Posts posted by Matt N
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Apologies for bumping this thread, but out of curiosity, which Saturday in September is likely to be quietest out of the 13th, the 20th and the 27th?
I was pondering a nice September trip to Thorpe, and had provisionally pencilled in the 27th in my mind. I thought that the further from summer and the school holidays I get, the quieter the days at Thorpe are likely to be.
However, I’m wondering if that would be the best of the 3, as you are starting to get towards Fright Nights type season by the 27th. FN seemingly doesn’t start until 3rd October, but I wondered if crowds crept back up again towards the end of September in anticipation.
What do any Thorpe regulars think?
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Hi guys. Here in the UK, we have four Merlin parks: Alton Towers, Thorpe Park, Chessington and Legoland Windsor. Operations are a contentious topic surrounding the Merlin parks, particularly as of late; people talk a lot about throughputs, ride availability and the like with regard to these properties. However, there’s arguably some variation between the four properties in terms of many of these metrics, so with this in mind, I’d be keen to know; which Merlin park is best operated, in your view? Which one performs best in terms of metrics like throughputs?
Personally, I would put Alton Towers at the top of the pile. But if I were to rank them, I would say the following:
- Alton Towers - The park may not be perfect, but in general, I think it’s the one that seems to have the most consistently strong operations. Throughputs are broadly excellent, on the whole, with lots of trains running and quick dispatches, the staff seem generally good at batching people and encouraging guests to fill seats, and ride availability, while extremely inconsistent at best in 2023 and 2024, generally seems to have been a lot better this season. I would say that Alton Towers is broadly very good operationally.
- Thorpe Park - I have to say that I think Thorpe Park gets an unfair amount of flack for operations. From my experiences, the park are generally pretty decent at getting good ride throughputs; particularly as of late, there does seem to have been a bit of a throughput push at Thorpe Park. On my visits, rides generally seem to be running at full capacity and dispatching fairly promptly, for the most part. Granted, I don’t think the park is quite as slick as Towers in some regards; for instance, I don’t think they’re quite as proactive as Alton at batching and encouraging guests to fill seats. Nonetheless, I find that Thorpe Park generally do a decent job, and I don’t think ride availability is that bad either. On some rides, I would even argue that Thorpe Park like-for-like does better than Alton Towers; for instance, Stealth consistently seems to get a good peg higher than Rita in terms of throughputs, from my experience.
- Legoland Windsor - Here’s where I think things dip slightly. It might be down to a greater lack of intrinsically high capacity rides, but I find the queues at Legoland seem to move more slowly than at Thorpe and Towers. In general, I think the coasters seem to do OK, but could go faster. For instance, Dragon was doing a little over 3 minutes per dispatch on my last visit, which seems a little on the slower side for a simple lap bar coaster running multiple trains. Minifigure Speedway was also impeded by the same weird quirk as Mandrill Mayhem, where they won’t let you wait on the platform. Some of the non-coaster rides also seemed a bit short-staffed; for instance, Flight of the Sky Lion had one person running the whole show batching-wise, and it was resulting in a dispatch interval probably no quicker than 10 minutes or so. To be fair, though, availability seemed good on my visit and I don’t really remember anything breaking down.
- Chessington - Granted, I’ve only been once in the last decade, but Chessington definitely seemed like the Merlin park that struggled the most operationally on my 2023 visit. Most rides seemed very short-staffed; for instance, Vampire had one person who had to handle both batching and restraint checking, resulting in some of the slowest operations I’ve ever witnessed in a Merlin park (around 400pph on 2 trains…). This story continued across multiple rides. Croc Drop had one poor man running the entire ride on his own. Tomb Blaster had one poor man who had to batch, check and send the entire train. Dragon’s Fury was also strangely operated, taking a good 50% longer to send each car on average than Spinball Whizzer and only 3/4 filling most of the cars (?). To be fair, Mandrill Mayhem wasn’t doing badly at all for a 1 train shuttle coaster (around 3 minutes per dispatch), but most things seemed short staffed and quite slowly operated as a result. I went on a Sunday in September that was not obscenely busy, and there were many rides where the advertised queue breached 60 minutes (I saw Dragon’s Fury on 100 at one point!).
But I’d be keen to know: which Merlin park do you feel is best operated? Do you agree with my ranking?
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I have some throughput timings from my trip to Alton Towers on 26th and 27th July that I’d like to report!
Across the two days, I managed to grab the following throughput timings:
- Galactica (Theoretical: 1,500pph on 3 trains/2 stations): 1,207pph (3 trains/2 stations, average of 4, 26th July 2025)
- Nemesis Reborn (Theoretical: 1,400pph on 2 trains): 1,163pph (2 trains, average of 5, 26th July 2025), 1,130pph (2 trains, average of 5, 27th July 2025)
- Oblivion (Theoretical: 1,900pph on 7 shuttles/2 stations): 787pph (5 shuttles/2 stations, average of 3 dual dispatches, 26th July 2025) (Note: This figure was obtained in a brief moment when the ride did not have a batcher, so the platform staff were having to multitask), 939pph (5 shuttles/2 stations, average of 4 dual dispatches, 26th July 2025), 644pph (4 shuttles/1 station, average of 2, 27th July 2025)
- Spinball Whizzer (Theoretical: 950pph on 8 cars): 631pph (6 cars, average of 2, 26th July 2025 (Note: While I got relatively few readings for Spinball, I had a longer timing that I accidentally messed up by missing one, and the longer timing had a very similar, if not slightly faster, average; ops seemed pretty consistent on here for the whole time I was in the area)
- The Smiler (Theoretical: 1,200pph on 5 trains): 882pph (4 trains, average of 10, 26th July 2025), 830pph (4 trains, average of 6, 27th July 2025) (Note: This figure was skewed downwards slightly by one instance of a larger guest who didn’t fit needing to be rechecked and evicted; the average of the other 5 readings was higher)
- Thirteen (Theoretical: 1,100pph on 3 trains): 1,272pph (3 trains, average of 7, 26th July 2025) (Note: This reading was skewed down by 1 or 2 instances of larger guests needing rechecking, as well as 1 instance where guests lingering from the prior train needed ushering off the exit platform prior to dispatch)
- Toxicator (Theoretical: 1,200pph): 482pph (average of 3, 27th July 2025)
- Wicker Man (Theoretical: 952pph on 3 trains): 970pph (3 trains, average of 10, 26th July 2025), 1,080pph (3 trains, average of 6, 26th July 2025), 991pph (3 trains, average of 7, 27th July 2025)
Overall, I thought operations were broadly excellent across the weekend! In terms of a few specific thoughts that stick out to me:
- After a bit of a slip in efficiency last year, Nemesis seems to have returned to its pre-retrack form in terms of operations; they were brilliant on there all trip, with little to no stacking, and there were staff members hurrying people along on the platform and at batching!
