Reputation Activity
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Cal reacted to Mitchada04 for a blog entry, Drayton Manor: A "Humpty Bumpty" OddityOddly placed sign in the trees
Odd water slide effect at the entrance.
"You calling my park odd?" Yes.
The Lynx didn't want to argue
That's a Fishing Cat. Odd that it wasn't fishing.
Odd chimp (because there's one of them ) looks at Appocalypse.
This seems more humpty bumpty
Compared to this. This is just weird.
But a good weird.
How odd.
BEST ENTRANCE EVER!!!
AND QUEUE!
This is odd.
But so much fun!
Rainy Shockwave
With odd straight bits.
Designed with a ruler.
Seats were a bit bumpty.
Odd dip before the lift hill.
Poor dinosaur. Clearly wan't a good enough oddity for the main park so got stuck on the train route.
What a strange looking cloud. How odd, it rained in England.
Slowest turn from lift to drop on any water ride. Wouldn't be Drayton if it didn't have an odd feature.
Free Radio dodgems were very odd! Especially as it took them longer to check all the cars were empty than load the ride. Odd procedures.
Urgh. Not odd, not humpty bumpty, just rubbish. Will be getting my vote for best UK ride
Something normal
Phew. Oddness best IP on a ride ever! It's literally the sign, that's it!
Odd, quirky, but great fun
YAY MORE THOMAS!
Percy loved this idea!
It means we'll get duelling bubble people
Back to the oddities. The bats are just weird.
Oddly placed lights.
The odd stand up with no floor wasn't working. So quite normal really.
So let's have some more humpty bumpty goodness!
No Merlin, this isn't a colour you seem to know of. It's green.
Lot's of green!
It has a splash zone, that doesn't get you wet. Really odd.
And just in case you'd forgotten where we were. The oddity makes it good fun, the weather made it interesting, if you made it to the end of this then the word odd will probably annoy you from now on. How odd.
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Cal reacted to Luke_A for a blog entry, Spain part 1: PortAventuraAt the end of June I spent a week in Salou. This of course meant that some trips to PortAventura would be happening! As well as a trip to Barcelona and the somewhat little known park of Tibidabo.
First off, Salou is a lively large town situated right on the coast of the Costa Dorada, we stayed in a hotel in Salou and couldn’t fault anything about the place. Right in the centre & 5-10 mins walk to the beach. Loved it. One thing I particularly enjoyed about the stay was on the evening of the 23rd of June, the longest day of the year celebrations took place, aka Summer Solstice aka St. John’s Eve… and a bank holiday follows the day after. Fireworks are on sale at pop up shop shipping containers in the street and they’re going off until the early hours… Fabulous atmosphere all evening!
PortAventura
We did 2 days at PortAventura, using the Plana bus (every 10 mins from Salou, €2 pp), cheap & very efficient taking you straight to PortAventura in around 10-15 minutes. A land train also operates but takes around 20-30 minutes.
The entrance area of the park is fantastic and you immediately have a view of the fountains in the lake with Baco rushing round and Shambhala & Hurakan Condor in the distance. Seeing as the park has staggered ride openings we opted to start at the back of the park at Dragon Khan. Khan opens at 10:00 with the park along with the rapids, Tutuki Splash, Furius Baco, and select other smaller attractions. If this was a UK park it wouldn’t be an acceptable way of operating. But when you consider that the park is open until 8PM, 9PM, 11PM, midnight or 2AM - 4AM, you still have ample time to get everything done more than once without express. I’ll probably mention this again later on…
Mediterrania is the area you first enter. This pic was taken from the opposite side on the bridge between Mediterrania and Far West. You enter not far from where Baco's train is in this pic. One of my favourite things was how picturesque PA is.
Queue jumping was something that we encountered at various times in our visit. The spanish seem to not care at all if someone jumps over the fence or in front of them. Anyway, except for that, I really liked the general atmosphere around the park, lots of foliage, lakes, extremely well kept garden areas and all queues are at least partially covered from sunlight. The (many) small & large shows dotted around the park also provide nice breaks from the rides for a few minutes here and there.
One of the smaller shows...
I would recommend purchasing express if you want to get *loads* done as a group. Naturally, most people head to Baco first and it had already racked up 1hr of queue when we passed it. Got to Khan and waited 2 trains and were on. Hurrah!
Dragon Khan
It's 148ft tall, yet with Shambhala overhead it really doesn't feel that way from the ground.
Dragon Khan was operating 2 trains for the entirety of the 2 days we spent at the park. The area that the ride shares with Shambhala is impressive, I’m not usually one to care much for theming but it’s all done to a high standard, the large ‘Shambhala’ area entrance signs and singular theme items as you enter the area are nice.
Khan starts off with the classic B&M pre-lift turn, followed by what seems to be a gentle climb to the top due to Shambhala’s domineering steepness from above. Once at the top of the lift, I found the first half of the ride to be taken at quite some speed even early in the morning at 10:30AM, the zero-G being the highlight of this half for me. The second half was ‘good’ but not amazing, I have read on other forums that the ride has new computer settings this year, and the MCBR now trims EVERY TRAIN to this pace, all day, every day:
(Not my video)
I very much enjoyed Dragon Khan, it isn’t anything which is personally going to go in a top 10, but it was a solid ride. It is quite a ‘generic’ / ‘american’ style layout (+1 loop), I suppose you could say. But the reason things become generic, popular, and cloned a lot is because they are good, no? Colossus still remains my favourite multi-looper, but that’s because I have much love for it’s inlines and non-stop paced ride given.
Shambhala opens at 11:00, as does the flume. All other rides (Stampida, Hurakan Condor, El Diablo, Tomahawk, etc) open at 12:00. Templo del Fuego opens at 13:00. Again, this didn’t really bother us, if you plan and make sure you hit up attractions just as they open, you should have a good amount of rides done by mid afternoon. By the time you’ve done the rides open from 10, the 11 ones are open, then the 12… and it goes on. From a logistical side I can understand why they do this.
*Hearts in eyes Emoji*
Next was a wander round 1/2 the park, taking in the early atmosphere through Mexico & Far West and up to the rapids for a ride, followed by the Flume. We took the first couple of hours easy knowing that queues would die down once everything opens at 12. (we queued 40mins for the rapids), refreshing and got quite wet, surprisingly as some people were coming off quite dry! We took a look in some shops, and for some reason the park has an obsession for selling Betty Boop merch? Lol.
The Silver River Flume at PA is built to have fantastic interaction with El Diablo, much waving occurs between boats and El Diablo. A very fun flume overall of nice length and a quickly moving queue thanks to the turntable station.
Spinning flat ride thing called Serpiente Emplumada. Like Drayton Manor Sombrero's across between a Polyp...
