Friday, November 20, 2015

Frozen in Disneyland Paris

UPDATE: Today, June 21st, the first real Frozen attraction opened in EPCOT, so now that I have seen that attraction, I have some additional comments and ideas to add into this post. A few things have changed, which I will note as I go.



Another month, another post. This is going to be a good one.

So first I have to be honest. This post was meant for December and there was going to be a different November post. But that one needs more work and this one was ready. So easy switch, even though it throws off the seasonal theme. Oops.

So earlier this year, I posted my plan for Disneyland Paris, which included a large Frozen expansion north of Fantasyland. This is that expansion.



Before the plan, I want to start with some Frozen commentary. So there is no way you can deny that Frozen in the parks has gotten a little over-saturated yet underdeveloped. Now three full years out from the most popular Disney animated movie of recent memory, we still don't have a high quality attraction. Just parties, shows, meet and greets, and merchandise that have taken over whole parks. What we have gotten was good, but not as great as possible. We have gotten quantity over quality, which unfortunately works most of the time.

Even if we have been Frozen overloaded, its hard to deny that Frozen's quality and success warrant proper representation in the parks with a modern, fully themed attraction. That looks like its going to start changing with Maelstrom/Frozen coming soon and the large Tokyo land, so hopefully, once those happen things will balance out and we will have a more manageable Frozen presence in the parks. My approach was to give Frozen a landmark status presence in the park.



This expansion plan is the response to this need for Disneyland Paris, so it was important to me for the expansion to be of  substantial size and quality and in a properly themed setting.



Based on the thematic distribution of the park and the available land, I decided to place this major expansion to the north of Fantasyland, outside of the train tracks. The whimsical gardens and architecture of the land make a suitable transition to the separated area. The Fantasyland train station and meet and greet building in front of it are removed and rebuilt with the Arendelle style as an entry way to the land: steep pitched roofs with hand carved detailing, octagonal towers with wide overhang roofs, and a blue and brown color scheme. Guests can either go through the building to get to the land or along a path to the left and under the train tracks. There is also an entry from the Storybook Land area.

Guests passing through the train station building exit the other side to find the gate of the palace. There are also small retail locations on the ground floor. The access to the train station above is by the side doors of the building, which lead to grand stairs up to the platform. One side is entrance and the other is exit.

Through the open palace gate is the main square of Arendelle, with two large fountains and the steeply pitched grand entrance to the palace. The southwest corner tower is the entrance from the pathway around the train station. The attraction entrance is on the right of the main doors, the exit on the left, and the entrance to a sit down restaurant is at the northwest tower. A gate in the west wall leads to backstage and a gate in the east wall leads to the village retail area and the Storybook area. This retail area is the village of Arendelle, so has more rustic facades hiding a large shop.

The elements of the land are basically in one giant building behind the palace and village facades. From right to left, these elements are the retail location, the attraction and queue, the post show skating rink, and the restaurant.



I will start with the attraction. The queue entrance is to the right of the main façade and enters a regal side hall that looks into the main hall. The queues immediately turn left and back outside under an overhang and then back inside into a side building. After switchbacks it turns back towards the main hall. All of the interior spaces of the queue that are set in the palace are richly themed and dressed with tapestries, paintings, and royal fixtures. The queue in the hall curves around the royal seal on the marble floor and then deeper into the palace. Fastpass then turns right towards the stables of the palace, standby turns left for more time in the palace. The standby queue passes through the library, with tall ceiling height bookcases on the walls and in the middle of the room. On the southmost wall of the space, there is a large feature bookcase and a set of bookstands with large open books along the queue. The open books are projection mapped to show a storybook style version of the events of the movie. The queue eventually makes it back towards the stable area of the queue.

This space is much rougher and more rustic with exposed wood beams and stacks of boxes and barrels and hay around the queue. There are also windows that look out into the loading room, which is meant to be outdoors. The two queues are merged and then sent outside to the load platform. We find ourselves in a snowy forest with twinkling stars above. Ahead is a load platform where sleighs are dispatched. Four sleighs load at one time, each seating 8 guests. After loading and seat check, the set of sleighs move forward and through a large pitched roof wooden tunnel, like a gate.

