Saturday, June 29, 2019

Islands of Adventure 2019

With the opening of the acclaimed new Hagrid coaster, I took another look at Islands of Adventure and drew a plan of a personal, idealized vision for the park:


PORT OF ENTRY: I'd like to see the return of the Island Skipper Tours to the central lagoon.

SEUSS LANDING: Here I added a Jungle of Nool family boat attraction that follows the story of Horton Hears a Who.  Maybe it could incorporate some songs from the musical.

ATLANTIS: This reshaped version of Lost Continent is the most radical change for the park.  It takes the current aesthetic of Mythos/Poseidon's Fury/Shop and makes that the style of the area.  All traces of the Sinbad area are gone).   

Poseidon's Fury is no more.   While elements of the exterior, queue and pre-show could be kept & re-purposed, the new attraction is a major E-ticket darkride with thrill elements.  The top of the show-building is fully-themed to temple ruins.  Inside, 1930s pulp adventurers (Kong's Eighth Wonder Expedition Co.) are here to guide guests in jeeps to the ancient Gateway of Atlantis.  

 A heavily-themed topsin ride is added to give the land a 2nd attraction.

WIZARDING WORLD: The major changes seen on this plan are all about completely disguising attraction & backstage buildings.  As seen below, Hogwarts School's northern half is added to complete the recreation and disguise the showbuilding.  Rockwork is used on the top of the western building that is visible from Port of Entry/Jurasssic Park.

For the new Hagrid Coaster, the drop building treatment in my drawing is changed from painted trees to rockwork and moss-covered abbey ruins.     

JURASSIC PARK: I've not included the upcoming coaster because rumors are making it out to be naked gigacoaster, which may undermine the idea of visiting the actual Isla Nublar versus an amusement park.  I like the Visitor Center ensconced in a lot of trees.  Velociraptor Encounter gets a new location.  The clutter of boardwalk-style games booths is gone.

TOON LAGOON: The theater is removed for a Scobby-Doo themed haunted house interactive darkride.

MARVEL SUPERHERO ISLAND: The Fearfall is replaced by an Ironman shooter omnimover as imagined by concept artist Phil Saunders for a Marvel park in the Middle East:


Tuesday, February 19, 2019

The Star Wars Era Begins

I've drawn a lot of variations on the DL plan over the years, but this one marks the first incorporating the monumental Galaxy's Edge and the truncated Rivers of America.  I jumped the gun a little and will likely have to make some alterations once it opens, but this plan - based on the model and latest aerial photos - provides an illustration of how the northwest section of the park will look going forward.  

With Star Wars in the bag, one can look at the rest of the park and imagine what changes one would like to see take place next.  For me, these typically always come down to five key areas:

1. Replace the English Pooh in the Western-set Critter Country
2. Create a 2nd Main Street to ease the bottleneck.
3. Re-do Tomorrowland, stem-to-stern.
4. Replace the tented Fantasyland theater.
5. Re-imagine or Re-develop the Northeast Corner (Subs & Autopia)

MAIN STREET & LIBERTY SQUARE: I added a small indoor arcade and Liberty Square, inspired by Colonial America, to serve as a secondary egress route that this higher capacity park could use.  All the Americana-based exibits at the Opera House would become part of new attraction.  The Opera House would then become home to more expansive museum on the history of the park & Imagineering, featuring ongoing displays of models & artwork.

NEW TOMORROWLAND: Now that space fantasy has its own land, I've imagined a Tomorrowland that revives the real world, techno-optimistic futurism that it was its original theme.   A new version of Horizons would take up the CoP building.  Star Tours gets re-themed.   Buzz goes away, replaced by a Plus Ultra Society Headquarters.   New Peoplemover.  New restaurant extending out toward the Hub.


FANTASYLAND: A version of Maurice's Cottage goes on the footprint of the old Skyway building and houses a meet & greet.   The Theater is removed for a LPS darkride based on Tangled.  Its queue winds through a forest to the hidden valley of the tower.   Train Station gets relocated to Toontown.


SHADOWLAND: An evil version of Fantasyland.  Ramshackle medieval facades front an E-ticket, similar to Shanghai Pirates in scope, that features all the Villains coming together - a ride concept rumored for years.   Other features include an Ursula-themed spider flat-ride, castle ruins to explore and a pub where all the villains hang out, similar to that of 'Shrek'.  A new covered theater for live stage shows is added.
CRITTER COUNTRY & FRONTIERLAND: I included another take on a Country Bears Coaster (there was one in my last DL plan) - similar in scale to SDMT.  It features several indoor and outdoor musical scenes and many AA bears and critters.  A western Vaudeville show returns to the Diamond Horseshoe, and TSI loses its Pirates overlay.

GALAXY'S EDGE: Not a lot to add that hasn't been analyzed in detail as we approach opening day.  There have been some very impressive lands added to existing theme parks in the current era (e.g., Diagon Alley, Hogsmeade, Pandora, New Fantasyland, Carsland), but this one looks to top them all.  The model alone is an intricate work of art, and I appreciate how the land's central visual motif was inspired by Frontierland's petrified tree.  Here's hoping it can deliver on the huge expectations.  I left the expansion section as is, for now.  Connecting it to a modified or replaced Toontown could be part of a drawing at some point. 

