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Stars and Sharks Part 2
  • Universal Pictures Studio Lot, Hollywood, CA
    January 16, 1974


    Steven Spielberg had, in the months since that call with Lucas, totally reversed his stance on Jaws. Way back then, during the early summer, he was convinced this movie would never work. The animatronic shark was only consistent in one thing (inconsistency), and after filming on the ocean for however many months, Spielberg now had a good taste of what Hell was probably like. On the other hand, all the shark's malfunctionings had turned the movie in a better direction. He'd had to get creative with just how he used the shark, and that made it impossible for something like Godzilla or King Kong, where the monster rampaged across the screen every ten seconds. His approach to Jaws was now similar to a Hitchcock picture, where the less you saw, the more scared you were. When the shark did show up (like when Brody is throwing chum out the back of the Orca), it was startling and made the fake-looking fish more terrifying than it could have been otherwise.

    That being said, there was still a lot of work to be done to get the movie out by summer of 1975. This was prime time for all of the cutting, rearranging, and reshoots. And there were some things Spielberg just had to perfect, in particular the "You're gonna need a bigger boat" line, which from preliminary screenings showed the audience screamed right through it in shock of the first showing of the full shark in the aforementioned chum-throwing scene. Brody's reaction would need to be extended, to quiet down the viewers enough to drop the "bigger boat" line, which was up there with "You'll never go back in the water again" as a prospective tagline for the movie. (Spielberg personally prefered the latter of the two, and felt the other was too situational and wouldn't make much sense to those who hadn't seen the movie yet.)

    "George?" asked Spielberg, who'd just dialed his old friend's number to update him on Jaws. "I've done it."

    "Done what?" replied Lucas, clearly bewildered.

    "I've made a better movie than you."

    Silence. And then, George Lucas crackled through the receiver, "Fuck off."

    Spielberg laughed heartily, and obliged.

    --------------------------------
    Walt Disney Studios, Burbank, CA
    The man on the other end put down the telephone. Lucas didn't doubt, by this point, that Spielberg had outdone American Graffiti. In fact, he was worried that Jaws or whatever sequel it would inevitably get will outdo The Star Wars. He'd just completed the second rough draft, after going through piles and piles of Asimovs, Vernes, Wells, Flash Gordons, and even the book The Hero with a Thousand Faces, which outlined the Hero's Journey of the myths of old, all as research.

    As a result, his new script was much more... streamlined. Less hodgepodge, actually defined characters, and a whole storyline that ties it all together. Kinda.

    The first major addition was the character of Luke Starkiller, with Annikin becoming his father, a wise Jedi knight still involved in his many sons lives and a figure who appears briefly at the end of the script. The second major addition was that of "The Force," a mystical and mysterious energy field binding the world together and harnessed by the Jedi. The third major addition was the mention of an ancient Jedi who fell to the Dark Side and promptly trained the Sith race to use the arts of the Force. It seemed a true antagonist was finally forming, as the Empire and the Sith blurred together in Lucas' latest draft.

    The plot was changing as well. Leaving behind the action roots, the story was now more fanciful, like something you'd find in a collection of futuristic fairy tales, sandwiched between post-apocalyptic King Arthur and dystopic Robin Hood. It was, after all, about a knight with a sword rescuing a princess from the big, evil imperial tyrants. In a reflection of this, some of the characters became more human--specifically, Han Solo, who actually became a human as a wise-cracking, cocky smuggler instead of the hulking green monstrosity of the last script.

    But with all the good came the bad. Most notably, the opening and closing title crawls rambled on and on and on nonsensically, reading more like essays than they should. He'd have to get Walt to help him with those. Lucas wasn't even sure he wanted an ending title crawl. All it did was tease a sequel, but it seemed presumptuous to tack that on when he didn't even know if people would like the first movie.

    "At least I have these beauties," Lucas muttered aloud. He was referring to the gorgeous concept art he'd asked Don Bluth to sketch up. Done as paintings, they didn't look quite like Bluth's usual "cartoony" style, but were instead very close to realism, with a healthy dosage of fantastical sci-fi elements. His personal favorite was the image of Luke Starkiller, decked out head-to-toe in light battle gear, dueling Darth Vader, the Sith/Imperial general (he hadn't decided yet) in lightsaber combat. It was epic. There was no other word to describe it. Not a single other one in the whole English vernacular.

    "Oh man, this better work out."
     
    The Forty-Seventh Academy Awards, 1975
  • Compared to the Forty-Fifth and Forty-Sixth Academy Awards ceremonies, the Forty-Seventh was much less interesting. Whereas the Forty-Fifth was marked by the ascension of the animated movie, the official announcement of the EPCOT Center coming to Disney World, and Marlon Brando's refusal of the Oscar for Best Actor in protest of the mistreatment of Native Americans in the industry, and the Forty-Sixth by a streaking incident in which a man named Robert Opel ran across the stage in the nude flashing a peace sign with thousands of eyes and cameras trained on him, the Forty-Seventh was just back to same-old, same-old.

    The Godfather Part II walked away from the celebration with five Oscars to its name, almost twice as many as its predecessor and utterly dominating the event. However, other great movies of 1974 put up a hell of a fight for it, with Chinatown very nearly beating The Godfather Part II in every category they went up against each other, but never quite pulled it out. Disney's The Island at the Top of the World was nominated for three awards, those being Best Screenplay Adapted from Other Material, Best Costume Design, and Best Art Direction (this one being its only victory), and their Winnie the Pooh and Tigger Too short won Best Animated Short Film.

    Awards Won at the 47th Academy Awards
    Best Picture:
    The Godfather Part II
    Best Director: Francis Ford Coppola, The Godfather Part II
    Best Actor: Art Carney, Harry and Tonto
    Best Actress: Ellen Burstyn, Alice Doesn't Live Here Anymore
    Best Supporting Actor: Robert De Niro, The Godfather Part II
    Best Supporting Actress: Ingrid Bergman, Murder on the Orient Express
    Best Original Screenplay: Chinatown, Robert Towne
    Best Screenplay Adapted from Other Material: The Godfather Part II, Francis Ford Coppola and Mario Puzo
    Best Documentary Figure: Hearts and Minds, Peter Davis
    Best Documentary Short Subject: Don't, Robert Lehman
    Best Live Action Short Film: One Eyed Men Are Kings, Paul Claudon and Edmond Sechan
    Best Animated Short Film: Winnie the Pooh and Tigger Too, Don Bluth
    Best Original Dramatic Score: The Godfather Part II, Nino Rotta and Carmine Coppola
    Best Scoring: Original Song Score and Adaptation or Scoring: Adaptation: The Great Gatsby, Nelson Riddle
    Best Song: "We May Never Love Like This Again," The Towering Inferno, Al Kasha and Joel Hirschhorn
    Best Sound: Earthquake, Ronald Pierce and Melvin Metcalf Sr.
    Best Foreign Language Film: Armacord, Italy
    Best Costume Design: The Great Gatsby, Theoni V. Aldredge
    Best Art Direction: The Island at the Top of the World, Peter Ellenshaw
    Best Cinematography: The Towering Inferno, Joseph Biroc and Fred J. Koenekamp
    Best Film Editing: The Towering Inferno, Harold F. Kress and Carl Kress

    --------------------------------
    Walt Disney's Office, Burbank, CA
    April 8, 1975

    The air in Walt's office was electrifying, chatter shooting back and forth as the television spouted out the Oscar celebration in the background. Everyone briefly paused when they heard the accolades for The Island at the Top of the World and Winnie the Pooh and Tigger Too and clapped, before returning to their discussions.

    "Everybody" entails Walt, Roy, Rolly Crump, and Tony Baxter. The rest of the studio's staff had gone home for the night many hours before, and only these four were left.

    "So, what have you all come up with for video game ideas? I've given you all about six months to come up with something better than Pong. Let the ideas flow," announced Walt.

    Crump was up first. "Well, Tony and I had this concept for a game that's basically single-player Pong. Instead of a second paddle on the right side, there's a bunch of smaller, hittable targets--"

    "--and hitting those targets increases your score," interjected Baxter. "The goal is to get the highest score possible, and it'll display the top ten on the machine when it's not being played. That way--"

    "That way the people at the bar or the restaurant will be coerced into playing by the idea that they could get the high score, and boom! Another quarter dropped in," finished Roy.

    Walt had a sort of half-smile on his face. "I like it. That's good. But what about..." He took the art Crump had sketched, depicting the cabinet's screen, and flipped it vertically. "...that."

    Crump looked at Baxter. Baxter looked at Crump. "Why didn't we think of that?" asked Baxter incredulously.

    "I do really like the name, though. 'Breakdown' just catches the eye and sounds... what do the kids say today? Cool, that's right. Breakdown sounds cool."

    "And this cabinet art looks cool as well, you two," praised Roy, holding the other pieces of concept work in his hands. "I mean, for a game about hitting colored squares with other colored squares, it really shouldn't look this good. But it does!"

    The cabinet design he was referring to was rather "cool." It was sleek and yellow, almost gold, with a great shiny black lightning bolt streaking across the sides vertically. The paddle hitting the ball was shown also on either side, the paddle being black and the ball white. Emblazoned across the tops of the front and sides was the title, "Breakdown," in big, bolded white text. There was only one control stick on the front, as that was all the game needed, as well as two slots for quaters. No other buttons, just a smooth surface.

    "I like it too," said Walt. "'Course, that screen will have to be flipped long-ways up with the game being played vertically now."

    Suddenly, the TV seemed to grow louder as everyone picked up on what was being announced by O. J. Simpson, star NFL running back. "And the winner of the award for Best Art Direction goes to... Disney's The Island at the Top of the World, done by Peter Ellenshaw!"

    Walt's whole office was filled with whooping and applause, as the four grown men celebrated like children on Christmas morning.
     
    Stars and Sharks Part 3
  • The Medallion Theater, Dallas, TX
    March 26, 1975

    The whole theater was enraptured. Steven Spielberg paced back and forth in the back of the room, wiping his sweaty palms on the backs of seats. He'd popped a few Valiums to steady his nerves. So far, the audience had reacted just how he wanted them to. They laughed at the character's jokes and dry humor and screamed at the shark (thank God it wasn't the other way around). But the big scene was coming up, the one where the Kitner boy was eaten by "Bruce" in a cacophony of blood and terror. This could make or break the film. This was a defining moment of the storyline, and if it didn't hit home, well, that was that.

    Spielberg liked to thing the Medallion was his lucky theater. He'd been there once before, with the screening of The Sugarland Express in '74. It had gone well then, so hopefully, it would go just as well now.

    Alex Kitner paddled his yellow raft on the silver screen. Then the shark came up, grabbed ahold, and took him down. The beach on the screen swiftly fell into chaos, with people screaming and yelling and the music pumping frantically as "Bruce" entered a death roll and blood and guts flew everywhere.

    The audience's reaction was a bit less dramatic than that, but there were still screams aplenty and at least one box of popcorn had gone sailing through the air, accidentally thrown by some surprised soul.

    "Yes!" hissed Spielberg through his teeth, pumping his fist in triumph.

    Suddenly, someone in the front row abruptly stood. He turned and barreled down the aisle, his hand covering his mouth.

    "No!" whispered the director. They'd done it. They'd gone too far. The whole thing was ruined, no doubt about it.

    There was a distinctive retching sound in the lobby, followed quickly by a few hefty splats and someone moaning, "Eww, man! Why'd you have to do that, huh?"

    Great. Now we're making the audience throw up. I could get sued for this! thought Spielberg, head in his hands.

    "Did I miss anything?"

    The director looked up. The man who'd just run out was back. His tie was askew, his hair messy, and his hands wiping a dribble of vomit from his chin, but it was definitely that guy.

    "Oh, uhh... no. No! You didn't miss anything in the slightest."

    It was at that moment, as Steven Spielberg watched the man return to his seat, smiling ear to ear, that he knew he had a hit bigger than American Graffiti on his hands.

