Posts Tagged ‘Imagineering’

Beastly Kingdom

September 21, 2019

The other day, I posted on here and lamented that when Disney’s Animal Kingdom was built, they decided to nix something called Beastly Kingdom. It had been planned as an area of the park dedicated to magical and fictional creatures. I have done a lot of studying recently and I have realized a few things. One, I have more details on what Beastly Kingdom would have been. It was actually two attractions based on good creatures (centered around the unicorn) and evil creatures (centered around a dragon). Two, I found out that Animal Kingdom was created because Michael Eisner was jealous of Busch Gardens Tampa Bay. This is disappointed. Anyway, I decided to create my own version of Beastly Kingdom as a ride/attraction. My version is based on the common thread in Disney Parks called The Society of Explorers and Adventurers.

The ride would be set on a river. The boats would float (naturally) but they would also be on hidden tracks under the water similar to The Jungle Cruise and other water rides in Disney parks. The boat would carry up to twenty people and would be sized to be comfortable. The boats would be styled as modern boats with chrome detailing. The boats are also decorated with symbols and drawings meant to mimic runic symbols. Each boat is decorated with a family crest with a large B. The boats are named after famous heroes like Siegfried, Perseus, Pecos Bill, Roland, and others.

The ride begins in the queue which is decorated to be welcoming with a smooth stone building with polished brick floors. Displayed prominently are large portraits. One of them is of two young kids, a girl and boy who are obviously twins. They are Penny and Kyle Beastly. They are proudly standing next to their parents Sadie and Karen Beastly. There is a picture of Aleister Beastly standing with Lord Henry Mystic, Charlton Taboret, Mary Oceaneer, and Dr. Albert Falls. There are portraits of other members of the Beastly family. Passengers are loaded into a small room with a large television screen on one wall. After a short burst of static, it shows Penny and Kyle Beastly in their office. (Really just a scrim with animatronic puppets similar to Henry Mystic behind it). Penny is facing the camera while Kyle is mostly focused on a laptop behind her.

Penny: Hello! My name is Penny Beastly

Kyle: And I’m Kyle Beastly

Penny: Welcome to Beastly Kingdom! Our family has been involved in the care and preservation of magical creatures for a long time. Since the late 1800s. It all started with our great grandfather Aleister Beastly who discovered the remains of a wyvern while on an expedition with the Society of Explorers and Adventurers. Maybe you’ve heard of them. Many of Aleister’s contemporaries sought magical artifacts.

Kyle: You know, like Lord Mystic and Dr. Jones.

Penny: And others wanted to explore destinations.

Kyle: Like Dr. Falls and Ms. Oceaneer.

Penny: Exactly! But our family was more interested in creatures.

Kyle: Ghosts were taken.

Penny: Right. No ghosts. No thank you. Our family seeks out and protects supernatural creatures. We only relocate them if it is absolutely necessary. The vast majority of creatures are very capable of keeping themselves hidden and safe. We relocate and protect those creatures negatively impacted by humanity.

Kyle: We’re basically a rescue but for really big and dangerous creatures instead of dogs and cats. Most of them are really intelligent too.

Penny: Kyle! Don’t scare our guests! Honestly, we’ve taken every precaution.

Kyle: It’s literally impossible to take every precaution.

Penny: Hush, Kyle! You’re going to be fine. You’re all going to have a great time visiting some fantastic creatures. Now calmly exit the theater and board the rides. Thank you.

Kyle: Good luck.

The monitor shuts off and the doors open leading to the dock where passengers board their boat. The boat starts up and moves to the center of the river before proceeding.

Guide: Welcome to your ride on our little river. The Beastly family artificially created this habitat to accommodate as many creatures as possible. Hopefully, we’ll be lucky and see most of our current residents. While we are in route, please keep your hands, feet, and the rest of your body safely in the boat. Do not engage in flash photography as it upsets some of our residents and there’s plenty of light out don’t you think?

