Associated parks:
None
Anyways, the boost starts but dies off after about one second, and we grind forward to a halt right before the tower. About 15 minutes later they manage to bring the train back to the station. One funny thing I noticed was that there was a whole lot of confusion, and there was a different alarm than the normal loud one, this one was like a beep coming from the panel. When more mechanics arrived, I realized they couldn't get through the exit gate, it's also held by a magnet. They were trying to radio again and again until I just yelled, "Hey, open the gate!" After three test runs we were allowed back on... Good ride, but it broke down(this time just refusing to launch)on the next train! Sheesh!
Medusa also broke down at some point. They were continually running trains, stopping them at the mid-course brakes and had someone up there investigating the trains before sending them back to the station. It was finally open later, and there was a 15 minute wait for the front. What a great ride in the dark!
Shockingly, Kong (Vekoma SLC) was remakarbly good in the dark. They had no lights except for the ones near the station, and in the front, it's quite a good ride. Keep in mind that while this SLC isn't trimmed, they've done something to the train that makes it go quite a bit slower than other SLC's i've been on. You get quite a bit of hang time on the first two inversions, and on the way down you will certainly hit your restraints unless you are near the rear of the train. This has made it the smoothest SLC i've been on, and at night the lost speed is not as noticable in the dark(it actually seemed pretty fast!)
Roar was a real treat. 5 min wait for front, no wait anywhere else. Now it hasn't been raining here for a while, but the track was soaked....it was a little dark but could that be... OIL!!!! The ride was WAY faster than I remember it, with me slamming in to the lap bar while cresting every hill, and jamming me against it for some of Roar's smaller bunny hops (especially the ones in the tunnel/roof). The only lights were on the lift, so once again, a great ride.
The haunted houses were quite a let down from last year. There were no new props, and the Brutal Planet haunted house was about half the original size. However, many of the props from it live on in the other mazes. One good room in the Nightmares haunted house that really suprised me was a room with a blacklight strobe, where the walls and rails were covered with black fabric and splattered with glowing paint. The pulsing blacklight made it fairly hard to see. Well, the people who jump out at you had skintight head-to-toe black suits also splattered with glowing paint identical to the room, and they were against the walls, some on the rails, but all were REALLY hard to see until they started moving. Good effect!
Cobra (Tivoli Double Figure-8) and Boomerang were generally the same at night. Hammerhead(Zamperla Hawk 48) was mildly better in the dark, as where Tasmanian Devil(Huss Frisbee) and Voodoo(Huss Top Spin). I would mildly prefer the brightly lit fair versions in the dark, but maybe that's a subconscious thing because they tend to look a lot cooler with flashing, colored lights.
good trip, short to non-existant lines except for at the haunted houses, so what more could you ask for? Except for all the little kids who were getting in to the "jump out from behind something and scare people" spirit, and it got old real quick.
-djansi
-djansi
*** This post was edited by SFGRAMBoy20 on 10/23/2001. ***
S:UE has an air gate I believe. The Safety Nazi's at CP will come up with some kind of ray shielded LIM powered gate and you will be required to wear a helmet if you go within 50 feet of the new coaster..
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Save Cheese on a stick!
Anyways, this is too stupid to argue about... next time I am there I will try to get a pic, now that I know it is different from the other V2s...
-djansi
-djansi
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