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Disney's Hollywood Studios https://www.parkz.com.au/search/photos/location/disneys-hollywood-studios (For more pics) Last but not least from my November trip. I ended up here on a couple of the days through park hopping. For the thrill seekers, the park probably has the best lineup at Walt Disney World. Plenty of new stuff to see here. Star Wars: Rise of the Resistance An amazing attraction. I don't think there is much that comes close in terms of being a true start to finish immersive experience with a strong storyline. Haunted mansion is great for instance, but they still whack you on an escalator at the end of the ride for example. Big Thunder is pretty, but no story right? Harry Potter is a great ride, just make sure you stay looking straight ahead! But this, its so well thought out from start to finish. You begin in a reistance base, carved out in some caverns on the edge of the settlement, full of supplies and munitions. The first preshow tells you that you have to get off the planet since your current location is no longer safe. A cute BB-8 Animatronic whirls around in a concerned manner. You then head outside and board a transport ship. It's like a mild simulator ride, (not too strong since everyone is standing up), anyhow your craft is intercepted by the first order in a space battle, and you are dragged into the shuttle bay of a star destroyer. The doors open, and you are in a completely different location, the massive void of the shuttle bay! It's real wow moment, up there with that moment on POTC where you turn the corner into that huge battle. And you turn around and there your ship is, parked against the wall. From there you are taken into custody hustled down into holding cells and locked inside. Kylo Ren and General Hux try to interrogate you, but are distracted and wander off to deal with other issues. In that moment, some unseen allies come to your rescue, and burn a hole in the wall to bust you out. From here its into your next ride vehicle, a trackless transporter. From then on, the fun really starts. You start sneaking off through the corridors of the star destroyer, but within about the 30 seconds you are spotted by some storm troopers and they open fire. This is where the Disney magic really shines, with actual laser shots ricocheting around you, holes being blown in walls etc. From then on its several minutes of running for your life through different battle scenes. At one point you are darting around like mice under the legs of an AT-AT, at another point Kylo ren sticks a lightsaber through the roof and tries to cut you up. The only real downer was that on all my rides the last couple of scenes were running in B mode. None of the huge moving laser guns were working, so your vehicle sort of just moves back and forth erratically, seemingly dodging ghosts. The final scene had no Kylo Ren animatronic, so you just see him hovering outside in his spaceship before getting shot down, and you head to the escape pods without the rushing air effect of being sucked out into space. And then of course its a wild finale where your vehicle drives into a simulator pod meets freefall ride and evacuates out of the star destroyer, crash landing on the planet. What makes this cool is the unload area is actually outdoors, so the whole thing is wrapped up in a neat little package and you are back to where you started. Did this 3 times. Ah well, maybe when i return to one of the parks it'll all be going. Millennium Falcon: Smugglers Run I've done this back at Disneyland when the 'soft' opened their version of Galaxy's Edge and Rise wasn't ready yet, and then Covid happened and here I am finally seeing the rest of it in 2023. A huge recreation of the Milennium Falcon sits out front And you make your way through a well themed, but some what lifeless workshop themed queue. IMO they should have made it more like star tours with more things moving, though the soundtrack is quite humorous in this area if you listen in. And then after walking through a gangway, you board the faclon. On one ride, just before closing i had the most odd experience where I had an entire pod to myself. The ride is an on the rails shooter, with a bit of steering ability, and of course all your motion simulator fun, as you go off flying to steal some coaxium from another planet. A couple of of players shoot, a couple shoot and a couple do mostly nothing except hit one button at the right moment. So I got to take on the pilots position, with everything else being done on auto for you. Slinky Dog Dash Possibly the gentlest LSM launch in existence? The theming is quite fun, they have actually got this whole sub narrative that what you are riding on is a roller coaster kit owned by Andy, so the queue is scattered with spare bits of track and supports, as well