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Movie World Scheduled Maintenance 2024


themagician

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19 hours ago, Tricoart said:

To be clear, it also states that an audible noise doesn't mean safety is directly impeded, but it is an obvious marker that the ARB's need attention.

It took me a hot minute to figure out ARB was referring to Anti Roll Back device, and it is obvious to me that my vocabulary is no longer on fleek.

10 hours ago, TV15 said:

My guess is that Movie World has ordered the necessary part from Mack Rides, but given the recent serious ride issues that VRTP Theme Parks has been experiencing, I wonder why they haven’t just swapped Train 1 with Train 2 to avoid guests becoming paranoid that the ride will break down, because it turns everyone's head in the queue.

There's a really good chance if the park isn't running the second train, it's getting some level of work done to it - teardown \ rebuilds are constantly happening in the park maintenance area - gone are the days where the train in the maintenance bay could be whipped out whenever a significant line formed unless the maintenance team had planned very carefully for the second train to be available (which is why 2 train ops by default rarely happens outside of peak holiday periods regardless of how busy the park is).

(Personally I like the click clack sound that accompanies a traditional lift hill, and honestly wouldn't have even realised something was different without it being pointed out.)

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1 hour ago, DaptoFunlandGuy said:

which is why 2 train ops by default rarely happens outside of peak holiday periods regardless of how busy the park is).

@ MW  @SW                        

I've visited DW, outside of holidays and seen 2 trains running on ST.

I've bee to MW during a sold out night night event and only seen 1 train running on Rivals.

 

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Can confirm Dreamworld tends to have ST's second train available to deploy fairly often. I've seen them whip out the second train when the line got a bit long on a reasonably off-peak weekend.

That said though, it's not like they have multiple multi-train coasters to manage, whereas until WOZ opens, every coaster at MW has multiple trains. Rebuilds do take time. I'd love to say that it's just bad luck that the second train you want them to put on is being rebuilt, but theres too many coincidences for that to ALWAYS be the case.

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the park was running both trains on Rivals yesterday, however only one of the trains had the loud clanking noise going up the lift hill. they were testing the ride consistently both early in the morning and then again late at night so i’m sure they’re trying to fix the issue.

Edited by Levi
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12 hours ago, DaptoFunlandGuy said:

gone are the days where the train in the maintenance bay could be whipped out whenever a significant line formed unless the maintenance team had planned very carefully for the second train to be available (which is why 2 train ops by default rarely happens outside of peak holiday periods regardless of how busy the park is).

They aren't completely gone, or at least I'd like to think so. Back in the days when the park opened at 9:30am during White Christmas events, DC Rivals would open with the park at 9:30, but only with one train. Later in the day, the ride would go down briefly while they added a second train. This happened twice when I visited the park on a weekday during the 2023 event, and I’d assume the same thing would happen for Fright Nights.

10 hours ago, New display name said:

I've been to MW during a sold out night night event and only seen 1 train running on Rivals.

Was it a private event? 

10 hours ago, New display name said:

MW/SW staff struggle enough with one train, let alone 2.  That is why I believe it's a rare sight to see 2 trains running.  In my eyes, they have conceded, and the 2nd trains are primary for maintenance replacements.

I don’t like sticking up for VRTP, but I think the multiple train situation mainly comes down to staffing — both attraction attendants and maintenance personnel. On busy days, especially for rides like SE, the lack of staff is likely why there’s only one train running due to evacuation reasons. However, outside of those situations, it just feels like plain laziness. Long queues shouldn’t be unnecessarily long, and when they have the ability to cut wait times practically in half by using a second train, it should be done. VRTP loves making money, and if they get people out of the queues, it means more time for guests to spend money at one of the hundreds of shops in the park.

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11 hours ago, TV15 said:

They aren't completely gone, or at least I'd like to think so. Back in the days when the park opened at 9:30am during White Christmas events, DC Rivals would open with the park at 9:30, but only with one train. Later in the day, the ride would go down briefly while they added a second train. This happened twice when I visited the park on a weekday during the 2023 event, and I’d assume the same thing would happen for Fright Nights.