Saturday, November 10, 2018

Neverlands Re-Visited


It's been a while, so I guess the time has come to dust off the blog and post something.  As mentioned earlier, as a companion to Yesterlands 2018 I had drawn another version of a Neverlands Park comprised (mainly) of the concepts that have been teased - but never built - for the various parks around the world.   These cancelled lands and attractions tend to be the juiciest (and often most expensive), so this will be fun one to explore and steadily reveal.  As usual, I've tweaked, altered or expanded all the never-built concepts to fit my vision for this particular organic park.  Check back for updates over the coming weeks.

Hope you enjoyed this drawing and imagining of a Neverlands park.   You'll note that next to the Yesterlands Park of a few posts back, they were designed to compliment each other, and there is minimal thematic overlap (e.g. that had Real World Futurism, this has Sci-Fi Fantasy), so they could both theoretically be part of the same multi-park resort.

LONDON SQUARE: This urban entry land is designed to bring to life the madcap, winding streets of Victorian London.  Such a land concept was part of Michael Jackson's never-built theme park, and London-based sub-areas have been part of unrealized proposals for Anaheim (World Holiday Land) and Shanghai (a World Bazaar of international locales for the entry land).  The three-to-five story building facades are a smorgasbord of styles as seen in the world's Alpha City at the turn of the 20th Century. 

Unlike most entry lands, this one has several significant attractions in addition to transport (hansom cabs), streetmosphere, dining and retail (e.g. Harrods).  It makes use of the upper levels, as cities must, to fit all this in.   For example, reflecting London's elite gentlemen's' clubs would be the 2nd floor East India Club, themed to the Raj.   Specialty Shops can also be two stories, with ornate wrought-iron open elevators.  Within a foreboding aristocratic Townhouse, is the early version of the Haunted Mansion which was  a walkthrough featuring things like rotating bookcase passages and secret floor elevators (see art above).  This attraction would mirror the walkthrough version of Pirates found in Treasure Cove.  Double-decker, red electric trams ply the roadways.  

The newest never-built attraction in the world may be the cancelled theater for the MK.  That finds a place here, re-themed to a West End stage - with all the interior and exterior detail and ornament of the grand theaters of old.  Off of the World Gardens hub is a recreation of Cherry Tree Lane, which might house the never-built Tony Baxter Mary Poppins darkride.   On the opposite side of the land are two attractions that were proposed for EPCOT Center: a Charles Dickens rotating animatronics theater (like Carousel of Progress) and the elaborate Thames River Cruise.   I think it is important to include enriching, sophisticated attractions and design (e.g., authentic recreation of historic structures) such as these in the parks I draw.

London's two most recognizable landmarks might be St. Paul's Cathedral and the Elizabeth Tower (aka Big Ben).  The latter forms a neo-gothic entry gate structure, which does not try to recreate Westminster Palace - which would be awkwardly scaled - but is its own landmark structure inspired by it (complete with Little Ben).   A forced perspective St. Paul's is a roof element over the Poppins show-buildings, so the quintessential Victorian London vista (above) may be had from various points within the park.

SCI-FI CITY: This land is inspired by the ambitious plans for Tokyo's Tomorrowland, which went through several iterations and was nearly greenlit.  I believe it was cancelled due to the already extreme expenditures associated with the building of TDS.  While Magic Kingdom's New Tomorrowland only covered the front third of that land and featured only one dedicated original attraction, the Tokyo version would have re-imagined the land from stem to stern, as a fantastical, kinetic spaceport. 

The only attraction here not linked to the Tokyo project is the Robot Battle Arena: one of several proposed replacements for Anaheim's Carousel of Progress/America Sings.  I believe this was to be a SFX theatrical experience centered on android gladiators.  

The Tokyo never-built attractions are numerous and big: The northern half of the land is CraterTown, which is full on unusual space rock formations and even more unusual denizens.  A giant crashed spaceship houses alien dining, retail and a Space Biker Bar.   Lunar Rovers is a go-carts-Flying Tires-Aquatopia hybrid, where drivers control their own ATVs (trackless) to explore an alien landscape.  Rockitbike Racers involves riding side-by-side hoverbikes in a high-speed drag race on an elevated track over and throughout the land.

Space Mountain's replacement is the Cybermid - which was to have been a Rock n' Rollercoaster re-theme involving a launch into the Computer Mainframe (precursor to Tron?).   At the center of the land is an Astro-Orbitor, unbuilt in Tokyo.   Sci-Fi City Zoo was likely going to be an indoor attraction, but here I've imagined it more like an actual zoo setting, with creatures (AAs) from distant planets on display in humorous vignettes and extraterrestrial habitats.

The final attraction is UFO Encounter (see art above), of which little is known, but appeared to have been some kind of vertical free-fall dark ride on the scale of Tower of Terror.