as a lot of oversized toys. The first launch goes into a horseshoe turn and helix. Stops at the 2nd launch, which is themed a bit like a launcher on a hotwheels set. From there is a floater hill, a bunch of very mild bunny hops that would be right at home on a Japanese jet coaster, finished off with an S bend. When you are waiting on the brakes, squeaky penguin sings to you with his microphone, which was a nice surprise you dont see from the queue. This thing can get painful queues, but I tended to try and ride it later in the day and waited like 30-40 mins on both rides. Alien Swirling Saucers This is the same ride as Maters Junkyard Jamboree, several turntables interconnected so you move in a double figure 8 pattern, with some mechanism below the floor allowing your car to move from one turntable to the next. What is also cool is that your car is connected to the turntable by a springloaded tow bar, so your car drifts and swings wildly from side to side, not unlike the classic whip rides. Good fun. The "pizza planet" in the middle of the ride is a nice detail. Now why dont they have an ACTUAL pizza planet at Disney, it would be a license to print money Lightning McQueen's Racing Academy Fine for kids, but its Disney so its still decent. Imagine an animatronic Lighting mcqueen with a projection mapped eyes and mouth. Hey greets the crowd, moving about on his podium. He then demonstrates his speed, with a panoramic racing simulator on a giant screen behind. But his arch rival hacks in to try and beat him, but of course McQueen prevails. Tower of Terror Still excellent. As the prototype, this one actually has a section where your vehicle moves from one lift to another through a brief dark ride scene, with some cool optical illusions. Paris still wins out in terms of sheer intensity of the ride programme, and probably Tokyo has the best preshow. Rock n Roller Coaster Some embuggerance with this one, as it kept bloody breaking down. Surprisingly, one of my favourite things about this is how the whole loading area is themed. The preshow has you watching Aerosmith recording in their studio, and they invite you to join them at their concert via stretch limousine. When you step out the back door of the studio, you are in an alleyway, and your limousine is waiting in a multi level car park, but the theming is so immersive, eg the operators booth is inside the cashiers office, the secondary control panel is on the call box, there’s all sorts of other details like a motorbike being fixed, and even a low clearance height bar above the track where it leaves the station. The launch is powerful, and its a smooth, frantic layout full of positive gs, with a sea serpent roll, a lot of helices, and then a surprise corkscrew at the end. Mickey and Minnies Runaway Railway This one is fantastic. You head into the chinese theatre, ready to watch a short film featuring Mickey and Minnie on a road trip, (Hmm reminds me of how the gremlins ride started out). On the way, they meet goofy driving a train, and an explosion on the train in the cartoon creates a real explosion in the theatre, creating a smoking hole in the wall that leads to the cartoon realm. You are invited to pass through, and inside, everything is done in the art style of the cartoon, with scribbled details on the walls, 2d props etc. The ride vehicles are a train of trackless pods behind a locomotive driven by goofy. Shortly into the ride your cars become detached from the loco, spinning out of control through a number of projection mapped scenes, often taking different routes. On the way you keep encountering Mickey and Minnie in peril. One scene had you caught up in a tornado, with very strong winds. Another was in a big city, where a jackhammering worker causes everything to shake. An impressive moment is where a room has faux rockwork and looks like a jungle, but when you return to it, it has transformed into an underwater environment. There’s also a nice moment where you end up in a dance studio run by daisy duck, and all the vehicles waltz side to side in unison. But, the quality of the graphics was something else, it just looks so bright and crisp, like a blacklight painting come to life, and they have managed to incorporate other moving props into it seamlessly. Did this a couple of times. I ended up timing it to try a few of the food items at the park. The Totchos from Woody's Lunchbox are a big ole bowl of carbs. Chilli con carne with corn chips and potato gems. But i think the 'blandness' of the corn chips overpowers everything. And i was sure to have booked in a drink at Oga's Cantina. I was recommended to try a Fuzzy Tauntan, which was rum and a few other sour flavours, but the foam on top actually made your lips go numb, like as if it had Lignocaine in it or something. The other drink i had was like a juice blend with coloured boba balls floating in it. They had a theatre showing newer Mickey Mouse shorts. Since when did it become like Ren and Stimpy? Overall, I think the park has one of the best ride lineups at Disney, and a mixed bag in terms of Immersive theming. Star Wars and Toy Story are great, but the rest of it is generic city streets and backlot theming, with a fair bit of the latter being under renovation. *****************************
