Jump to content

Matt N

Members
  • Posts

    397
  • Joined

  • Last visited

  • Days Won

    26

Reputation Activity

  1. Like
    Matt N reacted to Mark9 in Worldwide Operations/Throughput Timings Thread   
    I got a few throughputs on my trip, some which slightly surprised me (some didn't)
     
    Europa Park
     
    Voltron - 1382 people per hour (ppH) - (Theoretical 1600). Slightly down on its theoretical of 1600 but still a good number. My husband tracked a day before and it was running at 1598 an hour which is pretty much bang on.
     
    Swiss Bobsleigh - 963 pph (Theoretical 1100). Obviously it's not getting this number as a lot of carriages will only have one person in them. Nonetheless, a very good number for a support rollercoaster
     
    Matterhorn Blitz - 784 pph (Theoretical 960). Mightily impressive number for a wild mouse, its run remarkably well and the 20 minute queue board was accurate.
     
    Disneyland Paris
     
    Thunder Mountain - 1840 pph (Theoretical 2424). Not really sure where that theoretical number comes from, 1800 is still a good number. My only problem with Thunder is that every day it has a massive shutdown which takes it out of action for 2 hours minimum. As regular as a 2pm storm in Florida.
     
    Small World - 2723 pph. Amazing number. if you ever see Small World on a 30 minute queue, its a very busy day..
     
    Indian Jones and the temple of peril - 925 pph. Not bad for a support rollercoaster but nowhere near the level required for Disney.. well at least it wasn't back in 1995. Nowadays this would be considered a fantastic number for a disney attraction.
     
    Buzz Lightyear Spin - 2450 pph. Not much to say here, great number.
     
    Phantom Manor - 2050 pph. Number affected by a stoppage for disability guests. However, this is still a great number.
     
    Efteling
     
    Baron 1898 - 692 pph (Theoretical 1000). This was on two trains with a 20 minute queue and to be honest the third train always sits on the breaks waiting so actually this was the best they can do on a 33% capacity drop. It was running very consistently and lets face it, its an amazing ride whatever the wait time.
     
    Python - 583 pph. Not bad considering it was on a one train service. Wait was 30 minutes but the staff were fast and effective.
  2. Like
    Matt N reacted to Benin in The Future & Consultation Related Stuff   
    Big news from Chessie then.
     
    https://www.cwoa-consultation.com/
     
    TL;DR
     
    Wild Asia to be rethemed with a new coaster. Kobra survives. The Glamping binned off too as seemingly only on temp permission anyway.
    Mexican (but not Rattlesnake) killed off for a land akin to CBeebies.
    Other stuff like Lodges (when did that happen) and Water Park are on-going.
  3. Like
    Matt N reacted to JoshC. in Amity Beach construction work - major redevelopment or facelift coming?   
    Everyone's favourite Thorpe Park fansite will be checking out the latest developments this afternoon
     
    It's an interesting one. There's two possible options the way I see it:
     
    Option 1 - Beach tart up
    This is the boring option of the two. But the beach is over 30 years old and a shadow of its former self. It needs something doing to it. A tart up and making it more interesting and worthwhile, maybe a mini water park style area, would be nice.
     
    Option 2 - Demolition
    Get rid of the beach. It's a large space which is wasted. And whilst the park have loads of options to expand the park, and remove some rides, space is still reasonably premium at the park. And I think there's a perfect thing that area can be used for...
     
    Event space. Since the Arena was demolished (10 years ago!), the park haven't had a dedicated event space. And that was fine back then, as they didn't need one. But now, with the park's year round events, they could use one. Flattening the beach opens up a huge space for a stage, permanent seats and a more open, relaxed atmosphere. The park gets very crowded at the start of the day, before they open the gates at 10am. Opening up the beach area, maybe with some entertainment on a stage or screen, would help that crush.
     
    Throughout the year, they could hold events there. The space would be much better for Oktoberfest and Lucifer's Lair than by Ghost Train. A big Mardi Gras show is better there than in Big Easy Boulevard. During non-event times, they could still have the Ents team perform shows, or use the space like the Victory Plaza area they had where Stitches is (which showed the Euros and Olympics). Having a permanent stage/event space would also take some pressure off the Tech team for having to set up then take down a stage multiple times throughout the season.
     
    If the park wanted to keep the beach to some degree (it still has a lot of people enquire about it), they could tart up the smaller side of the beach and retain that. All the pumps, cleaning, etc feed in from the smaller side, so it would be easy to work. Plus a smaller beach is a lot easier to maintain.
     
     
    Obviously for now we're jumping the gun a bit. A digger means very little. They might just be doing the bare minimum maintenance work. But hopefully this is a sign of positive change in that area.
  4. Like
    Matt N reacted to Matt 236 in What have you learned in your years as an enthusiast?   
    1/ A great group can make an average park day a great one
    I started attending meets on this forum in early 2013 and have had the privilege of attending meet ups at parks around and beyond the U.K.
     
    Though some better than others, a great group of enthusiasts on trips can really make a mid-tier visit a great one. Whether it’s game about asking what people’s chosen coaster is, fun banter and excitement or any other reason. The thorpe park ministry of sound nights were certainly a crazy time indeed.
     
    2/ There are different types of park enthusiasts 
    The depths of this could honestly be endless, but you have so many different factions on this area. The ones who know literally everything about rides, the ones who just ride coasters, the ones who are more about the experience or those that are there mainly for the social element. In large meet-ups such as the European Coaster Club etc., you are naturally going to get others such as the other halves are just the plus one but ok to be there. 
     
    3/ Every enthusiast has different expectations and opinions 
    To one person Efteling will be the most magical theme park in the world, to another it will be the most mundane thing to exist. To one person Hyperia will be the best coaster in the country (if not the world). To another it will be an underwhelming experience. 
     
    Every enthusiast has a different opinion about rides, parks, expectations and everything else and can say I know some from different circles with similar opinions of the above. At the end of the day, being an enthusiast would be a more boring place if we all shared the same opinions there. 
     
    4/ A return park can visit can hit different, in the best and worst ways 
    Parks and people, 

    sometimes we visit parks 6-8 years ago and find ourselves absolutely amazed and blown away by these places, only sometimes to have a more recent visit and whilst still pleasant, those same wow factors from that previous visit seem missing. 
     
    I think this is often down to a number of factors, that wow factor from that first visit has just worn off, you are not the person you were when you went before or the park has declined somewhat. The last 5-10 years have certainly been unkind to the park industry.
     
    Contrary to that, I’ve also revisited a number of parks and have felt feelings nothing short of joy. Walking through Europa’s entrance one bright sunny day, forgetting just how mesmerising Phantom Manor is or the amazement of everything random and wonderful in Energylandia. Feelings and emotions can be a strange thing. 
     
    5/ Your expectations change over time 
    we change through our whole lives, so naturally our expectations to being an enthusiast can and will too.
     
    Ten years ago, I was that enthusiastic desperate to travel to as many parks in the whole and do everything physically possible, whilst perhaps trying to vlog like one of those famous YouTubers. I physically wanted to do everything in a park. 
     
    Over the years I’ve gone through phases of wanting to visit places based on their coasters, dark rides and even landscaping. But today, I like to value a well rounded park. I would rather value a handful of decent rides than lapping one until I’m tired and nauseous. 
     
    As more and more parks gradually get ticked off our lists, through time it becomes more valuable with who you visit these parks with, rather than where you go. Some enthusiasts who you can call your mates.
  5. Like
    Matt N got a reaction from Inferno in Drayton Manor   
    For those interested, I returned to Drayton Manor yesterday for the first time since 2022, and resultantly managed to ride Gold Rush for the first time. I promised a longer review, so let me properly delve into things, having had quite a few more rides since that initial take!
     
    I was intrigued to try Gold Rush, but some of the initial reviews seemed quite muted, so I went in with somewhat lowered expectations. But I have to say that it exceeded my expectations by a fair bit; I thought it was an absolutely excellent family coaster, and I thoroughly enjoyed it!
     
    The investment doesn’t just comprise of the coaster itself, though, with the wider Frontier Falls themed area also being new for this year. I’ll start with that…
    Theming/Area
    In terms of the theming for Gold Rush itself, I actually thought it was very nice overall! I think Drayton Manor have done a sterling job with the coaster’s theming and aesthetics, personally! To raise a few specific points of interest:
    I quite like the queue; it has some nice vantage points, the tunnels with posters and things are quite neat, and I think it’s overall been finished off very nicely! The station is very nice, with a very nice wooden look to it and some really nice details and thematic touches! As I rode more, I noticed a surprising amount of nice thematic touches around the ride area. For example, I noticed quite a nice water feature in the middle, I noticed that a pipe by the station was billowing out smoke, I noticed some neat little signs and written bits around the area… there are a few nice little touches, and things like that really add substance to the theme! The effects sequence in the “dynamite shed” is quite simplistic, but works well. The smoke and the synchronised audio is quite nice, and it’s reasonably effective overall despite its relative simplicity. On a minor side note, the American accent used on the ride is not terribly convincing (I overheard someone in the queue describing them as “the most British-sounding cowboy ever”, which I think is quite apt…), but that’s nothing more than a fun observation… I certainly couldn’t do any better! I think the overall finish of the ride just looks very pleasant and pleasing to the eye. It has some nice landscaping, the wooden look is quite pleasant, and it feels quite well finished off. In terms of the wider Frontier Falls area; I think here is where things falter slightly. There’s undeniably been real effort put into sections of it, but if I’m being picky, it falls slightly short of being a fully cohesive themed area and comes across a tad unfinished. It seems as though the will to do a full themed area was there, but the budget didn’t quite stretch to an entire themed area and they could only do bits of it.
     
