June 1, 2012
criminalprofiler:

Psychopathic Behavior and Juvenile Delinquency:
Born Bad; Early Warning Signs of the Child Psychopath
In Robert Hare’s book Without Conscience: The Disturbing World of the Psychopath Among Us, he cites the real-life example of twin girls, Ariel and Alice. Both came from the same environment and had the same opportunities. But the parents noticed “something different” early on with one of the twins, Alice. While Ariel got a went on to law school and got her degree and a good job, Alice was in and out of trouble with the law, got involved in drugs, and repeatedly asked her parents for help and bail money.
Are Psychopaths Born or is Bad Behavior the Result of Environment?
There are differing opinions on whether children are born with psychopathic tendencies or whether the syndrome is brought about by social influences and early experience. Psychologists who believe social and early experiences are the cause often use the term sociopath to describe such youths. Other experts, such as Robert D. Hare, who feel psychological, biological and genetic causes are the underlying factors are more likely to use the term psychopath.
Opinions also differ on treatment of the psychopath, whether treatment should fall to the mental health profession or the correctional system.
The Juvenile Psychopath: Cruelty Toward Other Children and Siblings
Many psychopaths show signs of disturbing behavior early in life. This can be exhibited as cruelty toward siblings and other children or extreme cruelty toward animals. Because psychopaths feel no empathy toward others, they may inflict abuse on their siblings. In extreme cases, like the little girl in The Bad Seed, they may seek ways to coldly erase any competition for affection by smothering an infant in its crib or other acts of violence.
Juvenile Psychopathy and Cruelty Toward Animals
Cruelty toward animals is one of the most obvious signs of emotional unbalance in children and young adults. The psychopath either treats the cruelty as an ordinary event or derives some pleasure from animal torture.
Jeffery Dahmer showed such cruelty at a young age by impaling the head of a dog and staking cats to trees.
Early Warning Signs of Psychopathic Behavior
There are a number of symptoms that can suggest mental illness. However it should be understood isolated traits, such as lying or petty theft, can be caused by many other factors. A cluster of related symptoms must be present before a diagnosis can be made of any psychopathic mental disorder, and a diagnosis must be provided by a qualified expert.
Below is a list of signs that may indicate serious behavioral problems in a child or young adult:
repetitive, casual lying
apparent indifference to the feelings, expectations or pain of others
defiance of parents, teachers and rules
continually in trouble and unresponsive to threats of punishment
petty theft
persistent aggression, bullying and fighting
truancy
hurting or killing animals
early experimentation with sex
vandalism and setting fire
(Photo: Kemper, who first killed at age 15)

criminalprofiler:

Psychopathic Behavior and Juvenile Delinquency:

Born Bad; Early Warning Signs of the Child Psychopath

In Robert Hare’s book Without Conscience: The Disturbing World of the Psychopath Among Us, he cites the real-life example of twin girls, Ariel and Alice. Both came from the same environment and had the same opportunities. But the parents noticed “something different” early on with one of the twins, Alice. While Ariel got a went on to law school and got her degree and a good job, Alice was in and out of trouble with the law, got involved in drugs, and repeatedly asked her parents for help and bail money.

Are Psychopaths Born or is Bad Behavior the Result of Environment?

There are differing opinions on whether children are born with psychopathic tendencies or whether the syndrome is brought about by social influences and early experience. Psychologists who believe social and early experiences are the cause often use the term sociopath to describe such youths. Other experts, such as Robert D. Hare, who feel psychological, biological and genetic causes are the underlying factors are more likely to use the term psychopath.

Opinions also differ on treatment of the psychopath, whether treatment should fall to the mental health profession or the correctional system.

The Juvenile Psychopath: Cruelty Toward Other Children and Siblings

Many psychopaths show signs of disturbing behavior early in life. This can be exhibited as cruelty toward siblings and other children or extreme cruelty toward animals. Because psychopaths feel no empathy toward others, they may inflict abuse on their siblings. In extreme cases, like the little girl in The Bad Seed, they may seek ways to coldly erase any competition for affection by smothering an infant in its crib or other acts of violence.

Juvenile Psychopathy and Cruelty Toward Animals

Cruelty toward animals is one of the most obvious signs of emotional unbalance in children and young adults. The psychopath either treats the cruelty as an ordinary event or derives some pleasure from animal torture.

Jeffery Dahmer showed such cruelty at a young age by impaling the head of a dog and staking cats to trees.

Early Warning Signs of Psychopathic Behavior

There are a number of symptoms that can suggest mental illness. However it should be understood isolated traits, such as lying or petty theft, can be caused by many other factors. A cluster of related symptoms must be present before a diagnosis can be made of any psychopathic mental disorder, and a diagnosis must be provided by a qualified expert.

Below is a list of signs that may indicate serious behavioral problems in a child or young adult:

  • repetitive, casual lying
  • apparent indifference to the feelings, expectations or pain of others
  • defiance of parents, teachers and rules
  • continually in trouble and unresponsive to threats of punishment
  • petty theft
  • persistent aggression, bullying and fighting
  • truancy
  • hurting or killing animals
  • early experimentation with sex
  • vandalism and setting fire

(Photo: Kemper, who first killed at age 15)

(via koripxo)

June 1, 2012

(Source: pleatedjeans, via koripxo)

June 1, 2012
K is for killer: I HATE motherfucking HAAAATEEEE people who talk during good movies. I...

koripxo:

I HATE motherfucking HAAAATEEEE people who talk during good movies. I don’t care what you’re talking about. If you’re making noise, you need to fucking go. It’s seriously one of my biggest pet peeves. “Who is that?” “What are they doing?” “Why are they mad?” Well you dumb dumb bitch, maybe if…

June 1, 2012

(Source: justspitmeout, via koripxo)

June 1, 2012
mermaidchan05:

sillywhims:

Daddy Disney, revisted I drew the first one back when I was kinda new at drawing Oswald. Now that I can draw him in my sleep, I wanted to take a stab at this again! And also fix up Walt so he looks more like himself.