Quickly before moving forward, I want to mention the thought process behind the story here. There is a lot of criticism for book report dark rides, and this is not one of those. However, I still knew I had some crucial moments from the film that needed to be visited. So I staged this as a post movie trip back to the Ice Palace, where Elsa still likes to retreat to escape from the palace. Anna leads the trip and visits some of the same locations as the film in the same order, but it is not simply a retelling of the film but an exploration of the environment. (Update: this is basically exactly what Frozen Ever After ended up doing, so I feel good with that choice now.)

Back to the ride. Once we pass through the tunnel and see a projection of the city in the near distance. We turn the corner and pass through the forest to a large projection surface. As we approach, a sleigh comes out of the forest with Anna driving. She tells us that she is glad to run into us, and that she is on her way up to the North Mountain to bring back Elsa and we can follow along. These first scenes are projection, but then the ride transitions to physical figures along the way. (Update: My original thought to make these projection was because I figured Disney would try to minimize animatronics. Apparently that is not the case, as there are more figures than I expected in Frozen Ever After. So this scene could be replaced with a physical Anna figure instead of projection.)

We continue through the dark forest, seeing first seeing the menacing eyes of wolves in the underbrush and then seeing a projection of Anna’s sleigh racing through the trees. We exit the forest and turn to find Wandering Oaken’s Trading Post. We see projections in the windows of the happenings inside. Across the path is an Anna figure, talking to us about the dangers of the forest. A projection surface shows her sleigh and reindeer sitting in the clearing. We then continue into the barn next to the Trading Post. Inside the dark wooden barn we meet Sven, eating hay, and then Kristoff standing next to his sleigh and greeting us, singing about reindeer. We exit again and out to the frozen crystal forest, with icicles hanging around us. Olaf and Anna are to the right, greeting us and trying to figure out the directions to find Elsa. (Update: this would be a good place for a copy of that totally amazing walking Olaf animatronic, standing on a snowbank to the right of the track. The scene could work with just Olaf, no Anna too if the figure is dynamic enough.) The forest transitions to the snowy rockwork of the mountain and again we see Anna, Olaf, and Sven saying that we are here. Sven repeatedly tries to bite off Olaf’s nose while Anna celebrates.

Now we have reached Elsa’s Ice Palace, the highlight of the ride and the main musical location. Couldn’t leave out Let it Go. The rockwork transitions to highly geometric ice walls that first enclose us and then open up to an important scene. To the right of the track is the transforming Ice Tower, which, in time with the music, magically grows bigger and grander as we pass by. We turn after it has reached its full height and pass right through the middle. Above us, we see the grand ice chandelier growing and pulsing in time. We exit the other side and turn to finally see Elsa wielding her powers and making it snow. Anna calls out to her, saying she is needed back at home, and we then exit the icy walls and back out to the snowy rockwork.

Ok back to describe how this scene works. This growing Ice Tower is my favorite part of the ride and one of my favorite designs overall. Its best to reference the elevations below, showing the start and end point of the growth. The effect is made with both mechanical actions and projection mapping. The main physical element is the top crown of the tower, which can raise up 8’. It sits outside the permanent center of the tower and has a blackout curtain above, so it appears as if the entire tower grows while just the top rises around the stationary center. The middle balcony does the same thing. It rises just 2’ up along the central tower. The handrails of the balcony also rise up out of the balcony as it raises, as if they are growing up. On the top crown, two geometric protrusions come out as it raises to add geometric complexity to the tower. Last, pointed arches slide out in the framed “windows” of both levels. Each side of the arches slide out horizontally from the side to form the completed shape. All of these movements would be supplemented with projection mapping to add icy texture and more changing detail on the facades. The entire change would happen in about 10-15 seconds so that each of the 4 cars can see the process. The changes only happen on this south side of the tower, while the other north side is permanently in its finished state.



Now inside the tower, there is another effect. An angled scrim is positioned above us which is a projection surface. The ice chandelier is projected here. Above the scrim is a physical set of an arched vault which is faintly lit and seen through the scrim. The projected chandelier grows below the real vault. Between the projection, the actual set, and lighting effects, the view above transitions from an empty vault to a grand ice chandelier. (Update: or, it could just be fiber optic effects like in Frozen Ever After. That looks pretty good too.) On the other side of the tower is the main Elsa figure, who conjures the snow and ice with fluid waves of her arms.

