There’s a great, big, beautiful tomorrow
Just a dream away
The introductory video for the Carousel of Progress includes a vintage clip of Walt Disney and the Sherman Brothers singing “There’s a Great Big Beautiful Tomorrow.” After the song, Walt says:
Well, sounds pretty good—in fact, that’s just the right spirit. Our songwriters, Dick and Bob Sherman of the Walt Disney Studio. The Sherman Brothers have written many of the wonderful songs for our motion pictures and television shows, and I think this song—written especially for you—captures the spirit of the General Electric Pavilion at the New York World’s Fair. Thanks, boys! Say goodbye to the folks.
When the Carousel of Progress eventually moved to the Magic Kingdom in 1975, the attraction’s sponsor, General Electric, wanted a change to the attraction’s theme song. Although “There’s a Great Big Beautiful Tomorrow” was a catchy tune, General Electric worried that the song encouraged customers to wait on buying new appliances. General Electric wanted customers to buy their products now, not wait until tomorrow (beautiful or otherwise). To address this concern, the Sherman Brothers went back to drawing board and developed a new song, “The Best Time of Your Life.” The lyrics to this updated theme song, which are set forth below, made clear that “now is the best time” to buy GE products:
Now is the time, now is the best time
Now is the best time of your life
Life is a prize, live every minute
Open your eyes and watch how you win it
Yesterday’s mem’ries may sparkle and gleam
Tomorrow is still but a dream
Right here and now you’ve got it made
The world’s forward marching and you’re in the parade
Now is the time, now is the best time
Be it a time of joy or strife
There’s so much to cheer for
Be glad you’re here
For it’s the best time of your life
The Carousel of Progress closed in 1993 as part of the massive re-theming of Tomorrowland. A significantly revised version of the Carousel of Progress reopened a few months later. Included among the changes, a slightly revised version of “There’s a Great Big Beautiful Tomorrow” returned as the attraction’s theme song.
More Carousel of Progress Magical Secrets
Walt Disney’s Carousel of Progress fits in the backstory of new Tomorrowland as it is a cultural enrichment exhibit sponsored by the Tomorrowland Metro Retro Historical Society. This exhibit offers a look at man’s technological development during the 20th century.
John, the father, is the only character that talks directly to the audience.
Even though General Electric ceased sponsoring the attraction in 1994, the Carousel of Progress still has a few GE appliance props including a Hotpoint Oven (a GE company), a GE refrigerator and a vacuum cleaner.
The Carousel of Progress theatre turns at a rate of approximately two feet per second.
The dogs in the attraction have gone by a variety of different names over the years: Rover, Buster, Queenie, and Sport. All of the dogs in the attraction are now called “Rover.”
The two robins outside the window in the first Act are actually the same robins that Imagineer Harriet Burns created for the 1964 film Mary Poppins.
Disney never clarified whether the attraction represents the same family through several decades (having aged well), or different families that happen to look the same.
Uncle Orville was formerly referred to as “Cousin Orville.”
Buzz Lightyear’s Space Ranger Spin
Buzz Lightyear’s Space Ranger Spin combines elements of a classic Disney dark ride with an arcade-style shooter game to create an attraction that is fun for the entire family. Based on the popular Space Ranger from the Toy Story film franchise, Buzz Lightyear’s Space Ranger Spin first opened on November 3, 1998 and was notable for being the first Tomorrowland attraction based upon animated characters.
Disney released an official, albeit short, backstory for the attraction on its official website:
Evil Emperor Zurg is stealing batteries from helpless toys to power a new weapon of destruction. As a Junior Space Ranger, it’s up to you to maneuver an XP-37 star cruiser through the neon-lit Gamma Quadrant and fire lasers from an onboard cannon to stop him and score points.
Upon entering the queue for the attraction, guests step inside the fictional headquarters of Star Command, and that is where the story for Buzz Lightyear’s Space Ranger Spin begins. At that moment, guests shrink to the size of toys. This is supported by several over-sized prop pieces in the queue including large versions of a toy instruction chart, a viewmaster and, at the end of the queue, a life-size Buzz Lightyear.
