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JoshC.

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  1. Like
    JoshC. reacted to Cornflakes for a blog entry, Scare mazes, theatricality and the death of originality (My sort of review for Fright Nights 2013)   
    Hey all, my latest article on CoasterGeek; "Scare mazes, theatricality and the death of originality" is now online!
    http://coastergeek.wordpress.com/2013/12/01/scare-mazes-theatricality-and-the-death-of-originiality/
    Disagree with me? Leave a comment and I'll be happy to respond - Constructive debate is fun
  2. Like
    JoshC. reacted to Benin for a blog entry, Benin's Take on 2013 - International Parks   
    So I’ve discussed the UK parks, but what about the foreign ones I visited? Well here we goooooo!
    Disneyland Paris
    Well it snowed, oh BOY did it snow. Not that it ruined the enjoyment of course, there’s nothing more hilarious than riding Tower of Terror, getting to the top and the doors opening to a mini-blizzard. The park did extremely well dealing with the heavy snow and I take my hat off for the way they dealt with our booked restaurant situation.
    The parks were their usually selves really, though it’s hard to judge due to the weather playing havoc with staff numbers and rides in operation. The real highlight of the trip was the Tower of Terror staff, which were constantly fantastic and provided the funniest moments of the week.
    Also Disney Dreams, which is fantastic <3
    Denmark
    This was an exciting trip, especially to somewhere rarely visited by enthusiasts and had a fair share of ups and downs over the week. Although really it peaked from the offset with Eurovision-mania taking a real hold on Copenhagen and Tivoli in particular. Other highlights from Tivoli were Vertigo (terrifying thing of DOOM), the cuteness of Daemonen and the absolutely awesome Fun House. Classic Rusty Banana was an instant hit with us too, proving you don’t have to have all the latest technological advancements in the last 100 years to be a good ride.
    Unfortunately the next two parks were not very good, Bakken in particular we all loathed and spent 2 hours there. Bon-Bon Land had one joke and it wasn’t very good, although the drop towers were an amusing time as was Fantasy World, the rest of the park was just mediocrity beyond measure (Fabbri Giant Swing aside ride-wise).
    Bakken was just dire. That simple, with the worst Intamin in existence within its grounds (yes worse than Baco, having now experienced it I can give that opinion) in the shape of Tornado, which wasn’t even the worst ride in the park, as their Rusty Banana had been Kumbak’d. I shudder just thinking about them. And you know there’s something wrong when your best ride is a flat, and after you’ve spent the morning at the Carlsberg factory.
    Fortunately, the other island proved more fruitful in our ride endeavours. Legoland was quite good; with the Robo-Arms probably the best ride there, although the Powered Dragon and Polar X-Plorer were both very suitable rides for the park. Viking River Splash was also pretty good, I look forward to their dark ride attempt next year mind, which looks AMAZE <3
    Djurs Sommerland was the best park out of the 6. It had the best rides, the best dogs roaming the park; it had the best play-areas (bouncy pillows for the win). It was quite simply, very, very good. The standard of theming was surprisingly high for the only traditional theme park (bar Lego) we visited, and Piraten and JOYvelen were certainly worth the admission fee. JOYvelen especially was a complete surprise to us, as we weren’t expecting such a solid family coaster, but that’s what we got, and more parks need to buy one.
    We finished with Farup Sommerland, which was a random place, filled with a lot more play areas, including the hour long adventure course. Lynet and Falken were good coasters, but we were spited by Orkanen unfortunately, as that looked quite good fun too. The park played well upon the family picnic market it seemed to, and it was a decent enough closure to our trip.
    Overall we rode the best AND worst Intamins in the world. No mean feat for a country like Denmark.
    Belgium, Part 1
    My first trip to Belgium was partly cultural, with Bruges being involved. But why be cultural when you can ride creds?
    First up was Bellewaerde, a weird Chessington like park, only not falling apart at the seams and a relatively decent zoo to go with it. The main headline was a Zierer family coaster, Huracan, which had an epic random dark ride section, but not a very good ride section. Considering the space they had available, it was a disappointment really. Fortunately the rest of the park was quite good really, with the Boomerang being smooth and the support rides being of a decent enough quality to suit the park.
    Bagatelle was the next port of call since I had never been before. My 300th coaster is now Triops, a Vekoma Invertigo, which was quite good but not as landmark as X (Six Flags) or Beast. The park is pretty poor really (Soquet are NOT a good manufacturer of rides), aside from the best Rapids in the world with their amazing whirlpool of spinning. When you actually lose 5 seconds of a ride due to the complete insanity of it all, you know it’s good. Even if the rest of the ride is a bit meh, it makes it all the more better as you focus on that one element.
    Not the best parks in the world really, but easy enough to access really.
    Coney Island
    Over in New York for another cultural trip (though that’s up for debate when it comes to the USA), and a jaunt over to Luna Park brought to you by Zamperla for the classic Wooden coaster.
    And it wasn’t very good. A real shame really as it had some promise, but after the first two turnarounds it developed into a rough and painful experience. Perhaps the hurricane had something to do with that though?
    The rest of the park was unsurprisingly, mediocre; what with everything being a Zamperla, and my first experience of a Volare was one of sheer hatred. It was also VERY expensive, but Nathans was made of joy <3
    Port Aventura
    God bless the Spanish austerity issues, especially if the park is going to have such deals on the hotels and unlimited Express passes! So off we went to sunny Halloween Spain and experience two fantastic B&Ms and 1 god-awful Intamin. I won’t repeat myself much as the TR is still relatively fresh, but it was a good fun weekend overall, though the park needs some lofty improvements and to get rid of Baco post-haste.
    Belgium 2 – Rock n Plop
    Even more recently was another jaunt to Belgium to experience more Halloween events. Walibi’s is quite famous and it was also another excuse to go back to Plopsaland because Anubis <3
    We shocked a Belgian enthusiast when we all loved Psyke Underground because it’s FAB, as well as enjoyed the new branding, the ridiculous number of actors (40 in one maze alone) and the music battle show. This is a good park with a fair amount of potential but problematic neighbours.
    Plopsaland has Anubis, therefore it’s FAB <3 Also the new land was amazing and has an awesomely themed Disko Coaster. Again, the TR is still around so check that out for further details.
    Overall, a decent year of parks for me, particularly abroad, where only 2 were really bad (as in, worse than Chessington bad). And so far next year’s plans are really looking to expand on things as well, which is a good thing considering none of the UK parks at the moment are looking to deliver anything worthwhile visiting for.
    Roll on 2014!
  3. Like
    JoshC. reacted to Benin for a blog entry, Benin's Take on 2013 - UK Parks   
    So we come to the end of what has been a rather disappointing year in the UK (there’s no two ways about that) it was up to the park’s abroad to show us how to do things, and that is something they most certainly did.
    United Kingdom
    I didn’t actually visit any non-Merlin UK parks this year, I nearly made it to Mingoland but fortunately that didn’t pan out.
    The additions to the Merlin parks sounded good (at least if you weren’t Thorpe, who seemingly cannot think of suitably well thought out additions when not building a roller coaster), with Zufari being inspired from one of the most engaging Disney rides, and Smiler’s secretive and fantastic advertising showing that when they put their minds to it our parks can advertise things properly. But what went wrong?
    Alton Towers
    This one is clear, Smiler was both the best and worst thing about this year for Towers. The positives are simple, it is the biggest ride that has been built in the country for years, it captured the imagination of the public, it is a marvel of engineering/construction, the advertising was going well, it clearly boosted the park attendances upon opening. It was what people wanted.
    Unfortunately, whoever Towers hired to build the thing probably appeared on that BBC show that sort out dodgy companies in a previous life. The list is longer than the Ultimate of what went wrong, the primary issues surrounding the ground it was built on being surveyed incorrectly which meant they had to delay half the construction in order to concrete the ride it properly. Then of course the winter decided to throw snow onto the matter, delaying it further. Subsidence, flooding, storms, incorrect placement of track, aligning issues, etc. were also major influences on the ride’s construction. I don’t think I’ve ever seen a ride construction be so flawed and have so many external issues added on.

    One of the few track pieces inserted correctly...
    Then of course, the ride opened, then closed, then opened again, then threw bolts at people. Gerstlauer’s biggest project became the world’s biggest pain, which is a real shame because the ride itself is fantastic (although still the 3rd best ride on the park), but the rushed construction, poor planning and awful contractors will be this ride’s legacy, in amongst the countless breakdowns and the like.
    Elsewhere on park, it was a weird situation, as Smiler made the park rather top-heavy in investment. Constant other issues like storms, poor ride reliability and powercuts meant that the park didn’t particularly have good PR for the season (see also the July Smiler breakdown which wasn’t communicated until about 3 days before it re-opened). However, what has been a shining light this year has been the entertainments department, which involved the fantastic pirate show with Roger Ramrod, the new Park Keepers who eventually got a vehicle to tour in, the Orchestra in the Summer; a relatively decent array of stuff for Halloween and the Fireworks. For our parks, where shows are particularly high on the agenda, these were a real joy to see happen; and easily the best part of the year for Towers. I hope that this continues on into the future more than anything.