The boat continues on a bit.

Guide: Now I’m going to have to ask you to keep a little quiet in this first section. If you look to our right, you will see a cave where we have an actual dragon. Dragons sleep most of the time and it is a really bad idea to wake them up. Relax, that fire is just how dragons snore.

The riders see a cave with smoke coming out of it and the occasional flare of light from a large flame. The boat glides by peacefully.

Guide: Alright. We’re good. On the left, you will see one of our Bigfoot. Bigfeet? Anyway, they were displaced by deforestation. They are mostly secretive creatures who would never harm a fly. The only reason I can think of that would bring one this close is their fascination with the faeries. Oh, see! He found some pixies. He would never hurt them but it is hard to resist those pretty lights.

In the shade, the riders see a bigfoot approach a large bush and reach out to it. The faeries light up like lightning bugs and fly away in multicolored lights and then vanish. The bigfoot looks out at the boat peacefully.

Guide: On the right, you can see signs of goblin culture. These little guys are our most antisocial residents. I don’t see any goblins around, though, so maybe we’ll get lucky and it will stay that way. Well, I spoke too soon. There they are. Remain calm, you’re perfectly safe. We did lose one boat before we figured out the protection runes but we have it now. Just let them tire themselves out.

The goblins lined up on the bank and some in the trees start throwing rocks which the riders can hear hitting the roof of the boat and can see them landing in the water. Nobody is harmed. The goblins screech at the boat. The guide shrugs and laughs.

Guide: See? All safe.

On the boats left, there is a large waterfall. The guide seems to notice something odd about it. Within the waterfall, huge eyes light up. A large sea serpent pokes its head through as it spots the boat. It dives forward into the water. After a moment, bubbles start coming up behind the boat, trailing it.

Guide: Well, that’s the sea serpent. Relax folks, it gets curious. It cannot harm us but it does look like it’s following us. Let’s see where this goes.

The boat shakes a bit as the serpent bumps it as it moves ahead of the boat. The sea serpent rises from the river in front of the boat and sprays a mist of water at the boat. The guide rotates the wheel and the boat turns sideways on the river and stops. Suddenly, in the chaos, the dragon flies overhead blasting fire and the serpent looks after it and then returns to the water.

Guide: Looks like our friend the sea serpent was scared by our dragon. I’m a little nervous about them both being out and about but the Beastly twins have assured us that we are perfectly safe. Let’s keep going, huh? Everybody alright?

The guide rights the boat and it continues down the river a little bit further. Gradually, beautiful singing can be heard from around the bend.

Guide: Beautiful music, huh? Those are our sirens. It’s rumored that they used to make sailors crash their boats but that’s just silly. We haven’t had any incidents like that here. I think they were just bad sailors.

The boat rounds the bend and there are some sirens sunning themselves on some rocks by the shore. They barely seem to notice the boat. Out of nowhere, a large bird appears in the air. It cries out and lightning comes from it and lands among the sirens. They scatter with a huge splash.

Guide: Looks like the thunderbird is not a big fan of their singing. Oh well. Alright, on the right we need to remain still. We do not want to disturb the gargoyles. They track their prey by movement but mostly stay completely still day and night. I’m sure you’ve even seen some of them in cities.

The boat glides by some rock outcroppings where gargoyles are perched. Their eyes slowly track the boat. Suddenly, a deer appears and then seems to run back the way it came. One of the gargoyles swoops after the deer. The faerie lights are seen again trailing the gargoyle.

Guide: Oh that poor deer! Run! It’s alright, the faeries will protect the poor girl.

The boat rounds the final curve and the riders can see the sea serpent at the shore of the river. Except, it is no longer interested in the boat. It is hissing at the dragon which is now clearly in sight, smoke coming from its nostrils as it calmly glares at the serpent and beyond at the boat.