- It has been a bit inconsistent on some trips in the past, but I have to say that Galactica was doing brilliantly last weekend! They were killing it on 3 trains and 2 stations; I rode it twice and didn’t stack either time, and whenever I was in the station, it seemed very common for there to be a notable gap between a train leaving my station and the train behind re-entering it. The train was frequently slowing down on the lift hill (because the train in front hasn’t cleared the block yet) too. Brilliant!
- The key throughput highlight of the weekend was probably Thirteen. Given that my 1,272pph average was skewed down by a couple of larger guests needing rechecking, I think it’s fair to say that the Thirteen staff were doing brilliantly! It was on 3 trains, and they were throwing the trains out; when they were on a roll, they were getting dispatch intervals as fast as 50s, and the vast majority of dispatch intervals were under a minute! There was a dispatch where the staff had checked the train so fast that they had to usher the guests still exiting from the previous train off the exit platform to dispatch. Isn’t that awesome? It was like being in Europa Park or Universal! That ride really is a queue muncher when it runs to its full potential!
- The one bleaker spot on the otherwise excellent throughput picture was Oblivion. When I encountered the ride on Saturday, it was lacking a batcher at one point; that 787pph figure is probably the worst I’ve ever measured on 2 stations, and it was almost solely due to the platform staff having to duck out from the platform to come and batch people at periodic intervals. They did regain a separate batcher later in the day, but even then, the operations were not exactly staggering, with the average still being above 2 minutes between dual dispatches. It was also only running one station on Sunday, which definitely isn’t ideal in the summer holidays. This is the one ride that notably doesn’t quite hit its potential; I think baggage is the key thing that stymies it, as it takes a long time for people to cross those long rows. If it had a baggage hold or fancy cages like Yukon Striker, I think the throughput on Oblivion would go up two-fold.
- Wicker Man was doing really well as usual, with frequent cases of a train going up the lift hill before the one in front hitting the brake run, but I do think it might now be time to dispense of the compulsory pre-show. I noticed that they were often having to wait for the pre-show to end before they could fill the airgates (the station queue was running out of people before the doors were opening to let a new batch in), which did seem to slow dispatches down in some cases.
Overall, the weekend boasted broadly excellent operations, and no queue was very long at all! It’s weekends like this one that make me disagree with the common consensus that Alton Towers have dreadful operations; I’d argue that figures like these suggest that the park actually do very well on throughputs in general, with most rides running on full capacity and dispatching promptly!
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Hi guys. In recent years, I think it’s fair to say that Alton Towers have had a bit of a nostalgia push, for lack of a better term. In 2023, the park revamped Duel into The Curse at Alton Manor, which harked back to the ride’s roots and brought back something more akin to the Haunted House from 1992 (while Curse is not the Haunted House, it’s a haunted house with enough shared DNA that I think the two could be conflated with one another by a casual visitor). In 2024, the park retracked Nemesis. And in 2025, the park have opened Toxicator, which brings back a ride akin to the late Ripsaw from 1997 (while Toxicator is not the Ripsaw, it’s a Top Spin with enough shared DNA that I think the two could be conflated with one another by a casual visitor). Argaubly more so than ever before, Alton Towers’ recent investments seem to be leaning heavily into nostalgia for the park’s past. This is an interesting change of pace for the park compared to years gone by, so I’d be interested to know; what are your thoughts on the recent nostalgia push at Alton Towers? Do you love that the park is harking back to the glory days of the past? Or do you think that the park is fixating overly on past glories and not bringing enough new things to the table?
Personally, I’m in two minds. I think there’s a balance to be struck between nostalgia and new ideas.
On the one hand, I don’t think any of the projects that have been done have been unnecessary projects or excessively fixated on nostalgia to their detriment. Curse did not attempt to synthetically “revive” the 1992 Haunted House as some were advocating for and as I feared might happen; it did attempt to put its own spin on the haunted house concept and I think it works really well. Nemesis Reborn was a revival of a ride that was by all accounts revered and a core part of the park’s DNA, and I think the changes were excellent and breathed new life into the concept to bring it into the 21st century. Toxicator, perhaps ironically with it being the only new piece of ride hardware, is perhaps the one that feels like it was most done for nostalgia’s sake; there are a lot of other types of flat ride to pick from, and they still went for the one that the park had in 1997. But even still, Alton Towers lacks flat rides and the Top Spin as a ride type does objectively offer a lot of positive attributes. These projects have good ideas at their core, and one could argue; why should a good idea go unused just because it has been used before? Newness for newness’s sake is not necessarily a good thing; sometimes the old ones are the best, as they say!
On the other hand, however, I have a key concern about the park relying on nostalgia for multiple recent investments. That concern is that an excessive focus on nostalgia for multiple investments in a row might contribute to a public perception that the park is stood still, and isn’t moving forward. I’m not saying that projects like the revamps weren’t good, but I think more so than any decade prior, Alton Towers has felt like it’s stood still during the 2020s so far. We as enthusiasts might be interested in projects like Curse and Nemesis Reborn, and the park are undeniably splashing the cash, but for the casual visitor, I have my concerns that it looks like the park is simply living off past glories and rehashing the past. To the casual observer, I can see why Curse is “just the Haunted House in a new colour”, Nemesis Reborn is “just Nemesis in a new colour”, and Toxicator is “just Ripsaw in a new colour”. In isolation, I think all of these projects were fundamentally good and beneficial, and nostalgia in moderate doses is not necessarily a bad thing… but when put together and being the only things done for multiple years in a row, they give off an impression that the park has run out of ideas and hasn’t done anything meaningfully new in years.
People might rhapsodise about “the experience” in years gone by, but I feel this sentiment ignores the key thing that gave Alton Towers its popularity and status in the first place. During the 1980s and 1990s, the park was forward-thinking and brought several new and innovative ride installations to the table, and it attracted the public’s attention in a big way. Heck, even during the 2010s, the park was still forward-thinking and bringing new and innovative ride installations to the table in the form of rides like Thirteen, Smiler and Wicker Man. But when Alton Towers has spent the last few years in a row doing nothing but refurbishing and/or “reviving” things from the park’s past, I fear that that forward-thinking and innovating mentality that gave the park its name will be perceived to have gone. Multiple nostalgia-driven projects in a row could feel like the park is rehashing the old hits and living in the past rather than bringing anything new to the table.
