Ideal/"dream" versions of existing Disney attractions

Okee68

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Original Poster
Post anything from minor improvements to complete re-imaginings of pre-existing attractions, realistic or not. Anything from one-sentence posts to entire essay-sized monoliths of text are welcome.

I've had my own ideal variation of Disneyland's Alice in Wonderland dark ride stewing around for some time. Realized as a traditional Fantasyland dark ride, this version of the attraction would not exist at any real Disney park, rather a fictional park, or maybe an actual park in some alternate universe. I've been working on writing out the specifics for nearly a week now, so once I'm done, I'll share it all in this thread.
 

Miru

Well-Known Member
Mr. Toad but it’s a trackless EMV! Sequences from the three versions are blended together; and major characters (as well as the tavern waitresses) are now AAs instead of plywood.


Voyage of the Little Mermaid: Mostly the same, but with Ariel’s sisters and Glut being added in at the start, the rescue scene, Vanessa and the wedding ship, and ending with us seeing the actual Ursula fight, from below! (Similar to how the movie did it, with riders inside a “whirlpool” as we see the fight above us, as Ursula aims attacks at us before she herself is destroyed). There would also be more special effects, with one showing the transformation, for example.

Kali River Rapids with the Jungle Book characters added in, along with music from the film. Not a rehash of the story of the film, they’d be investigating the mysterious rafts.

Submarine Voyage gets its sea serpent and mermaids back. Don’t care if Nemo stays or goes.

A Buzz ride with the rest of his squad joining in.
 
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Okee68

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Original Poster
Gentlemen, I present the first in a series of many posts detailing my ideal Alice in Wonderland dark ride. The entire document that I've created is approximately 6,000 words long, so hold onto your hats.

Exterior overview (consult attached image for reference):
Despite the fact that this iteration of the Alice dark ride would theoretically not be limited by a weirdly-shaped, two-story ride space, its loading queue would still be entirely outdoors. This is because it's thematically relevant for riders to begin and end their journey in the real world just as Alice does in the story. (Also, there is simply no obvious building seen at the beginning or end of the film which could serve as an indoor queue, unlike all the other Fantasyland dark rides.)

Like the Disneyland attraction, the queue area features what is essentially a large garden prettying up the front of a tall castle wall façade (the ride is built into one of the extended wings of the park's central castle, as per usual), although it is a little more realistic than Anaheim's loading queue, as there are no purple fiberglass leaves in sight. The queue area consists of a loading/unloading line for the fiberglass caterpillar ride vehicles, which spans an entrance at one end of the queue and an exit at the other, with an embellished grass lawn in the middle separated from guests by a wrought-iron fence. At the right end of the queue, the track is swallowed by the rabbit hole, which this time looks much more like it does in the film, with brown soil, green grass, and a large tree rooted on top. The rabbit hole is built into a mound of turf which slopes down into the central grass lawn, making for a little hillside covered with daisies. On the left end of the queue is a protrusion of the castle wall where riders exit the show building through a set of wooden doors.

On the grass lawn are a good few rosebushes, as they line the base of the castle wall as well as a stone path in the middle leading to a maintenance room. There are many flowerbeds as well, including one of dandelions and one of lavenders. Cypress trees and topiary heart designs are also found here, and the wrought-iron fence dividing the loading line and the lawn is embellished with many intricate heart patterns as well. A prominent feature that I didn't bother to include in my crude MS Paint illustration is the abundance of stone statues of various characters from the film, most of which are on the slightly larger and much flatter left side of the grass lawn. Included are the caterpillar sitting smugly on his mushroom, the Tweedles standing side-by-side looking very suspicious, the Cheshire Cat resting on a footstool and flashing a somewhat menacing grin, the Queen of Hearts ready to strike a hedgehog with her flamingo croquet mallet, and the Mad Hatter and March Hare leaning into a disgruntled Alice (who is seated in a huge armchair) about to offer her cups of tea which they are sure to pull away at the last second. The only statue on the right side of the lawn is the White Rabbit looking worriedly at his oversized pocket watch near the rabbit hole; this sculpture is rendered in almost entirely the same fashion as the similar statue at Disneyland's Alice ride.

Queue audio primarily entails an instrumental overture of nearly every notable song in the film, as well as the usual "keep your arms inside the vehicle" spiel delivered by the talking doorknob, as he is the "gatekeeper of Wonderland" in some sense.
 

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Okee68

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Interior overview:
As much as I despise book report rides, I've always felt that Alice may very well be the one and only IP in which a book report is acceptable, albeit with a good few creative liberties taken here and there to keep things fresh. The story of Alice in Wonderland happens to lend itself perfectly to the format of a dark ride; it's a totally linear series of clearly-defined vignettes, its inherent bizarreness allows for creative liberties to be taken just about anywhere, and its abstract art style makes it easier than most other films to adapt into a series of appealing physical sets. As with Disneyland's Alice ride, this is a pretzel-style dark ride in which guests board a rail-guided fiberglass caterpillar before being shuttled through a succession of narrow, impressionistic scenes illuminated under ultraviolet fluorescents. More so than the current 1984 Alice ride, particular attention has been paid in making each setpiece and prop stylistically akin to the film; in this regard the attraction is more similar to the original 1958 version, although there are very few, if any, plywood cutouts this time around. This "ideal" Alice ride also employs modern audio-animatronic figures; most of them display simple but expressive movements, with none of the restrained slowness of the animation in Disneyland's Alice. In addition, each speaking character features a moving mouth. Only a tiny handful of holographic projections are used in the ride, as they are only employed whenever practical effects can't produce something better. There are absolutely no screens; screens in simple pretzel-style rides are pure cancer.

To avoid looking generic, many of the ride's animated figures display particularly unhinged or expressive faces. The attraction's score consists of re-orchestrated music from the film, but not in the glittery, cookie-cutter "Disney style" you might have had in mind. One prominent but very simple method of making the ride feel original is its use of color. In the Disneyland attraction, there is hardly a single moment in which a particular atmosphere is created by means of color alone, but in this ideal Alice dark ride, basically every scene has a distinct, overarching color scheme. Not only that, but many minor animated figures and set details (such as the card soldiers, Tulgey Wood birds, and the objects and walls in the various furnished interiors) are rendered with strange, sickly color palettes; a subtle but effective way of adding to the ride's otherworldly quality. Examples might include a turquoise accordion owl with glowing purple eyes, or a pink and lime-green horn duck.

