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Benin got a reaction from pluk for a blog entry, Germany Road(works) Trip - Day 2 - Hanseatic Gerstlauers
The first day proper of the trip led us to Hansa Park, a place which I really enjoyed on my previous visit 3 years ago. Unfortunately, not much has really changed to the park overall since my last visit aside from the entrance area being tarted up. But when you have one of the best Eurofighters around (potential damning with faint praise comments here), that sits in my top 10, of course a revisit was in order.
Upon arrival a group of enthusiasts were spotted, evidenced by their gooniforms and badges. I didn’t even realise Hansa Park was big enough to have a full on fansite, but they do.
Into the park and in a similar fashion to my visit 3 years ago, the first rides were once again Nessie and Rasender Roland. Both rides are starting to feel out of place in comparison to the more recent ride additions within the park, as they lack a real theme (Nessie has slightly more of one granted). However their interaction with each other is actually well done; and Nessie is still quite forceful and full of airtime. The ride on Roland involved Nessie going around the loop right above our heads, which was equally terrifying and brilliant.
After riding those, it was time to join the queue for the main attraction at the park, Fluch von Novgorod. Those who know me know my love for this ride is pretty big, with a wonderful theme, it tells a story and the ride itself is very good fun. My main worry with it this time around was how bad it might have aged over the past 3 years, as most other Gerstlauer Eurofighters are well known for becoming rough as hell after a year or two in operation. Fortunately for Fluch, it hasn’t aged badly at all, with maybe one moment of roughness included in the layout. The launch and all indoor sections are still fab too. It’s just a shame that Gerstlauer’s other efforts seem to have had lots of problems and roughness issues over the years, as this is probably the best version of the ride type around.
Depressingly however, the exit slide was not in operation. Booooooo.
A quick second go on Fluch was had (hooray for no-one using the mid-queue single rider) before we went off into the rest of the park. Starting off with the apparent cred but not a cred El Paso Express. I didn’t do this last time around, and this weird contraption is very, very weird. It has constant back and forth motion within the track layout, and uses that mix of gravity and powered coaster. Weird but enjoyable. We also walked through the random Path of the Mayans interactive attraction, where you solve puzzles in order to progress past water features.
As we walked to our next destination, we saw the Hansa Park Goons getting a tour of Karnan. At the time of our visit it was only dirt and a giant pit, so nothing too interesting to see, so we continued to Die Glocke. Again we missed out on this last time due to the horrid throughput it has (6 people per ride), but as it was still early went for it this time. It was good fun, very spinny and had FIRE. Next door was the still well themed El Dorado Storm Surge alike, minimal wetness ensued which was relatively welcomed in the hot weather.
It was snack time!
After the delicious snacks, we headed towards the (FREE) High Ropes Course of terror! It was pretty amazing tbh, with two options for each section, each more confusing and terrifying than the last. The height factor combined with some of the rather unsturdy aspects of it led to some issues, however I made it all the way around like a boss. Huzzah!
Needing a rest after that, Schlange von Midgard was chosen as the next ride. As it was unfinished 3 years ago, I was intrigued to see what was new about it; it had some cool effects added into the lift hill, but not much else could really be done about it. I’m still confused as to why some batching rows weren’t added in the first place though, and the dragon thing wasn’t working either. Still a fun kids coaster though.
Torre del Mar was next, because a Starflyer next to a construction site is ALWAYS a good idea. Then we went on Fluch again because it’s fab before breaking for some Steak-on-a-Stick, which was extremely nom.
A random Variety Show was next, which included Trampolining people, dancing, and a man who flew a remote controlled plane around the auditorium, he was the fabbest of them all. Afterwards there was some investigation into where Karnan is going, and the weirdness of the layout needs to be confirmed, considering it’s seemingly going to go all the way down past half the park.
Space Scooter was next, which were some Dodgems with lasers to shoot at random targets around the arena. It wasn’t fun because my gun seemingly didn’t work and people actually got annoyed with you if you bumped them. Extremely rubbish, but at least it exited into a play area.
We left quickly to see the Parade go past before collecting some Crepes for some quick boost of energy, enjoyed the Magical Flower Boat Ride before another go on Fluch to finish off the day.
I like Hansa, and the stuff they’ve been doing with the entrance refurb does make it have a fantastic entrance area. Hopefully they’ll continue refurbing the park whilst developing it with the likes of Karnan because a lot of it does look slightly worn and run-down in comparison to the actual themed areas (I.e. Nessie vs Wild West area). I’ll certainly have the park back in my sights in 2016 when Karnan is finished.
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Benin got a reaction from pluk for a blog entry, Germany Road(works) Trip - Day 6 - Express Pass Interest
Movie Park Germany was the park of the day, having been a stone’s throw from it the day before, so it was a bit weird to drive to it for a second day in a row.
Upon arrival I grew frustrated by the park not opening up the turnstiles prior to the official opening, mostly due to the lack of space available to the large crowd building up outside and the low number of actual turnstiles available. Does annoy me greatly when they could instead let people into the park, get some early sales from a cold and miserable rainy day and reduce the crowd issues.
Oh well, first port of call was a shop to pay an Express Pass. For €25 you could buy an unlimited one for all but two of the rides in the park (Jet Ski ride and the 4D Cinema), a ridiculous value that either the Germans don’t buy into because they don’t like the concept or they sell barely any of. Either way, judging by the early crowds, this was to be quite an intelligent investment.
So to the rides and the first on the list was Van Helsing’s Factory, the indoor Gerst Bobsled which I had heard many good things about. We entered through the side door of the massive shed and quickly onto the ride, the station and ride cars are both nicely themed, and I do wish I had actually seen the queue line proper.
The ride starts with some faff before the first lift hill, still quite well themed before the ride begins proper. The usual stuff really from this ride type, with swooping drops and turns, and naturally the wild mouse style turns in the dark (with no brakes) made an appearance before the second tyre lift hill. Some dodgy animatronics later we’re launched up into the rest of the ride, which I have no real recollection or knowledge of as it was all dark. Eventually you hit the brakes after defeating the evil vampire.
This ride is good, very good. It’s fun, enjoyable and quite well themed throughout, with some decent effects to boot. Solid coaster to their line-up.
Unfortunately, the horizon for coasters didn’t particularly look great, so we had a quick go on the Jet Ski Patrol because of the wish to delay the inevitable. It was time for MP Express, a Vekoma SLC.
Unsurprisingly, it wasn’t very good. But the worst was still yet to come.
The next coaster wasn’t open yet, so we decided to go on High Fall, an Intamin Stand-Up Gyro Drop Tower. Oh boy was that a mistake. Combining the tilting motion with the drop and the brakes and all of a sudden the entire ride is screaming in pain and agony. The most entertainment the ride presented was the subtle change in noise as the ride hit the brakes. Again, awful.
Then it was time for Bandit, my second RCCA Wooden in the space of a month, and this was a clone of Coney Island’s Cyclone. What could POSSIBLY go wrong?
Turns out, everything.
Bandit is by a far, far margin the single worst ride I have experienced. It’s that simple. Worse than Coaster Express, worse than Baco, worse than a Volare, worse than a Screaming Squirrel. It was violent on a constant basis, shook around at every corner, juddered about and for good measure did the odd slam into the side. It was at this moment exactly that the Express Pass value came into being, as I didn’t have to queue up for the worst coaster experience of my life. I wish I had been able to burn it down; it would certainly be worth the arsony racket.
Another go on Van Helsing was needed to experience what a good coaster was, before we headed over to Nickelodeon Land to grab the kiddie creds. Starting with Backyardigans – Mission to Mars, a Vekoma Junior, Ghost Chasers, a Wild Mouse and the infamous in German Top Trumps Jimmy Neutron’s Atomic Flyer. They were all as to be expected, though Atomic Flyer was easily the best coaster of the three.
Next up was Ice Age Adventure, an indoor dark-water ride combo. It followed the plot (loosely) of the first film, with some typical dodgy animatronics and theming throughout. The interesting part came with the drop, which essentially made it a cred. Was pleasantly surprised by it.
Time for a random crappy flat ride in Splat-o-Sphere. Had never done an Aileron before, probably won’t ever again since it was pretty dull. We saw a couple of shows around this time which were all pretty standard theme park affair (at least, with those who care about shows, not UK park level). Then it was time for the Van Helsing Show.
Impressive set aside, the show fell quite flat. Lots of dialogue, weird plot and a really bad werewolf costume mixed in with some rather poorly done fight scenes made it quite a disappointment. Points for trying/effort, but not much else positive.
As we were walking past it would have been rude to not ride Van Helsing – The Cred again before heading back to the main entrance where (strangely) two big rides sit.
First up, was new for this year The Lost Temple, to which I was very excited about, and it was probably my most anticipated ride of the entire trip. And whilst it is not a flawless dark ride, it is still entertaining, and above all well themed.
I think the major flaw with it is the actual ride system. It lacks throughput and if you’re sat in the very front (like myself) then you lose quite a lot of what is actually going on around you. That being said, the theming within the queueline and pre-shows are brilliant, and it has an actual lift rather than a fake Sub Terra style one (indeed, the ride does share some similarities with Sub Terra in some aspects). Good addition to the park and hopefully more a sign of things to come from them.
Next door was Alien Encounter, a quite randomly themed water ride with extended dark ride (and backwards) sections. It was quite cool it must be said, with an awesome Pepper’s Ghost effect, but it is also very dated at the same time.
We caught the parade (which was generic) before having a go on Time Riders, featuring John Cleese speaking German. It had an obscene amount of pre-shows that ended in a random tiny simulator. I remarked at some point that it reminded me of the Batman simulator at Madrid, turns out it WAS one once upon a time. It found itself in a similar position to the Batman ride in Madrid, so crap it was actually funny. Though it felt so wrong hearing Mr Cleese speaking German.