So personally, my view is that there is a place for nostalgia, and good ideas should not necessarily be abandoned for newness’s sake, but that the park’s reliance on it in recent years could perhaps be excessive, particularly if continued into 2026 and beyond. If we, for instance, see a new enterprise to “revive” Enterprise in 2027 and a new pirate ship to “revive” Blade in 2028, I fear it will just fuel a perception that the park is stood still and living in the past. We need some legitimately new blood interspersed in with nostalgia to make it feel like the park is moving forwards, and I’d argue we’ve reached a juncture where Alton Towers could perhaps do with some new blood rides-wise.
But I’d be keen to know; what are your thoughts on Alton Towers’ recent nostalgia push? Do you think it’s a good idea to hark back to the glory days? Or do you think the park could do with bringing some new ideas to the table?
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I couldn’t find an exclusive topic for it (apologies if there is one), but I did Toxicator for the first time over the weekend. I shared a few thoughts in my trip report from the Saturday, but I’ll give a few slightly more in-depth thoughts here.
Let me start with the theming and presentation…
Presentation
On the presentation front, I think it overall looks really nice. To give a few more refined thoughts:
- I was unsure on the platform prior to the ride’s opening, but I have to say that it does make the ride look really dominant and visually striking; that platform absolutely towers above the area!
- Theming-wise, I think they’ve done an excellent job. There are some really nice little details around the area and queue, as well as in the underpass, and I also really like things like the audio and the toxic waste tanks (?) on either side of the ride. Yes, it might not quite match the grandeur of something like Talocan (from what I’ve seen of that one), but it’s better themed than 95% of flat rides out there, including any of the ones that used to populate Alton Towers in years gone by, so I’d consider the theming we have on Toxicator a big win!
- As with anything designed by John Burton, there are quite a few Easter eggs, or “nods to the past”. Maybe not as many as on some of his other work, but I did notice a couple of “Can you cut it?” references, as well as a reference to 1997 somewhere.
- I would say, though, that the platform is a double edged sword. I say this because while I think it makes the ride look really dominant, it does maybe sacrifice some practicality in that when the ride is in operation, it seems to leak water everywhere. I’m not sure if this is intentional or a design flaw arising from the ride’s placement on top of a platform, but there was a bit of the queue that I noticed people not standing in because the ride was raining water into it during operation, and the underpass is difficult to walk under for similar reasons.
But on the whole, I would give the park top marks for presentation on this one; the ride looks great thematically!
Let me talk about the ride now…
The Ride
Now prior to Saturday, I had never actually ridden a Huss Top Spin before. I never did Ripsaw when it operated, and I also never did Rameses Revenge either, so this was a new ride type for me! I’m not a great lover of flat rides in general, but I had heard people say that Ripsaw “wasn’t as bad as it looked”, so I wondered if I might like Toxicator.
Unfortunately, I’m sorry to say that the ride really wasn’t for me at all. I really hoped I might like it or not dislike it that much, but unfortunately, I would say it was right down there with Air Race at Drayton Manor and Samurai at Thorpe Park as one of the most vile flat rides I’ve ridden, and I would it was my least favourite thing I rode all weekend at Alton Towers. I’m aware this is quite strong criticism, so I feel I should back up my stance with reasons. My reasons for disliking the ride so strongly are two fold:
- Firstly, it has a fair amount of slow and very sustained upside down hangtime. I can take brief or fast hangtime to a point (e.g. the inversion on Swarm’s dive drop, or Smiler’s indoor inversion), but the really slow and sustained kind of hangtime where it just leaves you hanging upside down for ages and ages is the kind that I absolutely hate. Toxicator seemed to have loads of it, unfortunately, and that turned me off it for sure.
- Secondly, I found the flipping a bit too violent for my liking. I’m not someone who’s averse to going upside down by any means (I’m absolutely fine with it on coasters), but Toxicator seemed to flip over and over in a ridiculously violent fashion that I just did not find remotely enjoyable. It made me feel a bit queasy, if I’m honest, and I just found the flipping too violent and jerky for my liking.
I’m sorry if that’s controversial. I know many, many people love these Huss Top Spins, and rate Toxicator and also the likes of Talocan really highly, but that experience just was not for me at all. In a park like Alton Towers, where there are loads of great rides to pick from, it’s not a ride I see myself rushing back on any time soon.
Wetness-wise, I didn’t get as wet as I feared I might. I got a bit of spray on my legs, but nothing overly terrible; it dried quite quickly, even on an overcast morning like Saturday. I can imagine the spray might be nice on a hotter day!
I really want to be excited by Toxicator, and I do think the park should be applauded for building a new flat ride, but my experience on it over the weekend reminded me why I have little to no personal excitement for the idea of new flat rides at Alton Towers. I’m just not a massive fan of them in general, and the types I do really like (namely drop towers and S&S Screamin’ Swings, to name a couple… mainly things that offer notable airtime and don’t really spin!) are types of ride that Alton Towers can’t build due to height restrictions. I get that the park lacks flat rides, but I struggle to muster up an awful lot of personal enthusiasm for any hypothetical flats that Towers might build in the future, and Toxicator has definitely not changed that, I’m afraid.
One other thing I would say, which I admit is perhaps slightly picky, is that if the park builds any more flat rides in the coming years, I hope they go for something that the park hasn’t had before. As much as Toxicator is a brilliant visual piece and looks really cool, I get the overriding impression that many people see it as “Ripsaw in a different colour”. While Toxicator is a new ride, the fact that it’s effectively a revival of a ride from 1997 does only add to the impression that Alton Towers isn’t really progressing and hasn’t done much that’s meaningfully new in years. Curse and Nemesis Reborn were brilliantly executed projects, but they were refurbishments and/or revivals of old staples rather than meaningfully new things, and I feel that Toxicator kind of has this feel to the casual visitor as well. I don’t think Toxicator being a Top Spin was necessarily a bad thing per se, as the ride type does offer many really cool aspects, but I do hope that future flat ride additions to Alton Towers offer something the park has never had before rather than simply being similar “revivals” of Enterprise, Submission, Blade et al. My fear is that the casual visitor might lump Toxicator in with the likes of Curse and Nemesis Reborn as being a refurbishment or revival of the old rather than properly new blood, and I feel that Alton Towers is maybe at that point where it could do with some properly new blood ride-wise.
