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Tricoart

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Everything posted by Tricoart

  1. They forgot they were meant to repaint Rivals, saw they’d ordered all the paint and said screw it.
  2. And I’m sure there are measures in place for Objectif Mars, as well as any other ride that sports Li-ion batteries. If that weren’t the case, there’d be much more incidents & Li-ion batteries’d be disallowed.
  3. Where’d you see any sooking/crying? It’s a discussion about Dreamworld expansions, and it’s hard to discuss modern Dreamworld’s expansions without also remembering what past Dreamworld had, and the fact of the matter is that, as of right now at least, it’s scaled down. Even just in the last 4 years, and only including rides, they’ve closed: Wipeout, Tower of Terror, Rocky Hollow, FlowRider, Big Red Cars, and BuzzSaw. In that time, they’ve opened Sky Voyager & Steel Taipan, which are good attractions in their own right, but don’t do much to regain what’s been removed (the only possibly direct comparison is ST = BuzzSaw + ToT). They’re continuing to, at least begin, recuperating what they’ve let go with more soon-to-come expansions, some of which are pretty inarguably better uses for their plot than what stood before (Rivertown), but there’ll still be gaps to fill, and thus discussions to be had.
  4. Yeah, it could very well be that that’s the case, just discussing the chance that it’s their finalised colour instead, ‘cause it’s more interesting than just guessing colours again, and there’s always a chance of it being the case.
  5. Exactly, like maybe there are existing technologies that JR (JR2?) could’ve used instead, like a switch track midway through the ride a la Expedition Everest, but that doesn’t mean this is useless or “one of the stupidest elements on a coaster”. And, even if it somehow is such a pointless endeavour, it’s literally a family coaster. So what if it’s got a system that does something a second slower than another ride, or doesn’t rotate to the preconceived angle that makes it worthwhile? None of the target audience is going to the ride, seeing the turntable and going “I can’t believe Dreamworld didn’t make the turntable rotate 90 degrees or more, I’m cancelling my season pass & going to Sea World.”. It’s a concept that Vekoma made, and Dreamworld saw worth in purchasing. That’s it. And, again, I think the element makes more sense once you look at their Boomerangs (hence why I bought them up, in an attempt to explain why it’s weird to call off the concept before the first installation has even been constructed)
  6. World’s first perpetual motion device in a Rapids ride.
  7. Okay, there’s a point, but that’s a different example to ‘a switch track like ST’. We’ll never know for sure why Vekoma/DW opted to use this over a similar (but modernised) system to Expedition Everest, but the aforementioned option could be seen as more efficient for Jungle Rush’s use case, from an outsider’s perspective. If I had to guess, though, it’d come back to Vekoma perhaps already making the technology as a bridge between their family models, and Dreamworld opting for it instead so they can use the “world’s first”. And, just as I never suggested an Expedition Everest-like system, it was bought up as an explanation/example. That’s a predictable thing on every cycle, with one row at the end of the train. I’d just be interested as to how the ops are trained to check the backwards train, if they walk the opposite direction down the train, or just check them the same direction with the riders facing away from them. AFAIK it’s based off assumption, (maybe one or two people’s insider info, idk tho) and ‘the ability to run both backwards and forwards’ in the description they’ve given. We pretty much have nothing to go off for most aspects of the ride, though.
  8. Honestly, it'd be kinda cool if they kept it as that bare gray colour. It wouldn't impede or clash with Superman as it's such a barebones colour, whilst still being unique enough to not completely blend in, and could be seen as an homage to Arkham/Lethal Weapon to boot. If that isn't the case, though, hopefully they choose a colour that's suitable for the ride & the plot it's going into.
  9. Yeah, that was the knowledge I was basing my above theory off, as it’d assumedly look rather awkward to have the turntable high enough to gain enough momentum to traverse the layout after disengaging, but still have it be located indoors. And, seeing as it’s two different experiences (& therefore more rerideablility & preferences), I was thinking they could possibly load front riders separately from back riders via a split in the queue like those on B&M Wings), and alternate between those groups per cycle (I guess kinda like a fast track vs general riders? Idk what to compare it to, hopefully I’m making sense though).
  10. If I had to guess, though it'd be thematically interesting for it to be indoors, I reckon the turntable'll be outdoors, and at most have some set pieces nearby (rockwork, plants, etc.), plus maybe some accompanying audio. Also currently think (or, at least, hope) that it'll either be 2 separate queues, or perhaps a split in the queue like what you'd see on a wing coaster. If it was random, it may lead to further operation issues w/ people requesting to ride forwards/backwards due to preference, motion sickness, etc.
