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JoshC.

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  1. Like
    JoshC. reacted to Mitchada04 for a blog entry, Behind the scenes: Stealth & Swarm   
    As part of the 2-4-1 deal TPM was given for the new VIP experiences, a group of us went down to go behind the scenes and ascend 127 feet.
    We began our day going into Stealth's bunker where the launch system sits. The size of it is ridiculous! There are a few photos of Inatamin accelerator hydraulic systems around the internet but they don't do it justice! It also makes the coolest noise ever when it launches unfortunately, no picture were allowed down here so here's one of everyone's favourite Stealth element.

    I also really like this photo

    Next we headed up to the console where we saw people press buttons and how the system registers where a train is at any one time. For anyone who loves codes, Code Bronze is where it doesn't launch (because the dog is out of the 3mm tolerance on the 3 tonne catch car), Code Silver is a rollback and Code Gold is a stall at the top of the ride.

    We were however allowed out onto the platform thingy of the station to take pictures



    Yes, we also got to wear fancy hi-vis jackets alongside our steel toe capped boats.

    Still amazes me that this thing is 3 tonnes!
    We then headed under the station to watch a launch and here the dog fall into the catchcar (that's what the lovely ping noise it makes while moving back and forth before launch is) and then down the metal path to the warehouse.






    In the workshop we were lucky to see one of the trains that is operational this season (don't ask me why it was in there and not operational, surprisingly that wasn't a question that came to mind). In here we saw them drop the dog and realised how little actually touches the catchcar to launch it. There was also a cannibalised train which they rebuild over the season so over winter they only have to strip down one train as the other is done during the season. We were then meant to head to Saw but we overran at Stealth (2 hours we were there for ) so were given The Swarm's workshop before our lift hill walk.

    Wee!

    With 10 of us around this hatch taking pictures, people soon began to wave and shout at us

    We waited around for it to close and then watched the magical transfer table move!

    Although it may look slow, you have to remember it's carrying a ridiculously heavy train and it is moving as fast as possible as this was requested by the park and B&M set it to the fastest safest speed.
    The track locks into place

    We all ran away


    And in it came!
    Like other B&Ms, the wheel bogeys are left completely open making it easy to inspect and change without having to move the train (like you have to on those wretched Intamin rides) so the train runs on a set of wheel in the middle and two rails where a slot between the seat runs along.

    And out we went

    To the control booth

    Sun setting

    To ascend this!



    Still going


    Higher

    And we made it

    And what a view it is!






    Quick panoramic of the park

    And it was time to come down
    Few things, the park went to B&M and asked how they'd go about making it backwards. They considered alternating rows, one whole train backwards and the other forwards and in the end when with what we have due to the queueing situation. B&M supplied four new chassis for it and they do still have the other four for when it went forwards so it may return but for now it will remain as it is as it's still proving popular. The engineers do try and keep the theming in working condition and even want to replace the sign as its peeling away but budgets say other things and it's not always possible for them to fix effects such as the water spray and fire as their job is to get the ride operational and often by the time they've done that it's open and they can't get to the effects. The gas tower was also mentioned and they are looking into bringing back the fire especially with ABL now open but again budget and time says otherwise.
    Was a great day and the view from Swarm's lift is amazing!

    Goodnight Swarm.
  2. Like
    JoshC. reacted to Mark9 for a blog entry, A Californian Trip - Six Flags Discovery Kingdom   
    As some of you may know, I've been over in California for two weeks embracing the west coast. In that time Chris and I visited five new theme parks and went on some of the most well known rides out there. So to start off with;
    Six Flags Discovery Kingdom


    I don’t know many people that have been to this park so for me, it would live or die based on how my trip was to go. The day started relatively badly. A heavy hangover from the Eurovision celebrating the night before meant some hangover coffee and food was required from Starbucks. Nevertheless, we sobered up and drove the 40 minute drive to one of two Six Flag parks in California. Now, when it comes to Six Flags, enthusiasts always come across as frosty. It’s reputation is near the bottom of the barrel. Reports of poor operations, rude and unhelpful staff ad dirty, littered areas are common complaints. I’m happy to report none of these came across on this particular visit.

    Access to the park was swift, we purchased annual passes (at $100 each including parking and discounts it was a steal!) and made our way over to our first ride and my first new B&M since Dæmonen last year, Medusa. Now our first mistake was to take our bags into the queue so unfortunately our first ride was actually my first ride as Chris sat it out to put bags in lockers ($5 for all day use in all lockers in the park, very good value!).



    Now, when it comes to the Floridian B&M’s they were very hit and miss. They are either large and overblown but over rated like Hulk and Montu or they little pieces of perfection like Manta and Kumba. Having already ridden Superman de Acero, Kraken and Dæmonen, I was fully aware that the floor less riding seat wasn’t the be all and end all of these rides. When it comes to Medusa I just took it for what it was; a glorified sit down ride. I have to say I really enjoyed it. It gets away with a few things though. For example it is as much of a car park coaster as Scream is at Magic Mountain. But that doesn’t effect the ride experience much at all. Secondly it’s oversized vertical loop, dive roll and zero g roll are a lot of fun. There is so much hang time throughout the inversions and it has that old style, B&M aggressiveness that some would say are missing from modern day Beemers. The Sea-Serpent roll which features exclusively to B&M rides on here isn’t that great but is the only dull moment on this ride. After the MCBR, the ride hots up with some very forceful helixes over the faded car park white lines. These are all taken at ground level and feel very quick. The corkscrews are also very quick and intense and the final helix is great fun.


    I have a feeling that Medusa was running so well because of the heatwave that California was having at the time. It was 37 degrees on our visit, (absolutely stifling weather) and all the rides were running fast. This helped Medusa in particular as it just seemed to have that extra wallop. It was running two trains the whole day and the staff were giving great guest interaction. I thought they were supposed to be unfriendly idiots and no interest in the guests. Not true here. I found their visual check spins quite funny as they put their arms at full length, say visual check and spin on the spot. So, first ride down, three rides done on Medusa (two in the back row, one in the front) and a fantastic start to the theme park trips.




    Our next stop was Kong, a Vekoma SLC. My only other experience with this ride type is Infusion at Blackpool. This wasn’t too bad although it was definitely a slight head banger. We had one front row ride on our trip, no more goes were required.

    Next stop was the weirdly named Sky Screamer, a glorified wave swinger that gave great views of Medusa and nothing more. This was closely followed by Cobra, a Zierer junior coaster which wasn't too bad, not too dull but nothing crazy.

