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  1. Past hour
  2. I went to Thorpe last week and grabbed various throughput timings and operational insights. For a midweek day, I thought operations were generally pretty good! The timings I grabbed were as follows: Colossus (Theoretical: 1,300pph on 2 trains) - 730pph (2 trains, average of 2, 24th September 2026) Hyperia (Theoretical: 1,050pph on 2 trains) - 679pph (2 trains, average of 6, 24th September 2026) (This figure was skewed downwards by 2 much slower dispatches of 118s and 134s, and the other 4 dispatches ranged between 93s and 98s, averaging 96s and resulting in around 750pph) Nemesis Inferno (Theoretical: 1,150pph on 2 trains) - 1,191pph (2 trains, average of 5, 24th September 2026) (this reading was skewed downwards by one anomalously slow dispatch of 100s; the other 4 dispatches ranged between 76s and 85s, averaging 80.8s and resulting in around 1,248pph), 1,090pph (2 trains, average of 4, 24th September 2026) Saw: The Ride (Theoretical: 1,000pph on 8 cars/2 stations) - 837pph (unknown number of cars/2 stations, average of 10, 24th September 2026) Stealth (Theoretical: 1,000pph on 2 trains) - 811pph (2 trains, average of 5, 24th September 2026), 893pph (2 trains, average of 5, 24th September 2026) The Swarm (Theoretical: 1,100pph on 2 trains) - 970pph (2 trains, average of 9, 24th September 2026) (This figure is skewed downwards by one anomalously slow dispatch interval of 122s; the other 8 ranged between 91s and 112s, averaging 101.6s and resulting in around 991pph) In terms of some general insights, I’d say the following: Nemesis Inferno was operated like I have honestly never seen that ride operated before! The operations were incredible, and minimal to no stacking was par for the course for the entire day, from what I could see! With that morning reading of 1,191pph in particular, I have never seen the ride have dispatch intervals of ~80s or less that consistently before and didn’t even know it was possible, and when I got in the station and saw those ops at work, it was quite something! The staff were brilliantly fast, with them running up and down the train checking bars and the operator coming over the tannoy giving it the whole “this train is ready to leave with or without you”! I’m going out on a limb and saying that it was the best operated Nemesis I rode that week, having been to Alton earlier in the week, and possibly in the running for best operated B&M invert of the year (yes, even including OzIris). Phenomenal work! Swarm was pretty good. I do think the ride could perhaps be enhanced even further operationally if the baggage hold returned, but I thought they were generally doing quite a decent job on there. Stealth was also pretty good in general, even if the ride has never quite matched the “better part of 1,000pph” heights I logged it reaching last year. Oddly, it quite comfortably puts Rita to shame throughputs-wise (even when Rita runs 2 trains) despite supposedly having a lower theoretical! They also had a batcher on here for the first time in a while, which was interesting; it certainly made the platform more organised than usual. Every time I ride Hyperia, I think it’s slowed down so much by that gap in between trains and how slow the brake run is. There’s easily a good 20-30 second gap between trains being in the station when the ride runs well, and if they were able to speed up that brake run a tad, I think it could make the ride gain a fair whack of throughput, as the staff on there are generally very prompt! Overall, I thought the park was generally quite well operated, and perhaps controversially, I would argue that Thorpe Park presently has the most consistently good ride operations and throughputs of the 4 UK Merlin parks. While I think Alton Towers at their best can still match or exceed Thorpe, I think they’ve proven more inconsistent recently and if I’m comparing like for like based on my visits this week, Thorpe Park had everything running on full capacity this week unlike Alton Towers and also seemed to have generally better staffing and levels of urgency on the platforms. I wouldn’t necessarily have said this a few years ago, but I do think Thorpe has improved quite considerably in terms of throughputs in the last 5 years or so!
