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Travels in Hyperreality
its architecture is totally artificial, and it has been studied by Robert Venturi as a completely new phenomenon in city planning, a “message” city, entirely made up of signs, not a city like the others, which communicate in order to function, but rather a city that functions in order to communicate.

But Las Vegas is still a “real” city, and in a recent essay on Las Vegas, Giovanni Brino showed how, though born as a place for gambling, it is gradually being transformed into a residential city, a place of business, industry, conventions. The theme of our trip—on the contrary—is the Absolute Fake; and therefore we are interested only in absolutely fake cities. Disneyland (California) and Disney World (Florida) are obviously the chief examples, but if they existed alone they would represent a negligible exception. The fact is that the United States is filled with cities that imitate a city, just as wax museums imitate painting and the Venetian palazzos or Pompeiian villas imitate architecture. In particular there are the “ghost towns,” the Western cities of a century and more ago.

Some are reasonably authentic, and the restoration or preservation has been carried out on an extant, “archeological” urban complex; but more interesting are those born from nothing, out of pure imitative determination. They are “the real thing.” There is an embarrassment of riches to choose from: You can have fragments of cities, as at Stone Mountain near Atlanta, where you take a trip on a nineteenth-century train, witness an Indian raid, and see sheriffs at work, against the background of a fake Mount Rushmore. The Six Guns Territory, in Silver Springs, also has train and sheriffs, a shoot-out in the streets and French cancan in the saloon. There is a series of ranchos and Mexican missions in Arizona; Tombstone with its OK Corral, Old Tucson, Legend City near Phoenix.

There is the Old South Bar-b-Q Ranch at Clewison, Florida, and so on. If you venture beyond the myth of the West, you have cities like the Magic Mountain in Valencia, California, or Santa Claus Village, Polynesian gardens, pirate islands, Astroworlds like the one in Kirby, Texas, and the “wild” territories of the various Marinelands, as well as ecological cities, which we will discuss elsewhere.

There are also the ship imitations. In Florida, for example, between Tampa and St. Petersburg, you can board the Bounty, anchored at the edge of a Tahitian village, faithfully reconstructed according to the drawings preserved by the Royal Society in London, but with an eye also on the old film with Charles Laughton and Clark Gable. Many of the nautical instruments are of the period, some of the sailors are waxworks, one officer’s shoes are those worn by the actor who played the part, the historical information on the various panels is credible, the voices that pervade the atmosphere come from the sound track of the movie. But we’ll stick to the Western myth and take as a sample city the Knott’s Berry Farm of Buena Park, Los
Angeles.

Here the whole trick seems to be exposed; the surrounding city context and the iron fencing (as well as the admission ticket) warn us that we are entering not a real city but a toy city. But as we begin walking down the first streets, the studied illusion takes over.

First of all, there is the realism of the reconstruction: the dusty stables, the sagging shops, the offices of the sheriff and the telegraph agent, the jail, the saloon are life size and executed with absolute fidelity; the old carriages are covered with dust, the Chinese laundry is dimly lit, all the buildings are more or less practical, and the shops are open, because Berry Farm, like Disneyland, blends the reality of trade with the play of fiction. And if the dry-goods store is fake nineteenth-century and the shopgirl is dressed like a John Ford heroine, the candies, the peanuts, the pseudo-Indian handicrafts are real and are sold for real dollars, just as the soft drinks, advertised with antique posters, are real, and the customer finds himself participating in the fantasy because of his own authenticity as a consumer, in other words, he is in the role of the cowboy or the gold-prospector who comes into town to be fleeced of all he has accumulated while out in the wilds.

Furthermore the levels of illusion are numerous, and this increases the hallucination—that is to say, the Chinese in the laundry or the prisoner in the jail are wax dummies, who exist, in realistic attitudes, in settings that are equally realistic, though you can’t actually enter them; but you don’t realize that the room in question is a glass display case, because it looks as if you could, if you chose, open the door or climb through the window; and then the next room, say, which is both the general store and the justice of the peace’s office, looks like a display case but is actually practical, and the justice of the peace, with his black alpaca jacket and his pistols at his hips, is an actual person who sells you his merchandise.