BEASTLY KINGDOMME: This land is an interpretation & expansion of the famous never-built area of Animal Kingdom.   This version features a much larger fantasy-medieval retail and dining area - The Village.  Here is the Loch Ness Landing restaurant, where the Scottish beast would occasionally and fleetingly appear in the nearby lake.   There is also an aerial carousel featuring mythical flying creatures.  Quest for the Unicorn is an elaborate hedge maze leading to a natural castle and waterfall grotto below.   In the northwest, the setting changes to mythical Greece for the Fantasia Gardens C-ticket family boat ride based on scenes from the animated feature.

 The E-ticket of the land is Dragon's Tower, which I've made bigger and better, with melted and ruinous fortress ramparts and spires built into a towering mountainscape.   Through the long and elaborate queue, it becomes clear that this castle, ruled over by a malevolent, Smaug-like dragon, is also populated by his minions, the Orcs.  Orcs are present in AA form and were the builders of the crude and ramshackle transport system that is the coaster track.

The plaza before the attraction features the Stone Henge-like circle as depicted in the above art.

This is a suspended gigacoaster, something you rarely see in the parks I draw, because I'm a big believer in creating a highly-theatrical and believable environs, which a giant naked coaster track tends to undermine.  So every "orc-built" pylon would be themed to the hilt (it's nice having an unlimited budget), something like what I've illustrated below.   I believe the original Dragon's Tower story involved greedy bats enlisting guests to get into cauldrons (coaster vehicles) for a mission to steal the treasure from under the fire-breathing dragon and almost becoming toast in the process.   Giant Bats - complete with flapping wings and smelling a bit burnt by the end - would disguise the coaster chassis-track mounting, as in the art above.

WORLD GARDENS: The smallest "land" of Neverlands is the central plaza.   It is based on an unused concept for Hong Kong in which the park's centerpiece was to have been a castle version of It's a Small World:

Laying in front of the park's centerpiece are manicured, rolling gardens - like MK's original hub - with lots of benches, flowerbeds and shade trees.  This is an area for relaxing respite.  Having a main, off-hub restaurant is somewhat standard, and here I've included one that continues the Mary Blair styling of IASW (something like this was rumored for Tokyo's New Fantasyland 1.0). 

ADVENTURELAND: This is probably my favorite land archetype, so it was nice to be able to create a super-sized version.  Like the existing areas, this land offers a globe-trotting experience, with its disparate locales connected by a feeling of old-fashioned, pith-helmeted exoticism.  

From the park's center, the first area reached is an Arabian Bazaar with a long, suspended Magic Carpet darkride through the stories of the Middle East (based on an early plan for EPCOT's World Showcase).  The Bazaar transitions eastward towards the Orient with a large restaurant based on a Chinese Fireworks Factory (Anaheim Discovery Bay).  The path then arrives at an area based on EPCOT's unbuilt Africa section with a musical theater and treehouse.  The approach from Treasure Cove is through dense jungle to a Base Camp where explorers may dare to enter Fire Mountain, a morphing indoor coaster proposed for the MK. 

The land's center is occupied by a terrain-following, launched, mine coaster that takes its name from DAK's unbuilt attraction but its scale from the larger E-ticket dinocoaster planned for an early version of HKDL's Adventureland.   The coaster speeds above and below the land's paths and includes indoor scenes featuring AA dinos or their fossils.  Another major dining venue is the Fuselage Grill, based on a concept by legend George McGinnis for Tokyo Disneyland - it was built of salvaged parts of crashed aircraft.  

As was originally the plan for DAK's Asia, a huge part of the land (and park) is devoted to Tiger River Run.   On an excursion that might last longer than twenty minutes, large rafts ply through the ruins-strewn wilds of India, inhabited by hundreds of real animals - all appearing to be free-roaming (barriers hidden by berms or rockwork).  For the attraction's finale, the dual-rafts detach go up a lift and enter a dangerous ancient temple for a thrilling white-water experience through deep jungle, culminating in a drop back down to the slowly moving river for debarkment.

TREASURE COVE: This is a land-type that was finally built in Shanghai, but conceived earlier for  Hong Kong.  The great Eddie Sotto's Laffite Island proposal forms the centerpiece of the land.  You can learn about that project in great detail on his site here:.  The Island is an interactive playground reached via numerous bridges or by a tunnel accessed through the old Mausoleum.   Human-powered Canoes circle the island (something conceptualized but never built in Hong Kong).

The land's largest landmark and weenie is Skull Mountain, also never-built in Hong Kong.   It's a Splash Mountain-esque version of the classic AA-based PotC attraction, culminating in a 50-60 final drop into the lagoon.  In an attached building is a table-service entertainment dining venue (i.e. Biergarten) with a facade of the sterns of salvaged ships. 

  One of the most interesting ideas for Shanghai was a very ambitious lagoon stunt show featuring tall ships battling.  As seen in the art above, the viewing area and backdrop is disguised as a coastal town built into granite pinnacles. 