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SeaWorld San Diego 25/11/23 ( Quite a few photos here https://www.parkz.com.au/search/photos/location/seaworld-san-diego ) Sea World San Diego is a place I haven’t visited since about 2007, and back then the ride lineup then consisted of Journey to Atlantis, Shipwreck Rapids and a rubbish simulator named Wild Arctic. But now they have COASTERS™ (Though I missed Tidal Twister by a few months, the memory lives on at one of the press a penny machines) And I've always been intrigued by Manta…. A one day ticket doesn't come out cheap since you get hit with a high admission price and a full whack for parking, but tbh I didn't mind, it's a decently decent park. I started off one with I was low key excited for…Arctic Rescue. Aside from one of them, all of these Intamin straddle coasters are all pretty decent. And the one in San Diego has three launches. The station was shoehorned into a bit of the building that previously held the simulators, and they have just installed platforms etc straight in. Thought it looked a little rough. The trains totally aren't Jet Skis that have had little wheels added to make them look like snowmobiles. But the coaster, pretty good! It's not the outright intensity of Juvelen/Yukon Quad, its perhaps more on par with Namazu, but still enjoyable quick transitions and pops of airtime...Imagine a longer version of Jet Rescue with a few more elevated hills. There is some Arctic base theming scattered around the ride, like a helicopter, a few dome roofed buildings, rocks, and patches of grey and white gravel on the ground to give the impression of snow. The ride itself is all in its own compound so non riders basically can't watch it. I got the following pics from the skytower and from out the opening of the load station. Nearby is Emperor , a B&M Dive Coaster. There's really no theming to speak of on here. Just truckloads of gravel under the ride, and even things like the pathway fences and the station platform look like it was all just 'hardware store' type construction rather than something themed around diving penguins. They were only running a single 18 person train too. But with the bad out of the way lets get to the good. It's a solid layout up there with the best, and seems a lot more inversion focused than the other ones, and no slow points breaking up the ride...3 inversions, almost 4 actually. The vertical first drop leads into your standard Immelmann, then a tall overbanked turn that borderlines on a cutback. From there is an unusual element that is sort of like a roll meets incline loop. The closest comparison I can think of is the knot element on Flug der Damonen. From there its one last corkscrew and into the brakes. Action packed from start to finish, with that tall first drop with the holding break providing enough intimidation factor. The park also has Electric Eel...Another Premier Skyrocket. You can go read my Busch Gardens trip report for my thoughts on this. Great coaster, and at least this one had some effort put into the presentation. It was on the way to I took a ride on Sky Tower. These things never seem to be open at the SeaWorld parks, and they charge extra for some reason🤑. It was a good overlook over the park, but who thought it was a good idea to put contravision film on the windows. It was like being on a bus, and it meant your photos come out really murky (and it disrupts the view in general), kind of defeating the purpose. And finally Manta. You can tell this was more of an old school Busch attraction, because the theming was very detailed, and a lot of effort was put into the landscaping, with a large area of the ride actually sunken into the ground. The coaster more or less plays out like the middle bit of DC Rivals, with small hills, quick twists and helices, so firmly a family thrill coaster. The first launch is interesting. The ride pulls out of the station into a darkened room, with a tube of scrim surrounding the track, with projections of manta rays swimming around and dramatic music. The train actually rolls back and forth a couple of meters each way a few times, in sync with the screens, creating a sort of sensation that ocean currents are moving you about. Doors open, and it actually accelerates with a bit of a jerk down the first launch. The first bit of the ride dives and weaves around the queue area, with a good head chopper under the