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Mean Green Mother from Outer Space

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AudreyIIyos

Feed me Krelborn, feed me now!

The original The Little Shop of Horrors was a simple low-budgeted film, directed by B-Movie veteran Roger Corman. Based on a $30.000 budget and completed in a very short time, it came to receive — to Corman himself’s surprise — a wide cult following, to the point where a Broadway rock-and-roll musical adaptation was created in 1982. Based on this very Musical was Frank Oz’s 1986 film, Little Shop of Horrors; the budget of 26 million dollars — nearly a thousand times the original film’s — assured a wider creative liberty in its theatrical presentation.

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The original Audrey Jr.

In the original film, Seymour Krelborn crossbreeds a Venus Flytrap with a Botterwort, obtaining a hybrid plant — which he names Audrey Jr., after his secret love interest. The low budget did not permit advanced effects (especially for the time), and as such the crew did not have wide liberties in bringing it to the screen and allowing it to make a wide array of movements. Audrey Jr. was brought to the screen as a series of basic puppets, with rudimentary hand-operated mechanisms animating the mouth and tendrils of the Monster. In particular, its mouth was puppeteered with a scissor lever hidden within the table under the plant itself. Simple paintings were also used to portray the victims’ faces growing inside Audrey Jr.’s buds. The character was voiced by Charles B. Griffith, one of the writers of the film.

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In the 1986 film — as well as the musical it is based on — the character, now Audrey II, is a “Mean Green Mother from Outer Space” — an extraterrestrial, sentient plant sent on Earth through an eclipse, with the intent of conquering the planet. The Monster’s voice was provided by the lead vocalist of The Four Tops, Levi Stubbs. “He can sing anything,” said Miles Goodman, composer and musical director for the film, “any way you ask him. We showed him what the plant would look like and a light bulb went off his head. From then on, he was the plant.”  Not only the Monster needed to grow from a few inches to over 13 feet — it also needed to talk, and mainly to sing: this meant that it should be able to perform a convincing lip synchronization. Generally, it had to act on stage along with the actors, and make a wide array of movements (such as tapping on glass) with its jaws and tendrils. Audrey II requested an unprecedented complexity in animatronic effects.

Bringing the “strange and interesting” plant to the screen for Oz’s film was a task ultimately assigned to creature making veteran Lyle Conway and his crew. He was Oz’s first choice, having already worked together on films such as The Dark Crystal. The director explained to Cinefex: “it was my responsibility as the director to talk to several people about doing the plant, but I hoped from the beginning to be working with Lyle Conway. I know Lyle very well and there isn’t anybody better. He has exquisite sensitivity and a great sense of humour. But, most importantly, he has an amazing range of knowledge — not only of characters, but of effects. His kind of experience is tremendously valuable when you get out there on the floor. We didn’t have to go to an outside source for anything concerning the plant. We never had to say, ‘okay, Lyle can make this thing, but how do we get it to grow?’ He knows about lighting and lenses and all of that stuff.”

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Artwork of the baby Audrey II from one of the theatrical posters of the film.

The first step in designing the creature was ensuring that its aesthetics fit the sets for the film, built in the ’007′ stage of Pinewood Studios by Roy Walker and his team. Audrey II needed to be implemented into that environment, and actually have the appearence of something within the world of the film. “I felt it was important that the plant not stand out as something too different or awkward in Roy’s settings,” Conway explained. “Initially, Frank was favoring a cartoony sort of look — a sofrt kind of thing like they had in the stage show — but as time went on I think he realized that kind of look would have been at odds with Roy’s designs. My preference for the plant was more horrific, tending towards a fifties or sixties horror movie type of thing — an Invasion of the Saucer Men feeling. After a lot of discussion, Frank and I met somewhere in the middle.”

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One of the maquettes.

Conway estabilished a basic design from which to start the building process. He recalled: “I went to nurseries and places like Kew Gardens in London and took a lot of pictures. I also did a lot of drawings and paintings of orchid textures and cactus stems and succulents. Once I had some ideas, I made up eight-inch maquettes in clay. I’d show them to Frank, we’d talk about them and then I’d go back and make modifications based on his input. That was how I eventually got him to agree with my vision of the plant — he was able to really see what I was talking about. Drawings or paintings are open to interpretation — everyone reads them differently. But the advantage of a maquette is that it can be photographed from many different angles.” Walker also built a miniature set portraying the shop in the same scale as the maquettes, enabling a ‘pre-visualization’ of the plant in the environment.

Based on the script, several versions of the plant had to be created, spanning the creature’s constant growth throughout the film (with the bigger stages named after the songs they sing). Mechanical effects specialists Neal Scanlan and Chris Ostwald were hired to construct the mechanisms animating the plants. The smaller plants were assigned to Scanlan, with Ostwald working instead on the Mean Green Mother stage. The plant was sculpted by Stuart Smith and John Blakeley. The basic structure of the Monster was then moulded in dental acrylic (for the baby stage) or Kevlar (for the ‘radio station’ plant and the following versions), and covered in foam latex skin (always for the bigger stages) supervised by Sue Higgins. Textures were progressively added from there. “we added plant textures over the basic shape,” Conway recalled. “I had found a picture of a cross section of a plant cell, and we used that for the surface detail. The skin itself was latex foam laid over the Kevlar skull. It was very thick — a couple of inches — and that kind of foam isn’t really meant to be cast in any volume other than for prosthetic thickness. So we had to work with it for a while to get it just right.” Given precedent failures on the set of Dream Child — which featured a complex animatronic mad hatter — Conway preferred to “keep it simple” and use cable-controlled mechanisms for all versions of Audrey II, as opposed to electronic or hydraulic mechanizations.

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Every version of the plant was equipped with mechanized appendages — leaves or tendrils — to further bring it to life. Various crews began producing leaves and vines even before the final design of the plant was actually estabilished. Eventually, the number of leaves and vines exceeded the thousands. Conway said: “by the time we were finished with all the plants, we had made leaves out of everything — vacuform and latex and plastazote, a lightweight material that you heat and form into a mold. Some of the smaller leaves were made of silk. The Feed Me leaves were almost all latex slipcasts with wiere reinforcement, though there were some small vacuformed leaves on it to help hide where the neck and head connected. Richard Hayes was in charge of casting the big leaves for Mean Green Mother, but the entire fabrication unit was responsible for the enormous volume of leaves needed. one of the most difficult aspects was keeping the crew excited about such a tedious job over such a long period of time. It was hard to envision what it was all going to become when you looked around the shop and just saw thousands of leaves, thousands of vines and various big, eyeless pod shapes. It didn’t seem like a character at all, until it came together in performance.”

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The performance of the bigger stages of the plant was widely implemented by its tendrils, which enhanced its bodily language. Construction of various ‘vine units’ was started early in production, and was primarily assigned to Scanlan’s crew. The puppeteering was instead headed by Chris Leith and Don Austen. Conway recalled: “most of the vines were cable-controlled by people underneath the stage. Chris and Don did a terrific job — they got more out of those vines than I ever thought possible. I generally have a sort of love-hate relationship with puppeteers — in this case, I was afraid they would be the ‘aphids’ on my plant. But I have a terrific amount of respect for all these guys and they added a lot to the plant. Most people just look at the lips, but the vine movement is very interesting. In fact, I think the vines were really the biggest breakthrough in bringing the plant to life. At one point, a vine feels its muscle and another vine makes a fist. Mechanically, they were very controllable. This kind of thing is often done either pneumatically or with marionetting techniques, but these things could stop on a dime.” Marionetting was in fact limited to background vines moving on the walls.

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“From a mechanical point of view,” Scanlan said, “the main problem with the vines was that we were working with something that was very long and thin and which gave us very little mechanical leverage. Each vine was equipped with lots and lots of disks which gave us a certain amount of leverage and control. Then, through these disks, we ran a series of cables connected to control mechanisms that were like large gimbals — much the same as we had used for the lips. Each cable ran to the end of the vine, so by pullsing on the cable — essentially shortening its length — we were able to curl back the tip of the vine. We’d rigged the cables in such a manner that the way they pulled that tip back made ‘s’ shapes with the vine. So even though all we were really doing was pulling the tip to the base, the way the cables were routed produced snakelike shapes and movement. Different cables produced different shapes, and by pulling a combination of cables we could get even more variety of movement depending on how many different cables it had in it.” The tendrils came in various sizes, all with the same mechanism design — but different number of cables (the longest vine featured thirty cables, whilst most only included four). The crew labeled ‘cheap vines’ those with a single cable and a hinge; a trigger mechanism (light enough to be handheld) was implemented to operate the cable. The ‘cheap vines’ were inexpensive and very versatile, and were used in scenes where a certain amount of dexterity was needed — such as when Audrey II taps Seymour on the head.

All the vine actions were carefully coordinated, also thanks to Mike Ploog’s detailed storyboards — which helped the crew estabilish what type of tendril would be needed for a specific shot. Scanlan exemplified: “the telephone sequence, for instance, required five different specific vines plus two regular vines. As the scene progressed, we’d just change from one vine to the next.” The most retaken vine shot in the film — at 83 retakes — was the sequence where Audrey II pushes the button on the cash register. “The dialing of the phone was also complicated,” Conway said. “There was a different vine for every part of it. One vine was precoiled, so that by pulling out a wire it curled around the phone. Then another vine was stuck into the dial and the dial was turned from behind. Probably the worst shot was that of the plant pulling itself across the floor, because all the vines had to be disconnected and armatured vines put in. As is often the case, the most difficult things to do were the things that look easiest on film.”

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“I call it an Audrey II.”

The baby plant, first seen in the chinese merchant’s shop, was structurally the simplest version of the character, and was among the first to be actually filmed. Characteristic of this 4 and a half inch tall phase, ultimately inspired in its design by a rosebud, was that it should appear “adorable” — and inspire protection. Conway said: “I tried to make the baby plant as appealing as possible, something Seymour would see and want to take home with him. I finally arrived at a rosebud type of thing, using Ellen Greene’s lips as a model for the mouth area. In the beginning, it wasn’t going to do much — just open its mouth and take Seymour’s blood. But when additional time was added to the production schedule, we were able to do more with it. We put in some head moves, like the plant turning away when Seymour offers it water and stuff like that. I think it benefited the film because it let the audience start seeing the plant as [something with] a personality as early as possible.” One of the scenes involving the baby Audrey II featured it wilting whilst in Seymour’s arms. This effect was simply achieved “by putting a spring cable housing up the stem and affixing it to a little hole in the head and then running that down Rick’s arm and taping it to his legs. When it came time for the plant to wilt, the housing was pulled out so it fell slowly. The leaves had heavy monofilaments on the back that went into staggered eyelets and made them collapse. The petals were just loosely tacked on so that when the head went down the petals naturally fell off.”

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When Seymour accidentally stings himself with a rose’s thorns, he begins sucking on his wounded finger; unexpectedly, the plant mimics the sounds he makes — making kissing shapes with its mouth. The effect was achieved with simple cable mechanisms and dacron line. “Dacron line is like fishing line,” Conway explained, “and it goes around tight curves more readily than cables. We don’t like to use it too much because it tends to unravel, but it worked out fine for this. We did a mockup of the table so that the cables coming out of the bottom of the can had the softest curve possible. We took armature wire and drew the shape of the table and then the plasterers sculpted a little table and had it cast in aluminium with shelves on the legs so we could run cables down and cover them. It had quite a bit of capability for such a small thing — and all those cables had to fit into the stem, which was also articulated. it just pivoted at its base and went up and down — it didn’t bend.”

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Lyle Conway works on the baby Audrey II.

Mak Wilson controlled the head and lips of the plant (both maneuvered with a hand control), as well as the kissing motion and jaw opening mechanisms; Robert Tygner puppeteered the neck. “Basically, it didn’t have that much movement,” Wilson said, “but in the right combinations, it was quite lively and it still took a lot of rehearsal to get to our final result.” The plant was originally supposed to smile when it notices the blood on Seymour’s finger. During the shooting itself, Oz decided against it; this called for a quick “cosmetic surgery.” The head was simply turned upside down. The sucking noises were dubbed towards the end of production by Wilson himself. The simplicity of the plant allowed the crew wider liberty compared to the other versions, also due to the lack of lip-syncing.

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Right after the end of Grow for me, Audrey II does so — growing twice its original size. The effect was filmed entirely on set without the need for opticals, and was actually a forced perspective shot. Conway explained: “We put the larger plant on a seven-and-a-half-foot track and slit it forward from the back of the set up to the can to make it appear as though the plant were growing. The coffee can label was reproduced with silk-screened rubber, and behind that were hidden little pneumatic rams that pushed outwards and made dents as if the roots were getting too big for the can. Also there were cable moves on the leaves, pushing them out and unrolling them as the plant advanced. Finally, we had to do an in-camera split-screen to get rid of some shadows running over the table as the plant moved forward on the track.”

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The radio station stage of the plant, now one and a half feet tall, is first seen during the homonim sequence of the film. It was the first to be filmed, whilst the other plants were either being built or rehearsing the lip synchronization. Oz initially wanted a hand puppet as opposed to an animatronic (being still unsure about the mechanical approach), as recalled by Conway: “Frank wanted to operate the radio station plant with a person’s hand, using somebody with a really thin wrist. But I felt that no matter how thin the wrist was, once we put the plant on top of it, it would bulk up and defeat the purpose. So Frank reulctantly let us try a mechanical one, and that was the plant that won him over to our approach. He likes performance and generally has a mistrust of mechanical things, but the radio station plant made a believer out of him.”

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Being the first to be actually filmed, the radio station Audrey II was used as the archetype for the paint scheme and textures of all of its successors. Built by David White, it was the only plant to implement radio control in its mechanisms along with the cable controls, in order to decrease the number of cables and thus hide them more successfully. “It had radio-controlled lips and tongue mechanisms,” Neal Scanlan said. “So not only did it have lots of cables running up the stem to control the head movement, it also had radio-controlled servos inside its head operating the lips and tongue. The radio control was necessary, we felt, because we had to cut down on the number of cables that ran down through the bottom of the plant and behind Rick’s arms and legs. It had to sit there on his lap, and too many cables would have been difficult to hide.” The radio station sequence needed several retakes, but once it started working properly, the actors “began to worry that it wasn’t their movie anymore — they were concerned about being upstaged by the plant. For our part, we began to worry about being outdone by the actors.”

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Seymour feeds Audrey II consistently, to the point where the creature grows to four and a half feet tall. Although it is first seen halfway through the film, the Feed Me stage plant (nicknamed after the song it sings) was the first one to be built — as a prototype: it needed several revisions to be perfected, as it was the first stage that would be shown to talk and sing. “On past projects,” Conway said, “I have found that after you get something built and you work with it and discover its problems, you would just love to be able to go back and build it again — but there’s never time. So I tried to develop a schedule with enough time built in to do a complete prototype and then start all over again. That worked out perfectly, not only time-wise but also in providing a puppet for the puppeteers to rehearse with as early as possible. By doing that, we were able to use input from the performers as to how the puppet could be made better or lighter or whatever.”

AudreyIImoreThe head of the plant was operated by hand, but featured over twelve distinct armatures for the main articulations of mouth and lips. Despite their simplicity, the animatronics still needed considerable experimentation. Scanlan explained: “we did all our experimenting on Feed Me. The lip mechanisms were controlled by cables that ran up from underneath the stage, through the stem and into the head while the jaw and head itself were actually operated by the arms and body of a puppeteer. We had that whole thing on a rig which was concealed within the stem. That rig held the cables and took the weight of the plant so that the puppeteer didn’t have to bear all the weight of it. It was very heavy — we had twenty to thirty bales just going up to the head alone, not to mention all the cables which were needed to control the vine movements.” The number of cables was kept to a minimum, in order to obtain a lighter puppet that could be more easily maneuverable by the crewmembers.

A total of three Feed me plant prototypes were built and completed before one was selected as satisfactory. The lyp-syncing team, supervised by Conway himself, included Mak Wilson, Robert Tygner and Sue Dacre. The crew spent a long time experimenting and rehearsing with the prototypes. Conway recalled: “we had made some attempt at lip-syncing it ourselves, sitting around the shop with the first prototype just trying to get it make a few vowel and consonant shapes. And it was an absolute nightmare. I didn’t see how we were ever going to get that thing to talk. But we called in Mak and the others, and within a week they were getting it to say, ‘feed me, Seymour’ — probably because no one had told them how hard it was going to be.”

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The most complex part of the process was actually dealing with the changes applied to each new prototype, as Wilson recalled: “when we first started, Robert Tygner and I were just working on a mockup of the plant, trying to get it to say, ‘feed me, Seymour, feed me now.’ There was going to be a film test in two weeks, and at this point we were just seeing if the lips were going to work at all. We worked with that first prototype for about a month. But by the time the rehearsal period was over, we had to deal with three different prototypes; and everytime the prototype changed, there would be changes in the shape of the lips or the way the cables worked. So it was a bit like starting all over again with each new refinement. The songs kept changing, too, which was very frustrating. And new people were being added all the time. After Robert and I had been working for a few days, Sue Dacre came in to work the little extra jaw — which was just a small flap that gave that plant some additional movement. I was on the bottom lip and Robert was on the top lip and Brian Henson then joined us to manipulate the jaws themselves. That was another big adjustment, because up until then we had been working on the lip movements without the added complication of a jaw actually opening and closing. By the time we got to the last prototype, we had pretty well worked it out, although it was still very difficult. One of the recurring problems was with the ‘f’ shape — we couldn’t get the lips pulled back far enough to make that sound. It was rather important, of course, because this was the plant that was always saying, ‘feed me!’ We never really got it. If you look at the film closely you can see that he is actually saying, ‘peed me!’”

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The reason for the change of prototypes was due to the continuous attempts to solve issues with the foam latex skin. “We had to find a way for the skull to support the foam,” Scanlan said, “so that it would form natural looking creases when it spoke, rather than creases that looked grotesque. When an actual person speaks, his facial skin creases and folds in ways we consider acceptable; and we had to find a way to match that with the plant. We wound up almost ‘floating’ the foam on the skull. It wasn’t anchored down, so it was able to shift back and forth as the plant spoke without bunching up or creasing in the wrong place. Once we got that problem worked out, we had a satisfactory prototype.”

The main issue met by the crew with the final prototype was not forming the specific shapes with the lips, but rather the speed at which those shapes had to be performed in. Scanlan explained: “you can get the speed when you’re dealing with most puppet movements because you don’t have to be absolutely precise. But the lip-sync had to be fast and precise, and we had to come up with mechanics that would make that possible. We used a much heavier cable than we normally do, for instance. In some cases we ran a solid wire rather than a normal cable to give us a very direct control.” The controls for the animatronic underneath the stage were built in large dimensions, in order to obtain quick motion of the puppet with small movements of the levers with which the cable controls were coordinated.

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Lyle Conway works on Audrey II.

Specific sections of the mouth were controlled by single puppeteers — and they all had to move with precision and consonance to form the necessary words. The puppeteers used two controls each; every control featured four cables that produced a wide array of movements when maneuvered in different combinations. “By pushing them both forward, for instance,” Wilson explained, “the lips would form an ‘oo’ shape. By pulling them both back, the lips would pull back towards the teeth. By pushing them together as close as we could towards our bodies, the lips formed an ‘m’. The controls were quite difficult to work — and trying to get speed out of them, just because of their size, took a lot of effort.” Brian Henson puppeteered the jaws with his own hands and arms. Wilson continues: “Brian would actually stand behind the plant with his right arm in the top jaw and his left arm in the lower jaw. He was hidden by the lower half of the back leaf, while the upper half of the back leaf was behind him. So it had to be shot to make it look like the back leaf was all in one piece. For side shots, there were handles going into the plant that he could work from the side. A pole came up through the neck which was on bungee so that most of the weight was supported — you had to actually push against it to lower it. The main problem was that the weight of the head made it tilt backwards and forwards and they were constantly fighting against that. Just the size of it alone made any quick moves very difficult.”

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“What do you want me to do? Slit my wrists?”

Movements of the puppet’s lips were obviously based on how the puppeteers themselves formed words; however, “sometimes it was a matter of what looked best for the puppet,” Wilson said. “We could do things with our lips that didn’t transfer very well to the puppet, and vice-versa. It was a trial and error and it was a painstaking process. We went line by line, sometimes spending eight hours a day staring at monitors that were set up so we could see how we were doing. It was literally a matter of taking a word at a time and talking through it over and over again. We’d do it at half-speed, gradually building ip speed as we went along. Even by the time we got to shooting, though, we rarely did more than two lines at a time. it was just physically too demanding to do more than that because it was very hard work.”

It is at this point that Conway suggested the use of “undercranking the camera” — a cinematographer term for filming in fast motion (the word itself deriving from the fact it was originally achieved by cranking a handcranked camera slower than usual). The special effects artist had experimented with the technique whilst working on The Dark Crystal, to give an “extra ‘snap’” to the creatures of the film when the footage was projected at normal speed. Using fast-motion filming for Audrey II allowed considerably greater precision whilst performing the lip synchronization: it eased both the physical demands for the crew and the mechanical demands for the plant itself.

