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>
INTRODUCTION
a
fascination with imagination |
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THEME PARK MAGIC
inspirational rides and attractions |
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>
A PHANTOM PLOT UNFOLDS
a 2003 test from Disneyland ideas |
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THE HAUNTING BEGINS
five
years of Halloween, 2004-2008 |
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BACK FROM THE GRAVE
2010-2011 with new technology |
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A 2013 RESURRECTION
a mix of new and age-old effects |
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>
DAWN OF THE UNDEAD
2014
show, part one |
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>
THE ZOMBIES EMERGE
2014 show, part two |
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>
A CHANGING CONCEPT
2015 show, part one |
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>
BUILDING PNEUMATIC FIGURES
2015 show, part two |
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>
ROLL UP, ROLL UP!
2015
show, part three |
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>
INTO THE TUNNEL...
2016
show, part one |
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>
MAKING MONSTERS MOVE
2016
show, part two |
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>
TO HELL AND BACK
2016 show, part three |
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>
SHARPENING THE
SENSES
2017 show, part one |
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>
A MAGNETIC ATTRACTION
2017 show, part two |
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>
THE BIG EXECUTION
2017 show, part three |
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Reaching ten years of the
Halloween Experience... |
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Re-introducing
movement to some of the figures in the 2013 display had
brought more surprise and excitement to the show. The
previous few displays had mainly focussed on effects that
used lighting and sound only, so bringing moving figures
back into the mix felt like I was restoring the missing
piece of the jigsaw. If only there was another opportunity
to develop this further...
Well... 2014 would mark ten years from when it all first
began! I just had to do another! A tenth anniversary,
show-stopping display for our visitors! It had certainly
come a long way since the UV-lit signs and smoke machine of
2004. But what would feature in it?
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The zombies emerge |
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In the past, the
displays had followed a fairly broad theme. Witches, ghosts,
goblins, skeletons; visitors encountered a typical
'haunted house' cast of spooky characters. I had always been
fairly careful to make everything suitable for the age
range of visitors that came to see it! Children from three
upwards (sometimes younger!) would often come to knock on
the door, and I wasn't keen on being responsible for
traumatising these individuals with bloodthirsty monsters
leaping out of bushes, or any other gory scenes! But I did
want the experiences to create good reactions nevertheless;
laughter, surprise, and if the effects and overall theming were right, a bit of fear.
With these
things in mind, I came up with the idea of having a new and
specific theme for 2014’s special display. I wanted to
ramp up the fear factor, making it more scary than previous
years, while being careful not to overdo it and end up with
no-one coming down the path! It didn't take much thinking to
decide what the new theme would be... zombies! |
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For the 2013
experience, I had been inspired by effects from The
Haunted House, the huge and highly renowned theme park
ride installed in 1992 at Alton Towers. For 2003, it was
re-themed as Duel: The Haunted House Strikes Back!
This new concept armed the riders with 'blasters' and
allowed them to shoot at the various ghoulish apparitions
they encountered; the more they hit, the higher their score.
To make it a more compelling experience, zombie figures,
which would appear suddenly from out of the darkness to
provide shock effects, were also added. Having spent time
watching footage of the ride, I was really inspired to
create a concept of a zombie infestation into my new
display. |
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Image credit:
Towers Almanac |
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Early theming ideas, and
a new ghost? |
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With this theme in place, it was clear that some new scenes were needed.
The witches making spells from 2013 would not fit. There
would be no place for the headless banshee and her
axe-swinging executioner, and it was also time to go for our
green skeleton who had welcomed visitors as they entered the
garden for the past three displays! Nevertheless, some of
the previous characters would later make reappearances under
new guises!
I was
particularly keen on including as many new ideas as
possible, as well as having a complete change of sound
effects and music. With this much more
specific zombie theme in place, the display would need a
more apparent logic to its layout; the individual scenes
would need to match each other stylistically. But there had certainly
been some great effects at the 2013 display, and I was
looking to adapt some of these to fit the new theme where
possible. |
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The Pepper’s
Ghost effect was one of my favourite features.
I decided that this could be used again for the new display,
but with a different figure to fit with the zombie theme. An
early idea I had for this effect involved placing smaller
Perspex screens at the required angle in front of
tombstones. With some clever positioning of props and
lights, this would give the illusion of ghouls rising from
the grave.