It should be added that extras walk about the streets and periodically stage a furious gun battle, and when you realize that the average American visitor is wearing blue jeans not very different from the cowboys’, many of the visitors become confused with the extras, increasing the theatricality of the whole. For example, the village school, reconstructed with hyperrealistic detail, has behind the desk a schoolmarm wearing a bonnet and an ample checked skirt, but the children on the benches are little passing visitors, and I heard one tourist ask his wife if the children were real or “fake” (and you could sense his psychological readiness to consider them, at will, extras, dummies, or moving robots of the sort we will see in Disneyland).

Apparently ghost towns involve a different approach from that of wax museums or museums for copies of works of art. In the first nobody expects the wax Napoleon to be taken for real, but the hallucination serves to level the various historical periods and erase the distinction between historical reality and fantasy, in the case of the works of art what is culturally, if not psychologically, hallucinatory is the confusion between copy and original, and the fetishization of art as a sequence of famous subjects. In the ghost town, on the contrary, since the theatricality is explicit, the halludilation operates in making the visitors take part in the scene and thus become participants in that commercial fair that is apparently an element of the fiction but in fact represents the substantial aim of the whole imitative machine.

In an excellent essay on Disneyland as “degenerate Utopia” (“a degenerate Utopia is an ideology realized in the form of myth”), Louis Marin analyzed the structure of that nineteenth-century frontier city street that receives entering visitors and distributes them through the various sectors of the magic city. Disneyland’s Main Street seems the first scene of the fiction whereas it is an extremely shrewd commercial reality. Main Street—like the whole city, for that matter—is presented as at once absolutely realistic and absolutely fantastic, and this is the advantage (in terms of artistic conception) of Disneyland over the other toy cities. The houses of Disneyland are full-size on the ground floor, and on a two-thirds scale on the floor above, so they give the impression of being inhabitable (and they are) but also of belonging to a fantastic past that we can grasp with our imagination. The Main Street facades are presented to us as toy houses and invite us to enter them, but their interior is always a disguised supermarket, where you buy obsessively, believing that you are still playing.

In this sense Disneyland is more hyperrealistic than the wax museum, precisely because the latter still tries to make us believe that what we are seeing reproduces reality absolutely, whereas Disneyland makes it clear that within its magic enclosure it is fantasy that is absolutely reproduced. The Palace of Living Arts presents its Venus de Milo as almost real, whereas
Disneyland can permit itself to present its reconstructions as masterpieces of falsification, for what it sells is, indeed, goods, but genuine merchandise, not reproductions. What is falsified is our will to buy, which we take as real, and in this sense Disneyland is really the quintessence of consumer ideology. But once the “total fake” is admitted, in order to be enjoyed it must seem totally real.

So the Polynesian restaurant will have, in addition to a fairly authentic menu, Tahitian waitresses in costume, appropriate vegetation, rock walls with little cascades, and once you are inside nothing must lead you to suspect that outside there is anything but Polynesia. If, between two trees, there appears a stretch of river that belongs to another sector, Adventureland, then that section of stream is so designed that it would not be unrealistic to see in Tahiti, beyond the garden hedge, a river like this. And if in the wax museums wax is not flesh, in Disneyland, when rocks are involved, they are rock, and water is water, and a baobab a baobab. When there is a fake— hippopotamus, dinosaur, sea serpent—it is not so much because it wouldn’t be possible to have the real equivalent but because the public is meant to admire the perfection of the fake and its obedience to the program.

In this sense Disneyland not only produces illusion, but—in confessing it—stimulates the desire for it: A real crocodile can be found in the zoo, and as a rule it is dozing or hiding, but Disneyland tells us that faked

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its architecture is totally artificial, and it has been studied by Robert Venturi as a completely new phenomenon in city planning, a “message” city, entirely made up of signs, not