Tuesday, May 27, 2014

Scenic Plan - Daark Valley Orphanage

UPDATE: Video at end has new scene added.

Professional illustrator Kevin Karstens has pulled off a pretty remarkable piece of ‘home-imagineering.’  Inspired by the Haunted Mansion, Kevin created an attraction called Daark Valley Orphanage – a creepier, more horror-oriented, FX-based omnimover. 

He came up with an elaborate backstory, a scene run-down and illustrated storyboards for the ride.  Then he built physical models of each scene, put together an audio soundtrack/narration and filmed a ride-through with a mini camera, complete with working special effects!  How he accomplished all of this can be seen in detail on his site.

When I came across this project, I contacted Kevin to see if he wanted to collab on a schematic for the ride, specifically an illustrative scenic ride layout.  He did, and what follows is my interpretation of the attraction:

And here is a scene-by-scene description, paraphrasing Kevin’s much more detailed synopsis.

QUEUE 0: COURTYARD: Exterior of the attraction is the once grand, now abandoned Victorian Orphanage, weeds choking the fountain, gate falling off its hinges, old gazebo.


QUEUE 1: PATH DOWN TO CELLAR: I imagined the path winding down past the rockwork cliff towards the cellar entrance.

QUEUE 2: EXHIBITS & ARTIFACTS:  In the dank cellar, the fictional TV show ‘Spectre Seekers’ has put together some exhibits and original artifacts from the tragic history of Daark Valley.

PRE-SHOW 1: SCREENING ROOM:  Here the full history of the Oprhanage (
discussing murderous Headmistress Sally) is set up, as is the Spectre Seekers TV tour.

PRE-SHOW 2: SERVICE ELEVATORS:  Moving through narrow, cave-like cellar passage, visitors will board old elevators for a disquieting FX journey up to the main level.

SCENE 0: LOADING: Straightforward.



SCENE 1: DARK WELCOME: Pitch black; intro narration; walkie-talkie chatter from TV crew.

SCENE 2: PARANORMAL PORTRAIT: Hall with grand portrait of Miss Sally… shadow hands stretch up from the darkness below as the portrait changes into a demonic face, howling in rage.


SCENE 3: SHADOW PEOPLE: An impossibly endless corridor... within the shadows on the floor and walls, figures rise and fall, their red eyes staring out at the living... whispers and mumbling can be heard...


SCENE 4: HAUNTED HALLWAY: Lightning flashes at the opposite end... along the sides of this hall, small hands can be seen attempting to 'push out' through the walls...they grow out a ways, but then retreat, defeated, as the cart slides along its path... visitors swerve to face the bay windows, long free of glass panes, their shredded curtains rippling inward from the wind of the storm outside...

SCENE 5: ATTACKING APPARITION: A long deserted hall which offers a turn to the left about 20 feet ahead... far off down the corridor a ghastly phantasm appears, roaring down the passage, arms outstretched, its shredded petticoat flapping in the breeze... the cart swerves into the opening, the ghost vanishes, cheated of its prize:



SCENE 6: VALLEY OF DESPAIR:  Three bay windows provide a view outside... visible is a seemingly 'bottomless' mist-filled valley next to the Orphanage... streaming ghost orphans can be seen flowing endlessly up out of the valley into the night sky, as lightning flashes and bolts illuminate the heavy clouds hanging over the valley.

SCENE 7: FORGOTTEN NURSERY: The cart rounds the corner, out of the blackness, and visitors have a clear view of the highly-haunted Nursery come to life.  Dirty, dusty old toys are scattered about, three rusted beds are lined up under the windows.  Situated on the floor in the center of the room, two transparent orphans roll a physically-real ball back and forth between them.


 The bed on the far right shows two alternating 'depressions' that rise and fall, as if two orphans are bouncing up and down on the bed...which they are, to an extent...

Bloody hand prints appear on one wall, letters spell out 'HELP US'...a framed painting, directly above these manifestations, changes randomly from a cherubic-faced Humpty Dumpty to a spiked-toothed nightmare.

