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The New Skull Kingdom
BYLINE: Leonard Pickel
Editor's Note: As anyone who
has done it knows, building a major attraction is not
an easy task, and the first time is always the
roughest! Chances are you will do more things wrong
that right, and to build your first Haunted
Attraction in Orlando, Florida is a gutsy move
indeed! This story, as is life, revolves around a
series of accidental events, any of which having not
occurred, could have kept this intriguing project
from happening at all. This article is two-fold in
its focus. First, we will look at the struggles and
hardships that forged the attraction, and then more
importantly, we will refocus on the attraction's rise
from the ashes, to become a contender in one of the
most competitive amusement markets in the
world!
K. Trevor Thompson, had worked
in museum type attractions since he was in high
school, first for Ripley's Believe it or Not
and later for the Guinness Book of World
Records Museum both in his boyhood home of
Niagara Falls, Canada. Through hard work and
perseverance, Thompson worked his way up from the
bottom, all the way to becoming the North American
Sales Representative. After 8 years of selling
museums to others, Thompson decided he wanted one of
his own. Together with long time acquaintance, Jim
Doyle, Thompson secured investors for funding and
in the winter of 1996, headed to Orlando, Florida to
search for a location. Once in Orlando, Thompson
contacted Tahiar Ansari, a Pakistani
businessman, who owned several pieces of speculative
property in and around Orlando. Although Thompson had
contacted Ansari about a particular piece of
property, Ansari had another site he wanted Thompson
to see.
A highly visible corner of Republic
Drive and International Drive, the site was
diagonally across from the most visited Wet 'n
Wild Water Park in the United States with a
yearly attendance of 1.8 million people.
Unfortunately, this great piece of property had major
problems. The "I Drive" walking traffic stops on the
other side of a major intersection just short of the
location. The only vehicular entrance to the site is
from a minor side street, which is difficult to find.
An old IHOP restaurant sits on the right front
of the block, screening the property from traffic
approaching from that direction. The restaurant's
parking is in the front part of the site, which would
push any development back from the street and force
parking to the rear.
This difficult site was not what
Thompson had in mind for his museum, but undeterred,
Ansari asked Thompson what kind of attraction he
thought would work on this property. The difficulty
in finding someone to build on the property had
caused Ansari to consider getting into the attraction
business himself. At first, Thompson replied that he
could not think of anything that might work, but
after some brainstorming with Doyle, he came back to
Ansari with an answer, that surprised even him, "The
only thing that I can think of is a Haunted
House!"
Although Thompson had worked much of
his life on Clifton Hill, home of no less than five
permanent Haunted Attractions, he had very little
haunted experience. Doyle, who had years of
experience in the design of museum type attractions,
both with Ripley's and his own company, Desert
Design of Las Vegas, Nevada, had no haunted
experience either. But it could not be that
difficult, could it? And what they did not know they
could learn. So when Ansari offered the duo the
opportunity to be partners in the Haunted Attraction,
they accepted.
At first, Thompson planned to open
both the Guinness museum and the Haunt, but the
Ripley's corporation bought the rights to Guinness,
and in March of 1996, the Orlando location fell
through. After some negotiation, it was decided that
Doyle would design the new attraction, Thompson would
operate it as general manager and most importantly,
Ansari would fund the project!
Brainstorming between the new partners
began immediately. From the beginning, it was decided
that this attraction needed to be drastically
different from any other. A conscious decision was
made not to visit other attractions in the area, for
fear that the creative team might emulate what had
already been done. Even the architectural firm,
Architects in Partnership, of Orlando, was hired
to only provide drawings required by the building
department to be sealed.
Doyle envisioned the attraction as a
self-paced, museum-like stroll through a dark and
mysterious place, with various opportunities along
the way for additional revenue, and a few startles
thrown in for effect. The concept was not to just
scare the patrons, but also to dazzle them with
special effects and highly detailed sets. Patrons
would push buttons in the form of displays, and
actors would be kept to a minimum. To appeal to the
wide cross section of tourists that vacation in
Orlando, it was felt that the concept of a "family"
attraction was mandatory. Doyle put his 20 years of
museum experience to work, using tried and true
formulas, that he knew to be successful for a museum
that is!
The difficult location required the
building to stand out and grab everyone's attention!
It was feared that a "House" façade that
looked old and dilapidated would look like an old
dilapidated house and would not draw the attention
needed for success. Alternate themes were discussed
and storyline ideas explored. The stone walls of a
great castle were envisioned with patrons having to
enter and to pass through the gaping mouth of a huge
fanged skull. The attraction would look like a
"kingdom," but unlike the others in town, this
kingdom would be an evil place, a Skull
Kingdom!
Doug Wolfe had worked on a
charity attraction called Shrieks and Freaks
Haunted House benefiting the Boys and Girls
Club for 4 seasons before, David Bertolino
(see related story) came to the charitable
organization in 1991 and offered them a dream deal.