Oh my goodness this is kind of perfect :D 

mermaidchan05:

sillywhims:

Daddy Disney, revisted

I drew the first one back when I was kinda new at drawing Oswald. Now that I can draw him in my sleep, I wanted to take a stab at this again! And also fix up Walt so he looks more like himself.

Oh my goodness this is kind of perfect :D 

(via forthedisneylove)

June 1, 2012
bloodonthesaddle:

In recognition of the fact that today is the last operating day of Snow White’s Scary Adventures in Florida, a article looking back at the history of the attraction by FoxxFur at Passport To Dreams Old And New.
“A facet of the increasingly intertwined histories of Disney’s two original Magic Kingdom parks oft overlooked by historians ameatur and otherwise, is of the number and scale of improvements made to the general characteristics of Disneyland in the Florida Project’s Phase One development which don’t begin and end with more space and a bigger castle. Indeed many existent Disneyland attractions were disassembled and reconceptualized from the ground up - a redesign of the Jungle Cruise which transformed it from a contested thing to a true Marc Davis attraction (to say that it jumped from being a classic to a masterpiece in the process is redundant), a greatly improved and expanded Haunted Mansion, a Tiki Room spread out large and allowed to blossom like a tropical flower, and a Submarine Voyage so dramatically altered while retaining many of the core elements that it didn’t even feel related. Those items which were adaptable were quickly shuttled over to Disneyland – Country Bear Jamboree, improved figures in the Indian Village, and whole stretches of the Jungle Cruise – and installed so seamlessly and so quickly that the innovations of the Florida property began to be forgotten. As more and more Floridian elements made the transcontinental journey (proving in the process that Disney’s Clone Wars are as old as there were things to clone), everything from figures to pieces of music to menu items originating in Florida became “Disneyland Originals”. So when the original park’s absorption of the final Magic Kingdom exclusives was complete in 1983 with the opening of the New Fantasyland, totally forgotten were the Florida originals which made such a thing possible. 
It is in the spirit of this that I now motion to promote to full classic status in the realm of Florida Originals: Snow White’s Adventures - to stand alongside such innovate entertainments as Country Bear Jamboree, Space Mountain and The Hall of Presidents. It is perhaps the Magic Kingdom’s lost classic, too low profile to garner much more than a passing interest when it was open and too early to the party of Florida extinctions to be lamented when it closed, Snow White’s Adventures was the Florida Original by dint of being a complete reconception of the then fifteen year old Disneyland original to an extent only matched by Mr. Toad’s Wild Ride next door. WED literally reduced the attraction down to brass tacks and retained exactly two elements of the attraction, discarding all others and making perhaps the strangest adaptation of one of their own films ever.
A familiarization with the long forgotten Disneyland original is here in order, but this is perhaps beyond the scope of this article except in passing. Curious parties should be advised to proceed directly to Issue #13 of The E Ticket magazine, where the whole thing is related in extreme detail. This will hopefully be, for the rest of us, sufficiently illuminating:
SEQUENCE OF 1955 ATTRACTION:Load AreaEntering Diamond VaultSeven Dwarfs MineEnchanted Forest / Cottage of Seven DwarfsWitch’s CastleDungeon of CastleShadow of WitchWitch at CauldronHaunted ForestWitch inside Seven Dwarfs CottageWitch on Cliff with Boulder
SEQUENCE OF 1971 ATTRACTION:Load Area / Enchanted ForestQueen’s Mirror RoomDungeonWitch at CauldronWitch in BoatHaunted ForestSeven Dwarfs CottageMore Haunted ForestSeven Dwarfs MineRunaway Mine CartDiamond Vault / Witch with Giant GemExplosion Room
Aside from general repetitions like scenes of the transformed evil queen laboring over a cauldron culled from the 1937 Disney film, one striking difference is that the sequence of events in the attractions is essentially reversed. The turning point in the Disneyland attraction was where you leave the seven dwarfs mine (Dopey arrived with a sign warning you about the witch at this juncture) and safety behind; in Orlando the Mine was not only the last scene but the least safe, where the Witch popped out a total of three times at the riders (counting the brief scene before actually entering the mine), finally cornered them, and dropped a giant gemstone on them, apparently killing the riders and ending the ride in a room filled with strobing starbursts. Moreover the turning point where safety becomes danger in the 1955 attraction was visualized by approaching and then inevitably turning away from the Seven Dwarfs Cottage: this was the first repeat moment in Orlando, but in the 1971 version, it happens in the Load Area of the attraction, before the ride is even underway!
That Load area, by the way, was a tricky little thing, stylized in the manner of Sleeping Beauty, with the Seven Dwarfs Mine on the right where little ride vehicles exited, The Evil Queen’s Castle on the left where Snow White’s voice echoed from a wishing well, and in the center a little downscale “distant” Dwarf cottage and a shimmering plastic waterfall. That WED wanted to build a Sleeping Beauty ride here may explain the stylization of the load hall, but it doesn’t explain why such a pretty and brightly lit exterior was affixed to such a relentlessly grim attraction. The most beautiful and elaborate of all Fantasyland dark ride exteriors, if riders suspected that something more like It’s A Small World and less like The Haunted Mansion was within they could be excused. The only real hint is that those mine cart / bed / whatever shaped vehicles entered not the dwarf cottage but the evil queen’s castle and, as they entered, the Queen would part a set of curtains in an arched window and peer down on the carts as they entered. This sinister little detail was translated to Disneyland in their 1983 Snow White ride with much celebration, but as an original Florida onride effect its’ placement has the uncanny effect of telling any wary children onboard: “You’re totally screwed.”
The vehicles moved into the Queen’s castle and found themselves in her mirror room where the Queen, facing the magic mirror, arms extended in the air, visible in reflection would very loudly intone “Mirror, mirror, on the wall…”. At this point the voice became a piercing shriek as the figure turned and the raised arms became a lunging gesture towards the riders. The figure leaned forward and instead of the stately Queen, she was already transformed into the wretched witch figure, finishing her statement: “I am the fairest one of all!”. 