El Diablo, aka Tren de la Mina. It’s Lifthills and coathanger turns. It’s still an enjoyable ride and I prefer the Arrow Dynamics mine trains to the powered Mack ones. The queue on 3 trains moves fast once the express queue dies down. It’s interaction with the flume was a highlight, we had the back row and the drop out of the station provides a wonderful surprise pop of airtime, though when the pre-lift of a ride is one of the best bits it says a lot about the remainder of the layout!! Between lift 1, lift 2, and lift 3 the ride just does a lot of meandering around, until after lift 3 where you get the ‘big swooping drop’ and final dive through the smashed hut over the queue. Cool, but the many other Arrow 3-lift mine trains dotted around the world look to be better.
Not bad but a bit odd!
Shambhala. There is absolutely nothing I can criticise about this ride in B&M terms, it’s an all round crowd pleaser. My first B&M hyper coaster, it domineers over the entire park with a drop of 256ft. The ride ran 2 trains for the entire day on my first day of visiting, and had a queue of approximately 40 mins - 1hr 20 mins all day. On my second day of visiting it ran 2 trains from 11:00 til 12:00 when the 3rd train was added due to Furius Baco breaking down and Shambhala gaining a 2 hour queue. When running three trains, the single rider queue is nearly always empty. They manage it THAT well that when batching, not one seat goes unfilled. I even got a front row ride from the single rider queue one time!! In the station they have an LED screen which counts down how long they have to dispatch the train. On 3 trains they have 60 seconds from air gates opening to when it needs to be dispatched to prevent stacking. The screen then shows (what must be) the capacity number as a figure like 16:24 (was certainly not the time..!) for 1624PPH, very funky / nerdy & not bad considering it can get 1680PPH! They were running it very well on 3 trains.
Onto the ride itself, when leaving the station, if you’re on a happy train you may get some cheering and drumming of the restraints! ha ha. The lift is speedy and if Khan is also climbing it’s lift some waving / interaction below will certainly occur! At the top of the lift the train sends you down the first drop so gracefully, put your hands up and just float down… it’s amazing! In the back seat you get the best airtime over all of the hills, anticipate the hills and you’ll get the best floaty feeling. The ampersand turnaround is a unique touch and looks cool from a distance, below is the view of the park from my hotel!
Floaty drop airtime for everyone!!
The mini ‘speed hill’ after the ampersand provides some slightly stronger airtime but it’s still not gonna leave you with feeling *omg ejected*. My preference is very strong thigh-pressure ejector airtime, but the B&M style is still an enjoyable feeling. If you’re in an outside seat, reach out to your side and get a refreshing spray through the splashdown, then get prepared for more airtime! The ride just does not let up and has 'floatiness' by the bucketload even in the final hills before the MCBR. (MCBR only has 1 hill after it).
Overall, 9/10, most certainly a top 10 ride, it isn’t ‘OMG wow intense’ like I usually like, but it’s very fun and the most re-rideable coaster I have ever ridden. The train design is brilliant. Top ride!
Hurakan Condor
This was my 3rd Intamin drop tower. Apocalypse floorless was my favourite drop ever, until I rode Hurakan Condor! I rode it only 2 times due to lack of express pass and even a long single rider queue. Got standup both times (cue “yaaaass”). The height alone is quite terrifying (not too much off 300ft?) so when you get tilted forwards at around 20-30ft from the top, your heart rate races and you might just swear once or twice. Take advantage of the amazing view then put your hands out and prepare to drop… The falling feeling is fantastic and beats Apocalypse. My favourite flat ride on the park. 10/10.
Stampida. One ride. Blue side. 4 trains running, 2 each side. A CCI wooden coaster which has been rehabilitated / improved by KumbaK with 'new' trains. Take the word ‘improved’ lightly here. The trains look like park benches and they also feel like them. The lap bar is hydraulic and will tighten as you go round the circuit with every jolt that you go over, I couldn’t brace myself against it because you have to take your bag on the ride with you and I didn’t want that to go flying so had to hold onto the bag… The ride could be good… But it’s flawed with track which feels like it’s washboarding so incredibly badly and trains & layout which prevent airtime because the lap bar isn’t moulded in the best of ways. Nonetheless, fun interaction times can be had when the trains separate and duel, the same with Tomahawk which shares the Stampida structure. I need to ride it again really to get a more clarified opinion.
Tomahawk. Pretty much a kiddie wooden coaster with dinky trains. It seats one adult per row or one adult and a child. Runs 2 (old) trains and has new in 2007 KumbaK control and braking systems just like Stampida. I should imagine this is an incredibly thrilling attraction for kids as it’s actually quite violent around some corners! It’s also smoother than Stampida and has interaction with Stampida. Alright..!
Furius Baco.
Before reading this review, bear in mind that my favourite rides are Saw: The Ride, Speed (Oakwood), Mondial Capriolo, KMG Tango, Colossus, Slammer, Stealth and Rita. They are all rides which I enjoy because they are somewhat on the extreme end of the scale… In one aspect or another.
First of all, check that speed... I'd love to know just how fast it actually goes thru that inline..!
>>>>>>> https://vine.co/v/MtZq1MwKOj5 <<<<<<<
From every aspect offride, Baco looks to be an relentless, furious (ha ha ha) ride which throws the riders around it’s speedy course like it can’t get back to the brake run quick enough. And that’s exactly what it does. And I love it.
I had 4 rides in total on it, 3 on outside seats and 1 inside seat. The pre-show is weird. The theme is weird. Once at the pre-show, you do some shuffling back and forth as the catch car prepares to engage whilst the naughty monkey comes along and causes havoc. The launch feels INCREDIBLE, especially in the front row. Going at such a speed and having so much of yourself out in the open really enhances the feeling of acceleration. The launch ends with a hill down into the first pit which can deliver some intense airtime. Dropping down into the first pit, slammed around a corner at 80+mph before switching direction briefly and then switching direction again, you take a leap over the launch and a left turn to approach the inline twist. The feeling of speed is again, greater enhanced as you head for the inline twist. This is SO CLOSE to the ground you feel you could almost touch it, the feeling of speed is astounding and the way you don’t go through it as a heartline creates a rather cool twisty feeling...
Final turn out of the inline and over the lake, with the final bump onto the brake run and I was totally wowed. Incredible ride. Baco gives you the wow factor in a way that most crazy Intamin creations do… I’m told that Mack mega coasters also have fantastic inline twists so can’t wait to try one out! Back to Baco - Now, there’s no other way of putting it, the ride is ROUGH. But if you can cope with intensity on the scale of Saw, Rita, to some extent Stealth, then you may enjoy Baco.
The head banging could be reduced if they didn't have these 'elephant ear' type things on top of the restraints. Though I believe they are there after the incident with a restraint last year... Reminds me of Vekoma SLC restraints. Shame as Intamin's modern bars like on Baco are otherwise very good imo because you are pinned at the thighs.
Overall, Baco is a ride which isn’t shy of pushing the limit and provides an intense experience which doesn’t ‘play it safe’ in the comfort department in order to limit intensity. I feel like the ride could probably make it round the circuit with a launch of around ~60mph seeing as it keeps so much speed for the entire circuit, but I’m glad Intamin pushed the boundaries when they built Baco! 9/10.