    We stopped for a little bit too have some water and chill out and then head to our next batch of rides. Discovery Kingdoms entrance is weirdly placed between areas. On your left is Medusa and Kong, over the entrance is V2 and to your right is Superman:Ultimate Flight and Roar. So naturally our next stop was the other coaster corner starting with V2

    Starting with V2 (Vertical Velocity), this is an Intamin impulse coaster that has a weird angled piece of track at one end and a vertical spike at the other. The ride launches you one way then the other then back again until you reach nearly the end of the track. Weirdly the zero g at one of the end is angled oddly so sometimes you get halfway through the inversion and others you make it the whole way through. Oddly, this never had a queue but this may be down to its poor reliability as it seemed to rarely run through our day.

    Next up was Superman: Ultimate Flight, a premier launch roller coaster that won awards a few years ago for its original ride design. I can understand that, it is pretty out there in terms of rides but it has a fatal flaw. It’s poor throughput means queues can rise quickly. Luckily it was relatively quiet on our visit but I can imagine long waits on busier days. So with that being said, how is the ride. Yeah its good, the constant launching back and forth through the station feels very good and the ride definitely has some good bum of seat action. It also features a good amount of air time and the sensation of speed is there in bucket loads. I just question whether parks can justify such a low throughput ride.


    Our final major roller coaster was Roar, a wooden coaster built by GCI, the masters behind Wodan at Europa Park. Before our visit, Roar was a very unloved ride, thrown aside by the enthusiast community (well.. TPR) for being rough and uncomfortable. Luckily, the ride had a slight refurbishment with track being replaced before our visit so the question was, could it take down Wodan.

    No it can’t.

    But it shares many characteristics with the German version such as the relentless sensation and the amazing sense of speed as you are thrown left and right the whole way around the circuit. The first drop was a particular highlight. The rest of the circuit kind of melted into one in my mind. Suffice to say we enjoyed both our rides on this ride even though it only ran one train. The other didn't seem to be around at all.

    So with the major rides all done it was time to kick back and enjoy the rest of what the park had to offer. A nice lake surrounds the park affording it a nice scenic view. We had some nice chicken and chips and then went around the zoo area. We were slightly surprised by how close we could get to the animals such as the giraffes and elephants. You could also pay to ride the elephants around a little enclosure.

    Next up was Boomerang: Coast to Coast or as I refer to it as, my first Vekoma Boomerang. I’ve heard the horror stories and the outlook wasn’t great. But you know what, I thought it was fine. Sure there was the odd jerky sensation but I’ve had worse. It certainly wasn’t uncomfortable.
    In the park is several huss creations such as a top spin (that had no water thankfully) and there was little roller coasters for the kids dotted around. Our final stop was a show with Dolphins called Drench. With marine life being a hot potato at the moment, what with the Blackfish documentary this show had a slight edge for me. The dolphins looked well looked after and seemed well treated so erm.. not much more I can add to either side of the argument.


    So to conclude. Discovery Kingdom. Done a large floorless or a decent woodie before? Probably not going to add much to your interests. But if you want to go to somewhere relatively ignored in UK coaster circles, somewhere that does have genuine charm and some cracking good rides then you can’t go far wrong then Discovery Kingdom.
  3. Like
    JoshC. got a reaction from Morgan.B for a blog entry, The Story Behind Detonator   
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  4. Like
    JoshC. got a reaction from MattyMoo for a blog entry, The Story Behind Detonator   
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  5. Like
    JoshC. got a reaction from Gggggggg for a blog entry, The Story Behind Detonator   
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  6. Like
    JoshC. got a reaction from Mitchada04 for a blog entry, The Story Behind Detonator   
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  7. Like
    JoshC. got a reaction from AJ for a blog entry, The Story Behind Detonator   
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  8. Like
    JoshC. got a reaction from Cal for a blog entry, The Story Behind Detonator   
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  9. Like
    JoshC. got a reaction from pognoi for a blog entry, The Story Behind Detonator   
    As we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
    With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
    The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
    Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
    The park's first choice was, however, not Detonator. Instead, it was this:

    Photo from Wikipedia
    It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
    Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
    At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
    Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
    However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
    There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
    Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
    Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
    Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
    May Detonator stand tall for many more years, regardless of theme...

    "Detonation...complete"
    Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
  10. Like
    JoshC. reacted to Matt 236 for a blog entry, Legoland Windsor- Everything Is Not Awesome   
    After accomplishing a sufficient amount of work at uni, I thought it was time for a visit to Legoland Windsor. Supposedly my home park (as this is where my pass is sorted), this would be my first visit to the park for 2014 to see what changes had taken place and to check out the new (re-themed) attractions at the park.

    In the near distance lies Pirate Shores, the re-themed Pirate area of Legolañd and also the area's 3rd retheme since it's existence.
    I was rather impressed with the parks recent additions such as the hotel, Star Wars Walkthrough and Duplo Valley and hoping this years updates would continue that good standard.

    After entering the park, here is the entrance to Pirate Shores (formerly Pirates Landing). The sign looks bright, striking and an improvement of the pirate landings one. The support structure remains the same though.

    Apart from the slightly changed sign, the first change to notice in the area, is a new selection of models located just in front of the Jolly a Rocker. They're ok I guess, nothing too striking however a pretty good addition theming wise.

    And now it's time to try out the first re-themed attraction, Pirate Falls- Treasure Quest (formerly Pirate Falls), the 2nd re-theme of the park's log flume ride (however not much actually changed on the 1st). First we are welcomed by This bright new sign welcoming us to the entrance to the ride.


    The queue area for the ride. This section has seen a number of changes including the rebuilding of the queue shelters. Whilst having a similar design to the original ones, these make look nice and fresh compared to the old ones which did look a little worn.

    That being said, the empty area in the middle of the queue looks rather dull at the moment, which used to be home to building blocks for kids previously and despite some theming being added, it just looks a mess, dirty and unfinished.

    The shaft above the drop has also been completely rebuilt in the same style of the original, which was good to see (as the old one was starting to look pretty worn).