This room held a number of interesting details, chief of which was the ride’s key transformation effect, so effective it has been duplicated in every Snow White ride since. The effect is simple, a two sided figure, the front being the witch and the back being the queen, which would rotate and tilt forward. Many dark rides through the years have included such a stunt, including dark ride designer Bill Tracy’s wicked gag of approaching the figure of a beautiful naked woman from the back which would rotate to reveal not a flash of breasts, but a rotting skeleton from the front. What makes the Snow White iteration of the gag brilliant and kind of graceful is that there are actually two figures, not just one. The second figure is a complete Queen figure located on the other side of the “mirror”, and that figure rotates at the same time and at the same speed as the half-Witch figure, which means that the riders literally have no clue about what’s going to happen until the witch is already revealed. This room also had a number of interesting and beautifully painted details, including a view of the night sky through a long slender window to the right of the Queen. And, of course, the Witch’s shrieked line “….I am the fairest one of all!” was loud… very loud. Loud enough that you could hear it repeating for most of the first half of the ride.
Immediately following was a short trip through the Witch’s dungeon, which more or less exists in similar form today. Included were two skeletons, some spooky bat eyes stolen from Disneyland’s Pirates of the Caribbean, and a menacingly swinging gate. Guests then came across the “Witch-At-Cauldron” scene, possibly the most famous image from the 1937 film, where she would announce “The sleeping apple!” and a shelf of potions above the riders’ heads would drop from above unexpectedly, creating a terrific crash of breaking glass (in auditory form). According to the Lanzens’ writeup on the 1955 Snow White, this scene and its’ traditional Dark Ride gag was present at Disneyland at this time as well, making this the second and last element of the Disneyland original repeated. Venturing outside into the spooky forest, riders found themselves at the moat level of the castle, where the witch would zip out of a dark dungeon-level opening on her boat, apple in hand. Along the left side on the floor were a number of logs-cum-crocodiles snapping at passerby.
What followed was a more or less accurate theme park version of Snow White’s famous flight through the woods, with large turning trees painted vibrant colors with light up faces along a winding track. It still exists in more or less unchanged form in the current Magic Kingdom ’94 show, except the colors have been muted and the faces of the trees made less unsettling. At the very back of the scene before the cars moved off to the left towards the dwarfs’ cottage was a small device where eyes painted on a flat surface and attached to a long pole are rotated on an axis to appear to rise from the darkness and up into the night air, much like the endless stream of skulls rising from the Haunted Mansion’s pipe organ. 
The next scene, the Seven Dwarfs Cottage, most firmly asserted that this version of the attraction would not play by anything resembling “rules”. So far the attraction had been a steadily accumulating number of scenes meant to convey unease, but as the little carts approached the cottage, a warm yellow color so far unseen in the attraction was spilling from the windows and temporary relief seemed to be at hand. But as the “crash doors” opened, the most sinister moment in the entire attraction was revealed… a dark and abandoned cottage.
The Claude Coates influence was most evident in this scene. Coates retained the interior styling of Albert Hurter for the 1937 film where the cottage is ornately carved with little animal figures and heads, chair backs have eyes and silly open mouths, and even the dwarfs’ water pump is a gothic gargoyle head. Coates retained all these but turned them sinister by painting the eyes of all the furnishings bright blacklit white and arranged the props so they are all facing the audience. As a result not only is the cottage unexpectedly quiet and abandoned and blacklit blue, but all of those faces in the furnishing are staring at the audience with burning white eyes. This significantly one ups the disturbing interior finish of the Haunted Mansion with its’ skulls and demons literally in the woodworks. In the next scene, where the seven dwarfs ascend a staircase to investigate a sinisterly ajar upstairs door from which emanates a great black shadow of a ghost, the little owl heads carved on the end of each step are looking up towards the door. The dwarfs’ dialogue is no more reassuring:
Grumpy: “I warned her!”
Doc: “Trouble! I hear trouble!”
At this point, of course, the witch pops out at riders from an open window and it’s once again outside into the forest where the witch again appears from behind a tree trunk offering that poisoned apple. Then it’s off to a diamond mine.
Inside the mine is dark and confusing, with one forced perspective mine shaft leading off to oblivion as the timbers ominously creak and groan. At one point the witch appears above the track, pushing a timer off its’ support post in an effort to send it crashing down onto the carts. Just down the line, a mine cart loaded with glittering diamonds zips from around a corner and stops just short of crashing into the ride vehicle. At this point in the attraction, in the space of about 30 seconds, the Witch has literally made four attempts on your life and the real feeling of a pursuit is underway. Finally, the carts roll into the dwarfs’ diamond vault, where thousands of glittering gems emerge from the walls in painted blacklight splendor. Suddenly the Witch appears atop the door to the vault, pries a gigantic gem out of the rock and drops it towards the ride vehicle. “Goodbye, dearie!” And then it’s through a room where flashing cartoon starbursts cover the walls and back out into the Florida sun. 
And so ends Snow White’s Adventures, perversely, the second and least famous Fantasyland attraction where riders are killed in traumatic fashion at the very end. Although the terror of the headlong plunge down a pitch black tunnel towards an oncoming train cannot be replicated by a scary blacklit witch dropping a big ridiculous gem on your noggin, the complete disorienting chaos of Mr. Toad’s Wild Ride was effectively present in Snow White’s Adventures as it was in all classic-era American dark rides, an endangered species if there ever was one. It wasn’t until the advent of Alien Encounter in 1994 that Disney presented an attraction where every scene was literally a threat to you, and even Alien Encounter had its’ share of wisecracks and nonsense to dull the edge. Since riders are expected to take on the role of Snow White during the ride they literally become stalked by the maniacal Queen, and there is very little rest between assaults until they are finally killed. Not even the Haunted Mansion proposes that kind of direct threat to riders, and Mr. Toad is done in by his own motor mania, making that attraction a kind of morality play. Future Snow White shows would relegate the role of Snow White to figures appearing in the ride, dulling the edge so that although such scenes may be scary, they are ultimately a passive trip past fairy tale tableaus. Accounting for Snow White, Mr. Toad’s pin up girl and hellish ending, 20,000 Leagues Under the Sea’s terrifying giant squid, and nudity on Peter Pan mermaids, Fantasyland 1971 offered the highest number of attractions inappropriate for children than anywhere else on property! (If you want to go for the hat trick you have to jump ahead to 1987 when Magic Journeys played in the Mickey Mouse Revue theatre where the number of inappropriate attractions jumps from four to five because, as we know, Magic Journeys isn’t appropriate for anyone.)