One final thing. I can't not give this a mention. A bird opposite Tomahawk (yes the kiddie coaster) which sings Sex Bomb & an array of ~4-5 other songs all day long. (Not my video)
So that’s it for PortAventura… Fantastic park which has a special collection of rides all in areas which have a great feeling of character. It was my first international park and I look forward to visiting the likes of Europa Park, Liseberg and all the other amazing locations on offer to us in Europe over the coming years… Can’t wait to return to PA in the future though! I had an amazing time!
One final, signature PA pic!
Trip report coming up from Tibidabo, Barcelona soon..!
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Cal reacted to Mitchada04 for a blog entry, Nemesis: The 20 Year Old BeastAfter my weekend at Towers I thought I'd explain why Nemesis is my favourite.
Even before this point you can hear it roaring around its twisted layout which can be quite intimidating. It is the roar of a monster! An untamed alien that wants to escape!
The British weather was brilliant to help set the scene! But you can stand directly under element of Nemesis with no netting ruining your photos.
Unlike Smiler
Without the netting these photos would have been half decent!
Nemesis is full of force! It's relentless!
This is one drop. All be it forceful but not anything significant. The only bonus about Oblivion is the long ride time you get due to the stacking.
Nemesis may be a mix of a few colours but it looks good for the ride theme.
Due to height, the black sections on this look stupid.
Nemesis has never been rethemed.
This has (although I do really like Duel).
Some say it's rough, no just intense.
This was rough.
It has a cooler station.
This makes you look at blue lit concrete.
It's not trimmed.
Th13teen is.
It's never caught on fire.
The Skyride has.
It's fun all the time!
The Flume isn't.
And it's 100% photogenic!
Okay so maybe I've been a bit harsh on the other rides, but for me Nemesis is best! Some of you probably think I'm a sheep and just follow the herd of people who love it. No. My first experience of Nemesis was when I'd just hit 1.4. Never been to Alton Towers before hand and we went on the Monorail to the entrance. With our AP we went to Forbidden Valley for ERT and I heard the roar! No idea what it was until I saw it. And there it was, Nemesis! I remember my first ride and after many years it's still never disappointed! Sure it's not the fastest, or the biggest, but for me it holds a special place in my heart and has never let me down. I appreciate everyone is entitled to their opinion, but that is mine
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Cal reacted to JoshC. for a blog entry, Why Angry Birds Land is better than Diagon AlleyNext month, Universal Studios Florida introduce their 'Diagon Alley' expansion to the Wizarding World of Harry Potter. It sees the headline attraction 'Harry Potter and the Escape from Gringotts', the Hogwarts Express, as well as numerous shops from the Harry Potter universe.
As to be expected, everyone is excited about the development. However, why should we be so excited? We've got a newly opened area which is much better than Diagon Alley ever could be - Angry Birds Land at Thorpe Park! Travelling all the way to America seems pointless when most of us on this forum can pop down to Thorpe in under a couple of hours to enjoy the delightful Angry Birds Land.
First of all, let's look at the rides and attractions in each area. Angry Birds Land has a 115ft drop tower, perfect for thrill seekers, some fun dodgems, which are perfect for everyone, and a 4D cinema experience, which again is perfect for everyone. So, here, we have a land which caters for all ages - we have a ride which is solely dedicated for a thrill audience.
As far as thrill rides go, Detonator: Bombs Away! is as thrilling as you can get; there's not many better drop towers around after all. Then there's a good set of dodgems. Okay, so dodgems aren't anything special, you can find them anywhere. But people like dodgems, and if people like something, you give it to them! Finally, the 4D experience is clearly something that's been designed for a younger audience, yet it works for everyone. What's most surprising about it is how immersive the attraction felt - it's a film about a set of cartoon birds, who don't speak, trying to get the precious eggs back from some bad pigs. Yet you feel a part of the film, you can create emotional bonds with the birds, and you feel like you're there with them. For a cartoon, that's pretty darn impressive.
Now, Diagon Alley. We have a headline attraction being ride about escaping from a bank. Escaping...from a bank. Just let that sink in for a moment. And this will have loads of goblins scattered about. Not gonna lie, those goblins looked pretty hideous in the films, I imagine they'll look even more hideous in real life. Not exactly a family-friendly thing to have is it? Especially considering this is already a ride about escaping from a bank that you've broken into (great moral values there!). Now, this ride is apparently some epic dark ride/coaster combo. These types of rides are always risks, since some people's expectations can really shape how they react to the ride. Expect a coaster, you may be left unthrilled. Expect a dark ride, you may be left unimmersed. It's a really, really big risk.
Then you've got a train ride linking two parks together. Now, it will of course be more like a 4D experience, and this all sounds well and good. But it's not going to be easy to create a 4D experience about a franchise which already has so much going for it; very difficult to create an emotional link to the story. I have so many concerns.
Then there's also theming. Okay, Angry Birds Land's theming isn't the greatest, and there's room for more. However, let's step back and look at what Diagon Alley's theming will entail. Firstly, there's a dragon that breaths fire. Fantastic. That's better than anything at Angry Birds Land. However, this dragon doesn't move, from the looks of it at least. Talk about unrealistic! What's the point in having a creature for theming if it doesn't move. You're meant to be in a world where a dragon has just escaped; it's not gonna stand still, lording it over everyone else puffing some fire occasionally. It's going to move.
Angry Birds Land's theming at least makes sense; you're in a snapshot of a game, where some birds have just been catapulted, others are about to be, and so forth. It makes perfect sense to the story. Diagon Alley's dragon does not. Then there's all the shop fronts. They're shop fronts from shops in a back alley in London. Where's the excitement in that? The transportation to a whole new world? You can't get that here. It's basically just like walking down a part of London with shops you've never seen before (which isn't exactly difficult). Poor theming really; it's taken realism a step too far.
There's other things as well. Harry Potter is an outdated IP. The last book was released 7 years ago. The last film 3 years ago. Even if it's still popular, and there's a spin off film series on the way, the main Harry Potter IP is outdated. It's got little more than nostalgia now. It's time to let go. Take away the nostalgia and all we have is a kid's story that finished many years ago, and whilst still memorable, should be left alone, instead of picked away until its dignity has gone away. Angry Birds is about to get its second wave of popularity. There's a major film to be released in 2016. Mobile gaming is still huge, and a new game could easily make it to the top in 24 hours. Now that's a popular and current IP for you.
I think that's all I need to get my point across. Harry Potter is an outdated IP, and Diagon Alley is shaping up to be an overhyped dark ride that teaches bad moral values and a 4D experience which could go really well or really badly. Perhaps not the best family area. Angry Birds, however, is a current, popular, IP, with Angry Birds Land having a quality 4D experience and rides for everyone, which everyone will enjoy. It also teaches good moral values (don't steal, fight for what you believe in, yadda yadda yadda). If that's not quality, I don't know what is.
So save your money. Avoid Diagon Alley. Save yourself the disappointment. Take a trip down to Thorpe Park and bask in the greatness that is Angry Birds Land, and smile to yourself that you're in a better place than some hocus pocus area set about robbing a bank. You deserve it.