Just as with the original 1958 ride, Alice herself is never seen anywhere in the attraction, as riders are meant to assume her point of view themselves. This concept works perfectly for Alice in Wonderland, as there isn't a single scene in the film (excluding The Walrus and the Carpenter) which Alice doesn't experience for herself; the story is entirely her adventure, so no locations need to be left out to accommodate the old-school "you are the main character" gimmick. Again like the 1958 version of the attraction, each scene in the ride features a brief narration by an unseen Alice spoken in past tense to provide the impression of a slightly older Alice providing context and guiding you through her journey as she recalls her experiences in Wonderland. Katheryn Beaumont is 83 years old, so obviously the role would have to be performed by an impersonator.
 
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Okee68

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Original Poster
Scene #1 - Down the Rabbit Hole:
Guests enter the attraction through the rabbit hole at the right end of the loading queue; all is dark at first, and Alice's voice is soon heard through hidden speakers. "My adventures in Wonderland began," she begins, "when I followed a white rabbit down a rabbit hole. All of a sudden, I fell! Down, down..." Light returns as guests find themselves navigating down the distorted, black-light confines of the rabbit hole, a dimly-lit corridor populated by stylized pieces of furniture suspended in mid-air at every angle. Here, the ever-warping walls are illuminated only in isolated splashes of color with expanses of inky blackness in between, and the floor is obscured in darkness.

Floating in place amid rich orange light are a gas lamp resting on a small table (which turns itself on as guests approach it), an intricately-detailed but twisted mirror, a dramatically-proportioned armchair with matching footstool, and many framed pictures of odd-looking rabbits. Up ahead, basked in turquoise, is a grandfather clock suspended directly above riders' heads, its ceaseless chime fading in as they draw near and then back out into obscurity as they move past it. Next is an active brick fireplace rotated sideways to guests' left, complete with a hanging tea kettle. Suspended to the right is a rocking chair gently rocking back and forth all on its own in the midst of the inexplicably hot-pink glow of the fire. As guests approach the flickering flames, the fire's warmth is felt in full for a brief moment before guests' caterpillar cars continue onward into pure darkness once more. Present throughout the entirety of this corridor is the dreamlike, otherworldly ambient sound from the film heard as Alice is floating down the rabbit hole.
 
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Okee68

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Scene #2 - Upside-Down Room:
Passing through a set of black crash doors, guests find themselves at the "bottom" of the rabbit hole, where gravity is still defied, albeit in a somewhat different manner than it was in the previous corridor. The Upside-Down Room is a chamber where every last furnishing clings upside-down to the ceiling, which is actually the floor as evidenced by its warped, plum-and-green checkerboard pattern. The real-life, physical floor below riders is painted as a ceiling, with recessed panels spanning across its entirety. Upon entering the room, the voice of Alice is heard once more: "The next thing I knew," she explains, "I was in an upside-down room - with the floor where the ceiling should be."

Fixed above to the upside-down floor are a writing desk, a hanging birdcage, a dresser, an assortment of chairs of varying sizes and designs, a hat rack, an umbrella vase, a bookcase, a china cabinet, a table supporting an occupied goldfish bowl, and more. On the lacy-patterned lavender walls are several upside-down doors, as well as a few clocks with swinging pendulums, and a rabbit coat of arms above (or below, rather) two rabbit-shaped suits of armor crossing their halberds. From the center of the ceiling (the actual floor) "hangs" a large chandelier with each of its candles ablaze and flickering. Like the previous corridor, the Upside-Down Room contains no actual music; rather an eerie, undulating loop of mysterious tones similar to those heard while descending the rabbit hole.

Guests are carried past the central chandelier and toward the animated, upside-down shadow of the White Rabbit, who is heard lamenting his lateness before scurrying off behind an Oriental-looking room divider... the quick slam of a door is then heard as well. Guests then briefly view their upside-down reflections in the mirror of the dresser before heading toward the room divider, behind which is discovered a set of right-side-up doors. These doors give way as guests approach, revealing another, smaller set of doors... then another, and then another. These four successively smaller doors constitute a short, pitch-black hallway, and each set of doors parts to a creaking sound of increasingly higher pitch. The final few doors are clearly too small for riders to fit through, yet they do anyway because each of the latter three doors is actually painted onto a pair of regular-sized, black crash doors. (See the attached image for a general idea of this gag.)
 

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Okee68

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Scene #3 - Gargantuan Chamber:
Guests now end up in a chamber which, while only slightly wider than usual, is very tall. This room is so tall, in fact, that the ceiling appears to be totally lost in darkness. The Gargantuan Chamber is actually the same room where in the film Alice encountered the talking doorknob. As such, it is dominated by a gigantic, three-legged glass table in its center, on top of which are visible the key, "DRINK ME" bottle, and chest of candies. This table is a classic example of a forced-perspective gag, as it is smaller on top than it is toward the floor. The effect is accentuated by the way the room's paneled walls are painted; the panels are much taller near the bottom of the room than they are just shy of being swallowed by darkness above. Adding to the overall disorientation is the distorted checkerboard floor returning from the Upside-Down Room (this time actually on the floor) which conveniently lines up with the curvature of the vehicles' guide rail.

As guests enter the scene, their ears are greeted by a slow, foreboding instrumental arrangement of the film's title song. Alice again intervenes with a brief narration, this time with a slight flavor of worry audible in her voice: "I kept getting smaller, and smaller, and smaller!" Her words hold true as guests weave between the legs of the massive table and head toward the back wall, built into which is a pointed wooden door, attached to which is none other than the talking doorknob. This doorknob is much more on-model than Disneyland's wide-knobbed, banana-yellow, regular-mouthed doorknob, and he speaks the following words to riders using his correctly shaped key-hole gob: "Looking for a white rabbit, you say? I believe he went off in this di-rection." (Note that even the doorknob's transatlantic inflection is more accurate than that of his Disneyland counterpart.) With that, his door parts to let riders pass through, once again into a dark, black void.
 
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Okee68

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Scene #4 - Coast of Tears:
Turning to the right, riders' ears now pick up on the sounds of a calliope, a flute, and a concertina as a particularly jolly melody fills the air far ahead. Looking forward, a coastal scene of pink, abstract rock formations and stormy, magenta skies fades in from the current blackness. Indeed, the dodo sailor is visible ahead conducting the famous caucus race from atop his rock in front of an animated mural of the vast and moody sea of tears. "And then," says Alice, "I found myself washed ashore... and what peculiar characters I soon met!" The caucus race is set up on a raised mound of sand directly in front of riders; the dodo warms his hands above his fire while gleefully reciting his song from the film, and five seafaring birds skip around his rock, all frantically swinging their arms and singing along with his tune. Each of these avian participants is fixed to a rotating carousel hidden from riders' visage by the pink berm of sand, and each continuously bobs up and down to simulate a running motion. Guests are treated to ocean mist and the scent of saltwater as they pass by the never-ending race before their vehicle swings around and begins in the opposite direction.

