"Hey whole_dip! I heard disney doesn't let people vote?"
Well, kinda.
See, Walt Disney World is big. Like, really big. It's the size of the city of San Francisco. And, while we may say it's in Orlando, it's actually in the city of Lake Buena Vista, a city that's run by the Reedy Creek Improvement District.
Long story short, one of the main factors in why Walt Disney World is able to operate as efficiently and smoothly as it does, is because they own a large enough amount of land to build everything they need, as well as have a buffer between their infrastructure, and everything outside of the property. This means that they can do their fireworks as late as they want and no one will complain about sound or light. Or they they can build access roads and don't have to worry about someone's house being in the way.
Why do they want this level of control? Well first off, who doesn't want that amount of control? Second, Disneyland doesn't have that amount of control, and it's a huge pain in the ass. Anaheim residents can tell you that it's a nuisance to have fireworks going off late and every so often local politicians run on anti-disney platforms. While it's smoother now, there have been times where Disneyland construction projects needed to be improved. Why? Because behind Disneyland are people's houses. Schools. People who don't necessarily want to live that close behind a theme park. You don't have that problem in Walt Disney World because there's no residents there.
Or are there?
Actually, there are a little under 50 residents who live within the Reedy Creek Improvement District's two cities of Bay Lake and Lake Buena Vista. These people work for Walt Disney World's construction projects and also run the governing councils. Their meetings are quick, nearly every vote is unanimous. All residents get free admission to the parks, not to bribe their loyalty, but because employees already get in for free. Allegedly though, they also get free admission for their family. These people are typically well aware of construction plans. They're not being forced to vote for things they don't know about, they're voting to approve their own projects.
While this does bring up thorny questions about land ownership and the ways in which our corporate overlords might take over the world and our lives, I don't think this is a particularly good example of that. The Walt Disney Company has other aspects that are far closer to paying employees with scrip than this. Ever heard about the college program? To me, this is much more of an interesting quirk of running a vacation resort that's twice the size of Manhattan.
"But what about EPCOT?"
Here's the thing about Progress City. The only version of it that we really know about it is a blue sky plan. It's the version developed with infinite money, perfect cooperation, and no planning hiccups. Obviously, the next phase of that would be editing it to be something that's actually feasible. Upon considering the plans, many such issues become apparent, as they should. As someone outside the project, you should come up with objections that the designers would then have to address as part of the creative back and forth of developing the futuristic city of tomorrow.
One such issue was residency. Namely, that residents wouldn't be able to vote on how the city should be run. This is true. The reason this is true, is because no one would be a permanent resident. You wouldn't be allowed to live there even if you wanted to. Progress City was to be operated by the Reedy Creek Improvement District in conjunction with multiple technology and engineering companies as a large scale, cooperative campus where employees would reside for long term projects that required them to live on site. It would be a showcase for how providing housing and infrastructure for employees would make it easier for them to develop projects that demanded more time and resources than before. It was also to be a showcase for how to solve traffic but that's another story.
The idea was, that employees would be hired on for a long term project, one that would take a few years, and live in Progress City as they worked on it, moving out once complete. Employees would be well aware of the deal; it wasn't a secret. At the same time though, this still encourages a toxic attitude of living where you work. That I fully agree with. But again, this was in the blue sky period and the concept of a residential block on an engineering campus was not uncommon then, or even necessarily now. It would get developed over time into the laid back workplace style that we see in tech companies like Google, where the principle is to provide a welcoming environment that fosters social interactions and comfort so as to better support employees when working. Even that has issues abound, but thew way we talk about the reality of Google's workplace versus the blue sky Progress City is wildly different, and I think they shouldn't be.
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Some bathrooms at disney world that I feel a personal connection to
Magic Kingdom
The Tomorrowland Terrace bathrooms are on a path not as commonly used and are often not busy. The Tomorrowland music greets you in this quiet haven. Late at night after the fireworks I can go here and feel like I'm the only person in the whole park.
The Main Street Fire Station bathrooms are usually a fair bit busier but it's large enough that you don't have to wait. I like the red bricks.