Of course all this descriptive text and video can’t fully recreate the experience of riding any better than any other “virtual” Walt Disney World attraction, but a word relating to the sound of the attraction should be relayed here. Although not as sparse in manufactured sounds as, say, The Swiss Family Treehouse, Snow White’s Adventures is notable in being a Disney attraction of the “Golden Era” of WED with no unified soundtrack of the sort found in, say, Pirates of the Caribbean or If You Had Wings. 
Indeed, one of the most characteristic things about the ride was its’ comparative quiet. While later versions of Snow White would feature clips of song from the original film, Snow White’s Adventures was spent mostly listening to the witch cackling echoing from elsewhere in the ride and hearing the Queen bellowing “Mirror, mirror, on the wall…” from the opening scene. There were atmospheric effects in the haunted forest scene, creaking timbers in the mine, and strange atonal music in the diamond vault climax and outside the dwarfs cottage (possibly related to the music for the Jungle Cruise), but otherwise the ride was spent wondering if that cackling witch was behind you, in front of you, or just right upon you, ready to jump out at the next moment. Even the layout of the scenes increased the terror of these ambushes, as increasingly the track twisted and turned as each new threat approached, forcing the riders to violently “jump away” from shrieking witches and out of control mine carts. And, of course, there is one of the wickedest layout tricks in any Disney attraction, where upon entering the Diamond Vault where that final witch will kill you, she is initially hidden behind an outcropping of rock which must move away due to changing perspective before she shrieks her final line and does you in.
In a way, it’s appropriate. Snow White is Walt Disney’s most frightening and Gothic film. Adults who dote on the comedy and romance often forget the terror of the Queen’s transformation into a witch and the Witch’s ghoulish screams: “She’ll be buried alive! Buried alive!”, not to mention the honest grief of Snow White in the glass coffin. From these vibrant horror and gothic traditions did Snow White’s Adventures draw its’ inspiration - Snow White’s terrified run through the forest, the Queen’s prisoners who starved to death inches away from food – there is no shortage of genuinely gruesome material pulled from the film legitimately, regardless of the liberties the ride takes with the source in the wide view.
The question then becomes, now that the original show is gone, where to direct interested parties looking to experience it. The 1983 Disneyland show cannibalized the Orlando scenes, sets and props to create a version of some real intensity but still significantly sanitized – Snow White now appears in the fiberglass person to be menaced, displacing the threat, and the show is overall a chronological recount of the Snow White story with the good and bad more fully represented rather than the bizarre riff on certain thematic material in the Orlando show. The Mickey Mouse Revue dwarf animatronics arrived to provide the show with an upbeat “Silly Song” opening, and many of the decorative molds and props created for the 1971 dwarf cottage interior show up as well – pointedly, many of the most disturbing looking ones are placed in such a way that they don’t appear to stare at the riders with the blank horror they’re designed to. 
The ’83 show then proceeds to cherry-pick through the rest of the Florida show as it pleases, lifting the best shock moments – the mirror transformation, the emergence on the boat – in every detail and distributes them in pretty much logical order throughout the show. This is not to denigrate the Baxter version in any way – it is a beautiful ride (if too cramped perhaps for its own good, but therein lies its’ wonderful danger) and let’s not forget that Baxter installed the ’71 show and knew its’ tricks. Retained from the ’55 version is one of the best moments in any Disney fright ride, where the witch irrationally throws open the door of the dwarfs’ cottage with a great metallic creak to menace riders with an apple, a moment disturbing enough to be worthy of the Orlando show. And it is this version of the ride which has become the “template ride”, repeated verbatim at Disneyland Paris with an expanded ending scene which actually makes good on the promise of “Happily ever after”. Yet perhaps because this author is such a contrarian, she finds the abrupt Disneyland Anaheim ending most appropriate – the show has been such a relentless trek through a catalogue of horrors that it is most logical that it end with just a mural announcing a promised but not percieved happy ending – the ride is still called Snow White’s Scary Adventures, after all, and the evil Queen still peeks out of her tower to glare down at you no matter how many times you watch her get struck by lightning. This is, among other noteworthy things, the only version where one can observe the original speed and ferocity of the Orlando shock effects – the Witch still rockets out of the gloom on her boat shrieking, a nightmare image.
Then, perhaps, it will be wise to look at the Magic Kingdom Florida’s 1994 renovation of the show, a true mixed bag. On one hand this version is absolutely the most pictorially beautiful – every scene is alive in the brightest tones and has some wonderful effects. Yet every witch is still accounted for but does not frighten anymore: where once she came shooting out of darkness she now stands bolted in place, making too many scenes like tableaus and dulling their edge. Snow White is similarly ineffectual and the lack of real motion in the figures makes the whole affair seem more like a wax museum. It is, in short, the safest of all Snow Whites, yet one can get a flavor of what was once present in those rooms: the layout is mostly unaltered. It is essentially the version of the show nearest to being a children’s attraction, further removed than even the 1983 show from the version from which it takes most of its’ scenic elements and ideas. 
In the balance of evidence it increasingly seems that Snow White’s Adventures 1971 was a lightning-strikes-once sort of creature, way above and beyond what most guests or even Disney themselves wanted. The show’s building blocks were all reutilized for later, safer Snow White ventures but eventually the original threat was, inevitably, disbanded. After years of posting signs, printing warnings in guidebooks, adding and then removing the word “Scary” on the marquee, Disney was unable to clue people in as to what awaited inside. Guests and their children, unlikely to appreciate the irony that the scariest and darkest ride in the park was sitting right next to the castle just inside the land supposedly most intended for children (this misconception is so gross I hardly feel the need to comment on it, but it is there), were reacting badly and finally the much safer version replaced the 1971 ride in 1994. But there was never and still hasn’t ever been anything quite like it in the realm of Disney theme design – all too often eschewing traditional modes of the great American amusement park. The “Spook Train” has been rolling through amusement parks like Kennywood and Coney Island, true sites of national heritage, since the late 1920’s and the Snow White’s Adventures and Mr. Toad’s Wild Ride attractions of 1971 are Disney’s two most remarkable contributions to the genre. It is in this capacity that I elect it as a true Walt Disney World classic, a crazy mistake in the grand scheme of things, but a subversive and influential one.”
Passport To Dreams Old And New