    Fantastic ride, a legacy of issues...
    Chessington
    Where does one begin? Zufari ended up being a cluster of good ideas badly executed in the worst possible way. Bunnygate. Runaway Train was SBNO all season. Dragon Falls lost its theming. Rameses died. Vampire’s operations got worse somehow. Across the board the park was quite simply, dreadful, and will probably see a very low attendance figure this season (more than usual at any rate).

    Just when you thought Chessie couldn't get any worse... 2013 happened...
    The Halloween event was probably the best week of their season, and even then the not-so-late openings and general park issues couldn’t be ignored. Most of the theming was non-existant based on previous years attempts. Their two mazes were excellent value for their minimal budget though, with Hocus Pocus Hall’s refurb being a complete surprise. However, that cannot skim over the fact that the park has easily been the worst one this year, and with nothing to look forward to next year (though this can be brought to all Merlin parks, though Towers will get LOTS of guests next year), I simply cannot get excited for it.
    Thorpe
    In a strange turn of events, the park that did nothing of real value (Mraws is still a poorly designed gimmick and X really isn’t that special) did the most by doing what they should’ve been doing for years. Expanding the social network side and using it to their full potential, whilst creating new events (some which worked well, some which didn’t, Summer Nights variated beyond belief as to the quality of the event, although popularity was non-existant, which isn’t the best indicator of the worthiness of an event from the park’s POV) and just generally keeping a decent improved profile this year.

    This was the Ice Scream event...
    Will it improve matters completely? It’s hard to tell, as currently the park’s portfolio of rides and attempt at a new direction are very much at odds at each other whilst they also have to get rid of the old image of unreliable rides (which Slammer doesn’t help), long queues and Fastrack over-selling on a regular basis. The two former issues still exist on the park, even with the random attempt at complete Virtual Queuing for Swarm, which still seemed to have plenty of teething problems.
    Fright Nights apparently existed, although that wasn’t particularly clear even when visiting the park during it advertised (the second time of the year an advertised event didn’t exist, Ice Scream I’m looking at you). The park-wide theme amounted to a CAD entrance sign, film music and the same announcement on every ride with Detonator being the only modified version. The roaming actors were very good though, both sets (Director and You’re Next), but it just didn’t feel like there was an event going on, which is very disappointing when the park was calling it “the UK’s answer to HHN”, that has plenty of theming on the park, Thorpe did not.
    Apparently the mazes were good (or not so good, opinions varied across the board for both Thorpe and Towers’ attempts), although my experience of Blair Witch Project was simply diabolical. Fortunately for it Walibi’s Zombie River exists, which was worse, but not by much.

    Thorpe let me know in no uncertain terms that my feedback is always appreciated...
    PR aside, the park has advanced to doing the basic minimum I want from our parks. But they made a lot more effort this year to improve the guest interaction and issues, which can only be considered a good thing. Just hope that this extends further in Thorpe’s DNA and also to the other parks.
    Legoland
    Legoland still exists for some reason. Miniland is an absolute TIP and needs fixing up as standard. Elsewhere it’s still the usual meh place really with nothing spectacular going on. It really needs a decent new ride in there. Well themed high throughput coaster preferably, but currently I do wonder why I bothered going at all. Still, not that worst park of the season.
    In another post, I’ll look at all the International parks I visited. Check back soon.
  4. Like
    JoshC. reacted to Mark9 for a blog entry, 2013 - A Retrospective   
    2013 has not been the grandest years for theme parks in the country, more like a cheap table wine that you pick up for cheap at Tescos. From obvious budget cuts and rides standing but not operating for an entire year at Chessington too The Smiler trying to throw everything and the kitchen sink at passers by, it is clear that the Uk industry has stagnated somewhat in 2013.

    And yet, shockingly and surprisingly, despite not adding anything substantial, Thorpe Park has come out as the clear winner by a long shot. From much better reliability park wide, to improvement in effects up-keep and new events, the park has clearly embraced social media and openly interacts with guests more frequently. This all in turn with a slight shift in target audience, Thorpe has the potential to be the park of 2014 as well if it can keep the ball rolling with ideas that are fresh and innovative.

    So where did this begin? Ah, I know, March time. I had booked a whole week off of work so that I could visit Thorpe for its opening weekend, take a look at how The Smiler construction was going and have a go on Zufari whilst enjoying old family favourites such as Runaway Train, Dragon Falls and Vampire. It wasn't to be. A refurbishment list made itself apparent, a lot of these rides were not to be open due to the park not able to maintain rides for a quarter of a century and Zufari was postponed by a week. No matter. As temperatures continued to drop, three successive trips to Thorpe occurred, one for the Swarm media photo day with Thorpe Park Mania, one before a meet weekend and another on what was to be the coldest trip of the season. On all three days, somehow, Slammer worked continuously, we even had a ride in the snow which is pretty surreal, I'm sure not many could say they've done that. Despite the freezing temperatures, the only rides closed all day were Colossus and Saw. A Trip to Chessington could have given you a ride on Bubbleworks and Tomb Blaster if you were really lucky. Alton also impressed during March, the emptiest I had ever seen it. Surprising sights such as only two people on Air at 4 in the afternoon is very different to the usual sights.
    May
    New Coasters - 142. Wodan - Europa Park

    With the sun out, birds singing and all but one ride open at Chessington (for now), it was back with my theme park shoes and off on holiday. Instead of staying with the UK, it was back off the Europe for my favourite theme park so far. Europa Park is an utter joy to be had. Even though we spent three and a half days there it just isn't enough to fully embrace the joy of a theme park that is run professionally and efficiently with show after show, ride after ride and a park that has full pride in everything it provides for its guests. Ride highlights included Blue Fire being as good if not better then I remembered, the wonderful Euro-Mir and the very impressive, relentless Wodan. We stayed in the sublime Bell Rock resort and scored Eurovision one night, toured the hotel the other and had a delicious cocktail on our final night. Thursday night it was back off to England for a days rest and then onto the next trip, Denmark.

    New Coasters:- Dæmonen - Tivoli Gardens
    Odin Express - Tivoli Gardens
    The Caravan - Tivoli Gardens
    Rustcherbanan - Tivoli Gardens
    Vandorm - Bon Bon Land
    Vild Svinet - Bon Bon Land
    Hunderprutterutchebane - Bon Bon Land
    Tornado - Bakken
    Rustchebanan - Bakken
    Mine Train Ulven - Bakken
    Racing - Bakken
    Vilde Maus - Bakken
    Mairehønen - Bakken
    Piraten - Djurs Sommerland
    Skatteøen - Djurs Sommerland
    Karlo’s Taxi - Djurs Sommerland
    Thors Hammer - Djurs Sommerland
    Juvelen - Djurs Sommerland
    Jungle X-Plorer - Legoland Billund
    X-Treme Racers - Legoland Billund
    Dragen - Legoland Billund
    Timber Ride - Legoland Billund
    Lynet - Farup Sommerland
    Mine Expressen - Farup Sommerland
    Flagermusen - Farup Sommerland
    Pindsvinet - Farup Sommlernad
    Falken - Farup Sommerland


    On our arrival it was a sweltering 16 degrees (hot for Denmark) but throughout the week, the weather would fly up and down. It is a very odd climate indeed. We spent the first night celebrating Denmark's win of Eurovision and throughout the week we would hear that music blasting out of car windows. We even got to see the winning act perform live at Tivoli. The major highlights off the trip were the first Rustcherbanan at Tivoli Gardens, which is a truly wonderful attraction and deserves to be appreciated for its sheer beauty and smoothness, Piraten and Juvelen at Djurs Sommerland which were equal in the fun and thrill stakes, Polar XPlorer at Legoland Billund was a very fun ride, as was Lynet at Farup Sommerland. With the good comes the bad and Bakken was truly atrocious with the diabolical Tornado symbolising everything I think wrong with the modern day Intamin company. Not enough refining, too much trying to please a park on a sub-standard product. The Rustcherbanan at Bakken had also been seriously ruined by KumbaK with magnetic breaks destroying any element of momentum that the ride tries to build.
    I left Denmark feeling very sad, it is a wonderful country, if not for its coasters then for its feeling of freedom, liberty and forward thinking Danes.
    June
    New Coasters - 170: The Smiler - Alton Towers