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Oz on set with Audrey II.

The fundamental disadvantage of the technique was the necessity for the actors — mainly Rick Moranis, who not only frequently speaks with Audrey II throughout the film, but performs a duet with the plant during Feed Me – to perform in slow-motion themselves. Oz was initially against using it due to this very reason; ultimately, it was agreed that the plant should be able to do as much as possible in full speed. “There are some shots where it was done full-speed,” Conway said. “Shots with the plant in the background were done that way — partly because it would have been just too hard on Rick to do everything slow-motion. We could have done the entire thing in real time, but shooting it this way added an element of life to it and made it more believable. We experimented with the technique on video. Using the Feed Me Plant, we shot at the highest frame rate we could get by with and still get the action we wanted. We shot at 12 frames per second, 16 frames per second and at something between 16 and 24 — whatever worked. We played it back on video to get an idea of what was working best for a particular segment. Rick was absolutely great about it. Acting with the rubber stuff is difficult to begin with — adding this element to it made it even worse.”

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After a total of three months of rehearsals, the Feed Me plant began filming its two-week shoot session. The extensive rehearsals and the detailed storyboards provided by Mike Bloog were fundamental factors in the final result. The set out left “really no room for improvisation,” according to Wilson. “Every once in a while we would throw in a grimace or an expression — and if Frank liked it, we would keep it. Feed Me had a bit more mobility than the others, so we’d occasionally throw in a word out of the side of his mouth. But for the most part, we had precise movements to stick to. We were so concerned with just getting it right, we couldn’t be too concerned with being clever.” No particular issues rose during the shooting — the plant was reliable and did not suffer from considerable breakdowns. The process was aided by Oz’s own past experience with animatronics, and his knowledge about general limits of the technique, as well as the presence of the maintenance team during rehearsals; the crew could perform quick repairs whenever needed.

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After consuming Orin’s chopped-up corpse, Audrey II again almost grows to twice its size — becoming the 8 feet tall Suppertime (again nicknamed after the song it sings) plant. Neal Scanlan and Tim Wheeler’s crew built the full-size model. Scanlan said: “basically, it was just a big egg with a couple of hinges and we had to shift it for every shot. All of its mechanisms were in the foundation of the pot, with cables coming up through the stem. There was a hinge for its jaw and a hinge for its neck; but because it didn’t do any lip-sync, it had no mechanical lip movement at all. All it could do was tilt back and forth in its base — although it did have a couple of other interesting mechanisms, like a little machine that pumped foam bubbles out the corner of its mouth.” The plant was also equipped with a device to insert Mushnik’s mechanical legs to simulate the scene where the character is devoured alive. The legs were bolted inside the mouth and operated from behind the plant through cables.

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Due to the fact the Suppertime plant sang alone, without having to interact with any actors, the crew decided to build a half-scale miniature animatronic — about the size of the previous stage — to perform the lyp synchronization, in order to ease the process. The understructure was actually from one of the Feed me prototypes. Conway recalled: “I knew we were going to have a hard time with the lip-sync on Mean Green Mother, so I felt it was really important that we keep the lip-sync as good as possible on all the plants leading up to that one, and then just hope the size of the big one carried it. I felt that Feed Me was the largest size we could really get away with the lip-sync on — and ideally, it should have been even smaller than that. I just didn’t feel we could try to get by with it on Suppertime, which was almost twice as big. So we took the Feed me prototype, made a new skin to match the eight-foot plant and shot it on a miniature set built by the art department that was about six-and-a-half feet tall. It had miniature wrought-iron furniture and miniature vases and mirrors and doors. They even drilled thousands of little holes in the walls because the real shop was covered with pegboard and they couldn’t find it at that scale.”

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Scanlan additionally commented on the miniature Suppertime plant’s success: “by the time we got to building Suppertime, we had discovered the importance of estabilishing the right lip shape in the sculpting stage. With Feed Me, we had still been playing around with different lip shapes to help the mechanics do their job. But we learned that if the sculpture could help form the shape of the lips to begin with, then that would help considerably when it came time to actually move them by mechanical means. We had to find a neutral ground which was equally good for making an ‘m’ shape or an ‘oo’ shape or an ‘ah’ shape. We found it by the time we got to making Suppertime, and that proved to be a real advantage over the Feed Me plant.”

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“Oh cut the crap, bring on MEAT!”

After devouring Mushnik alive, Audrey II assumes its monstrous, final appearence: the 13 feet tall Mean Green Mother plant, labeled after the song it performs — the main musical piece of the film. Conway’s idea for this growth stage of the character “was to make it totally overgrown and wild, with vines going everywhere — like the island in King Kong when you first see it. I did a maquette that started off looking very much like a malevolent watermelon. It had a purple interior and then, after it ate Audrey, it went to a red interior. So it was just a giant melon in a giant melon patch. Once it was built, I’d work from about five in the evening until three or four in the morning painting one side of the pod. David White would come in in the morning and copy what I had done on the other side. Then I’d come in again and start on David’s side and do the detail painting — and he would later detail my side. There was constant overlapping.”

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The Mean Green Mother plant featured obviously larger versions of the cable controls featured in the other plants. Its enormous jaws were operated by Antony Asbury, who was actually located inside the main pod area, “riding” the plant. The weight of the plant itself, combined with the puppeteer’s, made supporting the animatronic a major concern. Unlike the previous stages, Audrey II now needed to be externally supported by a ‘pole arm’ that went out the back of its head and through the wall of the set. The pole arm needed four weeks to build; it was 5 meters long and “was made out of two three-inch aluminium box sections welded on top of each other,” Ostwald said. “Then we put a steel bolt from one end to the other to sort of ‘pre-stress’ it so that it wouldn’t bend too much. There was going to be a lot of weight on the end of it — the head itself ended up weighing about a hundred and seventy five pounds and the puppeteer inside it added another hundred and eighty pounds. So all together, we had to use about three hundred and fifty pounds of counterweight.” The main issue was creating a system with which the performer inside the head would not have to actually support its massive weight. Use of springs was discarded as their required size would not have allowed any place for the performer himself; instead, Ostwald used air bellows, “which are like small tires,” he said, “about six inches in diameter, that can lift really heavy loads. By using those, and connecting them up to an air supply, we were able to balance the head with air and maintain sort of an equilibrium.”

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The head of the plant, with a length of 7 feet, also required a vertical support — achieved with a 11 feet tall goal post arrangement; it featured holes (distant one foot from one another) in order to easily adjust the height of the actual pivot — which depended on the shot. “The pivot was a straightforward gimbal — a box within a box that was pivoted in two directions so we could get all the degrees of freedom, left and right and up and down. But also incorporated within that were aluminium rollers which enabled the pole itself to ride in and out through the pivot rather than having the whole thing mounted on a huge trolley on wheels. The effect was quite dramatic, because the set wasn’t that big and the plant could pretty much reach from one end of it to the other.” A weight carriage was also mounted on rollers, on the other side of the gimbal — in order for it to move in an antiparallel manner to the head. This expedient maintained balance for the animatronic.

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A stunt head was specifically built for the scene where Audrey II collapses in front of the TV news crew that has visited the Shop. This head — the first attempted by Ostwald — was not supported by the pole arm. Ostwald explained: “it had a special neck which was a box-section, cantilevered frame that bent in about four places. It was lowered by levers under the stage. Once we released it, it gained momentum and fell over. We tried initially to stop it — there were three puppeteers trying to hold it back — but the momentum was so strong that it wound up throwing people across the tank under the stage. As soon as it started to fall, there was no stopping it until it hit the deck.”

After the pole arm was completed, the crew began building the basic framework. Due to the fact the other plants had priority in the plastering and modeling shops, the artists actually had to improvise. The first prototype was built out of a foam mattress, snipped into shape with “about thirty pairs of scissors”. For the final plant, a tubular framework was built, and then covered with aluminium mesh (“something like an armature for a sculpture,” Ostwald said). Covered again in glass fiber, it was used as the base for the sculpture of the skull — moulded in kevlar sections. The aluminium mesh was removed, and the kevlar model was fixed directly onto the framework. The foam latex used for the skin was moulded in 28 separate sections for the sheer size of the structure it needed to cover. To build a durable (yet lightweight) framework for the lips, Ostwald used a polypropylene underground water pipe about an inch in diameter — something not commonly used in the film industry. “It turned out to be ideal for our purposes,” he said. “We bent it into shape around the inside of the mouth and then connected it to levers and special frictionless cables that gave their lips their movement.” The cables that controlled the lips were usually produced for ship controls, and take “about three months to manufacture.” Their flat shape, combined with the small metal spheres enclosed in flexible cases on either side of them, enabled them not only to be pulled, but also to be pushed. The first cables that were manufactured for the project were not large enough, and actually had to be replaced. KY Jelly was also implemented to decrease the friction on the lips.

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It was commonly assured among the crew that the final Audrey II would not perform lip synchronization as precisely as its former incarnations, with Conway comparing the process to “two mattresses slapped together.” Wilson recalled: “just the sheer size of Mean Green Mother made it incredibly difficult to control. The weight of the lips alone made it a killer. The controls were circular steel tubes over five feet tall — I had to stand on boxes to operate mine. The mechanism were basically the same as on Feed Me except that the cables were much thicker, making them very hard to work and really hard to push. I’m not particularly strong, so to get my two main controls together I had to criss-cross bungee around my controls to give me extra leverage. Between the weight of that lower lip and the force of the guy inside the pod working the jaw, I had a tremendous amount of gravity working against me. We were all fighting that inertia all the time. A couple of us wound ip with pulled muscles from doing it — I was actually out for three weeks because of that.” A ‘back-up’ team of puppeteers — Michael Quinn and David Barclay — was in fact hired to replace Wilson and Tygner whenever needed; in addition, a physical therapist was also among the crew.

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A miniature version of the Mean Green Mother plant was briefly considered — to the point where a miniature set began construction — but ultimately discarded. The full-size animatronic actually exceeded expectations, though it did remain the most arduous and complex task to perform in the entire production. Wilson compared the process to “lifting a piano and doing multiplication tables at the same time. Your body takes over and it’s hard to concentrate. Even at half-speed we were always having to think ahead to the next shape — which was difficult, especially since we were being bombarded by input from our headphones. There were long lines of lyrics — and Mean Green Mother from Outer Space is a fast song. Just that line alone was hard to do — and it was so fast, sometimes we never got a chance to get the lips together. So we’d wind up with ‘I a ean green other rom outer ace…’ That was the hardest song to do. It took a lot of work — ten to twelve takes, or even twenty takes, for one or two lines at a time. We had rehearsed all of it in the rehearsal period, of course, but by the time we got to shooting a particular line, a month or six weeks my have passed. We couldn’t have too many rehearsals on the set because we would have had no energy left for the actual shooting. As a result, the cameras ended up shooting our rehearsals, just in case we got it. In general we got two shots in the morning and two shots in the afternoon — maybe eight lines of the song by the end of the day.”

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Antony Asbury puppeteered the plant from the inside, being located inside its pod. The artist had precedent experiences with “one-man” puppeteering and mainly  the character itself, having operated stage appearences of the plant in cities such as New York and London; obviously, the film needed a far more complex and cooperative effort. He controlled the lower jaw, and by pushing his back up he could also maneuver the upper section. “Inside the plant, he was leaning forward,” Wilson said. “Almost like a jockey sitting on a horse — with his chest supported and his legs going out backwards. As he leaned forward, he looked back between his legs and upside down in a monitor. In his right hand he held the lower jaw and in his other the pole arm going out the back of the plant. That’s how he rode around on that thing. Other people felt rather sick when they had a go on it because there was just no sense of where you were.”

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The Mean Green Mother plant featured tendrils and vines like it predecessors; exclusive to it, however, were the newborn “killer buds” that form a chorus for Mean Green Mother from Outer Space. The 9 pods were maneuvered by one operator each. Their size and disposition prevented Conway’s crew from being able to make elaborate lip mechanisms. It was the most “crowded” set up for Audrey II — with a total of over 70 puppeteers controlling the plant at once. Conway recalled: “many of the puppeteers were underneath the stage, and they were packed in so tightly it looked like a slave ship down there. All we needed was a drum.”

In the the final theatrical cut of Little Shop of Horrors, after tearing down Mushnik’s shop — a specific “destructible” version specifically built for the purpose — at the end of Mean Green Mother from Outer Space, Audrey II is electrocuted by Seymour and finally explodes, after muttering its last words: “oh, shit!”. Electronics wizard Bran Ferren (who had worked on Altered States)  was hired towards the end of production to create the final demise of the extraterrestrial plant. He recalled: “I designed the electrocution and explosion sequence, based on discussions that I had with Frank Oz and Eric Angelson, who was the production supervisor for The Geffen Company. We wanted something that was funny, that would work visually within the context of the picture. And we wanted something that would be a big finish. The problem was, ‘how do we make the plant destructible?’ The plant had originall been conceived as indestructible and there had been several scenes in the film to back that up. there was a scene, for instance, in which Seymour shot the plant and the bullets had no effect on it. So we edited things like that out — scenes that indicated that the plant was too durable. We considered a lot of different ways to destroy the plant. Weed killer was discussed. We also thought about using the old Jaws-type ending, with pressurized air tanks blowing the thing up. Finally we settled on the rather surreal, stylized electrocution that you see in the film.”

The electrical demise of Audrey II was achieved with a combination of various techniques — a mixture of full-size and miniature effects. Three miniature versions of the Mean Green Mother stage were specifically built for the sequence. “The largest one was six to eight feet tall,” Ferren explained, “and the smallest was about three feet. lots of different techniques were used to produce the electrocution — rotoscope mattes, bluescreen mattes, even computer animation. Some of the matting was done on high resolution video. There was also a lot of motion control camera work using our portable motion control system. What distinguishes the electrocution end sequence is that we couldn’t figure out one simple way to do it, so we ended up using a lot of different simple ways to do it.”

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In the end, Seymour and Audrey marry and go on to live in Audrey’s dream house. Audrey II also lives on, however — in the form of another newborn bud. For this shot, the very last of the film, Conway’s crew created a full-size animatronic, about as large as the baby stage — the sculpture of which was in fact reused. The animatronic was simpler, and needed only to turn towards the camera and smile. Some of the petals were painted in order to resemble newborn clothing.

Frank Oz ultimately commented on his collaboration with Lyle Conway on Little Shop of Horrors: “It is important to me that Lyle’s work not to be thought as filmic gimmickry. We worked very hard to make the plant a real, mechanical, on-the-stage effect. There is no visual wizardry in the plant at all [except for its electrocution] — no bluescreen, no animation, no stop-motion. We’re very proud of it. I was lucky enough to work with a lot of talented people. But even with that, you never know. You can have the best people in the world and still wind up with garbage. It’s serendipity to some extent. I’m just happy it all came together.”

 

"...and I am Bad!"

“…and I am Bad!”

For more images of Audrey II, visit the Monster Gallery.

To see what happened in the original ending The Little Shop of Horrors, visit the special: Audrey II conquers the World [COMING SOON]

 



Monster Gallery: Little Shop of Horrors (1986)

Special: Audrey II conquers the World

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In the theatrical cut of Frank Oz’s Little Shop of Horrors, Audrey II is electrocuted; the electricity triggers a reaction that makes the plant explode. At the very end of the film, with Seymour and Audrey married, the camera zooms on their garden — revealing a little smiling plant. The original ending of the film reflects that of the musical, and ends the story in a considerably bleak note. Conway said: “this ending was to be the cinematic equivalent of the stage ending; a total catastrophe in which the plant basically takes over the world. Mike Ploog did great storyboards for the sequence that were reminiscent of early-sixties horror movies, which I love.” After Seymour saves Audrey from the plant’s jaws, she reveals her love for him — but in a death wish she tells her lover to feed her to Audrey II, fulfilling her wish to be “somewhere that’s green.” Wishing Seymour the success he deserves, she dies in his arms. Seymour then brings her corpse to the plant — in a scene that Oz compared to “a ritual sacrifice” — and does what he was told. He even tries to touch Audrey’s hand as she descends in the plant’s maw, but fails to do so; the scene is too much to stand for him, and he quickly evades the shop, and climbs a ladder to reach the top of a nearby building — attempting to suicide. As he is about to jump, he is stopped by Patrick Martin, who shows him a newborn Audrey II, obtained from harvested clippings of the original plant.

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Martin’s plan is to produce and sell the plants on a global scale, to the point where “every househould in America” could have one. Seymour looks at the plant, which smiles at him. The newborn Audrey II animatronic was reused for this sequence, and slightly repainted to give the impression of a new individual. Seymour realizes the sheer scale of the threat and returns to the shop with the intent to finally destroy Audrey II. Martin reminds him that his consent for selling the plants is not necessary, “because a Goddamn Vegetable is public domain.”

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Seymour returns to the shop and uselessly tries to defeat the plant once and for all; Audrey II, after singing Mean Green Mother from outer Space, tears down the place and plucks him out of the ruins. As he screams in terror, he is slowly devoured alive by the plant, who has finally achieves its intentions. As narrated by Crystal, Ronette and Chiffon, spawns of Audrey II are produced and sold worldwide. The various owners, having been “sweet-talked into feeding them blood,” nourish the plants, unaware of the threat. The Monsters eventually grow to gargantuan sizes, wreaking havoc in major cities (such as New York) and consuming whatever comes in their way, as a choir sings the final song of the film: Don’t Feed the Plants.

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The visually complex finale was achieved with a wide array of miniature models and animatronics by Richard Conway (who is not a relative of Lyle), as well as additional composite and matte work by Bran Ferren. “The sequence shows the destruction in its wake,” Conway said, “but we shot the whole thing looking up at the plant. As the plant stomps down the street it is throwing things right and left, so you see all thi stuff flying up from the floor — dustbins and taxis and lampposts and debris. We tried to make it as humorous as possible, but it turned out to be quite realistic and pretty heavy.”

The miniature sets were mostly at a twenty-fourth scale, with some sections at a twelfth scale. The miniature buildings were “about a dozen all together,” and were reassembled in different configurations for specific shots of the finale, combined with different foregrounds or camera angles in order to differentiate each sequence. “Shooting at a different camera speed,” Conway recalled, “we’d wind up with a completely different cut. In this way we were able to use the sets to their greatest advantage. We really spent a lot of time trying to make it perfect.”

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“Look out! Here comes Audrey II!”

Certain sequences of the finale featured the Mean Green Mother plant — such as when it bursts through the disco wall. To portray the gargantuan alien plants, however, miniature animatronics were obviously built. Lyle Conway’s team provided the foam rubber castings, whereas the mechanics were assigned to Richard Conway’s. The models were four feet tall, with their heads “about two-and-a-half feet long and approximately eighteen inches high. It was just a scaled down version of the twelve-foot plant they had used in the live-action.” Whilst the other versions of Audrey II were entirely (or mostly) cable-controlled, the plants shown in the finale employed hydraulic and electronic systems to be puppeteered. Richard Conway explained: “because the plant had to move so fast, we didn’t use any cables or wires to operate it. The torque on something that fast-moving would have been too much for a cable system, so everything was controlled electronically and hydraulically. We used electric servo motors to operate the mouth and lips. The servos were relayed back through and computed so all the moves were preprogrammed. Then the neck movements were controlled with microhydraulics. There were rams inside the neck of the plant, and the valves that operated them were also electronic so that they could be computed.”

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The puppets were filmed in differently-sized sets in order to present plants of different sizes, whilst still using the same models. Conway explained: “the scale of the plant was determined by the scale of the set we put it into. If we put it next to a twelfth scale set, the plant became twelfth scale. If we put it next to a thirty-second scale set — the Brooklyn bridge set, for example — then it became thirty-second scale. We were able to take it from twenty feet high to one hundred and twenty feet high using the same plant.” The plants were also filmed at different speeds, something that also enhanced the illusion of scale. “We shot from 48 frames per second to 360 frames per second to make it whatever size we decided it should be for a particular shot.” The plants’ movements, despite being shot in high speed, needed to be synchronized with the live-action elements. Specialized computers were employed, “so that we could sync the plant’s mouth and neck and lips at normal speed and then accelerate the whole thing up to five times speed to match the high-speed camera. There were certain things that the plant had to say or do that were scripted — for instance, it had to laugh and say, ‘here I come for you.’ So we used that program to record the movements at normal speed, and then modified it to work at high-speed so that we could fit it into our model effects and model action. The technology was quite complicated.”

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One of the sequences involved giant plants wreaking havoc on the Brooklyn bridge — which was built as a thirty-second scale set, with a length of 25 feet (it was also built as an actual suspension bridge). The plant that looms over the bridge was actually positioned on a steel arm that ran along the off-camera side of the structure. Conway commented on the sequence, saying that it was “supposed to present the idea that the plant was really enjoying itself, like a naughty little boy jumping up and down a bed. We shot it at 360 frames per second — which is about fifteen times speed — and it worked very well. The shot also had water in it — in fact, an entire harbor. We added little cars going through and explosions and fire to bring the whole set alive. Because we were using fire, we had the skyline buildings made out of tin.” Certain buildings were built with a primitive 3D-stamping program.

