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Friday, June 17, 2011

Orlando B

you’re curious, Disneyland, in California, holds the No. 2 slot.) Here’s a
quick look at what you can find in all four Disney parks:
Magic Kingdom: Built as Disney’s flagship park, the Magic Kingdom
is divided into seven themed lands. They’re laid out like the spokes
of a wheel, with the park’s icon — Cinderella Castle — at the hub.
Anyone with kids, or who is just young at heart, needs to give the
Magic Kingdom at least one full day. It offers more for young children
than any other Orlando theme park, but it has broad appeal for first-
timers and Disney fans, too. If you fall into these categories, I recom-
mend two days or more, provided you have the time and budget.
(See Chapter 12 for more details about the Magic Kingdom.)
Epcot: Built as an exposition of human achievement and new
technology (albeit a somewhat commercialized version), Epcot is
symbolized by Spaceship Earth, an attraction often described as
“that big silver golf ball.” Future World, the first of Epcot’s two sec-
tions, has innovative exhibits and rides. This part of the park is also

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Chapter 11: Getting Acquainted with Walt Disney World
home to three of Disney’s newest rides, Soarin’, Mission: Space,
and Test Track. The far end of the park, World Showcase, consists
of a lagoon surrounded by pavilions showcasing the cultures of
11 countries. Allowing two days for the shows, rides, shops, and
ethnic restaurants in Epcot is a good idea. (See Chapter 13 for
more details about Epcot.)
This park is the least attractive for younger children, but the best
one for inquiring minds and those who appreciate the world’s
unique cultures (as well as ethnic dining) (see Chapter 10).
Disney–MGM Studios: This showbiz-themed park is reminiscent of
the Tinseltown of the ’30s and ’40s. It blends working studios with
shows such as the all new Lights, Motors, Action! Extreme Stunt Show,
Indiana Jones Epic Stunt Spectacular!, and thrill rides such as the
Twilight Zone Tower of Terror and Rock ’n’ Rollercoaster starring
Aerosmith. Young kids will find some cool things to occupy their time
here, though they won’t be able to do the two major thrill rides. And
best of all for the foot-weary: You can tackle this part of WDW in
only one day, and a more relaxed one at that. (See Chapter 14 for
more details about Disney–MGM Studios.)
Disney’s Animal Kingdom: The newest Disney kid on the block is
symbolized by the 14-story Tree of Life, which is to this park what
Cinderella Castle is to the Magic Kingdom. At this park, guests
explore Asia, Africa, and even the age of the Dinosaur. The wildlife
exhibit, zoo, and theme park features shows such as It’s Tough to Be
A Bug! and Festival of the Lion King, as well as rides like Kilimanjaro
Safaris, DINOSAUR, and Expedition Everest (debuting in 2006). You
won’t have trouble touring this park in one day, but keep in mind
that this one’s best seen early in the day. (See Chapter 15 for more
details about Disney’s Animal Kingdom.)
Have time for more?
In addition to the big four, a few other parks and attractions round out
the Disney empire:
DisneyQuest is a whole lot more than just a fancy video arcade. It’s
a virtual reality world unto itself, with top-flight games and simula-
tors that put the game consoles you have at home to shame.
Disney’s Wide World of Sports is a 240-acre complex filled with
an array of state-of-the-art sports facilities for football, soccer,
baseball, softball, as well as other sports and activities. At the
interactive Multi-Sports Experience, guests can participate in a
variety of challenges that put their skills to the test. The complex
also has a 7,500-seat baseball stadium that’s the spring training
home of the Atlanta Braves.
Walt Disney World Speedway has a stock car–racing track that
serves as host to the Richard Petty Driving Experience, where you

