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Friday, February 24, 2012
"Disneyland not escapism but reassurance."
Hello Blooloop guests. Welcome to the Sam Gennawey blog. I am an urban planner and planning historian that has a thing for theme parks, amusement parks, and World’s Fairs.
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This intellectual curiosity lead to a book about Walt Disney’s interest in placemaking entitled Walt and the Promise of Progress City*. As you will see, my focus is usually about the history and design of the North American Disney theme parks but I will stray now and again to check out other venues.
Because I spend a lot of time working on planning issues outside of the theme park gates and spend a lot of time writing about what goes on inside of those gates, I am frequently asked if there is a difference in the spatial design process between theme parks and the world outside the front gate. As you know better then anybody, there certainly is.
Evangelist Billy Graham once told Walt that Disneyland was “a nice fantasy.” This did not sit well with Walt. He replied, “You know the fantasy isn’t here. This is very real… the Park is reality. The people are natural here; they’re having a good time; they’re communicating. This is what people really are. The fantasy is – out there, outside the gates of Disneyland, where people have hatreds and people have prejudices. It’s not really real!”

When somebody suggested the only reason people go to
Disneyland was escapism, Disney Legend John Hench took offense and disagreed. He said, “There was never a Main Street like this. But it reminds you of some things about yourself.” He added, “What we are selling is not escapism, but reassurance.” A visit to Disneyland reassures us that things will be okay. Here, everything works, places can be clean, people can be nice, and the pace of the world feels right. Imagineers Marty Sklar and John Hench have described the urban design for Disneyland as the “architecture of reassurance.”
Hench said that Disneyland, “Tried to present an undiluted rosy view of the world; contradiction or confusion were qualities the planners of Disneyland associated with the defective, poorly planned, conventional amusement park.” He added that “Disneyland offered an enriched version of the real world, but not an escapist or an unreal version. We program out all the negative, unwanted elements and program in the positive elements. We’ve taken and purified the statement so it says what it was intended to.”
Make no mistake. The spaces within the park are not representative of reality but become a hyper reality – stylized and tightly edited versions of the real thing. The buildings are shrunk and edited to meet the needs of the story that binds everything together.
“Walt wanted all the details to be correct,” Hench said. “What it amounted to was a kind of visual literacy.” He suggested that each space is like a “bead or charm in a necklace. The same thing was applied as you walk around the park. Continuity was the same. Whether you’re slow or fast, what you look at it the same.”
Theme parks and the real world operate under different urban design organizing principles. Next time I will dive deeper into those differences.
* Sam's book, Walt and the Promise of Progress City cab be purchased here.
Image Copyright 2001, THE WALT DISNEY COMPANY
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Monday, February 20, 2012
Alton Towers and the Joy of Hex
A theme park in mid summer, with hour long queues and crowds of people in the blazing sun is not always the most pleasant place to be. This is why, when taking my family, we like to visit out of high season in an attempt to find a quiet day.
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This doesn’t always work; it can be raining, mercilessly cold and of course if it’s too empty then you’re walking around what feels like a ghost town. But occasionally everything comes together: an ideal theme park day in which there are just enough people to make the rides full, the queues are short to non-existent and the weather is welcoming.
So it was at Alton Towers this weekend. Cold but sunny. Not too many people. And no queues. A theme park close to my heart, Alton Towers was the school trip of choice throughout my childhood. The Corkscrew and Black Hole roller coasters were then the big draw. This time my kids raved about Hex and Nemesis as we drove home.
Alton Towers and those early rides play an important part in theme park history as it was here that the men who would subsequently create Merlin Entertainments, the world’s biggest leisure operator after Disney, cut their teeth in the industry. In 1990 Nick Varney, Merlin’s CEO, fresh from a stint marketing cleaning products, arrived as Marketing Director to work with Operations Director Martin Barratt. Mark Fisher, now Merlin's Chief Development Officer had just left college, was working in maintenance and became Events Coordinator and in 1995 Glenn Earlam, now Merlin’s Managing Director of the Midway Operating Group, would arrive as Alton Tower’s new Marketing Director. Throughout, renowned roller coaster designer John Wardley worked his magic behind the scenes, helping create some of the park’s great attractions.
Looking at what the park has become, a huge operation, one of the world’s great theme parks with numerous themed rides and attractions with a slick merchandising operation, great staff and a hugely impressive social media campaign, it is poignant to reflect on where it all began. And a special joy this weekend to read the ride times on the information board : Air 0 mins, Oblivion 0 mins, Nemesis 0 mins.
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Wednesday, February 08, 2012
Parkology: Coney Island the First Theme Park?
parkology
(park•ol’•o•gy)
n.
1. The systematic study of the art and science of the theme park,
especially the study of the origins, organization, development, and
nature of said art form.
2. The indulgent ramblings of an industry veteran trying to make sense of it all
also, park•ol’o•gist n.
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(Above: Coney Island-Where it all started)
by Mel McGowan
Welcome to Parkology. As both a fan and a designer of themed attractions, I’d love to create a space to explore the history & future of the form, as well as to reflect on what they mean.
Such musings have largely been limited to the Disney Theme Parks in the blogosphere. However, I believe that each theme park has its own story to tell, and that the impact of “Walt’s Revolution” reaches far beyond the landscaped “berm” designed to keep the “real world” out. We’ll also explore how the design of themed attractions have influenced the world that we live, work, worship, and play in.
From Luna Park to Virgin Galactic’s Spaceport, the themed attraction is a unique cultural art form, with its own heritage, trajectory and extremely large canvases!
Houston, we have liftoff!

