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Inferno

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  1. Like
    Inferno reacted to JoshC. for a blog entry, 'A Look Back' - Colossus   
    After trawling through the planning portal again, which is always interesting I find, I came across the original plans for Colossus. Much like with the http://forum.maniahub.com/topic/151-tidal-wave/page-30#entry164771]original Tidal Wave plans, they are quite different. But before I divulge into that further, let's look at how a new coaster came about in the first place...

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


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


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

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

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

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

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


    A side on view of the coaster.


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

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



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

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

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


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


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

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

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

    Loving the new sign!

    It's really noticeable around the whole park!

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

    And again can be seen all around the park

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

    Enjoying the jolt smooth drop.

    Loop-de-loop

    This inversion offers great hangtime

    I actually really like its colour scheme.

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

    An Archelon and Green Scream.

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

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

    A classic

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

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

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

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

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

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

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

    More of this lovely lake and the trees.

    Lots of foliage...

    Even more!

    Some nice trees with decorative rocks.

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

    Another lake and you guessed it, trees!

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

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

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

    These trees look well cared for.

    TREES!

    Even a baby tree!

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

    Some nice flower boxes.

    Nice selection of potted plants.

    Lovely flower bed. The colours are very enticing!

    More flower boxes

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

    Simple yet very effective.

    Look at them all, so pretty

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

    They had this very expensive ornament called "Slammer." I was going to buy one but apparently it's currently unavailable even though it's sitting right there! The labels on items always lie.
    Thanks for reading
  4. Like
    Inferno reacted to Sidders for a blog entry, From: Fright Nights 2013 - SLENDER   
    Source: Fright Nights 2013
  5. Like
    Inferno reacted to JoshC. for a blog entry, Phantom Fantasia - 30 Years On   
    As we'd expect, 30 years ago, Thorpe Park was a very different place. In fact, it wasn't really until 1983 that the park saw investment in 'theme park rides'; until then, the park was a more educational/leisure area. One attraction which opened in 1983 saw Phantom Fantasia - the first incarnation of what many knew as Wicked Witches Haunt. The ride was rethemed into WWH in 1994, before its untimely closure in 2000 due to the infamous Thorpe Park Fire.
    Whilst I never got a chance to ride the original Phantom Fantasia (would be a bit difficult considering I hadn't been born then ), I've heard / read a couple of accounts of the ride, and it seemed to be a very British attraction - it had that eerie / scary tone, yet had humour to it as well. It was a ride which sounded fun for everyone, and was just spot on. When we remember that at this time, Thorpe was a small business, and the idea of a theme park wasn't really around in Britain (something which Wardley discussed about so well in his autobiography I thought), it's - in a way - an astounding achievement.
    Here's a few photos of the original Phantom Fantasia, from either 1983 or 1984 (put in spoilers to save on space and such):
    Unfortunately, I can't really offer much explanation into the scenes and such. However, Neilfever added a brilliant video of the ride onto his Youtube account a few years ago...

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

    Anyone recognise him?

    You walk past him as you exit Nemesis Inferno! I think after the fire, he appeared in MHFS, and now keeps guard of the now abandoned area...
    Wicked Witches Haunt
    I did get a chance to go on WWH, however. Several times. My memory of it is rather hazy, seeinghow the last time I went on it I was barely 6, but there are some scenes that I remember. I think that in itself speaks volumes of this attraction - for me to remember it 13 years after my mind shows that it was an attraction that stayed with you. It might not have been the best dark ride, but that doesn't mean it didn't affect you.
    My personal memories of the ride was that it was one of the attractions you 'love to hate'. Not in Storm Surge way, but in a way that it always left me scared or spooked out, I'd have to close my eyes really tightly or cover my eyes and I'd sometimes let out a scream. As a child, it was ride that scared me, but that's why you like it. The best way I can word it is that it's the child-equivalent of a scare maze, or watching a horror film.
    The witches didn't scare me really. I guess at that age, you're introduced to stories that split opinions on witches - some seem horrible, but are actually nice and vice versa. The thing was though, it did give me a 'feeling'; something bad could well happen here. The scenes that never failed to scare me were the ones with spiders - there were big, fair, ugly hairy spiders. They jumped out at you and stuff. I was petrified. I think the finale, or a scene very close to it, involved the carriage turning to face a wall, and then the biggest spider there was jumping out at you. Scary stuff. For the family audience the park had at the time, it must have been a huge hit.
    So, that's really all I have to share. Whilst the ride was not 'iconic', it certainly played its part in Thorpe's history, and is probably something that will be mentioned for years to come. I do doubt that the ride would have stayed at the park much longer anyway, due to the shift in target market, the age of the attraction and such, it is a true shame it burnt down. But c'est la vie.
    A couple of links which show of PF/WWH really nicely -
    http://www.memoriesofthorpepark.co.uk/phantomfantasia.html
    http://www.baffles.me.uk/features/tpg/features/wwh/index.html
    Would be great to hear others' memories of the ride too!
  6. Like
    Inferno reacted to Mitchada04 for a blog entry, Summer Nights- 28/07/13   
    I was hoping to have something on the Ice Cream thing as well but that didn't seem to materialise so these two pictures of the only 'snowy' thing they had shall have to do.

    Max and Jack are excited for Stealth to set of the snow...