EPCOT
The bathrooms on the western side of Spaceship Earth are usually pretty busy. You'll have to wait a few seconds before a spot is available to you. It's usually the first thing I do when I visit EPCOT and the music helps me transition away from a driving mindset while I think of what food I want to try first.
The American Adventure bathroom is massive and has a very good position at the far back of the park. I like the wood paneling here. It often feels very fancy.
Hollywood Studios
Gonzo's Royal Flush is usually pretty calm. I often go here after finding out that Pizzerizzo is closed. It's very good for planning the second half of my day.
The bathroom by the entrance to Fantasmic is small and one of the dirtiest on property, but if I'm there it means I'm going to be seeing Fantasmic in two hours so it makes me happy.
Animal Kingdom
Okay so weirdly enough I've only used the bathrooms here like three times so I can't say anything.
Disney Springs
The bathrooms by Frontera Cocina are often the last bathroom I visit before heading back home. It's a place to decompress and reflect on my fun day and try to figure out how much I overspent.
The bathroom by the Art of Disney store is where I got to make tough decisions. There will often be an expensive piece next door that I'm torn on. After some time in there, If I still want it when I walk out that means I'm gonna get it. Hasn't failed me yet.
Hotels
The bathroom in the lobby of the Contemporary Resort is one of the fanciest bathrooms I've ever been to. The paper towels were on a tray and they were as thick as cloth. I almost took some home as a souvenir. I felt very welcome by that bathroom before checking in.
The lobby bathroom of the All Star Sports Resort was one I went to when I had to wake up very early for a special tour at Animal Kingdom. It was chilly that morning and there was a security guard chatting with the front desk attendant. The sun hadn't risen yet. It was a pleasant morning.
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My Trip to Omega Mart
Opened in 2021, Omega Mart is an immersive art experience that utilizes numerous artistic mediums to tell a layered and thematically rich story to guests. A story that actively involves the guest in various different ways, challenging their sense of physical space, as well as eliciting questions of consumerism, family, love, and even the nature human connection. This story is told within a massive space comprised of roughly four main physical spaces, each with their own smaller spaces wherein guests may engage with physical media to the level of their interest. Omega Mart was developed by an artist collective known as Meow Wolf, a group formed in 2008 that specializes in immersive art experiences that are often referred to as psychedelic, dreamlike environments. Previous works include The Due Return, an immersive art experience depicting an alien ship that travels through time, The House of Eternal Return, an immersive experience showcasing a house that seemingly exists in multiple dimensions, and various other immersive art experiences across the country. I visited Omega Mart, located in Las Vegas, recently and this piece will focus on my visit. Please keep in mind that Omega Mart is often updated in small ways and some of my account may not totally reflect your visit, be it in the past or future. Along with that, I will be going into great detail about my experience and if you plan to visit Omega Mart with no prior knowledge, you may not want to read this until after you visit.