    --------------------------------
    "You're gonna need a bigger boat."
    -- Police Chief Brody, Jaws
    "When would I say the best night of my life was? Well, besides my wedding, *chuckles* I'd have to go with the night Jaws opened. It made my career take off, and all of a sudden, everything was looking up."
    -- Steven Spielberg, from a 2015 interview with The New York Times

    "You'll never go in the water again."
    -- The tagline of Jaws, 1975

    --------------------------------
    To much fanfare, Universal Pictures opened Jaws simultaneously in an unprecedented 464 theaters across the U.S. and Canada on June 20, 1975. While the movie was phenomenal in its storycrafting and "less-you-see" mentality as it pertained to the shark, it also changed the motion picture industry forever, bringing about the rise of the summer blockbuster. From there on out, every major studio would begin to release their heaviest hitters in the summer, and as time went on in progressively more and more theaters for simultaneous debuts. Aside from its accolades and awards from critics and audiences alike, Jaws quickly rose to the top of the highest-grossing films of all time, knocking 1972's The Godfather down a peg. Finally, "Steven Spielberg" became a household name the world over, and now, he was ready to work on something else, maybe even a sequel to Jaws if he could get it just right. But it wouldn't be any time soon. Because right now, Spielberg certainly didn't want to get back in the water.

    --------------------------------
    Walt Disney Studios, Burbank, CA
    August 1, 1975

    George Lucas had to concede that his friend Steven had definitely made a much better movie in Jaws than his own American Graffiti. It had, after all, busted the box offices, and looked to be the year's shoe-in for Best Picture at this point.

    Still, none of this mattered to him. He was still toiling away at The Star Wars: From the Adventures of Luke Starkiller day in and day out. This was his third draft so far, there was probably enough left in him for one more, but he was starting to like how things were shaping up. A lot had changed, from Luke being an only child, to the Jedi Ben Kenobi replacing his father (who was now presumed dead) to the fusion of the two antagonists, the Imperial general and the Sith Lord, into one menacing, imposing figure: the solid black Darth Vader, wielding a scarlet lightsaber to combat Luke's blue one. It was too much stuff for him to think about, and so he was going to take a bit of a break on The Star Wars for a week or two and get back into the swing of things with Indiana Jones. A storyline was beginning to take some form right about now, but Lucas' passion project had been stagnant recently. He promised himself that after The Star Wars, he'd do Indiana right and hunker down on it. And hopefully, if The Star Wars did well, Indiana would be his next movie.
     
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    Map of Magic Kingdom Park
  • 9inE2pX.png


    ~~ An Overview Map of the Magic Kingdom~~
    Main Street, U.S.A.
    -----------------------

    Main Street, U.S.A. has, compared to the rest of the park, changed the least. The entry land boasts no true attractions, sans the Disney World Railroad, which itself is really more of an exhibition. Nevertheless, the train begins its grand circle tour of the park here, with additional stations in Frontierland and Fantasyland. To keep a nineteenth century train out of the twenty-second century, the railroad goes through two showbuildings in Tomorrowland, themed around space travel (the train passes through an asteroid field) and hypothetical digital worlds. Other things of note is that the Penny Arcade is, as with all of its other incarnations ITTL, an actual fully-functioning arcade, with all of its machines specially modified to only require a penny. The Cinema is still hanging around, and is an actual fully-fledged one-room theater that, for an extra twenty dollars for a ticket, guests can watch exclusive first screenings of Disney movies months before their worldwide debuts while munching on popcorn. Just as well, the entirety of Main Street is not taken up by one massive Emporium that sells only generic Disney merchandise, but (aside from a shrunken Emporium proper) unique merch not found elsewhere, and definitely not found in a local Disney Store.

    Adventureland
    ------------------

    Adventureland is where changes really have begun kicking in ITTL. At first glance, the land is nearly identical to OTL, with an almost-untouched Jungle Cruise, the Swiss Family Treehouse, and Walt Disney's Enchanted Tiki Room (which never had its horrible "Under New Management" phase). But at the back of the land, the key difference is blinding. Pirates of the Caribbean is gone, and the region has kept its tiki atmosphere throughout the entire land, while Mount Flame looms in the distance. A small mini-land known as the S.E.A. Oceanian Headquarters lies near the mountain's base, with many Victorian/steampunk flairs mixed with OTL's Mystic Manor. The ride itself is definitely an E-ticket, and is considered the best EMV ride Disney has ever put out, feeling more like a roller coaster most of the time. However, due to the mountain's construction and the ride's overall heavy theming, it's also the most expensive Disney attraction ever built, with a mind-numbing price tag of $175 million dollars.

    Frontierland
    ---------------

    Frontierland has been changed to be nearly unrecognizable when compared to OTL. Big Lightning Mountain is always a crowd-pleaser, similar to Big Thunder Mountain, while the Western River Expedition enjoys the same amount of love and care as OTL's Pirates of the Caribbean attractions. The Country Bear Jamboree is also there (not much to say here, it's nearly identical to OTL and is just barely hanging on by a thread, and will likely be the next attraction to go at MK any time in the future). Tom Sawyer Island is still a fully-explorable playzone targeted towards adventurous kids, and Fort Langhorne has stuck around, also still fully explorable, although many more safety procedures are in place there. See the posts "Wild, Wild West" for more information on Big Lightning and the WRE, if you so desire.

    Liberty Square
    -----------------

    Unlike its brethren, Liberty Square has survived nearly all possible butterflies. The Haunted Mansion is what justifies its sticking around, because everyone knows that the Hall of Presidents isn't doing that.

    The Spanish Main
    --------------------

    The Spanish Main is an all-new land completely unique to TTL. It's themed very similarly to OTL's western portion of Adventureland, with colonial Spanish architecture that has had such care put into it even miniscule, hairline cracks have been carefully sculpted into the walls and floors. The legendary Fountain of Youth sits towards the southern region, with a statue of Juan Ponce De Leon in front of it, commending him for being the first European to set foot on what would become the mainland United States, as well as his search for the fountain itself. Pirates of the Caribbean is the only attraction here, and its been revamped and reimagined, with top-notch Audio-Animatronics (including a pair of sword duelists, one a pirate, the other a Spanish conquistador) that even notice the guests at some points. Just how Disneyland's Pirates ride has the Blue Bayou, MK's version comes with La Guarida del Pirata (Pirate's Lair, in Spanish), which works similarly with it being inside the ride's showbuilding in the introductory area (not a bayou but instead a sleepy tropical town) and very, very pricey.

    Fantasyland
    --------------

    Fantasyland has kept around a great deal of OTL attractions seen at one park or another, those being Snow White's Scary Adventures, it's a small world, the Mad Hatter's Mad Tea Party, and Pinoccio's Daring Journey. The only notable changes are found in small world, which has been placed in a showbuilding that closely resembles Disneyland's own on the outside, although with a more varied color palette than white and gold, and Pinoccio, which is now nestled in the northeast sector in a cute little Alpine village themed similarly to the Matterhorn area at Disneyland. New attractions include Mary Poppins' Flight, Mister Toad's Wild Ride, and Into the Woods with Red Riding Hood. Mary Poppins takes the place of the usual Peter Pan attraction, bringing guests on a tour of the "rooftops of London" on carousel horses suspended from above. Mister Toad has been reworked into a high-octane EMV attraction beloved for its thrills and spills. And Into the Woods is a completely original dark ride based on a completely original Disney animated movie, Red, of which I'll be discussing later...

    Tomorrowland
    -----------------

    Tomorrowland is solidly in the running for consideration for the title of "the best land in a Disney Park." Overall, it lacks the mishmash theming of OTL's Tomorrowlands, taking the idea of a Buck Rodgers/Flash Gordon 1950s retro-future and running with it. Everything is smooth and white, with sharp angles nearly non-existent. The headlining attraction is Space Port, a massive complex with roots in OTL Space Mountain. It has a roller coaster which has three tracks inside on three different thrill levels and varying amounts of inversions, and a ride for the kiddies down below named Flying Saucer Spin that, as the name would imply, has tiny flying saucers spin wildly and unpredictably. See the post "The Final Frontier" for more information on Space Port, if you so desire. Seabase Atlantic is a reimagining of Disneyland's old Submarine Voyage ride, and part of the line of "Seabase" rides found at every single Disney castle park in the world. Here, guests have been given orders to find the lost city of Atlantis--or die trying. Flanking the entrance of the land are two other major attractions, Alien Encounter and the Tomorrowland Travel Agency. Alien Encounter is similar to OTL's, with a horrifying, scream-inducing alien that utterly terrifies guests out of their wits; this ride is considered a "rite of passage" by the Orlando youth, and is frequently listed as one of the most scary amusement park rides ever built. Directly across from it and diametrically opposed to it is the Tomorrowland Travel Agency, which fits the bill of OTL's If You Had Wings... Guests take a relaxing tour of planets the residents of Tomorrowland can vacation on, with a robotic host narrating the whole thing and cracking many a joke along the way (he is, after all, voiced by Robin Williams). Up next is the Tomorrowland Transit Authority, alternatively known as the PeopleMover. It's remained unchanged from OTL. Finally, we have the Astro Jets, a spinner ride that is just basically another Astro-Orbiter and sits atop the PeopleMover entry/exit platform.

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    Stars and Sharks Part 4
  • "Fuck it. Let's do it."
    -Steven Spielberg, from a phone call with Richard Zanuck

    --------------------------------​

    Richard Zanuck's Office, Universal City, CA
    September 30, 1975

    "I'm not doing a sequel, Rich. I'm just not. The whole thing was a total nightmare last time. I'm not going through that again."

    Richard Zanuck reclined in his chair, face in his hands. "Could you at least consider it? You can't just turn it down like that. This movie made you. Imagine what the sequel could do for your career!"

    Steven Spielberg sighed. "I don't really care about that. I just want to make great movies. And as we all know, making a sequel to anything is just a cheap carny trick. They never work out, period."

    "Now, Steven, you know that's just not true! Look at The Godfather Part II! Most would say it's better than the original. And there's a whole slew of other great follow-ups!" interjected David Brown, the other part of the Zanuck/Brown producing duo. "I'm sure Universal would give you significantly more funding, more publicity--Jaws 2 could easily beat the first one in the box office. And now that you guys know how to use that damn animatronic shark instead of floundering around with it for the first few months, it'll be a much easier time shooting. Besides, Scheider's under contract for at least one more of these things. All the pieces are in place!"

    "...I dunno. If there's one thing that fish got me to do, it's to never want to go back in the water again with it. And besides, that story outline you guys have all written up is absolute garbage. I mean, seriously, it's going to be about the sons of Quint and Brody hunting a new shark? Why? You've got a whole plotline already written for you with Hooper and Brody both alive and, really, does Quint seem like a 'father' type to you? I can answer that for you. No, he does not. End of story."

    "Alright, then, Steven. How would you write the sequel to one of the best reviewed and highest grossing films ever made?" asked Zanuck.

    "How would I do it? I'll tell you how I'd do it. The camera starts off low to the ground, heat waves shimmering before the lens, as feet pass by and credits begin appearing on screen..."

    Zanuck and Brown laughed. They yelled. They almost cried. Steven just sort of fell into a zone, not realizing what he was doing as he told them a movie he was making in his head shot by shot, line by line. He told the story of Brody, a man changed by witnessing the death of Quint up close and personal, a man who was constantly checking over his shoulder for anything that could strike him down next. Alongside Brody was Hooper, a man who grew increasingly skeptic of Brody's mental state as things progressed in the film.

    "And then the camera pulls away for one final time, as Brody and Hooper laugh hysterically and leap for joy, another man eater dead and sunk to the bottom of the seafloor," finished Spielberg

    "That was... insane," Zanuck managed.

    "Amazing. And after all that, you're still not going to work with us to make this picture?" asked Brown.

    Steven Spielberg though long and hard. The only sound was the tick-tick-tick of the wall clock above Zanuck's desk. "I... I'll think about it. I'll get back to you in a couple of days, how's that sound?"

    "Perfect. That sounds perfect," smiled Brown.

    After Spielberg had left, Brown quickly spun around and high-fived his partner. "Yeah, baby! We're back in business!"

    --------------------------------
    George Lucas' Apartment, Los Angeles, CA
    October 1, 1975

    George Lucas checked the clock. His eyes watched as the numbers slid from twelve fifty-nine to one. He really needed some sleep. Badly. But the folks at Disney had been getting a little... impatient with him. He'd already rewritten The Star Wars three times now, and they were a little antsy. He'd promised them that this was his last rewrite, and that he'd have it done by the first of the new year, but even with three whole months ahead of him, he'd be cutting it close.

    "No sense in writing when I'm this out of it," he said aloud, heaving himself out of his chair and starting to move across the room.