Directly ahead is the thatched-roof cottage of the White Rabbit situated right on the coastline among more odd pink rock formations, despite the fact that in the film, the rabbit's house is located away from the shore on the other side of a small forest. The track is obviously set to head straight through the front door (even lining up with the little cobblestone path outside), but before guests reach their next destination, the rotund twin brothers Tweedle Dee and Tweedle Dum pop up from behind the rocks, one on either side of the vehicle in this wider stretch of the set. The former extends a halting palm as his tongue hangs stupidly out of his mouth, while the latter has his fists up, ready for a pretend punch-out. "Oh, ye can't go yet!" they insist, "If ye stay a bit longer, we could even have a battle!" With little to do about the pre-determined path of their caterpillar cars, guests are given no choice but to ignore the honking lads' pleas and continue forward to the house. The White Rabbit himself is seen peering out from his second-story window, opening the shutters as he hurriedly calls for his elusive maid Mary Anne.

Scene #5 - The White Rabbit's Cottage:
As the overtly-round front door of the cottage parts to let guests inside, Alice delivers her next bit of dialogue: "Hmm, the home of the White Rabbit... Now what could he possibly have been in such a hurry for?" At first, the house's interior is exactly as it appears in the film, with its paneled walls and dainty, rabbit-eared furniture here and there. Just ahead is the White Rabbit atop a staircase with his trumpet in one hand and his pocket watch in the other, singing his I'm Late song as he hops up and down impatiently. As guests veer into the other direction, things begin to get rather odd. The entire room is getting gradually smaller ahead of riders, with the walls, ceiling, and even the floor caving in until the far end of the chamber seems to be only several feet in perimeter. The rabbit's precious furniture decreases in size along with it, and the furnishings closest to the tiny back wall appear the size of mere trinkets. Individual furnishings are actually larger closer to riders than they are further away. Guests swing around into the opposite direction just before the floorboards begin warping upward and retrace their steps; the room and its furniture now revert to their normal scale as riders head back. A regularly-sized fireplace sits just ahead, and with a simulated cloud of soot, the cowardly reptile Bill the Lizard pops down from the chimney, hanging in place upside-down. With a look of abject terror on his face, he struggles for words before yelling, "MONSTER!" and shooting right back up. Guests then pass through a nearby set of doors and head out into a dark void.
 
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Okee68

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Scene #6 - Garden of Live Flowers:
This current bout of blackness, however, is populated by a good few gold-colored circular specks, which drizzle down like large snowflakes before fading away near the floor. It's only a second before the vista opens up ahead of riders and Alice's voice is heard again. "Just outside the rabbit's house was a beautiful garden of living flowers," she explains. The profile of two gigantic, arcing blades of grass mark the transition from the darkness into the sunny, forest-sized Garden of Live Flowers, where slivers of orange-gold light streak across every towering, sentient flower as they treat riders to an almost purely acapella rendition of All in the Golden Afternoon. Just as with the film, the ride's flower garden is the most "orthodox" scene, as hardly any liberties have been taken in reproducing such a "genteel" setting. The path of guests' caterpillar cars is embellished with a greenish, vine-like design contrasting with the regular black floor it's painted onto, and all around are larger-than-life, abstract blades of grass rendered in Mary Blair styling. These are propped up against turquoise and blue backgrounds broken by splashes of gold and the silhouettes of stems, leaves, and vines. Standing tall among the greenery are the rose, acting as a conductor for all of her singing floral associates, as well as the iris looking uppity as usual as she strums her harp. Also present are an ecstatic daisy tugging on two strings of ringing lilies of the valley, several dumb daffodils slapping each other senseless, an assortment of honeysuckles, and three tulips who have garnered the attraction of several bread-and-butterflies, which rest on top of them, idly flapping their whole-grain wings.

Like the Alice dark ride in California, the hookah-smoking caterpillar appears in the garden as well, as his actual domain from the film is much too limited to create a major scene out of. Lying back on his mushroom, he smugly asks each passing group of guests, "WHO... ARE... YOU?", blowing colorful projected smoke in sync with his words, which form the appropriate letters "O", "R", and "U" before dissipating. Moving on, more singing flowers own the scene ahead. A ray of sunlight beams down on the white rose in her majestic webbed alcove, and further along are baritone dandelions providing the bass vocals of the garden's anthem, as well as a yawning morning glory and a sleeping blue daisy. Guests approach a violet and a lily, but their expressions are ones of blunt disgust as they peer down at riders in disapproval. "You don't suppose she's a weed?" the violet turns to ask her cohort. "Oh, how disgraceful!" the lily snottily replies as she leans back in revulsion, "Out! Out!" Guests' caterpillars turn around and head off as the rude lily shoves forth with her leafy hands, and many a prejudiced flower is heard chattering from behind. A ferocious dandy-lion roars as he tries to claw at guests, and upon veering out of his reach, riders are similarly assaulted by a tiger lily, who jumps up from behind the undergrowth.
 
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Okee68

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Scene #7 - Mad Tea Party:
Directly ahead is a gigantic pink signpost situated in the dark reading "MAD HATTER". A quick hairpin turn around it reveals the familiar iconography of the Mad Tea Party scene from the film, along with the jovial sounds of the Unbirthday Song. "Suddenly I was on a table," Alice remarks, "at the stupidest tea party I've ever been to in all my life!" Indeed, guests actually are on the massive tabletop of the tea party (which is decorated with an intricate floral pattern matching the curvature of the guide rail), and to one side of riders is a row of enormous, colorful tea pots of varying shapes which actually "emit" projected steam in tune with the music. Along with these are several high stacks of oversized, precariously-gyrating tea cups and saucers. Guests navigate through this madness before drawing near the tea party's unhinged duo of hosts. Beyond the edge of the table are the March Hare and Mad Hatter themselves, both rendered as imposing, monstrously-sized figures striking the most crazed glares down at riders. The Hare pours tea down his collar, extends his free hand toward guests in a blocking motion, and yells, "No room! No room!" The Hatter holds a tea cup sideways in one hand, allowing its endless supply to pour out like a reddish-brown waterfall in front of him. As he raises a half-eaten saucer high in the air with his other hand, he shouts "Clean cup! Clean cup! Move down!"