Omega Mart, is located within Area 15, an immersive art space located near the Las Vegas strip. As you enter, you’ll find yourself in massive blacklit warehouse that’s a sort of psychedelic mall. Individual kiosks show glow in the dark shirts and various other rave theme toys. To the left, lies the massive front entrance of Omega Mart. Flanking the entrance are walls with various advertisements for Dramcorp products that you’ll find inside. The entrance itself takes the form of an omega symbol, the central arch being a sort of portal inside. Once you enter, you find yourself inside, where else, Omega Mart. All around you are neatly organize aisles of typical products like cereal, household cleaners, salt and spices, like any other mall. The produce section lies to your left, meats to your right. A bluish glow from the fluorescent lights above gives the same sense of blah that you’d find in superstores like Wal Mart; inoffensive smooth jazz warbles out from speakers above you. It’s all drab and expected, until you pay closer attention. The products are all hilariously surreal, and there are truly hundreds of them on the fully stocked shelves. You’ll find cans of tattooed chicken, bottles of gender fluid, even zalg “America’s forgotten vegetable!” As you inspect the items their enticing labels show something more sinister going on. Most continue the absurd humor but a few seem to break brand style and urge you, beg you, to wake up from what you’re doing, to run away from where you are, to get back to reality, if it even exists any more. At times, the music will seemingly forget its place and skip incessantly as it repeats the same few seconds of music over and over to a maddening degree, only to go back to normal as though nothing happened. At other times, we hear Walter Dram, former CEO and founder of Omega Mart, and parent company Dramcorp, talk through the speakers. He’s exhausted, coughing and barely able to speak, halfheartedly assuring us that Omega Mart is the best supermarket in the universe, the he is Omega Mart, Omega Mart is him. He almost stumbles over his words, telling us about savings and being endlessly lost in the store. This story continues in the produce section, where on video, Walter advertises Omega Mart’s Valley of Plenty in-store brand. There, he, along with daughter Cecelia (heir apparent to Omega Mart and Dramcorp), showcase the incredible fruits and vegetables available for sale. He describes how he found the valley of plenty and admired the hard working local farmers as, taking the opportunity to share the fruits of their labor with the world. Just as the promo video ends, Walter drops his commercial persona and turns into his true exhausted self. He asks if he has to do it again. Cecelia reminds him that it’s his job, that soon she’ll take his place and that for now it is his duty to work. Walter sighs, resigned to his fate. Moments later, the commercial begins again, Walter repeats his spiel.
As you explore, you��ll find various hideaways that take you to different locations. One such vestibule is the janitor’s closet, which houses nightmarish creatures made from brooms and mops. Their wood handle necks twist around and their fringed rag tails drip with glowing slime. Once you pass through, you enter the Dramcorp factory floor. Unlike the clean(ish) plastic of Omega Mart, the factory is a metallic horror of purplish browns, machines groan all around you as vile liquids ooze through pipes. On the floor above lies Dramcorp’s corporate offices with ominous glows seeping out from its closed doors. Here in the factory, you learn that Dramcorp has been utilizing something called, “Source” to develop and manufacture new products. Omega Mart itself is somehow fully infused with the dreamy, psychotropic qualities of source, but Dramcorp has refined it to make products addicting on a spiritual level. In one hidden corner we find a glowing orb that once was Walter Dram. He laments about his greed and how he went too far in his pursuit of profit. Now, his daughter Cecelia runs Dramcorp and he can only watch as she continues to be woman he raised her to be. Throughout the factory you’ll see that the refinement process is messy and various factory machinery are in disarray as employees try to clean up emotional messes and bliss outbreaks. Signs warn you of rooms with giant bugs or maddening corridors. In another corner, a particularly broken machine is spilling source runoff as a river out of the factory and into Seven Monolith Village.
Seven Monolith Village is a small valley community in the Nevada desert where Dramcorp’s source runoff pools. Here, the psychedelic energy of the source has transformed the sleepy town into a living Alex Gray painting. The sun bleached rocks crack open with bright colored lines and massive desert wildlife like wolves and snakes now glow in fractal patterns. Giant humanoids made of pure energy slowly appear around you, only to disappear from our plane of existence moments later. Exploring the village leads us to find that the town has been ravaged by Dramcorp’s pollution and is near uninhabitable. One of the few people left Charlie Dram, owner of the local gas station and estranged brother of Walter. In his small gas station, we see that Charlie has begun a new business of collecting source runoff and selling it as a sort of psychedelic elixir. His phone regularly rings with calls from regular customers looking to make purchases from Charlie, many of them Dramcorp employees looking for an escape from their corporate lives.