Back to the attraction. We leave the Ice Palace, and around the corner is the whole group in physical form, Anna, Elsa, Kristoff, Sven, and Olaf talking about going back to the palace and thanking us. We leave through a rockwork arch back into the load/unload room. We continue through the forest past a final scene of physical Sven and Olaf interacting and talking to us. Around the corner is unload and the spur to the maintenance bay. Behind the unload station is an extremely large window looking into the palace, specifically the Great Hall which is now being used for ice skating.

Guests exit the unload area and enter back into the palace and directly into the Great Hall to see the skating activity. Like the start of the movie, Elsa has made an indoor rink and invited us to join. The skating floor is over 6000 sq ft so should have a healthy capacity. Based on past skating attractions in parks, this would be an extra cost attraction. There is a small queue the leads to a payment and skates desk and a seating area to put on skates. Guests would have a half hour skate session with a new group of skaters every 10 minutes. There would also be Photopass photographer on the ice to capture pictures of skaters. Every 10 minutes, there will be an indoor snow flurry, accompanied by lighting and projections on the walls to bring winter indoors. Next to the Hall is the first retail location, which is where the pictures could be viewed. This post show area exits to another hall that leads back towards the exit to the main square. Restrooms and a side entrance to the restaurant area also located here.


The restaurant main entrance is in the main square, through a first open vault tower and down a hall to a second larger space. The rooms radiating from here are the dining areas. Tables sit under wooden beams and draped fabric sails. Anna and Elsa visit during dinner and have a photo spot in the large entry space. In the city square, Olaf has a meet and greet and there are also a few themed merchandise carts.

Back out of the square, the village resembles the area from the film and is entirely retail. The main building on the north side has multiple facades but is one large space. The buildings to the south are restrooms and an outdoor retail pavilion. The existing Casey Jr. Train passes through the show building, which is now an Ice Cave finale to the ride.



I think that covers everything. I think Frozen needs a high quality themed experience like this, and I hope that what really happens is even better. 

Comment with any questions or your thoughts about what kind of experiences Frozen should have in the parks! Thanks for reading!


Monday, October 26, 2015

Halloween at DHS and Halloween Town

Happy (early) Halloween!

The series about the Sydney Resort is over, and now we are back to regular posts based on the existing parks. Each month, there will be one more comprehensive post detailing a new attraction or maybe park expansion. I have plans for some good stuff coming up.

And for this month, October, I thought Halloween was the perfect theme.

I have previously mentioned my ideas for a new Halloween retheme and special event for the park currently known as Disney Hollywood Studios, so this post gets more indepth with that concept. It is a long post with alot of text, but I think a pretty cool concept.



So first: why Halloween and why this park?

Halloween has become likely the biggest special event season for theme parks due to the success of Halloween Horror Nights, Not So Scary, and the like. Covering both ultra scary and family friendly, these events are huge draws to parks. Disney has the family event covered and Universal has the adults. I see this as an opportunity to create a new event that covers the group in between.

From what I know, Disney has wanted to start up another event like this at DHS for years but for some reason it never has happened. The Villains events from the past few years probably didn't help. The limited content of these parties were great, but needed more. So this is my plan for that bigger event. To cover the demographic between the two main events, as well as those that go to HHNs of course, I have imagined this as an event based around a series of houses and attraction overlays that are not so much scary as startling. No gore, no death, but still suspenseful and scary to some, and entertaining and well designed for all.

The placement is DHS is fairly obvious because it is a more grown up park and its movie property basis lends itself to the event.

Also, I wanted to make this more than just a paid event and wanted to throw in some permanent theming and changes to the park for day guests, so this plan starts with some attractions overlays as well as other major additions.

So now an overview of the design. Note that this is all based on my design of the park expansion, not what was announced at D23. So there are some inconsistencies, most notably with the event theater that was built between my first design and now.



There are two elements to my plan for the park: the regular day time components and the special night time hard ticket event. First the day time event.

The below drawing diagramatically show the locations of every element in this plan.



Hollywood Boulevard is decorated to the season, as well as Sunset Boulevard, where the decor is based more on fall than Halloween. Toontown is also decorated with more whimsical Halloween decorations, like oversized spiderwebs. No other lands get permanent decorations, because that would break theme and time period for most of them.

