Much
to the delight of little girls (and often the chagrin of their
parents), Disneyland features what might charitably be called a lot
of Princess content. There’s the Castle, of course, with its
walkthrough attraction. Several shops focus exclusively on Princess
merchandise from dolls to costumes to stationery sets, the Princess
movies are favorites for abridging into stage shows, every parade has
a Princess unit, and the Princess character meet-and-greets
eventually got so popular that an entire sub-district of Fantasyland
was built around them.
But
you know what the Disney Princesses don’t get very many of? Actual
rides. And this is true not just of the Disneyland Resort but of
Disney theme parks as a whole. Seriously, how many rides centered on
a Princess character can you think of? Like, three, right?
This
may be because for all their popularity and grandeur, the Princess
movies are not ideal for conversion into rides. Remember the cardinal
rule of good attraction design: Put the Guests in the Center of the
Action. Most of Disney's Princess films actually don't have a lot of
action per se, focusing more
on an internal journey (falling in love, discovering self-worth,
etc.) than an external one. Show someone a movie, letting them spend
upwards of an hour getting to know the main character, and you can
usually get them to go along with an internal journey. But a theme
park ride rarely affords its participants more than about ten minutes
to absorb its content—nowhere near enough time to develop a
sympathetic bond with a character, even if they weren't distracted by
the physical presence of it all.
Nowhere is this clearer than in comparing the two Princess rides that
can be found in the Disneyland Resort. One the one hand, we have Snow
White's Scary Adventures, the classic that does it all right, bizarre
points and all. On the other, we have The Little Mermaid ~ Ariel's
Undersea Adventure,* the newcomer that falls flat in so many ways.
The
Fairest One of All
Snow
White's Scary Adventures may be the archetypal classic dark ride, and
in that sense it works because
of,
not despite
of,
its strange presentation. People often comment wryly on the
abruptness of its ending, especially the way it goes directly from
the climactic showdown with the Witch to “happily ever after”
without so much as a segue. However, that isn't the only weird thing
about its “story.” This ride, like most classic dark rides, is
not really interested in offering a beat-for-beat summary of the
movie that inspired it. It is rather about setting and
atmosphere—especially, as the title indicates, the frightening
parts of Snow White's journey from oppressed drudge to “happily
ever after.” This is why it works when a dark ride focusing on a
love story can hardly help but fail—it is much, much
easier to get theme park guests to play along with being scared than
with falling in love. The latter is far too personal and intimate.
Theme
park historians point out that in the classic Disneyland dark rides,
we the riders take the place of the main character...but that's an
imperfect description of Snow White's Scary Adventures, which
features many scenes where Snow White was never present in the film.
I've heard the interpretation that the ride sequence represents a
nightmare Snow White is having sometime after the fact, with all the
images of her ordeal blending together illogically, but that notion
has its own problems. Why would a peaceful interlude in the Dwarfs'
jewel mine—a place Snow White never visited—feature in her
nightmare? Why would she dream of the Queen transforming into the
Witch when she never had any inkling they were one and the same?
Doesn't the very idea of her having nightmares afterward undercut the
“happily ever after” ending of this simple fairy tale? Most
importantly, there is no reason to impose a literal reading of any
sort on the exercise in impressionism that is a classic dark ride.
So
if Snow White's Scary Adventures isn't exactly a narrative in
first-person perspective, then what is it? Like I said above: it's an
exercise in impressionism. The ride ushers you through a sequence of
very brief scenes whose importance lies in their immediate emotional
impact. The cottage scene, with the performing dwarfs and friendly
onlooking animals, charms.
The jewel mine, with its glowing colors and innocuous music,
delights.
Most of the rest of the ride, with its simultaneously dark and garish
palettes, threatening score, and jump-scares involving the Witch,
startles
and horrifies.
There is a logic to the sequence, but it's not a narrative logic but
rather one of shifting mood—we start out in the bright, celebratory
cottage setting, pass through the mysterious but still pleasant mine,
and then take a hard turn into horror territory. I think the
“nightmare” interpretation appeals to people because there is
something very dreamlike about this ride. Actual dreams often consist
of little more than imagery and emotion tone, upon which our waking
minds may impose a sense of narrative after the fact. Snow White's
Scary Adventures confuses our conscious minds, which expect a
narrative. But our subconscious minds, which engender dreams, are
right in their own milieu here.