    And after what felt like a life time of waiting, The Smiler finally got itself going and very swiftly, a trip was planned with my non coaster friend. The Smiler is a great ride. Ok, so it can't upstage Nemesis or Oblivion but I still maintain it is a great ride with a bit of a kick in it especially towards the end. You could say I've been lucky, every time I've visited, it has been open and whilst seeing break downs galore whenever I enter the queue, I've always been fortunate enough to ride. Even with it throwing bits off quite frequently. For my 25th birthday, it was off to Thorpe where I got my last ride on Slammer before its annual four month closure. It was a beautifully sunny day with minimal queues. And still it wasn't my best trip to Thorpe this season.. but that is coming. Shortly after my birthday, spent a weekend at Towers for some Smiler loving. The end of the month saw the Inferno ERT even for TPM members where we got to walk through some of the ride area and some lucky pups got to have a little walk up the lift hill.
    July
    This was a relatively quiet month with a solitary trip to Alton Towers where yet again a substantial ride count was halted by the troublesome Smiler eating up so much of the day.
    August
    Now this was the trip of the season. Thorpe hosting its summer late night events. I know some got rained on and the organisation is not as strong as it could be. But during my trip I can safely say I had the best Thorpe I've had for some time. The park was busy enough during the day but with the later hours, I got a chance to properly relax and appreciate my time there. With the joyous hot weather as well, it didn't feel like a theme park in the UK with rubbish weather and even worse opening hours. It felt like I was in sunny Florida or Italy with some great friends from TPM. I came away pretty blown away by how great the trip was, testament to how much Thorpe has grown and increased in confidence during the season.
    September
    New Coasters -
    Space Mountain: Mission 2 - Disneyland Parc
    Big Thunder Mountain Railroad - Disneyland Parc
    Indianna Jone et le Temple du Perile - Dienyland Parc
    Casey Jr - Disneyland Paris
    Crushs Coaster - Disneyland Paris
    Rock ‘N’ Rollercoaster - Disneyland Paris
    RC Racer - Disneyland Paris
    Tami Tami - PortAventura



    And so with the weather starting to deteriorate it was off to Disneyland Paris, a place I have never been before. I did enjoy it and found it far more relaxing and stress free then the pressure kitchen that is Disney World. It helped that the parks were very quiet with 5 minute queues on Space Mountain, Thunder Mountain and Tower of Terror being seen throughout the visit. Dreams was a real highlight, seriously great entertainment and needs to be seen by as many as possible. The final trip, two weeks later was PortAventura which unbeknown to me was the start of its Halloween events. Now, I really don't like Halloween events. I know they are extremely popular but I don't find them scary in the slightest despite the actors best efforts. For me, the important thing for the trip was to get my ride on Tami Tami and to fully enjoy Shambhala and Dragon Khan. Which I certainly did, getting more then my fill on both these coasters. Baco, lived up to its awful reputation, set last year but maintained fully in 2013. Is it worse then Tornado? They are both awful and nasty.

    My year was finished off with a Fright Night finish at Thorpe. I don't do mazes but with it being quiet during night, it was nice to get a few night rides on Inferno, Stealth and front row Colossus.
    ​And with that the year off theme parks is over. 2013 was not a great year for the UK admittedly. So much potential completely left untapped with Smiler not being as reliable as required and Chessington letting down every single guest that walked through its doors with its sheer incompetence. I used to be a major Chessington fan but frankly its no longer worth the effort. Full of low capacity rides that are either falling apart, closed or so low on staff that it takes five minutes to load a boat. Hence my lack of visit in 2013.

    Here's to a full on 2014 for everyone and thanks for reading (if you did).
  5. Like
    JoshC. reacted to Benin for a blog entry, Belgiqueeeeeeeeeeeeeeeeeeeeeek! - Day 1 - Walibi Belgium   
    So after a month of going to all the Merlin Halloween events the ‘last’ weekend of the month needed to be something different. As such, discussions were had and plans put in place for a quick jaunt over the Channel on a Friday afternoon to enjoy a weekend of Belgian creds and scary things.
    The Saturday was at Walibi, which has had an interesting life it must be said, and recently rebranded itself to a rather different park theme of a music band.



    They also hold one of Belgium’s premier Halloween events, including a character who has a 5 year history as part of the event, roams the park hurling abuse at people and is on Facebook. The event is so popular that the two days prior to our visit the park had to close early due to capacity reasons. Fortunately, as John had been talking to local enthusiasts, we had purchased the R.I.P (in peace) passes.

    These were €35 (or €25 on other days depending on opening hours) and got you Fastrack on 5 rides of your choosing, all the scare mazes, a visit to the Zombie Bar, priority seating area for Fireworks and 10% off in shops. Limited to 500 a day, this certainly screamed value for money, especially when there are 2 hour queues involved.
    The park opened at 10 to begin the 11 hour day, and we headed right to the opposite end of the park to the most famous ride in Belgium…
    Psyke Underground
    It’s a Schwarzkopf Shuttle Loop! Yaaaay! This has had a chequered history as well, including stalls, being put semi-indoors, noise complaints, closure, etc. But this year the park enclosed the entire thing and added a bit of theming to make it fit the ‘music park’ theme. They also turned the launch into LSMs, which made me happy.
    The queue was non-existent, so we were straight on and ready to go. A small pre-show occurs (although little context is provided to what’s going on) and we’re slowly set off on our way to a countdown.
    The launch then kicks in.
    Chalk another win up for rolling LSM launches above the other types, as you are propelled into the darkness and through the classically intense loop before heading up the first spike and then repeat the loop backwards, dash through the station with strobes going off and slightly up the backwards spike before returning back into the station.
    It’s simple, effective; it’s rather good in fact. I do hope that the park’s plans to continue improving the experience (the outdoor portion of the queue is dull, and could be turned into a disco scene, more lights and a requirement to play the rather epic soundtrack are also required) come to fruition, because it really is the best coaster on the park.
    7/10



    We rode it a second time in the front (because the ride experience really differs on your row), before heading off in search of other rides. Firstly, we hit up the Zierer Tivoli for 3 laps of +1, whilst next door was a dark ride I was quite interested in experiencing.
    Challenge of Tutankhamon
    A Sally trackless dark ride with multiple (3) possible endings and lots of awesome effects? Where do I sign up?
    This in the end was quite cool, and we managed to get the super-secret bonus ending first time around. Horray for us! There was however no fire which was disappointing. However most of the animatronics and other effects were very good. Be interesting to see what they do with this considering how it doesn’t fit in at all to the new branding.
    We next headed into the Wild West area, where Calamity Mine awaited, a Vekoma Mine Train of the standard two lift hill clone type. It was alright I guess; nothing really special to write home about. With the rumours surrounding the Western area in general however the ride could look damn awesome next year.


    Continuing our walk back to the park entrance we went into the 4D Cinema in French as we thought we might understand it better.
    We didn’t, but it was quite a decent show unique to the park’s brand. Decent level of effects without resorting to the burdenous leg ticklers either. Good.
    We then met up with Kristof, local Walibi enthusiast extraordinaire before deciding to go on Cobra, which he quickly backed out of. It is a Vekoma Boomerang after all, but certainly not the worst one I’ve ever done. Again this area of the park had a strange Arabian theme going on, a reminder of the park’s Six Flags days. Hopefully the park will get to a stage where all of the park is themed to WAB.



    We ventured ahead into the Palace of the Genie which was unsurprisingly a Madhouse. It made no sense at all as to what was going on, which is always a problem with Madhouses and their stories, more often than not they are too wordy to get across to us ignorant English people. However the alternative effects inside were decent and quite subtle in a way to finish the story. We’re still spoilt by Hex though.

    It was then time for the Music Battle Show, which was new for this year. There was a lot of pre-show pissing about due to some technical issues but eventually the show did start and it was pretty awesome. With awesome projection mapping and standard stunt show stunts before a decent finale. It was certainly worth watching and makes me wish we could have such things.



    Nic is SUCH a goon


    We broke for lunch at an Italian place, which was ok, before heading off to the Zombie Bar which was literally located on the park’s lake, to which you had to cross a bridge to access it. There we met Jeroen, another enthusiast who works quite high up on the park. We had our free drink and nattered for some time, being interacted with the Zombies as well for a good while. A very entertaining and unique idea, and probably the best part of our day, especially when one zombie led us on a conga line off the island.







    The mazes had opened and John, Kristof and Jeroen went onto their first, Project Z, which included a disclaimer and going around alone. After their go through, the report was that John got locked in a cage for several minutes, and there was lots of touching and weird things going on. It even ended in a waist high foam party for some reason.
    The vote for next things were for creds, so we went to the last two of the park, firstly, a SLC. Vampire wasn’t very good, and had some minimal theming. Others enjoyed it but I found it to be burdenous and juddery. Next door though the Wooden coaster Loup-Garou (or is it Weerwolf?) was much better, even with the set-square corners it had an abundance of airtime and generally I found it to be quite a fun ride.




    We wandered over to the Zombie River, which normally is a Jungle Cruise style affair, but for Halloween it has actors (3 of them) around to ‘scare’ you. It didn’t have a high scare rating and for good reason, it wasn’t very good. A lot of milling around doing not a lot where 1 actor sat there doing nothing, whilst the other 2 were a simple diversion and scare tactic. They are limited due to the nature of the ride, but they could’ve done better I’m sure.


    The scare maze doers did Insomnia, which was located on the Dodgems and had a tonne of actors inside, and it was rated as pretty good. We caught the magic show a second time because of being told of another show which unfortunately didn’t exist. We decided that we should head back towards Psyke and thus got the epically themed train over there.





    Off the train we suggested John and Kristof do the Virus Z1 outdoor maze, which they did, before we rode Psyke again closer to the back and received an even more forceful ride. Horray!
    We headed back towards the entrance via Villa 13 (which had way too many people going through at once to be effective), did some shopping with our discounts before settling down to watch the fireworks show.