    On the positive side, some of the new look facades look really nice with some fun details, I’m a fan of the sand effect paving that goes through parts of the area, and I also think that the rethemed Drunken Barrels (now called Blasting Barrels, I believe?) looks really nice and has clearly had real effort put into it. There was clearly intent from Drayton Manor to do a full Western themed area, and what’s there looks very nice, to be fair.
     
    In terms of why I feel the area feels slightly unfinished to me; there are some rides that don’t really fit in with the theme, and resultantly, I also think the area boundaries on the end by Accelerator and Flying Dutchman are slightly blurred. The main examples I’m thinking of are:
    The Haunting has had no changes to blend it in at all, with it still retaining the same English vicarage theme it’s always had. To be fair, however, it’s tucked away enough that it’s relatively inoffensive within the wider visuals of the area, so this is quite a pedantic one. The main weak point for me was Accelerator. I admittedly didn’t get to see the indoor queue, as it wasn’t open and I couldn’t ride it, but externally, it looks as though there’s been little to no attempt at retheming it and it now sticks out like a sore thumb. I hope they’re able to do a bit more to make this fit the area in the years to come. Flying Dutchman also really sticks out, but I’m admittedly unsure if it’s in the area or not. But overall, I think the themed area is nice, and the theming of the coaster is particularly nice and well finished off! I hope they’re able to finish off other sections of the area like Accelerator in time, as finishing off those bits will make it a really nice complete themed area!
     
    Now let’s discuss the coaster itself…
    The Ride
    To be honest, Gold Rush was a coaster I was more intrigued by than overly excited by. It was undeniably unique and I could see that from the get go, but when some of the slightly muted initial reviews flowed in, I was sceptical about how it would ride. However, I have to say that Gold Rush thoroughly exceeded my expectations; it was really, really good fun and I enjoyed it a lot! It is not the most intense coaster by any means, but I think it’s just good, clean fun, and I often find that a very enjoyable quality in a ride; intensity isn’t everything!
     
    In terms of some key points of interest within the coaster itself:
    I thought it packed surprising vigour at points; the backwards sections in particular were surprisingly forceful! The launches are quite good fun and have a nice punch to them. They’re not going to blow your head off, but for a family coaster, I think they do the job nicely. Some of the twisty bits were very good fun and felt quite dynamic. I think Intamin are excellent at throwing some nice dynamic twists and turns into their family coasters, and that really shines through here! The coaster is very smooth, with not a hint of rattle or roughness whatsoever. The trains are also lovely and comfortable! It’s a deceptively long ride. The track length isn’t very long, but the switch track technology means that you get quite a bit of ride time out of Gold Rush! In terms of the ride’s overall force set, I’d liken it quite considerably to Thirteen sans the drop track. A lot of the sensations feel very Thirteen-esque. I really like Thirteen, so I liked this! I think Thirteen marginally edges Gold Rush out for me if I were to pick a winner, but it’s actually very close for me; there’s certainly a much closer contest between the two rides than I’d expected before riding! The multi-cycle feature is intriguing. It’s certainly novel, and it does make you want to try the ride again later on! Of the two cycles, I’m unsure which I preferred; I thought the backwards section dropping down the lift was quite neat on Cycle 2, but I did think that the launch out of the effects shed was a bit better when done backwards on Cycle 1. I managed to get a lot of rides in various seats, and I think my preference errs towards the back row on Gold Rush, regardless of cycle. In terms of a critique, one very pedantic thing I would say is that the ride is quite lacking in airtime given that the layout looks like it was designed to offer airtime in places. It has quite a few bits where it threatens airtime, but doesn’t quite go the whole hog and actually give you any airtime. I’m not expecting top-tier ejector by any stretch, but that is one thing I think Thirteen does better; on there, you have a surprisingly decent moment of air on the first drop towards the back of the train, and some of the hills in the outdoor section provide some fun floaty airtime regardless of seat. Gold Rush didn’t quite seem to match the fun floaty airtime pops of Thirteen, and to be honest, that is probably the one thing that keeps Thirteen fractionally ahead of Gold Rush for me. If Gold Rush provided those fun floaty pops, then it might have beaten Thirteen for me. This is a very pedantic critique, though, and doesn’t notably detract from the ride!
     
    Overall, then, I think Gold Rush is an absolutely cracking little coaster, and a superb addition to Drayton Manor! It’s my favourite coaster at the park by some margin, and for families, I think it’s a simply superb coaster that should please everyone in the family! It is not the most intense of coasters, but for the 1m height restriction, I think it packs some really good thrills and is a great coaster for the younger kids while also pleasing the older members of the family; I certainly came off with a smile on my face every time, anyhow! For the whole family demographic, I think it’s the fun, rerideable family coaster that they needed, and it suits the park’s new direction down to the ground. If we’re doing like-for-like comparisons with similarly scaled coasters, I would say that it is my favourite coaster in the UK with a height restriction of 1m or below, beating out anything on offer at Paultons Park (the commonly cited poster child for a great family park in the UK, with a thoroughly enjoyable selection of family coasters).
     
    The coaster itself is also themed really nicely, and what they’ve attempted with the wider themed area is very nice! I just hope that they’re able to get a bit of additional budget to fully complete the area and theme in some of those rides that currently stand out; that would be the icing on the cake!
     
    To close off my Gold Rush review, have a few assorted pictures I took:






    On a side note, I also managed to experience The Wave for the first time following the sit-down conversion, so I’ll briefly cover that too. I’ve long held the view that Shockwave would be greatly improved with sit-down trains, so I was intrigued to try it out. I think The Wave does improve somewhat on Shockwave… but sit-down trains aren’t the game changer I’d perhaps hoped they might be. They are generally comfortable and do make some of the better qualities of the ride layout shine through better; some of the inversions are reasonably decent! However, the ride is still a bit rough in places (although you admittedly feel the roughness a bit less with no OTSRs), that brake run slam at the end is still horribly violent, and it still hasn’t got the most interesting of layouts. I also noticed that the lap bar sometimes tightened a fair amount during the ride, and the new trains are also not terribly efficient for operations. The staff need to pull down the lap bar to a very specific place and ask you not to touch your bar, and then they need to press a different button before they push down your bar again to tighten it properly. It does make the operations rather inefficient.
     
    With that being said, I think it’s overall an improvement. The ride is more comfortable than before, and it also fits the park’s new direction a lot better seeing as younger kids can ride it. It fits the bill quite nicely as a “first big inverting coaster”!
     
    If you’re interested, I also wrote a trip report about the rest of my day at Drayton Manor: 
     
  6. Like
    Matt N reacted to Benin in Hyperia - New for 2024 (Ride thread)   
    Finally been on it.
     
    Area looks crap. Station is a weird attempt at Icon for some reason.
     
    It's a great ride until the trims. All that momentum just thrown in the bin, leaving you wanting the rest of the layout rather than awkward corner.
     
    Best ride on park? Sure.
    Best ride ever? Not even close.
  7. Like
    Matt N got a reaction from Inferno in What have you learned in your years as an enthusiast?   
    Hi guys. Some on here have been theme park enthusiasts for a very long time, and over a period of multiple years, you’re bound to learn a thing or two. Whether you’ve learned what you most enjoy or whether you’ve learned how to get the best out of a park or ride, years of visiting parks is bound to have taught you things and shaped your perspectives in some way. I know it certainly has for me! With this in mind, I’d be interested to know; what have you learned in your years as a theme park enthusiast? What have your years of park visiting experience taught you, and what new perspectives have you gained from years of coaster riding and park visiting?
     
    I’ll get the ball rolling with some of the things I’ve learned over my years of theme park visiting…
     