I also considered moving the larger Perspex screen nearer
to the path, and creating a shock effect whereby a zombie
figure would suddenly appear with a loud noise, a few feet
away from the visitors. This could have possibly been
adapted further with the use of a large video display
instead of a static figure. Pre-filmed footage of a ‘zombie’
could be played, on cue, as visitors approached - a
super-realistic and high-tech Pepper’s Ghost! But I decided
that finding someone who didn’t mind their big and no doubt
very expensive LCD telly being stood against a tree, outside in
October temperatures would probably be a challenge too
far...! |
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The main problem with these new ideas was that in
the relative openness of the garden space, there was nowhere
else to hide the workings of the effect. One of the
reasons that the 2013 ghost had worked well was because it
was situated at the back of the garden, a considerable
distance from visitors, and surrounded by bushes and
branches. This made the edges of the Perspex screen
undetectable. The figure and necessary lighting were
shielded from view by the overgrown trunk of the tree.
Bringing this whole assembly closer to the path would reveal
the workings of the effect and make it far less impressive;
clearly it had to stay where it worked best.
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A new style of
motion-triggered effect |
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In order to
heighten the surprise and fear element, I felt that the
animated effects of the new experience should have a more
traditional ‘ghost train’ feel to them; our zombies needed
to give the impression of ‘jumping out’ at the visitors,
much like in Alton Towers’ ride.
In previous years, the effects triggered by visitors were of
the style where most figures had spoken soundtracks that
could only be heard in their entirety if the visitor paused
at each scene. This time, the experience would feature a
number of quick jump-scares of only a couple of seconds;
wails, screams and evil laughter would occur immediately
when visitors approached a particular point, to give maximum
impact. |
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A figure that's bigger! |
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To make the
zombie theme more imposing to visitors, I realised that it needed
something that I had not attempted before - full size
figures! The undead monsters would be far more menacing if
they were roughly life-size, and in some cases, taller than
our visitors! But how would they be constructed? |
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Around the same
time, I went to see a performance of the musical The Lion King at the theatre. It had excellent
technical complexity, with clever lighting tricks and
impressive special effects. (I realised my friends that I
was with knew how interested I was about these elements of
theatre production when afterwards they asked me what I thought of the
effects, rather than the actual show!). I noticed that many of the
animal figures were supported on wooden frames and stands,
which allowed the actors to walk around whilst turning
wheels and other parts to make them appear to move.
Then an idea came to me – the zombie figures could be built
around metal lighting stands, which would give them
excellent rigidity, but also make them very easy to move and
position! Their black colour meant they would be well hidden beneath the
zombies’ exteriors, plus they were extendable, enabling
the height of the figures to be adjusted. |
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But what would
the zombies actually look like? I studied some smaller
figures (about two feet tall) that I'd used in previous
years for inspiration. Essentially they were just a
polystyrene head, with a long piece of bendable wire mounted
below to form two arms. Shredded rags and cloth hung down
from the arms to give the impression of a body underneath.
Clearly I needed to build a larger version of this frame,
and then attach it to a stand so it could be raised to the
required height and held in place.
But with a bigger frame, came the need for bigger anatomical
features! I found some great latex zombie masks, and fitted
these to human-sized polystyrene heads. I then sprayed these
and some fake rubber hands in blue and green paint to give
a ghoulish, decaying look. Some arms were created using two
bent lengths of copper pipe, wrapped in foam lagging to give
them a bulkier appearance.
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Before I began
constructing the figures, I had considered how I might
animate them. One idea I had was that the frame that held
the head and arms would be mounted on a motor such that the
whole torso of the zombie would sway and roll from side to
side, to imitate lumbering, stumbling movements. This idea was
scrapped once the zombie had been fully constructed – the
frame was too heavy for any sensibly-sized motor to move.
However, a small motor was added to the head, allowing it to
rapidly move side to side in an aggressive way.
Two similar figures were constructed, to be part of two
separate scenes for the new experience. To fit with the idea
of an infestation, I decided that the zombies should be
attempting to turn unfortunate visitors into the undead! One
zombie figure was to feature in a scene which I referred to
as ‘the electrocution’, whereby he would be ‘electrocuting’
a screaming figure held chained within a large crate. The
other zombie was to go into a scene I called ‘toxic’,
essentially a zombie version of the witches scene from 2013,
with smoking barrels of toxic waste, and some great water
effects!
By now I could visualise each individual scene in some way;
my ideas book was packed with diagrams and scribbles of motorised props
and some other new figures, so it was time to try and bring
some more of them to life... |
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