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Showing content with the highest reputation since 09/02/23 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. 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
  3. 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
  4. 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.
    7 points
  5. Ding dong no The sky is dark, the coast is rocky, the island mountainous. Construction is far away. Wait bugger wrong account
    7 points
  6. 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
  7. Hopefully it will be used to show replays of live streams where YouTubers say a ride name 50,000 times.
    7 points
  8. I would sell my soul for Exodus to open tomorrow just so we never have to listen to this nonsense ever again.
    7 points
  9. Parm Pap

    Hyperia

    we have all had enough of this thing. nothing cryptic about it anymore. it just doesn't work.
    6 points
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. Tonight - BEST FRIGHT NIGHTS EVER Tomorrow - where did all the actors go?!
    5 points
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. Benin

    Nemesis

    Ban request.
    5 points
  23. 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
  24. The twisted outerbank dive is complete!
    5 points
  25. 5 points
  26. 5 points
  27. 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
  28. 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
  29. Mark9

    Hong Kong Disneyland

    I visited this park three weeks ago and I had some thoughts. You can tell this was a Disney park on a budget and was obviously planned in the days where Disneyland Paris was seen as a failure and budgets were tight. When it opened, its major rides were Space Mountain, Jungle Cruise and at a push, The many adventure of Winnie the Pooh. Investment has come with an outer ring basically built on the left side of the park with it starting at Grizzly Bear Mountain Railroad, into Mystic Point, Toy Story Land and finally Frozen Land. The right side of the park hasn't been left behind though with the removal of Autopia in favour of the Ironman Experience, Buzz lightyear re-themed to Ant-man and a rumoured Tower of Terror ride themed to Spiderman. I will say this, it is most definitely a one day park, maybe even a half day. The queues here are minimal (which is refreshing for a Disney park) and a lot of the rides are basically filler (again, quite refreshing). The longest waits are for the Duffy and Friends characters near the park entrances. If you aren't interested in queuing an hour to meet Lina-Bell, you have a problem. Grizzly Bear Mountain is the parks Big Thunder Mountain equivalent and It's a really good family coaster, it lacks the jank of thunder Mountain and its backwards section is pretty weak but the rest of the ride is great. The bears are used for comedy, one rubbing its bum on a points changer, another two setting of the dynamite in the mountains. The launch is pretty powerful and there's great forces on the turns through the valleys of the mountain. Mystic Manor was closed. This absolutely sucked. Toy Story land is exactly the same as Paris's, just slightly bigger. Jungle Cruise is excellent. When we went you could wait for either mandarin or english skippers. Because the English was done in slightly broken English, it made it an absolutely hilarious time. The skippers were so fun and over the top. The finale is sublime and puts this as the best Jungle Cruise in the Disney parks. Frozen Land was fine. It still pains me that this Frozen Ever After is the big new hope for Disneyland Paris when at its heart, it's a very mid fantasyland reject and isn't really good enough. The Disney Sea equivalent is far superior. Onkens sleds is fine if a bit basic. Its best bit is the lift hilll animatronic. The rest of it is junior rollercoaster fluff. Small World is the best of the five and was in good condition. All figures and effects are working. Hyperspace Mountain is the same as the Disneyland version and is pretty fun if unremarkable. Its permanently hyperspace mountain so does need a proper refurbishment. Antman and the Wasp is dull. All the sets are just grey and brown as you are shrunk down to destroy micro-chips. This leaves you with a very bland experience. Iron Man experience is pretty good, a more modern version of Star Tours. I personally.. prefer star Tours as it feels more mechanical and less fluid. However there's no denying it is a fun and unique experience. When we went there was no parades or special entertainment as the trip was during the parks off-season. The only offering was the fireworks display at the end of the night, called Momentous which was fantastic and a beautiful display. I was pretty emotional towards the end.
    4 points
  30. Jax