    Personally, I can currently think of two, off the top of my head:
    The first thing I can think of is that you can’t always judge a coaster based on only one ride. In my early years of theme park enthusiasm, I often only rode things once and didn’t get what people said about needing multiple rerides to fully appreciate something. I used to think that if I truly loved a coaster, I knew it from the very first ride. The second I first got off The Swarm in July 2014, I instantly knew I loved it and I instantly knew it was my #1. The second I first got off Mako in August 2016, I instantly knew I loved it and I instantly knew it was my #1. The second I got off Icon in August 2018, I instantly knew I loved it and I instantly knew it was right up there with Mako (despite it now only being my #11, it felt like one of the times Mako came closest to being dethroned when I first got off in 2018). But in recent years, I’ve grown increasingly sceptical of my previous theory that you can fully get the measure of a revered coaster based on only one ride. The key formative moment that taught me this was when I went to Florida last year and rode both VelociCoaster and Iron Gwazi, amongst others, for the first time. Both rides were brilliant on the first run… but I wasn’t instantly sold on them being absolutely top tier for me. In both cases, though, the second ride really was the charm; both VelociCoaster and Iron Gwazi were catapulted into that top tier after I took a reride, and it was the second ride that showed me just how great they both were. To some extent, I also experienced this with Hyperia at Thorpe Park recently; I absolutely loved it the first time, but it took the second ride to make me conclusively think that it was absolutely top tier. Now I will say that this mainly applies to hyped up, revered coasters for me; I still feel I can get the true measure of a kiddie coaster, Reverchon spinning wild mouse or Zamperla Volare from one ride without feeling the need to reride. If I actively don’t rate something, it’s unlikely that a second ride will change that. But in those cases where I love something, but I’m not sure if I think it’s truly top tier, I’ve learned that it sometimes takes a second ride to truly determine the full measure of it. Sometimes, of course, my initial opinion won’t change that much or it might possibly even decrease, but in some other glorious cases, everything falls into place with that reride, and the second ride shows me how truly top tier a coaster is when the first ride didn’t quite. The other thing I’ve learned is that intensity isn’t everything, and it’s fun and rerideability that’s truly important to me. In my very early years of riding big coasters, I used to be mildly dismissive of things that weren’t intense. In my early years of big coaster riding at Alton Towers, for example, my mentality was “1.4m height restriction or bust” once I was tall enough to ride the big 1.4m coasters. But over the years, I’ve grown to realise that there can be a point at which intensity is too much, and that the most enjoyable coaster experiences for me are the ones that are just plain fun and really rerideable. Intensity can definitely contribute to a fun and highly enjoyable ride for me, and being fun, thrilling and rerideable are definitely key components of a coaster that ranks highly for me, but I have definitely learned that the coasters that blow your head off with intensity are often not the ones I enjoy the most, and there are some coasters that aren’t particularly intense that I rate very highly. Hagrid’s at Universal is not an overly intense coaster, but it’s just such utterly joyous fun that I enjoyed it immensely and couldn’t not place it in my top 10! Wicker Man at Alton Towers is not an overly intense coaster, but the fun airtime and pacing makes me laugh so much that it can’t not be in my top 10 and 10/10 tier! Rides like these do not necessarily blow your head off with intensity, but are ridiculously good fun, and it’s rides like these that taught me that I truly care most about that combination of fun, thrills and rerideability rather than out-and-out intensity. Those are just some of the lessons I’ve learned over my years of theme park enthusiasm; if I think of any more, I’ll post them! But I’d be interested to know; what lessons have you learned in your years of coaster riding and theme park visiting? What perspectives have your years of experience unearthed?
  8. Like
    Matt N reacted to JoshC. in What have you learned in your years as an enthusiast?   
    You can judge a coaster by its cover. Vekoma SLC? Yeah, that'll be rubbish. Nu-Vekoma? Yeah, that'll be fun, smooth, possibly slightly over-engineered. Intamin multi-launch? That'll be good. 20+ year old B&M? Will be intense, little head-banging, showing its age, but still fab. It's not a perfect rule, but you will get a good idea of what you're getting just by looking at the coaster.
      The less you know, the better. Let me tell you a story. Late 2008. Corkscrew at Alton Towers was about to be removed for a new coaster to open in 2010. A 14 year old JoshC was told that that coaster would have vertical drop track, but keep that secret. Tbf, many people ended up being able to piece that together long before that was revealed in March 2010, but I had known almost 18 months before that official reveal. It was almost 3 years from finding out about Thirteen's secret that I actually rode it. And don't get me wrong, I like Thirteen. But imagine how much more I'd have enjoyed it if I didn't know?
      Never say "I won't get there". Moreso when you're younger, it's easy to think "I won't ever get the chance to get to that theme park". Again, I remember thinking that about Phantasialand when I was younger, and watching POVs of (and reading all about) Winjas. And, like Thirteen, I ended up riding it, liking it, but knowing all its secrets beforehand. It would have been so much more cool had I known nothing going in. So yeah, never think you won't go to a park, or won't ride a ride...as long as it's open, there's a chance.
      Enthusiasts are great. There's some amazing people who are enthusiastic about coasters, who are just lovely. It's a great community to be a part of.
      Enthusiasts suck. For balance. There some awful people who are enthusiastic about coasters, who just grate you and everyone around you. It's a minority, but it's a fact of life.
      Roller coaster element names are stupid. I still don't know what a step-up-under-flip actually is, and frankly I don't care. Nor do I know what a dragon roll is. Is there an element called a twisted knot? Who knows. And what the bloody heck is a jo-jo roll? And why is it called a banana roll; it doesn't roll and doesn't look like a banana?!
    (In saying that, Untamed's 270° double inverting corner stall - affectionately the 270° dics - remains my favourite inversion, by on-ride experience and name)
      Don't let anyone else tell you how to enjoy your hobby. You want to only visit Merlin parks and lap Mandrill Mayhem for the rest of time because it's your favourite coaster? Cool. You don't count creds? Fine. You only ride thrill rides, and don't bother with kiddie ones? Perfect. There will be people (in some instances, more light-heartedly) who tell you you should do this, should do that, or say "Why do you do that??". But you do you.
  9. Like
    Matt N reacted to Mark9 in What have you learned in your years as an enthusiast?   
    1. I'm a theme park enthusiast. I get far more out of a well themed, story based area then just a ride in a big field. I can enjoy things like Fury 325 and Afterburner but my god, I would much rather be riding Baron 1898 and Nemesis. They send shivers, they make me feel connected in a way that a stat heavy machine never can. I prefer family theme parks to thrill parks and I like the variety and imagination that goes into family rollercoasters.
     
    2. Theme Park hotels and staying the night is part of the experience and have become vital to a theme park trip to feel right. Over the years I've stayed at many Disney resorts, Europa Park, Dollywood, Efteling for example and I find them so engaging and immersive.
     
    3. I love hitting parks hard in the first few hours and then relaxing and putting my feet up in a beautiful restaurant or in a bar and just reflecting. One of my star memories is at Toverland, sitting outside the Flaming Feather in the beautiful sun and just relaxing with a beer and chicken wings watching the rides go by. A park that doesn't have a lovely restaurant to sit back and chill isn't worth visiting in my opinion.
     
    4. Theme Park road trips are hard. Just doing day after day after day of theme parks is exhausting and relaxation days are key to making the most of parks.  
  10. Like
    Matt N reacted to JoshC. in Hyperia - New for 2024 (Ride thread)   
    The stage and equipment almost definitely will be used for Oktoberfest and Fright Nights. 
     
    As for actors, I don't think anyone would have expected the show to happen over FN, as actors are simply needed for the event. They might be used for Oktoberfest, Ghost Train, Walking Dead or simply training sessions for Fright Nights. If "scary scares" aren't those actors' thing, and they aren't suited to the Amity dance show (which will presumably return), they'd probably end up relocating to Chessington tbh.
  11. Like
    Matt N reacted to planenut in Park Operations   
    Stealth on Wednesday was managing a rate of 1200 per hour with two trains.
     
    You still get people who have queued for a long time, standing there looking at empty seats needing to be told to move.
     
    A young lad decided, once in the seat, that he was not going to ride. His mum was not pleased telling me that she had just paid £15 for his fast-track ticket.
  12. Like
    Matt N reacted to JoshC. in New TPM Website   
    Hi all!
     
    After an undetermined period of time, we have launched a completely new version of the main Thorpe Park Mania website: https://www.thorpeparkmania.co.uk/
     
    Huge shout out to @Marc who has done wonders with the design of it all.
     
    With the new site, we have temporarily lost a lot of our old news articles, but these are slowly being added back. Equally, we're still adding in more content over the coming days/weeks/months.
     
    We have a couple of new articles: our Ghost Train BTS and Colossus Lift Hill Walk, with more to come.
     
    We're also building up one of the most extensive Fright Nights archives out there. We'll be adding to it continually over the next few months, but check it out here: https://www.thorpeparkmania.co.uk/index.php/fright-nights/
     
    As always, feedback is welcome, especially any issues you see, or anything else you'd like to see on there.
  13. Like
    Matt N got a reaction from Cal in Park Operations   
    I have some throughput timings and insights from my visit to Thorpe Park on Sunday. The readings I was able to get were as follows:
    Colossus (Theoretical: 1,300pph on 2 trains) - 764pph (2 trains, average of 4, 18th August 2024) Hyperia (Theoretical: 1,050pph on 2 trains) - 765pph (2 trains, average of 9, 18th August 2024) Nemesis Inferno (Theoretical: 1,150pph on 2 trains) - 932pph (2 trains, average of 8, 18th August 2024) Note: This reading was skewed downwards by one particularly slow dispatch; prior to that, the average was over 1,000pph. Saw The Ride (Theoretical: 1,000pph on 8 cars) - 853pph (unknown number of cars, average of 10, 18th August 2024) The Swarm (Theoretical: 1,100pph on 2 trains) - 882pph (2 trains, average of 5, 18th August 2024) In terms of some more general insights:
    Saw and Colossus were operating about as well as I’ve ever seen them operate. Saw in particular seemed to be operated excellently! Hyperia was operated very well, with little to no stacking; a train was frequently starting to head up the lift hill as the train in front hit the brake run! However, its throughput is definitely inhibited by how slowly the train moves along the final brake run; due to this, there is unfortunately quite a bit of idle time in the station between trains. If they were able to sort this out and make the train return to the station more quickly, I think they would get much closer to that 1,050pph theoretical figure. Operations on Nemesis Inferno were pretty good; it quite frequently wasn’t stacking! I did notice quite a few empty seats on my train, though; maybe they could be slightly more forthcoming in encouraging different groups to sit together? The Swarm was a bit of a weak link, unfortunately. There seemed to be very little urgency to the operations on there; I honestly think the 882pph reading I got was quite a generous assessment of the situation. Dispatch times of multiple minutes were not uncommon. It’s a shame, as when operated well, Swarm can be a real throughput powerhouse! I do wonder if the return of the baggage hold on here would help; people dealing with baggage on the platform does seem to delay the opening of the airgates and the swift movement of people onto the ride somewhat.  
  14. Like
    Matt N reacted to Han30 in Have you ever had any theme park related dreams?   
    Just remembered another one I had a good few years ago where Thorpe switched rides around - I distinctly remember people going down Depth Charge in a singular swarm seat (with restraint).  Pretty sure Rumba boats were going down Storm Surge and boats from Storm Surge were on Rapids.  
  15. Like
    Matt N got a reaction from Inferno in Hyperia - New for 2024 (Ride thread)   
    Earlier in the day, I promised to write a longer review of Hyperia when I got home. Well, here it is!
     
