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Friday, June 17, 2011

Orlando C

Part IV: Exploring Walt Disney World
a sit-down meal at a special venue. See Chapter 10 for details. You also
want to check out the list of special shows and daily events in the enter-
tainment schedule in the park guide-map you get upon entering. You may
find information about special concerts, visits from Disney characters,
plus fireworks and parades.
Arriving early and staying late
Although Magic Kingdom is usually open daily from 9 a.m. to 6 p.m., there
are exceptions. In fact, the gates sometimes open 15 to 30 minutes earlier
than the official opening time. I recommend trying to get to the park early,
but not just because of the possibility of early opening hours. An early
arrival helps beat morning traffic and allows you a more relaxed pace
to get from the parking lot to the fun, which can take as long as an hour.
At the end of the day, the park often closes later than 6 p.m., sometimes
as late as 10 or 11 p.m., especially during the summer and on holidays.
Magic Kingdom may even be open as late as midnight for certain special
events. Call % 407-934-7639 for more details.
Locating special services and facilities
In case you forget to bring essential items or need special assistance at
the park, here’s a list of services and facilities that can help:
ATMs are located at the main entrance, in Adventureland, and in
Tomorrowland. They honor cards from banks using the Cirrus,
STAR, and Plus systems.
Baby-changing facilities, including rocking chairs and toddler-size
toilets, are next to the Crystal Palace at the end of Main Street. Of
course, it isn’t the most cost-effective place to buy them, but you
can purchase disposable diapers, formula, baby food, and pacifiers
in the Baby Care Center. Changing tables are also located at the
center, as well as in all women’s restrooms and some of the men’s.
Disposable cameras and film are available throughout the park,
but Disney doesn’t seem to have caught on to the popularity of
digital cameras, as supplies such as rechargeable batteries and
storage cards are limited.
The First Aid Center, staffed by registered nurses, is located along-
side Crystal Palace and the Baby Care Center.
You can access lockers in an arcade underneath the Main Street
Railroad Station. They cost $7, plus a $2 refundable deposit.
Lost children are often taken to City Hall or the Baby Care Center,
where lost children logbooks are kept. Children under 7 should wear
name-tags inside their clothing.
You can send packages from any store to guest relations in the
Plaza area, so you can then pick them up at the service desk at
day’s end instead of hauling souvenirs around with you. Allow three

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Chapter 12: Magic Kingdom
hours for delivery. When you’re staying at the Disney resorts, you
can have your packages sent straight to your room at no charge,
though it may take a day or two for them to get there.
Pets, except service animals, are prohibited in the parks, but you
can board yours at the Transportation and Ticket Center’s kennels
(% 407-824-6568). Day rates are $6; overnighters cost $11 ($9 for
Disney resort guests).
Rent strollers at the Stroller Shop near the entrance. The cost is
$8 for a single and $15 for a double, including a $1 deposit.
Rent wheelchairs at the gift shop to the left of the ticket booths
at the Transportation and Ticket Center or at the Stroller and
Wheelchair Shop inside the main entrance to your right. Cost is $7
with a $1 deposit; $30 and a $10 deposit for battery-run chairs.
You can find some of your favorite characters at Mickey’s
Toontown Fair. In Fantasyland, look for them in the Fantasyland
Character Fest and Ariel’s Grotto. In Mickey’s Toontown Fair head to
the Judges Tent and the Toontown Hall of Fame. Characters also
appear in Adventureland (by Pirates of the Caribbean) and Main
Street (near City Hall) as well as in Liberty Square at the Diamond
Horseshoe and occasionally in Tomorrowland behind Buzz
Lightyear’s Space Ranger Spin. (See the guide map that you get
when entering the park.)
You can get more information about WDW properties by calling % 407-
934-7639 or visiting Disney’s Web site, www.disneyworld.com.
Making the Rounds: Magic Kingdom’s
Top Attractions
More than three-dozen attractions, an array of shops, and numerous
eateries are located within Magic Kingdom’s 107 acres. The following
tour, complete with descriptions, begins at the front gates and takes
you counterclockwise through the park’s seven uniquely themed lands.
To find all the listed attractions, see “Magic Kingdom” map on page 180.
Main Street, U.S.A.
Although it’s considered one of the kingdom’s lands, Main Street is more
of an entry zone where you can easily lose yourself in the pleasant nostal-
gia of yesteryear. I recommend passing through it quickly when you arrive
(so you can make a beeline for the more popular attractions before the
lines get too long). You have to make a return voyage on Main Street when
you cry “uncle” at the end of the day. At that time, stamina permitting, you
can browse through the shops at a more leisurely pace before exiting the
park. Here are a few of the highlights of Main Street, U.S.A.:

184 Part IV: Exploring Walt Disney World
Walt Disney World Railroad: This authentic steam-powered train
makes a 15 to 20 minute loop around the park, with stops in
Frontierland and at the far end of Mickey’s Toontown Fair. During
busy periods and parade times, this is a great way to get around
the park without fighting your way through the crowds. It also
gives the kids (and you) a well-deserved, albeit brief, break.
Harmony Barber Shop on Main Street in Magic Kingdom is a real
scissor shop where you can get your hair cut. The barbershop
quartet might even take a break from entertaining guests along the
street to serenade you. Hours are from 9 a.m. to 5 p.m. daily. Adult
haircuts are $17; kids’ are $14; colored gel will run you $5. If it’s
your child’s very first haircut, Disney barbers will cut his or her
hair for free and throw in a certificate and set of mouse ears. The
shop is on Main Street near the firehouse, but it’s a bit hidden so
keep your eyes peeled.
Tomorrowland
This land attempts to focus on the future, but in 1994, the WDW folks
realized that Tomorrowland (originally designed in the 1970s) was
beginning to look a lot like “Yesteryear.” As a result, Disney revamped
the entire area to show the future as seen from the past (sometime
around the 1920s or ’30s) with a galactic, science fiction–inspired com-
munity filled with aliens, robots, and video games.
Here’s a sampling of what you can find in Tomorrowland:
Astro Orbiter: Future astronauts, especially those who are 7-years-
old and younger, love whirling high (and I mean high — you have to
take an elevator to get there) into the galaxy in the colorful rockets
that circle around while gently rising and falling. Unfortunately,
the orbiter lines can stretch for lightyears, so if you’re on a tight
timetable save it for later.
Buzz Lightyear’s Space Ranger Spin: On this ride you go to infin-
ity and beyond in an interactive space adventure in which you help
Buzz defend the Earth’s supply of batteries from the evil Emperor
Zurg. You fly an XP-37 space cruiser armed with twin lasers and a
joystick that’s capable of spinning the craft. (Space Rangers who
get motion sickness should sit this attraction out. There’s enough
space debris flying around without your help.) While you cruise
through space, you collect points by blasting anything that looks
or smells remotely like Zurg (just look for all the neon “Z”’s and
shoot). Your hits trigger light, sound, and animated effects. This
ride is a tamer version of Men in Black Alien Attack at Universal
Studios Florida (see Chapter 18). My 3-year old, 8-year old, and
10-year old all adore this ride.
Space Mountain: Imagine a roller coaster. Then imagine it in
the dark. This ride, plus Big Thunder Mountain Railroad (in the
“Frontierland” section, later in this chapter) and Splash Mountain

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(also in the “Frontierland” section), are the three major Magic
Kingdom attractions that tweens, teens, and thrill seekers alike
head to first, so get here early or use FASTPASS. Space Mountain is a
classic roller coaster with plenty of dramatic dips and drops, and
the darkness makes it seem like it’s going much faster than its top
speed of 28 mph. Grab a front seat for the best ride.
“It was such a rush! In the dark you couldn’t tell what was going to
happen next.” And: “The twists and turns happened really fast —
it’s definitely the coolest ride at Disney.” It’s recommended for those
ages 10 and older, but because it was one of the first generation of
modern, dark-side coasters, and is, therefore, somewhat outdated,
it’s a bit tamer than some of the more modern thrill rides at Disney–
MGM Studios. Note, however, that you must be 44 inches or taller
to ride, and there’s a bailout area for those who decide at the last
minute that they’re not quite up to space travel. The seats and lap-
bar restraints on Space Mountain may not fit some larger plus-size
riders.
Stitch’s Great Escape!: Gone is the ultra-scary ExtraTERRORestrial
Alien Encounter, and in its place is this slightly more family-friendly
attraction based on the Disney hit film Lilo & Stitch. The storyline is
a prequel to the movie, showing the mischief caused by rascally
Experiment 626 (also known as Stitch) when he was originally cap-
tured. For those who experienced Alien Encounter, not that much
has changed other than the characters, who are now far less fright-
ening to look at. The state-of-the-art audio-animatronics are neat,
but there are just too many gaps in between. There are long peri-
ods of darkness with no sound and really nothing going on — other
than the screams of the scared little kids making their way to the
door — and the multisensory effects, including an oderous burp
belted out by Stitch, are a bit over the top. You must be 38 inches or
taller to experience the great escape, a height restriction that keeps
most of Stitch’s fans from even entering.
The Timekeeper: This seasonal attraction is a circlevision film
hosted by none other than the very amusing Robin Williams. Upon
entering you are greeted by a wacky animatronic robot who explains
that he will be sending his assistant back through time, when, sud-
denly, everything starts to go awry, and you end up along for the
ride. The journey takes you through various periods in time — when
dinosaurs roamed the earth, the Ice Age, the Renaissance — where
you meet famous figures such as H.G. Wells and Jules Vernes. While
somewhat interesting for adults, it’s a test of endurance for younger
kids, who may not like standing (as is required) for the entire show.
Tomorrowland Resort Indy Speedway: Kids, especially those ages
4 to 8, like slipping into these Indy-car knockoffs and taking them for
a spin; but older children, teens, and adults (especially those with
need for speed) generally hate them. The long lines and less-than-
stellar steering, combined with an ultra-slow top speed of a mere
7 mph, add up to one giant snooze of an experience. Additionally, a