    Stealth

    Saw it testing a few times today
    4 points
  31. Vinlarr89

    Europa Park

    Just got back from first trip to Europa. Wow. Where to start. Stayed in hotel Colleseio which was impressive, and to be honest a strange experience in itself that such a lavish hotel was linked to a theme park. 3 days on park and 1 day Rulantica. &nbsp The aesthetics of the park are incredible, it’s impossible not to feel the passion and pride that the Mack family have for their park. Everywhere you look it’s packed with hidden gems and is fresh, vibrant and visually stunning. More so, even after 3 days I know there’s so much more to discover, and the rich theming throughout really does elevate this park. The ride selection is second to none. I went for the coasters, but fell in love with the dark rides! Pirates detail was impressive, but live all the little hidden gems throughout the park. In terms of the biggies. Voltron was my no1 followed by Wodan and Silver Star, but also really enjoyed blue fire, the last inversion really something. Heard people talking up the ops for years, and was always questioning why people went on about them so much. Well not any more! Absolute perfection and efficiency. So obvious that the park is all about guest experience, the no nonsense approach in the stations is so refreshing to see, and keeps the queues down to sub 20 even on popular rides on a fairly busy day! Overall can’t wait to get back, going to be hard to find a park to top the all round package that Europa provides, yes there’s parks with better coasters etc, but it’s the combo of the selection of rides, theming, cleanliness, food and beverage offerings and most of all OPERATIONS! If you havent been. Get out there!!
    4 points
  32. Mark9

    2023 - World of Jumanji

    I was lucky to experience a valley on Mandrill on Sunday, we just came to a stop at the boost launch area before the helix. I found it quite exciting as we would have to experience the rides swing launch to get it going again. I really enjoyed it as well. Mandrills launches are quite punchy as it is so going back and forth through the section was pretty satisfying. I am actually quite a big fan of Mandrill tbh, I've heard all the arguments about it being the wrong fit and whatever, however every time I go on it, it gives me a lot of joy and the queues for it never seem crazily unreasonable.The team always seem really on it when it comes to batching, loading and dispatching. It also has the B&M quirk of being incredibly reliable, 3.8% downtime for the last 7 days, and beaten only by Nemesis Reborn.
    4 points
  33. MattyB

    Thorpe Park's Old Days

    Just a post about some Thorpe Park history some people may not know. In the early 2000's, the park installed its first fast track system, which was very similar to the ones used at Disney. You would put your park ticket in the machine and receive a printed fast track ticket. The system was free to use, and ran for about 1-2 seasons until they decided to follow Universal and charge for the service The machines were ripped out but you can still see remnants of the system today. Tidal Wave: The steel structure with the red roof covering the F&B kiosk was the original covering for the fast track machines Nemesis Inferno had an actual area for the machines included as part of the design. You can see this to the right of the queue line entrance, where the retail kiosk is now located. The ones for Colossus was located where the F&B unit at the bottom of the hill (near Samurai) is now located. Loggers Leap also had machines installed, and these were located next to the entrance to the queue line. Hope this was some fun bits of information from the parks history!
    4 points
  34. MattyB