We rode Van Helsing again before seeing the Crazy Cops Stunt Show, which was alright and typical of your basic stunt show. The guys did well in the very wet conditions mind. Least there wasn’t any audience participation faff this time.
Van Helsing was ridden again before some food and show times again. Afterwards we did Van Helsing again (a pattern emerged very early on in the day it must be said, not helped by the central location of said cred).
We had a look towards Lost Temple again but unfortunately it was shut (it’s been having LOTS of problems this year), so Jimmy Neutron was ridden again (for some reason, I’m still not sure why) before we did the Fairy World Spin Teacups, which were generic as well. Van Helsing was ridden again before we rode the Crazy Surfer Disko Coaster (which had a lot of bounce to it) and the Santa Monica Pier Carousel, which was actually a Chairswing. The hope was to finish the day on Van Helsing but unfortunately they had seemingly closed it early. Sad face.
We stopped off at the Happiness Station for epic ice cream before heading home.
Movie Park is ok, just full of utter, utter crap for the most part. The layout doesn’t help it much, since half the park is pretty much dedicated to Nickelodeon (Ice Age and Mystery River aside), two major attractions at the entrance is also a weird design choice. The major issue is that only one of the coasters is actually good, with the two big draws being crap, some future choices would be served well into getting some good adult rides, as the park is pretty well served for families/kids. Removing Bandit, High Fall and MP Express would be an excellent start and getting some heavily themed coasters that are good could help put the park on the map a little bit more.
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Benin got a reaction from InfernoMartin for a blog entry, Germany Road(works) Trip - Day 6 - Express Pass Interest
Movie Park Germany was the park of the day, having been a stone’s throw from it the day before, so it was a bit weird to drive to it for a second day in a row.
Upon arrival I grew frustrated by the park not opening up the turnstiles prior to the official opening, mostly due to the lack of space available to the large crowd building up outside and the low number of actual turnstiles available. Does annoy me greatly when they could instead let people into the park, get some early sales from a cold and miserable rainy day and reduce the crowd issues.
Oh well, first port of call was a shop to pay an Express Pass. For €25 you could buy an unlimited one for all but two of the rides in the park (Jet Ski ride and the 4D Cinema), a ridiculous value that either the Germans don’t buy into because they don’t like the concept or they sell barely any of. Either way, judging by the early crowds, this was to be quite an intelligent investment.
So to the rides and the first on the list was Van Helsing’s Factory, the indoor Gerst Bobsled which I had heard many good things about. We entered through the side door of the massive shed and quickly onto the ride, the station and ride cars are both nicely themed, and I do wish I had actually seen the queue line proper.
The ride starts with some faff before the first lift hill, still quite well themed before the ride begins proper. The usual stuff really from this ride type, with swooping drops and turns, and naturally the wild mouse style turns in the dark (with no brakes) made an appearance before the second tyre lift hill. Some dodgy animatronics later we’re launched up into the rest of the ride, which I have no real recollection or knowledge of as it was all dark. Eventually you hit the brakes after defeating the evil vampire.
This ride is good, very good. It’s fun, enjoyable and quite well themed throughout, with some decent effects to boot. Solid coaster to their line-up.
Unfortunately, the horizon for coasters didn’t particularly look great, so we had a quick go on the Jet Ski Patrol because of the wish to delay the inevitable. It was time for MP Express, a Vekoma SLC.
Unsurprisingly, it wasn’t very good. But the worst was still yet to come.
The next coaster wasn’t open yet, so we decided to go on High Fall, an Intamin Stand-Up Gyro Drop Tower. Oh boy was that a mistake. Combining the tilting motion with the drop and the brakes and all of a sudden the entire ride is screaming in pain and agony. The most entertainment the ride presented was the subtle change in noise as the ride hit the brakes. Again, awful.
Then it was time for Bandit, my second RCCA Wooden in the space of a month, and this was a clone of Coney Island’s Cyclone. What could POSSIBLY go wrong?
Turns out, everything.
Bandit is by a far, far margin the single worst ride I have experienced. It’s that simple. Worse than Coaster Express, worse than Baco, worse than a Volare, worse than a Screaming Squirrel. It was violent on a constant basis, shook around at every corner, juddered about and for good measure did the odd slam into the side. It was at this moment exactly that the Express Pass value came into being, as I didn’t have to queue up for the worst coaster experience of my life. I wish I had been able to burn it down; it would certainly be worth the arsony racket.
Another go on Van Helsing was needed to experience what a good coaster was, before we headed over to Nickelodeon Land to grab the kiddie creds. Starting with Backyardigans – Mission to Mars, a Vekoma Junior, Ghost Chasers, a Wild Mouse and the infamous in German Top Trumps Jimmy Neutron’s Atomic Flyer. They were all as to be expected, though Atomic Flyer was easily the best coaster of the three.
Next up was Ice Age Adventure, an indoor dark-water ride combo. It followed the plot (loosely) of the first film, with some typical dodgy animatronics and theming throughout. The interesting part came with the drop, which essentially made it a cred. Was pleasantly surprised by it.
Time for a random crappy flat ride in Splat-o-Sphere. Had never done an Aileron before, probably won’t ever again since it was pretty dull. We saw a couple of shows around this time which were all pretty standard theme park affair (at least, with those who care about shows, not UK park level). Then it was time for the Van Helsing Show.
Impressive set aside, the show fell quite flat. Lots of dialogue, weird plot and a really bad werewolf costume mixed in with some rather poorly done fight scenes made it quite a disappointment. Points for trying/effort, but not much else positive.
As we were walking past it would have been rude to not ride Van Helsing – The Cred again before heading back to the main entrance where (strangely) two big rides sit.
First up, was new for this year The Lost Temple, to which I was very excited about, and it was probably my most anticipated ride of the entire trip. And whilst it is not a flawless dark ride, it is still entertaining, and above all well themed.
I think the major flaw with it is the actual ride system. It lacks throughput and if you’re sat in the very front (like myself) then you lose quite a lot of what is actually going on around you. That being said, the theming within the queueline and pre-shows are brilliant, and it has an actual lift rather than a fake Sub Terra style one (indeed, the ride does share some similarities with Sub Terra in some aspects). Good addition to the park and hopefully more a sign of things to come from them.
Next door was Alien Encounter, a quite randomly themed water ride with extended dark ride (and backwards) sections. It was quite cool it must be said, with an awesome Pepper’s Ghost effect, but it is also very dated at the same time.
We caught the parade (which was generic) before having a go on Time Riders, featuring John Cleese speaking German. It had an obscene amount of pre-shows that ended in a random tiny simulator. I remarked at some point that it reminded me of the Batman simulator at Madrid, turns out it WAS one once upon a time. It found itself in a similar position to the Batman ride in Madrid, so crap it was actually funny. Though it felt so wrong hearing Mr Cleese speaking German.
We rode Van Helsing again before seeing the Crazy Cops Stunt Show, which was alright and typical of your basic stunt show. The guys did well in the very wet conditions mind. Least there wasn’t any audience participation faff this time.
Van Helsing was ridden again before some food and show times again. Afterwards we did Van Helsing again (a pattern emerged very early on in the day it must be said, not helped by the central location of said cred).
We had a look towards Lost Temple again but unfortunately it was shut (it’s been having LOTS of problems this year), so Jimmy Neutron was ridden again (for some reason, I’m still not sure why) before we did the Fairy World Spin Teacups, which were generic as well. Van Helsing was ridden again before we rode the Crazy Surfer Disko Coaster (which had a lot of bounce to it) and the Santa Monica Pier Carousel, which was actually a Chairswing. The hope was to finish the day on Van Helsing but unfortunately they had seemingly closed it early. Sad face.
We stopped off at the Happiness Station for epic ice cream before heading home.
Movie Park is ok, just full of utter, utter crap for the most part. The layout doesn’t help it much, since half the park is pretty much dedicated to Nickelodeon (Ice Age and Mystery River aside), two major attractions at the entrance is also a weird design choice. The major issue is that only one of the coasters is actually good, with the two big draws being crap, some future choices would be served well into getting some good adult rides, as the park is pretty well served for families/kids. Removing Bandit, High Fall and MP Express would be an excellent start and getting some heavily themed coasters that are good could help put the park on the map a little bit more.
-
Benin got a reaction from EC! for a blog entry, Germany Road(works) Trip - Day 6 - Express Pass Interest
Movie Park Germany was the park of the day, having been a stone’s throw from it the day before, so it was a bit weird to drive to it for a second day in a row.
Upon arrival I grew frustrated by the park not opening up the turnstiles prior to the official opening, mostly due to the lack of space available to the large crowd building up outside and the low number of actual turnstiles available. Does annoy me greatly when they could instead let people into the park, get some early sales from a cold and miserable rainy day and reduce the crowd issues.
Oh well, first port of call was a shop to pay an Express Pass. For €25 you could buy an unlimited one for all but two of the rides in the park (Jet Ski ride and the 4D Cinema), a ridiculous value that either the Germans don’t buy into because they don’t like the concept or they sell barely any of. Either way, judging by the early crowds, this was to be quite an intelligent investment.
So to the rides and the first on the list was Van Helsing’s Factory, the indoor Gerst Bobsled which I had heard many good things about. We entered through the side door of the massive shed and quickly onto the ride, the station and ride cars are both nicely themed, and I do wish I had actually seen the queue line proper.
The ride starts with some faff before the first lift hill, still quite well themed before the ride begins proper. The usual stuff really from this ride type, with swooping drops and turns, and naturally the wild mouse style turns in the dark (with no brakes) made an appearance before the second tyre lift hill. Some dodgy animatronics later we’re launched up into the rest of the ride, which I have no real recollection or knowledge of as it was all dark. Eventually you hit the brakes after defeating the evil vampire.
This ride is good, very good. It’s fun, enjoyable and quite well themed throughout, with some decent effects to boot. Solid coaster to their line-up.