Guests pass by the two tea-obsessed madmen before turning around and beginning down the other side of the table, where a huge sugar bowl lies directly ahead. The perpetually-drowsy Dormouse lifts his head out of it, of course, and tiredly comments, "Very, very rude indeed..." Guests advance toward two final stacks of tea cups (one on either side of the track) as the voices of the March Hare and Hatter are heard once again, this time launching into the finale of the Unbirthday Song. The dual towers of crockery topple over as guests pass between them, and the sounds of shattering porcelain are heard from behind as riders again find themselves in the usual black void, where the colorful, sparkling graphics of genuine unbirthday cake fireworks are displayed by way of strobe lights and accompanied by an appropriately loud snap and fizzle.
 
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Okee68

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Scene #8 - Tulgey Wood:
Guests then pass through a set of black crash doors into the Tulgey Wood. This scene is largely a series of dark, indigo-barked trees set against a black background, each one sporting long branches and many leaves of cyan and lavender. A good few limbs arc just overhead, making for a claustrophobic environment, and an ominous instrumental arrangement of the Cheshire Cat's preferred poem Jabberwocky is heard all throughout the odd forest. Immediately upon entering, Alice explains her current predicament: "By now I had dealt with enough nonsense; I decided to go straight home - That is, if I were to ever find my way back..." Guests first approach a sign reading "TULGEY WOOD" fixed to a tree, above which a dozen spectacle birds reveal their blinking eyes in quick succession; a few even come out of hiding as full-body figures. Next come the famous nonsensical directional signs, which a pair of hammer-head woodpeckers are busy nailing onto several trees; these read things like "GO BACK", "THIS WAY OUT", and "ANY WHICH WAY". As riders turn away from the useless, vibrantly-colored signs, they draw close to a small, glistening pond separated from the pitch-black ground by a large horizontal log. Here, several horn ducks swim in circles and honk up a cacophony, while two percussion frogs make crude music as they jump up and down on their lily pads.

As the Tulgey Wood's eerie music would suggest, the Cheshire Cat is here as well. From a hole in a wide tree, the odd feline fades in right in front of guests - crescent-moon grin first, followed by his eyes, then his striped body in a spiraling or "raveling" animation along with his head. "I'm not all there... myself," he says to each passing group of riders in his usual unsettling demeanor as he stands on his elbows with his legs in the air. Continuing onward, a sleeping birdcage bird is seen hanging by its long beak from a limb, just barely out of guests' reach. As it gently swings back and forth, the two tiny fledglings inside its cage flutter around aimlessly. All of a sudden, an accordion owl with illuminated eyes makes for a proper shock as it swoops down from above, flying right over riders' heads as it hoots and extends its musical neck. Just ahead is an overhead limb, on which are perched two threatening-looking umbrella vultures hunched over and glaring down at guests as they pass under.

Nearby, more wooden signs appear on the trees, these ones just having their inscriptions finished up by a couple of pencil birds, who strike worried glances at riders as they raise their heads up. There are four signs this time, but each one is bright red, and instead of displaying ludicrous directional advice, they provide words of warning - one word per sign... "BEWARE" "THE" "MANXOME" "JABBERWOCK" Veering out of the way, guests are pointed toward a totally black section of the wood. A distorted, low-pitched squeal is heard as two flaming, red eyes spark up within the darkness. Guests are promptly jolted back into the other direction, now heading down the final stretch of the forest. Directly ahead is a large tree, with the Cheshire Cat on top and leaning onto one of its branches. "Lost your way?" he asks, "Why not try... the Queen's way?" He then pulls down on a lever, which opens up a pair of camouflaged crash doors inside the tree. With that, the strange cat fades away, giving a demented, echoing laugh as his eyes and nose flash green and red. Guests continue through the newly-revealed exit and into the next scene.
 
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Okee68

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Scene #9 - Royal Rose Garden:
The new vista is a dreary one indeed. The grey hedge walls and unnerving magenta-and-red skies of the Queen's rose garden now constitute the scenery, and right ahead is a heart-shaped hedge arch. Beyond this is a forced-perspective mural (one of the only ones in the attraction) of a long straightaway cutting through a vast maze of shrubbery which leads straight to a white, abstract castle far in the (simulated) distance that looks more like a chess piece than anything. The regal March of the Cards fills the air here, as one would expect, and heart-shaped "rose trees" are dispersed here and there as well. Red paint drips from each rose, and some are only partially finished, with exposed bouts of unpainted white. "Just when it seemed I had lost my way," Alice says, "I was led into an endless rose garden among an army of marching cards." Guests turn away from the forced-perspective mural and advance down a straight avenue lined by more tall, grey hedges, these ones adorned with plenty of roses of both red and white. Here, riders weave between rose trees and knock aside a step ladder topped with used paint cans.

Riders then pass under a heart-shaped topiary arch and approach a display of animated card soldiers all marching in endless circles and armed with pikes. In the Disneyland attraction, this is hardly a remarkable gag, but here it is much more realized. Similar to the caucus race set-up, each of the marching cards is fixed to one of two hidden carousels obscured by a short hedge wall, and each soldier repeatedly bobs up and down, proudly swinging their flat arms in unison. As with the film, these cards are rendered in every color of the rainbow, making for a visual spectacle as they glow brilliantly under ultraviolet light. Like Disneyland's marching card soldiers, these too are surrounded on three sides with mirrors, resulting in the illusion of endless identical hordes. Swinging back into the opposite direction, guests once again find themselves being carried down a straightaway of grey hedge walls, this one with a number of heart-shaped arches overhead. Flat and expressionless card soldiers flank riders on either side, each one wielding a pike; these cards are pink with white detailing on the left and dark blue with black detailing on the right. They lower their pole arms in succession from front to back as riders approach, forming a pointed tunnel of sorts over each passing caterpillar car. At the end are two cards blocking the way, but they soon part like a set of doors as the sound of a trumpet is heard.

The scene then widens, revealing the Queen of Hearts herself looking smug and satisfied as she wields her prized flamingo croquet mallet. The White Rabbit is here as well, and the tiny King is seen close behind his bride. "Her Majesty, the Queen of Hearts!" the rabbit announces to great fanfare, "...and the King," he adds bluntly, to a single, dorky-sounding, "Hooray!" The Queen in this little set-up stands in front of another mural showing off her abstract castle looming high in the background (this time closer in the distance), and to each passing group of guests she asks, "Shall we play... croquet?" in exactly the same manner she does in the California attraction. Guests make a right turn as they approach the mad matriarch of Wonderland, traversing deeper into the maze of hedges.