    But they are unimpressed when it doesn't happen and Max takes it out on poor Mr Snowman
    After our wonderful picnic provided by Jack (no pictures because it was so amazing) we waited for Styles.

    Max was going for the creepy look and doing it very well

    And Jack's going for the "hey I'm Jack, please be my friend" look

    In an attempt to not have to look at the Crash Pad Max uses his super cool shades and the backwards walk

    And it worked so he celebrates. And hey Detty

    Storm Surge ruining yet another picture to be taken at Thorpe.

    But Stealth knows how to get out of its way

    The Swarm in darkness

    And how the queue looked (and was on all the rides)

    And here's a nice group shot of Styles, Jack, and Max enjoying their free ponchos, towels, and hot chocolate.
    It was a great afternoon/night with great people!
    Thanks for reading
  7. Like
    Inferno reacted to Mitchada04 for a blog entry, Smile. Always. 16/06/13   
    Yesterday (16/06/13) was my annual trip to the wonderful place that is Alton Towers. The past few weeks I had been quite worried in hearing that Smiler had kept breaking down, stalling and so on. Luckily, we not only got one chance to smile, but we got two!
    The park yesterday was fairly quiet with queues ranging from 10-40 minutes for the main coasters with Smiler being between 80 and 120 minutes all day. Everything was working except Oblivion and Enterprise. We had lovely weather all day, not too hot, not too cold, it was just right. It was a great day and I did quite a few new things for me (Nemesis front row, Sub Terra, and The Smiler).
    Ride Count:
    Nemesis: 3 (1 front 2 back)
    The Smiler: 2
    Air, Duel, Rita, 13, Sonic, The Flume, Rapids, RMT, Sub Terra, Battle Galleons, Ice Age, Submission, Skyride: 1
    Now time for some Smiler pictures and a few others.

    Our day started off by seeing this lovely 3D Smiler advert in our hotel (I did want to take it home )

    Sunny day at Towers, and the Monorail.

    Diving

    Corkscrewing

    Equalling Colossus' record.

    Now beating Colossus' record.

    Diving, again.

    No advocates...

    Advocates!

    Random Battle Galleons pic

    Oblivion closed, but don't want it to feel left out.

    Lots of tangled track.

    So much track!

    Laughing gas, I mean mist.

    Half way corrected!

    And I leave you with this sad picture of Harry the duck. All he wants is to become a yellow rubber duck but the staff at Towers can't fund his transformation. To help Harry, all you need to do is ride The Smiler instead of The Flume, then hopefully the staff will realise how important this transformation is for Harry. Thank you for your support.
    Thanks for reading
  8. Like
    Inferno reacted to Dan9 for a blog entry, Smiles and snake pits - 05/06/13   
    Disclaimer: New ride spoilers and large amounts of hype-generation ahead.

    On Wednesday myself, Tommy and Turtle ventured to Alton Towers attempting to experience Marmalisation for ourselves. After sadly missing the Moo-norail, we got the Splash monorail to the entrance where there was no major knowledge as to whether The Smiler would be open. For context, on the previous day it had stalled during testing and been closed all day along with the rest of X-Sector due to crane needs... SMILE ALWAYS. There were a few small signs suggesting it would closed, probably brought on by the words "THE SMILER WILL BE UNAVAILABLE", but we still had some optimism. Once in, we remembered our keeno-persona's and ran towards THE SINISTER INTAMIN WOODLAND AREA!!1!, before realising that Alton Towers is pretty big and no one has such energy at 9am. So Rita wasn't doing anything, and Th13teen was 'broken', oh you pesky Intamins you.

    So our gardens visit occurred a lot earlier than expected as we hiked for three whole days to Nemesis. I think Mark9 nailed it when he called this 'rollercoaster crack' sometime ago. One ride simply isn't enough. There must be two. Or five, as it happened to go on the day. It just seems to get constantly better with every ride, I could have kept going but there was more to be seen and done so we left it at that. Air was unfortunately not ready at 10am and as a result we wouldn't get on it at all. We waited 5 minutes for Sub-Terra to open instead, which is still such a good attraction. There was a new smell I'd never smelt on it before too, highly unpleasant! Back at Intamin forest INTAMIN'S WERE RUNNING so we went on some Intamin's. I'm actually quite fond of Rita despite it being a bit of a shaker/neck-basher. Whilst as an attraction I can acknowledge it's fundamental flaws, the whip you get going over the first hill and the following turnaround is pretty damn fun so I always like to give it a go each visit. Then, Thirteen, oh Thirteen. I'll probably be doing another blog on this ride sometime since there's always so much to talk about, but anyway, it was good on the day, aided by the rag-dolling and the confused stranger with Tommy. Blah blah, Hex was next, blah blah, then we finally went to check out X-Sector where at around 11:45am, The Smiler appeared to be waking up. We managed to walk past the queue at just the right moment, and despite the horrifying amount of people in the extension queue we, it only took 75 minutes to queue for our first ride. Turns out they were batching pretty heavily at the ride entrance. This brings us onto the part of the report where I talk about
    THE SMILER
    : )
    The first thing you notice about it is well, how much you... notice it. It was great moment to see it whizzing around it's track for the first time, accompanied by cheers of relieved guests who'd be queuing for hours already! It is a fabulous spectator ride, and I was absorbed watching it for the first time when we reached the queue by the main fence. The music here plays very loudly, but it's a very decent soundtrack indeed. It sets the tone for the ride well and whilst I love the main theme, it perhaps could have more variations. It remains very samey (or just short) when it had the potential for a lot of development. I might try and remix it a bit to show what I mean, but fundamentally it's still a great theme and I didn't get sick of it at all for the many hours I heard it throughout the day.