    And finally (it's difficult to see from here), some new models. Almost every model on the ride has been replaced for the retheme, making the ride almost new again.
    But Here's The Big Question, How does it compare to the original theme?
    Despite being re-themed in 2010, most of the ride remained the same and though many models were looking rather worn and some effects not always working, the ride was still very entertaining with its humour, creative storyline and animated figures.
    Unfortunately, I cannot really say the same for the new one as what's been delivered in the new one compared that above can only be described as dry and bittersweet. The ride's new storyline is less amusing, diverts off to pointless characters and situations which don't add to the storyline and lacks any kind of humour.
    The animatronic side is just as disappointing as there are few things animated in the ride compared to the old one which in comparison to the ride now was flooded with them. Scenes such as pirates mistreating a monkey being replaced with the (apparent) protagonist and antagonist of the new story fighting, which whilst sound effects are included, not a single movement is included in this scene.
    Whilst there are numerous new water effects on the ride such as squirting skull heads (after the squirting mice) and frog fountains at the drop (Legoland love their water) plus a new piratey soundtrack and improved audio around the ride, this sadly cannot make up for the disappointment in the rest of the ride.
    It's almost like they had loads of ideas for the re-theme for the ride to start, but then suddenly lost motivation and effort to finish the ride, gave up and just plonked everything in, Compared to Fairy Tale Brook's re-theme, the ride is quite a let down.
    The only good points are the new audio and sound system and that the ride now looks fresh and new (except a few areas). Overall rating, 3/10.

    Moving on disappointing Treasure Queuer, it seems Burger Kitchen has now invaded Legoland. Gone is the Crossed Ribs BBQ, an awesome restaurant that sold food similar to Calypso BBQ and existed at the park from day one.

    Seeing that it looked little more than a metal shed when being built, the facade they've used to conceal it isn't bad and makes it fit in the surrounding area much better.

    Which is a pity they couldn't hide it from above, even painting it brown would've done the job.

    The inside isn't any better either. Whilst Crossed Ribs was never (what I call) heavily themed, it was at least more related and coherent to a pirate setting. This interior and design though, has as much coherence to pirate shores as much as Tesco or Primark does.

    Whilst the area so far isn't that great, let's take a look at the new play area they're building, which doesn't appear to be open yet.

    And is still under construction. Not a single part of the new area has even been constructed, plus there's still some leftovers from the old (and removed) Rat Trap still in existence.




    Apparently the play area was supposed to be open for April. However by the looks of things, that will probably be closer to June.

    Meanwhile in Lego City, Burger Ranch has also been replaced by- (wait for it), another Burger Kitchen.
    Personsly I think it looks horrible outside, it ruins the character of the area, doesn't connect the remaining rock theming and just sticks out like a sore thumb.

    Whilst the indoor section is perhaps marginally better than the interior of Pirate Shores, I'm not that impressed by it, although I suppose the fact there's more undercover seating is good for when's there's heavy rain at the park.
    Amity Fish and Chips at Thorpe (in comparison) looks much better than either of these though and that isn't perfect either.

    Elsewhere in Lego city, the Xbox gaming zone has had a makeover.





    Whilst I've never been a fan of the gaming zone (and never will), I can say this a slight improvement over the old one. A big improvement would be to rip it out and bring back an awesome walk through similar to the Magic Theatre!

    We finish this update with a look at the miniland area of the park, one of the few parts of Lego that are still magical and done right.







    Miniland is such a nice place to visit whilst at the park, the buildings and creations the model makers have built are excellent. It's a shame this area doesn't always get the love and attention it deserves.

    However, hopefully those years of neglect will be coming to an end, as part of the area (now completed) will become a brand new Paris area in miniland (although it looks like it has replaced a former area).








    The attention to detail is incredible and it looks very well done. So far this looks like the only thing the park has done right this year. Hopefully it will look very nice when completed.

    Overall, although I had a good day when I went, I felt rather let down and disappointed by all the new changes to the park this year except the Paris miniland. Pirate Shores has replaced all the soul and character of the area with bland generic pirate settings, the burger kitchens just don't fit in and the Xbox zone is still an a X box zone, if I wanted to play on an Xbox, I'd just play on one at home instead of using it at a themepark.
    Legoland was always a park I associated with good theming and upkeep in it's years open (though far from the likes of Disney) and the park always had a 'mostly' well kept look at the best of times. However this appears to have changed for the worse in 2014 with many effects not being fixed and repaired and new outlets with little to no theming appearing.
    It's saddening to see one of your loved childhood parks ripped of soul and character and not just blandly themed burger kitchens and life-less theming replacing once amazing theming on one of your favourite rides, but also things like the giraffe model being removed from the train just for a marginal increase in capacity and the toilet signs (previously Lego figures) replaced by a more simple and generic design replacing them (m for male f for female).
    "]http://s798.photobucket.com/user/mattthemepark/media/DSCF1274_zpsaed4990e.jpg.html]
    Overall unless you have an annual pass and/or live within less than an hours distance of the park, I would perhaps not bother visiting Legoland, for 2014 at least. I've always been a big fan/supporter of the park, but most of he changes at the park for this year are just so disappointing and the park sadly at the moment is little more than a corporate money pit and not really worth entry at half price (forget full price).
    If you're thinking of going to Legoland, visit Chessington instead as it's much better!
  11. Like
    JoshC. reacted to Benin for a blog entry, Mon voiture c'est penne! - Petits Parks of France - Day 3   
    Day 3 – Walygator Parc
    So the final day led us to Walygator, more known for its financial issues and random 2nd hand B&M than for being any good, and we were heading there for their first operational day of the season!

    However, the day certainly started poorly as the tickets you pre-book online through the website CANNOT be picked up on park.
    You have two options, pick it up at random shops dotted about the country (none near where we were though), or delivered to home. But NOT at the park? Not wanting to waste time having already turned up attempting to find some random place in Metz ended up paying for tickets on the day as well as in advance. Needless to say I was very unimpressed by this situation, not helped by the fact that they have turnstiles they don’t use and a generally bad entrance procedure (let’s have the park gates open into the ticket booth queues!)



    Eventually in, we headed straight to Monster, the B&M Invert. We waited for people to turn up to reach the minimum amount of riders and after about 20 minutes into our already limited day we were finally on the front row (first ride of the season though).
    I didn’t really like Raptor at Cedar Point, so I wasn’t particularly excited for this one. However it was quite decent, with a good bit of force about itself. It’s certainly not at the top of the Invert pile but it’s not at the bottom either. The RCT plonked nature of it does demean itself somewhat though, especially as the ride just exists off in the distance with no interaction with the rest of the park at all.





    We hopped on the Disney themed Chenille (the 3rd Wacky Worm of the trip) before heading towards Anaconda, their (Morgan apparently) Wooden coaster, which had just this year had some retracking done by GCI. As we were in the queue, we noticed that the PLC on the brakes was behaving rather erratically, with the trains stopping at excessively random and unknown times; nevertheless we were on the back row of the half loaded train (we discovered the entire park was in this queue because of the front rows being sand-bagged).