Unfortunately, the horizon for coasters didn’t particularly look great, so we had a quick go on the Jet Ski Patrol because of the wish to delay the inevitable. It was time for MP Express, a Vekoma SLC.
Unsurprisingly, it wasn’t very good. But the worst was still yet to come.
The next coaster wasn’t open yet, so we decided to go on High Fall, an Intamin Stand-Up Gyro Drop Tower. Oh boy was that a mistake. Combining the tilting motion with the drop and the brakes and all of a sudden the entire ride is screaming in pain and agony. The most entertainment the ride presented was the subtle change in noise as the ride hit the brakes. Again, awful.
Then it was time for Bandit, my second RCCA Wooden in the space of a month, and this was a clone of Coney Island’s Cyclone. What could POSSIBLY go wrong?
Turns out, everything.
Bandit is by a far, far margin the single worst ride I have experienced. It’s that simple. Worse than Coaster Express, worse than Baco, worse than a Volare, worse than a Screaming Squirrel. It was violent on a constant basis, shook around at every corner, juddered about and for good measure did the odd slam into the side. It was at this moment exactly that the Express Pass value came into being, as I didn’t have to queue up for the worst coaster experience of my life. I wish I had been able to burn it down; it would certainly be worth the arsony racket.
Another go on Van Helsing was needed to experience what a good coaster was, before we headed over to Nickelodeon Land to grab the kiddie creds. Starting with Backyardigans – Mission to Mars, a Vekoma Junior, Ghost Chasers, a Wild Mouse and the infamous in German Top Trumps Jimmy Neutron’s Atomic Flyer. They were all as to be expected, though Atomic Flyer was easily the best coaster of the three.
Next up was Ice Age Adventure, an indoor dark-water ride combo. It followed the plot (loosely) of the first film, with some typical dodgy animatronics and theming throughout. The interesting part came with the drop, which essentially made it a cred. Was pleasantly surprised by it.
Time for a random crappy flat ride in Splat-o-Sphere. Had never done an Aileron before, probably won’t ever again since it was pretty dull. We saw a couple of shows around this time which were all pretty standard theme park affair (at least, with those who care about shows, not UK park level). Then it was time for the Van Helsing Show.
Impressive set aside, the show fell quite flat. Lots of dialogue, weird plot and a really bad werewolf costume mixed in with some rather poorly done fight scenes made it quite a disappointment. Points for trying/effort, but not much else positive.
As we were walking past it would have been rude to not ride Van Helsing – The Cred again before heading back to the main entrance where (strangely) two big rides sit.
First up, was new for this year The Lost Temple, to which I was very excited about, and it was probably my most anticipated ride of the entire trip. And whilst it is not a flawless dark ride, it is still entertaining, and above all well themed.
I think the major flaw with it is the actual ride system. It lacks throughput and if you’re sat in the very front (like myself) then you lose quite a lot of what is actually going on around you. That being said, the theming within the queueline and pre-shows are brilliant, and it has an actual lift rather than a fake Sub Terra style one (indeed, the ride does share some similarities with Sub Terra in some aspects). Good addition to the park and hopefully more a sign of things to come from them.
Next door was Alien Encounter, a quite randomly themed water ride with extended dark ride (and backwards) sections. It was quite cool it must be said, with an awesome Pepper’s Ghost effect, but it is also very dated at the same time.
We caught the parade (which was generic) before having a go on Time Riders, featuring John Cleese speaking German. It had an obscene amount of pre-shows that ended in a random tiny simulator. I remarked at some point that it reminded me of the Batman simulator at Madrid, turns out it WAS one once upon a time. It found itself in a similar position to the Batman ride in Madrid, so crap it was actually funny. Though it felt so wrong hearing Mr Cleese speaking German.
We rode Van Helsing again before seeing the Crazy Cops Stunt Show, which was alright and typical of your basic stunt show. The guys did well in the very wet conditions mind. Least there wasn’t any audience participation faff this time.
Van Helsing was ridden again before some food and show times again. Afterwards we did Van Helsing again (a pattern emerged very early on in the day it must be said, not helped by the central location of said cred).
We had a look towards Lost Temple again but unfortunately it was shut (it’s been having LOTS of problems this year), so Jimmy Neutron was ridden again (for some reason, I’m still not sure why) before we did the Fairy World Spin Teacups, which were generic as well. Van Helsing was ridden again before we rode the Crazy Surfer Disko Coaster (which had a lot of bounce to it) and the Santa Monica Pier Carousel, which was actually a Chairswing. The hope was to finish the day on Van Helsing but unfortunately they had seemingly closed it early. Sad face.
We stopped off at the Happiness Station for epic ice cream before heading home.
Movie Park is ok, just full of utter, utter crap for the most part. The layout doesn’t help it much, since half the park is pretty much dedicated to Nickelodeon (Ice Age and Mystery River aside), two major attractions at the entrance is also a weird design choice. The major issue is that only one of the coasters is actually good, with the two big draws being crap, some future choices would be served well into getting some good adult rides, as the park is pretty well served for families/kids. Removing Bandit, High Fall and MP Express would be an excellent start and getting some heavily themed coasters that are good could help put the park on the map a little bit more.
-
Benin got a reaction from JoshC. for a blog entry, Germany Road(works) Trip - Day 6 - Express Pass Interest
Movie Park Germany was the park of the day, having been a stone’s throw from it the day before, so it was a bit weird to drive to it for a second day in a row.
Upon arrival I grew frustrated by the park not opening up the turnstiles prior to the official opening, mostly due to the lack of space available to the large crowd building up outside and the low number of actual turnstiles available. Does annoy me greatly when they could instead let people into the park, get some early sales from a cold and miserable rainy day and reduce the crowd issues.
Oh well, first port of call was a shop to pay an Express Pass. For €25 you could buy an unlimited one for all but two of the rides in the park (Jet Ski ride and the 4D Cinema), a ridiculous value that either the Germans don’t buy into because they don’t like the concept or they sell barely any of. Either way, judging by the early crowds, this was to be quite an intelligent investment.
So to the rides and the first on the list was Van Helsing’s Factory, the indoor Gerst Bobsled which I had heard many good things about. We entered through the side door of the massive shed and quickly onto the ride, the station and ride cars are both nicely themed, and I do wish I had actually seen the queue line proper.
The ride starts with some faff before the first lift hill, still quite well themed before the ride begins proper. The usual stuff really from this ride type, with swooping drops and turns, and naturally the wild mouse style turns in the dark (with no brakes) made an appearance before the second tyre lift hill. Some dodgy animatronics later we’re launched up into the rest of the ride, which I have no real recollection or knowledge of as it was all dark. Eventually you hit the brakes after defeating the evil vampire.
This ride is good, very good. It’s fun, enjoyable and quite well themed throughout, with some decent effects to boot. Solid coaster to their line-up.
Unfortunately, the horizon for coasters didn’t particularly look great, so we had a quick go on the Jet Ski Patrol because of the wish to delay the inevitable. It was time for MP Express, a Vekoma SLC.
Unsurprisingly, it wasn’t very good. But the worst was still yet to come.
The next coaster wasn’t open yet, so we decided to go on High Fall, an Intamin Stand-Up Gyro Drop Tower. Oh boy was that a mistake. Combining the tilting motion with the drop and the brakes and all of a sudden the entire ride is screaming in pain and agony. The most entertainment the ride presented was the subtle change in noise as the ride hit the brakes. Again, awful.
Then it was time for Bandit, my second RCCA Wooden in the space of a month, and this was a clone of Coney Island’s Cyclone. What could POSSIBLY go wrong?
Turns out, everything.
Bandit is by a far, far margin the single worst ride I have experienced. It’s that simple. Worse than Coaster Express, worse than Baco, worse than a Volare, worse than a Screaming Squirrel. It was violent on a constant basis, shook around at every corner, juddered about and for good measure did the odd slam into the side. It was at this moment exactly that the Express Pass value came into being, as I didn’t have to queue up for the worst coaster experience of my life. I wish I had been able to burn it down; it would certainly be worth the arsony racket.
Another go on Van Helsing was needed to experience what a good coaster was, before we headed over to Nickelodeon Land to grab the kiddie creds. Starting with Backyardigans – Mission to Mars, a Vekoma Junior, Ghost Chasers, a Wild Mouse and the infamous in German Top Trumps Jimmy Neutron’s Atomic Flyer. They were all as to be expected, though Atomic Flyer was easily the best coaster of the three.
Next up was Ice Age Adventure, an indoor dark-water ride combo. It followed the plot (loosely) of the first film, with some typical dodgy animatronics and theming throughout. The interesting part came with the drop, which essentially made it a cred. Was pleasantly surprised by it.
Time for a random crappy flat ride in Splat-o-Sphere. Had never done an Aileron before, probably won’t ever again since it was pretty dull. We saw a couple of shows around this time which were all pretty standard theme park affair (at least, with those who care about shows, not UK park level). Then it was time for the Van Helsing Show.
Impressive set aside, the show fell quite flat. Lots of dialogue, weird plot and a really bad werewolf costume mixed in with some rather poorly done fight scenes made it quite a disappointment. Points for trying/effort, but not much else positive.
As we were walking past it would have been rude to not ride Van Helsing – The Cred again before heading back to the main entrance where (strangely) two big rides sit.
First up, was new for this year The Lost Temple, to which I was very excited about, and it was probably my most anticipated ride of the entire trip. And whilst it is not a flawless dark ride, it is still entertaining, and above all well themed.
I think the major flaw with it is the actual ride system. It lacks throughput and if you’re sat in the very front (like myself) then you lose quite a lot of what is actually going on around you. That being said, the theming within the queueline and pre-shows are brilliant, and it has an actual lift rather than a fake Sub Terra style one (indeed, the ride does share some similarities with Sub Terra in some aspects). Good addition to the park and hopefully more a sign of things to come from them.
Next door was Alien Encounter, a quite randomly themed water ride with extended dark ride (and backwards) sections. It was quite cool it must be said, with an awesome Pepper’s Ghost effect, but it is also very dated at the same time.