Next door to Charlie is a small shack that’s home to Marin Dram, grandniece of Charlie and daughter of Cecelia Dram. Looking through her room we learn her story. Years ago, Cecelia, along with her father Walter, discovered the original, raw source, a remnant of ancient visitors to our Earth from a parallel dimension. Drinking of that well, Cecelia and Walter discovered receive a divine vision for how to make Omega Mart the most profitable supermarket in the multiverse. From there, they tirelessly worked to study the source, finding that it is the wellspring from which all life emerged and all ideas come from. With this knowledge, they developed Omega Mart’s products as addicting and powerfully satisfying. Along with that however, came Marin, an immaculate conception born of both Cecelia and source, with strange abilities unseen by anyone before. Marin was raised by Charlie while her mother was busy running the company, but Cecelia began taking an interest in Marin and the potential for her to lead Dramcorp and Omega Mart into a new age of even greater prosperity. Pushed too far by her mother’s need to groom her into the next CEO, Marin opened a portal and fled our world for somewhere else, and everyone has been looking for her since. The only remains of Marin are lingering projections of her dreams, surreal music videos of being tormented by her mother, teen heartbreak, and visitations from ethereal beings. Now, all of Seven Monolith Village and Dramcorp alike are searching for Marin, to save her, or use her.
Nearby in another home within 7MV you are drafted into the fight against Dramcorp by an anarchist group fighting against the capitalist propaganda and the abuse against human lives, as well as the earth itself. You must venture back into Omega Mart, as well as Dramcorp’s factory, and hack into their systems before you finally enter the corporate offices.
Dramcorp’s offices are a nightmarish cavern of cubicles, computers, and offices. The executive portraits have haunting smiles and smoke billows from all around as lights flash in strange patterns. Behind each test facility door are horrific sounds and lights. Each office tells a small story of business drones that work tirelessly in hopes of one day ascending into management nirvana where they will exist fully with the company. All the while, employees drown themselves in the very same poisonous runoff elixirs that they sell in the store downstairs. After hacking into all three branches of Dramcorp’s reach, my involvement with Meow Wolf’s story was complete, though I suspect more is yet to come were I to visit again in the future.
Omega Mart is rich with themes that comment on capitalism, spirituality, emotional relationships, and much more. The biggest difficulty that has always pervaded immersive art experiences, even those that can be found at theme parks like Walt Disney World, is the difficulty in having thematic density when the audience is not guaranteed to be interacting with the art as intended. While other mediums have the benefit of standardized ways to consume them such as film or literature, immersive art spaces have no set path in which the guest should traverse the space, nor even the guarantee that guests will be able to have the time to interact with the art in ways sufficient of fully understanding the plot. Because of this, many immersive experiences rely on using a heavier hand with its themes and utilizing narrative devices that directly speak to the audience. Commonly, this comes in the form of narration that speaks directly to the audience. Meow Wolf however, takes the risk of the audience not being able to experience the story in the event that they miss key elements. Meow Wolf mitigates this by making it clear through the use of electronic media and hiding certain show elements that guests should be in somewhat of a scavenger hunt mindset. While most of the guests I noticed on my visit had no prior knowledge of their Omega Mart experience involving a story, it was very clear upon entering to everyone that a major aspect of their visit would be interacting with the story should they choose. Meow Wolf themselves have stated that they look to make their stories accessible to all people on the level of the audience’s choosing. A visitor to Omega Mart would not feel ripped off by having not experienced the full story, but rather someone might feel as though their ticket gained value for having fully experienced the depth of Omega Mart’s characters and world.
Even so, there is still a challenge when designing the story that comes with the nature of the medium of immersive art. Truly, there is no one specific art form that takes center stage here. Each room in Omega Mart could potentially involved artistic use of light, sound (musical and practical), wood work, print design, sculpture, painting, writing, and much more. The challenge in designing Omega Mart is to not only make individual pieces of art that resonate with the audience, but to bring them together within a space that is narratively cohesive rather than just a series of interesting things in a large room. Meow Wolf’s artists were able to pull that off. A common example of that level of connectivity is the referential nature of each space, details in one room would be seen in other rooms, often with new contexts and plot information that would provide greater thematic depth. Many of the humorous gag items available in the grocery store’s aisles could also be found in Dramcorp’s development offices where they could be viewed not as the silly puns you originally saw them as, but now as cynical totems designed on a molecular level to be addicting to consumers. Even more than that, the overall story itself would only be possible by intricately weaving a story throughout the space in a way that guests could understand how each room referenced the other together to create the whole. The end result being an experience in which guests can fully feel as though they visited specific places, met complex individuals, and had meaningful interactions, all of which I did during my trip.
