This
post is sort of an After-Action Report and
a Sentimental Paleontology in one. You can most definitely go to
Disneyland and ride Star Tours in the present...but it's on its
second incarnation, which is different enough from the original to
almost be considered a new attraction. Whether it really
is or not is a matter of opinion and perception, but it seems like
Disney is counting it that way. Either way, such a major change to a
long-standing E-ticket level attraction inevitably invites a Before
vs. After comparison. And that's exactly what you're gonna get here.
It
might surprise you to learn that I even have
a preference vis-a-vis the two versions of Star Tours, after I
thoroughly decried the presence of Star Wars material in Disneyland
at all, in large part because I'm just not into the franchise. But
here's the thing: I don't hate
Star Wars. I can appreciate the importance of this film series in
terms of its effects on the art of filmmaking and popular culture as
a whole. I can understand
why people find it so cool. I can even, from time to time, enjoy
watching the movies, although no more than a chunk or two at a time.
And
I do, for the most part, enjoy Star Tours. It's effective both as an
adaptation of its source material and as a fun ride in its own right.
Do I ride it every time I go to Disneyland? Heck no. But I ride it
often enough to intelligently weigh in.
I'll
begin by doing something I rarely do here at the Disneyland
Dilettante: recap the attraction. Normally I like to assume my
readers have a certain level of familiarity with the things I am
going on about—and if they don't, that they can look further into
it on their own initiative—and cut straight to the analysis. But
this sort of side-by-side comparison pretty much requires that I
actually set the two things side-by-side. So here we go.
The
original Star Tours debuted at Disneyland in 1987 (a scant four years
after Return of
the Jedi
capped off the original film trilogy and long before anyone
thought George Lucas would ever make more of these damn things) as
the park's first motion-simulator attraction. The ride was set in the
Star Wars universe not long after the events of the films, with the
premise that with the Galaxy now at peace, a tourism industry had
sprung up around the sites that featured prominently in the recent
Rebels vs. Empire clash. The queue was themed as a commercial
spaceport complete with travel ads and PA announcements and the
guests were cast in the roles of tourists making their way through
the necessary checkpoints to board their flight to the forest moon of
Endor. Humorous tension was established right away—an ad extolling
the marvels of the Star Tours company's “Starspeeder 3000”
vehicles and RX droid pilots stood in sharp contrast to an actual
Starspeeder on display in front of you and beat
to hell
by whatever it had been through on its last trip. If you were paying
enough attention to notice the discrepancy, you might well wonder
whether it and its pilot were really all they were cracked up to be.
And
your concern would turn out to be well-founded, since RX-24 or
“Captain Rex” was a robo-goofball making his first ever flight
and badly
unqualified to do so. Granted, this may not have been entirely his
fault:
But
in any case, thanks to Captain Rex's bumbling, your “tour” was a
complete fiasco, starting with a wrong turn in the hangar and
featuring such highlights as a swarm of comets and a straight-up
remake of the Death Star trench run before you returned to Star Tours
headquarters and nearly crashed into a fuel tank. A thrill ride in
the “goes horribly wrong” mold, in other words.
It
was fun stuff, but as the ride passed the 20-year mark—with the
film showing its age, few first-time riders in a typical day's crowd
(spoiling the gag where Rex reveals that it's his first trip also),
and a new generation coming of age with more attachment to the
prequel trilogy of their own childhoods—it was decided that a
wholesale makeover drawing upon both
trilogies for material was in order.
“The
Adventures Continue” has not only all-new ride footage presented in
3-D, but the queue has been updated...or perhaps down-dated,
since this version is supposed to take place during the 18-odd years
between the two sets of movies. The vehicles have been repainted and
rechristened Starspeeder 1000's,
an earlier model. Likewise, the RX droid apparently is still in development and your pilot is a more humanoid model...but you never
get to see it perform, because due to a stroke of bad timing, your ship
is unexpectedly helmed by C-3PO himself. The queue video screen now
shows, in addition to travel ads, lists of arrivals and departures
and weather forecasts for various planets.* The second queue area,
previously a droid repair workshop, is now a baggage check station
where you can see on the scanner what your fellow passengers are
packing. Perhaps most exciting of all (and certainly most heavily
promoted in the advertising), your adventure is now unpredictable.
Instead of the same trip every time, you get a random sequence of
locations and characters spanning all six movies, with a total of 54
possible combinations. Ultimately they all add up to variations on a
single theme—one of the passengers on your tour (seriously, they
show a photo of one of the guests on the ride) is secretly a Rebel
spy who needs to evade Empire forces and rendezvous with other
members of the Rebellion.
I
haven't gotten all 54 possible trips yet, but I have seen all of the
individual segments. So I'm working from complete information.
Now
to the big question: Which version of Star Tours do I prefer? While I
love the concept of randomized sequences and the new queue video and
think the 3-D helps you really feel the size of the spaces being
portrayed...I have to give the edge to the original. Wow, big
surprise, right? My reasoning should be equally unsurprising to
anyone who has been closely following this blog.
Star
Tours 1.0 functioned as a sequel/side story to the film trilogy
without putting the specific characters and events of said trilogy
front and center. Yes, the climax of the ride featured the trench run
and R2-D2 was your ship's navigator, but anything else you might
directly recognize from the movies was confined to the pre- and
post-show, and the main human characters didn't appear at all. It was
just enough to confirm that yes, this was indeed the bona-fide Star
Wars universe, while indicating that there was a lot more to that
universe than just what we saw in the movies. The clash between
heroes and villains had left its mark, but the major players didn't
need to be physically present to make things interesting.
Whatever
your personal feelings about Star Wars, that is a brilliant premise.
