Coaster Kingdom
http://www.ukrollercoasters.co.uk
Space Mountain (Disneyland Paris)
The following review will go into explicit detail regarding the attraction and the surprises it may conceal. If you choose to read on, be warned that it may detract from your first ride on the attraction.
Space travel is an idea fantasised by millions over the course of generations. Long before man first walked on the hallowed dust of the moon, Jules Verne was exciting the minds of Victorians speculating that man could soon travel to the moon.
The idea then was to put your unwitting explorer inside a rocket shaped projectile, that would be fired from a cannon. Stripping it down to the bare bones, the concept isn't that different from the modern day shuttle, however, Victorians never even came close to leaving terra firma.
Disney themselves made a small departure with regards to space travel in their newest Magic Kingdom park, Disneyland Paris. Before, Tomorrow Land represented Disney's view of the future. Like many other futuristic lands, they date, and so Discovery Land was born. This was a living testament to the Victorians fascination with space travel, and to the average visitor, was much more pleasing on the eye than the retro style Tomorrow Land.
Soon after the park opened, Disney Imagineers started work on what would be one of their most advanced rides to date. They wanted Space Mountain to be a journey into space to the moon as opposed to a coaster ride in the dark.
The lift hill had to go. Rockets aren't launched at the speed of a milk float clanking on the way up with the unmistakable sound of anti rollbacks. They're launched from a standing start. And as if you were a part of the story itself, a rich orchestral score would accompany your flight.
The ride would push the envelope with regards to many features. It would adopt a new style launch for a full circuit coaster, it would be the first ride to have a computer controlled on board sound system, and would be Disney's first multi looping coaster (following the single looping Indiana Jones at the same park).
Long before the ground was broken, Imagineers were finalising the most outrageous concept drawn up by Disney draughtsmen, before Vekoma were called upon to supply the hardware.
The
conical building in which the coaster is housed is beautiful. The walls are a
pearlesant brown, whilst the roof is a golden cone, enveloped by a green
skeleton of ironwork. On the right, an enormous Baltimore Gun Club cannon
straddles the roof, pointing towards the sky and the hotchpotch of antennae on
the peak of this spectacular showcase of Disney architecture.
Every
forty-five seconds, a resonant thud of cannon fire attracts your attention to
the cannon as a train erratically climbs the side of the building
before diving out of view. As you wait for the next train to be flung into the
darkest realms of the mountain you have ample time to examine every intricacy of
this most oversized artillery.
A
gold-plated archer decorates the podium on which the barrel stands. Ringed in
rivets, the lower part of the barrel has portholes through which you can see the
ammunition in the form of a Vekoma train loaded, poised for launch before a trap
door slides open on the side before, once again, the train hastily climbs this
most atypical lift-hill.
In
an effect as unreliable as the boulder on Terror Tomb, with the launch the two
furthermost sections should recoil in a puff of smoke. On my last two visits, it
neither reacted nor puffed.
After
marvelling at this most elaborate of lift-hills, the queue takes you inside,
curving around the outside wall in a darkened corridor. On a single television
at the end, a woman looking like a pseudo space commander from the Star Ship
Enterprise goes through the safety spiel of this ‘roller-coaster-type
attraction’.
Why
the park couldn’t have just produced a new, and indeed relevant film is beyond
me, as opposed to copying the film from the American ride. A right hand turn and
some steps take you up to the Stellar Starway.
The
Stellar Starway bridges the centre of the building, and intersecting the inky
darkness are glittering meteors and the abandoned Blue Moon Mining Company
machinery. Every so often, like a frenzied comet, a black-lit train will swirl
through the darkness and back out of view.
At
the end of the Stellar Starway, you turn to your right alongside an ‘Electro
Velocitor’. Slightly garish in its appearance, covered in electric coils and
voltage meters, it quietly hums. The hum begins to swell, louder, louder, and
then with a flash of lights and an enormous crack of thunder, a train
thunders past into the
final brake run.
If
you were calmly taking this queue in your stride, the butterflies will begin to
show at this point and people often jump to the rafters with alarm.
The
queue then degrades into another darkened corridor of corrugated metal. You
almost begin to expect a beggar or two, an announcement that the Bakerloo Line
has suspended services because of driver strikes.
At
the end of this lapse in theming, you enter a small circular room. Paladin
lights trimmed in gold light up the lunar constellation above. Two televisions
ruin this intricate room, once again showing tactless spiel.
The
next room has blueprints for the cannon painted on the wall, constellations
marked on the arched ceiling, and golden-orb lights fashioned in an Orbitron
manner with branches supporting convoluted globes.
The
station is spectacular. Full of the pomp and circumstance that surrounded this
magnificent era, the roof arches high above you, trimmed with clear lights,
supporting patriotic red, blue and white flags from above.
The
queue splits into two, as does the station track. This really helps with the
rides capacity meaning that you will never end up sitting on the brake-run
awaiting the preceding trains’ departure.
