Dateline Disneyland Picture Update

Let’s take a look at some of the various things going on through-out the Disneyland Resort from this week’s Dateline Disneyland on MiceAge:


Billboards around SoCal for Toy Story Mania have been changed to say “Take aim and ride” as opposed to “Opening June 17th”


Some ground work has been done at Goofy’s Gas in Toontown


Goofy’s car has returned outside Goofy’s House

Colors of the Wind Goes Black

Breaking news from the Orlando Sentinel:

After a 10-year run, the live ‘Pocahontas and Her Forest Friends’ show at Disney’s Animal Kingdom will close Sept. 27, Walt Disney World announced Thursday.

No immediate replacement is planned for the amphitheater. The Pocahontas character will remain in the park, though three actors must audition for other shows.

The remainder of the 28-member cast and crew will be reassigned, said spokeswoman Zoraya Suarez.

With no replacement for this show coming soon, I think we can now begin to talk about the land being cleared behind Camp Minnie-Mickey. We can now let the rumors begin….

Stay tuned to WDW News Today as more information becomes available on this breaking news.

Magic Kingdom Parade Update

According to the Walt Disney World Cast Member website, the following changes will be made (highlighted items have not been previously announced) at the Magic Kingdom during the replacement of the Liberty Square bridge:

In our ongoing quest for continuous improvement, the Magic Kingdom Liberty Square Bridge will be closed from Friday, August 15 through Friday, August 29, 2008, for routine maintenance. The refurbished bridge is scheduled to reopen on Saturday, August 30. During this “Maintaining the Magic” refurbishment, we are reducing the grade on the bridge, making it easier to navigate for the parade vehicles, carts and other hand-pushed assets that will travel across the bridge, once it’s reopened.

While the Liberty Square Bridge is closed for refurbishment, additional entertainment enhancements will be offered to minimize any impact this closure might have on our shows and our Guest experience, including the following:

* In addition to our normal 3pm Disney Dreams Come True Parade, a second Disney’s Dream Come True Parade is planned for 7pm.
* Both Disney Dreams Come True Parades will follow a modified route, traveling from Town Square down Main Street, U.S.A., and circling around the Hub and back down Main Street, U.S.A, to step-off at the Fire House area gate.
* Because the SpectroMagic parade floats are too large for the modified parade route, SpectroMagic will not be performed from August 15-29. However, additional experiences will be offered in the evening, including additional Castle Shows, extended evening Character meet-and-greets in Town Square and additional performances of the Woody’s Cowboy Camp show.
* Wishes fireworks will be performed as scheduled.

Is Disney’s Aladdin Leaving?

From the OC Register:

Is Disney’s Aladdin – A Musical Spectacular closed after July 21st?

The question above was asked on a MiceChat discussion board by someone identified as “moncho.” He said that he checked the Disneyland calendar and that the show is not scheduled after July 20.

Disney Spokesman John McClintock said the Disney’s California Adventure show will be closed between late September and early December. McClintock said the show will be down for rehabilitation and system upgrades. The show will then reopen in early December, McClintock said.

Indiana Jones May Get Crystal Skull References

From the OC Register:

Crystal skulls may be added to the Indiana Jones Adventure attraction in Disneyland, but the “Summer of Hidden Mysteries” will end after this summer.

Glenn Kelman, a Disney Entertainment Productions senior show producer, talked about the Indiana Jones touches added to Adventureland for the summer.

First, he said that the “Summer of Hidden Mysteries” will only last through the summer.

“There are no plans to keep this event running along past this summer,” Kelman said.

He also mentioned that “as the [Indiana Jones] franchise continues, the possibility may come up to add new things to the Indiana Jones Adventure attraction.”

He said that there are no plans to remake or change the Indiana ride at Disneyland. Kelman said Imagineers’ “imagination could run wild” with new things to add to the ride from the latest “Crystal Skull” Indiana Jones movie.

Imagineering Spokeswoman Marilyn Waters said she knows of no plans to add “Crystal Skull” touches to the attraction.

She added that “it doesn’t mean that in a couple of months we won’t say ‘hey, why don’t we add this.’

Our Slowest News Day Ever!

Today is a very slow news day:

Lindsay Lohan celebrated her 22nd birthday with a trip to Disneyland over the long Fourth of July holiday weekend.

