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Showing content with the highest reputation since 06/02/22 in Posts

  1. JoshC.

    Hyperia

    So if I don't write my review tonight, I probably won't at all. Equally, I am very tired and have an early start tomorrow, so forgive me if this is patchy or brief. I'll preface this with my usual press night statement: I know some people will say "oh, you're opinions are biased, you have a vested interest to be positive" or "you're a Thorpe goon, of course you'll only say positive things. My review will be as honest and truthful as positive, based on my experiences. I've been at pretty much every Thorpe press event since Swarm's back in 2012. In the past, I've told managers to their faces when I think something is rubbish. I've congratulated people for successes. I've said when something has disappointed me, surprised me or just 'not been my cup of tea'. I was able to get 3 rides during the course of this evening. All of them were back row, and one of them was a night ride. I wanted to mix it up a bit - especially to get a front row experience - but it's just the way it worked. I will say I found the evening a bit frustrating, with the initial opening being a bit chaotic, although I appreciated the effort for an opening ceremony. I'm sure tomorrow will be smoother, as the set up and organisation is a bit different, but tonight was a bit clunky. So anyways, the ride. The lift hill is quick, especially in comparison to Big One. But it still feels like an eternity going up. And seeing the park beside you and how you tower over it, is really something. And when you're stood very close to it, you realise: this is tall. The drop. My god the drop. It feels like you're being thrown out to the ground at the top. You stay out of your seat during the twist, which adds to the feeling you're just going to die frankly. The non-inverting Immelmann is fab, giving a nice pop of airtime. The outerbank dive is fab. You are genuinely out of your seat the whole time, as you slowly twist upside down. Such a weird sensation, but so very cool. Quickly going into the stall, you're again left hanging (literally). The water splash effect does have trims which does notably slow you down, but it doesn't slow you down so that you feel like you're going significantly slower. Think of it as a "gentle press on a car's brake" type of trim, rather than a "harsh car brake" trim. Towards the back, if you stick your hands out, you get a bit wet. The outer banked airtime afterwards offers some surprising ejector. After my first ride, this was actually a highlight, for how surprising it was. After multiple rides, it's not the highlight, but still definitely a highlight. The airtime into the brakes is fine. Maybe not the strongest ended, but still a nice pop The brakes roll the train into the station very slowly For me, this is my favourite UK coaster I think. I still need time to digest, and I'd like to ride it in other rows too. I also hear the front row is a completely different beast (a lot "floatier" rather than "intense / aggressive"). But yeah, this is a fantastic ride. It doesn't feel too short, as it packs a lot in, and hitting the brakes is that sort of "omg" moment, as you process it all. Could it have had another element after the water splash, perhaps to negate the need for a trim altogether? Possibly, but it doesn't harm the ride. I didn't notice a "Mack rattle" during my rides. However, I do think it has the potential to do so, and could end up riding rough in the future. That will come down to how this type of Mack ages, and what Thorpe do to look after it. There is a neat little dispatch sequence as the train leaves the station: https://twitter.com/ThorpeParkMania/status/1793709598886822387 Other bits: Mack employees are naturally very happy with the result, and generally and genuinely all love it The ride warms up a lot during the day. During testing phases, it could be take 42 seconds to complete the circuit in the morning, and then drop down to 31 seconds by the afternoon / evening Operations are good on two trains. They removed one to help alleviate pressure on engineering for tomorrow. There were a few shutdowns this evening, partially due to some issues with gates, and also due to someone flying a drone around the ride. Operation on one train is slow. The plaza looks quite nice. It needs some polishing off, but it's good. The ride area, however, is definitely unfinished. It needs tidying up, planting to go in, etc. But in any case, it was always going to be a couple of years before this really looked nice. There will be an opening ceremony / shows for the first few days as a minimum. It's a nice little thing There's some boards around the ride area telling the story of Hyperia, sort of. They're nice, but the backs of them are plain and easy to see around the area, and stick out like a sore thumb https://twitter.com/ThorpeParkMania/status/1793701505725530465 Overall, Hyperia is a fantastic addition for Thorpe Park, and for the UK. It's exactly what the park needed. I really enjoyed it, and it's a "Top 10%" coaster for me. I'll leave you with my first ORP (me on the left):
    11 points
  2. 10 points
  3. I'll be making my television debut and appearing on classic quiz show Countdown! My debut is this Friday (Oct 28th), airing at 2.10pm on Channel 4, and of course available on catch up after. There'll also be a bit of geeky chatter and roller coaster puns, because of course they run with me being a roller coaster enthusiast and turned it into my entire personality (not far wrong tbf). Would be lovely if anyone gave my episodes a watch!
    9 points
  4. God he's good. Must be why he's a mod. Waff zooooooom splosh splish splash I was takin a bath rub a dub dub things are lookng UP. I'm desperate, so where can I.P. We need more time, lord.
    8 points
  5. I predict that construction for Project Exodus will go vertical on Monday 9th October. I reckon the first supports will go in sometime between 11am and 1pm that day.
    8 points
  6. Ding dong no The sky is dark, the coast is rocky, the island mountainous. Construction is far away. Wait bugger wrong account
    7 points
  7. planenut

    Stealth

    Finally, after thousands of launches over several years, the one thing I never wanted, I had a rollback today. Within a couple of hours of telling several people that I never wanted one, it happened. The power of the launch failed about half way down the run and we barely rose three quarters up the vertical. Still they could not get me a cuppa..........and after rolling us back to the platform, we were off within fifteen minutes.
    7 points
  8. Hopefully it will be used to show replays of live streams where YouTubers say a ride name 50,000 times.
    7 points
  9. I would sell my soul for Exodus to open tomorrow just so we never have to listen to this nonsense ever again.
    7 points
  10. You might want to avoid supermarkets for the next couple of months m8
    7 points
  11. Parm Pap

    Hyperia

    we have all had enough of this thing. nothing cryptic about it anymore. it just doesn't work.
    6 points
  12. JoshC.