170 Part IV: Exploring Walt Disney World
can even drive a car or ride shotgun at 145 mph. (If you’re from
Talladega or Darlington, you probably can do that in your sleep.)
A pair of themed miniature golf courses whose whimsical décor
schemes (think “Santa goes to the beach” and “Disney classic film
comes alive”) entertain even as they challenge putters with all-too-
realistic water hazards and tricky sand traps. To visit Santa in all his
sunny glory, head for Winter Summerland; for Mickey’s sorcerer’s
hat and dancing hippos, take your irons to Fantasia Gardens.
Two splashy parks let you float along lazy streams, scream down
gravity defying waterslides, and more. They’re especially appealing
in summer, when the heat and humidity both are above 90° and
90 percent. Kids and adults alike will enjoy cooling off at Blizzard
Beach and Typhoon Lagoon.
I give you more info about these attractions in Chapter 16.
Planet Disney also has several shopping (see Chapter 17) and nightlife
(see Chapter 25) venues. For example:
Disney’s BoardWalk is a good place to stroll the waterfront, dine,
dance, or catch a game in the sports bar.
Downtown Disney comprises Pleasure Island, an adult nightclub
district; Downtown Disney Marketplace, which features dining and
shopping; Downtown Disney West Side, with more shopping, dining,
Cirque du Soleil, and the House of Blues; and DisneyQuest, a high-
tech, interactive video arcade.
You can get additional information about all WDW properties by calling
% 407-934-7639 or visiting its Web site at www.disneyworld.com.
Palling around with Mickey
Introduced in 2003, Pal Mickey is a talking 101⁄2-inch-tall stuffed digital Mickey Mouse
who serves as a semi-amusing novelty guide to the Disney parks, telling guests about
parades, show times, and so on when activated. Designed for kids, he nevertheless
gets toted around by adults, too. (Pal Mickey comes with an attachable belt clip and
most grown-ups, much to the amusement of their kids, often get confused and go for
their pagers when he vibrates to let them know he’s got a message for them). His com-
puter chips pick up wireless signals throughout the park and dispenses pertinent fun
and facts; after you leave, a few corny jokes are all that’s left of his repertoire. Pal
Mickey operates on three AA batteries — they’re included! — and dispenses more
than 700 bits of wisdom. He’s available for purchase ($60) inside all Disney resort gift
shops, and at select stores inside the theme parks. For that much money, I’d prefer
the real Mickey to show me around instead of his little electronic brother, but at least
you can take him home.

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Chapter 11: Getting Acquainted with Walt Disney World
For a peek at the layout of Walt Disney World’s various theme parks and
other “lands,” consult “The Lands” map earlier in this chapter.
Want to go behind the scenes?
If you’d like an insider’s look at how the Wizards of Diz make magic,
Behind the Scenes Tours are the way to go. So many options are available
that the Disney folks sometimes have trouble remembering them all.
Reservations are recommended and, in many cases, essential for these
tours. Call % 407-939-8687 to make your reservations.
Note: Unless otherwise noted, you have to pay park admission, cur-
rently $60 for adults, $48 kids 3 to 9, in addition to the tour price. But
ticket prices, times, and tours change often, so check before your trip by
calling Disney’s tour line at % 407-939-8687; for custom guided tours
call % 407-560-4033.
Here’s a sampling of the best offerings:
Family Magic Tour: This two-hour scavenger hunt brings you face
to face with Disney characters at the Magic Kingdom ($25 for ages
3 and older). It kicks off at 11:30 a.m. daily outside City Hall, but
you need to book in advance.
Hidden Treasures of World Showcase: This three-hour tour lets
you explore the architectural and entertainment offerings at Epcot’s
11 World Showcase nations. The tour costs $59 for ages 16 and older
and begins at 9:45 a.m. on Tuesdays and Thursdays.
Keys to the Kingdom: Receive a 412-hour orientation to the Magic
Kingdom and a glimpse into the high-tech systems behind Mickey’s
magic. It’s $58 for ages 16 and older and includes lunch. The tour
starts at 8:30, 9:30, and 10 a.m. daily.
Backstage Magic: At the top of the price chain — $199 per person —
Backstage Magic is a seven-hour, self- and bus-propelled tour
through areas of Epcot, the Magic Kingdom, and Disney–MGM
Studios that aren’t seen by mainstream guests. If you must know
how things work, this tour is for you. You may see mechanics repair-
ing and building animatronic beings, and you venture into Magic
Kingdom tunnels that aren’t only work areas but also paths for the
cast to get from one area to another without fighting tourist crowds.
It is offered at 9:45 a.m. weekdays and is limited to 20 adults (age 16
or older), so book as early as possible (Disney recommends at least
two months in advance). Park admission isn’t required.
Custom guided tours: Not satisfied with any of the standard tour
offerings? Disney let’s you can create your own itinerary. There are
no age requirements, though be prepared for a minimum of 5 hours
at $125 per hour (WDW resort guests pay only $95 per hour).

