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Marc

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  1. Like
    Marc got a reaction from Mattgwise in Forum Update   
    👋

    As you’ve no doubt noticed we have updated the forum software to the latest version which does have a number of visual differences.

    You’ll notice it also finally supports dark mode and will be based on your phones / computers setting - something I know a few people have asked for!

    Our old skin is not compatible but we will work on this over the next few weeks to make it feel less generic.

    One change you will notice is you can no longer login with your username and must login with your registered email - if you have any issues with logging in please feel free to reach out over social media or you can email contact@thorpeparkmania.co.uk

    Let us know any feedback here also!
  2. Like
    Marc got a reaction from Cal in Hyperia   
    Id argue it’s virtually impossible to never send empty trains, they were doing their best not to when it was colder a couple of weekends back but you still will have a point where you need to - for example last trains of the day.
     
    I really hope Mack really can come up with a proper solution for this, I know it has new wheels but it seems it’s going to need some more drastic changes to ensure it can reliably run in the future.
  3. Like
    Marc got a reaction from Cal in Hyperia   
    Considering there are brackets for trims which would end up with the train going even slower through that element it does seem that something was massively miscalculated 
  4. Sad
    Marc reacted to Benin in Six Flags Great Adventure   
    Rest in Pieces. 
     
     

  5. Like
    Marc got a reaction from Glitch in Six Flags Great Adventure   
    I’m very glad to have got on it this year - even 19 years on the speed and height of this thing was still incredible and very grateful to have got on one of the 2 most iconic hydraulic launch coasters.
     
    I do think the way they’ve handled this is a complete joke, as mentioned already this is a iconic ride known all across the world, to just close with no warning is pretty shocking, had it been opening next year for a “final year send off” I’d have renewed my pass, made the trip over. In some ways I can almost understand the other rides closing which were less well known to close, but to close a ride of this stature with a little press release a few days after it closed just seems wrong to me.
  6. Like
    Marc got a reaction from JohnnyRocket in 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!
  7. Like
    Marc got a reaction from Cal in 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!
  8. Like
    Marc got a reaction from Inferno in 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!
  9. Like
    Marc got a reaction from JoshC. in 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!
  10. Like
    Marc got a reaction from Jack29 in 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!
  11. Like
    Marc got a reaction from Glitch in Hyperia   
    I find the 3rd train debate quite interesting, I remember back in the day Stealth would indeed have 3 trains serviceable, but it would still have technical issues causing it spend time on one train - I guess it shows that sometimes rides are on one train for a more complex reason than the other one is simply broke. As Benin says now a days they use the 3rd train to have a continuous cycle of “winter” refurbishment on the other, whilst it may result in the odd day where a train has a genuine fault it won’t be able to run full capacity it’s probably very very rare.
     
    In my opinion Thorpe / Merlin shouldn’t have to buy more trains than the ride can run to ensure 2 trains are always available, trains shouldn’t frequently be having to be craned off the ride and rebuilt.
     
    I have a feeling in an alternate world if Mack hadn’t built Hyperia and it faced similar issues the manufacturer would be taking abit more of the slack here..
     
    As for the fastrack debate I see both sides to it, I’ll admit I bought fastrack for it on Sunday, if fastrack wasn’t available the person I was with wouldn’t have rode Hyperia. The first time we rode it the fastrack queue was empty and the 2nd maybe 20 or so people in front of us, so it don’t seem like it’s being sold excessively. It seemed a bigger issue when the queue had to be evacuated on the Friday and everyone had priority passes for it, again it’s a tough one and I can see why the park do give out priority passes in this instance. It’s worth noting after it shutdown and priority passes were issued you could not buy any fastrack for it.
  12. Like
    Marc got a reaction from Coaster in Hyperia   
    It is worth noting the time Hyperia had a 1 hour plus fastrack queue (what I’m aware of) was on the Friday where earlier that day the queue was evacuated and priority passes handed out.
     
    I checked on the app and you couldn’t buy fastrack when it reopened.
  13. Haha
    Marc reacted to Inferno in Hyperia   
    I deeply regret this throw away comment 😂
     
    For what it’s worth, as someone who can barely run a bath, let alone a theme park, I think Thorpe are handling this really well and they’ve been smashing it this season, and nothing I would do would be any better.
     
