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Matt N

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  1. Like
    Matt N got a reaction from LightSam in Park Operations   
    I have some throughput timings from my trip to Thorpe Park yesterday that I’d like to report!

    I managed to grab the following timings in the park yesterday:
    Colossus (Theoretical: 1,300pph on 2 trains): 717pph (unknown number of trains, average of 3, 20th September 2025)
    Hyperia (Theoretical: 1,050pph on 2 trains): 833pph (2 trains, average of 10, 20th September 2025)
    Nemesis Inferno (Theoretical: 1,150pph on 2 trains): 977pph (2 trains, average of 5, 20th September 2025), 1,024pph (2 trains, average of 4, 20th September 2025)
    Saw: The Ride (Theoretical: 1,000pph on 8 cars/2 stations): 742pph (unknown number of trains/2 stations, average of 10 singular cars, 20th September 2025), 788pph (unknown number of trains/2 stations, average of 4 dual dispatches, 20th September 2025)
    Stealth (Theoretical: 1,000pph on 2 trains): 975pph (2 trains, average of 10, 20th September 2025)
    The Swarm (Theoretical: 1,100pph on 2 trains): 1,046pph (2 trains, average of 9, 20th September 2025)
    In terms of some specific insights:
    Stealth had possibly the best operations I’ve ever seen on there; these operations were phenomenal! The staff were sprinting down the platform, and they were very frequently outpacing the 40s dispatch timer on the platform, something which I’d largely thought redundant in previous years! 70-75 second dispatch intervals were being hit very consistently, and the slowest I saw was about 80s, which is incredible!
    The Swarm was also operated very well given that it seems to have been a tad inconsistent as of late. When I was in the area, the ride was consistently achieving minimal to no stacking, the staff were efficient, and I saw some dispatch intervals as quick as 90s or below. Great job!
    Hyperia was operating well, and seems to have improved compared to its opening year, with 80-90 second dispatch intervals being attained pretty consistently where closer to 100-120 seconds seemed par for the course in 2024. From what I could see, the ride was consistently not stacking and was very often dispatching before the train in front hit the brake run; at its quickest, I saw them dispatch when the train in front was negotiating the final outerbank after the splashdown. I do think the slow brake run on here makes throughputs slower than they could be when the ride isn’t stacking; if the brake run was faster, I think it would shave at least 10 seconds off the dispatch interval!
    Nemesis Inferno seemed to be operating well, with minimal to no stacking being quite frequent. I noticed the staff were trying to hurry people along on here.
    Overall, then, I thought operations were broadly very good at Thorpe yesterday! Stealth was phenomenally operated, I also thought The Swarm was particularly well operated, and overall, most things seemed to be doing well! I’ve given up hope of Colossus ever attaining a particularly decent throughput at this point, but even that didn’t appear too slow by Colossus standards.
  2. Thanks
    Matt N got a reaction from planenut in Park Operations   
    I have some throughput timings from my trip to Thorpe Park yesterday that I’d like to report!

    I managed to grab the following timings in the park yesterday:
    Colossus (Theoretical: 1,300pph on 2 trains): 717pph (unknown number of trains, average of 3, 20th September 2025)
    Hyperia (Theoretical: 1,050pph on 2 trains): 833pph (2 trains, average of 10, 20th September 2025)
    Nemesis Inferno (Theoretical: 1,150pph on 2 trains): 977pph (2 trains, average of 5, 20th September 2025), 1,024pph (2 trains, average of 4, 20th September 2025)
    Saw: The Ride (Theoretical: 1,000pph on 8 cars/2 stations): 742pph (unknown number of trains/2 stations, average of 10 singular cars, 20th September 2025), 788pph (unknown number of trains/2 stations, average of 4 dual dispatches, 20th September 2025)
    Stealth (Theoretical: 1,000pph on 2 trains): 975pph (2 trains, average of 10, 20th September 2025)
    The Swarm (Theoretical: 1,100pph on 2 trains): 1,046pph (2 trains, average of 9, 20th September 2025)
    In terms of some specific insights:
    Stealth had possibly the best operations I’ve ever seen on there; these operations were phenomenal! The staff were sprinting down the platform, and they were very frequently outpacing the 40s dispatch timer on the platform, something which I’d largely thought redundant in previous years! 70-75 second dispatch intervals were being hit very consistently, and the slowest I saw was about 80s, which is incredible!
    The Swarm was also operated very well given that it seems to have been a tad inconsistent as of late. When I was in the area, the ride was consistently achieving minimal to no stacking, the staff were efficient, and I saw some dispatch intervals as quick as 90s or below. Great job!
    Hyperia was operating well, and seems to have improved compared to its opening year, with 80-90 second dispatch intervals being attained pretty consistently where closer to 100-120 seconds seemed par for the course in 2024. From what I could see, the ride was consistently not stacking and was very often dispatching before the train in front hit the brake run; at its quickest, I saw them dispatch when the train in front was negotiating the final outerbank after the splashdown. I do think the slow brake run on here makes throughputs slower than they could be when the ride isn’t stacking; if the brake run was faster, I think it would shave at least 10 seconds off the dispatch interval!
    Nemesis Inferno seemed to be operating well, with minimal to no stacking being quite frequent. I noticed the staff were trying to hurry people along on here.
    Overall, then, I thought operations were broadly very good at Thorpe yesterday! Stealth was phenomenally operated, I also thought The Swarm was particularly well operated, and overall, most things seemed to be doing well! I’ve given up hope of Colossus ever attaining a particularly decent throughput at this point, but even that didn’t appear too slow by Colossus standards.
  3. Like
    Matt N got a reaction from JoshC. in Park Operations   
    I have some throughput timings from my trip to Thorpe Park yesterday that I’d like to report!