    Rides can be awful for many reasons, violent, juddery, rough, but the sole worst reason for a ride to be considered awful to me is for it to be boring. This is what Anaconda is, incredibly dull, forceless and slow. It bounced along the track at a lull, struggling to climb over every hill and not doing anything remotely interesting with the layout. So imagine how surprised we were that the brakes decided to become the most interesting part of the ride and partially fail, causing us to stop half-way down the station, and me breaking out into a fit of hysterical laughter at just how pathetic the situation was.



    Eventually the engineer sorted it by opening and closing the gates to reset the rather confused ride system, and we got another go around. It was still dull, even with me laughing my head off.
    We were hungry, so giant waffles were had because they were out of pancakes. Fail. We went to see the new Dive Show, with a slight (read – minimal) Wild West theme, and pre-show entertainment by clowns who did EPIC balloon animals and a FBI agent. Confusing times.
    Either way, the show was a pretty standard High Dive affair really. The guy who did it whilst on fire was good though, but these shows aren’t THAT interesting enough unless they have a story going on behind it. At least it was better than ITV’s SPLASH!

    We wandered into their recently rethemed Space area with the new Air Race which wasn’t open yet (mainly as it had actually arrived EARLIER than planned), however it does look very awesome, and even has a viewing platform which was also unfortunately closed. The 4th and final coaster of the trip was Waly Coaster, a Vekoma ‘Hurricane’, or ‘Loop and 2 Screws’. Again 1st day syndrome hit us, as the ride op sent the train out having missed an open restraint on his side twice on an empty seat, which resulted in an E-Stop (personally, I would’ve either ignored it or pushed it down as it went out). We were sat in the station once again waiting for an engineer.
    Unsurprisingly, the ride was not worth the wait, short but smooth, but didn’t really do anything interesting, feeling like a lesser version of their old Bayerncurve Corkscrews really. Meh.










    We walked past the abandoned Haunted House towards the Rapids. These have an ingenious design of which the boats are too big to fit inside the station, so have to be manually pulled in by the staff to park up in a group of 4 for loading. Holy bad ride designs!
    Again, the ride itself was a mixed bag, with some good bits but an excessively boring ending. Methinks half the park would be better demolishing half their rides and starting over from scratch; which is what they’re doing with their Huss Topple Tower in fact, poor boring things that they are.






    After some faff and decision making we elected to go on Waly Boat, which had been slightly revamped for the season. The Tow Boat ride system is incredibly popular in Europe, and I’ve been on a few, but none as slow as this one. It was 25 minutes long and half of that was slowly floating towards the next nice looking but rather uninteresting after seeing it for 5 minutes scenes. It was just completely unnecessary for it to be so damn slow.









    Cave of nothing

    Once our insomnia had been cured, we had a few minutes to kill before the Dancing with Waly show, so promptly rode the Mistrel Chairswings next door, which completed the collection of dull and slowly run rides. The show itself was rather decent, with pop songs through the ages being played and kids allowed to interact completely with the WalyGator family, rather than sit down and watch. I don’t think I’ll ever forget seeing a dancing giant alligator doing Gangam Style too.





    And that was really it. We had to head up to Calais for our ferry back to the UK since the hire car couldn’t really be taken all the way home, but I wasn’t particularly fussed about leaving early as we’d done the major rides and I don’t think the park had anything much else to offer. It has SOME potential, but for the most part it’s really tatty and the rides there are just DULL, which is probably worse than the rides just being rough and awful. I had no desperation to ride anything again, and I even gave Baco the honour of a second ride.
    However the new area theme and the brand image both look very good, especially the new branding which is very solid (and the plushies are just so adorable). There is plenty of potential in the park but it’s a long way to go to reach the likes of Nigloland, and hopefully the new management (only their second year of new ownership it must be said, so it looks slightly long term) will learn from the park’s past mistakes and look elsewhere to see how to improve things, such as a station building for Monster, and some actual good rides to support it.


    The journey back up to Calais was at least, uneventful, and being a foot passenger on the ferry means you get first dibs on seating. Overall it was a good trip, if a bit mental for all the wrong reasons on the first day, and it was certainly worth it for Nigloland and Alpina Blitz.

  12. Like
    JoshC. reacted to Benin for a blog entry, Mon voiture c'est penne! - Petits Parks of France - Day 2   
    Day 2 – Nigloland
    To say that Nigloland is in the middle of nowhere would be quite the understatement, with the signs telling you the park is Xkm away, and no visible sign of it until you are literally on the local village’s doorstep. The village itself is on the park’s doorstep itself, with some front gardens literally a road and hill away from the actual entrance building.
    The way the park is accessed feels slightly Towers like, with country roads, a small village and a descent into a giant valley with a forest backdrop providing an interesting opener to the day.


    A busy day awaited us




    As part of the EU “Parks should open rides after the park has actually opened” law, we had 30 minutes to spend having breakfast on park. Eventually the rides opened and we headed towards the dead end of the park (themed to Canada), where the Gold Mine Train lives.
    As we were to discover, Nigloland has a ridiculously healthy relationship with Mack, as half their rides are built by them. This is powered Mine Train that kind of sits between that gap of Chessie’s and Towers’, in that it goes off on a little adventure (with a decent drop into a tunnel) but isn’t too long a ride time. However since it actually goes off into the woodland and interacts with the Log Flume next door, it gets a lot of points on that front.




    Next door was the aforementioned Log Flume that interacts with the Mine Train. With just a singular drop it was rather short, a basic figure of 8 layout I think actually, however with an extended amount of interaction with the Mine Train it improves the meander around somewhat. Certainly a sign of a ride built from a park slowly building its reputation, and as the park’s only real water ride it’s one of the flaws the park has. Hopefully they plan to rectify this soon.


    Next up was our first non-Mack ride, Grizzli, a Zamperla Disko Coaster, which was as standard as the rest of them are. However it was cool to finally ride the one that appears in practically all of Zamperla’s advertising of the ride, and it was also rather well themed (apart from the clash of shed).



    We started to head further into the park, and chanced upon The Travels of Jacques Cartier, which was a non-spinning boat variant of Seastorm. It made up for this by having decent animatronics in the middle of the ride and being surprisingly intense.


    Further in and we found a ride many of us were anticipating, Air Meeting, a Gerstlauer Sky Fly. These are essentially an intense version of the old Flying Scooters, and are fantastic if you want a solid work-out, lots of confined spinning, and enjoying physics. The seats rotate based on the position of the wings and your own momentum, it’s a rather difficult method to describe and there certainly is a knack to doing it, just got to get it right, because once you lose the momentum mid-ride, you never get it back.
    I wouldn’t mind seeing one in the UK, but the throughput would be an immense issue.


