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Showing content with the highest reputation on 10/24/23 in all areas

  1. Benin

    It's been a long, long time...

    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.
    1 point
  2. Tomb Blaster needs binning. What a horrible version it's been turned into. Shows how crap things are when certain sections were waxing lyrical about it. I heard from a good source that they might be looking at car park stuff next year. Not that I used that one because Blue badge spaces but it's needed doing for decades.
    1 point
  3. MattyB

    Fright Nights 2023

    Of course, agreed. End of season for TP has always been extremely busy. I think the issue is whether the park focuses investment to meet the demand for 1 week of the year. I remember doing Universal and it took us 3 nights to get around all the mazes. The Studios park was heaving and we couldn't get near the place on actual Halloween. I think my biggest issue is the upcharge (however I'm biased as I come from a time when the mazes were part of the entry ticket price). Universal charges an extra ticket price for the evening (or did when I visited in 2009), and I think it makes sense that Thorpe should. However, I think the way the mazes are currently designed don't meet the demand for this last week of the year from a throughput perspective. (I.e. batching in smaller groups, pre-shows etc). I think its nice that Thorpe are able to offer these experiences, however at some point as the park expands they would need to start looking at volume and throughputs. Granted, the conga line method may be a lesser experience overall, however I think it would be a great challenge for the design teams to do something different with it? Or they put more mazes on. I'm surprised that as part of the Hyperion development site, they didn't factor in a purpose built fright nights building as part of that development. Somewhere to store everything throughout the year and then maybe use the space for 1/2 mazes.
    1 point
  4. Mattgwise

    Fright Nights 2023

    I'm not sure we can really say the park is struggling with capacity most of the time. Thorpe has overall been run pretty well most of the year, far better that Towers and CWoA, but always faces it's largest crowds this week and into the last couple of FN weekends. It's a similar state of affairs all over. Look at King's Island last Friday for example. It's the experience on those days that needs improving such as a slightly lower cap on their 'capacity' and Fastrack much more limited. However, that is money which they won't want to lose as FN brings in a fair proportion for the years income. Think we need to look at the year as a whole for judging capacity and operational issues, rather than a couple of almost sell out days. Last week and the first couple of weekends (aside from a specific Sunday) crowds were completely manageable and park ran well.
    1 point
  5. MattyB

    Fright Nights 2023

    I think you misunderstood me. What I meant was, if the park closes at 10pm, some staff could potentially be working until 12pm. I remember when we had 10pm closes, and Megastore was still heaving at 11pm. I didn't get out until 1am. Luckily I lived locally and had understanding parents. If I lived in London or relied on public transport to get home, not sure I would have many options open to me. Regarding mazes, I think its a tricky one. Do you go down the conga line route (Universal), increasing throughputs, or just add more of them? If the park is struggling with capacity, I should imagine it would need to change it up a bit over the coming years, especially with Hyperia on the way.
    1 point
  6. Benin

    Fright Nights 2023

    Once the world realises that capitalism is evil.
    1 point
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