  3. I realised that I’ve been on quite a few trips since I last posted any fresh throughput timings, so let me provide some from my trip to France in June and my recent trips to some Merlin parks last week! Parc Astérix Cétautomatix (Theoretical: Unknown on 9 cars) - 690pph (unknown number of cars, average of 1, 29th June 2026) Goudurix (Theoretical: Unknown on 2 trains) - 797pph (2 trains, average of 3, 29th June 2026) OzIris (Theoretical: 1,600pph on 3 trains) - 1,124pph (2 trains, average of 9, 29th June 2026) Pégase Express (Theoretical: Unknown on 4 trains) - 1,000pph (4 trains, average of 4, 29th June 2026) Tonnerre 2 Zeus (Theoretical: Unknown on 2 trains) - 762pph (2 trains, average of 7, 29th June 2026) Toutatis (Theoretical: 1,260pph on 3 trains) - 1,156pph (2 trains, average of 1, 29th June 2026), 954pph (2 trains, average of 9, 29th June 2026) Trace du Hourra (Theoretical: Unknown on unknown number of trains) - 1,090pph (unknown number of trains, average of 6, 29th June 2026) Vol D’Icare (Theoretical: 1,150pph on 5 trains) - 425pph (unknown number of trains, average of 1, 29th June 2026) (this figure assumes 8 riders per train, which I’m not certain is actually correct) In terms of some general operational insights: A number of the rides here had a rather peculiar loose article storage situation, wherein riders would stack their bags in a big trolley. It certainly made the platform operations speedy, but there must be a less faffy way to store bags before and after the ride, as getting them out at the end was a right faff! Other rides, curiously including Goudurix, had riders take bags on with them; you certainly wouldn’t be taking bags on a 7-looping Vekoma in Britain! A number of lap bar rides did not do manual restraint checks, which made for very speedy operations. Trace du Hourra in particular was a standout, and I feel like my 1,090pph figure does not do the operations on there justice; it was quite routinely banging out 40-45s dispatches, with the odd one even being under 40s. That’s absolutely obscene, and I dare say puts even Schweizer Bobbahn at Europa Park to shame; on this ride, you would frequently have a train leave the station before the one in front had left the lift hill, and for the most part, the operations on there ran like clockwork! Cétautomatix ran like absolute clockwork; it had a conveyor belt loading system, and they seem to have nailed those consistent 20s or so dispatch intervals down to a fine art! Operations were generally very, very prompt on the larger coasters, with both Toutatis and OzIris seeming pretty well operated. Again, both figures I have, particularly the one for OzIris, seem too low relative to how prompt I seem to remember the ops being; they really were quite fast on there! I seem to remember OzIris most typically managing 90s or so dispatch intervals. The loading process on Pégase Express was quite disorganised, with nobody really knowing where to go and this causing delays on the platform. The platform staff were still very prompt and dispatches were still pretty good on the whole, but it did sometimes cause trains to stack on the brake run. On the whole, I would say Astérix seemed like a pretty well operated park, with limited downtime and generally fast throughputs! Even though some of the queues were quite long, they mostly seemed to move pretty quickly (with Toutatis being an odd exception; is there a lot of Fastrack on there or something)? Disneyland Paris Avengers Assemble: Flight Force (Theoretical: 1,800pph on 5 trains) - 1,613pph (unknown number of trains, average of 2, 2nd July 2026) Big Thunder Mountain (Theoretical: 2,424pph on 5 trains/2 stations) - 1,577pph (unknown number of trains/2 stations, average of 6, 2nd July 2026) Indiana Jones et le Temple du Peril (Theoretical: Unknown on unknown number of trains) - 1,073pph (unknown number of trains, average of 2, 2nd July 2026) It’s a Small World (Theoretical: Unknown on unknown number of boats) - 1,155pph (unknown number of boats, average of 1, 2nd July 2026) (I had this down as 1,732pph, but I for some reason put that it had 24 riders per boat while Wikipedia claims 16, so I’ve adjusted the figure downwards to compensate… is Wikipedia correct?) Space Mountain (Theoretical: Unknown on 5 trains/2 stations) - 1,642pph (unknown number of trains/2 stations, average of 6, 2nd July 2026) In terms of some general operational insights: Things generally operated very, very promptly. Disney parks may not rank as my absolute favourite parks, but the operations are one aspect of them I cannot criticise and generally very much like; similarly to Universal Orlando, the platform staff operate with almost a military degree of precision and speed and queues generally move quickly! They had quite a good common sense policy on restraint checking here that I very much liked and made things move promptly. They had everyone pulling up on their restraint to check that it was locked instead of doing checks up and down the whole train, which made things go quickly; why can’t more parks do that? Like Astérix, Disney seems to have a surprising tolerance for loose articles on intense rides. Both Avengers and Space Mountain have you carrying all loose articles, including bags, on board, which surprised me; is H&S more lax in France or something? I