Lohan climbed aboard the Alice in Wonderland dark ride with pal Samantha Ronson, according to paparazzi photos posted by TMZ. Accompanying LiLo and her BFF at the Anaheim theme park: brother Michael Jr. and sister Ali, reported the celebrity gossip website Just Jared.

The former Disney movie star and her DJ friend topped off the birthday fun with a party at Teddy’s nightclub in the Hollywood Roosevelt Hotel, according to the U.K.’s Daily Mail.

— Brady MacDonald, Los Angeles Times Staff Writer


Photo from TMZ.com

Movin’ on Down To Moderate

The Cabins at Disney’s Fort Wilderness Resort are now being listed as a Moderate resort option on the official Walt Disney World Resort website. No reason for the option’s downgrade from Deluxe to Moderate has been made available at this time, but due to the overwhelming size of these accommodations, it is highly doubtful that a price change is going to happen anytime in the near future. The only rumored explanation for the change is that by listing it with the other Moderate resorts, Disney hopes bookings for the location will increase. WDW News Today will continue to update you on this story as more information becomes available.

Some Beary Good News

After a few years of neglect, the Country Bear Jamboree attraction at the Magic Kingdom will be receiving some substantial updates during a planned refurbishment to take place between September 28 and October 31, 2008. Among the upgrades coming to the attraction, is an entirely new audio sound system that should make fans of the attraction quite happy, seeing as though the audio quality for the show has been pretty bad in recent memory. We can also expect some other general maintenance to occur throughout the attraction, but don’t expect any major changes during this time. We also should not expect this to bring back the Country Bear Christmas show, at least not this year. Stay tuned to WDW News Today as we hear more on this upcoming refurbishment.

The Tech in the Toys

Here is an article from the Design News covering some of the technical aspects of Toy Story Midway Mania, it may be a little too technical at times, but it is certainly interesting. Here it is:

Old-school midway games just got a high-tech makeover from Walt Disney’s Imagineers. Their new Toy Story Midway Mania attraction, which opened in Disney’s California Adventure Park earlier this week and in Disney World in May, recreates the kind of shooting and throwing games that can still win you a stuffed animal at carnivals and boardwalks around the country.

These games, however, take place not in carnival booths but in a 3-D gaming environment designed by Walt Disney Imagineers with some help from Pixar Automation Studios. In Midway Mania, there are no physical objects to hurl or fire at targets – no rings to toss, no darts to throw, no air rifles to point at sheet-metal ducks.

Instead, players first make their way past an animatronic Mr. Potato Head carnival barker, whose voice and schtick come from Don Rickles. Then they don a set of 3-D glasses and hop into swiveling ride vehicles that convey them to a series of virtual games. Not counting a practice pie-throwing round, Midway Mania has five scored games in all, each inspired by a different “Toy Story” character.

Once parked in front of the individual games, the players use a pull-string shooter to fire virtual projectiles at a large screen. The attraction tallies scores for all the players based on the point value of the targets they’ve hit. It even awards virtual plush toys, displaying them on each vehicle’s on-board computer screen.

Though the games play out in 3D, the Imagineers have added another dimension to the game. The attraction also includes special effects in which game actions have real-world consequences. Throw a virtual dart that pops a virtual balloon, for example, and you get a puff of air or spritz of water in the face. Chrissie Allen, senior producer and director for the attraction, says the effects add a fourth dimension to the ride. “The world of the game completely envelops you,” she says.

All of that immersive gaming may be a blast, sometimes literally. Yet Midway Mania has a serious side that makes all the fun and games possible. According to Jody Gerstner, Walt Disney Imagineering’s executive director of show and ride controls, the attraction runs on one of Disney’s most advanced automation systems to date. Built primarily around components from one of its corporate partners, Siemens Energy & Automation, the system marks the first time Disney has used industrial Ethernet in a ride control application. “We’ve done show controls over Ethernet before, but those don’t involve moving people around,” Gerstner says.

The automation system breaks new ground in other ways too. One is its scale. “It’s the biggest system we’ve done, not geographically but in the number of control zones,” says Gerstner. Another is in the amount of integration work that had to be done to weave the attraction’s distinct game, ride and show elements into a seamless user experience. And the attraction is a great example of how the clever use of position sensors and software can take up the some of the mechanical slack in motion control systems.

Talk to Imagineers like Gerstner or Allen, and you will quickly get that they obsess about the entertainment value of the rides they create. And in that sense, Imagineering couldn’t be more different than the engineering practiced by those who work on industrial machines. After all, when is the last time anyone had to design a fun form fill and seal machine?