    Efteling

    So I visited Efteling for the first time recently. This park exceeded my expectations, and I was going to say its a Disney quality park. However, considering Efteling is older than Disneyland, should I be saying "are the Disney parks Efteling quality?" We spent 2 days at the park arriving around midday on the first. We didn't realise there was a national holiday, so the park was quite busy, however queue times averaged around the 30min mark, with Danse Macabre having a 60min queue pretty much all day for both days. Symbolica - Loved this ride, the level of theming was very high, and refreshing to see they didn't resort to using screens inside the attraction. There is a bit where all 3 cars face a balcony, which would have been an ideal place to put some screens, however there was a lovely diorama with butterflies so props to Efteling. Also great to see the park celebrating their mascot Pardoes by giving them their own attraction. I also loved the fact that you can choose between 3 different alternate endings, however we only got to experience the one. When we returned to do a re-ride at the end of the 2nd day the ride had closed for technical issues and didn't reopen. Vogel Rok - Awesome indoor coaster, decent amount of theming in the queue. Quiet forceful in some places. Joris en de Draak - loved these dual coasters, probably one of my favourites of the whole trip. Loads of fun pops of airtime. Loved the little details, such as the flag spinning at the end to signify the winner and the flags dropping in the station on the winning side. Droomvlucht - loved this ride, the sets were impressively large. Also was not expecting the spiral ending. Pagode - I've never been on this type of ride before, and we rode it as the sun was setting. Beautiful views across the park. Python - I was surprised at how well this rode and was quite forceful. I think its great that Efteling decided to completely re-track and keep its first major thrill ride, where other parks would have removed it. De Vliegende Hollander - this ride was amazing, the level of theming in the queue and the station blew me away. Reminded me of PoTC. The bit of the ride that goes into complete darkness with the fog actually made me a bit claustrophobic, and the ships "jumping" out of the dark were a nice touch. The coaster portion was decent, and we got lightly splashed at the end. The area theming was amazing as well. Baron 1898 - decent ride, amazing theming. Probably the only "let down" ride of the trip (and I use that term loosely as it is a world class ride) as the only other dive coaster I have been to compare it to is Oblivion. Carnaval Festival - loved this, reminded me of Small World (although the tune is not as offensive as Small World haha) and Toyland Tours. Love to see these old school attractions still running. Fairytale Forest - we spent around 2 hours in this, and we missed a lot. We underestimated how big this area is! My standout for this first visit was the Indian Waterlillies. Danse Macabre - this attraction was the standout attraction for me of the whole trip. I don't think there's much more I can say about it other than its incredible. We waited both days until it got dark to ride this as the darkness really added to the atmosphere. I would say Efteling have knocked it out of the park with this ride, its so well done. Probably the best POV I have seen online is the DLP Welcome one (link here: NEW RIDE Danse Macabre FULL ON RIDE - Efteling - World Premiere Dynamic Motion Stage). Park Ops - this is an extremely well run park, each of the F&B units had at least 3 staff in them, and the park and toilets were spotless. All of the attractions were running multiple trains/cars and the queues moved quickly. On our 2nd day we guesstimated they had a gate figure of around 10-12,000 and the park just swallowed it up. Each attraction appears to have been built with throughputs in mind, and considering the park doesn't run a fast track system they appear to do well with this. I got asked by a member of staff on a coffee unit what I thought of the park, and when I gave my feedback (which was positive) they said "thank you". I got the impression the staff were really proud to work there, and took ownership of it. We ate at the pancake restaurant Polles Keuken (amazing pancakes, although I would recommend pre-booking as the walk up queue can get quite long). The thematic elements in the restaurant added to the whole experience. We had lunch/early dinner at the Het Witte Paard restaurant. This was was around 15 EURO for a decent hot meal and drink which is amazing VFM in my opinion. In fact, the whole experience I felt was really good VFM, with park tickets costing 38 EURO and parking 12 EURO. My only gripe is that the hot drinks were all one size (small) and were 5 EURO, but this wasn't a big deal. We also ate at the Fabula Restaurant which was very good. The indoor play structures looked a lot of fun for the kids. We visited the Winter area that they had just finished setting up which was very well done. Park merchandise was very good, and I spent a small fortune on gifts, something I rarely do at a theme park. They also sell the various scents from the attractions which was a very unique thing to see. Parkwide and attraction sound/music were on point and very memorable. Entry to the park was quick and efficient, and the park entrance building is amazing! Construction on the new hotel looks like its progressing well, and I'm sure will be an awesome addition once it opens. Attractions we missed: Fata Morgana - closed for maintenance Villa Volta - didn't get time to get round to it Pirana - didn't get time to get round to it Raveleijn - they were running one show a day and we set an alarm to ensure we would be there on time. However we forgot we set the alarm and the alarm went off when we were in the middle of the queue for Baron. Stoomtrein - didn't get time to get round to it Max & Moritz - didn't get time to get round to it I'm sure we missed a whole lot more as the park is massive, but gives me a reason for a return trip! All in all, an amazing park. This park and Phantasialand are filled with magic, wonder and whimsy which I think is missing from a lot of theme parks now. We stayed at the Center Parcs De Vossemeren onsite hotel which is around a 1 hour drive from the park. We payed 40 EURO (each) a night for 3 nights which included access to the waterpark and breakfast! We took a day out of our trip to chill at the Center Parcs which was awesome! Can't wait to see what Efteling do next!
    4 points