Attraction overlays are are selected by how easy it would be to install the overlay, as in which attractions would be closed the shortest amount of time. I don't want to have any significant closures, and no closure is the best option. With this, I selected attractions that are primarily film so the transitions could happen over a few days or a night. They are shown with red outline on the diagram.

So the daytime overlays for the season are the Tower of Terror, Toy Story Mania, MuppetVision, and Toontalk.

For Tower of Terror, the exterior and lobby are redressed for a Halloween Party that never happened. New minor changes are made to the storyline and the projections through the ride are changed to reflect the Halloween party story. New lighting effects in the drop shafts are also added just to give a new experience.

In Toy Story Mania, the games are all changed for a new Halloween theme as well as some season specific props in the queue and loading area. This I believe was an original promise of the attraction, and I am a little surprised this has never happened before.

MuppetVision gets a new seasonal movie showing the Muppets filming a "scary" movie that doesn't go very well. Since the Muppets are currently in production for their show, it shouldn't be too hard to make a new seasonal film. I sincerely hope that Muppet Vision and the Muppet area survives the park changes coming soon.

Last, Toontalk gets a new storyline where the characters have a costume contest and tell their version of scary stories. It would have a similar tone to the current Laugh Floor and my proposed Toontalk.

In addition to the attraction overlays, a new seasonal show about the Villains is presented in the Hyperion Theater. (Rumor is that a permanent Villains show is coming soon to this theater, so this may soon be redundant.)

The last element is the biggest, and involved the most description. Inside the permanent event venue I proposed in my plan to the north of Rockin Roller Coaster (which is where the event theater is currently being built...), is a new miniland built just for the season: Halloween Town from Nightmare Before Christmas.




My design for the event space is complicated and large, so I'll go over that first. The below drawing is of just the event center without the Halloween overlay. The Halloween plan is coming father down so as not to spoil anything.

The entrance hall to the complex is off of a new trolley circle by Rockin Roller Coaster. The exterior facade is understated and continues the style of golden age Hollywood, so that it can blend in to any event use during the year. The elegant double height entry lobby branches off to Hall A to the left and Hall B straight ahead. Hall A has two stacked levels while B is just one. Hall A lower is 20' tall, upper is 35' tall, and B is 40' tall. In the entry hall is a gift shop on the left of the entrance and a kitchen and snack location to the right. There are three main public staircases up to the upper level of Hall A as well as multiple escalators and elevators. One set of each is located inside Hall A. The rear of Hall A is a service area with a large freight elevator and loading docks on the ground floor. Restrooms are located adjacent to Hall A on both floors. Additionally, there is a smaller Hall C on the second floor adjacent to Hall A that is designed to be primarily a permanent retail location.

I tried to layout the building to maximize use for different events through the year. The various Halls can serve different functions of different sizes, with Hall A upper being big enough for large presentations. The kitchen is placed so that it can serve the snack location in the entry hall or a temporary built location somewhere else in the building.

For Halloween, this building is the center of the special additions and every Hall is used. Hall B holds two houses for the night events, Hall A lower holds a special attraction, Hall A upper is Halloween Town and a house, and Hall C is a retail location.



Focusing on the daily experience, guests enter the entry hall, which is dressed as a movie theater. This is because one of the night time houses is themed to a haunted movie theater, and it has its entry and exit on the ground floor. Halloween Town begins at the top of the stairs, on the mezzanine overlooking the entryway.

On the mezzanine is a large set piece of the town gate, opening up towards the entrance doors to Hall A upper. To the left of the gate is another smaller facade that disguises the entry path to Hall C, the retail space.

Because this is a temporary seasonal instillation, the theming strategy is limited but hopefully effective. There are a limited number of set pieces, but they are large and well themed and supplemented with less detailed built ups, artificial trees, and ground treatments, such as fake grass.

Lighting and special effects are also crucial to set the tone here at the entry and inside the main hall. This space is lit as if illuminated by the moon, surround sound around the space creates the illusion of life, and lighting and projections on the back wall and suspended moon show the moody sky. The main Town Hall facade is also projection mapped so that it can change through the night.

