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Six Flags Discovery Kingdom (SFDK) Discussion Thread


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^ I doubt that will happen anytime soon. That ride is so modified for DK that it would probably be more trouble than it's worth to move it. And that rides line is always short regardless of the skill of the crew... it's just kinda of a weird anomaly.

 

Agreed.

 

V2 isn't going anywhere anytime soon. Not only was it heavily modified, but it's visually striking and basically a part of the entrance.

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Why is it when all the major coasters in SFDK have 90+ minute waits, V2 has a 5 - 10 minute wait? It makes no sense.

A lot of GP I've talked to are scared of V2. Could be part of the reason.

 

I honestly don't like going on V2, it's a nice ride but I got tired of it after 4 rides (NOT in a row). Plus, the launch always freaks me out since there is no warning and some ride-ops would give a horrible warning.

 

What always scares me about V2 is how easily it is to jump the fence and kill yourself, I wouldn't be surprised if some idiot kills himself on any Twisted Impulse for jumping the gate. Also, Invertigo is very idiot-proof with 10-foot tall fences stopping you from entering, it's impossible to go in unless there is a malfunction.

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All intimin Impulse coasters are equipped with a "Light Curtain", a strip of photoeyes that line vertically along both sides of the station track. (Almost as if creating an invisible wall) If this "curtain" or wall is flagged by anything, it automatically shuts down the ride. The brakes engage and the train is slowed to a stop. While it does not prevent the possibility of an impact, It atleast slows the train automatically. It would suck if anyone jumped when the train is coming down from the rear spike because there's hardly any time for the train to engage any brakes.

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All intimin Impulse coasters are equipped with a "Light Curtain", a strip of photoeyes that line vertically along both sides of the station track. (Almost as if creating an invisible wall) If this "curtain" or wall is flagged by anything, it automatically shuts down the ride. The brakes engage and the train is slowed to a stop. While it does not prevent the possibility of an impact, It atleast slows the train automatically. It would suck if anyone jumped when the train is coming down from the rear spike because there's hardly any time for the train to engage any brakes.

 

I've seen the braking system in action before during an E Stop, and the ride slows down incredibly fast and smooth. Plus, that's why VekomaGIBs and Invertigos have the cage gates, because the station doesn't actually brake the ride.

 

Frankly, V2 is the best of the Impulse coasters. the ride experience is incredibly unique and varies heavily based on what seat you are in. It fits perfectly at SFDK, and I don't want or see it leaving anytime soon.

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What is SFDK's V2 max speed on the second forward launch? On the second backwards trip does the ride still add speed or no since its shorter than the other impulses? I really want to ride this one.

I believe it's less than 65mph after the modification to 150ft and the 45 degree angle change. I remember riding it after the modification and it actually reaching the end of the twisted track, but for the past several years they've shortened it considerably and it barely even gets halfway after the zero-g roll. On the second backwards trip it doesn't speed up. Also on the backspike it doesn't hold the train for a second or two like before and release, I missed that.

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My favorite part of V2 used to be the back spike, especially in the back seat. Now it's the launch, especially in the front seat. I know launches are more mundane than vertical spikes, and I do love vertical drops, but on Twisted Impulses they just don't thrill me that much anymore.

 

On my first few rides I could've sworn the holding brake was still working, though I was actually just noticing the inherent pause before the drop. I strongly prefer use of the brakes, as it adds an extra element of surprise.

 

With so many small-to-moderate differences between the various installations, it's hard for me to choose a favorite. Wicked Twister, V2, and Steel Venom are a very close top 3 for me.

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^ I like the fact that there's no warning. Makes you wonder when you going to take off.

 

I prefer the christmas tree lights that give you the warning on some of Intamin's Accelerator Coaster.

 

Also, when will there be an update on Superman's construction?

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Frankly, V2 is the best of the Impulse coasters. the ride experience is incredibly unique and varies heavily based on what seat you are in. It fits perfectly at SFDK, and I don't want or see it leaving anytime soon.