    Brrriiingg! Brrriiingg!

    Lucas turned around. Brrriiingg!

    The phone. It was ringing.

    "Goddammit, this had better be good," muttered the director, venom in his words.

    "Hello?"

    "Hey, George. It's me, Steven. I've got something I need to talk to you about..."

    Lucas glanced at the clock again. One ten. "Can't it wait until the morning?" he groaned, flopping down into another seat.

    "No, sorry. Hope I didn't wake you," said Spielberg.

    "No, you just... it's fine. Go ahead. What's up?"

    "Today I went to Universal, met up with Zanuck and Brown."

    "Those are the two guys who produced Jaws, right?" asked Lucas.

    "Yup. Told me they want me to direct the sequel for them."

    "And what did you tell them?"

    There was a pause. "I told them I'd think about it."

    "I thought you wanted to make that alien movie, the one with Columbia."

    "I do, but... I dunno. What do you think I should do?"

    George Lucas had a million thoughts shoot through his brain simultaneously. A little bit of a friendly rivalry had been developing between him and Spielberg recently, both of them trying to outdo each other. Lucas believed that if his friend made a science fiction movie around the same time as he did, his own film would be blown out of the water by the director of Jaws. So suggesting that Spielberg take on Jaws 2 would seem to be the best option for him. But then again... what was fun about a rivalry if there wasn't any competition? He needed to find some sort of answer, and fast.

    "Do it. I think you should direct the Jaws sequel. It's a no-brainer, that movie would fail epically if you didn't do it. But with Steven Spielberg at the helm... it'll be a surefire hit."

    "Do you really think so?" asked Spielberg in disbelief.

    Lucas looked at the clock once more. Shoot, one thirty already?! I need to get to bed! he thought. "Yeah! Go for it!"

    "Thanks, I guess. I'm gonna think about it a little more, but thanks. Talk to you later, George," said Spielberg.

    "Yeah, yeah, see you later," returned Lucas, who promptly slammed the phone down and wandered off to go fall asleep on his bed. That script wasn't going to write itself, after all.
     
    Meetings with Walt
  • Walt Disney's Office, Burbank, CA
    November 18, 1975

    "I'm really loving this, Don. I really am."

    Walt sat behind his desk, which was completely covered in artwork. There were folders pertaining to New Horizons and the Outer Reaches at the EPCOT Center, maps and overhead shots of swathes of Floridian swampland, and pictures of snow, ice, and princesses. He held up a finished cel of animation, depicting the Snow Queen herself, Elsa, conjuring up things from the frost around her. "This is amazing. It looks just like one of Marc's concepts for the ride, ready to come to life."

    "Thanks, Walt. That's what we were going for, really. To try and capture the magic of one of the last of the Nine Old Men," replied Bluth, scratching the back of his head. "Do you want the final cut of the script too? Or, do you want to see some of the film that's already cut and set?"

    "Oh, no no, I want to be surprised opening night. This is the first movie that we've made that I haven't worked on, so seeing it up there on the silver screen... it'll be wonderful," said Walt, sitting back with a smile on his face and a twinkle in his eye.

    Bluth shifted nervously. "Uh... Walt... aren't you forgetting The Aristocats?"

    A look of disbelief crossed Walt. "Are you serious? You think that that garbage constitutes as a movie?"

    "Well, I mean technically--"

    "No, it doesn't count. Go on, get outta here, animation needs you down there to finish this," said the older man, waving him off.

    "Yeah. Yeah! Sorry, on my way!" returned Bluth, grabbing the cel from Walt's hand and dashing out of the room.

    "That man is a genius," he muttered, spinning his chair around and returning to going over the EPCOT Center. He chuckled heartily. "Might put me out of a job if I don't watch myself."

    --------------------------------
    "Look, Don, I appreciate the input, but the technology for your video game idea just isn't there yet. Remind me about it when it is, though, 'cause that's a damn good idea."
    -- Walt Disney, from a conversation with Don Bluth in late 1975

    --------------------------------
    "Everything's been fully designed, top to bottom, you said?" asked Walt, sizing up the empty video game cabinet for Breakdown in front of him.

    "Yep. The whole game's been worked out, the cabinet's gotten nothing but praise from the boys around here, only one thing left to do, and that's program the thing," answered Rolly Crump.

    "You should probably get on that, if we want any hope of this thing debuting in the summer."

    "Sure, sure. Problem is... we don't have a programmer."

    Walt turned and looked at Crump. "Wait right there."

    And Crump did wait, as Walt walked across his office to his desk and rifled through the papers atop it. "Aha!" he exclaimed, pulling out a small blue book. He returned, and thrust it out to the Imagineer. "Here, Rolly. Read it. It's enlightening."

    Crump looked at the title: How to Program Software for Computers.

    "Oh, no. I can't program a game! I'm not that kind of guy, you know?" he protested.

    Walt looked him dead in the eye. "Rolly, do you know why you're an Imagineer right now?"

    "Umm..."

    "You're an Imagineer because I saw huge potential in you when all you were doing was making little paper propellers at your desk instead of drawing. And those little propellers were so impressive that I brought you on to work on the World's Fair, and you, practically all by yourself, designed the Tower of the Four Winds for the Pepsi Pavilion. And after that, you became a jack of all trades. You can draw, sculpt, install everything from plumbing to statues--what I'm trying to say is, if there's anyone at Disney that can learn how to program, it's you, since it seems you can learn how to do anything."

    "...Fine," said Crump, snatching up the book. "I'm going to go find Tony, and we'll try and get the actual game working or something."

    His boss nodded. "Be seeing you, Rolly."

    Rolly Crump nodded back, and opened up the little blue book in his hands as he walked out. Many long nights would be ahead soon if he wanted to learn this stuff in a reasonable amount of time, so now was the best to get a jump on things.
     
    The Return
  • Olympia Theater, Miami, FL
    Thanksgiving, 1975

    A man in white peeked nervously through the thick velvet curtains that separated him and the stage from a tidal wave of people. The seats were packed, standing room only, at this point. It might have been one of the largest crowds the man had ever seen in his life, and he'd seen some massive ones.

    "Relax, you'll do just fine, pal," greeted another man, clad in a crisp business suit and tie.

    "Yeah, I know I will. Just some pre-show jitters, ya know?" replied the man in white, his Southern accent poking through.

    "Just finish this show up in a timely manner, and you'll be home with the missus in time for dinner. Good luck!" With that, the other man walked swiftly away.

    The performer was excited for this last concert of the tour. It had taken him quite a while to regain even a part of his former glory, but now, he was topping charts once again. He credited it mostly to that show in Disney World back in '71. It had really brought him back into the spotlight, raring to go. Without that, he didn't know what he would've done. Continued that affair, that's for sure. Seeing all those happy faces, the smiling couples and laughing children... it had been a shock to his system like no other, and the wretched thing had ended the minute he was off touring.

    Now, here he was, ready to sing before thousands of people. He'd redefined his reputation, made some friends in high places, and everything was going his way.

    "Ladies and gentlemen, put your hands together for our performer tonight--"

    "Shit! That's my cue!" he hissed. He raced over to the retro microphone, and struck an iconic pose: head down, eyes up, left arm stuck out, and his leg cocked to the side, mic firmly in his other hand, titled ever so slightly.

    "-- he's the Memphis Flash, the Tupelo Tornado, the King of Rock 'n' Roll, ladies and gentlemen, Elvis Presley is in the building!"

    The curtains rose, and the crowd roared.
     
    A Brand-New Idea
  • Walt Disney's Office, Burbank, CA
    December 8, 1975

    Walt stood at the window, looking down at the buildings and people below. Somewhere in all this mess, he mused, movies and video games and theme park attractions are all being thought up, crafted, and put to their creative test.

    Disney had been growing exponentially during the 1970s, which the world would be passing the halfway point in come this New Years. Disney World, Disneytropolis, Beauty and the Beast... it had been a wild ride so far, but right now, Walt wanted to have a word with his brother about making it even wilder.

    The door to the room clicked open, and Walt spun around. "Hey, speak of the devil!"

    Roy had entered the room, looking a little tired. "You wanted to speak with me about something, Walt?"

    "Oh yes, I really do. Take a seat, if you want."

    Roy did take a seat, and looked at his younger brother expectantly.

    "Alright, so, Roy, as we all know, our live-action film department isn't exactly... the best. The movies are made pretty cheaply, mostly with a quick buck in mind, and we just kind of pump a few dozen or so of them out annually."

    "Point being?" pressed Roy.

    "Point being, we need to do something about that. Now, I don't mean immediately, but over the next couple of years we can phase out the cheap stuff and bad ideas and really focus on a few good ones instead of a billion mediocre ones. I already have an idea for a big blockbuster, it won't be coming anytime soon but in the wake of The Island at the Top of the World, people are expecting more of our live-action flicks and we just aren't providing," explained Walt.

    Roy shrugged. "They're not all bad. What about Mary Poppins? 20,000 Leagues Under the Sea? Treasure Island?"

    "I was speaking generally," added Walt.

    "What's your idea about, anyways?"

    His brother smiled wide. "I was hoping you'd ask," he said, and launched into his storytelling frame of mind, acting out the parts of every character in a script he had built in his head.

    "It's the Middle Ages, in England. The poor have been stricken with harsher and harsher taxes, and are unable to purchase even a loaf of bread, while the rich upper class is sitting pretty in their castles. The king is entirely unsympathetic, and has been keeping the peace in the ghettos and slums through martial law. These people need a hero. Luckily, one steps up, a man armed with a bow and clad in a green hooded cloak--"

    "Whoa, whoa, whoa, I thought you threw out the idea of a Robin Hood adaptation after The Aristocats!" yelled Roy.

    "No, I threw out the idea of an animated Robin Hood adaptation with talking animals. Trust me, this'll be much better." And back into his mind he went, spelling out exactly how the movie would go down. It was much grittier than one would expect from Disney, not quite realistic but full of action and fights.

    At the end, Roy pondered what he'd heard for a moment, then asked, "What's it called?"

    "Hood."

    "I mean... I like it, but isn't it a little... dark? For a Disney movie, I mean. Some of that stuff wasn't very 'family friendly.'"

    Walt walked over to his chair and sat down behind his desk, facing his older brother. "Roy, families aren't just kids. They've got adults in them too, not to mention teenagers. Hood is directed at them, to the people going to see Jaws or American Graffiti. It's a no-brainer, really."

    "...How long do you think it'll take to make this?"

    Walt shrugged. "We're going to take our time with it--as in, a really long time--so maybe... '79? 1980? After The Star Wars, for sure, maybe even post-Indiana Jones."

    Roy stood up, ready to leave. "It's a really good idea, Walt. Share it with the rest of the studio, and get working on it. I think Hood could be big."

    Walt clapped him on the shoulder, and led him out the door. "Thanks, Roy. It means a lot to me. Now go on, get outta here! Someone's gotta make sure we don't go bankrupt!"

    Laughing all the way, the Disney brothers left the office, for now.

    --------------------------------
    "Hood was one of our first live-action movies with the intention of it being great, and keeping our live-action movies great. While the likes of Old Yeller, The Shaggy Dog, The Love Bug, and The Island at the Top of the World all managed to capture audiences, they were but masterful accidents. This was the starting point for greater things to come."
    -- Walt Disney, from the third volume of his autobiography, One Man's Dream: The Story of Walt Disney

    --------------------------------
    Site of the EPCOT Center, Orlando, FL
    December 16, 1975


    The thick Floridian air was hot and stuffy, enough so that one may believe that it was the middle of summer instead of the beginning of winter. Just a few short months ago, the concrete Walt Disney was walking on had been swamps and grasslands. But now, it was a wide path bustling with construction workers and Imagineers, leading the way through the skeleton of Progressland and down to the bridge to the World Showcase. As he went, Walt tipped his construction hat to passersby and smiled.

    The EPCOT Center had been Walt's home-away-from-home for just a few days now. He and Lilly were spending the holiday season in Florida for a change, and ever since they got here he'd been glued to the place, fretting over every light bulb and misplaced screwdriver. Walt never stopped thinking about it.

    So far, courting corporations and companies had been roughly as successful as he thought it would have been. National Geographic had agreed to sponsor the Land, General Electric was doing the same for the Time pavilion, and Ford was going to sponsor Transportation. Meanwhile, the governments of Japan and Norway had sent over a little money (but not full sponsorships) to help construct and promote their nation's pavilions. It was a good start, but not nearly enough, especially in the World Showcase.