  35. I'll give my honest immediate reviews now. I'm honest here. This isn't "TPM Josh" talking. This is "JoshC., Thorpe Fan but fair" talking. DeadBeat Ehhhhh, not for me. Visually it looks great; no dead spots. However, the story is a little...lost. The pre show talks about a rave being hosted by a DJ. But there's no reference to the DJ when you're in there. The maze is just going through a club / bar / similar areas. It's cool, but very incoherent. The maze isn't the longest, but makes best use of its space. They've also cleverly designed the maze to make it feel like you're repeating yourself / going in circles, which I liked. However, this had a downside of a group thinking they'd gone the wrong way and turned back on themselves. That's just something which needs actor knowledge though, so no issues. It's a bit of a passive experience too, with you watching clubbers and demons (known as "Viscerals") interacting with each other. There's nothing wrong with passive experiences / scenes, as they can create fear, but it's not for me. The final quarter is much more interactive, just focusing on the Viscerals, and is nice. The finale is great (some have said it's like The Cellar at Tulleys, of which they ain't wrong, but so what) It does need time to bed in and the actors to really know what ticks. It needs tweaks with the presentation and story line too. A big positive though: I did it 3 times, and it was very consistent. Consistency is a huge thing to sort out in mazes, and it's something directly within the park's control during the event (in that, they can encourage / coach / train actors to be consistent, they can't change say the space the maze takes). Based on today, it's great to see they had that right, as even on previous press nights, mazes haven't been consistent run to run. Hopefully that continues. My personal opinion, is that the maze needs to start off completely as a rave. No scares. No viscerals. Just pure fun. There are already "dancers"/"ravers" actors, just make them happier, with a bit of an edge if necessary. Then have a scene where everything goes wrong, and it's purely demons. It involves you in the story, and creates the necessary distinction. Stitches This remains very similar to last year. Which means I don't like it. It's a completely passive experience, focusing on creepiness and a fear of what is happening to others, as opposed to what is (or could be) happening to you. Absolutely fine as a maze, and there's a place for those experiences as it gets people. but not for me. Was a bit disappointed they didn't change the mirror scene at the start. They could have put something different there. Survival Games My favourite of tonight, although I will have extra bias as there was only 2 of us in the whole maze. It remains intense, in your face and hands on. That's great. It's not for everyone (like Stitches), but it is for me. I heard some mixed reviews through the evening, so I think actors need to bed in and get used to what they can and can't do with guests, but that comes in time. 2022 Survival Games was exactly the same. There's currently no chainsaws in the finale, for reasons I'm not sure I can say. I believe they're working on it though and they should return. Trailers A very good version this year. 3 scene: -Hell Cell has been changed into Creek Freaks -Vulcan Voodoo has been changed into Knock Knock -Ship Happens and Nightmare on Staines Street have been turned into The Sleeper Express Knock Knock is a nod to Death's Doors, and re-uses the good costumes there. The pre-show is now no longer a cinema employee, but The Director. The pre show is a bit meh for me, but it is fan-servicey, which is what the whole maze is. However, they've completely cut the second pre show in the cinema screen - meaning the removal of what I unaffectionately referred to as the "orgasming actor" - HURRAY. The premise of the maze is much the same. Unfortunately, the new scenes aren't so much "new". They are just overlays of what was already there. Creek Freaks still has the prison bars from Hell Cells, but they've got Buckwheat actors and some stuff added to the walls. Knock Knock is still in a wooded area, but with doors added. Sleeper Express has the same layout as the other two, just made to feel more like the maze. It's fine, but don't go in expecting something totally new. As I say though, strong maze. Good cast, and the maze works well. The Crows This hasn't quite hit the highs of last year yet, but it's still very good. The new fenced section looks cool from afar, as well as very big, but it's not. There's two routes too: One which takes you in that fenced section, one that takes you round. The ended is incredibly dense with smoke (I expect that might change soon tbh, but if it doesn't, great!). It's a great scare zone and I'm glad they've kept it. One point of note: It now starts a little further down the pathway, with a little queue made of hay formed, which should help the batching into it. Creature Campus Only caught a glimpse of it due to how busy the night was, but it looks nice. The removal of the werewolves and vampires has meant they've brought the music into a more modern era, and it seems pretty cool. Will be watching properly tomorrow. Lucifer's Lair My absolute highlight of the night. There's a fire / dance show which is INCREDIBLE in my opinion. It's only 8 minutes long, but there's so much crammed in there that it felt twice the length (in the best possible way). The concept of the zone is perfect. The actors are fab. I expect I'll spend a lot of time round there this year. IT 4D Didn't watch. Will watch tomorrow. Little bit of theming dotted around the cinema. Is cool. This is a strong Fright Nights. Maze-wise, they do have 4 mazes which are good. And I will say this again as I have done in previous years: If you take any maze this year and put it in any other FN line up from before 2020, it would almost definitely be the highlight and best received. If not, it would rival Big Top, Ex10 or Asylum. That's the quality of the mazes on show. I don't think any of them are worth £10 still. The £5 mark would be best. £6-8 is reasonable. But beyond that is pushing it. And I think Thorpe are very formulaic now: pre-show, wander around highly themed sets in a linear fashion, flashy ending. It's another reason I like Survival Games so much: it breaks that formula. I hope we see something different next year. There's still stuff to iron out, and not all of it is for me, but I think this is again a good showing. I hope it stands the test of time for the event.
    4 points
  36. JoshC.