    It was pretty cool; it had fire, explosions and lasers. What’s not to love? Standard fare really although it had be toned down from last year as they shut the mazes and brought the actors out for it. Made sense to not do that this year. At the point we bid Kristof a farewell as he needed to go home.
    After that we rode Loup-Garou again in the dark since it was the only other coaster we wanted to re-ride, before me and John headed towards Madhouse 3D but it was shut because of security reasons. On the way out we decided to ride the Breakdance, which we got 2 goes on because the ride op was being lazy and wanted to close his queue early by 5 minutes. Fine by us, because it was on a really epic cycle.


    I didn’t take any photos of the Breakdance, so have the epically lit Wave Swinger instead…
    And that was it. My thoughts on Walibi are that it is a park with great potential, but limited due to neighbours, hence all the issues with Psyke. They have a decent line up of rides if rather mediocre in a way, and a very unique theme and brand which they are pushing into the parks they own. I had a very enjoyable day at the park and it seemed to have very good intentions towards the future, and I hope that it succeeds.
    The Halloween event was good as well, with a fair amount of park theming and LOTS of actors roaming about most of the areas. I mean LOTS. More than our parks have in total numbers. It certainly was the most Halloweeny event I’ve been too this year, and they deserve plaudits for that. Well done.

  6. Like
    JoshC. reacted to Mitchada04 for a blog entry, Chessington Halloween Hocus Pocus- 26/10/13   
    With the weather looking okay, the only chance I'd get to visit this year, and having heard that the first Saturday is quiet I headed to Chessington today. Had a great day and it was indeed very quiet! Longest we queued was 35 minutes for Vampire with most other rides being 10-20 minutes. Operations also seemed slightly better on some rides (still generally shocking compared to other parks but an improvement none the less). Didn't venture over to the Hotel side of the zoo so I have no idea how well that development is coming along. The only ride I witnessed break down was Rattlesnake, twice. Once when I was about to board everything just stopped, and second time when I was on the ride break run before the station so I sat there for 5 minutes. Other than that a great day and some photos taken:


    The sky was very fitting for a Halloween event!

    Sir Arthur's Kobra

    Rattlesnake working...

    Rattlesnake not working.




    It was going so fast it's blurred.

    In we go

    We made it!

    These poor people didn't. R.I.P



    The count wishes you all a happy Halloween!
  7. Like
    JoshC. reacted to EC! for a blog entry, Europa Park Part 4 (FINALLY)   
    Sorry about being so lazy not to finish this and this won't I guess be the best installment ever but bear with because this is the last part in my trip report to Europa park!
    Because the queue had died down, I decided to go on Euro-Mir again, unsuprisingly by myself as none of my family liked it apart from me

    Such a good ride tbh!!! Like I said before it is very intense for what it is and by this point only had a 5min queue!

    Shiny!

    We were almost about to go straight to Silver Star when I had not ridden Atlantica Supersplash. These intrigued me as this seems to be quite a marmite ride, some love it, some find it utterly boring, So with only a 15 minute queue, me and my dad decided to adventure on to this very well themed ride!

    Look at those shaky camera skills go!

    Splashy!
    I have to say I was in the first category, I actually really liked the ride sure it was never going to set my pants on fire like Wodan or Blue fire but it was a heck of a lot of fun! I like the backwards bit and my favourite part was the nice little bunny hop before the splash and it is extremely well themed, it would out quite alot of Thorpe park to shame with that theming This might surprise you but I give this an EC! RATING:8/10 I just totally prefer it to Poseidon which is rough as hell, plus it got me more wet and reminded me of a quirky version of Hydro/Drenched.

    Que dodgy selfie to show how Atlantica left my one side completely dry and the other completely soaked:P


    I really wanted to take a video (which I forgot to do at Silver Star ) So this was like last minute, sorry it is abit crap but it proves I was there

    More pics of the Awesome Fjord Rafting!

    If anybody goes to Europa this year or in 2014, I highly recommend this little counter next to Euro-Mir/Food Loop , the pasta is absolutely sublime and the sauce the best I have ever tasted from a counter like that. Its really worth your while checking it out! my only little niggle was that the bowl was abit small but it was gorgeous none the less.
    EC! FOOD RATING: 9.5/10

    Walking back to the entrance of the Park we see THE GLOBE THEATRE!!

    Matterhorn: another incredibly well themed ride!

    We were going to do this but then we realised it some how had a bigger queue then Silver Star so we went to that instead

    Best queue for a big ride we have had all day!

    Getting quite excited now!

    Inside Queueline/Exhibition!

    I wont say anymore then its a Merc F1 car otherwise I will turn into a complete nerd!

    We are getting there!

    My sis looks so amused

    EEK! almost time!

    Well this ride was just awesome! Funny little story for you, you know the Specsavers ad with the old people at backpool Pleasure beach who accidently get on Infusion to the fright of their life?...... Well this happened to my gramps. He thought he was going on Euro-sat, even though the Silver Star signs were BLATANTLY obvious, he was completely oblivious to this until we got on the train and left the train..... his first words were "SH*T I'm ON THE WRONG RIDE!!" at this point me, dad and my sister just burst out laughing! the worst thing was he was on the out side seat so he could see straight down which made him scream a few words that shouldn't be said around the dining table after that point all we could hear after that point was a very high pitch scream come from him for the rest of this ride OMG I was weak after that, this ride was so good but I was totally distracted by my gramps shear terror look on his face. This ride was awesome made better by our little debarcle, it was a shame it finished so quick, because the airtime was out of this world! Such a good ride EC! RATING:9.5/10



    B&M GOODNESS!!

    At this point I had to say a sad good bye to Europa It certainly is the best theme park I have been to Since Disney Florida, I loved it, and I am SO going again soon!

    Bye Blue Fire!

    Bye WODAN!!

    Bye Europa! See you again soon!
  8. Like
    JoshC. got a reaction from Han30 for a blog entry, 10 Years of Afterburn   
    10 years ago, Thorpe Park were graced with the introduction of Nemesis Inferno. It was B&M's 22nd Inverted coaster, a type of roller coaster which had proven most popular over the previous ten years. Billed as 'the world's greatest roller coaster experience' and having a name that obviously was leading itself to be a successor to the extremely popular Nemesis, the ride had a lot to live up to.
    Unfortunately, Inferno didn't live up to hype. From what I can gather, it's not a particularly highly rated B&M Invert (it's hard for me to judge of course, having only been on two B&M Inverts, but this is based on what I've heard across various forums, and based on the, Mitch Hawker Poll, where it ranked 123rd, if you feel that has some validity) and is seen as a 'good, but not great' ride. It could also suffer from the criticism of it being a 'cookie cutter' B&M, to a degree. So, instead of being a successor to Nemesis, it ended up more being the runt of the two - not that that's a surprise to anyone really.
    However, when you wash away the hype, the expectation and the comparisons, Nemesis Inferno is, simply put, a solid, well-rounded ride. It's nothing special, but not everything has to be, and sometimes I think people expect everything to 'be special'. Inferno is easily the park's least-gimmicky major coaster (something which I think is indirectly highlighting on the park's website as well), which, in a way, makes it more appealing to the general public, especially as a 'starter big coaster'.
    My first ride came a year after it opened, and in honesty, I don't remember being particularly impressed. Okay, maybe impressed is the wrong word - I did enjoy it and that, but it felt somewhat lacking to me. For various reasons, I rated coasters such as Colossus, Dragon's Fury and Vampire as 'better'. However, as time has gone on, it has improved in leaps and bounds. I think it's safe to say that the ride has aged incredibly well. Like modern B&Ms, it is quite smooth, yet it has aged in such a way that there are a couple of intense moments; specifically the vertical loop. From about 2006 to 2011, it was my favourite coaster at Thorpe, and second favourite I'd been on, which I think does speak for itself. Last year, for some reason, it didn't rank as well with me; I can't quite explain why though. It just 'felt' as if it wasn't as good as I thought it was. It's tenth year, though, it has come into its own. Fast and intense, with the audio and effects really showing that it is a good ride.
    As said earlier, some could criticise the ride for being a bit of a 'cookie cutter' B&M, just sticking together some tried and tested elements and creating a decent ride without really doing anything innovative. The pre-lift section is fun, but feels wasted. Unfortunately, the tunnel which it goes through requires the effects (mist and lovely red lights) to be bursting onto you; this is very hit-and-miss. After the near-100ft climb follows the 'standard' drop to the left followed by a forceful vertical loop. A zero-g roll follows; these inversions are quite possibly my favourite inversion, and this one is quick, relentless and unforgiving.
    We get a surprisingly low, ground-hugging turn, which takes us into the first of two 'interlocking corkscrews'. Personally, I don't rate the corkscrews; I don't particular feel like they are a worthwhile part to the ride. They feel very bog-standard, and just thrown in because they work on other Inverts. Thing is, the whole 'interlocking corkscrew' thing doesn't exactly shout out to anyone 'Look at me, I'm an exciting ride', yet I almost feel it was designed to have it in mind, and took away from a potentially more interesting element.
    Anyway, enough of the negatives. Following the interlocking corkscrews, the ride meanders a little bit into the finale; a figure of eight helix. Whilst the meandering feels a bit unnatural and against the rhythm of the ride, the finale is fun. The best elements of the ride do come in the first half, which makes the second half feel somewhat lacking; a shame really, but I guess that happens in a lot of coasters to be fair.
    Theming-wise, the centre-piece volcano is visually striking and impressive. Okay, so what if the other side of it is just a tin-shed; it doesn't actually take away from the appearance, and it just generally is a pointless thing to worry about. There's so many ways money invested in finishing it off could be spent, most of which would be a much better idea. Other than a few bits of rockwork, and long-gone crocodiles hiding in the pools, there's not really any other bits of theming, which is a shame. However, I can't see how much else could effectively have been added to the ride / ride area. Along with the tunnel effects, there are the geysers which sometimes works; always good to watch them when off-ride. What really sells Inferno, though, is the scenery - all of the trees, foliage and so forth makes you feel like you're in some tropical area, and you actually are nearby a real volcano. It just works - perfectly.
    So, that's about it really. Inferno is probably Thorpe's most consistently rated coaster; very few people I know of 'dislike' or 'hate' the ride, and the general opinion of it seems quite positive. In a way, that's what's made this blog entry very difficult to write (4 months in the making, on and off), because it's hard to describe the quality of a coaster like Inferno when everyone more or less accepts that quality. However, being 10 years since it opened, I felt like I needed to do it, and had promised to do one following my Saw, well over a year ago...
    And I leave you with this:

    Feel the heat SNOW. (Taken on 4th April 2013; Inferno's 10th birthday!)
  9. Like
    JoshC. got a reaction from Tom for a blog entry, 10 Years of Afterburn   
    10 years ago, Thorpe Park were graced with the introduction of Nemesis Inferno. It was B&M's 22nd Inverted coaster, a type of roller coaster which had proven most popular over the previous ten years. Billed as 'the world's greatest roller coaster experience' and having a name that obviously was leading itself to be a successor to the extremely popular Nemesis, the ride had a lot to live up to.
    Unfortunately, Inferno didn't live up to hype. From what I can gather, it's not a particularly highly rated B&M Invert (it's hard for me to judge of course, having only been on two B&M Inverts, but this is based on what I've heard across various forums, and based on the, Mitch Hawker Poll, where it ranked 123rd, if you feel that has some validity) and is seen as a 'good, but not great' ride. It could also suffer from the criticism of it being a 'cookie cutter' B&M, to a degree. So, instead of being a successor to Nemesis, it ended up more being the runt of the two - not that that's a surprise to anyone really.
    However, when you wash away the hype, the expectation and the comparisons, Nemesis Inferno is, simply put, a solid, well-rounded ride. It's nothing special, but not everything has to be, and sometimes I think people expect everything to 'be special'. Inferno is easily the park's least-gimmicky major coaster (something which I think is indirectly highlighting on the park's website as well), which, in a way, makes it more appealing to the general public, especially as a 'starter big coaster'.
    My first ride came a year after it opened, and in honesty, I don't remember being particularly impressed. Okay, maybe impressed is the wrong word - I did enjoy it and that, but it felt somewhat lacking to me. For various reasons, I rated coasters such as Colossus, Dragon's Fury and Vampire as 'better'. However, as time has gone on, it has improved in leaps and bounds. I think it's safe to say that the ride has aged incredibly well. Like modern B&Ms, it is quite smooth, yet it has aged in such a way that there are a couple of intense moments; specifically the vertical loop. From about 2006 to 2011, it was my favourite coaster at Thorpe, and second favourite I'd been on, which I think does speak for itself. Last year, for some reason, it didn't rank as well with me; I can't quite explain why though. It just 'felt' as if it wasn't as good as I thought it was. It's tenth year, though, it has come into its own. Fast and intense, with the audio and effects really showing that it is a good ride.
    As said earlier, some could criticise the ride for being a bit of a 'cookie cutter' B&M, just sticking together some tried and tested elements and creating a decent ride without really doing anything innovative. The pre-lift section is fun, but feels wasted. Unfortunately, the tunnel which it goes through requires the effects (mist and lovely red lights) to be bursting onto you; this is very hit-and-miss. After the near-100ft climb follows the 'standard' drop to the left followed by a forceful vertical loop. A zero-g roll follows; these inversions are quite possibly my favourite inversion, and this one is quick, relentless and unforgiving.
    We get a surprisingly low, ground-hugging turn, which takes us into the first of two 'interlocking corkscrews'. Personally, I don't rate the corkscrews; I don't particular feel like they are a worthwhile part to the ride. They feel very bog-standard, and just thrown in because they work on other Inverts. Thing is, the whole 'interlocking corkscrew' thing doesn't exactly shout out to anyone 'Look at me, I'm an exciting ride', yet I almost feel it was designed to have it in mind, and took away from a potentially more interesting element.
    Anyway, enough of the negatives. Following the interlocking corkscrews, the ride meanders a little bit into the finale; a figure of eight helix. Whilst the meandering feels a bit unnatural and against the rhythm of the ride, the finale is fun. The best elements of the ride do come in the first half, which makes the second half feel somewhat lacking; a shame really, but I guess that happens in a lot of coasters to be fair.
    Theming-wise, the centre-piece volcano is visually striking and impressive. Okay, so what if the other side of it is just a tin-shed; it doesn't actually take away from the appearance, and it just generally is a pointless thing to worry about. There's so many ways money invested in finishing it off could be spent, most of which would be a much better idea. Other than a few bits of rockwork, and long-gone crocodiles hiding in the pools, there's not really any other bits of theming, which is a shame. However, I can't see how much else could effectively have been added to the ride / ride area. Along with the tunnel effects, there are the geysers which sometimes works; always good to watch them when off-ride. What really sells Inferno, though, is the scenery - all of the trees, foliage and so forth makes you feel like you're in some tropical area, and you actually are nearby a real volcano. It just works - perfectly.
    So, that's about it really. Inferno is probably Thorpe's most consistently rated coaster; very few people I know of 'dislike' or 'hate' the ride, and the general opinion of it seems quite positive. In a way, that's what's made this blog entry very difficult to write (4 months in the making, on and off), because it's hard to describe the quality of a coaster like Inferno when everyone more or less accepts that quality. However, being 10 years since it opened, I felt like I needed to do it, and had promised to do one following my Saw, well over a year ago...
    And I leave you with this:

    Feel the heat SNOW. (Taken on 4th April 2013; Inferno's 10th birthday!)
  10. Like
    JoshC. got a reaction from Inferno for a blog entry, 10 Years of Afterburn   
    10 years ago, Thorpe Park were graced with the introduction of Nemesis Inferno. It was B&M's 22nd Inverted coaster, a type of roller coaster which had proven most popular over the previous ten years. Billed as 'the world's greatest roller coaster experience' and having a name that obviously was leading itself to be a successor to the extremely popular Nemesis, the ride had a lot to live up to.
    Unfortunately, Inferno didn't live up to hype. From what I can gather, it's not a particularly highly rated B&M Invert (it's hard for me to judge of course, having only been on two B&M Inverts, but this is based on what I've heard across various forums, and based on the, Mitch Hawker Poll, where it ranked 123rd, if you feel that has some validity) and is seen as a 'good, but not great' ride. It could also suffer from the criticism of it being a 'cookie cutter' B&M, to a degree. So, instead of being a successor to Nemesis, it ended up more being the runt of the two - not that that's a surprise to anyone really.
    However, when you wash away the hype, the expectation and the comparisons, Nemesis Inferno is, simply put, a solid, well-rounded ride. It's nothing special, but not everything has to be, and sometimes I think people expect everything to 'be special'. Inferno is easily the park's least-gimmicky major coaster (something which I think is indirectly highlighting on the park's website as well), which, in a way, makes it more appealing to the general public, especially as a 'starter big coaster'.
    My first ride came a year after it opened, and in honesty, I don't remember being particularly impressed. Okay, maybe impressed is the wrong word - I did enjoy it and that, but it felt somewhat lacking to me. For various reasons, I rated coasters such as Colossus, Dragon's Fury and Vampire as 'better'. However, as time has gone on, it has improved in leaps and bounds. I think it's safe to say that the ride has aged incredibly well. Like modern B&Ms, it is quite smooth, yet it has aged in such a way that there are a couple of intense moments; specifically the vertical loop. From about 2006 to 2011, it was my favourite coaster at Thorpe, and second favourite I'd been on, which I think does speak for itself. Last year, for some reason, it didn't rank as well with me; I can't quite explain why though. It just 'felt' as if it wasn't as good as I thought it was. It's tenth year, though, it has come into its own. Fast and intense, with the audio and effects really showing that it is a good ride.
    As said earlier, some could criticise the ride for being a bit of a 'cookie cutter' B&M, just sticking together some tried and tested elements and creating a decent ride without really doing anything innovative. The pre-lift section is fun, but feels wasted. Unfortunately, the tunnel which it goes through requires the effects (mist and lovely red lights) to be bursting onto you; this is very hit-and-miss. After the near-100ft climb follows the 'standard' drop to the left followed by a forceful vertical loop. A zero-g roll follows; these inversions are quite possibly my favourite inversion, and this one is quick, relentless and unforgiving.
    We get a surprisingly low, ground-hugging turn, which takes us into the first of two 'interlocking corkscrews'. Personally, I don't rate the corkscrews; I don't particular feel like they are a worthwhile part to the ride. They feel very bog-standard, and just thrown in because they work on other Inverts. Thing is, the whole 'interlocking corkscrew' thing doesn't exactly shout out to anyone 'Look at me, I'm an exciting ride', yet I almost feel it was designed to have it in mind, and took away from a potentially more interesting element.
    Anyway, enough of the negatives. Following the interlocking corkscrews, the ride meanders a little bit into the finale; a figure of eight helix. Whilst the meandering feels a bit unnatural and against the rhythm of the ride, the finale is fun. The best elements of the ride do come in the first half, which makes the second half feel somewhat lacking; a shame really, but I guess that happens in a lot of coasters to be fair.
    Theming-wise, the centre-piece volcano is visually striking and impressive. Okay, so what if the other side of it is just a tin-shed; it doesn't actually take away from the appearance, and it just generally is a pointless thing to worry about. There's so many ways money invested in finishing it off could be spent, most of which would be a much better idea. Other than a few bits of rockwork, and long-gone crocodiles hiding in the pools, there's not really any other bits of theming, which is a shame. However, I can't see how much else could effectively have been added to the ride / ride area. Along with the tunnel effects, there are the geysers which sometimes works; always good to watch them when off-ride. What really sells Inferno, though, is the scenery - all of the trees, foliage and so forth makes you feel like you're in some tropical area, and you actually are nearby a real volcano. It just works - perfectly.
    So, that's about it really. Inferno is probably Thorpe's most consistently rated coaster; very few people I know of 'dislike' or 'hate' the ride, and the general opinion of it seems quite positive. In a way, that's what's made this blog entry very difficult to write (4 months in the making, on and off), because it's hard to describe the quality of a coaster like Inferno when everyone more or less accepts that quality. However, being 10 years since it opened, I felt like I needed to do it, and had promised to do one following my Saw, well over a year ago...
    And I leave you with this:

    Feel the heat SNOW. (Taken on 4th April 2013; Inferno's 10th birthday!)
  11. Like
    JoshC. got a reaction from Coaster for a blog entry, 10 Years of Afterburn   
    10 years ago, Thorpe Park were graced with the introduction of Nemesis Inferno. It was B&M's 22nd Inverted coaster, a type of roller coaster which had proven most popular over the previous ten years. Billed as 'the world's greatest roller coaster experience' and having a name that obviously was leading itself to be a successor to the extremely popular Nemesis, the ride had a lot to live up to.
    Unfortunately, Inferno didn't live up to hype. From what I can gather, it's not a particularly highly rated B&M Invert (it's hard for me to judge of course, having only been on two B&M Inverts, but this is based on what I've heard across various forums, and based on the, Mitch Hawker Poll, where it ranked 123rd, if you feel that has some validity) and is seen as a 'good, but not great' ride. It could also suffer from the criticism of it being a 'cookie cutter' B&M, to a degree. So, instead of being a successor to Nemesis, it ended up more being the runt of the two - not that that's a surprise to anyone really.
    However, when you wash away the hype, the expectation and the comparisons, Nemesis Inferno is, simply put, a solid, well-rounded ride. It's nothing special, but not everything has to be, and sometimes I think people expect everything to 'be special'. Inferno is easily the park's least-gimmicky major coaster (something which I think is indirectly highlighting on the park's website as well), which, in a way, makes it more appealing to the general public, especially as a 'starter big coaster'.
    My first ride came a year after it opened, and in honesty, I don't remember being particularly impressed. Okay, maybe impressed is the wrong word - I did enjoy it and that, but it felt somewhat lacking to me. For various reasons, I rated coasters such as Colossus, Dragon's Fury and Vampire as 'better'. However, as time has gone on, it has improved in leaps and bounds. I think it's safe to say that the ride has aged incredibly well. Like modern B&Ms, it is quite smooth, yet it has aged in such a way that there are a couple of intense moments; specifically the vertical loop. From about 2006 to 2011, it was my favourite coaster at Thorpe, and second favourite I'd been on, which I think does speak for itself. Last year, for some reason, it didn't rank as well with me; I can't quite explain why though. It just 'felt' as if it wasn't as good as I thought it was. It's tenth year, though, it has come into its own. Fast and intense, with the audio and effects really showing that it is a good ride.
    As said earlier, some could criticise the ride for being a bit of a 'cookie cutter' B&M, just sticking together some tried and tested elements and creating a decent ride without really doing anything innovative. The pre-lift section is fun, but feels wasted. Unfortunately, the tunnel which it goes through requires the effects (mist and lovely red lights) to be bursting onto you; this is very hit-and-miss. After the near-100ft climb follows the 'standard' drop to the left followed by a forceful vertical loop. A zero-g roll follows; these inversions are quite possibly my favourite inversion, and this one is quick, relentless and unforgiving.
    We get a surprisingly low, ground-hugging turn, which takes us into the first of two 'interlocking corkscrews'. Personally, I don't rate the corkscrews; I don't particular feel like they are a worthwhile part to the ride. They feel very bog-standard, and just thrown in because they work on other Inverts. Thing is, the whole 'interlocking corkscrew' thing doesn't exactly shout out to anyone 'Look at me, I'm an exciting ride', yet I almost feel it was designed to have it in mind, and took away from a potentially more interesting element.
    Anyway, enough of the negatives. Following the interlocking corkscrews, the ride meanders a little bit into the finale; a figure of eight helix. Whilst the meandering feels a bit unnatural and against the rhythm of the ride, the finale is fun. The best elements of the ride do come in the first half, which makes the second half feel somewhat lacking; a shame really, but I guess that happens in a lot of coasters to be fair.
    Theming-wise, the centre-piece volcano is visually striking and impressive. Okay, so what if the other side of it is just a tin-shed; it doesn't actually take away from the appearance, and it just generally is a pointless thing to worry about. There's so many ways money invested in finishing it off could be spent, most of which would be a much better idea. Other than a few bits of rockwork, and long-gone crocodiles hiding in the pools, there's not really any other bits of theming, which is a shame. However, I can't see how much else could effectively have been added to the ride / ride area. Along with the tunnel effects, there are the geysers which sometimes works; always good to watch them when off-ride. What really sells Inferno, though, is the scenery - all of the trees, foliage and so forth makes you feel like you're in some tropical area, and you actually are nearby a real volcano. It just works - perfectly.
    So, that's about it really. Inferno is probably Thorpe's most consistently rated coaster; very few people I know of 'dislike' or 'hate' the ride, and the general opinion of it seems quite positive. In a way, that's what's made this blog entry very difficult to write (4 months in the making, on and off), because it's hard to describe the quality of a coaster like Inferno when everyone more or less accepts that quality. However, being 10 years since it opened, I felt like I needed to do it, and had promised to do one following my Saw, well over a year ago...
    And I leave you with this:

    Feel the heat SNOW. (Taken on 4th April 2013; Inferno's 10th birthday!)
  12. Like
    JoshC. reacted to Mark9 for a blog entry, Disneyland Paris, Day two. Into the Parc. Part One.   
    Having been given a breakfast slot for 9:45, we decided to skip a bit of continental and headed into the park around 9:00 instead. Seeing a main street so empty is an experience you'll rarely get so we took the opportunity to get some photos and get some coffee from one of the various outlets along Main Street.

    I'll never get tired of the Castle/Main Street view.

    LOOK AT THE THEME!
    We also approve of buying food and getting tickets for free coffee later in the day.
    One thing I really noticed about the parks here is how much more relaxed you can be. With Florida you get caught in a whirlwind of rushing about from ride to ride, reservation at restaurant to show or parade and never take proper time to appreciate where you are. Throughout our time in Paris, we did a lot of sitting around, relaxing and soaking in the atmosphere. Playing a part in that is that there is less to do here then in Florida but I can only put that as a benefit to Paris.
    Our first stop during Magic Hours was Space Mountain: Mission 2. From outside, it is a frankly stunning piece of design, that giant cannon is a piece of theming genius and fits in perfectly with the rest of Discoveryland. I'm rather fond of this area as it is. I can understand why they diverted away from Tomorrowland as that area dates faster then they can build/update it.
    As for Space Mountain. I do like the ride on a thematic level. The idea of being launched into space via a giant cannon is based on Jules Verne's novel 'From the Earth to the Moon' and I love it. I just wish the theming worked such as the recoil of the cannon or the misters as you are blasted into the building. The ride itself is rather atypical of Vekoma. Enjoyable but you really struggle to find a position in which you don't bang your head on the side of the stupid restraints. That being said it is very well paced inside, the ride keeping its speed up to the last moment. It does feel a bit like you are descending into a vortex as the trains spirals around the building, every now and then taking in an inversion surprisingly.
    We rode several times through the trip and it was either outstanding, unbearable or average. So I find it hard to really rate it.
    Our next ride was Buzz Lightyears Laser Blast, A ride I despised in Florida but here it was actually a decent ride. The props all seemed to make sense and weren't all cardboard cut outs with targets on them. I even liked the finale which I won't spoil here. I don't understand the points system but then again, it is only a throw away ride.