    Sparkle Project

    I went on the BTS tour of the park today. Great tour it should be said; it was headed up by Russ, who is a fantastic speaker. I did mean to ask about the screen, but honestly forgot. It does seem like it won't be fixed for start of season (I believe the park said this in the passholder group a few weeks back too). A real shame. Hopefully they can hide the dead pixels with whatever they put on the screen. Okay, now time for some updates. Everything is still a Work in Progress it should be stressed Toilets Loo enthusiasts rejoice. All the toilets have received some love. Swarm toilets. The walls have been painted green (originally white), and no more foot pedal sinks Megastore toilets are nicely themed Tidal Wave The rebuilt bridge, with the original Pier 13 style. The fire effect is proving very tricky to implement, but is being planned still Big Easy Boulevard Stealth Colossus The park have released that the entrance is a bit flat, and so are looking to add more colour/depth to it, although this will happen mid-season. The shop front looks nice. In terms of the rest of the repaint, and indeed a Sparkle Project continuation, the park hope to do that either next closed season, or the closed season after. The park want to do it regardless, and recognise they need to keep up appearances - literally - now that they've started to do this. Personally, I hope it happens next closed season, as it does look a little jarring in places. The park is looking lovely though, with the Hyperia area coming along and looking smart. There's other small updates too, such as KFC getting refitted and other new food places. Some parts of the park are still a bit tired looking / haven't really been touched. Rumba/Inferno is the big example I would say. And the Sparkling up does highlight how tatty some parts of that area, and the likes of Swarm and Saw, look. I do wonder if this means that, come opening, some enthusiasts will focus too much on those and not the fab stuff that we've seen heavily documented and shouted out about. But yes, it's clear to see the park have put time, effort and money into things this winter, and they're taking strides in the right direction. I'm excited to see what will happen and hope their plans pay off!
    6 points
  13. Pretty cool how clearly you can see the inversion from Staines Lane. Just walking to the site now to take some pics. 😁 EDIT: Extra track piece going in This part's gonna be so weird but thrilling 🤩 Other piece going in now Slowly but surely Final photo before I post the rest. They positioned originally but then took it back down after. Looks like they're securing it into place now.
    6 points
  14. Being serious for a moment though. I sense most of the negativity towards the name is because of it being similar sounding to Hyperion at Energylandia Lets be real though, what percentage of the people walking through the gate at Thorpe on any given day actually have heard of even Energylandia let alone Hyperion??
    6 points
  15. 6 points
  16. Benin

    Colossus

    That's gone well then.
    6 points
  17. I mean, she had such a huge impact in Haunted House and Duel. Pivotal almost.
    6 points
  18. You've had some fun silly posts, but there comes a point when you cross a line and it just reads like a spam bot. This is the point. Let's stop the overt obtuseness now please.
    6 points
  19. Piff paff wipee woo waaa. Upppppp and awayyyyyyy. Someone's knocking at your door, someone's ringing the bell. I'm loving it.
    6 points
  20. JoshC.

    Hyperia

    I did a Hyperia coaster climb this evening. There was some chatter when it was made live about the cost being expensive (£120). It is, no beating around the bush. But it is worth it. My experience was about 3hrs all in, and included lots of time spent scaling the ride, time spent in the console and time spent around the turnaround outside the station, with lots of opportunities for photos, fabulous hosts and a great vibe. Find attached a variety of photos (of me). I'll write a proper TPM article later.
    5 points
  21. JoshC.

    2025 Season

    So thoughts and notes from yesterday, which was a "VIP preview" for the season, where the park was open 10-3. -We're light on changes. A couple of tweaks to F&B is really all that is "new" -Repaints for part of Colossus and Depth Charge look nice. The small side of the Beach looks nice, also repainted, but it highlights the grime of the large side. -Hyperia grass is nice. Could be extended more. They've added benches to the plaza which isn't a bad idea, but they're atop the wings on the ground, which irks me a bit. -Many new pieces of merchandise, which are the usual high quality we've come to expect -Hyperia had issues yesterday, in large part due to the cold. Hopefully better today. Stealth had an issue during testing and didn't open. -The park usually stumbles during first day or two of opening, and yesterday wasn't any different, with the cold affecting weather, and reliability being a bit on the weak side, but it did improve. I've been to significantly worse first days. -There's a few other bits and pieces around the park. Solar panels atop Ghost Train (but you only see them if you look for them on other rides). Walking Dead has had creative tweaks to the post-ride section. Some speakers seem to have been fixed. Tweak to end of day of audio. If 2024 was Thorpe's year of improvement, 2025 is their year of stability. That's not a bad thing. But after a couple of years of multiple changes, it will have a different 'new season' vibe to it. The kicker for the park this year will be the quality and reach of marketing. That will be what makes or breaks them this year, with little to shout about in the way of new things
    5 points
  22. Marc

    Sparkle Project

    I know lighting wasn’t really made a big deal of from the park during the sparkle project but now it’s fright nights it’s the first real chance to see all the lighting installed and it’s really pretty impressive. To start with it simply for the most part looks really good - most of the rides have color coordinated lights, what’s also nice is the new lighting seems to be able to do various effects such as around inferno the lights do some sort of flame effects shining onto the ride. On that point I believe this is one of the first times the parks actually lit up the rides too, of course Stealth and colossus have had lighting before but other than that most of the lighting was more there to light up just the paths, now themed lighting is directing up to the ride structures them selves which look great. Finally not only looks good but there’s been some decent thought into how they work too - Vortex for example the lights are all white to start when loading, then when the ride cycle starts the lights all change to their “themed” status, also noticed when leaving at around 10:30 all the lights around the park lighting up the paths had changed to a standard white light, small things but nice to see some real thought has gone into how it all works, it’s clearly been a big investment and does make a difference!
    5 points
  23. Just to chime in on this as I was involved with this project. The trucks used to deliver the material and the excavation machinery were used to compact the earth as it was filled in. I seem to remember we handed over the SAW island to the project team pretty much a couple of months after we had finished infilling. Same with SAW Alive. For The Swarm, think it was about a year, maybe 2 after infilling completed that they started on construction for that project. Any ride structures foundations actually go through the infilled material and into the bedrock below. From memory think the SAW foundations go to 50m
    5 points
  24. Tonight - BEST FRIGHT NIGHTS EVER Tomorrow - where did all the actors go?!
    5 points
  25. Matt N