Guide: That. That kind of speaks for itself, doesn’t it? These two just need to get the aggression out of their system. Let’s just slide on past and go home before this gets a little too rowdy, huh? Well, thank you for joining me on this little trip. We got really lucky and saw some of our most awesome residents. The Beastly family gives their regards and wants me to leave you with this final thought. We need to consider our impact on the environment in this world. We not only impact our magical friends here but all of the non-magical creatures all over the planet and we hurt ourselves. We need to do better. Have a good rest of the day and come back soon to check out Beastly Kingdom.

The boat docks and the riders exit to the gift shop.

Yensid Containment Facility

August 19, 2019

(After studying so many dark rides through YouTube, I decided to try my hand at designing my own. This is a ride narrative of sorts and if I could draw well, I would probably provide imagery. The concept for ride combines my love of Disney with my love of the horror genre. I was inspired both by the older Disney dark rides and the haunted houses in Halloween Horror Nights at the Universal parks. However, this is intended to be no scarier than my experience on Snow White’s Adventures.)

Queue Area:

People step into a large cold, concrete room with a queue set up by chrome railings. There are conspicuous security cameras everywhere and accouterments suitable to a high-tech prison. There are wanted posters up for Disney Villains that have not been caught or are missing in action. Madame Mim, Chernabog, The Horned King, Shan Yu, Shere Khan, Yzma, Prince Hans, Turbo, and Frollo among others. Speakers detail various security rules “Please Remain Orderly”, “Please Report Any Magical Items to Security”, “This Yensid Facility Thanks You for Your Patronage”. At the end of the line, castmembers dressed as “security” waive people through magic detectors instead of metal detectors.

Preshow:

Riders sit on benches in a small theater. It is the same concrete as the queue area but somewhat warmer even before the lights dim. A movie starts up and on-screen is the Duke of Weselton (from Frozen).

Duke: Welcome to the Yensid Containment Facility. I am the Duke of Weselton and I have graciously stepped in to act as warden for this facility. As you well know, all of our worlds have been damaged or threatened at one point or another by villains. While our worlds share the core belief that there is good inside of everyone, some individuals refuse to embrace their good side. They fall into the shadows and never return. This facility was built for the capture and containment of those who would threaten our worlds. A place where they can safely go through the process of rehabilitation but cannot hurt those around them.

We here at Yensid strive to do our absolute best to keep the worlds safe from these rapscallions. I made an error of judgment once and helped hurt innocent people but my eyes have been opened to who the true villains are. This building suppresses the magical abilities of some of our more volatile residents. This is why you were searched for any magical items or effects. While we trust our very important visitors, we do not want to take any chances that would result in the villains getting released or you harmed. Otherwise, enjoy the tour and try to remain calm. You are in no danger. Repeat, no danger. Don’t panic.

The doors open and castmembers usher people into the ride vehicles.

The Ride Itself:

The ride takes people down a winding black stone corridor. That corridor is lined with thick, clear plastic panels. Next to each panel is a computer readout that blinks on as the vehicles approach. These readouts display the name of the villain and a specific warning.

The vehicles approach a line of three cells on the left.

Duke: Some of our villains are relatively harmless, mere humans. However, they are still dangerous. Do not underestimate them.

The first cell holds Cruella De Vil with the Warning: “Do not mention dogs”. Cruella sits on her bed, smoking her trademark cigarette. She looks at the riders and cackles and then sighs.

The second cell holds Stromboli with the Warning: “Watch for Strings”. Stromboli sits on the floor of his cell playing with two marionettes and paying no mind to the riders. Several marionettes dangle from the ceiling of his cell. He looks up and glares at the riders.

The third cell holds Gaston with the Warning: “Requires Five Dozen Eggs Per Day”. Gaston grunts as he does chin-ups on a bar from the ceiling of his cell.

Duke: See? Completely harmless.