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One of the most challenging sequences in the film shows one of the plants bursting through the wall of a movie theater (which, interestingly, is playing Jason and the Argonauts). Conway recalled: “the problem with that shot was that we had to bledn it into a blue-backing foreground action of people running around. When you have foreground people and a model background action, there is always a terrible visual divorce between the two images. So we put a road in between the two and added some pretty intricate things to marry them together.” Miniature motorcycle and bicycle riders were built and attached to chains on chainweels, and then moved through slots in the floor of the set. Another puppet was built to shake his fist at the plant as it emerges. These elements, combined with other miniatures (such as a truck) made the shot more visually complex and thus “sort of overcrowded so that no one could really see what was going on. That pretty much solved the problem of mixing the live-action with model work. Actually bursting through the theater was very complicated, but nothing out of the ordinary. We rigged the wall with pyrotechnics and then moved the Monster forward on a track with a lot of contact switches to blow the charges.”

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In another sequence, a train is swallowed whole by one of the giant plants, as two other plants watch in laughter. An elevated railway section and train miniatures were built in twenty-fourth scale and combined with the twelfth scale buildings, which were positioned far from the train to adjust the scale discrepancy.

The final shot of the film symbolizes the conquest of the plants — when the invaders envelop the Statue of Liberty in their tendrils, and one of them ascends to the top of it — always in dire laughter. The sequence used a twelfth scale Statue miniature (a bust section) casted in fiberglass, shot against a blue screen. It was fitted with iron wires, in order to maneuver vines with magnets that could “cling to it.” The vines were filmed whilst being pulled off the model — the sequence was then printed in reverse, giving the illusion that they were coiling around the statue. Explosions and wire-rigged helicopters were the finishing touches of the scene, which culminates in Audrey II breaking through the screen (and the fourth wall) to laugh at the audience as the film ends.

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Despite remaining true to the original ending of the musical, the film was met with hostile reactions in test screenings. The film had managed, too successfully, to make the leads relatable to — and the audiences wanted them to live. Oz recalled in an interview: “For every musical number there was applause, they loved it, it was just fantastic…until we killed our two leads. And then the theater became a refrigerator, an ice box. It was awful and the cards were just awful. They were saying that they hated us killing them. You have to have a 55 percent ‘recommend’ to really be released and we got a 13. It was a complete disaster. After that San Jose screening, I said, ‘Can we just try one more time in L.A. to see if the reaction is different?’ David supported me and we did it, and we got exactly the same reaction, like 16 percent or something.” The fundamental reason for that, as Oz discovered, was the difference between the presentation of a musical and that of a film. In another interview, he said: “I learned a lesson: in a stage play, you kill the leads and they come out for a bow — in a movie, they don’t come out for a bow, they’re dead. They’re gone and so the audience lost the people they loved, as opposed to the theater audience where they knew the two people who played Audrey and Seymour were still alive. They loved those people, and they hated us for it.”

The ending was then re-shot, with Audrey and Seymour surviving, defeating the plant and fulfilling their love. This proved faroable, as “when we did re-shoot the ending,” Oz said, “the crowd reaction went over 50 percent in our favor. Before it was a point where they hated it so much, Warner probably wouldn’t even release the movie.” Quite obviously, the reaction was not the same for Conway and his crew — who spent a total of 11 months working on the finale. “It’s a black comedy, but now it doesn’t end as a black comedy,” he said.

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Oz elaborated further: “It was wonderful work, but sometimes you have to lose a battle to win the war. I had to make a decision and I believe it was the right one. The whole audience had loved the first preview — until Audrey and Seymour died. It was a compliment in a way, because I had really tried to make the audience care about those characters. But they cared for them so much that they got very angry with us for killing them off. I was in the audience, too, and I agreed with them. I didn’t want them to die either. it just didn’t translate. In the play you know that the puppet is felt and it’s not real. And you know when Audrey and Seynour go into the plant, they’re going to come out in a few minutes for a curtain call. It’s all very artificial. But movies have much greater power because of the form — the form makes you get involved in the story in a much more subjective way. So we reshot it with a happy ending and let them live and I’m very happy we did it.”

The 1998 DVD of the film featured the original ending (in its black and white print) as a special feature, but was quickly retired from store shelves — as David Geffen wanted to re-release the film with the intended finale, but in colour. “I got a call from David Geffen,” Oz said. “And David said, ‘What are you doing?’ I said, ‘What do you mean?’  ‘Why did you give them the black-and-white version?’ I said, ‘That’s all I had, I thought you were fine with that. I figured you and Warner were working together.’  He said, ‘No, no, no — I have a color version.’  ‘You have a color version?!’ He said, ‘I have a color version. I don’t want the black-and-white version out, I want the color version out.’ And so, you know, he’s the producer, so ‘Okay fine, it’s okay by me if you have the color.’” In reality, “I think he thought he had the color version,” Oz continues, “but he probably didn’t understand the work print aspect of it. He probably assumed that there was a color ending somewhere.”

The original version of the film was eventually restored for the 2012 Blu-ray release of Little Shop of Horrors, featuring most of Richard Conway and his crew’s work — giving their effort, at last, Justice.

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“…Please, whatever they offer you, don’t feed the plants!”

For more images of Audrey II, visit the Monster Gallery.


Guest Stars: Sandworms of Arrakis

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Static electricity is IGNITING in the air and the sand is swirling around the harvester. Then they see it. A wide hole emerges from the sand, glistening spokes within it. The hole is twice the size of the harvester. Suddenly the machine turns and slides into the hole, parts of it EXPLODING. The SOUND is deafening.

This is what Paul Atreides witnesses in his first ‘close encounter’ with a Sandworm, in David Lynch’s final script for the 1984 film adaptation of Dune. In the universe of Frank Herbert’s homonim novel series, the Sandworms are the titanic inhabitants of the desert planet Arrakis. Their name among the Fremen is Shai-Hulud, a term actually derived from arabic, and literally translatable as ‘eternal thing’. In the Fremen language, however, the term can have different meaning, depending on the size of the worm itself. ‘Old Man of the Desert’, ‘Grandfather of the Desert’ and ‘Old Father Eternity’ are among the known translations. The term also alludes to the Fremen belief that the Sandworms and their actions are embodiments of God.

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“We have wormsign the likes of which even God has never seen.”

The Shai-Hulud begin their life as microscopic larvae, called Sand Plankton, which eventually grow to the stage of Sandtrout (or Little Makers, as labeled by the Fremen) — “flat and leathery” creatures, with no recognizable features besides their external ciliae. Their purpose is to block water in fertile pockets underground, in order to create a safe habitat outside for the bigger worms. It is in this stage that the creatures excrete a substance that, combined with water, produces pre-spice mass — which, in turn, transforms into spice when it surfaces. The Sandtrout enter hybernation and eventually reach the “stunted worm” stage (about nine meters in length), only to become the fully-grown Shai-Hulud, which can grow over 400 meters of length for 40 meters of diameter. The worm Paul Atreides summons, however, “appeared to be around half a league” in length, indicating that the creatures can reach much bigger sizes.

Herbert described the Sandworms as very similar to Annelids: they are cylincrical creatures with circular mouths, equipped with rows of crystalline teeth. Paul Atreides described the mouth as “some eighty meters in diameter… crystal teeth with the curved shape of crysknives glinting around the rim… the bellows breath of cinnamon, subtle aldehydes… acids.”

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Giger’s Sandworm.

An initial attempt at designing the Sandworms for a film was done by Hans Ruedi Giger, for Alejandro Jodorowsky’s Dune. Giger’s design bore the artist’s trademark biomechanical textures and sexual overtones. When Jodorowsky’s Dune was abandoned, so was Giger’s Sandworm — never to be presented onscreen.

The design process for Lynch’s Sandworms began with illustrations by Anthony Masters and Ron Miller. The first element to be estabilished was the creatures’ color scheme. Miller told Cinefex: “Boy, did we go round and round on those! David had come across a photograph of a biebald elephant trunk — a sort of mottled red and black — that he liked very much. So that was the coloration he decided on for the worms. That decision was made fairly early on and adhered to throghout the production, even though when you see the worms in the film, they’ve been so covered by dust and sand that they look more gray than anything else, but the overall shape of the worms, particularly the mouths, wasnt’ as easy to nail down.”

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One of Schoenherr’s illustrations of the Sandworms.

Masters’ earliest concepts for the Sandworms were considerably similar to John Schoenherr’s illustrations for the novel series — in particular, they sported a three-lobed mouth. A considerable number of iterations was considered. “The worms went through a lot of changes,” Miller recalled, “mostly having to do with varying their degree of obsceneness. After all, we were all more than well aware of the fact that we were dealing with the greatest phallic symbols in the universe, and that we would have to be very careful about our worm designs and the camera angles we would use to shoot them. Eventually, though, the worms came around full circle, right back to the drawings Tony had done that looked like Schoenherr’s. And I was happy, I liked that three-lobed mouth, and argued for it a long time.” The three lobed mouth also served the purpose of making the worms appear always upright, even when they ‘rotated’.

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Carlo Rambaldi and Eugenio Zanetti pose with one of Rambaldi’s concepts for the Sandworm.

Veteran Monster Maker Carlo Rambaldi and his crew were hired to bring the colossal Worms of Arrakis to the screen. Given the actual importance of the creatures in the film, and the fact that they should be absolutely convincing onscreen, they were given top priority among the creature effects of the film — with over 24 machinists, moldmakers and sculptors working on this task. Rambaldi actually added to the worm design the inner mouth, with three lobes corresponding to the external lobes — filled with crystalline, needle-shaped teeth. This innovation was not only judged to be visually dramatic, but was also designed for a biological purpose: with the inner lips, the worms could avoid accidental ingestion of the sand they move around in.

In designing the final appearence of the Sandworms, Rambaldi and his crew performed in-depth research on the appearence and behaviour of actual worms. Miller recalled: “I remember how, one day, Carlo and an assistant dumped a carton full of earthworms on David’s desk while we were still working in L.A.. Here’s Tony and Carlo standing around while David’s hunched over a worm, staring at it through a magnifying glass and saying, ‘where’s it’s mouth?’ David couldn’t find it. Later, he looked up, smiled and said: ‘I think this one is tired. Let’s get another.’”

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The miniature Sandworms in action.

A total of 15 full miniature Sandworms were built in various scales, depending on their purpose in specific shots. The worms were first sculpted in clay, moulded in plaster, packed in polyfoam and covered in latex rubber skin. Two models were fully articulated — with mechanized outer and inner mouths — and measured 22 feet of length for three feet of diameter. Those were used throughout shooting for sequences that required detailed foreground action (for example when Paul and Jessica hide in a rock formation and are attacked). Three worms were instead built in a smaller size — 15 feet of length for two of diameter — and could only move their body. One of those worms, mounted on the end of a rod, also served to portray a Sandworm diving in the sand. The articulated worms were controlled by inner mechanisms designed by Rambaldi and his principal machinist, Steve Townsend. They allowed a wide range of cable-controlled movements. 10 stunt worms — nicknamed ‘sausage worms’ by the crew — were also built, devoid of any articulation and guided with tracks buried in the miniature desert sets, and simply pulled with cables.

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Bruno Landis goofs around with the close-up Sandworm head.

For close-ups of the Shai-Hulud, two worm sections were constructed. The main close-up head and neck section was 12 feet long for five feet of diameter. “[It] was so big it could easily swallow a human head,” Rambaldi recalled. “In fact, that’s mainly what we used this section for — swallowing. It had a heavily detailed outer mouth and an innter mouth lined with teeth, and we used it for many closeups — like swallowing the harvester, the camera and the Sardaukar army at the end of the picture.” The other model was a tail section, measuring 20 feet of length for three feet of diameter.

Accompanying the Sandworms were their riders — obviously built in scale as rubber miniatures of three different sizes. The most detailed were given maker hooks and lines, although the majority was simply humanoid in shape. The only full-size worm built for the film was featured in a deleted scene of the film: it was a ‘stunted’ worm, in a scene where it is drowned by the Fremen to obtain “the water of life.” The fully articulated worm featured a more varied color scheme indicating its younger age.

Sandwormsonset2

The sequences involving the worms — a total of 125 shots — were mostly filmed indoors on a massive ‘worm set’ constructed on Churubusco’s Stage 4. Semicircle-shaped and filled with “five truckloads of sand,” it was 100 feet wide, 60 feet deep and built over platforms five feet off the floor; it was also built in sections that could be detached and reassembled, depending on what specific shots requested. Behind the tabletop a thirty-foot tall sky cyclorama, painted by Ted Mitchell (and repainted about four times), was positioned. In certain shots, such as those from the final battle, additional optically-introduced dust, as well as lightning (provided by the Van der Veer animation department), was added.

Sandwormsyeee

Worms on set.

Puppeteering the Shai-Hulud was a task assigned to Rambaldi and a crew of 60 ‘worm handlers’ — all hired locally in Mexico city; their only prerequisite was that they should be able to speak either english or italian. The tracks on which the worms were mounted were shaped like sine waves, to give the worms “their desired wiggling motion.” Rambaldi recalled the puppeteering process: “to operate three different worms at the same time, it took nine people at the worm controls. But to operate the largest worms, it took 18 people. Most of the worms were connected on the bottoms of their bodies to three or four different points on the tracks. When we first started to film the worms, security was very tight and people had to wear ID badges just to get on the stage. Even so, things could get crowded in there. Both Brian Smithies and Barry Nolan had a crew of 35 people, and my crew was on stage all the time. But things were funny, too. There were a lot of signs around, painted in spanish, that said ‘don’t step there!’ or ‘no photos!’ And one of Nolan’s people made this big hand fan out of white cloth to wave Kit West’s smoke around — the kind of fan you see slaves waving over the pharaoh in movies. But this one had ‘Eat at Joe’s’ painted on it!” The ‘smoke’ was a mixture obtained by West to accomplish the black smoke requested by Lynch, and moved on set with a wind machine.

Sandwormcontrol

Filming the close-up worm head.

In order to enhance the sense of mass of the worms, the creatures were filmed in high speed with increased frames per second — from 120 to 240, depending on the shot — making their movements slower and more appropriate for animals of such sizes. The only actual issue would be finding a material to simulate sand, as actual sand would be too big against the miniature creatures. Kit West, part of the crew, recalled: “when we were trying to plot out the best way to give absolute realism to our worms, shooting them at high speeds seemed an obvious part of the solution. High speeds would give them a sense of scale and bulk. But what about the sand on the desert around them? I knew right away that we were going to have trouble using regular sand because the grains would be too big against the worms, and David really wanted these worms to flow through the sand, to look like they were swimming through water. So, instead of sand, we used a mixture of fuller’s earth and microballoons. We used tons of fuller’s earth on this film, not only on the miniature desert shots, but to blow around in the air to simulate dust storms on the live-action sets as well. Fuller’s earth is a very, very fine powder, like talc, that is actually mined. It has a slightly brownish tinge and no small; it’s not dangerous to the eyes; and it won’t even really hurt you if you swallow mouthfuls of it. All we did was lighten or darken it slightly, bu putting a tint of color to match whatever background we had.”

Sandwormosss

Whereas the fuller’s earth was not dangerous, the microballoons were — and the crew had to wear protections when filming with it. West continues: “along with the fuller’s earth, we used 5000 pounds of microballoons on the worm set. Microballoons themselves are incredibly small, hollow spheres of borosilicate glass that are about 2.5 thousandths of an inch or 60 microns across. The microballoons worked very well. They were so small in relation to the worms that they flowed like water off them. But microballoons aren’t as safe as fuller’s earth. In fact, the damn things are very dangerous; once they get in your lungs they stay there. So all od us on the worm set always had to wear face masks to filter out the air.”

Sandwormzawo

One of the bigger worms is prepared for filming.

Most worm shots appeared in the final film without additional post-production additions. Others were used as plates or bluescreen elements for composite shots. The most challenging ones were the ones where the Fremen are seen running alongside the worms. Nolan explained: “for scenes where people are seen running alongside the worms, we did a lot of very long shots of real people running out in the Samalayuca desert. Then we matted them in with our miniature worms. In one scene, where a worm pushes sand over the Sardaukar troops, we just piled some sand and microballoons on the edge of a big horizontal blue screen, and then had a worm enter the frame and push it down onto the screen. We matted that into a live-action plate shot from an 80 feet tall platform we’d erected on the back lot for POV shots of the worm riders. We had to build that tower — a tubular steel structure — around a tree, of all things, because it was the only location we could use to get that height. We didn’t want to cut the tree down, so we just built around it. It was like the biggest treehouse in the world.”

Sandwormsetup

Set-up for the scene of the attack on the spice harvester.

Specific shots of the Shai-Hulud were filmed elsewhere: the sequence where a Sandworm swallows the spice harvester whole was filmed in a parklot. For the scene, one of the small worms was first used to portray the creature approaching the harvester. When the machine is finally devoured, a miniature built in beeswax was used in combination with Rambaldi’s close-up worm head — filmed in a specifically built set. Modelmaker Danielle Verse explained: “it was only a big platform, really, about 20 feet high and 12 feet across — with a hole in the center for the worm. First, we covered that hole with sand and put our little harvester on it. Peter Bohanna and I were up above, using a fan and some fuller’s earth to kick the sand around a little. Then, underneath, Carlo’s crew had the worm head attached to a counterweight and running on a steel track. They dropped the weight, the head pushed up through the hole and then its mouth closed around the model.”

Sandwormgoin

One of the most important sequences was the iconic Sandworm riding test. “I knew the worm ride was one of the little hearts of the book,” Lynch said, “and I knew we’d better come up with something good for the film, or we’d be in big trouble.” Shots of live action were combined with one of the large worm models, as well as the close-up head, filmed at 240 frames per second in the worm set. The final shot, with the Sandworm roaring, was a composite featuring the close-up head, a bluescreen foreground shot of Kyle MacLachan, and one of the large worm models in the background. A similar set-up was used in another shot, with more Fremen added.

Sandwormhiderambaldi

Carlo Rambaldi works on the life-size worm section.

Life-size worm hide sections were also built for certain shots, such as when Paul uses the maker hooks; the hide section was 50 feet long and 18 feet tall, and constructed out of wood and rubber. It was hung on a tubular steel framework equipped with 10 axles and 20 wheels, which was in turn mounted on a 200-foot track. When Paul actually plunges his maker hook into the worm’s skin, he exposes an inner section. It was achieved with latex and gelatin, and detailed with “hundreds of condoms” (cut lengthwise and with their tip removed), all applied by hand. To achieve the worm’s rotation, Maclachan was filmed whilst on a worm skin section against a bluescreen, with the camera moving down towards the stationary actor. Another ‘back’ section was built for the scenes where the Fremen are shown riding the worms. It was 40 feet square, and constructed in wood, sponge rubber, as well as hand-painted latex for the worm’s skin. The final addition were four blowholes, used by the worm to expel accidentally ingested sand. Each blowhole featured a pneumatic compressor tube, “one end of which let to a hopper filled with fine sand,” said West, “and the other terminating in a ring device, which opened and closed off the tubes. The rings were further overlaid with latex. On cue, the latex pulled back, the tubes opened, and air pressure blew out a shower of sand particles.”

Frank Herbert was overall satisfied with the Sandworms and the other elements of the film adaptation. “No matter what happens ultimately to the film,” he said. “David and Raffaella [De Laurentiis] and everyone else who worked on this picture really have given it their best shot. They have nothing to be ashamed of, and I’m totally satisfied. They’ve made the real Dune.”

Sandwormsroam

“Bless the Maker and all His Water. Bless the coming and going of Him; may His passing cleanse the world.”

For more images of the Sandworms, visit the Monster Gallery.


Monster Gallery: Dune (1984)

Rest in Peace, Hans Ruedi Giger

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Hans Ruedi Giger died the 12th of May, aged 74, after suffering physical thrauma from a fall in his own home, in Zurigo — as reported by his own family.

 

The death of such an enormously talented individual caught me by surprise. Few other people have been as influential as he has been — on modern cinematography, design and art. Giger created visceral works that digged deep in our minds.

 

His works were inspired by his own dreams — and so thank you sincerely for your dreams, Hans. Rest in peace.