If you read very carefully, you'll note that I said:

11 hours ago, TV15 said:

unless the maintenance team had planned very carefully for the second train to be available (which is why 2 train ops by default rarely happens outside of peak holiday periods

You can rest assured that Fright nights and Christmas events would have been planned for by the maintenance team to have the trains available - I was referring to times that weren't peak periods:

11 hours ago, TV15 said:

where the train in the maintenance bay could be whipped out whenever a significant line formed

 

11 hours ago, TV15 said:

Was it a private event? 

Highly unlikely if the event was sold out.

11 hours ago, TV15 said:

I don’t like sticking up for VRTP, but I think the multiple train situation mainly comes down to staffing

They've had staffing woes for several years now. It may be an ongoing thing, but if they're still battling with an inability to recruit and retain good staff - this is no longer an issue with recruitment, it's an issue with culture.

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  • 3 weeks later...
  • 2 weeks later...

First time on WWF today in about 12 months.

they have re-recorded the sound bites with a new voice over guy. Most are the same words, however “Ay-Caramba!” as you go past the broken railway line just seems so out of place and makes little sense thematically. 
 

the original 90s video prior to the backwards drop is up and working again, however out of sync entirely. 

and the run from the switch point down to Indian reservation is rough as guts as your are just bottomed out wheels on concrete most of the time. 

Smoke effects all gone (dynamite and Indian fire) and majority of ghost town entirely out of sync (water spout leaks starting before the shots ring out, and stopping when you are still 15m away from them) 

No screens on the final hill, “get out she’s gonna blow” audio missing and replaced by some bloke sounding like he’s doing a Goofy impersonation 

disappointing.

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  • 4 weeks later...

Like roadrunner and wild west before it, another 3d sign gone 2d. Also - what happened to the door?

I'll admit this artwork looks a lot better, and the ride has always been missing a hero sign out front. I'd love to say the ride logo in the middle will prevent guests asking staff where to go to ride it, but it won't.... ;)

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14 hours ago, Rydah Hi said:

DC Rivals Mural Update #2.jpeg

I’m happy to see the park finally did the bare minimum and actually replace the disgrace that was the 3D version of this. But it still sucks. For what’s a world class coaster, this is less effort than Six Flags put into some of their rides. Another day, another enthusiast complaining, but surely they could’ve come up with something so much better.

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23 minutes ago, themagician said:

less effort than Six Flags

If the bar is Battle for Metropolis, sure. Otherwise i'm fairly sure that an A frame with the rides name written in times new roman is too much themeing for them. Enough to keep the CEO up at night and give him nightmares.

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15 hours ago, Rydah Hi said:

 

Update: The Mural Refurb is Complete! (It's Now Fully 2D with an Added Logo to boot)

DC Rivals Mural Update #2.jpeg

Man this makes me realise how good the Superman Escapes ride is in comparison to later rollercoasters. Like an actual theme taking place in a train station area and then an earthquake happens with pretty good effects for a rollercoaster.

Arkham Asylum was still cool with its theming, anything based around those games is gonna be good, but I just wished they did more with that area. Then we got stuff like Green Lantern, DC Hypercoaster and now the Flash ride that just has bare minimum theming with just comic panels explaining the story

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4 hours ago, DaptoFunlandGuy said:

I'd love to say the ride logo in the middle will prevent guests asking staff where to go to ride it, but it won't.... ;)

It gets to a point where if you can't see the bright pink 200ft tall structure or these signs leading to it, adding a third becomes pointless...

2132975053_Screenshot2024-11-16121203.thumb.png.613dd8336711705ef85834bc85db733c.png

1728646502_Screenshot2024-11-16121227.thumb.png.110a134168038e4767b9d6995abb9c54.png

Edited by Tricoart
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On 16/11/2024 at 12:13 PM, Tricoart said:

It gets to a point where if you can't see the bright pink 200ft tall structure or these signs leading to it, adding a third becomes pointless...

Yeah i think the issue staff face is that the bridge on main street (your first picture) leads guests onto that path, but they are then met with the entry to green lantern, justice league and batwing, there is no sign clearly visible from, say - green lantern's entry - that says 'DC Rivals is down here!' as the second sign in your reply is off to the side and angled, routinely blocked by guests or foliage.

Having the logo dead centre and 12 feet high should help with the sightlines.

(Ironically, in your first photo you can't see the bright (*traffic purple) structure, and further at green lantern you can't see it either because of the tree canopy either. Also, just because you can see the ride, doesn't mean you can find the entry for it - Lethal had that problem a lot - especially before Superman opened.

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