bridge too. At this point, I dont think Mack had perfected the rolling launch, so halfway through the ride you slow for a MCBR, only to get launched back to full speed again, which certainly felt awkward. The final half had more twists and hills, and was out in the open, surrounded by the flamingo exhibit. The other ride I was interested in was Bayside Skyride , another upcharge. This one actually just runs outside of the park, giving you views of the marina and Fiesta Island. Most of the other rides are for kids, and they are all pretty cute, though how many rides need to have "rescue" in the name lol? In particular I thought the teacups looked pretty well done. And a Jellyfish themed wave swinger! It seems so obvious yet nobody has done one before to my knowledge. I did check out some of the animal exhibits too, and they are well done, but didn't devote a whole lot of time to them given I had other plans for the evening I was there. As is it was, doing a couple of laps on each coaster took me through to late afternoon. In particular I liked the Sea Turtles. And I thought the entrance area was well done too with elaborate giant coral structures, and touch pools. But what is wild is that literally in the past few weeks they have demolished all that, even though it only went in a few years ago! (Reddit) Overall thoughts on the park, still pretty good, but I think the two newest coasters could have had more effort put into the presentation. The ride lineup is well balanced, maybe a dark ride. I'd also say they should round out the kids area with a proper kids coaster, but in park they were heavily promoting Sesame Place, so it seems like they are encouraging families with young kids to go there for that. Put this park on your Californian itinerary if you like launch coasters or want to try a dive coaster!
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In light of the upcoming Steel Taipan at Dreamworld, thought sharing my recent experience on another thrill spinning coaster by Mack Rides could shed some insight. A few years ago, Plopsaland de Panne surprised many European fans when announcing The Ride to Happiness. The first Mack Xtreme Spinning Coaster on the Old Continent is also only the second model produced by Mack after Time Traveler. Plopsaland is usually visited by a crowd of familes and young children. To see the park invest in such a daring attraction, partnering with an "adult" IP (electronic music festival Tomorrowland) to boot it up, seems to indicate a desire to target teens and young adults this time. In short, I really enjoyed The Ride to Happiness. The spinning motion offers unique sensations, although I find it a bit too disorienting to re-ride. Let's describe the ride experience a little more in detail. The layout begins straight out of the station with a very funky curved barrel roll. I've never been a huge fan of such pre-launch slow inversions (Copperhead Strike's roll feels sluggish to me), but with Ride to Happiness I found the spinning dynamics help compensate for the lack of speed through the element. The train momentarily stops afterwards on the first launch section. You may notice magnet fins on the left side of the track. Those create extra spinning motion when each car traverse the launch track. Getting launched sideways and/or while your vehicle spins really compensates for the relatively tame acceleration of the Mack LSM boosters! The Top Hat offers great airtime, especially at the front and back seats. It is cut in the middle by an outerbank turn - another funky manoeuvre which takes advantage of the free spinning. Each ride can feel quite different from the other depending on how you spin. The cars could push you outwards through this element for an exhilarating effect. I find the Banana Roll to truly be a perfect inversion for this kind of ride. This inversion type first appeared on Takabisha, and its continuous curving shape gracefully matches with the spinning movement of the cars. This section of three consecutive inversions also delivers substantial G+. Unfortunately, I also consistently experienced vibrations through those elements. Having ridden a fair amount of thrill Mack coasters over the past 4 years, I found the German manufacturer has an uneven track record when it comes to smoothness. Some coasters feel perfectly fine to me (Icon, Helix, Star Trek) while others appear to feature a slight but noticeable rattle (Hyper Coaster at Land of Legends, Copperhead Strike, Lost Gravity). It's a nit pick though, and it says more about how much the standard for coaster smoothness has risen over the past decade. The twisted hill into the second launch delivers the only real dead spot through the ride. No airtime, no whip, similar to Alpina Blitz's first hill after the drop. Honestly given the sheer intensity of the coaster, I could happily use