    I managed to grab the following timings in the park yesterday:
    Colossus (Theoretical: 1,300pph on 2 trains): 717pph (unknown number of trains, average of 3, 20th September 2025)
    Hyperia (Theoretical: 1,050pph on 2 trains): 833pph (2 trains, average of 10, 20th September 2025)
    Nemesis Inferno (Theoretical: 1,150pph on 2 trains): 977pph (2 trains, average of 5, 20th September 2025), 1,024pph (2 trains, average of 4, 20th September 2025)
    Saw: The Ride (Theoretical: 1,000pph on 8 cars/2 stations): 742pph (unknown number of trains/2 stations, average of 10 singular cars, 20th September 2025), 788pph (unknown number of trains/2 stations, average of 4 dual dispatches, 20th September 2025)
    Stealth (Theoretical: 1,000pph on 2 trains): 975pph (2 trains, average of 10, 20th September 2025)
    The Swarm (Theoretical: 1,100pph on 2 trains): 1,046pph (2 trains, average of 9, 20th September 2025)
    In terms of some specific insights:
    Stealth had possibly the best operations I’ve ever seen on there; these operations were phenomenal! The staff were sprinting down the platform, and they were very frequently outpacing the 40s dispatch timer on the platform, something which I’d largely thought redundant in previous years! 70-75 second dispatch intervals were being hit very consistently, and the slowest I saw was about 80s, which is incredible!
    The Swarm was also operated very well given that it seems to have been a tad inconsistent as of late. When I was in the area, the ride was consistently achieving minimal to no stacking, the staff were efficient, and I saw some dispatch intervals as quick as 90s or below. Great job!
    Hyperia was operating well, and seems to have improved compared to its opening year, with 80-90 second dispatch intervals being attained pretty consistently where closer to 100-120 seconds seemed par for the course in 2024. From what I could see, the ride was consistently not stacking and was very often dispatching before the train in front hit the brake run; at its quickest, I saw them dispatch when the train in front was negotiating the final outerbank after the splashdown. I do think the slow brake run on here makes throughputs slower than they could be when the ride isn’t stacking; if the brake run was faster, I think it would shave at least 10 seconds off the dispatch interval!
    Nemesis Inferno seemed to be operating well, with minimal to no stacking being quite frequent. I noticed the staff were trying to hurry people along on here.
    Overall, then, I thought operations were broadly very good at Thorpe yesterday! Stealth was phenomenally operated, I also thought The Swarm was particularly well operated, and overall, most things seemed to be doing well! I’ve given up hope of Colossus ever attaining a particularly decent throughput at this point, but even that didn’t appear too slow by Colossus standards.
  4. Like
    Matt N got a reaction from Cal in Park Operations   
    I have some throughput timings from my trip to Thorpe Park yesterday that I’d like to report!