    Hyperia

    Earlier in the day, I promised to write a longer review of Hyperia when I got home. Well, here it is! While it's not exactly the aspect of the project I was most interested in, I'll start by giving a few cursory thoughts on the theming and the area... The Area One aspect of Hyperia that has been heavily criticised is the theming and the area. I have to say that I did not personally get the hate for this; the front-of-house areas look fine to me. It's nothing breathtaking, but I think it's functional and looks perfectly fine. I quite like the black and gold aesthetic, I quite like the station, I quite like the plaza, the queue landscaping is nice enough, and the queue is by no means terrible (although not anything overly inspiring either). In terms of some aspects I would critique, however: The queue could maybe have had a more interesting and less contained layout. I would have loved it if the queue had wound around the ride Wicker Man-style and offered various different vantage points. The ride area itself is quite unsightly at present, particularly the area around the splashdown. The lake with all of the weeds in it looks quite ugly, in my view, and I don't think the actual splashdown area is particularly pretty either. The rust-coloured splashdown track in particular does not look good at all. However, you don't notice this too much on the ride, and the ride area will probably grow to look better with time. Speaking of the splash effect, the whole splashdown is an idea that had such promise, but has turned out to be a complete damp squib. It seems to have completely died only a couple of months into operation, but I did see it working on my visit 2 months ago, if I'm remembering correctly, and I think it's a completely redundant effect even when it works. That sort of effect is designed primarily for visual appeal for non-riders, so when it's hidden behind a 7ft fence and no one can see it properly, it completely loses its purpose. If I'm being pedantic, I'm not a huge fan of how the maintenance shed looks and I would have preferred for it to parallel the style of the station. That is an extremely pedantic point, however; it's not really a big deal. Overall, though, I wasn't too displeased with the area and theming. It's not some spectacular theming extravaganza by any stretch, but I think it overall looks nice, clean, stylish and perfectly functional. I think the style works well for the sort of ride Hyperia is, and I was never expecting heavy theming from a hyper coaster. Let's now move onto the far more interesting aspect of the project; the ride itself... The Ride Now Hyperia has been a ride that I've been excited for for absolutely ages. I watched its build process with great anticipation, and I had high expectations for the ride. But the question is; did it live up to those expectations? Well, dear reader, my answer is; yes, it definitely did! I had 3 rides today, one in row 8 and two in the back row, and Hyperia is an absolutely sublime coaster experience, in my view! The negative g-forces are absolutely absurd; the ride advertises 14.8 seconds of negative g-force, and let me tell you, I can fully believe that figure! They've designed this ride for weightlessness and I think it delivers; you seem to spend most of the ride duration pinned out of your seat in some capacity! The speed is also absurd; it's easy to forget just how fast Hyperia is, but let me tell you that you're quickly reminded of just how fast 81mph is when you're actually on the ride! The sense of speed in parts of Hyperia's layout is ridiculous! For me, an element-by-element walkthrough of Hyperia goes something like this: The first outerbanked turn out of the station before the lift hill is utterly pointless; I don't know why this couldn't have just been a regular turn. The outerbanked version seemingly serves no purpose other than to be mildly awkward and uncomfortable. The lift hill is very fast. I liked the views from the top! The first drop is absolutely unhinged, and probably my favourite part of the ride! I'm a fan of a big first drop, and Hyperia's is truly wild; the ejector airtime is absolutely sublime and surprisingly sustained, and the 180 degree twist adds a really interesting additional sensation! It's definitely right up there as one of my favourite first drops I've ever done, alongside those of Mako and Iron Gwazi! The Immelmann is also absolutely sublime! I love the sheer sense of speed you get going up into it, and the sustained ejector airtime you get coming out of it is absolutely top-dollar! You're pinned out of your seat for a good couple of seconds, and the airtime is absolutely sensational! The Immelmann is another element that's right up there as one of my favourite elements on the ride! The outerbank into an inversion was a very hyped up element of Hyperia, and I have to say that it did not disappoint; it's absolutely insane! The sustained sideways ejector here is absolutely wild; you are pinned sideways out of your seat for what feels like seconds and seconds, and the negative g-forces are fairly strong in terms of force here as well! I'm not entirely convinced that I prefer sideways airtime to good old straight airtime, personally, but this element is absolutely brilliant nonetheless! The zero-g stall is an excellent element, but definitely weaker than the other three big ones for me. With that being said, you still get some very fun hangtime, and it is probably the most convincing example of a zero-g stall I've yet done (the other two stalls I've done are VelociCoaster and Iron Gwazi). I dare say I still find the zero-g stall a slightly overhyped element type based on my experiences of them, but this one did convince me of the merits of the zero-g stall a little more than VelociCoaster's or Iron Gwazi's did; it is a very good element with some excellently fun hangtime! The stall is fun, but not quite up there as a standout moment of Hyperia for me. With that being said, it has very tough competition in this regard; if this element were not on a ride as stacked with brilliant elements as Hyperia, it would probably stand out more! The splashdown trim is quite noticeable. I didn't find it uncomfortable enough to significantly detract from the ride, but the braking force is strong enough that it does seem to contort your face a tad... The outerbanked turn after the splashdown was a surprisingly excellent element for me! It seemed to start with you getting some really decent sideways floater that then transitioned into a surprisingly strong pop of ejector, and I found that really interesting and fun in terms of how it rode! The airtime hill into the brakes is an excellent way to finish with a bang; that hill provides a lovely pop of good, clean, surprisingly strong ejector airtime! On this coaster, every single element hits and hits hard; there is a strong selection of standout "wow" moments on Hyperia. The first drop, the Immelmann and the outerbank into an inversion are all absolutely world-class elements, and that whole first sequence is just perfection! The other elements also hit well and provide good thrills and weightlessness, and I don't think there's one bit of Hyperia that doesn't deliver. Well, other than maybe the trim, and that weird turn before the lift hill... As per usual with Mack Rides, the trains with overhead lap bars are immensely comfortable. I think Hyperia's are perhaps the most comfortable example of this train style I've experienced. In terms of smoothness; there is a rattle. It's noticeable. But it wasn't strong enough that it massively bothered me. It was more that I could feel a bit of a shaking sensation rather than that the rattle was actively hurting me or massively detracting from the experience. It's no worse than the mild rattle of, say, Stealth. The ride was overall very comfortable and enjoyable for me, and there were no severe jolts or anything (roughness-wise, I tend to find myself more sensitive to sudden jolts than rattling). In terms of some comparisons; Hyperia is comfortably my favourite coaster at Thorpe Park (it was previously Stealth), comfortably my favourite UK coaster (it was previously Wicker Man) and also comfortably my favourite Mack ride (it was previously Icon). In terms of my overall rankings; out of 123 ridden coasters, I've conservatively settled on the #5 spot, behind Mako, VelociCoaster, Silver Star and Iron Gwazi (in that order). If I were to offer up some pedantic hair-splitting critiques that explain why it's not my #1, and why it's not higher than #5: The rattle. Hyperia's rattle didn't overly bother me at all, but the coasters above Hyperia have a more perfect blissfully smooth feel to the point where it's almost an active positive attribute in itself. The trim. I didn't find it overly uncomfortable, but it is quite noticeable, more so than on Mako and Silver Star, and as I said, it does sort of contort your face a bit from the braking force, which isn't the case on Mako or Silver Star. The fact that the ride lacks straight airtime hills. As sublime as Hyperia's sideways and inverted airtime elements are and as plentiful as the sustained weightlessness is, nothing quite beats a good old straight airtime hill for me, and Hyperia does have somewhat of a shortage of traditional straight airtime moments. I know those are very pedantic points, and pretty much entirely based on personal preference, but when you're talking about the top 5 and determining exact placements, I think I can afford to get pedantic! When the coasters in question are this good, it gets competitive at the top, and I have little choice other than to split hairs! One legitimate critique I will offer of the ride itself is with regard to the capacity. It's not the highest for a brand new major ride, at 700-800pph, but I think a key reason for that has nothing to do with the park's operations and may have something to do with the brake run. They were operating brilliantly, and stacking was very rare, but the train seems to take a very, very long time to return to the station and moves along the brake run track very, very slowly. This results in more idle time in the station, and if they were able to speed up the train's movement through the brake run, it might improve the capacity. Hopefully this is something the park can look into in the future. But overall, I absolutely loved Hyperia! It's my favourite coaster at Thorpe Park, my favourite coaster in the UK and sits in my top 5! The weightlessness is sublime, the sense of speed is absurd, the elements are absolutely top-drawer, and all in all, it's just an absolutely sublime coaster! What a brilliant investment for Thorpe Park and the UK theme park industry! On a side note, here are a few photos I took of the ride:
    5 points
  26. Mark9