a respite. I suspect this s-hill purposely has an elevated height in the event of a rollback on the second launch. This way, the train can operate a backward then forward launch procedure if it ever gets stuck on the second LSM track section. Speaking of the second launch, it offers the lateral boost excitement of the first launch, and adds further speed and a surprising pop of airtime. Many coasters lose steam during the second half. The Ride to Happiness does the exact opposite. The second LSM section leads you right into a double inverting roll + dive loop combo. What a way to ramp up the intensity! The train twists and twists some more while you keep spinning. It is SO disorienting. With a little bit of luck, you may end up plunging down sideways while the track continues twisting (see car n°2 above). I've never experienced something like that on a coaster before, and I love it! The layout concludes with a strong airtime hops finale. The G- are arguably some of the strongest on a Mack coaster, and add welcome variety to a ride experience filled with disorienting inversions. The ride re-uses Silver Dollar City's Time Traveler trains. The Steampunk design fits well the Tomorrowland theme. Sadly the on-board audio did not work every time I rode the coaster, but when the music blasts, it very much adds to the insanity that RTH offers. After riding The Ride to Happiness 11 times, I would argue this attraction really push the boundaries of what roller coasters can do. I would compare it to the extreme experience of X² at Six Flags Magic Mountain, but with the rotation on a different axis. Most often, I find most inversions unexciting compared to airtime hills or snappy banking changes, but not on THRH! It appears Mack and Plopsaland decided not to restraint the spinning motion (as opposed to Time Traveler which moderates the spin with a magnet) for trial on opening year. The free spin creates very unique, breathtaking dynamics through each inversion. It also means the ride experience can be uneven depending on how your car spin - sometimes, the spinning movement work against the G-force profile of the layout. I found myself unable to re-ride Ride to Happiness in quick succession as I experienced motion sickness - something I rarely ever feel on coasters. While many enthusiasts present with me that day did not mind the intense spinning (quite the contrary in fact), some did find the free spin to be too much. The general public seem to enjoy the coaster though, as I heard no complaint going out the station, and the line remained consistently long enough for a 15 to 30 minute wait with 2 train operations. The Xtreme Spinning Coaster fill very nicely Mack Rides' attraction portfolio. It's not my favourite kind of sensations (I much prefer classic launchers or airtime-focused hypers) and at moments the intensity becomes too extreme for me to fully enjoy the ride. But the ride type certainly is very promising, and shows Mack Rides can deliver very, very forceful coasters! On-ride screenshots taken with a GoPro Hero 6, chest-mounted with the permission of the park.
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Last September, I was in Berlin for this year's Euro Attractions Show as a reporter for French website CoastersWorld. As part of my coverage, I made several interviews with representatives of coaster manufacturers. Here are the first two of these! First, James Swinden of Great Coasters International gives his insight into his company's way of building wooden coasters. I really appreciated his sincere passion for his job, and for a professional still very early in his career, his answers were very articulate and accurate! Second, Sascha Czibulka, Vice-President of Intamin, gave me a 16-minute long interview that really exceeded my expectations! His answers were superb, detailed and very informative His account of how the hydraulic launch system had been created for Knott's Berry Farm was particularly valuable. Really talented senior executive who knows his work very well. If you're interested, there's some more to come: - Maximilian Roeser of MACK Rides talks about the manufacturer's lastest coasters, including DC Rivals! - Chuck Bingham of Martin & Vleminckx discusses the challenges and rewards of building wooden coasters in China. - Chad Miller of The Gravity Group tells us the story of how he became a coaster engineer, and the most important aspects of a woodie according to him. (hint: airtime!) - Peter van Bilsen gives the reasons behind Vekoma's remarkable comeback. I want to thank all people involved in these interviews. The interviewees of course, but also all of my CoastersWorld mates for their precious help in the making of these videos. This was a wonderful experience meeting and interviewing all these professionals, and I hope you'll like the resulting interviews