172 Part IV: Exploring Walt Disney World
For those up to the task, not to mention the price tag, call % 407-560-
4033 to make tour arrangements. Photo ID’s are required at check-in for
all tours.
Finding Your Way to the Fun
If you’re driving, Interstate 4’s Disney exits are clearly marked (though
the exit numbers periodically change thanks to construction). You can’t
miss them unless you close your eyes.
Interstate 4 is woefully crowded, especially during rush hour (7–9 a.m.
and 4–6 p.m. daily). In addition to the thousands of people heading for a
day at the parks, thousands of locals are heading to work. So remember
to factor possible delays into your time schedule.
Parking in the Disney theme-park lots costs $8 per day (unless you’re
a WDW resort guest, and then it’s free) and is a snap. Just do what the
people in the yellow-striped shirts ask you to do. In the Size XXXL Magic
Kingdom lot, you’ll probably want to ride the tram to the front gate.
(The trams are a hoot — the seats are made out of petrified plastic, so
if you lack posterior padding, you’ll probably remember the ride for a
while. And don’t forget a jacket if you plan on making a day of it; the
ride back to your car at night can make you feel like you’re one of those
frozen Mickey pops.)
Getting from the parking lot to the action can take up to an hour at the
Magic Kingdom, so be patient as you begin the day. The first stop after
the tram ride is the Ticket and Transportation Station, where you trans-
fer to the monorail or the ferry to get to the park.
At Epcot, Disney–MGM, and Animal Kingdom, trams are available, but
walking can be faster — unless you have small children or sore feet — if
you’re parked in the front half of the lot.
Don’t forget to make a note of your parking area, including your row and
space number, or you may end up on an unfortunate scavenger hunt
when you head home. After a day spent standing in lines, listening to
screaming kids, and being tapped-out by cash registers, you’ll have a
hard time remembering your name, not to mention where you parked.
And odds are that at least a few of the cars in the lot will be clones of
your own, making it that much harder to spot your own.
If you don’t have a car, or prefer to skip the drive, many area accommo-
dations offer shuttles that are sometimes free but can also carry a fee.
(Check the listings in Chapter 9 for hotels that offer shuttle service.)

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Chapter 11: Getting Acquainted with Walt Disney World
Traveling within the World
If you’re staying at a WDW resort, you can take the Walt Disney World
Transportation System to get to the parks. The system also serves
Downtown Disney, Typhoon Lagoon, Blizzard Beach, Pleasure Island,
and Disney’s Wide World of Sports. It’s a thorough network that includes
buses, monorails, ferries, and water taxis serving the major parks from
two hours prior to opening until two hours after closing. On the downside,
it doesn’t always offer direct routes, and moving between locations can
make for a long and complicated journey. For more on the pros and cons
of using the transport system, see Chapter 8. Disney properties also offer
transportation to other area attractions, but you have to pay for it.
Ask at the Guest Relations desk in your hotel or at the theme parks for a
copy of the Walt Disney World Shopping, Dining & Recreation guide, which
includes a map of the entire transportation system. The map shows you
everything in the empire and gives you an idea of where your hotel is in
relation to places that you want to visit. You can also look at the map of
WDW’s areas in this chapter to help orient yourself.
Preparing for Park Admission Costs
The number of admission options — from one- to multiday tickets —
offered at Walt Disney World is staggering, and they’re all expensive.
Deciding which option works best for you depends on the number of
days you plan to spend in the parks, what parks and attractions you
want to see, and whether you’re staying at a WDW resort.
IIf you choose to buy a single-day admission pass, you’re limited to seeing
one Disney park; you can’t hop to another one in the middle of the day
without paying a separate admission. Most people get the best value from
four- and five-day Magic Your Way passes with the Park Hopper option
added on, which, as the name implies, let you move from park to park on
the same day.
Magic Your Way is an all new ticketing system at Disney, and it’s designed
to save you money the longer you stay and play and allows you add on
several optional features.
If you plan on visiting Walt Disney World more than one time during
the year, inquire about the no expiration option or money-saving annual
passes ($395–$515 adults, $336–$438 children 3–9). For information on a
host of WDW tickets and options, see the following tables.

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