One of my biggest concerns before visiting was that Omega Mart’s story would be told in a way that said overarching ideas that were ultimately hollow. I dreaded that the only message Meow Wolf would leave me with is the trite “Corporation Bad” that so many hollow pieces of art tout. While a far more nuanced anticapitalism message is a major theme of Omega Mart, the story itself smartly anchors itself within the story Marin Dram. Marin’s story is one that I personally found to be profoundly relatable. The echoing dream in her bedroom mirror has stuck with me for days after my visit, along with the incredibly vaginal nightmare in a nook nearby. Marin’s story reflects each of the themes of Omega Mart’s message, that of feeling used by other, tied between two worlds, and the commodification of bodies for the sake of industry. There is a terrible sadness that I felt in my core as Marin cried at the school dance, only moments later to be covered in milk and cereal by her mother in some feeble attempt to become one with the family business. More than that, the Dramcorp, and the Dram family’s Cecelia and Walter themselves, tout plastic products as the quick fix solution to loneliness. We’re urged to question how we fill our own emptiness with products, or even how we use others as a means to an end. Walter and Cecelia use and consume their loved ones for their goals in much the same way Omega Mart’s customers are primed to use ridiculous products. There is a sadness to the way Cecelia can only connect to others through consumption. She can only connect to her daughter by offering products, she puts her father in the source well to be consumed by the store, ultimately she’ll be consumed herself by whomever is her successor as CEO. Everything in Meow Wolf’s Omega Mart experience is punctuated by the ways they can be balled up in put into your mouth for digestion.
As an aside, I am somewhat disappointed in how prevalent the discussion of Omega Mart’s lore is both at the experience and online. Much of the discussion’s online is primarily about dissecting the origin of the source, the details of dark nula and light nula, and various other inconsequential details related to the world that props up the thematic meat of Omega Mart. Omega Mart, while not bashing the audience with its message, is not particularly subtle with what it wants to say. It is abundantly clear that Omega Mart’s messages of anticapitalism and reverence for emotional connection are the intended takeaways. One of the biggest drawbacks in how Omega Mart tells its story is the moments in which, typically on phones, the audience is given a neat summary on everything in the story so far. This is very much a personal gripe.
Omega Mart’s most prominent medium is perhaps space itself. The uniting factor in every individual piece of art that makes up the whole is the unification of space itself, and the clear delineation of crossing the threshold from space that is wholly not Omega Mart, into a space that wholly is. Within that space, Omega Mart’s guests will find themselves walking, climbing, crawling, and even sliding at they traverse the location. We see this create transitionary vestibules like the janitor’s closet from earlier, but also a space bending soda freezer or even a staircase from the store to the offices that has the numbing drone of music fade into haunting groans with each step. As guests traverse the space they also find themselves crossing paths with staff and other guests, all of which flesh out Omega Mart just by the vary nature of being there together. Guests will find themselves falling back into the same patterns and habits they exhibit when visiting real grocery stores, struggling to pass each other in cramped aisles, knocking baskets accidentally and apologizing, all the motions of a grocery store, but none of the actual purposeful substance of visiting a normal grocery store. This contrasts with the purposeful halts guests will make when experiencing the dreams in Marin’s room, stopped and fully enraptured by a story beat. While Omega Mart as an experience is easily considered hard to describe, the actions guests take while there, reading, talking on the phone, navigating a blog, walking up stair, are all deceptively simple.
However, this comes at a cost. Omega Mart, like much of Meow Wolf’s previous work, is not particularly accessible to many different types of people. The House of Eternal Return has been criticized in the past for not being wheelchair accessible. Omega Mart remedies this by always having multiple ways to access new areas including wide open pathways and an elevator, but the thrill of tunnels, rock climbing, and narrow passages are impossible to experience. Really, anyone who is not able bodied and below a certain size will have challenges when experiencing Omega Mart. Not only that, Omega Mart’s usage of the full emotional spectrum means that some experiences, specifically those that utilize sensory overload to intentionally elicit anxiety in guests, would be almost impossible for many neurodivergent guests, or just guests with sensory difficulties. None of the main experiences and plot requires guests to directly engage with intense rooms or inaccessible spaces, but there still might be a disappointment in some guests when finding that they are unable to fully experience every inch of Omega Mart.