    Through the main entrance and down the steps, the view of the whole ride and the Marmaliser is majestic. The outside queue starts of fine, going under the Marmaliser and many of the rides elements offering a great view, however the second half does get very tiring in the hideous cattlepen. Shoutout to the Smiler staff member 'Tim' who happily provided the 'smiles', constantly, harassingly, and quite unsettlingly to whomever he took a special interest in. The specially dressed Smiler staff in general did an excellent job all day, dealing with immense crowds and interacting with those in the queue. Had fun looking at the flying butterflies created by scanning the eye's with The Smiler app, and then we made it inside. I'd thought this would be the end of the cattlepen torture but alas... it's a shame really, the projection mapping does look very cool but it was overridden by feelings of UHCATTLEPEN COULD YOU NOT. PLEASE?! I feel that something more immersive could have been done here, but I guess it's not a major thing. Anyway, queue done, baggage done, and we're up the stairs into the station. Whilst it is fairly simple and bare, I liked the lights in here, which were very reminiscent of The Sanctuary so I was happy to see that continuation. Enough ramblings, the ride...

    The first drop is just excellent. I knew it was coming but I wasn't prepared for the sheer suddenness of it. Sitting in the back row first time definitely helped, and the smoke effects as you leave the station make it hard to see what the rest of the train is doing so their was definitely a lot of surprise in that drop. No smoke effects inside for us unfortunately, but the barrel roll with strobes was made no less dramatic. Already I'm loving this, and we haven't even gone up the first lift hill. The first small drop off the lift looked like pure RCT awkwardness, but it was also surprisingly satisfying. I could keep dissecting every element from here on, but I fear my ability to talk for ages about this ride will make reading it a bit of a drag, so I'll skip to the point: Alton Towers are onto a winner. It's just excellent fun. The first half is smooth and quite disorientating, and everyone seemed relieved to have a break in the middle! The double dive loops were definitely a highlight of this half. The first airtime hill was unfortunately too trimmed to have any, however the second one was much better, aided by the hilarity of the Inoculator sending everyone into frenzy. Before that, the sea-serpent is another excellent manoeuvre, falling out of one inversion and soaring straight into another. The cobra roll part of the Staffordshire knot definitely has a major 'janky' moment, however I didn't find this to be anything as *painful* as Saw's and I thought it actually benefitted the forcefulness of that section. However, not all in my party agreed so I guess it's an individual thing. The first of the final two inversions is very forceful whereas the second is more 'graceful'. The ride's final sections are as satisfying as it's early ones, and the bits in the middle weren't exactly bad either...

    Late season opening, unclear opening date, further weeks of delays... so was it all worth the wait? Unquestionably, convincingly, categorically; yes. It's an excellent addition to an already excellent line-up of rollercoasters. The reaction we saw of other people returning from their rides was always just as joyous. The exit corridor is fabulous too, but I'll let you all discover that for yourselves. Once it opened, there were no breakdowns during the day however this hasn't always been the case. Hopefully it beds itself in quicker than Saw did, and downtime remains minimal. Of course, this is early days. Saw wasn't great when it opened anyway but it has aged even less gracefully. I pray that this ride does not follow the same path as at the moment I simply yearn to ride it again and again. I'm not claiming it's perfect by any stretch of the imagination, but if you take away the 'OMG 14 INVERSIONS OMG REVOLUTIONARY WORLD FIRSTS' mindset, it's an enormous amount of fun.

    I won't ramble about the next part of our day since I've covered the main headline, but we then ate at FCC by the window with an excellent view of The Smiler, whilst discussing it for a fair while. Then came Oblivion (still bloody excellent), The Flume (which was my first ever ride interestingly enough. I now understand why no one was really that keen to get me on it on my previous visits...), Runaway Mine Train and Duel. We checked Air's queue which was beyond an hour, so we had the choice of that or jumping in the 150 minute queue for The Smiler again. The Smiler it was... it's testament to the attraction's quality that I was happy to queue such an amount of time after my first go when other options were available. I'd probably do it on my next visit too. Watching the really cute trains whizzing around the circuit, interacting with one another, is merriment for any enthusiast.

    Dan9 - Smiling advocate, for the moment.