bloodonthesaddle:

In recognition of the fact that today is the last operating day of Snow White’s Scary Adventures in Florida, a article looking back at the history of the attraction by FoxxFur at Passport To Dreams Old And New.

“A facet of the increasingly intertwined histories of Disney’s two original Magic Kingdom parks oft overlooked by historians ameatur and otherwise, is of the number and scale of improvements made to the general characteristics of Disneyland in the Florida Project’s Phase One development which don’t begin and end with more space and a bigger castle. Indeed many existent Disneyland attractions were disassembled and reconceptualized from the ground up - a redesign of the Jungle Cruise which transformed it from a contested thing to a true Marc Davis attraction (to say that it jumped from being a classic to a masterpiece in the process is redundant), a greatly improved and expanded Haunted Mansion, a Tiki Room spread out large and allowed to blossom like a tropical flower, and a Submarine Voyage so dramatically altered while retaining many of the core elements that it didn’t even feel related. Those items which were adaptable were quickly shuttled over to Disneyland – Country Bear Jamboree, improved figures in the Indian Village, and whole stretches of the Jungle Cruise – and installed so seamlessly and so quickly that the innovations of the Florida property began to be forgotten. As more and more Floridian elements made the transcontinental journey (proving in the process that Disney’s Clone Wars are as old as there were things to clone), everything from figures to pieces of music to menu items originating in Florida became “Disneyland Originals”. So when the original park’s absorption of the final Magic Kingdom exclusives was complete in 1983 with the opening of the New Fantasyland, totally forgotten were the Florida originals which made such a thing possible.

It is in the spirit of this that I now motion to promote to full classic status in the realm of Florida Originals: Snow White’s Adventures - to stand alongside such innovate entertainments as Country Bear Jamboree, Space Mountain and The Hall of Presidents. It is perhaps the Magic Kingdom’s lost classic, too low profile to garner much more than a passing interest when it was open and too early to the party of Florida extinctions to be lamented when it closed, Snow White’s Adventures was the Florida Original by dint of being a complete reconception of the then fifteen year old Disneyland original to an extent only matched by Mr. Toad’s Wild Ride next door. WED literally reduced the attraction down to brass tacks and retained exactly two elements of the attraction, discarding all others and making perhaps the strangest adaptation of one of their own films ever.

A familiarization with the long forgotten Disneyland original is here in order, but this is perhaps beyond the scope of this article except in passing. Curious parties should be advised to proceed directly to Issue #13 of The E Ticket magazine, where the whole thing is related in extreme detail. This will hopefully be, for the rest of us, sufficiently illuminating:

SEQUENCE OF 1955 ATTRACTION:
Load Area
Entering Diamond Vault
Seven Dwarfs Mine
Enchanted Forest / Cottage of Seven Dwarfs
Witch’s Castle
Dungeon of Castle
Shadow of Witch
Witch at Cauldron
Haunted Forest
Witch inside Seven Dwarfs Cottage
Witch on Cliff with Boulder

SEQUENCE OF 1971 ATTRACTION:
Load Area / Enchanted Forest
Queen’s Mirror Room
Dungeon
Witch at Cauldron
Witch in Boat
Haunted Forest
Seven Dwarfs Cottage
More Haunted Forest
Seven Dwarfs Mine
Runaway Mine Cart
Diamond Vault / Witch with Giant Gem
Explosion Room

Aside from general repetitions like scenes of the transformed evil queen laboring over a cauldron culled from the 1937 Disney film, one striking difference is that the sequence of events in the attractions is essentially reversed. The turning point in the Disneyland attraction was where you leave the seven dwarfs mine (Dopey arrived with a sign warning you about the witch at this juncture) and safety behind; in Orlando the Mine was not only the last scene but the least safe, where the Witch popped out a total of three times at the riders (counting the brief scene before actually entering the mine), finally cornered them, and dropped a giant gemstone on them, apparently killing the riders and ending the ride in a room filled with strobing starbursts. Moreover the turning point where safety becomes danger in the 1955 attraction was visualized by approaching and then inevitably turning away from the Seven Dwarfs Cottage: this was the first repeat moment in Orlando, but in the 1971 version, it happens in the Load Area of the attraction, before the ride is even underway!