I hate to leave negative reviews, so I’ll try and be somewhat balanced and diplomatic with my summary. In summation, I would say that Toxicator is an excellent ride visually, and I will give them top marks for presentation. The ride really does look brilliant! I will also applaud them for trying to fill the flat ride gap in Alton Towers’ lineup. And if you like flat rides more than I do, I’m sure you’ll really enjoy the ride itself! But I’m afraid that the ride experience was not for me at all, and it’s probably a one and done within the sphere of Alton Towers for me; I don’t see myself rushing back on it any time soon. I’m sorry to leave a negative review, but I feel obliged to be 100% honest whenever I review things, and that is how I honestly felt.
Here are a couple of photos I took (I didn’t take many, as I didn’t spend very long in the queue):
On the plus side, being disappointed by Toxicator was the only real dampener on what was a broadly excellent two-day visit to Alton Towers!Operations were generally excellent; Nemesis was hardly stacking, Galactica was in “slowing down on the lift hill” territory on 3 trains and 2 stations, and Thirteen was throwing out trains at a rate I’ve never seen before! They were getting dispatch intervals as fast as 50 seconds on there, and even with a few larger guests who needed an extra restraint check as well as a dispatch where people weren’t leaving the exit platform quickly enough to dispatch, my average dispatch interval while in Thirteen’s station was 56 seconds, or 1,272pph. That is awesome! Wicker Man and Smiler were also doing well on a full capacity service.
Availability was also generally pretty good, and some of the rides were running as excellently as ever! Wicker Man remains my favourite on park, and I got a particularly fantastic row 11 ride this trip, but Oblivion was also running brilliantly and I got my first front row ride on Nemesis following the retrack, which was sublime! The hotel was also really nice overall; it was nice to stay on-site again, and given the drama around Aramark, I thought the breakfast was absolutely fine!
Given some of the negativity around Towers at the moment, I feel I should give credit where credit is due and say that this was an excellent trip to Alton Towers overall!
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Thanks, both!
I doubt I'll end up doing it anyway. If there are probably actors in it, I'm not sure I'd want to take the chance, and besides, there's too much at Thorpe that I actually like for me to be overly worried about not having done The Walking Dead! I'll probably be far too tempted by the bigger coasters on my next visit, particularly seeing as I definitely need more goes on Hyperia...
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Out of curiosity, how often do actors appear in The Walking Dead? And do they ever appear when not advertised outside?
I only ask because I haven’t actually done it since the retheme due to a bit of a phobia of/aversion to costumed actors, particularly scare actors. I rode the coaster hardware itself in 2014, prior to the retheme, but I haven’t ridden it since.
I’m wondering if I should rip the plaster off and try it next time I’m at Thorpe, but I’d really prefer not to risk it if there’s a strong chance of actors being in there.
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Hi guys. Of all the things that can happen at a park, a spite is probably the most gutting. I'm sure we've all had an occasion where a ride has been closed for the day, or it's broken down, that means we haven't been able to ride it. But sometimes, some might voluntarily choose not to ride something for whatever reason. Whether it's through fear or just plainly forgetting it exists, we might sometimes choose not to go on a coaster. With this in mind, I'd be interested to know: have you ever self-spited yourself out of a major roller coaster? Have you ever voluntarily not ridden something for whatever reason?
For purposes of limitation, I'm going to keep this to relatively major attractions. There are a number of enthusiasts who often don't ride kiddie coasters (myself among them); if I were to include all of the kiddie coasters I've denied myself by choice over the years, this would be a long list!
If we're keeping it to more major coasters and excluding kiddie coasters, most of my examples are fairly historical now, but I have a few I could reel off! These are:
- Rock'n'Rollercoaster at Walt Disney Studios Park - This is probably my most significant one, and the only one I am yet to receive redemption on! When I was not quite 8, I went to Disneyland Paris, and I had the opportunity to make Rock'n'Rollercoaster my first ever inverting coaster. I was over 1.2m (but not yet tall enough for Space Mountain or Indiana Jones), and I'd never gone upside down before... but I chose not to ride it. Why, you might ask? Well, it was all because a boy from my primary school told me it gave him tummy ache... so I staunchly refused to ride it all trip on that basis alone! I'm still bitter with myself about this one 14 years on... I have provisional plans to return to DLP next year, and this is one of the attractions I care most about going on purely to avenge my 8 year old self! I don't even care if it's not that good; I just want to go on it to redeem my past self-spite!
- The Dragon at Legoland Windsor - It took me until I was 14 to ride this... because when I first went to Legoland at 6 years old, my sister and I both refused to ride it due to the perceived "scary" theming! I couldn't ride it on my second visit at 10 years old either, but I had a broken arm, so that was slightly more out of my control...
- Saw: The Ride at Thorpe Park - I did not go on Saw until my 3rd visit to Thorpe Park when I was 15. On my first and second visits in 2014 and 2015, respectively, my sister and I were still in the phase of being slightly fragile around any kind of vaguely "scary" theming. We pondered Saw on our second visit in May 2015, but we caught the restrictions board outside that said "Live or die... make your choice" on it and swiftly decided to live! I was also a bit too much of a law-abiding citizen to contravene the posted age restriction of 12... I visited in May and didn't turn 12 until July.
- Scorpion and Sand Serpent at Busch Gardens Tampa - On my first visit to Busch Gardens in 2016, I didn't ride either of these... because I quite literally forgot they even existed. No, I'm not joking; when we were in the park, I simply forgot they were there and forgot to ride them, meaning that I exited the park having missed 2 non-kiddie coasters purely due to my own actions! On my revisit in 2023, I made specific effort to ride them... and I'm glad I did given that Sand Serpent shut about 2 weeks later and Scorpion swiftly followed about a year after that!
In terms of non-coasters, the only thing I generally self-spite myself out of these days is anything involving live actors, particularly scare actors, due to a personal phobia of/aversion to scare actors. For this reason, I never did Derren Brown's Ghost Train, I have never ridden Nemesis Sub-Terra, I have never done a scare maze, and I also haven't done The Walking Dead: The Ride at Thorpe Park since they rethemed it (I got the cred in 2014 when it was X, so I'm slightly less bothered about this one than the ones listed above). Coasters-wise, I'm game for pretty much anything nowadays (kiddie coasters aside)!
But I'd be keen to know; have you ever self-spited yourself out of a major roller coaster? Or any other attraction, for that matter?
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At some parks, something that I would say seems less prominent than they used to be are paper maps. As a collector of theme park maps from my visits, I very frequently don't see a paper map at some parks anymore, with things having migrated to apps.
I do like a paper map, and I'm always happy when parks have them prominently on display! At many places, they don't have them anymore or at very least display them far less prominently.
I'm also sad about the loss of physical ORPs. I'm a lot less inclined to buy the digital ones; I almost liked the little books they came in more than the actual photo itself!
