Halloween Revelry!

Anything can happen on Halloween.


Dare to Join the Halloween Revelry at Wonderplace Alpha!
On one fateful, thrilling night, the grounds at Wonderplace Alpha slither into a sprawling, shadowed abyss where Halloween entwines with the dark splendor of a sci-fi, fantasy, and steampunk Renaissance Faire! Across over an acre of creeping gloom, bold souls in exquisite costumes—spectral knights, gear-whirring tinkerers, or cosmic phantoms—stalk a realm trembling with the chill of All Hallows’ Eve.

“Here’s a knocking indeed!”—a voice from the crypt might purr, as the night unfurls its sinister delights. Jack-o’-lanterns cast their “ghastly, grim, and ancient” grins, cobwebs veil the void, and “the raven himself is hoarse” beneath a sky of lurking dread. Step into our small yet deliciously diabolical Haunted House, where “the dead rise up” with a shudder, and shadows whisper secrets in a tone only Vincent Price could savor. Roam for classic Trick-or-Treating, plucking treats (or devilish tricks!) from costumed fiends aplenty. Master fiendishly fun Halloween games, then descend into the grand Halloween party—sway to a “tingling, spine-chilling” symphony of ghostly wails and monstrous beats.

The terror mounts with spooky panels, where tales of “ghoulish delight” drip from the lips of our community’s darkest raconteurs. Scream Queens, those “mistresses of the macabre,” reign supreme, their presence a thrill to chill your bones. “Something wicked this way comes”—all conjured with raw, homegrown menace, no lavish tricks needed. “Beware the dark pool at the bottom of our hearts,” intones the night—Wonderplace Alpha beckons you to don your most “exquisitely grotesque” costume, summon your fellow spirits, and plunge into an evening of eerie revelry, wild dancing, and unforgettable frights!

Mornington Crescent

An improv game for people who enjoy either improvising ridiculous things, or watching other people do so.

Imagine, if you will, a game so splendidly absurd that it defies the petty tyrannies of logic, yet so profoundly simple that it mirrors the eternal dance of the cosmos. Such is Mornington Crescent, a pastime of such venerable obscurity that it might have been devised by angels in a fit of mirth—or, more likely, by Englishmen in a fit of tea-soaked idleness. To adapt it for the hallowed platforms of Wonderplace Alpha, that grand emporium where the trains of time and space converge like pilgrims at a celestial shrine, is to elevate it from mere diversion to a parable of the human soul’s journey through the infinite.

The game begins, as all true things must, with a map—not a mere chart of streets and stations, but a tapestry of possibility. In its original form, the map is that of the London Underground, a labyrinth of tunnels beneath the grey and glorious city, where names like “Cockfosters” and “Tooting Bec” sing of a world both ridiculous and sublime. At Wonderplace Alpha, however, we shall unfurl a grander scroll: a network of portals, each bearing titles of poetic resonance—Stellar Drift, Glimmering Void, Ebon Clocktower, and, naturally, Mornington Crescent itself, the destination of all destinations, the station that is both nowhere and everywhere.

The rules, dear friends, are a paradox wrapped in a jest. Players—those brave knights of Wonderplace—take turns naming stations from this cosmic atlas. Each declaration is a thrust in a duel of wits, a step in a pilgrimage toward the sacred Mornington Crescent. Yet, herein lies the rub: the rules are never spoken, for to define them is to destroy them. They shift like shadows on a windy day, known only to the initiated, who nod sagely at each move as if deciphering the riddles of Creation. One might cry “Lunar Causeway!” and be met with gasps of approval, for it places the opponent in sidings—a state of temporary banishment, like a soul cast into purgatory. Another might retort with “Whispering Nebula!” only to falter, for the Knid’s Gambit (a rule unspoken yet absolute) forbids such a move after a vowel-heavy station has been played.