186 Part IV: Exploring Walt Disney World
thick iron rail separates your tires, so you’re pretty much kept on
track. This isn’t a ride that will make you go vroom, even though you
have to be a minimum of 52 inches tall to drive alone.
Tomorrowland Resort Transit Authority: The small, five-car
trains on this elevated people-mover are engineless. They work
by electromagnets, create no pollution, and use little power. The
environmentally friendly cars wind around Tomorrowland and into
Space Mountain on a lazy ride that encourages you to nod off when
it’s late in the day, and you begin to realize that they’ve already
covered 4 or 5 miles. There’s usually no wait, but this ride is
another one to skip if you’re in a hurry. If you need to rest weary
feet or have tired toddlers in tow, however, this one’s a real winner.
(It’s also a good place to wait it out with your little ones when the
older kids are riding Space Mountain.)
Walt Disney World Carousel of Progress: Open only seasonally,
this Disney oldie was refurbished to its original state in 1994. The
22-minute show takes you on a quasi-historical trip through time;
hosted by an audio-animatronic family who explains how their
lives have changed with the introduction of electricity and other
technological advances of the past 50 years. Older guests may find
it nostalgic, younger ones may wonder how anyone lived before
the invention of video games. Although not particularly exciting,
and definitely one to be skipped if you’re pressed for time, it,
nonetheless, is a good way to spend some down time waiting for
the thrill seekers in the family to get through Space Mountain.
Mickey’s Toontown Fair
Head off cries of “Where’s Mickey?” by taking young kids (ages 2 to 8) to
this two-acre site as soon as you arrive. It’s by far the best place to meet
the characters, including Mickey, Minnie, Donald Duck, Goofy, and Pluto.
Magic Kingdom’s smallest land is filled with a whimsical collection of
rides, play areas, and candy-striped tents.
The Barnstormer at Goofy’s Wiseacre Farm is a mini roller
coaster designed to look and feel like a crop duster that flies slightly
off course and right through the Goofmeister’s barn. It has a 35-inch
height minimum, and its tight turns and small dips even give some
adults a rush.
Donald’s Boat (The S.S. Miss Daisy) is an interactive play area
with fountains and water snakes that win squeals of joy (and relief
on hot days). Unless you want to wear wet clothes for the rest of
the day, bring along a dry change of clothes or a swimsuit.
Mickey’s & Minnie’s Country Houses provide a lot of visual fun
and some interactive areas for youngsters, though they’re usually
crowded and the lines flow like molasses. Mickey’s place features
garden and garage playgrounds. Minnie’s lets kids play in her
kitchen, where popcorn goes wild in a microwave, a cake billows
up in the oven, and the utensils strike up a symphony of their own.