This
is the correct approach to take for such a short ride. Snow White's
Scary Adventures doesn't have time
to be anything other than impressionistic. Bless the Imagineers for
realizing this, way back in the Fifties—for getting things right on
the first try in this novel medium. Actually, I don't quite remember
the first version of the ride, before the 1983 makeover of
Fantasyland...but if it was anything like the version that ran in
Orlando up until the mid-Nineties, it was even more dreamlike (and
less like a straightforward retelling of the film) than it is now.
All the classic-style dark rides use their associated films as a
jumping-off point more than a script—emphasizing, de-emphasizing,
and re-ordering various aspects and plot events as needed to create
the correct mood
to fill around two to three minutes of ride time—but Snow White's
Scary Adventures shows just how far afield you can go without veering
into total abstraction or making the film branding seem wholly
arbitrary. It's not as thrilling as Peter Pan's Flight, as
deliciously transgressive as Mr. Toad's Wild Ride, or as trendy as
Alice in Wonderland, but it's a good 'un.
A
Headstrong, Lovesick Girl
So
if classic dark rides need to be impressionistic and sketched in
broad strokes in order to convey a single mood within a very short
timeframe, what about the newer dark rides, which tend to be much
longer? Surely they can afford to hew closer to their source
material? Maybe...but I have yet to see it done well. When it comes
to really empathizing with a main character, ten minutes is hardly
any better than two, so it's still a poor format for expressing a
personal internal journey.
The
sad thing is that in many ways, The
Little Mermaid
is an ideal animated film for conversion into a dark ride. It's one
of Disney's iconic works, much of it takes place in exotic
environments that guests can enjoy visiting even in the absence of a
narrative throughline, and the plot is anchored by noteworthy,
instantly recognizable events that could easily be converted into the
beats of a traditional dark ride. In fact, Imagineers recognized its
potential and began developing a ride concept in the Nineties.**
Unfortunately, that project was shelved for a couple of decades and
what we eventually wound up with...uh...
Look,
I'm not saying The Little Mermaid ~ Ariel's Undersea Adventure is a
bad
ride. But it falls flat for me. How can one Princess dark ride be so
great and another—built, no less, with the benefit of decades of
further developments in attraction design and technology—so
mediocre?
Well,
one problem is one that's probably going to dog the art of the
animated movie-based dark ride for the foreseeable future: the focus
on characters. I think it's safe to say that starting with the
Renaissance, the Disney Princess movies began doing a much better job
of making their leading ladies into memorable characters
than they had in the classic era. Snow White, Cinderella, and
Aurora—as well as the protagonists of many other classic animated
films—are basically ciphers, neutral personas who are more
acted-upon than acting and hence are easy for any given viewer to
project into. This makes it only natural to frame a dark ride as
being from such a character's own perspective, as riders can slip
right into that viewpoint with no hesitation. A character like Ariel,
on the other hand, has a well-defined personality and a strong screen
presence. We can all enjoy watching her perhaps, but not all of us
will find it easy to imagine being
her.
Beyond
that, there is the issue of character-centered branding that
basically demands a ride based on a movie include ample visual
appearances of its leading character(s). The long and the short of it
is that there is much more benefit to be had from building a Little
Mermaid ride that frequently shows off Ariel to its riders, than
building one that drops them into her perspective.
Now,
this doesn't have to result in a lackluster “book report ride.”
For example, Roger
Rabbit's Car Toon Spin includes multiple appearances by Roger
without relegating guests to the role of mere spectators. It does
this by presenting an all-new adventure in Toontown in which the
guests get caught up. But that's a special circumstance that
definitely wouldn't work for The
Little Mermaid,
which is a self-contained fairy tale, direct-to-video
sequels/prequels and Saturday morning cartoons notwithstanding. A better bet
might be the Pinocchio's Daring Journey approach, where guests slip
in and out of Pinocchio's perspective, sometimes seeing him present
in the scene, sometimes experiencing his trials for themselves.
The
Mermaid dark ride, unfortunately, takes neither approach. This is a
by-the-numbers book report ride in every sense of the word. We get on
the ride. Scuttle tells us we're going to see Ariel's story. We see
Ariel's story—or rather the musical highlights of it***—in
sequence. Scuttle tells us we just saw Ariel's story. We get off the
ride. At no point do the characters interact with us in any
meaningful fashion; for the most part they appear completely
oblivious to our presence. Most of the time, we're not even really in
the scene, but off to one side of it. Watching.