[Verse 1: The Bold Proclamation]
(Sung by a stentorian Master of Ceremonies, with a booming baritone)
“I am the very model of a host with grand intention,
To stage a game of wit and fame beyond all comprehension!
At Wonderplace Alpha, our event of steam and splendor,
We’ve added now a contest that no mortal can surrender!
‘Tis Mornington Crescent, that sport of rail and riddle,
Where minds must twist and turn and leap through logic’s tricky middle!
With maps and mirth, we’ll chase the prize through London’s tangled lore,
A triumph of the intellect—such fun was ne’er before!”


[Chorus: The Enthusiastic Crowd]
(A rousing ensemble, with goggles raised and voices soaring)
“With maps and mirth, we’ll chase the prize through London’s tangled lore,
A triumph of the intellect—such fun was ne’er before!
Oh, Mornington Crescent, thou jewel of cunning play,
At Wonderplace Alpha, we’ll revel in thy sway!”


[Verse 2: The Rules, Sort Of]
(The MC again, with a sly wink and a twirl of his cane)
“The rules, you see, are simple—yet delightfully abstruse,
A labyrinth of stations where the clever mind deduce!
From King’s Cross to the Crescent, with a detour most bizarre,
You’ll dodge through Camden Town and shout ‘Eureka!’ from afar!
No steamship nor automaton can match this game’s caprice,
For every move’s a mystery, each turn a masterpiece!
With brass and wit, we’ll clash in this, our grandest of pursuits,
And crown a champion worthy of our goggles and our boots!”


[Chorus: The Crowd, Louder Still]
“With brass and wit, we’ll clash in this, our grandest of pursuits,
And crown a champion worthy of our goggles and our boots!
Oh, Mornington Crescent, thou jewel of cunning play,
At Wonderplace Alpha, we’ll revel in thy sway!”


[Bridge: The Steampunk Twist]
(A sprightly soprano, perhaps a lady in a bustle, chimes in)
“In airships high we might have soared, with gears and steam a-plenty,
But now on terra firma, we’ll outwit the wise and gently!
No cog nor piston powers this, ‘tis brain alone that reigns,
Through Tube lines dark and devious, we’ll weave our mental chains!
The Tiffin Master calls the start, the teacups clink with glee,
A steampunk twist on London’s map—such sport was meant to be!”


[Finale: The Grand Hurrah]
(Full company, with bombastic gusto and a dramatic finish)
“So come, ye lords and ladies, ye inventors bold and bright,
To Wonderplace Alpha, where we duel by gaslight!
With Mornington Crescent, we’ll astound the world anew,
A game so grand, so glorious—there’s nothing it can’t do!
We’ll sing, we’ll shout, we’ll strategize, till victory’s sweet embrace,
At Wonderplace Alpha, this is steampunk’s finest race!
Oh, Mornington Crescent, thou crown of jest and cheer,
Our Wonderplace triumph begins right here!”


[Coda: The Crowd, With One Last Roar]
“Oh, Mornington Crescent, thou crown of jest and cheer,
Our Wonderplace triumph begins—right—here!”
(Cue triumphant brass fanfare, clanking gears, and a puff of theatrical steam!)

VIP Tea Dueling With The Painted Badger

Tea Dueling with the Badger!

“A cup of tea would restore my normality.”
— Douglas Adams, The Hitchhiker’s Guide to the Galaxy

“There are few hours in life more agreeable than the hour dedicated to the ceremony known as afternoon tea.”
— Henry James (as adopted by Steampunks everywhere)

Tea dueling is that most noble and perilous of pursuits: a contest of nerve, decorum, and digestive fortitude, waged with a teacup and a biscuit over a cup or mug of steaming brew. It is the gentleperson’s battlefield, where the clink of china replaces the clash of steel, and the stakes—though rarely mortal—are nothing less than honour itself. Certainly, it ranks as the most vital form of warfare known to humankind, for what is civilisation if not the art of sipping tea under pressure?