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Toontown Hall of Fame hosts meet and greets with various
Disney characters as well as one of the largest souvenir shops in
the park. You have to wait in line to meet the characters (each with
his or her own separate line, so you’ll have to decide which one is
most worth the wait), but the payoff is that each family is allowed
a few minutes with the character of their choice where hugs are
exchanged and photos are snapped.
Fantasyland
Disney classics come to life in Fantasyland, where the rides are based on
the movies you grew up with way back when, as well as a few of the more
recent additions to the Disney treasure chest of films. The entire area is
dedicated to the younger set, who would happily spend the entire day
here; unfortunately, the seemingly endless lines eat up a good portion
of your time unless you use FASTPASS. Here’s a list of attractions in
Fantasyland:
Cinderella Castle: Modeled on several French châteaux, the fairy-
tale Gothic-style castle sits at the end of Main Street in the center of
the park. Its hard to miss the 189-foot landmark and its 18 towers,
especially now as its decked out in golden adornments for the
Happiest Celebration on Earth (an 18-month-long celebration to
commemorate Disneyland’s 50th birthday. Festivities are in full
force at every Disney theme park around the world. For it’s part,
Walt Disney World has welcomed in new rides, shows, and special
events, many of which are borrowed from its fellow Disney parks in
California, Tokyo, and Paris.) The Castle is a favorite photo op, and
if you land at the right time, you can meet Cinderella and a handful
of other favorite characters at the Forecourt Stage just after the all
new “Cinderellabration” production (a continuation of the Cinderella
story set during her coronation pageant; the times guide will list the
daily schedule of shows). Otherwise, the castle is mainly a visual
attraction. The interior corridor is lined with beautiful murals and
exquisite mosaics depicting the classic story of Cinderella. The
upper level of the castle is also home to Cinderella’s Royal Table
restaurant (see Chapter 10).
Cinderella’s Golden Carousel: This old beauty was built in 1917
by the Philadelphia Toboggan Company and served tours in Detroit
and New Jersey before it was discovered in the late 1960s by Disney
Imagineers and brought to Magic Kingdom. A patriotic red, white,
and blue in its first incarnation, it was restored and re-themed in
time for the park’s opening, and now tells the tale of Cinderella in
18 hand-painted scenes set above magnificent antique horses. It’s a
delight for kids and carousel lovers of all ages. The organ plays —
what else? — Disney classics such as “When You Wish Upon a Star”
and “Heigh Ho.”
Dumbo The Flying Elephant: This attraction doesn’t do much for
adrenaline-addicted older kids — or line-hating parents — but it’s a

188 Part IV: Exploring Walt Disney World
favorite of kids ages 2 through 6. Dumbo’s ears keep them airborne
for a gentle, circular flight with some little dips. Except for the Disney
theme, it’s not all that different from the kiddie rides at most local
carnivals. Most kids older than 6 will be humiliated if you even sug-
gest they ride it. If your little ones are dying to ride Dumbo, get here
early — wait times are brutal, and it doesn’t have FASTPASS!
This ride is designed for the young ones, so plus-sized parents may
have troubles getting their elephant to fly, and the taller among you
may feel somewhat cramped.
“it’s a small world”: Young kids and most parents love this attrac-
tion; teens and most other adults however may find it a real gagger.
Nevertheless, pay your dues — it’s an initiation rite every Disney
visitor needs to undergo, and the sun-sheltered line isn’t usually
too long. You glide around the world in small, slow moving boats,
meeting children (audio-animatronic, of course) from around the
world, including Russian dancers, Chinese acrobats, and French
cancan girls, and every one of them sings the tune that eats its way
into your brain and refuses to stop playing for months.
A 10-year-old’s take: “It was annoying with all the dolls, and the
song just kept playing over and over.” A 6-year-old: “It was so pretty
with all the fancy costumes and lights in the sky, and nothing was
scary.” Either way, it’s a cool place to rest for a while if you need a
break from the summer heat.
Those of you who have ridden this attraction in the past may have
noticed the recent refurbishments. This attraction, one of the origi-
nal few that opened with the park in 1971 (and originally built by
Walt Disney for the 1964 World’s Fair) underwent a major renova-
tion in 1994 that included painting and repairing the animatronics
figures, as well as replacing the sound system and lights.
Mad Tea Party: You make this tea party mild or wild, depending on
how much you choose to spin the steering wheel of your gigantic
teacup, though the cup does a little spinning of its own as well.
This ride is suitable for ages 3 and older. Teens and older kids seem
to enjoy this ride’s potential for turning unwary passengers green.
The woozy mouse who pops out of a big teapot in the center of the
platform would no doubt sympathize with those left spinning.
The Many Adventures of Winnie the Pooh: Pooh inadvertently
created a small storm of protest when Disney used this ride to
replace the popular Mr. Toad’s Wild Ride in 1999. The Many
Adventures of Winnie the Pooh features the cute-and-cuddly little
fellow along with Eeyore, Piglet, and Tigger. You board a golden
honey pot and ride through a storybook version of the Hundred
Acre Woods, keeping an eye out for Heffalumps, Woozles, blustery
days, and the Floody Place. This ride has become a favorite of kids
2 to 8 and their parents, so a FASTPASS is often needed.