    8.5/10
  9. Like
    Inferno reacted to Mark9 for a blog entry, 25 things that are better then Tornado at Bakken   
    Tornado at Bakken is one of the worst rollercoasters I have ever had the misfortune of riding. It is so atrociously bad that it made me wonder what 25 things are better then it. Here is what I came up with and I hope you enjoy reading.
    1. Being kicked in the testicles
    2. Going to the Dentist
    3. Riding Furius Baco none stop for an hour
    4. Crashing your car into a wall
    5. Being mugged
    6. Having to endure a queueline at PortAventura
    7. Driving in Italy
    8. Being sick after a heavy night out drinking
    9. Getting the Victoria line during rush hour
    10. Sitting next to someone with body odour on a packed out London bus
    11. Watching Holby City
    12. Enduring homophobic abuse
    13. Going all the way to Towers and finding out the Smiler is closed
    14. Reading Theme Park Review
    15. Being insulted by Robb Alvey
    16. Shopping at Asda
    17. Shopping at Primark
    18. Eating Brocolli
    19. Eating Brussel Sprouts
    20. Flying with Ryanair
    21. Being stuck in a lift with someone who has just farted
    22. Queuing for Colossus on one train operation
    23. Living next to very loud neighbours
    24. Riding Saw. At all.
    25. Visiting Chessington during the 2013 season
  10. Like
    Inferno reacted to Mitchada04 for a blog entry, Queue Line Adventures 04/05/13   
    After reading a few posts about posting trip reports as blogs I have decided all of my 2013 Thorpe trips will be in this blog thread. Each one will have the date of visit in the title making it nice and easy for those of you who want to view certain ones etc.
    It was a beautiful Saturday morning when we set of for Thorpe. We were spited by intermittent rain throughout the morning but it ended out being a lovely day. For a Saturday with nice weather the queues weren't too bad with the longest we queued being 30 minutes for Swarm backwards. It was a thrill packed day from 10-6:30 and a great way to end the life on my MAP (as I'm unlikely to use it again before it runs out due to exams). I love the way the park is being run this year with operations on top notch that I saw yesterday. Everything was running full capacity (except Stealth) and the only 'breakdowns' I witnessed were twice on X due to 'essential cleaning.' Even on 1 car though Stealth was running brilliantly and the staff were very efficient as the second car was obviously broken as they did bring it out but it went straight back in after 1 test run. But the main reason for visiting was to use the brand new queue line signs which I have to say are great and only have a few downsides which I'll get to later.

    We started and ended the day on Stealth which reminded me where I was. Without this I would have been lost. When the time is shown it says (I think) 'Stealth launching in T-minus ## minutes.'

    We then went to feel the heat on Inferno (don't know why this picture is so small)

    Followed by riding on a wave of sound and light on X (not sure there are enough X's in this picture)
    This was followed by Colossus and Saw both with these lovely scrolling signs. Colossus' is related to the power of 10 and Saw's is about making your choice of life or death in ## minutes.

    At this time the sun had come out so we went on our wild, wet adventure on Loggers Leap

    Then Thorpe Mega Store. I wasn't going to queue 50 minutes for a soakin'

    With lunch settled it was time for the flat rides. Simple signs work well.

    Quantum doesn't get enough attention but I'm sure with its brand new sign it will receive all the attention.