    While it's not exactly the aspect of the project I was most interested in, I'll start by giving a few cursory thoughts on the theming and the area...
    The Area
    One aspect of Hyperia that has been heavily criticised is the theming and the area. I have to say that I did not personally get the hate for this; the front-of-house areas look fine to me. It's nothing breathtaking, but I think it's functional and looks perfectly fine. I quite like the black and gold aesthetic, I quite like the station, I quite like the plaza, the queue landscaping is nice enough, and the queue is by no means terrible (although not anything overly inspiring either). In terms of some aspects I would critique, however:
    The queue could maybe have had a more interesting and less contained layout. I would have loved it if the queue had wound around the ride Wicker Man-style and offered various different vantage points. The ride area itself is quite unsightly at present, particularly the area around the splashdown. The lake with all of the weeds in it looks quite ugly, in my view, and I don't think the actual splashdown area is particularly pretty either. The rust-coloured splashdown track in particular does not look good at all. However, you don't notice this too much on the ride, and the ride area will probably grow to look better with time. Speaking of the splash effect, the whole splashdown is an idea that had such promise, but has turned out to be a complete damp squib. It seems to have completely died only a couple of months into operation, but I did see it working on my visit 2 months ago, if I'm remembering correctly, and I think it's a completely redundant effect even when it works. That sort of effect is designed primarily for visual appeal for non-riders, so when it's hidden behind a 7ft fence and no one can see it properly, it completely loses its purpose. If I'm being pedantic, I'm not a huge fan of how the maintenance shed looks and I would have preferred for it to parallel the style of the station. That is an extremely pedantic point, however; it's not really a big deal. Overall, though, I wasn't too displeased with the area and theming. It's not some spectacular theming extravaganza by any stretch, but I think it overall looks nice, clean, stylish and perfectly functional. I think the style works well for the sort of ride Hyperia is, and I was never expecting heavy theming from a hyper coaster.
     
    Let's now move onto the far more interesting aspect of the project; the ride itself...
    The Ride
    Now Hyperia has been a ride that I've been excited for for absolutely ages. I watched its build process with great anticipation, and I had high expectations for the ride. But the question is; did it live up to those expectations? Well, dear reader, my answer is; yes, it definitely did! I had 3 rides today, one in row 8 and two in the back row, and Hyperia is an absolutely sublime coaster experience, in my view!
     
    The negative g-forces are absolutely absurd; the ride advertises 14.8 seconds of negative g-force, and let me tell you, I can fully believe that figure! They've designed this ride for weightlessness and I think it delivers; you seem to spend most of the ride duration pinned out of your seat in some capacity!
     
    The speed is also absurd; it's easy to forget just how fast Hyperia is, but let me tell you that you're quickly reminded of just how fast 81mph is when you're actually on the ride! The sense of speed in parts of Hyperia's layout is ridiculous!
     
     For me, an element-by-element walkthrough of Hyperia goes something like this:
    The first outerbanked turn out of the station before the lift hill is utterly pointless; I don't know why this couldn't have just been a regular turn. The outerbanked version seemingly serves no purpose other than to be mildly awkward and uncomfortable. The lift hill is very fast. I liked the views from the top! The first drop is absolutely unhinged, and probably my favourite part of the ride! I'm a fan of a big first drop, and Hyperia's is truly wild; the ejector airtime is absolutely sublime and surprisingly sustained, and the 180 degree twist adds a really interesting additional sensation! It's definitely right up there as one of my favourite first drops I've ever done, alongside those of Mako and Iron Gwazi! The Immelmann is also absolutely sublime! I love the sheer sense of speed you get going up into it, and the sustained ejector airtime you get coming out of it is absolutely top-dollar! You're pinned out of your seat for a good couple of seconds, and the airtime is absolutely sensational! The Immelmann is another element that's right up there as one of my favourite elements on the ride! The outerbank into an inversion was a very hyped up element of Hyperia, and I have to say that it did not disappoint; it's absolutely insane! The sustained sideways ejector here is absolutely wild; you are pinned sideways out of your seat for what feels like seconds and seconds, and the negative g-forces are fairly strong in terms of force here as well! I'm not entirely convinced that I prefer sideways airtime to good old straight airtime, personally, but this element is absolutely brilliant nonetheless! The zero-g stall is an excellent element, but definitely weaker than the other three big ones for me. With that being said, you still get some very fun hangtime, and it is probably the most convincing example of a zero-g stall I've yet done (the other two stalls I've done are VelociCoaster and Iron Gwazi). I dare say I still find the zero-g stall a slightly overhyped element type based on my experiences of them, but this one did convince me of the merits of the zero-g stall a little more than VelociCoaster's or Iron Gwazi's did; it is a very good element with some excellently fun hangtime! The stall is fun, but not quite up there as a standout moment of Hyperia for me. With that being said, it has very tough competition in this regard; if this element were not on a ride as stacked with brilliant elements as Hyperia, it would probably stand out more! The splashdown trim is quite noticeable. I didn't find it uncomfortable enough to significantly detract from the ride, but the braking force is strong enough that it does seem to contort your face a tad... The outerbanked turn after the splashdown was a surprisingly excellent element for me! It seemed to start with you getting some really decent sideways floater that then transitioned into a surprisingly strong pop of ejector, and I found that really interesting and fun in terms of how it rode! The airtime hill into the brakes is an excellent way to finish with a bang; that hill provides a lovely pop of good, clean, surprisingly strong ejector airtime! On this coaster, every single element hits and hits hard; there is a strong selection of standout "wow" moments on Hyperia. The first drop, the Immelmann and the outerbank into an inversion are all absolutely world-class elements, and that whole first sequence is just perfection! The other elements also hit well and provide good thrills and weightlessness, and I don't think there's one bit of Hyperia that doesn't deliver. Well, other than maybe the trim, and that weird turn before the lift hill...
     
    As per usual with Mack Rides, the trains with overhead lap bars are immensely comfortable. I think Hyperia's are perhaps the most comfortable example of this train style I've experienced. In terms of smoothness; there is a rattle. It's noticeable. But it wasn't strong enough that it massively bothered me. It was more that I could feel a bit of a shaking sensation rather than that the rattle was actively hurting me or massively detracting from the experience. It's no worse than the mild rattle of, say, Stealth. The ride was overall very comfortable and enjoyable for me, and there were no severe jolts or anything (roughness-wise, I tend to find myself more sensitive to sudden jolts than rattling).
     
    In terms of some comparisons; Hyperia is comfortably my favourite coaster at Thorpe Park (it was previously Stealth), comfortably my favourite UK coaster (it was previously Wicker Man) and also comfortably my favourite Mack ride (it was previously Icon). In terms of my overall rankings; out of 123 ridden coasters, I've conservatively settled on the #5 spot, behind Mako, VelociCoaster, Silver Star and Iron Gwazi (in that order).
     
    If I were to offer up some pedantic hair-splitting critiques that explain why it's not my #1, and why it's not higher than #5:
    The rattle. Hyperia's rattle didn't overly bother me at all, but the coasters above Hyperia have a more perfect blissfully smooth feel to the point where it's almost an active positive attribute in itself. The trim. I didn't find it overly uncomfortable, but it is quite noticeable, more so than on Mako and Silver Star, and as I said, it does sort of contort your face a bit from the braking force, which isn't the case on Mako or Silver Star. The fact that the ride lacks straight airtime hills. As sublime as Hyperia's sideways and inverted airtime elements are and as plentiful as the sustained weightlessness is, nothing quite beats a good old straight airtime hill for me, and Hyperia does have somewhat of a shortage of traditional straight airtime moments. I know those are very pedantic points, and pretty much entirely based on personal preference, but when you're talking about the top 5 and determining exact placements, I think I can afford to get pedantic! When the coasters in question are this good, it gets competitive at the top, and I have little choice other than to split hairs!
     
    One legitimate critique I will offer of the ride itself is with regard to the capacity. It's not the highest for a brand new major ride, at 700-800pph, but I think a key reason for that has nothing to do with the park's operations and may have something to do with the brake run. They were operating brilliantly, and stacking was very rare, but the train seems to take a very, very long time to return to the station and moves along the brake run track very, very slowly. This results in more idle time in the station, and if they were able to speed up the train's movement through the brake run, it might improve the capacity. Hopefully this is something the park can look into in the future.
     
    But overall, I absolutely loved Hyperia! It's my favourite coaster at Thorpe Park, my favourite coaster in the UK and sits in my top 5! The weightlessness is sublime, the sense of speed is absurd, the elements are absolutely top-drawer, and all in all, it's just an absolutely sublime coaster! What a brilliant investment for Thorpe Park and the UK theme park industry!
     
    On a side note, here are a few photos I took of the ride:






  16. Like
    Matt N got a reaction from Han30 in Hyperia - New for 2024 (Ride thread)   
    Earlier in the day, I promised to write a longer review of Hyperia when I got home. Well, here it is!
     