    Hyperia

    It stalled this morning. Call me Derren Brown.
    4 points
  37. JoshC.

    Park Operations

    I keep forgetting that we don't have a general "Thorpe Park 2024" thread, or an Oktoberfest thread. So I'll stick my review in here for Oktoberfest It's kind of apt too, as you'd think that Thorpe have forgotten they have an Oktoberfest event going on. Oktoberfest came about in 2020 and whilst it was rough round the edges, it had potential. It's pretty much been the awkward middle child since 2021 though. It got better, but now it just feels a bit thrown together and rubbish. The Oktoberfest area is basically to the left of Ghost Train's entrance, with the stage, the ski lift carrier turned benches (which are pretty cool) returning, as well as snow-covered...Christmas trees? The event is leaning heavily on the more Bavarian Alps theme. By which I mean, it's the primary focus. The main Thorpe show revolves around it (the actors run a "fashion show" with what one of them should wear to go skiing). There's a set of roaming actors at set times who are "on skis". And my god, the show makes me cringe. The dance elements are good for what it is. But the speaking. It feels like the actors were told to watch Allo Allo and just copy the German accents. It's grating. Also, the Christmas trees. Why? The confused "Why is it Christmas?" vibe isn't helped by this song playing at the start of the family stage show: Hilarious. I should add: I believe in story, the actors are called the Furchtbar Gang. That's what it sounds like at least. "Furchtbar" is German for "terrible". So I guess the point is that they are terrible? Or meant to be terrible? But they're not - as I say, the dance elements make the grade. I don't get it. There's a couple of the pop up food places alongside Ghost Train's queue, which will no doubt stay through Fright Nights, and a bratwurst grill in Amity. There's a pitiful-looking bratwurst pizza available from Pizza-Pasta. In truth, Thorpe's Oktoberfest has never done it for me. Maybe I just don't like fun. So maybe this is doing the job, getting good reactions and there's a wider audience who love it. But it does feel like its been scaled back the last 2-3 years, and as nice as it is to get an extra boost during September, maybe it's time to lay it to rest.
    4 points
  38. Benin

    Hyperia

    Finally been on it. Area looks crap. Station is a weird attempt at Icon for some reason. It's a great ride until the trims. All that momentum just thrown in the bin, leaving you wanting the rest of the layout rather than awkward corner. Best ride on park? Sure. Best ride ever? Not even close.
    4 points
  39. It would help if the park could settle on a themed/unthemed direction for more than a season mind.
    4 points
  40. Yep, Detonator really looked nothing like the concept art did it... Oh wait.
    4 points
  41. Coaster

    Merlin Entertainments

    Don't worry, I'm not back, just briefly returning to the forum to highlight what I feel is a very important talking point. In a recent government report, Merlin Entertainments have been listed as a company who have not paid minimum wage. The company failed to pay minimum to 1,100 employees, equating to £43,000. Source: https://www.gov.uk/government/news/over-500-companies-named-for-not-paying-minimum-wage Ride Rater have published a further breakdown of all the available info: https://riderater.co.uk/11561/merlin-entertainments-failed-to-pay-minimum-wage/ Flamingo Land are also named here for failing to pay 4 workers the minimum, following a previous report from Blackpool Pleasure Beach who had failed to pay 12 workers the minimum. In 2018, the CEO of Merlin Entertainments took home a salary of £1,493,000. In contrast, the £43,000 owed to 1,100 employees would have still left £1,450,000 for the CEO. Staff rely on being paid at least the legal minimum to live off, to pay their bills. It's shameful that this has been allowed to happen. Source: https://www.erieri.com/executive/salary/nick-varney-8ydw I feel that as enthusiasts/people with an interest in theme parks, we have to pay attention to this and demand better for the staff who make our hobby possible.
    4 points
  42. Mattgwise