Monster Gallery: Starship Troopers (1997)

Army of Klendathu

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Bugconquest

“The bugs are not like us. The Pseudo-Arachnids aren’t even like spiders. They are arthropods who happen to look like a madman’s conception of a giant intelligent spider, but their organization, psychological and economic, is more like that of ants or termites; they are communal entities, the ultimate dictatorship of the hive.”
-Robert A. Heinlein, Starship Troopers

Producer Jon Davison was first approached in 1991 for a science-fiction project — initially titled Outpost 7 – which narrated the struggle for survival of a group of soldiers, stranded on a remote planet whose inhabitants were enormous insectoid extraterrestrials. Writer Edward Neumeier was encouraged to propose the project to TriStar Pictures — but it was turned down. Eventually, it was realized that the idea bore some similarities to Robert A. Heinlein’s Starship Troopers — mainly for the giant insectoids, the driving force behind the project. “[It] had bugs in it, and we wanted those bugs,” Davison told Cinefex. An adaptation of the novel was thus proposed, and this time endorsed by the Studio. To direct the film, Davison approached Paul Verhoeven — who found the idea “silly” at first. He eventually changed idea — mainly for the prospect of working again with Phil Tippett, who had precedently collaborated in bringing ED-209 to the screen for RoboCop. “I’d found our relationship on RoboCop very stimulating,” the director told Cinefex. “Phil’s a genius-type guy, and ever since RoboCop, I’d been looking for another project to work on with him.”

Warriorbug

On Tippett’s part, Starship Troopers represented an opportunity to advance the computer animation techniques whose foundation was made during the production of Jurassic Park. He said: “prior to Jurassic Park, I’d produced stop-motion mostly through traditional methods — by incrementally moving and photographing three-dimensional puppets on a frame-by-frame basis. But our studio’s Dinosaurs for Jurassic Park were not created traditionally. Instead, a special piece of equipment, the Digital Input Device, was developed for that picture by a talented guy named Craig Hayes. The DID is a metal puppet armature, rigged with electronic sensors. The sensors record movement information on a controller box that translates it for computer use. When an animator moves the armature by hand, those movements are mimicked by wire-frame representations inside a digital environment.” Essentially, Tippett realized that Starship Troopers was the chance to improve those effects in fields such as software, hardware and render time.

Starship Troopers

Before any animation began, the effects team focused on designing the castes of Bug society, based on the original story. Heinlein’s Starship Troopers portrays a dystopian future, where humanity engages in war with an alien civilization — the Pseudo-Arachnids of Klendathu, also denigratingly labeled as ‘Bugs’. Despite their apparently primitive appearence, the creatures have considerably advanced technology, having been able to conceive advanced spacecraft and weapons of war (“stupid races don’t build spaceships”). Their social structure is divided in castes: a Queen is the progenitor of a specific colony. The novel never describes this caste detailedly, and goes no further than mentioning that its purpose — much like the queen in many terrestrial Hymenoptera — is only to lay eggs and that it is unable to move on its own accord, once it reaches adult stage. Strategic administration of the society is a task assigned to the so-called Brain Bugs, which — despite their enormous intelligence — depend on lower castes to survive. In fact, they are described as having “barely functional legs, [and] bloated bodies that were mainly nervous system,” and are telepathically connected with the lower castes. The basis of Bug society is composed of the Warrior and Worker classes: the Warriors are “biologically incapable of surrendering,” and move forward in battle with energy weapons. Workers are less aggressive, and are generally assigned to manual labour — even though they can also be strategically used as decoys by other castes (such is the case during the invasion of Planet P).

Maquettes by Craig Hayes.

Craig Hayes with the maquettes of the Bugs.

The film adaptation’s version of the Bugs (also unscientifically referred to as ‘Arachnids’) is widely different from that of the novel. The major departure is represented by the fact that the film Bugs have not crafted any kind of artificial technology. This was a decision taken by the director himself. Neumeier explained: “Heinlein described them as looking like spiders, and yet the Bugs seemed to have evolved physically beyond that because they were able to shoot guns and to behave in an athropomorphic way. This was one of the earliest things Paul Verhoeven and I talked about; and it became clear that our discussions were leading down the path of anthropomorphic aliens, portrayed by actors in elaborate costumes. Verhoeven quickly put a stop to that line of thinking. He told me, ‘I can’t see a Bug holding a gun.’ He did not want to see some sort of man in a suit with a funny crab claw, or a six-foot-tall ant with its head in a space helmet. Eventually, we came up with the idea that we should do the Bugs as bugs, as believable giant insects.”

The Warrior Bug maquette, sculpted by Peter Konig.

The Warrior Bug maquette, sculpted by Peter Konig.

Designing the Bugs was a task assigned to visual effects supervisor Craig Hayes. Brainstorming sessions with Verhoeven included reviews of footage of various insects and other arthropods — with focus on their structure and systems of biological defense. Although no Queens or Workers are shown, the caste system of the film Bugs is far more diverse than the novel Bugs; as the film was influenced by World War II, the Bug castes would represent the various kinds of troops. Hayes explained that “since these Bugs were supposed to be intelligent, or, at least, a whole lot smarter than our homegrown variety, we posited that a hierarchical structure would have evolved within the alien community, mimicking the division of labor seen among insects on earth — workers, drones, et cetera. Also, to follow up on the ‘World War II in space’ idea, we invented a sort of military analog for the Bug troops. Some would act as foot soldiers, some as heavy artillery.” Dozens of design ideas were conceived; ultimately, only six types, each with its ‘function’, were chosen and refined.

Bugnest

The first design to be approved was the one seen the most in the film — the Warrior Bug, “an eight-to-ten-foot-tall insect infrantryman,” according to Hayes. The design is entirely devoted to its function: the Warriors use their enormous jaws and their sharp, mantis-like arms to brutally slaughter their enemy. Their slender anatomy also guarantees considerable agility during combat. The four legs configuration was chosen due to being “purely practical,” according to Hayes. Even after  the initial approval of the project, the studio executives were uncertain as to how the creatures could be efficiently brought to the screen. To erase those concerns, Davison convinced the executives to fund a “Bug test” — on a $225,000 budget. The short film was not only crucial for further development of the film, but also a chance for Tippett Studio to estabilish how to render the creatures — especially the Warrior Bugs themselves, whose design was finalized by the time the test was filmed. The four legs configuration was conceived to render animations less complex. Hayes continues: “four legs meant that our animators needed to spend only half the time moving them around. We also had a chance to tweak the colorization of these Bugs during the test. Paula Lucchesi, who led the paint jobs on all of the Bugs, originally came up with a dark red pattern for the Warriors. Later, we decided to change it to yellow — the coloration you see on wasps and yellowjackets. It is a natural warning sign, signaling other creatures to stay away.”

The Plasma Bug.

The Plasma Bug.

The Plasma Bug represents the heavy artillery of the Bugs. Hayes said: “we spliced together the biologies of real stink bugs and fireflies to come up with Plasma Bugs — gigantic creatures that could eject plasma from their lower abdomens into a planet’s upper atmosphere, resulting in spaceships being knocked out of orbit or asteroids off course. The Plasma Bugs became the heavy artillery of the aliens.” Due to their size, their limbs are proportionally thickened; and since the plasma projectiles are ejected from their enormous abdomen — the last pair of limbs is bigger than the others, in order to properly lift the ‘biological cannons’ into position.

Tankerbuggos

Anatomically similar to the Plasma Bug is the Tanker Bug, the Bugs’ version of a Tank. The structure of the Tanker Bugs is mainly inspired by earth beetles, with — again — thickened limbs to support the creature’s immense mass. The creatures also have enlarged claws or toes to aid their stability when walking. Their name is derived from their organic long range weapon, violently ejected from an orifice in their forehead region: a flow of “corrosive acid ignited by organic sparkers near their mouths, spewing out a cross between an acid bath and a flame-thrower.” The final design applied cosmetic changes in regards to the maquettes — such as an additional pair of locomotory limbs.

Hoppers attack!

The air troops are represented by the Hopper Bugs, “capable of gliding on air currents and shearing off human heads.” The design was obtained by reverse-engineering the Warrior Bug design, with several changes and additions — such as the wings, appropriately large to support the creatures in flight; the legs, structured for long jumps (or ‘hops’) and for take-offs;  and a less angular shape of the main jaws. The Hopper Bugs also sport a considerably different color scheme, which is mainly composed of an iridescent green — inspired by certain species of beetles, such as the goldsmith beetle — in contrast with the Warriors’ more opaque configuration.

Brainbugfatsmart

The Bugs’ strategic mind is the Brain Bug, which aesthetically follows the vague description in Heinlein’s novel, with an enormous, bloated body and atrophied limbs. Hayes commented on the design: “I thought it would be interesting to have pulsing ripples periodically moving just under the flesh on the top of the Brain Bug’s head — an effect we dubbed ‘the meat wave.’ For his face, we hit on using multiple eyes, like a tarantula’s, and a slitted, sexually suggestive mouth organ. From that unfolds a hollow, pointed proboscis — another sexual suggestion — which can spike the top of a human head and suck its brains out.”

Chariotbugs

Due to the Brain Bug’s inability to move considerable distances by itself, Hayes conceived the Chariot Bugs as its “transporters” — small creatures with a plated dorsal region, able to coordinate their efforts to support and move the considerable weight of the Brain Bug accross the nests. Hayes commented on the design: “because [the Brain Bug] is so fat, it is relatively helpless, physically, and rides around on the backs of little courier insects, which also act as information gatherers. We called those Chariot Bugs.”

The aforementioned first “Bug test” [also seen above] was screened for studio executives in september 1994, and finally achieved the greenlight for the film. Compared to Tippett’s earlier effort in photorealistic digital creatures — Jurassic ParkStarship Troopers presented considerable challenges: not only it presented a far more massive number of digital effects, but it would represent fictional entities without an actual point of reference from reality. Tippett explained: “we’d had concrete reference points for [the Jurassic Park] dinosaurs. And when the weight and the joints of a real animal — even an extinct one — are available to you, you pretty much know what to do with it digitally. But when you’ve got something that’s never really existed, such as the insects of Starship Troopers, suddenly the tail is wagging the dog. We had these great Bug designs that Craig had come up with; but trying to figure out what these creatures could do — what, for them, could be a realistic gait, or a lifelike action — became an enormously complex enterprise.” In addition to that, the creatures would be shot in full daylight for most of the film, further complexifying the process.

At least one hundred digital artists — from animators, to compositors, to other technicians — worked on Starship Troopers to bring the extraterrestrial Bugs to life. Each animation sequence started with a series of low-resolution animatics. Digital scans of the maquettes (some of which were articulated) sculpted by Peter Konig and Martin Meunier provided the wire-frame of the models, which were then finalized. An exception to this was the Tanker Bug, who was created in Softimage by Blair Clark without going through the digitizing process. All models were then refined in Softimage, and set up with kinematic chains, which enabled them to be animated. Responsible for the color scheme and surface texture of the creatures were Paula Lucchesi and Belinda Van Valkenburg.

Starship TroopersYear: 1997Director: Paul Verhoeven

Two animation techniques were used by Tippett’s team. Standard key-framing animation was used for the most part, including the entirety of the sequences involving the Tanker Bugs, the Hopper Bugs and the Brain Bug. A considerable number of sequences involving the Warrior Bugs also used the Digital Input Devices (DID), a Tippett Studio invention first experimented in Jurassic Park and Tremors 2: Aftershocks, built by Merrick Cheney in the shape of the Warrior Bugs. The DIDs are small scale articulated models, which are fitted with motion sensors that transfer the movement applied on the DIDs to the digital models being animated.

For Starship Troopers, the DIDs were refined, and made “more sensitive.” Tippett told VFX HQ: “we’ve refined the DID since Jurassic Park, in the overall cleanup of the design. Craig made sure that the DID would be much more responsive to the animator’s movements… all of which was preparing for the massive amount of animation that was to be done on the DID for Troopers.” Two types of the devices were used: one, which functioned in real time, was used for quick background shots of the Bugs; the other was used for more complex and detailed sequences, and brought the animation process to a method similar to that of stop-motion animation. To link this second type of DID directly to Softimage, the effects team wrote a new hardware interface board and a specialized software. “Much of the way the bugs moved was dictated by Craig’s designs,” Tippett said. “We did a lot of animatics, and assigned the Bugs weights and the extent of its movements to come up with an animation design, to see how realistically these beings could move and run and attack.”

Warriorbugswarm

Another animation tool that proved crucial to render the scenes featuring swarms of Bugs was Dynamation (not to be confused with Harryhausen’s stop-motion technique), used in scenes such as the Tango Urilla carpet bombing. Software developer Doug Epps explained: “normally, Dynamation is utilized to generate things like smoke clouds or jet exhausts. But Dynamation also allows you to do procedural animation of points and particles — a capability that was critical in laying out the swarms. We knew we had to do hundreds, or even thousands, of Bugs in some shots, and we certainly didn’t want to have to hand-animate all of them. So we used Dynamation’s particle systems — tweaked with software written by Eric Leven and Darby Johnston — to generate dozens of little dots that we could then apply en masse to a plate. Dynamation gave each Bug its own radius and terrain maps and maximum velocity vectors, which allowed it to maneuver over the landscape of a given scene without hitting other Bugs or obstacles such as rocks. That process really saved us. We’d still be doing swarms if it hadn’t been for that software.” To differentiate the Warriors, specific animation cycles were assigned to each one of the ‘dots’, and some of the creatures were also slightly downsized or oversized. Hand-animated ‘hero’ Bugs were placed in the foreground, whereas less-detailed Bugs — called ‘Jacks’ — were positioned in the midframe and background. “We called them Jacks,” noted Danny Boyle, part of the visual effects crew, “because these particular Warriors were going to be tossed up into the air by the force of the explosions, just like a child’s set of jacks.”

Bugswarm

The most complex sequence featuring Dynamation was the Whiskey Outpost attack, one of the first to be taken on. Epps recalled: “on any effects film, we like to get the big shots out of the way first. Anything you learn at the front of the schedule makes subsequent shots of the same nature a lot easier to accomplish. So we tackled the first two swarm shots in that sequence right away.” Nearly a dozen swarm shots was made for the sequence and carefully detailed to be as realistic as possible, such as dust or shell parts being blown off. “These elements were either CG or real elements filmed against greenscreen,” said Doyle. “The dust kicked up by the Warriors was a separately photographed element, as were a lot of the squib hits and gore effects you see on the Bugs.” The second swarm did not have to move in separate paths; as such, “instead of run cycles,” Epps said, “the animators set up ‘milling about’ cycles, which were inserted over the Dynamation-generated Bug dots.” Rendering time for the swarm shots clocked in an average of 60 hours per frame first, then 25-30 hours as the process was eased down.

In the early encounter with the Plasma Bugs, the creatures are seen ejecting their deadly weapon into the skies of Klendathu. Layers of computer-generated transparencies were provided by the art department to render the translucent abdomens of the creatures, with the plasma projectiles rendered with RenderMan and Dynamation.

Starship Troopers

Another challenge was posed by the Tanker Bug’s lethal acid flow. Weiss recalled: “in designing the look of the Tanker spray, we looked at a lot of lava footage for reference. It wasn’t supposed to be lava, but it was meant to have that kind of consistency. We played around with Dynamation for a long time to come up with the final look.” The last detail was a layer of heat distortion to suggest the extreme temperature of the acid. Transparency layers were again used to portray the exploding Tanker, after Rico inserts a grenade in its damaged hide. Doyle commented: “you see all of these multicolored organs inside what is left of it. The art department used a separate, gutted CG Tanker model for that shot, showing its exposed innards as the Tanker rocks back and forth to a halt.”

The Hopper Bug was “one of the most challenging Bugs for the art department,” said Lucchesi, “because of its iridescent surface quality. It is beautiful to look at in the real world, but very difficult to replicate in the digital one. Our department worked with Doug Epps to come up with a custom, metallic surface shader. By applying that shader and experimenting with red-green-blue texture maps of varying degrees of intensity, we came up with a refractive quality on the Hopper’s body that was pretty successful. We used displacement to deform the surface so that light would catch certain areas of the wing more than others, giving them a wispy, delicate look. Then the compositing department blurred whatever enfironment was behind the wings to suggest their semi-translucent qualities.” Animating the Hoppers was considerably difficult due to the fact they had to be affected by small changes in wind currents during flight; as such, they made small course changes, in a manner similar to real flying insects. Tippett and Hayes initially estabilished ‘flight rules’ for the creatures: “when Hoppers decelerated, for example, they flared their wings out. When they dove, they adjusted the attitude of their wings. So there were definite rules — but other than that, the animation of the Hoppers was done mostly by feel.”

BrainBugmaquettebeornottobe

Phil Tippett inspects the Brain Bug maquette on set for lighting reference.

The digital Brain Bug was modeled by Martin Meunier and Merrick Cheney, and animated by Jeremy Cantor entirely by key-frame. The meat wave effect was achieved with procedural software shaders, written by Epps for RenderMan. Trey Stokes, part of the crew, noted that “the tricky part was making sure that the meat wave movement was adjusted to the overall animation of the Brain Bug, so that the wave didn’t change the character of the Bug’s animation. One way Jeremy approached that was purely procedural — he got in there and digitally grabbed the Brain Bug’s flesh and warped it all over the place. For the actual wriggling mounds of flesh, Jeremy used another shader, created by Doug Epps, called ‘Blorph’. If Jeremy wanted one of the Brain Bug’s cheeks to hit the ground and jiggle for a second, Blorph would allow him to do that. That piece of software, combined with the meat wave effect, gave the CG Brain Bug a convincing look of weight and fleshiness.”

Brainbugdragged

When the Brain Bug is captured, it is dragged outside the nest inside an enormous net. The complexity of the sequence was due to the net itself, as explained by Lucchesi: “the CG net had to be close enough to the surface of the Bug that it wouldn’t look as if it was floating, but far enough away so that it wouldn’t appear that the net was going through the surface. We also had to be careful when casting shadows of the net onto the Brain Bug’s body so that they wouldn’t emphasize any contact problems.” Tippett added: “Jeremy Cantor, in particular, was great at finding just the right level of procedural and texture-based animation to make the CG Brain Bug look like he was encased in that net, while at the same time making sure that the Bug did not absorb the netting beneath the surface of its skin.”

The four-foot long Chariot Bugs — the carriers of the Brain Bug — were animated with the intention to impart the sense of being the worshipful servants of their master. Stokes said: “they adore the guy. We tried to suggest that by animating moments where the Chariot Bugs’ feelers are touching and stroking the Brain’s body. To suggest that they are also a form of bodyguard, we animated one to stand guard over a rifle that Zander has dropped. It is a subtle throwaway, but it’s there.”

The Arkellian prop on set.

The Arkellian prop on set.

Accompanying Tippett Studio’s digital effects was Amalgamated Dynamics’ wide array of practical creatures, ranging from animatronics to featureless props of dead creatures. One practical addition entirely designed and built by ADI (since it would not be brought to the screen digitally) was the Arkellian Sand Beetle — an insectoid, cockroach-esque alien species unrelated to the Monsters from Klendathu. The three-feet long, two-feet wide creatures are used during a biology lesson to be dissected (not in case, they were nicknamed ‘Dissection Bugs’ by the crew). Each one of the eight models was composed of 12 main parts, among which the head and legs — moulded in translucent skinflex, a more flexible type of urethane. The body was instead moulded in more common urethane. Among the props one was a hero Beetle, painted with acrylics and detailed with horse hairs (each individually ‘punched’ into the skin). Its insides were rendered with ultraslime, methocel and nylon — other than silicone organs. The internal structure was held together by a thin silicone membrane placed under the urethane abdominal shell, which was severed during filming to simulate the dissection. To create the effect of pressurized internal organs, a simple internal air bladder was inflated manually with an air rig.

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Alec Gillis and ‘Snappy’.

Two full-size animatronics of the Warrior Bugs were engineered by George Bernota, and based on full-size sculptures by Steve Koch and Brent Armstrong. Their shell was moulded in fiberglass and painted; soft skinflex portions were the finishing touches, and covered jaw, wrist, elbow, and shoulder joints. Both were driven by a combination of pneumatic, cable and hydraulic mechanisms. ‘Snappy’ — nicknamed by the crew after its articulated jaws — was an insert upper-torso animatronic, detailed from the shoulder area to the head. The nine-feet tall puppet featured fully articulated front legs, arms, jaws and head, and was hydraulically operated for head rotation. In order to properly lift actors as certain sequences requested to, its internal structure was built in steel. A collision avoidance program also prevented the puppets to damage themselves.

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‘Mechwar’ on set.

Where Snappy needed only three puppeteers, the other animatronic — a full-body creature, nicknamed ‘Mechwar’, needed five. Measuring a total of 15 feet in length and 10 feet in height, Mechwar was able to perform a wide range of at least 30 separate movements. Its head was hydraulically powered — as was its thorax, which combined hydraulic, pneumatic and electrical systems. The jaws and arms were puppeteered with cables and hydraulics, whereas the legs were maneuvered via rods. Head, jaws, arms and the creature’s smaller parts (such as the eyes) were separately puppeteered. Interestingly enough, the controllers were custom-made small-scale armatures that corresponded, section for section, to the full-scale animatronic. Fitted with motion sensors, similarly to Tippett’s DIDs, the devices could transfer the movement applied to them onto the puppet. General body movement were provided with a simple support crane, built by John Richardson’s department and operated by eight crewmembers. It was attached to the Monster’s thorax to achieve upward, downward and rotational movement.

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One of the Bugs in ruin.