    And then all of a sudden it was the end of the day and rides were close d
    The new signs are great and seem to update more often (or have the chance to if the time changes). The only 2 negatives are the fact that closed can't fit properly on the flat ride signs and Nemesis Inferno is referred to as Nemesis on the big boards because it wouldn't fit otherwise. May seem a bit picky but it will just add to the 'never knew Thorpe had the same ride as Alton' discussion. To make up for this though Swarm forwards and backwards times are on the large boards.
  11. Like
    Inferno reacted to pluk for a blog entry, Still Alive   
    I had a final destination type near death experience the other day.
    Driving to work along an A road a hail storm of biblical proportions suddenly fell out of an otherwise sunny sky, accompanied by a bit of thunder. I've never seen a lightning bolt hit the ground close up before, so when one hit a wooden power cable post about 20 ft in front of me a very nearly **** myself, such a blinding light and deafening crack of thunder that I could feel in the air as much as hear. The post exploded in an enormous shower of sparks which really filled the sky, followed almost instantly by another post on the opposite side of the road which the bolt must have traveled to along the cable to. It was like driving through an 80's car advert.
    I was doing about 60 at the time when amongst the chaos I noticed out of the corner of my eye something falling towards me from above. The power cable between the two posts was dropping out of the sky onto the road below and I was driving towards it. Now I know that you are insulated from electricity in a car but at that moment you don't think that rationally and I was convinced I'd explode like the posts if it touched my car. It flashed through my mind whether to slam my brakes on and hope I stopped in time or put my foot down and try to get under it.
    Not wanting to come to a stop right underneath it I slammed my foot on the accelerator. The power cable bounced off my windscreen and into the floor behind me in another huge shower of sparks. I guess if had smashed through I'd have been a goner but it didn't even make a mark, I survived. That was an exciting couple of seconds I can tell you.
  12. Like
    Inferno reacted to JoshC. for a blog entry, The Swarm - Forwards vs Backwards   
    As we know, following a poor response to marketing of Swarm last year, Thorpe decided to "revisit" Swarm's image and increase the "'thrill factor' for visitors". This was despite very positive reviews for Swarm as it stood last year. So, along with the new billboard theming elements, the back two rows have been turned backwards.
    Now, in a way, it's very hard to do a comparison between the two. They are, essentially, the same ride - they follow the same layout, you more or less experience the same things, the off-ride experiences (queuing, ride interaction, etc.) are basically the same and so forth. More or less the only difference is the way you're facing. So, a comparison between the two is highly subjective - it boils down to what you're looking for when you ride Swarm.
    So, the best way I can think to compare the two experiences is to focus on individual aspects of the ride's layout and how they ride when going forwards and backwards. Then, any other things can just be dealt with afterwards...
    Inverted Drop
    One of the defining features of Swarm is the 'head first inverted drop'. When going forwards, you are either in the front row, so are left looking at the track ahead of you, unaware of how much of a spectacle the 180 degree turn really is. In any other row, you see the train twist slowly upside, which is one amazing sight. It shocks you, makes you realise what you're about to experience, and before you know it - there you are, spinning around yourself. It is truly great. Going backwards has little difference to the front row in my opinion, except you just don't know exactly when it will happen. It's still a great feeling, but it neither adds nor takes away from the experience. So, basically, either way, it's great!
    The Plane Wing
    The first of the near misses really does little for me when going forwards. It's there, but it is a generic 'close, but not too close' near miss. It's certainly there more for the spectacle of it all as opposed to being something that's genuinely too close for comfort. That said, when on the left hand side of the train, it can catch first-timers off guard. When going backwards, it's as you would expect - you don't see it. I personally don't really even realise it's there when going backwards - may as well be a mist box there as the plane wing adds absolutely nothing. So the plane wing is nice and all going forwards, and superfluous when going backwards. So, forwards > backwards.
    Zero-G Roll
    Now, I absolutely LOVE this when going forwards. It's an inversion you really, really feel - something which I think is lost on more modern inverting coasters. When you are nearer the back of the train, it's great being able to see the train twist through the inversion as well. Going backwards is good as well; again, you really feel the inversion. But I'm not as big a fan of it going backwards; I still enjoy it, but just not as much as going forwards. A part of me thinks that, because when you were at the back of the train (I.e. row 7) and going forwards, it added to the idea of seeing the train twist through even more, I'm thinking that 'well, the backwards rows lose this effect'. Thus, as a straight out comparison between the forwards and backwards rows, I think the forwards rows JUST edge it out over the backwards rows, but comparing the Swarm we have now to the Swarm we had last year, the Swarm we had last year was better. So, forwards > backwards.
    It is here I'd also compare the ways facing when the fire goes off from the fire engine, but as I've only been fortunate enough to experience it going forwards, it would be unfair of me to compare.
    The Billboard
    The all new near miss for 2013 is certainly a great addition. Many people's favourite near miss of the ride, it is certainly effective. Off ride, it is great to look at, and has a nice bit of quirkiness to it. On ride, when going forwards, just WOW. The way the train twists out of the zero-G roll means is it is genuinely an exciting feature and one where it seems like you may not 'twist enough in time'. The left hand side also provides a secondary near miss after the corkscrew, which is nice. Backwards though, you of course don't get the effect. You simply twist out of the zero-G roll and dive on through. Yeah sure, you see it afterwards (which is a nice advantage of the billboard compared to the other near misses, as it feels designed for backwards as well as forwards viewing, probably due to the fact it was built with the backwards rows in mind), but it's nothing special really. So, again, forwards > backwards.

    The back of the billboard.
    The inclined loop follows. It's nothing special either way - just a solid element that is paced well. Nothing more to say here other than forwards and backwards are equally solid.
    Turnaround / The Helicopter
    The turnaround is probably by favourite section of the ride when going forwards. It is surprisingly fast and forceful, and lasts a decent length of time. When on the right hand side of the train, it is just phenomenal, with the addition of the water spray and the subtle near miss of the spinning helicopter blades which can catch the unsuspecting off guard. One of the reasons why last season the back-right seat became my favourite was because of this part of the ride - you'd get a splash of water, force, speed and a near miss - what more could you want?! Backwards through this section is great as well; being able to see the water effect 'chase' you feels nice, and is something missed a bit when going forwards. But the subtle near miss from the helicopter is missed, which is a shame, as it is my favourite near miss of the ride.
    When it boils down to it, riding forwards or backwards through this section of the ride is equally good. However, I did prefer back-right going forwards to going backwards there.
    Corkscrew
    The entrance into this element is great, continuing the forcefulness of the turnaround. Going forwards, the corkscrew is another solid element, and I think it has been designed with the visual spectacle in mind - going through the inclined loop looks great off ride. However, going backwards, it is a real highlight. I can't explain it really, but I just love it. Maybe it's the novelty of doing a common inversion on coasters backwards, but it's just a great feeling and the one thing I think 'WOW' about the most after riding backwards. So, backwards > forwards.

    The corkscrew, beautifully cutting through the inclined loop!
    The Tower, Church and Inline Twist
    Near miss wise, I don't rate the tower or church highly. They're a very generic 'close, but not too close' near miss, and whilst nice, it doesn't impress me much. This doesn't mean they're bad in any way, and off ride it is simply stunning. The inline twist is, as with all the inversions, one you feel, and even if you don't get the near miss effect too much from the theming, it's still great being twisted upside down over it! Backwards you miss the near misses (same old story there then...), but the inline twist is fun, and as with going forwards, it's great seeing the station when you're hurled upside down. So, backwards and forwards are both equally good.