guess I could also ask the same question about the point above, actually, as I feel like the UK wouldn’t let you get away with bags on a looping coaster or no physical restraint checks, as much as I felt no physical restraint checks made sense and made things move more quickly… One exception to the “queues moving quickly” rule was Spider-Man; this seemed like ever such a slow queue, for some reason… So all in all, then, I was generally very pleased with the operations at DLP; the queues are long, but they move quickly and the park generally operates their rides very well! Alton Towers Galactica (Theoretical: 1,500pph on 3 trains/2 stations) - 533pph (2 trains/1 station, average of 3, 21st September 2026), 622pph (unknown number of trains, average of 3, 22nd September 2026) Nemesis Reborn (Theoretical: 1,400pph on 2 trains) - 1,141pph (2 trains, average of 4, 21st September 2026) (take this one with a pinch of salt as they began sending every other train around empty, hence I stopped the timing), 566pph (1 train, average of 2, 22nd September 2026) Oblivion (Theoretical: 1,900pph on 7 shuttles/2 stations) - 468pph (3 shuttles/1 station, average of 6, 21st September 2026) (skewed upwards by one 167s dispatch; the other 5 dispatches ranged between 104s and 128s, averaging 114.4s and coming out at around 503pph), 610pph (3 shuttles/1 station, average of 2, 21st September 2026) Rita (Theoretical: 1,150pph on 2 trains) - 392pph (1 train, average of 4, 21st September 2026) Spinball Whizzer (Theoretical: 950pph on 8 cars) - 626pph (5 cars, average of 1, 21st September 2026) The Smiler (Theoretical: 1,000pph on 5 trains) - 734pph (3 trains, no baggage hold, average of 2, 21st September 2026), 706pph (3 trains, no baggage hold, average of 5, 22nd September 2026) Thirteen (Theoretical: 1,100pph on 3 trains) - Didn’t get a timing, but it was definitely only on 2 trains and had no baggage hold operating (22nd September 2026) Wicker Man (Theoretical: 952pph on 3 trains) - 897pph (2 trains, average of 3, 21st September 2026), 978pph (3 trains, average of 3, 22nd September 2026), 728pph (3 trains, average of 10, 22nd September 2026) (this one was skewed down by 3 anomalously long readings of 147s, 192s and 166s; the other 7 ranged between 78s and 114s, averaging 97.3s and coming out at around 888pph) In terms of some insights, I would say the following: People aren’t going to like me for saying this, but I think that the operation of the pre-show 100% stifled Wicker Man’s throughput last week. The platform staff were as prompt as ever, but so, so often, the train was sitting empty in the station waiting ages for people to be batched into it because the ride was operating more quickly than the pre-show, meaning that quite a few seconds were wasted and the batchers were having to run around like lunatics to batch everyone into an empty train as quickly as possible. It didn’t matter too much, as the ride wasn’t too busy at all, but if this is what happens on a busier day, I think the process needs work. While I acknowledge that there were 3 anomalously long dispatch intervals and the other 7 averaged 97s, having 3/10 dispatch intervals being 2.5+ minutes when the ride is running 3 trains is not great; that’s definitely the worst throughput I’ve ever seen on Wicker Man running 3 trains. I would argue that putting 3 trains on it, while of course welcomed, was possibly not the park’s top priority on the Tuesday when other things were running 1 train and had longer queues; Monday proved that it still does fairly well on 2 and the pains with the pre-show meant that 3 frequently offered little to no benefit in practice on this visit. It was disappointing to see Rita on 1 train for the whole trip. The ride routinely had queues of 30+ minutes going up to 45 minutes, and the cause didn’t even appear to be mechanical; the ride was running a different train each day, with the blue train running on Monday and the purple train running on Tuesday. Oblivion appeared understaffed, with the ride being on 1 station and seemingly having a staff member having to both batch and dispatch simultaneously. This slowed the ride down to an average of under 500pph on one 6-interval reading, which isn’t great even on 1 station; even when I take the anomaly out of the equation, the other 5 readings only narrowly exceeded an average of 500pph. Nemesis was doing quite well on the Monday, but seeing it on 1 train on the Tuesday was disappointing given that the queue still hit 30 minutes. They also appeared to start the practice of only filling every other train on Monday, which seemed odd… Given that the ride wasn’t operating a baggage hold and only ran 3 trains, I thought Smiler’s operations remained impressively prompt, on the whole. They always do pretty well on that ride! I would say the same about Thirteen given it was also only running 2 trains and had no baggage hold; the staff were prompt, the ride pretty consistently didn’t stack and queues remained relatively low! Spinball always remains pretty strong operationally; while I could only time 1 dispatch, they seem to have nailed that consistent 20-25s dispatch interval down to a pretty fine art and have it running like clockwork, to the point where it actually outdid a fair few of the larger coasters on throughput this trip! It certainly runs much better and more consistently than Dragon’s Fury down at Chessington, anyway! All in all, I wouldn’t say this was my finest trip to Alton operationally speaking. I had a very good visit, getting on lots of rides each day, and in the main, I can’t complain too much, but there were still queues in excess of 30 minutes where I would argue there didn’t need to be and lots of things were running on reduced throughputs. I’ve often said that Alton’s ride throughputs are pretty good and overly criticised, and on the whole, that’s a stance I stand by, but if this visit was my sole experience of Alton Towers operations, I could perhaps empathise with the criticism a little more. Chessington Dragon’s Fury (Theoretical: 950pph on 8 cars) - 443pph (unknown number of cars, average of 10, 25th September 2026) (This reading was skewed downwards by 3 slower readings of 43s, 42s and 40s; the other 7 readings ranged between 23s and 34s, averaging 28.6s and resulting in around 504pph. This reading also assumes full cars of 4, which was not always the case due to the policy of only allowing 3 adults in a car.) Mandrill Mayhem (Theoretical: 840pph on 1 train) - 605pph (1 train, average of 4, 25th September 2026) (This reading was skewed downwards by 1 slower reading of 207s; the other 3 readings ranged between 144s and 166s, averaging 153s and resulting in around 659pph) Vampire (Theoretical: 1,200pph on 3 trains) - 512pph (2 trains, average of 5, 25th September 2026) (This reading was skewed downwards by 1 slower reading of 200s; the other 4 intervals ranged between 154s and 167s, averaging 161s and resulting in around 537pph) In terms of some general insights: Dragon’s Fury, while they make an earnest effort on there, definitely doesn’t run as consistently well as Spinball at Alton Towers. While you occasionally had those 20-25s glimmers of excellence shining through, the ride is hobbled by the whole procedure of the scales and the weighting faff, and unlike Spinball, they struggle to have it consistently clearing the 500pph mark. This isn’t great when Dragon’s Fury is a headline attraction at Chessington while Spinball is a decidedly peripheral coaster at Alton Towers. And that’s before you consider that Fury frequently doesn’t fill the cars unlike Spinball, which would make the real world throughput even lower than my numbers imply. Mandrill Mayhem continues with the odd charade of not letting you stand in the airgates until the ride has come to a stop, which seems counterintuitive when the ride is already a headline coaster that intrinsically can only run 1 train. The actual platform staff seem quite prompt on there, to be fair, but there’s only so well they can do when the ride only runs 1 train to begin with and the Wing Coaster is intrinsically slightly more difficult to operate quickly. In fairness, Vampire seemed better staffed and operated than last time I came to Chessington, with a dedicated batcher and 2 platform staff, and as a result, the average dispatch interval was a good minute faster (2.5-3 minutes compared to nearly 4 minutes in 2023). The platform staff were prompt and the actual restraint checks were very good and quick! However, the batcher frequently didn’t batch the airgates until the train was in the station with people waiting to board for some reason, which seemed odd and like it was wasting unnecessary seconds. I also never noticed before how the ride has perhaps the slowest train parking known to man, with nearly 50s passing between trains being parked in the station; that certainly can’t help throughputs! While Chessington as a park lacks capacity compared to Towers or Thorpe and many of their rides, particularly more recent ones, have quite low inherent capacities, they have some rides that I feel could and should be relatively high capacity, but aren’t due to procedure, inherent design flaws or a mix of both. Vampire is one example, but the most egregious one is probably Tomb Blaster. A ride with multiple large trains and simple lap bar restraints should attain a pretty good throughput, right? And yet, it doesn’t! One poor man operates it entirely on his own, it takes what feels like forever and a day for one train to leave the station and another to park in it, and when all these things are added together, the ride ends up having a surprisingly slow throughput! ZUFARI is another one where I feel like it should theoretically have high capacity; big safari trucks feel like something you should fairly easily be able to bung people onto and send to get a good capacity, but it seems quite sluggish and has some odd design choices, such as having exiting guests cross directly in front of those who board unnecessarily… what is that about? All in all, I would say Chessington generally has weaker throughputs than Alton or Thorpe. While the operations themselves aren’t overly terrible by any means and the staff mostly make an earnest effort, I do think the park inherently has a real lack of capacity and is hobbled by some rather odd procedural quirks. I do fear it could really struggle on peak days next season if Minecraft proves popular unless they invest a bit of money into improving throughputs, or at very least put some energy into improving throughputs as Thorpe seemingly did prior to Hyperia opening.
  4. Today
  5.    spooky reacted to a post in a topic: Fright Nights 2026 - Spoiler Thread
  6. Yesterday
  7. Very weird year at Fright Nights this year, on paper it should be very strong. (More scare zones/shows and a new maze). It is not strong and possibly very weak. A good line up has had to come with sacrifices which are: The removal of a free walkthrough which was pretty long in favour of a paid attraction. Tenement is good concept and great to see another scare maze at the event. The issue is its location, it’s used a l good space for a long scare zone. There are a few other places it could have gone but would have required a bit more ground work. More mazes are good but I cannot pay for mazes every visit, so I normally do one visit doing them all once and that’s it. I relied on the crows to give me the scare and in its new location, it’s so so short you just don’t get the same experience. To me the current location feels like it’s just been put there with no thought other than they need less actors. There are multiple pathways they’d could have used as a walk through but they decided to cram it in under nemesis inferno. Deaths doors was pretty short but it was extended by the fact you had to knock on each one. The queue was massively long for a 30 second experience, it was very annoying. Lucifiers lair has had the load split up between it and rebel ball Lucifers lair should have just been moved to the launchpad with the same entertainment and that be it. Not remove the entertainment from lucifers lair and then create rebel ball and I’m not really sure what the show is about or what the actors are??? It’s not really the hub of the event and I thought it would be more scare zone when teased how good the launch pad was for events. It’s just random, Lucifiers lair is very very boring and actors were hardly out. Seperate note, trailers is a shell of its former self. One actor per room and they just have a maze host inside the foyer scene. It just needs to go, it relies on having multiple actors per room
  8. Last week
  9.    Jax reacted to a post in a topic: Stealth
  10. I have to admit it does puzzle me why the busiest events in the country (Tulleys and Thorpe) are the ones to utilize this technology, I feel like a medium sized event that requires less throughput would a much better fit! Agreed on Crows and Lucifer, from TPW's video it does worry me that Tenement has just spread the actors out thin. Lucifer's Lair was an absolute highkight over the last few years, this version feels diluted, as does The Crows. I do worry for Thorpe, as over the last 3-4 years or so it has had quite a good series of years, but preview night is indicating maybe having a fifth maze might not actually be the thing we wanted.
  11.    spooky reacted to a post in a topic: Fright Nights 2026 - 25 Years of Fear
  12. I’m avoiding any spoilers till I have a go myself, but I think it’s clear if it’s struggling on press night it’s going to really struggle when the crowds hit. This was only going to ever work in much smaller groups. Lucifers lair and the Crows also look like a huge downgrade, as expected.
  13. Yeah the announcements definitely didn't spark too much excitement. Hopefully the new 2 mazes are better in person than they sound on paper! I guess the Fuel Girls might be the most exciting new thing to me so far! Hopefully preview night delivers
  14.    spooky reacted to a post in a topic: Tulley's Shocktober Fest Scream Park
  15. Honestly it takes a hour or so on Canva, so lazy.. In other news it seems reviews for Tenement are mixed. In general we have some raving reviews of last night, and then some others like Scaretour and TPW that seem more critical. I hope this does not foreshadow the run, as preview night is usually when the mazes are at their peak (full casts, loads of energy).
  16.    spooky reacted to a post in a topic: Fright Nights 2026 - 25 Years of Fear
  17. Think it's quite certain that companies literally do not care about using AI imagery.
  18. Cal replied to Dan_Rush's topic in General Discussion
    I agree. It was a good evening due to the atmosphere however organization and management decisions let it down. That is absolutely no reflection on the ride team cause they were great and all out of there control.
  19.    Cal reacted to a post in a topic: Stealth
  20.    Cal reacted to a post in a topic: Stealth
  21. Doing the rounds on X, looks terrible and plastered all round the park. I know its likely outsourced, but do these not have to get checked and signed off?
  22. Today, launch platform smoke was switched on during the afternoon, apparently, the upturn smoke will return for Fright Nights.
  23. With the Launch Event tonight for Fright Nights, all spoilers for 25 Years of Fear here! Follow along your favourite Thorpe Park dedicated fansite for all the best coverage!
  24. Jax replied to Dan_Rush's topic in General Discussion
    Yeah because they're all thoosies 🤣
  25. Benin replied to Dan_Rush's topic in General Discussion
    £195 for the cable! Certainly didn't pay that much for my Expedition GeForce one.
  26. JoshC. replied to Dan_Rush's topic in General Discussion
    I enjoyed the event, was great to see them offer something like this. Whilst I don't want to be negative, I think it is worth saying there was room for improvement. Communication and organisation was pretty poor, from entering the event, to having to literally read out 250 numbers, and whilst the reason for it was clear, holding a 2 hour ride time but closing the queue after 90mins isn't ideal. But these are things that come with experience, and can be ironed out. The enthusiasm was there. The idea is there. It was an enjoyable event with a great, positive vibe and I really hope they look at doing more of these things in the future.
  27. Cal replied to Dan_Rush's topic in General Discussion
    Agreed - great atmosphere all evening and the ride team were smashing it. Seen him having fun on the PA the last few times I've been too - great operator. Bit cheeky they closed the queue at half 7 and can't help but feel there was a little too many people there, but that's expected when they were selling the tickets for £10. It was clearly a success for them and I hope we see more of that kind of stuff!
  28.    Cal reacted to a post in a topic: Stealth
  29.    planenut reacted to a post in a topic: Stealth
  30.    MrCard96 reacted to a post in a topic: Stealth
  31. Marc replied to Dan_Rush's topic in General Discussion
    Same as above really enjoyed the event - nice to see the park celebrate the ride with its model becoming more and more rare I do hope they do everything they can to keep it going as long as possible. Also bought some of the cable - it’s a lot for what it is but it’s presented really nicely and the little extras were a nice surprise too!
  32. Just like any other pit stop crew. Traditional.
  33. I didn't really plan on spending £195 on the cable but I love Stealth and it's a gorgeous piece of memorabilia. I just had to buy it. The cable with a certificate of authenticity and a mug and a Stealth coaster. All in a gift bag.
  34. I really enjoyed the Stealth event. Staff were brilliant, met some lovely and enthusiastic people. Fantastic atmosphere. And I bought a piece of Stealth's cable as my ticket was already picked. The cable is 10 of 205 🙂
  35. It was a great finish. What was interesting to see, as the gates opened. all riders immediately moved forward onto the train sitting down, lowering harnesses and putting buckles in. Staff said it really sped up the operation making it far easier and faster than normal. Stealthlike ritual........Go, Go, Go!
  36. Jax replied to Dan_Rush's topic in General Discussion
    It was an amazing event for sure, I was on the final train of the night and the vibe was immaculate, especially with Amir (operator) paying homage to some of the other Accelerator coasters by riddling off their announcements. It just goes to show how much people love this ride and it's legacy. 10/10 event and I would love to see something like this again soon!
  37. Wow, that Stealth 20 Years of Speed Event last evening. I had to change my mindset as normally I would be at TP to ride, but this was about The Ride. The day was interesting as I was aware that the discussions were about Stealth, our own achievements on it and the staffing, Riders normally are not interested in technicalities; the Event was in fact a great opportunity to meet and be amongst like minded people there to celebrate one thing, Stealth. It gave us the chance to chat, including with various staff members which we don't normally have the chance to, all the operating crew for the evening were volunteers. Some of the staff who work in the background were there and that too was a pleasure to be able to talk to them. I could go on but I am sure that there are members here who will also have interesting comments. Well done to Thorpe Park. Planenut
  38. Some great points raised there. I've done a couple of 'torch mazes' (including Haunted Lantern tech and other), and they work best in small groups and when the torch serves a purpose (ie the rest of the maze is in low lighting). So if Thorpe are reducing group sizes, and so lowering throughput, it does justify the higher upcharge and the fact it is not bundled with the other mazes. It may take some time to get it right operationally. Even just ensuring the torches are working, have full battery, and are transferred from exit to entrance is something which requires a certain air of slickness. My hope is that Thorpe aren't afraid to recognise that, take time to tweak things and don't give up straight away if it doesn't work.
  39. So I have some thoughts on Tenement. The Haunted Lantern style tech is great, and Purgatory is a fun maze, but.. Throughput and batching is glaring issues, which Purgatory often seems to have crazy queues st Tulleys. I do fear for Tenement being in such a big event, is the throughput going to be enough? Also batching is everything, Tulleys were batching us at a 20 second or so interval which was timed on a big timer, and it was groups of 1-4, but bigger groups could stick together. Obviously splitting up is cool! But I hope the maze is not too overpopulated and is batched and designed with that in mind. Purgatory also had some light bleed in its first year, which could be an issue. Cool idea, and if executed well could be amazing. But selling too many tickets for it, batching improperly, and design oversights needed to be dodged. Which is hard!

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