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Mickey’s PhilharMagic: Mickey, Donald, Ariel, Aladdin, and a
handful of other favorites appear in this animated and impressively
3-D–enhanced adventure (it’s projected on a 150-foot screen — the
largest wraparound screen on the planet) in which a mischievous
Donald has not so surprisingly gotten into a spot of trouble. This
show is similar to Jim Henson’s Muppet*Vision 3-D (see Chapter 14)
at Disney–MGM Studios, but is far more engaging in its combina-
tion of music, animated film, puppetry, and special effects that
tickle several of your senses. Kids love the effects, and if you’re a
sucker for the classic Disney films, you will absolutely adore it.
Peter Pan’s Flight: Another popular ride among visitors younger
than 8, it begins with a nighttime flight over London (even adults
ooh and aah here) in search of Captain Hook, Tiger Lily, and the
Lost Boys. It’s one of the old glide rides dating back to the limited
technology that was available when Magic Kingdom was born, but
the simplicity is part of what makes it so popular. Terribly long lines
are almost a signature of this ride, so plan on using a FASTPASS to
avoid the worst of it. My younger kids wouldn’t miss it no matter
how long they have to wait.
Snow White’s Scary Adventures: Your journey takes you to the
dwarfs’ cottage and the wishing well, ending with the prince’s kiss
to break the evil spell. This version of the Grimm’s fairy tale is much
less grim than it was years ago, when the focus was inexplicably
on the wicked witch, though she still makes several appearances.
Snow White now appears in several more-friendly scenes, though
kids younger than 4 will likely still get scared. I can’t recommend it
if your time schedule is tight; for those young enough to want to
ride, it’s not worth the tears and screams, and those who won’t get
frightened are too old to get much pleasure out of it.
Liberty Square
Located between Fantasyland and Frontierland, Liberty Square is a
re-creation of Revolutionary War–era America that infuses you with
colonial spirit. Younger guests may not appreciate the historical touches
(such as the 13 lanterns symbolizing the original 13 colonies that hang
from the gigantic live Oak), but they’ll delight in the chance to pose for a
picture while locked in the stocks or march along with the fife-and-drum
corps that sometimes makes an appearance along the cobblestone streets.
Although it is one of the smallest lands in all Magic Kingdom, Liberty Square
has an impressive number of attractions, including the following:
Liberty Square Riverboat: The steam-powered paddlewheeler
Liberty Belle departs Liberty Square for scenic cruises along the
Rivers of America. The passing landscape recalls the Wild West, with
an occasional Indian village, and a large wooden fort peeking through
the trees. It makes a restful interlude for foot-weary park-stompers.
The Hall Of Presidents: American-history buffs ages 10 and older
most appreciate this show, which can be a real squirmer for

190 Part IV: Exploring Walt Disney World
younger children. The Hall is an inspiring production based on
painstaking research, right down to the clothes — each president’s
costume reflects his period’s fashion, fabrics, and tailoring tech-
niques. The show begins with a film on the importance of the
Constitution projected on an immense 180-degree screen, then
the curtain rises on America’s leaders, from George Washington
through George W. Bush. Pay special attention to the roll call of
presidents. The animatronic figures are incredibly lifelike and amaz-
ingly impressive: they fidget, whisper, and talk to the audience.
The Haunted Mansion: Although this attraction has changed little
through the years, the mansion continues to be a favorite and even
has a cult following. (My editor makes a pilgrimage here every time
she hits the park, as do I.) It has detailed special effects (this was
one of the last rides Walt Disney actually had a hand in designing)
and an atmosphere that’s far more fun than creepy. You may
chuckle at the corny tombstones lining the entrance before you
hop aboard your Doom Buggy and are whisked past a ghostly ban-
quet and ball, a graveyard band, weird flying objects, and more.
And don’t forget the 999 spirits of the house, one of whom may try
to hitch a ride home with you. I always get a kick out of the fact
that Disney has to continually add dust and cobwebs to keep up
this attraction’s old and decrepit appearance.
“The ghosts are really cool, but it’s not all that scary. The best part
is at the end when you see the ghost right next to you.” I whole-
heartedly agree with Ryan (age 12). The ride doesn’t get much
scarier than spooky music, eerie howling, and things that go bump
in the night. It’s best for those ages 6 and older however. FASTPASS
is recommended, as this attraction usually has a long line, though
you might be able to sneak right in at parade time.
Frontierland
Frontierland is located behind Adventureland and the rough-and-tumble
Old West architecture runs to log cabins and rustic saloons, while the
landscape is Southwestern scrubby with mesquite, cactus, yucca, and
prickly pear. Attractions in Frontierland include the following:
Big Thunder Mountain Railroad: The lines don’t lie: This rocking
railroad is a favorite in Magic Kingdom. Thunder Mountain bounces
you around an old mining site, where you dodge floods, a bridge
collapse, rock slides, and other mayhem. The ride is something of
a low-grade roller coaster with speed and a lot of corkscrew action.
It has enough of a reputation that even first-time visitors make a
beeline for it. So if you can’t get to it as soon as the park opens,
FASTPASS is your best bet. Or give it a try late in the day, or when
a parade pulls most visitors away from the rides. Most Disney
coaster veterans maintain the ride is at its best after dark.