    While it's not exactly the aspect of the project I was most interested in, I'll start by giving a few cursory thoughts on the theming and the area...
    The Area
    One aspect of Hyperia that has been heavily criticised is the theming and the area. I have to say that I did not personally get the hate for this; the front-of-house areas look fine to me. It's nothing breathtaking, but I think it's functional and looks perfectly fine. I quite like the black and gold aesthetic, I quite like the station, I quite like the plaza, the queue landscaping is nice enough, and the queue is by no means terrible (although not anything overly inspiring either). In terms of some aspects I would critique, however:
    The queue could maybe have had a more interesting and less contained layout. I would have loved it if the queue had wound around the ride Wicker Man-style and offered various different vantage points. The ride area itself is quite unsightly at present, particularly the area around the splashdown. The lake with all of the weeds in it looks quite ugly, in my view, and I don't think the actual splashdown area is particularly pretty either. The rust-coloured splashdown track in particular does not look good at all. However, you don't notice this too much on the ride, and the ride area will probably grow to look better with time. Speaking of the splash effect, the whole splashdown is an idea that had such promise, but has turned out to be a complete damp squib. It seems to have completely died only a couple of months into operation, but I did see it working on my visit 2 months ago, if I'm remembering correctly, and I think it's a completely redundant effect even when it works. That sort of effect is designed primarily for visual appeal for non-riders, so when it's hidden behind a 7ft fence and no one can see it properly, it completely loses its purpose. If I'm being pedantic, I'm not a huge fan of how the maintenance shed looks and I would have preferred for it to parallel the style of the station. That is an extremely pedantic point, however; it's not really a big deal. Overall, though, I wasn't too displeased with the area and theming. It's not some spectacular theming extravaganza by any stretch, but I think it overall looks nice, clean, stylish and perfectly functional. I think the style works well for the sort of ride Hyperia is, and I was never expecting heavy theming from a hyper coaster.
     
    Let's now move onto the far more interesting aspect of the project; the ride itself...
    The Ride
    Now Hyperia has been a ride that I've been excited for for absolutely ages. I watched its build process with great anticipation, and I had high expectations for the ride. But the question is; did it live up to those expectations? Well, dear reader, my answer is; yes, it definitely did! I had 3 rides today, one in row 8 and two in the back row, and Hyperia is an absolutely sublime coaster experience, in my view!
     
    The negative g-forces are absolutely absurd; the ride advertises 14.8 seconds of negative g-force, and let me tell you, I can fully believe that figure! They've designed this ride for weightlessness and I think it delivers; you seem to spend most of the ride duration pinned out of your seat in some capacity!
     
    The speed is also absurd; it's easy to forget just how fast Hyperia is, but let me tell you that you're quickly reminded of just how fast 81mph is when you're actually on the ride! The sense of speed in parts of Hyperia's layout is ridiculous!
     
     For me, an element-by-element walkthrough of Hyperia goes something like this:
    The first outerbanked turn out of the station before the lift hill is utterly pointless; I don't know why this couldn't have just been a regular turn. The outerbanked version seemingly serves no purpose other than to be mildly awkward and uncomfortable. The lift hill is very fast. I liked the views from the top! The first drop is absolutely unhinged, and probably my favourite part of the ride! I'm a fan of a big first drop, and Hyperia's is truly wild; the ejector airtime is absolutely sublime and surprisingly sustained, and the 180 degree twist adds a really interesting additional sensation! It's definitely right up there as one of my favourite first drops I've ever done, alongside those of Mako and Iron Gwazi! The Immelmann is also absolutely sublime! I love the sheer sense of speed you get going up into it, and the sustained ejector airtime you get coming out of it is absolutely top-dollar! You're pinned out of your seat for a good couple of seconds, and the airtime is absolutely sensational! The Immelmann is another element that's right up there as one of my favourite elements on the ride! The outerbank into an inversion was a very hyped up element of Hyperia, and I have to say that it did not disappoint; it's absolutely insane! The sustained sideways ejector here is absolutely wild; you are pinned sideways out of your seat for what feels like seconds and seconds, and the negative g-forces are fairly strong in terms of force here as well! I'm not entirely convinced that I prefer sideways airtime to good old straight airtime, personally, but this element is absolutely brilliant nonetheless! The zero-g stall is an excellent element, but definitely weaker than the other three big ones for me. With that being said, you still get some very fun hangtime, and it is probably the most convincing example of a zero-g stall I've yet done (the other two stalls I've done are VelociCoaster and Iron Gwazi). I dare say I still find the zero-g stall a slightly overhyped element type based on my experiences of them, but this one did convince me of the merits of the zero-g stall a little more than VelociCoaster's or Iron Gwazi's did; it is a very good element with some excellently fun hangtime! The stall is fun, but not quite up there as a standout moment of Hyperia for me. With that being said, it has very tough competition in this regard; if this element were not on a ride as stacked with brilliant elements as Hyperia, it would probably stand out more! The splashdown trim is quite noticeable. I didn't find it uncomfortable enough to significantly detract from the ride, but the braking force is strong enough that it does seem to contort your face a tad... The outerbanked turn after the splashdown was a surprisingly excellent element for me! It seemed to start with you getting some really decent sideways floater that then transitioned into a surprisingly strong pop of ejector, and I found that really interesting and fun in terms of how it rode! The airtime hill into the brakes is an excellent way to finish with a bang; that hill provides a lovely pop of good, clean, surprisingly strong ejector airtime! On this coaster, every single element hits and hits hard; there is a strong selection of standout "wow" moments on Hyperia. The first drop, the Immelmann and the outerbank into an inversion are all absolutely world-class elements, and that whole first sequence is just perfection! The other elements also hit well and provide good thrills and weightlessness, and I don't think there's one bit of Hyperia that doesn't deliver. Well, other than maybe the trim, and that weird turn before the lift hill...
     
    As per usual with Mack Rides, the trains with overhead lap bars are immensely comfortable. I think Hyperia's are perhaps the most comfortable example of this train style I've experienced. In terms of smoothness; there is a rattle. It's noticeable. But it wasn't strong enough that it massively bothered me. It was more that I could feel a bit of a shaking sensation rather than that the rattle was actively hurting me or massively detracting from the experience. It's no worse than the mild rattle of, say, Stealth. The ride was overall very comfortable and enjoyable for me, and there were no severe jolts or anything (roughness-wise, I tend to find myself more sensitive to sudden jolts than rattling).
     
    In terms of some comparisons; Hyperia is comfortably my favourite coaster at Thorpe Park (it was previously Stealth), comfortably my favourite UK coaster (it was previously Wicker Man) and also comfortably my favourite Mack ride (it was previously Icon). In terms of my overall rankings; out of 123 ridden coasters, I've conservatively settled on the #5 spot, behind Mako, VelociCoaster, Silver Star and Iron Gwazi (in that order).
     
    If I were to offer up some pedantic hair-splitting critiques that explain why it's not my #1, and why it's not higher than #5:
    The rattle. Hyperia's rattle didn't overly bother me at all, but the coasters above Hyperia have a more perfect blissfully smooth feel to the point where it's almost an active positive attribute in itself. The trim. I didn't find it overly uncomfortable, but it is quite noticeable, more so than on Mako and Silver Star, and as I said, it does sort of contort your face a bit from the braking force, which isn't the case on Mako or Silver Star. The fact that the ride lacks straight airtime hills. As sublime as Hyperia's sideways and inverted airtime elements are and as plentiful as the sustained weightlessness is, nothing quite beats a good old straight airtime hill for me, and Hyperia does have somewhat of a shortage of traditional straight airtime moments. I know those are very pedantic points, and pretty much entirely based on personal preference, but when you're talking about the top 5 and determining exact placements, I think I can afford to get pedantic! When the coasters in question are this good, it gets competitive at the top, and I have little choice other than to split hairs!
     
    One legitimate critique I will offer of the ride itself is with regard to the capacity. It's not the highest for a brand new major ride, at 700-800pph, but I think a key reason for that has nothing to do with the park's operations and may have something to do with the brake run. They were operating brilliantly, and stacking was very rare, but the train seems to take a very, very long time to return to the station and moves along the brake run track very, very slowly. This results in more idle time in the station, and if they were able to speed up the train's movement through the brake run, it might improve the capacity. Hopefully this is something the park can look into in the future.
     
    But overall, I absolutely loved Hyperia! It's my favourite coaster at Thorpe Park, my favourite coaster in the UK and sits in my top 5! The weightlessness is sublime, the sense of speed is absurd, the elements are absolutely top-drawer, and all in all, it's just an absolutely sublime coaster! What a brilliant investment for Thorpe Park and the UK theme park industry!
     
    On a side note, here are a few photos I took of the ride:






  17. Like
    Matt N got a reaction from Marc in Hyperia - New for 2024 (Ride thread)   
    Earlier in the day, I promised to write a longer review of Hyperia when I got home. Well, here it is!
     
