vanish into darkness off to the right.


Onwards to the frightening forest, which may have been the ride's piece de resistance. Inspired by the famous sequence in the animated film, the flight through the forest is the quintessential "ghost train" sequence of any Disney attraction.

Gustav Tenggren concept art

The sequence of the film which terrified a generation.
Coats' on-ride forest is populated with frighteningly ghoulish trees and "scored" with crickets, moaning banshees (direct from Chilling, Thrilling Sounds of the Haunted House), and atonal music much like that heard in the Florida Jungle Cruise.

(Sidebar: Long-Forgotten co-incidentally posted a piece on this sequence's influence on the Haunted Mansion on the very same day; great minds??)


The first of the demon trees can be seen here peeking out of the beautifully painted flats; some trees turned to follow the cars with gaping "claws" while others, on the left, "fell" towards the riders. Notice how faithfully the colors of the ride follow those in the film; Coats was a background painter on Snow White and may have executed some of those trees from the film pictured above. Below is another overview from that 8mm home movie, and although some of the details are quite blown out, others, especially those on the left, turn out quite well:


Another view of the 1971 ride, showing one of the "falling" trees and some of the floating eyes:


Tokyo Disneyland's Snow White's Adventures, from 1983, has a very similar sequence, and their trees are painted like this:


A flash photo from Tokyo:


As you can see, the Coats ride did not lack for horror; this is pretty strong stuff for a ride with such a benign facade! At the very end of the scene, the cars passed this clever Yale Gracey "flying eye rig":


These are also replicated pretty faithfully from the film, although perhaps making them seem to be bats was a Crump (or Coats?) invention!


At this point the ride vehicles saw perhaps the first comforting sight of the entire ride thus far: directly ahead, the cottage of the seven dwarfs! Warm yellow light spillt from inside the cottage, and the ride seemed to offer for the very first time the possibility that we could finally arrive at the safety of the cottage we had turned away from in the first moments of the ride and the nightmare could end.

Yet the cottage is dark and silent inside. The abandoned dinner table, chairs, ornate carvings and even the water pump seem to stare at you with terrified burning white eyes.

Cold comfort.
Around the corner, a number of forest animals are clustered in an open window, looking off to the right in alarm - another repetition of the ride's structuring motif of an indirect lead-up to an uncanny event. The next scene is uncanny indeed -- it's probably the most bizarre thing to ever appear in a Disney dark ride.

All seven dwarfs appear to the right ascending the cottage stairs. Dopey, holding a candle in his shaking hand, is being prevented from fleeing the scene while Doc, leading the way, is protectively holding the rest of the dwarfs back near the top of the stairs. In the upper landing, an upstairs door is open, from which spills yellow light and the huge rippling shadow of a looming ghost!


"The ghost looks pale!"
"What is it?"
"Looks like arms....!"
"Not too close!"
"Who is that?"
"I warned ya!"
"Trouble! I hear trouble!"
"Looks like a ghost!"

Our attention drawn to the top of the stairs, we are ill prepared for the sudden appearance of the Witch, sliding into view in an open doorway. "Sleeping apple?" To escape, the cars barrel directly through the wall.


The "Dark Cottage" is the central, pivotal scene in the ride, as it is the scene where a situation already Very Bad officially boils over into some kind of irrational nightmare. The false promise of the dwarf's house reveals one of the most chilling scenes in any ride as the flying-bat eyes follow us into the cottage and become part of the decor, making the terror of the flight through the forest literally inescapable. In this way Coats is exploiting the already this-side-of-grotesque visual designs of illustrator Albert Hurter, who led the delicate fairy-tale look of the animated film. In the 1971 incarnation the designs become more visually aggressive and geometric to "read" quicker from a speeding vehicle:


The fact that Coats would zero in on these minor scenic details and "expand" them into an entire scene is telling, but who else but the man who made the interior of the Haunted Mansion a disturbing panoply of leering skulls would take the extra initiative to make sure all those Gothic little eyes glow white and look directly at you? In the "staircase" room, the eyes of the little carved owls on the end of the steps and above the door (see above) are all painted to "look" at the shadow of the ghost on the wall.

The scene of the dwarfs on the stairs is of course patterned on one in the film where Dopey is dispatched upstairs to investigate who is sleeping in their beds, and the appearance of a yawning Snow White underneath a sheet does suggest the looming ghost seen on the wall. But the scene in the film is played for laughs, with broad slapstick, since we already know that the "ghost" is a harmless young girl. In the ride, since we are Snow White and the shadow cannot be the Witch, who lurks nearby, a possible (disturbing) conclusion is that the dwarfs are again reliving the situation in the film - and this time it really is a ghost. Have the demons of the forest found their way inside the house?

Regardless, the dwarfs as possible figures of aid prove to be both elusive and helpless. They are not seen again during the ride.

Moving outside, the witch appears again from behind a tree on which sit two vultures:


Notice here how real, dimensional branches have been appended to painted flats to give the scene some life. See the Witch's hands? Those were actually sculpted for the Haunted Mansion - they appear prying up coffin lids, doors, and on the banshees which circle the ceiling in the ballroom and ride bicycles in the graveyard. The Witch figures in this ride are quite economical - they hardly move, usually sliding into view on rails or boats or being revealed by strategically placed scenery. The feeling of a real persuit being underway is remarkable for being achieved primarily through scenic design and track layout.

For those keeping track, this is the fifth Witch figure, and the second time she's popped out at you in a ten-second span.

The cars head into the Seven Dwarfs Mine, which is dead silent except for the ominous creaking of timbers. One passage to the right seems to lead off into the far distance. The cars turn to the left and proceed down a long straightaway, until the Witch suddenly appears on a ledge above and shoves a crossbeam off it's support columns!


"Enjoying the ride?"

This one is especially ghoulish, with its single red eye and painted splash of light on the rear wall. As you zip away, almost too fast to see her properly, columns to the left and right sway omniously as if a cave-in is imminent.

At the end of the tunnel we see the mine tracks continue around a corner, but before we reach them, the witch cackles from out of sight and a mine cart loaded with glittering gems comes racing into view and stops just short of colliding with us!

At this point the Witch has ceased simply appearing and offering an apple - she's made two attempts on our life in the space of a single scene!  That's four serious threats and shock appearances in a 30 second span, and the feeling of real danger and irrational pursuit it truly underway. Notice, too, how vivid and hallucinatory the colors have become.

The vibrant colors and gem cart subtly set up the largest and most beautiful scene in the ride... the Diamond Vault. Across all of the walls pulsating, beautifully colored gems emerge from the rockwork. Directly ahead is a wooden door labeled "VAULT", and delicate, but atonal music plays, like gently plucked harp strings or droplets of water falling into a puddle. This was the scene in the ride nobody forgot, and it was suddenly and shockingly beautiful.


As we roll forward towards the wooden doors, we pass under an elevated outcropping of rock and see, hidden from our view as we entered, the Witch is already atop the door to the vault! She pries a massive gem out of the rockwork above our heads and it falls towards us as we pass underneath.

At this point the Witch shrieked the most memorable two words to end any attraction: "Goodbye, dearie!"


The cars then passed into a small dark room with "starburst" explosions painted on the walls, illuminated by a strobe light, as the Witch's cackle, bizarrely distorted and sped up, echoed like a record with a skip: "Ah-Ha! Ah-Ha! Ah-Ha! Ah-Ha!"

And with that, the cars rolled out of the darkness into the Florida sun, thus ending the freakiest two and a half minutes of your young life. Yes, that's right kids, the ride ends when the Witch drops a giant gem on your noggin and apparently kills you. Happy dreams. Oh, and please step out to your left!

....What just happened?

