Day 2 & 3 - Alton Towers
After a very short night (we stayed late at Blackpool and then couldn't find the entrance to Alton's hotel resort for some reason...), I was very excited to walk in Alton Towers for the first time. Heard of the park ever since I became an enthusiast back in 2005, when I couldn't hear but praise about the creativity and quality of the rides. Even with the recent backlashes I was still very curious to experience Alton for real.
First impressions: the Mainstreet is alright, however I am quite impressed with the gardens and Castle! The place certainly has a distinct charm, and feels more authentic than most amusement parks. It's just very pleasant and relaxing to walk around.
We went to the back of the park and chose to begin the day with Rita. Great launch, but I really feel there is some missed potential here. Intamin launch coaster racing in the woods sounds really, really good on paper. In the end, the actual layout feels rather ininspiring and the forces rather soft. Decent ride, but I can't help but wondering what could have been.
I apparently forgot to take pictures of Thirteen, but I found it enjoyable really. Smooth and fun outdoor section, fairly solid scenery. Obviously knew for ages about the drop trick, but still enjoyed it for what it is.
Hex was next. Really liked the pre-show and queue in general. The actual ride is classic, but enjoyable Mad House action. It is a nice touch to walk in and around the castle after the exit.
A long, very long walk leads our group to the most anticipated zone of the trip: Forbidden Valley!
Galactica - I remember loving Superman Ultimate Flight at SFGAdv despite its reputation as a rather tame Flyer, so was looking forward to the one that started it all. I enjoyed gracefully gliding through the short and low to the ground layout, but I thought it lacked a truly breath-taking moment. I guess that's why Pretzel Loops were invented then!
Nemesis - Going straight to the point with this one: Nemesis lived up to the hype for me! I just love how well this smaller invert breaks the generic B&M formula of "loop, zero G, another big inversion then corkscrews". I feel every portion of the layout flows so well and the terrain interaction makes the whole thing even more impressive. Most of the layout is intense, though not to the extreme levels of complete gray/black-out, except for that insane downwards helix right after the first corkscrew. Helixes are generally for me a monotonous affair, sometimes intense, but most often lacking a 'sudden' element to make it truly exciting imo. (Not sure if I worded that well) Not Nemesis'. With the sudden acceleration and change in height, that helix has such a wonderful dynamic and feels like being caught in a whirlwind! Definitely a 'favourite coaster moment' in my books.
Dark Ride Shooters are most often good fun, and Duel is no exception. Having only done it once and trying too hard to get a high score (and of course, failing to do so), I was too distracted to really appreciate the theming. I think it was quite good though.
We then proceeded to Wicker Man, but its Q was approaching 2 hours so we walked even further to The Smiler. I have to admit I was always perplexed by this record-breaker, inversions don't over-excite me and the original Gerstlauer Infinity has 14 of them. It does look quite appealing off-ride though. The whole scenery made out of mostly concrete and metal fences is really weird to me, but it kinda... works? I mean it feels a little out of place compared to other Alton Towers, but isn't short of entertainement value. Got a 2nd row middle seat, and the first half wasn't actually that bad. Mostly smooth upside-down action and a decent pop of airtime squeezed somewhere in-between. The second act was some headbanging galore however, putting me on defensive riding mode the whole way through It's kinda worrying for a relatively young coaster really.
At this point the group split off, and I chose to head straight back to Forbidden Valley hoping for some re-rides on Nemesis.
Oh yeah.
In the end, managed 10 consecutive laps on Nemesis! Was a perfect way to conclude the day.
The following morning, we went straight to the Wicker Dude for some early hotel guest ERT, but the thing was down, and we ended up waiting over an hour on a surprisingly busy Monday at the park.
To be honest, I was actually unaffected by the hype and hype backlash around the ride's construction and only followed the whole thing from a distance - as you may know I was more preoccupied with the endless Hyperion updates showing the same pullouts every time So I sat aboard the train expecting something in the range of InvadR, nothing overwhelming, but a fun family woodie type of coaster. And it felt just like that. I found Wicker Man to have rather good pacing (even that flat turnaround did not bother me very much), little airtime but an emphasis of laterals in a ride that feels a little short in duration. Nice use of the terrain, too.
I also didn't watch the preshow stuff beforehand. Pretty impressive video mapping imo!
The ride happened to break down right during the lap of some in our group - another half-hour gone due to an ordinary smaller GCI somehow not working properly! Thankfully though, we were compensated with Fast Passes, which were duly utilized later that day for some walk-on rerides on Wicker Man. Customer service was really decent overall during my visit I might say. Despite the issues here and there, still felt there wasn't much faffing around and that the staff was actually trying their best.
We then tried - and eventually failed - to get the remaining creds.
The hour-long Q at Spinball Whizzer was partly responsible for the failed cred hunt. Noticed some distinctive structure shuffling each time a car goes through some specific sections of the layout which made me worry about how comfortable the ride would be. Turns out it was a pretty intense spinner! Threw me around quite a lot, and the whole experience was wonky, but fun. I feel guilty for thinking this is more exciting than Winjas, despite the latter's wonderful theming and tricks.
I like how Alton created a nice zone to enhance Oblivion's drop. It really is an elaborated build-up for the big moment. Not sure if that's an unpopular opinion, but despite all that, the ride itself wasn't as thrilling as, per example, Griffon. The drop definitely feels better at the front, however even there, I thought it wasn't as much of a deal as the whole build-up suggests. Still an enjoyable machine though.
At this point, we only had about 2 hours left, so we decided "m*rde with the +1 creds, let's re-ride the good stuff instead!" Which we duly did. Along with the aforementioned Fast Pass laps on Wicker Man, we returned to Forbidden Valley for a final time.
My best attempt at capturing both B&Ms in action.
I was really impressed with Alton Towers in the end The valley and forest background are just superb, it is so unusual to wander a bit and to end up in a quiet, relaxing grove inside an amusement park. I appreciate a lot the park's emphasis creating an intricate ride storyline and atmosphere. The coaster line-up has some good depth and variety. However only Nemesis provides a truly breath-taking, superlative experience in my opinion. With AT's ride height restrictions, it was always going to be a tough act to follow and subsequent Secret Weapons did a reasonably good job, while never reaching the creative peak of Nemmie. Maybe I'm getting spoilt, but I can't help but imagine the park could have been even better with a more ambitious Rita, or a truly ground-breaking woodie. Despite those nit-picky considerations, Alton Tower easily becomes one of my favourite parks. It's a charming place that I would really, really recommend to my GP friends!