We caught the parade (which was generic) before having a go on Time Riders, featuring John Cleese speaking German. It had an obscene amount of pre-shows that ended in a random tiny simulator. I remarked at some point that it reminded me of the Batman simulator at Madrid, turns out it WAS one once upon a time. It found itself in a similar position to the Batman ride in Madrid, so crap it was actually funny. Though it felt so wrong hearing Mr Cleese speaking German.
We rode Van Helsing again before seeing the Crazy Cops Stunt Show, which was alright and typical of your basic stunt show. The guys did well in the very wet conditions mind. Least there wasn’t any audience participation faff this time.
Van Helsing was ridden again before some food and show times again. Afterwards we did Van Helsing again (a pattern emerged very early on in the day it must be said, not helped by the central location of said cred).
We had a look towards Lost Temple again but unfortunately it was shut (it’s been having LOTS of problems this year), so Jimmy Neutron was ridden again (for some reason, I’m still not sure why) before we did the Fairy World Spin Teacups, which were generic as well. Van Helsing was ridden again before we rode the Crazy Surfer Disko Coaster (which had a lot of bounce to it) and the Santa Monica Pier Carousel, which was actually a Chairswing. The hope was to finish the day on Van Helsing but unfortunately they had seemingly closed it early. Sad face.
We stopped off at the Happiness Station for epic ice cream before heading home.
Movie Park is ok, just full of utter, utter crap for the most part. The layout doesn’t help it much, since half the park is pretty much dedicated to Nickelodeon (Ice Age and Mystery River aside), two major attractions at the entrance is also a weird design choice. The major issue is that only one of the coasters is actually good, with the two big draws being crap, some future choices would be served well into getting some good adult rides, as the park is pretty well served for families/kids. Removing Bandit, High Fall and MP Express would be an excellent start and getting some heavily themed coasters that are good could help put the park on the map a little bit more.
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Benin got a reaction from Matt 236 for a blog entry, Germany Road(works) Trip - Day 6 - Express Pass Interest
Movie Park Germany was the park of the day, having been a stone’s throw from it the day before, so it was a bit weird to drive to it for a second day in a row.
Upon arrival I grew frustrated by the park not opening up the turnstiles prior to the official opening, mostly due to the lack of space available to the large crowd building up outside and the low number of actual turnstiles available. Does annoy me greatly when they could instead let people into the park, get some early sales from a cold and miserable rainy day and reduce the crowd issues.
Oh well, first port of call was a shop to pay an Express Pass. For €25 you could buy an unlimited one for all but two of the rides in the park (Jet Ski ride and the 4D Cinema), a ridiculous value that either the Germans don’t buy into because they don’t like the concept or they sell barely any of. Either way, judging by the early crowds, this was to be quite an intelligent investment.
So to the rides and the first on the list was Van Helsing’s Factory, the indoor Gerst Bobsled which I had heard many good things about. We entered through the side door of the massive shed and quickly onto the ride, the station and ride cars are both nicely themed, and I do wish I had actually seen the queue line proper.
The ride starts with some faff before the first lift hill, still quite well themed before the ride begins proper. The usual stuff really from this ride type, with swooping drops and turns, and naturally the wild mouse style turns in the dark (with no brakes) made an appearance before the second tyre lift hill. Some dodgy animatronics later we’re launched up into the rest of the ride, which I have no real recollection or knowledge of as it was all dark. Eventually you hit the brakes after defeating the evil vampire.
This ride is good, very good. It’s fun, enjoyable and quite well themed throughout, with some decent effects to boot. Solid coaster to their line-up.
Unfortunately, the horizon for coasters didn’t particularly look great, so we had a quick go on the Jet Ski Patrol because of the wish to delay the inevitable. It was time for MP Express, a Vekoma SLC.
Unsurprisingly, it wasn’t very good. But the worst was still yet to come.
The next coaster wasn’t open yet, so we decided to go on High Fall, an Intamin Stand-Up Gyro Drop Tower. Oh boy was that a mistake. Combining the tilting motion with the drop and the brakes and all of a sudden the entire ride is screaming in pain and agony. The most entertainment the ride presented was the subtle change in noise as the ride hit the brakes. Again, awful.
Then it was time for Bandit, my second RCCA Wooden in the space of a month, and this was a clone of Coney Island’s Cyclone. What could POSSIBLY go wrong?
Turns out, everything.
Bandit is by a far, far margin the single worst ride I have experienced. It’s that simple. Worse than Coaster Express, worse than Baco, worse than a Volare, worse than a Screaming Squirrel. It was violent on a constant basis, shook around at every corner, juddered about and for good measure did the odd slam into the side. It was at this moment exactly that the Express Pass value came into being, as I didn’t have to queue up for the worst coaster experience of my life. I wish I had been able to burn it down; it would certainly be worth the arsony racket.
Another go on Van Helsing was needed to experience what a good coaster was, before we headed over to Nickelodeon Land to grab the kiddie creds. Starting with Backyardigans – Mission to Mars, a Vekoma Junior, Ghost Chasers, a Wild Mouse and the infamous in German Top Trumps Jimmy Neutron’s Atomic Flyer. They were all as to be expected, though Atomic Flyer was easily the best coaster of the three.
Next up was Ice Age Adventure, an indoor dark-water ride combo. It followed the plot (loosely) of the first film, with some typical dodgy animatronics and theming throughout. The interesting part came with the drop, which essentially made it a cred. Was pleasantly surprised by it.
Time for a random crappy flat ride in Splat-o-Sphere. Had never done an Aileron before, probably won’t ever again since it was pretty dull. We saw a couple of shows around this time which were all pretty standard theme park affair (at least, with those who care about shows, not UK park level). Then it was time for the Van Helsing Show.
Impressive set aside, the show fell quite flat. Lots of dialogue, weird plot and a really bad werewolf costume mixed in with some rather poorly done fight scenes made it quite a disappointment. Points for trying/effort, but not much else positive.
As we were walking past it would have been rude to not ride Van Helsing – The Cred again before heading back to the main entrance where (strangely) two big rides sit.
First up, was new for this year The Lost Temple, to which I was very excited about, and it was probably my most anticipated ride of the entire trip. And whilst it is not a flawless dark ride, it is still entertaining, and above all well themed.
I think the major flaw with it is the actual ride system. It lacks throughput and if you’re sat in the very front (like myself) then you lose quite a lot of what is actually going on around you. That being said, the theming within the queueline and pre-shows are brilliant, and it has an actual lift rather than a fake Sub Terra style one (indeed, the ride does share some similarities with Sub Terra in some aspects). Good addition to the park and hopefully more a sign of things to come from them.
Next door was Alien Encounter, a quite randomly themed water ride with extended dark ride (and backwards) sections. It was quite cool it must be said, with an awesome Pepper’s Ghost effect, but it is also very dated at the same time.
We caught the parade (which was generic) before having a go on Time Riders, featuring John Cleese speaking German. It had an obscene amount of pre-shows that ended in a random tiny simulator. I remarked at some point that it reminded me of the Batman simulator at Madrid, turns out it WAS one once upon a time. It found itself in a similar position to the Batman ride in Madrid, so crap it was actually funny. Though it felt so wrong hearing Mr Cleese speaking German.
We rode Van Helsing again before seeing the Crazy Cops Stunt Show, which was alright and typical of your basic stunt show. The guys did well in the very wet conditions mind. Least there wasn’t any audience participation faff this time.
Van Helsing was ridden again before some food and show times again. Afterwards we did Van Helsing again (a pattern emerged very early on in the day it must be said, not helped by the central location of said cred).
We had a look towards Lost Temple again but unfortunately it was shut (it’s been having LOTS of problems this year), so Jimmy Neutron was ridden again (for some reason, I’m still not sure why) before we did the Fairy World Spin Teacups, which were generic as well. Van Helsing was ridden again before we rode the Crazy Surfer Disko Coaster (which had a lot of bounce to it) and the Santa Monica Pier Carousel, which was actually a Chairswing. The hope was to finish the day on Van Helsing but unfortunately they had seemingly closed it early. Sad face.
We stopped off at the Happiness Station for epic ice cream before heading home.
Movie Park is ok, just full of utter, utter crap for the most part. The layout doesn’t help it much, since half the park is pretty much dedicated to Nickelodeon (Ice Age and Mystery River aside), two major attractions at the entrance is also a weird design choice. The major issue is that only one of the coasters is actually good, with the two big draws being crap, some future choices would be served well into getting some good adult rides, as the park is pretty well served for families/kids. Removing Bandit, High Fall and MP Express would be an excellent start and getting some heavily themed coasters that are good could help put the park on the map a little bit more.
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Benin got a reaction from Mitchada04 for a blog entry, Germany Road(works) Trip - Day 3 - Flight of the Jahreskarte
Ah Heide, the weird red-headed step-child of the Merlin machine from my last visit, with its strange mixture of music and atmosphere seemingly stolen from other parks. It lured me back with the prospect of completing the European B&M collection (of course, until Garda and Efteling’s ones open next year), and an attempt to ride Colossos again to see if I can actually like it.
First thing was first though, and that was to collect our German MAPs. The reasons for this were for the free entry to Gardaland and the complimentary Q-Bot at both Heide and Legoland Germany. Considering how busy Heide was looking prior to opening, this was a good choice.
Passes and Q-Bot acquired, we moved straight over to Flug von Damenon. Unlike Swarm, this has a sensible queue-line, the splits just before the batching point, has enough space in the station for 2 trains worth of people AND most importantly has a rotating bag holder at each row. How this logic never made it to Thorpe I’ll never know, because it runs a lot more efficiently.