(We have long considered The Ministry of Steampunk to have the best rules for this. Examine theme here, if you’d like.

For the esteemed VIPs of Wonderplace Alpha, we are delighted to present a singular treat. The Painting Badger, our Artist Guest of Honour, shall preside over this grand affair. A maestro of the canvas and a veteran of the teapot, the Badger brings an air of roguish charm and mechanical whimsy to the proceedings—imagine a brush-wielding duelist with a penchant for gears and a twinkle in the eye.

The rules of tea dueling are simple yet exacting: two combatants face off, each armed with a cup of piping-hot tea (brewed to a precise 3 minutes and 47 seconds, naturally) and a biscuit of sturdy constitution—shortbread for the traditionalists, a spiced cog-shaped morsel for the avant-garde. At the signal, the duelists dunk their biscuits into the tea, holding them aloft for a count of five before attempting a clean, decisive bite. The first to consume without crumbling—literally or figuratively—claims victory. To this classic framework, we add a dash of Wonderplace Alpha’s multigenre flair:

(NOTE: PLEASE DO NOT EXPECT ANY OF THIS. WE LET THE AI PLAY AROUND AND IT GAVE US RIDICULOUS THINGS. EXPECT ALL THE STUFF ABOVE, BUT WE’RE LEAVING THE LATTER PART HERE JUST BECAUSE IT WOULD BE COOL:

“Expect steam-powered teapots hissing with menace, biscuits infused with exotic Martian spices, and the occasional holographic referee borrowed from a galaxy far, far away. The Painting Badger may even sketch the victor mid-duel, immortalising their triumph in ink and sepia.”

The Badger will be drinking his OWN tea, thank you!

And now, a few words from the masters to stir the spirit:

“It takes a special kind of person to fight back.”
— Terry Pratchett, on the resilience required for tea-soaked combat

“Is there any tea on this spaceship?”
— Douglas Adams, a question every duelist secretly asks when the brew runs low

“You can’t build a plot out of jokes. You need tragic relief. And you need to let people know that when a lot of frightened people are running around with edged weaponry, there are deaths. Stupid deaths, usually.”
— Terry Pratchett, a reminder that even tea dueling has its perils

Join us, then, for an afternoon of high stakes and higher tea. Bring your stiffest upper lip and your sharpest biscuit hand. The Painting Badger awaits!


Kitty Otto

Kitty Otto.

“The most difficult thing is the decision to act, the rest is merely tenacity. The fears are paper tigers. You can do anything you decide to do.”

-Amelia Earheart

Madeline’s Vastly Over-Eclectic Grand-And-Not-So-Grand Steampunk Ball

“The known is finite, the unknown infinite; intellectually we stand on an islet in the midst of an illimitable ocean of inexplicability. Our business in every generation is to reclaim a little more land, to add something to the extent and the solidity of our possessions. And even a cursory glance at the history of the human race shows that this has been the case—that every step in advance has been a step into the light.”
-Thomas Huxley

Prepare to be whisked away into a night of unparalleled revelry at our Not Necessarily Grand Steampunk Ball—a semi-spectacle of Victorian elegance, futuristic whimsy, nerds in sweat pants (we’re talking to you, Jeff Mach) and pulsating beats that defy the very fabric of time! Held in a magnificently adorned chamber (crafted with boundless imagination and a shoestring budget), this is no mere gathering—it’s a portal to an alternate era where steam reigns supreme and all are invited to join the dance.

At the heart of this extraordinary evening is the legendary DJ Ozno, the Original Time-Traveling Steampunk DJ, whose mastery of sound spans HOUSE, TRANCE, DUBSTEP, and beyond. Known for electrifying crowds at the Big River Steampunk Festival—America’s grandest outdoor steampunk celebration in Hannibal, Missouri—DJ Ozno doesn’t just spin tracks; he conjures an atmosphere, blending beats with a flair that’s as boundless as a rip in the chronosphere. Expect a sonic journey that’ll have gears grinding and corsets swaying!