The
trains arrive. Each is golden, trimmed in green with an angular front with pipes
and tubes littering the side. The ride was originally going to be Discovery
Mountain. No effort has been made to remove the embossed DM from the side of the
train, but stickers looking like they have been borrowed from the gift shop have
been hastily stuck on the front of each car.
Once
in, you’ll notice the extra padding on the back of the headrest, and on the
over-head restraints. We’ll make good use of that later.
A
member of staff does the token ‘tap on the restraint’ and the train is off,
on board music accompanying our slalom through a tunnel before we sharply dip
down and engage on the lift.
As
a camera flashes, we jerk violently to a halt. The music rumbles with
trepidation as the loud clicking of anti-rollbacks accompanies a brief advance
up the lift. We stop – again. People look through portholes to our left as we
grit our teeth and brace ourselves.
And
as the music swells to a culmination, we’re off with a sonic boom of cannon
fire. Our heads are pinned back before the launch recedes, the pace slows
dramatically and we crest the lift, entering the darkened inside of the
mountain.
Once
in, the track swoops down to the left and unbeknown to you, does a full
revolution of the mountain before the track begins climbing in the pitch black
before sharply pulling out through a sidewinder, the exit of which customarily
rallies your head between the well-padded restraints.
From
this, you drop, turn and head into the mid-course brakes, shrouded in rock from
the asteroid you just entered. As it glistens around you, you sharply turn to
your right, dropping down and into a corkscrew, which, like the sidewinder has a
less than graceful exit.
You
turn once again before you head towards a projection of a smiling moon on the
mid-course tyre-driven lift-hill. So near, yet, as the music turns, so far. As
we get close, we twist to the right and drop down into the darkness.
A
tight horseshoe turn is incredibly rough and hard to pick out as there is
nothing to gauge that you are as-good-as inverted. As you drop back, the train
turns dramatically to the right, sharpening in pitch through a fantastic final
helix.
And
just as it gets good, with a crack of thunder, you hurtle into the final brakes,
and without stopping enter the station, the music rounding off with the finale
you heard ten times in the queue.
You
might get a negative vibe from this review. I feel that whilst the whole concept
is just fantastic, it could have been executed with so much more elegance, with
so much more chique than it actually has been.
The
launch is better than a lift with a good one-second long kick. It falters near
the top, though, meaning that you hardly feel like you’re going to make it
into next-door’s garden, let alone the moon.
The
effects inside the mountain aren’t as good as we’re led to believe. Many
fall into the ‘blink and miss’ category, many are spotted on further rides,
but they really aren’t as good and ride enhancing as perhaps they should be.
There
are at least two good interactions with meteors, one of which you pass through.
Early on in the ride, you see the moon; it is, however, 2D. I’m surprised
Disney didn’t shell out anything extra to add the third dimension to this most
germane prop. The same goes for the ‘mid-course moon’, which this time has a
comical smile across it’s face.
The
inversions trouble me. To me, they seem to be loops for the sake of loops. I
have ridden Space Mountain nearly thirty times, and only recently actually
realised that the horseshoe turn was actually there.
It
is only the set-pieces that break the darkness. None interact with the
inversions meaning that you often miss them. Incidentally, the parts that
don’t loop are my favourite parts including the fantastic finale that leaves
the ride on such a high note. The loops aren’t the best addition to the ride,
it is the music.
With
the music and padding, you might not realise how rough the ride is. In certain
seats, I found it rougher that the convoluted piece of trash at Parc Asterix,
Goudurix, with only the padding making it barely re-ridable. The bars are
pivoted far too low, meaning that they rest very uncomfortably on your shoulders
and neck.
Space
Mountain was the first true coaster to use a sophisticated on-board sound
system. If it wasn’t for this, the ride would be like the Corkscrew with a lid
on it, but the music is perfectly timed with each effect and element. The cannon
is a bit of a farce with the music not knowing what to do (as indeed is the
launch), but with parts like the mid-course lift, the music is fantastically
emotive and makes the ride far better than it actually is.
The
launch compared with many is just, well, incomparable, but it is far better than
a lift and is perhaps one of the best looking lift hills ever crafted.
The
ride is very well paced, with loops interspersed effectively between the twists
and turns, speed maintained very well and an excellent and surprisingly intense
finale. Even the brake run and lift-hill are very well masqueraded so that they
don’t impair on your intergalactic voyage.
The
ride would be fantastic with more effects. With so few effects, I can only judge
the course, and with the track bashing me about as it does, I find it hard to
rate the ride as highly as perhaps I should.
Whilst
the ride isn’t that bad, it isn’t that good - not for Disney. It far beats
what any other Space Mountain offers, but doesn’t far exceed what many other
dark coasters like Vogel Rok and Space Centre offer.
Many
things make the ride – the music, the whole aura, the layout. On the flip-side
though, many break it, including the lack of original effects once inside, the
roughness and the lacking launch.
3/5 Marcus Sheen