However, the ride itself is unfortunately lacklustre, and I’m still not sure if I place it above or below Swarm. The layout is quite good, and with a bit more speed might not have the sort of dead spots that you see in Swarm’s over-sized flat turnaround and the finale. But it is quite slow and lumbering, and even worse, has an awful, awful bounce already. The bounce is what ruins the ride really, it’s so strange that a brand new ride can have that so early in its life. Perhaps the design of the ride and the layout being quite tight (Raptor and Swarm are both drawn out) means that there are higher levels of force acting upon the train, and because of the vibration that naturally happens anyway on these train styles, it just becomes more noticeable under heavier force.
Either way, a bitter disappointment, and Raptor is still quite easily the best Wing-Rider I’ve experienced.
One positive for Flug is the single rider queue, which when combined with a reasonably epic batcher man, went quickly. After the second ride it was time to ride Krake with the finished boat section. I still liked it a lot from my first rides, especially as it amazed the Germans from the visual perspective. It still does that, and it delivers a fair whack of airtime after the inversion nowadays. They’ve also added a dedicated front row queue to it, which is a slight improvement, but a real improvement would have been to batch it all in, especially given how Q-Bots enter the station building in an awkward fashion.
We had some Crepes whilst we waited for our next booking, Colossos. I distinctly remember being completely non-plussed about this ride on my previous visit, soul-less rubbish I called it. After my recent enjoyment of Balder I thought however that this viewpoint could well change, and to see if it was accurate the back row was chosen.
My viewpoint on Colossos has not changed. The first drop is wonderful, but everything else just seems poor. Just found it extremely difficult to actually enjoy the hills, the corners are duller than Balder’s and that long helix is really rattly. It just simply doesn’t do anything for me and I doubt it ever will.
Grottenblitz was next, one of my least favourite Mack Powered coasters, before we broke for lunch at Pizza Pasta. I forget how much it was, but the pizza slices are quite simply ridiculous. I spent some time afterwards taking photos from the terrace outside.
Straight after lunch was time for Desert Race, the slightly better version of Rita (again, damning with faint praise), before it was time to see the Madagascar Circus Show.
Unlike Chessie’s version, this one is indoors, and as a result you need to acquire a ticket for the next showing. A good idea really, as it prevents mass crowds building up and then having to close off the building and disappointing guests. Also unlike Chessie’s version, this one is actually good, as it more appears to be a circus show that just so happens to have a Madagascar related storyline to tie it all together. It also had fire.
It was time to whore out the Q-Bot some more (although Heide have a rubbish tier system of either having select rides depending on your choice, but a decent idea in limiting the amount of times you can use it on each ride, so we had 2 goes on every major coaster but Flug). So we rode Krake, Flug and Schweizer Bobbahn, which wasn’t very good, before riding Desert Race again.
There was a long gap for Colossos so we used it riding the two water rides in the middle of the park. They were a well deserved rest in amongst the constant cred riding it must be said. Colossos was still a disappointment.
The random Pirate Show was next, which was extremely weird and random. Didn’t really get it so we ran away early for our Krake time slot before two last goes on Flug to finish off the day.
Heide is such a weird park, I don’t really know if I like it or not. The rides don’t really do that much for me (Krake being the best, Scream was closed all day) and the park is a weird mish-mash of half-arsed theming attempts and some completely closed off areas. They have started to get an unique identity to themselves with the addition of several IMAScore music dotted around the park to remove old Tussauds themes, but there’s still a lot of flaws around the park. Their ents budget has also seemingly been slashed to bits as one arena stood empty.
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Benin got a reaction from pluk for a blog entry, Germany Road(works) Trip - Day 4 - Serengetting Creds
Another day and this time it was off to the first random small park of the trip in Serengeti Park, which is Germany’s version of West Midlands Safari Park. But this one had two fantastic attractions which were worth the entrance fee alone.
Unlike everyone else visiting, we weren’t doing the safari portion of the park, as a hire car and an animal safari would probably not combine well in my mind, so we walked into the ride area to find absolutely nothing open. Presumably because they assume that all the sensible people will be driving around looking at animals for hours first.
As a result, we waited for the AquaSafari to open. This is one of those hoverboat things you tend to see in Florida, so it was an interesting concept for this random park in Germany to have. No seatbelts or lifejackets for the riders to boot (children needed lifejackets), classic H&S there.
It starts off like Jungle Cruise, with dodgy animal animatronics doing dodgy actions, before an open lake reveals itself and the boat bombs around it a few times, before it leaves for one last random thing to happen and head back to the dock. It’s insanely weird but I really liked it because of the crappy Jungle Cruise rip-off aspect to begin with before the fun of darting around a lake.
Next up we decided to head towards their other safari attraction, DschungleSafari, which can only be described as “This is what Chessington wanted Zufari to be, only tonnes better”. Two ways it does this from just boarding the vehicle are being able to see out the front of the vehicle, and having a driver that interacts with the riders.
You begin with a quick dart out into the real safari area on an off-road track not accessible to normal visitors, passing the usual array of Savannah animals until you head back into the jungle/woodland. This is where things get REALLY interesting.
Once in the woodland, you go on this long trek through them, encountering various scenes of more dodgy animatronics, a danger cave, trick track and many other things. It’s hilarity at its finest, with the stand-out moment being some talking ostriches about half-way through. You begin to think after every scene that it has to be over now, but another corner leads into another scene. Absolutely brilliant and this should make people want to visit.
After that we wandered around the monkey zoo they have, was quite good actually, with some proper walkthroughs dotted around.
It was time for the two creds on the park. Firstly there was a Zierer Tivoli, Froschflitzer, which was meh. This meh was followed up by more meh as we rode the Huss Condor. Finally we rode my first S&MCo coaster (actually the company title) Die! Wilde Maus, which was a mental kiddie coaster with lots of scary airtime.
We had a dodgy burger for lunch and settled to watch some shows, including another Trampolining Show, then the show after that got cancelled, so we hopped on the train and did their Wanyama Village style area. The huts pictured are actually part of the on-site accommodation.
More wandering happened and we visited another walkthrough before seeing a Dive and Acrobatics Show.
Then we headed back to the hotel. Serengeti is actually quite a decent park considering that the safari park is the main aspect of it. Interestingly the land it’s on is also huge and there is plenty of space for future expansion, be it for more animal enclosures dotted around (there weren’t THAT many aside from all the monkeys), or for some actual ride expansion. I’d like to see both personally but I’m greedy like that.
A nice surprise to have from a park with quite low expectations.
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Benin got a reaction from GladiatorFanKyle for a blog entry, Germany Road(works) Trip - Day 3 - Flight of the Jahreskarte
Ah Heide, the weird red-headed step-child of the Merlin machine from my last visit, with its strange mixture of music and atmosphere seemingly stolen from other parks. It lured me back with the prospect of completing the European B&M collection (of course, until Garda and Efteling’s ones open next year), and an attempt to ride Colossos again to see if I can actually like it.
First thing was first though, and that was to collect our German MAPs. The reasons for this were for the free entry to Gardaland and the complimentary Q-Bot at both Heide and Legoland Germany. Considering how busy Heide was looking prior to opening, this was a good choice.
Passes and Q-Bot acquired, we moved straight over to Flug von Damenon. Unlike Swarm, this has a sensible queue-line, the splits just before the batching point, has enough space in the station for 2 trains worth of people AND most importantly has a rotating bag holder at each row. How this logic never made it to Thorpe I’ll never know, because it runs a lot more efficiently.
However, the ride itself is unfortunately lacklustre, and I’m still not sure if I place it above or below Swarm. The layout is quite good, and with a bit more speed might not have the sort of dead spots that you see in Swarm’s over-sized flat turnaround and the finale. But it is quite slow and lumbering, and even worse, has an awful, awful bounce already. The bounce is what ruins the ride really, it’s so strange that a brand new ride can have that so early in its life. Perhaps the design of the ride and the layout being quite tight (Raptor and Swarm are both drawn out) means that there are higher levels of force acting upon the train, and because of the vibration that naturally happens anyway on these train styles, it just becomes more noticeable under heavier force.
Either way, a bitter disappointment, and Raptor is still quite easily the best Wing-Rider I’ve experienced.
One positive for Flug is the single rider queue, which when combined with a reasonably epic batcher man, went quickly. After the second ride it was time to ride Krake with the finished boat section. I still liked it a lot from my first rides, especially as it amazed the Germans from the visual perspective. It still does that, and it delivers a fair whack of airtime after the inversion nowadays. They’ve also added a dedicated front row queue to it, which is a slight improvement, but a real improvement would have been to batch it all in, especially given how Q-Bots enter the station building in an awkward fashion.
We had some Crepes whilst we waited for our next booking, Colossos. I distinctly remember being completely non-plussed about this ride on my previous visit, soul-less rubbish I called it. After my recent enjoyment of Balder I thought however that this viewpoint could well change, and to see if it was accurate the back row was chosen.
My viewpoint on Colossos has not changed. The first drop is wonderful, but everything else just seems poor. Just found it extremely difficult to actually enjoy the hills, the corners are duller than Balder’s and that long helix is really rattly. It just simply doesn’t do anything for me and I doubt it ever will.
Grottenblitz was next, one of my least favourite Mack Powered coasters, before we broke for lunch at Pizza Pasta. I forget how much it was, but the pizza slices are quite simply ridiculous. I spent some time afterwards taking photos from the terrace outside.
Straight after lunch was time for Desert Race, the slightly better version of Rita (again, damning with faint praise), before it was time to see the Madagascar Circus Show.
Unlike Chessie’s version, this one is indoors, and as a result you need to acquire a ticket for the next showing. A good idea really, as it prevents mass crowds building up and then having to close off the building and disappointing guests. Also unlike Chessie’s version, this one is actually good, as it more appears to be a circus show that just so happens to have a Madagascar related storyline to tie it all together. It also had fire.
It was time to whore out the Q-Bot some more (although Heide have a rubbish tier system of either having select rides depending on your choice, but a decent idea in limiting the amount of times you can use it on each ride, so we had 2 goes on every major coaster but Flug). So we rode Krake, Flug and Schweizer Bobbahn, which wasn’t very good, before riding Desert Race again.