Numerous full-size models were constructed to portray dead Bugs. A total of 15 props portraying the deceased Warrior Bugs was built: five charred creatures and ten bloody carcasses, riddled with gunfire. Co-founder of ADI, Alec Gillis, said that “those were scaled-up from the maquettes, moulded in silicone, seamed, and cast out of fiberglass. We decided to do the full-scale Bugs modularly in order to quickly pop them together as needed, and each Bug was broken down into 34 separate pieces. We also made backup pieces, in case of location damage. With 34 pieces for each dead Warrior, multiplied by 15 dead Warriors, multiplied by backups, just manifacturing these things turned into a huge job.” Other minor creations were insert arms. Made of fiberglass and four-feet long, the appendages were maneuvered offscreen via handles on the shoulder end. The Bugs’ entrails were achieved with a combination of chopped latex and foam rubber scraps. The blood was instead methocel, tinted green, orange — in the case of the Tanker Bugs — or cream-like — in the case of the Brain Bug (the reason for the different coloring within the same species was not addressed — neither within the film nor by the filmmakers).

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‘Mechwar’ being prepared.

The painting process revealed itself to be far more complex than originally expected. Despite the fact the paint schemes had already been elaborated by Tippett Studio, ADI had to scale them up. Tom Woodruff Jr. commented: “it’s a different ball game when you’re interpreting the coloration of painted reference models into full-scale props. Once we applied the Warrior’s initial paint job to our magnified versions, it suddenly looked toy-like, just because of the immense size of our Bugs.” The final paint schemes were enhanced with a lacquer seal, then toned down and ‘aged’ using sandpaper, dust and other tools. The burned texture on the charred Bugs was obtained by cutting the models in selected areas, and applying liquid urethane — precolored with black tones — that “foamed up and gave the Bugs a crinkled, charred texture,” as told by Woodruff. “We also peeled back the Bugs’ exoskeletons and added bits of colored foam inside to give them a more charred appearence. Then we touched everything up with black paint.”

The Tanker Bug shell on set.

The Tanker Bug shell on set.

For the scenes were Rico is seen on the back of the Tanker Bug, ADI constructed two fiberglass shells, sculpted (in green foam) as well as painted by Bob Clark. They were joined together to form the back plate of the Tanker Bug. The actor was attached to the shells with thin wire tethered to a belt. To portray the wild movements of the Tanker as Rico tries to penetrate its hide with gunfire, a twenty-feet long tractor was installed beneath the shell through a system of metal supports, hydraulic rams and a gimbal. Two crewmembers puppeteered the shell.

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The most complex task for ADI was building the close-up animatronic of the Brain Bug. Since the full body would only be brought to the screen digitally, only the head of the creature was built; it was 12 feet tall and 10 feet wide. The creation of the animatronic started with a full-size sculpture — in green foam and clay — by Bob Clark. The face of the Brain Bug was sculpted separately in clay and other materials by Steve Koch. The head was moulded in separate pieces of fiberglass, which were joined together to form the underskull. The structure was then covered with foam latex skin — again casted in pieces due to the sheer size of the animatronic. The face was instead moulded in skinflex and positioned over the complex articulation mechanisms. Gillis commented: “Craig Hayes did a remarkable job designing that face. It was detailed with long, thin, paddle-like appendages near its mouth, called feeder claws. It had eight eyes and a huge, vertically slitted mouth. All of those things had to be replicated in the full-size puppet. We made the feeder claws out of fiberglass, operated by radio control mechanisms. The eyes were cast of high-gloss urethane, misted with a silicone oil during filming to make them reflective and alive. The sphincter-like mouth was also made of skinflex. We attached air bladders on either side of the underskull, which could be manually operated by little hand bellows to make the Brain Bug look as if it was pulsating.”

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Steve Koch’s sculpture of the Brain Bug’s face.

The practical version of the ‘meat wave’ effect was designed by David Penikas. He built a eight-feet long and two-feet wide endless conveyor belt system, which followed the curvature of the Bug’s upper skull and was installed under the skin. Two rollers with gripping servomotors were placed on the creature’s brow area and on the back of the head, connected by the belt — which was covered with crescent-shaped pillows. A motor equipped with a speed controller produced the rippling effect by running the conveyor belt, whereas the pillows damped its actions. The creature was also supposed to express emotions through its bodily language. “One of Paul Verhoeven’s big concerns,” Woodruff said, “was that we be able to get a variety of expressions out of this face. That was one of the difficult challenges, to make it not only look fearsome but fearful as well.” Five puppeteers controlled the Brain Bug’s movements from inside the animatronic itself.

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The Bug’s proboscis (or palp) was puppeteered with cable mechanisms. Yuri Everson, part of the ADI crew, recalled: “we made a number of triple-jointed, cable-controlled palps, operated from inside the puppet head, through what looked like a little t-shaped motorcycle handlebar.” The exterior of the proboscis was moulded in translucent vacuform and then airbrushed. For the scene where Carmen severs it, a pre-cut tip was attached with superglue, and a hollow tube was inserted — to pump colored methocel, which simulated the creature’s blood spurting out.

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The brain-sucking effect seen when the Brain Bug kills Zander was a collaboration between ADI and Kevin Yagher Productions, which provided the gore effects of the film. Technician Bryan Blair commented: “working alongside ADI, we did that in two stages. For shots where it’s obviously actor Patrick Muldoon looking horrified, we came up with a mohawk-type wig for him, with a fake silicone wound attached to the top of it. ADI took off the top of one of the hollow vacuformed palps and attached it to our fake wound and hair appliance. At the same time, we’d hidden flexible, hollow plastic tubing, about an inch in diameter, under Patrick’s hair. That tube trailed down behind his back and into a plastic bucket, where we’d deposited this sausage-like rope of silicone ‘flesh’ that was attached to a string and drenched in stage blood. We ran the string out the opposite end of the tubing and into ADI’s hollow spike. On ‘action’, Patrick started to grimace while I pulled the string, yanking the sausages up through our hidden tubing into the translucent spike, making it look as if Zander’s brains were being sucked through the palp.” The sequence was completed with two puppet heads of Zander, respectively simulating his pain as the palp pierces his head, and his death.

Ultimately, Starship Troopers presented an array of groundbreaking effects that carved their place in Creature Feature history, and inspired generations of films after them; no film before had tried such a massive quantity of creature effects. “I’m exhausted,” Tippett said. “But it worked out pretty well.”

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Would you like to know more? Visit the Monster Gallery.



Subterranean Terror — Part I: Tremors

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In the early 70s, filmmaker Steven S. Wilson was working for the Navy in an isolated area near China Lake. One day, whilst the writer was sitting on a rock, an idea came to his mind: he wondered what would happen if something under the ground forbade him to get off that rock. He remarked in an interview with The Official UK Tremors: “one of my first jobs was working as a film editor for a naval film company that worked in the desert at a naval base in California. We used to hike around the gunnery ranges out there and I was always making notes for ideas for movies. So at one point, I was hiking on these big rounded boulders which were very much like the ones that we ended up shooting in the movie, and I made the note: ‘what if there was something under the ground, like a shark, and I couldn’t get off this rock?'”

Said note remained in Wilson’s file folder, until 1984 — when he (and his writing partner, Brent Maddock) found a chance to finally bring it to the screen. Having sold the script for Short Circuit, and having been hired by Steven Spielberg to collaborate on the scripts of Ghost Dad and Batteries not Included, Wilson and Maddock were allowed to propose a project of their own. Wilson recalled in an interview with Cinefex: “our agent, Nancy Roberts, sat us down and said, ‘okay, guys, now comes the fun part: for a brief time, anybody will listen to anything you have to say. What’s in your files?’ So Brent and I got together and we picked from each of our files ideas that we had jotted down, including my ‘Monster in the ground’ concept, which at the time was called ‘Landshark’. Nancy loved it and we began working on a twenty-five page treatment.” Long time friend Ron Underwood — with no previous experience in creature features — was attached to direct the project, and also collaborated to the script.

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According to Maddock, the film was initially shaped more like a comedy than the final product, mainly due to how the Monsters were narratively treated. He recalled: “the project was much more comedic in its early stages, and we got to a point where — towards the end, a number of drafts in — we made the decision that we wanted the audience to take the Monsters seriously; to feel that the Monsters were a real threat. So we went back and we took out some of the humour. We didn’t want to go so far that we were poking fun at the idea of the monsters. We went about as close to it as we could get without losing the sense of real jeopardy.” In an attempt to differ from usual Monster films, the creatures’ origins were also deliberately left unknown. “There was a big debate about it early in the process, Wilson said in the Making of Tremors. “First of all, we didn’t care. Since I’m the one who comes out of science fiction films, I was saying, ‘there’s only four places they can come from: they’re either radioactive, or they’re a biological experiment, or they’re from outer space, or they’ve always been there. These are the only options you have.’ So I didn’t want to say it. In fact, I said ‘let’s say all of them at the same time.'” Underwood added: “it was more reality-based that [the characters] wouldn’t figure it out.”

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Tom Woodruff Jr. and Alec Gillis pose with the dead Graboid.

Veteran Monster Makers Alec Gillis and Tom Woodruff, Jr. were hired to bring the subterranean creatures to life. Tremors, in fact, marked the first creature effects work of Amalgamated Dynamics, which the duo had recently founded. Gillis and Woodruff came highly recommended by executive producer Gale Anne Hurd, having already collaborated with her during the production of The Terminator and Aliens. Wilson recalled: “Tom and Alec were excited about having a fairly big project land in their laps, but their company was so new that they did not have a facility set up yet. So we met at Marie Callander’s in Burbank to discuss the script and what we wanted the creatures to look like. The script had just a few lines of description. It said that the mouth opened like some kind of grotesque flower and there were horrible tentacles inside it and it had spines all over its body — and that was about it.” The spines were conceived to be the creature’s method of locomotion. Maddock explained: “it had these spikes on it that it moved along with. This was all based on what I knew about earthworms – which was not much, except that they have these stiff hairs on them and that the hairs point backwards and that’s how they move.”

Then — A HUGE MOUND OF EARTH RISES UP UNDER VAL AND EARL!! The cowboys tumble down its side, Val losing his rifle.  They roll over and stare dumbfounded at the mound.

VAL (cont’d)
(gasps)
There must be a million of them!!

The mound of earth turns toward them.  The ground splits open and out rises — a huge head!

EARL (awestruck)
Nope… just one.

The monster is a horrendous thirty-foot long eating machine! Its head is eyeless, utterly alien, covered with tough boney plates which close together to form a cork-screw point. The cowboys stumble back toward the fence in speechless terror.  The creature slides toward them, pushing through the earth like a whale through water.

Now it opens its mouth — but it’s like a grotesque flower, boney plates spreading open like petals, revealing a huge, slimy, fleshy, oozing orifice! And inside the mouth, a ghastly multi-tentacled tongue! These are the “snake things,” not snakes at all but actually the horrid hook-tentacles that can shoot out six feet to snag their prey! -S.S. Wilson and Brent Maddock, Tremors early draft, 1988

Based on the simple descriptions provided by the script, Gillis and Woodruff began designing the Monsters — which at the time had no precise label. In the script (and film), Walter Chang proposes the term Graboid, a name that would become official in the sequels. Gillis and Woodruff were inspired by a variety of real animals. “Whenever we’re designing a creature,” Woodruff said, “even if it’s some fantastic Monster, we really like to go to research books of real animals — looking at forms and details like skin texture, coloring, even the way the animal moves — so it has a basis in reality. If there’s no reality, it’s all completely made up, completely fantastic — there’s a sort of unreal quality to it that’s hard to get over.  and were also aware that they should not imitate precedent creatures, such as the Sandworms from Dune. “What we did not want to do,” Gillis said, “was repeat what had been done in Dune. Because in Dune, the Sandworms were like earthworms, sort of more muscular, you know. They seemed to be kind of like a long muscular tube — rather than anything with a skeletal structure or armor plating.”

Final film Graboids.

They’re under the ground!

Curiously enough, in fact, worms were not used as reference. “We actually did not look too much at worms because they are very boring,” Gillis said. “We used a ‘form follows function’ kind of thinking. We wanted something that looked like it could come from this planet — or could come from another planet — but it had to be functional and look like it was part of a desert environment. We started off by considering its mode of movement — whether it was a muscular movement or more like a locomotive that could barrel through the ground. For dramatic reasons, Ron liked the latter idea. With that in mind, we went with a heavy armored look rather than something slimy and soft and undulating. The outer surfaces combined the look of a crocodile skin with the leathery dry look of an elephant’s skin — cracked and wrinkled around its points of movement.” Dinosaurs and rhinoceroses were also used as reference. The ‘battering ram’ movement through the dirt (“like killer whales,” as described by Gillis) implied a mechanism that would enable the creatures to propel themselves through the ground; the spines, now distributed on the sides of the torso, became that expedient.

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The Graboid animatronic arrives on set.

The head of the Graboids was a key element of the design, and one that went through a considerable number of iterations. Since the beginning, the special effects artists wanted to make it bony and armored — so that the creatures would be able to overcome most obstacles. “If a creature were to be swimming through sand or dirt,” Gillis said, “it would need a pointed, armored head, so that it could push that matter away, and then the rest of the body then would have some sort of muscular action.” The Monsters also lacked eyes — another challenging aspect. Woodruff continues: “the script also specified that the creature not have eyes — which makes sense for something that lives underground, but it was a challenge for us — because eyes are such an important point for emotion and expression. Without that focus point you have to rely more heavily on the body movement. Since its entire head was just kind of a big bony shell, there was not much we could do to make it register any kind of feeling. Its only real feature was a mouth.”

Wilson and Maddock in fact wanted “an unusual mouth,” and Gillis and Woodruff provided one — trying to stray from usual design tropes. “We also got rid of the idea of sharp teeth,” Gillis said. “We based the look on the head of a snapping turtle, with side mandibles angled down that could act as scoops. It looked threatening and like it could cut you up, but there were not the standard pearly white fangs you normally see on a Monster.” The duo originally conceived the head of the creatures moving independently to the body — functioning like a turtle neck. The concept, however, proved controversial and was discarded. Gillis explained: “at one point we designed the head so that it could move in and out of the dirt independent of the body. We had big thick folds of skin — kind of like a turtle neck — to bridge the body and the head. But we found that nobody who saw it called it a turtle neck — immediately they began calling it a foreskin. So that idea was out. We were dealing with something that was phallic in shape, so we had to take the curse off of that as much as possible.”

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A promotional still of a Graboid tentacle.

Another signature element of the Graboids is represented by their tentacles. The script refers to them as simple appendages with no particular features. As the creative process progressed, however, the tentacles’ role was expanded — to the point where they fundamentally became a red herring for the audience. Initially, they seem to be the antagonists themselves, and not part of them. Wilson explained: “somewhere along the line, we decided to convince the audience that the movie was about big snakes that lived underground. It occurred to us that it would not be immediately apparent that the tentacle torn off the truck early in the film was actually part of a larger creature, so we decided to try and keep that a bit of a surprise. Then Tom and Alec came up with the idea of giving the tentacles mouths — but without throats. Since the mouths are essentially grasping mechanisms, a throat was neither necessary nor appropriate.”

Sculpting the tentacles.

Sculpting the tentacles.

The design of the tentacles itself went through different iterations — some of which were more ornate and with “almost a flower motif.” The final appearence was mainly inspired by catfishes, with four sensory barbs on the sides of the pseudo-mouth. “We designed the tentacles with a sort of catfish look to them,” Gillis said. “The idea was that they could flatten down and look quite featureless — almost like tongues — until their mouths opened.” Some elements of the design were also inspired by snakes, and the bulk of the surface was based on slugs.

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The full-size Graboid dummy’s head.

GraboidmandiblefullThe final Graboid design was conceived to be a vertebrate as opposed to a boneless worm; several details were added — such as the sutures on the head of the creatures — to exemplify this element of their biology. Maddock and Wilson were extremely satisfied with the appearence of the Monsters. “They just knocked us out of our chairs,” Wilson said. Once the subterranean Monsters reached their final incarnation, the special effects team began constructing animatronics in various sizes — from full-scale creatures to miniatures. A quarter-scale maquette was first sculpted: “we knew we were going to do a quarter-scale creature — head to tail — for the miniature work, and originally we were planning to use that for a maquette,” Gillis said. “But we wound up not having as much time as we wanted, so the quarter-scale version only led the Others by about a week. Tom and I blocked out the sculpture and then Carl Sorensen and Dave Miller detailed it. We had the form done on the quarter-scale and pulled a mold and made a plaster duplicate off of the fgront end of it to serve as a model for the full-scale head. Mark Wilson, Howard Berger and Bob Kurtzman did a lot of the sculpting on the big one.”

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One of the Graboid animatronic head sections on set.

A total of five full-size creatures were built: four head sections and a featureless dummy of the full creature, used in the scene where one of the Graboids, having recently died, is unearthed and analyzed by the protagonists. The eight-feet long head sections featured an internal structure composed of appropriately shaped aluminium bands; the skin was casted in foam latex — as opposed to the then commonly used polyurethane. Woodruff explained: “foam latex has a nice, compressed look to it; because the creature was so big, though, we had to build a custom oven — an eight-foot box — to be able to cook these things. Inside the foam latex we did pattern tracings of where the body was wrinking on the outside; we did that so we could pad up the inside, but still leave divisions where the wrinkles were so that when the skin moved it would naturally fold along the same lines that were already sculpted into the creature.” The head, jaws and mandibles were instead casted in resistant fiberglass, which infused them with the desidered plated appearence.

Building and painting.

Painting the Graboid’s body.

All the creatures were painted with primary grey and brown color schemes. The full-scale head sections were mechanized primarily by Craig Caton and Jeff Edwards. The mobile fiberglass parts were attached to a metal plate and connected to a large spring, which was in turn mounted on a backpack. Depending on the demands of a specific sequence, said backpack could be worn by a puppeteer, or be installed on on one of the rigs devised by physical effects supervisor Art Brewer, who also directed the construction of the shaking building sets for the film and other practical effects. Gillis explained the mechanisms: “the head movements were actuated by four rods that came out from the metal plate like a parallelogram. The rods went back to a T-bar; and whichever way you moved the T-bar, the plate in front would move as well.” The parallelogram mechanism was a modular device that could be “plugged” into the creature.

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Halfway through the location shoot — Tremors was mainly shot in Lone Pine, California — ADI arrived on set; working in an abandoned railway station, the special effects artists shot the creatures in six weeks following the schedule. The Graboids needed constant repair, as — unlike many other films — they were shot in broad daylight. “We knew we were not going to have the benefit of shooting them in the dark,” Woodruff said, “with lots of goo coming off of them, and that had moved us to make them look as realistic as possible — more like an actual animal and less like a fantasy Monster. When we got out to the desert, we found we were able to make use of all the dust, though, which took the curse off of it a little bit. Dust became a substitute for other things that we are used to using. It was actually refreshing to be able to exchange dust for slime.”

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A Graboid emerges.

Nevertheless, saliva — thus slime — was actually needed for the mouth interior, as recalled by Gillis: “we had just come off of Aliens recently; we said to ourselves, ‘Aliens was a dark movie. Everything in it was wet and slimy. This seems to be more about broad daylight, hot, dust. Let’s stay away from the slime. Let’s just let them be a little drier and create their own character; that way it’s a little different than what you usually see'; and we didn’t slime up the mouth. It was glossy because of the coatings we put on it, but it was dry. We saw it in the dailies; and the editor remarked that it looked kind of like it was painted with nail polish. We didn’t fully understand that comment but understood what he was reacting to — which was the lack of wetness. So we started puttin the slime on it and doing the webbing in the mouth.” Graboidinfilm2
The creature effects team worked in close collaboration with Art Brewer. When one of the creature heads was filmed above the ground, the shot usually required operators in a 12-feet deep pit dug by the physical effects crew, and external puppeteers. Gillis elaborated: “in the pit, the creature was used as a big rod puppet — everything was connected in the back. We had cable controllers hooked up to the jaw and mandibles, and each could operate independently to get the snapping movement. The head itself was operated by using the T-bar at the end of the rods. It would lunge forward by means of a sliding rig that was anchored inside the pit. It took two guys holding the parallelogram, a third guy to help with the upward motion and then three more guys above ground operating the cables. The guys underground were handling the gross movement, while the articulation of the head was operated by three guys up top. The guys in the pit really had the worst of it. The pit was shored up with plywood, like a big box. The top had more plywood around the creature — as snug as possible — and then we would close them up and dress the Whole area with sand and vermiculite. The operators had to wear respirators because the pit would fill completely up with dust. There was no light except the glow of a TV monitor that was supposed to help the puppeteering. In fact, however, the people inside could see nothing at all — especially since there were air tubes rigged up to blow dust all around. So they had to puppeteer the thing by feel alone. We were up on the ground giving them directions by two-way radio and they would just feel around in the dark and to the best they could. The operators were as blind as the creature was supposed to be — but they could not hear nearly as well.”