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Hi guys. On paper, everyone’s dream theme park visit is one with no queues. Queues are the bane of everyone’s existence when it comes to theme parks, so to not have them sounds like a dream… right? After a recent visit to Paultons Park on 5th June that was particularly deserted, as well as some ensuing discussion with people off the back of that, I’ve been pondering this notion. With this in mind, I’d be interested to know; in your view, can a theme park ever be too quiet? Is the theoretical ideal of a park with no queues and no crowds really such an ideal in reality?
Personally, I’m actually somewhat undecided on this.
From my own perspective, a large part of me would say no. A quiet park means all the more rides for you, and as a person who doesn’t mind doing a good number of rerides on things I enjoy, that suits me down to the ground! There are very few things better than a nice riding marathon, in my view, and depending on the park, some of my best memories in theme parks have been from times where I’ve just been able to ride over and over (a 30-ride day at Thorpe Park in September 2023 sticks particularly fondly in my mind)!
On the other hand, though, some might argue that depending on your own tolerance for reriding, queues are almost necessary to lengthen the day and break up the rides a bit. There’s also the argument about atmosphere that I can see; I had a brilliant day, but at points, my Paultons visit was almost quite surreal due to the sheer lack of crowds. When you’re the only person within visible eyeshot at points, it is certainly quite an odd experience!
So on balance, I would probably lean towards no, but I can see some of the arguments for yes. I can also see that the answer might differ depending on the park; I’ve certainly found riding lots of rides easier and more enjoyable in some parks on a quiet day than in others!
But I’d be keen to know; do you think a theme park can ever be too quiet?
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On 6/11/2025 at 10:51 PM, Inferno said:
Thank you very much everyone!
Interesting to hear about school trip season… I (perhaps wrongly) assumed that Legoland wouldn’t be as badly affected by it given the younger audience. Fingers crossed.
I have to say it’s quite nice going to a UK park and not really knowing what to expect - it’s been so long!
I wouldn’t be overly surprised if Legoland gets primary school trip groups rather than secondary school ones like Thorpe and Alton. I went to Paultons last week (which is probably similarly pitched in terms of target age demographic) and there was a Year 6 school trip group there.
I never went on theme park trips when I was a Year 6 (only 11 years ago!), but it seems to be a thing now…
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One thing I would say about Legoland is that the hill the park is set on can make it quite a trek to negotiate at times if you’re not the most able walker. I’m a relatively adept walker (if I do say so myself!), so I didn’t struggle with it too much on my most recent visit, but I have been in the past with a member of our party being in a wheelchair and it was quite hard work! With a small child, I can imagine that their littler legs might potentially struggle. So I’d recommend making use of the Hill Train, if it’s open.
I’d concur with @JoshC. on the note of queues. I found many queues to be pretty overstated on my last visit, and like Josh, I also found Minifigure Speedway’s queue to move quite quickly compared to that of other rides.
On the subject of Minifigure Speedway, I should also warn you that they do not let you pick your side as they do on many other duelling coasters. I struck lucky and managed to get on both sides without needing to ask, but if you are keen to try both, you may have to ask.
I haven’t visited with a young child (other than when me and my older sister were young children ourselves on our initial visit in 2009, which is now some years ago!), so I apologise if I’m not too useful to advise you on visiting with a child, but I hope you have a nice time regardless!
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As some may be aware, I visited Paultons and rode Ghostly Manor for the first time yesterday.
Overall, I have to say that I think it’s a really cool addition!
To start things off, first impressions are very good! The facade is lovely, as is the outdoor queue line; every time I walked through it, I was noticing new details, and there are some cool pieces of theming! I particularly liked the swing that moved on its own and the painting; I thought these were cool items!
The indoor queue line is also really nice! There are some nice smell pods (I think they emit a lavender-type smell?), and there are lots more nice thematic details! I thought the tubes with ghosts captured and moving around in them were a nice touch in particular!
In terms of the ride itself, I’ll keep it spoiler-free and say that I think it’s overall really good fun. I had 5 rides in total, and in terms of a few good points, I’d say the following:
- For the Paultons Park audience, I think it strikes the perfect balance between cartoony fun and scares. There are some moments of what I would call mild scariness that might scare a young child, but it’s not an all-out horror fest and the cartoony visual style keeps things fun and jovial!
- Some of the scenes are really nicely executed, with a good blend of screens and physical set pieces. There are a couple of nice animatronics in the ride, and things like projection mapping are also used effectively.
- While the ride is more shooting gallery-like in style, I think it works here, and the scenes aren’t long enough for it to feel monotonous. Each mini game isn’t particularly long (maybe 30 seconds at most?), so you do quickly get moving rather than feeling like you’re shooting at the same scene for ages on end.
- I found the gun system relatively comfortable to hold and easy to use. It did take a bit of getting used to and learning, but I think that is more down to my dreadfulness at interactive dark rides rather than any issue with the software!
- The Gameplay Theatre ride system is very clever, and it gets a lot of ride duration out of very little space. When you consider that Ghostly Manor replaced a 4D cinema, I think Paultons have done tremendously well!
I do have a couple of small critiques and points for improvement, however. These are:
- I think some of the screen-based scenes (namely the ones facing outwards) lack physical scenery or any kind of bounding to try and hide the screen edges. I know that they are constrained with what they can do to some extent in these scenes, and you aren’t going to see physical scenery as elaborate as that in the inner scenes, but I think something to try and keep the immersion going would be nice, even if it was just some themed bounding for the screen edges. As it stands, these scenes basically just consist of a screen and some black floors and black walls; there’s no physical theming there at all.
- For the ride to flow seamlessly, it is very reliant on there being no hold-ups at the boarding and exiting stages. The mini games in each scene run for a predetermined duration, so if the boarding or exiting process is held up in any way, the mini game just ends and the ride sits still in a scene for a while with “the ride has stopped and will resume shortly” projected on the scene or onto the screen. To make the ride more flexible against disruptions in boarding and exiting flow, I think it would be nice if they were able to make the mini games continue running for the entire length of time the ride was stopped in a scene for, regardless of how long it is, for so that people’s attention isn’t drawn to the delay.
- If I’m being really picky, I think it would be nice if they were able to make the transition between scenes a bit more dramatic in some way and distract from visibility of some of the other scenes while you transition. Maybe a blast of smoke or something would work?
But overall, I think Ghostly Manor is great fun and a brilliant addition to Paultons Park! It’s not the world’s most elaborate dark ride, but given that it replaced a 4D cinema, I think they’ve done very well with the space, and as a first dark ride for the park, I think it works excellently. They’re onto a winner with it, in my view, and it plugs a gap in their lineup!