Above a rose bush, a familiar white crescent appears, and shortly the Cheshire Cat fades in to wreak havoc. "Why don't we make her really angry?" he laughs before disappearing again. Guests' caterpillars make another right turn and head down a tunnel of gigantic croquet wickets, each made up of four card soldiers clinging to one another in an arc formation. The glowing pawprints of the Cheshire Cat appear in succession on the off-green grass surface below riders as the nefarious feline continues his devilish laugh. His steps stroll right up to the Queen of Hearts, who has re-appeared at the far end of the stretch and is guarded by card soldiers and the King. The Queen is dead-focused on making an impressive play, and with her flamingo's beak, she beats the ground several times near her hedgehog in preparation. Any luck she may have had is cut short by the Cheshire Cat, however, as his trail of pawprints stops right next to the hedgehog, which is promptly punted into the air by the invisible scoundrel right as the Queen begins the swing of her flamingo mallet. The hedgehog (which is "propelled" into the air by means of a simple rod that moves along an obscured groove in the floor) lands on his spiny back as the Queen flubs her shot, causing audible panic among her flat guards. The Queen's latex expression quickly turns to one of sheer hatred. "Somebody's head will ROLL for this!" she threatens bitterly as she stares down guests moving past her. "Uh, uh, couldn't we have a trial first, my dear?" the King hastily interjects as riders head toward a set of wooden, heart-shaped doors set into a white stone wall, which continues into the scenic backdrop as one final view of the imposing castle.
 
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Okee68

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Scene #10 - Queen's Court:
Guests pass through these doors, rolling right into the Queen's impossibly-proportioned courtroom, which is arranged similarly to the same scene in Anaheim's Alice attraction. In the back, in front of a vast expanse of dark red nothingness, are the court's towering, twisted podiums and jury box rendered by way of forced-perspective trickery, as well as hanging heraldic banners designed with intricate heart patterns. "Oh, that dreadful cat..." Alice laments as riders move past rows of bright red card soldiers with menacing glares, who flank the guests on both sides. As a fierce rumbling sound is heard, guests approach the Queen, whose back is turned to them as her head twitches with unrivaled anger and her clenched fists shake uncontrollably.

In the film, when the Queen shows herself after being humiliated at her croquet match, her face is beet-red, her hair is completely frazzled, and her grotesque expression is one of pure, unadulterated rage. This is exactly what she looks like here upon spinning around to the crash of a cymbal and promptly ordering guests' execution. "OFF WITH HER HEAD!" she screams hysterically, giving a cut-throat hand gesture as the yelling of a thousand blood-thirsty card soldiers fills the room. A frantic arrangement of the March of the Cards completes the over-the-top nature of the scene, and guests dart toward a black-and-grey executioner card, who raises his mighty axe with a look of pure, red-eyed malice. Before he can swing down, guests have already begun down another direction, now swerving between countless card cronies attacking savagely with halberds and swords, and slamming straight through barricades of the flat soldiers to the sounds of bowling strikes. The Queen has not gone silent on the matter, and as guests barrel through her powerless army, she yells, "DON'T LET HER GET AWAY!" as well as another, "OFF WITH HER HEAD!" Guests ram out through a set of red-and-black doors as soon as they come into view, escaping the courtroom into the final mad dash of the ride.

Scene #11 - Escape from Wonderland:
Guests now race down a long, straight tunnel of purple and pink clouds, all swirling and rapidly flashing within the confines of a black void; at the end is an un-embellished wooden door with a large key hole in its center. Alice gasps in shock before frantically pondering, "How do I get out?" and delivering an utterly distressed, "I've lost my way!" A horrid and discordant orchestra swells and swells, the Queen's vicious cries for beheading echo continuously, and the maddening, muffled sounds of other Wonderland inhabitants, such as the maniacal laugh of the Cheshire Cat, the White Rabbit's trumpet, and the Hatter and Hares' repeated calls of, "Move down! Move down! Move down!" are equally as ceaseless. Finally, guests reach the key-hole door and break through it. All the pounding, ear-splitting clamor comes to a dead stop, with only the faint echo of the crashing door itself preventing total sensory depravation. All is dark now, and after a few seconds guests pass through an invisible set of crash doors.

At this point, there is still nothing to be seen but complete darkness if one had decided to board the attraction past sunset, but for those who chose to experience Wonderland during the day, the Fantasyland sunlight seeps through the pointed set of real wooden doors ahead, revealing details of textured stone walls to its sides. As guests bang out through this final set of doors and return to the real world, Alice is heard delivering one final remark: "Goodness... Someone ought to write a book about this place."
 
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Sharon&Susan

Well-Known Member
Disneyland's Mr. Toad's Wild Ride, but with a slightly larger village with two or three more gags and there's a section between the court scene and railroad tunnel similar to the prison break scene from Track B of the Magic Kingdom's version of Toad.
 

Okee68

Well-Known Member
Original Poster
(copy-pasted from the miscellaneous thoughts thread)
Attraction idea: "Escape from the Wicked Witch," the ideal Snow White dark ride.

The ride is essentially an alternate variation of WDW's 1971 Snow White attraction, as in, a deliberately cold and nightmarish interpretation of the film in which Snow White herself never appears a single time, with riders in constant pursuit by the cackling, shrieking Witch through a series of grim, uninviting locations. Escape from the Wicked Witch, however, features an appropriately themed title, exterior façade, and loading queue, with not a even a single, passing reference to the character of Snow White to be found. No reason to be misleading; this ride is all about the Witch, and the menacing façade of the Queen's Gothic castle and the macabre dungeon queue area provide all the context you need. Additionally, a handful of prominent warning signs strewn about make clear that the ride may not be suitable for young, easily frightened kiddos.

The best Fantasyland dark rides are the ones that treat guests as if they are the main character, assuming the role of Alice or Mr. Toad or whoever else as the characters and setpieces within the attraction interact with guests directly. Escape from the Wicked Witch is no exception to this trend, although the way it goes about implementing it is slightly different, as I will soon explain. The issue with Snow White's take on this classic philosophy is that it has simply never made any sense for the titular heroine, and by extension the riders who assume her perspective, to be in most of the iconic locations from the film. Remember that the only places Snow White visits in the 1937 film which have also been featured as scenes in the dark ride are the castle courtyard, the scary forest, and the Dwarfs' cottage.

Needless to say, the mundane tasks of a dainty homemaker who spends most of her time in one location are not exactly prime material for a dark ride, and so basically every iteration of the attraction is predominantly focused on the sinister exploits of the Evil Queen in her peddler's disguise, with occasional appearances of the Seven Dwarfs. The notion that you, the rider, are meant to "be Snow White" despite being offered the poisoned apple by the Witch quite literally as she raises it from her cauldron, venturing through the Dwarfs' diamond mine, and witnessing the death of the Queen firsthand... is a bit on the wacky side, all things considered.