    The tower, where the brilliant 'Swarm noise' plays.
    And that basically ends the ride. The rest that follows is the worst part of the ride as it stands, going forwards or backwards.
    Other Bits and Bobs
    Just one final thing I want to say. I'm going to ignore the fact that I hate the way the queue system works and not use that in my judgement of which 'way' is better. However, the fact that the old Fastrack queue is now the backwards queue means there's less chance to see the ride in action, and it's harder to see the queue line TVs (and they are less frequent). I'm a big fan of having the experience of a ride start when you enter the queue, and finish when you're out of exit - a ride should never just be about the hardware. The backwards queue suffers from the fact that you can't get a decent 'feel' of the back story unless you've already seen it, which is a shame. It's only a little niggle, but it's a niggle nonetheless.
    And so, there we have it. So, if you haven't been counting, here's how each of the individual on-ride elements 'score up', if you will:
    Forwards 'wins' - 3
    Backwards 'wins' - 1
    Ties - 4
    The fact that there are equally many ties and 'wins' should tell one thing - The Swarm is an amazing ride. Whether you have the seats facing forwards, backwards, inwards, whatever-way-wards, you won't take that away. However, facing forwards is the way forward (if you'll pardon the pun...); as, simply put, it allows you to experience the theming and the near misses that Swarm has been designed to take advantage of. If you take them out the equation, the experience is lacking something. Now, me knocking the backwards rows all sounds very negative, but honestly, it is my third favourite coaster experience - only beaten by Swarm going forwards and Nemesis at Alton Towers. So, time for the final verdict:
    The Swarm (Forwards): 10/10 (In a way, I don't want to give it a perfect score, but I just can't justify not doing so).
    The Swarm (Backwards): 8.5/10
    (And comments and criticisms are welcome! )
  13. Like
    Inferno reacted to MarkC for a blog entry, Longleat: February Half Term   
    Longleat Safari & Adventure Park has been one of the UKs best-loved attractions for over 60 years. It features an extensive Safari Park, is home to BBC Animal Park and CBBC Roar and also has over 15 fabulous attractions, including the new multi million pound Jungle Kingdom and Longleat House, one of the most stunning stately homes in Britain.
    This half term, I used my brand spanking new longleat annual pass to see what animals were leaking around the corner!
    First stop was the safari park! After being warned by the narrator of the Longleat CD that this was our last opportunity to 'release our call to nature' We parked our car and had a look around the new African Village!

    Sadly, we missed our chance to feed the giraffes as it was already 11:30!

    Now, it was time to cross the rope bridge to see what else was in the African Village!

    Lemurs!

    Now it was time to get back to the car and the real adventure would begin!

    Below are pictures form the safari! (sorry there isn't more!)




    Now time to go and look at the adventure park and house!

    Time to have a tea break?

    Choo! Choo!

    Boat view from train

    New Gorilla Colony from train

    Ooooh Construction!


    Now its time to set sail on the boat and the sea lions of cause

    Gorilla Colony - From Boat




    Train from boat:

    Next we decided to monkey around in the monkey temple!


    Butterflies!



    Second to last, we visited Jungle Kingdom!

    And to round the day off; We watched the hunters of the sky show!








    I hope you enjoyed reading!
  14. Like
    Inferno reacted to JoshC. for a blog entry, Why X:\ has No Way Out of my Heart   
    Back in 1995, Thorpe Park was an extremely different place. Rather than being an island screaming out to the world about its thrills and spills, it was a quaint little family theme park, that kept itself to itself. Instead of the skyline being dominated by the likes of Stealth and Swarm, a large diving pole was the centre point, with Loggers Leap and Depth Charge being the highest rides on park at 60ft and 40ft respectively (and yet wouldn't really obstruct the skyline from outside the park too much).
    A year later, that dramatically changed. The park's first non-powered coaster landed, and concealed itself in a large, 50ft-odd (anyone know the exact height of it? ) blue and terracotta pyramid. 1996 was the year X:No Way Out arrived on park. It was the last investment made by the park's first owners, RMC, and no doubt their biggest, though an exact figure seems to be unknown. The ride was the first backwards in the dark roller coaster to ever be built, and I think to this day, remains the only one which completes its circuit going wholly backwards in the dark.
    I think many enthusiasts forget to consider X in the perspective of when it was built. As I've tried to get across, Thorpe didn't have much in the way of 'big rides', they weren't that sort of park at the time. X changed that and, to me, signalled the beginning of the change from this little park to the thrill park we have today (with the consecutive investments of Colossus and Nemesis Inferno truly showing that Thorpe wasn't just going to be 'a theme park', it was to be a 'thrill park'). It dominated the park's skyline, and was something completely different and unique.
    I've made no secret that, recently, I really like X. I don't quite know what it is about it, but it has a certain charm to it that really appeals to me. But before I explain why I like it so much, let's rewind a bit - all the way back to 2004. My first visit of the 2004 season saw my first visit to a theme park when I was over 1.4m tall. Having visited the park all of my life and seen 'big rides' such as Colossus and Nemesis Inferno installed, I was really looking forward to finally be able to go on such rides. However, for some reason, X ended up being my first 1.4m ride; really not sure why, but hey-ho.
    As strange as it sounds, just before going in the building, I was scared. So scared, in fact, that I was nearly took into the pyramid kicking and screaming... When I look back, I don't quite understand why. I'd been into the pyramid before and all around the queue the year before (and the waited in the control cabin whilst family went on the ride). I knew the ride went backwards in the dark, and I knew it wasn't 'too scary'. Yet, going into the pyramid knowing I'd be riding the ride scared me.