    Walt took a turn and strode up the walkway to the unfinished Space pavilion. His Imagineers had been hard at work designing a thrill ride for this place, named Outer Reaches. It was exhilarating, with passengers actually pulling G's, though the Code Orange version of the ride--the more intense option--had had to be toned down some after test riders kept vomiting or passing out during it.

    But Walt didn't go in the front of the building, to go and see the ride. No, he went around the side, opened a door, and climbed up the stairs to the roof. He was alone up here, away from all the people clamoring to get his autograph or what have you. But the view from this vantage point... well, until the Eclipse was finished, it was the best in the park. Walt could see a nearing-completion Mayan temple off across the water, and then just a few yards away, the Sphinx jutting out of the landscape. The steel guts of structures hung in the air, ready to be shrouded in colorful walls and filled with outstanding attractions.

    The park was looking so good, in fact, that Walt had no doubt its opening day would top all of his other parks. "Even the damn financial crisis can't stop us now," muttered Walt. "Disneyland was groundbreaking, but EPCOT... EPCOT's going to be earth-shattering."

    America's favorite uncle stared off into the distance, eyes passing over the only bench installed as of right now. It overlooked the gateway into the park, positioned perfectly so that, when the day the EPCOT Center finally opened, he and Lilly could sit back, relax, and watch all the happy faces go by. He'd certainly earned at least one day of rest.
     
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    Taking It to the Next Level(s)
  • Walt Disney's Home, Los Angeles, CA
    December 31, 1975

    Walt sat hunched over on the floor, frantically working the controller of the Magnavox Odyssey that laid just a few feet away from him. His opponent, his daughter Diane, was doing the same, trying to score at least one point on her father. He was a natural at video games, it seemed.

    "You see what I mean?" asked Walt, the question directed at his wife and various other guests to his New Year's party seated on the couch behind them. "Anyone can pick up and play these video games!"

    "Yeah, but how can they have fun with them if their dad's a wizard at the game and can't be beat?" grumbled Diane, throwing down her controller as the game blared out that Player One (Walt) had won the game.

    "That's not a problem with the game, that's just a problem with you all being horrible at these things," he retorted.

    Roy piped up. "I'm not bad at them. I beat you at Pong back at the studio."

    "Roy," began Walt. "I'm probably a horrible person for telling you this, but I let you win that game."

    "...Wh--what? But... but... I--"

    "You're just as bad as the rest of them," laughed Walt.

    "Hey Mom, have you tried to beat Dad?" asked Sharon, their other daughter.

    Lilly just smiled and shook her head. "Oh, no. I'm not exactly interested in a little boy's game."

    Her husband glared at her. "You calling me a little boy?"

    "No, no, these things just don't interest me in the slightest."

    "C'mon, just play it."

    Lilly rolled her eyes. "Fine, but I'm not moving."

    After much finagling with wires and chairs, the game was all set to play. Walt quickly scored several points, but his wife just as quickly figured out how to play and revealed her raw skill. Soon, the game was tied neck-and-neck, at match point. The ball bounced around the screen at a feverish pace, each player just barely launching it back and forth over and over. But finally, Lilly hit it... and Walt missed! The whole group let out a cheer.

    "Haha! I did it!" exclaimed Lilly.

    As his wife hopped up excitedly to the celebrating crowd, Walt should've felt mad. She had, after all, ended his win streak in Pong and its lookalikes. But he didn't. No, Walt Disney was happy, as he looked at his happy group of friends and family who were celebrating over a video game. Because, in the end, that's what he was hoping to do with this new medium. He wanted it big, mainstream. He felt like he was on the cusp of something that could easily become as huge and well-respected as the motion picture.

    Hopefully Walt could do that, without screwing it up.

    --------------------------------
    "The Adventures of Luke Starkiller as taken from the Journal of the Whills, Saga I: The Star Wars."
    --The title of the final draft of the script to Star Wars, dated January 1, 1976

    "Holy SHIT! That title needs to be slimmed down more than my waist after Thanksgiving! Everything else is great, though. You're greenlit to start filming whenever your actual final script is finished."
    --Walt Disney, in a January 1976 memo to George Lucas

    "Finally managed to work the sequel rights out of Walt's hands. I don't know what I would've done if American Graffiti hadn't done so well, but that was all the leverage I needed."
    --George Lucas, in a March 1976 phone call with Steven Spielberg

    "George has his own production company, right? Called... what... isn't it LucasArts? Yeah, we should try and buy it out. I don't want him or his ideas escaping us."
    --Walt Disney, from a March 1976 conversation with Roy Disney

    --------------------------------
    The Desert, Chott el Djerid, Tunisia
    March 30, 1976

    George Lucas had the worst luck.

    He and his crew had arrived in North Africa to shoot the Tatooine parts of The Star Wars a little over a week ago. The first couple of days, everything had gone terribly. The second Anthony Daniels had stepped onto the Tunisian sands, the leg to his suit had shattered and drove plastic deep into his foot. It didn't help that the suit basically blinded him as well, what with the eyes of the mask being covered in gold to "prevent corrosion" (Lucas would be firing whoever came up with that idea). All of his electronics were going haywire, and Kenny Baker couldn't control any of the R2-D2 units.

    So things had to get better, right?

    Wrong.

    The next day, it started raining. In a desert in Tunisia. A place that, on average, gets about 0.6 inches of rainfall annually, if they're lucky.

    Now, Lucas sat hunched over inside, staring out the window as the rain churned the sands into soup and the earth and sky blurred together in a mass of gray. Word from the construction crew over in Tozeur hadn't been good, and a process that was supposed to take six weeks to make the desert over there ideal for his vision of the film was going to take another two thanks to this downpour.

    "Oh, I should've just kept Tatooine a jungle planet..." sighed Lucas, head in his hands.

    The movie was turning out to be impossible to shoot in the same vein as Jaws and their mechanical sharks. But where Spielberg had to suffer through most of shooting with Bruce, Lucas just kept on telling himself that these desert scenes would be over soon, and they could then head back over to LA and shoot the indoor stuff on a nice, air-conditioned soundstage where problems could be fixed in an instant.

    "Mister Lucas...?" called a voice.

    George Lucas spun around. "Yeah?"

    "Uh, the rain's stopping. We were wondering if we should start getting ready to film now or--"

    Lucas looked back out the window, and saw the blazing African sun emerging from the thick cover of gray clouds. "Yes! Go! We need to get more shots before monsoon season starts again!"

    The other man ran out of the room, and George Lucas smiled. Things were looking up for sure.
     
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    Saving Disney: Don Bluth's The Snow Queen
  • The Snow Queen debuted in theaters on February 29, 1976. It was the first Disney movie released since The Aristocats came out in 1974, two full years ago, the second Disney animated movie Walt himself did not work on, and the first that Don Bluth had full creative and directive control over.

    The movie begins with two comical demons (not unlike OTL's Hercules's Pain and Panic) working in the forges of what is presumably Hell. They're putting the finishing touches on their latest creation, a mirror that absorbs the good aspects of the person looking in and reflects and magnifies the bad ones, when they start arguing over who gets to deliver it to "the Bossman" (implied to be Satan). By accident, one of them hits the mirror with his elbow and sends it over the edge of the pit they stand by, tumbling down to the world below. The two pause for a moment, horrified looks in their eyes... and then go right back to fighting, this time over who's going to tell "the Bossman" they lost another of his commissions.

    Far down below, in another world (Earth), reside two young princesses, Elsa and Kaya, playing outside in the snow early one morning. The former, who is older, is using her magical powers to conjur up snowmen and piles of slush and make her little sister laugh uncontrollably. Accidentally, a bolt of magic strikes a nearby creature with big ears, turning it snow white and freaking it out big time. Kaya, yelling out "Bunny!", tears after it, and the pair run into the woods, Elsa falling behind.

    Soon, the snow princess loses sight of her little sister, and begins to cry. As she sits there, a shard of the mirror from the beginning of the movie breaks off and lands nearby. Elsa investigates further, and looks directly into the piece of glass. Immediately, her vision darkens, and she collapses to the ground.

    Meanwhile, Kaya, who caught the "bunny" (it was actually a baby caribou), stumbles back into the clearing where Elsa lost her, only to find her older sister unconscious in the snow. Distraught, the young girl frantically tries to move her sister to no avail. The caribou, shooting an "I-have-to-do-everything-around-here" look at the camera, reluctantly helps Kaya and transports Elsa back to the castle slung over his back, still knocked out.

    Once there, the guards at the front entrance alert the king and queen, who rush out to help their little girls in. The caribou slinks off, comically mad that he got no thanks until Kaya waves him goodbye, changing his perception of her. But more importantly, Elsa is taken to her bedroom, and she wakes up later. When she opens her eyes, all she can see is doom and gloom. She doesn't want to talk, or explain anything, and yells at Kaya a lot more than she should've, before promptly forcing everyone else out of her room. She collapsed, sliding to the ground against the door, weeping.

    Flash forward almost a decade. Over the years, things have only gotten worse and worse for Elsa, as she becomes withdrawn and almost depressed, staying in her room all day and night. While both Kaya and Elsa are teenagers now, they haven't had a real conversation since the day Elsa "changed," and although the younger girl is open to talking, the elder one hasn't even given the thought the time of day since their parents died.

    Today, however, is Elsa's coronation. For just one day, the princess must act her part--a royal--and actually pretend to like people. Her wit and dry, emotionless humor has, over the years, sharpened like a knife. Kaya even mentions the fact that she scared off a whole kitchen full of servants when she made a mean crack at their cooking that soon turned into a full-on Gordon Ramsay-esque verbal beatdown. Elsa needs to restrain herself, but with today being her twentieth birthday, the effects of the mirror are only getting worse, and soon she can see only the absolutely terrible qualities of the pompous men and women she hates that soon surround her at the coronation afterparty.

    Even though Kaya seems to be having a grand old time, Elsa can't take it anymore, and accidentally loses control of her ice powers, freezing many people--including the delegation and prince of a nearby kingdom--into solid blocks of ice and then fleeing the scene.

    While the movie has had quite a few similarities to OTL's Frozen up til this point, this is where it most noticeably begins to change. Elsa becomes the bad guy here, retreating to the mountains as the mirror finally takes hold when the clock strikes twelve and she turns twenty for real. Kaya, meanwhile, abandons the kingdom to search for her sister, leaving it in the hands of their chief advisor, a short, fat, conniving old man.

    Woefully unprepared, Kaya quickly becomes hopelessly lost in the wilderness. But the brink of giving up and setting off back home, she spies a welcome sight: the caribou! Naming him Frederik (Fred for short), Kaya follows the snow-white caribou through the woods, until she's eventually led to a cozy little shack in the middle of a clearing. Here, the princess meets Fred's owner/best friend, Hans, a handsome, rugged, and very clumsy man who's out here going solo as a lumberjack. She befriends him, and the trio set out for the mountains to find Elsa.

    Up high, Elsa is pissed. She's mad at everyone she's ever met, and as she sits on her throne of snow in the ice palace she built with her powerful magic, Elsa quickly comes to the realization that she can do more than just shoot frost from her fingertips. After coming all this way up, she met some friendly abominable snowpeople (they closely resemble the guys from the ride at Disneyland). Seeing them as horrible monsters through the tainted eye of the Devil's mirror, the snow queen zapped them with her spells, inadvertently turning them into actual monsters, though ones that now served her every whim. She sent a swarm of them down to the kingdom below, which was now undergoing a fierce winter due to her powers as opposed to their warm spring, with the intent of destroying the place that held her back all these years.

    Back with Kaya, Hans, and Fred, the trio is going through the obligatory singing montage sequence of the film. They get into all sorts of wacky situations, including one incident where Fred kicks a snowperson making fun of him down a hill, causing him to roll into a huge snowball, all the while Kaya and Hans are clearly bonding and making lovey-dovey eyes (much to the caribou's dismay).