    With no interest in Orbitron or Autopia we decided to head back to the central hub and wait for the rest of the park to open. More views of the wonderful Sleeping Beauty castle awaited us.



    With 10 o clock upon us it was time to venture into Frontierland. We grabbed a fastpass for Big Thunder Mountain whilst everyone else descended into its main queueline. We instead thought we'd try out Phantom Manor. It's American equivalent, Haunted Mansion, is one of my favourite dark rides and I'd heard many great things about the Paris version. I wasn't disappointed as such. The subtlety of the storytelling (ie, there was no narration) meant that we had to really pay attention to the scenes throughout. Something to do with a bride whose family dies (or she murdered them) and so she gets buried as the ride descends from amazingly themed Mansion to an odd underground Western film. Very odd. The shoe-horning of Phantom Manor into Frontierland didn't work for me although there is no way the attraction itself could fit into the other three lands of the park. A triumph though and just shows that when it comes to dark rides, Disney are (mainly) on top.

    Our next stop was the Molly Brown boat ride around Big Thunder Mountain. We never found the time to do this in Florida so it was a welcome find to get on it and just relax for twenty minutes. It's a shame that aside from Big Thunder Mountain there is nothing to really look at. I hear that some kind of fountain show used to occur at the end but no longer works.


    Next time will focus on Big Thunder Mountain, Fantasyland and yet again we get to Pirates of the Caribbean to find it broken.
  13. Like
    JoshC. got a reaction from pluk for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  14. Like
    JoshC. got a reaction from dragon2000 for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  15. Like
    JoshC. got a reaction from Whiteknuckle for a blog entry, Phantom Fantasia - 30 Years On   
    As we'd expect, 30 years ago, Thorpe Park was a very different place. In fact, it wasn't really until 1983 that the park saw investment in 'theme park rides'; until then, the park was a more educational/leisure area. One attraction which opened in 1983 saw Phantom Fantasia - the first incarnation of what many knew as Wicked Witches Haunt. The ride was rethemed into WWH in 1994, before its untimely closure in 2000 due to the infamous Thorpe Park Fire.
    Whilst I never got a chance to ride the original Phantom Fantasia (would be a bit difficult considering I hadn't been born then ), I've heard / read a couple of accounts of the ride, and it seemed to be a very British attraction - it had that eerie / scary tone, yet had humour to it as well. It was a ride which sounded fun for everyone, and was just spot on. When we remember that at this time, Thorpe was a small business, and the idea of a theme park wasn't really around in Britain (something which Wardley discussed about so well in his autobiography I thought), it's - in a way - an astounding achievement.
    Here's a few photos of the original Phantom Fantasia, from either 1983 or 1984 (put in spoilers to save on space and such):
    Unfortunately, I can't really offer much explanation into the scenes and such. However, Neilfever added a brilliant video of the ride onto his Youtube account a few years ago...

    One final Phantom Fantasia photo to leave you with is this one...

    Anyone recognise him?

    You walk past him as you exit Nemesis Inferno! I think after the fire, he appeared in MHFS, and now keeps guard of the now abandoned area...
    Wicked Witches Haunt
    I did get a chance to go on WWH, however. Several times. My memory of it is rather hazy, seeinghow the last time I went on it I was barely 6, but there are some scenes that I remember. I think that in itself speaks volumes of this attraction - for me to remember it 13 years after my mind shows that it was an attraction that stayed with you. It might not have been the best dark ride, but that doesn't mean it didn't affect you.
    My personal memories of the ride was that it was one of the attractions you 'love to hate'. Not in Storm Surge way, but in a way that it always left me scared or spooked out, I'd have to close my eyes really tightly or cover my eyes and I'd sometimes let out a scream. As a child, it was ride that scared me, but that's why you like it. The best way I can word it is that it's the child-equivalent of a scare maze, or watching a horror film.
    The witches didn't scare me really. I guess at that age, you're introduced to stories that split opinions on witches - some seem horrible, but are actually nice and vice versa. The thing was though, it did give me a 'feeling'; something bad could well happen here. The scenes that never failed to scare me were the ones with spiders - there were big, fair, ugly hairy spiders. They jumped out at you and stuff. I was petrified. I think the finale, or a scene very close to it, involved the carriage turning to face a wall, and then the biggest spider there was jumping out at you. Scary stuff. For the family audience the park had at the time, it must have been a huge hit.
    So, that's really all I have to share. Whilst the ride was not 'iconic', it certainly played its part in Thorpe's history, and is probably something that will be mentioned for years to come. I do doubt that the ride would have stayed at the park much longer anyway, due to the shift in target market, the age of the attraction and such, it is a true shame it burnt down. But c'est la vie.
    A couple of links which show of PF/WWH really nicely -
    http://www.memoriesofthorpepark.co.uk/phantomfantasia.html
    http://www.baffles.me.uk/features/tpg/features/wwh/index.html
    Would be great to hear others' memories of the ride too!
  16. Like
    JoshC. got a reaction from Whiteknuckle for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  17. Like
    JoshC. got a reaction from Matt 236 for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  18. Like
    JoshC. got a reaction from coastergod for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  19. Like
    JoshC. got a reaction from NikhilSharma for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  20. Like
    JoshC. got a reaction from Inferno for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  21. Like
    JoshC. got a reaction from Mitchada04 for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

    As is well known, in 1997, the Tussauds Group took over Thorpe. Prior to that, as you'd expect, it was hard for the park to get serious funding for any major development or investment into the park. In the 10 years prior to that, there had only been two 'major' investments - Canada Creek and X:\NWO. Due to the otherwise low investments, and local competition from Chessington and the newly opened Legoland Windsor, guest numbers were declining and the park was not making profits. In fact, the park themselves describe it as a "spiral of decline", and between 1993 and 1998, visitor numbers had dropped from 1.35million to 0.8million; quite a significant drop really!


    This shows the number of visitors, in millions. This was made sometime during the 1999 season, so any figures for 1999 and after are predictions / hopes (with a coaster opening in 2001).


    Thought this might be of interest too. Attendances at the Tussauds parks and Windsor Safari Park on a similar timescale.

    The introduction of Pirates 4D and Tidal Wave was aimed to be, if anything, a 'quick fix', to boost visitor numbers in the short term. Pirates had the intriguing tagline of 'the UK's first 4D cinema', and Tidal Wave could pretty much sell itself, so those investments spread over two years would help attract some people to the park. However, more is of course needed, especially as Tussauds aimed to turn the park into a profitable, year-round business. Of course, as it is, Thorpe still isn't a year-round park.

    The aim was, just after the turn of the century, to introduce two big, huge new rides. This would, essentially, be the first step in truly turning the park around. Tussauds noted that, following the introduction of Nemesis at Alton Towers, that park turned around, and it was hoped the same could happen with Thorpe. Two rides were applied for in 1999, to open in 2000 and 2001 - what is described as a "45m elevator ride" and a 40m coaster respectively. Both plans were withdrawn following discussions with the council (and, as such, plans for the rides are not available online). Despite the council advising the best location of the coaster - the current location of Colossus - it was said to be difficult to get approval for the coaster. Whilst it was probable they could have gotten approval for the 45m ride, they decided to withdraw that application too to help with the approval of a revised, 30m tall coaster - what we now know to be Colossus. I can't quite figure out where this elevator ride would have gone, but by the sounds of it, the area would have been close to the coaster, and were to be developed soon. So, I'd guess we'd be looking at where the Lost City flat rides are (which makes sense with rumours I've heard of Detonator originally being planned for Lost City).

    So, the park didn't just want this new coaster, they needed it. Without it, the park would struggle and continue its spiral of decline quicker than a helter-skelter. It was projected that an additional 200,000 people would visit the park thanks to the new coaster; a quarter of their current visitors. Can you imagine a ride now where the park hoped they'd get almost an extra 500k visitors thanks to it? So, it was a huge risk in one way; if they didn't get the visitors, it was huge amount of money pretty much chucked down the drain.

    So, that's enough background I reckon. But, with all that in mind, what sort of ride do you go for? Well, the park's first choice was, interestingly, a LIM coaster (just to be clear, this coaster had a maximum height of 30m. As I mentioned earlier, the plans for a 40m coaster aren't anywhere online, unfortunately). A brief outline of the coaster itself: The actual launch mechanism was to be inside a tunnel, for protection apparently. After the launch, the train would dip down slightly, and then enter a cobra roll, which would be the high point of the ride, and a vertical loop would follow. Some strange, twisty meandering in the air, an airtime hill and another weird twisty bit and the ride ends. It covers almost the exact same area as Colossus I believe, though a bit shifted about of course.