    I managed to grab the following timings in the park yesterday:
    Colossus (Theoretical: 1,300pph on 2 trains): 717pph (unknown number of trains, average of 3, 20th September 2025)
    Hyperia (Theoretical: 1,050pph on 2 trains): 833pph (2 trains, average of 10, 20th September 2025)
    Nemesis Inferno (Theoretical: 1,150pph on 2 trains): 977pph (2 trains, average of 5, 20th September 2025), 1,024pph (2 trains, average of 4, 20th September 2025)
    Saw: The Ride (Theoretical: 1,000pph on 8 cars/2 stations): 742pph (unknown number of trains/2 stations, average of 10 singular cars, 20th September 2025), 788pph (unknown number of trains/2 stations, average of 4 dual dispatches, 20th September 2025)
    Stealth (Theoretical: 1,000pph on 2 trains): 975pph (2 trains, average of 10, 20th September 2025)
    The Swarm (Theoretical: 1,100pph on 2 trains): 1,046pph (2 trains, average of 9, 20th September 2025)
    In terms of some specific insights:
    Stealth had possibly the best operations I’ve ever seen on there; these operations were phenomenal! The staff were sprinting down the platform, and they were very frequently outpacing the 40s dispatch timer on the platform, something which I’d largely thought redundant in previous years! 70-75 second dispatch intervals were being hit very consistently, and the slowest I saw was about 80s, which is incredible!
    The Swarm was also operated very well given that it seems to have been a tad inconsistent as of late. When I was in the area, the ride was consistently achieving minimal to no stacking, the staff were efficient, and I saw some dispatch intervals as quick as 90s or below. Great job!
    Hyperia was operating well, and seems to have improved compared to its opening year, with 80-90 second dispatch intervals being attained pretty consistently where closer to 100-120 seconds seemed par for the course in 2024. From what I could see, the ride was consistently not stacking and was very often dispatching before the train in front hit the brake run; at its quickest, I saw them dispatch when the train in front was negotiating the final outerbank after the splashdown. I do think the slow brake run on here makes throughputs slower than they could be when the ride isn’t stacking; if the brake run was faster, I think it would shave at least 10 seconds off the dispatch interval!
    Nemesis Inferno seemed to be operating well, with minimal to no stacking being quite frequent. I noticed the staff were trying to hurry people along on here.
    Overall, then, I thought operations were broadly very good at Thorpe yesterday! Stealth was phenomenally operated, I also thought The Swarm was particularly well operated, and overall, most things seemed to be doing well! I’ve given up hope of Colossus ever attaining a particularly decent throughput at this point, but even that didn’t appear too slow by Colossus standards.
  5. Like
    Matt N reacted to Cal in Hyperia   
    Yes it’s been implemented from today I believe
  6. Like
    Matt N reacted to JoshC. in The Swarm   
    It had the issue of slowing on the brakes before that last turn quite a lot at the start of last year. They did correct and I haven't noticed any issues since. Hopefully not starting to happen again.

    The vests had tweaks done a couple of years ago I believe to stop the locking/tightening.
  7. Like
    Matt N reacted to Mattgwise in Stealth   
    Stealth has been run very well the last two seasons! 1:13 is not the best they have done as I have seen plenty of launches around the minute mark and on occasion even 40 seconds!
    You can see near 40 seconds on this video I took on my Tik Tok page (would be great to get a few follows guys)

    https://vm.tiktok.com/ZNdpHUhut/
  8. Like
    Matt N reacted to Cal in Stealth   
    You turned down a rollback 😱


    Stealth and Hyperia are both operated exceptionally well most of the time, they have great teams.

    For comparison, I’ve just got back from a few days at PortAventura. They were averaging about 1 min 30 secs a dispatch on Red Force, 480 people an hour. They have no seatbelts to check and less seats.

    One thing I did notice though, they don’t advance the train from offload into load until the train has cleared the top hat. On Stealth they advance it as soon as it’s ready.
  9. Like
    Matt N reacted to planenut in Stealth   
    That's good news Matt. It always amazes me when someone who's been queuing for ages gets to the platform, then delays getting on, annoying.

  10. Like
    Matt N got a reaction from Cal in Stealth   
    For those interested in such matters, I have to say that Stealth is operating phenomenally this morning; my throughput average across 10 readings was 975pph, or a train every 1m 13s, which is as fast as I’ve ever seen on here! I’ve been witnessing dispatches as fast as 70s or lower, and quite frequently, the staff have been outpacing the 40s dispatch timer on the platform (something which I’d have said was largely redundant in past years gone by). 80s is a slow interval today!

    It’s way faster than I’ve ever seen Rita operate, and it made an advertised 40 minute queue fly by in 15 minutes!