There's
a reason, of course, why the characters on the ride can't pay us much
heed. Unlike most dark rides, which use a bus bar system with a
30-second (or so) gap between cars, TLM~AUA is an Omnimover. This
means that it can't utilize the standard dark ride trick of having
each car trigger the dialogue and effects of a scene, which then
reset afterward for the next car. Its scenes have to play
continuously in accordance with the continuous passage of ride
vehicles. And that means that none
of the events of the ride can go anywhere.
Each scene has to exist in a sort of hovering stasis, presenting a
situation that is perpetually in the middle of occurring, allowing no
one to witness its beginning or ending because then the timing would
be off for someone else. If Ursula makes a grandiose threatening
gesture at you,
then she is not making it at the people to your right and left,
leaving them with an inferior ride experience.
This
sort of thing is completely fine with an Omnimover ride in the vein
of the Haunted Mansion, where riders are not being presented with a
story so much as an experience
in a fantastic location. But for a dark ride made in the “book
report” mold, supposedly recreating a specific tale, it's poison.
So
the problem with this ride is a snowballing one—a series of
inferior design choices that exacerbate each other, instead of being
potentially mitigated by more solid ideas. Again, it's not that it's
a bad
ride. But it is underwhelming. And—given the potential that was
tossed aside—disappointing. I think it's reasonable to say that
something has gone wrong when even casual theme park guests like your
ride building's exterior and queue better than the ride itself. (And
it is a lovely exterior. Credit where credit is due.)
I
don't pretend to know everything about ride design. My Imagineering
degree comes from the University of Armchair and is signed in
metallic Sharpie by someone called D. Dilettante. But I do have
nearly 40 years of field experience when it comes to analyzing Disney
dark rides, and I know what does and doesn't work for me.
And I know I'm not alone in thinking that Ariel's Undersea Adventure
is missing something vital in comparison to the dark rides of
yesteryear. Hopefully this little compare-and-contrast helps to zero
in on what that something is.
* The
Disneyland website spells it with a tilde. So that's what I'm doing.
** A
CGI rendering of the ride was included with the bonus material for
the Special Edition DVD, and I highly recommend watching it.
***
My sister and I have given the attraction the snarktastic nickname,
“The Little Mermaid: The Soundtrack: The Ride.”
Thank you for actually putting it linearly into words. I think I was missing the part where an omnimover disallows the one-on-one interaction (not that I put TOO much thought into it).
ReplyDeleteAnd you're absolutely right, that the conceptual one created in the 90's is so superior to the end result, it's disappointing. It's wasted potential.
Great analysis!
ReplyDeleteOne of the things that impresses me so much about Snow White's Scary Adventures is that it's actually quite geographically rational. You aren't just moving from scene to scene, as in The Little Mermaid: The Soundtrack: The Ride (lol), but from location to location through doors, around corners, into caves, etc. The fact of moving through a geography (which also happens in Toad, Pirates of the Caribbean, Haunted Mansion, and Peter Pan and Alice for the most part) helps to ground the idea that you're actually entering their world. The Seven Dwarfs Mine Train works on the same principle. The very nature of it has you moving through a geography rather than a story.
This is also why the Little Mermaid ride is SO much better in Orlando. You move geographically through the tidal pools beneath Eric's castle and into its foundations before being carted off to watch things happen to Ariel. It draws you in more than in Anaheim, because you get at least some sense of entering her world entirely absent in the seaside amusement park facade.
Good observation about the unintended effect of the omnimover. What really saddens me is that with modern technology, they could have easily made the guest more central to the experience. Up to Ursula, it's a pretty solid dark ride where you're entering another world. But once you get to Ursula it becomes definitively ABOUT Ariel. However, they could have easily set it up to have Ursula steal YOUR voice through recording, sound dampening, and playback in the omnimover cart. Had they done that, then the rest of the ride could have been the characters trying to defeat her and get your voice back. It would have made it more personal and dramatic and, frankly, a better ride.
On other princess rides... well... They could spring for a Cinderella Floor Washing Experience! It would cut down on a labour expense and turn it into a revenue generator!
While recording and then playing back guests' voices to make it seem as if Ursula had stolen it is a really interesting idea, there's one huge downside that I think will prevent it from ever being executed, and that is the sheer number of 10-20 year olds who will deliberately yell curse words in order to make the Disney ride swear.
ReplyDeleteI think I'm actually gonna make my next post an analysis of the dark ride potential of the other Princess movies. Hope you like it!