    Hyperia

    Top tip. If you aren't in that queue for Hyperia super early, just go do everything else. We managed Stealth twice, Inferno, Rumba, Swarm, Flying fish (on a 5 lap special) and Quantum in an hour because the rest of the park is beyond dead. It helps that the rides were run to perfection. They were running Inferno and Stealth like there was a 90 minute queue out there. Hyperia. I don't think there's really any doubt that it is one of the best rides in Europe. I can't help wishing that it was just a little bit longer because the ending feels so abrupt and I personally wanted more of what Hyperia was giving. I also couldn't help wonder what its hourly capacity is and now much RAP was creating the queues today. We ended up waiting four hours but I know people waited over six hours for it. A few thoughts:- - This felt like one of the most intense Mack rides built. That first drop and the pull out.. I don't grey out very often on rides so this came as surprise. It's far more intense then I thought it was going to be - I'm very happy that we have a fully air time focused ride. There's four major ejector air time moments and all four deliver. The outer-bank turn was delicious and so unique. - Love the campy show. The picture online of the show going on whilst they evacuate Saw in the background - perfection. - Shame that the viewing area got cut. This ride demands to be looked at but there's not many areas to actually view the elements. There's pretty much the ride exit and some of the ride queue. The splashdown is purely for the audience that doesn't exist as they can't see it. - Ride team were doing well with a brand new ride. Regularly sending trains just as the other one hit the break run. This will need to continue unabated because the demand for Hyperia is going to continue to be huge. - Not sure why they routed the queue line to go around the lift hill motor as its pretty loud and unpleasant. - Relatively reliable. It had three breakdowns whilst we waited in our four queue; but so did Colossus and that has no excuse at this point. - Park was very well organised with the queue. Fair play to them, it was well structured and messaging was very clear. Of the three Merlin parks in 2024, Thorpe has had the biggest improvements with excellent operations across the board, fantastic refurbishments and upgrades (Samurai, Detonator, Stealth) and I think the rebrand has been a success to be honest. There's a consistency that had been missing and I think Hyperia is the perfect ride for this Thorpe Park. Looking forward to getting back in three weeks for a more normal trip. I hope everyone visiting over the next few weeks enjoys their ride on Hyperia as the future of rollercoasters really has properly arrived in the UK. It took long enough. (Thoughts and prayers for Icon)
    5 points
  27. Marc