 

I completely agree!(Yes, I do like it better than Wicked twister). V2 is a great ride and I hope its here to stay!

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Riding both incarnations of V2, I'd definitely have to go with the so-called 'nerfed' V2 (as my neighbor called it after I showed him what it used to look like). Before I read the news about the drastic modifications the coaster was to take on, I was bummed, let down and felt that they may as well tear it out since it's going to all be messed up. It felt even worse once I saw photos of the back stubby spike and the stretch of straight track spanning the entry. When I finally saw it in person, I even moreso lowered my expectations but gave it a whirl anyway. After getting off, I was immediately surprised. I liked being able to stall upside down, sideways, overbank-style, etc. When riding the older V2, you only got to experience the twist if you were closer up front while in the back even at full launch was only just a few degrees of twistiness. So there you have it...I prefer the funky-looking V2 over it's original, while the original looked visually more intimidating.

 

About being launched. I'm going to admit, last time I rode it (this past summer with TPR), when the coaster finally launched, it made me jump as it completely caught me off guard. I like that! I also like the 'count downs gone wrong' where the operators mess around with us psychologically. Nothing beats being blasted off at 5...4...3...*hits dispatch button*

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Riding both incarnations of V2, I'd definitely have to go with the so-called 'nerfed' V2 (as my neighbor called it after I showed him what it used to look like). Before I read the news about the drastic modifications the coaster was to take on, I was bummed, let down and felt that they may as well tear it out since it's going to all be messed up. It felt even worse once I saw photos of the back stubby spike and the stretch of straight track spanning the entry. When I finally saw it in person, I even moreso lowered my expectations but gave it a whirl anyway. After getting off, I was immediately surprised. I liked being able to stall upside down, sideways, overbank-style, etc. When riding the older V2, you only got to experience the twist if you were closer up front while in the back even at full launch was only just a few degrees of twistiness. So there you have it...I prefer the funky-looking V2 over it's original, while the original looked visually more intimidating.

 

About being launched. I'm going to admit, last time I rode it (this past summer with TPR), when the coaster finally launched, it made me jump as it completely caught me off guard. I like that! I also like the 'count downs gone wrong' where the operators mess around with us psychologically. Nothing beats being blasted off at 5...4...3...*hits dispatch button*

 

I talked to many GP in SFDK and they don't enjoy going through that barrel roll.

 

Also, the count down gone wrong happened to me once: "5, 4, 3, 2, 1, -1, -2, -3" then the launch goes, it really messed me up psychologically. If I was a ride-op in SFDK, I would want to be V2's dispatch person.

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My favorite part of V2 used to be the back spike, especially in the back seat. Now it's the launch, especially in the front seat. I know launches are more mundane than vertical spikes, and I do love vertical drops, but on Twisted Impulses they just don't thrill me that much anymore.

 

On my first few rides I could've sworn the holding brake was still working, though I was actually just noticing the inherent pause before the drop. I strongly prefer use of the brakes, as it adds an extra element of surprise.

 

With so many small-to-moderate differences between the various installations, it's hard for me to choose a favorite. Wicked Twister, V2, and Steel Venom are a very close top 3 for me.

 

I never quite understood why SFI didn't just relocate this ride to another park that met the height restrictions instead of modifying it?I still find it odd that they were even able to get zoning approval for it when they knew it would exceed SFDK's height restriction even before the first piece was installed.

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My favorite part of V2 used to be the back spike, especially in the back seat. Now it's the launch, especially in the front seat. I know launches are more mundane than vertical spikes, and I do love vertical drops, but on Twisted Impulses they just don't thrill me that much anymore.

 

On my first few rides I could've sworn the holding brake was still working, though I was actually just noticing the inherent pause before the drop. I strongly prefer use of the brakes, as it adds an extra element of surprise.

 

With so many small-to-moderate differences between the various installations, it's hard for me to choose a favorite. Wicked Twister, V2, and Steel Venom are a very close top 3 for me.