On the far side of the land is the Village Area featuring retail, dining and a shooting gallery (never-built in Paris).  The original form of the legendary Pirates ride was a walkthrough - this version has advanced, integrated effects and it anchors the area in the form of a Caribbean fort.


Wednesday, August 22, 2018

The New Shape of TDS

At the beginning stages of theme park mega-projects such as the forthcoming expansion of TDS - when years lie ahead before we see what it will actually look like - I try to visualize based on the early hints released to the public.

What I've drawn is likely quite different from what is actually planned, but I had fun imagining the possibilities for this unexpected 8th port.  I didn't pay too close attention to the info that's on the net about facility square footage, expansion acreage or number of buildings.  Instead, I took the basic ingredients (the announced attractions and other features), the artwork, and the land available and I sketched a layout.

You'll note the current TDS expansion pads are filled in, and I dedicated them to original, non-IP attractions to counterbalance the huge injection of animation IP that's coming.  Lost River Delta gets a Central American jungle jaguar rapids ride.  Med Harbor gets Soarin' as it will soon open in 2019.  Finally, if the Central Energy Plant is relocated and opens up a plot in Arabian Coast, I added a less-kid-friendly '40 Thieves' darkride (C- or D- ticket spook house) to diversify the land's content.  The new area would reflect the more flat-topped kasbah's of North Africa than the Persian influence onion-domes and minarets of the current port. 

Fantasy Springs
I used the key artwork above as a major influence in my plan.  I imagine this view coming from a hotel room, looking down into the land towards TDS proper.

 Above  is a view you'd have with your back toward the Neverland Area and look southward (in the plan) towards the Tangled area.  

Neverland area, looking across Lagoon:

I imagined an extensive garden-like Springs area with lots of rocks and water feature on the parkside approach to the Hotel, not unlike the gardens in front of the DLP hotel (see artwork below).

Some design notes:

-Since access from the park to the expansive new area is a bottleneck, I created dual paths around a flowing stream, underwhich passes the backstage access road.  This came at the expense of the Jasmin carpets, but will help ease congestion.

-The showbuildings and their mountain fronts form a visual berm to insulate the land from outside intrusions.  Paths wind to maxmize visual impact/reveal of major landmarks.

-The hotel gets a footbridge to access the existing Resort Line station.

- Possibility of connecting the land to TDL (if Toontown is replaced with more Fantasyland) in the space northeast of the Arendelle castle (south of Frozen Mountain).  

- Snuggly Duckling and Arendelle restaurants could share some kitchen facilities.

It will be interesting to see what actually comes to be in the end and just how far off this is.

Monday, April 2, 2018

Yesterlands II

 ** Final UPDATE up **

Back in the beginning of this blog I created a Yesterlands concept plan as a repository for extinct attractions, restaurants, shops, entertainment and other features from all the worldwide Dis parks.   In the subsequent years, some of my favorite attractions have unfortunately been sent off to Yesterland, as a have a number of things I won't miss as much.  So I decided to try a new Yesterland park from scratch.  

In this imagining, as in the first version, the pieces aren't always exact facsimiles copied & pasted into a new master plan: I gave myself the freedom to make some alterations to allow for an idealized theme park.   

This will be a slow reveal, so check back regularly.

THE GREAT OUTDOORS: This entry land is an amalgam of the extinct Bear Country (DL) and Camp Minnie-Mickey (AK).  It is a National Parks-Adirondack-North Woods version of AK's The Oasis.   This provided a nice change-up from my first Yesterlands park which had a typical Main Street but with lost features.  

Like The Oasis, this land is dominated by nature, such as the stream from Camp Minnie Mickey and a pine forest environment, with only a few built structures in the craftsman-Adirondack style seen below.  There are four CMM gazebos for meeting the characters off on side paths.  

Reaching the inner ring, the Country Bears (extinct at DL) host the major off-hub restaurant - this park's equivalent of Plaza Inn or Crystal Palace.  The AA bears would perform numbers intermittently on several stages around the large dining hall.


THE HUB: This area is a version of the original Central Plaza of the MK.  It is a rolling, manicured Old World park.  The notable features are the extinct Swan Boats, park benches, Rose Garden path and large shade trees.


HOLLYWOOD: The approach to this land is marked by the full elephant gateway once found at DCA (below).   On the other side is a fountain plaza and at both ends of boulevards are marquee theaters.  At the southern point is the Chinese Theater marking The Great Movie Ride - in its original, magnificent incarnation (1989 script, costumes, finale montage).  

At the eastern point is WDSP's extinct Cinemagique.  While that attraction had a great film, it had a lackluster physical build.  Here at Ideal Buildout budget is never an issue, so the attraction is given a lavish period facade, queue and theater.  Its neighbor, Muppet-Vision 3D, is now gone from DCA, and I included the Kermit hot air balloon which was removed from the DHS version.  

Superstar Limo, one of the most vilified attractions, is here but with a new exterior which maintains the Classic Hollywood look of the entire land.   The streets are lined with palm trees and Art Deco/Art Moderne building fronts.