    Themed staff and stadium announcers



    Next up was the Space Experience, located in the 50s area of the park. So naturally, it was some good old fashioned cheesy space times, essentially it was EuroSat light. It was rather good fun, especially in the back row which promoted the tight turns and decent near misses with the scenery, although the change from pounding techno music in the queue and exit to classical was a bit curious to say the least.





    After this there was a toilet break, which I took the time to watch the construction taking place around Alpina Blitz. Again that EU Law of “Rides cannot be completed on time, but can run later in the day”.




    As I was watching, a man came up to me and asked if I was John. This was a result of John getting in contact with the park prior to our arrival and asking if he could chat to anyone about Alpina Blitz and the park in general. He had received an email the night before asking if we were still visiting and Rodolphe had clearly developed a goon sense having worked at the park (and Madame Tussauds and Pleasurewood Hills), having noticed people talking not only in English but in possession of a Walibi hoodie. Needless to say John’s reaction when he vacated the toilet was quite amusing.
    Rodolphe explained he’d had a busy morning doing stuff for a kids TV show, so needed a drink, promptly treating us all to something as well. We had a good natter amongst ourselves over our drinks before he suggested he take us on a mini backstage tour of the park. What kind of goons would we be to turn down such a chance? So off we went.




    Even their engineers are goons
    Having seen the entirety of the backstage (including the bakery, locker room and a very teasing Alpina Blitz sign they didn’t need anymore and would obviously resulted in a fight to the death over if my Peugeot had been alive), we decided that as most of the rides were closed for lunch (a system they use for very dead days, like this day was), we would also do that. And once again we were treated to a local delicacy which can be described as pork bolognaise, which was rather good and certainly in the upper limits of theme park food.

    After more tales of Rodolphe’s exploits at IAAPA and EAS, we decided that it was time for Alpina Blitz. After finding out the various reasonings as to why Nigloland went with Mack over Intamin (cheaper to build (ride alone costs €4.5m), great working relationship, better trains/restraints and many more), we were all pretty excited to ride it, if only to compare it to the Intamin version.



    Of course, as we were Rodolphe’s guests in the park, we went via the exit and stood on the offload platform as the ride was going around. Eventually the back two rows were held off and we were on.
    The first drop and turn are a fantastic start to this ride, and any qualms people had of it losing speed throughout due to the high second hill can be discarded as rather unfounded. I was greying out everytime on the first turn, which arguably makes it more intense than Piraten, and the second hill when sitting in the front involves a rather special bit of ejector due to the transition. The rest of the ride is filled with airtime of both the floater and tonnes more ejector variety, and I can but hope our reactions as we returned to the station made Rodolphe very happy indeed.



    We were allowed to fill up some empty seats (the park really was empty), before being allowed to use the bridge of randomness to access the front row. It’s just as good if not slightly better than the back purely for the second hill turn.
    Later on that night we found that the Mitch Hawker polls had come out, with Kawasemi 7th and Piraten 12th. If these are relatively accurate depictions (though why the Mega-Lite clones are separate I have no idea), then Alpina Blitz is quite clearly superior then Piraten at least. The Mack trains take a rather good layout (with some changes it must be said, it’s as much of a clone as Cinecitta World’s 10 looper is a clone of Colossus) and make it something even better. This ride alone makes me believe that Helix could easily be Europe’s best coaster, and hopefully with lots of parks visiting Nigloland to ride Alpina, we’ll be seeing plenty of these in the near future. Which can only be a good thing.



    After that, Peter enquired if we could have a nosey at the park’s hotel, a small 32 room affair but with 4 stars. So off we went. It looks rather unassuming (or bland) from the outside, however inside is a different matter. Beautifully themed from the bar to the restaurant, and the rooms are pretty decent as well, we all liked it so much that when we inevitably return to the park we’ll be booking a stay in the hotel for certain.

    It kinda shows the difference that a good family run park can provide compared to a corporation run park, as the attention to detail not just in the hotel but also throughout the park (themed staff uniforms, etc) with a focus on providing a great experience with a long term plan over monetary gain in the short term. Nigloland really does tick all the boxes brilliantly.
    Back in the park, we decided it would be a good time to grab the rest of the coasters as they were all nearby. Starting with La Chenille, another Wacky Worm, before Schlitt Express, a Mack Wild Mouse which was a lot better than Bakken’s equivalent (probably because it wasn’t at Bakken), and finally Bobsleigh, a smaller version of Black Hole which was quite heavily themed it must be said. The two major coasters were both very enjoyable and themed to a very good standard, with the Bobsleigh standing out as looking rather brand new for something rather old, upkeep eh?




    After Bobsleigh, Rodolphe showed us the hydraulic room for the Chairswings. Which on the inside are nothing out of the ordinary, however the theming effort put into the outside is something I’ve only really seen at Europa Park in the pump rooms for Atlantica. The fact that the piping linking the shed and ride together is buried under themed rail and mining cars is that next level set of detailing that sets great parks apart from good parks. To quote Rodolphe “Theming, theming, theming”, and he’s damn right.



    After another drink we headed back onto Space Experience, where Rodolphe went off and got the lights turned on for us. It was quite cool to see the level of detail hidden amongst the theming that is dotted around the building. We then had another quick go on Air Meeting, where I did a couple of spins and thought better of it.



    Rodolphe then urged us to do “their Zufari”, in Africa Cruise, which is basically Jungle Cruise on a budget. However the home-made rocks looked really good, and the commentary of such issues on the ride like “we need more greenery to hide the mechanics” and “I was told we wouldn’t be able to see the concrete” showed a real honesty and enthusiasm about the park, which seemed to flow through the entire place. Very refreshing indeed.





    After this we ventured into the Haunted Mansion, which was practically Disney-light. You do have to love a good old-fashioned Disney knock-off, although the independent spinning car and the lighting of the load vehicle was pretty awesome it must be said. Give this ride an upgrade with brand new effects/animatronics and it’d be even better!


    After this we headed over to the King of Mississippi riverboat, where Rodolphe had to leave us to do some real work (rather than show some dodgy English folk the park), so we went around without him. It was quite nice really; nothing too special around it, but one of those rides filed under “for a long sit-down”.




    With the rides closing shortly we decided it was time to whore Alpina Blitz a bit, with various rows experienced and the last ride of the day. It truly is a fantastic ride and hopefully we’ll see a lot more of them in the future, especially for a base price of €4.5 million, it’s SUCH a bargain! We met up with Rodolphe at the hotel for a quick drink but unfortunately dinner in the hotel (which he invited us to) had to be cut off as Peter had clearly ridden Alpina Blitz too many times in the heat of the day (turns out you CAN have too much of a good thing). So we bid farewell and promised that we would return to the park in the future.