    Hyperia

    Had a great day today. Joined the queue at the very back of the entrance bridge at 8:30 and got on at 14:45 - so a *very* long wait (which did include a few shutdowns) I can’t state enough how well the entire thing was organised, there was no issues which were seen at other coaster openings, I genuinely don’t think it could have been planned better. The ride is fantastic, each element on it is perfectly executed, obviously nothing like we’ve seen in the UK before. Personal highlight being the over banked turn, your literally out of your seat the entire time. Also for me it didn’t feel short atall, initially I was abit worried it was a bit short but it’s paced very well. Really hope it’s a hit for them!
    5 points
  28. I love it when Jack comes back every year or so to complain about Fastrack at Thorpe. It's like when Steve posts every now and then to tell us how **** Merlin are. It's like a comfort blanket.
    5 points
  29. MattyMoo

    Sparkle Project

    Sparkle Project update here, courtesy of Jack Silkstone's Twitter - lovely to see an easter egg of a mini replica of the Swarm station being installed outside Tidal Wave 🤩
    5 points
  30. Benin

    Nemesis

    Ban request.
    5 points
  31. If anyone's interested, I decided to have a bit of fun this evening and cobble together a rough Planet Coaster recreation of Hyperia to gauge a rough idea of the sort of forces and speeds we might be hitting through some of those elements. I'm aware that the profiling and such aren't perfect, and as such, I'd take some of the exact g-forces with a pinch of salt (for instance, I don't think we'll be pulling 5.6G at the bottom of the dive loop...), but I built the large elements to roughly the same sort of height as they will be in real life (lift hill 236ft, Immelmann 157ft, large outerbank 164ft, dive loop 137ft, small outerbank 65ft, final airtime hill 48ft), so I think it should give a rough ballpark idea of speed in particular. I hope you like it! Here's a POV and some cinematic shots of my creation: And if you don't want to watch the video, here is the heatmap of vertical g-forces throughout the ride: As well as the heatmap of speed throughout the ride: And the stats of the ride: And just for fun, here are some shots of the layout in the day and at night: In terms of speed and forces; I think it paints a very promising picture! If my recreation is at all accurate, it suggests that we could be absolutely flying through the Immelmann, with the ride maintaining a speed of nearly 50mph even at the Immelmann's highest point! The other two large elements maintain speeds of 35-40mph at their highest points. In terms of trimming in the splashdown; I erred towards the more fierce end of the trimming spectrum and went for a deceleration rate of 4m/s2, which reduced the speed by 10-15mph. And even then, the outerbank and final airtime hill still appear very potent, with negative g-forces of nearly -1G still being registered in both elements! So overall, then, I reckon Hyperia could pack some brilliant g-forces throughout and hold its speed really well! I hope you like my recreation! I have to say, this has also reminded me just how much fun getting stuck into a good Planet Coaster build is... I really need to get back into Planet Coaster, as I haven't really had too much time for it as of late and it shows. I haven't updated any of my ongoing park projects for the forum in nearly 2 years! If you'd like to play with my recreation yourself, here's the Steam Workshop link where you can download it from: https://steamcommunity.com/workshop/filedetails/?id=3113374891
    5 points
  32. The twisted outerbank dive is complete!
    5 points
  33. 5 points
  34. 5 points
  35. Just had the message straight from the groundworkers on site - and am incredibly excited to reveal as a MTYMOO83 EXCLUSIVE that Project Exodus will be going vertical on REDACTEDday the REDACTED of REDACTEDber! About time!
    5 points
  36. I've got scheduled Youtube videos predicting that vertical construction will commence the day after tomorrow for the rest of the week therefore I'll be correct for sure #Influencer #MTYMOO
    5 points
  37. Note: I intend to keep editing this post as time goes on and more years are released. Hi guys. During the coaster consultations in 2021, Merlin released an attendance graph showing all their parks' attendance figures since the early 1980s. I had some time on my hands yesterday evening and decided to try and extrapolate some slightly more precise guest figures for each park from this graph to try and determine the precise(ish) attendance trajectory of each UK Merlin park from the earliest year listed here (1984 for Alton Towers and Chessington, 1983 for Thorpe Park, 1987 for Windsor Safari Park and 1997 for Legoland Windsor). For some idea, this is the original graph I was working with: https://www.cwoa-consultation.com/proposals?lightbox=dataItem-komw1163 To make things easier for myself, I divided each million on the graph into 8 rows (thus leaving ~125,000 guests per row, as my rather crude MS Paint annotation indicates): As such, I then decided to extrapolate a precise(ish) figure from the graph by