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“So Cool . . . you really whip around the mountain, I loved this
ride.” “It’s really fast and it kind of jerks you around when you are
turning, that’s so fun.” Austin and Nicolas are both right on the
money — the action is fast and a bit jerky, especially compared to
some of the newer monster rides. The ride can be too intense for
kids younger than 6 (and for those with neck problems); riders
must be at least 40 inches tall.
Country Bear Jamboree: The stars of this 15-minute animatronic
show are the gigantic bumbling country bears, crooning country-
and-western tunes and completely corny jokes. The Jamboree is a
park standard — a show that’s been around since Disney invented
dirt — but it’s still a huge hit with Disney buffs and little kids. The
audience gets caught up in the hand-clapping, knee-slapping, foot-
stomping fun as Trixie laments lost love while she sings “Tears Will
Be the Chaser for Your Wine.” Teddi Beara descends from the ceil-
ing in a swing to perform “Heart, I Did All That I Could,” and Big Al
moans “Blood in the Saddle.” It’s a great way to cool off with tired
toddlers, so sit back and relax for a spell.
“You can’t be serious,” were the words uttered by my 12-year-old
as he rushed past in search of Splash Mountain. Unless you have
an affinity for all things Disney or have younger children (5 and
under), this might be best saved for those really hot days when you
need a break inside. Most teens, young adults, and repeat visitors
won’t want to do it, even then.
Frontierland Shootin’ Arcade: Combining state-of-the-art elec-
tronics with a traditional shooting-gallery format, this arcade offers
97 targets (slow-moving ore cars, buzzards, and gravediggers) in
an 1850s boomtown scenario. If you hit a tombstone, it may spin
around and mysteriously change its epitaph. Coyotes howl, bridges
creak, and skeletal arms reach out from the grave. To keep things
authentic, newfangled electronic firing mechanisms with infrared
bullets are concealed in genuine buffalo rifles. When you hit a
target, you set off sound and motion gags. Fifty cents fetches
25 shots. Younger kids may find this more frustrating than fun.
Splash Mountain: If I had to pick one ride as the Kingdom’s most
popular, Splash Mountain would be it (that should properly prepare
you for the lines — sometimes longer than 2 hours — you will most
definitely end up experiencing). It’s on par with SeaWorld’s Journey
to Atlantis (see Chapter 20), though half a click below Jurassic Park
River Adventure at Islands of Adventure (see Chapter 19). Still, it
has a flair that only Disney can deliver. Splash Mountain is a nifty
voyage through the world of Disney’s classic film Song of the South,
past 26 colorful and delightful scenes that include backwoods
swamps, bayous, some spooky caves, and waterfalls. You ride in
a hollow log flume as Brer Fox and Brer Bear chase the ever-wily
Brer Rabbit and end your journey with a 52-foot, 45-degree, 40 mph
finish, with an impressively high splash factor (around 200 mega-
tons worth of wet) that thoroughly soaks you and anyone remotely