Inside the entry doors is the main center of the Halloween Town, with the large City Hall facade and central fountain. There are 4 main elements to the city.



Starting from the right of the entry doors, the first is a snack location. A large semicircular canvas canopy is supported by faux stone and wood pillars with two large themed food carts sitting below it. Fake stone walls set pieces sit against the real walls behind the carts. Next to the canopy is a small seating area. There are more tables across the path, surrounded by a half height curved stone wall.

Next is the entrance to a new seasonal attraction that is located in the lower level of the Hall. More description about this in a second. The entrance facade is a stone building that is made of temporary themed walls on the lower section and a large suspended roof set piece above. The partial dome roof is large and iconic to draw guests to this attraction. Smoke periodically emerges from the top of the roof.

Next is the Town Hall building, which is the entrance to the maze of the land that is open during the nightly events. I also considered having this maze only open during the day but unstaffed with actors, so that it is more of a environment walkthrough that a scary maze. That is a possibility. There is no public interior of the building, just a storage space.



In front of the Town Hall is the fountain, which is functional, and the circular court defined by small low walls. There are two ministructures built into the walls that are just there for visual density and have nothing inside. Also by the circle is a large interactive character tree, like the one in the movie that talks. During the day, the tree interacts with guests.

Last, to the left of the entry doors, is the entry path to the previously mentioned retail space. By the path is a highly themed retail cart. Another small facade marks the entrance to Hall C.

Inside the retail space, the themeing consists of wall dressings, hanging lights, and lightly themed merchandise stands and tables. This is meant to be Jack's storage space for his Halloween and Christmas collection. This space would be regularly used for retail, so some of the needs, like counters and wall shelves would be built in.

Ok back to the attraction. I wanted to include something substantial in this seasonal land, so an attraction seemed like a good idea. But to be seasonal and realistic, it needed to be small and portable. So after some research, I decided on a truck bed simulator for the attraction. I based this on a model I found online that seats 28 per car, so I decided on 8 trucks for a rough hourly capacity of around 1600-1700, which is probably good for something like this.

The queue begins at the previously mentioned facade in Halloween Town and travels down a hallway toward the staircase down. We have entered Jacks workshop, where he invented the items necessary to take over Christmas. Inventions and prototypes of his flying machines hang above the queue. At the bottom of the stairs, the chain queue turns and enters a room built of temporary walls. Jack's drawings and photos cover the stone walls, leading to the final queue room, where bone chandeliers hang above.

Guests are split to one of four queues, each of which loads two simulators. When time to load, the double doors in the stone wall open, leading guests to the staircase up to the simulator. Each seat 24 total, with six rows of four and a small aisle in the center. Guests load from the back, with the screen straight ahead. The simulator and what is visible of the truck is themed as a wood and stone flying machine on a stone and metal launch pad.

After loading, Jack greets us on the screen and tell us about his new invention for a reindeerless flying sleigh, which we are going to take a ride on. The attraction take us on a medium thrill flight through the iconic locations of Halloween Town, to the forest, into Christmas Town, and back. Since its a smaller simulator, it does not have as much motion as other permanent versions.

Guests unload back down the stairs and through the door, and then move south towards a hallway that wraps back to the escalators on the north side. That then takes them back to Halloween Town.

The last information about the daily Halloween Town is that it would feature a small group of characters and entertainers, including Jack, Sally, and the Mayor, who would rotate throughout the day.

Also of note is that the land would remain through Christmas, since the property fits both just as well. The facades are redressed with Christmas decorations and fake snow, the maze is removed, the simulator gets a Christmas specific movie, and the merchandise switches to Christmas only. Projection effects on the walls make it appear as if a constant light snow is falling.




Now on to the night time Halloween event. The basic premise is that the Villains have broken out of the movies and taken over the park.

The event is composed of an entrance show, three Villain take-over zones, a special version of Fantasmic!, a closing fireworks show, special versions of three attractions, and up to five houses.

The entrance show, which takes place on the central stage, is the takeover of the park by the Villains. The villains from Disney, Pixar, and Star Wars properties emerge from the movies to take control for one night of chaos and fear.

The three Villain zones are comparable to scare zones, but less scary and more cool environments featuring the Villains from each land. These areas are light purple on the map.