looking at what row each park's figure fell within. All of these figures are rounded to the nearest 31,250; I know that sounds oddly specific, but it's 1/32 of a million, and a quarter of one of these rows, so it's the most precise figure that remains easy to determine by eye. It also keeps the margin of error to only 1 or 2 percent in most cases. The precise(ish) trajectories that I managed to extrapolate for each park, including percentage increases and decreases for each year, were as follows: Alton Towers - opened 1980, first year on graph 1984 1984: 1,843,750 (first year, #1/3 on graph) 1985: 1,812,500 (-1.7%, #1/3 on graph) 1986: 2,250,000 (+24.1%, #1/3 on graph) 1987: 2,312,500 (+2.8%, #1/4 on graph) 1988: 2,875,000 (+24.3%, #1/4 on graph) 1989: 2,437,500 (-15.2%, #1/4 on graph) 1990: 1,937,500 (-20.5%, #1/4 on graph) 1991: 1,843,750 (-3.6%, #1/4 on graph) 1992: 2,625,000 (+42.4%, #1/4 on graph) 1993: 2,843,750 (+8.3%, #1/4 on graph) 1994: 3,312,500 (+16.5%, #1/3 on graph) 1995: 2,843,750 (-14.2%, #1/3 on graph) 1996: 2,875,000 (+1.1%, #1/3 on graph) 1997: 2,875,000 (0.0%, #1/4 on graph) 1998: 2,875,000 (0.0%, #1/4 on graph) 1999: 2,593,750 (-9.8%, #1/4 on graph) 2000: 2,437,500 (-6.0%, #1/4 on graph) 2001: 2,187,500 (-10.3%, #1/4 on graph) 2002: 2,656,250 (+21.4%, #1/4 on graph) 2003: 2,562,500 (-4.7%, #1/4 on graph) 2004: 2,086,750 (-18.6%, #1/4 on graph) 2005: 2,187,500 (+4.8%, #1/4 on graph) 2006: 2,218,750 (+1.4%, #1/4 on graph) 2007: 2,250,000 (+1.4%, #1/4 on graph) 2008: 2,593,750 (+15.3%, #1/4 on graph) 2009: 2,656,250 (+2.4%, #1/4 on graph) 2010: 3,062,500 (+14.0%, #1/4 on graph) 2011: 2,687,500 (-12.2%, #1/4 on graph) 2012: 2,406,250 (-10.5%, #1/4 on graph) 2013: 2,593,750 (+7.8%, #1/4 on graph) 2014: 2,312,500 (-10.8%, joint #2/4 on graph) 2015: 1,968,750 (-14.9%, #2/4 on graph) 2016: 1,750,000 (-9.7%, #2/4 on graph) 2017: 1,875,000 (+7.1%, #2/4 on graph) 2018: 2,187,500 (+16.7%, #1/4 on graph) 2019: 2,500,000 (+14.3%, #1/4 on graph) 2020: 968,750 (-61.3%, #1/4 on graph) 2021: 2,343,750 (+141.9%, #1/4 on graph) All-Time Peak: 3,312,500 (1994) All-Time Low (excluding 2020): 1,750,000 (2016) Peak Within Merlin Era (2008 and later): 3,062,500 (2010) Low Within Merlin Era (2008 and later, excluding 2020 and 2021): 1,750,000 (2016) Chessington/Chessington Zoo - opened 1931, first year on graph 1984, first year as CWOA 1987 1984: 625,000 (first year, #3/3 on graph) 1985: 562,500 (-10.0%, #3/3 on graph) 1986: 500,000 (-11.1%, #3/3 on graph) 1987: 875,000 (+75.0%, #3/4 on graph) 1988: 1,187,500 (+35.7%, joint #3/4 on graph) 1989: 1,250,000 (+5.3%, #3/4 on graph) 1990: 1,062,500 (-15.0%, joint #3/4 on graph) 1991: 1,437,500 (+35.3%, #2/4 on graph) 1992: 1,218,750 (-15.2%, #2/4 on graph) 1993: 1,531,250 (+25.6%, #2/4 on graph) 1994: 1,687,500 (+10.2%, #2/3 on graph) 1995: 1,875,000 (+11.1%, #2/3 on graph) 1996: 1,812,500 (-3.3%, #2/3 on graph) 1997: 1,843,750 (+1.7%, #2/4 on graph) 1998: 1,843,750 (0.0%, #2/4 on graph) 1999: 1,656,250 (-10.2%, #2/4 on graph) 2000: 1,562,500 (-5.7%, #3/4 on graph) 2001: 1,531,250 (-2.0%, joint #3/4 on graph) 2002: 1,281,250 (-16.3%, #4/4 on graph) 2003: 1,312,500 (+2.4%, #4/4 on graph) 2004: 1,218,750 (-7.1%, #4/4 on graph) 2005: 1,093,750 (-10.3%, #4/4 on graph) 2006: 1,031,250 (-5.7%, #4/4 on graph) 2007: 968,750 (-6.1%, #4/4 on graph) 2008: 1,250,000 (+29.0%, #4/4 on graph) 2009: 1,343,750 (+7.5%, #4/4 on graph) 2010: 1,437,500 (+7.0%, #4/4 on graph) 2011: 1,500,000 (+4.3%, #4/4 on graph) 2012: 1,406,250 (-6.2%, #4/4 on graph) 2013: 1,531,250 (+8.9%, #4/4 on graph) 2014: 1,562,500 (+2.0%, #4/4 on graph) 2015: 1,437,500 (-8.0%, #4/4 on graph) 2016: 1,437,500 (0.0%, #4/4 on graph) 2017: 1,500,000 (+4.3%, #4/4 on graph) 2018: 1,593,750 (+6.3%, joint #4/4 on graph) 2019: 1,656,250 (+3.9%, #3/4 on graph) 2020: 500,000 (-69.8%, #4/4 on graph) 2021: 1,281,250 (+156.3%, #3/4 on graph) 2022: 1,468,750 (+14.6%, N/A) All-Time Peak: 1,875,000 (1995) All-Time Low (excluding 2020 and 2021, including pre-CWOA years): 500,000 (1986) All-Time Low (excluding 2020 and 2021 and pre-CWOA years): 875,000 (1987) Peak Within Merlin Era (2008 and later): 1,687,500 (2019) Low Within Merlin Era (2008 and later, excluding 2020 and 2021): 1,281,250 (2008) Legoland Windsor/Windsor Safari Park - opened 1970, first year on graph 1987, first year as Legoland Windsor 1996 1987: 812,500 (first year, #4/4 on graph) 1988: 875,000 (+7.7%, #4/4 on graph) 1989: 968,750 (+10.7%, #4/4 on graph) 1990: 1,062,500 (+9.7%, joint #3/4 on graph) 1991: 1,031,250 (-2.9%, #3/4 on graph) 1992: 968,750 (-6.1%, #4/4 on graph) 1993: 937,500 (-3.2%, #4/4 on graph) 1994: N/A (-100.0%, N/A on graph) 1995: N/A (0.0%, N/A on graph) 1996: N/A (0.0%, N/A on graph) 1997: 1,468,750 (first year as LLW, #3/4 on graph) 1998: 1,312,500 (-10.6%, #3/4 on graph) 1999: 1,500,000 (+14.3%, #3/4 on graph) 2000: 1,687,500 (+12.5%, #2/4 on graph) 2001: 1,531,250 (-9.3%, joint #3/4 on graph) 2002: 1,593,750 (+4.1%, #2/4 on graph) 2003: 1,437,500 (-9.8%, #3/4 on graph) 2004: 1,437,500 (0.0%, #3/4 on graph) 2005: 1,500,000 (+4.3%, #3/4 on graph) 2006: 1,625,000 (+8.3%, #3/4 on graph) 2007: 1,500,000 (-7.8%, #3/4 on graph) 2008: 1,875,000 (+25.0%, #2/4 on graph) 