Greg Maletic
Page 3 of 7
The Columbia
The Attractions
are what I always get most excited about. Most new Disney parks borrow heavily from
their older siblings, copying existing attractions from the established parks in order to
keep budgets in line. As such, its refreshing that DisneySea has only one attraction
that exists anywhere else, and its even hard to object to that since its such
a good one: a version of Disneylands Indiana Jones.
I had to start my exploration of DisneySeas attractions with one big disappointment, however: Journey to the Center of the Earth, the parks premiere attraction, was closed for refurbishment while I was there. I knew about this ahead of my departure, but unfortunately, scheduling considerations prevented me from taking the trip at any other time, so I just had to live with this sorry state of affairs. Not willing to give up without a fight, however, I hatched an elaborate scheme that involved traveling to the park by myself during the last five hours of my stay, stowing my luggage in a Disney locker, buying an admission to the park just to see the ride, then taking the train out to the airport to meet my family and catch my departing plane in the nick of time. Unfortunately, I discovered, even going to those extremes wouldnt be enough: the attraction was opening the day after I left, not the day of my departure. I was beaten. (On the bright side, though, it does give me a rationale for heading back to Japan in the near future!)
I plowed ahead, and it wasnt hard to raise my spirits. Mysterious Islands other big attraction, 20,000 Leagues Under The Sea, was easily the attraction that I wanted to see most at DisneySea. I absolutely love the movie; I love Harper Goffs beautiful Nautilus design, and I have fond memories of Disney Worlds much-maligned version that closed down for good several years ago.
In this updated version of the attraction, you dont literally go underwater. Using techniques termed "dry-for-wet," 20,000 Leagues tries to make its terrestrial sets look like theyre under the sea. Why go "dry-for-wet?" For one, its theoretically possible to make a dry experience seem more realistic than an underwater one that takes place in a pool fifteen feet deep, as Disney Worlds old version attempted. And presumably building the ride visuals is easier in a dry environment, allowing grander, more elaborate scenes than would be possible in a lagoon. Lastly, maintenance costs should be lower: its easier to keep up ride equipment that isnt submerged twenty-four hours a day.
So there are plenty of reasons to go "dry," and the Imagineers use a clever technique to make the vehicles seem like theyre underwater. (I wont detail it here, but I will say that it works very, very well.) Unfortunately, having made the investment in creating a submerged illusion, Disney reaps none of the benefits for having done so. Remember, the first 20,000 Leagues attraction created a perfect representation of being underwater: it was underwater. To expend huge engineering effort to replicate that effect isnt worth it if its not going to pay off in some additional fashion. And 20,000 Leagues doesnt collect on any of these dividends. Even though the motion of the vehicles moving through simulated water feels completely authentic, the sea environment doesnt look very realistic at all, with the simplest of animatronic effects (is that the exact same moray eel from the old Disney World attraction that pokes its head out at the riders?) painted in the standard black-light color palette we see in Mr. Toads Wild Ride. It feels more like a "dark ride" than a real underwater experience.
The sets in the attraction seem tiny: there isnt a moment where you dont feel like youre staring at a wall. How about a few big dioramas, like in the original attraction (only better since were not underwater!) showcasing some incredible seascapes? No such luck: ultraviolet paintings try to give the same sense of size, but unfortunately, they dont. Its like the Imagineers got so wrapped up in creating the virtual underwater experience that they forgot to give us anything interesting to look at. If youre going to build an attraction, whats inside has to be better than whats outside, and in this case, its not: nothing in the ride looks half as cool as its Mysterious Island exterior. This wasnt the 20,000 Leagues attraction I had dreamt about.
Although the ride vehicles are incredibly impressive, sadly, this new 20,000 Leagues isnt as good as Disney Worlds old version or Disneylands Submarine Voyage. Its over in less than half the time of the original, the visuals arent as compelling (and less realistic!), and the ride isnt interesting enough to compensate for losing the novelty of really going underwater.
So Journey was a no-go, and 20,000 Leagues was a disappointment. Depressing. My group and I trudged ahead, and fortunately, we found what I thought was the parks best attraction. Sinbads Seven Voyages is one of the parks sleepers, buried deep in the back corner of the parks Arabian Coast section. Unfortunate guests who bypass it are missing one of DisneySeas most enjoyable and impressive experiences. Sinbad is a "dark" boat ride, and with its tiny animatronic figures, seems superficially like Its A Small World. But theres an actual story here--and not too much singing--so its more like a non-thrill version of Splash Mountain or a Fantasyland dark ride than anything else. The animatronic figures are astonishing: they move with a fluidity and realism thats truly hard to believe, like wooden toys magically sprung to life. The sets look fantastic, with bright storybook colors and cool lighting effects. (Ironically, the sets are a little too big for the tiny figures; the environment sometimes seems a tad empty.) The ride is quite long as well. One of Disneys best attractions ever, Sinbad brightened my spirits considerably after the disappointment of 20,000 Leagues.