    And that we shall, because even without Rodolphe’s tour of the place we would have loved it anyway. The park itself is presented well, with lots of rides dotted about with some immense theming (I fell in love with the Tractor ride as an example), and just an overall look and atmosphere to the place that few parks can achieve. Alpina Blitz is a brilliant landmark coaster for them to be put on the map in the wider world of the industry, and hopefully that will kick-start them into pushing for a lot more guests not only this year but in the years to come.
    I send a lot of thanks to Rodolphe as well for giving us an even more fantastic day and really going above and beyond the levels of park hospitality for us, the sort of stuff that in my experience is only reserved for those huge groups who pay for it, rather than 4 random people. His tales and honest opinions on the industry, the park and his own experiences and future were both fascinating and insightful throughout the day. And his enthusiasm about the park (and his career in general) certainly rubbed off on us.
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  13. Like
    JoshC. reacted to Benin for a blog entry, Mon voiture c'est penne! - Petits Parks of France - Day 1   
    Day 1 – Parc Saint Paul
    A rather early morning of 3am was the choice made to venture to a selection of rather un-known French parks, and after a McDonald’s service station breakfast and a quick jaunt on the Eurotunnel we were firing down the French motorway with not a care in the world.
    Unfortunately, disaster would strike us. We began to hear noises from the car, and decided to pull over on the hard shoulder to investigate. After some initial checks, we agreed to move the car forward slightly to see if there was truly something wrong, and it refused to start up.


    Many calls were made and eventually a mechanic (who of course, spoke no English) turned up, and made that classic intake of breath noise that all mechanics do that tend to signify that the car/vehicle is completely buggered.

    We were taken to a nearby garage, and made the decision that €2000 for a new gearbox was not worth the money at all, so we would leave the car forever in France, grab a hire car and continue with our adventure post-haste. The garage were very helpful to us especially given the language barrier, however Demi Lovato’s version of “Let It Go” was not particularly appreciated by myself.
    We got a taxi to a hire car place and after many a hasty phone call from the guy working there we were eventually given a Volkswagen UP! So after a delay of about two hours we continued on our adventure to Parc Saint Paul.




    Upon arrival, our expectations of the place were not high, especially as their new Vekoma Junior coaster was being spiteful and not open. Nevertheless we headed to our first coaster of the trip, a Wacky Worm. Joyous! This one however was very well themed, with lots of statues, a very giant apple and even astroturf. Of course, it was still a Wacky Worm.



    Next up in the actual coaster department was the Wild Train, my first Pax coaster (who aren’t exactly known for being good). And the slight launch out the station worried us greatly as to how awful this ride might be, so to say it exceeded all possible expectations would be rather accurate. It was certainly wild, with a fair amount of airtime and reasonable Gs about, with a hint of re-rideability, which is always a bonus in my book.




    We meandered further into the park, and decided the spinny mouse could be done later because it had an awful queue (which didn’t get any better unfortunately) and went onto the next Pax coaster, Formule 1. Unsurprisingly, it’s themed to Formula 1, with the different cars based off different manufacturers, and a scary statue of Schumacher at the entrance. It’s also a slight rip-off of the Gerstlauer Bobsleds, with a much steeper lift and a more insane experience, with over-banked turns being the main culprit of this. Again it was rather enjoyable ride, if slightly terrifying.





    We wandered a bit further into the park, discovering that it wasn’t all quite run-down as we expected it to look within. There was a fair amount of woodland, lakes and even some buildings taken straight out of Lightwater Valley. It’s very family set with more for the kids, but we saw tonnes of BBQ sets for people to come and cook their own food, and it did have a rather lovely atmosphere.



    Back to the rides, Mini Mouse Cartoon was next, which is a Zamperla Mini Mouse or something. It makes a Wacky Worm look interesting that’s all I know. +1


    Next door to that was Telepherique, which was by far the most amazing thing ever created by a French person. It’s a platform led zip line, only in (such a) cred format. It involves a lot of spinning, swinging and swearing (and even crashing in some cases, like with me). Part of that old “Never in the UK” ideal, I thought it was brilliant, but the others not so much.






    We headed back to the Souris Verte Spinning Wild Mouse of boredom, having endured the queue of burdenous times. I’m so bored of these now it’s not true. Again, +1

    We then decided to go and see the Tiger show, to which those who visited Bagatelle and seen their Lion show had “I have seen things” moments as a result. However only two of the tigers looked like they wanted to eat the fat French man who was flicking them with a whip. Fortunately there was no maiming of the fat French man (or unfortunately, dependant on opinion of such animal shows), so we were able to continue on our journey via a Giant Slide.




    As John and Peter did the horror house thingy, we meandered around the House of Mirrors, which wasn’t very entertaining. After they returned, we went into the 3D Walkthrough, which was actually quite epic and looked tonnes better than Hocus Pocus Hall even did. We then marvelled at the themed bins and doors as we had some ice cream.




    We had another go on the Formula 1 coaster, before me and John did the Drop Tower of Forever – Extreme Edition, which decided it would go from slow to fast to slow again during the trip up the tower, which was equally hilarious and burdenous. I don’t think my laughter was appreciated by the randomer next to us though who was unsure about the whole thing. When it did get to the top, the drop was instantaneous, so it was all a bit weird. Good though. We finished this with another go on the Wild Train before heading off for a long drive down to our hotel, but not before a quick character photo!
    Overall, the park exceeded our (admittedly lower than low) expectations of it. It’s very much like Lightwater (but tinier), and whilst it had a fair amount of rides dumped in places, they did make an attempt to make them look really nice. Hopefully the park can continue on a positive trajectory in the future, because we certainly enjoyed ourselves.

  14. Like
    JoshC. reacted to Mitchada04 for a blog entry, Paultons Park 15/03/14   
    My aim this year is to visit as many of the British theme parks as possible giving this blog the name "A Year of Britain" in the hope that next year it can expand and so on Anyway, first up is the delightful Paultons Park!
    I had only been once before back when Cobra opened in 2006 and it was a really nice day out. So 8 years on it was time to see what had changed.

    Upon arrival it was raining But do not fear, it was only the bizarre but cool new raining tree!

    Although the new entrance wasn't ready and we had to go through that lovely tent it sure is a nice looking new entrance and plaza!

    This bird was certainly impressed with the new entrance!
    One thing about Paultons is how beautiful it is! The park is in a lovely country setting and has some great nature and wildlife. But it is also clear that they care about the appearance of the park which is great!


    Lots of open grass space! It's really nice as this is the first thing you see before any rides. Peaceful and tranquil.

    Before the rides opened at 10:30 we had a wander through the dinosaurs.




