The Six Flags Magic Mountain (SFMM) Discussion Thread

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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby jtaudioacc » Sat Jun 09, 2018 7:38 pm

pfalcioni wrote:
thrillseeker4552 wrote:
Coastin' thru life wrote:They should unload on the breaks on Yolo, the train is sitting there before they are even close to loading the one in the station


I completely agree. Xcelerator would also benefit from this, but I doubt either park would make it happen.


It's crazy to stand there and watch the 2nd car sit on the brakes for ages while they mess around with the unload/load at the station.


really inefficient design. wether it was bad design/engineering, or, a park constraint, i don't know.
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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby MitchCaltabiano » Sat Jun 09, 2018 7:53 pm

SFMMGeek27 wrote:
MitchCaltabiano wrote:What’s even wrong with Revolution? Is it that serious to where it won’t be operating during july 4 weekend. Also, what’s going on with GL too?


Rev: Chain replacement so who knows how long it will take.

GL: something big, it won’t be open for a very very long time. Essentially SBNO status now.


When did Rev even go down? I’d imagine I’m not missing much with GL as its basically just a more painful version of the Free Spins

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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby clem2754 » Sat Jun 09, 2018 9:42 pm

Superbatboy wrote:
mushrumjaz wrote:The seats were added. :lmao:

Those colors are atrocious, oh well, glad MM finally got a new flat.
It fits so well with the green of Riddler's :roll:

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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby AdventuresinAirtime » Sat Jun 09, 2018 10:04 pm

So I visited SFMM for the first time ever a few days ago. I'd never really spoken to someone who'd been there, or seen what it was like. I'd heard stuff about X2 and Twisted Collossus but that's about this.

I absolutely loved the park. Coming from the UK, it's so amazing to be able to ride so many different types of coasters, especially growing up playing RCT2 and seeing the Six Flags scenarios on it.

Absolute favourite was Twisted Collossus. It's my first RMC and I thought it was amazing - the airtime and the racing element is fantastic - all we have here is Grand National at Blackpool Pleasure Beach (also love that ride). The ride operators were really trying hard to get it racing, giving constant countdowns and pressure on people to get in and ready.

Unfortunately on 2 of our rides, ONE passenger screwed it up (one time it was someone who put their restraints down while wearing a hat, the other tried to bring their bag onboard) - however on the 2nd lap, we got races both times.

After riding Eejanaika at Fuji-Q, riding X2 was a big step down - the seats on X2 seem to rotate back and forth constantly in a pretty violent way - Eejanaika was really good for us - intense but the rotating seats felt much better on that ride. On X2 your legs get whipped back and forth into the bottom of the seat. Enjoyed it but found Eejanaika a lot better.

We found all of the B&M coasters quite boring really - some of the worst examples.

Drop of Doom was great (my first Intamin drop tower barring Falcons Fury)

The rest of the coasters were fun, we liked Tatsu and Superman.

I see what people are talking about operations, most of the queues were 15-20 minutes but the queue for Superman took over an hour, with a pretty short queue. X2 was run pretty badly too, lots of empty seats on all rides too.

Managed to get on everything and then had 2 hours spare to re-ride, that was arriving before opening and leaving at closing time.
* Except Revolution and Green Lantern, both closed

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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby Superbatboy » Sat Jun 09, 2018 10:24 pm

jtaudioacc wrote:
pfalcioni wrote:
thrillseeker4552 wrote:
Coastin' thru life wrote:They should unload on the breaks on Yolo, the train is sitting there before they are even close to loading the one in the station


I completely agree. Xcelerator would also benefit from this, but I doubt either park would make it happen.


It's crazy to stand there and watch the 2nd car sit on the brakes for ages while they mess around with the unload/load at the station.


really inefficient design. wether it was bad design/engineering, or, a park constraint, i don't know.

Anecdotes have it Six Flags had Premier shorten the length of the original design to cut costs. Not sure how true it is, but does sound like something they'd do :lol:
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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby pfalcioni » Sat Jun 09, 2018 11:20 pm

AdventuresinAirtime wrote:

Drop of Doom was great (my first Intamin drop tower barring Falcons Fury)



It's quite the adrenaline rush! Are they only running with the VR or could you choose to ride without?

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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby joelwee » Sat Jun 09, 2018 11:27 pm

AdventuresinAirtime wrote:So I visited SFMM for the first time ever a few days ago. I'd never really spoken to someone who'd been there, or seen what it was like. I'd heard stuff about X2 and Twisted Collossus but that's about this.