Little needs to be said about DCA's former Tower of Terror, but one inclusion I had forgotten ever existed is DCA's short-lived Soap Opera Bistro & Bar...  it's a fun dining idea where the staff of servers/actors re-create the cheesy drama of soap operas and include you.  Finally, the Sid Cahuenga One-of-a-Kind bungalow, once a unique shopping experience at DHS and now an info kiosk, finds a home in this land.

A BUG'S LAND: This area is on the cusp of extinction at DCA and so here it is, re-arranged and expanded.   I included the extinct Honey I Shrunk the Kids Playzone on the Hollywood border, as I think it's a decent enough fit.  

FANTASYLAND: In what, to me, is the most fascinating and unique project currently underway in the world of theme parks, Hong Kong's castle is being transmogrified into a grand new towering centerpiece.  Although it appears the existing castle will remain mostly intact as it is assimilated, the change is enough to qualify for Yesterland-status, meaning HK's Sleeping Beauty Castle is featured here.

Two extinct features that once existed inside castles also make the park: Tokyo's Castle Mystery Tour, featuring the Horned King, a dragon's lair, etc., and King Stefan's Banquet Hall.   Since Sleeping Beauty Castle's is far too small to house these, each is given its own dedicated building.

A central lagoon is inspired by Anaheim's original land, with the Jolly Roger (aka Chicken of the Sea) and Skull Rock.   Centrally located are King Triton's Carousel of the Sea which is integrated with Triton's Gardens, extinct from DCA and DL, respectively.  The two traditional dark rides - MK's original Scary Adventures of Snow White and its souped-up version of Mr. Toad's Wild Ride - both get a New Fantasyland-style storybook exterior and queues in place of their original 'fiberglass tournament' facades and switchbacks.

A new, dedicated theater is created for MGM's Hunchback of Notre Dame musical show

At first, Maelstrom from World Showcase may seem like a stretch, but considering most of its on-ride scenes (and its exterior) qualify for Fantasyland status (even featuring a glimpse of a fairy castle during the backward portion), I think it works.   It would require a little reworking, such as the boarding mural and finale scene (no more North Sea oil rig), removing the post-ride film for additional ride or queue space.  

FRONTIERLAND: Whereas the entry land is populated with fanciful characters in a National Park setting, this area sticks closely to the original "live-action" spirit of Frontierland, featuring historical edutainment, cowboys & Indians, prospectors, outlaws, gunslingers and a lot of untamed wilderness.  The town part of the land is anchored by the lively Diamond Horseshoe Saloon, featuring an Old West Vaudeville revue - something universally extinct at the actual parks, where if any shows still exist, they are character-based.  Authentic or interesting retail returns here in the form of the Old World Antiques and Pendleton Mills, and dining options include Aunt Jemima's Pancake House and Mile Long Bar.  I don't know if the miniature train museum ever actually existed in early Frontierland or was an unbuilt concept, but if the former, there is space here for it.

The western approach to the land is through the extinct Fort Wilderness of Anaheim.  Keelboats ply the rivers.  Tom Sawyer Island - extinct in its original form in Anaheim - is here, with a treehouse that can still be accessed.  Paris' lost Critter Corral is present.  So is Anaheim's Indian Village featuring War Canoes (extinct in Paris and MK), teepees and a Native American show.  The canoes travel the circuit of the river beyond the bridges, where the taller keelboats cannot venture.

 Nature's Wonderland, with its mountains, valleys and deserts, comprises a lot of the land and three separate attractions - Pack Mules, Mine Train and Stagecoach - wind through it.  The Stagecoach gets its own dedicated path and unique scenes.  One of those scenes is a Mexican-Californian Mission and village where the extinct Zorro street stunt show could be brought back.  I also added a flooded canyon where banditos could threaten to hold up stagecoaches.   The burning settlers cabin is back, replete with the arrow-riddled corpse.    

FUTURE WORLD: As you might expect - considering the drastic changes it has experienced - Future World is the final land.  It incorporates the real-world, optimistic, techno-futurism of the original Tomorrowlands as well.   DisneySea's lone contribution to this park appears here, also.  

 Approaching from the Hub, the entry is marked by MK's lost waterfall pylons.   The Inner Area contains most of the Tomorrowland content, with a Circlevision theater, 2nd level Peoplemover, Adventures Thru Inner Space and some dining & retail options.  Along the main axis is the 70ft tall TWA Moonliner and beyond, in the land's center, the Rocket Jets platform.

Because the Outer Area is ringed by very large & iconic pavilions, I wanted its center to be
uncluttered with buildings.  It is a lush park, filled with trees, flowerbeds and lagoons.   This allows all the pavilions to be visible from the Peoplemover and Rocket Jets and emphasizes the importance of Nature in any worthwhile future.
The Living Seas adds TDS's StormRider simulator, accessible from Sea Base Alpha - an easy fit.  Energy, Wonders of Life, Horizons and Imagination are all in their original forms.  World of Motion sees two adjunct attractions added to it, with access on its wings: Hong Kong's Autopia and MK's If You Had Wings/Delta Dreamflight - take your pick.


