Park Design & Crowd Management

CP has a decent design, but it tends to front-load the park and you have waves of people moving through. This is compounded somewhat by a rear of the park without a marquee attraction anymore.

MIAdv's dirty little secret is that flat ride alley is almost never jammed, unlike the Logger's Run/Wildcat/Timbers midway.

Ride Man: Can't say that I've wittnessed that particular phenomenon at good old SFGAm. Rides in the back are dead for maybe a half hour to an hour before they fill up. And I've never noticed two large groups (and, yes, I'm usually mobile enought to get a feel for where the crowds are). It seems to be equally crowded everywhere, all the time.

Except for Orleans Place, of course: But that's more a function of what's been done to the design, not the original design itself. And that probably won't last after this year, either.

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I hear America screaming...

The Spanish Mission section of SFGAm is usually busy, actually. That stretch from Viper to Deja Vu.

MagnumForce said:
Except for CP, But I am betting that eill change this year. My poor Maggie :(

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It's like a Whirlwind inside of my head!


Let us hope Magnum Force that TTD's enterance and exit is more by Power Tower and that stupid GP cant see our favorite red coaster peaking through the trees and turn around and ride MF instead heading that way towards our lovely, for the past 2 years, much appricated line free Magnum

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I don't care what anyone says, Magnum is better then Millenium Force.

The simple circle design like at PGA is cool and all, but what if you want to get to the opposite side? You can't just cut through the middle. It's a loooong way all the way around. That's why I don't like those.
ApolloAndy's avatar
The thing that I greatly dislike about loop layouts is getting across the loops. For instance, at IOA if I'm power riding Dragons and I decide I want to break for a spin on Hulk, I have to walk around and then around again. SFGAm. has a similar problem. Then again, GAdv. with it's more of less linear layout isn't much better. I think a wheel with spokes is probably the best idea.

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Be polite and ignore the idiots. - rollergator
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Six Flags Marine World is probably the worst I have been to. Not one person will be back riding Voodoo and the wait for Medusa will be an hour. The area by Roar and V2 will be even worse (somehow) than last year when Zonga opens. Because building in the back of the park isn't really an option, there is no reason for people to go back there. You just end up with a lot of people in the front of the park and it can get really really crowded.
Yes, and you see what happens with the big loops. If it takes you half an hour to walk to the opposite side of the loop, then why do you care that the wait for a ride on the other side is only fifteen minutes when the wait for the ride you're standing in front of is an hour? You'll spend that hour going to the other side of the park! The giant loop park layout has brought us unbalanced crowds and the need for queue management systems. And the virtual queue systems some parks are putting in place are seriously hampered by the inability to get from one side of the park to another because of the giant loop layout.

Now one thing that I've seen a lot of, since I visit Cedar Point and Kennywood and Kings Island a lot, is a design that seems to make a lot of sense...instead of one big loop, the park is built out of a series of smaller loops, all interconnected. Cedar Point is kind of like this in places, but it's more stretched out than would be ideal. I guess that's also sort of what Disney did with their parks, with a few notable exceptions. Again, Kings Island shows as a pretty good example of this.

--Dave Althoff, Jr.

To me big loops arent bad, when you have transportation. At IOA if you are at DD and want to hit Hulk you simply walk to JP and take the boat. At SFGAm the train from County Fair to Hometown Midway assures you that you never have to walk half way around the park. Besides at SFGAm there are sort of two "concentrations" of coasters-SW Territory area and Orleans Place area and honestly people the walk from the SW to OP is really not that bad.

MK's spoke and wheel I think is proably the best, but I still will go with a circle over anything complicated. Layouts like PKI make it very confusing for first time park goers to get their directions straight and you waist a lot of time locking at a cartoon map that looks nothing like the park layout, I still say give me a circle.

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I don't care what anyone says, Magnum is better then Millenium Force.
*** This post was edited by Touchdown 3/30/2003 11:13:35 PM ***

I don't really think Disneyland's layout is that effective. It takes a very long time to walk from Critter Country to Tommorowland, or from Toontown back to the entrance.

The Train would help, but you could probably walk faster than the train would get you to your destination.

Knott's layout is good. Its a medium size park, but there are many paths which make it easy to get from one place to another. I think that it could confuse the average guest, but if they have a map, I think the layout is very practical.

Magic Mountain... well its huge! It certainly takes a while to get from the back of the park to the front or from Viper to Scream! A problem there is that I have *never* seen their monorail operating. That would be a very good thing as far as traffic flow. The Orient Express is an invaluable tool to get from Samurai Summit to the entrance area. Saves a lot of uphill walking!

Cedar Point is another huge park. It takes a long while to get from Mean Streak to the main entrance. Fortunetely, they do have the skyway and the train to help. Even so, you will do a ton of walking when visiting that park. Its not like the layout could have been formed any differently, considering the land the park was built on.

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The Trip: CP, SFWoA, PKI, KW, HW, IB, SFGAm, MiA and LeSourdsville too.
8 Days- 10 parks. May 2003

While considering that CP is the size of EPCOT (aka Every Person Comes Out Tired) if you plan it right walking is not that bad (just see some shows, ride Paddlewheel, do not run after the initial marathon from the gate to TTD, etc.) and I agree with CoasterFanMatt the train/skyway is a great way to make it from Fronteir Town to Raptor (and allows ample time for you to digest the elephant ears before you kick the sky; elephant ears awww!:))

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I don't care what anyone says, Magnum is better then Millenium Force.

Wouldn't four adjacent quarter-circles work best?