2009: 1,906,250 (+1.7%, #3/4 on graph) 2010: 1,906,250 (0.0%, #3/4 on graph) 2011: 1,906,250 (0.0%, #3/4 on graph) 2012: 2,031,250 (+6.6%, #2/4 on graph) 2013: 2,312,500 (+13.8%, #2/4 on graph) 2014: 2,312,500 (0.0%, joint #2/4 on graph) 2015: 2,343,750 (+1.4%, #1/4 on graph) 2016: 2,187,500 (-6.6%, #1/4 on graph) 2017: 2,312,500 (+5.7%, #1/4 on graph) 2018: 2,125,000 (-8.1%, #2/4 on graph) 2019: 2,062,500 (-2.9%, #2/4 on graph) 2020: 687,500 (-66.7%, #2/4 on graph) 2021: 1,562,500 (+122.7%, #2/4 on graph) All-Time Peak: 2,343,750 (2015) All-Time Low (excluding 2020 and 2021, including pre-LLW years): 812,500 (1987) All-Time Low (excluding 2020, 2021 and pre-LLW years): 1,312,500 (1998) Peak Within Merlin Era (2006 and later): 2,343,750 (2015) Low Within Merlin Era (2006 and later, excluding 2020 and 2021): 1,500,000 (2007) Thorpe Park - opened 1979, first year on graph 1983 1983: 843,750 (first year, #1/1 on graph) 1984: 1,031,250 (+22.2%, #2/3 on graph) 1985: 1,093,750 (+6.1%, #2/3 on graph) 1986: 1,093,750 (0.0%, #2/3 on graph) 1987: 1,093,750 (0.0%, #2/4 on graph) 1988: 1,187,500 (+8.6%, joint #3/4 on graph) 1989: 1,343,750 (+13.2%, #2/4 on graph) 1990: 1,000,000 (-25.6%, #4/4 on graph) 1991: 968,750 (-3.1%, #4/4 on graph) 1992: 1,093,750 (+12.9%, #3/4 on graph) 1993: 1,281,250 (+17.1%, #3/4 on graph) 1994: 1,218,750 (-4.9%, #3/3 on graph) 1995: 1,125,000 (-7.7%, #3/3 on graph) 1996: 1,187,500 (+5.6%, #3/3 on graph) 1997: 968,750 (-18.4%, #4/4 on graph) 1998: 875,000 (-9.7%, #4/4 on graph) 1999: 906,250 (+3.6%, #4/4 on graph) 2000: 937,500 (+3.4%, #4/4 on graph) 2001: 1,187,500 (+26.7%, #4/4 on graph) 2002: 1,437,500 (+21.1%, #3/4 on graph) 2003: 1,531,250 (+6.5%, #2/4 on graph) 2004: 1,468,750 (-4.1%, #2/4 on graph) 2005: 1,562,500 (+6.4%, #2/4 on graph) 2006: 1,812,500 (+16.0%, #2/4 on graph) 2007: 1,843,750 (+1.7%, #2/4 on graph) 2008: 1,843,750 (0.0%, #3/4 on graph) 2009: 2,125,000 (+15.3%, #2/4 on graph) 2010: 2,187,500 (+2.9%, #2/4 on graph) 2011: 2,125,000 (-2.9%, #2/4 on graph) 2012: 1,843,750 (-13.2%, #3/4 on graph) 2013: 1,786,250 (-3.1%, #3/4 on graph) 2014: 1,843,750 (+3.2%, #3/4 on graph) 2015: 1,531,250 (-17.0%, #3/4 on graph) 2016: 1,625,000 (+6.1%, #3/4 on graph) 2017: 1,562,500 (-3.9%, #3/4 on graph) 2018: 1,593,750 (+2.0%, joint #4/4 on graph) 2019: 1,500,000 (-5.9%, #4/4 on graph) 2020: 562,500 (-62.5%, #3/4 on graph) 2021: 1,218,750 (+116.7%, #4/4 on graph) All-Time Peak: 2,187,500 (2010) All-Time Low (excluding 2020 and 2021): 843,750 (1983) Peak Within Merlin Era (2008 and later): 2,187,500 (2010) Low Within Merlin Era (2008 and later, excluding 2020 and 2021): 1,500,000 (2019) To sum up each park's trajectory: Alton Towers may have been top dog for the bulk of the years since 1984, but it has also had the most volatile guest figures. It has had peaks as high as 3.3 million in 1994, but also troughs of only slightly above 2 million in the mid-2000s or even slightly below in the early 1990s and mid-2010s, with a nadir of 1.75 million being reached in 2016. At that point, it was well away from #1 and almost rubbing shoulder to shoulder with #3 park Thorpe. Interestingly, its peak was early, in 1994, and only 2010 has ever come close to that since. Merlin have attained fair growth at Alton Towers; between 2007 and 2019, attendance grew by 11.1%. Chessington started off fairly well, attaining steady growth from 1987 up until 1994, where it stayed at its peak until about 1997. However, attendance dropped through the floor from 1998 onwards, hitting a low of under 1 million in 2007, so it's fair to say that Chessington's trajectory has been far from uniform, although things improved notably under Merlin. Interestingly, Chessington is the park that has thrived most under Merlin, with attendance having grown by 74.1% between 2007 and 2019. Nonetheless, the high water mark was hit quite early on at Chessington, with that near 2 million peak guest figure being all the way back in 1995, and no year post-1997 has yet come close to it. Legoland Windsor has had the most consistent growth trajectory of all the parks. With its low back near opening in 1998, its peak in 2015 and no particularly catastrophic attendance drops (COVID aside), it's grown fairly consistently over the years. It's also a park that has thrived pretty well under Merlin; between 2005 and 2019, attendance grew by 37.5%. Thorpe Park has had a bit of a roller coaster of a growth trajectory. The 80s and 90s were a little bit choppy at Thorpe Park, with peaks of close to 1.5 million and lows of under 1 million. The park really hit its stride from 2001 onwards, maintaining a near perfect growth trajectory right up to the park's 2.2 million peak in 2010. However, things have been a bit of a struggle since then, with guest figures having almost consistently declined since 2011 right back to a low of 1.5 million in 2019. The park has comparatively struggled under Merlin, with attendance having fallen by 18.6% between 2007 and 2019. I hope you find this interesting! If you don't agree with something I've done or notice any errors, however, don't be afraid to flag them to me.
    5 points
  38. Sorry for the double post.
    5 points
  39. Mark9