    After the montage, the group arrives at the doorstep of Elsa's enchanted snow palace, in awe at its sheer size. Upon their entrance, they are immediately attacked by creatures of animated ice and snow. Fred proves himself to be the best fighter of the group, somewhat comically taking down huge amounts of enemies by accident. Finally, though, Elsa herself comes out, and rips through them like a knife through butter. She swiftly dispatches Fred, knocks over Hans, and freezes her little sister in place. But just as the queen is about to strike the final blow, after ripping apart Kaya's self esteem with the voracity only a sister could provide, she falls to the ground, unconscious. Hans had gotten up and knocked her out with--of all weapons--his frying pan, the tool Kaya had been teasing him about keeping around the entire trip.

    In silence, the group walks back to the kingdom (now assailed by frostbite, almost subzero temperatures, and a raging thunderstorm that spits snow and hail), Elsa once again slung over Fred's back. They were pleased to find that their chief advisor, the one left in charge, had actually taken care of the people of the kingdom. But upon their arrival, all three of them were thrown in jail, and Fred was put out, as the advisor had convinced the people that Kaya and Elsa were witches that needed to be "taken care of."

    With them all stuck in jail (Elsa still being out cold), there was nothing they could do. At least, until Hans stood up and revealed just who he was, exactly: the long lost Prince of the Kingdom of Bianco, the neighboring kingdom to Kaya and Elsa's Kingdom of Magnovia. Immediately, the guards let him and the girls out, not wanting to have started a war between two usually peaceful allies.

    Outside, they find Fred in the courtyard, grappling with guards who are trying to throw him out of the city again. The chief advisor gets inflamed, and demands that they be put back in prison at once, but most people, seeing Hans now as royalty, value their own necks over what one fat old guy wants, and they refuse. With Elsa coming to, and the horde of abominable snowpeople coming just over the horizon, Hans gets everyone ready to stave off an invasion, while Kaya attempts to talk down her (presumably) still evil older sister.

    Luckily, the blow to the head from the frying pan dislodged the mirror shard, and Elsa was back to normal, free of her curse. When the queen realizes what she's done, she goes into panic mode, as she suddenly can't use her ice powers at all.

    The film goes into another montage, this time the battle for Magnovia against the evil monsters (with Hans and Fred at the center of it) as Kaya and Elsa try anything and everything they can think of to get back the latter's magic. But it goes poorly--the monsters overwhelm the guards, and everyone is pushed back to the city center, surrounded on all sides.

    Inside the castle, the two royals are taking the grand tour at lightning speeds, trying to find something--anything--that will bring back the magic. Defeated, with no solutions working, Elsa begins to cry, knowing that this was all her fault. As Kaya attempts to comfort her, the older girl sees a snowperson that must have slipped through barreling towards them. To save her sister, Elsa throws her aside and takes the full, blunt blow of the monster. Kaya beats down the snowperson in response, and as tears begin falling from her eyes, she cries out that she shouldn't have done it.

    But Elsa's efforts were not in vain. For, when the demons had crafted the mirror, they put in one failsafe: an act of true love could reverse any of its effects, something impossible to perform when one could only see someone's bad side. While one may believe that an act of "true love" is limited to a kiss between people who are romantically involved, it, in fact, includes everything within the wide range of "love." Even sacrificing yourself to save your sister.

    And so, Elsa woke up again. Her bleeding stopped, as did the blizzard outside. Rushing downstairs, as Elsa felt as though her injuries just... weren't there anymore, they found that the battle had stopped, because all of the little abominable snowpeople had turned back into their cute, fuzzy, spherical forms. A summer's breeze swept through the air, and Kaya and Hans ran to each other, kissing as the snowpeople crowded around Elsa. They hoisted her on their little shoulders, and paraded her around as their friend, before the townspeople joined in the joyous celebration of the arrival of warm summer. The movie's final shot pulls away from the center square, winds around the castle, and spins to the sky, where the sun is bursting through the clouds.

    And they all lived happily ever after.

    --------------------------------

    Songs
    It's a Living
    Open Up
    Let Them Go
    *
    Frying Pan Boy
    I'm in Charge
    True Love
    *Note: While the name and premise of this song is similar to OTL's Let It Go (just darker), the two actually sound nothing alike. This song sounds almost like a rap, in the same vein as Your Obedient Servant from the play Hamilton, although not nearly as fast.*

    Voices
    Elsa
    : Carrie Fisher
    Kaya: Pamela Sue Martin
    Hans: Dirk Benedict
    Fred: Don Bluth*​

    *Note: Bluth looked all over the studio and Hollywood for someone who could performs Fred's comical grunts and groans exactly as they sounded in his head. When he couldn't find anyone, like Walt with Mickey Mouse before him, Bluth decided to just voice the caribou himself.*

    --------------------------------​

    "I never go anywhere without my trusty frying pan."
    --Hans, from The Snown Queen

    "I loved it!"
    --Walt Disney, from a conversation with Don Bluth after the premier of The Snow Queen on February 29, 1976

    --------------------------------

    Saving Disney: Don Bluth's First Film

    The Snow Queen is notable for many reasons, the most important one being that it ended what has become known as "Disney's Darkest Hour," the two-year gap between 1974's The Aristocats and this film. It is frequently cited as the movie that created the Academy Award for "Best Animated Picture," first awarded at the 50th Academy Awards in 1978, and was unprecedented in its nomination for Best Picture at the 49th.

    Most people don't know this, but The Snow Queen was also instrumental in changing how Don Bluth viewed animation. During his early days in the medium, he'd longed for the days where everything was drawn out by hand for an animated feature, not by other devices aiding the artists. But during the production of The Snow Queen, particularly during the scene where the horde of abominable snowpeople are tearing down the mountainside toward Magnovia, he came to the realization that that method was impractical in some cases. (To solve this problem, they implemented xerox, which is, in the terms of 2D animation, a "copy and paste" cheat.) While a good majority of Disney films under his leadership would employ quite a bit of solely hand-drawn animation, new techniques to speed up the process of making a movie was also introduced, creating a unique mix not scene in any other movie studio at the time.

    Overall, the movie was an enormous financial and critical success, and is considered to be one of the greatest Disney films of all time, behind perhaps only Walt's own Beauty and the Beast. The movie also helped increase the hype for Disney's next project, the EPCOT Center, set to open in Florida in just a few short months...

    Posted by _HaX_, 11/05/16 8:45 pm
    ©
    2016 themouseterpiece.com
     
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    Breaking Down the House
  • "First, it was the novel, allowing people to imagine new worlds and people. Then, it was the comic, giving its readers faces and scenes to the names and words. Next, it was the motion picture, letting its audience be absorbed into the reality onscreen. Video games are the next evolution in entertainment. They will soon allow us to step into the shoes of the protagonist and truly enter their worlds to make a difference."
    --Walt Disney, from his famous May 1976 speech, "The Next Step"

    --------------------------------
    News Anchor: Tonight, at Disney's Magic Kingdom in Orlando, Florida, something big was unveiled. Touted for months as the "next step in entertainment," the Walt Disney Company's latest foray has been one into the new world of video games. We take you to Amy Fitzpatrick on the scene.

    *Brief footage is shown of a large crowd in Tomorrowland, milling about a new building next to Space Port.*

    Reporter: A few short hours ago, Walt Disney revealed just what his famed movie studio has been working on for the past year: a video game named
    Breakdown.
    Taking the concept of the massively-popular Pong and quite literally turning it on its head--

    *Gameplay of Breakdown is shown. It's in blinding full color, with a white ball launching from a white platform into rainbow-colored blocks arranged in a Mickey Mouse head on the top of the screen. The gameplay is nearly identical to that of OTL's Breakout.*

    Reporter: --the game has drawn in the quarters of young and old alike.

    Teenaged Boy: It's like nothing I've ever seen! Way better than Pong!

    Mother: Usually I don't "game," but this machine's just about the most fun I've had today. And I'm in Disney World!

    Reporter: Roaming with the guests is Walt himself, uncharacteristically signing as many pieces of paper fans and park guests can get in his line of sight. He's challenged them to beat his high score, with a grand prize of four tickets to the EPCOT Center, set to open in July. The winner, a girl from California named Deborah Stone, pulled it off just a few minutes ago.

    Stone: It took me a while. I'd been playing it since the instant the doors opened, Mom was yelling at me because I was wasting too many quarters, but, you know, I managed to do it! A lot of guys in there were pretty shocked a girl had done it, but I sure showed them!

    Reporter: Breakdown is sure to have current industry leader Atari sweating bullets, as the company has as of late been coasting on their Pong sensation.

    *Gameplay of Pong is shown side-by-side with that of Breakdown, the former appearing in archaic black and white and moving much, much slower.*

    Reporter: Only time will tell if they can stay on top with a juggernaut like Disney snapping at their heels. For WFTV News, I'm Amy Fitzpatrick.

    Anchor: And of course we've been told that starting tomorrow, the House of Mouse's newest innovation will be found nationwide in arcades anywhere. So go scrounge around for some change! It's sure to be a great experience.

    Co-Anchor: Oh man, my kids are going to be dragging me across town to play this, aren't they?

    --A WFTV news report from the evening of May 7, 1976

    --------------------------------
    Breakdown is fondly remembered as one of Disney's defining moments ITTL, up there with Mickey Mouse, Snow White and the Seven Dwarfs, Fantasia, and Disneyland. It's the company's first step into the ocean of video games, a sea that even Walt himself would have trouble in taming.

    The game was programmed and designed solely by Rolly Crump and Tony Baxter, two of the younger Disney Imagineers. This is long before Disney actually set up their own game development studio, and mostly, Walt would just delegate people to projects that he felt would do the best with the medium. Crump would become their go-to guy to program during the early days, with the creative minds of Walt, George Lucas, Don Bluth, Tony Baxter, and others helping in designing the game itself.

    Gameplay-wise, Breakdown plays identically to OTL's Breakout. The goal is to destroy all the blocks at the top of the screen, arranged and colored differently in each level. The first few levels are pretty easy, but the game speeds up swiftly to eat up quarters, and with only three lives, that goal is easily met. Breakdown is notoriously difficult, inciting the creation of the phrase of "Disney-hard," used by teenagers and young adults to describe any video game that is considered grueling. However, if a player is skillful enough, the game is a cakewalk, and it becomes a frequent sight in arcades to see a crowd watching someone proficient in the arts of Breakdown.

    The new game provided a much-needed jolt to the system of companies like Atari and the arcade business as a whole. Their people scrambled in a frenzy to try and cope with Disney's entry onto the gaming battleground, as Pong Mania turned into the Breakdown Virus. By the year's end, it was common to see new, sleek Disney machines next to old Pong games wherever video games where found, be it a dedicated building or the back corner of a bar.
     
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    Beginning a Golden Age
  • Elstree Studios, London, UK
    May 18, 1976

    It was a wonder George Lucas hadn't gone insane.

    After two-and-a-half miserable weeks of filming in Tunisia, the project had finally moved to a real soundstage. Elstree was the only movie studio in the world that not only would allow him to use nine large stages simultaneously and gave him free reign over their staff, to assist the making of the film.

    Sounds great, right?

    Well, the caviat to that was that filming had to knock off at 5:30 pm every day, unless he was in the middle of a scene; they could finish that scene, and then have to end immediately after.

    "Why does every movie these days have to have such a troubled production?" asked Lucas.

    "I don't know, George. Hearing all that stuff makes me dread working on Jaws 2."

    Lucas was back on the phone with his longtime pal, Steven Spielberg. It seemed like he was the only person he knew who thought something of his movie. Well, something kind, that is. A couple days ago, Lucas had overheard most of his crew laughing about how hard this "kid's movie" was going to flop. Harrison Ford had also been badmouthing the project. So if Lucas was down in the dumps, he had every reason to be.

    "I'm not looking forward to telling Walt that we might have to push back the movie from Christmas to summer 1977 and that we need more money," said Lucas.

    "Oh, he'll understand. He actually has a heart and soul, unlike the guys at Universal. They're Grinches all around," replied Spielberg. "Speaking of Walt, have you had a chance to play Breakdown yet? It's spectacular!"

    Lucas laughed. "No, it hasn't crossed the Atlantic yet. All I can play here in Britain is boring old Pong."

    "Betcha Bushnell's got a fire lit under his ass. It'd be like if I was making a sci-fi movie the same time you are!" Spielberg joked.

    "Let me tell you, if you hadn't put off Close Encounters, I would be about thirty times more stressed than I already am now. The whole cast says I already don't smile at all, and I think my doc's worried about my mental health, so..."

    "You never were one for big crowds, huh, George?"