The queue for the attraction includes numerous storytelling props:
As guests first enter the queue, they see a sign labeled “STAR COMMAND HOME OF THE UNIVERSE PROTECTION UNIT.”
An interstellar map in the queue is labeled “Planets of the Galactic Alliance.” This map shows “Star Command” in the “Gamma Quadrant” and each of the 9 Sectors.
A large stack of batteries sits nearby and is labeled “POWER CENTER.”
The informational headquarters of Star Command includes a static picture labeled “Sector 9 Scan” that informs guests that an unknown object has been detected.
A large Etch-a-Sketch displays a training schematic for the XP-37 Cruisers.
The most impressive prop in the Buzz Lightyear queue is the large Buzz audio-animatronic that greets guests as they enter the attraction boarding area. The animatronic moves fluidly and explains to guests that his archenemy, the evil Emperor Zurg, is attempting to steal the universe’s most precious energy source, crystallic fusion cells (batteries to you and me):
Scanners detecting more trouble in Sector 9. No doubt it’s the work of that nefarious criminal, the sworn enemy of the galactic alliance, the evil Emperor Zurg. His robotic army is stealing crystallic fusion power cells. Without those cells we’ll all be powerless and at the mercy of Zurg. Star Command picked a fine time to send the new recruits. All right, you junior space rangers, listen up! The green squadron will retrieve the power cells, while the rest of you concentrate on those robots. You’ll rendezvous at Planet Z. I will remain here at Star Command to coordinate the mission. Battle stations, report to the flight deck for immediate launch! To infinity and beyond!
Guests then board the attraction ride vehicles, two-seat XP-37 Space Cruisers that each include two ion laser cannons. Guests fire those canons at hundreds of targets designated with the letter “Z” as they move past several different scenes. The cruisers are omnimover-style ride vehicles similar to those used in the Haunted Mansion. Unlike the Haunted Mansion’s Doom Buggies, guests can use a control stick to spin their ride vehicles a full 360 degrees.
The XP-37 Cruisers take guests past several vignettes that feature numerous aliens, robots, monsters, and other objects decorating both the right and left-hands sides of the ride track. The attraction scenes include a massive robot attack; Planet Z, the home planet of Zurg; a robot factory; Zurg’s ship; and Star Command, where Buzz congratulates the junior space rangers on a successful mission. The rooms are all black-lit to create a “glow in the dark” environment. As guests fire at the numerous targets found throughout the attraction, a display on the dash of the ride vehicle displays a score. At the end of the attraction, a large sign shows guests what their “rank” is based on that score:
Level 1 Star Cadet: 0—1,000
Level 2 Space Ace: 1,001—10,000
Level 3 Planetary Pilot: 10,001—100,000
Level 4 Space Scout: 100,001—300,000
Level 5 Ranger 1st Class: 300,001—600,000
Level 6 Cosmic Commando: 600,001—999,998
Level 7 Galactic Hero: 999,999
Buzz Lightyear’s Space Ranger Spin is a crowd favorite that includes, in addition to those listed above, numerous magical secrets:
Buzz retrieves inform
ation about the dangerous mission from a large viewmaster.
The batteries seen throughout Buzz Lightyear’s Space Ranger Spin are “Made in Glendale,” a nod to Glendale, California, home of Disney’s Imagineering department.
Zurg’s first-in-command is a Rock-Em Sock-Em Robot.
As guests exit into a Buzz-themed gift shop, they will see a large Zurg statue behind prison bars.
An outdoor gift stand near Buzz Lightyear’s Space Ranger spin is themed to look like the arcade claw machine that was home to the Little Green Men in the original Toy Story film.
Stitch’s Great Escape
Stitch’s Great Escape is based on the popular character Stitch from the 2002 Disney animated film Lilo & Stitch. The attraction is housed in the “Galactic Federation Prisoner Teleport Center” that helps Tomorrowland deal with “naughty” residents.
Stitch’s Great Escape is essentially a prequel to the film Lilo & Stitch as the attraction is set before the events of the 2002 film. A strange sign outside the entrance of Stitch’s Great Escape appears to have been written in a strange alien text. In reality, however, the plaque is written in a heavily stylized use of English letters. The plaque reads in its entirety as follows:
Dedication. This Galactic Federation prisoner teleport center is hereby dedicated to the preservation of peace and harmony throughout the galaxy by protecting the nice from the naughty. The Grand Councilwomen [sic]. 2004 November 16.