It was presumably for this reason that the classic "you are the main character" gimmick, for Snow White in particular, was abandoned beginning with the 1983 versions of the ride by means of including a figure of Snow White herself in the Dwarfs' cottage. This might have seemed like a solid remedy on paper, but it ultimately didn't succeed in making the ride's perspective any less perplexing. If you aren't supposed to be Snow White, then why does the Witch still offer you the apple, or attempt to dislodge a boulder onto you rather than the fairest maiden in the land?

Escape from the Wicked Witch, then, is a solution to the weird, inconsistent points of view riders have been made to assume in previous versions of the ride. The premise of the attraction is that the Magic Mirror has apparently deemed you—a prisoner in the Queen's dungeon—the fairest one of all. Shortly after "imprisoned" guests manage to break free from their cruel confinement (an event implied through the queue area by means of several decrepit cells with their iron bars filed away or tunnels burrowing through the ground), the mirror informs the Queen (in the first scene of the ride) that her "fairest subjects" have escaped, and will soon make their way into the enchanted forest nearby. As guests stealth their way past the castle's various grim chambers and weave through the dark woods, the icy matriarch responds to her situation appropriately, still by disguising herself as an old peddler and brewing up her poisoned apple(s) and what have you... still in an attempt to deceive and dispose of the fairest in the land.

This simple set-up allows all the familiar, classic scenes of the ride to remain intact in a way that actually makes sense, as once again, Snow White is no longer part of the equation. Guests simply "play" themselves now, so at no point does it "not make sense" for riders to be travelling through a particular location. Wicked Witch additionally serves as a long-awaited antidote to the 65-year-old complaint of the attraction being too scary, with too much Witch and too little (or no) Snow White, as now there is nothing vague about whether or not the ride contains frightening scenes or an overwhelming presence of the cloaked hag—it very obviously does, as its general sinister theming would suggest.

One subtle tool for giving a dark ride a certain character and mood is the design of its ride vehicles. The vehicles used for Wicked Witch are similar to those used for any other version of the Snow White dark ride; basically two-row benches constructed of fiberglass "wood," all rendered in the same stylized, hand-carved fashion as the Dwarfs' furniture from the film. However, their decorative engravings are far from pleasant, as carved into these vehicles are skulls, heart-piercing daggers, and menacing pairs of glaring eyes. In addition, written onto the front ends of the wooden carriages are not the names of the Seven Dwarfs, but the many deplorable components of the Evil Queen's cruel character: "Jealousy," "Spite," "Heartlessness," and so forth.

As guests board their carriages in the attraction's dim, deathly, atmospheric dungeon of a loading queue (which contains no windows so as to not let in any natural light), the cold and disembodied voice of the Magic Mirror delivers the usual instructional spiel: "Greetings, hopeless prisoners. To ensure the best of luck in thy treacherous escape from the callous Queen... remain firmly seated, and keep thy arms and legs inside the carriage at all times." As if there are any guests at this point who still have doubts as to whether this is a creepy kind of attraction, the all-knowing entity provides one final warning of the ride's namesake villain: "Be wary of the dangers that lie ahead... and remember: The Queen hath many tricks up her sleeve, and seeks the fairest in the land. She may very well be searching for thee. Farewell."

With these parting words, a set of wooden doors in the grimy stone wall creaks open to let riders out of the dungeon, thus initiating their perilous flight from the grasp of the wicked Queen. Here are the following scenes, each with a description and relevant information as to how it may be executed differently in order to accommodate the new gimmick:

Mirror Chamber
Riders first find themselves in a gloomy, regal room somewhere within the Queen's castle, where gargoyle sconces adorn the masonry walls and a diamond-leaded window reveals a foggy night sky outside. The voice of the Evil Queen herself is heard originating from somewhere nearby as she speaks to her enchanted mirror: "My fairest subjects have escaped from their prison?" the Queen questions coldly, "To where shall they flee?" "Surely to the seven-jeweled forest just beyond here, my grace," the mirror responds.

Having heard this exchange, guests are twisted around and shuttled under a pointed Gothic arch. The Queen is directly ahead, standing tall on a stepped platform embellished by curtains on either side. Her cloaked back is turned to guests at a 45-degree angle as she confers with the Magic Mirror in front of her, the entity's hollow face clearly visible as she speaks. "Magic Mirror on the wall..." the Queen chants in a commanding demeanor, before spinning around in a sudden cloud of smoke and revealing herself as the black-hooded, gravelly-voiced peddler, "With this disguise I'll fool them all!"

Realistically, the Queen wouldn't let any witness to her dark deeds escape her vicinity alive, so in this version of the ride, she simply does not see guests as they move past her. Instead of staring riders down as she turns around as the Witch, she shrouds herself somewhat by shielding the lower half of her face with her sleeve, one eye closed and the other looking away from guests. This dramatic pose—in addition to the smoke, the general dim lighting of the scene, and the fact that the Witch is positioned at a higher elevation than guests and faces their direction only briefly—makes for a fairly convincing scenario in which she simply doesn't notice riders, allowing them to effectively sneak past her.

Guests make a sharp turn away from the Queen as she transforms into the wretched hag, passing through another set of wooden doors into the further recesses of the foreboding lair.

Queen's Dungeon
It is here where the ride becomes truly gruesome. The dungeon, a twisting corridor characterized by disorienting perspective illusions in its stone architecture, is populated by skeletons—the calcium remains of prisoners not fortunate enough to have clawed a way to freedom. Whether dangling by their wrists from a rusted chain or grasping from the confines of a spider-infested cell, their restless spirits haunt guests with tortured, mournful pleas of, "Go baaaack..." The unsettling sounds of rattling chains and banging doors accompany a ghoulish orchestra of wailing souls as wary riders are carried through the horrific chamber, the whole of which is illuminated in spectral tones of green.

At the end of the scene, the animated shadow of the lurking Witch (whose sickly laughter is heard echoing from ahead) is seen projected onto a side wall, obviously originating from beyond an arched doorway to the wall opposite. A large open passage nearby leads off into a warmly lit stairwell, but as guests approach it, an iron portcullis slams down in front, blocking the safe way out and forcing riders to instead veer to the side and under the arch, right into the chamber where the Witch resides.

Cauldron Lair
This scene is arranged similarly to the 1971 WDW variant, as before guests see the Witch at her brew, they encounter the raven, who is situated on a stone shelf alongside human skulls, deadly potions, and books of dark magic. The corvid is visibly startled to see guests, and to no avail she attempts to warn her nearby master of their presence by letting out a shrieking caw and flapping her black wings. Riders then make a sharp turn into the direction of the Witch, who is stationed at her wicked laboratory, located in an arched alcove crowded by the usual test tubes, bookshelves, evil ingredients, and of course the oozing cauldron and massive spell book on its pedestal.