The first zone is Animation Courtyard, where animated villains roam and greet guests. There are no formal meet and greet lines and the characters move freely in the area to interact. Only a few are out at any time and rotate through the night.

The second is in Pixar Place and is actually three separate areas. By the Monsters Inc area is a full scale child-outbreak, filled with CDA agents and trucks, scanning spotlights, smoke, and panicked monsters. By the Incredibles is a full sized Omnidroid attack, featuring a parade float sized Omnidroid. The area near Toy Story is themed to Toy Story of Terror. Additionally, other characters roam the areas, like Zurg, Pete, and Lotso.

Last, Star Wars is overtaken by Bounty Hunters and the Sith. The villains of the galaxy are found in the main courtyard of the land and periodic street events show the arrival of Storm Trooper battalions or Darth Vader.

The special Fantasmic! is an alternate version of the show where the Villains replace Mickey from the start, and ultimately win. It features new stagings of some of the same scenes with new focus of the Villains, and ends with the dragon triumphant. I decided it would be off brand to have Mickey defeated, so instead he isn't present at all. This is entirely the dreams of the Villains.

The closing fireworks show is similar to those done in the past for Villain events, featuring fireworks shot off over the Chinese Theater. It also has some stage show elements on the central stage with the Villains regathering from their night of power and eventually being sucked back into the movies.

Three attractions have special dark versions during the event, like the daily overlays. These are purple outline and color on the diagram.

Tower of Terror, which already has a new day version, gets a more intense night version. The night version features a longer and more extreme drop sequence, a scarier projection storyline, and new effects in the 5th Dimension room including a live actor. This is now meant to be an intense ghostly experience.

Rockin Roller Coaster gets an overlay that removes the Aerosmith story and becomes a haunted coaster. The ride vehicles take a wild trip through the pitch black city, with absolutely no light inside the show building.

Dr. Jones's Warehouse gets a new darker story that takes advantage of the effects and liver performer of the experience. Now, once inside the warehouse, the spirit of one of the idols possesses the guide, leading to more chaos and no happy ending.

Last, the houses. As you have seen, the Halloween Town maze has been fully designed, and the other 4 have concepts. I will start with those. Also, I suggest 5 mazes here, but maybe the event would start smaller with 1 or 2. Or maybe 5 isn't enough. That is the kind of thing I can never plan for. These are orange, and if you zoom in, you can see the entrance and exit paths on the diagram.

The first maze starting from the right is located in a tent behind Tower of Terror. The queue starts at the circle on the path to Fantasmic and exits down the path by the Fantasmic theater. This maze is the Disney Villains maze, and takes guests through the lairs of the most famous villains. Ursula's undersea cave, Gaston's antlered pub, and Queen of Hearts hedge maze, and Dr. Faciliars voodoo shop all appears in the house. The characters are all realized as face characters with detailed makeup and costumes. This is the lightest and most family friendly of the mazes.

The next house is located in Hall B of the Event Center and is themed to the Tower of Terror. The queue begins in the gardens in front of the Hotel and leads backstage to the Hall, where a new facade for the Hollywood Tower Hotel Convention Center is built. The house takes us through the haunted halls of the building. Scenes include the lobby, art gallery, kitchen, garden, and ballroom, all fully haunted with both live performers and Haunted Mansion style special effects. The exit path goes around the Tower ends at the exit of the attraction.

The other house in Hall B is themed to classic monster cinema. The entrance and exit are both inside the entry hall of the event center, the entrance on the left, exit straight ahead. The queue leads out to a back courtyard between the Halls, where the queue is located. The line leads into the Hall and, once inside, through a large movie screen of the haunted theater. The house goes through classic monsters like Werewolves, Vampires, and Mummies. Because the classics are not Disney's, these are new versions and generalizations of the classic styles. The two houses in this Hall are both medium intensity.

Skipping the Halloween Town maze for now, the last maze is located in a tent behind Rockin Roller Coaster. The queue and exit go through the trolley gate and down the backstage path. This is an undefined theme at this point, but would be more intense than the others.

Back to the designed maze. The entrance is to the left of the Town Hall building. The queue winds around the garden behind the facade, through fake dead plants and trees and under the projected moon. It enters through a small mausoleum building, and the maze begins.