 

I never quite understood why SFI didn't just relocate this ride to another park that met the height restrictions instead of modifying it?I still find it odd that they were even able to get zoning approval for it when they knew it would exceed SFDK's height restriction even before the first piece was installed.

 

Well, Vallejo owned the park back then so they probably funded the money in re-doing V2.

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My favorite part of V2 used to be the back spike, especially in the back seat. Now it's the launch, especially in the front seat. I know launches are more mundane than vertical spikes, and I do love vertical drops, but on Twisted Impulses they just don't thrill me that much anymore.

 

On my first few rides I could've sworn the holding brake was still working, though I was actually just noticing the inherent pause before the drop. I strongly prefer use of the brakes, as it adds an extra element of surprise.

 

With so many small-to-moderate differences between the various installations, it's hard for me to choose a favorite. Wicked Twister, V2, and Steel Venom are a very close top 3 for me.

 

I never quite understood why SFI didn't just relocate this ride to another park that met the height restrictions instead of modifying it?I still find it odd that they were even able to get zoning approval for it when they knew it would exceed SFDK's height restriction even before the first piece was installed.

 

Yes, because removing a multi million dollar roller coaster installation that's only a year old, paying for the cost of removing it, plus loosing a major thrill ride, plus paying for the cost of most likely having to come up with a replacement attraction of some kind sounds so much easier than just chopping of the back spike, and reusing the forward twist tower into a barrel roll, and creating a unique attraction experience that no other park has.

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^yes, keeping a milti-million dollar ride open for less than a few years before shipping it off to another park makes no sense at all, unless you replace it with a small water slide complex.

Exactly.

 

Although the waterpark, as I've heard was a bigger hit than Stealth ever was. And V2 has much better reliability than Stealth ever did.

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^yes, keeping a milti-million dollar ride open for less than a few years before shipping it off to another park makes no sense at all, unless you replace it with a small water slide complex.

Exactly.

 

Although the waterpark, as I've heard was a bigger hit than Stealth ever was. And V2 has much better reliability than Stealth ever did.

 

V2 still has its fair share of down time though. But glad the ride was changed to its funky form, its a lot more fun than the original design!

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On my first few rides I could've sworn the holding brake was still working, though I was actually just noticing the inherent pause before the drop. I strongly prefer use of the brakes, as it adds an extra element of surprise.

 

The holding brake did work at first but when they shortened the tower the train no longer went completely into the brake. So when the brake engaged, the train would slip and still drop. This would cause quite a bit of errors because the ride computer didn't know why the train was already back in the station when it should have been stopped up on Tower 2. The park fiddled with it for a while but eventually gave up in 2003 and shut it of completely.

 

Well, Vallejo owned the park back then so they probably funded the money in re-doing V2.

 

Vallejo owned the land, Six Flags owned everything within the park. Anything like the V2 mod was all Six Flags.

 

I never quite understood why SFI didn't just relocate this ride to another park that met the height restrictions instead of modifying it?I still find it odd that they were even able to get zoning approval for it when they knew it would exceed SFDK's height restriction even before the first piece was installed.

 

The park was allowed to build on a technicality by measuring the highest point in the park to the top of the ride which made it fit under 150 feet. The neighbors weren't happy about it and argued that the height limit atop the park's highest point wasn't 150 feet so it still exceeded the limit. The city ended up folding and made the park modify the ride.

 

In regards to Superman, I drove by the park last week on my way through Vallejo. There were a couple pieces of Pandemonium still sitting there waiting to be shipped out. There was no sign of any work other than that; no construction equipment or visible ride pieces.

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^I'm not sure I'd ever heard the full story on V2 before. That somehow sounds even more ridiculous. It's not like you can readily modify just any ride that drastically (though I suppose the alternative would be to remove one entirely).

 

Too bad the park couldn't take the effort to reinstate the holding brake; that would make it just about perfect for me.

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