    While it's not exactly the aspect of the project I was most interested in, I'll start by giving a few cursory thoughts on the theming and the area...
    The Area
    One aspect of Hyperia that has been heavily criticised is the theming and the area. I have to say that I did not personally get the hate for this; the front-of-house areas look fine to me. It's nothing breathtaking, but I think it's functional and looks perfectly fine. I quite like the black and gold aesthetic, I quite like the station, I quite like the plaza, the queue landscaping is nice enough, and the queue is by no means terrible (although not anything overly inspiring either). In terms of some aspects I would critique, however:
    The queue could maybe have had a more interesting and less contained layout. I would have loved it if the queue had wound around the ride Wicker Man-style and offered various different vantage points. The ride area itself is quite unsightly at present, particularly the area around the splashdown. The lake with all of the weeds in it looks quite ugly, in my view, and I don't think the actual splashdown area is particularly pretty either. The rust-coloured splashdown track in particular does not look good at all. However, you don't notice this too much on the ride, and the ride area will probably grow to look better with time. Speaking of the splash effect, the whole splashdown is an idea that had such promise, but has turned out to be a complete damp squib. It seems to have completely died only a couple of months into operation, but I did see it working on my visit 2 months ago, if I'm remembering correctly, and I think it's a completely redundant effect even when it works. That sort of effect is designed primarily for visual appeal for non-riders, so when it's hidden behind a 7ft fence and no one can see it properly, it completely loses its purpose. If I'm being pedantic, I'm not a huge fan of how the maintenance shed looks and I would have preferred for it to parallel the style of the station. That is an extremely pedantic point, however; it's not really a big deal. Overall, though, I wasn't too displeased with the area and theming. It's not some spectacular theming extravaganza by any stretch, but I think it overall looks nice, clean, stylish and perfectly functional. I think the style works well for the sort of ride Hyperia is, and I was never expecting heavy theming from a hyper coaster.
     
    Let's now move onto the far more interesting aspect of the project; the ride itself...
    The Ride
    Now Hyperia has been a ride that I've been excited for for absolutely ages. I watched its build process with great anticipation, and I had high expectations for the ride. But the question is; did it live up to those expectations? Well, dear reader, my answer is; yes, it definitely did! I had 3 rides today, one in row 8 and two in the back row, and Hyperia is an absolutely sublime coaster experience, in my view!
     
    The negative g-forces are absolutely absurd; the ride advertises 14.8 seconds of negative g-force, and let me tell you, I can fully believe that figure! They've designed this ride for weightlessness and I think it delivers; you seem to spend most of the ride duration pinned out of your seat in some capacity!
     
    The speed is also absurd; it's easy to forget just how fast Hyperia is, but let me tell you that you're quickly reminded of just how fast 81mph is when you're actually on the ride! The sense of speed in parts of Hyperia's layout is ridiculous!
     
     For me, an element-by-element walkthrough of Hyperia goes something like this:
    The first outerbanked turn out of the station before the lift hill is utterly pointless; I don't know why this couldn't have just been a regular turn. The outerbanked version seemingly serves no purpose other than to be mildly awkward and uncomfortable. The lift hill is very fast. I liked the views from the top! The first drop is absolutely unhinged, and probably my favourite part of the ride! I'm a fan of a big first drop, and Hyperia's is truly wild; the ejector airtime is absolutely sublime and surprisingly sustained, and the 180 degree twist adds a really interesting additional sensation! It's definitely right up there as one of my favourite first drops I've ever done, alongside those of Mako and Iron Gwazi! The Immelmann is also absolutely sublime! I love the sheer sense of speed you get going up into it, and the sustained ejector airtime you get coming out of it is absolutely top-dollar! You're pinned out of your seat for a good couple of seconds, and the airtime is absolutely sensational! The Immelmann is another element that's right up there as one of my favourite elements on the ride! The outerbank into an inversion was a very hyped up element of Hyperia, and I have to say that it did not disappoint; it's absolutely insane! The sustained sideways ejector here is absolutely wild; you are pinned sideways out of your seat for what feels like seconds and seconds, and the negative g-forces are fairly strong in terms of force here as well! I'm not entirely convinced that I prefer sideways airtime to good old straight airtime, personally, but this element is absolutely brilliant nonetheless! The zero-g stall is an excellent element, but definitely weaker than the other three big ones for me. With that being said, you still get some very fun hangtime, and it is probably the most convincing example of a zero-g stall I've yet done (the other two stalls I've done are VelociCoaster and Iron Gwazi). I dare say I still find the zero-g stall a slightly overhyped element type based on my experiences of them, but this one did convince me of the merits of the zero-g stall a little more than VelociCoaster's or Iron Gwazi's did; it is a very good element with some excellently fun hangtime! The stall is fun, but not quite up there as a standout moment of Hyperia for me. With that being said, it has very tough competition in this regard; if this element were not on a ride as stacked with brilliant elements as Hyperia, it would probably stand out more! The splashdown trim is quite noticeable. I didn't find it uncomfortable enough to significantly detract from the ride, but the braking force is strong enough that it does seem to contort your face a tad... The outerbanked turn after the splashdown was a surprisingly excellent element for me! It seemed to start with you getting some really decent sideways floater that then transitioned into a surprisingly strong pop of ejector, and I found that really interesting and fun in terms of how it rode! The airtime hill into the brakes is an excellent way to finish with a bang; that hill provides a lovely pop of good, clean, surprisingly strong ejector airtime! On this coaster, every single element hits and hits hard; there is a strong selection of standout "wow" moments on Hyperia. The first drop, the Immelmann and the outerbank into an inversion are all absolutely world-class elements, and that whole first sequence is just perfection! The other elements also hit well and provide good thrills and weightlessness, and I don't think there's one bit of Hyperia that doesn't deliver. Well, other than maybe the trim, and that weird turn before the lift hill...
     
    As per usual with Mack Rides, the trains with overhead lap bars are immensely comfortable. I think Hyperia's are perhaps the most comfortable example of this train style I've experienced. In terms of smoothness; there is a rattle. It's noticeable. But it wasn't strong enough that it massively bothered me. It was more that I could feel a bit of a shaking sensation rather than that the rattle was actively hurting me or massively detracting from the experience. It's no worse than the mild rattle of, say, Stealth. The ride was overall very comfortable and enjoyable for me, and there were no severe jolts or anything (roughness-wise, I tend to find myself more sensitive to sudden jolts than rattling).
     
    In terms of some comparisons; Hyperia is comfortably my favourite coaster at Thorpe Park (it was previously Stealth), comfortably my favourite UK coaster (it was previously Wicker Man) and also comfortably my favourite Mack ride (it was previously Icon). In terms of my overall rankings; out of 123 ridden coasters, I've conservatively settled on the #5 spot, behind Mako, VelociCoaster, Silver Star and Iron Gwazi (in that order).
     
    If I were to offer up some pedantic hair-splitting critiques that explain why it's not my #1, and why it's not higher than #5:
    The rattle. Hyperia's rattle didn't overly bother me at all, but the coasters above Hyperia have a more perfect blissfully smooth feel to the point where it's almost an active positive attribute in itself. The trim. I didn't find it overly uncomfortable, but it is quite noticeable, more so than on Mako and Silver Star, and as I said, it does sort of contort your face a bit from the braking force, which isn't the case on Mako or Silver Star. The fact that the ride lacks straight airtime hills. As sublime as Hyperia's sideways and inverted airtime elements are and as plentiful as the sustained weightlessness is, nothing quite beats a good old straight airtime hill for me, and Hyperia does have somewhat of a shortage of traditional straight airtime moments. I know those are very pedantic points, and pretty much entirely based on personal preference, but when you're talking about the top 5 and determining exact placements, I think I can afford to get pedantic! When the coasters in question are this good, it gets competitive at the top, and I have little choice other than to split hairs!
     
    One legitimate critique I will offer of the ride itself is with regard to the capacity. It's not the highest for a brand new major ride, at 700-800pph, but I think a key reason for that has nothing to do with the park's operations and may have something to do with the brake run. They were operating brilliantly, and stacking was very rare, but the train seems to take a very, very long time to return to the station and moves along the brake run track very, very slowly. This results in more idle time in the station, and if they were able to speed up the train's movement through the brake run, it might improve the capacity. Hopefully this is something the park can look into in the future.
     
    But overall, I absolutely loved Hyperia! It's my favourite coaster at Thorpe Park, my favourite coaster in the UK and sits in my top 5! The weightlessness is sublime, the sense of speed is absurd, the elements are absolutely top-drawer, and all in all, it's just an absolutely sublime coaster! What a brilliant investment for Thorpe Park and the UK theme park industry!
     
    On a side note, here are a few photos I took of the ride:






  18. Like
    Matt N got a reaction from tactic in Hyperia - New for 2024 (Ride thread)   
    Earlier in the day, I promised to write a longer review of Hyperia when I got home. Well, here it is!
     
    While it's not exactly the aspect of the project I was most interested in, I'll start by giving a few cursory thoughts on the theming and the area...
    The Area
    One aspect of Hyperia that has been heavily criticised is the theming and the area. I have to say that I did not personally get the hate for this; the front-of-house areas look fine to me. It's nothing breathtaking, but I think it's functional and looks perfectly fine. I quite like the black and gold aesthetic, I quite like the station, I quite like the plaza, the queue landscaping is nice enough, and the queue is by no means terrible (although not anything overly inspiring either). In terms of some aspects I would critique, however:
    The queue could maybe have had a more interesting and less contained layout. I would have loved it if the queue had wound around the ride Wicker Man-style and offered various different vantage points. The ride area itself is quite unsightly at present, particularly the area around the splashdown. The lake with all of the weeds in it looks quite ugly, in my view, and I don't think the actual splashdown area is particularly pretty either. The rust-coloured splashdown track in particular does not look good at all. However, you don't notice this too much on the ride, and the ride area will probably grow to look better with time. Speaking of the splash effect, the whole splashdown is an idea that had such promise, but has turned out to be a complete damp squib. It seems to have completely died only a couple of months into operation, but I did see it working on my visit 2 months ago, if I'm remembering correctly, and I think it's a completely redundant effect even when it works. That sort of effect is designed primarily for visual appeal for non-riders, so when it's hidden behind a 7ft fence and no one can see it properly, it completely loses its purpose. If I'm being pedantic, I'm not a huge fan of how the maintenance shed looks and I would have preferred for it to parallel the style of the station. That is an extremely pedantic point, however; it's not really a big deal. Overall, though, I wasn't too displeased with the area and theming. It's not some spectacular theming extravaganza by any stretch, but I think it overall looks nice, clean, stylish and perfectly functional. I think the style works well for the sort of ride Hyperia is, and I was never expecting heavy theming from a hyper coaster.
     