As some have requested, I did concurrently draft a Neverlands II park map around the same time I did this one. If individuals are interested in co-sponsoring that map, feel free to email me (under About Me at left) if you would like participate crowd-funding campaign that could result in Neverlands II being posted expediently. 

The idea is like Kickstarter, but cutting out the middle-man (actual Kickstarter).  Email me what you think a Neverlands Map post is worth to you (e.g., you can pledge ($5 (minimum), $10, $100, etc.).  Your pledge is never called in until & unless the Pledge Goal (fair value for the hours required to make the map) is met (at which point I will return everyone's email with my Paypal link).  Again, if the Pledge Goal isn't met, no payment by you - but no Map gets posted:(.  If the goal is met, slow-reveal here and somewhat higher-res versions emailed to the patrons as a reward.  

You could get more maps, faster, with zero risk.  I get a little recompense for my efforts.  Win-win. 

Tuesday, January 23, 2018

Paris 2nd Gate: Go Big or Go Home

As noted in my recent EPCOT post, there are a handful brilliant park templates that have been built in the world, and the majority are one-offs.  Being one-of-a-kind can be an attractive quality.  But, just as it is great to visit and imagine variants of the Castle Park template, it is also fun to consider variants of these other park types, in this case DisneySea.

I realize DisneySea is tailor-made for its waterfront location, taking advantage of open vistas onto Tokyo Bay, and a cousin park in Marne la Vallee wouldn't have as much impact.  I also understand that having Southern Europe-based land(s) in a country that contains and neighbors the real thing also isn't necessarily ideal.  In this case, however, I had an itch to draw another park in the TDS mold, including a sprawling Renaissance-themed hotel that builds on what was created at MiraCosta and equals (at the least) the adjacent in-park Disneyland Hotel in splendor.

But before getting to this park concept, take a look at an earlier official Master Plan of the Paris Resort.  

As can be seen, the dinky WDSP (red outline) only uses a small fraction of the land once available for the 2nd Gate.  Even when WDSP is one day fully redeveloped or built out, it will not use nearly as much land as this plan does.  In the interim, the undeveloped land has been used for farming, and I believe Val d'Europe residential units have recently usurped part of it.  In my plan (purple), I will utilize all the original land out to the circular perimeter road, making for a vastly larger 2nd Gate... a theme park that surpasses DLP in scale, just as EPCOT did to MK.   Why should the 2nd Gate be a lesser experience when it can instead be the grander.

MEDITERRANEAN HARBOR: This Main Street port is similar to Tokyo's, though here it is re-arranged, expanded and altered in a number of ways.   The hotel has four thematic zones and the park follows them: Rome, Tuscany, Riviera (Portofino) and Venice.

In the upper Tuscan section (largest) there is a theater for live musicals, as was featured on a pre-opening model of TDS (see below).  There is also the major family darkride featuring Leonardo DaVinci's workshop and inventions.  Unlike Tokyo, in this Sea park every Port of Call will contain at least one anchor darkride.  A vineyard and old Villa fine dining establishment are also featured.

There is no longer a Fortress Explorations across the lagoon in front of a Mt. Prometheus, as this park has a different central Icon (to be revealed later).  Instead, there are two new fortress exploratory areas: a coastal 16th Century fort with adjacent Carrack to explore and, on the lower side of Med Harbor, a tribute to Venice's famous Arsenal.   The port abounds with dining, street entertainment and retail opportunities, with the PortoVenere Hotel guest rooms situated above, and terraces overlooking the park and Lagoon shows.

LOST RIVER DELTA: The next Port is the park's Adventureland proxy, adopted from Tokyo's and greatly expanded.  The land features proven ride systems from other major parks, redressed with new themes, stories and show scenes.  It is a large land that snakes across the top of the park and has three sub-areas - all based in mysterious South/Central American jungle - distinguishing it from DLP's Adventureland.

The first area reached from Med Harbor is based on a lost Mayan city's ruins.  A terrain-following E-ticket coaster here is a cousin to Hong Kong's Grizzly Peak, but featuring a unique layout, AA Jaguars and other dangers and denizens of the Jungle.  The other E-ticket in this section is unique take on the Indiana Jones Adventure.  While from afar it would feel similar to TDS's Meso-American version, this one has a unique story, exterior and interior.  There is a topspin ride inspired by Phantasialand's Talocan, which could be even more integrated into the ancient Mayan time period (using "stone" versus steel arms).  Centrally located is an explore/play/treasure hunt zone  themed as an Archeological Dig.

Crossing one of the arms of the river delta, guests enter the second sub-area, this one taking a cue from Shanghai Disneyland.  Plaudits to WDI for inventing a park-originated theme and place for Shanghai's Adventure Isle.   Not only does this area have similar attractions (a rapids ride with indoor AA show-scenes and a ropes course adventure trail), but the area theme would also reflect a newly-discovered primeval people in the Amazon and the wild and dangerous beasts that still survive in its caverns.  Just as the "League of Adventurers" set up tours and rafting to visit the Arbori culture & wildlife, the same organization has set up camp in this remote part of South America to study a new culture. 

