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Posts posted by MagnumFreak25

  1. I'm right there with you for most coasters, but there are a few exceptions. Powder Keg's station, for example, is advantageous to be crowded, because then the longest lines are for the back rows and you can just push past everyone to the inevitable short wait for the front.


    Actually they have been limiting the amount of people allowed into the loading station this season by cutting off the line at the stairs that cross over the track (the "DUDS" staircase cutoff) and this has really helped with the overcrowding issues in PowderKeg's station. I think Thunderation's is worse as everyone comes up the stairs and just automatically gets in line for the front and then the back rows have no one.

    Nice, good to know. I haven't been on it since the spring. Every time we've been, it's been a least a little rainy, and Powder Keg has been down. The only way that station works properly is with a grouper.

    Sometimes crowded stations are a really nice. Like on Dragster, if you go in the back station theirs never a line for the back row and the front line is always longer than in the front station.

  2. I was thinking about this recently after riding Intimidator 305--many high-ranking coasters don't seem to waste an inch of track. Every element has a distinct purpose or goal. The transitions and pacing can make a good ride even better.

    But then we find the occasional exception. The elements that just don't make any sense... that make us wonder "wtf is this?" The goal of this thread is to share some of these instances. Perhaps to discuss any insight on why such elements were incorporated in this way, or to explain something others (or myself) might not have known.

    Here are some that come to mind...


    -The straightaways on S:RoS at SFA. They make sense on the DL clone, but always make me think "why?"

    -The trick track on Thunder Dolphin. I havent ridden it, but it seems so out of place on an Intamin hyper.

    -(For discussion) the brief (maybe 50 yards) straightaway before MF's final overbank is obviously to permit a longer brake run

    I think Millenium's strait away is more for the ability to place a trim brake their. The clamps are still present and everything.


    As for me I've always thought that the empty area from where the barrel roll on Maverick was originally. It seems like they should have designed some sort of overbank instead of that boring turn.

  3. The more I think about it the less I see a dive machine coming. I mean these days theres no reason a newspaper would be able to get a hold of that memo accidentally. It was purposely leaked to them to generate some buzz. Then the park did come out and straight up confirm it wouldn't be a dive machine. Of course they could be lying but I don't remember the park ever doing that in the past. Besides, the price listed was still way too low for the stats it would have, discount or not.

  4. Pleasant surprises:

    1. Phantom's Revenge - my first Morgan hyper, and due to the original's bad rep I was a bit nervous about roughness.

    2. Intimidator @Carowinds - smoother than I expected and had some nice airtime, so I rode it twice despite the 1hr wait time.

    3. Hurricane Heights @KDSoakCity - 3..2...1..goodbye

    4. Exterminator @Kennywood - the best family coaster and best wild mouse/spinning coaster I've been on, smooth, intense, and exciting, not to mention themed well.

    5. Silver Bullet @KBF - was expecting a typical, rough B&M invert (shoutout to Alpengeist and Afterburn) but was definitely surprised when it was anything but.

    6. Manta @SeaWorld SD - looks like a kiddie launch coaster, but IMO more intense and much smoother than #1 on my unpleasant surprises list (exception: first drop on latter).

    7. Thunder Road @Carowinds - As a frequent Rebel Yell rider, I braced myself for the rough parts as the coaster transitioned from straightaway to airtime hill, but they never happened. #savethunderroad

    UNpleasant surprises:

    1. Fury 325 - B&M seemingly couldn't decide whether to focus on airtime or intense twists and turns, and ended up with a milder one-trick pony (that has some rough portions, IMO). Stick to airtime, B&M - it's what you do best...

    2. Verbolten - For a coaster with some epic theming and that friggin' awesome drop-track, I was expecting something smooth. I guess that's the price you pay for going with Zierer instead of Mack or Intamin. A Cheetah Hunt-ish Verbolten? Now we're talkin'!

    3. Giant Dipper @Belmont Park SD - other than the fact that it's an ACE landmark, it's utterly terrible (and the park itself is SUPER sketchy).

    4. Alpengeist - some call it underrated, I call it glorified, rattly scrap metal.

    5. Both Hurlers @KD & Carowinds, GhostRider @KBF, and basically everything else from CCI - KILL IT WITH FIRE!!!!!!

    6. The last drop on Backlot Stunt Coaster - if you're OK with the severe whiplash, go right ahead and ride that thing.

    7. Every season since 2013 @KD - each coaster-less announcement makes me cringe and despair.


    There is so much wrong with this I don't even know where to start...

  5. 1. I don't see Millennium Force anywhere in that image.

    2. Also, all of Worlds of Fun's major rides are depicted.

    3. I think that KD will receive a coaster in 2016.

    4. Cedar Fair goes through a cycle when it comes to their bigger parks, and KD is next in line.

    1. [attachment=0]Capturemilleniumforce.JPG[/attachment]

    2. Worlds of Fun doesn't have a B&M hyper or gigacoaster. [attachment=1]Capture478.JPG[/attachment]

    3. With Cedar Point receiving an uber-expensive B&M dive coaster in 2016, you can forget any coaster above the size and price tag of a Triotech hitting Kings Dominion in 2016.

    4. Cedar Fair rejected Kings Dominion when the park was due for a coaster in 2014, and again in 2015. It seems like they want to milk Intimidator 305 and clever marketing ploys as long as possible.

    1) That's a purple line.... How do you even call that a coaster. Even if it is something its random filler.

    2) It's an artist rendering, no ones going to care really. This mindless speculation is getting pathetic.

    3) 15 Mil is rumored for that. That's dirt cheap for a CP ride, and still in an SF price range.

    4) KD is due for a coaster but it won't happen. They're focusing on other more important things and a coaster isn't necessary. It's not neglected either, CP went through this same kind of coaster drought and its a flagship park.

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