One pet peeve I have is the Georgia Scorcher at SFoG. Putting the coaster right by the front entrance almost guarantees overloading demand throughout the day.
- Rob
I hate how LL dead-ends. It's shaped like a giant lopsided horseshoe, with the entrance at the rounded part.
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A day is a drop of water in the ocean of eternity. A week is seven drops.
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Living in the Theme Park capital of the world!!
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I don't care what anyone says, Magnum is better then Millenium Force.
*** This post was edited by Touchdown 3/28/2003 3:27:47 PM ***
I also thought SFGAm had a pretty decent layout...you pretty much go left or right, and it's pretty easy to do a "loop".
MiA needs more improvement. The small midway to the right, between Dodgems and Timbers can be awfully crowded. The midway to the back is much wider, but last year there was no way to get from Timbers to the back except to backtrack toward the entrance again. If they add a complete circuit going between Timbers and Wolverine Wildcat to the back, it would help a great deal.
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I'd rather die living than live like I'm dead
http://www.webtechnik.com/ebony/CPLady.htm
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Adventura magnífica es el número uno y no lo se olvida!
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If at first don't succeed, find out if the loser gets anything.
You know what park has a great layout, though...or at least SHOULD have a great layout? Kings Island. It's shaped a little like the NBC corporate logo, with the Eiffel Tower right about at the bird's head. It's effectively a radial design, with interconnecting spokes to tie it all together.
Trouble is, the park keeps building coasters across the ends of the midways and cutting off their access to expansion areas. But for as big as that park is, it's fairly easy to get anywhere from anywhere else. That's why I've always thought that park would be a good place to try a user-directed queue management system.
--Dave Althoff, Jr.
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Coney Island (Cincinnati) ride operator
One thing I hate about park layouts is the wide expanses of concrete and/or asphalt with little tree coverage. I'm thinking particularly of the Son of Beast/Face-Off area at Kings Island and the area form Millennium Force south to the Skylift. Walking/standing in these areas in the hot summer can really wipe you out.
Dave, what do you mean by "user-directed" queue management? Do you mean pure virtual queueing style systems (Q-Bot) or reservation-based systems (Fastpass)?
- Rob
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Mike
Favorite Wood: Viper at SFGAM,Shivering Timbers
Favorite Steel: Magnum and Raging Bull
Cedar Point also has a good layout with the large midway and then it splits up into a circle, until Wicked Twister was built though I didn't really notice the path by where Chaos will be now though.
SFWoA really needs some work though on layout IMO. I thought that was the only problem with the park, I had the hardest time finding out where the entrance was to Double Loop and Villian during my first visit.
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Final Deja Vu Count for the 2002 Season: 52
http://www.SFGAmWorld.com
Kings Island would be a good place to test because (a) the park layout makes it possible to get from one side to the other without walking all the way around, and (b) because they have QTV monitors all over the place. My thought is that the queue lengths are monitored, and current information about queue lengths is available near all the major rides. So that if you see a 1-hour wait for The Beast, you are also informed that it's only a 20 minute wait for Flight of Fear. The theory is that if you let people know that they can get on a ride elsewhere without waiting, they might change their pattern for 'doing' the park. Even better would be to also post times when the ride in question is predicted to be less busy, although that could backfire by causing everybody to mob the ride when you told them it wouldn't be busy.
A dramatic example of the queueing conditions in parks is Cedar Point's Raptor. The ride is the first coaster you come to when you enter the front gate and start down the midway. As a result, thirty minutes after the park opens, it has a full queue and a 75-minute wait. This is because most of the people in that queue don't know that if they return to the ride at 3:00 in the afternoon, the ride is a walk-on. And they don't know that thirty minutes after the gates open, Magnum XL-200 is a walk-on, and at 3:00 in the afternoon it will have an hour wait. People don't know these patterns, and so they can't adapt to them. If the park arms people with information they might be able to spread the load out a little. It will make the non-peak lines a little longer, but it could make the peak lines a lot shorter.
Unfortunately, a park that is laid out in a gigantic circle makes this kind of queue management impractical unless some easy means is provided to cut across the center of the circle. And I don't consider the path down to the river at BGW to be "easy". :)
--Dave Althoff, Jr.
While I enjoy parks that offer a bit of mystery and off-the-beaten path character once I get used to them I think the layouts of places like Hersheypark, BGW and BGT leave a lot ot be desired in that a lot of folks will leave having missed subtantial chunks of the park unless they make it a point to backtrack and go through every alternate route. I'll forgive a park like Idlewild for this, because it's within the character of the park.
And, while we're on the subject of layouts, hilly parks may look great against the terrain but they're murder after a marathon day at the park. Magic Mountain comes to mind. I know Holiday World is small but on a long day even the slow uphill walk out of the park from Legend wears heavy.
I'm not a big fan of BGT's layout, especially the dead end at Montu, but luckily the Skyway isn't too far away to get across the park.
As far as layouts I really enjoy, BGW, SFGAm, all Universal Florida, all Disney are big enough to spread out crowds and easy and fun to get around. Exploring a park for the first time and having new things come up around every corner is one thing I like to find in a layout. I don't want it to be where I completely missed a coaster halfway around the park, but I want it to be complex enough not to know what to expect next and handle crowds.
*-;)
-Danny
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If at first don't succeed, find out if the loser gets anything.
The large sign indicating that "The wait for this ride is mm minutes" is a good first start, but it would be more useful if you also knew what the waits were for other rides elsewhere.
The key to success for any crowd management system is to spread people more or less evenly throughout the park. This, of course, is where the Duell loop design fails, because unless the park has entrances at both sides of the loop (Darien Lake, for instance) there will be two large groups of people which both arrived right when the park opened, one group going each direction. And the two groups will converge simultaneously on the big new coaster at the back of the park right about 2:00pm, making for a huge wait on a ride that has been not-busy all morning long.
--Dave Althoff, Jr.
Who has learned to turn *left* upon entering a park with a loop layout...
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It's like a Whirlwind inside of my head!
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