If you’re interested, here are a few photos I took:
In terms of the rest of the park, I had an excellent, and very quiet, day! If you’d like to read more about it, my trip report is here:
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Apologies for bumping an over month-old thread, but I think that’s a really intriguing idea!
I imagine such a park would probably have more dark rides and slow-moving attractions, a little like Epcot, rather than high-intensity coasters and flats. How do you educate effectively through the medium of, say, an RMC?
I guess an example of where this was actually attempted (to a degree) was the brief opening of Britannica Park in the 1980s, before it was a failure and got turned into the American Adventure. I think its failure was more down to the fact that it opened half-finished rather than the idea of a Britain-themed park being a bad one, though.
I’ve always been quite intrigued by the idea of a British history-themed park, I’ll admit!
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It was definitely a seismic event for the UK theme park industry, and I often wonder what the parks would be like had it never happened.
Would we have seen cuts at the likes of Alton Towers as we did? Would the likes of The Flume, Logger’s Leap and Ripsaw still be here? Would we have seen different investments? There are so many questions!
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5 minutes ago, Inferno said:
I’ve read today that apparently the trains have had a new small support added underneath each row of seats. I wonder what the reasons were for that?
Could it be to make them vibrate less?
Some have been expressing concerns about a rattle, particularly since the wheels were changed, so I feel like adding that new support could maybe be a way of securing the seats a bit more and stopping them from vibrating as much?
I haven’t ridden it since the wheels were changed, but I don’t remember it having a bad rattle when I did it last year. There was a slight one there, but it didn’t detract from the ride whatsoever for me.
On a side note, I’ve heard that the new wheels are making the ride run faster than ever… I can’t wait to try it out again later this year!
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I think the main issue with Blade and Flávio’s going is that it makes an already thinned out lineup for the middle ground family audience even thinner.
In my view, it’s not really a flat ride issue, as we have got the Top Spin coming next year which somewhat counteracts Blade’s removal, but instead more of a middle ground whole family ride issue. The Blade was a key stalwart of Alton Towers’ middle ground family lineup, so with that gone, an already squeezed demographic is taking even more of a hit.
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It’s looking to me like whatever is happening with the Beach might potentially be 2025’s draw instead. I wouldn’t be wholly surprised if they built some sort of ride there.
Where did the park get with that proposal to not need planning applications for structures below 25m? If that got passed by the council, then they could theoretically be doing anything below 25m without us needing to know about it.
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Apologies for being nearly a month late, but I have some throughput timings and insights to share from my recent trip to PortAventura World in Spain. The throughput readings I was able to get were as follows:
- Dragon Khan (Theoretical: Unknown on 3 trains) - 668pph (2 trains, average of 4, 10th September 2024), 806pph (2 trains, average of 3, 11th September 2024), 409pph (1 train, average of 4, 12th September 2024)
- El Diablo (Theoretical: Unknown on 3 trains) - 1,000pph (2 trains, average of 4, 11th September 2024)
- Furius Baco (Theoretical: 1,500pph on 3 trains) - 580pph (2 trains, average of 3, 10th September 2024), 622pph (2 trains, average of 10, 11th September 2024) Note: The 11th September average was skewed downwards by one particularly slow reading at the end; the picture up to that point was closer to 700pph.
- Red Force (Theoretical: 1,200pph on 3 trains) - 434pph (2 trains, average of 10, 11th September 2024) Note: This average was skewed downwards by one particularly slow reading at the end. Up to that point, the average was closer to 550pph, or a train around every 80s.
- Shambhala (Theoretical: 1,680pph on 3 trains) - 816pph (2 trains, average of 10, 10th September 2024), 774pph (2 trains, average of 9, 11th September 2024), 425pph (1 train, 12th September 2024, average of 2)
- Stampida (Theoretical: Unknown on 2 trains per side) - 1,229pph (2 trains per side, average of 6, 10th September 2024)
- Tomahawk (Theoretical: Unknown on 2 trains) - 552pph (2 trains, average of 3, 10th September 2024)
- Uncharted (Theoretical: 900pph on 3 cars) - 720pph (unknown number of cars, average of 2, 12th September 2024)
Overall, I did not think that PortAventura’s operations were nearly as bad as I was expecting. Were they overly fast? No. But I also didn’t feel that they were abysmally slow either. Express Pass also wasn’t oversold, and queues moved decently. Queue times weren’t too bad either; I didn’t queue over an hour for anything all trip, and while the likes of Shambhala and Dragon Khan did get longer queues on occasion, there was always a major ride on a short queue to ride. Stampida, El Diablo, Street Mission and the water rides amongst others never seemed to get a queue longer than 20 minutes all trip.
In terms of the actual throughputs themselves; the only time I saw anything run on 1 train was Shambhala and Dragon Khan in the slightly hairy weather on Friday. Under normal circumstances, everything seemed to run at least 2 trains, and while not lightning fast, I didn’t think the dispatches were excessively slow either.
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Following my recent (well, nearly a month ago…) trip to PortAventura World in Spain to close out the year, I can now update my top 10 and top 30 yet again, with a rather big new entry at the very top being the icing on the cake…
My current top 10, with a coaster count of 134, is now as follows (new in italics) :
- Shambhala - PortAventura Park: It’s finally happened… after 8 years, a new top dog is in town! I had very high expectations for Shambhala, and it did not disappoint; it’s an absolutely sublime coaster! As with Mako, the sustained airtime is glorious; the first drop is wonderful, and every single hill had brilliant sustained air! But there were a few little things that pushed it the distance above Mako for me. Unlike Mako, Shambhala keeps the thrills going right to the end, with every hill delivering, and as a result, I think it flows a bit better. The enhanced height and speed also really added to the ride compared to Mako and Silver Star for me, and another aspect I loved on Shambhala was the speed hill, which seemed much more notable in my mind than the similar element on Mako. Overall, though, Shambhala was just wonderful, and I loved every single one of the 7 rides I had on it while in Spain. Mako had a good 8 years at the top, but Shambhala is a very deserving successor!