Bertolino wanted to hire the charity's volunteers to
help him build Spooky World, America's
Horror theme Park. In exchange for their
experienced assistance, and the promise that they
would not do their Halloween show that year, the
charity would receive a sizable cash donation. With
the offer of more money and less liability, the
charity jumped at the chance. Wolfe went to work for
Spooky World in 1991 and in 1992 was placed in charge
of the actors. After six seasons with Bertolino,
Wolfe pulled up stakes and moved to Orlando, Florida
to seek his fortune in the entertainment industry. At
first, things were slow going, and Wolfe even asked
his old boss Bertolino, to help with the job search.
In March of 1997, a meeting was arranged with Dave
Clevinger, creative director for Terror on
Church Street. Clevinger did not have an open
position at that time but during the conversation,
the new attraction in town, Skull Kingdom, came up.
Wolfe wasted no time in contacting Thompson and soon
he was part of the Skull Kingdom crew. Not a
glamorous position, Wolfe was helping keep the now
behind schedule Kingdom, swept up for the
construction crew, until actors were
needed.
To speed the construction schedule,
the walls of the attraction were built and finished
up in a nearby warehouse at the same time the
structure was going up. Massive set walls were carved
from solid Styrofoam and artistically painted. All of
the electrical was installed inside the foam walls
ready for a speedy onsite assembly. Just before the
walls were to be separated and moved onto location,
the Fire Marshal red tagged the final inspection. He
determined that there was more than the allowable
amount of foam in the project. The completed work was
then 'hollowed out,' in an attempt to fix the
problem, but to no avail. Even with this expensive
attempt to salvage the completed walls, the foam was
disallowed and $50,000 was wasted.
Things that are normal procedure for a
Ripley's museum were designed into the building,
which in hindsight, are bizarre oddities in the final
layout. The lobby has a large reception like desk in
the dead center of the room, which doubles as a
ticket booth. This takes up a large portion of the
room and any queue line for patrons has to be formed
outside the front door causing some confusion, and
requires a greeter character outside, to assist the
victims and direct traffic. There is only one set of
restrooms in the building, and they are on the second
floor next to the elevator, at the halfway point of
the tour. There were no dressing rooms and Wolfe gave
up his office so that the actors could have a break
room. The arcade is inaccessible from the lobby, and
in the back of the building hidden behind the gift
store, so that only those who tour the attraction
know it exists.
Mixed in with the 'haunted' type room
designs were additional revenue generating
opportunities, such as a coin operated shooting
gallery, themed as a skid row alley, a candid photo
of your group getting frightened, and a "Have your
picture taken with a monster," photo opportunity.
Each of these 'opportunities' required an employee to
operate the equipment, increasing overhead. Realizing
this would disrupt the pace of the patrons between
scares, a series of doors with lighted 'Enter-Wait'
signs were added to the floor plan as 'control
valves," to regulate the flow. Patrons would be asked
not to pass through the door until the Enter light
was illuminated. As the attraction neared completion,
concerns were voiced from the hired actors who had
previous Haunting experience that some of these
nuances in the show were not going to work. "It just
did not have the feel of a Haunted Attraction,"
remembers Lee Sanders who had worked for 3 years with
Six Flags over Georgia's Halloween event.
Thompson remembers telling the crew repeatedly,
"Don't worry, it will be fine!"
After five and a half months of
construction (two months late), and a 2.8 million
dollar cost, (twice the original budget), Skull
Kingdom was ready to open to the public. At the last
minute, it was discovered by the Planning Department,
that some of the trees planted in front of the
building were a smaller caliber than was called for
on the landscape plan. The already planted trees had
to be dug up and replaced with larger ones before
opening. Finally, at 2 P.M. on opening day, Skull
Kingdom received a certificate of occupancy and a
green light to finally open the attraction to the
public. At 7 o'clock on Friday the 13th of
June 1997, over 500 excited patrons waited
breathlessly for the doors to open. Kane
Hodder was there to sign autographs, and although
the owners and crew knew that the show was not 100%
complete, they felt comfortable, that they were close
enough.
The opening of Disneyland on July 17,
1955 was called "Black Sunday" by the press because
of opening day bugs that fouled things up. This is to
be expected with any endeavor that is new and
different. Unfortunately, Disneyland's opening has
nothing on Skull Kingdom's. As the first few groups
finished the tour of "Orlando's Most Frightening
Kingdom," it was obvious that things were not right.
Angry patrons demanded their money back in droves.
Not to be deterred, the decision was made to let the
rest of the people go through for free, kind of as a
dress rehearsal, but even that did not deter the
complaints. Even at free admission, the show was
destroying its own reputation. At 75 minutes into the
grand opening, fate mercifully intervened, in the
form of a complete power failure, and the attraction
was closed.
Devastated, the partners and employees
gathered to weigh the options. It was decided that
the attraction would close for renovations, and that
Skull Kingdom would not open again unless it was
ready to deliver the fright!
This could have been the end of the
story, but in fact, it is where the real story
begins. What came out of the personnel meeting in the
aftermath of opening day, was the inherent essence of
what built this industry! People with lots of money
to throw at an event seldom have the longevity, the
endurance, and the love of what they are doing to
persevere. Management had done the best they could
and spent a great deal of money in the process, but
their inexperience was showing.