Like all engineers, though, the Imagineers still have to hit hard engineering targets related to safety, throughput, uptime and installation cost. And hitting all those targets in this case called for a control technologies that should appeal to those who design machines for factories rather than theme parks.

Fun with Ethernet

Midway Mania’s overarching control system actually consists of three sub-systems, one each for the ride vehicles, the games, and show elements. Ethernet is the common thread tying everything together.

The ride controls, which govern the movement of the vehicles through the attraction, run on two kinds of industrial controllers. The central wayside controller, a Siemens 319 PLC, manages the vehicle flow through the attraction. “The wayside controller is the traffic cop,” Gerstner says. Each vehicle also has an onboard controller, a Siemens 315 PLC that handles programmed speed profiles, position data gathered from sensors, safety measures and diagnostics.

For vehicles to move through the attraction, the vehicle’s onboard controllers wirelessly communicate their position data over ProfiNet RT to the wayside controller. That central controller then generates a signal, which goes out over a proprietary, hardwired network to the 397 busbar zones on the vehicle steel track. That signal is then transmitted back to the individual ride vehicles through a brush shoe that contacts the busbar Gerstner calls this control out a “go, no-go PWM signal.” It tells individual vehicles whether they have permission to proceed at their programmed speed, whether they should stop or whether they should proceed at a reduced speed.

The game controls likewise have both centralized and onboard elements. A centralized PC-based gaming controller distributes gaming data from each ride vehicle to a bank of computers that run all the gaming software. The massive computer farm for Midway Mania houses more than 150 computers in all, including one Windows XP PC from HP for each of the attraction’s 56 game screens. The on-vehicle controllers handle game information specific to each vehicle, such as the positioning of the shooter and onboard score display.

As with the ride controls, the centralized and on-board gaming systems communicate over wireless Ethernet, sharing the onboard wireless infrastructure with the ride controls. Physical connections between the game computers take place over a standard 100 Mbit/s Ethernet network – with the exception of a gigabit backplane between the switches in the main game controller.

Both the ride and game control systems share a wireless link to get data off the vehicles. On the vehicle is shared Siemens SCALENCE W access point module on the vehicle which couples with SCALENCE W access points off the vehicle via a leaky coax cable along the track. Olaf Scheel, a Siemens engineer who served on Midway Mania’s design team, the wireless system has been “hardened” to prevent any intrusions or denial of service attacks. And he notes that on the ride control system, safety is ensured by the one-way nature of wireless communication. “The onboard controllers only send data,” he says. They get their go-signal only through the hardwiring.

Aside from the ride and game controls, the system has additional PCs for its show controls, including a rack of computers that run the attraction’s special effects. These, too, are nodes on the standard Ethernet network.

Working Together

Taken individually, Midway Mania’s individual control systems are pretty straightforward, but it’s how they work together is what determines whether attraction soars or falls flat. “The hardest part of the project was defining all the software interfaces between the game, ride and show controls,” Gerstner says, noting that all three systems have to be closely coordinated to deliver that seamless user experience.

The game and ride control systems, for example, both coordinate their efforts at all times. During normal operations, the game controller needs to know where the ride controls have parked vehicles relative to the game screens. That task is trickier than it sounds. Gerstner says the electric motors, right-angle gearboxes and pinch-rollers that move the vehicle have a certain amount of play in them. So do the mechanical brakes that stop the vehicles in front of the screens. “We had to find a way to compensate for the variation inherent in our mechanical system,” he says.

The game and ride controls also mount a coordinated response to back-ups or delays, which could be caused by someone triggering one of the attraction’s many pressure-based safety devices or even a slowdown in the vehicle loading process. “We know back-ups happen,” Gerstner says, “but system does the right things even when everything isn’t perfect.” Those right things include launching game sequences, such as an extra practice round if users get stuck in front of one screen for too long. They also include more theatrical responses, such as an announcement voiced by “Toy Story” characters.

Many of these coordinated efforts require the ride and game controls to use position data gathered by two complementary tracking methods. The first uses Pepperl+ Fuchs binary proximity sensors, four of which are mounted beneath each ride vehicle, to pick up a set of absolute position markers scattered at strategic locations along the track. “These give us an indication of where each vehicle is in the building,” Gerstner says.