Perhaps the most remarkable thing about the ride is that it actually existed at all. There was a time period when I was convinced it was actually a fever dream of my youth. Who says Disney missed out on the psychedelic seventies? Perhaps it was actually an LSD apple?


"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." - Ken Anderson, The E-Ticket #13
One remarkable aspect of Snow White's Adventures is how well it used very simple animation and motion gags to enormous effect: by concentrating on heavy atmosphere in place of constant character vignettes, nothing ever seemed crude or like it moved less than it should have. Many of the Witch's sudden appearances resulted entirely from the perspective of riders moving through the scenes; the figures themselves were often static props. Several, such as the crocodile logs which "chased" the cars in the Forest, could only ever be seen by a small number of riders. Additionally, even more than most "ghost train" style rides, the track layout here created a lot of the character of the ride; as seen above, it's obvious how the bus bar was laid in such a way to force cars to "leap" out of the way of each new threat, especially in the last third of the ride as the pursuit is really on. Few dark rides have ever been paced as tightly.

What is apparent is that at a certain point the ride simply abandoned even the abbreviated version of the narrative logic of its first half: even allowing for a certain degree of artistic license compressing the transformation of the Witch into the throne room scene, the ride was following the film up to a point: the wishing well, the transformation, making the poison apple, embarking on the boat through the woods, the arrival at the dwarfs' cottage. But the moment the cottage is breached the ride simply throws out the rule book more thoroughly than any other Disney attraction, building on riffs on abstract memories of moments from the film until the Witch literally goes on a murdeous rampage and kills you.

What do you do with a ride like that? In Fantasyland? Mere steps away from Cinderella Castle, with a facade that suggests something far cuddlier than what it is, which is even more of a comfortless horror fest than The Haunted Mansion? Snow White's Adventures and Rolly Crump's brilliant, adjacent Mr. Toad's Wild Ride held down the fort for nearly twenty years as strange, subversive pockets of irrationality and nightmare logic in Disney's orderly theme park world.

Afterlife:

Amongst the Fantasyland installation team sent from Glendale to oversee work on the Florida construction effort was a young guy from the model shop named Tony Baxter. Following what he later described as an "apprentice period" with Coats, Baxter went on to work with Coats on a large rebuild effort of the 20,000 Leagues Under the Sea attraction in 1974, and then rapidly ascended the corporate ladder in WED by overseeing Big Thunder Mountain Railroad, numerous Disneyland expansion proposals, several aspects of EPCOT Center and the 1983 Disneyland Fantasyland reboot. Baxter always positioned himself as a Fantasyland expert, and it is his version of Fantasyland at Disneyland and Disneyland Paris which most commentators believe is the best, most beautiful version. He also consistently and continually paid tribute to the Coats school of scenic design, inserting a full-on reference to Coats' Rainbow Caverns into Big Thunder Mountain (in addition to a swarm of those rat-eyes from Pirates and Snow White) and to Adventures Thru Inner Space in Star Tours.

But the Tony Baxter Fantasyland is based on work Herb Ryman, Dorthea Redmond, and Claude Coats did on the 1971 Fantasyland, and although he's rarely spoken about it, it is apparent that the 1971 Snow White's Adventures captured Baxter's imagination and attention more than almost any other ride. Here he is talking to Didier Ghez in 1995 about which attractions he worked on with Coats:
"The 20,000 Leagues Under the Sea submarine ride and the Snow White ride in Florida. They just refurbished Snow White, changing it into a more sweet, happy ride. It was very scary. Many people said it was more frightening than the Haunted Mansion because it was witches all the time.  But the original one in Florida was really scary. It was my first project with Claude." (Source)
As we shall see, Baxter expended perhaps more effort than anyone else on recreating that original 1971 ride.