MERMAID LAGOON: Another larger sibling to a Tokyo port (there will be 2-3 original ports forthcoming), expanded somewhat, but also the most compact area in the park.  Replacing Tokyo's theater-in-the-round is a new Mermaid darkride (maybe an updated version of the suspended attraction originally planned for DLP).  

The upper bank of the river features an aerial carousel inspired by the rare WDI artwork above.  


NEW YORK WATERFRONT: When approaching from Med Harbor the first landmark and distinction from TDS is that Ponte Vecchio is replaced by a Tower & Cable Suspension Bridge, inspired by - but not replicating - landmarks such as the Brooklyn Bridge.   And while Tokyo's port is modeled on a Late Victorian Gilded Age New York of 1890s-1914, my thought is this version is moved forward a decade into the Roaring Twenties.

On the waterfront is a semi-circular fort based on Castle Clinton, which could be used as a cafe.  Fifth Avenue has the ritzier shopping and nearby Broadway Theater, featuring a tribute to classic American musicals such as those of Cole Porter.  Next is a Rainbow Room-inspired big band club with dinner and dancing.  Adjacent to that is a Police Precinct where a Cops vs. Gangsters major shooter ride is housed.   

The Endicott Tower Hotel features a totally unique Tower of Terror that uses the two-shaft, rear show-scene template of Orlando's tower, allowing for a more graceful, tapering, spire-like skyscraper.  Cornelius Endicott is Harrison Hightower's arch-rival, according to TDS lore.  Here Endicott owns the Hotel, and perhaps the Trans-Atlantic steamship is owned by Hightower.  Inside the ship is  Storm at Sea, a revolving-house ride in place of Turtle Talk.

Also note the New York City facades attached to the visible sides of the massive parking structure to give a berm and depth to the area. 

S.E.A. BASE: Creating this concept plan for a 2nd DisneySea afforded the opportunity to bring back The Great Lighthouse - Tokyo's original, abandoned icon - as the main weenie and symbol for this park.  Behind it, the port - home to a secret society of great adventures - is built into the rockwork of collapsed calderas.

For the Lighthouse attraction,  I imagine a "gyroball drop" thrill ride, where, after queuing through the Lighthouse plinth's lower levels, 8-12 riders board a gyro-spherical ride vehicle (think "Jurassic World" but cast-iron).  The spheres pass some show-scenes before being lifted to the top of the Lighthouse through the central shaft and then spilling down a spiral slide and rolling at high-velocity through caverns that wind around the land.

With Jules Verne and Captain Nemo at home in DLP's Discoveryland, this Hub Port for the park takes on a different theme than Tokyo's Mysterious Island.  If Fortress Explorations is the 16th Century HQ for S.E.A. in Tokyo, here we fast-forward a few centuries to its late-19th C. headquarters.   

Since my favorite attraction genre - the long, spieled, edutainment vignette ride - is nearly extinct in the real world, I always feel obliged to include such rides in these dream plans.  Here, a "History of S.E.A." ride would show the origins, key figure & moments, treasures and secrets of this Order.   If you're familiar with "The Librarian" tv movie and its Collection Vault -- S.E.A. could be something along those lines - not just exploring the real world but protecting thought-to-be-mythical artifacts from evil-doers.   An under- and oversea-simulator mission to places such as the mysterious Bermuda Triangle would also be featured, with the tech and atmosphere retaining a unique Steampunkish style.

CAPE COD: This reveal of the Concept Plan shows the remaining part of Lost River Delta (featuring Hangar Stage and the multi-level dining, retail, steamer dock complex).   It also shows space reserved for a future ninth port, which will NOT be a part of this drawing.  I often like to keep space reserved for future expansions in case I decide to return to this drawing at some point down the road or just to let the imagination wander.  But I also remember how the parks would sometimes tease great things to come by building small previews (e.g. Adventure Outpost in EPCOT Center heralding the planned Africa pavilion or Dragon Rocks in DAK signaling Beastly Kingdom).  So here, there could be a glimpse of the Falcon, just out of reach.  If a Star Wars port does ever go in this drawing, it should follow the very smart WDI template of creating an original, non-film (here, an ocean-based planet) locale for the land.

Cape Cod (assigned its own port status here) adds a major attraction in Kragsyde... an old sea captain's shingle-style 'cottage' where vehicles (LPS) would take riders through tales, shanties and legends of the seas as recounted by the Captain.

You will note the park's layout allows the Transit Steamers variable courses: either around Cape Cod or through the caldera.  Next are the park's two ports that do not have a precedent at TDS.

HEROES' HARBOR: The seventh port replaces Arabian Coast (as Arabia features in DLP's Adventureland) and adds a genre that  seems well-suited to theme parks but that WDI has yet to build: Greek Mythology.    One of the port's major landmarks is the Colossus, under which Transit Steamers pass.  

