The Six Flags Magic Mountain (SFMM) Discussion Thread

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

Postby Manic Monte » Tue Feb 20, 2018 8:32 pm

Is anything still working in the YOLOcoaster tunnel (other than the soundtrack)?

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

Postby MagicMountainMan » Tue Feb 20, 2018 8:57 pm

^I honestly don't even remember what was in that tunnel other than the soundtrack and the rope lights that are hardly visible in daylight. Was there another effect?

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

Postby SFMMFan76 » Tue Feb 20, 2018 9:20 pm

MagicMountainMan wrote:^I honestly don't even remember what was in that tunnel other than the soundtrack and the rope lights that are hardly visible in daylight. Was there another effect?


There were strobe lights, but not sure if they are still working or not. I wish they had a better effect package for that tunnel. They could've done so much better.

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

Postby mark549 » Wed Feb 21, 2018 12:48 am

SFMMFan76 wrote:www.californiacoasterkings.com/six-flags-discovery-kingdom-six-flags-magic-mountain-solar-powered/

"Six Flags Magic Mountain’s system will have capacity for nearly 15 megawatts and will be the largest solar carport anywhere in North America."

"In addition to generating a large percentage of the parks’ electricity, the solar carport structures provide a number of enhancements to the guest experience, including:

Covered parking for the majority of parking spaces
Integrated electric vehicle charging stations
Increased security through new closed circuit cameras and
Enhanced parking lot surfaces."

Opinions and thoughts on this?



The State Fair in Sacramento has a smaller version of this. Covering the cars won't be needed for the few rainy days they get, but shading the desert heat is great.

I'd like to see solar panels shading coaster queues, too, at least those where track and supports wouldn't shade the panels. Perhaps YOLOcoaster would be the best candidate at SFMM.

(I first bought a solar panel in 1990 and have used a kilowatt for nearly two decades.)

A suggestion: SF could consider washable plates and cups instead of use-once plastic. They could put up solar hot water collectors for the dishwashing. Do any coaster parks in the US do this? I had a manager of a non SF park tell me a few years ago they were giving this some consideration (I had politely asked if they were thinking about this, at an event they held).

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

Postby coasterbill » Wed Feb 21, 2018 7:05 am

Fantastic news!

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

Postby sprkn_ranger » Wed Feb 21, 2018 8:18 pm

MagicMountainMan wrote:
sprkn_ranger wrote:I know it was already mentioned that Apacolypse has reopened, but I thought I’d share why it was down. A few days ago they were replacing what looked like a gearbox for the chain lift.
4B36E9BB-74FA-4A49-9E8D-3A753FFBF62A.jpeg

You a part of the construction crew for Newhall Land And Farm? I've noticed you guys moving HUGE amounts of earth back there. It's too bad the park doesn't own any of that land so that they could build a big coaster out that way.


I am the grading foreman in charge of all the work going on back there. We are barely scratching the surface of how much dirt is going to be moved. From my water towers down below apocalypse (near where I took that picture in my last post from) we are going to fill up about 95’.

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

Postby Arthur_Seaton » Wed Feb 21, 2018 11:22 pm

I spent a few hours at the park today, capitalizing on February's notoriously slow days. This one didn't disappoint in that, not only were all rides a walk-on, most were a stay-on. At one point or another, I even managed to be the sole rider on Füll Throttle, Lex Luther, Apocalypse, Ninja, and Viper. In the 3 hours that I was there, I got a ridiculous number of rides in, mostly due to staying on the train when it rolled back into the station.

A few notes from the day:

Apocalypse is jackhammering and screeching like crazy, but it's really only the final series of turns that border on unbearable. I can't imagine that any trackwork was done in its recent downtime, so perhaps it was structural? Much of the ride is violent and rough, but it is somewhat tolerable. Even when Ghost Rider was at its worst, it was hard to deny that it was a fantastic design. The same is true for Apocalypse, only Apocalypse's design is such that the ride remains relentless from the first drop onward. As the result, it just seems to be tearing itself apart.

One of the Ninja trains was running with its front car missing. Also, one of Lex's individual seats was broken and roped off. And, because it came up recently in this thread, the "effects" in Füll Throttle's tunnel are still working well (it's just lights and a short music clip), but Revolution's LEDs on the loop are half blown out. Hideous VR is still down, so enjoy Revolution while it's still rideable. Nothing to report on the new ride construction - it's a just a pile of dirt with zero activity around that area at all. The construction behind Apocalypse is full-speed ahead, though. I can't imagine how a residential area that close to the park is going to work. I assume they're going to be McMansions of some kind, but they'll need some serious sound-proofing if they're expected to sell.

TC's ops were as great as ever, but they were running two trains and so dueling was trickier. I rode twice, and the trains were perfectly synced to race on two of the four laps (impressive for two-train ops). However, the ride itself doesn't seem to allow for decent racing anymore. When the ride opened, the racing was pretty consistent and the trains stayed close together as long as they left the chain lift at the same time. That seems to have changed, and even the lift hill sensors/chain speeds seem a bit off.

Saw some douche-bro try to humiliate a female op in front of a bunch of young boys because he screwed up and took his party up the wrong ramp for fast-pass on Goliath. He started recording her with his cell phone, held it up to her face, and tried to force her to say her name and state on camera that she was not going to give him and his party preferential treatment. Given how quiet the place was, the guy was most likely feeling miffed about shelling out big money for fast-passes, and what better way to assuage your own idiocy than to try and humiliate a woman half your age and capture it on video. Props to the young woman for standing her ground and not letting them pass, but it was clear that being filmed against her will got to her.

For science, I took two rides on Scream. They were only running a single train, and the train seemed to be in pretty good shape. The front gave a smooth ride with just a bit of rattle on the first drop and loop. The back seat, however, had its square wheels on. While it's not as rough as it has been as of late, the first drop, loop, and dive loop caused some serious bone shaking. It's very temperamental these days, but I still think it's the best B&M in the park (an unpopular opinion, I know).

Anyhow, now's a good time to capitalize on slow days - at least during the week.

IMG_0486.jpg
Füll Throttle around 3pm

IMG_0495.jpg
Apocalypse around 5pm

IMG_0496.jpg
Viper around 5:30pm

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

Postby sprkn_ranger » Thu Feb 22, 2018 6:18 am

By the way, everybody wondering how/why people could buy homes right behind the park, well it’s not going to be homes right behind it. It’s going to be commercial/retail close to the park and hen the homes are going to be set further back.

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

Postby coasterbill » Thu Feb 22, 2018 7:40 am

I'm really interested to see if this "365 Days of Thrills" thing is sustainable. Those photos paint a pretty grim picture.

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

Postby willthethrill » Thu Feb 22, 2018 8:48 am

hey all, going to the park on Saturday with a few first-timers. It's been a few seasons for me and I was just wondering what the current consensus is for coaster sequence optimization if we get there at rope drop.

Thanks!

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