The sequences involving the Graboids bursting out of the ground were among the most complex effects stunts achieved for the film. For these scenes, the controller backpack was worn by a single puppeteer — Woodruff, usually — whom was lowered into the ground through an elevator rig. “We built a 10-foot aluminium elevator,” Brewer said, “that was 60 inches in diameter. It was operated by means of pneumatic cylinders — the same kind used by NASA on the space shuttle doors. The cylinders are made in Houston and are very clever high-tech rams run by oxygen and nitrogen. We used of them to power the Platform insite the elevator. The prototype Platform had been solid plywood, but we found that it created too much suction when it went up, so we switched over to a grated platform.” The rig was able to move at about 12 miles per hour — even when it carried the weight of the animatronic and the operator.

Preparing a bursting sequence.

Preparing a bursting sequence.

The rig was installed in a 11 feet deep hole with a 10 feet diameter and then covered with a 2-inch-thick piece of styrofoam painted dirt brown. The beak of the Graboid protruded from a pre-cut foam lid, and the entire system was camouflaged with vermiculite and sand. The elevator was operated from the surface and could rise, enabling the creature to erupt from the foam lid. Air hoses enhanced the effect by spewing additional dust. Brewer recalled: “we tested it at our shop before we went out on location and it worked perfectly; but then we got out to Lone Pine where it is all sand and pumice dust and the wind was blowing constantly and all of that really sabotaged us. We finally found a silicone-based lubricant that the dust would not stick to and that pretty much solved the problem.” The elevator rig was completely self-contained and could be moved from place to place by a crane, to the point where the set-up time (including finishing touches on the creature) was cut down to about 45 minutes.

What actually infused life into the movements of the Graboid was however the performer himself. Woodruff was positioned inside the elevator pit and lowered 10 feet into the ground, and had to wait for his cue; the experience was not particularly pleasant, as recalled by Woodruff himself: “it was one of the worst things I have done because the creature was so cumbersone and so difficult to move. I had a Watchman monitor inside the elevator to guide me, but it got to the point where I could not concentrate on that. All I could do was move the creature the way I felt it should be moving. It was quite an ordeal — I would strap the backpack on and climb into the elevator, put on goggles and radio gear and a respirator, and then they would drop the elevator down. Because of all the dressing they had to do around the area after the elevator was lowered, I would be down there for about 25 minutes before they were ready for a take. It was a very isolated feeling, even though there was air pumped in and it was very safe. One advantage to it was that it was the coolest spot in the desert. When they were ready to go, I would get into a crouching position and as soon as the elevator went up, I would stand to give it a little extra burst up through the styrofoam piece. Even so, it seemed to move at an agonizingly slow rate most of the time. The sound effects helped and they also minimized it in editing by cutting the shot down so that the creature comes out three feet before they cut instead of eight feet. But the rig moved pretty well. If it had moved any faster I probably would have had the thing crashing around me.” A second elevator rig was built for sequences where characters or objects are dragged in the ground.

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Out of location ground, the Graboid was attached to a different rig — described as a “rolling dolly with an arm”. Brewer explained: “the creature was mounted from a parallelogram and hung from a custom-made crane so that it would stay level as it lunged forward. The rig was all steel, and with the creature in place it weighed about 900 pounds — we had to use 120 pounds of weight to counterweigh it.” The dolly rig was used on location, but was employed most prominently for the interior sequences on stage at the Valencia Studios outside Los Angeles. Chang is devoured. The first scene was the Graboid bursting through the market floor. Brewer recalled: “for the store scene, we put the dolly on a track and then rolled it forward and raised the creature up as it smashed through the floor — which was made of several layers of balsa wood so the creature could break it apart easily. The rig was manually operated by six people — everyone pushing and moving levers and cables. Two of the guys were operating the creature and they ened up actually riding the dolly.” A prosthetic broken leg provided the effect of the violent dragging, whereas the actor could sit in a seat rigged inside the creature’s mouth. The other scene involved a Graboid ramming through the wall of Burt Gummer’s basement. A similar method was employed — with the addition of a section with dirt and sand that the creature bursted through — allowing the visual detail of sand dripping from its head.

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The full Graboid dummy.

The only full creature built for the crew, measuring over 30 feet from head to tail, was the featureless dummy of the dead Graboid that had collided with a concrete culvert. “We had built the basic frame for it in LA, and then we shipped it up to Lone Pine in sections. Whenever we got a chance, we would cast up skin pieces and glue them down and paint them. We built the entire thing from head to tail, but you do not actually see it all in the film. The set department had built a fake canal wall and then dug a channel to set our creature into. We had one of the heads in there — attached the full-length body — for the shot of Earl and Rhonda prying the cement off and the creature plopping out. Tom and I were inside pushing the thing out, and there were two other guys pushing out blood and slime. For the cracked skull on top we put slushed liquid polyfoam into the head mold and then sliced it up and offset it and glued it down like a giant worm appliance.”

Graboiddeado Gillis also recalled the success of the scene, also determined by the amount of slime used in it. “By the time we got to the point where the dead creature — rammed into the retaining wall — they break it away and the head rolls out, there’s a POV shot were the camera is moving and there’s all this dripping slime. We really went overboard with the wetness there. We saw it at a test screening with a bunch of guys — heavy metal guys, with Metallica T-Shirts — guys that would really eat that up. When they saw all that dripping slime, the roof went off the theater — everybody was cheering. we looked at each other and said, ‘slime. Never underestimate the value of slime’.” The slime was, as usual, achieved with KY jelly.

Production stills.

All the life size creatures could be fitted with the corresponding tentacles, whose movements were inspired by elephant trunks and octopus tentacles. Gillis and Woodruff, supported by crew members Mark Rappaport and Mecki Heussen, built several versions of the tentacles to work in cooperation with the full-sized Graboid heads. The duo were already familiar with the creation of Monster tentacles; Gillis recalled: “the tentacles on Tremors are the third generation of tentacles that Tom and I have worked on. We did tentacles on Invaders from Mars and Leviathan, so we were able to build on our past mistakes and rectify them. We made three 10-foot-long tentacles that were cable-operated — also a four-foot [tentacle] head section with articulated barbs on the head and chin that would stand up to give it more character in close-up. The spine of the tentacles was braided hydraulic hosing — which flexes any way you want, but does not twist. A lot of our previous efforts had ball joints and other things that would twist on themselves causing loss of control.” The internal structure also employed discs of delrin — a machinable lightweight plastic — that were bolted to the hydraulic hosing “to create a series of ribs.” Cables of bulkheads installed inside the model allowed for several points of articulation.

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Gillis and Woodruff handle a Graboid tentacle on set.

The jaw mechanism was anchored by a vacuformed underskull. Woodruff commented: “rather than having a single hinge point, we made two hinges to give it a compound movement and help widen the mouth out. It was a double-jointed jaw that hinged not only at the back but also about halfway up the thing. We liked the way it enabled the mouth to open really wide. For shots of the tentacles darting out, we used reverse photography. We started with the tentacles out of the mouth and we would slime them up and put them in a good position. Then we would go wild with them when we pulled them in. A large part of the challenge was just moving these things. The tentacles were not lightweight — especially with all the control levers. Only our strongest guys got to go on set with us. Normally we did not do too much operating of the head for those shots — the focus was on the tentacles coming out, so it was not as critical.”

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The Graboid tentacle hand puppet during filming.

Maddock also suggested the use of a hand puppet, a device that unexpectedly proved very useful during shooting. “He said, ‘what about a hand puppet?'” Gillis said. “‘You know; don’t you think we should have a hand puppet?’ We sort of said, ‘okay, we’ll have a hand puppet.’ We used that hand puppet more than we ever expected!” Woodruff added: “the hand puppet was used for close-up shots — like where the tentacle is snapping at the truck. Any of the finer movements like grabbing or snapping were done with the hand puppet. It was better for those kinds of things than the cable-operated ones because it was more maneuverable.” ADI also built nine stunt tentacles, devoid of any mechanical features. Additional gore for other scenes, such as when the third creature is killed, was achieved with latex patches and pantyhoses, both filled with orange methocel to simulate the blood. For the scenes where the Graboid intestines and other entrails are shot towards the characters, air cannons were used to shoot them.

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The 1:4th scale animatronic.

By the time principal photography had wrapped in Lone Pine, miniature effects Veterans Robert and Dennis Skotak — in partnership with supervising producer Elaine Edford in 4-Ward production — were hired to shoot the miniatures. The Skotak brothers had already worked with Gale Anne Hurd on Aliens. “We were very impressed with the way the Skotaks approached their work,” Underwood said. “They are true artisans. We had gone into the project knowing that we needed some miniature work, but initially we were leaning much more toward full-scale. By the time we were through, we had a lot more miniatures than we had anticipated. Full-scale — no matter how well it is realized — is just really difficult to control.” Miniatures, in fact, were used for actions and movements that the full size creatures could not perform — or could do with certain restrictions. The miniatures allowed for more creative liberty in the sequences for which they were employed; quite in fact, the miniature work was so exceptional that the final film employed far more than originally intended, creating a whole second part of miniature shooting after the initial one.

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Alec Gillis prepares the 1:4th scale Graboid for shooting.

ADI built five 1:4th scale Graboid puppets for the Skotaks’ miniature sequences. The first to be built was a seven feet long animatronic, with fully articulated head and neck mechanisms. The miniature puppet required different mechanical systems when compared to the full-size Graboids, since the mechanization would extend to the whole first half of the creature. “The head mechanics were similar in design,” Woodruff said, “but the body mechanics were based on the same principle as the cable-operated tentacles. We sectioned off the body core into disks — leaving spaces in between — and then fed cables through and out the back. If necessary, we could reroute the cables and have them run down and out the bottom.”

The tail section of the miniature Graboid was made of soft polyfoam; a departure from standard procedures, which involved fiberglass understructures. “It was something that Alec and I wanted to try,” Woodruf said. “We wanted the creature to sort of squish down under its own weight to give it more mass and bulk.” The head could be used independently, but the tail section could be attached if the shot required it. Simpler versions of the tentacles were built for the miniature Graboid. “they still had to ahve some movement to them,” Woodruff continues. “Very little of them is seen in the film. There was a feeling that there was a difference in movement between the miniature and the full-sized tentacles.” The 1:4th scale Graboid animatronic was puppeteered by six to eight crewmembers. Gillis recalled: “there would be two people operating the tentacles, and then another person providing the gross body movements. Generally the creature was mounted on a pole that stuck up through the miniature set and the operator would be at the other end of the pole. We would have one guy operating the skull, one guy operating the mandibles and then one operator for each of the three body sections. Each operator had what amounted to a big joystick to control left-right and up-down movement on any given body section.”

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Close-up of the 1:4th scale animatronic’s armored head, which carefully reproduces the full size Graboids’.

The miniature animatronic was most prominently seen when the film first reveals the appearence of a full Graboid, bursting from the ground. The creature was filmed in a forced perspective miniature lanscape, built by the Skotak brothers, with a matte painting created by Rick Rische. Robert Skotak recalled: “physical effects had done the initial ground-breaking shot on location, then ours picked up with a POV after Earl and Val have backed away. The ground is just starting to crack — then there is a separate shot of the creature breaking through with dirt blowing up around it. That was our quarter-scale shot. The breakthrough was very straightforward — just a matter of actuating the puppet to break through a thin crust. We had fans outside to create dust blowing by and we had compressors below to kick a lot of dirt up into the air — whatever we could do to make the creatures look explosive. Steve Brien worked out most of the gags with us — and there would usually be several grips involved. Sometimes the creature was pushed out and sometimes it was levered up.” To achieve the gun shots on the Graboid, pre-cut holes in the creature were covered with patches of skin and then filled with air lines. A BB gun was then used to create hits on the ground and the Monster. For the shots of the Graboid traveling underground, a slot was cut into the table and covered with a foam rubber membrane. Thin foamcore plates were glued to said membrane, to simulate surface dirt. A pipe was moved through the underside of the rubber to achieve the effect of the ground heaving and cracking and settle back at the passage of the Graboid — which was maneuvered from below. Fuller’s earth, microballoons and miniature roots were added to enhance the effect.

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Tom Woodruff Jr. with the ‘ramming’ Graboid hand puppet, about to strike the miniature landscape.

As production progressed, the special effects crew found that the miniature animatronic could easily be replaced by simpler models — hand puppets. “Originally we expected that [the 1:4th scale animatronic] would do all of the quarter-scale work,” Gillis said. “But once we got into it, we realized that wer needed something easier to handle — which is when we began different hand puppets. We needed one to crash up into the ceiling in Burt and Heather’s basement — just a hand puppet with the mouth closed. Another one had an articulated head that was used for a lot of the stuff. We just built a variety of puppets that we could pick and choose from depending on what was needed.” Shots of the creatures heading down to the ground and other key sequences were achieved with the hand puppets.

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Robert Skotak films the miniature Graboid hand puppet.

Crucial to the miniature shooting was not only the necessity to match the miniature footage with the principal live-action footage — but also the fact the small-scale creatures had to be shot at more than 24 frames per second, in order to infuse them with a sense of actual mass. In this field the hand puppets also proved to be more practical than the animatronic. “Because the miniatures were shot overcranked,” Woodruff said, “we had to do our puppet movements twice as fast. We could get more specific movements with the fully-articulated puppet, but with the overcranking it got to the point where the movement was very random anyway. With a hand puppet, we could produce very hard, fast movements which were better suited for the way it was shot. The hand puppets had a grip on the inside that the operator could grab onto to steer the creature around. One of the hand puppets was articulated — the head could turn from side to side and it also had cable-operated jaws that opened and closed.” The basement fight was the sequence where the miniature Graboids were featured most prominently — alternated with the full-size creatures.  “It was a similar idea to what Jim Cameron did on Aliens,” Robert Skotak recalled, “building the Queen and the power-loader in quarter-scale to get the big punches and rolls that would be impossible to do in full-size.” The Skotak brothers built a quarter-scale basement miniature –four feet deep, six feet wide, two feet tall — complete with individually-painted floor and ceiling tiles. The Skotak brothers “suggested things we could do that would have been difficult for [ADI] to do in full-size,” Robert Skotak said. “We did shots where the creature rears up through the ceiling and knocks some tiles off. We also did a shot where it hits the door and knocks it down. Finally we did its death scene where it falls and thrashes about. Much of the basement sequence was done in miniatures.” A prime concern was estabilishing a bond between the principal footage and the miniature sequences. Robert Skotak said: “we discussed with Ron and Steve the lack of shots with the creature and the people together. There was an over-the-shoulder shot where Michael Gross shoots the elephant gun at it, but that was one of the few. So we came up with the suggestion of doing a whip-pan which looks as if it is one continuous shot with both the character and the actor together. The idea was that Michael Gross would drop a gun and we would do a shot of him desperately grabbing for it on the ground. Then we would do a whip-pan off the set and do a corresponding whip-pan on the miniature set of the creature lunging forward. A simple cut in mid-pan would effectively join the two.”

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The live-action shot was done with crewmember Ray Greeer playing Burt for that specific shot, plus details like falling cartridges and shadows. “It looks flawless and like it was all part of it,” Robert Skotak said. The scene again featured bullets hitting the Graboid. Robert Skotak estabilished cuts in the backside of the creature. “Then the pyro guy would come along to lay his squibs in and we would replace the plugs and color over them,” Woodruff said, “and add lots of dust so that when the impact happened there would be a puff of dirt. We had three phases of squibs all wired at once. The first was supposed to look like small arms fire. Those would all be blown out first. Next would come larger-caliber rifle hits and machine gun fire. Finally the mouth and back of the head were squibbed for really big elephant gun hits. So the thing was just riddled with squibs.” The basement scene was technically the last intended miniature shoot; when Tremors was shown in its rough workprint for the studio, Universal executives were enthusiastic about the creature effects — to the point where they authorized an additional budget to increase the creature effects shots. “In the rough cut, the creature had been shown only obliquely in many instances,” Robert Skotak recalled, “its presence suggested by moving clouds of dust and rumblings and windows shattering. Now the idea was to go in and add another 16 or 18 shots to flesh it out. This time we decided to shoot indoors because it was now late into August and the days were getting too short to shoot outside.” Unlike the ‘phase one’ miniatures, the ‘phase two’ ones would be shot in artificial light. despite concerns, the Skotak brothers achieved perfect matches with the live-action footage. Graboidhandpuppet Among the sequences was the shot where the Graboid is seen circling the boulder on which Rhonda, Val and Earl are confined. “Ron felt that he needed to estabilish at least a couple of shots where you saw a shape come out of the sand and then go back down again,” Robert Skotak said. “He felt he needed that to sell the idea — a down-angle of it coming out and then the hole filling up after itself.” A mixture of fuller’s earth and colored microballoons was used to simulate the sand and the environment.

A featureless 1:8th scale puppet was built by ADI and maneuvered from below through crescent-shaped slots cut into the set. “On both sides of the screscent there were chambers,” Robert Skotak said, “like drawers — full of microballoons and fuller’s earth, and as the creature rose up the hill in its path, someone on either side would be feeding in new soil mixture to bring the level back up to normal as it dove down at the far end.” Air lines eased the creature’s traveling. An additional shot of the Graboid rearing its head to grab the shovel was achieved with the hand puppet. “The whole second batch of shots were here and there shots, rather than whole sequences,” Skotak continues. “They were spread throughout the film — little things that revealed the creature in action. We did a couple of burst-ups against the sky — just shots of the creature going up and then back down. There was a scene in a lot between the general store and the trailer where the creature breaks out and kicks a bunch of timber in the air. Also superfast traveling shots across the yard in pursuit. We did a shot of the creature jamming the underside of the trailer, as well as one where it is shaking the house underneath. There was a scene where the characters are pulling the bomb across the yard and the creature comes up and grabs the bomb, so we had to make a miniature bomb with a smoking fuse. We also did a POV from the rooftop where the creature is heading towards the survivalists’ house and it comes up out of the ground and keeps on going across the landscape. That one was also done in eighth scale, which made it difficult because we found it was harder to get the nuances of the set dressing at that scale. We put heating elements under the camera on that shot so that we could get a telephoto effect — a mirage-like shimmer.” A dual scale shot used both the quarter-scale puppet and the eighth scale puppet, and was achieved with forced perspective — when the camera passes from the former to the latter model. Fuller’s earth was blown diagonally across the set to help achieve the effect. Additional Point-of-view shots were filmed, showing the Graboids’ travel through the ground: dirt and lightweight rock props were shoved into a vertically-placed camera.

Graboidfallso

Can you fly, you sucker? Can you fly?

In the end of the film, the last surviving Graboid is lured through the side of a cliff when Valentine McKee throws a bomb right behind it — thus making it accelerate for the intense sound. The Monster breaks through the cliff wall and meets a gruesome demise, falling into the canyon floor. A highly realistic 1:4th scale miniature cliff was built for the sequence, which was part of the initial portion of miniature shooting. “Steven and Brent and Ron were very much into desert geology and they really wanted everything to make sense from a geological standpoint,” Robert Skotak said.  To make the Graboid break through, a hole was cut in the side of the model cliff — and a ramp was positioned behind it. The opening was then covered with wet paper toweling and portions of broken plaster and dirt. The creature was then placed on a cart that would be driven up the ramp and rammed through the covering. Graboidcliffhanger The first breakthrough was achieved with the miniature Graboid animatronic, which was also used for the last close-up of the creature’s head as it frantically screams to its death. The shots of the falling creature employed a full featureless dummy. For the sequence where the Graboid finally splatters on the canyon floor, a gelatin creature was first considered — but discarded for time constraints. Woodruff explained the process: “we made a polyurethane skin that was prescored and draped around a core section made of rope. Inside of that we put condoms filled with orange methocel creature blood. We had thought we were playing it safe by making the creature strong enough to sustain three takes — but the one that ended up on screen was take number nine. After each take we would open the creature and clean it up while two of our guys filled a new batch of condoms and tied them off. Then we would put them inside the body and superglue the skin shut. Invariably, one would break while we were tying them and worm blood would get all over the thing. Since we had been prepared to do only three takes, we ran out of condoms quickly. So we sent Mitch Coughlin — the youngest guy in the crew — across the street to the pharmacy. Three times in one day we sent him to get more condoms — he wwas getting some real respect from the people over there.”

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Tom Woodruff checks the ‘splattering’ Graboid before a take.