    All dinosaurs looked happy and well looked after so all good here.

    Not yet weird purple lava volcano drop tower with a dinosaur in the queue...

    Time for the first ride of the day on the very decent Cobra!

    It's a very blue ride! So to counteract this they have cleverly placed a red bin in the way of this shot.

    Now don't confuse Cobra with Kobra at Chessington, down here they call it The Edge. Quite easy to tell the difference, Paultons spell things properly, Merlin use stupid letters.

    After sorting that out, we rode Magma!
    Queue is weird but nicely themed, ride makes very little sense (a volcano with a dinosaur and a mine? Yeah I know...) but it was a fun ride. Made me a bit queasy as it spins slowly while dropping and goes on for ever but still fun

    Moving on we have Red boat Blue boat Up boat Down boat. I mean Raging River Rapids. Standard fun fair model but good fun and very bright!

    Look at how nice the plants around this chairswing is! And Cobra.

    We were a week early for the Victorian carousel But it looked good and the plant things around it were really cool!

    Mr Meerkat will definitely be first in line!

    What's this I see?

    Mr Penguin isn't giving it away...

    Of course it's Peppa Pig World!
    Although it was heaving in there which is good because it made the rest of the park dead, it is really well done! It's bright, cheerful, heavily detailed and the rides are based on the characters making it very popular. For what was a relatively small and unknown park, this area has given the park new life and success! They (unlike Drayton) don't keep adding to this area, they are instead using the money and improving the rest of the park adding a variety of family thrills! Merlin, Cbeebies land has a LOT to live up to.

    A ride with a sting in its tail.

    And I will finish this entry up with a picture of the really nice 4D cinema! I hear that the same company are doing the 4D cinema at Thorpe which fills me with hope as this is a really nice cinema!
  15. Like
    JoshC. got a reaction from Cal for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  16. Like
    JoshC. reacted to Mark9 for a blog entry, Drop it like it's hot.   
    In 2012, I was assigned to write a feature for Colossus's tenth birthday. The article itself was my best work if I don't say so myself. It was my intention that I would be able to do a similar piece when it came to 2003's blisteringly hot but underwhelmingly* tepid Nemesis Inferno in 2013. But this did not happen. No matter what I wrote, constructed or thought about, inspiration abandoned me and I just couldn't put together a piece that would do Inferno justice. And the problem comes down to one sticking point;
    There is just nothing special about Nemesis Inferno.

    Nemesis Inferno, distinctly middle of the road.
    But worry not fellow Thorpe fanboys and coaster nerds for the story doesn't end there. It is for that reason that for me, Nemesis Inferno is one of Thorpe's very best roller coasters and one that I get the most pleasure out of riding during a visit. Let me tell you a tale about a ride that was hyped to the max, but could never reach those lofty heights.
    Back in 2002, Colossus had done unexpected things for Thorpe, it's visitor numbers rising and rising and the construction of a brand new Inverter would have been a spectacular thing indeed for English enthusiasts. Remember, we are talking about a time when Nemesis most definitely ruled the roost in the UK and unless you were up for travelling to America, Italy or Spain, chances are it was your only shot. The hype surrounding Inferno was definitely something different, particularly when it was associated with the Nemesis name. I can remember at the time, discussion on Inferno's finale helixes being discussed as potentially as intense as Nemesis's helix after its first inversion. Talk about building the hype.

    Of course, come April 2003, Inferno opens and it isn't quite as good as it's predecessor. My favourite description at the time was a ride on Inferno's front row was not as intense as a ride on the Happy Halibuts of Octopus Garden. Talk about damning a product.
    At the time, with only Colossus complimenting Inferno, it came under harsher criticism then it probably deserved. With only two major roller coasters** to keep customers happy, Inferno came under the limelight in a way that many rides do not. After all, inverters had really boomed in the 90's with the Batman clones being installed all across America and rides that dominated their respected parks like Katun, Montu and Alpengeist. By 2003, with new types of rides starting to dominate such as sky hogging mega coasters and Intamin's brand new launch technology breaking record after record it's easy to see why Inferno was not enough and why Inferno could actually be seen as a bit, old hat.

    This is all hindsight of course. With the addition of Stealth, Saw: The Ride and The Swarm, things have increasingly changed at Thorpe and of course, so has Nemesis Inferno. As higher, faster and more attention grabbing rides have been added, Inferno has become more of a support roller coaster. When everything else goes to hell in a hand basket, Inferno is the old reliable. Always the ride with minimal queues, always the ride that eats through queues like it's going out of fashion and always the ride that delivers a smooth, intense experience. Never really pushing its customers too far but always delivering its promise of an enjoyable and satisfying ride. I know there are those that will disagree. A B&M inverter should be the absolute pinnacle of intensity, nothing should be considered more when riding this ride type. If that is the promise then Inferno doesn't deliver. Luckily, just up the M1 and left a bit is another roller coaster that does fulfil the necessary criteria.

    At Thorpe however is a ride built on the tail end of a coaster boom, one that is loved by a small but vocal minority. And for me personally, it holds some very special memories. It was my very first B&M and by default my first B&M inverter, it was the first ride that I really followed construction of and I know full well that it is my most ridden ride thanks to many Single rider sessions in 2004.
    More then most then, I can say that Inferno is an average ride at best. But even average is better then the majority of roller coasters out there. And that's good enough for me.
    Thanks for reading, Mark9

    *I made up a word just for this review. Now that is dedication for you
    **I know people will say X:/ No Way Out was a major roller coaster. it just isn't OKAY!
  17. Like
    JoshC. reacted to Mitchada04 for a blog entry, Busch Gardens   
    Welcome to part 2 of my Florida adventure at...

    Busch Gardens!

    What a beautiful day it was

    So let's leap into the action!

    And begin the day with

    Gwazi!
    I know many people detest this ride, but I love it! Yes it's a bit rough, but for me it is still a thrilling enjoyable ride! For me it will be a shame if it goes.
    ]
    The death of Gwazi is not yet confirmed but for Timbuktu it sure is.

    Glad Scorpion isn't leaving though, it is a good fun ride.

    Up on The SkyRide we saw a hippo,

    Some flamingos

    And a Cheetah hunting!

    But before all of that, the Congo is calling with the mighty Kumba roar!


    Kumba is one of the most highly rated B&M's out there and deservedly, but it doesn't have massive theming pieces which people seem to love at the moment. It is just perfectly styled as the above picture shows, whilst there is no direct theming it is a themed or well styled ride. It just works.

    Montu is the opposite, it is heavily themed.

    But also fits in. Another great example of how to do a roller coaster well.