    Let's now move onto the far more interesting aspect of the project; the ride itself...
    The Ride
    Now Hyperia has been a ride that I've been excited for for absolutely ages. I watched its build process with great anticipation, and I had high expectations for the ride. But the question is; did it live up to those expectations? Well, dear reader, my answer is; yes, it definitely did! I had 3 rides today, one in row 8 and two in the back row, and Hyperia is an absolutely sublime coaster experience, in my view!
     
    The negative g-forces are absolutely absurd; the ride advertises 14.8 seconds of negative g-force, and let me tell you, I can fully believe that figure! They've designed this ride for weightlessness and I think it delivers; you seem to spend most of the ride duration pinned out of your seat in some capacity!
     
    The speed is also absurd; it's easy to forget just how fast Hyperia is, but let me tell you that you're quickly reminded of just how fast 81mph is when you're actually on the ride! The sense of speed in parts of Hyperia's layout is ridiculous!
     
     For me, an element-by-element walkthrough of Hyperia goes something like this:
    The first outerbanked turn out of the station before the lift hill is utterly pointless; I don't know why this couldn't have just been a regular turn. The outerbanked version seemingly serves no purpose other than to be mildly awkward and uncomfortable. The lift hill is very fast. I liked the views from the top! The first drop is absolutely unhinged, and probably my favourite part of the ride! I'm a fan of a big first drop, and Hyperia's is truly wild; the ejector airtime is absolutely sublime and surprisingly sustained, and the 180 degree twist adds a really interesting additional sensation! It's definitely right up there as one of my favourite first drops I've ever done, alongside those of Mako and Iron Gwazi! The Immelmann is also absolutely sublime! I love the sheer sense of speed you get going up into it, and the sustained ejector airtime you get coming out of it is absolutely top-dollar! You're pinned out of your seat for a good couple of seconds, and the airtime is absolutely sensational! The Immelmann is another element that's right up there as one of my favourite elements on the ride! The outerbank into an inversion was a very hyped up element of Hyperia, and I have to say that it did not disappoint; it's absolutely insane! The sustained sideways ejector here is absolutely wild; you are pinned sideways out of your seat for what feels like seconds and seconds, and the negative g-forces are fairly strong in terms of force here as well! I'm not entirely convinced that I prefer sideways airtime to good old straight airtime, personally, but this element is absolutely brilliant nonetheless! The zero-g stall is an excellent element, but definitely weaker than the other three big ones for me. With that being said, you still get some very fun hangtime, and it is probably the most convincing example of a zero-g stall I've yet done (the other two stalls I've done are VelociCoaster and Iron Gwazi). I dare say I still find the zero-g stall a slightly overhyped element type based on my experiences of them, but this one did convince me of the merits of the zero-g stall a little more than VelociCoaster's or Iron Gwazi's did; it is a very good element with some excellently fun hangtime! The stall is fun, but not quite up there as a standout moment of Hyperia for me. With that being said, it has very tough competition in this regard; if this element were not on a ride as stacked with brilliant elements as Hyperia, it would probably stand out more! The splashdown trim is quite noticeable. I didn't find it uncomfortable enough to significantly detract from the ride, but the braking force is strong enough that it does seem to contort your face a tad... The outerbanked turn after the splashdown was a surprisingly excellent element for me! It seemed to start with you getting some really decent sideways floater that then transitioned into a surprisingly strong pop of ejector, and I found that really interesting and fun in terms of how it rode! The airtime hill into the brakes is an excellent way to finish with a bang; that hill provides a lovely pop of good, clean, surprisingly strong ejector airtime! On this coaster, every single element hits and hits hard; there is a strong selection of standout "wow" moments on Hyperia. The first drop, the Immelmann and the outerbank into an inversion are all absolutely world-class elements, and that whole first sequence is just perfection! The other elements also hit well and provide good thrills and weightlessness, and I don't think there's one bit of Hyperia that doesn't deliver. Well, other than maybe the trim, and that weird turn before the lift hill...
     
    As per usual with Mack Rides, the trains with overhead lap bars are immensely comfortable. I think Hyperia's are perhaps the most comfortable example of this train style I've experienced. In terms of smoothness; there is a rattle. It's noticeable. But it wasn't strong enough that it massively bothered me. It was more that I could feel a bit of a shaking sensation rather than that the rattle was actively hurting me or massively detracting from the experience. It's no worse than the mild rattle of, say, Stealth. The ride was overall very comfortable and enjoyable for me, and there were no severe jolts or anything (roughness-wise, I tend to find myself more sensitive to sudden jolts than rattling).
     
    In terms of some comparisons; Hyperia is comfortably my favourite coaster at Thorpe Park (it was previously Stealth), comfortably my favourite UK coaster (it was previously Wicker Man) and also comfortably my favourite Mack ride (it was previously Icon). In terms of my overall rankings; out of 123 ridden coasters, I've conservatively settled on the #5 spot, behind Mako, VelociCoaster, Silver Star and Iron Gwazi (in that order).
     
    If I were to offer up some pedantic hair-splitting critiques that explain why it's not my #1, and why it's not higher than #5:
    The rattle. Hyperia's rattle didn't overly bother me at all, but the coasters above Hyperia have a more perfect blissfully smooth feel to the point where it's almost an active positive attribute in itself. The trim. I didn't find it overly uncomfortable, but it is quite noticeable, more so than on Mako and Silver Star, and as I said, it does sort of contort your face a bit from the braking force, which isn't the case on Mako or Silver Star. The fact that the ride lacks straight airtime hills. As sublime as Hyperia's sideways and inverted airtime elements are and as plentiful as the sustained weightlessness is, nothing quite beats a good old straight airtime hill for me, and Hyperia does have somewhat of a shortage of traditional straight airtime moments. I know those are very pedantic points, and pretty much entirely based on personal preference, but when you're talking about the top 5 and determining exact placements, I think I can afford to get pedantic! When the coasters in question are this good, it gets competitive at the top, and I have little choice other than to split hairs!
     
    One legitimate critique I will offer of the ride itself is with regard to the capacity. It's not the highest for a brand new major ride, at 700-800pph, but I think a key reason for that has nothing to do with the park's operations and may have something to do with the brake run. They were operating brilliantly, and stacking was very rare, but the train seems to take a very, very long time to return to the station and moves along the brake run track very, very slowly. This results in more idle time in the station, and if they were able to speed up the train's movement through the brake run, it might improve the capacity. Hopefully this is something the park can look into in the future.
     
    But overall, I absolutely loved Hyperia! It's my favourite coaster at Thorpe Park, my favourite coaster in the UK and sits in my top 5! The weightlessness is sublime, the sense of speed is absurd, the elements are absolutely top-drawer, and all in all, it's just an absolutely sublime coaster! What a brilliant investment for Thorpe Park and the UK theme park industry!
     
    On a side note, here are a few photos I took of the ride:






  19. Like
    Matt N got a reaction from Mattgwise in Hyperia - New for 2024 (Ride thread)   
    Earlier in the day, I promised to write a longer review of Hyperia when I got home. Well, here it is!
     
    While it's not exactly the aspect of the project I was most interested in, I'll start by giving a few cursory thoughts on the theming and the area...
    The Area
    One aspect of Hyperia that has been heavily criticised is the theming and the area. I have to say that I did not personally get the hate for this; the front-of-house areas look fine to me. It's nothing breathtaking, but I think it's functional and looks perfectly fine. I quite like the black and gold aesthetic, I quite like the station, I quite like the plaza, the queue landscaping is nice enough, and the queue is by no means terrible (although not anything overly inspiring either). In terms of some aspects I would critique, however:
    The queue could maybe have had a more interesting and less contained layout. I would have loved it if the queue had wound around the ride Wicker Man-style and offered various different vantage points. The ride area itself is quite unsightly at present, particularly the area around the splashdown. The lake with all of the weeds in it looks quite ugly, in my view, and I don't think the actual splashdown area is particularly pretty either. The rust-coloured splashdown track in particular does not look good at all. However, you don't notice this too much on the ride, and the ride area will probably grow to look better with time. Speaking of the splash effect, the whole splashdown is an idea that had such promise, but has turned out to be a complete damp squib. It seems to have completely died only a couple of months into operation, but I did see it working on my visit 2 months ago, if I'm remembering correctly, and I think it's a completely redundant effect even when it works. That sort of effect is designed primarily for visual appeal for non-riders, so when it's hidden behind a 7ft fence and no one can see it properly, it completely loses its purpose. If I'm being pedantic, I'm not a huge fan of how the maintenance shed looks and I would have preferred for it to parallel the style of the station. That is an extremely pedantic point, however; it's not really a big deal. Overall, though, I wasn't too displeased with the area and theming. It's not some spectacular theming extravaganza by any stretch, but I think it overall looks nice, clean, stylish and perfectly functional. I think the style works well for the sort of ride Hyperia is, and I was never expecting heavy theming from a hyper coaster.
     