Now, back West, in a weird cycle of influences, just a few short years after opening components of Walt Disney World had already been exported back to Disneyland as part of an effort on WED's part to maximize their investment in the Florida Project. In the mid-70's, Fantasyland at Disneyland got a face lift; all of the original midcentury tents and canopies were reworked to reflect research and designs done for the 1971 Fantasyland:

top: 1960 bottom: 1978
Cinderella Carrousel at Magic Kingdom, 1971
Other elements to make the journey back West are difficult to track in this pre-home video era. Kenneth Sundberg, on his KenNetti tribute page, has turned up an interesting photo showing a Snow White figure in place in the original ride in the 1970's... of course, the figure is struck from the same mold as the Snow White built for the Mickey Mouse Revue.

There is no real evidence for anything like total figure replacement with the newer models for Snow White and Her Adventures, although it's not unreasonable to guess that besides the Snow White figure (who may have only been very briefly in place), minor figures like her forest friends or the vultures and skeletons could have eventually been replaced and made more like the newer models.

The 1983 Snow White reboot overseen by Baxter would manage to realize a full hybridization between the 1955 original attraction and its extremely unusual 1971 version, achieving an effective compromise between fidelity to the film and riffs on atmosphere and content. This 1983 version had two central mandates: introducing Snow White into the ride and dropping a stronger hint about the scary nature of the ride within. Baxter introduced a gothic stone facade and small pre-boarding dungeon scene to add a sinister element from the start, but the most famous and effective warning came direct from the Claude Coats version: positioned direct above the entrance is the same gag from the Florida loading area, with a sinister queen peeking out from behind curtains to glare at visitors below. The original incarnation of the gag may be gone, but its chilling effect lives on across the country.

The 1983 version, now called Snow White's Scary Adventures, makes good use of the 1955 and 1971 traditions, figures, and sets. Some of its best moments recall the 1971 ride perfectly, such as prudent re-use of the "mirror transformation" gag (Baxter's team improves it a bit by having the Queen's "false reflection" spin around too, which is a further layer of deception), a sudden appearance of the Witch rocketing out of nowhere on a boat (the 1983 version replicates the 1971 castle wall set piece in almost every detail), and a mildly hallucinatory trip through the diamond mine, although this version is cheerful, not frightening.


 Other elements have been toned down considerably. The Witch figures look reasonably naturalistic and close to the film instead of the green-hued red-eyed creatures of the Coats version. Snow White belatedly appears and is descended from the Mickey Mouse Revue figure, now holding a candle instead of a bird. The "Dwarfs on the Stairs" figures from Walt Disney World appear in the traditional "rock drop" finale, positioned so it now seems that the Witch is attempting to crush them instead of - as in 1955 and 1971 - the riders. There is a mine cart in the Seven Dwarfs Mine, but it does not attempt to mow us down. The trip through the frightening forest re-uses the Gracey/Crump crocodile logs and levitating eyes, but is considerably less intense than the 1971 ride. And reprising a Disneyland original gag, one which probably inspired the whole tone of the 1971 "Dark Cottage" scene, the Dwarfs Cottage offered only cold comfort as the Witch appears from inside offering a poisoned apple.


This excellent 1983 vintage version has considerable suspense and strum und drang without seeming too much like a mean trick. It replicates the pace of the 1955 version pretty well, with a beautiful first half before things really go south in the Queen's Castle. It became the template for all subsequent versions, and is a classic in its own way. One of its very best effects is unintentional: without sufficient space for a proper denouement, the ride ends with a clap of thunder, a shriek from the Witch, and a sudden ejection into the unloading area with a mural which merely indicates a happy ending for Snow White.

But it doesn't feel like the end, and it isn't: no matter how many times we ride, the Queen still glares down at us from on high above the entrance. The flight through the dark forest lasts forever.

