There is an array of special effects on show here, and a great deal of technical proficiency in their application. Sound design was robust and aided in differentiating the haunts. “Electrick Circus” combined circus music with electrical noises, while “Creepy Cottage” moved from piano into an unsettling children’s lullaby, with voices warning that “we are watching you!” “Hell-ements” had one of the more cinematic soundtracks in its queue, with a majestic, apocalyptic score alongside sounds of liquid and people in danger. “Coven of 13” moved between synthy keyboard and the sounds of scorching, while “Doom Town” used 1980s music particularly successfully. “Chop Shop” and “Appleton Sawmill” went for rock and classic bebop music respectively, though “Purgatory” was less stimulating, trusting in one soundtrack throughout.
Scenic design felt like it was realized in each haunt a bit differently. “Doom Town” remains one of the solidest, with its fully realized boulevards and themed shops packed with amusing details (such as the hilarious Amigone undertakers), while “Appleton County Farm” was impressive for its large farm structures, tractors, workshops, and sheer quantity of props. “Electrick Circus” was more stylized, using neon painted signs, outlandish circus surroundings, and silhouette work, while “Coven of 13” made good use of its marsh and “outside” sections. “Chop Shop” opened with a convincing automotive repair setting, though some other haunts, particularly “Creepy Cottage” and “Hell-ements”, felt humbler.
We did see some animatronics throughout, but they were used sparingly. In “Electrick Circus” animatronics jumped at us to life as we passed, clowns electrifying into disturbing motions; whilst “Doom Town’s” undertaker featured a shaking coffin animatronic that gave us a start. As we descended into “The Cellar Returns” through a pair of tight birth canals that eventually rose about our heads, a giant snake swept passed, trying to take a bite out of us. Once in the cellar itself and walking across the floorboards, beams of red light emitted from below the cracks, suggesting something hellish beneath. And, of course, air cannons and water effects made an appearance, with the former particularly tormenting us in “Wastelands Penitentiary”. “Haunted Hayride: Route 666” had probably the most fun practical effects, throwing together falling props, giant flames, water guns, and even a roaring dinosaur. Elsewhere, rolling barrels in “Hell-ements” provided a decent shock.
And when it comes to inventiveness, sensory and lighting effects were perhaps where Tulleys succeeded most. “Electrick Circus” featured a mix of neon glowing signs and lighting, a spinning vortex, and some exceptionally tight inflatable passages. “Coven of 13” goes a step further by introducing smoke, lasers, and real firepits throughout the outside sections, and considerable heat in the burning simulation room towards the end that felt like a real fire burning. “Hell-ements” added a wind tunnel, hot temperatures, water, and rickety bridges to its hooded journey, while “The Cellar Returns” used another huge inflatable birth canal to create the sensation of descending beneath the subsoil. There were also smoke-filled rooms throughout, with “Coven” and “Cellar” making particularly decent use of them.
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