A big loop w/ two straight lines? [0-180, 90-270]

I would say DL, MK, and PKI work best (since you can't really make the size of the park any smaller), because each area is connected by Main Street/International Street and you can always get from one area to the other fairly easily without going all the way around the park. You can go straight from Adventureland to Tomarrowland and not have to go all the way around the circle. The wheel or multi wheel layout with spokes does work best for me as well. Future World in Epcot is an excellent example of a single wheel with huge spokes.

-Danny

The Taft park's (Kings Island and Dominion) and Canada's Wonderland original layouts are good, like the Disney parks. A hub so you can get from virtually anyplace in the park to the opposite side at anytime, while being built with an outer loop so you can stay on one path and see everything.

The added areas at both of the parks broke the outer loop, at Kings Island both paths from Intl Street and Oktoberfest lead to one entrance into Action Zone. This coupled with too many major rides in one small area and it being in the front of the park leads to some overcrowding. Not to mention its plain ugly and treeless. The additions at Kings Dominion also are mostly one way in/out and not well thought out.

Carowinds orginal layout was good also, a small loop. But when the added areas were built, they were first one-way in and out (HB land and County Fair), which was flawed. HB has been opened up with a second pass into the former Queens Colony, but the Zoom Zone area added to it is really poorly thought out. The thrill zone area is definitely a huge afterthought from the master plan there.

Great America's (IL) loop is good, and the addition of SW Territory as an additional loop is also good, but the flaw here is you have to travel halfway around the park to get to the opposite side. A cut through from Yankee Harbor/County Fair would have solved this.

Six Flags designed parks (TX, GA, St Louis) are poorly laid out. They seem to be almost spider webs or mazes with no rhyme or reason.

Cedar Point is big, and lots of pavement, so it will spread out a crowd as the day goes on. But it takes a while for the crowd to find the rear of the park. I wouldnt call it well designed. It is the product of 100 years of evolution, and limited by the penninsula. It's a long way from front to back, but narrow from side to side.

I agree with a lot of your ideas super7, but here's what I think about AZ at PKI:

There are two ways (the first is easy to miss, it's to your left right past Paramount Theatre- good spot to head straight for Face/Off!) in and out of Action Zone at PKI and one of them was widened for this season. I think the locations of all the AZ rides are good with Face/Off at the far left, Drop Zone right in the middle, Son of Beast and Top Gun in the far right corner, and Delirium directly to the right. You have so many rides to choose from in this area that I find it hard to pick a first one to go to in the morning (I usually go for SOB though).

Luckily, TR:TR and The Beast draw a nice crowd and hopefully Scooby Doo will help even it out this year, so one (or two) areas won't be overly crowded. Each area of the park has at least two "star" attractions, so I think they're keeping the crowds in mind and this may be the reason TR:TR was added to Rivertown and not Action Zone like many thought it should be. I hope Coney Mall gets the biggie for 2004 (to be announced in the next two months)! :)

-Danny
*** This post was edited by Koaster King 3/31/2003 1:07:00 PM ***

Silver Dollar City is beautifully landscaped and full of very shady trees, but I found its layout to be a rather disorienting maze of random walkways with several dead-end areas. More recent additions such as ThuNderaTion, Buzzsaw Falls, and Wildfire, really look "tacked on" and don't really go with what little flow is possible at that park.
The terrain at SDC is not exactly for the faint at heart or week in the knees. During my visit, the majority of guests leaned toward the more geriatric end of the spectrum, and some were visibly tiring just hiking up some of those inclines. There was one wheelchair-bound elderly lady being pushed by a youngster who was almost horizontal whilst trying to force the wheelchair up a very steep walkway. At least the SDC map did indicate routes that were not as severely inclined, but those routes appeared even more confusingly random than the most direct ones.
I look at this in two ways actually; which way is most efficant, and which is most appealing.

I also think the spoke and wheel designs are the most efficant designs. It makes it very easy to get from one side to the other side of a park quickly.

But, I also like the random set up of some of the older, unplanned parks, like Knoebels. They allow for some mystery and surprise. You walk around those parks and it seems there is something new and exciting around every corner. Sure, you may not get everything the first time around the park, but it is really exciting to do a second walk around and find a great ride that you missed the first time.

Finally, I think that for the most part, park transportation systems are useless. A train or monorail is only really useful if you happen to get to the station just as the train gets there, otherwise the distances are short enough that you might as well walk it. The skyrides are much more useful.

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"If you make it too smooth, it'll be like sitting in your living room."
-Bill Cobb - Designer, Texas Cyclone

I agree about the skyrides being useful. At BGT, I utilized their skyride to get from Kumba to Montu and vice versa. I only did this when there was virtually no wait; if there would have been a long wait, I would have walked it. (The Lord knows I need it too. ;))

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If at first don't succeed, find out if the loser gets anything.

Man, all these people complaining about walking around the loops... maybe these enthusiast steryotypes I keep hearing about are mostly true!

All I know is, I have never had reason to complain about Great America's loop.

Well, maybe once. But, after 11 years of attendance, I think that's a pretty good track record.

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I hear America screaming...

Disneyland is quite small, but the park's layout seems to make the park 10 times larger!!! It takes too long to walk from say autopia over to great moments with mr. lincold or over from splash mountain to mickey's toon town (taking the train really helps there). God forbid you need to go from space mountain to splash mountain!

I dig DCA's layout. Not too many dead ends, and direct routes to get from location A to location B.

KBF's can be very tricky for a first time visiter, but once you know the layout, its so easy to take the shortcuts to your advantage. And it only takes about 4 minutes to cross the park in any direction. Now, the backstage layout I can live without!

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