Coming conceptually after the 1983 Disneyland version, but chronologically before it - opening six weeks before Snow White's Scary Adventures - the Tokyo Disneyland Snow White's Adventures is the true "missing link" between 1971 and 1983, a weird alternate reality where the two rides went on to cross-pollinate each other instead of the 1971 version being pushed off the map. There is no particular evidence of who put this version together, but I would not be surprised if Tony Baxter was behind it, using the superior budget and space of the Tokyo project to craft a tribute to the attraction that obsessed him. If the 1971 Florida ride was like a crazy impossible psychedelia rock single, the 1983 Japan version is a loving tribute by a cover band.

Most importantly, the Tokyo version takes pains to replicate the 1971 boarding area, with its gnarled trees, swirling clouds, and geometric landscape. It even replicates the shimmering plastic waterfall. Unlike the Coats mural of 1971, which was full of moody grays, greens, browns and blues, this version has a lot of pink and purple and can't quite match the furthest painted "depths" of the original, with trees that sort of fall off into far simpler Sleeping Beauty-derived geometric shapes and brighter colors and "textures" overall. But there is still a forced perspective dwarf house, a wishing well with a disembodied voice, and the blood-chilling moment where the Queen catches sight of you from on high, and those things are what matter.

What follows once inside is at times very close to the Florida original. We face a huge mirror before turning to witness the Queen's transformation. The Frightening Forest sequence is nearly exactly the same, with the demonic trees, floating eyes, banshee moans and eerie music. There is an eerie mine shaft full of creaking timbers, pulsating blacklit gems and a mine cart which only threatens to run out of control and hit us.

Other segments are direct from the 1983 ride. The extended trip through the dungeons takes the place of Florida's shorter but scarier version, and the Dwarfs and Snow White celebrate with the "Silly Song" inside their cottage, finally a true light on at the end of the forest. The ride ends with the 1983 cliff scene, and bizzarely interpolated just before is a static version of the "Witch inside the Cottage" gag from the 1955 ride - it must have impressed Baxter.


This version is interesting if perhaps frustrating. It includes the best parts of both rides but in the process can't find a consistent tone - it's neither as much of a horrorshow was the 1971 ride or as much of a storybook at the 1983 ride. A ride for Snow White completists and the curious, it's the only place left in the world where some of the power of Claude Coats' 1971 achievement can be experienced firsthand.

Happily Ever After?:

It would be ten years before another Snow White ride would open. Blanche Neige et les Sept Nains, at Disneyland Paris, is extremely close to the 1983 Disneyland ride, with some improvements. The forest has dancing fireflies, there is a proper happy ending, and this time Baxter able to make sure that that mine cart would roll forward and stop just short of crashing into riders exactly as it had in 1971, with the same sound effect.

That inspirational (some would say traumatic) mine cart would last only another two years back in Florida. In the 1990s in Fantasyland, frightening attractions were less likely to be looked kindly upon. 20,000 Leagues Under the Sea, with its terrifying giant squid, fled the coop around the same time as Snow White's Adventures and a new, brighter color palette of pinks and purples began to appear across the area. Snow White's Scary Adventures opened in 1994, an attempt to lighten the attraction considerably and tell something closer to a recognizable version of its original story.

The beautiful load area was demolished except for the area immediately surrounding the wishing well and a new mural would cover up the rear area where the dwarf house once stood; this space was needed for the new opening (right) and ending scenes. The style of the remaining Coats material was altered to be far more painterly and something like the sumptuous pastel watercolors of the original 1937 film; all of the stylistic independence of the 1971 version would be totally removed.

The Mirror Transformation scene was reworked; riders now briefly faced the Magic Mirror, who set up the story with a bit of dialogue. Yet the Wicked Queen still faces away from us, looking in another mirror; which mirror is the Magic Mirror??

This Throne Room scene also has the distinction of being the only one to not begin with the Queen's eerie incantation of "Mirror, mirror, on the wall...". Instead she simply responds to the Magic Mirror: "Never!" and transforms, which simply doesn't fit the pacing of the scene that the track layout was designed to provide.


The dungeon was lopped in half, the Witch's laboratory now wedged into a corner previously occupied by a skeleton. The other skeleton was still there, but his jaw simply flapped sadly; the warning "Go back!" was removed.