Guests pass though a few layers of curtains and turn right to enter the backstage of the Town Hall. Christmas boxes and a large tree fill the room, and on the curtain in front of us is the projection of a shadow of Jack giving out instructions for his Christmas celebration, specifically talking to Lock Shock and Barrel. The christmas lights twinkle and the smell of cookies fills the room. On the left behind the tree is the first scare point, where a citizen of Halloween Town pops up to startle us. Another actor pops out from a curtain on the right, pushing us forward.

Through a curtain, we enter a vortex tunnel, where footprints and bats spiral around us. On the left, a section of the tunnel is constricted of projection scrim and Lock Shock and Barrel are projected on it, singing "Kidnap the Sandy Claws" and occasionally popping out at us. Through a curtain at the end of the tunnel is a projection of the moonlit hill side, with their treehouse silhouetted, and with rock work blocking our view to the left. An actor dressed as Barrel pops out from the right.

Around the corner, we find a large scene of the treehouse with a cyclorama background, The path goes over a bridge and under the overhang of the house. A live Lock pops out from behind the rocks on the right, and an animatronic of Shock pops down from the above treehouse as we walk under.

Through a side door, we find ourselves inside the house. It is dark and dingey and filled with junk. This room has an assortment of cages, some filled, some not. One large cage at the first bend has a live performer that startles guests. Around the corner, we go down a narrow hallway that has large paintings on the right side, one of each of the three and a fourth of Oogie Boogie. The paintings are actually scrims and are swinging doors, so actors behind can suddenly appear behind some of them.

At the end of the hall, we find a larger room with the walking bathtub in it, which is a low movement animatronic. There are three scare points, one for each of the tree around the room. We are then led into a large metal tunnel that heads down to Oogie's lair. The tunnel narrows and winds towards a dark room, where there is a large blacklit gateway on the left and a scare point on the right, pushing us deeper towards Oogie Boogie.

The path leads into a classic mirror maze, where we have trouble finding our way through except for the black lit arrows that flicker and fade. There are two places where one way mirrors hide scare actors that can randomly appear. Everything is neon and gaming themed from this point on, including the actors. We make it out of the mirrors and into the main rooms of the lair. In the first room, a set of neon columns defines the path, and with careful placement of a mirror at the front and back, it seems as if the columns go on forever. A actor pops out between the columns.

The next room is the main game space, with stacks of die everywhere. On the left is the spinning wheel and the right is a large spikey gate, which can pop open to reveal another actor. Before turning around, we are startled by a large moving cowboy, like in the movie. An actor slides the figure forward towards the guests path. Next a neon skeleton actor pops out from around a large spike press, leading us into the main roulette wheel scene.

We walk around the wheel, surrounded by menacing playing cards, each with eyes that follow us. Before exiting, we are startled by one actor that blends into the last card. The next scene shows an animatronic Santa on a table along with Lock and Shock actors. Barrel is just around the corner to scare us to the last space.

We pass a projection wall of a spinning wheel, choosing our fate, and we go through one more curtain to find an animatronic of Oogie Boogie himself, who has a personalized remark related to the result of the wheel. We pass one more scare and go through a set of curtains again and out of the main maze space. In the last room, we again pass Christmas boxes and receive one final post maze scare from our right before we exit back to the public and down a path towards the gift shop.

This design for a maze would include 24 live actors as well as multiple behind the scenes roles to operate and maintain the lighting, projections, sound, and animatronics. On the plan of the maze, the red dots show the actor positions.

The other mazes would be of similar design and scale, though I didn't have time to design more than just this one.




Wow, done with that long, but hopefully enjoyable description.

I'm sure I didn't say everything that I meant to for this event, so if you have questions feel free to ask.

The tentative plan for next month is a new original attraction for EPCOT. Hope to see you back!



Tuesday, September 29, 2015

Sydney Summer: Fireworks and The End

Part 2: Theme Park Overviews
Part 3: The Resort Outside the Parks
Part 4: Main Street and Fantasyland
Part 5: Adventureland
Part 6: Discoveryland
Part 7: New York Harbor
Part 8: Hollywood Boulevard
Part 9: Disney Animation Studios
Part 10: Marvel City
Part 11: Star Wars Spaceport



The final and possibly shortest part of the Sydney Resort Series: the night time fireworks entertainment. This post will cover more infrastructure and less story. 