    This Hyena is tired of rides for now though, so we will take an animal break.








    Hang on, that's not an animal! Guess it's ride time again!


    Can you do this Oblivion? No. No you can't.


    After a quick cool off from the heat it was time for Busch Gardens latest addition...


    It is such a beautiful looking ride. The green and yellow combination is great!



    It is a great family coaster! Has the punch of an Intamin launch, silky smooth, fast paced ride with some excellent pops of airtime and speedy changes in direction. Can't compare it to Maverik but this is certainly great fun!

    And away they go!

    It may not look it but it was Christmas time...

    This sign says so!

    This brings us to the end of our 2nd adventure! Next up is a world of Lego and gardens, so from me and the meerkats we will see you there!

  18. Like
    JoshC. reacted to Mitchada04 for a blog entry, SeaWorld   
    Here it is, my blog on my trip to Florida! It will be split up into 5 entries, 1 on each of the parks: SeaWorld, Busch Gardens, LEGOLAND Florida, Islands of Adventure, Universal Studios.
    Because it is always such a relaxed park and was the start and end to our holiday, first up is SeaWorld!

    It's just a lovely place to walk into and as the holidays were approaching, everywhere was all Christmassy! What more could you want?
    Of course, a B&M flyer with a water splash right in front of you as you turn the corner.

    What's its name I hear you ask...

    And up they go!
    The ride is amazing, such force on the pretzel loop and a great flying experience with some decent interaction with the waterfall entrance feature. Definitely stands proud on SeaWorld's skyline! What also makes this ride great is that if you hate rides, there is a lovely aquarium next door which shares the tank you walk past in the ride queue and has some of its own species such as an octopus.


    Moving on we find ourselves at yet more stingrays, so we must be at Stingray Lagoon!

    This pool allows you to stroke (if that's what you'd call it) stingrays! They do like to splash around though which is always good fun!
    On our way to Trek with some Turtles, these fellas swam by.

    Blue Horizons (dolphin show) is a great mix of music, colour and dolphins.


    Woah dude!

    Look a turtle!

    2 turtles!
    Turtle Trek is a lovely new attraction. Whilst I wasn't a massive fan of having to queue to see the underwater viewing, 5 minutes isn't bad and the 3D 360 degree movie was a great story! And the music in that area is so calming and relaxing.
    Time for some sunbathing.

    Who doesn't love alligators?

    Journey To Atlantis was next and I have to say, this is the ride that needs refurbing next! The dark ride bit is seriously outdated in its effects, makes little sense and is wasted potential. It just shows how old it is especially with the dark rides being made by Uni. Other than that, a good fun water ride with a coastery final drop.

    The Kraken awaited us!

    Fortunately it was wide awake so we didn't have to disturb it.

    Poor Kraken never gets any sleep with these sea lions and gulls around!

    Pirate Island! Clyde and Seamore save the day in what has to be my favourite show at SeaWorld. The humour is great and the audience interaction is amazing. A tip for everyone, get to this show 20 minutes early, it is so worth being there that early!

    Next up we travelled to a different place entirely, Antarctica!

    Where they also celebrate Christmas.


    This icy world transports you to the freezing cold penguin environment.



    The enclosure is superb! The ride good fun (mild is very mild wild is basically mild) but nonetheless a decent ride and a big improvement on the old penguin area.

    Continuing on we ascended this 300ft SkyTower.

    Previously you've had to pay for this but now it is free for everyone and offers some great views of the park and surrounding area. You can clearly see the Epcot ball, Tower of Terror, Space Mountain and Doctor Dooms Freefall.




    Jaws I mean Shark Encounter followed and hopefully this will be the next enclosure to get a refurb once the Shamu one is complete.



    We then had a go on the flamingo boats.

    Saw some actual flamingos and went on the quest for Shamu!

    As Shamu's area was being improved I hereby name this squirrel who was on the construction fence Shamu (We could have watched the show but always missed it and weren't overly fussed.

    The Polar Express will help us move along swiftly...
    To the end of our Sea World adventure, but don't fear, the adventure will continue at Busch Gardens very soon!
  19. Like
    JoshC. got a reaction from jammydodger for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  20. Like
    JoshC. got a reaction from Tom for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  21. Like
    JoshC. got a reaction from Han30 for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  22. Like
    JoshC. got a reaction from Coaster for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  23. Like
    JoshC. got a reaction from Gggggggg for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  24. Like
    JoshC. got a reaction from pluk for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
  25. Like
    JoshC. got a reaction from Inferno for a blog entry, JoshC.'s Review of the Season - 2013   
    Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
    The Swarm
    We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
    The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
    All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.

    The billboard, featuring the winning competition slogan.

    The reverse of the billboard.

    Swarm is still one of, if not, the, most photogenic rides on park.
    X
    Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
    However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
    Nemesis Inferno
    In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
    What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...

    Inferno on a sunny day.

    Inferno on its 10th birthday (look at that queue!)
    The Other Thrill Rides
    In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
    Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
    Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
    Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
    Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.

    Samurai also had a bit of trouble this season.

    Detonator stands tall as the park's most consistently good flat ride.
    The Water Rides
    With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
    The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
    Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
    As for Storm Surge, well...I'll let you fill in the gap here for yourself...

    Tidal Wave...operating in the snow.


    A variety of TPM members show off their Storm Surge reactions...
    All the Rest
    Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.

    A blank Teacups midway through the season.

    Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
    Thorpe Park Mash Up
    Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
    Sun Scream and Dr Pepper
    Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
    Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.

    Sand sculpting on the beach.


    The Colossus sculpture was highly detailed.

    The Chill Zone was very different to the usual bike stunt show which would take over the arena.

    The Red Button.
    Smaller Events
    There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
    It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
    Summer Nights
    A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
    The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
    https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc3/970827_10201707554033661_890185264_n.jpg[/img
    Queue free indeed.

    A literally empty left hand side of Swarm's station area.
    Fright Nights
    Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
    Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
    I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
    The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.


    Small theming pieces were around the park; specifically by the mazes.

    The roaming actors caused quite a crowd when they were around.
    Reserve 'n' Ride
    Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
    The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.

    When it worked, there were no queues in sight.
    Food, Drink and Merchandise
    Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
    All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
    A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!

    Amity Drop n Shop got a new sign!

    Enjoying amazing kebabs.
    Nature
    It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...

    Sunken Gardens towards the beginning of the season...

    ...and in the middle of the season.

    Swans and their babies by Swarm. They ain't afraid of no aliens.
    Other Stuff
    Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
    Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
    Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
    A Look Ahead
    2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
    Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
    So that's it for another season - onwards and upwards as they say. Thanks for reading!
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