The former cauldron scene space was reused and became part of the forest; now the Huntsman appeared in two dimensional flat form to warn Snow White to "run away, and never come back!" and a simple light-up scrim effect was used to make Snow White appear in a flash of lightning running through the forest; the attraction's first good idea. A much more sedate version of the Frightening Forest followed; the Witch glided slowly into view on a boat, and all of the Coats trees were painted over to appear less less menacing; one, which previously "fell" at riders, tilted forward ever so slowly.

It's worth pointing out here that compared to the 1971 ride or even the fairly talky 1983 ride, the Witch here is a veritable chatterbox, explaining the purpose of the poison apple in the dungeon, explaining how she's riding the boat to the seven dwarfs' cottage, and on and on. The only thing the Coats ride needed to set itself up was a trip around a wishing well, a static figure peeking down out of a window, and twelve words of exposition: "Mirror, mirror, on the wall -- I am the fairest one of all!

The dwarfs appeared to do their now-traditional Silly Song routine in the cottage, completing a cycle whereby those figures, sculpted for the 1971 Mickey Mouse Revue and re-used in the 1983 and 1992 rides, finally returned to Florida. Around the corner, the Witch figure had been bolted down in place in view at the window and the "basic" Snow White figure, now holding an apple instead of a candle or a bird, was present to be menaced. The stairs were still there but now unoccupied, but the scene felt weirdly unbalanced because it was designed and laid out in such a way that the movement of the cars naturally drew the eye to the staircase, which was no longer the focal point of the scene.


In this scene, the Witch was talking for practically the entire duration of it:
"That's right dearie, now take a bite, and all of your dreams will come true! Ha, ha! Now I'm the fairest one of all!"
That's almost twenty-five words coming "out" of a figure represented as a static prop in a room which felt very empty without the dwarfs on the stairs or the shadow on the wall, and the dialogue simply drew attention to the ride's weakest aspect: the nearly constantly static figures. This aspect is something the Coats and Baxter rides hid very well with staging and movement, but it was right out in the open from the first scene of this ride to the last.

From this point on, the track layout of the ride becomes all new to fit in a few new scenes; no longer would the cars increasingly "jump" away from each new danger. Possibly not co-incidentally, this last third was the weakest part of the ride.

The Fifth Witch figure was now bolted down in place amidst a new backdrop of cliffs and rocks; a nifty lightning effect added some life to the scene, but not enough to disguise the static nature of this prop. There was then a brief trip through the Dwarf's Mine and the traditional "rock drop" finale, although two of the seven fleet of dwarfs were used in the mine shaft and not replaced for the cliff, making the scene feel weirdly depopulated.

After a quick trip through the black-out room we came across the new happy ending: a static tableau of Prince Charming kissing Snow White on her funeral bier - a genuine new addition to the Snow White ride heritage! - and a final scene of Snow White and her Prince in a painted mural heading off to their castle, acceptably enlivened by a projected effect. Two, not seven, static dwarfs appeared to the right to send them off, and although I don't intend to be mean about it, these two dwarfs always appeared to me to be cast-off store display figures. Dopey waved from a bridge over the exit doors, ending the ride on a high note.




Snow White's Scary Adventures of 1994 was an acceptable effort at making a less-scary ride out of one of the scariest, weirdest WED rides ever built. The fatal problem with the ride is that almost anything that moved in it was left over from the 1971 ride, which was full of motion - simple motion, but nothing like the static figures constantly "talking" which filled this one. I cannot think of any Disney dark ride with fewer moving props, with such a heavy feeling of stasis. The ride made an unfair impression of cheapness because of this. The overall impression was of moving past beautifully painted window dioramas instead of a fully realized ride.


