| TERROR PARK: Music
and antics provided by a ghoul dj entertains the queue line crowd waiting
to enter Terror Park. The experience cleverly begins up a
ramp, and into the dimly lit Cooper Stadium. Thunder, and
unnerving music can be subtly heard as you make your way into a dugout,
and the first of several ensuing surprises. Chills creep up your
spine as the path leads across creaking floors, and through a tunnel underneath
the bleachers. The Hall of Screams, Gates of Fear,
and Gateway to Fear separate any bunching of groups that may have
taken place, and allow access to the remainder of the journey. Crawling
through a spooky old hearse delivers a startling surprise that leads to
a claustrophobic entrance into a torture room that houses shackled victims,
pleading for help; guillotines; and other pain inducing devices, as well
as crazed madmen responsible for this abhorrence, one of whom comes after
you with a chainsaw! Escape takes you to Creep’s Clubhouse,
where a horrific surprise awaits, en route to Grovetucky (as play
on Grove City), home to attacks courtesy of Stupid and Fluffy
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a pair of oversized, sparking chainsaws, wielded by a big, blood-soaked,
cowboy hat wearing brute packing “Stupid” and his sexily clad
counterpart, armed with its feminine, PINK mate “Fluffy!” At one
point, navigation is accomplished via a wooden bridge that rocks beneath
your feet, and delivers a sudden Ghostrider surprise! Other
scenes include an encounter with a farmer who’s been busy slaughtering
hogs, complete with pig sounds, and a hillbilly Laundromat, staffed
by his daughters, who’ll wash your “drawers” for a dollar! Pirates
and clowns, coffins and vampires are still to come, as the adventure progresses
into a large, frightening cemetery, where zombies escape their graves,
a female, shovel-dragging grave digger sets her sights on you, and another
chainsaw packing lunatic pursues you through an encounter with an agitated,
ax bearing woman searching for her husband, or perhaps a new one, whichever
the case may be. Monsters attack out of darkened corners, and secret
drop-down wall panels, as you continue to an interactive clown feature,
surprise, blasts from an air gun, and Horrificus chase-out of Terror Park.
Analysis:
LENGTH - 9½, Right around 25 minutes.
ACTORS - 9, Nice costuming and great make-up as always.
Each scene was staffed with characters, sometimes two, three, or more that
initiate confrontations the second you enter their scene. They’re
not overly aggressive, but that’s not the Terror Park style. Could
benefit from additional roaming characters to cover the distance between
scenes. Fluffy and Stupid are cleverly unique.
SCARINESS – 8½, Improved from a season ago.
Soundtrack and music changes from scene to scene. Each is appropriate
for its assigned atmosphere, and serves to disrupt emotional stability.
Particular noticeable are dripping water effects that accompany the pirate
scene, and the squealing, snorting pigs. Characters are well hidden,
and often deliver their attacks prior to being seen.
DESIGN - 8, Due to the nature of the course and its surroundings,
scenes are quite spread out at times between various areas of the darkened
stadium. Pursuits, and encounters with additional monsters would
help to cover some of those dead zones, but immediate encounters with actors
once entering the scenes themselves helps. Maneuvering through various
bathrooms is mandated by the nature of the site itself, but those are better
utilized this year, as they’re darker, and contain interacting characters.
Black plastic is somewhat overused, but the course is long, and encompasses
a trip all the way around the ballpark. Cemetery scene is also better
staffed, although all of the action takes place near its beginning.
Still can’t help miss the Psycho Playland entrapment from a few years back.
Revisiting the dugout, and other “behind the scenes” areas of the stadium
is a welcomed return. Don't particularly care for character identifying
Claustrophobia
by name. Would be better as a low key pursuit into brief confinement.
The course cleverly exits into a make-up shop, where seasonal face painting,
wounds, and bullet holes, may be purchased for an additional charge.
PROPS – 8, Scenes are well decorated, but occasionally,
extended periods in between don’t provide a lot to look at other than the
field itself. That’s not necessarily a bad thing a time or two, as
it provides the opportunity for ones own emotions to instill more fear
of the unknown, but the attraction could greatly benefit from attention
to those areas. Hearse is outstanding. Addition of Claustrophobia
is intimidating, scary, and perfectly located.
VALUE - 8, No price increase for at least the second
consecutive year, and an overall better experience. The $3 stadium
imposed parking fee hurts the score.
RATING: 8½, The Gateway to Fear
experience is vastly improved from a year ago, largely due to the concealment
and scares delivered by the voluminous cast. Last season’s extended
length has been perfected upon, and showcases not only the talent of the
crew, but the stadium itself. The opportunity to get in on the spirit
of things by having their outstanding make-up crew adorn you with a shocking
look is unique and original. Covered waiting areas provide shelter
from inclement weather, and flashlight tours are available for those too
scared to enter, but not wanting to miss out on the entertaining scenes
and incredible costuming annually displayed at Terror Park. |