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  1. Past hour
  2.    Inferno reacted to a post in a topic: Fright Nights 2025
  3.    Inferno reacted to a post in a topic: Fright Nights 2025
  4.    Inferno reacted to a post in a topic: Fright Nights 2025
  5. Unfortunately I agree with the above posts - other than the epic night rides, I just can’t get excited for FN anymore, and the teaser trailer does nothing for me at all. These new style trailers they’ve been doing over the past few years are so vague, and rarely bear any resemblance to the event what so ever. FN is massively successful, so it would be wrong to suggest that the event has lost its way. I suppose it’s more accurate to say that its new format with highly themed walkthroughs and more passive scares (at sky high prices) just doesn’t appeal to my tastes. If this new scare zone is going to be similar to Swarm Invasion however then I’m not sure it’s just me that it won’t appeal to… it was genuinely crap, and honestly was barely recognisable as a scare zone. I have to say as well, the relentless flow of throwback scenes is tedious. Clearly the past has been very much left in the past by this new direction - it’s best to leave the old stuff behind and move on since realistically FN isn’t about out and out scares anymore. I miss the genuine scare opportunities that the mazes used to offer the actors, and as mentioned above I too really miss the ride overlays, even if it is just a bit of nice dispatch music. I miss the simplicity of it all - not long ago the mazes were designed to be scary, and elsewhere in the park efforts were made to level the experience up with different music and simple smoke machines etc. Although to be fair the lighting across the park is very good now isn’t it. Haunt said that, I’m very aware that the event hasn’t even started yet this year, so who knows, perhaps some of this has been considered and addressed. I hope it’s a successful year for Thorpe this FN, and I’m pleased to see that so many people do seem to love this new style of scare event. I’m sure it will be well received.
  6. Today
  7. Cal replied to JoshC.'s topic in The Future
    ^ I'm not either, in fact I've only just watched that trailer for first time which shows my excitement level. I don't think thats a this year only thing though, for me Fright Nights was good in the old days of the stronger mazes and being able to lap them till 10pm free of charge. I don't have an interest in the dance shows, scare zones, or paying money to stand in queue to get a weak runthrough in a maze. I miss the old intense Fright Nights days, getting locked in cupboard in experiment 10 and having actors in queue lines etc.. I do appreciate that times change though and theres clearly a market for what they do now though, and I do think that Fright Nights is in a much better place now than it was a good few years ago. Its a strong lineup again this year so I hope they have another successful year. I will still go to Fright Nights this year multiple times for the longer hours for rides and general atmosphere. I might give the odd maze a try if it has no queue and I'm with someone that wants to, but certainly won't be going out of my way to do so. I do get the vibe that they've just added this scarezone for the sake of having something new this year. I'll reserve my judgement until we see what it is but its a shame if that is the case, as everything else on the lineup is of high quality and will be a shame if they've just added this for the sake of it. Would rather they just use them actors and have a couple in Swarms area and SAWs queue for example. Would add more than a weak scare zone IMO. On another note, I do hope they make more of an effort with ride soundtrack overlays this year. They've been redundant for a good 2-3 years now which is a shame.
  8. 20th September 2025: Thorpe Park Hi guys. Today, I took my first visit to Thorpe Park of the season. While there hasn’t been anything new at Thorpe since my last visit, I was still keen to get back and experience some of my favourites again! I was particularly excited to get back on Hyperia given that I’d only ridden it on one visit last year and it definitely made its mark on me, making its way into my top 10 and christening itself my favourite UK coaster! Also, I was frankly keen to get back to a park after the end of my Master’s degree and the start of my job; I wanted to have something to look forward to after an intense summer, and what better than a trip to Thorpe Park? The day started early, with me leaving home at 6:30am this morning to make my way across the Severn Bridge to Bristol Parkway to catch a 7:21am train to Reading. I then changed in Reading to catch a train towards Staines. All in, this took around 2 hours, and it was mostly a very smooth journey. Incidentally, I’m always surprised at how quiet South Western Railway trains are, and how well stocked they are in terms of carriages. We had 8 carriages going from Reading to Staines; on Transport for Wales, CrossCountry or GWR back home, anything more than 2 feels relatively exuberant! I then decided to use my good friend Uber to get between station and park, which once again worked really well; after having a very friendly chap who asked me lots of theme park questions drive me to the park, I arrived at around 9:45am: After getting to the park, I initially had to wait around 30 minutes in a queue for security before entering; that’s the longest I’ve waited there in a while. After getting through this, though, I got in at around 10:15am: Due to my long security queue, my usual strategy of heading towards Saw and Colossus and knocking those out with minimal queues was stymied, as they already had queues approaching an hour. Resultantly, I decided to head towards a different area of the park and ride… Nemesis Inferno Nemesis Inferno was on an advertised 5 minute queue, so I decided to head over there. As I was approaching, the queue time increased to 15 minutes, but I didn’t think it looked like only 15 minutes, and a little bit after I joined, an announcement came over the tannoy stating it to be 45 minutes. As it turned out, though, the queue took only 25 minutes in reality due to good operations with minimal stacking; it’s always great when expectations are exceeded! So, how was the ride? Well, I was seated in row 5, and it was really good! I’ve always liked Inferno, and today was no exception! The ride was smooth, it had good forces, it had good speed; what’s not to like? I’ll admit, though, that I don’t think the ride did it for me quite like Nemesis Reborn up at Alton Towers did back in July; the original definitely has something special about it that Inferno, while a perfectly decent ride in its own right, doesn’t quite match: After I got off Nemesis Inferno, I headed to a nearby flat ride… Detonator Detonator was on an advertised 10 minute queue, so as I do love a good drop tower and I hadn’t done Detonator since 2023 (I think?), I was keen to give it a ride. The queue took slightly longer than advertised, taking around 15 minutes, but it was still short, so I can’t complain too much. So, how was the ride? Well, I am a fan of a good drop tower, and Detonator is a really good one! I’ve always loved how deceptively forceful the Fabbri towers are for their relatively diminutive stature, and if anything, Detonator was more forceful than I’d remembered. I was launched all the way out of my seat and stayed there for the whole journey down, and it was awesome! It was also my first time back on there following the Big Easy Boulevard retheme, and I have to say that I really like the changes; they add a really fun new element to the ride: After I got off Detonator, I headed for another coaster… Stealth Stealth was on an advertised 40 minute queue time, so as it was one of the shorter queues at this point, I was nearby and I hadn’t ridden it yet, I decided to take a spin on there. I had a very pleasant surprise in the form of the queue on here. While advertised 40, I only waited 15 minutes, likely in no small part due to some of the best operations I’ve ever seen on Stealth. The staff were absolutely throwing the trains out; pretty consistent 70-75 second dispatch intervals were being attained on there, my logged throughput average was almost 1,000pph, and the staff were very frequently outpacing the 40s dispatch timer on the platform (something I’d thought to be largely redundant in years gone by). Great job! But enough about ops; how was the ride? Well, I was seated in row 8, and it was absolutely fantastic; as per usual, the launch was fantastically punchy, the speed was phenomenal, and the airtime over the top hat in the back was on point! I do absolutely love Stealth; it’s easily my second favourite at Thorpe and among my UK top 5, and despite it being much shorter and slower than Red Force, I actually think I prefer it to Red Force. That hydraulic launch packs an unrivalled punch, and it’ll be a sad day when these hydraulic launchers go extinct: After I got off Stealth, the state of the queues elsewhere, and the comparatively short queue and high enjoyment I got from my Stealth ride, meant that I decided to go straight back round for another Stealth lap. I was seated in row 8 this time after a 25-30 minute wait, and the ride was once again fantastic! After my Stealth reride, I decided to head over to another coaster I hadn’t done yet… Saw The Ride Saw was on an advertised 65 minute queue time, but I decided to give it a ride because I was able to exploit a secret weapon… the single rider queue! I must admit it wasn’t quite such a secret weapon today, with it still taking 45 minutes, but even still, it was 20 minutes less than the advertised wait, so I can’t moan too much. So, how was the ride? Well, I got batched onto the back on an outer seat, and as much as I’m not the biggest Saw fan, I have to admit that it wasn’t running too badly today; it was rough in places, but not nearly as bad as it can be. There was also some good airtime on there, to be fair; I think Saw has some surprisingly good bits of air in places! On a side note, Saw seemed to attract some of the more memorable guest interactions today. In the station, two separate people were getting irate with the staff about their child being too short and were requesting multiple repeat measurements, one family tried to force a young girl on to the ride who was in absolute floods of tears and clearly didn’t want to ride, resulting in an argument (I was supposed to sit next to them, but they didn’t end up boarding with me due to said argument taking up too much time), and to cap things off, I was seated next to a teenage boy who kept yelling “F***ing hell, my balls!” throughout the ride: After I got off Saw, I examined the queues and decided to go for another Stealth reride, as it was on one of the shortest advertised queues at 20 minutes. The queue took 20-25 minutes, I was seated in row 9, and the ride was once again fantastic: After that Stealth reride, it began to rain, so I decided to take cover and buy a Burger King lunch. After this, my original plan had been to head to Swarm, but after seeing a certain golden goddess testing, my plans swiftly changed… Now, you might have noticed that despite me saying it was one of my most anticipated attractions of the day, Hyperia has been conspicuously absent from the report up to this point. The reason for this is because the ride had a “delayed opening” and did not open at all in the morning. However, when I left Burger King near Stealth, it was a little before 2pm, and high wind gusts were forecast to come in from 3:30pm or so. So with Hyperia having not opened at all and having suddenly started testing, and with its dislike of wind being well catalogued at this point, I decided I was taking no chances and headed straight over there to wait for it to open. I watched it test for around 10-15 minutes prior to it opening (seeing the unscrewed water dummies spill everywhere was interesting!), and the ride eventually opened at around 2:10pm. After it opened, I joined hordes of people in making a steady beeline into the queue… Hyperia As the ride opened and people gradually filed into the queue, the advertised queue time for Hyperia increased gradually, starting at 70 minutes, then increasing to 90, and eventually hitting 110 before I passed the threshold of the entrance. The queue time eventually hit 2.5 hours! I used the single rider queue, and midway through my wait, the ride actually went down for 10-15 minutes due to high winds. The gusts were registering as 26mph on my Apple Weather app, and were only set to increase… but after a few agonisingly slow test trains, the ride did thankfully reopen, and I waited 80 minutes for my ride on Hyperia from when it opened (probably more like 90-95 including the time I watched it test for), which I honestly don’t think is too bad given the circumstances. With me being initially spited out of the ride in June 2024, and with it delaying in opening and shutting for wind in September 2025, Hyperia really has done everything in its power to make me want to hate it over the years! But that’s enough about queues and wind delays; how was the ride? Well, despite the aforementioned, I’m happy to report that Hyperia was absolutely sublime, and it was possibly even better than I’d remembered from 2024! I was seated in row 8, and everything about it was absolutely cooking! There is so much to talk about with this ride; that first drop remains a highlight, with the mix of sustained ejector the whole way down and the lateral twist making for something quite unforgettable, but so many other aspects of it stand out! The general negative g-forces throughout are sublime, the speed is sublime, and unique elements like the outer banked turn and the stall dive loop also provide phenomenal hangtime and wonderfully weird sensations! And in general, the speed and execution of the entire thing is just delectable, and as well as that, it’s also so smooth and comfortable! I think it’s been a phenomenal addition to Thorpe Park and the UK industry; it’s certainly my favourite in the country by some distance, and to be honest, I’m pondering whether it should be an overall top 5 contender for me: After my ride on Hyperia, I resumed my original plan by heading over to… The Swarm The Swarm was on an advertised 55 minute queue, so as I’ve always liked Swarm and I hadn’t ridden it yet today, I decided to give it a go. Similarly to Stealth earlier, the queue was quite vastly shorter than advertised, with it only taking around 30 minutes. Once again, I think brilliant operations played a part in this; the staff were attaining over 1,000pph on here, and consistently attaining little to no stacking! But how was the ride? Well, I’ve always liked Swarm, but I have to admit that it was particularly potent for me today; I was sat in row 6, and I had an absolutely fantastic ride! Prior to Mako in 2016, Swarm spent 2 years as my number 1 coaster, and while it’s not nearly that high for me now, today’s ride made me remember why I always used to admire it so much; the sense of speed on there is brilliant, there are some great forces, there are some wonderfully floaty inversions, and overall, there’s a lot to love about it! On the plus side, the restraints were also nowhere near as bothersome as they have been in terms of tightening; have they adjusted these? Overall, The Swarm certainly went back up a little in my estimations after today’s ride; it was absolutely awesome!: After The Swarm, I’ll admit I got a little indecisive about what to do next. I briefly mulled over a reride on Detonator, and I also briefly mulled over a reride on Nemesis Inferno… but with how much I enjoyed it earlier, I made a spur-of-the-moment choice to reride Hyperia using the single rider queue. The queue was advertised at 110 minutes, and using the single rider queue, I got on in 75. Interestingly, Apple Weather said that wind gusts were now 36mph, 10mph faster than what it said when Hyperia was closed for wind earlier… yet Hyperia operated for the entire time I was in the queue, with only occasional vague threats of “we may potentially have to cease operation”. If nothing else, I think this speaks to the poor accuracy of Apple Weather! As for the ride itself, I was seated in row 5, and while I was concerned that the ride might be less potent in a middle seat, it hit every bit as hard as the previous ride, and if anything, some elements like the outerbank and the stall possibly felt more powerful further towards the front! I have to say that Hyperia today made me laugh and feel things like no coaster has in a while; in my slightly lighter year of only doing UK parks in 2025, it’s by far and away my favourite thing I’ve ridden this year, and my two rides on it have been my two favourite coaster rides of 2025 for sure: After I got off Hyperia, 6pm had arrived and it was time to leave the park and head back to the station, so I bade Thorpe Park goodbye before heading out to catch an Uber back to Staines station: Upon getting back to Staines station, I waited for my train to Reading, and I saw a rather cool Pullman vintage steam train pass through while I was there (apologies for the rubbish picture; I couldn’t take a picture of the front steam train car quickly enough…)! I unfortunately ended up being stranded in Reading for a solid hour due to my train back to Bristol being delayed by half an hour, which put a dampener on the end of the day; I ultimately arrived back in Bristol Parkway at just after 9:30pm and arrived back home at just after 10pm: So, that brings my day at Thorpe Park to an end! I’d be lying if I said it was my most fruitful day at the park in terms of ride count, with me only managing 9 rides, but even still, I had a good day and it was nice to get back to Thorpe! I particularly enjoyed getting back on Hyperia; it really is an absolutely sublime ride, and I dare say I liked it even more than I did in 2024! But as well as that, I also enjoyed getting back on some other Thorpe favourites like Stealth, Inferno and Swarm, and I just generally enjoyed getting back to the park for my first time of 2025! I rarely have a bad day at Thorpe Park, and there’s just something about the place that I really like! Thanks for reading; I hope you’ve enjoyed this report! This trip to Thorpe Park brings my 2025 season to an end. It’s definitely been a lighter year for me compared to the last couple, particularly in terms of new things (I guess that’s what happens when you choose to do a Master’s degree and have to do a dissertation over the summer), but I’ve still had some really enjoyable visits, and I have been pleased with my efficiency of coaster riding this year (despite only having 5 theme park visits this year, I’ve managed my second highest number of coaster rides in a year ever, being only 9 rides lower than last year!). I don’t know when my next park trip will be or where it will be to, but I’ll definitely report on it either way; I hope to hit the hobby a bit harder again in 2026, with some foreign travel potentially on the table!
  9.    Cal reacted to a post in a topic: Fright Nights 2025
  10.    Cal reacted to a post in a topic: Fright Nights 2025
  11. Had my first ever visit to Gröna Lund last Saturday. It’s a nice little park, and really impressive how much they’ve managed to cram into such a small space. Monster is a brilliant little B&M Invert. It’s amazing how well they’ve made it fit in the park - it just looks like it’s always been there. The underground station is really unique, and so is its layout for an invert. That airtime hill completely took me by surprise and was easily the best airtime moment I’ve had on an invert before. It’s silky smooth and definitely sits high on my invert list. Unfortunately, I got spited by Insane, which didn’t operate all afternoon/evening while I was there. I was particularly looking forward to it since I’ve never had the chance to do a Zac Spin. Not sure why it was closed or how long it’s been down? As a big drop tower fan, I was really impressed with their lineup - three towers all offering different experiences. Definitely the best drop tower selection I’ve seen at any park, and it makes sense given how limited their space is. The S&S tower was solid. It starts with the “shot” mode, then slowly takes you to the top for the drop. I like the towers that do both rather than just one or the other. Ikaros is an Intamin Skyjump, and after doing some research in the queue I learned Falcon’s Fury is the only other one, which I've also ridden. Surprised Intamin hasn’t sold more of these. The views were fantastic, but I found the ride itself pretty forceless. Hard to compare directly to Falcon’s Fury since it’s been 10 years, but I’m pretty sure Ikaros breaks lower down and swings a lot more on its return. Falcon’s still looks more intimidating though. Fritt Fall was my favorite of the drop towers - an Intamin the same as Apocalypse and Condor. These never fail to deliver and this was no different. The park also had a nice bar with views over Stockholm. You’re not allowed to leave the bar areas with drinks though so they can “watch” you, which made me laugh. ‘Vilda Musen’ the parks Gerst bobsled is decent, and Twister the gravity group woodie was okay. Smooth and a decent family coaster, but nothing to write home about. The day ended on an annoying note. The park closed at 10pm, and while I was at the front of a queue for my last ride, the host came down the queue to tell us their boss had said they had to close now and we wouldn’t be able to ride. The time was 21:57. Bit annoying since it was still before 10 and I was already in the queue, but it is what it is. On the way out I also saw them turning people away (already in the queue) for one of the drop towers too. Its a great compact little park with a great selection of rides, Monster being the obvious standout. Not somewhere I’d rush back to without a good reason to or in the area again, but I enjoyed my time there and do recommend a visit 😃
  12. I'm not really feeling it for FN this year, normally by now there is a bit of excitement, and although I think that trailer isn't bad I can't put my finger on it as to why i'm not feeling it. We shall see!
  13. Rollbacks mean loss of ride time; done one in the past, don't need another. The team on Stealth have to observe the train until it's cleared the top hat, but the number of rollbacks are so few, they can achieve faster launches by their present routine.
  14. JoshC. replied to JoshC.'s topic in The Future
    So let's dissect this a bit more / share some of my thoughts... I really like that they're making Lucifer a central figure this year. I've said repeatedly that this is something that park should look to do - have a headline character who is prominent in both marketing and on park. When the park introduced the Director character in 2013 and 14 (and even the Governor character in 2012), it was a nice touch. It didn't necessarily fully hit the mark as there was a lack of consistency due the character (naturally) having to be played by different actors. And the on-park character didn't quite marry up with the marketing character. But the park have had form there, and it worked. One criticism that occurred in 2015 was that the Figaro Bros were featured so heavily in marketing, but had no on-park presence (even in the original Big Top), which is why the park veered away from central characters. They've slowly reintroduced the concept of headline characters with "Fear" in 2021, the Locksmith in 2022 and the Toymaker in 2023. Again, they featured heavily in marketing. But aside from the Toymaker (who was only used for a special BTS tour of Stitches), had no physical on-park presence. Lucifer's Lair - in my opinion - has been the highlight of the past two Fright Nights. And given the plan to have the stage on the Beach this year, it wouldn't be surprising if they were hoping to turn that zone into a bigger thing this year. Having Lucifer has that central figure just works for the current Fright Nights set up. As a slight critique (possibly even a long-term suggestion), I'd rather the park have an 'original' character, as opposed to 'just' the devil, but they can make it work. I've banged on about this enough times on here, but if you look to Walibi Holland, their Eddie the Clown character has been a headline character for much of the park's Halloween event's history. Eddie the Clown and Walibi are synonymous now. And it leads to great marketing (and more recently, merchandise) opportunity. Thorpe can recreate that, in their own way. Now, the actual event. Upfront, I'm not enthused by Purgatory Town. It's being marketing as an 'interactive' scare zone, or a speak-to-characters zone. I'm getting a bit of a Swarm Invasion vibe, in that I expect there will be minimal theming and minimal actors, and guests will 'get out what they put in'. That is, you can walk through the zone and have basically no interaction with the actors, or you can spend time chatting with them and find out their story and lore and build up from there. The key difference is Swarm Invasion had an actual coaster with a backstory to help it, whereas Purgatory Town has...well, no pre-existing lore. Another issue is that Fright Nights has become quite...passive. A common discussion point on here, at the very least, is that the mazes are like walkthroughs of very well-themed sets, with less actual engagement. I'd argue Stitches and Trailers highlight that extremely well, but even DeadBeat has its moments. Now whether that's a good thing, a bad thing or just a thing is almost a mute point. If the reason the park are creating these passive experiences is because that's what guests enjoy and respond best to, then creating a scare zone which is the opposite to that is a hard sell to guests. Again looking to Swarm Invasion, that didn't exactly light the world on fire, and that could be because of the high engagement level required. The fact we're less than two weeks from the event starting and we have no theming or build is also telling of what to expect on that front (ie: not a lot). I'm certainly not writing it off, as we don't really know a lot about it still. But all signs point to this being little more than a nice experiment for the park to try. However, it is great to see Fright Nights further spread out across the park. Next thing to note is Survival Games changes. Hard to know what expectations should be, but the video and promo image make it look like the characters in the maze will be different at the very least: There's mentions of a "toxic twist", and any part of the marketing related to Survival Games does feature a strong electricity motif too. Trailers getting two new scenes is perhaps not unexpected given the new posters that appeared. A little excerpt from the park's press release gives us a bit more on what to expect... Evil experiments could be Experiment 10 (which could be the X poster seen) Forbidden Forests could be a Blair Witch throwback I hope that - unlike last year - the new scenes are more than just a redress of existing scenes. I know it's a less-common opinion, but I'm fine with a quieter year with no major new attractions as a one off. I'd argue that Purgatory Town isn't even necessary this year. But we'll see what happens!
  15.    Matt N reacted to a post in a topic: Stealth
  16.    Matt N reacted to a post in a topic: Stealth
  17.    Matt N reacted to a post in a topic: Stealth
  18. Stealth has been run very well the last two seasons! 1:13 is not the best they have done as I have seen plenty of launches around the minute mark and on occasion even 40 seconds! You can see near 40 seconds on this video I took on my Tik Tok page (would be great to get a few follows guys) https://vm.tiktok.com/ZNdpHUhut/
  19. Cal replied to Dan_Rush's topic in General Discussion
    You turned down a rollback 😱 Stealth and Hyperia are both operated exceptionally well most of the time, they have great teams. For comparison, I’ve just got back from a few days at PortAventura. They were averaging about 1 min 30 secs a dispatch on Red Force, 480 people an hour. They have no seatbelts to check and less seats. One thing I did notice though, they don’t advance the train from offload into load until the train has cleared the top hat. On Stealth they advance it as soon as it’s ready.
  20.    Cal reacted to a post in a topic: Stealth
  21.    Cal reacted to a post in a topic: Stealth
  22. That's good news Matt. It always amazes me when someone who's been queuing for ages gets to the platform, then delays getting on, annoying.
  23. Matt N replied to Dan_Rush's topic in General Discussion
    For those interested in such matters, I have to say that Stealth is operating phenomenally this morning; my throughput average across 10 readings was 975pph, or a train every 1m 13s, which is as fast as I’ve ever seen on here! I’ve been witnessing dispatches as fast as 70s or lower, and quite frequently, the staff have been outpacing the 40s dispatch timer on the platform (something which I’d have said was largely redundant in past years gone by). 80s is a slow interval today! It’s way faster than I’ve ever seen Rita operate, and it made an advertised 40 minute queue fly by in 15 minutes! In the current absence of Hyperia (it’s on a “delayed opening”), it’s also definitely my favourite coaster at Thorpe, so as I liked it so much and the queue is moving so quickly, I’ve decided to hop straight back in the queue for another go!
  24. Yesterday
  25. Marc replied to Dan_Rush's topic in General Discussion
    The problems it had at the start of the year seemed to start with rollbacks.. hopefully it’s not a sign of that issue returning!
  26. At TP today, as the weatherforecast was so good. Luckily got to ride Stealth and thought it was a little slow going over the top, so (as I am familiar with the them) I mentioned it to the team. I observed the next twelve launches, thought that the transitions over the top were getting even slower, and again expressed my concern. The team offered me a ride and I informed them that I would not, as I believed the next launch would rollback. They launched, and it rolled back, I went for lunch.
  27. Last week
  28. JoshC. replied to JoshC.'s topic in The Future
    New scare zone is called Purgatory Town, and will be in Big Easy Boulevard Trailers will receive 2 new scenes Survival Games has a "toxic twist" / new scenes.
  29. I was lost, in the slipstream of my mind. it wasn't this place, and yet, it was another place, much all the same
  30. Parm Pap replied to JoshC.'s topic in General Discussion
    would you like a cup of tea love? cathy! cathy, love! would you like a cup of tea!! spill the tea, we got no money, hype is big, but discus is gone
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  36. Hello everyone I was wondering if you guys know where I can find historic plans from the 90s era of Thorpe park? I can’t seem to find any on the web and am planning a project in planet coaster to recreate some rides for nostalgia 🙂🙂 If anybody know where to find these or if anybody has any that they could share with me that would be really great 😊 Thanks
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  38. JoshC. replied to JoshC.'s topic in The Future
    The 'nothing has changed' thought process is interesting. I don't disagree (because it is true), but I don't view it as a bad thing. Fright Nights is in a position where there's 4 mazes, each with very different themes, plus some scare zones and shows. It's a strong position to be in. Plenty of theme parks and scream parks keep mazes for a long time, and also sometimes have less diversity in themes. So what Thorpe have done this year is no different to what the majority of the scare industry do. Obviously there shouldn't be complacency from the park. And there's room for improvement. And charging for mazes creates a whole different dynamic and level of expectation which the park need to navigate still. The issue for me would come if we have repeated years of little-to-no changes. That's thr aforementioned complacency. If this year brings more consistent operations / effects, tweaks to some mazes and a stronger park atmosphere, I'd see that as a massive win. Then next year the park can continue to diversify and change their offering.
  39. Paid mazes combined with no "off peak" days killed Fright Nights for me, simple as. Pot luck to your group size and number of actors you will see, therefore experience, with no option to go again. You pay your money and you make your choice. No thanks.
  40. tactic replied to JoshC.'s topic in The Future
    I’m not going to heading to fright nights this year. Two reasons, mainly because I’m off to uni so won’t be around, but even if I was I feel it’s not really worth the trip much anymore. Nothing has really changed since last year, and bar Deadbeat last year didn’t see much change either. I feel the lineup has become stale, trailers has been milked enough, even if it gets a few new rooms; survival games is really fun in my opinion, but I’ve done it enough times now; stitches is a cool maze, but I think the experience is ruined by the amount of people you get sent in with, especially on a busy day; deadbeat was a stand out for me last year, I wasn’t overly a fan of the theme but I got separated from my group early one so had pretty much a solo run through, but even that I’m not itching to do again. It’s quite showing how the maze I most want another run through is survival games, and I’ve probably done that 4 times already. On the scare zones/other experiences, they are once again just all the same as we’ve seen year after year. Crows is so busy as the closest thing to a maze for free it’s almost unbearable, Amity vs lycanthrope or whatever it’s called now is the same as it’s been for as long as I can remember coming for fright nights and lucifers lair is just begging to be put in the new preposed stage location, it still feels so cramped around the stage and needs something new to add to it’s atmosphere too. Rides in the dark are always a great part about FN, but I feel even those I can skip on now; a 7pm close in September gets you nearly the same experience, without having to queue for 2 hours per ride. I’m trying not to be negative overall, I love fright nights so much, I’ve spent many years looking forward to October half term so I can go, but this year the same repetitiveness of it is starting to get at me. Its not a bad event by any means, and for people going for the first time, or taking a return trip for the first time in a few years it’ll be great, just as someone whose gone every year for the past 4, I can’t justify it this year. I feel I’ve written a lot so TL;DR - in my opinion the lineup is getting stale and the sheer busyness of FN (especially when I used to go towards the end of October) makes it not worth the trip as much this year, especially for me as I’m going to have to take a longer journey to arrive.
  41. tactic replied to Phill's topic in General Discussion
    It’s back on the app today so hopefully that’s a good sign. It also looked intact when I visited on Wednesday so I’d assume they were waiting for a part which has potential arrived now?
  42. MattyMoo replied to Phill's topic in General Discussion
    Still no updates on Samurai, with it's position next to SAW, Hyperia & Colossus , it does tend to help suck up those oversold Fright Night's queues, so one would assume they would like it open soon....
  43. MattyMoo replied to Garyy's topic in General Discussion
    Further to the above - it's still closed - probably dead for the rest of the season now, one would assume?
  44. Earlier
  45. JoshC. replied to JoshC.'s topic in The Future
    This thread has been quiet. I guess that's not a surprise - no new maze, scare zone yet to be announced (with no obvious work happening), minimal construction updates. Well let's change that with some construction updates: The Crows is getting another new route / layout I'm a little concerned that it could become a little too "outdoor scare maze" looking at that. But we'll see. One of the biggest issues I've had with The Crows in the last year or two is the higher security / plain-Thorpe staff in the attractions, which I believe comes from the fact it has less CCTV / no e-stops. If they keep building it up like this, they may as well go for e-stops and take the potential operational blips over neutralising the experience with many non-actors. Or take a step back to what it was like in earlier years to reduce the number / need for such staff. Creature Campus set is same as last year: And the stage for Lucifer's Lair is in the same spot (which was definitely better in terms of footfall and guest flow compared to its location in the past): I have heard the scare zone will be announced this week (although that's not a surprise...it is less than 3 weeks until the event starts after all). Given there's no obvious work happening anywhere on park, I expect that means it will be a more literal interpretation of the word "zone" (ie not a walkthrough like Crows / Death's Doors was). Which is fine; the scare-zone side of Lucifer's Lair works well in that regard, so another area of the park like that is no bad thing in my books!
  46. JoshC. replied to JoshC.'s topic in General Discussion
    I've never seen that issue before. Potentially a side effect of visiting when quiet. I don't think signage needs removing or anything. Simply that batching staff need to remain clear with telling full groups to go up the left stairs.

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