Disneyland’s Millennium Falcon: Smugglers Run has always been a fully-realized “Star Wars” toy, an intimate, interactive attraction that focuses on arcade-style joy. A new upgrade opening Friday makes it decidedly slicker, giving the ride enhanced visuals, increased participatory actions and even an injection of cuteness.
Smugglers Run, which opened in 2019, puts six players in the cockpit of the Millennium Falcon, the ship made famous by Harrison Ford’s Han Solo in the original “Star Wars” trilogy. There’s still no Solo, but there is now Din Djarin, often referred to as simply the Mandalorian, and Grogu, the latter colloquially known as “Baby Yoda.” And although tied to the opening of the new film “The Mandalorian and Grogu,” Smugglers Run version 2.0 smooths out and improves upon many of the attraction’s quirks.
Blessedly, this is one marketing-driven decision that doesn’t feel like a gimmick, bringing unpredictability, humor and even more video game-like zaniness to the ride. Walt Disney Imagineering, the relatively secret division of the company focused on theme park attractions, has clearly listened to guest feedback and zeroed in on ways to not only improve the ride but also make it feel fresh, all while giving players more agency.
“This is an inherently collaborative adventure,” says Asa Kalama, a creative executive with Imagineering. On the ride, groups of six are teamed up to take on various tasks within the Falcon. Kalama says Imagineering was focused on how the various positions of pilot, gunner or engineer interact with one another.
“We took all of those learnings and applied them to enhancements for each and every one of those roles,” Kalama says.
I was a fan of the initial version of the attraction, writing when it opened that it was a heavily detailed blast, especially if one was seated in a pilot’s role (one guest controls the vertical motion of the ship while another focuses on the horizontal). But over time some of the less-than-endearing traits of Smugglers Run started to nag, namely that the two guests assigned to an engineering position had little to do and its storyline was essentially a glorified errand in which we retrieved goods for Hondo Ohnaka, a scoundrel-smuggler who sets the ride in motion.
Concept art of the sci-fi-like planet of Coruscant, a new location in Millennium Falcon: Smugglers Run.
(Disney Parks)
Smugglers Run has always been a technical marvel, but it was a feat of engineering rather than one that forged an emotional connection. The tweaks should fix much of what has long ailed it. Now, instead of a singular fixed mission, guests will have the ability to visit one of three “Star Wars” locations: a planet such as the urban Coruscant, the gas realm of Bespin or the wreckage of the second Death Star near Endor. This decision is made by one of the engineers and levels up the attraction’s ability to surprise.
Using the latest version of Epic’s Unreal Engine, each Smugglers Run locale is heavily detailed, putting us in more of a dogfight as the Mandalorian chases down pirates and ex-Imperial officers. No matter the route, it feels more active and lighthearted. Those who have ridden it before know Smugglers Run has always been responsive, perhaps too much so as inexperienced gamers could spend the entire attraction crashing the ship. Those flight controllers have been softened a bit, meaning guests will still steer but now do so with something of an invisible guided hand.
“We’ve tuned it in such a special way that no matter how skilled or unskilled you might be, you’re always guaranteed to have a flight that feels really cinematic,” says Kalama. In the past, particularly bad fliers could spend the entirety of the attraction being berated by the character of Ohnaka. That element has essentially been removed, with Kalama joking that guests shouldn’t feel as if they are being “chastised.”
Concept art of the Death Star wreckage above Endor, one of the new locales of Millennium Falcon: Smugglers Run.
(Disney Parks)
Narratively, after some quick training on the desert-like planet of Tatooine, we join the Mandalorian in an effort to break up a deal between the pirates and the ex-Imperial officers. That’s enough of a setup to inspire some space fights and chase scenes through fantastical locations.
I rode it three times to visit each vista once, and each has a different tone and look. The neon, sci-fi area of Coruscant, for instance, contrasts with the darkened, industrial Death Star wreckage. At various times, I watched the Mandalorian chase down his targets, get the Falcon caught in a tractor beam or careen through magnetic-like fences. Those seated in the gunner or engineer positions will also be treated to additional clips of Grogu via their adjacent flight panels, the young alien here portrayed as something of a playful pet of a child who is exaggeratedly chill during the commotion.
“I think what we were very deliberate about is that actually each of these different planetary locations that you go to has a different vibe,” Kalama says. “If you go to Endor, you’re in the derelict wreckage of the old Death Star 2. The feel of it is really spooky. It’s dark. It’s mysterious. It’s smokey. The music is almost ominous. In contrast to something like Coruscant, which feels very bustling, vibrant and colorful. The goal was not only are you going to a different location from a geographic perspective but to feel emotionally like you’re going on a different adventure.”
Concept art of Tatooine, where the new mission of Millennium Falcon: Smugglers Run begins.
(Disney Parks)
By emphasizing a chase being driven by the Mandalorian, the tone of the ride feels faster. While it’s the same length of around five minutes, rushing the Falcon through the reddish, fiery atmosphere of Bespin, for instance, where riders will encounter mountainous natural wonders and floating, bulbous structures, gives guests plenty to admire. Smugglers Run has always been full of distractions, as the screen — in front and somewhat above guests — pulls viewers away from the seat-adjacent wall controls. I minded less having my attention ping-ponged around the cockpit with the enhancements, as taking the Falcon into a brief battle creates a more pleasurably hectic tone.
Ultimately, with more choices to make, from which location to visit or whether to focus on Grogu’s antics or the action ahead, Smugglers Run feels more dynamic. “What’s even really kind of extra cool is that in addition to choosing the planets, there are different paths you can take within each location,” says Matt Martin, a senior creative executive with Lucasfilm. “You can choose to go left or choose to go right. And you’re going to see and experience different things.”
The tweaks to Smugglers Run follow big changes to Galaxy’s Edge, as Disney recently expanded the land’s timeline to feature classic, fan-favorite characters such as Darth Vader, Han, Luke and Leia. The character additions bring added life to the area but do take the land away from its original intent as a mythical world where actions unfolded in real time. The dream, however, of a fully interactive theme park experience lives on with Smugglers Run.
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Ride on,
Todd Martens
P.S.
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