    The X:No Way Out entrance before Storm Surge ruined it. Photo taken from Wikipedia.
    Anyways, moving on. I plucked up the courage to go on and...I was disappointed. The ride bored me, to the extent that I started just having 'general chit chat' whilst on the ride. The ride was random, seemed pretty poor and just lacked any substance. Then when the nine year old me later compared it to the likes of Colossus and Inferno, what else could I think? After then until the end of the 2006 season, I think I rode it about 2-3 times. The worst testament a ride can get to a regular visitor is that such visitors don't ride it, even when they're going on other rides time and time again.
    Then came 2007. 2007 was around about the time I started discovering enthusiast sites and forums, and started reading them with interest. I guess you could say that was the time when I realised my love for theme parks (or, at that time, Tussauds' Parks) was actually an enthusiasm; a hobby. 2007 was also when X apparently got it's '£600k refurb' thing. So, that drew me in to give X another go. And I did. Yet, to me, little had changed. It was the same old boring ride which was stuck in the past. It still didn't blow me away.
    Now we fast forward to 2009. I don't quite know what it was, but this was a turning point for me and my opinion on X. It had finally dawned on me that X served a purpose different to any other ride at Thorpe. It was meant to be random, it wasn't meant to make sense or to be taken as a serious thrill ride in the park (at least, not now - maybe when it opened, it would have been different). And it was that realisation that changed my whole view on X from a ride which seemed to be taking up valuable space to a ride which was high on my 'to do list' for almost every visit.
    The experimentations with the ride since then, such as turning the lights on in 2010, the 'techno' music, flashing lights and so forth have been of much entertainment to me as well. In a way, it's said to me that X is not only a random ride and one that shouldn't be taken as a serious ride, but it's a ride which shouldn't be taken seriously at all. When you see it in such a light-hearted way, it does what it's meant to do perfectly.

    The X entrance and opening plaza is now ruined by Storm Surge. As a side note, I like how the entrance is still so unassuming about what is contained in the pyramid. (Apologises about the poor quality!)
    That's enough about the whole history of my opinion on X. I think it's clear that I have developed a love for X; even if it's just because it's got a "so bad that it's good" feel to it. But, why exactly does it have 'No Way Out' of my heart? One thing I have a trouble with is how words like 'iconic' are thrown around so much (not just in the theme park world, but in general) that they become worthless. Rides that have a meaning to you are like your personal icon rides, and as such, they should be special, not just every other ride. I think this shows just how much I appreciate X.
    I think the reason it is so special to me is that, as I've said, it's a ride which has sorta shown that a ride's purpose and direction, and how that purpose is marketed, is so important. In a way, a bit like Th13teen - Th13teen was marketed as a thrill ride, yet its purpose was a family ride. It was poorly received at first, but now the thrill hype has gone away, it's a success. But X is different. It has always been marketed as a thrill ride and that it should be a serious thing. However, that's not what it is and not its purpose, and until you 'get' that, you cannot appreciate X. And this is the real shame - most people won't 'get' that, due to the misrepresentation of the ride itself.
    And that brings me nearly to the end. I'm not going to go into any details about the ride experience, the theming, the audio
    and so forth like I would if I were to 'review' a ride. Personally, I think that would be unnecessary; a ride doesn't have to be defined as 'good' to be special to someone. However, I want to bring up one final point. To those of you that read
    my views on The Antelope at Gulliver's World, you may remember I ended by saying that I feel the more I've become an enthusiast, the more I lose the reason why I became an enthusiast - "the innocent enjoyment of a ride". Yet, strangely, it seems that with the case of X:No Way Out, it is the very opposite - the more I've become an enthusiast, the more I've grown to appreciate and, in turn, enjoy, rides more.
    Peculiar.
  15. Like
    Inferno reacted to JoshC. for a blog entry, Is the concept of a 'Vanilla Coaster' dying?   
    In the past two decades or so, roller coaster manufacturing has seen many technological advances. Back in the 1980s, the idea of having a roller coaster where the trains were underneath the track or having a launched roller coaster was about as technologically superior as the industry has reached. The first 'suspended' coaster, 'The Bat' at Kings Island in America, opening in 1981, only to close two years later due to being highly temperamental, whilst the first launched coaster, 'King Kobra' at Kings Dominion opened in 1977, though the model was inefficient and nowhere near the type of launches commonly used in today's roller coasters (although clones of King Kobra do still operate today!).
    However, in the past two decades, we have seen many technological advances. 21 years ago saw the introduction of the first 'inverted' roller coaster (not to be confused with a suspended coaster), which was the first roller coaster to have trains underneath the track, yet act like one where the trains were above the track. In 1998, the world's first vertical drop roller coaster opening, with Oblivion at Alton Towers. Though this may not sound impressive, it is indeed a technological advancement in the way the train's wheels are designed, so that the trains are able to stay on the track. We have also seen the introduction of many other styles of roller coasters, such as flying roller coasters, winged roller coasters, beyond-vertical drop roller coasters and so much more.
    So, what is this 'vanilla roller coaster' I speak of in the title? It's not a technical term when designing a roller coaster, not is it something said to market one; it is probably a term I've made up.. Well, it's a plain and simple roller coaster - the train sits above the track, you sit down in the train, get strapped in, and away you go. There's no bits of 'trick track' (whereby the track itself moves to create an additional effect, such as track dropping vertically like a drop tower). There's no gimmicky elements to the track, such as ridiculously steep drops (vertical and beyond). There's no launches or anything like that. So basically, the plainest of the plain roller coasters (much like the flavour vanilla).