Meow Wolf has been around since 2008, but beginning with the opening of House of Eternal Return in 2016, Meow Wolf has exploded in popularity and is noted by the theme park industry as a group to watch. House of Eternal Return even received an award for outstanding achievement by the Themed Entertainment Association, one of the industry’s highest honors. While many people are oblivious to the small movements within the themed entertainment industry, the larger pushes done by groups like Disney and Universal do get noticed by the general vacationing public. Some have noted that what Meow Wolf is doing today, could in fact be what Disney is doing a few years from now. Meow Wolf’s principles could be most applicable in the upcoming Galactic Starcruiser experience that also promises to be similarly immersive and engaging to guests. More than that, Meow Wolf does consider their work to be made for the general public rather than niche crowds of art lovers and theme park fans. This is clearly evidenced by how many guests I saw at Omega Mart surprised to find out there was a story at play, some of which actively chose to not engage with in out of disinterest. One does wonder if a version of Meow Wolf’s immersive experiences, bigger than an escape room but not quite EPCOT, that tells a complex story with characters and themes, could be common relatively common place for most people to visit. Meow Wolf is wholly unique in their execution, but spaces of play, even for adults, aren’t. At the same time, while Dave and Buster’s and barcades may be popular, how likely is it that middle class office workers would clock out and head to something like Omega Mart? Even beyond that, Meow Wolf actively updates their experiences in various ways and their website encourage guests to visit at least once a year. I certainly would not be opposed to visiting again in a year, but the experience would be less akin to going on a rollercoaster a second time and more like rewatching a movie. I can’t see typical socialization, small talk and the like, occurring in a place like Omega Mart.
Ultimately, Omega Mart sets out to, and very much does, create a thematically rich experience that is truly mind bending and challenges the ways we consider our traversal of space, and our connections with others. While everyone will likely come out with a different experience to varying levels of intensity, I personally found my trip to be one of the most spiritually intense experiences of my life, one that drastically made me rethink my relationship to others, as well as to myself. I don’t think visiting Omega Mart should require pre and post consultation with a therapist, but I do encourage guests to be prepared to have at least one of their ideas about the world to be radically challenged. Time will tell if Meow Wolf’s continued work in the world of immersive art experiences is sustainable with an audience, but for now Omega Mart is unlike anything you’ve ever seen before and afterwards you may find yourself to be unlike you were when you entered.
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Some Underrated Hanna Barbera Shows
-Marchin' Washington
While many Hanna Barbera programs featured music, Marchin' Washington features the best funk and soul soundtrack from the studio. Forgettable characters but I love the theme song.
-Psych-a-Sadie
We all know the classic gay HB characters like Snagglepuss, Wally Gator, and Danny Bonaduce, but do you remember lesbian favorite Psych-A-Sadie? Sadie was always in hilarious antics with best "friend" Aggie that constantly had them in cool costumes and close quarters. Believe it or not, the original pilot was titled Ridin' Gals!
-Ron's Gone Wrong
Jumping off the computer crazy of the late 70s, Ron's Gone Wrong featured the story of a young boy and his wacky computer BBS (BeeBee for short). Long forgotten, this film served as the basis for the new animated film.
-Digging the Oldies
These dogs really know how to dig it! Digging the Oldies primarily served to promote the studio's music department by utilizing the unused catalogue of songs for the canceled Archie in the Orient series. Despite Archie being canceled for anticipated racial backlash, Digging the Oldies still broadcast insensitive songs and aired in reruns through 1991.
-Death Comes To Us All
What would have been the first in a push for more mature and nuanced films after the success of Ralph Bakshi's Fritz the Cat, Death Comes To Us All was a six part historical fiction that explores the struggle for workers rights that Cesar Chavez worked towards with the United Farm Workers.
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