    In the current absence of Hyperia (it’s on a “delayed opening”), it’s also definitely my favourite coaster at Thorpe, so as I liked it so much and the queue is moving so quickly, I’ve decided to hop straight back in the queue for another go!
  11. Like
    Matt N reacted to Chessiekid in Tomb Blaster   
    We did run it with 5 trains a few times back in 2014. Our rides manager at the time was really pushing for it, but the ride kept going down daily with various issues. Because of that, he decided to scale it back to 4 trains permanently, or 3 on off-peak days. After that, it never operated with 5 trains again during the time I worked there.
  12. Like
    Matt N reacted to Benin in Tomb Blaster   
    Could hit 1k pph if it had 5 trains on.
     
    Which I've no idea when last happened.
  13. Like
    Matt N reacted to JoshC. in Tomb Blaster   
    Rode Tomb Blaster today.
     
    It remains bloody dreadful.
     
    -Every train had at least one car not in use. One train had two cars not in use.
    -The 'story' is beyond dull, with the voiceover being one of the worst-sounding, boring and grating things I've ever heard on a theme park
    -The guns are rubbish
    -Pacing of the ride feels so off. Partially because of the story they shoehorned in, but also just because the ride system feels like it's on its last legs
    -Audio is either too quiet or too loud.
    -Most of the screens in the on ride photo viewpoint were broken (not necessarily turned off, but physically broken).
     
    Honestly, of everything that the park are doing, adding and changing, sorting out Tomb Blaster should really have been number 1 priority.
  14. Like
    Matt N reacted to Matt 236 in Which Merlin park is best operated?   
    Thorpe top this for me for reasons similar to the above. Rides are often operated well, especially the likes of Stealth & Hyperia and reliability has been better than from previous years. 
     
    Towers contrary though has seen a noticeable decline in operations and reliability lately. Some rides like Thirteen still smash it but it’s not like how it was. 
     
    Chessington is hit and miss, but I’ve seen some poor operations lately, with rides like Rattlesnake operating so badly now and too many rides on low or reduced capacity now. 
     
    LEGOLAND is ok, but I still find it exaggerated where staff have to say “you’re secure” after checking a simple door or restraint once or even twice. It’s the most safety exaggerated park out there I’ve done! 
  15. Like
    Matt N reacted to JoshC. in How Busy Is It Going To Be?   
    To be honest, there won't be any real differences in how busy it is. Weather might play a factor, but the Saturdays in September will all be equally busy really.
     
    Saturdays will be the busiest day of the week, but it still won't be that busy.
  16. Like
    Matt N reacted to JoshC. in Stealth   
    The way SFA is running I don't think half the rides will make it till then even...
     
     
    Stealth's repeated downtime is very different. 
     
    It had its issue at the start of the season, which was a big unexpected hiccup from winter maintenance. Since then, it's had two, pre-planned, periods of downtime. One of them was for a launch cable replacement, which happens yearly. The other I do not know, but since it was short, pre-planned and stayed on schedule, I don't think is a major concern.
     
    Rita has suffered longer, not-planned closures, with no known opening date advertised during those closures. That indicates that those issues are actual problems with the ride which needed fixing / parts replacing. 
     
    I don't think the two are linked, and it's more coincidence that there's two rides of the same time that have experienced downtime in the same year. 
  17. Like
    Matt N reacted to Mark9 in Stealth   
    Upon Kingda Ka's passing, it cursed all the accelerator models. 
  18. Like
    Matt N reacted to Mark9 in Which Merlin park is best operated?   
    Easy winner is Thorpe. Best operated rides, best opening hours and better reliability. 
  19. Like
    Matt N reacted to Cal in Which Merlin park is best operated?   
    The last few years, I'd say Thorpe park by a long way. Best ride availability, best throughputs and best opening hours.
     
    Crazy because going back 5+ years or so I would've always said Towers. 1 train ops on off peak days was standard at Thorpe, resulting in long queues even on quiet days.
  20. Like
    Matt N reacted to Inferno in Which Merlin park is best operated?   
    Got to be Thorpe for me these days - they have had quite the turnaround over the last few years.
  21. Like
    Matt N reacted to JoshC. in Which Merlin park is best operated?   
    Thorpe comes out on top for me. Speaking across the board, availability is decent and throughputs are good. Towers do well with throughputs, but their availability feels a lot worse.
     
    Legoland comes next for me. They cope well with what they have.
     