Once filled and ready, the ‘splattering’ Graboid was holsted by its tail over the set and released on cue to the canyon floor. Dennis Skotak recalled the complexity of the sequence: “much of the difficulty in the drop was fighting gravity. We had to hoist up all this weight and try to keep the condoms from breaking — and all of this before we lost our sunlight! The drop was actually only about 12 feet to the point of contact — the creature was so heavy, it did not need to drop far. Getting it to drop exactly where and how we wanted was the biggest problem. We had designed the rock so the creature head would kick back and the body would flatten out in a certain way — but of course it never would hit right. Either it would go too far to the left or too far to the right, so we had to do it over and over again and the turnaround time was hours and hours. One of the difficulties we had was that all of the blood and guts splattered out and sometimes hit the two cameras we were shooting with. We would have had a good shot going and then a big wad of stuff would strike the lens and drip down into the frame.” The fall was filmed at 72 frames per second. Wilson was extremely satisfied with the miniature effects work, saying that “there are many miniature shots that you would never know are miniatures. The Skotak stuff is just that good. Full-scale creature and miniature creature are intercut throughout the basement sequence and we literally just picked whichever one was doing the best action. We did not have to concern ourselves with whether something looked like a miniature — after a while we forgot all about it. We were just flabbergasted by their work.” Underwoord ultimately commented on the effects work of ADI and the Skotaks for Tremors, saying that “with the greater complexity of feature filmmaking, you thank your lucky stars for all of the incredibly talented people who come together to help make your ideas possible.” Graboidoffgro For more images of the Graboids, visit the Monster Gallery.

Next: Part II: Tremors 2: Aftershocks


Monster Gallery: Tremors (1990)

Subterranean Terror — Part II: Tremors 2: Aftershocks

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Shrieker

Universal expressed early interest in making a sequel to Tremors — which had achieved a near cult status on the video market since its release. “We didn’t take it too seriously at first, because we couldn’t come up with any good ideas,” writer and director of Tremors 2: Aftershocks, Steven S. Wilson, told Cinefex. “We really didn’t want to deliver the same thing over again; and it wasn’t until some time later — in one of those literal bursts of inspiration — that I awoke in the middle of the night thinking, ‘what if the worms fragment into little creatures?'”

Many of the artists that had worked for the previous film returned for Tremors 2. Wilson recalled: “people wanted to work on this show, and that was a fundamental part of pulling it off. Department head after department head came on and agreed to very painful cuts in their budgets. We joked about the fact that I was one of the few people on the team who hadn’t won an Academy Award. I was surrounded by all these incredibly talented people who agreed to do this because they loved the first film and they liked the new script.”

Among the returning crew was the special effects company, Amalgamated Dynamics — again headed by Alec Gillis and Tom Woodruff Jr., who had become committed to the series. Woodruff said: “Tremors was our first project, and a real labor of love with a great group of people. We had said that if ever there was a sequel — no matter what we were doing — we would make ourselves available.” Principal photography for Tremors 2 coincided with location shooting for Jumanji, another project ADI was working on at the time. Keeping the promise, the duo signed to work on Tremors 2, assigning Andy Schoneberg to direct the special effects work on the film whilst they supervised it from Vancouver. ADI only had a modest budget and six weeks to build all of the incarnations of the Graboids and their offspring.

Graboid rises!

Tremors 2: Aftershocks marks the return of the Graboids — “the mexican variety of the creature, and it lives in southern Mexico on verdant plains,” said Wilson. The subterranean Monsters, whose origin was deliberately left ambiguous in the first film, are revealed in the sequel to be ancient creatures from the Precambrian period.

Filming the ill Graboid scene.

Filming the ill Graboid scene.

ADI refurbished the full-size animatronic head sections used for the previous films. The Graboids bursted through the ground with new rigs devised by physical effects supervisor Peter Chesney. Wilson recalled: “the underground rigs we used in Tremors were powered by air rams, which often jammed and never really moved the worms fast enough. I told Peter early on that one of the things we desperately needed was to see a worm come out of the ground and lift someone in the air.” Ivo Cristante’s physical effects team built a 18 feet tall, 20 feet wide platform in which to place the burst rig — an uneven parallelogram crane on which the creature was installed. A spring-loaded device was employed for the Graboid’s fast movements. Chesney explained: “we vbuilt a nine-foot-wide steel track with skateboard-like guide wheels, and added a lot of counterweight on cables to power it, including a huge amount of bungee cord. We actually had to use a block and tackle to pull it down, like loading a catapult.” The creature’s head was close to a breakaway ground surface, which was easily destroyed. Chesney continues: “we were trying to duplicate the energies of an eight-ton creature with the ability to plow through brick walls, but the puppet had to be light enough to perform properly — which meant it wouldn’t have the strength for a big breakaway. So we prepared the platform surface by layering hinged pieces of plywood in jagged sections, laid out like the scales of a fish. At the intersections we used small sticks — and even finer sticks in the crosshatch. On top of that, we laid peat moss and sod.” For the prologue scene — the most expensive of the entire film — the spring mechanisms had to be precisely calibrated in order not to injure the stuntman contained within the Graboid’s jaws. Movements underground were replicated with a method already used in Tremors, with a wood-lined trench covered in layers of rubber and dirt — under which a cart was moved.

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A key scene of the film involves one of the Graboids above ground, in a severely weakened state. The first scenes involving the creature were achieved with the full-scale animatronic head section. At night, the Graboid is seen convulsing in its final moments. For this sequence, a 1:4th scale puppet was built based on the moulds of similarly-scaled puppets from the first film. Where the armoured head was casted in fiberglass, the body was not moulded in latex — like the previous miniature creatures — but in a new hot-melt material ADI had first experimented with on the set of Santa Clause. “It was so jiggly and lifelike,” Woodruff said. “We were able to get some really good blubbery movements to show something we really hadn’t seen in the worms yet — the conveyance of great mass and weight.” The puppet was maneuvered from a puppeteer below the miniature landscape set specifically built for the sequence, which was filmed at 96 frames per second in order to further increase the sense of mass.

Dead Graboid on set.

Dead Graboid on set.

The creature is later found dead, with its side bursted open and three sacs hanging inside of it. The Graboid carcass was the first model to be built for the film. It was constructed as a wood and wire armature, with polyfoam skin (as well as fiberglass beaks) casted by Marc Tyler — who also painted the creature — based on moulds from the original film. The internal organs and sacs were cast either in latex or in silicone, and once again orange methocel was used to simulate the blood.

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…Sure ain’t no damn ostrich.

It is revealed that the Graboid has given birth to its offspring — a baby stage labeled in production as Shriekers, based on the loud sounds they make when they locate prey. Wilson once again wanted to stray from usual genre tropes and audience expectations, as he told The Official UK Tremors that “the obvious thing then is that there’s a graboid queen, five hundred feet long — we just didn’t want to do that.” In his own words, he wanted the characters of the new film to “be behind the eight-ball” once again, not knowing what to expect or how to counter the new creatures. Wilson said in a Cinefex interview: “normally, movie Monsters are indestructible; and that’s what’s scary about them. However, what was scary about our Monsters was that you couldn’t figure out how they worked. Once you knew that the Graboids traveled underground and hunted by picking up sound vibrations, they became less dangerous. But it only took one movie to realize that. So our idea for the new creatures was that they would hunt by infrared instead of sound. We thought: ‘that will be fun. Everybody will be going around trying not to make any noise, when that’s the wrong thing to do.'”

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Early Shrieker concept art by Alec Gillis.

Designing the Shriekers proved to be a longer process compared to that of the Graboids years before. “The Shrieker designs went through a number of variations before we finally hit on the right look,” Wilson said. “Partly it was a size thing, and partly it was the fact that these creatures are supposed to be babies — something Tom and Alec and Andy Schoneberg worried about right from the start. There’s an inherent cuteness to babies — but we knew the Shriekers had to be scary; otherwise audiences might start feeling more sympathetic toward the Monsters than the humans.” A key element of the new baby creatures was their heat-based vision that detects the bodily heat of organisms and objects.

Gillis and Woodruff started sketching and sending concepts to the production from Vancouver. Gillis said: “we knew that they wanted two-legged little creatures that ran around, saw by infrared and emitted a scream upon sensing a source of food. One of the features of the original movie’s creatures was the big four-piece head, jaw and mandible assembly; and we wanted to mantain that.” The final design featured a body with infant-like proportions, the signature armoured head, as well as three-toed legs inspired by ostriches and a short, fleshy tail.

The Shrieker maquette, with Andy Schoneberg (left) and S.S. Wilson (right).

The Shrieker maquette, with Andy Schoneberg (left) and S.S. Wilson (right).

Being infant Graboids, the Shriekers were designed with several details that were reverse-engineered from the previous creatures. Woodruff recalled in our collaboration interview with Strange Shapes: “[the Shrieker design was] very much inspired by the Graboid itself.  The idea was to reverse-engineer the original creatures to establish the Shriekers as an earlier developmental stage, hence the translucent beak for example, as if it was still cartilage in development like a baby’s skull.  The growth pattern would eventually have them begin to pack on pounds and become so huge and lethargic that their legs (which were only intended to carry them to a new location where food and protection would be more plentiful) would atrophy and fall off.  They would then create a growth of spines that would propel them underground.” The skull in development was a key trait. Woodruff said in the Monster Makers website: “we designed [it] to look as if it was still in cartilaginous state before the beak shells hardened, like on the adult worms.” Another subtle detail in the design is the Shriekers’ tongue — which ends in three elongated bulb-like appendages joined together, suggesting the Graboids’ signature tentacles still in development.

Once again, the special effects artists wanted to bring to the screen creatures that would feel realistic and actually biologically plausible. Gillis elaborated: “what we liked about Tremors was that there was a logic to it, so Tom and I actually wrote several pages of backstory on the Shriekers, offering different scenarios of how they reproduce, how they communicate — that sort of thing. For example, we decided that they are pack animals; and the purpose of the food scream for a creature that can neither hear nor see is to raise its body temperature, thereby attracting its pack. That provided the rationale for incorporating several brightly colored spots — one on the jowls and one on the side of the tail. We reasoned that those spots, in particular, would heat up during a food scream and work as a heat signature, totally unique to the Shrieker. The pack members would recognize it — and that would prevent them from mistakenly attacking each other.”

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A key element of the design was the heat sensor on the Shriekers’ head. This organ, when exposed, allows a better focus on the heat signatures of the surrounding environment. Several variations were tested, as recalled by Gillis: “we tried panels that lifted up from the head like gull-wing doors to reveal the sensory organ inside, but Steve was concerned that those might look like ears. He wanted something totally non-anthropomorphic. Then we toyed with the idea of a plate on top of the head that lifts up; but we were afraid that would look too much like a trap door — something you’d expect to see Thing from The Addams Family pop out of. Finally, Andy came up with a three-plate design that was more organic looking.” A central plate first rears, followed by two side plates — which in turn fully reveal the pulsating heat sensor within.

With the final Shrieker design approved by Wilson, ADI began building the full-scale creature puppets. The life-size sculptures — based on a maquette sculpted by Alec Gillis — were sculpted by Schoneberg, Jim Kagel and Brent Armstrong. The skins were casted in foam latex by Mark Viniello, whereas the head pieces were moulded in semi-translucent fiberglass by Steve Frakes.

Shriekers on set.

Shriekers on set.

ADI built two hero animatronics with fully articulated bodies, three hand puppets with articulated heads, and five stunt creatures whose purpose was to be hit, damaged or shot; they were in fact filled with orange methocel and pieces of latex. Their remains are thrown at the end of the film when Shrieker carcasses are scattered by the enormous explosion. Also built were three insert animatronic tongues for close-up shots.

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One of the hero Shrieker puppets.

The mechanical systems of the creatures were designed and constructed by David Penikas; the hero animatronics featured the most complex, cable-driven mechanisms. Jaws and mandibles were fully articulated, and bladders inside the head suggested the pulsations of the heat sensor when the organ was exposed. Bladders inside the jowls also simulated the Shriekers’ breathing. The cables passed through the Shriekers’ feet and were buried in the ground area next to them, only to re-emerge next to the controlling mechanisms. 8 to 16 puppeteers were needed to fully maneuver one of the hero puppets. Producer Nancy Roberts and Tremors director Ron Underwood also occasionally collaborated to the performance.

One of the Shrieker hand puppets.

One of the Shrieker hand puppets.

The hand puppets were operated with interior handholds; the puppeteers controlled the creatures through a backpack connected to “four-way jaw and neck mechanisms.” The performer could only see from a small hole located in the model’s throat area. Once on set, all the models were treated in order to be believably integrated in the environment. Gillis recalled: “to make them look as if they belonged in the environment, buckets full of dirt were rubbed all over the bodies and applied to areas in the corners of the mouth where the bony shapes meet. Then we squirted water in the creases behind the neck and dusted the high points so that it looked like oily sweat where the folds were contacting. We also spritzed the colored areas on the jowls and tail so that the color spots would appear shiny — as if there were extra body oils in them because they heat up.”

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Despite being an infant stage of the Graboids, the Shriekers are also able to reproduce asexually: after having eaten enough nutrition, they regurgitate a newborn creature. For the sequence where this new feature is revealed, an almost amorphous fetus was sculpted by Marc Tyler and painted by Tom Killeen — and dubbed the ‘vomit baby’. The fetus was covered in a slimy membrane and pushed out of one of the Shrieker hand puppets — adapted with hyperextending jaws. The subsequent shot of the newborn breaking its placental sac and screaming was achieved with one of the hand puppets, puppeteered by Yancy Calzada and shot in an oversized cage section built by production designer (and original Tremors crewmember) Ivo Cristante.

Unlike the previous film, Tremors 2 employed digital effects for the sequences where the Shriekers perform actions — such as actually running — that the practical creatures could not act on set. Wilson knew from the beginning that the new technologies would eventually have to be used, and for that purpose he hired Phil Tippett to do early animation tests whilst the film was still in development. Tremors 2’s visual effects consisted only of a moderate amount of 14 digital sequences, and was one of the first independent efforts in computer animation for Tippett Studio. The artist recalled: “our goal on Aftershocks was really to generate a great deal of animation as quickly as possible. At the time, we were just beginning to make the transition to digital; so it was an ideal opportunity to take some of the input device work we developed on Jurassic Park a bit further, to get in there and start experimenting with other ways of puppeteering and moving characters around. Since the film would be going straight to video, we knew we could work in broad strokes and concentrate on refining some of our techniques.”

Digital Shriekers.

Digital Shriekers.

Tippett actually provided input in ADI’s designs, suggesting wrinkle areas. “Once we had some idea of what Tom and Alec were going to do, we could make a few suggestions,” Tippett said, “such as how to fit certain body parts together or where to put the wrinkles in the skin — things that would make our work easier.” Tippett Studio art director Craig Hayes supervised the creation of the digital Shriekers. He recalled: “we began by scanning photographs of ADI’s Shrieker maquette into our computer and tracing over it. As soon as ADI completed one of the full-scale puppets, they sent it to us for reference and we took our measurements from that.” The digital model was built by Peter Konig and painted and texture-mapped by Paula Lucchesi to be as accurate as possible to the practical creatures (something also aided by reference photos taken on location). Dusty textures were also added.

Animation was achieved with an array of different techniques, as recalled by Hayes: “anywhere from one third to two thirds of the animation was done through stop-motion input, using a Shrieker armature, built by Bart Trickel, and our own motion input software. It was very similar to the methods we used on Jurassic Park.” Said armature was a DID (Digital Input Device), a small scale model with motion sensors that transfer its movements to the digital model. A limited number of shots was also created with standard key-frame animation.

The climactic scene of Earl trying to reach Burt’s truck inside the warehouse was originally going to feature thousands of Shriekers; budget restraints only enabled the scene to happen on a smaller scale — with dozens of Shriekers. For shots of multiple digital Shriekers the model was duplicated, and each copu was individually animated. Tippett explained: “any time you get more than one character on the screen, it really complicates the animation. They have to interact, and the pantomime has to be staged in a way that makes the action clear. We basically built a room full of characters, then animated them individually so they wouldn’t all appear to be moving at exactly the same time. When you’re dealing with a bunch of things, the whole mass takes on a character of its own. You’re really animating an overall texture. Otherwise, the shot can turn into a can of worms (!), with audiences not knowing what to focus on.”

Crew shots.

A crew shot.

Lastly, the Shriekers’ heat vision was rendered with an inventive method. “To get the infrared effect,” Wilson said, “the actors were shot wearing red suits and yellow stockings so that in post-production the video engineers could render the faces and bodies in different colors. This effect was also shot on High 8 video tape and blown up to 35mm film, adding an additional grainy effect.”

Wilson ultimately commented on the experience: “what made it a delight was the tremendous support, inventiveness and professionalism on the part of everyone involved — from the producers to the creative team to the effects crew to the cast. Everybody, at one time or another, contributed some idea for how to solve a particular problem — and that always got us through the day.”

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For more images of the Graboids and Shriekers, visit the Monster Gallery.

Previous: Part I: Tremors
Next: Part III: Tremors 3: Back to Perfection 


Monster Gallery: Tremors 2: Aftershocks (1996)

Subterranean Terror — Part III: Tremors 3: Back to Perfection

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General note: to avoid repeating the term “Assblaster”, the article (and further entries featuring said creature) will mostly use abbreviations such as “AB” or “Blaster”.

ABgoino The success of Tremors 2: Aftershocks led to the production of another sequel in the series — Tremors 3: Back to Perfection — that would mark the return, as the title says, to the original town in Nevada. Unlike the two predecessors, the project was rather quick-timed, with a short pre-production and production process. In particular, budget restrictions forbade an extensive shooting schedule. “To fit  this very ambitious movie with three different kinds of Monsters into our budget meant we had to restrict our shooting days,” Writer S.S. Wilson said. “So we ended up with a 22 day schedule.” Graboidchills Amalgamated Dynamics once again returned to provide the special effects for the film, this time accompanied by HimAnI Productions, which created digital versions of all the stages of the Graboid lifecycle.

Graboidmews The return of the Graboids also meant the return of a small portion of the original props — restored for the production. One of the full-scale animatronic head sections, as well as the tentacle hand puppets were used to portray the Graboids seen early in the film. An insert upper jaw was also used for close-ups. Stock footage from Tremors was also sometimes used. One of the scene features a recently-swallowed Burt Gummer being saved from the Graboid’s stomach. Michael Gross was buried in a hole underground with creature guts made of lathex and orange methocel simulating blood. The actor defined the experience as “a pain in the butt,” and compared it to “being in a grave.”

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Tremors 3 introduces an albino Graboid, unable to reproduce, nicknamed ‘El Blanco’ by the production crew, as well as characters from the film. The concept of an albino Graboid actually fares back to a proposed Tremors series during the production of the second film. One of the animatronics was repainted with a pale color scheme, something also reflected in one of the hand puppets, to portray the creature. Digital effects were also used for the first time to bring the Graboid to the screen; the digital model was built based on reference photos provided by ADI, but still presented discrepancies in design when compared to the practical creatures — due to rushed pre-production time.

The Shriekers are only briefly seen in the opening sequence of the film, where a massive pack is exterminated by Burt Gummer’s caliber 50 guns. ADI originally refurbished the animatronics from the previous film, but they were ultimately not used in shooting. Based on the original moulds, the special effects artists also created a new stunt Shrieker to be destroyed by Burt Gummer’s 50 caliber hits. During the scene, the creature was hung by cables, and pre-installed explosives inside of it were set off. Tippett Studio’s digital Shriekers from the previous film were actually not recycled, with HimAnI building a new model from scratch. Over 300 Shriekers are seen in the scene. ADI also built shed skins of the Shriekers in urethane for the sequence where they are discovered.

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Writer Steven S. Wilson once more wanted the characters to face an unexpected turn of events — another stage in the Graboid life cycle. “When we started Tremors 3,” he said, “Universal told us that there would be no more Tremors films after that. So we decided to “close the loop” on the life cycle of the Graboid.” Wilson thus conceived the Assblaster, a further stage that acts as intermediary between the Shrieker and Graboid. In conceiving the Blasters, Wilson made reference to Valentine McKee’s speculation in the first film as to whether or not the ‘snake things’ — the Graboid tentacles — and the Graboid themselves could effectively fly. The new stage is thus able to take flight in order to reach longer distances, and lay a single egg (or chrysalis) carrying what would grow into an adult Graboid. The introduction of the Blasters retroactively erases the precedent ideas regarding the life cycle of the creatures, which conceived the Shriekers as direct infant stages, growing into Graboids after enough time.

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Blaster concept art.

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Concept art of the thruster.

Not wanting to give the new stage literal wings (as in limbs), the filmmakers found inspiration in the Bombardier Beetles, members of the Carabidae family and divided in various Tribes. These insects are able to produce a hot noxious chemical spray from the tip of their abdomen as a form of defense. The chemical is derived from a reaction between quinol (hydroquinone) and hydrogen peroxide, which are stored in separate chambers in the beetles’ abdomen; when threatened, the creatures send the chemicals in a third chamber with water and catalytic enzymes. The heat of the reaction creates a gas that aids the ejection, which is accompanied by a characteristic popping sound. “Building off that idea,” Tom Woodruff Jr. said, “was the notion of wanting to give the new creatures something that we hadn’t seen before.” The Blasters are able to launch themselves in the air through the ejection of unspecified mixed chemicals in their tail — through two thruster-like orifices. The creatures then glide using ‘wings’ composed of membrane supported by long and thin spines on their sides.