That Load area, by the way, was a tricky little thing, stylized in the manner of Sleeping Beauty, with the Seven Dwarfs Mine on the right where little ride vehicles exited, The Evil Queen’s Castle on the left where Snow White’s voice echoed from a wishing well, and in the center a little downscale “distant” Dwarf cottage and a shimmering plastic waterfall. That WED wanted to build a Sleeping Beauty ride here may explain the stylization of the load hall, but it doesn’t explain why such a pretty and brightly lit exterior was affixed to such a relentlessly grim attraction. The most beautiful and elaborate of all Fantasyland dark ride exteriors, if riders suspected that something more like It’s A Small World and less like The Haunted Mansion was within they could be excused. The only real hint is that those mine cart / bed / whatever shaped vehicles entered not the dwarf cottage but the evil queen’s castle and, as they entered, the Queen would part a set of curtains in an arched window and peer down on the carts as they entered. This sinister little detail was translated to Disneyland in their 1983 Snow White ride with much celebration, but as an original Florida onride effect its’ placement has the uncanny effect of telling any wary children onboard: “You’re totally screwed.”

The vehicles moved into the Queen’s castle and found themselves in her mirror room where the Queen, facing the magic mirror, arms extended in the air, visible in reflection would very loudly intone “Mirror, mirror, on the wall…”. At this point the voice became a piercing shriek as the figure turned and the raised arms became a lunging gesture towards the riders. The figure leaned forward and instead of the stately Queen, she was already transformed into the wretched witch figure, finishing her statement: “I am the fairest one of all!”.

This room held a number of interesting details, chief of which was the ride’s key transformation effect, so effective it has been duplicated in every Snow White ride since. The effect is simple, a two sided figure, the front being the witch and the back being the queen, which would rotate and tilt forward. Many dark rides through the years have included such a stunt, including dark ride designer Bill Tracy’s wicked gag of approaching the figure of a beautiful naked woman from the back which would rotate to reveal not a flash of breasts, but a rotting skeleton from the front. What makes the Snow White iteration of the gag brilliant and kind of graceful is that there are actually two figures, not just one. The second figure is a complete Queen figure located on the other side of the “mirror”, and that figure rotates at the same time and at the same speed as the half-Witch figure, which means that the riders literally have no clue about what’s going to happen until the witch is already revealed. This room also had a number of interesting and beautifully painted details, including a view of the night sky through a long slender window to the right of the Queen. And, of course, the Witch’s shrieked line “….I am the fairest one of all!” was loud… very loud. Loud enough that you could hear it repeating for most of the first half of the ride.

Immediately following was a short trip through the Witch’s dungeon, which more or less exists in similar form today. Included were two skeletons, some spooky bat eyes stolen from Disneyland’s Pirates of the Caribbean, and a menacingly swinging gate. Guests then came across the “Witch-At-Cauldron” scene, possibly the most famous image from the 1937 film, where she would announce “The sleeping apple!” and a shelf of potions above the riders’ heads would drop from above unexpectedly, creating a terrific crash of breaking glass (in auditory form). According to the Lanzens’ writeup on the 1955 Snow White, this scene and its’ traditional Dark Ride gag was present at Disneyland at this time as well, making this the second and last element of the Disneyland original repeated. Venturing outside into the spooky forest, riders found themselves at the moat level of the castle, where the witch would zip out of a dark dungeon-level opening on her boat, apple in hand. Along the left side on the floor were a number of logs-cum-crocodiles snapping at passerby.

What followed was a more or less accurate theme park version of Snow White’s famous flight through the woods, with large turning trees painted vibrant colors with light up faces along a winding track. It still exists in more or less unchanged form in the current Magic Kingdom ’94 show, except the colors have been muted and the faces of the trees made less unsettling. At the very back of the scene before the cars moved off to the left towards the dwarfs’ cottage was a small device where eyes painted on a flat surface and attached to a long pole are rotated on an axis to appear to rise from the darkness and up into the night air, much like the endless stream of skulls rising from the Haunted Mansion’s pipe organ.

The next scene, the Seven Dwarfs Cottage, most firmly asserted that this version of the attraction would not play by anything resembling “rules”. So far the attraction had been a steadily accumulating number of scenes meant to convey unease, but as the little carts approached the cottage, a warm yellow color so far unseen in the attraction was spilling from the windows and temporary relief seemed to be at hand. But as the “crash doors” opened, the most sinister moment in the entire attraction was revealed… a dark and abandoned cottage.