  11. How have you not yet seen in this space, or any others, that the purpose of marketing is to fluff up what may otherwise be seen as mundane? Dozens of examples of meaningless "world's firsts", records, etc. come to mind without the need for any research. This does exactly what it says on the tin, it's a turntable that holds you at an inclination instead of being completely flat, meaning it can function like a full-circuit alternative to a boomerang. If it was a normal boomerang/shuttle coaster, it would be locked to operating with only one train, it would need to traverse the layout twice (thus worse capacity & a shorter ride), and it wouldn't be able to use the established precedent that riding backwards is a premium experience as it'd happen every cycle. If it was a switch track like ST, it would need to be launched (meaning it would assumedly cost more to operate), it would need special backwards seating to capitalize off of said precedent, and it plainly just wouldn't be a unique selling point for Vekoma. I think the purpose of an inclined turntable goes beyond Jungle Rush, as being a capacity-friendly, unique to the market hybrid of their full-circuit, more expensive family launched coasters and their cheaper, shorter family boomerangs. That way you get the 'spectacle' (for want of a better word), pacing, and theming opportunity of a full-circuit ride, with the 'premium' of, and rerideability due to the chance of, riding backwards. What's the point of a tilt track when a drop is already achievable without the complexity? Innovation, uniqueness, and (perhaps most importantly) a selling point. The main downside/confusing factor IMO is that, if it truly does operate that way, the ops'll be doing every second pass-through in reverse, or in the opposite direction, which'd add complexity to checking restraints.
  12. I don’t see how anyone couldn’t be, but neither are particularly being made for excitement. Jungle Rush is more exciting simply because less is known, and it’s a custom layout rather than a cloned one.
  13. 100 imaginary Parkz tokens on it getting relocated to WnW as their new lawn ornament.
  14. Anyway, do y’all think they might revise the area from what’s shown in the concept art? Cause like, obviously it won’t be completely accurate, but I could see them at least saving space for some form of expansion (namely, a flat or 2) in the future, rather than developing it all & leaving it at that. Edit: Tried to delete the first part, cause I realised Dean & Brad aren’t, in fact, the same person. Sorry ‘bout that, shouldn’t be posting at 2AM.
  15. The thought did cross my mind with the uniformity of the patch, and idrk why it's the case that I didn't entertain the thought further, but it just seems more likely to me that it's one of many blemishes/signs of age that the ride's got, than that it's a test strip for the ride's new colour scheme, for some reason. IG it just doesn't seem likely to me that they'd install an entire platform without bothering to repaint the thing, just to give it a complete repaint after installation. That, mixed with an inability to see how a red coaster plonked beside/inside the helix of a red coaster would at all look good. or at least be considered as such throughout planning stages. It's a given IMO that a coaster's got to be a different colour to the rides visibly close to it to be distinct & look good, which'd mean no black, red, pink, or green (kinda, and with some exceptions, like kids coasters/rides).
  16. They’d definitely have to give it at least some touch-up, because no matter how cheap Village are, it’d still be uncharacteristically careless for them to install a ‘new’ ride with exposed rust, even on it’s own track. I’m not expecting a ton, but remain somewhat hopeful that (best case scenario, perhaps) they look at what Gumbuya World did when rejuvenating Buzzsaw.
  17. Think it'd clash less than a 'Supergirl' theme would, but Dippin Dots guys don't get everything right so I'll remain hopeful that it's something more distinct.
  18. Yeah, I'm far from 'too old' for forces & one ride on it recently was more than enough. Way too forceful, and way too many unpredictable degrees of motion for my liking. Sticking to Tailspin from now on.
  19. I think it'd be much harder to do all of the work while Superman isn't closed for a period of time, both logistically, legally, operationally, and safety-wise. Maybe some more preliminary work could be done before a closure, but it seems pretty unlikely to me that you'll just rock up to ride Superman one day & there'll be a fully constructed coaster within it's ride envelope.
  20. Far as I can tell, KUKA & Dynamic Attractions used to partner with the 'RoboCoaster' company to make the first amusement-focused robotic arm rides of that type, but the partnership seemingly ended once 'RoboCoaster' was bought out by Simworx in 2015 & made their own non-KUKA arm reliant, still 'RoboCoaster' branded ride model. Then, in 2016, KUKA made their own ride model that still utilised a KUKA arm, called the 'KUKA Coaster'. Neither the non-KUKA 'RoboCoaster' or the non-RoboCoaster 'KUKA Coaster' seem to have any verified installations, but Knight Flight's opening date & usage of a KUKA arm might technically make it a 'KUKA Coaster', which is a distinct ride model from the 'RoboCoaster G2' that Universal utilised for the Forbidden Journey rides pre-Simworx. At the least, the situation's confusing & kinda reads like a tongue twister.
