Can
you believe it's October already? Bring on the Halloween-themed
posts!
Space
Mountain is probably the last ride you would expect to see dolled up
for a holiday—any holiday. I mean...it's Space Mountain. There just
aren't any major holidays where outer space is a big deal. Galaxy
Day? All Comets' Eve? These are not actual things.
On
the other hand, sometimes you get some interesting space motifs for
Halloween. Aliens—abducting, probing, mutilating livestock,
hunting us for sport, bleeding our planet dry*—are starting to take
their place alongside more traditional horror monsters such as
vampires and zombies and Swamp Things. Depending on whom you ask,
they might be scarier than the old mainstays...after all, aliens
might actually exist!
So
maybe it's not too surprising that Space Mountain is the recipient of
what is, in
my eyes, the only proper
Halloween overlay for a Disneyland attraction so far.
Some
people find Space Mountain Ghost Galaxy inappropriate for just the
reason given above. It's admittedly somewhat gimmicky, more fantastic
than futuristic, and an injection of horror into a ride that arguably
needs no such thing. But I like it. It's an interesting concept,
well-executed. Space Mountain is about as close to a blank slate as a
themed attraction can be while still qualifying as themed,
so it's nice to see some experimentation to make it a little more
specific.
Actually...in
at least one respect, this version of the ride is superior
to many of the permanent attractions to come out of Walt Disney
Imagineering in recent years.
Here's why: It doesn't tell you what's going on.
It's often said that what sets Disney theme park rides ahead of the
pack—or did, until the likes of Universal figured it out and it
became the industry standard—is that they tell a story. Not content
to simply strap you into a vehicle and subject you to a series of
sharp motions and/or pop-up scares, Disney rides are usually arranged
according to some sort of narrative logic. But here's the
thing...“tell a story” is a phrase with multiple related but
distinct meanings, and the most obvious one isn't necessarily the one
that makes for the best themed experience. This is where I think the
current generation of Imagineers often gets it wrong. They go with
the most obvious meaning and “tell stories” via rides by
introducing us to a third-person protagonist and showing us what they
do from beginning to middle to end.
In short, they wind up making movies in ride form. On the surface,
that might not seem to be a problem. After all, Disney movies are
great! But watching a movie is fundamentally a vicarious experience.
You sit still in a theater or someone's home, and everything that
happens, happens on the other side of the screen. And there's nothing
wrong with that, and movies can be powerfully affecting and
satisfying experiences. But for people of most dispositions, having
your own adventure is bound to be more satisfying than merely
watching someone else's.
Good theme park rides take this into account and place the rider at
the center of the action. Enough words have been spent on this
principle, both here and elsewhere, online and off, that there's no
need for me to expound on it here. What I want to point out is that
thrill rides achieve this to some extent by their very nature. Even a
roller coaster that is content to strap you in and subject you
to a series of sharp motions is still subjecting you rather
than Ariel or Captain America. This probably accounts for their
popularity.
And it's even better when the ride designers manage to combine the
excitement with a narrative. Disney's coasters do this very simply,
via extensive theming. The “plot” of the Matterhorn Bobsleds is
that you're bobsledding down the Matterhorn and having close
encounters with the Yeti. The “plot” of Big Thunder Mountain
Railroad is that your mine train's brakes are out and you're
careening all over the mine. The “plot” of Space Mountain (normal
version) is that you're...joyriding in space? Something like that.
Like I said, it's barely more than a blank slate. Space Mountain
Ghost Galaxy ups the ante: you're zipping around space being
pursued by a terrifying monster.
The best part? That's all you know.
Besides the Happening To You vs. Happening to Someone Else dichotomy,
storytelling in a theme park ride can vary in how much of the
story it tells. Do we get details or just suggestions? The Indiana
Jones Adventure gives us a lot of specifics about the ride's
setting and history, mostly in the queue (since the ride itself
bounces around too much to be an effective detail-delivery system).
It's done quite well there, with the information presented
diegetically in the form of news broadcasts, temple décor, and an
in-character filmstrip, and works well to make the fiction come to
life and draw you into the story. By the time you board your
transport, you've had a crash course in the purpose, iconography, and
recent history of the eponymous Temple of the Forbidden Eye and can
fully inhabit your “role” as a 1930s tourist hoping to gain the
god Mara's favor.
Make no mistake: the Indiana Jones Adventure is a wonderful ride, in
large part because of how immersive it is. But there is a downside to
that much detailed info-dumping—every piece of information handed
to the riders closes down that much potential for them to apply their
own interpretations. There is no room, for example, for you to decide
that the gifts of Mara are Personal Insight, Spiritual Treasure, and
Purification, because the queue tells you, repeatedly, that they are
Visions of the Future, Earthly Riches, and Eternal Youth.
Space Mountain Ghost Galaxy does nothing of the kind. The monster
appears on the sign at the entrance, the viewscreen in the load area
is showing some seriously corrupted video data, and...that's it until
you're on the ride and being targeted for whatever mayhem the
creature has in mind.** All you know going in is that this is the
Halloween version of Space Mountain, so it's probably going to be
scarier than normal, and if you take it at its word, ghosts are
involved. No attempt is made to hand-hold you through the scenario.
If you want more, you get to make it up yourself.
No, that wasn't a typo. I mean get to, not have to.
Indulging your imagination is not a chore. On the contrary, it's
immensely fun and satisfying, and Disneyland is at its very best when
it encourages the process—when it raises questions but offers no
concrete answers, only hints, open to interpretation by anyone who
cares to take a crack at it.
(Come to think of it, Disneyland's other
ghost ride does the same thing. There's something about ghost
stories that invites this approach.)
The questions raised by Space Mountain Ghost Galaxy include: What is
the monster? (Is it, as the ride title implies, a ghost? If so, a
ghost of what?*** Is it an alien? An energy being? An
artificial construct? A hallucination caused by low oxygen?) Why is
it so hostile? (Is it hungry? Is it defending its territory? Is it
the guardian of an alien civilization? Is it just evil on principle?
Is it even really hostile, or are we misinterpreting its
behavior because we don't know anything about it but that it looks
scary?) How far will it go to catch us? Could it potentially threaten
Earth? In such a case, how might it be stopped?
I could go on like this, but hopefully you get the idea. Space
Mountain Ghost Galaxy may be more gimmicky than futuristic, but it's
also a half-completed round-robin story that has just been handed off
to you. Where will you take it from here?
* You know, in case we're
not doing it fast enough ourselves.
** If you're in the area
at night, you can also be treated to a series of projection effects
on the exterior of Space Mountain depicting various attacks by the
monster. They are very vague,
however, and do more to provoke your curiosity than to reveal
anything.
***
Given that it appears to made of solar flares, I like to think it's
the ghost of a star.
Why not? Stars have a life cycle of a sort, and “die” when their
time is up. Why shouldn't they leave ghosts?
Exactly! The most effective attractions are those that make the guest the centre of the experience instead of leaving the guest as the passive spectator of disjointed scenes from somebody else's story. Temple of the Forbidden Eye is great for lampshading this fact, by making the fact of your being a tourist a key part of the attraction's motivating logic.
ReplyDeleteAnd much as I love to dish on it, Star Tours does the very same thing.
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