While crucial for generating the go-no go signals and controlling the flow of multiple vehicles, proximity sensor tracking lacked the resolution needed to register the vehicle to the game screen. So the Imagineers added a second tracking system that can determine vehicle position within an inch. It uses a Banner laser sensor, again under-mounted on the vehicle, to read graduated strips placed in the floor near the parking locations for each game. This fine-positioning system helps compensates for all the variation inherent in the mechanical system. “The game doesn’t care if the car parks in the same spot every time. It just needs to know where each car has actually parked, and it can compensate.” Gerstner says.

Positioning data also plays a key role in determining the position of the shooter relative to the game. An algorithm in the game software determines position using data from the three encoders on the shooter itself along with another encoder that measures the amount of swivel on the ride vehicle turrets. “Turret swivel is superimposed on the rotational axis of the shooter,” Gerstner says. The shooter-position algorithm also takes the vehicle’s actual parking position into account. Gerstner describes this positioning algorithm “very complex,” but adds that it still made more sense than trying to come up with a separate sensing system. “We had enough accuracy to mathematically determine the position of the shooter tip with data we already had,” he says.

A New Approach

Midway Mania’s controls embody a couple of important departures from Disney’s traditional way of engineering large control systems. Gerstner points out that the company’s larger attractions tended to have point-to-point I/O in the past. That design approach can be clearly seen in square footage set aside for I/O cabinets in a room adjacent to Midway Mania’s massive computer farm.

Much of that control room remains empty, however, since the ride controls take up just two cabinets. Gerstner attributes much of the control system’s physical economy to the Siemens’ distributed I/O and to the Ethernet backbone that ties all the control systems together. “Ethernet simplified the wiring and all the associated touch labor,” he says. “To be honest, I don’t know if we could have done this project using our traditional architecture. It would have taken a lot of copper.”

Another departure for Disney is in its use of a centralized controller in an attraction of this scale. In previous rides with a similar zoned busbars – such as its Rocket Rod ride – Disney had to distribute the controllers around the rides. “We couldn’t go centralized because of the challenge of processing and send permissible signal out to all the zones,” Gerstner says. The 319 had speed and power to overcome that problem. “It’s a screamer,” Gerstner says.

In fact, central PLC and the ProfiNet RT had more than enough processing muscle and speed for this application. Scheel notes that the central PLC scans and execute the code for all 397 busbar zones in 32 milliseconds. “We could go faster if we had to, but there was no need,” he says, noting that ProfiNet RT can update every millisecond if necessary.

Same goes for PCs and Ethernet used in the gaming systems. Gerstner says it has bandwidth to spare, and its switches only utilize about 10 percent of their capacity at any given time. “That’s the thing about bandwidth, you never know how much you’ll need when you start a project. So it’s always better to have more than less,” he says.

DCA Expansion Rumors

Here’s a couple of rumors on the DCA expansion from Screamscape:

2011 – Walt Disney Plaza – Confirmed – (7/8/08) We’ve heard a bit more about the Walt Disney Plaza area, confirming that the Carthay Theater building will simply be an empty shell for the time being. However we have heard that the upstairs section may be used as another exclusive Club 33 style VIP Room. It was also mentioned that there may be some kind of Disneyland fireworks viewing area from here as well. We’ve also got a little more information about Hollywood Land, the new name likely to be used for the Hollywood Pictures Backlot. When the renovations are complete this area of the park is supposed to hold the majority of the track for the new Red Car Line trolley system, running guests from here to the new main gate area. The cars are said to hold only about 20 people each.

2012 – Cars Land – (7/8/08) We’ve got some new rumored details about the whole Cars Land area of the park, though keep in mind that as the last of the big projects set to go in, lots of changes can still be made before it opens. From what info is being leaked right now, there is a plan to make Flo’s V8 Café a functional quick service restaurant for the land and Fillmore’s Organic Fuels will likely end up being a drink and smoothie stand. While not much else has come to the front about the main Radiator Springs Racers ride, we did hear that Mater’s Junkyard Jamboree may be themed to fit the whole tractor tipping theme, so I’ve got to wonder if Frank will be involved somehow. I’m also not certain exactly what kind of ride this will be as some believe it will be another spinning flat ride while others thing it could be some kind of custom track ride.

2009/2010 – Goofy’s Sky School – In Development – (7/7/08) According to another source Disney will use the Goofy’s Sky School name and not “Flite School” as we had heard last week.