    Chessington isn't awful, but they have a lot of low throughput rides and they struggle to operate them well.
  22. Like
    The actual operations at Towers are broadly always excellent. It's whether the rides are actually open that is Altons problem. 
  23. Like
    The Easter Egg culture for Merlin has become a lot. 
     
    Realistically, sticking in an Easter Egg takes very little effort. Taking Toxicator as an example, it wouldn't have taken any real energy and time away from the creative team to throw in references to 1997, seeing that "Ripsaw" spelt backwards was "Waspir", and that could be used to spell something that sounded vaguely acidic in "Waspirium", a poster with "Can you cut it?", etc. It's a fun little nod. Designers putting their name on an attraction is also a trend which has been around a long time too.
     
    But there's now an innate expectation for Easter Eggs which has come from influencers and enthusiasts seeking them out and really pushing them. It erred too far. My favourite example of how far it went was how Survival Games at Thorpe Park features a prop of a severed penis (behind a fence, in a box, not in an obvious place, I believe), with a tag labelled "JS" on it, which stood for Jack Silkstone, an 'Easter Egg' to how Jack was involved in the marketing for it. Again, not something that takes up time, money or energy to create really, but extremely convoluted, and by bringing it to people's attention and encouraging them to look out for it, actively takes away from the experience.
     
    And that's the issue now. People fixate more on Easter Eggs and finding these nods and feeling clever than actually taking in the bigger picture. Going back to Toxicator, whilst all the references make sense and that, does Toxicator really fit and work with Forbidden Valley? Well, it's certainly changed the area more and continued to turn of it into X Sector 2.0.
  24. Like
    Its cool to have an Easter Egg or two within a new or reimagined attraction (say for example, Piraten in Batavia having a survivor boat from the fire and a Roland Mack animatronic), but when the majority of the attraction becomes "DO YOU GET IT?" it misses the point somewhat as you feel like they're trying too hard to bash you over the head with references.
     
     
    The other issue is that the park has been so run down that a number of rides have needed a full refurbishment. Sub Terra came back out of necessity more than anything, Duel was in a sorry state since it opened, Nemesis was also refurbished out of necessity or be closed.
     
    Don't really think it's anything to do with nostalgia. Just those are the rides they could either redo over a closed season or needed to be done for reasons.
  25. Like
    It's a very interesting one that's been touched on before in other topics.
     
    Apart from the excellent Wickerman, they've spent vast amounts of money over the last several years replacing the Haunted House, Hex, Sub Terra, Nemesis, Skyride and Ripsaw with... The Haunted House, Hex, Sub Terra, Nemesis, Skyride and Ripsaw...
    Yes they're all updated and in a couple of cases very different, but they're all essentially the same thing at the end of the day, and it's difficult to argue with that.
     
    Someone who last visited Alton Towers in 2014, over a decade ago, would realistically not see a lot of difference in terms of ride offering if they visited again tomorrow. In fact, there are fewer rides on offer.
     
    Don't get me wrong - I think its a very good thing that Skyride was saved, I think Curse is a vast improvement on Duel, and Nemesis' renewal and tart-up was a good thing to secure its future, but I agree with what you've said above.  Realistically, to most people at least, none of it is truly new. It's neatly all been (granted, expensive) maintenance to existing attractions to keep them running...
    And the trouble is, they're not finished yet either.  Galactica is crying out for a refurbishment and retime... so could that be yet another (all be it badly needed) large investment that needs doing instead of something truly new? It wouldn't surprise me, as it will probably be deemed worth investing in rather than scrapping.
     
    I think the truth is that Merlin has run nearly everything in to the ground, with little thought for the future. Although we all rode the wave of Merlin's success a decade ago, with new things coming in fairly regularly, their short-term thinking and obsession with only ever investing in a 'sure moneymaker' to satisfy the shareholders one year at a time has landed Towers here.
    The money that should have been spent on refurbishments and maintenance over the years was instead given to the top execs and the shareholders, and now everything's timed out at the same time, and is hoovering up all the money that would otherwise be available to invest in to new attractions etc.
     
    I'm very sad about the situation Alton Towers has been put in to by such poor leadership in the past.
    Clearly there is a lot of money being spent at Towers on getting things back on track.  The recent renovations have mostly been excellent.  But with more expensive fix-ups surely to come, and ongoing problems with reliability and aging rides elsewhere (Rita, Galactica, etc), they're not out of the woods yet.
     
    I hope there will be news soon on something truly new and exciting coming to Towers. They just can't keep replacing or re-theming everything for ever - even Disney have accepted that!

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