The Claude Coates influence was most evident in this scene. Coates retained the interior styling of Albert Hurter for the 1937 film where the cottage is ornately carved with little animal figures and heads, chair backs have eyes and silly open mouths, and even the dwarfs’ water pump is a gothic gargoyle head. Coates retained all these but turned them sinister by painting the eyes of all the furnishings bright blacklit white and arranged the props so they are all facing the audience. As a result not only is the cottage unexpectedly quiet and abandoned and blacklit blue, but all of those faces in the furnishing are staring at the audience with burning white eyes. This significantly one ups the disturbing interior finish of the Haunted Mansion with its’ skulls and demons literally in the woodworks. In the next scene, where the seven dwarfs ascend a staircase to investigate a sinisterly ajar upstairs door from which emanates a great black shadow of a ghost, the little owl heads carved on the end of each step are looking up towards the door. The dwarfs’ dialogue is no more reassuring:

Grumpy: “I warned her!”

Doc: “Trouble! I hear trouble!”

At this point, of course, the witch pops out at riders from an open window and it’s once again outside into the forest where the witch again appears from behind a tree trunk offering that poisoned apple. Then it’s off to a diamond mine.

Inside the mine is dark and confusing, with one forced perspective mine shaft leading off to oblivion as the timbers ominously creak and groan. At one point the witch appears above the track, pushing a timer off its’ support post in an effort to send it crashing down onto the carts. Just down the line, a mine cart loaded with glittering diamonds zips from around a corner and stops just short of crashing into the ride vehicle. At this point in the attraction, in the space of about 30 seconds, the Witch has literally made four attempts on your life and the real feeling of a pursuit is underway. Finally, the carts roll into the dwarfs’ diamond vault, where thousands of glittering gems emerge from the walls in painted blacklight splendor. Suddenly the Witch appears atop the door to the vault, pries a gigantic gem out of the rock and drops it towards the ride vehicle. “Goodbye, dearie!” And then it’s through a room where flashing cartoon starbursts cover the walls and back out into the Florida sun.

And so ends Snow White’s Adventures, perversely, the second and least famous Fantasyland attraction where riders are killed in traumatic fashion at the very end. Although the terror of the headlong plunge down a pitch black tunnel towards an oncoming train cannot be replicated by a scary blacklit witch dropping a big ridiculous gem on your noggin, the complete disorienting chaos of Mr. Toad’s Wild Ride was effectively present in Snow White’s Adventures as it was in all classic-era American dark rides, an endangered species if there ever was one. It wasn’t until the advent of Alien Encounter in 1994 that Disney presented an attraction where every scene was literally a threat to you, and even Alien Encounter had its’ share of wisecracks and nonsense to dull the edge. Since riders are expected to take on the role of Snow White during the ride they literally become stalked by the maniacal Queen, and there is very little rest between assaults until they are finally killed. Not even the Haunted Mansion proposes that kind of direct threat to riders, and Mr. Toad is done in by his own motor mania, making that attraction a kind of morality play. Future Snow White shows would relegate the role of Snow White to figures appearing in the ride, dulling the edge so that although such scenes may be scary, they are ultimately a passive trip past fairy tale tableaus. Accounting for Snow White, Mr. Toad’s pin up girl and hellish ending, 20,000 Leagues Under the Sea’s terrifying giant squid, and nudity on Peter Pan mermaids, Fantasyland 1971 offered the highest number of attractions inappropriate for children than anywhere else on property! (If you want to go for the hat trick you have to jump ahead to 1987 when Magic Journeys played in the Mickey Mouse Revue theatre where the number of inappropriate attractions jumps from four to five because, as we know, Magic Journeys isn’t appropriate for anyone.)

Of course all this descriptive text and video can’t fully recreate the experience of riding any better than any other “virtual” Walt Disney World attraction, but a word relating to the sound of the attraction should be relayed here. Although not as sparse in manufactured sounds as, say, The Swiss Family Treehouse, Snow White’s Adventures is notable in being a Disney attraction of the “Golden Era” of WED with no unified soundtrack of the sort found in, say, Pirates of the Caribbean or If You Had Wings.

Indeed, one of the most characteristic things about the ride was its’ comparative quiet. While later versions of Snow White would feature clips of song from the original film, Snow White’s Adventures was spent mostly listening to the witch cackling echoing from elsewhere in the ride and hearing the Queen bellowing “Mirror, mirror, on the wall…” from the opening scene. There were atmospheric effects in the haunted forest scene, creaking timbers in the mine, and strange atonal music in the diamond vault climax and outside the dwarfs cottage (possibly related to the music for the Jungle Cruise), but otherwise the ride was spent wondering if that cackling witch was behind you, in front of you, or just right upon you, ready to jump out at the next moment. Even the layout of the scenes increased the terror of these ambushes, as increasingly the track twisted and turned as each new threat approached, forcing the riders to violently “jump away” from shrieking witches and out of control mine carts. And, of course, there is one of the wickedest layout tricks in any Disney attraction, where upon entering the Diamond Vault where that final witch will kill you, she is initially hidden behind an outcropping of rock which must move away due to changing perspective before she shrieks her final line and does you in.

In a way, it’s appropriate. Snow White is Walt Disney’s most frightening and Gothic film. Adults who dote on the comedy and romance often forget the terror of the Queen’s transformation into a witch and the Witch’s ghoulish screams: “She’ll be buried alive! Buried alive!”, not to mention the honest grief of Snow White in the glass coffin. From these vibrant horror and gothic traditions did Snow White’s Adventures draw its’ inspiration - Snow White’s terrified run through the forest, the Queen’s prisoners who starved to death inches away from food – there is no shortage of genuinely gruesome material pulled from the film legitimately, regardless of the liberties the ride takes with the source in the wide view.

The question then becomes, now that the original show is gone, where to direct interested parties looking to experience it. The 1983 Disneyland show cannibalized the Orlando scenes, sets and props to create a version of some real intensity but still significantly sanitized – Snow White now appears in the fiberglass person to be menaced, displacing the threat, and the show is overall a chronological recount of the Snow White story with the good and bad more fully represented rather than the bizarre riff on certain thematic material in the Orlando show. The Mickey Mouse Revue dwarf animatronics arrived to provide the show with an upbeat “Silly Song” opening, and many of the decorative molds and props created for the 1971 dwarf cottage interior show up as well – pointedly, many of the most disturbing looking ones are placed in such a way that they don’t appear to stare at the riders with the blank horror they’re designed to.