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Cal reacted to Mitchada04 for a blog entry, Behind the scenes: Stealth & SwarmAs part of the 2-4-1 deal TPM was given for the new VIP experiences, a group of us went down to go behind the scenes and ascend 127 feet.
We began our day going into Stealth's bunker where the launch system sits. The size of it is ridiculous! There are a few photos of Inatamin accelerator hydraulic systems around the internet but they don't do it justice! It also makes the coolest noise ever when it launches unfortunately, no picture were allowed down here so here's one of everyone's favourite Stealth element.
I also really like this photo
Next we headed up to the console where we saw people press buttons and how the system registers where a train is at any one time. For anyone who loves codes, Code Bronze is where it doesn't launch (because the dog is out of the 3mm tolerance on the 3 tonne catch car), Code Silver is a rollback and Code Gold is a stall at the top of the ride.
We were however allowed out onto the platform thingy of the station to take pictures
Yes, we also got to wear fancy hi-vis jackets alongside our steel toe capped boats.
Still amazes me that this thing is 3 tonnes!
We then headed under the station to watch a launch and here the dog fall into the catchcar (that's what the lovely ping noise it makes while moving back and forth before launch is) and then down the metal path to the warehouse.
In the workshop we were lucky to see one of the trains that is operational this season (don't ask me why it was in there and not operational, surprisingly that wasn't a question that came to mind). In here we saw them drop the dog and realised how little actually touches the catchcar to launch it. There was also a cannibalised train which they rebuild over the season so over winter they only have to strip down one train as the other is done during the season. We were then meant to head to Saw but we overran at Stealth (2 hours we were there for ) so were given The Swarm's workshop before our lift hill walk.
Wee!
With 10 of us around this hatch taking pictures, people soon began to wave and shout at us
We waited around for it to close and then watched the magical transfer table move!
Although it may look slow, you have to remember it's carrying a ridiculously heavy train and it is moving as fast as possible as this was requested by the park and B&M set it to the fastest safest speed.
The track locks into place
We all ran away
And in it came!
Like other B&Ms, the wheel bogeys are left completely open making it easy to inspect and change without having to move the train (like you have to on those wretched Intamin rides) so the train runs on a set of wheel in the middle and two rails where a slot between the seat runs along.
And out we went
To the control booth
Sun setting
To ascend this!
Still going
Higher
And we made it
And what a view it is!
Quick panoramic of the park
And it was time to come down
Few things, the park went to B&M and asked how they'd go about making it backwards. They considered alternating rows, one whole train backwards and the other forwards and in the end when with what we have due to the queueing situation. B&M supplied four new chassis for it and they do still have the other four for when it went forwards so it may return but for now it will remain as it is as it's still proving popular. The engineers do try and keep the theming in working condition and even want to replace the sign as its peeling away but budgets say other things and it's not always possible for them to fix effects such as the water spray and fire as their job is to get the ride operational and often by the time they've done that it's open and they can't get to the effects. The gas tower was also mentioned and they are looking into bringing back the fire especially with ABL now open but again budget and time says otherwise.
Was a great day and the view from Swarm's lift is amazing!
Goodnight Swarm.
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Cal reacted to Mark9 for a blog entry, A Californian Trip - Six Flags Discovery KingdomAs some of you may know, I've been over in California for two weeks embracing the west coast. In that time Chris and I visited five new theme parks and went on some of the most well known rides out there. So to start off with;
Six Flags Discovery Kingdom
I don’t know many people that have been to this park so for me, it would live or die based on how my trip was to go. The day started relatively badly. A heavy hangover from the Eurovision celebrating the night before meant some hangover coffee and food was required from Starbucks. Nevertheless, we sobered up and drove the 40 minute drive to one of two Six Flag parks in California. Now, when it comes to Six Flags, enthusiasts always come across as frosty. It’s reputation is near the bottom of the barrel. Reports of poor operations, rude and unhelpful staff ad dirty, littered areas are common complaints. I’m happy to report none of these came across on this particular visit.
Access to the park was swift, we purchased annual passes (at $100 each including parking and discounts it was a steal!) and made our way over to our first ride and my first new B&M since Dæmonen last year, Medusa. Now our first mistake was to take our bags into the queue so unfortunately our first ride was actually my first ride as Chris sat it out to put bags in lockers ($5 for all day use in all lockers in the park, very good value!).
Now, when it comes to the Floridian B&M’s they were very hit and miss. They are either large and overblown but over rated like Hulk and Montu or they little pieces of perfection like Manta and Kumba. Having already ridden Superman de Acero, Kraken and Dæmonen, I was fully aware that the floor less riding seat wasn’t the be all and end all of these rides. When it comes to Medusa I just took it for what it was; a glorified sit down ride. I have to say I really enjoyed it. It gets away with a few things though. For example it is as much of a car park coaster as Scream is at Magic Mountain. But that doesn’t effect the ride experience much at all. Secondly it’s oversized vertical loop, dive roll and zero g roll are a lot of fun. There is so much hang time throughout the inversions and it has that old style, B&M aggressiveness that some would say are missing from modern day Beemers. The Sea-Serpent roll which features exclusively to B&M rides on here isn’t that great but is the only dull moment on this ride. After the MCBR, the ride hots up with some very forceful helixes over the faded car park white lines. These are all taken at ground level and feel very quick. The corkscrews are also very quick and intense and the final helix is great fun.
I have a feeling that Medusa was running so well because of the heatwave that California was having at the time. It was 37 degrees on our visit, (absolutely stifling weather) and all the rides were running fast. This helped Medusa in particular as it just seemed to have that extra wallop. It was running two trains the whole day and the staff were giving great guest interaction. I thought they were supposed to be unfriendly idiots and no interest in the guests. Not true here. I found their visual check spins quite funny as they put their arms at full length, say visual check and spin on the spot. So, first ride down, three rides done on Medusa (two in the back row, one in the front) and a fantastic start to the theme park trips.
Our next stop was Kong, a Vekoma SLC. My only other experience with this ride type is Infusion at Blackpool. This wasn’t too bad although it was definitely a slight head banger. We had one front row ride on our trip, no more goes were required.
Next stop was the weirdly named Sky Screamer, a glorified wave swinger that gave great views of Medusa and nothing more. This was closely followed by Cobra, a Zierer junior coaster which wasn't too bad, not too dull but nothing crazy.
We stopped for a little bit too have some water and chill out and then head to our next batch of rides. Discovery Kingdoms entrance is weirdly placed between areas. On your left is Medusa and Kong, over the entrance is V2 and to your right is Superman:Ultimate Flight and Roar. So naturally our next stop was the other coaster corner starting with V2
Starting with V2 (Vertical Velocity), this is an Intamin impulse coaster that has a weird angled piece of track at one end and a vertical spike at the other. The ride launches you one way then the other then back again until you reach nearly the end of the track. Weirdly the zero g at one of the end is angled oddly so sometimes you get halfway through the inversion and others you make it the whole way through. Oddly, this never had a queue but this may be down to its poor reliability as it seemed to rarely run through our day.