The old crone is fortunately facing away from riders as she pulls a newly poisoned apple out of the frothing, misty brew by its stem. "A special sort of death for our guests so fair..." she croaks as a thick coat of black drips off the bright red fruit. As guests pass by the cauldron, the Witch's cloaked figure turns toward them slightly, making for a clear profile view of her hideous, bony face as she delivers a grim cackle. Thankfully, she is too engrossed in her freshly spawned death device to notice riders sneaking past her in the dark, and guests quickly dart into the opposite direction, accidentally knocking over several wooden shelves stocked with bottled serums before narrowly escaping the lair through an iron-grate door.

Castle Moat
After a brief spell of darkness, guests find themselves outside the Queen's castle near its moat, now surrounded by tall, swampy grass and engulfed in mist. Adjacent to riders, from under a dark archway at the base of the castle's masonry exterior, the Witch shoots forth in a small boat, already in pursuit of her escaped prisoners. Still unaware of guests' presence as she remains focused on whatever might be ahead of her in the stream, the cloaked fiend lets out a horrid, hacking laugh as she manages an oar with both hands. Clearly visible inside the boat is a wicker basket filled with apples, each one an unnaturally bright hue of red.

Several large hollow logs submerged beneath the water assume the appearance of crocodiles, even lunging forward and snapping their splintery teeth at guests as they flee the moonlit marsh in search of some form of refuge.

Frightful Forest
The scene now shifts into one of a claustrophobic forest comprised of gnarled, looming trees with grotesque, utterly monstrous faces embedded into their bark, which are illuminated from behind in ghastly hues of green and pale blue. With arm-like branches, the wooden devils grasp and claw at riders attempting to thread their way through, some even lurching forward or twisting around by their roots. The distant, distorted cackles of the vile Witch spell imminent danger while a colony of bats swarms through, scurrying just over guests' heads. An owl with glowing red eyes screeches as riders approach it, more crocodile logs lunge and bite, and haunting, otherworldly noises come from sources unknown in every direction... not made any less unnerving by the dozens of menacing pairs of eyes staring from the darkness and following guests' movement.

Even upon escaping all of these spooks, riders are not in the clear. From behind a dead tree emerges the villainous Witch, this time staring directly into guests' souls with a piercing glare. Having successfully sought out her prized subjects in the woods as planned, she now commits fully to the deceitful façade of an old, unassuming peddler. With bulging eyes, a frightful grin, and a grimacing brow, the hag holds up her basket of bright red death for riders to see as they draw near, pointing at it with a skeletal index finger. "Like to try some apples, dearies?" she offers innocently, almost in a whisper.

Guests sensibly swing into the opposite direction, now darting straight toward the very first sight of solace within the attraction: the thatched-roof cottage of the Seven Dwarfs. The warm glow of a hearth fire emanates through its windows and seeps under the wooden front door, the latter of which creaks open to let guests inside as soon as they approach it.

Dwarfs' Cottage
The cottage in this attraction is arranged no differently than the standard, two-room "S-curve" cottage found in every single version of the Snow White ride since 1971. The original Claude Coats cottage scene featuring the Dwarfs scrambling for words on the stairs as they approached the shadow of a literal horned demon was an ingeniously evil fake-out, but for Escape from the Wicked Witch I have decided to employ the Dwarfs as an active part of the story, having them interact with guests in a meaningful capacity.

Guests' initial glimpse inside the cottage largely contradicts its inviting exterior. The Dwarfs' house is seemingly abandoned; quiet, shadowy, and without a single short, bearded fellow in sight. This first room contains their dinner table, various chairs and other wood-carved furniture, and a lit fireplace complete with a cooking pot of stew—some prospect of company within the near future. The lighting inside the Dwarfs' home is moody; virtually every surface is rendered in some dark shade of ultraviolet blue, though many are broken up by warm splashes and streaks of incandescent yellow-orange.

Turning into the opposite direction, guests approach a wash basin cluttered with dishes, above it an open window out of which a handful of woodland animals peer. A squirrel, chipmunk, rabbit, raccoon, and several blue jays are perched on the sill, and a deer stands outside behind them, only his head within the vicinity of the cottage. All are focused intently on riders drawing near, with wide eyes and gaping mouths. On the adjacent wall to the right is the Dwarfs' wooden staircase, and on its landing appears the first of the cottage's seven occupants: Sneezy.

"We've got some visitors, fellas," he says breathily, holding a candle and rubbing his nose. Just ahead are the other six dwarfs, seated or standing on either side of guests. "An old p-peddler is after ya?" worriedly questions a beard-tugging Bashful, followed by simultaneous interjections of "The Queen!" from a disconcerted Happy and a startled Sleepy. Their loud realization causes the inexplicable Dopey to pop out of a large barrel with a look of shock, the lid remaining flat on top of his head. "She's a mad witch, she is!" adds Grumpy, who raises a crooked finger high for emphasis. Finally there is Doc, motioning guests toward the back door as he stumbles over his own advice: "Better mide in the hi- Uh, hide in the mine! We'll hold her off!"

With these promising words, guests head back outside, and for the first time in the history of the Snow White dark ride, the Dwarfs have actually committed to helping guests in their perilous situation.

Dark Hollow
A brief scene lasting only ten seconds, this section is very similar to the stretch of forest between the cottage and the mine found in both 1983 attractions as well as the Paris version. Conditions here are dark, moody, and stormy, and the sounds of howling wind and rolling thunder are heard as guests approach a scenic mural of the Queen's castle looming in the distance under lightning-scarred skies. Two silent, grimacing vultures are perched overhead on a limb, hunched over as they stare riders down... providing an air of impending doom in one way or another.

Guests are far from safe here: From behind the brambles, the crooked crone appears once more—wicker basket in hand—to deliver her sinister goods. "Don't be afraid!" she insists, this time with a less subdued, more unhinged demeanor, "Go on, have a bite!" Jolting away from the villainous peddler once again, guests escape the scene through the wood-timber entrance to the Dwarfs' diamond mine, embedded within the side of a rocky cliff.