There was a long gap for Colossos so we used it riding the two water rides in the middle of the park. They were a well deserved rest in amongst the constant cred riding it must be said. Colossos was still a disappointment.
The random Pirate Show was next, which was extremely weird and random. Didn’t really get it so we ran away early for our Krake time slot before two last goes on Flug to finish off the day.
Heide is such a weird park, I don’t really know if I like it or not. The rides don’t really do that much for me (Krake being the best, Scream was closed all day) and the park is a weird mish-mash of half-arsed theming attempts and some completely closed off areas. They have started to get an unique identity to themselves with the addition of several IMAScore music dotted around the park to remove old Tussauds themes, but there’s still a lot of flaws around the park. Their ents budget has also seemingly been slashed to bits as one arena stood empty.
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Benin got a reaction from Matt 236 for a blog entry, Germany Road(works) Trip - Day 3 - Flight of the Jahreskarte
Ah Heide, the weird red-headed step-child of the Merlin machine from my last visit, with its strange mixture of music and atmosphere seemingly stolen from other parks. It lured me back with the prospect of completing the European B&M collection (of course, until Garda and Efteling’s ones open next year), and an attempt to ride Colossos again to see if I can actually like it.
First thing was first though, and that was to collect our German MAPs. The reasons for this were for the free entry to Gardaland and the complimentary Q-Bot at both Heide and Legoland Germany. Considering how busy Heide was looking prior to opening, this was a good choice.
Passes and Q-Bot acquired, we moved straight over to Flug von Damenon. Unlike Swarm, this has a sensible queue-line, the splits just before the batching point, has enough space in the station for 2 trains worth of people AND most importantly has a rotating bag holder at each row. How this logic never made it to Thorpe I’ll never know, because it runs a lot more efficiently.
However, the ride itself is unfortunately lacklustre, and I’m still not sure if I place it above or below Swarm. The layout is quite good, and with a bit more speed might not have the sort of dead spots that you see in Swarm’s over-sized flat turnaround and the finale. But it is quite slow and lumbering, and even worse, has an awful, awful bounce already. The bounce is what ruins the ride really, it’s so strange that a brand new ride can have that so early in its life. Perhaps the design of the ride and the layout being quite tight (Raptor and Swarm are both drawn out) means that there are higher levels of force acting upon the train, and because of the vibration that naturally happens anyway on these train styles, it just becomes more noticeable under heavier force.
Either way, a bitter disappointment, and Raptor is still quite easily the best Wing-Rider I’ve experienced.
One positive for Flug is the single rider queue, which when combined with a reasonably epic batcher man, went quickly. After the second ride it was time to ride Krake with the finished boat section. I still liked it a lot from my first rides, especially as it amazed the Germans from the visual perspective. It still does that, and it delivers a fair whack of airtime after the inversion nowadays. They’ve also added a dedicated front row queue to it, which is a slight improvement, but a real improvement would have been to batch it all in, especially given how Q-Bots enter the station building in an awkward fashion.
We had some Crepes whilst we waited for our next booking, Colossos. I distinctly remember being completely non-plussed about this ride on my previous visit, soul-less rubbish I called it. After my recent enjoyment of Balder I thought however that this viewpoint could well change, and to see if it was accurate the back row was chosen.
My viewpoint on Colossos has not changed. The first drop is wonderful, but everything else just seems poor. Just found it extremely difficult to actually enjoy the hills, the corners are duller than Balder’s and that long helix is really rattly. It just simply doesn’t do anything for me and I doubt it ever will.
Grottenblitz was next, one of my least favourite Mack Powered coasters, before we broke for lunch at Pizza Pasta. I forget how much it was, but the pizza slices are quite simply ridiculous. I spent some time afterwards taking photos from the terrace outside.
Straight after lunch was time for Desert Race, the slightly better version of Rita (again, damning with faint praise), before it was time to see the Madagascar Circus Show.
Unlike Chessie’s version, this one is indoors, and as a result you need to acquire a ticket for the next showing. A good idea really, as it prevents mass crowds building up and then having to close off the building and disappointing guests. Also unlike Chessie’s version, this one is actually good, as it more appears to be a circus show that just so happens to have a Madagascar related storyline to tie it all together. It also had fire.
It was time to whore out the Q-Bot some more (although Heide have a rubbish tier system of either having select rides depending on your choice, but a decent idea in limiting the amount of times you can use it on each ride, so we had 2 goes on every major coaster but Flug). So we rode Krake, Flug and Schweizer Bobbahn, which wasn’t very good, before riding Desert Race again.
There was a long gap for Colossos so we used it riding the two water rides in the middle of the park. They were a well deserved rest in amongst the constant cred riding it must be said. Colossos was still a disappointment.
The random Pirate Show was next, which was extremely weird and random. Didn’t really get it so we ran away early for our Krake time slot before two last goes on Flug to finish off the day.
Heide is such a weird park, I don’t really know if I like it or not. The rides don’t really do that much for me (Krake being the best, Scream was closed all day) and the park is a weird mish-mash of half-arsed theming attempts and some completely closed off areas. They have started to get an unique identity to themselves with the addition of several IMAScore music dotted around the park to remove old Tussauds themes, but there’s still a lot of flaws around the park. Their ents budget has also seemingly been slashed to bits as one arena stood empty.
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Benin got a reaction from JoshC. for a blog entry, Germany Road(works) Trip - Day 3 - Flight of the Jahreskarte
Ah Heide, the weird red-headed step-child of the Merlin machine from my last visit, with its strange mixture of music and atmosphere seemingly stolen from other parks. It lured me back with the prospect of completing the European B&M collection (of course, until Garda and Efteling’s ones open next year), and an attempt to ride Colossos again to see if I can actually like it.
First thing was first though, and that was to collect our German MAPs. The reasons for this were for the free entry to Gardaland and the complimentary Q-Bot at both Heide and Legoland Germany. Considering how busy Heide was looking prior to opening, this was a good choice.
Passes and Q-Bot acquired, we moved straight over to Flug von Damenon. Unlike Swarm, this has a sensible queue-line, the splits just before the batching point, has enough space in the station for 2 trains worth of people AND most importantly has a rotating bag holder at each row. How this logic never made it to Thorpe I’ll never know, because it runs a lot more efficiently.
However, the ride itself is unfortunately lacklustre, and I’m still not sure if I place it above or below Swarm. The layout is quite good, and with a bit more speed might not have the sort of dead spots that you see in Swarm’s over-sized flat turnaround and the finale. But it is quite slow and lumbering, and even worse, has an awful, awful bounce already. The bounce is what ruins the ride really, it’s so strange that a brand new ride can have that so early in its life. Perhaps the design of the ride and the layout being quite tight (Raptor and Swarm are both drawn out) means that there are higher levels of force acting upon the train, and because of the vibration that naturally happens anyway on these train styles, it just becomes more noticeable under heavier force.
Either way, a bitter disappointment, and Raptor is still quite easily the best Wing-Rider I’ve experienced.
One positive for Flug is the single rider queue, which when combined with a reasonably epic batcher man, went quickly. After the second ride it was time to ride Krake with the finished boat section. I still liked it a lot from my first rides, especially as it amazed the Germans from the visual perspective. It still does that, and it delivers a fair whack of airtime after the inversion nowadays. They’ve also added a dedicated front row queue to it, which is a slight improvement, but a real improvement would have been to batch it all in, especially given how Q-Bots enter the station building in an awkward fashion.
We had some Crepes whilst we waited for our next booking, Colossos. I distinctly remember being completely non-plussed about this ride on my previous visit, soul-less rubbish I called it. After my recent enjoyment of Balder I thought however that this viewpoint could well change, and to see if it was accurate the back row was chosen.
My viewpoint on Colossos has not changed. The first drop is wonderful, but everything else just seems poor. Just found it extremely difficult to actually enjoy the hills, the corners are duller than Balder’s and that long helix is really rattly. It just simply doesn’t do anything for me and I doubt it ever will.
Grottenblitz was next, one of my least favourite Mack Powered coasters, before we broke for lunch at Pizza Pasta. I forget how much it was, but the pizza slices are quite simply ridiculous. I spent some time afterwards taking photos from the terrace outside.
Straight after lunch was time for Desert Race, the slightly better version of Rita (again, damning with faint praise), before it was time to see the Madagascar Circus Show.
Unlike Chessie’s version, this one is indoors, and as a result you need to acquire a ticket for the next showing. A good idea really, as it prevents mass crowds building up and then having to close off the building and disappointing guests. Also unlike Chessie’s version, this one is actually good, as it more appears to be a circus show that just so happens to have a Madagascar related storyline to tie it all together. It also had fire.
It was time to whore out the Q-Bot some more (although Heide have a rubbish tier system of either having select rides depending on your choice, but a decent idea in limiting the amount of times you can use it on each ride, so we had 2 goes on every major coaster but Flug). So we rode Krake, Flug and Schweizer Bobbahn, which wasn’t very good, before riding Desert Race again.
There was a long gap for Colossos so we used it riding the two water rides in the middle of the park. They were a well deserved rest in amongst the constant cred riding it must be said. Colossos was still a disappointment.
The random Pirate Show was next, which was extremely weird and random. Didn’t really get it so we ran away early for our Krake time slot before two last goes on Flug to finish off the day.
Heide is such a weird park, I don’t really know if I like it or not. The rides don’t really do that much for me (Krake being the best, Scream was closed all day) and the park is a weird mish-mash of half-arsed theming attempts and some completely closed off areas. They have started to get an unique identity to themselves with the addition of several IMAScore music dotted around the park to remove old Tussauds themes, but there’s still a lot of flaws around the park. Their ents budget has also seemingly been slashed to bits as one arena stood empty.