Wolfe and the lead actors, Jeff
Chokel and Robin Watkins, had years of
precious haunting experience. They believed in the
Skull Kingdom and they knew that with some minor
changes that it could be turned into the "Fun and
Fright" filled attraction that the marketing
collateral promised. Best of all, they wanted to do
the renovation themselves. During the most recent
renovation, the actors turned their break room into a
scenic shop and were carving stone walls for the new
crypt during their breaks. The actors felt so
strongly about the potential of Skull Kingdom, that
they even deferred wages for working on the
renovations, saying, "Pay me when you can."
The lack of control that the show had
over its patrons was part of the problem. The "Wait"
lights were largely ignored by the patrons, so
actor/guides were added where needed to stop the
patrons for an effect. The next to go were the
"revenue generating opportunities." The Shooting
Gallery and stand up photo op were causing
bottlenecks and no one was buying. Luckily, the set
for the Shooting Gallery was themed and could be used
with little alteration other than removing the guns.
The Digital Photo Op area was changed into a
"Checkerboard Hall" with open mirror frame gags along
one wall. After moving the "fright camera," location
three times, it was decided to retain the Photo Op,
which was purchased from Flash Photo Marketing
of Orlando.
Even in the worst of situations there
are usually bright spots. From opening day, the
costumes and make-up used by the Skull crew have been
exquisite. Bill McCoy, a professional make-up
artist and instructor for Joe Blasco Make-up
Center, of Orlando, uses the latest in airbrush
application techniques for the Kingdom. Actors spend
from 10 to 20 minuets in the make-up chair for their
shift. Another bright spot was Andrew Nicholls
and the crew of the local, Orlando Special
Effects. Not only did they provide the flame
cannons, which shoot fire off the roof of the
kingdom, and mist foggers for the moat, they have
assisted a great deal in the renovation process and
have been instrumental in repairing various props and
effects in the attraction.
Thompson realized at this point that
the ability of the actors was a crucial element of
the attraction, and that this was something that he
could not do himself. Thompson explained this change
of approach as "Paying attention to your customers
and listening to your acting crew!" Wolfe was soon
promoted to Director of Operations and Show Manger,
which gave him artistic control of the show
production.
Eight days and $500,000 dollars later,
the Skull crew was ready on June 20th to deliver the
frights! Still not where they wanted to be, but with
a huge step in the right direction, Skull Kingdom
reopened, to better, but mixed reviews. Some of the
problems were literally cast in concrete at this
point, and fixing them would take some time! A second
renovation was completed before the 1997 Halloween
season under the promotional banner of "No more Mr.
Nice guy." Although the Kingdom's first Halloween
season was not as big as the management had hoped
for, there was still more to be done! Still mixed
reviews were followed by another renovation in
December of 1997.
During and between renovations, all of
the room designs have gone through various
experiments to seek out the best frightful use of
their space. The "Trampoline Hall," which had walls
and floor made of spring tensioned canvas, became
much more effective by placing actors behind the
walls to push their hands and heads into the canvas
in a 'living wall' effect. Adding a live actor
popping out at random in the "Punching Bag Room"
greatly added to its effectiveness. Ineffective
rooms, like the "Freeze Room" where automated sound
and lights were used to make patrons feel that they
were in a gangsters crossfire, were replaced
completely.
The "Ghost Mirror Hall" used a noisy
Laundromat conveyer system to move ghost props behind
a 2-way mirror was removed because it was a waste of
space and a constant maintenance problem. This
renovation was done for October of 1998, and actually
lengthened the patron pathway, while leaving space
for the "Crypt Room!"
It has been a long and ugly road, but
after almost two years of renovations and changes,
Skull Kingdom has turned the corner, and is getting
the reactions that were originally envisioned.
"People now say that the show is fantastic!" boasts
the proud Thompson, "We still have a poor reputation
to overcome, but it is getting much better!" The best
part is that it was done as a full team effort, and
the Skull crew is not through. "We are very proud of
the show now," says Sanders, "It is a work in
progress, it keeps evolving. The talent we have on
staff is amazing, there is nothing we cannot
do!"
Knowing where they started from and
where they are now, there is little surprise that
even more renovations are planned for the near
future! The location is still a problem, and even the
brochure reads, "Your journey begins as you try to
find us. Across from Wet 'n Wild." Longevity is the
key here, and as more people discover the
'frightening fun' of Skull Kingdom, more will
come!
Fast Facts
$9.95
6-10 actors
14,000 square feet, 2 floors with 30'
ceilings.
23 rooms
Groups of 8-10 people every 90
seconds
Original budget: 1.4 million
dollars
Actual cost: 2.8 million dollars (1.4
million overrun)
$800,000 for the building
façade alone.
Tours are available in Portuguese and
Spanish, as well as English.
Leonard Pickel is the editor of
Haunted Attraction Magazine of Myrtle Beach, SC, and
can be reached at 843-626-2369 or via email
at
leonard@hauntedattraction.com
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