The ’83 show then proceeds to cherry-pick through the rest of the Florida show as it pleases, lifting the best shock moments – the mirror transformation, the emergence on the boat – in every detail and distributes them in pretty much logical order throughout the show. This is not to denigrate the Baxter version in any way – it is a beautiful ride (if too cramped perhaps for its own good, but therein lies its’ wonderful danger) and let’s not forget that Baxter installed the ’71 show and knew its’ tricks. Retained from the ’55 version is one of the best moments in any Disney fright ride, where the witch irrationally throws open the door of the dwarfs’ cottage with a great metallic creak to menace riders with an apple, a moment disturbing enough to be worthy of the Orlando show. And it is this version of the ride which has become the “template ride”, repeated verbatim at Disneyland Paris with an expanded ending scene which actually makes good on the promise of “Happily ever after”. Yet perhaps because this author is such a contrarian, she finds the abrupt Disneyland Anaheim ending most appropriate – the show has been such a relentless trek through a catalogue of horrors that it is most logical that it end with just a mural announcing a promised but not percieved happy ending – the ride is still called Snow White’s Scary Adventures, after all, and the evil Queen still peeks out of her tower to glare down at you no matter how many times you watch her get struck by lightning. This is, among other noteworthy things, the only version where one can observe the original speed and ferocity of the Orlando shock effects – the Witch still rockets out of the gloom on her boat shrieking, a nightmare image.

Then, perhaps, it will be wise to look at the Magic Kingdom Florida’s 1994 renovation of the show, a true mixed bag. On one hand this version is absolutely the most pictorially beautiful – every scene is alive in the brightest tones and has some wonderful effects. Yet every witch is still accounted for but does not frighten anymore: where once she came shooting out of darkness she now stands bolted in place, making too many scenes like tableaus and dulling their edge. Snow White is similarly ineffectual and the lack of real motion in the figures makes the whole affair seem more like a wax museum. It is, in short, the safest of all Snow Whites, yet one can get a flavor of what was once present in those rooms: the layout is mostly unaltered. It is essentially the version of the show nearest to being a children’s attraction, further removed than even the 1983 show from the version from which it takes most of its’ scenic elements and ideas.

In the balance of evidence it increasingly seems that Snow White’s Adventures 1971 was a lightning-strikes-once sort of creature, way above and beyond what most guests or even Disney themselves wanted. The show’s building blocks were all reutilized for later, safer Snow White ventures but eventually the original threat was, inevitably, disbanded. After years of posting signs, printing warnings in guidebooks, adding and then removing the word “Scary” on the marquee, Disney was unable to clue people in as to what awaited inside. Guests and their children, unlikely to appreciate the irony that the scariest and darkest ride in the park was sitting right next to the castle just inside the land supposedly most intended for children (this misconception is so gross I hardly feel the need to comment on it, but it is there), were reacting badly and finally the much safer version replaced the 1971 ride in 1994. But there was never and still hasn’t ever been anything quite like it in the realm of Disney theme design – all too often eschewing traditional modes of the great American amusement park. The “Spook Train” has been rolling through amusement parks like Kennywood and Coney Island, true sites of national heritage, since the late 1920’s and the Snow White’s Adventures and Mr. Toad’s Wild Ride attractions of 1971 are Disney’s two most remarkable contributions to the genre. It is in this capacity that I elect it as a true Walt Disney World classic, a crazy mistake in the grand scheme of things, but a subversive and influential one.”

Passport To Dreams Old And New

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ramirezdahmerbundy:

Psychological Stages of Serial Killing

Joel Norris, a renowned psychologist who interviewed and studied over 500 serial killers identified and expounded on the various psychological phases that the serial killer experiences. They include:

  1. The Aura Phase: Though he hasn’t actually killed anyone yet, he withdraws from any real social contact other than obligatory interactions. Alcohol or drugs may be used to heighten his fantasy life that intensifies for weeks or even years.
  2. Trolling Phase:  Having made a decision to act on his fantasies, he begins to look for an easy victim usually in his comfort zone area. He plans the method of attack and peruses potential dump sites.
  3. Wooing Phase: Usually reserved for the organized killer who is adept at social skills, he uses them to gain a potential victim’s trust in order to lure them to their fate with him.
  4. Capture Phase: This is the killer’s most treasured moment where he is in total control. The once charming veneer unravels, a door is sealed shut, and the victim is helpless.
  5. Murder Phase:  An organized killer will savor the time with the victim to act out his fantasy almost in slow motion. He usually rapes and tortures her while she’s still alive and will keep her alive to extend his enjoyment of it as long as he can safely do so. A disorganized killer kills the person in haste, raping and disfiguring them after the murder.
  6. Totem Phase:  The excitement of the kill wanes and an invasion of a sense of disappointment may lead to the stealing of body parts, etc. as trophies to help him rekindle the thrill.
  7. Depression Phase:  The realization sets in that the actual killing didn’t live up to the imagined fantasy leading him to feel unfulfilled. With each new kill he tries to re-enact the perfect replica of the fantasy which can never be as powerful as he had imagined.  This pattern leads to an addiction to kill.

These phases explain the progression from fantasy to the compulsive need for re-enactment. Because there is never a satisfactory conclusion for him, he will continue to kill and the cycle usually doesn’t end until he is caught or dies.

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funniest10k:

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