    "Nah. But at least I can make what I want to make now."

    "Hey, sorry to cut you off, but I've gotta get going--Universal wants me in working on the sequel tomorrow, gotta get a good night's sleep. Plus, long distance calls are pretty expensive."

    "Yeah, alright. Good talking to you, Steven," concluded Lucas, who, after Spielberg bid his farewell, hung up, ready to get back to work. Star Wars wasn't going to make itself.

    --------------------------------
    Atari World Headquarters, Sunnyvale, CA

    Nolan Bushnell did, in fact, have a fire lit under his ass. Breakdown had sent Atari into designing something to top it at breakneck speeds. He'd always admired Walt and his company... at least, he did from a distance. Now that they were up close and personal, Bushnell was beginning to re-evaluate that stance of his. They had stuff in the works, fancy new games with mind-blowing vector graphics, but those were years away. They needed a trump card now.

    "Well, it may not be now..." he mused, looking over the latest numbers and information about the company's next project. "...but it's soon."

    Standing up, Bushnell threw the papers on his desk and left to get another cup of coffee. "And it sure as hell needs a better name than 'Atari Video Computer System.' No one's going to buy something called that."
     
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    The Opening of the EPCOT Center
  • "The EPCOT Center represents us. It represents our differences, in our lifestyles and cuisines and music and entertainment. But more importantly, it represents how we as humans can unify to work as one, and accomplish as amazing tasks as sending a man to the Moon or destroy cancer. And although this park is opening on the American bicentennial, this park does not just represent the progress of America, but the progress of the world."
    --Walt Disney, from his famed speech for the Dedication of the EPCOT Center

    "If We Can Dream It, We Can Do It!"
    --The official motto of Walt Disney Imagineering

    "There's a great big beautiful tomorrow, shining at the end of every day..."
    --Lyrics from the theme to Walt Disney's Carousel of Progress

    "Disney has made another astounding achievement in the city of Orlando today, opening up their fourth major theme park in just over two decades. The EPCOT Center is making waves, and it has, for the first time ever, made a non-coastal city the most popular vacation destination for the Fourth of July."
    --Part of a WFTV News report from July 4, 1976

    "You want to do WHAT?"
    --John Lennon to Paul McCartney

    --------------------------------
    The EPCOT Center, once again, is seen as a huge milestone in the history of the Walt Disney Company. Consisting of two lands and a multitude of smaller pavilions inside of those lands, the park is massive, and stocked with thrill rides and educational experiences alike.

    Upon entering the park, guests first come across the CommuniCore. This complex forms a sort of hub from which the rest of EPCOT can be accessed, with a big fountain in the middle. Guests can head east, to the "nature" half of Progressland (containing the pavilions for the Land, the Seas, the Skies, and Health), or they can go west, to the "mechanics" half of Progressland (containing the pavilions for Time, Space, and Transportation). They may also go straight ahead, to the path around the Eclipse Tower to the World Showcase. Some parts of the first and all of the second story is taken up by Innovations, a place filled with all sorts of innovative (as the title suggests) new ride experiences designed by Imagineers.

    Progressland meets the World Showcase in the west with the Transportation Pavilion, which is dominated by the attraction Mach Speed, sponsored by Ford. It is most similar to OTL Test Track before its futuristic refurbishment, showing guests who wait in line how cars are made and tested before sending them on the fastest ride seen in the Disney Parks yet. Notably, the Transport Pavilion also houses a second entrance to the park in the form of a Monorail stop.

    Moving counterclockwise is the Space Pavilion, headlined by the attraction Outer Reaches, sponsored by Northrop. This ride is also a form of one from OTL, this time its inspiration being Mission: Space, and it sends guests on a trip around the solar system to get up close and personal with the Sun, the Moon, and eventually Mars, allowing the guests some form of control over the spaceship as in OTL's ride. There are two difficulty levels, Green and Red, the former having no Gs pulled, and the second one attempting to recreate space travel as accurately as possible.

    Perhaps the most beloved of the rides at the EPCOT Center is New Horizons, sponsored by General Electric, taking the place of both Spaceship Earth and Horizons as a sort of sequel to Disneyland's Carousel of Progress. It takes guests on a tour of all of human history and progression, from the stone age, to the Phoenicians, to the Romans, to the Renaissance, all the way to our modern computerized world, and even past that, giving guests a look at what the future may hold. Scenes are depicted via vignettes with audio-animatronic "actors" making subtle movements, with a voice-over narration by Paul Frees (best known IOTL as the Haunted Mansion's "Ghost Host").

    Around the CommuniCore is the Land Pavilion. It houses the Beauty of Life, sponsored by National Geographic, a tour of the natural world, taking guests on a boat ride (with a similar system to Pirates of the Caribbean) through a dense Amazonian rainforest, the waters at the bottom of the Grand Canyon, the frozen tundras of the Antarctic, the tranquil islands of Polynesia, and the Australian Outback.

    Next up is the Seas Pavilion, which has the Living Seas attraction, sponsored by the American Cetacean Society. After placing guests in Omnimover cars resembling clamshells, they are taken progressively down deeper and deeper into the oceans. While the top few levels are actual aquariums with real fish, at a certain point it becomes animatronics. The big scare at the end is a giant squid, which lashes out of the darkness and "spins" the Omnimover cars off into the deep, before they rapidly rise to the surface. Also located at this pavilion is Aquatica, an aquarium which gives guests a better look at many of the fish they saw on their journey.

    Then there is the Skies Pavilion, featuring Soarin', sponsored by Boeing. Soarin' is extremely similar to OTL's Soarin' Around the World, giving guests an aerial view of the Golden Gate Bridge, the Empire State Building, Big Ben, Monument Valley, the Mediterranean, the Yellow Sea, an Amazonian waterfall, and concluding with Disneyland during fireworks. The ride pumps in smells pertaining to what is being seen onscreen, be it New York hot dogs or the salty sea air of the Mediterranean.

    Capping off Progressland is the Health Pavilion, with many attractions, but the most intriguing one is Body Wars, sponsored by Johnson & Johnson. Body Wars is an on-rails shooter, similar in basic design to Buzz Lightyear's Space Ranger Spin, where guests are contracted as white blood cells to take out as many viruses popping up in a boy named Timmy's bloodstream. While a bit gross at first, guests are soon at microscopic size and nothing can really be seen as blood by that point. Along with this ride are several shows depicting how the brain, heart, and stomach works, attempting to do so in an edutainment manner.

    Across the bridge from Progressland is the World Showcase, its first pavilion in the east being the Germany Pavilion. Its attraction is a boat ride down the River Rhine, showing off many iconic German landmarks and natural wonders. The pavilion is one of four that had some funds sent in by their respective governments in the way of sponsorship, due to West Germany looking to boost their reputation as the "best Germany."

    Going counterclockwise guests come to the Mexico Pavilion, which has the attraction El Día De Los Muertos. This is another boat ride, housed inside an Aztec pyramid, taking guests through to the Other Side and following the kind spirits of families around the Land of the Dead, in a similar fashion to OTL's Coco.

    Then, there is the Egypt Pavilion. This is by far the largest pavilion on opening day, with a 1:1 scale replica of the Sphinx, as well as a partially-explorable Great Pyramid, still in its former glory with the gold capstone and limestone covering (the capstone is actual gold, something Roy was not pleased with). Of course, the actual attraction is none of these, but rather a rapids ride down the Nile River.

    Moving along, the next stop is the America Pavilion. In order to not seem rude to other cultures, the American Pavilion is quite small, with its only major attraction--a show named The American Experiment, hosted by animatronic Ben Franklin and Thomas Jefferson following the development of American liberty from the Declaration of Independence to the Constitution--being housed in a replica of Liberty Hall.

    The Japan Pavilion is up next, with some traditional architecture in the front, but it really embraces the growing idea of Japanese as "the future" and towards the back, traditional architecture turns to a modern cityscape. The major ride is a trip on a Bullet Train, whipping guests past Japanese landmarks at lightning speeds. This pavilion is one of the four that had some funds sent in by their respective governments, with Japan really wanting to boost its relationship with the West.

    The Brazil Pavilion lies next to Japan, with the main attraction being the Amazon Jungle Adventure. This ride is essentially the East Coast's enhanced version of Tropics Trek from Disneyland, with cars traveling through a recreated rainforest complete with real animals, separated similarly to how OTL's Animal Kingdom does so. The Brazil Pavilion is one of the four that had some funds sent in by their respective governments, Brazil attempting to refocus its agenda and beginning to try to preserve the Amazon, inspired by the EPCOT Center's vision of the future.

    Farther on is the Italy Pavilion. It has a smaller replica of the Leaning Tower of Pisa, utilizing forced perspective to look just as tall, and the main event of Carnival on the Canals, a peaceful gondola ride through nighttime Venice during Carnival. This ride is a favorite of older people, particularly married couples, due to its almost "Tunnel of Love" nature.

    Finally, the last pavilion is Norway. This is the last of the four pavilions that had some funds sent in by their respective governments. The major attraction in the pavilion is Maelstrom, different from OTL, mostly focusing on Norse mythology and figures like Thor, Odin, and Loki, though it still is a boat ride and still ends in a little Norwegian village at the end, with two exits: one directly out, and another through a theater that briefly shows a film about the other sides of Norway.

    At the center of the park is the Eclipse Tower, a massive hotel taller than anything else in the state of Florida when measured from the ground floor to the top of its spire. It lies in the Nucleus, which also has a few paths around the outside of the tower, allowing guests who aren't staying there to walk around it for a shortcut across the Lagoon.

    --------------------------------
    The EPCOT Center, Disney World, Orlando, FL
    July 4, 1976

    John Lennon was a happy man. The Vietnam War, the conflict he'd protested since its genesis, had ended one year prior, and the man he so hated, Richard Nixon, was behind the proverbial bars of public disgrace. The world was looking up.

    He was here on a much-needed vacation, celebrating the two hundredth anniversary of America's independence from his own home country with several hundred thousand other people. The park was jam packed, and yet miraculously, everything seemed to be in working order. John had even seen Walt and his wife, Lilly, sitting at the park's entrance on a special bench, waving to the oncoming guests indiscriminately... although Walt had sent a wink he and Yoko's way.

    Speaking of Yoko, she'd already returned to the hotel. The crowds were just too much for her and little Sean, but she'd insisted he stay; according to her, John was having too much fun to have it taken away.

    She wasn't wrong, either. He may have been dodging autographs and rabid fans all day, but riding Soarin' or Mach Speed was definitely some of the best fun he'd ever had, period. But it was getting late now, and John Lennon figured it was time to be heading out, when he heard his name being called.

    "John! Hey, John!"

    Spinning around, John couldn't believe who he was seeing: it was his old pal and sometimes rival, Paul McCartney. Almost speechless, he watched as Paul made his way through the crowd towards him. "John! I haven't seen you since what, April?"

    "Yeah... yeah! Damn, was it really that long ago?" asked John, shaking Paul's outstretched hand.

    "Sure was. How're you and Yoko?"

    "Oh, fine, fine--Sean's going to be a whole year old in the fall, the little guy."

    The two former band members talked and laughed all the way to the parking lot. Paul was about to get into his car when he turned to John. "Hey, I was thinking..." he said, gears turning inside his mind. "Do you... want to go get a drink?"

    John scratched the back of his head, unsure. "I dunno, it's kinda late, and--"

    "Oh, c'mon. There's something I want to talk to you about."

    "...Fine," conceded John, getting in shotgun next to Paul. And as the sun set in the distance behind Eclipse Tower, he couldn't help but wonder what, exactly, Paul wanted to talk about.
     
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    For a Tidy Sum...
  • Universal Studios Lot, Universal City, CA
    August 6, 1976

    "Thank you for coming in, Mister Bushnell."

    The co-founder of Atari and one of the biggest names in video games sat across from Sidney Sheinberg, legendary head of MCA and Universal.

    Bushnell shifted in his seat. "Thank you for this opportunity, Mister Sheinberg."

    The COO nodded. "I understand that your company, Atari, is looking to find some... help from on high, am I correct?"

    "More like investments from outside companies, sir. Our upcoming projects aren't cheap, and we do need aid to make every good idea we have a reality, especially with the Atari 2600."

    Sheinberg looked through the pages and pages of information in his hands, fresh from the printer. "It is certainly... impressive."