    Let's now move onto the far more interesting aspect of the project; the ride itself...
    The Ride
    Now Hyperia has been a ride that I've been excited for for absolutely ages. I watched its build process with great anticipation, and I had high expectations for the ride. But the question is; did it live up to those expectations? Well, dear reader, my answer is; yes, it definitely did! I had 3 rides today, one in row 8 and two in the back row, and Hyperia is an absolutely sublime coaster experience, in my view!
     
    The negative g-forces are absolutely absurd; the ride advertises 14.8 seconds of negative g-force, and let me tell you, I can fully believe that figure! They've designed this ride for weightlessness and I think it delivers; you seem to spend most of the ride duration pinned out of your seat in some capacity!
     
    The speed is also absurd; it's easy to forget just how fast Hyperia is, but let me tell you that you're quickly reminded of just how fast 81mph is when you're actually on the ride! The sense of speed in parts of Hyperia's layout is ridiculous!
     
     For me, an element-by-element walkthrough of Hyperia goes something like this:
    The first outerbanked turn out of the station before the lift hill is utterly pointless; I don't know why this couldn't have just been a regular turn. The outerbanked version seemingly serves no purpose other than to be mildly awkward and uncomfortable. The lift hill is very fast. I liked the views from the top! The first drop is absolutely unhinged, and probably my favourite part of the ride! I'm a fan of a big first drop, and Hyperia's is truly wild; the ejector airtime is absolutely sublime and surprisingly sustained, and the 180 degree twist adds a really interesting additional sensation! It's definitely right up there as one of my favourite first drops I've ever done, alongside those of Mako and Iron Gwazi! The Immelmann is also absolutely sublime! I love the sheer sense of speed you get going up into it, and the sustained ejector airtime you get coming out of it is absolutely top-dollar! You're pinned out of your seat for a good couple of seconds, and the airtime is absolutely sensational! The Immelmann is another element that's right up there as one of my favourite elements on the ride! The outerbank into an inversion was a very hyped up element of Hyperia, and I have to say that it did not disappoint; it's absolutely insane! The sustained sideways ejector here is absolutely wild; you are pinned sideways out of your seat for what feels like seconds and seconds, and the negative g-forces are fairly strong in terms of force here as well! I'm not entirely convinced that I prefer sideways airtime to good old straight airtime, personally, but this element is absolutely brilliant nonetheless! The zero-g stall is an excellent element, but definitely weaker than the other three big ones for me. With that being said, you still get some very fun hangtime, and it is probably the most convincing example of a zero-g stall I've yet done (the other two stalls I've done are VelociCoaster and Iron Gwazi). I dare say I still find the zero-g stall a slightly overhyped element type based on my experiences of them, but this one did convince me of the merits of the zero-g stall a little more than VelociCoaster's or Iron Gwazi's did; it is a very good element with some excellently fun hangtime! The stall is fun, but not quite up there as a standout moment of Hyperia for me. With that being said, it has very tough competition in this regard; if this element were not on a ride as stacked with brilliant elements as Hyperia, it would probably stand out more! The splashdown trim is quite noticeable. I didn't find it uncomfortable enough to significantly detract from the ride, but the braking force is strong enough that it does seem to contort your face a tad... The outerbanked turn after the splashdown was a surprisingly excellent element for me! It seemed to start with you getting some really decent sideways floater that then transitioned into a surprisingly strong pop of ejector, and I found that really interesting and fun in terms of how it rode! The airtime hill into the brakes is an excellent way to finish with a bang; that hill provides a lovely pop of good, clean, surprisingly strong ejector airtime! On this coaster, every single element hits and hits hard; there is a strong selection of standout "wow" moments on Hyperia. The first drop, the Immelmann and the outerbank into an inversion are all absolutely world-class elements, and that whole first sequence is just perfection! The other elements also hit well and provide good thrills and weightlessness, and I don't think there's one bit of Hyperia that doesn't deliver. Well, other than maybe the trim, and that weird turn before the lift hill...
     
    As per usual with Mack Rides, the trains with overhead lap bars are immensely comfortable. I think Hyperia's are perhaps the most comfortable example of this train style I've experienced. In terms of smoothness; there is a rattle. It's noticeable. But it wasn't strong enough that it massively bothered me. It was more that I could feel a bit of a shaking sensation rather than that the rattle was actively hurting me or massively detracting from the experience. It's no worse than the mild rattle of, say, Stealth. The ride was overall very comfortable and enjoyable for me, and there were no severe jolts or anything (roughness-wise, I tend to find myself more sensitive to sudden jolts than rattling).
     
    In terms of some comparisons; Hyperia is comfortably my favourite coaster at Thorpe Park (it was previously Stealth), comfortably my favourite UK coaster (it was previously Wicker Man) and also comfortably my favourite Mack ride (it was previously Icon). In terms of my overall rankings; out of 123 ridden coasters, I've conservatively settled on the #5 spot, behind Mako, VelociCoaster, Silver Star and Iron Gwazi (in that order).
     
    If I were to offer up some pedantic hair-splitting critiques that explain why it's not my #1, and why it's not higher than #5:
    The rattle. Hyperia's rattle didn't overly bother me at all, but the coasters above Hyperia have a more perfect blissfully smooth feel to the point where it's almost an active positive attribute in itself. The trim. I didn't find it overly uncomfortable, but it is quite noticeable, more so than on Mako and Silver Star, and as I said, it does sort of contort your face a bit from the braking force, which isn't the case on Mako or Silver Star. The fact that the ride lacks straight airtime hills. As sublime as Hyperia's sideways and inverted airtime elements are and as plentiful as the sustained weightlessness is, nothing quite beats a good old straight airtime hill for me, and Hyperia does have somewhat of a shortage of traditional straight airtime moments. I know those are very pedantic points, and pretty much entirely based on personal preference, but when you're talking about the top 5 and determining exact placements, I think I can afford to get pedantic! When the coasters in question are this good, it gets competitive at the top, and I have little choice other than to split hairs!
     
    One legitimate critique I will offer of the ride itself is with regard to the capacity. It's not the highest for a brand new major ride, at 700-800pph, but I think a key reason for that has nothing to do with the park's operations and may have something to do with the brake run. They were operating brilliantly, and stacking was very rare, but the train seems to take a very, very long time to return to the station and moves along the brake run track very, very slowly. This results in more idle time in the station, and if they were able to speed up the train's movement through the brake run, it might improve the capacity. Hopefully this is something the park can look into in the future.
     
    But overall, I absolutely loved Hyperia! It's my favourite coaster at Thorpe Park, my favourite coaster in the UK and sits in my top 5! The weightlessness is sublime, the sense of speed is absurd, the elements are absolutely top-drawer, and all in all, it's just an absolutely sublime coaster! What a brilliant investment for Thorpe Park and the UK theme park industry!
     
    On a side note, here are a few photos I took of the ride:






  20. Like
    Matt N got a reaction from tactic in Hyperia - New for 2024 (Ride thread)   
    I’ll do a longer review later, but… WOW! Hyperia is quite something! I’ve had 2 rides so far, and am currently waiting for a 3rd in the single rider queue…
     
    I haven’t decided on exact ranking spots yet, but my gut take is currently; easily my top ride in Thorpe Park and definitely my favourite UK coaster!
     
    What a phenomenal addition to this park and the UK theme park industry!
  21. Like
    Matt N got a reaction from JoshC. in Hyperia - New for 2024 (Ride thread)   
    I’ll do a longer review later, but… WOW! Hyperia is quite something! I’ve had 2 rides so far, and am currently waiting for a 3rd in the single rider queue…
     
    I haven’t decided on exact ranking spots yet, but my gut take is currently; easily my top ride in Thorpe Park and definitely my favourite UK coaster!
     
    What a phenomenal addition to this park and the UK theme park industry!
  22. Like
    Matt N reacted to skelly in Hyperia - New for 2024 (Ride thread)   
    rode hyperia on the 11th.
    amazing ride. lift hill was very fast, restraints were super comfortable and the drop was out of this world
    my favourite part had to be either the drop or the outer bank.
    its nice to see hyperia has also had a positive impact as ops were better overall and queue times were lower than a day last year with a similar amount of guests
  23. Like
    Matt N reacted to Han30 in Where is your local park and how often do you visit?   
    Thorpe, Chessie and Legoland are all under 30 miles from where I live but I’m closer by a few miles to Legoland which is the hardest to get to out of the 3 by public transport (I don’t drive).  I barely visit Legoland - once a year, maybe 2 at a push. I went on opening day of Minifigure Speedway and don’t have an urge to go back there anytime soon (too damned busy/hilly!)
  24. Like
    Matt N reacted to JoshC. in Hyperia - New for 2024 (Ride thread)   
  25. Like
    Matt N reacted to JoshC. in Where is your local park and how often do you visit?   
    Thorpe Park is 2.5 miles away from me as the crow flies, 4.8 miles travel distance.
     
    How often do I visit? Ehhhh, more than enough. Usually once every couple of weeks on average I'd guess, sometimes a bit more. More recently, I've been spurred to visit slightly more regularly as I can pop in for a couple of hours, get some rides on Hyperia via SRQ, and then go home.
×
×
  • Create New...