Kevin Yee, Walt Disney World Hidden History, Second Edition (2014), p. 22.
Captain Gantu, the head of the Galactic Federation’s security team, informs guests in the pre-show area that they are being recruited as guards in the Galactic Federation. Once guests enter the primary teleportation area, an audio-animatronic robot named Sergeant C4703BK2704-90210 (affectionately known as “Sarge”) gives guests some introductory rules of the road. According to Sarge, prisoners are broken down into Level 1 and Level 2 offenders. Level 1 means “common criminals of the cosmos,” including a cute creature in a tube behind Sarge who was busted for “jaywalking between the moons of Jupiter.” During Sarge’s presentation, he receives an incoming video from Lieutenant Sledge informing Sarge of another arrest: the “Doughnut Guy” was found sucking the goo out of all of the jelly doughnuts in the Galactic Federation Bakery.
Things really get interesting when Captain Gantu informs Sarge that the Center is welcoming a high-risk, Level 3 prisoner. This is clearly serious business as Sarge “oils” himself over the news. All guests are directed to the High Security Teleportation Chamber.
Guests soon learn that “Experiment 626,” better known as Stitch, is being teleported in. During the attraction, guests sit in a “theatre in the round,” a circular theatre with all seats facing a central tube. A series of cannons capable of tracking electronic signatures (DNA) are used to guard 626. Stitch is then beamed into a chamber located in the middle of the room. Stitch is able to escape by spitting on the floor and short-circuiting the jail’s power source. When he escapes, a series of special effects in the theatre mimic the alien scurrying around the theatre in complete darkness (including movements in guests’ seats and the sense of smell when Stitch burps from a…chili dog).
The Imagineers used sound in particular to help convince guests that Experiment 626 is, at times, close beside them:
The use of a binaural (stereoscopic) sound system dedicated to each seat allows Stitch to appear to be on any side of the Guest, as the story requires. This is accomplished by varying the audio mix from one ear to the other in order to replicate the spatial positioning we perceive in the real world. When combined with Audio-Animatronics, set design, lighting, on-screen animation, and special effects…a truly immersive theatrical environment is created.
The Imagineers, The Imagineering Field Guide to the Magic Kingdom, Walt Disney World, An Imagineer’s-Eye Tour (2005), p. 114.
The most impressive aspect of the attraction is the Stitch audio-animatronic. Stitch can perform 48 functions, making him one of the most complex audio-animatronic characters on Disney property. Stitch’s movements are fluid, with his arms, fingers, eyes, and ears moving in an impressive and believable manner. This Imagineering feat is made more impressive by the fact that, because of the shape of the theatre, guests see the Stitch audio-animatronic from 360 degrees of visibility.
Notwithstanding the impressive audio-animatronic character, Stitch’s Great Escape remains one of the least popular and least visited attractions in Walt Disney World. Because of this, the attraction has now moved to seasonal operation, which is often times a precursor to outright closure.
Monsters Inc. Laugh Floor
Monsters Inc. Laugh Floor is an interactive theatre show based on the characters from the Monsters, Inc. (2001) and Monsters University (2013) animated films. The backstory for Monsters Inc. Laugh Floor picks up following the events of Monsters Inc. In that film, viewers are introduced to the city of Monstropolis, a land that is home to monsters of all shapes and sizes. In order to provide power for Monstropolis, a company known as Monsters Inc. transports its employees (monsters) to the bedrooms of children in the human world in order to scare them and, in turn, harvest the screams of those frightened children for power. The monsters later discover that the laughter of children provides much more power than screams and, as such, the monsters changed their strategy for supplying power to Monstropolis. This is where the story of the Monsters Inc. Laugh Floor begins. Instead of sending monsters to the human world in order to collect laughter, humans are now invited to visit the monster’s power factory in order to collect laughter by virtue of a stand-up comedy show.