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Benin got a reaction from JoshC. for a blog entry, Germany Road(works) Trip - Day 2 - Hanseatic Gerstlauers
The first day proper of the trip led us to Hansa Park, a place which I really enjoyed on my previous visit 3 years ago. Unfortunately, not much has really changed to the park overall since my last visit aside from the entrance area being tarted up. But when you have one of the best Eurofighters around (potential damning with faint praise comments here), that sits in my top 10, of course a revisit was in order.
Upon arrival a group of enthusiasts were spotted, evidenced by their gooniforms and badges. I didn’t even realise Hansa Park was big enough to have a full on fansite, but they do.
Into the park and in a similar fashion to my visit 3 years ago, the first rides were once again Nessie and Rasender Roland. Both rides are starting to feel out of place in comparison to the more recent ride additions within the park, as they lack a real theme (Nessie has slightly more of one granted). However their interaction with each other is actually well done; and Nessie is still quite forceful and full of airtime. The ride on Roland involved Nessie going around the loop right above our heads, which was equally terrifying and brilliant.
After riding those, it was time to join the queue for the main attraction at the park, Fluch von Novgorod. Those who know me know my love for this ride is pretty big, with a wonderful theme, it tells a story and the ride itself is very good fun. My main worry with it this time around was how bad it might have aged over the past 3 years, as most other Gerstlauer Eurofighters are well known for becoming rough as hell after a year or two in operation. Fortunately for Fluch, it hasn’t aged badly at all, with maybe one moment of roughness included in the layout. The launch and all indoor sections are still fab too. It’s just a shame that Gerstlauer’s other efforts seem to have had lots of problems and roughness issues over the years, as this is probably the best version of the ride type around.
Depressingly however, the exit slide was not in operation. Booooooo.
A quick second go on Fluch was had (hooray for no-one using the mid-queue single rider) before we went off into the rest of the park. Starting off with the apparent cred but not a cred El Paso Express. I didn’t do this last time around, and this weird contraption is very, very weird. It has constant back and forth motion within the track layout, and uses that mix of gravity and powered coaster. Weird but enjoyable. We also walked through the random Path of the Mayans interactive attraction, where you solve puzzles in order to progress past water features.
As we walked to our next destination, we saw the Hansa Park Goons getting a tour of Karnan. At the time of our visit it was only dirt and a giant pit, so nothing too interesting to see, so we continued to Die Glocke. Again we missed out on this last time due to the horrid throughput it has (6 people per ride), but as it was still early went for it this time. It was good fun, very spinny and had FIRE. Next door was the still well themed El Dorado Storm Surge alike, minimal wetness ensued which was relatively welcomed in the hot weather.
It was snack time!
After the delicious snacks, we headed towards the (FREE) High Ropes Course of terror! It was pretty amazing tbh, with two options for each section, each more confusing and terrifying than the last. The height factor combined with some of the rather unsturdy aspects of it led to some issues, however I made it all the way around like a boss. Huzzah!
Needing a rest after that, Schlange von Midgard was chosen as the next ride. As it was unfinished 3 years ago, I was intrigued to see what was new about it; it had some cool effects added into the lift hill, but not much else could really be done about it. I’m still confused as to why some batching rows weren’t added in the first place though, and the dragon thing wasn’t working either. Still a fun kids coaster though.
Torre del Mar was next, because a Starflyer next to a construction site is ALWAYS a good idea. Then we went on Fluch again because it’s fab before breaking for some Steak-on-a-Stick, which was extremely nom.
A random Variety Show was next, which included Trampolining people, dancing, and a man who flew a remote controlled plane around the auditorium, he was the fabbest of them all. Afterwards there was some investigation into where Karnan is going, and the weirdness of the layout needs to be confirmed, considering it’s seemingly going to go all the way down past half the park.
Space Scooter was next, which were some Dodgems with lasers to shoot at random targets around the arena. It wasn’t fun because my gun seemingly didn’t work and people actually got annoyed with you if you bumped them. Extremely rubbish, but at least it exited into a play area.
We left quickly to see the Parade go past before collecting some Crepes for some quick boost of energy, enjoyed the Magical Flower Boat Ride before another go on Fluch to finish off the day.
I like Hansa, and the stuff they’ve been doing with the entrance refurb does make it have a fantastic entrance area. Hopefully they’ll continue refurbing the park whilst developing it with the likes of Karnan because a lot of it does look slightly worn and run-down in comparison to the actual themed areas (I.e. Nessie vs Wild West area). I’ll certainly have the park back in my sights in 2016 when Karnan is finished.
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Benin got a reaction from Kerfuffle for a blog entry, Germany Road(works) Trip - Day 2 - Hanseatic Gerstlauers
The first day proper of the trip led us to Hansa Park, a place which I really enjoyed on my previous visit 3 years ago. Unfortunately, not much has really changed to the park overall since my last visit aside from the entrance area being tarted up. But when you have one of the best Eurofighters around (potential damning with faint praise comments here), that sits in my top 10, of course a revisit was in order.
Upon arrival a group of enthusiasts were spotted, evidenced by their gooniforms and badges. I didn’t even realise Hansa Park was big enough to have a full on fansite, but they do.
Into the park and in a similar fashion to my visit 3 years ago, the first rides were once again Nessie and Rasender Roland. Both rides are starting to feel out of place in comparison to the more recent ride additions within the park, as they lack a real theme (Nessie has slightly more of one granted). However their interaction with each other is actually well done; and Nessie is still quite forceful and full of airtime. The ride on Roland involved Nessie going around the loop right above our heads, which was equally terrifying and brilliant.
After riding those, it was time to join the queue for the main attraction at the park, Fluch von Novgorod. Those who know me know my love for this ride is pretty big, with a wonderful theme, it tells a story and the ride itself is very good fun. My main worry with it this time around was how bad it might have aged over the past 3 years, as most other Gerstlauer Eurofighters are well known for becoming rough as hell after a year or two in operation. Fortunately for Fluch, it hasn’t aged badly at all, with maybe one moment of roughness included in the layout. The launch and all indoor sections are still fab too. It’s just a shame that Gerstlauer’s other efforts seem to have had lots of problems and roughness issues over the years, as this is probably the best version of the ride type around.
Depressingly however, the exit slide was not in operation. Booooooo.
A quick second go on Fluch was had (hooray for no-one using the mid-queue single rider) before we went off into the rest of the park. Starting off with the apparent cred but not a cred El Paso Express. I didn’t do this last time around, and this weird contraption is very, very weird. It has constant back and forth motion within the track layout, and uses that mix of gravity and powered coaster. Weird but enjoyable. We also walked through the random Path of the Mayans interactive attraction, where you solve puzzles in order to progress past water features.
As we walked to our next destination, we saw the Hansa Park Goons getting a tour of Karnan. At the time of our visit it was only dirt and a giant pit, so nothing too interesting to see, so we continued to Die Glocke. Again we missed out on this last time due to the horrid throughput it has (6 people per ride), but as it was still early went for it this time. It was good fun, very spinny and had FIRE. Next door was the still well themed El Dorado Storm Surge alike, minimal wetness ensued which was relatively welcomed in the hot weather.
It was snack time!
After the delicious snacks, we headed towards the (FREE) High Ropes Course of terror! It was pretty amazing tbh, with two options for each section, each more confusing and terrifying than the last. The height factor combined with some of the rather unsturdy aspects of it led to some issues, however I made it all the way around like a boss. Huzzah!
Needing a rest after that, Schlange von Midgard was chosen as the next ride. As it was unfinished 3 years ago, I was intrigued to see what was new about it; it had some cool effects added into the lift hill, but not much else could really be done about it. I’m still confused as to why some batching rows weren’t added in the first place though, and the dragon thing wasn’t working either. Still a fun kids coaster though.
Torre del Mar was next, because a Starflyer next to a construction site is ALWAYS a good idea. Then we went on Fluch again because it’s fab before breaking for some Steak-on-a-Stick, which was extremely nom.
A random Variety Show was next, which included Trampolining people, dancing, and a man who flew a remote controlled plane around the auditorium, he was the fabbest of them all. Afterwards there was some investigation into where Karnan is going, and the weirdness of the layout needs to be confirmed, considering it’s seemingly going to go all the way down past half the park.
Space Scooter was next, which were some Dodgems with lasers to shoot at random targets around the arena. It wasn’t fun because my gun seemingly didn’t work and people actually got annoyed with you if you bumped them. Extremely rubbish, but at least it exited into a play area.
We left quickly to see the Parade go past before collecting some Crepes for some quick boost of energy, enjoyed the Magical Flower Boat Ride before another go on Fluch to finish off the day.
I like Hansa, and the stuff they’ve been doing with the entrance refurb does make it have a fantastic entrance area. Hopefully they’ll continue refurbing the park whilst developing it with the likes of Karnan because a lot of it does look slightly worn and run-down in comparison to the actual themed areas (I.e. Nessie vs Wild West area). I’ll certainly have the park back in my sights in 2016 when Karnan is finished.
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Benin got a reaction from Matt 236 for a blog entry, Germany Road(works) Trip - Day 2 - Hanseatic Gerstlauers
The first day proper of the trip led us to Hansa Park, a place which I really enjoyed on my previous visit 3 years ago. Unfortunately, not much has really changed to the park overall since my last visit aside from the entrance area being tarted up. But when you have one of the best Eurofighters around (potential damning with faint praise comments here), that sits in my top 10, of course a revisit was in order.
Upon arrival a group of enthusiasts were spotted, evidenced by their gooniforms and badges. I didn’t even realise Hansa Park was big enough to have a full on fansite, but they do.
Into the park and in a similar fashion to my visit 3 years ago, the first rides were once again Nessie and Rasender Roland. Both rides are starting to feel out of place in comparison to the more recent ride additions within the park, as they lack a real theme (Nessie has slightly more of one granted). However their interaction with each other is actually well done; and Nessie is still quite forceful and full of airtime. The ride on Roland involved Nessie going around the loop right above our heads, which was equally terrifying and brilliant.