    A side on view of the coaster.


    A view from where, I think, Rush or Quantum is now situated. Looks...interesting.

    However, for reasons I can't find, the plans changed, despite approval of this coaster. I'd assume one reason the plans changed to what we now know to be Colossus is to get the world record inversion count. If you're gonna do something big, you may as well do something massive, right? Personally, I think I prefer what we have now. Colossus really was, and always will be, the ride which 'put the park on the map'. Whilst it might now be uncomfortable and not highly rated - especially amongst enthusiasts - it did the job, and still does to this day.



    A couple of badly-edited pictures showing the difference of how the coasters would have looked.

    As some may know, and as I mentioned to earlier, Colossus was intended to open for 2001. However, due to this change in plan, the project was pushed back a year. Perhaps this was fortunate for the park; 2001 brought instead 3 new attractions, bringing in more guests, and adding to people knowing of the big, brand new coaster coming next year.

    So, we now have the coaster we know and 'love' as Colossus applied for and approved. Yet what we have today is still slightly different to what was originally planned! The entrance was is a completely different place to where it is now - though the cobra roll. The queue would start there, go down into the pit (similar to Smiler's entrance in a way I guess), and then meander around in a similar, but shorter, fashion to as it does now. The shop also bordered directly with the station, instead of its current location.


    I've - badly - shown the queue layouts; black is ordinary, red is Fastrack (then known as Virtual Q). Interestingly, approx maximum queue times were 40mins and 15mins respectively!


    This is a RCT screenshot made by John Wardley, where you can see the entrance through the cobra roll. (Photo taken from Thorpe Park Guide Archives).

    I'd guess the changes to the queue line and shop location were more cosmetic more than anything else. Again, I think I prefer what we have now, specifically the pit, than what we could have had.

    So that's about it really. If you read through all that ramble, I hope it made sense. I just thought I'd share the wondrous history of Colossus which I've pieced together - from the initial reasons and vision, to design and to what we have got today.
  22. Like
    JoshC. reacted to Mitchada04 for a blog entry, Adventure Island- 23/08/13   
    Adventure Island, the UK's number 1 free admission fun park!

    Loving the new sign!

    It's really noticeable around the whole park!

    Even away from the park, and it spins, and sure looks pretty at night! Rage decided to sneak into this shot...

    And again can be seen all around the park

    So here are some shots of this very good Gerstlauer Eurofighter!

    Enjoying the jolt smooth drop.

    Loop-de-loop

    This inversion offers great hangtime

    I actually really like its colour scheme.

    Easing off the thrills. Look, it's that sign again!

    An Archelon and Green Scream.

    Over The Hill, an excellent family haunted ride made in house.

    Southend really is lovely! (The blue slide was broken at this time so that's why there are two boats on it)

    A classic

    Look at all these fun rides, and yes, that is a devils gold mine

    Mighty Mini Mega is great fun! Make look lame but pulls some decent speed

    Kiddi Koasta, great for youngsters and this offering from Zamperla should replace those Wacky Worms, this is much more fun!

    They really like there pink and yellow (but at least it's not black) and once again Rage and the sign make it into the shot.

    And the legendary Time Machine, it really does make you feel like you've just travelled in time (backwards or forwards I don't know)
    Adventure Island, the UK's number 1 free admission fun park!

    Loving the new sign!
    Oh, I guess Time Machine takes you back in time.
    Thanks for reading
  23. Like
    JoshC. reacted to Mitchada04 for a blog entry, Thorpe Gardens- 21/08/13   
    Before you read this is a very tongue in cheek report.
    There is a well known phrase that often gets thrown around regarding Thorpe, "If I wanted to look at trees I'd go to a garden centre." So I decided to visit Thorpe and see what gardeny stuff it has to offer.

    First of all you're greeted by this lovely lake surrounded by trees!

    More of this lovely lake and the trees.

    Lots of foliage...

    Even more!

    Some nice trees with decorative rocks.

    An array of trees, I'm spoilt for choice.

    Another lake and you guessed it, trees!

    They even tried to make it like an experience with the dense foliage.

    And more with a scaled up volcano piece that you'd put in your fish tank.

    This bunch of trees looks interesting, like they're shaped around an entrance

    These trees look well cared for.

    TREES!

    Even a baby tree!

    And themed trees for that ultimate devastated look in your garden!
    So maybe the "tree" statement should be more like "If I wanted to look at plants I'd go to a garden centre" because you don't really go out to buy a tree.
    So plant wise...

    Some nice flower boxes.

    Nice selection of potted plants.

    Lovely flower bed. The colours are very enticing!

    More flower boxes

    A nice array of plants and flowers with another decorative rock!

    Simple yet very effective.

    Look at them all, so pretty

    There's so much it's having to fight for space!
    So I think that saying about Thorpe is well and truly rubbish. I had a better day looking at the trees and plants at Thorpe than at any garden centre! The only similarity is this...

    They had this very expensive ornament called "Slammer." I was going to buy one but apparently it's currently unavailable even though it's sitting right there! The labels on items always lie.
    Thanks for reading
  24. Like
    JoshC. reacted to Cornflakes for a blog entry, The Smiler Review - Now live!   
    "I had a feeling of trepidation when I entered The Smiler’s queue line, in the 2 months between The Smiler’s opening day and the day that I finally rode it, I’d heard some good things and some bad things. I’d heard horror stories of a ride more painful than Saw and a ride that was falling apart only 2 months after opening. I’m happy to say that The Smiler is a fantastic ride, its the best ride Alton have installed since Oblivion – It’s that good."
    Read the full review here - http://coastergeek.wordpress.com/2013/08/12/the-smiler-review/
  25. Like
    JoshC. got a reaction from Phill Pritchard for a blog entry, Phantom Fantasia - 30 Years On   
    As we'd expect, 30 years ago, Thorpe Park was a very different place. In fact, it wasn't really until 1983 that the park saw investment in 'theme park rides'; until then, the park was a more educational/leisure area. One attraction which opened in 1983 saw Phantom Fantasia - the first incarnation of what many knew as Wicked Witches Haunt. The ride was rethemed into WWH in 1994, before its untimely closure in 2000 due to the infamous Thorpe Park Fire.
    Whilst I never got a chance to ride the original Phantom Fantasia (would be a bit difficult considering I hadn't been born then ), I've heard / read a couple of accounts of the ride, and it seemed to be a very British attraction - it had that eerie / scary tone, yet had humour to it as well. It was a ride which sounded fun for everyone, and was just spot on. When we remember that at this time, Thorpe was a small business, and the idea of a theme park wasn't really around in Britain (something which Wardley discussed about so well in his autobiography I thought), it's - in a way - an astounding achievement.
    Here's a few photos of the original Phantom Fantasia, from either 1983 or 1984 (put in spoilers to save on space and such):
    Unfortunately, I can't really offer much explanation into the scenes and such. However, Neilfever added a brilliant video of the ride onto his Youtube account a few years ago...

    One final Phantom Fantasia photo to leave you with is this one...

    Anyone recognise him?

    You walk past him as you exit Nemesis Inferno! I think after the fire, he appeared in MHFS, and now keeps guard of the now abandoned area...
    Wicked Witches Haunt
    I did get a chance to go on WWH, however. Several times. My memory of it is rather hazy, seeinghow the last time I went on it I was barely 6, but there are some scenes that I remember. I think that in itself speaks volumes of this attraction - for me to remember it 13 years after my mind shows that it was an attraction that stayed with you. It might not have been the best dark ride, but that doesn't mean it didn't affect you.
    My personal memories of the ride was that it was one of the attractions you 'love to hate'. Not in Storm Surge way, but in a way that it always left me scared or spooked out, I'd have to close my eyes really tightly or cover my eyes and I'd sometimes let out a scream. As a child, it was ride that scared me, but that's why you like it. The best way I can word it is that it's the child-equivalent of a scare maze, or watching a horror film.
    The witches didn't scare me really. I guess at that age, you're introduced to stories that split opinions on witches - some seem horrible, but are actually nice and vice versa. The thing was though, it did give me a 'feeling'; something bad could well happen here. The scenes that never failed to scare me were the ones with spiders - there were big, fair, ugly hairy spiders. They jumped out at you and stuff. I was petrified. I think the finale, or a scene very close to it, involved the carriage turning to face a wall, and then the biggest spider there was jumping out at you. Scary stuff. For the family audience the park had at the time, it must have been a huge hit.
    So, that's really all I have to share. Whilst the ride was not 'iconic', it certainly played its part in Thorpe's history, and is probably something that will be mentioned for years to come. I do doubt that the ride would have stayed at the park much longer anyway, due to the shift in target market, the age of the attraction and such, it is a true shame it burnt down. But c'est la vie.
    A couple of links which show of PF/WWH really nicely -
    http://www.memoriesofthorpepark.co.uk/phantomfantasia.html
    http://www.baffles.me.uk/features/tpg/features/wwh/index.html
    Would be great to hear others' memories of the ride too!
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