  21. I think zoo maps, possibly due to the nature of zoos in comparison to parks, and in conjunction a higher need for good maps to properly navigate them, will always be a great comparison for parks. With that, I think Currumbin's could still have some improvements (it's a tad too cluttered, the key's rather bland & small, the art style is too detailed for modern times, and the instance you sent is super oversaturated). If you're looking for concise, pleasing zoo maps, look no further than: They both do sections clearly, keep to an art style that's the right amount of detailed for modern times, have good keys (especially Taronga's, cause they don't need to list every animal on it), utilize space very well, and have proper iconography/labelling for animals, lands, and amenities without making the maps seem cluttered.
  22. I think the issue with Movie World's map isn't that it's design-first, but that they're just using an oversaturated, tilted version of their 3d one. Sea World doing their 3d map is fine, but that's because: The park's a rectangle so they can easily just do a birds-eye perspective (thus making the 3d-ness much less pronounced, and giving more space for iconography), it's colours are mostly blues & non-obtrusive beachy colours/pastels, and the park kinda fits a low budget mobile game art style by being relatively small & catered mostly towards families. Whereas Movie World's layout of both the map & the park itself means they needed to offset the angle from birds-eye to tilted, which makes the 3d effect much more pronounced, and thus the map seem much more cluttered. Also, it's colours are more saturated & obtrusive than SW's, as well as overlaying massive, obtrusive, harshly coloured icons on top of almost everything, enhancing the cluttered effect even more. Both SW and MW would benefit from better map keys, though, as the ones they've got just look like Excel tables. Dreamworld's issues are kind of the opposite to MW's, in some ways. They've got the non-obtrusive colours of Sea World's map, no in-your-face iconography or incomprehensibly cluttered sections like Movie World's map has, and a nicely designed map key to boot. It's issues are on the other side of the spectrum, where it's too simple & open in some parts, and there's only a few things that are easily noticeable, with the rest of the map just kinda blending together into the sea of unobtrusive colours. I think the current (actual) Main Street, Dreamland, Tiger Island, Native Wildlife, and Ocean Parade areas of the map are perfectly serviceable, managing the balance of recognizability & obtrusiveness, or clutter & emptiness, well. What suffers the most is the outskirts of what's labelled under 'Main Street', where Steel Taipan, Motocoaster, & Giant Drop reside, with that whole section feeling more like wasted space than a fleshed-out area of the park. As to if that's the case in real life or not is up to opinion, but at the very least it shouldn't come across as such on the map. And the art style being akin to Sea World's family-oriented, simplistic one may too be seen as a detriment rather than a positive, as it seems more low budget & generic than what you'd expect from "Australia's Biggest Theme Park", or from it's detailed maps in the past. Also, the iconography is so unobtrusive that it's mostly unrecognizable, or even just nonexistent in some places. Major rides have a barely viewable icon, as all they've done is try to inconspicuously blend their ride logos into the pathways leading up to the ride, and those that don't have logos, or paths to attach them to, just don't get an icon. More notably, though, the map has literally zero mention of any food, drink, or retail stores in the park, including on it's key. As for the key, while being more pleasingly designed than SW or MW's, it takes up way too much space than it really should, which heavily encroaches on the size of the map itself. This makes the iconography issues worse, as all the icons you can see are dwarfed by it's overlayed squares, QR code, and the said inefficiently spaced key.
  23. If they don't find it beneficial enough for them to tease the upcoming area with the construction walls, but still need to use a cover for them, hopefully they realise that they can just extend the leaf covering they're already using right beside it. Seems like a rushed, "Superman's opening & we need work walls, Marvin's walls just came down, chuck 'em there for a sec" thing, so hopefully they at least swap 'em to that for the 'long' run. At the end of the day though, work walls are about as obviously temporary as anything in an amusement park can be, so (I hope they do change them, but) I'd hazard a guess it's not too high on the priority list for a park that's got broken speakers, a rotting building in plain sight, a complete new family area to build in a year, a ride to relocate, and their main family attraction down for heavy renovations for 2 years. Not to mention the hotel, or other current maintenance nightmares.
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