192 Part IV: Exploring Walt Disney World
close by. If you’re lucky enough to have some real heavyweights
in the front seat, look for a little extra explosion on the five-story
downhill. While FASTPASS is available, this is one that runs out
early.
In summer, this ride can provide sweet relief from the heat and
humidity, but in cool weather, parents may want to protect their
kids (and themselves) from a chill. Splash Mountain is recommended
for ages 8 and older. If they’re unsure if they want to ride, let them
watch from the bridge for a few minutes — they’ll make up their
minds after they see one or two logs make the drop. Riders must be
at least 40 inches tall.
On warmer days, the ride shoots out a spray of water onto the
viewing bridge in front of the big drop. If you want to catch your
friends unaware for a good soaking, count the log drops: Every
third one emits a good spray.
Tom Sawyer Island: Board Huck Finn’s raft for a 2-minute float
across a river to this densely forested island, where kids can
explore Injun Joe’s Cave (complete with such scary sound effects
as whistling wind), navigate a swinging bridge, and explore an old
wooden fort. Narrow, winding dirt paths lined with oaks, pines, and
sycamores create an authentic backwoods atmosphere. It’s easy to
get briefly lost and stumble upon some unexpected adventure. It’s
a great place for kids to lose a little excess energy and for moms
and dads to relax and maybe indulge in lunch or a snack at Aunt
Polly’s, which overlooks the river.
“It fun just being able to run around, not wait in all the lines.”
“The caves and the bridges were really cool but so was the whole
island.” Nicolas and Austin, ages 10 and 8, weren’t the only ones
who gave it great reviews — everyone in the family concurred.
Adventureland
Adventureland is a left turn just at the end of Main Street. Kids can
engage in swashbuckling behavior while walking through dense tropical
foliage (complete with vines) or marauding through bamboo and thatch-
roofed huts. The architecture here is a combination of the Caribbean,
Southeast Asia, and Polynesia Walt Disney wanted this section of the
park to exude romance, mystery, and (duh!) adventure. There’s plenty of
the latter here, especially for kids, though you may have more trouble
finding the first two. Here is a list of some of the most popular attrac-
tions in Adventureland:
The Enchanted Tiki Room: Upgraded over the years, the show’s
newest cast member is Iago of Aladdin fame. This attraction is set
in a Polynesian-style building with thatched roof, bamboo beams,
and tapa-bark murals. Other players include 250 tropical birds,
chanting totem poles, and singing flowers that whistle, tweet, and

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Chapter 12: Magic Kingdom
warble. The show runs continuously throughout the day. Young
children are most likely to appreciate this one (though beware the
very young, under 2, may be frightened by the loud noises), but
so will nostalgic adults. Otherwise, consider this only as a respite
from the heat.
Jungle Cruise: Give Disney 10 minutes, it gives you four famous
rivers on three different continents. This narrated voyage on the
Congo, Amazon, Mekong, and Nile rivers offers glimpses of anima-
tronic animals, tropical and subtropical foliage (most of it real), a
temple-of-doom–type camp, and lots of surprises. The ride passes
animatronic pythons, elephants, rhinos, gorillas, and hippos that
pop threateningly out of the water and blow snot — well, it could’ve
been snot if they weren’t robots — on you. This exhibit is about
30 years old, which means it’s pretty hokey at times, but it’s still
a nice way to relax if the lines don’t stretch too long (though the
waiting area for this ride does offer some amusing moments —
check out the prop menus on the walls).
The Magic Carpets of Aladdin: The first major ride added in
Adventureland since 1971 delights wee ones and even some older
kids. Its 16 four-passenger carpets circle the giant genie’s bottle
while camels spit water at unsuspecting riders in much the same
way riders are spritzed at One Fish, Two Fish at Islands of Adventure
(see Chapter 19). As the fiberglass carpets spin, you can move them
up, down, forward, and back.
If the lines are too long at Dumbo (see the “Fantasyland” section,
earlier in this chapter), this is a good alternative, as the rides are
similar and the lines here aren’t nearly as sluggish.
Pirates of the Caribbean: This oldie-but-goodie is another cult
favorite (a Disney archivist confessed to me that it’s still his
favorite, which should be no great surprise given that this is
another ride that Walt Disney had a hand in creating). After walking
through a long, and somewhat eerie, grotto, you board a boat
headed into a dark cave where you are warned that “Dead men tell
no tales.” Therein, elaborate scenery and hundreds of incredibly
detailed (some of Disney’s best) animatronic figures re-create an
almost refreshingly non-P.C. Caribbean town overrun by bucca-
neers. To a background of cheerful yo-ho-ho music, the sound of
rushing waterfalls, squawking seagulls, and screams of terror, pas-
sengers pass through the line of fire into a raging raid and panorama
of almost fierce-looking pirates swigging rum, looting, and plunder-
ing. This ride, in addition to being one of the best in the park, is
another great place to cool off on a hot day.
“The drop takes you by surprise — that’s pretty cool, and the
pirates are great, it’s almost like being in the middle of the movie.”
Kids ages 5 and younger may find a pirate’s life a bit too scary,
especially with the small drop in the dark. Most kids 6 or older,