YOU can wear what you want. Steampunk or otherwise, complicated or simple. (But please do wear clothing, unless you’re an otter.) Our cast of steampunk luminaries will dazzle in resplendent attire—think top hats towering like smokestacks, gowns glittering with brass and grit, and goggles gleaming with untold stories. But fear not, for this ball is a haven for all—whether you arrive in full regalia, a humble vest-and-trousers combo, or whatever your wardrobe whispers to you. From seasoned airship captains to curious first-timers, every soul is welcome to revel in the magic.

The room may be humbly decked, but the spirit is grand—draped in thrift-store treasures, twinkling lights, and a dash of DIY ingenuity that screams steampunk soul. This is your chance to dance, mingle, and lose yourself in a night where the ordinary meets the extraordinary. So polish your boots, adjust your monocle (or not!), and step into the Grand Steampunk Ball—where the only rule is to embrace the wonder!

YenYorkCity Live at Wonderplace Alpha

Yen!

YenYorkCity is a New York City based music podcast hosted by Yen York and Luna Soturi, where musicians from around the world share their stories, creative processes, and industry experiences. Through in-depth conversations, the show highlights diverse talents, offering listeners a mix of inspiration, behind-the-scenes insights, and real talk about the music world. Whether featuring rising artists or seasoned pros, YenYorkCity is a platform for authentic storytelling and meaningful connections in the music community.

For podcasts and more information visit: YenYorkCity.com

Scream Queens, Artists, Authors, Mad Scientists, and Other Odd Persons Collude: A Panel & Discussion

"To be original you must first be peculiar." — Mary Gaitskill

“The only way to deal with this life is to find it absurd and love it anyway.”
— Donald Barthelme


Questions and Concepts

  1. Origins of the Peculiar
    • What drives someone to embrace the strange, the macabre, or the unorthodox in their creative or scientific pursuits?
    • How do childhood fears or fascinations shape the work of scream queens, artists, writers, and mad scientists?
  2. The Scream as Art
    • Is there a universal thread connecting the scream in horror, the chaos of mad science, and the raw expression of art or writing?
    • How do you harness terror or madness as a tool for creation rather than destruction?
  3. Blurring Boundaries
    • Where does the line between artist, writer, scientist, and “peculiar person” dissolve—and does it matter?
    • Can madness in one field (e.g., science) inspire genius in another (e.g., storytelling or performance)?
  4. The Monstrous Muse
    • What role do monsters—literal or metaphorical—play in fueling your work?
    • How do you decide whether to tame the monster or let it run wild in your creations?
  5. Subculture Synergy
    • How do subcultures like horror, steampunk, goth, or surrealism collide to birth new ideas among scream queens, artists, and mad scientists?
    • What’s the strangest collaboration you’ve witnessed or dreamed of between these worlds?
  6. The Ethics of the Extreme
    • Is there a moral limit to how far you’ll push your art, experiments, or stories—or is the peculiar defined by its rejection of limits?
    • How do you respond to those who call your work “too much” or “too strange”?
  7. Time, Space, and Weirdness
    • How does the liminal nature of Wonderplace Alpha amplify or challenge your creative process?
    • If you could pull inspiration from any era or dimension, where would you go and why?
  8. The Audience’s Role
    • Do you create to provoke, entertain, enlighten, or terrify—and how do you handle when the audience reacts in unexpected ways?
    • What’s the wildest reaction you’ve ever gotten to your work, and did it change you?
  9. Tools of the Trade
    • What’s the one tool, concept, or ritual you can’t create without—be it a pen, a scream, a formula, or something odder?
    • How do you adapt when your tools fail or the experiment goes awry?
  10. Legacy of the Peculiar
    • What mark do you hope to leave on the cosmos as a scream queen, artist, writer, or mad scientist?
    • If your work outlives you in Wonderplace Alpha, what should future travelers uncover about you?