Enrichment features of this port include a temple dedicated to Poseidon and replica trireme to explore.  The Odyssey is retold in a long, family-friendly boat ride, similar to TDS' Sinbad.   Another family ride is based on the Twelve Labors of Hercules.   There is a major SFX theatrical attraction under the dome of the Oracle.   A lively Agora marketplace takes place near the water, with retail, qsr and entertainers among its many stalls.   A more tranquil Garden of Muses is the locale for impromptu appearances by a Greek Theatre troupe, storyteller or philosopher. 

GLACIER BAY:  The final port is a northern, icy realm, heavily influenced by Scandinavia.  It is the last outpost of civilization before the great boreal forest, tundra and ice sheets of the Arctic.   The technology level spans late Machine Age to Early Atomic Age (1950s era sub docked in harbor), with the Norse darkride looking back at the history of exploring the polar regions.  

The dominant feature of the port (and one of the tallest points in the park) is the great Glacier Peak coaster - an original E-ticket for the park.   The town portion of the port has many winding streets, like a Scandinavian NOSq.  The port's attractions run the gambit from a central ice-berg version of Aquatopia to exploratory Observatory to a history-based darkride to two of the park's biggest E-tickets. 


The title of this post is "Go Big..." and the following side-by-side should speak to that (DLP is among the larger castle parks):

While anything near this scale is now an impossibility for a variety of reasons, it was enjoyable to take the complete opposite tack as the Company did with its 2nd Gate Plan and imagine a very expensive, massive, immersive, timeless, multi-day draw that overwhelms the visitor in scale & content.

*The version of DLP I've used for the image above would need some changes as it has a Mermaid ride, Indiana Jones and Hyperion Cafe that would become redundant with this new 2nd Gate.


Sunday, January 14, 2018

A Final Look Back

Relatively soon a new chapter will begin for the archetype theme park.  I'm looking forward to drawing an illustrative plan featuring the actual Galaxy's Edge sometime in 2018 or 2019, but before that I felt compelled to draw one last pre-SW Build-out, for old time's sake:

INTERNATIONAL STREET: The decades old concept model says it all - the 2nd main street recreates the unplanned, narrow winding streets of so many beautiful old European towns - with details to discover around every corner.  New dining and retail here, and possibly a Euro cinema.  This proposal became a bit redundant after the European facades of New Fantasyland opened, but I included here regardless.

ADVENTURELAND: A South Pacific reversion at the site of the current Aladdin's Oasis

FRONTIERLAND: The traditional western vaudeville show returns to the Golden Horseshoe.  Pirates Lair on TSI reverts to Tom Sawyer Island.  The fort on the Island is replaced with an Indian Village.  I included a concept for new Fort waterfall play area inspired by artist D.L. Meek.  His artwork and plan for the fort can be found here (I'm sure you'll enjoy the other outstanding art and models on his site).

CRITTER COUNTRY: Every concept plan I've drawn of Disneyland - and that's more than few - ejects Pooh (an IP I've always associated with England) from the Rural American Critter Country.  I also feel Country Bears - classic Marc Davis creation - deserve a DL attraction even though the AA theater show is not the answer.  What I did here was draw a family D-ticket terrain following coaster (similar in scale to Seven Dwarfs Mine Train) that would follow the story of the familiar Country Bears through queue scenes and several on-ride muscial AA-scenes.  

DISCOVERY BAY: A magnificent Harper Goff drawing of a version of Discovery Bay recently surfaced (here), so I decided to include my own variant on this legendary neverland.  The E-ticket is a major suspended darkride inspired by Jules Verne's Island at the Top of the World.  Captain Nemo would direct voyagers to the ocean depths aboard submersibles (simulator) in a 20K ride.  Full-scale Hyperion Airship and Nautilus subs mark the land.   Professor Marvel's Show of Wonders morphs into a themed dining venue in the vein of Adventurers Club or Jekyll & Hyde.  The elclectic "barbay coast" section could house retail, quick dining and a fireworks shooting gallery.

FANTASYLAND: The theater is removed for a Hundred Acre Wood area (Toontown Train Station is re-themed to match the English facades of Pooh) and the very popular ride from Tokyo.

ALPINE VALLEY: Matterhorn has always been a landmark attraction without a supporting land (having never thematically fit Tomorrowland/Fantasyland).  Here, I create an original new land around it: an Art Nouveau Swiss village anchored by the Matterhorn (with a new forested queue extension) and a fantastical factory (think Wonka's Chocolate Factory meets Santa's Workshop meets Mystic Manor) where clockwork toys are built.  If I recall, "Tinkerschmidt" was a concept bandied about for DCA at one point.  The C- and B-ticket flat rides feature the same unique mechanical style made famous by the Tinkerschmidt family.  

Having an area based on Swiss Toymakers also provides a link to the IASW sub-area (toy dolls).  As happens all too rarely in this age, a unique park-specific concept would be originated for a DL land. 

TOMORROWLAND: This area gets a total re-model, interior and exterior.  Hard angles are softened in a Zaha Hadid sort of way.  The land's theme returns to real-world techno-optimism, so all the Star Wars, Marvel and Buzz Lightyear stuff is gone. 

Hope you enjoy.