Next up was Superman: Ultimate Flight, a premier launch roller coaster that won awards a few years ago for its original ride design. I can understand that, it is pretty out there in terms of rides but it has a fatal flaw. It’s poor throughput means queues can rise quickly. Luckily it was relatively quiet on our visit but I can imagine long waits on busier days. So with that being said, how is the ride. Yeah its good, the constant launching back and forth through the station feels very good and the ride definitely has some good bum of seat action. It also features a good amount of air time and the sensation of speed is there in bucket loads. I just question whether parks can justify such a low throughput ride.
Our final major roller coaster was Roar, a wooden coaster built by GCI, the masters behind Wodan at Europa Park. Before our visit, Roar was a very unloved ride, thrown aside by the enthusiast community (well.. TPR) for being rough and uncomfortable. Luckily, the ride had a slight refurbishment with track being replaced before our visit so the question was, could it take down Wodan.
No it can’t.
But it shares many characteristics with the German version such as the relentless sensation and the amazing sense of speed as you are thrown left and right the whole way around the circuit. The first drop was a particular highlight. The rest of the circuit kind of melted into one in my mind. Suffice to say we enjoyed both our rides on this ride even though it only ran one train. The other didn't seem to be around at all.
So with the major rides all done it was time to kick back and enjoy the rest of what the park had to offer. A nice lake surrounds the park affording it a nice scenic view. We had some nice chicken and chips and then went around the zoo area. We were slightly surprised by how close we could get to the animals such as the giraffes and elephants. You could also pay to ride the elephants around a little enclosure.
Next up was Boomerang: Coast to Coast or as I refer to it as, my first Vekoma Boomerang. I’ve heard the horror stories and the outlook wasn’t great. But you know what, I thought it was fine. Sure there was the odd jerky sensation but I’ve had worse. It certainly wasn’t uncomfortable.
In the park is several huss creations such as a top spin (that had no water thankfully) and there was little roller coasters for the kids dotted around. Our final stop was a show with Dolphins called Drench. With marine life being a hot potato at the moment, what with the Blackfish documentary this show had a slight edge for me. The dolphins looked well looked after and seemed well treated so erm.. not much more I can add to either side of the argument.
So to conclude. Discovery Kingdom. Done a large floorless or a decent woodie before? Probably not going to add much to your interests. But if you want to go to somewhere relatively ignored in UK coaster circles, somewhere that does have genuine charm and some cracking good rides then you can’t go far wrong then Discovery Kingdom.
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Cal reacted to JoshC. for a blog entry, The Story Behind DetonatorAs we know, next month will see Thorpe Park give a slight retheme to their 115ft drop tower, Detonator. A general shift in target market has to led to the perhaps knee-jerk reaction to bring in a family-themed area, and the easiest way to go about that would be an IP. So we have 'Angry Birds Land', and Detonator will become 'Detonator: Bombs Away'. Who knows what this slight retheme will bring? Well, we will find out in little under a month's time anyway.
With most eyes focused on the future, I've decided to turn my head and look back on the past. Detonator opened 13 years ago and is a staple thrill ride within the heart of the park. The ride and its overall experience have remained pretty much constant, so the ride's history seems far from exciting. However, the circumstances in which the ride even came to the park and the behind the scenes stories are far more interesting...
The story starts on a Friday afternoon, in July 2000. A smoker discarded their cigarette into some bushes, which quickly started a fire; 'The Thorpe Park Fire'. Slight damage was done to Mr Rabbit's Tropical Travels. However, substantial damage was done to the nearby Wicked Witch Haunt ride.
Wicked Witch Haunt was so severely damaged it could not be saved; the building was completely destroyed. Of course, the ride needed replacing. At this time, there were very few major rides at Thorpe, and the multi-million pound, record-breaking Colossus was in its planning stages. So the ride had to be cheap and not steal the limelight from that. Also, Thorpe were still very much a family-park, with a big focus on family rides. So the ride had to appeal to a large audience.
The park's first choice was, however, not Detonator. Instead, it was this:
Photo from Wikipedia
It was a standard Vekoma SLC! The photo shows Traumatizer at Pleasureland Southport, and was later moved to Blackpool Pleasure Beach and named Infusion. The ride is a family roller coaster, very simple, nothing too special or exciting. Plus, it was quick and easy to construct. At the time, it would have fit the park perfectly. The plans were very quickly rushed together and submitted to the council (in fact, Traumatizer was used to judge noise levels for this new coaster). And, from what I can gather, they were approved. Unfortunately, the plans themselves are not online at all, so the exact look, location of the ride is unknown to me! But why was no such coaster built?
Well, very simply put, it came down to troubles with the energy supply! The plan was to get the ride opened for summer 2001. However, associated costs with the ride and power supply for the ride (whatever that means) meant it wouldn't open by then. So the plans were shelved.
At this point, we're in October 2000. The 2001 season would start in March; a mere 5 months away. So Thorpe's management decided to go for a drop tower. Due to the naturally thin structure, it would have little 'visual pollution', it was quick to construct and, though quite thrilling, did temporarily fill in a missing part of the park's line up at the time. Note - temporarily. The original plan was the have the ride operating for 1 season, then replace it with what another coaster. This is why Detonator 'broke through' Thorpe's height ceiling of 100ft - it was only meant to be around for a year and it was under special circumstances!
Everything was all approved and everything was all good. Detonator opened at the start of the 2001 season, along with Zodiac and Vortex (funnily enough, Vortex opened rather late and the park were investigated by Watchdog for misrepresentation. Oops). Colossus was under construction and was hoped to put Thorpe Park 'on the map'. Behind the scenes, plans for a new roller coaster, namely Nemesis Inferno, were well underway.
However, something unexpected happened. Detonator was popular. Really popular. In fact, it averaged "over 9 out of 10" on customer reviews. No park can afford to get rid of a ride that is THAT popular. It had to stay. So the utmost was done to ensure allowed for the ride to stay. Fortunately, the layout allowed for this to be the case.
There was still one more problem though. The ride only had temporary planning approval. By the end of 2001, they would have to take it down. So an extension to this application was sought after. It was by no means a guarantee approval would be given, due to the fact the ride was tallest on park. But, fortunately, the ride was approved for another, temporary, 5 years.
Why only 5 years? Well, Detonator was not in Thorpe's long term plans and it's a fairground ride. Could 6 years of constant operation be too much it? Would it maintain popularity for 5 more years? Would it fit in with the park then? The park weren't too sure.
Of course, the ride stayed, and the park applied for permanent approval of the ride, which was granted. In fact, the MTDP at the time even indicated a second drop tower joining Detonator, but alas, it never happened.