 And the 1994 ride was beautifully painted, and this was truly the best thing about it. Every surface glowed with lush detail, carefully crafted perspective tricks, and wonderful colors - this was the reason to ride, the reason why it worked at all. The scenic shop really outdid themselves, with fascinating little details in the Dwarfs' Cottage, beautiful rays of sunlight in the finale, and blue cold stones and hanging curtains in the Queen's Castle.

Despite running on "hardware" just as limited, the Coats ride succeeded above and beyond it because his version was more about atmosphere and setting than character - dark, twisting trees, grasping branches, swirling clouds, moonlight shining through windows, and eyes in the darkness - these are the "stars" of Coats' ride, where we are lost and alone in the dark, pursued by a Witch we only ever have fleeting glimpses of while the threat of the foe permeates the air all around us. Like the evil Yeti pursuing us downhill through the ice-caverns of the Matterhorn, our imaginations supplied the movement. In the 1994 version, which never fully exploited the wonderful track layout it was given, our imaginations never contributed much more than imagining a ride with a better budget.


Unload Point:


Snow White's Scary Adventures in Florida closed about a month ago, and the wisdom of this closure still has yet to be proven. It certainly was not the 1971 ride, or even as good as the 1983 ride: neither quite appropriate for young children nor well-executed enough for adults, the ride none the less had fans and adherents. There is indeed something deeply sad about losing this tangible link not only with 1955, but also 1971 and 1937: one cannot tell the story of Snow White's Scary Adventures without telling the story of every version, the film that inspired it, and the fortunes of the Walt Disney Company itself.

Despite the flaws of the 1994 version, it still enacted the rituals of the Snow White ride very well. That's what the rides truly are: rituals, ride through invocations. The offer of the poisoned apple, the flight through the forest, the dwarfs in the cottage, the threat of a falling rock - these are concepts which have submerged into the "cultural memory" of a Disney theme park experience, something that we have come to expect.

The new ride, opening in Florida in the coming years as part of an overall expansion effort, will take the form of a roller coaster through a mine shaft and across meadows, lakes, and so on. It will certainly be a ride of greater general interest than a compromised form of an old dark ride. I have no doubt it will be fun and it will certainly be beautiful. But will it satisfy on the level of the scary old dark ride? Will the Witch offer us an apple? Will she try to drop a diamond on our heads? Right now, these are open questions.

Although maligned and mocked by various wags for not being as sophisticated as most Disney offerings, Snow White's (Scary) Adventures is a very complex part of the history of the entire company, a very complex weave in a massive, growing tapestry. The space which it occupied in Florida, where legendary Disney designers at the height of the power of WED Enterprises crafted a bizarre and ruthlessly scary ride which has been the source point for all others which followed it, has now been gutted down to its wall studs and something new will shortly appear within. But that ride is one of those things that every Disneyland-style park has as a birthright.

On the balance of evidence, I now humbly elect the 1971 Snow White's Adventures as one of the forgotten classics of classic-era Disney design. Few who rode it have ever forgotten it, and it casts a long shadow over the subsequent history of the dimensional representations of Snow White. At the heart of the Magic Kingdom, behind its' cheerful facade, was an inventive, strange and ghoulish dark heart of the Kingdom, direct from the fertile imagination of Claude Coats.

Take a bite, and all of your dreams will come true!

Photo Credits:
1955 Skeleton: Dan Olson, Long-Forgotten. 1960, 1970, 1980 Disneyland Fantasyland: Dave DeCaro, Daveland Web. Claude Coats Fine Art: ClaudeCoats.com. Florida photos: Mike Lee, Widen Your World. Tokyo Disneyland: Chris Calabrese, Tokyo Disneyland Fansite (accessed via Archive.Org) 1994 On-Ride: Martin Smith video, footage by Dan Warren, MartinsVids.Net. Open 1994 Ride: Len Testa, Flickr. Closed 1994 Ride: Cory Disbrow, Dateline Walt Disney World. Snow White, Scary Adventures, Mine Train stills, art & promotional shots: Walt Disney Company