194 Part IV: Exploring Walt Disney World
though, will enjoy it. The recent Oscar-nominated film based on the
ride (alas, there’s no Johnny Depp to be found here) has made it
even more popular with the young and teen set, who have fun spot-
ting the scenes appropriated by the movie.
Offer a tip of your head to the parrot who sits above the ride’s
entrance plaza and you may get a hearty greeting in response.
Swiss Family Treehouse: The story of the shipwrecked Swiss
Family Robinson (via the 1960 Disney film of the same name)
comes alive in this attraction made for swinging, exploring, and
crawling fun. The “tree,” designed by Disney Imagineers, has
330,000 polyethylene leaves sprouting from a 90-foot span of
branches; although it isn’t real, it’s draped with actual Spanish
moss. It’s simple and void of all that high-tech stuff that’s popular
in today’s parks, but that’s what makes it so fun.
Be prepared to stand in a slow-moving line on busy days — the
only thing that moves on this one are your feet, so the experience
is only as fast paced as the people ahead of you make it. The attrac-
tion is also difficult for travelers with limited mobility to navigate.
My younger kids (those under 8) thought it was neat, while the
older ones moved onward to bigger adventures.
Parades and fireworks
Disney excels at producing fanfare, and its parades and fireworks dis-
plays are among the best of their kind in the world. Note, however, that
some productions are staged only on a limited basis or during certain
times of the year. Grab a times guide when you arrive. It includes an
entertainment schedule that lists special goings-on for the day, including
concerts, encounters with characters, holiday events, and other major
happenings. If you want to know whether a specific parade or fireworks
show will be staged when you’re in town, consult the calendar at www.
disneyworld.com or call % 407-934-7639.
During fireworks and parades, Disney ropes off designated viewing spots
for travelers with disabilities and their parties. Consult your park map or
a park employee at least an hour before the parade, or you may have
trouble making it through the crowds to get to the designated spots.
Additionally, if there are two showings of a parade, the later one is usu-
ally less crowded.
If nobody in your party is a huge parade fan, these are the best times
to ride some of the more popular attractions — while everyone else is
lined up along the parade route. You can also use the Walt Disney World
Railroad (mentioned earlier in the chapter) to navigate around the vari-
ous areas of the park when the parade route has blocked off most major
routes through the park.

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Chapter 12: Magic Kingdom
Here are Disney’s best parades and fireworks displays:
Wishes Nighttime Spectacular: This explosive display debuted in
fall 2003 and is touched off nightly at closing, except during the
summer and on holidays when extended park hours allow for
the fireworks to be shown between two scheduled showings of
SpectroMagic (see next in this list). Before the display, Tinker Bell
flies magically from Cinderella Castle. Then as a cacophany of intri-
cately choreographed fireworks fills the skies, and Jiminy Crickett
narrates, images are projected onto the castle in time to the medley
of Disney songs being broadcast parkwide. Suggested viewing areas
include almost anywhere on the front side of Cinderella Castle,
including the very front of Liberty Square and Frontierland. The
back of Liberty Square, Frontierland, and Mickey’s Toontown Fair
offer views as well, though some of the spectacular effects get a
bit lost from behind. Disney hotels close to the park (the Grand
Floridian, Polynesian, Contemporary, and Wilderness Lodge
all reviewed in Chapter 9) also offer views, as the fireworks display
is rather large. This show can make even the most blasé fireworks
watcher say “wow!”
SpectroMagic Parade: This after-dark parade combines fiber optics,
holographic images, clouds of liquid nitrogen, old-fashioned twin-
kling lights, and a soundtrack featuring classic Disney tunes. Mickey,
dressed in an amber and purple grand magician’s cape, makes an
appearance in a confetti of light. You’ll also see the SpectroMen atop
the title float, and Chernabog, Fantasia’s monstrous demon, who
unfolds his 38-foot wingspan. It takes the electrical equivalent of
seven lightning bolts (enough to power a fleet of 2,000 trucks) to
bring the show to life.
SpectroMagic plays only on limited nights, when park closing extends
past dusk (generally during busy periods and on weekends). When
park hours are extended to 10 p.m. or later, there are often two
chances to view the parade. Check your show schedule to deter-
mine availability.
Share a Dream Come True Parade: This parade honors the 100th
anniversary of Uncle Walt’s birth (which has come and gone though
the parade lives on). Loads of characters (over 110 cast members
take part) march up Main Street and into Frontierland in gigantic
snowglobes on a daily basis. It’s one of the most popular parades in
the park since it takes place during the height of the day.

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