Six Flags Great Adventure (SFGAdv) Discussion Thread

p. 1704 - Zumanjaro Drop of Doom Media Event w/ POV Video!
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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby Mr.anarchy » Sat Apr 15, 2017 11:51 am

thefed29 wrote:This is a bit of a random question, but are the Go-Karts an upcharge? I've passed by them the last couple of times I've been there but never looked into it; and I'll be spending two days here in a couple weeks, so thinking I might want to get some Go-Kart action in. Been forever.

Yea there like $10? I think

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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby michaellynn4 » Sat Apr 15, 2017 1:29 pm

Lines are pretty crazy right now. Long lines for even some of the flat rides. At this point we're just kind of just walking around, gonna give Nitro a shot.

EDIT: Brother and I spent a few hours in the park this afternoon. A few random thoughts:

  • Guest services were very professional and helpful when it appeared I was having serious issues with my season pass, and were also very nice and understanding when it turned out I'm just a friggin' idiot and was using an outdated pass I forgot I never took out of my wallet at the end of last year.
  • Glad they reconfigured the Joker's queue under the tent. The cut-through makes it so much easier to walk through it versus the forced-path method from last year. Don't know why they just didn't have that to begin with.
  • Are those new lights on the center of the Teacups? It was lit up with blue and white lights. I can't remember ever seeing them before, but it looked really good.
  • Some of the new games they had looked interesting, especially that giant "soccer darts" one. I also really liked seeing the new water bottle flip game - as stupid as I think that trend is, it's brilliant that they took advantage of its popularity and made a boardwalk game out of it.
  • Bizarro's crew easily the best I've ever seen it. Between creating a sense of urgency on the mic ("Once the gates open, you have three seconds to board the train", "Train must dispatch in 45 seconds, please hurry hurry hurry to your seat", etc), train-checkers hustling through each row, and literally running to their dispatch stations once the train was checked, pretty much each train was getting sent from the station while the previous train was crossing the mid-course brakes, something I haven't seen in years. Seriously impressive.
  • Food service is still pretty slow - took us twenty minutes to get a cheesesteak from the new location on Boardwalk with only two guests in front of us. However, it was actually pretty good. Could've used some more meat IMO, but the bread was soft yet sturdy, peppers and onions cooked well, and meat was properly seasoned. For a theme park meal, you could do a lot worse.
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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby HurricaneHauk » Sat Apr 15, 2017 9:47 pm

Been 3 days and I'm still having diarrhea from their food

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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby coasterbill » Sun Apr 16, 2017 8:56 am

We were also there yesterday and I completely agree, the Bizarro crew was amazing.

Honestly, guest distribution yesterday was just weird. There was no rhyme or reason to the wait times at all.

Bizarro was between 0 and 15 minutes all day, El Toro was generally around 10-20 minutes, Superman (which always had a line) had short waits of like 20 minutes all day, Batman never really got above 20 minutes and Zumanjaro was a near walk on all day. On the flip side, Lantern was almost always around 60 minutes, Kingda Ka's queue was always totally full and Skull Mountain's line filled the entire cave all day.

As for operations, they were good across the board. The 3 B&M's we rode were all riding like they had rockets strapped to the train. Nitro was delivering ejector air that rivaled El Toro's which never happens, Bizarro was running like it was Kumba and Batman was running so fast that our entire party felt like they had just spent 5 minutes on one of those weird barrel foot massage things that Cedar Fair has. Our legs and feet all felt like Jell-O by the end of the ride.

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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby Henry M » Sun Apr 16, 2017 10:16 am

^ Wow, sounds like a great day. Shame about KK having a long queue, but apart from that, it sounded like a great day. Do you think it was due to SF actually looking after their rides?
Note to self: don't be stupid...

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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby BigBad » Sun Apr 16, 2017 1:27 pm

Nitro with El Toro's air sounds like it would be about the best coaster in the world. Hopefully that'll keep up throuyhe season for when I visit on a day that isn't cold.

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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby coasterbill » Sun Apr 16, 2017 4:59 pm

My honest guess is that they have the fast wheels that they use for HITP on the B&Ms since Spring Break is usually really cold but with this unseasonably warm weather they're completely hauling. Maybe Ryan knows. All I know is that all of the B&Ms were flying.

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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby Canobie Coaster » Sun Apr 16, 2017 5:31 pm

Wow that sounds absolutely amazing about Nitro. A few of SFNE's crews were noticeably better than in the past so maybe that's a focus chainwide this year?
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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby I Like Theme Parks. » Sun Apr 16, 2017 6:03 pm

Batman, and especially Bizarro are running super well on the warm days this season so far, but Nitro having El Toro air? I didn't get that at all.
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Re: Six Flags Great Adventure (SFGAdv) Discussion Thread

Postby jamesinclair » Sun Apr 16, 2017 7:34 pm

Satans Hockey wrote:
jamesinclair wrote:
Satans Hockey wrote:If you've actually read this thread at all numerous people have said that pouches and cubbies don't prevent people from taking cell phones out on rides. That's why Universal Orlando(yes I know they have other parks but clearly pouches don't work here cause they have metal detectors) has metal detectors and that's why great adventure is trying this out.


Not a pouch, but a box that locks at the same time the restraints are put down. It would have to be part of the car design, not an easy retrofit.


There would still be no guarantee of people actually putting all of their stuff in there.


Agreed, but for 99% of us, we have keys and a phone all day. Saying "pay $1 to leave it before you enter a 1 hour line" sucks.

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