    "We predict it will be the most popular home video game console ever, selling up in the millions. Atari will be in control of the market once again."

    "That's precisely the issue, Mister Bushnell. You are not on top of the video game world, no matter how often you claim to be. Disney's entry has made us at Universal... reconsider our stance on this new market."

    Bushnell gulped. This was not going well.

    "So," Sheinberg continued. "I have one offer to make to you, and one offer only."

    "And that is...?"

    "We would like to acquire Atari, all of it, for a tidy sum of twenty-seven million."

    Bushnell though hard for a moment. "That's not nearly enough. This is my life's work, my company, my--"

    "That's all we're willing to put up for it. Most other companies looking to pick up a gaming division wouldn't be nearly as generous--I heard Warner Communications was only going to offer twenty-five," added the COO.

    "I... I need some time to think this over, Mister Sheinberg," said Bushnell, getting out of his seat and turning to leave.

    "I'm being very kind to you here. With Disney and Breakout leading the market, Atari and Pong will have no place left without Universal by its side. I recommend you think long, and think hard, because this just might be the most important decision you'll ever make."

    Nolan Bushnell turned his head and tried to say something, but the words died on his tongue. He left the office, wondering what he was going to do.

    --------------------------------
    "Mister Sheinberg, sir... we've all talked it over here at Atari and... I think... we think... it's enough."
    --Nolan Bushnell, from an August 1976 phone call with Sidney Sheinberg

    "Did you hear the news? Universal is buying Atari! They're trying to get in on our turf!"
    --Rolly Crump to Roy Disney

    --------------------------------

    Universal Studios To Buy Atari
    Sheinberg, Bushnell settle on $27.5 million
    The masterminds behind arcade hit Pong are going to be absorbed under the umbrella of Universal Studios, creator of the highest grossing movie of all time, Jaws, and MCA "soon," according to Nolan Bushell, Atari co-founder. Just how soon, the companies won't say, but the merge is presumed to be occurring at some point in late September of this year.

    Universal cites the recent entry of the Walt Disney Company into the video game field as their inspiration to make their move in acquiring Atari, Inc. Several other entertainment companies, including Warner Communications and 20th Century Fox, expressed an interest in taking in the video game studio, but none were willing to drop as much money as Universal, who appears to be styling itself as Disney's rival. Only time will tell if they can combat the House of Mouse, which just recently opened its fourth major theme park.

    --An Article from the Front Page of the New York Times on August 18, 1976
     
    Enter: The Mouse
  • Walt Disney Studios, Burbank, CA
    August 19, 1976

    "Breakdown sales are up the highest they've ever been. The EPCOT Center just brought in its millionth guest. Disneytropolis just hit two and a half million. The Snow Queen is at the top of the box office again, first time since May, and it's been almost six months since it came out."

    Walt Disney stood before the crowd of employees from many, many branches of his company. There were Imagineers and animators and film makers, all packed in together in the same room.

    "We have our next project debuting in '77: The Many Adventures of Winnie the Pooh. Most of you have been hard at work on that, but it has always been something of a side project--today, as production on that begins winding down, I have an idea to share with you all."

    Artists and writers shifted in their seats, eager to hear what the living legend before them had bouncing around in his head.

    "In 1928, Ub Iwerks--God rest his soul--and I put our heads together to create the most iconic character of all time: Mickey Mouse. It's been fifty years since then, and thirty-eight since he last appeared on the big screen. So, in honor of his golden anniversary, we are going to make a movie focusing on the little guy this all started with. Or at least, that's what Don thinks we should do."

    There was definite emotion shooting through the assembled crowd as Walt vacated the stage and Don Bluth took his spot. The head of animation went through the roughest of rough drafts that he and Walt had written together with the group, not quite acting it out but not just reading it either. When he finished, there was a rush of polite clapping, and a few whoops of excitement as they dispersed, off to finish up their projects and get started on the new one.

    --------------------------------​

    The Arcane Arcade, Los Angeles, CA
    August 19, 1976

    A pair of Steves, Jobs and Wozniak, sat around the inside of a dumpy arcade in the middle of Los Angeles. A few days ago, Atari had released the pair's first game, Breakout. They'd begun designing it long before they heard of Disney's Breakdown, and it had to be delayed for a bit when the company realized a bit late that Wozniak's ingenious design was too complex for their methods. So, a release on the thirteenth of May became the thirteenth of June, then July, and now, finally, August.

    While a great game, Breakout entered the same category as a bunch of other Breakdown clones and hadn't been impactful in the slightest. Sure, it was making decent amounts of cash for the company, but with Disney beating them to the punch... all it'd accomplished for Atari was make them look even more like second place.

    "Serves them right. They basically stole the game, anyway," grumbled Wozniak, watching as a teen dropped a few quarters into the slot for Breakdown. "What was the bonus we got?"

    "Four thousand five hundred."

    Silence hung between the two of them for a while, filled with the sounds of pinball machines and space guns. Finally, Jobs broke the silence. "Hey, Woz... I, um, I'm kinda... I'm broke, right now."

    "You're broke?"

    "Yeah, I'm broke. And, I was wondering... could I have a... a bigger share of the bonus? Just to help me get back on track."

    "...Sure. How much do you need?"

    "Umm... about four thousand dollars."

    "Jesus, that's a bit steep! ...Yeah, go ahead, take it. I know Atari doesn't pay you as much as Hewlett-Packard pays me."

    Jobs nodded, and the uncomfortable silence returned. The duo watched as a crowd began to gather around the kid playing Breakdown, who was on the edge of an all-time record on the machine.

    "You know, I'm glad you told me you needed the cash, Steve, instead of just taking it."

    "Yeah, I sure am too," Jobs laughed. "Hey, want to go play a round of Pong? Loser has to buy the other a drink."

    "You're on, pal," shot back Wozniak, following Steve Jobs away from the crowd and into the bowels of the arcade.
     
    The Best Year Yet
  • Universal Studios Lot, Universal City, CA
    September 3, 1976


    "And just sign here please, Mister Bushnell..."

    The video game mogul sighed, and did as he was told. With that one stroke of his pen, his life's work was now no longer under his control. Atari was now a part of Universal/MCA.

    "Thank you. You've made the right decision, Nolan," said Sheinberg, handing off the important papers to a secretary to get looked over, filed, and put into effect.

    "So, you guys need a hundred million to get the 2600 out by next year?"

    "Late next year."

    "But next year nonetheless, correct?" asked the COO.

    "Yes."

    "Consider it done. Now, get on back to Atari. Your one goal, and one goal only, is to take down the competition. Who would want to leave their home to play a game at the arcade when they could just do it at home?"

    Bushnell cringed. "Evidently a lot of people, sir, otherwise they all would've just stayed home and played their Magnavoxes."

    Sheinberg dismissed him. "Just go. I want the Times and Post fawning all over the 2600 this time next year. So tick-tock, you're on the clock!"

    Nolan Bushnell hauled ass out of there. He needed this to work, otherwise he'd be out of a job, a company, and a legacy.

    --------------------------------
    "So, I had this idea about a new type of arcade... one to get kids more into games with, you know, entertainment and pizza and stuff..."
    --Nolan Bushnell to Sidney Sheinberg, in a 1976 phone call pertaining to a proposed Atari/Universal expansion

    "Breakdown became the most popular game of 1976, not to mention the decade. I don't mean to take away from other titanic and fantastic hits of the era, but we basically knocked Atari to the mat with a one-two punch for a good while, at least in the arcade market..."
    --Walt Disney, from the third volume of his autobiography, One Man's Dream: The Story of Walt Disney

    "1976 was Disney's best year ever up to that point. A critically acclaimed, hugely profitable major motion picture, the highest-selling video game of the time, and the grand opening of our most ambitious theme park yet, all came in rapid succession. Of course, the company had no idea of things yet to come."
    --An excerpt from the book Redefining Disney: Walt's Second Golden Age, by Marcus Stevens

    --------------------------------​

    Disneytropolis, Urayasu, Chiba Prefecture, Japan
    October 25, 1976

    Tomohiro Nishikado dropped in another quarter and readied himself, watching as the very brief Breakdown introduction played out on the arcade cabinet's screen. This was his last quarter, and he wanted to make it last.

    The paddle flashed into existence, followed by the colored bricks at the top of the screen, beneath the score. The word "READY?" quickly slid onscreen, and the game began.

    Nishikado had become an expert at Breakdown. It was, in his opinion, the greatest video game ever made, the perfect balance of skill and luck, and more than enough to draw him in when the rest of his family preferred to wait for Pirates of the Caribbean or Big Lightning Mountain.

    He loved the gameplay especially... so fast and fluid, like nothing the industry had ever seen. But there was definite room for innovation. Taito had been pestering him to come up with an idea for a new game, something good enough to follow in the footsteps of Soccer, Speed Race, and Western Gun. As he advanced a level, he realized that his next game needed to be an evolution of this. The future of gaming was in its ability to be fast-paced and intense. But bouncing a ball off a paddle had been done before. It had been done before far too many times, even by himself. No, the player needed full control of themselves and their projectile... the game itself needed better graphics... better... better...

    Nishikado let go of the joystick and dashed off into the theme park, in need of a notebook and a place to think. He might just be on the verge of the next big thing.
     
    Big Things to Come
  • Walt Disney Studios, Burbank, CA
    January 2, 1977

    Jim Jimirro shifted nervously in his seat. He'd never done this before, met with Walt. But he'd been sent here by every higher up he'd talked too, all of who had said his idea was just crazy enough to work.

    "Jim?" said Walt's secretary. "He'll see you now."

    Straightening his tie, Jimirro nodded and walked down the hall to the door, sidestepping George Lucas, who'd just exited the office.

    "Jim!" exclaimed Walt. It was a point of pride for him that he knew most of his employees by their first name. Not every single one of them, mind you, those days were long gone, but he had the names of every Imagineer, most of his animators, and all the executives filed away in his brain. "To what do I owe the pleasure for you coming in?"

    "Uh, hey, Walt. I was sent here by... well, basically everyone I told this idea to."

    "Oh?" asked Walt, clearly intrigued. "And what might that proposition be?"

    "I had the idea of a primetime cable TV network, one that could show our shows and movies and cartoons. I think it'd do well, we've certainly got the creative talent for new stuff and the library for reruns."

    Walt nodded, brows furrowed, sitting back in his chair. His characteristic "tap-tap-tap" of his fingers rang out in the otherwise empty room, making Jimirro's nerves well up once again.

    "I mean," he began. "The company just got all our big lineups out of the way, and EuroDisney isn't set to open for another few years--"

    Walt held up his hand, silencing his colleague. "It's a great idea, Jim. In fact, George and I had just been talking about expanding the Star Wars brand when the movie does well... Perhaps that could be the channel's... flagship content? I mean, we can't just show reruns of Donald Duck and Davy Crockett every day, can we?"

    "No, I suppose not--"

    "Exactly. We'll get working on that, Jim. Thanks for the pitch."

    "No problem."

    "Walt, Mister Davis to see you now," rang out Walt's buzzer, his secretary on the other end.

    "Send him in, please," replied Walt, waving off Jimirro that he could leave.

    --------------------------------
    Walt Disney Studios, Burbank, CA
    January 3, 1977

    Tony Baxter was deep into a drawing at his desk. An Imagineer's work was never done, it seemed, and the piece of art he was just finishing up was a ground-level look at his proposed Discovery Bay Disneyland expansion. With the EPCOT Center completed and out of the way, and no new pavilions planned for the near future, he could finally get back to work on it.

    The Island at the Top of the World's Hyperion airship rose high above the clouds in the scene, as the Nautilus slid beneath the waves and a massive, steampunkified version of Space Port sat high and mighty in the distance. Just as he placed the finishing strokes on the piece, someone barged in through his door.

    "Rolly! Goddammit, I almost screwed this whole drawing up!" yelled a startled Baxter.

    "Sorry, Tony, but we've got direct orders from Walt, and you know what that means," replied Crump, breathing heavily and hair disheveled. Clearly, he'd run here a long way.

    Baxter turned in his seat. "What are we working on now?"

    "Well, Walt says that since Breakdown did so well, we should start thinking of a sequel. He even suggested a name: Smackdown. He clearly didn't like my own Super Breakdown title idea, said they were too similar."

    "And we're starting this now?"

