One day. ONE DAY! That's all that is standing between you and the Big H-A-double hockey sticks-oween! We've listened to a lot of great old time radio shows, haven't we? We've heard fantastic audio horror from the 1930s all the way up to the 2020s! That's nearly a hundred years of storytelling goodness! We've heard tales from Arch Oboler, Ray Bradbury, and H.P. Lovecraft. We've heard the voices of Peter Lorre, Mercedes McCambidge, and Vincent Price. We've been terrorized by werewolves, videotapes, and dentists. It's been an amazing ride on this Blog-o-ween train. It's a pity it has to end.
But it isn't over yet! We still have today and tomorrow, and for the penultimate and ultimate days of October, I thought we'd tune our ears to the ne plus ultra of radio thrills and chills. Today and tomorrow, we will be listening to the scariest radio shows ever broadcast. I can already hear your haughty indignation and "Well, actually..." now:
"Who says these are the scariest?"
Well...I do, for the most part. It's my blog, after all. Most of the shows I'll be posting can be found on the interwebz if you search for "scariest old time radio shows," so a lot of other people think so, too, but ultimately it came down to what me, myself, and I thought was scary. Listener mileage may vary.
"What were the determining criteria that made you choose one show over another?"
Determining what? What are you on about? This isn't science. I picked what I picked cuz I picked 'em. They're just old time radio shows.
Without further ado...or should that be...Without further a-boo, heh-heh-heh!...let's just jump head first into the three shows I've chosen for today. Each of these is creepy and off-putting in its own way. Strangeness abounds in them all. Some use the supernatural to send a shiver up the spine. Others rely on good ol' fashioned human foibles and failings to get their scares across.
First up is a tale from "Radio's Outstanding Theater of Thrills," Suspense. It stars an actor who is making his first appearance in this year's Blog-o-ween: Cary Grant. The story concerns a couple whose car runs out of gas in the middle of nowhere while a storm rages around them. To compound matters, there is a crazy woman known as "The Crazy Woman" sneaking about the countryside with a meat cleaver, chopping the heads off her victims. Soon, a terrified woman comes out of the dark asking to be let in. Will the couple rue their decision to leave the main highway and travel..."On a Country Road"?
Next, we've got an episode of Hall of Fantasy. In this story, we have a young woman who is being stalked by creatures she cannot see, creatures who live in the dark and only come out when the lights are turned off. This one has the feel of the 2016 film Lights Out mixed at times with A Nightmare of Elm Street -- the raspy cackle of the creatures reminds me of Freddy Kreuger. Listen to "The Shadow People" with the lights turned out...if you dare!
Our last tale of the evening makes me feel like a department store on 1 November, because it isn't even Halloween yet, and here I am serving up a good ol' fashioned Christmas ghost story. But "Smee" by A.M. Burrage isn't just any Christmas ghost story. I think it's one of the finest ghost stories there is. It's a simple, yet effective tale about a party game called "Smee." You've heard of it? No? Well, the rules are simplicity itself:
"It’s a great improvement on the ordinary game of hide-and-seek. The name derives from the ungrammatical colloquialism, 'It’s me.' You might care to play if you’re going to play a game of that sort. Let me tell you the rules.
"Every player is presented with a sheet of paper. All the sheets are blank except one, on which is written 'Smee'. Nobody knows who is “Smee” except 'Smee' himself—or herself, as the case may be. The lights are then turned out and 'Smee' slips from the room and goes off to hide, and after an interval the other players go off in search, without knowing whom they are actually in search of. One player meeting another challenges with the word 'Smee' and the other player, if not the one concerned, answers 'Smee'.
"The real 'Smee' makes no answer when challenged, and the second player remains quietly by him. Presently they will be discovered by a third player, who, having challenged and received no answer, will link up with the first two. This goes on until all the players have formed a chain, and the last to join is marked down for a forfeit."
As I said, it's a simple game, however, things become complicated when the twelve people playing "Smee" inexplicably become thirteen. Where did the extra player come from? Who is the newcomer? Listen to this episode of the South African show Beyond Midnight here to find out.
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