The queue for Monsters Inc. Laugh Floor is one of the most underrated in all of Walt Disney World and is filled with hundreds of storytelling details and magical secrets. A sign with a picture of Mike Wazowski, the one-eyed star of the Monsters Inc. films, reads, “The Future of Energy is a Joke.” Another sign requests, “HELP POWER MONSTROPOLIS! Send us your jokes!”
Guests initially wind through a switchback section of the queue that includes a few funny banners hanging from the ceiling. One of those banners includes a picture of Roz, the surly slug-like creature from Monsters Inc., and reads, “Sometimes comedy isn’t pretty.” Guests then walk through a “PORTAL TO MONSTROPOLLIS” that transports them to the monster world.
Upon entering Monstropolis, guests step inside a former Monsters Inc. break room. A bulletin board hanging in this area is filled with numerous hilarious informational posts and advertisements:
“If you have to ask, the answer is NO.”
“Rule #1: if we don’t scare the customer…somebody else will.”
“Don’t forget—file paper work.”
“LOST EYE, LAST SEEN MONDAY, IF FOUND PLEASE RETURN TO…”
A day care advertisement reads: “Crabs? Leaches? Unusual Growths? Are little things like this keeping you from your work? Leave your little ones…”
“Bowling Team Try-outs Friday at 6:00 (slithers welcome).”
“Do Not anger Roz!”
A sign listing the “Dispatch Office Hours” includes a funny note for Fridays: “You wish I was in.”
“Remember to fill out your TIME CARDS before you go”
A “Bed Wetter Award of 2006” was awarded to Harley. This is a nod to Harley P. Gerson, an orange and yellow monster with two large feet from the Monsters Inc. film.
“Seeking car pool ride from Upper East Lagoon. Call Nesse at ext. 3545.” Loch Nesse perhaps?
A “Door Station Operation Overview” safety checklist reminds monsters that, “Your First Priority is Keeping Your Scarer Safe.”
“Scream seminar Tuesday @ 5:30 in the sands conference room.”
“Single-Eyed Monster seeks 3-eyed room-mate to share 2-monster cave. Running Water, Nice view. No fire breathers.”
A sign for “Contamination Safety Check & Alert Procedures” instructs monsters to (1) sound alarm in case of contamination; (2) always leave door closed; (3) don’t touch any foreign
objects; and (4) shower after every shift.
A “Monster Occupational Safety & Hazard” poster notes that the maximum labor minimum wage is “4.75 per hour.”
A “Repetitive Scare Injury” warning poster from the “Monster Ergonomics Institute” advises:It is important to remember proper Ergonomics when scaring. Permanent injury can often result when basic RSI guidelines are not followed. Below are the common indications of Repetitive Scare Injury. If you are experiencing RSI warning signs, consult your local Monster Ergonomics Representative for advice.
The RSI warning signs are Permanent Scowl; Hunched Back; Horn & Claw Chafing; and Hoarse Voice.
The sign also includes twelve “Basic RSI Guidelines”: (1) Stoop, Stand, and Stretch; (2) For every mean face, make a happy face; (3) A gargle a day keeps the hoarsies away; (4) Clean horns make healthy horns; (5) Sing after you scream; (6) Avoid unnecessary exposure to kids; (7) Know your layout—don’t squint in the dark; (8) Practice deep bellowing exercises; (9) Stretch your wings; (10) Exercise your eyes—then put them back; (11) Flex your tentacles—don’t keep them curled; and (12) Wash your claws after every shift.
An area on the wall that formerly displayed the “Scarer of the Month” award now includes a sign that reads “MONSTERS of COMEDY.” Numerous pictures of monsters from the Monsters Inc. film are displayed below that banner.
A snack machine offers unique refreshment options:
Two bottles of “BLORT.”
A box labeled “SUGAR SALT & FAT.”
“SAME OLD RACCOON BAR.”
“SINEW CHEWS.”
Another snack is labeled “IT’S A REALLY BIG BITE.”
“POLYVINYL CHLORIDE.” We know this more commonly as PVC.
“Primordial OOZE.”
Another bulletin board labeled “HERE’S WHAT THE CRITICS ARE SAYING” displays numerous reviews for the show:
The Tentacle Times declares that, “It’s outrageously funny…how bad these comics are!”
Adventureland, Tomorrowland, and Fantasyland Page 15