Diminishing Mine
Here begins a dark series of claustrophobic underground tunnels fitted with many rows of wooden beams to the sides and above. Rock walls are studded with gems of every color and size, which glisten brilliantly under ultraviolet light. The muffled sounds of thunder and wind still seep through from outside, while a distinctly discordant "twinkling" frequency is heard reverberating from the shining materials within the mine. Here and there, alcoves lead off into separate shafts, which are littered with wooden mine carts on their tracks and kegs overflowing with precious jewels. For a moment, guests approach one shaft extending impossibly far into the distance, its timbers contorted in a most inexplicable fashion and illuminated eerily by the radiance of flickering gemstones.

Unfortunately for guests, there is at least one very obvious danger present within the confines of the underground corridors: The old timber supports of the place seem to be very near the end of their days. The numerous beams creak loudly and incessantly, one indeed giving way down the middle and sagging dangerously close above riders' heads as they pass under.

Venturing into another tunnel, riders' worst fears are realized before their eyes as the Witch appears straight ahead, leering down from atop a huge pile of rocks with a demonic glare. "I'll crush your bones then!" she hisses, shoving forth a loose beam in a fit of maniacal laughter. Timber supports, both vertical and horizontal, now give way one by one all around riders as they scurry through the next shaft, but each miraculously stops just short of collapsing completely. This attempted cave-in considered, the Evil Queen has quite obviously abandoned her poisoned apples and is now vainly attempting to dispose of guests in a much more direct manner.

Ahead, beyond the final collapsing beam, is another alcove in the mine leading off into depths unseen. Here, a mine cart filled with shimmering diamonds suddenly comes screeching forward on its rails as the crooked laughter of the Witch is predictably heard echoing from the distance. Fortunately, the cart crashes into a pile of lumber on the ground before it can reach guests, who then veer off through a final set of timbers and escape the diminishing mine.

Stormy Climax
Guests now emerge in the final act of the ride: a thorny, mountainous place where a torrential storm is blowing through. Thunder, rain, and wind punish the scene as guests approach a high cliff sloped at a dramatic angle. Already ahead of guests, the Witch appears atop its peak, cackling with perverse delight as she attempts to pry forth a boulder with a long stick. Beginning at the bottom of the cliff and advanced upward in single-file fashion are the Seven Dwarfs, Dopey at ground level and Doc closest to the horrid hag, carrying a lantern. The seven little men, struggling to proceed further, urgently discuss their predicament as they hold the peddler off as promised: "Stand your ground, men!" "Don't let her get away!" "Look out!"

As guests advance closer to the Witch's rock perch, it becomes increasingly evident to them that she is not focused on toppling the boulder onto any dwarf... rather riders themselves. "GOODBYE, DEARIES!" the deranged crone screams with a sadistic laugh as she manages to tilt the huge rock forward in guests' direction. In an instant, and by means of a miracle, an ear-splitting bolt of lightning strikes the vile Queen down where she stands, the bright flash illuminating her tortured, grasping silhouette as she delivers a final echoing shriek of agony.

Evading the scene through a thorn-covered opening within the cliff face, guests continue into a black void where only the muffled, fading sounds of rain and distant thunder are heard. In the darkness ahead, two silent vultures—the very same ones encountered in the hollow fifty seconds prior—make for a fitting final impression for guests as they leer down from their perch, now donning satisfied, devilish grins. The nightmare is over, and guests shortly find themselves back in the loading queue, ready to disembark.

Miscellaneous notes:
>
The large majority of the ride's scenery is three-dimensional, albeit to only a rudimentary extent. Most setpieces and props are simple and blocky, leaving elaborate black-light paint to convey detail just as in plenty of other classic Fantasyland dark rides.
>The ride's sets are predominantly made to appear in tones of dark, gloomy blue and sickly green; no stone wall is grey and no grasping tree or mine timber is brown.
>There are no projected animations in the attraction save for in instances where practical effects are unable to achieve better, such as the Magic Mirror in the transformation scene and the Witch's creeping shadow in the dungeon.
>Music is only heard in the queue area and a small handful of interior scenes. Most scenes have no music at all, only atmospheric ambient sounds such as howling wind, chirping crickets, thunder, and creaking timbers.
>Modern audio-animatronic technology is employed here, and each character is animated with fluid movement.
>The Witch's voice is portrayed largely the same as it is in the film—gravelly, ominous, and almost genderless at times—rather than being an approximation of the insane, high-pitched Ginny Tyler performance from the 1971 ride.
>The ride is slightly over two minutes in length, not dissimilar to any other version of the Snow White dark ride.
>The characters in the attraction will use singular pronouns instead of plural ones if only one person happens to be in a ride vehicle; the Queen will refer to her "fairest subject" and so forth, and Sneezy in the cottage will say, "We've got a visitor, fellas."
 
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Miru

Well-Known Member
I’d also add a queue experience featuring the Magic Mirror to emphasize the fact the Queen is after the riders now. Maybe more skeletons found in the forest scene, to show that people have been killed by being driven into the forest and left unable to survive?
 

Okee68

Well-Known Member
Original Poster
I’d also add a queue experience featuring the Magic Mirror to emphasize the fact the Queen is after the riders now. Maybe more skeletons found in the forest scene, to show that people have been killed by being driven into the forest and left unable to survive?
Yeah, more hints regarding the Queen's intent from the Magic Mirror in the queue would be great; maybe have the "final warning of the Queen" make clear that she, "may even be looking for you," or something along those lines. I would love to hear any additional ideas for the attraction from anyone who happens to have any, especially for areas I didn't elaborate on much such as the queue area.

Also, I feel the need to point out that I just discovered that on Kenneth Sundberg's page for the 1971 Snow White ride, he wrote something as part of the article's conclusion that happens to perfectly illustrate my very simple solution for keeping the Snow White attraction scary:

It's a great pity that the design team didn't name the 1971 WDW Snow White's Adventures as "The Wicked Witch's Ventures" and didn't design more appropriate, ominous facade for it – because these two significant aspects would have solved all the problems of the too-scary, imbalanced ride. That way the name and the facade of the ride would have been more reflective of an attraction starring a murderous, insane cackling hag. Even if Walt Disney World would have only promoted the ride in more appropriate ways, we might still have the chance to enjoy the Craziest and the Scariest Snow White ride of Them All!
 
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Miru

Well-Known Member
A few more ideas:

* The Witch could be holding the comb from early versions of the film and the original fairytale. Maybe the bodice and red-hot shoes as well.
* The giant lunar energy Wolf from this early concept art could put in an appearance.

1611953982997.jpeg

* The Glooms from the 7D could have a cameo somewhere, even as skeletons in the dungeon. Maybe also Luna from the 1969 musical.
* I could see the crocodile logs, evil trees, etc, making terrifying sounds as well.
* The witch’s skeleton could be shown when she’s shocked as an ironic parallel to the skeletons throughout the ride.
 

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