After riding those, it was time to join the queue for the main attraction at the park, Fluch von Novgorod. Those who know me know my love for this ride is pretty big, with a wonderful theme, it tells a story and the ride itself is very good fun. My main worry with it this time around was how bad it might have aged over the past 3 years, as most other Gerstlauer Eurofighters are well known for becoming rough as hell after a year or two in operation. Fortunately for Fluch, it hasn’t aged badly at all, with maybe one moment of roughness included in the layout. The launch and all indoor sections are still fab too. It’s just a shame that Gerstlauer’s other efforts seem to have had lots of problems and roughness issues over the years, as this is probably the best version of the ride type around.
Depressingly however, the exit slide was not in operation. Booooooo.
A quick second go on Fluch was had (hooray for no-one using the mid-queue single rider) before we went off into the rest of the park. Starting off with the apparent cred but not a cred El Paso Express. I didn’t do this last time around, and this weird contraption is very, very weird. It has constant back and forth motion within the track layout, and uses that mix of gravity and powered coaster. Weird but enjoyable. We also walked through the random Path of the Mayans interactive attraction, where you solve puzzles in order to progress past water features.
As we walked to our next destination, we saw the Hansa Park Goons getting a tour of Karnan. At the time of our visit it was only dirt and a giant pit, so nothing too interesting to see, so we continued to Die Glocke. Again we missed out on this last time due to the horrid throughput it has (6 people per ride), but as it was still early went for it this time. It was good fun, very spinny and had FIRE. Next door was the still well themed El Dorado Storm Surge alike, minimal wetness ensued which was relatively welcomed in the hot weather.
It was snack time!
After the delicious snacks, we headed towards the (FREE) High Ropes Course of terror! It was pretty amazing tbh, with two options for each section, each more confusing and terrifying than the last. The height factor combined with some of the rather unsturdy aspects of it led to some issues, however I made it all the way around like a boss. Huzzah!
Needing a rest after that, Schlange von Midgard was chosen as the next ride. As it was unfinished 3 years ago, I was intrigued to see what was new about it; it had some cool effects added into the lift hill, but not much else could really be done about it. I’m still confused as to why some batching rows weren’t added in the first place though, and the dragon thing wasn’t working either. Still a fun kids coaster though.
Torre del Mar was next, because a Starflyer next to a construction site is ALWAYS a good idea. Then we went on Fluch again because it’s fab before breaking for some Steak-on-a-Stick, which was extremely nom.
A random Variety Show was next, which included Trampolining people, dancing, and a man who flew a remote controlled plane around the auditorium, he was the fabbest of them all. Afterwards there was some investigation into where Karnan is going, and the weirdness of the layout needs to be confirmed, considering it’s seemingly going to go all the way down past half the park.
Space Scooter was next, which were some Dodgems with lasers to shoot at random targets around the arena. It wasn’t fun because my gun seemingly didn’t work and people actually got annoyed with you if you bumped them. Extremely rubbish, but at least it exited into a play area.
We left quickly to see the Parade go past before collecting some Crepes for some quick boost of energy, enjoyed the Magical Flower Boat Ride before another go on Fluch to finish off the day.
I like Hansa, and the stuff they’ve been doing with the entrance refurb does make it have a fantastic entrance area. Hopefully they’ll continue refurbing the park whilst developing it with the likes of Karnan because a lot of it does look slightly worn and run-down in comparison to the actual themed areas (I.e. Nessie vs Wild West area). I’ll certainly have the park back in my sights in 2016 when Karnan is finished.
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Benin got a reaction from Matt 236 for a blog entry, Germany Road(works) Trip - Day 1 - Hamburg and the DOM
I’m already regretting this decision for a massive 2 week holiday featuring 12 parks, mainly because this is gonna be a long as hell TR, and I don’t want to spend ALL my time at work typing it up either. But, the show must go on, so here we go, Germany.
A pleasant flight in with Germanwings (budget Lufthansa) led us to Hamburg and our Volkswagen Polo for the fortnight, and we drove off to the hotel. Quickly it was discovered that roadworks would be the bane of the holiday, as the Sat-Nav’s path to the hotel was blocked by some, causing circles to be completed. Eventually we arrived to the hotel, and promptly left it to go into Hamburg proper, and more specifically, the SommarDOM.
I was excited to go to a German funfair, especially excited that you didn’t have to purchase tickets but paid with cash upon entry to each ride, a rather novel idea when you think about it.
We did a lap of the massive area, tending to watch rides rather than actually ride them, two week’s worth of Euros couldn’t be spent all on madly run Breakdances and the like. However we did ride Rock & Roller Coaster, which was one of them Wildcat type rides, without anything interesting cred wise (Wilde Maus XXL and a Wacky Worm, yawn), we elected to play the Fun House game instead.
I can’t exactly remember how many were done. I think 4/5 odd, each reasonably different from each other, and including the Winter Wonderland visitor of Alpen Hotel. There was also a fab City themed one which had a water room and plenty of other random effects. The final one was topped off with a classic German death-slide too, which was amazing death-like as I kept getting stuck in it.
As someone who doesn’t really care for fairs too much, this place was still amazing and pretty much even puts the likes of Winter Wonderland to shame. Didn’t stay too long but I can imagine at night it would look absolutely incredible. Defo worth a visit if you’re into fairs because of the mental settings the flats are run on (the Shaker was vom-worthy just via watching it).
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Benin got a reaction from GladiatorFanKyle for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
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Benin got a reaction from JamminGamer for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
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Benin got a reaction from FrightNights04 for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
-
Benin got a reaction from InfernoMartin for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
-
Benin got a reaction from pluk for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
-
Benin got a reaction from Coaster for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
-
Benin got a reaction from Mitchada04 for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
-
Benin got a reaction from Kerfuffle for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
-
Benin got a reaction from Matt 236 for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).
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Benin got a reaction from JoshC. for a blog entry, Helix - The Review
Helix, Liseberg and Mack’s 2014 project has been at the forefront of many an enthusiast’s mind during the past year or so. With Blue Fire being reasonably rated by the community, hopes were high for Helix when it was announced. Two launches, multiple inversions, a terrain based layout and the odd airtime hill meant that this ride was ticking all the right boxes for enthusiasts around the world.
The real proof though, was in the pudding of actually riding it. And this is a more detailed review on the attraction, so spoilers beware.
Helix lives at the top of Liseberg’s hill, sharing a building with Atmosfear, the Intamin Gyro Drop, and a few other bits and pieces. Indeed, it feels more that Helix is budging in on the pre-existing attractions in the building, as the Helix ‘side’ as it were is rather small and under-stated. Perhaps it was designed this way, but it is a slight shame that for all the rest of the ride’s majesty the entrance is literally a door in a wall.
However, from entering the queue, such understatement is forgotten. The queue-line itself is reminiscent of Westminster’s Jubilee Line area, with Escher references and the odd Goon-Window for goons to pry into the mechanical workings of the ride. It’s also a great example of how to do a concrete themed queueline, with lighting and rockwork complementing the style of the ride, as opposed to a theme.
There is also a Helix game app available on Apple and Android devices, which is actually a live competition amongst those in the queue. It’s a random set of mini-games with a loose theme to the ride itself, but great fun to play and watch others. Certainly an ingenious way to pass the time in the constantly moving queue.
Like Blue Fire and Alpina Blitz, the seats are incredibly comfortable; however the stapling from the ride ops is unfortunate to say the least. A considered warning for those planning to go in the future.
The understated dispatch of changing lights as the ride drops down with some considerable airtime in the back before the slow corkscrew to ease us into the ride before we turn a corner and into the first launch. Whilst not the most powerful or fastest launch ever, it fulfils the need of the ride’s mass market ability, and is still an incredibly fun launch anyway, as it whips you into the first zero-g of the ride.
A quick turn and airtime hill lead us back down to the base of the hill, and into the Snorwegian Loop, which was blatantly better than Speed Monster’s, mainly due to the speed at which it was taken here. Diving under Lisbergbanen’s lift-hill, we rise back up into a fantastic airtime hill. I’d adored Alpina Blitz’s ones, and Helix certainly topped them off for the level of quality, they’re even better when instantly followed by a zero-g. The final part of the first half of the ride involves a sharp overbanked turn into a diving helix, which ended up being my favourite part of the ride it must be said, because it again combines a sharp bit of airtime and transitioning in a way that Intamin can only dream about (unless lap-bars are involved).
The second launch which provides an extra boost of speed if nothing else into the inverted top hat, which featured some hangtime towards the front of the train. The best airtime hill of the ride follows, as the drop out of it seems to go on forever, before we turn out into the most terrain bit of the ride, the rising s-bends. Which are again fun for an element of a pure design to just enforce the train to lose speed. The typical Mack finish of the inline is just as good as Blue Fire’s, even without the near miss theming.
And that’s it. Although my first ride was in the middle, I still found that Helix fulfilled the hype for me. It does lots of things, and whilst it may not do any of these things in an overtly ridiculous fashion (say like, how Intamin do great first drops but everything else is poor comparatively), everything is done well. The pacing is pretty seemless, even with the second launch as the train still has a fair amount of speed going into it. And the use of interaction with the terrain (as little as there might be in the final form) and other rides (Upswingett and Lisebergbanen) allow it to gain extra brownie points.
Some people think it needs on-ride music, but I disagree, as I find on-ride music on anything but indoor coasters tend to get lost with the wind and general being outside times, however awesome the ride’s music is. The only true negative of the ride is that the merch is crap. I loved it from my first ride, and a front and back row ride afterwards pretty much confirmed it was top 10 for me.
At night, it’s a different beast as well. The lighting package with head and sidelights produces a different experience both on and off-ride. It makes the ride look even more beautiful.
Mack and Liseberg have truly struck gold with Helix. And I hope that more parks start to pick up this attraction (Towers can replace Rita with one going into the valley).