    Silver Star is an example of what I would call a 'Vanilla Coaster'. (Photo taken from CoasterForce).

    Saw - The Ride is not what I would call a Vanilla Coaster, due to the gimmicky 100 degrees 'beyond-vertical' drop it features.
    Hopefully that gives a clear enough definition of what I define to be a Vanilla Coaster. Of course, many may disagree that vanilla coasters are something which should be defined, or that what I class as vanilla coasters is incorrect, but more on this later.
    But, are vanilla coasters now dying in the current coaster market? There's a plethora of ride types available, all of which are capable of doing something vanilla coasters cannot, so they will add an extra dimension to any park's line up - give something for parks to scream and shout about. The addition of a gimmick or something different brings in crowds, so, what's not to like?
    Now seems like a nice time for a little analogy - what would you prefer: a rich, creamy Madagascar Vanilla ice cream full of proper vanilla flavour, or some Tesco Everyday Value chocolate ice cream? Coming from someone who prefers chocolate ice cream to vanilla ice cream, I'd still go for the former of the two options. And the same goes for roller coasters - I'd much rather be riding a excellent roller coaster which does nothing but go round a track with no gimmicks, than ride an okay coaster that has some gimmick(s) to it.
    So then, are vanilla coasters actually a dying concept? Well, in my opinion, yes, they are. Let's that UK theme parks for an example. Since 2003, the only vanilla coaster I can vaguely think of being introduced in the UK is 'Kiddi Koaster' at Adventure Island in 2011. So, out of at least fifteen new coasters added in the UK in the past 10 years (there's no doubt more, but this is just a quick search from major theme parks), one of them has been my so-called vanilla coaster. So, in my opinion, it's safe to say that vanilla coasters are dying in the UK, and no doubt worldwide. Why exactly they are dying is likely down to what I explained earlier - that other coasters can offer things vanilla coasters cannot. If a park gets something different, something unique, and it is in itself a good ride, then of course such a coaster is going to be seen as a better option than a vanilla coaster. To go back to the earlier analogy - given the choice of a rich, creamy Madagascar Vanilla ice cream or a 500ml tub of Ben & Jerry's, you're pretty much in a win-win situation, and it comes down to personal taste. The same applies here; given the choice of a great vanilla coaster or a great non-vanilla coaster, the choice just comes down to what is preferred - and that almost always is the non-vanilla option, because of the large variety of choice.
    So, on that note, we can see that if the concept of the vanilla coaster is dying, it's not a bad thing. But maybe, it's not dying, and the concept of a vanilla coaster is fluid - perhaps what defines 'vanilla' changes as coaster manufacturing improves. For example, launches are a very common feature these days on rides, and are incorporated a lot more naturally than they used to be. It is far from unusual to see launches used on coasters with lift hills, and the launch is not as much as a gimmick 'one hit feature' of a ride (unlike with, say, Stealth, where the launch pretty much is the ride). So maybe vanilla coasters have naturally developed to include launches, thus greatly expanding what defines one. Maybe the gimmick of vertical or beyond vertical drops is not really that much of a gimmick, and just an extra feature available due to advancements in technology. Really and truly, is it just picky of me to call Gerstlauer Eurofighters such as Saw a non-vanilla coaster? Probably. So, again, that expands the rides defined by a vanilla coaster. With inclusions such as these, the concept of a vanilla coaster is most certainly not dying. Even rides inverted coasters are pretty common these days, though to call it a type of vanilla coaster in my eyes would be rather extreme in my opinion, it is perhaps a 'chocolate coaster', in that it is common, but not the most basic.
    One final point to finish - maybe all of this just doesn't matter. So what if a certain type of roller coaster design is becoming less commonly built? There's still plenty of good coasters types out there, and plenty of good coasters to be ridden. Some types of roller coasters have bitten the dust in the past, such as 'pipeline coasters', and some types never really caught on, such as backwards in the dark. Other types never rethinking / extra work done to them before they catch, as can sort of be seen with 'Winged roller coasters'. Maybe the concept of a vanilla coaster dying is in no way a bad thing; it just shows a natural development in the roller coaster industry, and for all we know, they could come back into fashion before we know it..
    So, that's it really. I had no idea where this would be going, so no idea if the trail of thought of this seems logical in any way. To be honest, even though this is finished, and this was a 'topic' I've thought about for a long time, I don't even have an idea of what I've concluded. I've argued it is possible that vanilla coasters are dying, but in the Golden Ticket 2012 Awards (one of the more reliable roller coaster rankings I've seen), the Top 10 steel roller coasters all fit my original definition of a vanilla coaster. So, maybe, even those aren't dying? But who knows? I guess what I finish off with saying is that the roller coaster industry is developing in so many ways that sometimes it is forgotten that all is need when it comes to the actual roller coaster is trains on a well-designed, fun track layout.
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