Detonator is, in terms of G-forces, the most intense ride on park. It's regarded as one of the better drop towers in the world and works so well within Thorpe Park. Yet the ride only arrived due to a series of accidents and misfortunes that the park had to get over. Had those accidents never happened, the park could well be very different and - in my opinion - worse off. Would we ever had gotten Inferno if a Vekoma SLC was put in place? Would said SLC still be here today? Would Thorpe be as popular as it is now? Who knows! All I know is that, 13 years later, Detonator remains a favourite to all. How nice, ey?
May Detonator stand tall for many more years, regardless of theme...
"Detonation...complete"
Disclaimer: I cannot guarantee 100% accuracy behind this information. A lot of the information was deduced from past planning applications and, in some cases, such applications were not always complete. Should there be any information which you believe to be incorrect, please feel free to leave a comment and say so!
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Cal reacted to JoshC. for a blog entry, JoshC.'s Review of the Season - 2013Here it is - the 2013 Review of the Thorpe Park season! I'll be sticking to a similar formulaic approach as the 2011 (sorry about the pictures being broken here; I'll be sorting it out asap!) and the 2012 Season Reviews I've done. If anyone has any suggestions on how to improve the style / format of it all, let me know! Sorry about the length of this; it's hard to a balance between a detailed review and keeping it short. Also, for anyone wondering, I won't be doing any for other parks, simply due to the fact I haven't visited them enough to do a 'season review' like this one. Watch this space though - who knows what the next season will bring for me? And so, with that out of the way, in the words of Thorpe Movie Studios' Director, "get ready to roll...lights, camera, action!"
The Swarm
We all know the story now - an alien race has attacked Thorpe Park, leaving destruction in its path. Unfortunately, this didn't bring in the guests last season - maybe the park's marketing was too effective and people actually thought real aliens had invaded? So, the thrill factor of the ride was upped - giving us the billboard and the 2 backwards rows. The general consensus is that, simply put, the billboard is a great addition, which is visually pleasing on and off ride, and creates what many regard as the best near miss of the ride. So Thorpe really hit the nail on the head there.
The backwards rows, however, have divided opinion a lot more. It certainly creates a unique and interesting experience, but it does detract from the 'point' of Swarm. That said, it still is a crowd pleaser, so it's not all bad. The main problem which seems to have arose from it is that of the station queue are being congested, and loading procedures sometimes being affected because of it. I noticed towards the end of the season, the backwards passes were scrapped in favour of just going backwards after seeing the queue size, so maybe that's the way forward? (Pun NOT intended!) I also see that Heide Park's wing coaster is having bag storage in the station area, so if that works out, I'd love to see that implemented for Swarm to solve the problem of the crowded bag area.
All in all, Swarm's touch ups this year are welcome to all, keeping a great ride experience and improving it with more large-scale theming.
The billboard, featuring the winning competition slogan.
The reverse of the billboard.
Swarm is still one of, if not, the, most photogenic rides on park.
X
Another 'New for 2013', though not heavily advertised, was the rethemed X. Finally, after closed season upon closed season of rumours that it would be given attention, the rumours were true! Forward facing trains, individual lap bars, a lowered height restriction, a vague theme, lights, music all in one - it added up to a whole lot of potential for what was likely a cheap-ish retheme. Now, my first go on the new X happened when the block brakes were still on the ride. It created a slow, boring and unenergetic ride which was a shadow of its older self in my opinion. Being a fan of X:\ No Way Out, it was hard for me to see how the park could successfully improve it.
However, my goes after that were without the block brakes. And the ride got better. And better. And better...you get the picture. I love it now. Everything about it just works; it's just a fun little ride which everyone can enjoy, and was something that was really missing in Thorpe's line up. As someone who remain sceptical over an overhaul of the ride, I'm really glad it's worked out and given the ride a new lease of life!
Nemesis Inferno
In 2003, the public felt the heat of Nemesis Inferno for the first time. 10 years later, and the fire is getting hotter and hotter! Inferno ran brilliantly this year, giving a faster and more relentless ride than ever before. It just goes the show that even B&M Inverters which are seen as 'boring' or 'unforceful' can still grow into something which can pack a punch. The tunnel's effects were a bit hit and miss, yes, but for the most part, I think they've been pretty good this season.
What speaks more volume about Inferno than I could ever say, though, is what I saw back on a cold, snowy April's day this season. The park wasn't busy at all, and rides had a maximum of a 5 minute queue, with 5 minute queues. Inferno, however, had a consistent 20-30 minute queue throughout the day, not because of slow loading procedures or anything, but simply because it was pulling in the crowds. Goes to show you don't need some amazing gimmick to create a coaster which will keep people coming back...
Inferno on a sunny day.
Inferno on its 10th birthday (look at that queue!)
The Other Thrill Rides
In a season where the park has aimed to slightly shift its target market so it's not all about thrills, the park's thrill rides themselves have had some mixed fortunes.
Stealth has had a pretty successful season, with no major breakdowns coming to light. It's nice to see a ride which was previously having a few troubles here and there be continually running smoothly. I love how the park use the ride's plaza area for loads of small little things, like Dr Pepper stuff and the ice cream event, making it feel like it is not only the 'icon' ride of the park, but also the icon area. Also, the Ice Cream event photoshoot was massive fun - 20+ rides on Stealth on a summer morning is always a great way to wake!
Colossus and Saw, known as the two rough rides on park, have also had decent seasons. Whilst Colossus is no longer the coaster with the most inversions in the world (or even the UK; thanks Smiler...), it's still got the 'world's first' to draw people in. It needs a spruce up, yes, but hopefully that will come sooner rather than later - after all, the park themselves have said they're keen on the idea when the time is right! Saw is a very Marmite ride; most people seem to have a strong dislike for it, whereas a few have a soft spot for it. I'm in the minority who enjoy it and feel that this season has been alright for the ride. Effects have been good on the whole, and I still don't think the ride is rough. If I have one criticism of the ride, though, it is that the outdoor audio is broken / turned off / too quiet to hear (I have no idea which); really would like to see that rectified.
Slammer started off the season really well (if anyone had been asked to place a bet on it working throughout days of snow, most people would likely have kept their money...), but it unfortunately hit its snag around the half way point of the season. It's a shame to see a ride which is having so much time and money invested having so many problems (and, as far as I'm aware, it's not reoccurring problems, it's usually a different problem each time). Hopefully 2014 will be 'the season' where it manages to be pretty much problem-free as you do wonder how many more long periods of downtime the ride has to have before the park say enough.
Slammer's S&S brother, Rush, has remained pretty consistent during the season, which is good news. It's been a bit of a shame to have shorter ride cycles this season compared to other seasons, but I assume there's a reason behind this. Detonator and it's shiny new restraints has been brilliant as ever; always gives you 'that feeling', and never fails to deliver. Vortex has been feeling very 'juddering' this season though, which has lead to an experience which makes me feel rather queasy unfortunately. Fingers crossed that this closed season will see the ride given a little bit more TLC.
Samurai also had a bit of trouble this season.
Detonator stands tall as the park's most consistently good flat ride.
The Water Rides
With the charge in target market becoming obvious just before summer time, the park's water rides played a bigger role than normal this time around. For a park the size of Thorpe, I think 5 water rides is a on the larger side, so why shouldn't the park put them in the limelight a bit more?