Do you know why? Because the narrative within the ride and the
meta-narrative of Disneyland guests going on the ride are exactly
the same.
The great thing about Star Wars—or Harry Potter or the Marvel
movies or Game of Thrones or any number of the other big blockbuster
nerd franchises currently dominating pop culture—is that their
worldbuilding makes them self-sustaining. The settings are places you
want to visit, not necessarily because you might run into characters
you love, but just because they are cool settings. Star Tours 1.0
basically cast you as yourself—a
tourist excited to be traveling to places in the Star Wars universe.
It doesn't get much more immersive than that.
Star
Tours: The Adventures Continue, as you might have guessed, turns this
on its head. Not only is C-3PO your pilot (and R2-D2 still your
navigator), but the various segments give you the chance to encounter
Darth Vader, Han Solo, Yoda, Princess Leia, Boba Fett, Jar Jar Binks,
and/or Admiral Ackbar. Everywhere you go in the Galaxy, you're not
just visiting prominent locations from the movies but rehashing the
events that took place there—pod racing on Tatooine, dodging AT-ATs
on Hoth, repelling buzz droids over Coruscant, nearly being eaten in
the ocean core of Naboo. Even if you overlook the trashing of the
films' continuity (When does all this take place, again?), your
reaction as a Disneyland guest (Darth Vader? COOL!)
is directly at odds with your reaction as a character in the ride's
narrative (Darth Vader? CRAP!),
breaking immersion.
Nor
can you simply choose to ignore one perspective or the other—decide
to be either
a Disneyland guest or
a patron of Star Tours. The ride demands that you be both. The demand
that you inhabit your role as a citizen in the Star Wars universe
comes via the Rebel spy premise. If you're the spy, then not only are
you part of that setting, you're partially complicit in everything
that happens during the ride. If you're not the spy, you're still
sort of drafted into their quest. This kind of thing never happens on
the Tea Cups.
But
there's a snag. That snag is that the queue
goes out of its way to remind you that you're in a Disney park.
Remember the baggage scanner? Here's some of what it reveals in those
suitcases:
I
know my
favorite part of The
Empire Strikes Back is when Yoda gives Luke his beloved Goofy plushie as a souvenir of
his time on Dagobah. But hey, maybe some civilization in the Republic
came up with toys like these completely by coincidence. Let's go with
that.
I dunno, these
coincidences are starting to pile up to suspicious levels...
Oh,
come ON!
There
is no point in pretending that these cameos serve any purpose other
than cheerleading for the Disney brand. It's all about nudging and
winking at the guests: “Are you having fun yet? This sure is some
swell theme park you're at, isn't it? By the way, isn't it great that
we
OWN Star Wars now?” People chuckle, because it's kinda funny to see
that the outwardly dignified denizens of the Galaxy go on vacation
with Disney toys just like people in this universe. But in order to
process that humor, your brain has to yank itself from immersion in
the Star Wars setting back to this universe.
And
then after a stunt like that, the attraction asks you to not only
re-immerse yourself in its fiction, but kick it up a notch by
accepting that you or one of your fellow travelers is actually part
of the action.
You
can't have it both ways, ride. Either we're having a grand adventure
in the Star Wars universe, where we live as citizens of the
Republic/Empire, or we're goofing around in Disneyland. Make up your
damn mind.
And
there's another big downside to all the character spam: It shrinks
the setting. Whereas we learned from Star Tours 1.0 that there were
things in the Galaxy—comet swarms and holdouts of pro-Empire
sentiment and Star Tours itself—that hadn't been shown in the
movies, “The Adventures Continue” dials that back. Nope, sorry
kids, there's nothing happening here that you're not already aware
of. (Unless you're the spy, in which case you get to be illogically
surprised to learn that you're the spy.)
Lest
this all come across as too negative, let me reiterate that I still
find Star Tours fun. And it did honestly need to be updated, if for
no other reason than to get rid of that thoroughly tired “first
flight” gag. I just think the new version misses the mark for why
Star Tours is fun. And that itself is just a symptom of a larger
issue plaguing the parks, which is Management's assumption that the
main thing everyone wants out of their Disney day is to see
characters they like.
With the upcoming release of yet
another
Star Wars trilogy—this time under the Disney banner—it seems
likely that Star Tours will be updated again at some point. I
honestly don't see it happening immediately; “The Adventures
Continue” is only a few years old at this point and they probably
want to get some more mileage out of it before closing it for an
extended period and going through the hassle of re-programming the
simulators again. But here's hoping that when Star Tours 3.0 does
come along, it combines the best features of the first two versions
to give us a Galaxy that's both bigger than we know and
unpredictable.
And that it gets rid of the damn
baggage scanner.
May the Fourth be with you!
*
My favorite: “Cloud City: Cloudy.”
I prefer 2.0. I think our difference in opinion comes down to a difference in immersion. Basically, 'm saying that I think I just find it easier to re-immerse myself and because of that, the shift of immersed-not immersed- inferred again feels less jarring to me.
ReplyDeleteHonestly, if they just ditched the stupid baggage scanner in the queue, the rest of it would not only be forgivable, but even make a certain amount of sense--if one of you is a Rebel spy, then of course major players from the film franchise are going to get involved. They could even reveal after the fact that C-3PO getting stuck as the pilot was orchestrated in order to make sure the ship would be captained by someone sympathetic enough to the Rebellion to follow through with the delivery of the spy.
DeleteIf they wanted to get really wild, they could say that the Jedi blocked the spy's memories so they wouldn't give themselves away...thus explaining why they didn't know they were the spy until the photo came up on-screen.
And all this would only require adding a few more seconds of time to the "transmission" segment.