The overall design of the Blaster reflected its purpose of gliding through the air: the body became longer and more stremlined, as did the head — which now presented an elongated beak and mandibles. The heat sensor was also modified in two simple side plates that rear, revealing the sensory organ. Some Shrieker traits were kept, such as the two jowls on the throat. The Blasters made quite the impression on the cast. Shawn Christian recalled: “you’re reading the script and say, ‘okay, Graboid, I saw it. Shrieker, I saw it. Cyclone — oh, that’s funny. Okay, then they turn into an Assblaster.’ You flip back, ‘an Assblaster? What?!'”

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ADI built several practical versions of the Blasters, which were abbreviated on set as ‘ABs’. One hero animatronic head section was built, with fully articulated jaws and sensors. A stunt head section and stunt bodies (which could be hit or damaged) were also constructed, along with full dummies (such as the one used to portray the comatose Blaster). The animatronics were frequently installed on carts on tracks in order to be able to ram against walls or doors. A complete Blaster dummy was also built and suspended on a cable to simulate the creature’s gliding, but was ultimately not shown in the final film. Creature guts were cast in latex and reused some precedent molds (such as the Shriekers’ tongues, recycled as intestines).

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The unused “flying” Blaster.

Another full dummy, used in combination with the El Blanco animatronic, was used to film the scene where the last Blaster is killed and devoured by the Albino Graboid. ADI’s practical effects were accompanied by HimAnI’s digital Blasters, seen most prominently in the film — although they present some noticeable inaccuracies in regards to the animatronics: the wings start at the base of the neck (as opposed to shortly after the jowls) and the interior of the mouth lacks the characteristic red color.

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For more images of the Blasters, Shriekers and Graboids, visit the Monster Gallery.

Previous: Part II: Tremors 2: Aftershocks
Next: Part IV: Tremors 4: The Legend Begins


Monster Gallery: Tremors 3: Back to Perfection (2001)

Subterranean Terror — Part IV: Tremors 4: The Legend Begins

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The fourth — and as of now, final — chapter in the Tremors series depicts the Graboids first attacking the city of Perfection (then called Rejection) in 1889, 100 years before the first film. When discussions about the projects began writer Steven S. Wilson met with Universal executive Patti Jackson. “I told Patti that we were really in a corner,” Wilson told Cinefex online. “The fans were going to want a new creature, but we had no idea where to go. We couldn’t just keep doing the same movie over and over.” He then added: “we’d have to do something wacky this time, like set it in the Old West.” Jackson’s response was concise: “that’s fine.”

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Whilst Amalgamated Dynamics did not return to provide the effects, Alec Gillis and Tom Woodruff, Jr. supervised the creation of the new Graboids. Several special effects crewmembers from the original film did collaborate on Tremors 4, including Robert Kurtzman and the miniature artists Dennis and Robert Skotak. The practical effects were provided by Greg Nicotero’s KNB Efx, who had already worked on Tremors: The Series. “We’re definitely going back to the old school,” Nicotero said.

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An imperative for the film was not to use digital effects extensively. “The decision was primarily financial, but also partly aesthetic,” Wilson told The Official UK Tremors. “Tremors 3 was the first film in which we used CGI to create Graboids. While we had excellent people doing the work, we found we did not have the money to keep redoing the shots until we got them really looking perfect.” He also added that “Graboids are particularly difficult because they kick up so much dirt and dust, which are chaotic elements very difficult to create in CG. When we ran the budget for Tremors 4, our FX expert, Linda Drake, determined that we could do more shots with miniatures than we could with CG. That suited us fine, because the Skotaks — our Academy Award winning miniature artists from Tremors 1 – were available and wanted to work with us again. That made it a no brainer. Tremors 4 has the most active, aggressive Graboids yet, and they’re all done the old fashioned way — with full scale puppets — from KNB — and tentacles and miniatures.” Listening to the series’ enthusiasts in regards to this matter was a primary concern. “We really listened to the fans,” Wilson related. “The only negative comments we’d ever heard about our special effects — as low-budget as they’d been — concerned the CG Graboids we did for Tremors 3. They were faster and much livelier than the big, heavy puppets we’d used in the earlier versions; but, although the effects were first-rate, fans said that they didn’t ‘look right.’ And, of course, they were also more expensive.”

Small Graboid.

The hatched Graboid.

In Tremors 4: The Legend Begins, a silver mine owned by Hiram Gummer — an ancestor of Burt — is attacked by recently awakened Graboids. Following the concepts introduced in the precedent film, the Graboids are first presented in a smaller stage, having just surfaced from their eggs or chrysalises. The first task in the production was designing and building the small Graboids. “We took the original design,” Nicotero said, “and then we kind of said what would these thirty foot creatures look like if they were four and a half feet long? They were kind of the cherubic infant version. Ultimately, what we ended up doing was a couple, like four or five different sketches. So we made them look like grubs, they had these infantile little mandibles and little tiny nubs of teeth growing in and little sort of feelers, so that that you get the impression that this was the precursor to the adult.” KNB built the small Graboids as full-sized remote-controlled animatronics and hand puppets used on set with artificial dirt for the scenes where they burst from the ground or drag their victims under it; puppets were additionally composited into shots for the scenes where the creatures are seen springing from the ground “like some demonic trout.”

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KNB’s precedent work on Tremors: The Series, for which a full-sized El Blanco puppet was built, proved useful. The new full-size Graboid animatronic head sections, 12 feet long and built based on the original moulds, featured the structural innovations of that puppet. The new models were cable-operated, and were installed on four-wheeled dollies, which enabled greater maneuverability compared to precedent versions; they could perform wide ranges of movements based on a single pivot point. Mechanically, the Graboids featured an additional articulation point in the neck, as well as a different structural design for the mouth interior that enabled actors to actually slide down the creature — for scenes such as Black Hand Kelly’s death — through the use of collapsible panels. Four puppeteers were needed to maneuver the creatures. Full-size tentacle animatronics and hand puppets were also built.

Full size Graboids on set.

Preparing one of the full-scale Graboids for the sequence of Black Hand Kelly’s death.

Budget restraints did not allow Tremors 4 to be shot in the original locations chosen for Perfection (Lone Pine); as such, the film had to be filmed in a more affordable place, which was found in Acton, California. For most of the bursting scenes, previous films had employed the full-size animatronic heads, installed on elevating rigs and buried in the ground, with a destructible covering. Such a stunt could not be performed on the location of Tremors 4 due to the composition of the ground. Wilson recalled: “the town was half-built, and I went out and selected where I was going to plant our eight-foot puppet. But then, production designer Simon Dobbin came to us and said: ‘Guess what? To dig holes out here we’re going to have to blast.’ The area was solid rock underneath. It caused our visual effects producer, Linda Drake, to go back to the drawing board very quickly and come up with an entirely different approach.”

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The full-size puppets were in fact filmed only above ground, and were never seen bursting from it — with the exception of the Graboid trying to devour Juan in the muling station, which was filmed in an elevated set. “That was a very complicated shot, and we only had one chance to get it right,” Wilson said in the Ultimate Tremors FAQ. “We duplicated the entire telegraph room on top of two steel shipping containers (the big ones they put on ships) so we’d have space to work underneath. The entire floor was made of super delicate balsa wood. You couldn’t stand on it. You could barely touch it and it would break. So we had to ‘fly’ Brent Roam’s stunt double on cables above the floor. When the puppeteers smashed the Graboid through from below, the stunt crew tried to yank the double up at the same
speed so it would look like he was carried up by the Graboid. Unfortunately, the Graboid got a little hung up and our Juan double flew up faster. Linda Drake’s visual effects people worked really hard to try to blend the action together — by adding dust and boards and trying to digitally move Juan and the Graboid closer together.” He also added that “in all the closer shots that’s really Brent Roam doing his own stunts. He loved riding the Graboid.” The same scene used miniature tentacles filmed against greenscreen and composited with the full-size Graboid by Kevin Kutchaver’s HimAnI Productions.

Like the first two films, quarter-scale Graboid miniature puppets were built. KNB Efx provided the models, which were inserted in miniature sets and puppeteered by the Skotak brothers of 4-Ward Productions. Quarter-scale hand puppets inserted in miniature landscape sets were in fact used for the scenes where the Graboids bursted from the ground; they were filmed at varying increased frames per second to enhance the sense of their actual mass. Certain shots composited the small scale Graboids, precedently filmed against greenscreen, with live-action footage. “Compositing in the computer allowed us to do very complex composites,” Wilson said. “We could take advantage of image steadying and tracking, and we could do camera moves. It really gave us the best of both worlds to shoot miniatures and then composite them digitally.”

One of the quarter-scale Graboids going through the bridge miniature.

One of the quarter-scale Graboids going through the bridge miniature.

One particularly complex composite shot involved one of the Graboids bursting through the wall of a river bed under a bridge and then ramming through the other side. A miniature version of the bridge and surrounding landscape was built by the Skotak brothers, with a track hole cut into the surface and holes in the river bed walls. A full featureless miniature dummy of the Graboid (about six feet in length) was suspended under the bridge through a rod, which connected it with a moving dolly mechanism on tracks above the bridge. The dolly, itself pulled by a rope, drove the Graboid through the miniature set, making it move from side to side. In the final shot, the dolly was erased and the carriage (precedently filmed against greenscreen) was composited in. The last touches included digital debris at the Monster’s passage, simulating its breaking through dirt and rock. The last Graboid’s death scene was another miniature shot, achieved with a miniature city portion, a miniature locomotive, and a quarter-scale full Graboid dummy, filled with guts, which was dragged against the locomotive with graphic consequences — which were digitally enhanced.

“For me my goal always is to challenge the audience,” Nicotero ultimately commented. “I want to be able to do gags or shots where people will walk out and go ‘okay, how did they do that? Wow, that was cool. I never expected that.’ That’s the fun, that‘s the fun part.”

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For more images of the Graboids, visit the Monster Gallery.

Special, great Thanks to Tom Palleschi, an avid Tremors enthusiast that provided a considerable number of quotes and pictures for this part of Subterranean Terror.

Previous: Part III: Tremors 3: Back to Perfection
Next: Part V: Tremors: The Series



Monster Gallery: Tremors 4: The Legend Begins

Subterranean Terror — Part V: Tremors: The Series

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GraboidBlancofrontjaws Tremors: The Series was produced between the third and fourth films, and based on an idea that had been conceived during production of the second film, but was not able to be greenlit at the time. The actual series, with Tremors 3 as its intended ‘pilot’, presents the citizens of Perfection against not only Graboids, but also other creatures — either hybrids spawned from a chemical compound labeled as ‘Mixmaster’, or fictitious prehistoric animals. Recurring in the series is the Graboid El Blanco, introduced in the third film; 8 out of 13 episodes of the series are focused on the subterranean creatures.

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El Blanco strikes back in the series.

KNB Efx provided the practical creature effects for the series, whereas the digital effects were created by Encore Hollywood. “Tremors is incredibly demanding,” said visual effects executive producer Barbara Marshall, “but it’s also a lot of fun and it offers our animators almost limitless opportunities to be creative. While the show’s time and budget constraints are challenging, our team has proven it can produce effects that are a hit with the show’s fans and compare favorably with those seen in the Tremors features. This is the kind of project we had in mind when we created the visual effects department at Encore Hollywood.” GraboidBlancoonsetKNB The series’ recurring Graboid, El Blanco, was built as a full-size animatronic head section. The new model was based on moulds of the original Graboids, although the sculpture was cosmetically altered. Compared to the animatronic used in Tremors 3, its color scheme is slightly different — most noticeably in the tentacles, which employ white tones rather than pale flesh tones. KNB redesigned the internal structure of the mouth, allowing actors to actually slide down the throat of the creature through collapsible panels in its mouth. The tentacles were built as animatronics and featureless extensions of the Graboid puppet. El Blanco was also portrayed with digital effects (mainly for scenes that involved the creature bursting from the ground — as the schedules could not allow for complex practical set-ups), although occasionally the model (built from scratch) appeared red — as opposed to pale — due to rushed post-production schedules. In A Little Paranoia among the Friends, another Graboid was brought to the screen similarly; the El Blanco puppet was repainted for that single episode and then repainted back to its original color scheme for other episodes. Shriekerserisi The Shriekers appear in episodes Shriek and Destroy — where a pack appears in Arizona — and Night of the Shriekers — where a scientist attempts to use them as rescue animals through the use of controlling mechanical implants (an attempt that fails, needless to say). New fully articulated, cable-operated animatronics were built by KNB Efx, again based on the original moulds and with cosmetic differences (such as the longer tibia). Digital Shriekers were also built from scratch by Encore and used for scenes where the Shriekers performed fast actions or were injured or killed by gun hits.

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Messerschmitt on set.

A single Blaster, named Messerschmitt, appears in the episode Blast from the Past, where it is first stolen from its Las Vegas owners by poachers and then breaks free, returning to Perfection. KNB supplied a full animatronic of the creature, which — compared to its predecessor — presented a taller and shorter tail crest and a brighter color scheme. For certain scenes, the puppet was mounted on a rig with a greenscreen arm (which was erased in post-production). Its digital counterpart was instead used for scenes where the Blaster is seen flying or running. Shriekerserinom For more images of the Blasters, Shriekers and Graboids, visit the Monster Gallery.

Previous: Subterranean Terror — Part IV: Tremors 4: The Legend Begins
Next: Part VI — Tremors 5… maybe?


Monster Gallery: Tremors: The Series (2003)

Pumpkinhead

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Keep away from Pumpkinhead,
Unless you’re tired of living,
His enemies are mostly dead,
He’s mean and unforgiving,
Laugh at him and you’re undone,
But in some dreadful fashion,
Vengeance, he considers fun,
And plans it with a passion,
Time will not erase or blot,
A plot that he has brewing,
It’s when you think that he’s forgot,
He’ll conjure your undoing,
Bolted doors and windows barred,
Guard dogs prowling in the yard,
Won’t protect you in your bed,
Nothing will, from Pumpkinhead.

–Ed Justin, Pumpkinhead

Whilst working on Parasite (1982), veteran Monster Maker Stan Winston began considering that he could actually direct a film of his own. The chance arose when producers of DeLaurentiis Entertainment Group sent Winston a copy of a script for a low budget horror film — titled Pumpkinhead — in order to hire him to create the titular creature, a demon of vengeance summoned by a farmer whose son was killed. The story was inspired by the homonim poem written by Ed Justin, also the film’s writer. Winston realized that he could actually direct the film. He recalled in The Winston Effect:  “it was a small picture, something I thought I could handle as a director; and I felt there was a lot that I could bring to the story. So I told the producers, ‘yeah, I’ll do the creature — but only if I can direct the movie.'”

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Winston expanded the script with themes inspired by Forbidden Planet, one of his favourite science-fiction films. He explained: “the essence of Forbidden Planet was the Monster of the Id. Ultimately, what killed everyone was this creature that had been created out of the subconscious mind. That concept had always grabbed me, and I wanted to bring some of that to Pumpkinhead. On the surface, Pumpkinhead is a demon that a witch conjures up; but, at a deeper level, Pumpkinhead is an extension of Ed Harley. By the end of the film, Ed comes to understand that the only way to kill Pumpkinhead is to kill himself. That’s the story I wanted to tell.”

Occupied with director duties, Winston was mostly unable to collaborate to the design process beyond simple director approvals; Pumpkinhead was designed and built by the artists of Stan Winston Studio. Tom Woodruff Jr. and Alec Gillis conceived the appearence of the creature. “Since Stan was directing the movie,” Gillis recalled, “he turned the creature work over to us. Stan said: ‘I’m the director on this. I’m the client — you guys are the effects guys.’ It was great to have Stan’s encouragement to just go with it, on our own. We sat down and started drawing, and then we presented those drawings to Stan, and he made suggestions. That’s how the character of Pumpkinhead developed.” Woodruff added in an interview with Icons of Fright: “It was like your parents turning over the keys to the house and saying, “Ok, we’ll be back in 3 months”, and everyday was just an amazing day at work. You just felt like nothing is going to go wrong with this movie. Not that it wasn’t hard work, you just knew that everything we built was going to be used the proper way because there was a director involved who knew and understood the importance to make our stuff on-set work.”

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Pumpkinhead concept by Alec Gillis.

Pumpkinhead’s design was primarily inspired by reference photos of cadavers and decomposing bodies. “It was mostly from cadavers and dead bodies,” Woodruff said.”We definitely wanted it to have the feeling of something that had been dead and something that was partially human, but also more evil and monstrous. Not in a science-fiction way, but more of a folklorish kind of way. A legend that was brought to life.” Various designs were considered, with the final Pumpkinhead taking elements from earlier incarnations. The creature features ovegrown bones on its shoulders and legs, long and skeletal fingers, and pale eyes with slit, reptilian pupils — almost unnoticeable in the film. Completing Pumpkinhead is its namesake bloated cranium. Its color scheme also reflects its nature, with hues based on decaying flesh. Pumpkinhead was also portrayed as growing from a fetus-like stage which is unearthed to begin the summoning.

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The maquette.

Winston’s limited collaboration also eased the process. “There was a shorthand with Stan that made it so easy,” Rosengrant related. “We could go to him with something, and ask: ‘is this enough? Will this do it?’ And he could look at it, and immediately say, ‘yeah, that will be fine,’ or, ‘no, we need more.’ That’s very different than the normal situation where we have to overbuild, just in case the director changes his mind and wants something more once he is on the set. Stan knew exactly what the tools were, what he needed and what he didn’t need. We didn’t have to go through the process of educating him, as we do with many directors. That made the whole job easier, and a lot more fun.” With the final design selected, construction of Pumpkinhead began. The fetus stage was sculpted by Alec Gillis and John Rosengrant, and painted by Tom Woodruff, Jr.; it was built as a featureless dummy covered in dirt, as well as a simple cable animatronic that could rear itself. A second stage, seen only in one single shot of the film, was also sculpted and painted by Shane Mahan.

Pumpkinheade

The final stage Pumpkinhead was sculpted by Alec Gillis (for the head) and Tom Woodruff, Jr. and John Rosengrant (for the body). Rosengrant and Howard Berger painted the creature, which was built as a full-size suit, performed by Woodruff. The skin was casted in foam latex, with spandex embedded to enhance the suit’s durability, whereas the claws were casted in translucent resin. The creature’s hands were poseable, but not articulated; for that reason, two insert animatronic arms were constructed by David Nelson. Both a fully-articulated hero head and a stunt head were built to be mounted on the suit, right above the performer’s actual head — to increase the Monster’s height. Pumpkinhead’s digitigrade leg design also dictated that a system of leg extensions would be employed. They were devised by Richard Landon, and used in combination with a harness due to their design. “We never really intended [the extensions] to be weight-supporting so that I’d be able to walk on two legs,” Woodruff said. “The idea was always that we’d have some kind of rig system to take some of the weight off, because we didn’t want to build them up so big that we’d have to make them bulky. We wanted to keep everything really sleek in design.” Pumpkinhead’s leg extensions were among the first to be successfully employed in a film. Scenes with Pumpkinhead shot from the waist up did not even need to employ the extensions, and as such the performer simply walked on platforms to mantain the illusion of the creature’s height.

Pumpkinheadwoin

Woodruff, who could see through two holes in Pumpkinhead’s neck, wanted to infuse specific vibes in the performance, also inspired by Ray Harryhausen’s special effects work. “We had to get the feeling that it was a creature born from a dead body,” Woodruff said, “a regenerating thing. That was the point where I tried to work in those Ray Harryhausen-type moments, always trying to look toward his stuff. I incorporated a lot of his idiosyncrasies into not just Pumpkinhead, but things I’ve done since then. There are times where I’ll try to put a lot of that body language into a performance.”

In the end of the film, to illustrate the creature’s bond with the farmer, Pumpkinhead’s face mutates into a more humanoid configuration, reminescent of Ed Harley’s face. Again, a hero head and a stunt head were built; John Rosengrant sculpted the new face, infusing traits and connotations from Lance Henriksen. Ed is ultimately damned to become the next Pumpkinhead — and is seen being buried as a deformed fetus, which was created as a featureless dummy, sculpted to include Henriksen’s features.

Pumpkinheadhumanface

Thanks to Winston’s experience with creature effects, Pumpkinhead‘s budget was used to full potential. “It’s funny, but we never had a sense of being constrained by the budget on that show,” Mahan recalled, “and that was because Stan knew what to spend the money on and how to get the most out of everything we built.” He also commented on the experience: “When I revisit Pumpkinhead after all these years, and I realize that it was done in 1987, all in-camera, and for only three million dollars, I’m amazed at how much movie is there. I think it is a really impressive example of a first-time director’s work. And it is still used as a model for low-budget films. People reference Pumpkinhead all the time when they are looking at how to make an effective low-budget movie.”

Crew shot.

Crew shot.

Winston remembered the film fondly: “all the things I had ever done on my life came together and helped me as a director for Pumpkinhead. I loved every part of the process, from the camera work to the editing to the sound mixing. Rather than being intimidated by the job of directing Pumpkinhead, I was energized by it. And, in the process, I learned that I was a pretty good director.”

Pumpkinheadnothingwillhideyou

For more images of Pumpkinhead, visit the Monster Gallery.


Monster Gallery: Pumpkinhead (1988)

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