I absolutely loved the park. Coming from the UK, it's so amazing to be able to ride so many different types of coasters, especially growing up playing RCT2 and seeing the Six Flags scenarios on it.

Absolute favourite was Twisted Collossus. It's my first RMC and I thought it was amazing - the airtime and the racing element is fantastic - all we have here is Grand National at Blackpool Pleasure Beach (also love that ride). The ride operators were really trying hard to get it racing, giving constant countdowns and pressure on people to get in and ready.

Unfortunately on 2 of our rides, ONE passenger screwed it up (one time it was someone who put their restraints down while wearing a hat, the other tried to bring their bag onboard) - however on the 2nd lap, we got races both times.

After riding Eejanaika at Fuji-Q, riding X2 was a big step down - the seats on X2 seem to rotate back and forth constantly in a pretty violent way - Eejanaika was really good for us - intense but the rotating seats felt much better on that ride. On X2 your legs get whipped back and forth into the bottom of the seat. Enjoyed it but found Eejanaika a lot better.

We found all of the B&M coasters quite boring really - some of the worst examples.

Drop of Doom was great (my first Intamin drop tower barring Falcons Fury)

The rest of the coasters were fun, we liked Tatsu and Superman.

I see what people are talking about operations, most of the queues were 15-20 minutes but the queue for Superman took over an hour, with a pretty short queue. X2 was run pretty badly too, lots of empty seats on all rides too.

Managed to get on everything and then had 2 hours spare to re-ride, that was arriving before opening and leaving at closing time.
* Except Revolution and Green Lantern, both closed

I'm glad you had fun. SFMM has some room for improvement (particularly in its operations), but overall, it's a great park. Even after visiting some other parks recently, Twisted Colossus is still one of my favorite coasters, and has some of the best operations in the park.

pfalcioni wrote:
AdventuresinAirtime wrote:

Drop of Doom was great (my first Intamin drop tower barring Falcons Fury)



It's quite the adrenaline rush! Are they only running with the VR or could you choose to ride without?

I rode Drop of Doom this afternoon. VR is optional; part of the thrill of this ride is the view from the top, so I chose to forgo it. It seemed like at least half of the riders did the same.
One nice thing about VR on this ride is that it doesn't seem to slow down operations as much as it did on Revolution. Since everyone sits in the same row, the ride ops can move more quickly down the line to check headsets.
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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby coasternut » Sun Jun 10, 2018 1:06 pm

pfalcioni wrote:
AdventuresinAirtime wrote:

Drop of Doom was great (my first Intamin drop tower barring Falcons Fury)



It's quite the adrenaline rush! Are they only running with the VR or could you choose to ride without?


You as the rider have a choice with or without VR. I like reality, so I don't need VR. The view on either side is awesome. I didn't use it when it was on Rev. I think it's time is limited. Just my observation, nothing to back it up. Several reasons for this. I was at MM the past 4 days and I really love the drop on Lex. I was watching how many people used the VR headsets and I'd guess greater than 65% went without the headsets. My other reason is those phones don't like the summer heat. They'll start to act up, so I'm thinking and hoping they go away soon. I miss my single rider line there. :cry:
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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby SteVeUrkle » Sun Jun 10, 2018 11:10 pm

Superbatboy wrote:Anecdotes have it Six Flags had Premier shorten the length of the original design to cut costs. Not sure how true it is, but does sound like something they'd do :lol:


While it sounds like something they'd do, it also makes absolutely no sense from a park's marketing point of view.

You're already investing millions of dollars into a ride! You're paying for engineering, design, landscaping, a launch system, new trains, footers, and track. How much more could it possibly cost to make YOLOcoaster another 1,000 feet long and have a helix, or some airtime hills around High Sierra Territory to make the ride 100 times better? Ugh this kind of stuff drives me nutso!
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Re: The Six Flags Magic Mountain (SFMM) Discussion Thread

Postby Manic Monte » Sun Jun 10, 2018 11:28 pm

^ Because that was not the style of ride they wanted. If you removed the terrain from around YOLOcoaster, what would be revealed is a very close cousin to the Premier Sky Rocket II featuring a giant Loop/Top Hat element in the middle of it. It was never meant to be much more than that, but it's the size of that loop that gives the illusion some something much more. No one ever asks why there isn't more to Superman up at SFDK, but we do because of the park involved and the ride that it replaced.

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