The season began with everyone fearing that the removal of Loggers Leap's tunnel would ruin the ride. Fortunately, not all of the tunnel was removed, and the ride experience isn't really affected by it at all. Of course, this is no reason for the park not to replace the tunnel, as I bet for first timers, the indoor lift is somewhat of a surprise. Other than that, Loggers has remained on good form for the most part, though seemed to struggle a bit towards the end of season. Also, the smell after the tunnel seems to have gone away / become less potent; if that's the park's doing, then yay!
Rumba Rapids is a ride high on my list (maybe top) to get a bit of attention. It doesn't need too much, a bit of work inside the tunnel, a fresh lick of paint and hey presto, it's pretty much done. The thing is, even though it's a short ride, rapids rides are the perfect ride for everyone and can work on any level. Tidal Wave is a ride I don't do, but it still looks as striking and wet as ever, so no complaints! Depth Charge's new boats are presumably heavier, as I've found boats to go faster and further, which is great fun.
As for Storm Surge, well...I'll let you fill in the gap here for yourself...
Tidal Wave...operating in the snow.
A variety of TPM members show off their Storm Surge reactions...
All the Rest
Not much else to say really about the other rides. It was nice, but a bit strange actually, to see the Teacups be repainted with the Tetley branding half way through the season - goes to show that they are working towards a good look for the park. Other rides like Quantum and Zodiac were doing as well as ever I felt, and rides like Rocky Express and Flying Fish were nice fillers which will no doubt become more popular as the family market builds all the more.
A blank Teacups midway through the season.
Despite supposedly closing at around 5pm for Fright Nights, Rocky Express stayed open much longer. Perhaps there's more demand for the ride than the park realised!
Thorpe Park Mash Up
Mash Up ran for a second year, again in conjunction with Ministry of Sound. The fact that the previous couple of Easter events only lasted one season must say that the name and style of Mash Up was appealing. Unfortunately, I didn't go to the event this season, but I expect it was much the same as last season's, which worked well, so no problems there!
Sun Scream and Dr Pepper
Sun Scream returned for what I think was its fifth season, and was again sponsored by Dr Pepper. The more family-friendly direction the park were heading saw no stunt show, but instead a 'chill zone' take the arena, sand-sculpting be in the smaller half of Neptune's Beach and other things for everyone to enjoy. Then there was the Dr Pepper red button roaming around the park long after Sun Scream had finished, giving everyone the chance to win prizes if the dared to press the ominous red button. Good to see random little fun things like this crop about.
Despite Sun Scream obviously being popular enough to last many seasons, I think it's time to think of something a little different now. It's all feeling a bit tired and overused now; just a slight change in direction and couple of other tweaks with give it a fresher feel which I think is needed.
Sand sculpting on the beach.
The Colossus sculpture was highly detailed.
The Chill Zone was very different to the usual bike stunt show which would take over the arena.
The Red Button.
Smaller Events
There's been a fair few smaller / one-off evening events this year, no doubt to help encourage people to make use of the other evening things the park does (keeping Bar 360 open till 11pm for example; great idea!) and to give something extra for Crash Pad guests. These included comedians working their way up, roller disco nights, lesser-known groups such as 'Please..?' and 'Anttix' playing in the dome and others.
It's nice to see the park experimenting and trying to get crowds in for longer / for other reasons than 'just the rides'. In honesty, I doubt these were huge successes, due to the lack of marketing they got, and that people probably weren't drawn to smaller names. However, the park shouldn't give up with them - they need to stick it out with things like this, find what works and what doesn't. Yes, it's a bit of a risk, but that's what the park need to do!
Summer Nights
A surprise feature of the season was Summer Nights - 7 roller coasters and 2 water rides open for 3 hours for a small charge. Okay, at first the park were wanting to charge what was probably a bit too much (£18 for non-AP holders, £15 for AP holders), it was great to see Thorpe respond to the criticism and swiftly lower prices. The park was very quiet for all of the nights it ran (the first night being essentially dead and there literally being no queues). It was great to be in the park with such a relaxed atmosphere, and the staff were clearing enjoying themselves as well. Everything about the event worked so well.
The true testament to the quality of the event is that the park are doing it again next season, for pretty much every weekend during summer!
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Queue free indeed.
A literally empty left hand side of Swarm's station area.
Fright Nights
Two words - Intellectual Properties. These are what dominated this season's Fright Nights, and will do for at least the next two. IPs are tricky things to pull off at theme parks, but I think that the risks involved with pairing up with Lionsgate paid off.
Some may say that the IPs have ruined the mazes, but I think that isn't the case. Cabin in the Woods was a brilliant and unique idea, which worked brilliantly. Blair Witch Project was something different to the rest of the park's line up, and even though it didn't live up to expectations, it's a good learning curve for the park. Also, considering it was a 2* rated attraction, it really isn't that bad. Saw Alive remains a strong maze in the line up and the idea if the You're Next characters roaming the park was very clever. The only weak spot was My Bloody Valentine, which was a shadow of the original Experiment 10.
I expect we'll see at least 1 or 2 replacements next season (or maybe even a completely new line up bar Saw; who knows?), so the event should continue to grow in its own way. The way to improve the event from here is for park-wide theming; the park has got the mazes more or less sorted, they've got lighting and audio done rather well. To create an event which can start to compete with the best, theming the park is essential, and with Fright Nights being the crowning glory of the park's season, let's hope they can continue to go all out!
The highlight of the event, for me, has to be Face it Alone. By far the most extreme experience possible, well worth the money and exactly what the park needed to add to create this 'terrifying Fright Nights' which they claim. This really should return next season, as it is certainly a great experience.
Small theming pieces were around the park; specifically by the mazes.
The roaming actors caused quite a crowd when they were around.
Reserve 'n' Ride
Another experimental thing for 2013 was Reserve n Ride. A free-to-use service which replaced Swarm's main queue for about a week and a bit all in all. The overall idea of it seems very optimistic - turning the park into a queue-free environment, because you can book the time you want to ride.
The system worked to be fair. However, there are some problems, such as having to rely on having a smartphone with a decent battery life, and people understanding how the system works. The idea of making the park queue free is highly ambitious, but this might be a suitable replacement for Fastrack in some respects. Again, it's great to see the park trying out totally different things, and it will be interesting to see if this develops further next season.
When it worked, there were no queues in sight.
Food, Drink and Merchandise
Back before the season began, many were wondering if the outsides brands would be leaving the park, especially with the Burger Kitchen outlets arriving at Alton Towers and Chessington. Fortunately (based on reviews of BK at the parks), all outside brands stayed and no new food outlets came to the park in 2013.
All food outlets have continued to serve good quality, and the prices remain good value for what you get (which are made really rather good if you have can take advantage of Annual Pass discount). The only shame about drinks is, for a period of time, some outlets wouldn't refill the quenchers. Seems really odd, just doesn't make any sense (apart from for outside brands, of course). I did notice that during parts of the season, they became more relaxed about it all, which was pretty good.