    Crump sighed. "Yeah, I'm sorry, man, but Discovery Bay is going to have to wait."

    "Fine," said Baxter. "Let's get moving then, shall we?"
     
    The Magic We Bring
  • Disneyland, Anaheim, CA
    March 13, 1977

    Walt was out on a stroll through Disneyland. It was one of his favorite things to do in life, just enter into a world crafted by his own imagination. There was nothing like it, not even the World over in Orlando could even hope to compare.

    He took a turn around the bend of the Rivers of America, and looked out over the waters, past Tom Sawyer Island and to the opposite shore. There it was. Construction had just begun on the Western River Run, a slimmed-down version of the Magic Kingdom's Western River Expedition. Plans were already in place for the ride's brother, Big Lightning Mountain, to be built on the spot of the old Nature's Wonderland attractions, incorporating some of the town of Rainbow Ridge and surrounding architecture, like Cascade Peak, but overwhelmingly use brand new set pieces.

    Walt's mind wandered, as he opened the filing cabinet that was his brain and flipped through it. He thought of the looming opening of their latest hotel at Disney World, Boomtown Resort, based upon the ideas of Old West boomtowns that cowboys ran wild in. He thought of Tony Baxter and his Discovery Bay concept, and the sequel to Breakdown Baxter and Crump had been hard at work on. But most often, he drifted back to EuroDisney. The company was scouting out dozens of sites in secret, from London to Paris, Barcelona to Athens, Rome to Frankfurt. Even though they were looking as far north as Sweden, Walt already knew he wanted the park to be on the Mediterranean. The weather would be most similar to what Disneyland and Disney World already had, making it much easier to design for them, and allowing more outdoor rides. It would be warm even in the winter, as well, and snow very, very rarely, if at all.

    Smiling, Walt turned and kept strolling along. As he went, he noticed a few tiny details no one but him could have. The third light bulb is out on the queue for Pirates of the Caribbean, the bathrooms in Frontierland have a clogged toilet, the fifth room of the Swiss Family Treehouse is a little dusty... and what else? he tallied in his head. Oh, right, there's a spot in Main Street where you can see Space Port. Got to add another tree or tower to block it.

    Walt Disney was a perfectionist to the core. It was something everyone he'd ever worked with had come to terms with, even Don Bluth, who was becoming even moreso than himself now that he was an old man. Sadly, this wasn't the 1960s anymore, and he couldn't see to every detail in his parks personally as he'd done in the years when it was just Disneyland.

    Seeing one smiling child clutching a doll of a golden bear in a red shirt, Walt's mind returned to his thoughts. The Many Adventures of Winnie the Pooh hadn't set any records, and, compared to The Snow Queen, was entirely mediocre. He was already predicting that Pete's Dragon, set for a release later that year, would be middle-of-the-road as well.

    Hopefully, though, everyone would ignore that and just see Star Wars rise above the rest. Walt had loved every second of it, as the shooting wound down and the editing began, although it seemed only he and Steven Spielberg had had anything nice to say at the moment. And the special effects were taking a very long time to finish, though the Imagineers had been called in to help speed the process along.

    The legendary animator took a much-needed seat on a bench at the center of the Hub. His age was catching up to him a bit more quickly than he liked, though his doctor said he was perfectly healthy and expected at least another two decades out of him, maybe even more.

    "Mister Disney! Mister Disney!" yelled a voice.

    Walt looked over, and saw a little girl in a Belle dress running over and waving. Her parents and slightly older sister were right behind, struggling to keep up.

    "Anna, no!" exclaimed the girl's mother. "Don't go yelling at the nice older man--"

    The whole family minus their tiny daughter skidded to a stop. "You--you're Walt Disney!" gasped the father.

    Walt smiled. "In the flesh."

    "Oh... my God! I'm so sorry for us bothering you, Mister Disney, it's just that Anna got away from us, and, and--" stammered out the mother.

    "It's not an issue. Do you mind if I ask how you're enjoying the park today?" asked Walt, a grandfatherly twinkle in his eye.

    "Uh, it's, uh, it's great! We're from Phoenix, actually, staying here a few days at the hotel."

    "I wanted to see the Elsa ride!" said Anna happily.

    "Did you like that ride? My friends and I put a lot of work into it!" said Walt to the little girl, who nodded vigorously in response.

    "We'll, um, we'll be on our way, Mister Disney. And thank you for your time!" blurted out the mother.

    "Call me Walt. And I always love talking with my guests. Think of me as less of a public figure and more of a cool uncle. At least, that's what I'd like to be thought of as," he chuckled.

    The parents looked like they were about to pass out from the sheer awesome insanity of them having a sort-of casual conversation with Walt Disney himself. "Thank you, uh, Walt. Have a good day!" returned the father. "Bye!" added their two daughters.

    "Goodbye! Have a great rest of your time here," said Walt, sitting back.

    And that, he thought, is why I do this. Not for the money, or the glory, or the fame. No, I do all this to see those smiles on the faces of everyone watching one of my movies, or playing one of my video games, or riding one of my rides. The magic we bring to the world... just can't be taken away.

    --------------------------------
    The Dakota Building, 1 West 72nd Street, NYC

    John Lennon had been staring at his phone for an hour now. Paul had convinced him that this just might work, but even that had taken months. Even though Lennon himself was down for it, he didn't know if the others would be.

    "Just call him already," ordered his wife, Yoko Ono. "What's the worst he could say? No?"

    "Yeah, that's the worry."

    "You've been friends for a long time. I'm sure he'll be all for it."

    "I've seen what he's been doing recently. He's pretty busy."

    "Just call him."

    "Fine."

    John Lennon hesitated, then grabbed the phone and dialed a number he knew well.

    "Hello?" came the voice from the other end.

    "Hello, George?" he asked. "It's me, John."
     
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    The Forty-Ninth Academy Awards, 1977
  • The Forty-Ninth Academy Awards sent shockwaves through the system. While traditional "Oscar-worthy" films like All the President's Men still made off with a large number of trophies, this was the ceremony where the underdogs ruled. Sports film Rocky took the two most coveted Oscars, Best Picture and Best Director, while the satirical movie Network became the second movie to ever win three acting awards. The performance of dark horse candidate The Snow Queen shocked everyone, giving Rocky and All the President's Men a real run for their money in their winning categories and taking home three of its own.

    This outstanding run at the Academy Awards prompted the organization to soon after announce that, for the very first time, an award for Best Animated Feature would be given at the Fiftieth Academy Awards in 1978. Many people, Walt Disney included, applauded this decision, glad that the world of film had finally accepted animation as a true art form.

    Awards Won at the 49th Academy Awards
    Best Picture:
    Rocky
    Best Director: John G. Avildsen, Rocky
    Best Actor: Peter Finch, Network
    Best Actress: Faye Dunaway, Network
    Best Supporting Actor: Jason Robards, All the President's Men
    Best Supporting Actress: Beatrice Straight, Network
    Best Original Screenplay: Network, Paddy Chayefsky
    Best Screenplay Adapted from Other Material: All the President's Men, William Goldman and Carl Bernstein/Bob Woodward
    Best Documentary Feature: Harlan County, USA, Barbara Kopple
    Best Documentary Short Subject: Number Our Days, Lynne Littman
    Best Live Action Short Film: In the Region of Ice, Anne Guttfreund and Peter Werner
    Best Animated Short Film: Leisure, Suzanne Baker
    Best Original Score: The Omen, Jerry Goldsmith
    Best Original Song Score and Its Adaptation or Adaptation Score: Bound For Glory, Leonard Rosenman
    Best Original Song: "Let Them Go," The Snow Queen, Buddy Baker, Robert Sherman, and Richard Sherman
    Best Sound: All the President's Men, Arthur Piantadosi, Les Fresholtz, Dick Alexander, and Jim Webb
    Best Foreign Language Film: Black and White in Color, Côte d'Ivoire
    Best Costume Design: Fellini's Casanova, Danilo Donati
    Best Art Direction: The Snow Queen, Don Bluth
    Best Cinematography: The Snow Queen, Don Bluth
    Best Film Editing: Rocky, Richard Halsey and Scott Conrad

    --------------------------------
    Walt Disney's Office, Burbank, CA
    March 29, 1977

    "Heya, Walt. You wanted to see me?" said Don Bluth, waltzing into his boss' office.

    Walt smirked. "More like congratulate you. It's thanks to you that the Academy has finally come to their senses and opened up an award for Best Animated Feature."

    "Yeah, we're going to dominate that category, let me tell you. Although... it's a bit disappointing that Winnie the Pooh will probably be the first, over The Snow Queen."

    Walt sighed, and folded his hands on his desk. "It is, isn't it?"

    An awkward silence hung there for a second, Bluth's mind on The Snow Queen and Walt's on Beauty and the Beast, both silently wishing their own film had been the first. "Anyways, I've got a suggestion for the Mickey movie you all in animation are working on."

    "Oh?" asked Bluth, intrigued.

    "With it being for Mickey's fiftieth and all, I was thinking that before the movie actually begins, we could have Steamboat Willie play, for old time's sake, as a short."

    Bluth's mind was racing with anticipation and ideas. "Tell you what, Walt: we won't just show Steamboat Willie, we'll do you one better."

    "Excuse me?"

    "We'll remaster the cartoon, re-animate it from start to finish with more expertise than Ub Iwerks could have hoped to have. And then, we'll play that before the movie."

    "...Don, you have too many good ideas," laughed Walt. "Go right ahead, you have my permission. Just do the mouse well!"
     
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    Star Wars
  • Mann's Chinese Theatre, Hollywood, CA
    May 25, 1977

    George Lucas did a double-take. He and his wife had been going out to lunch when they ran across a crowd that was clogging up all of Hollywood, it seemed. They were clustered around the iconic Chinese Theatre, jostling and shouting about how this was their third time seeing whatever movie was being shown there.

    As they got closer, Lucas zeroed in on the poster that was hanging from the wall outside. It had a man with a sword held high in the air, a woman at his feet, and a menacing, dark face in the background, with... wait.

    "Holy SHIT!" he yelled, as he looked up at and took in the massive words of Star Wars.

    --------------------------------
    "Use the Force, Luke..."
    --Ben Kenobi, Star Wars

    "Amazing job, George! I just wanted to congratulate you on crafting the greatest movie of all time."
    --Walt Disney, from a phone call with George Lucas on May 26, 1977

    "You've never heard of the Millennium Falcon!?

    Should I have?

    Its the ship that made the Kessel Run in less than twelve parsecs!
    "
    --Han Solo to Ben Kenobi, Star Wars

    "Who's laughing now, huh, shark boy?"
    --George Lucas, from a phone call with Steven Spielberg on May 25, 1977

    --------------------------------
    Star Wars, or as it would later be retitled, Star Wars Episode IV: A New Hope, was the biggest movie ever. It smashed all expectations, and exploded from its initial thirty-nine theaters to over a thousand within four weeks. After Mann's Chinese Theatre ran it for two weeks and removed it for contractual obligations, it returned once Sorcerer, the film that replaced it, had left in an unprecedented second opening. C-3P0, R2-D2, and Darth Vader had their footprints embedded in the theater's forecourt that same day, forever enshrined. Star Wars soon broke all records and outdid Steven Spielberg's Jaws as the highest-grossing movie of all time.

    Despite the movie's amazing opening, it had been a tough sell at first. It took the personal word of Walt Disney himself for most of the initial thirty-nine theaters to even choose to show it, and even then, many of them had to be threatened with not receiving the next animated Disney flick, or the pulling of The Snow Queen (which was still running in some of them). Marvel Comics had been contracted to make a comic book adaptation, and Del Ray Books the novelization, both of which soon after flew off the shelves faster than you could say "May the Force be with You." George Lucas didn't quite believe how successful the movie was either, until he got a call from Francis Ford Coppola, requesting funds to help finish his Apocalypse Now. Overnight, Mark Hamill, Harrison Ford, and Carrie Fisher became household names, and George Lucas was suddenly the most well-known director in all of Hollywood. And he just so happened to be tied to Disney...

    Meanwhile, other studios, except for Universal, were shaking in their boots. Fox in particular didn't have any big hits lined up for the future, except for maybe The Other Side of Midnight, which was supposed to be much, much better than Star Wars. They were shut out, and the company's downturn continued to spiral. But Universal, they had confidence in Spielberg and his upcoming Jaws 2...
     
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