There is suddenly a large sound from the right as Captain James Hook slams himself up against the glass of his cell with a shout of “Avast!”. He scratches his hook down the surface, making a squeaking sound. He laughs bitterly as he leers at the riders. “No Ticking Clocks Please”

Duke: Of course, some of them are more dangerous than others.

Immediately after that, The Queen of Hearts slams against the glass on the left. She repeatedly pounds her fists against the glass. She shouts “Off With Their Heads!” over and over. “Warning: Violent Temper”

Duke: Unfortunately, we are finding it hard to keep them from making new friends inside. Some people should not be friends.

The next two cells on the left are Doctor Facilier and Mother Gothel. “No Shadows” and “No Flowers”. Facilier extends his hand and his shadow appears in Gothel’s cell and extends a shadowy flower toward her. She touches her chest in surprise and emotion.

Duke: Others are busy making new enemies.

The next two cells on the right hold Scar and Clayton. Clayton sits on his bed and points his hand like a gun at Scar in the next cell. Scar growls and pounces at the wall and growls. Clayton laughs. Warnings: “Killer Lion” and “Great Shot’.

Duke: Now onto the more magical members of our little prison.

The next cell on the left contains The Evil Queen Grimhilde (from Snow White). Warning: “Do Not Take Food From Inmate”. The Queen, stuck in her Old Witch disguise, stares in her magic mirror. She holds a hand mirror limply in her right hand. The mirror signals toward the riders with his eyes. She touches her face and then abruptly turns from her mirror and smashes the hand mirror against the glass. She cackles and shouts “Don’t Turn Away, My Pretties!”

Duke: This place is so strong it can hold a god.

The next cell on the right contains Hades. Warning: “Talks Too Much”. Hades is chained to the floor with a device across his mouth, preventing his speech. As he sees the riders, his flaming hair turns red and he struggles. The chains tremble but do not break. A blast of hot air hits the riders.

Duke: The next two villains kind of defeated themselves but are still dangerous if released.

Two very small cells on the left each hold a single pedestal. They are for Oogie Boogie and Jafar.

A jar of luminescent bugs wriggles and shakes on a pedestal. Warning: “Do Not Open Jar”

An onyx lamp shakes on its pedestal and falls over and the lid opens to reveal Jafar’s angry eye which blinks and then narrows.

Duke: Don’t worry. They’re all under wraps. I’ll get somebody to pick that up.

On the right, Ursula’s tentacles slam against the glass repeatedly as she laughs. She is underwater. “Poor unfortunate souls!” she shouts. Her tentacles pulsate against the glass but it holds. Warning: “Do Not Tap on Glass”

Finally, the last cell on the left holds Maleficent. She stands in the middle of her cell and glares threateningly at the riders. She then raises her hands and starts to transform into a dragon, spewing smoke and green fire into her chamber. Once again, the riders feel the heat. Alarms start to go off.

Duke: Get them out of there! Do something!

The vehicles speed away from the cells and to the exit as riders hear a last echoing roar of a dragon. As they disembark, the Duke appears on a screen.

Duke: Thank you for taking our VIP tour, I assure you I have everything in hand.

The riders exit into, of course, a gift shop where they can buy Yensid Facility apparel and souvenirs.


The Hidden Message

klaatu barada nikto

Growing a family

Im just trying to evolve

Panorama of the Mountains

Liam Sullivan's Ideas and Reflections

Boccob's Blessed Blog

A gaming blog with an emphasis on D&D 5e

wolfenoot.wordpress.com/

No Hate Only Snootboops

As Told By Carly

The Ramblings of a Geek Girl

Beyond the Flow

A Survivor's Philosophy of Life

Silvia Writes

Life is a story. Might as well write it.

An Artist’s Path

Art, Poetry, Prose, Spirituality & Whimsy

The Bloggess

Like Mother Teresa, only better.

Silence Killed The Dinosaurs

Comics, Stories, Dinosaurs, Cats

Damyanti Biswas

For lovers of reading, writing, travel, humanity

%d bloggers like this: