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Showing content with the highest reputation on 10/23/23 in all areas
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2 years. A lot can happen in that time, and for me that has involved a baby. So that has also meant 2 years without theme park trips (unfortunately a 2021/22 New Years Trip to Europa Park got spited by Covid rules changing) and it's been a interesting time. So behold a trip report to Chessie. My first theme park many a year ago, felt only right to continue such a rite of passage to my own spawn who will be forced to endure terrible football (already done) and varying quality theme parks. Chessie has changed a lot since my last visit over 7 years ago, or has it? First stop (after many toing and froing from the entrance to Guest Services), was the new hot thing in [b]Mandrill Mayhem[/b]. I've posted some brief comments on this in the relevant topic, but will do a little bit of deeper looking here. The area is... lacklustre. Obviously not helped with the small area upon which it resides, completely encircled by the cred itself and security fences, nor is it helped by the jungle theme and distinct lack of actual jungle currently present. The single pathway around also seems to be a problematic bottleneck, since the central area is cut through with planting and activities, it's certainly a design choice and not one that particularly works for a dead end area hosting the first coaster seen since 2004. The jaguar centrepiece is typical Merlin fair, and due to the layout of the coaster itself lends to great views of it. The coaster itself is just, ok. It is a good addition for the park it sits in, but as the new headline coaster fails to solve the issues that have plagued the park over the years. The queue looks god awful (presumably why the virtual queue system was put in place), and not being able to stand in the air gates until the train is coming into park confuses me. Remember when many were claiming the John Wardley said they had solved the throughput issue? Still waiting for the answer there, as the ops are still fairly slow and not helped by the single train (also, they sent RAP queuers to the right side via stairs, which is just... no guys). The actual experience is fun, but doesn't stretch much further beyond that. The launches are surprisingly punchy (yet the beginning backwards one has zero fanfare?) and it's very floaty. The helix spike is uncomfortable as predicted. It's a missed opportunity. I think a clone of the Wing-Rider built at Lego Germany would've been just as good an addition, with potential for decent throughput. I guess Swarm's existence put paid to such a thing, but there's so many potential options out there these days that whilst it's fab to see a B&M at Chessie, why did it have to be this one? Anyway, up next we headed over to [b]Gruffalo[/b]. Big old change from Bubbleworks and baby's first ever ride, so a big milestone that. She enjoyed it, and actually I did too. Almost cosy I think is a good description of it, even if it's fairly basic in terms of things to look at (compared to the older days of things EVERYWHERE). Cutesy and twee and the moved ORP makes far more sense than the original location. Have the middle fountains been taken out in the finale section as well? In traditional fashion, followed up with [b]Vampire[/b]. Running 2 trains but the operations were slow. Running fairly well though so that's something at least? Also what have they done to the station music? Awful. Went to Pizza Pasta for lunch. Doesn't seem to be a great deal of options for proper sit down meals at Chessie if you don't want to get poisoned at Burger Kitchen and I got out-voted for Smokehouse. God the prices are obscene for food there now, but guess it's just a reflection of modern life now. It was acceptable. Wandered around the zoo for a bit. Forgot how much got spited by the addition of the second hotel around Amazu which is a bit depressing. Zoo hasn't really changed beyond that though, though Wanyama's area is poorly designed in terms of pathway width and the ridiculous walk to Zufari. Which I sat out of to babysit but apparently is even more of a Depressing Cave these days. Went to see the Tigers and whilst out that whole area seems really oppressive with the giant fencing now. Didn't do Tiger Falls either cos weather. Decided to go on [b]Tomb Blaster[/b]. My gun didn't work but jeez the ride is in a bit of a mess. Another shoed-in storyline which... Yeah. The boulder seems to be missing completely and the areas around the Anubis statue and Snake are just... lacklustre without the old soundtrack. Feels like it would need far more than the Alty Mans treatment to make it somewhat more acceptable. Bit annoyed that they've changed the cars on [b]Jungle Truckers[/b] to reduce the number of adults. Toadies used to be a staple in the day! It was fine and the Capybaras were out. Also did [b]Sea Dragons[/b] which made me nostalgic and [b]Dragon's Fury[/b] where had just 2 adults and it was spinning like mad. Cemented as the best coaster in the park by miles. Did the [b]Carousel[/b] and [b]Jumbos[/b] as well to up the baby ride count as well, but very little to really say on those. Back to other new things, [b]Room on the Broom[/b], where the ride host got plus points for keeping us separated by the awful group of teens who were going on it. This was a real surprise here, especially compared to what Hocus Pocus Hall used to be. Lots of interaction for the kids and didn't feel like it was put together for about £5. Sure baby would enjoy it when older should it still exist in the future. Did Sea-Life where the staff were very chatty, then hit up [b]Blue Barnacle[/b] after some did the Vile Villager walkthrough which was apparently good. The best thing about the new ship (which looks really small) are the goats that watch over you. After some drinks it was back over to Gruffalo and one more spin on Mandrill Mayhem. Must note here that the booking vanished for me the second time around but the staff member was able to find it so at least was solved. Would've put a really bad spin on the day if hadn't been able to ride it. Second time round was really bouncy which is concerning for a ride not even a year old. And that was it. As we were very out of the theme park mode called it about 6:30 and went to Monkey Puzzle for dinner. I've certainly missed the theme park experiences over the years and going around with the additional mindset of baby (on top of the wheelchair using aspect) makes things a bit different. Chessie was always good for a meander and giggle though over the years when visiting and at least it still is in that respect. Although I must admit the park is very hit and miss in terms of the quality. Croc Drop wasn't spinning and generally didn't bother with it, and don't even think we went into Mexicana more than just to walk through it. Areas like the old Alpine Cafe which is now extended depressing cattlepen land and others are just really weird to look at in terms of a distinct lack of decent thought processes to make it look half decent. The two Julia Donaldson rides are really sweet but even on a quiet day the operations were little to be desired. Jumanji probably should've been a big step for the park in the right direction. I mean it's the biggest addition since Zufari (maybe even Wild Asia) and yet it does little to solve the flaws of the park. The reliability also didn't seem great as Kobra was dead all day, as well as Griffins and Scorpion Express. Rattlesnake opened late as well. I dunno, it's itched the theme park bug and hopefully next year will be a bit more substantial in terms of numbers. Though having to go to Thorpe does depress me somewhat. We shall see.2 points
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Seeing some people defending half term will always be busy. At what point will Thorpe take action and improve guest experience whilst perhaps upping the prices or adding more attractions2 points
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They did try it last year too (okay, the very last day of September, but still, a week earlier than this year). Again, doesn't seem to have been as viable as later dates. But it isn't to do with the amount the park are taking in, it's to do with the fact there's not enough people wanting to work for the park. It's something pretty much every park struggles with. Yes, Merlin could consider paying staff more than minimum wage and that may help. But how much more they'd have to pay to convince more people to work seasonal jobs with unsocial hours to make staffing issues less an issue is a real big question. Even if Thorpe paid more than supermarkets, for example, how many people who are working in supermarkets (which have clear, set hours) would change to working a job with not-set hours where they then have to find a job every winter? Halloween is a specifically tricky time for staffing in the UK parks as their younger workforce go off to uni just before, meaning they lose a fair old chunk of people. It's a good point. But then say they reduce maximum capacity by 5000 people. That's up to 5000 people who would be visiting who won't, and may potentially visit a competitor. Thus, potentially, they lose a customer, a competitor gains a customer, and they may not get that customer ever in the first place. Say they just chuck tons of attractions in the park, and the quality of those attractions is not-great. People then won't want to visit because the quality is bad and it's busy. There's so many potential things the park could do, but they all come with setbacks. If the park wanted to go for more HHN style mazes (continuous congo line) to increase throughput, they would have to completely change the style of their mazes, and include significantly more effects (both automatic and actor-triggered). But that would probably change the experience for the worse. Again, this is an issue which loads of large, popular parks face. Some aren't faced with the staffing issues so much thanks to being year-round parks, so people don't worry about being in seasonal employment. Other parks introduce significantly more shows, roaming entertainment and just non-ride attractions to help soak up the crowds. There's no quick or easy fix to this issue, and it happens every year. As I say, I think the best thing Thorpe can do moving forward is design mazes which have actually good, consistent throughputs. That, along with scare zones and shows, will help allow people feel like they can get their money's worth with Fright Nights.1 point
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It might aesthetically look the best it has in over a decade, but Chessington is fundamentally broken. Most of the new rides built and supplied by cheap manufacturers, with low throughputs and regular break downs. Mandrill might be the best investment in years, but it’s still a weird choice given other options. Not helped either by Merlin’s extreme & unnecessary safety reactions, making what’s already a questionable throughput dire. The rest of the park is still the same story. Old/ageing rides struggling to operate on lower throughputs and increasing breakdowns. Tiger Rock & Dragons Fury were down frequently during the day. Tomb is an absolute mess. Howl’oween was generally fun (albeit no Creepy Caves) with some excellent shows and entertainment, but seriously needs to go back to 8pm as you basically get half an hour of atmospheric park lighting and everything. Management, car parks, queue distribution, infastructure, F&B and so much more is keeping this park from being something great. Like I’m sure it was a long long time ago. However most of the above is unlikely to be improved soon, if ever.1 point
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Was just saying on Twitter, I think part of the problem is a lack in number of mazes too vs previous years. Yes, quantity doesn't always mean quantity (See Vulcan Peak), but as someone who has been going to Thorpe for donkeys, paying out £30 to do 3 mazes (on Friday 13th) and then nearly not getting all 3 done (with 5 mins to spare) shouldn't be a thing... Ok, so we got to Stitches queue at about 6.15, and we stopped for 10 mins to grab food and walk, but honestly, I was not expecting it to be a stress. I don't think that makes me stupid, and I genuinely did not expect queue levels to be the size they were on that Friday. That said, our queues on 13/10 pale in comparison to those over the weekend. Reading online of people getting just 2 or 3 rides completed in a day - that's nuts to me, sorry. Something is wrong somewhere - I genuinely can't recall queues like those seen over the weekend on previous Fright Nights, unless I'm mistaken? 120+ minutes on anything significant - 100 mins on some flats. Bonkers.1 point
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Once the world realises that capitalism is evil.1 point
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A significantly new entrance area is unlikely given we haven't seen plans yet, but not impossible. The park are restricted with how much they could do there, but they certainly could revamp it.0 points