SCENE 8: SOULTAKER SALLY:  Rounding the corner, visitors can see an open doorway (on the door, 'MISS SALLY MAPLE - ORPHANAGE HEAD MISTRESS' is visible)… lightning flashes and thunder bellows, as we see a Team Member gasping and his body lurching upward... the ghastly spectre (the same torso ghoul previously seen in the hallway, but now more clearly defined) of Sally Maple flickers into existence above him, seeming to 'pull' his body up...


SCENE 9: THE BONEYARD: Broken French doors lead onto an outdoor landing, where the heavily clouded night sky gives birth to a raging thunderstorm.  The cart moves along the landing, where we can see the former playground down below.   A rusted 'merry go round' sits broken, but this doesn't prevent the ghost orphans from endlessly revolving around in the air, slightly above the shattered device, as they chant a musical nursery rhyme...
 

Further along we see a battered swing set, a teeter totter and a sandbox...the swings rock back and forth endlessly, devoid of any visible riders, as the teeter totter moves up and down... a hopscotch game takes place…



SCENE 10: DOORWAY TO HELL: As they re-enter the orphanage, visitors find another TV Team Member slumped over a pile of debris on the floor... the wall behind him cracks and breaks apart... a swirling green blue VORTEX can be seen, as pictures on the wall start to 'swing in' towards the rift, and hanging lights are pulled in that direction, flickering, then going out...  The fallen Team Member's head rises to stare out at the passing visitors, his eyes turn RED, and his jaw unhinges to emit an angry, evil roar… The cart seems stalled, unable to resist the power of the portal... To make matters worse, the ghastly visage of Miss Maple emerges from the vortex, and she speaks for the first time, her attention now on the trespassing visitors...


She cackles a mad laugh, triumphant in her victory...Until multiple small, blue orbs burst forth from the walls surrounding the edges of the scene, swooping towards the evil Mistress.  The lights swirl around as we hear orphans' laughter.  They then converge on the ghost of the old spinster, as she is dragged wailing into the vortex... with a shudder, the cart is free!


[SWW: Since this scene required the cart to feel as if it were stuck or getting drawn in (tilt forward) - and have an important, somewhat lengthy SFX sequence unfold directly before the rider, I put in a carousel system (akin to something like those used on Imagination, Horizons or Harry Potter), where multiple, identical FX sets/screens rotate in sync with each individual cart, giving the illusion of no longer moving.  In retrospect, I think it would be much easier to accomplish this with the rotating set on the interior, rather than on the exterior (as shown) of the ride path, but I hope the idea gets across.]

SCENE 11: TV LOUNGE: Epilogue… An old television, sitting on a broken table, claims the Orphanage is safe for tourists... We know better.

SCENE 12: UNLOAD

POST 1: RETAIL:  At ground level (pre-show screening room shown below).




And for the grand finale, here is Kevin’s video ride-through (work-in-progress, shows through Scene 8) of the model he built for the attraction: 











***




Sunday, April 1, 2012

A Mountain for Potterland

UPDATE
It was suggested that the Dragon Challenge Queue be themed as the stadium from the fourth Potter film.  It made sense, so that's what I did:



One of the trademark features of what I term “Tier II” theme parks (e.g., Busch Gardens or Sea World) is the naked steel mega coaster.  Sometimes these coasters feature elaborate, well-executed queues (e.g., Manta or Dueling Dragons) or trains, which is part of what separates Tier II parks from Tier III.  However, there is little else done to theme the actual coaster superstructure: 
Pic 1

I’m not deriding Tier II parks & theme-ing.  These places & rides are popular, and there is certainly a place for them, but my interests lie in the elaborate theatrical designs that mark Tier I: lands, attractions, or in this case, rollercoasters, that attempt to wholly sell another time & place throughout their design & execution.

The much-discussed Wizarding World of Harry Potter offers a juxtaposition of these two models (Tier I & Tier II).  Several of its areas & vistas (& flagship attraction) are contenders for best Tier I themed environment on the planet:
Pic 2

At the same time, the land’s eastern backdrop is a huge, naked steel coaster:
Pic 3

In addition, the Forbidden Journey’s enormous showbuilding is an eyesore from a number of places within the park:
Pic 4
Pic 5
This blog is all about idealizing the parks, so I created another birdseye illustration to show how the all parts of IOA’s Wizarding World might be brought to the Tier I level.