(Above: A Spaceship Named "Luna")
Luna Park
Contrary to popular opinion, it didn’t start with a mouse. It also didn’t start with Walt sitting on a bench at Griffith Park eating peanuts while his daughters rode a carousel. Although Knott’s Berry Farm has hung its cowboy hat on being “America’s First Theme Park,” I’d give the plaque to Luna Park.

(Above: Stereoscopic - prehistoric ViewMaster - view of Luna Park)
Luna Park was actually built on the site of the first gated amusement park, Sea Lion Park. One of its founding partners Fred Thompson, knew enough about architecture to be dangerous. The Chicago World’s Fair’s “White City” was a neoclassical vision of Heaven by day and an electric “city on a hill” by night that burned itself into the collective memory of 27 million of Americans that witnessed it during its 6 month run. Its “Midway Plaisance” international amusement zone established the linear mall layout that has been emulated hundreds of times around the world. It served as the model of the 1901 Pan-American Exposition which featured one of the first “E-Ticket” attractions: “A Trip to the Moon.” The runaway hit was inspired by the silent film of the same name by George Melies (whose amazing talent and story is featured in my favorite film of the year, “Hugo”).

(Above: 1901 Pan-American Exposition Midway)

(Above: Melies' Le Voyage Dans La Lune)
Rather than simply fusing the “Midway” layout with the neoclassical architecture of the White City (like dozens of uninspired copycats from neighboring Dreamland to the dozens of Electric Parks and White Cities across the US), Thompson intentionally designed the first gated theme park around his “E-Ticket” attraction…and what a theme it was: a city on the moon! “A Trip to the Moon,” was an extravaganza that was not surpassed until Walt Disney’s “Pirates of the Caribbean” six decades later. In a precursor to the motion simulators and 4D theaters of today, your Victorian spaceship seats pitched as painted scenic canvases rolled past portholes simulating a fantastical space voyage. Upon landing you exited the spacecraft and were greeted with sensual “Moon Maidens” offering a taste of cheese pulled off the cavern walls. Talk about a multi-sensory experience!
(left: A Trip to the Moon "post show")
Like today’s Wizarding World of Harry Potter, the anchor attraction was embedded in an immersive environment which extends the story beyond the ride time. Outside “A Trip to the Moon” the fantasy continued with a lunar cityscape consisting of hundreds of towers and minarets described by visitors as an “electric Baghdad by the sea.” Rather than choosing a known historic geography or even directly interpreting a known media property (Melies’ “A Trip to the Moon” silent movie, the first “sci-fi” blockbuster), Thompson and his business partner “Skip” Dundy, loosely appropriated exotic architectural details from throughout Asia and the Middle East in a wholly original composition, using sophisticated scaling techniques such as forced perspective. Entered from an iconic gateway on Surf Avenue, the vista was closed by deflecting the linear “Midway” axis, creating a sense of discovery. Multiple levels included elevated terraces and promenades culminating in the iconic “Shoot the Chutes” ride (the first flume ride, one of the few holdovers from Sea Lion Park).

(Above: "Electric Baghad by the Sea")
At the scale of just one of Disney’s “lands” (22 acres), Thompson & Dundy had elevated the pleasure garden and amusement park into an wholly immersive, multisensory environmental experience which transported visitors away from the grim urban reality of turn of the century New York. A new art form had been invented: the theme park.

(Above: Luna Park's Midway)
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