    However, why they can’t just dust off that spare XNWO train and get it on Hyperia as train 3 is beyond me
  14. Like
    Marc got a reaction from Inferno in Hyperia   
    As are the park - the last car was lifted off the track at around 4pm this afternoon - unfortunately not giving enough time to open for the day guests but I’ve no doubt if it had been a 6 or later close it would have opened!
     

    The stalled train isn’t in the maintenance shed as of around 10pm tonight, I would guess they would hopefully be able to get it over there tomorrow and work on building it up tomorrow, I guess as you say the issue is when they can test it before the weekend!
     

    Im not sure why it would be closed, assuming there’s no issues with it testing tomorrow I’m certain it will be open!
  15. Like
    Marc got a reaction from Inferno in Hyperia   
    It’s not open yet - sounds like a couple of the cars have been removed, I suspect if they can get them removed they will aim to open it today with the other train.
     
    I do find it strange Mack even installed brackets for trim brakes before this element, I can only assumed worried it would be taking it too fast when it seems to be the complete opposite.
     
    Im not really sure I think its stalling is weather related as such, it did the same in what June or July? I know it’s colder now but it’s no where near the weather conditions Mack say it can operate in. What is strange is how the ride can be running all day, shutdown and empty trains look like they are close to stalling.
  16. Like
    Marc got a reaction from Inferno in Hyperia   
    I can see it being back up and running very quickly - last time they had to build a concrete base for the crane to sit on, with that already done plus the experience how to get it off the track I wouldn’t be surprised to see it open tomorrow or Friday. Seems like a crane is already on site too.
     
    I do wonder where they go from here though, it was hardly cold today with minimal winds, plus the train had 3 rows of water dummies. I expect in future it will have to test with more rows of these which will make it take longer to get ready each morning.
     
    Hopefully Mack have a solution ready to implement over winter.
  17. Like
    Marc got a reaction from Inferno in Hyperia   
    Looks like they maybe installing some water fountains in the queue maybe? (Not my photo!)
     

  18. Like
    Marc reacted to Matt N in 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:






  19. Like
    Marc got a reaction from MattyMoo in Hyperia   
    It seems deliberate, there’s a huge shift in how they are communicating from the first lot of down time to now, there was a big deal and tonnes of info when it went down and again when it reopened, this time there’s just been one post about it closing and other than an unadvertised change on their website no fanfare around it reopening either.
     
    Looks like it’s been testing tonight with the train full of water dummies, last weekend its first few tests only had 3 rows of dummies. Mack really need to come up with a solution, not being able to send an empty train isn’t really a great way to operate long term.
  20. Like
    Marc got a reaction from Jax in Hyperia   
    I wouldn’t be surprised if the trains taken off tonight and opens tomorrow (on one train) - but that’s just a guess.
     
    Im not surprised it stalled here - it goes very slowly since the lift has been slightly slowed down, even at 5pm after running all day an empty train is very slow round this section.
     
    Not really sure on the solution, It’s not really practical to never send an empty train, they have been doing morning tests with dummies but obviously they have to be removed before it opens. Maybe mack can work to get the lift hill up to to full speed again which does seem to make a difference.
  21. Like
    Marc reacted to Coasterfreck in Hyperia   
    Hyperia does seem to have Mack’s modified seats throughout the whole of both trains.
     
    After my first two rides, which were both on the back car, first was row 10, second was row 9. Hyperia’s first drop is fantastic and you really do get thrown over the drop on the back car. I love the outward bank into inversion combo, for me that was the best element. All round brilliant addition to Thorpe.
  22. Like
    Marc got a reaction from Coaster_Contrarian in Hyperia   
    Plenty of people are complaining at the lack of updates on TT2 - in other words people will complaining regardless! Hopefully will open in next few days
  23. Like
    Marc got a reaction from Glitch in 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!
  24. Like
    Marc got a reaction from Cal in 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!
  25. Like
    Marc got a reaction from Inferno in 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!

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