A quick word on merchandise too. It's been great stuff yet again and of decent value too. Swarm's merchandise is still beautiful!
Amity Drop n Shop got a new sign!
Enjoying amazing kebabs.
Nature
It's no secret that there's not an awful lot of green space around the park. It's all too easy to forgot that the park is surrounding by water, which is actually a really beautiful setting when you think about it. So here's a couple of photos showing off the little bits of natural beauty that is around the park...
Sunken Gardens towards the beginning of the season...
...and in the middle of the season.
Swans and their babies by Swarm. They ain't afraid of no aliens.
Other Stuff
Just a couple of other bits as well. We've seen new LED signs outside ride entrances come about this season, which are good quality and much more inviting than the previous ones. If there wad one criticism (which is quite a picky one too), it would be that all of them say 'WELCOME TO THORPE PARK' every so often, which seems a bit pointless really. Having it on the large queue boards, fine, but on the individual ride ones is a bit excessive.
Also, one thing I noticed on Summer Nights, when all the audio was the same all around the park, some of the speakers were a few seconds out of sync. I don't know if it was a one off or if that's now been sorted, but if it hasn't, then I'd like to see that fixed up. It's such a small thing really, but it makes a world of difference.
Speaking of audio, 'The Noise' was a great idea, and something which was well executed. It will be interesting to see if they stick with a similar idea next year, or go back to a themed entrance music piece.
A Look Ahead
2014 brings us the rebranded Crash Pad, aka 'The Waterfront Hotel'. Thorpe are creating their own shipping container hotel, with brighter colours and more rooms available. It will be interesting to see if there's a change in quality or price now there's no ties with Snoozebox, but that's only something time will tell. From reviews that I've heard this year, The Crash Pad was actually nice inside, despite the unpleasing exterior, so maybe it's one of those things which will get more popular as word of mouth spreads?
Other than that, we have no concrete announcements of anything new next year. There's been talks of a new 4D film, the return of the Canada Creek Railway, the movement of Vengeance to the park and others, but will any of it happen? If the change in target market to be a bit more family friendly becomes more prominent, then at least one of those things should happen. Thorpe have alluded to a spruce up of the entrance as well, which is much needed in my opinion. Other than that, I expect we'll see a couple of spruce ups around the park, as there are a couple of rides in need of a bit of tender loving care. Whilst it will be a quiet year for the park investment-wise, it doesn't mean that there won't loads of interesting little things come the new season!
So that's it for another season - onwards and upwards as they say. Thanks for reading!
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Cal reacted to ThaliaKleio for a blog entry, Fright Nights Trip Report 27/10/14Thorpe Park Trip Report 27/10/13
After our short 25min drive from our hotel (following our 4.5 hour drive the day before) we arrived at Thorpe at around 10:15. We then proceeded to the MAP office to pick up our shiny new passes before heading in to the park just after 10:45, I checked the queue times using the app and saw that the majority of the rides were still on 5-10 min queue with the exception of saw and swarm which were both already up to an hour.
We headed toward X as we hadn’t been here since it got turned around and wanted to try it out. The ride seemed a lot tamer this way round in my opinion but I’m not sure if this is because we went to universal in the summer and spent a lot of time on The Mummy.
After this we headed over to nemesis and it’s 5 min queue, as we got into the building we decided to queue for the front as there was not that much of a queue. However at this point the ride decided to break down on us and was then only running on one train. After about 15/20 mins of waiting it was our turn to ride and this was one of the best experiences I had that day, it is definitely better at the front and seeing the track appear before you without another car in front was an unusual experience, and one I haven’t experienced very often.
Next we decided to buy or directors cut fast-tracks for later on in the evening an while we were there purchased some fastracks for the swarm backwards as this was something else we had not experienced yet. We then headed straight over to swarm and “braved it backwards” it was definitely odd going backwards and the only downside was that the theming and near misses were all missed
due to you not seeing them till you’ve gone through them.
We then headed over to Saw and it hour queue, but as we got inside we noticed that the queue was a lot shorter than it normally is when it’s a hour so we thought we’d be out quicker than expected, However after about 15 mins of queuing the ride broke down, we decided to stick it out an after around 20 mins the ride was up and running again, however after another 10 mins the cars
disappeared again and we were left waiting another 10 mins before it was up and running again and we were finally lead into the building to “play a game”.
By this point it was lunch time and we headed over to calypso for some chicken and watched a man Eat a ton of ribs (was that there all season or just fright nights).
We still had an hour before our fastracks kicked in so we headed to Colossus as it had a half hour Queue, once we got the fastrack entrance the woman asked how long we’d be queuing, we worked it out to be 15/20 mins and she was surprised by this fact (even asked us if we meant this queue ) we then rode the 10 loops and headed over to asylum to watch the chainsaw guy in action.
Then it was our turn to venture into Asylum, this maze seemed a lot longer than the last time I went in 2 years ago. Also the strobe lighting made it look like the walls were moving at numerous points during the maze, we lost half our group at one point due to a door being left open and the front of our group escaping outside, we then saw the group that went in before us being called back in and were then right behind us for the rest of maze making our group very large. I must say that the theming of the maze has had no lasting effect on me and I can tell that the actors in the maze were not real mental patients and that is not how they act.
Our next maze was my bloody valentine, upon getting to the entrance we were told that we couldn’t enter as they were “dealing with an issue” so we waited around for about 10 minutes before witnessing a group of irish travellers being escorted out of these and threating to set off the fire alarms in the park! We then ventured into the maze and got told to be careful about driving home due to the storm before being told the story of Harry Warden. I’ve seen the remake of this film so kind of knew what to expect but other people in my group were a bit freaked by the first scene. We keep checking all the dark corners and actors made use of these very well. This was the only maze which made me scream (due to actors jumping out of darkness and right into my face). We escaped harry and carried on with our day.
Our last maze was cabin in the woods (we didn’t bother with saw) this maze was my favourite of the new ones and I hope it’s back next year so I can experience it again. We had kiko this week but I don’t remember seeing her during the maze, the rooms I remember are a forest, wallpaper and deer head (with a door to the control room but didn’t get to go through) a room with a guy that was proclaiming his love for the girl in front of me, a tunnel, the room from the facebook videos, some long corridor that turned on itself with about 4 actors in it and the last room with the plaques.
After surviving the mazes we headed for some rides in the dark we did swarm, Colossus and nemesis, the last two were not as fun due to the rain starting and hitting me in the face. We were going to queue for blair witch but we had a look when we came off nemesis and it looked awfull :l it was also raining pretty heavily by then so we called it a day at 9:30 and went back to the hotel.
Ride list
X x1
Swarm X1 backwards X1 forwards &dark
Saw X1
Nemesis X1 Day X1 Night
Colossus X1 Day X1 Night
Mazes X1 (except saw)
This is my first trip report so sorry if I’ve done anything wrong :L it also seems to be a bit long :L sorry again.
ThaliaKelio