A note on mini-coasters:  I generally give lightly-themed mini(kiddie)-coasters (Flounder’s Flying Fish, Barnstormer, Flight of the Hippogriff, etc.) a pass because they are small enough not to overwhelm their surroundings. 

However the Dragon Challenge is no mini-coaster.  It is huge and shatters any illusion a visitor might have that he is in the Scottish highlands that surround Hogwarts… it states clearly and loudly: you are in an amusement park.  

So with this illustration, I imagined a very large mountain strewn with castle ruins and stunted pine trees that envelops the dueling coaster tracks.  The ride would pass through caverns, dungeons and other interior show spaces, sometimes emerging into the daylight for high inversions or near collisions.  In addition, the pylons supporting the outdoor track of this suspended coaster would be heavily themed to castle ruins, crumbling walls, old tree stumps.    The tracks would be painted a in a background blending scheme, so it might appear as the distant coasters are snake-like dragons flying around the mountain & ruins.  

It’s rare to achieve the “100% convincing” level in a theme park… and very difficult (and expensive) to make a huge suspended coaster work convincingly in a fantasy environment (never been done to my knowledge), so I think if you get 75-80% there, it can be called a success.

***
Other changes in the illustration include a raised, forested berm around the edge of the park and enough additional rockwork on the Forbidden Journey showbuilding to keep it concealed from any vantage point within the park (on the ground). 

Wednesday, February 22, 2012

DINOLAND REBORN

For the next entry in my Wishful-Thinking-Birds-Eye-Illustration series (previous entry Tokyo Fantasyland viewable below), I decided to tackle Animal Kingdom’s Dinoland.  This is an area with great potential but in need of some serious work (IMO) to fulfill it.  Here is my illustration of a Dinoland Reborn:

The most visible change is the replacement of DinoRama with an area dedicated to the Pleistocene and featuring a glacial lake and giant jagged rock formations.  The major experience here is Mammoth Falls.  Designed to both educate & thrill (and experience-driven rather than plot-driven), this E-ticket flume extends the “Extinct Animals” section of DAK beyond dinosaurs.  Guests travel back to a meticulously recreated North America of 10,000 years ago: an age when primitive man co-existed with giant mammals.   

The experience begins in the queue, a soggy pine & birch forest, at the close of the Ice Age.  Entering a cavern, adventurers hear the sounds of giant beasts and come upon a large room covered in cave paintings (Lascaux).  The paintings become animated as a Shaman-like voice describes the natural world of this era.

Boarding giant tree snags (at least 4-riders wide, with four or five rows), guests then experience scene after scene of pre-historic wonders… escalating in scale, detail and terror, until the climactic 50-foot plunge.   The ride portion starts with peaceful mastodons and a family of American Lions, then passes a Dire Wolf attack on a Giant Elk, a Mammoth herd, giant ground sloths, etc.  As the boats rise to the final drop, guests pass the new apex predator – man – as a primitive hunting party plans an attack on a weary mammoth.  The final scene reflects the extinction of the megafauna and their replacement with mid-sized mammals we know today (deer, black bear, etc.).

***
The Triceratop Spin is re-themed to compliment Mammoth Falls: an aerial spinner based on the giant extinct birds (like the predecessor to the California condor).  Its queue is within the rocky cave-nest of such a bird.

***
The final major change is to Dinosaur.  Any connections to the Dinosaur film are discarded, including the ride name (note the removal of Aladar and return of the original Styracosaurus statue to the plaza).  

I feel Period is always easier to sell and maintain in themed design than Present (and often more compelling), so this attraction (and the land as a whole) is set in mid-20th century America (Golden Age of Palentology?).

Gone is the mundane, postmodern, low-rise Dino Institute (and signage) that exists now.  It is replaced with a gothic, multi-turreted, brick museum building intended to evoke a stuffy Smithsonian or AMNH.  

Inside are dusty, old-fashioned dinosaur exhibits, and the pre-show would take place in the fossil preparation laboratory.  Secret book-case doors (because who doesn’t love those) would then open leading to the Time Travel sub-level, full of 1950’s style scientific equipment and re-designed rovers for a re-designed adventure (following the same path).

***

Thoughts?