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Scooby Doo Spooky Coaster Overhaul

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45 minutes ago, Gazza said:

Oh right, I had always assumed it was just a motor with a reciprocating arm.

Which would have been the simplest and highest duty cycle way to achieve it. Interesting decision to go the other way.

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  • DaptoFunlandGuy
    DaptoFunlandGuy

    Oh, sorry - i'll speak slower for you. Too many people in the park, not enough rides operating, not enough rides operating at full capacity, not enough staff to operate the rides effectively, poo

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  • Park Addict 93
    Park Addict 93

    I was cautiously optimistic of the ride returning to the opening (of the ride) standard when this was announced, but after Oz and various visible maintenance/upkeep issues around the park I don’t have

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28 minutes ago, New display name said:

EDIT: I have a third

The music/sounds have been done shit.

You’ve lost me here, unless you’re talking about the volume of the theme in the disco room.

Sounds are largely original with a few additions by Mark Watson (https://www.instagram.com/reel/DSMSF5LALBZ/?igsh=Zm95ZnU3anMxbmNv)

Disco room and loose item storage aside I certainly feel it’s back to the original standard (initial dark ride section) and better (tiki room/drop).

14 hours ago, rappa said:

Any negative ‘public’ reaction I’ve read either related to the non disco room or stems from I guess what I say is a lack of expectation that the ride would be the same as before.

The negative reactions I’ve heard in person have been relating to the disco room and “it’s no different”.

Remember they did advertise “thematic improvements” and that’s very much open to interpretation. It’s not unreasonable for the public to expect modern animatronics for example in my opinion.

16 hours ago, rappa said:

A lot of very passionate people in a hard and rough environment to pull all of that off just to get the same ride back.

And they deserve the credit, it’s certainly a lot harder to do all that to an existing infrastructure than to simply build a new ride.

16 hours ago, Levithian said:

I can guarantee you there were discussions surrounding its closure, it could have been a vastly different outcome..

Whilst I certinally appreciate the park made to call to retain the ride I don’t feel they deserve huge applause for this, nor a pass for the disco room being as it currently is simply due to the money/effort to do so.

There’s some enthusiasts that seem to think the park should be celebrated for doing what was ultimately likely a smart business decision, 7 News originally reported a figure of 4million for the refurbishment, that’s a hell of a lot cheaper than a new equivalent ride.

Ive heard of figures many times this I don’t think this was a cheap exercise for them at all

Your right about the public they cant be faulted for any disappointment over it being the same if that wasnt properly in the messaging

Those axes have always been cylinder driven and in the old version used to fault out all the time they have a really big travel and this would be pretty impractical in that space to do with a motor

Took my first ride ever on SDSC today. I have no nostalgic attachment to any previous version of this and thought it was great. The dark ride section was great with every effect seemingly running including the axes and spinning man. I personally enjoyed the new pitch black nature of the main coaster section, I thought it added a new thrill to the ride and was enjoyable. The MXPX was playing quite loud when I rode but I’m not sure if it’s still quieter then it used to be or is back to the original sound levels and was just a technical glitch on the first few days. I’m glad movie world decided to keep this ride running for another 10-15 years with this update and think they have done a really good job with everything present, marginally better then their WOZ land anyways.

All of the audio should be a bit louder as of today.

Had another few rides over the weekend, can confirm all the audio is louder. Disco room is not at the original levels but much more noticeable/better.

Spinning ghoul didn’t spin on any of my rides, but everything else was functioning perfectly.

Edited by Park Addict 93

2 hours ago, jjuttup said:

Saw someone comment yesterday that they got to ride Scooby during WC

They shut it for WC tonight even though it was operating during the day

Having now experienced the ride first hand, I can safely say that leaving the Disco Room pitch black was definitely a huge mistake and really lets the whole thing down. It’s a shame because the rest of the attraction is fantastic and a lot of work has clearly gone into upgrading and improving everything. I hope this is addressed at some point in the future.

It was great to see this on the website though: IMG_9638.jpeg

Does anyone have any information as to crowd sizes for MW and DW more specifically after 25 December 2025.

How is dreamworld with its firework show, extended opening hours and the new King Claw offerings attracting crowds into the park?

Is DW now starting to become more competitive with MW in terms of crowd attendance and foot traffic.

Perhaps fanfic or armchair imagineering time

What would you like to see happen in the disco room

Just the original green lasers doing random things with the original song maybe something more new and modern different effects new music there are a lot of options if putting something in there from scratch i don’t think id want the same thing from 20 years ago

Wouldn’t mind seeing some props hanging near the track like what was once there with Aragog. Chuck another spider and maybe some ghosts as close as they can make it to the track and put a spotlight on them and it would help make the indoor section feel more spooky.

The original green lasers were class. They had multiple mirrors positioned around the room for the lasers to bounce off to cast beams in multiple directions. A light haze should not be anything to be concerned about safety wise. Obviously a lot has progressed technology wise, so there's probably a bunch of things an experienced designer could come up with that would be just as awesome \ effective (TBH the next gen lighting towards the end was pretty cool too - especially since the scenes changed so you could get a different experience re-riding) so either of those things would be my pick.

I don't want props in the disco room - it's not what it's for.

Pretty sure any smoke fx are a no go not even to be considered for whatever reasons but i agree the original lasers were def hot

13 hours ago, themagician said:

They just need lasers. Thats it! Thats what the disco room used to be (with some vertical wall led lighting), but if they just add a heap of lasers that’ll be enough.

You’d still need smoke/haze pairs with heat detecting / rate of rise heat detectors instead of cheap smoke detectors

From my understanding you arent getting those in that space due to the fire load of materials in the building I believe this has been an issue ever since way back when we had empty space the ride version of scooby before next gen

Utilise some projects on the walls to create the illusion of caves just like the original movie. Dimensionality and expansion of space behind the flag walls.

Would be cool if they hung that giant spikey disco ball in the middle of the room + lasers.

19 hours ago, mickayel said:

Utilise some projects on the walls to create the illusion of caves just like the original movie. Dimensionality and expansion of space behind the flag walls.

Would be cool if they hung that giant spikey disco ball in the middle of the room + lasers.

Just noticed a multitude of autocorrect typo fails. Unsure of how to edit original post - is someone able to assist? Please and Thankyou.

Utilise some projections on the walls to create the illusion of caves just like the original movie. Dimensionality and expansion of space beyond the flat walls.

Would be cool if they hung that giant spikey disco ball in the middle of the room + lasers.

On 02/01/2026 at 7:47 PM, Dean Barnett said:

You’d still need smoke/haze pairs with heat detecting / rate of rise heat detectors instead of cheap smoke detectors

You really think they don't utilise thermal detectors? In that environment? exposing the general public to risk?

19 minutes ago, Levithian said:

You really think they don't utilise thermal detectors? In that environment? exposing the general public to risk?

Well you should have a word to the builders code board then - because they only require smoke detection.

So yes - I do believe they don’t have thermal detectors.

12 hours ago, Levithian said:

You really think they don't utilise thermal detectors? In that environment? exposing the general public to risk?

Thermal detectors are usually only used as a second choice in environments where smoke detectors are not feasible due to there being a likely usual presence of smoke and you need to have a greater density of them for the same area

Thermal detectors are typically considered less safe than smoke detectors in the context of how you are describing them

I can guarantee you, multiple buildings utilise particle and thermal detectors. It is commonplace during events that fill main street with fog or haze to switch a number of zones over to thermal detectors only to avoid false alarms.

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