    Sparkle Project

    Courtesy of the Thorpe Park Annual Pass group linked above are a few shots...
    4 points
  43. On my way to take some pics. See two cranes up,must be doing something big 👀 I'll be updating this post with more photos, so keep your eyes peeled. Another tower going up Man alive, it's weird to be looking at this in person
    4 points
  44. Love it, it's a real Hoot Hoot of a theme. Genuinely though, looks good, hope the concept art comes to fruition. Makes sense with the surrounding area too.
    4 points
  45. The only person who knows what the new logo looks like is @Parm Pap
    4 points
  46. And in an actually useful post, more supports:
    4 points
  47. Benin

    Thorpe Park 2023

    Bring back the giant head branding.
    4 points
  48. Just come back from my walk by thorpe park, here's an update from the site. Contsruction walls avoided me from getting good photos, but here's the best I could get. Station's going up I believe though need to look over the plans to check. Main tower seems to be going up which was ace to see, but might pop into thorpe park next time for better photos.
    4 points
  49. Glitch

    Fright Nights 2023

    Yay the press night so we can all hear that the event is the best it’s ever been then go ourselves hand over £50 and find out it’s utter rubbish
    4 points
  50. I visited a few weeks ago on a Monday and Last Night (The 3rd) and here is my honest thoughts. No holding back here lol. Stitches: This is my favourite maze of the 4. I find Stitches very eerie to walk through and both run throughs I had were both very lively. I love some of the disgusting costumes like the oversized teddy bear, the puppet doll, and the gorilla. The actors also seemed more than happy to play off the already creepy vibe and give great startle scares. I found the scares varied and energetic on both runs, and the finale seemed a lot better than last year and managed to really work on both runs. Stitches is a long, well themed, and unique maze that should be kept for longer. Survival Games: I had one run with no separation and on my second I was alone for the first half. In the arena on both times I found myself in a conga line of people and no actors in sight. The conga lines slowly lingered towards the exit, the conga line on both runs meandered to the end casually strolling through the equally flat finale. P*ss poor. I hope it goes next year as this year it just felt dead. The arena on both times just felt stuffed full of people and no actors to cause chaos- the arena is bloody lifeless now and it completely makes this maze a disaster. Trailers: This maze has grown on me over the years. It is not the scariest maze but I feel it has a nice variety of scares, mostly good theming, and the casts do really shine in here. Even though we caught up with the group in front the actors still managed to power their way through our group. The acting quality was really high and I liked the new buckwheat scene. The new scenes are honestly a bit lacking in theming but the Platform and Creek actors both were totally great in their rooms which helped me forget. My conclusion is Trailers is a good maze that belongs in the line-up even if just for being a fun concept with some cool ideas. Deadbeat: Deadbeat is a frustrating mess of an attraction. I like the idea of the theme but I feel the design really is a let down with this one. The concept is cool but walking through it just doesn't make much sense? I find it is a little hard to follow and some rooms I wonder why they are there? It also is strange with the multiple slot machine rooms where not much happens, the room with a dancing girl? I think where DeadBeat feels weak for me is seemingly the design for actors. The actors we saw were brilliant but with the loud dance music it made their great scares fall flat. A noise for an actor really I think is an important tool for grabbing those scares but all the actors are fighting against an overly loud soundtrack. I think a more sinister lowkey soundtrack after the initial rooms would be so much better. The maze also seems to lack much in the way of hidey holes, actor runs, and honestly it seemed not very actor friendly. A lot of the actors still made it work but even with brilliant efforts we still walked out thinking it was terrible, and quite frankly I would say it just feels poorly designed. I hope they "Big Top" this as like Survival Games, it was pathetic. To think I paid £10 for either makes me feel sick. Lucifer's Lair/Creature Campus: Great talent here with the shows. Both bring a lot to the park and the atmosphere, and I hope both of these are here to stay. I like the variety that Lucifer brings, and I feel like it gives Fright Nights a real meaty catalogue of stuff to see. Bored? Head to Lucifer's Lair there probably is something going on now or soon. Crows: Though not too long and not many actors, The Crows were enjoyable. I do think a full scale maze would be really brilliant if it brought back. I do think it is worse than last year for sure in regards to amount of actors. Overall: Good event with honestly very mixed opinions on mazes. Stitches and Trailers I feel like gives me hope but if DeadBeat is the new style we are getting, I want to get off the train lol!
    3 points
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