- Mako - SeaWorld Orlando: It may not be top dog anymore, but Mako has held a special place in my heart ever since I first rode it back in 2016, and my 2023 revisit to SeaWorld (where I had 5 rides on it) reinforced my love for it! The sustained airtime is absolutely biblical (particularly in moments like the first drop, first airtime hill and speed hill), the sense of speed is wonderful, it's blissfully smooth, and overall, it's just such a fun, thrilling and rerideable coaster that I could (and indeed tried my darnedest to) sit on all day! I truly love this ride, and on my 2023 revisit to SeaWorld, it didn't disappoint! 10/10
- Jurassic World VelociCoaster - Universal’s Islands of Adventure: It may not quite be #1, but my goodness was it close, and VelociCoaster would certainly be a worthy contender for the top spot! There is so much that this ride does well; it packs a great sense of speed throughout, with the second section in particular feeling ridiculously fast, there are quite a few sublime moments of ejector airtime that really whip you out of the seat, there are some truly brilliant inversions, and overall, it's just a truly stunning, spectacular coaster, in my view! In terms of some specific highlights; it's hard to pick from the wonderful array of sensations on offer. But if I had to choose a few, the second launch is absolutely obscene, packing a euphoric thrill like few other rides I've ever experienced, the top hat is sublime, packing some breathtaking ejector airtime on the back in particular, and the mosasaurus roll is an absolutely mind-blowing inversion that throws you out of the seat with some sublime sustained negative g-forces and ensures that you fly into the final brakes blown away! Overall, VelociCoaster is a truly stunning coaster, in my opinion; its blend of stunning airtime, impactful elements, fun, comfort and rerideability certainly make it a firm favourite of mine! 10/10
- Silver Star - Europa Park: I had quite low expectations for this coaster given that it's not overly well liked, but I have to say that I was blown away; I absolutely adored this coaster! It has wonderful sustained airtime, it's smooth and comfortable, it has an awesome sense of speed, the ending is absolutely brilliant, packing some phenomenal ejector airtime (particularly the MCBR exit), and overall, this is a stunning coaster that I absolutely loved! I did rank this below Mako of the two B&M Hypers I've ridden due to my feeling that its airtime, while stunning, never has quite the same impact as some of Mako's strongest moments, in my view, and while smooth in its own right, it isn't quite as blissfully smooth as Mako. I also felt it to be slightly less consistent, as I did have 1 or 2 slightly weaker rides on it during my trip to Europa. Nonetheless, Silver Star is a stunning coaster with phenomenal sustained airtime, and I love how it is incredibly rerideable and keeps the thrills going right to the end with that awesome post-MCBR section! 10/10
- Iron Gwazi - Busch Gardens Tampa: This ride is phenomenal! In terms of some key strengths, it’s absolutely relentless in pacing and has some of the strongest ejector airtime I’ve ever experienced, and some of the big hitters in the layout like the first drop, outerbanked turn, death roll and wave turn are truly sensational elements that are right up there with the best, in my opinion! The first drop in particular is insane; whipping you far out of the seat with ejector airtime for a surprisingly sustained period of time never gets old! There are also some absolutely top-drawer moments of ejector airtime elsewhere in the layout, and the ride is smooth and rerideable! In terms of why I moved it up when I haven’t reridden it, this is because in retrospect, I think I was overly harsh on Iron Gwazi at the time, fixating on its very tiniest imperfections to try and quantify the slight disappointment of it not quite living up to my wildly high expectations on the very first go. This is going to sound odd, but Iron Gwazi is a coaster where the more I sit back and think about it, the more I actually love it. Thinking back, it grew on me considerably the second and third times I did it once the weight of expectation was off its shoulders, and it is genuinely a top tier ride that is more than deserving of a top 5 placement for me! 10/10
- Hyperia - Thorpe Park: What a sublime ride! I was excited for Hyperia, and it did not disappoint! I love a good hyper, and Hyperia is a phenomenal one! For starters, the ride is primarily designed around weightlessness, and it delivers this excellently; you seem to spend half of the ride pinned out of the seat in some capacity! The first three big elements on the ride are an obscenely perfect sequence. The first drop is absolutely unhinged and so, so good, delivering excellent sustained ejector, the non-inverting Immelmann is sublime and offers both brilliant speed rushing up into it and top-drawer sustained ejector coming out of it, and that outerbanked turn into the inversion is wild and pins you right of your seat with top-tier sustained sideways ejector! The zero-g stall is not quite up there with the other elements, but it is still excellent, with sustained hangtime, and the final two elements after the trim were surprisingly excellent, with both the outerbanked turn and the final airtime hill delivering! Overall, then, Hyperia is an absolutely sublime coaster, in my view, and it definitely lived up to the hype for me. It’s so good to have a coaster this brilliant 2 hours from home, that I can most probably ride at least once annually! 10/10
- Wodan Timbur Coaster - Europa Park: Wodan strikes the perfect balance between pure demented insanity and amazing fun factor and rerideability, in my view! It’s an absolutely relentless coaster, with phenomenal pacing right to the end, and it has quite a few really surprising pops of ejector airtime, including an excellent first drop, but it’s also a really smooth and comfortable wooden coaster, and it just manages to be a ridiculous amount of fun! Overall, Wodan is such a fast, airtime-filled and fun coaster that I absolutely loved on my visit to Europa Park! 10/10
- Hagrid’s Magical Creatures Motorbike Adventure - Universal’s Islands of Adventure: Dismiss this as a “family” coaster all you want, but I think such quick dismissal would be a huge mistake, because this ride is phenomenal, in my view! Of the rides in my top 10, I’ll admit that this one probably has the least tangible reason to be there. However, the key reason why Hagrid’s ranks so highly for me is that purely and simply, it is a phenomenally, impeccably fun roller coaster! In terms of some specifics, the low-to-the-ground turns were a lot more thrilling than I expected and the launches were surprisingly punchy and great fun, but unlike many coasters, my love of Hagrid’s is for a much broader reason than any specific features of the ride layout. It is just so, so fun, and the ride will always leave you laughing hysterically and smiling on the final brake run, and that for me is really important. Riding Hagrid’s taught me a crucial lesson about my taste in coasters; it taught me that a coaster does not necessarily need greatness in the form of tangible elements for me to love it, and that fundamentally, all a coaster needs to be is fun. Hagrid’s is not the most intense ride by any means, but if you want pure fun, I’d struggle to recommend many better coasters than this one! 10/10