    Stealth

    I just think it's great that Thorpe have bought back rollbacks on Stealth.
    5 points
  40. pluk

    Thorpe Park 2023

    WTF were they thinking with the BK destruction? Just as they put in a highly themed railways station coffee shop, they tear out a highly themed burger bar and turn it into generic shopping centre? Spending money to make things worse is my biggest hate in Theme Parks, especially when getting funding for anything that isn't a big new thing has been neigh on impossible for decades, but with this and the teacups we have two big lumps of that here. Who the hell is running this place, and can they be sunk with the Thorpe Belle?
    5 points
  41. Mark9

    Ghost Train - NEW for 2023

    I can't believe the ride that everyone hates is being adjusted and everyone hates its even more.
    5 points
  42. 5 points
  43. JoshC.

    Thorpe Park 2023

    The "we're a small park" excuse is rubbish. Go back 20 years, when the park was (excluding The Farm) technically smaller, and they had defined areas, with portals and signage. Look at a park like Phantasialand, which is small and compact, and they have some of the most well-defined, high quality themed lands out there. The simple and honest reason why the park don't do themed lands is because they don't want to. That's fine too, if that's the case. But let's face, it's not because they couldn't.
    5 points
  44. I will not be contempt until I see JK SLKSTN in a neon Thorpe branded T-shirt riding a wrecking ball into Loggers Leap shouting “EXODUS EXODUS EXODUS EXODUS EXODUS EXODUS EXODUS EXODUS EXODUS…” 1000 times. I hope Shane Sandwich gets first dibs on the obsolete signage.
    5 points
  45. Interesting.. I think I’ll go with Colossus is a good roller coaster
    5 points
  46. Natural England have today Withdrawn their objection(s) to project exodus. If I have got this correct, this is separate to the environment agency’s objection which relate more to flooding then anything else. One less hurdle and hopefully stuff starts to pick up as we reach September. Maybe a sign of things to come…. Or maybe not 😝
    5 points
  47. JoshC.

    Thorpe Park 2022

    So let's talk Carnival, the park's other new event for 2022. The event is split into two areas. There is 'the' "Carnival" area, which is in the Lost City area (where various FN mazes have been) and there is the "Junkyard" area, which stretches alongside Ghost Train up to Trailers. The Carnival area is the main one, and features a stage, photo op point, some F&B places and a couple of extra sideshows (magician's tent and fortune teller). Things kick off from 12 and there's pretty much always something going on, or getting ready to happen, from then till park close (which is 7pm for the event!). There's a Ringleader show, showing all the acts, a mime troupe show, a set of singers, and also some circus/carnival acts (fire breathers, trapeze artists / balance performers and the like). The Junkyard area features some "carnival rejects", who are basically just a bit more shoddily dressed, treated like outcasts, and a bit more 'crazy'. All in, there's a real good variety of acts, and it's all just light hearted fun. And it does so without being cheesey or corny, which I felt the Mardi Grad stuff did too much of. I'm sure things will get polished up during the event too. The circus acts are external acts too, so are specialists in what they do. One thing I wasn't keen on was the singing aspects of the performances. It would be harsh, and wrong, to say the singing was bad, but it certainly wasn't something I would call 'good'. Obviously this is a difficult thing to do, since as people we can hear amazing singing in a couple of clicks on our phone, but it does mean there's a high bar to meet. I think the performances would be better without singing, but then again, maybe the wider audience disagree. In any case, I think if the park want singing incorporated into these acts, they should broaden their horizons and look to people with as much experience as possible. Now, onto the thing which I guess people are most interested in: Trailers - Breakout at Bozo's. This...is a thing. And it doesn't know what sort of thing it wants to be. Is it trying to be a fun and funny attraction set inside a spooky setting? Is it trying to be a scare maze which doesn't take itself seriously? Is it trying to be a scare maze which has been toned down? I don't know. And I don't think Thorpe really know what they want it to be. From what I understand, the plan was for it to be something which wasn't that scary, didn't take itself seriously and something you could have a laugh with. But then when it wasn't received all that well, and senior management realised it wasn't scary, they've tried to tweak that. Which adds to the confused nature of it. There are some fun moments in there, don't get me wrong. But none of it feels very right. And it's all just a bit of a mess, and doesn't quite flow. I also feel for the actors: it's running on minimal numbers, and only one per main scene. When most scenes were designed for at least 2 actors, and almost always had those numbers last year, it means they have a lot to do, and in weirder circumstances. Can't be easy. I don't see it being very popular now the initial enthusiast rush has died down. But with the minimal operating hours and minimal staffing, and being upcharge, I expect it will make money, and so ultimately be a plus for the park there. But still, this stinks of a decision made my people in an office with little understanding of how it would work and the consequences, leaving the Entertainments Team to just deal with it. Anyway, I don't want to leave things on a bad note. Carnival is a really cool, fresh-feeling event. It's fun, vibrant and adds an upbeat feeling to the park. At the same time, it doesn't impede on those who aren't fussed: it's a nice, harmless addition. I hope it works out well for them, and that it's something that can continue and be improve upon in the future. On a side note, with these events happening, and being a mainstay, and with shows being a thing at the park again, it's a shame there isn't an arena-like space for them to be housed, and for more work to go into them. Funny world ey.
    5 points
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