When planning both parks, I constantly kept in mind how a night time show would work and how my design choices impacted those shows, such as square footage of the viewing areas. This post presents a diagrammatic plan of the infrastructure and viewing areas for both shows. 



For Disneyland Sydney Park, the main show occurs in front of the castle, like all others. I imagined it as a show in the Disney Dreams style, so heavily mixing fountains, projections, and fireworks to tell a complete story in multiple dimensions.



I'll start with the projection system. I have includes four long throw projectors on the rooftops of the Main Street buildings. They are spread to cover the castle from all four angles as well as the side walls on either side of the castle so that projections can move the full width of the hub. Additionally, there are smaller projectors in the small turrets in front of the large wall end turrets. These are directed at the front of these large turrets. 

Next, fountains. The system is symmetrical on either side of the castle. Each side has a large mist screen with a rear projector, hidden in the castle walls. A network of fountains in the moat wrap the front of the hub. A smaller system is in the rear ring of the hub. 

Fireworks are the next major element of the show. There are five low level firework launch platforms on the rooftops behind each side of the castle. One on each side flanks the edge of the hub for special shots. These would all fire low level pyro, like the fireworks used in Disney Dreams. Additionally, there is a major launch point on top of the ship at the rear of the park, capable of firing large shell fireworks. The circles on the map show the approximate fall out zone for each type of firework. Limited areas of Fantasyland, Adventureland, and Discoveryland are closed before each show as they are in the fall out zone, noted as crowd control lines on the map. 

The last element of the show is drones, something I know is being considered for future fireworks shows and has also been used before on small scales. The two raised building sections marked in green, which are also the access towers to the rooftop for fireworks loading, are the launch point for various drones during the show, most specifically a fleet of floating lanterns for a Tangled segment. They would strictly fly over the fireworks fall out zones and closed pathways, never over guests, and could be grounded in event of wind. 

As for the story, I believe it should be a series of scenes connected with a main story. Since it is Rapunzel's castle, the main story could be Rapunzel telling some of her favorite stories in some kind of Festival of Lights.



Over to Hollywood Adventure, the nightly show is a new version of Fantasmic based at the Chinese Theater. It uses basically the same setup of infrastructure in a different way. 



For projections, there are two projectors on the Hollywood rooftops, aimed at the Theater, primarily to project on the front legs of the theater as well as the main pinnacle. 

The body of water in front of the theater also has a full system of fountains including an extra wide mist screen wall. Because it has to cross the solid ground of the stage, a series of pop up misters rise out of the ground to create the solid wall. Rear projectors in the theater facade are aimed at the wall. The wall and projectors are split so that either the full wall or just the sides of the stage can operate at any time. 

The fireworks include six low level launch points fanned out behind the theater and a large shell launch platform centered behind the theater. 

The main element of this show is live performance. The central stage is accessed by ramps on the side and stairs at the back. Two retractable light towers sit behind the stage and raise and lower throughout the show. To the left of the theater is the garage and entertainment building for the show. Set pieces, props, and characters roll out from here and either enter into the inner courtyard of the theater through a large door or around to the front and to the stage. Additionally, there is an access point for Mickey to appear at the top of the theater to end the show. 

The story here would be like the other incarnations of Fantasmic, but with different scenes. The basic premise would be that during a grand Hollywood premier at the theater, Mickey falls into the world of film come to life, so properties from the park are featured as well as other modern and classic Disney films. The finale would be the same, with a Malificent dragon that appears in the theater courtyard, threatening to bring down the premier. Mickey defeats her, allowing the show to go on and a big firework finale. 



And I think that will be the end. This is a park that I have been contemplating for a year or two and I have put a lot of thought into it, but I think its time to move on to something else. 

I'm prepping a few posts to finish out the year and I think it's some really good material. 

However, I am also getting busier and busier with school work and some freelance design work, so to keep quality up, I think I need to reduce the post frequency. I know, you probably don't want that, but I need to do it just to keep up with new content. But I promise it is going to be good stuff, and back to expansions to parks you know. 

So from now on, we are going to one post a month, probably mid to late month. 


Thanks for reading!