- SheiKra - Busch Gardens Tampa: I had remembered liking this ride back in 2016, but my reride in 2023 was even better than I’d previously remembered! I love a B&M Dive Coaster, and this was a fantastic one! The sustained airtime over both drops was absolutely phenomenal, and the sheer size of them produced a brilliant sensation of speed throughout the ride! You typically think of Dive Coasters for their initial vertical drop, but interestingly, I actually thought that the second vertical drop on SheiKra delivered just as much as the first if not more! Overall, SheiKra was phenomenal, and a really pleasant surprise; I often said that I preferred Oblivion, but I’d now say that I comfortably prefer SheiKra, as I do feel that the added height and length really add something to it! 10/10
- Wicker Man - Alton Towers: Wicker Man is a fantastic GCI coaster that I absolutely love! It may not look like much on paper, but I find it to be an enormously fun and rerideable coaster that never fails to put a huge smile on my face! I find it to be a really fast-paced coaster with some really fun twists and turns and some surprising pops of airtime, with some particular favourite elements of mine being the initial s-bend drop, where you gain brilliant speed incredibly quickly, and the big drop out of the high u-turn and following airtime hill, with both elements providing some excellent airtime that really whips you out of the seat! Overall, I find Wicker Man a hugely fun and rerideable wooden coaster with awesome airtime, twists and pacing, and I think it’s a ride that is definitely far more than the sum of its parts, personally! I decided to bump it up a few spots after my most recent visit in 2024, where it was running so well on the 2 rides I had; the airtime was kicking, the ride was blisteringly fast-paced, and it just made me laugh and smile so much! Somewhat similarly to Hagrid’s, Wicker Man just takes the raw fun factor to a whole new level for me! 10/10
Shambhala was the only ride at PortAventura to make my top 10. I had an outside hope that Red Force might make it in there based on some of the more positive comments I’d heard about it, but alas, it was “only” top 20 material for me! Perhaps controversially, I actually ended up marginally preferring Stealth…
In terms of the top 30 following PortAventura, this now looks as follows (new in bold) :
- Shambhala - PortAventura Park (10/10)
- Mako - SeaWorld Orlando (10/10)
- Jurassic World VelociCoaster - Universal’s Islands of Adventure (10/10)
- Silver Star - Europa Park (10/10)
- Iron Gwazi - Busch Gardens Tampa (10/10)
- Hyperia - Thorpe Park (10/10)
- Wodan Timbur Coaster - Europa Park (10/10)
- Hagrid’s Magical Creatures Motorbike Adventure - Universal’s Islands of Adventure (10/10)
- SheiKra - Busch Gardens Tampa (10/10)
- Wicker Man - Alton Towers (10/10)
- Ice Breaker - SeaWorld Orlando (10/10)
- Icon - Blackpool Pleasure Beach (10/10)
- Oblivion - Alton Towers (9/10)
- Stealth - Thorpe Park (9/10)
- Red Force - Ferrari Land (9/10)
- Montu - Busch Gardens Tampa (9/10)
- Nemesis Reborn - Alton Towers (9/10)
- Nemesis Inferno - Thorpe Park (9/10)
- Revenge of the Mummy - Universal Studios Florida (9/10)
- Harry Potter and the Escape from Gringotts - Universal Studios Florida (9/10)
- Blue Fire - Europa Park (9/10)
- Mine Blower - Fun Spot Kissimmee (9/10)
- The Swarm - Thorpe Park (8/10)
- Kumba - Busch Gardens Tampa (8/10)
- Kraken - SeaWorld Orlando (8/10)
- Megafobia - Oakwood Theme Park (8/10)
- Rock’n’Rollercoaster - Disney’s Hollywood Studios (8/10)
- Cheetah Hunt - Busch Gardens Tampa (8/10)
- Sik - Flamingo Land (8/10)
- Uncharted: El Enigma de Penitence - PortAventura Park (8/10)
Another surprise contender since my last update that only narrowly missed out, sitting in the #32 spot, was Gold Rush at Drayton Manor! That was an unexpectedly excellent family coaster!
It has been an excellent year for me, on the whole. It’s been my most cred-tastic year ever, with 23 new credits ridden this year in total (the first time I’ve ever gone over 20 new credits in a year!), and I’ve also had 2 new top 10 additions in Shambhala and Hyperia (not quite as good as last year, where I had 4 new top 10 additions and a resurgent previously ridden coaster that re-entered my top 10 after a particularly strong performance on my revisit, but still pretty good, in my view!). For those interested, I would rank all 23 new coasters I rode this year as follows:
- Shambhala - PortAventura Park (10/10, #1/134)
- Hyperia - Thorpe Park (10/10, #6/134)
- Red Force - Ferrari Land (9/10, #15/134)
- Uncharted: El Enigma de Penitence - PortAventura Park (8/10, #30/134)
- Gold Rush - Drayton Manor (8/10, #32/134)
- Roller Coaster - Great Yarmouth Pleasure Beach (7/10, #39/134)
- Dragon Khan - PortAventura Park (6/10, #50/134)
- Minifigure Speedway (Legends) - Legoland Windsor (5/10, #65/134)
- Minifigure Speedway (Allstars) - Legoland Windsor (5/10, #66/134)
- El Diablo: Tren de la Mina - PortAventura Park (5/10, #67/134)
- Tomahawk - PortAventura Park (5/10, #68/134)
- Furius Baco - PortAventura Park (4/10, #87/134)
- Stampida (Red) - PortAventura Park (4/10, #88/134)
- Stampida (Blue) - PortAventura Park (4/10, #89/134)
- Spook Express - Joyland Children’s Fun Park (4/10, #95/134)
- Tami Tami - PortAventura Park (4/10, #96/134)
- Egg-Spress - Pleasurewood Hills (4/10, #101/134)
- Cannonball Express - Pleasurewood Hills (3/10, #108/134)
- Wipeout - Pleasurewood Hills (3/10,#112/134)
- Whirlwind - Great Yarmouth Pleasure Beach (3/10, #114/134)
- Big Apple - Great Yarmouth Pleasure Beach (3/10, #118/134)
- Family Star - Great Yarmouth Pleasure Beach (2/10, #127/134)
- Tyrolean Tubtwist - Joyland Children’s Fun Park (1/10, #134/134)
I’m not sensing that next year will be quite as fruitful due to me having to do an MSc dissertation over the summer, but me and my parents are still pondering another new foreign park visit next year, so who knows!
Tomb Blaster
in UK Attractions
The one thing that I'll admit baffles me about modern day Tomb Blaster, aside from everything @JoshC. mentioned, is the throughput.
As a ride with multiple large trains and simple lap bar restraints, it seems like the sort of thing that should be doing well over 1,000pph on paper... yet in reality, it's capped at 500pph or so.
Why is this? It did seem incredibly short-staffed when I last went to Chessington in 2023, with one poor man running the entire operation on his own, but I saw a post online somewhere stating that the target throughput was only 500pph even a few years back.
For a ride with large trains and a simple restraint system, this seems bafflingly low!
I do think it's a ride that has maybe had its day a bit and could do with a Curse-style revamp, though. It was fun last time I did it, but seems a bit dated nowadays.