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

PostPosted: Sun Jan 06, 2019 8:05 am
by Twistedtatsu805
Visionist wrote:How is Thanksgiving week before Black Friday for crowds? I know schools are closed but the park shuts at 9 and night rides become a thing. What about mid September during the first week/weekend of Halloween events? Is it possible to ride pretty much every coaster at night that first 1am closing Saturday/11pm Sunday with a Flashpass both days (I think Saturday evening admission/Flashpasses are sold separately to day admission)?


First weekend of Fright Fest was pretty dead last year. ( No pun intended). Did all the mazes and got night rides on most major rides (except Crazanity, that ride always has a crazy line) and got outta there by around 9

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

PostPosted: Sun Jan 06, 2019 9:50 pm
by joelwee
I rode Viper today for the first time since it's refurb, and noticed it's received the Goliath treatment. The lift chain now slows to a crawl at the very top, and the MCBR now completely stops the train instead of just trimming it. The ride still plows through the first three loops, but the back car no longer gives that catapult/whiplash effect when cresting the lift hill. I'm puzzled as to why they're completely stopping it on the MCBR, though, as the train already crawled through the heavily-trimmed second half, and now moves even more slowly.

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

PostPosted: Mon Jan 07, 2019 5:41 am
by Too Fast For Comfort
Visionist wrote:How is Thanksgiving week before Black Friday for crowds? I know schools are closed but the park shuts at 9 and night rides become a thing. What about mid September during the first week/weekend of Halloween events? Is it possible to ride pretty much every coaster at night that first 1am closing Saturday/11pm Sunday with a Flashpass both days (I think Saturday evening admission/Flashpasses are sold separately to day admission)?


For any park like that, Thanksgiving week will be absolutely mobbed. One of the worst weeks of the year for crowds. Mid-September is more like it. If you could go on a Tuesday or Wednesday you'll have the park to yourself (you'd have to be a pretty irresponsible parent to pull your kids from school just to a park when school has just started.

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

PostPosted: Mon Jan 07, 2019 7:24 am
by Canobie Coaster
joelwee wrote:I rode Viper today for the first time since it's refurb, and noticed it's received the Goliath treatment. The lift chain now slows to a crawl at the very top, and the MCBR now completely stops the train instead of just trimming it. The ride still plows through the first three loops, but the back car no longer gives that catapult/whiplash effect when cresting the lift hill. I'm puzzled as to why they're completely stopping it on the MCBR, though, as the train already crawled through the heavily-trimmed second half, and now moves even more slowly.


That sounds like those corkscrews may give some odd hangtime like Anaconda at Kings Dominion.

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

PostPosted: Mon Jan 07, 2019 10:18 am
by joelwee
^ They do, but the most awkward hangtime is in the batwing. It takes so long to get through the inversions, it gave me flashbacks of the Super Loop at SFDK. :-x I like this kind of hangtime on lapbar-only loopers, but for the most part, I prefer quick, snappy inversions. Fortunately, Batman and Scream have that covered, and the first half of Viper is still pretty quick and forceful.

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

PostPosted: Mon Jan 07, 2019 5:08 pm
by DJeXeL
joelwee wrote:I rode Viper today for the first time since it's refurb, and noticed it's received the Goliath treatment. The lift chain now slows to a crawl at the very top, and the MCBR now completely stops the train instead of just trimming it. The ride still plows through the first three loops, but the back car no longer gives that catapult/whiplash effect when cresting the lift hill. I'm puzzled as to why they're completely stopping it on the MCBR, though, as the train already crawled through the heavily-trimmed second half, and now moves even more slowly.


That's unfortunate. I loved the back car on Viper but this modification is a necessary evil, most likely due to excessive forces being placed on the trains and/or track structure. Happy to hear it has reopened, however.

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

PostPosted: Mon Jan 07, 2019 5:46 pm
by firebird81
joelwee wrote:I rode Viper today for the first time since it's refurb, and noticed it's received the Goliath treatment. The lift chain now slows to a crawl at the very top, and the MCBR now completely stops the train instead of just trimming it. The ride still plows through the first three loops, but the back car no longer gives that catapult/whiplash effect when cresting the lift hill. I'm puzzled as to why they're completely stopping it on the MCBR, though, as the train already crawled through the heavily-trimmed second half, and now moves even more slowly.

My biggest pet peeve about Magic Mountain has always been their penchant to do this. I'll put up with removing beautiful scenery to put in new ride, but don't screw the ride up after a few years.

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

PostPosted: Mon Jan 07, 2019 6:31 pm
by Jew
joelwee wrote:I rode Viper today for the first time since it's refurb, and noticed it's received the Goliath treatment. The lift chain now slows to a crawl at the very top, and the MCBR now completely stops the train instead of just trimming it. The ride still plows through the first three loops, but the back car no longer gives that catapult/whiplash effect when cresting the lift hill. I'm puzzled as to why they're completely stopping it on the MCBR, though, as the train already crawled through the heavily-trimmed second half, and now moves even more slowly.


Ride is old. Track has already been heavily welded over the years. Anything that can reduce stress helps it survive.

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

PostPosted: Mon Jan 07, 2019 11:12 pm
by SteVeUrkle
joelwee wrote:I rode Viper today for the first time since it's refurb, and noticed it's received the Goliath treatment. The lift chain now slows to a crawl at the very top, and the MCBR now completely stops the train instead of just trimming it. The ride still plows through the first three loops, but the back car no longer gives that catapult/whiplash effect when cresting the lift hill. I'm puzzled as to why they're completely stopping it on the MCBR, though, as the train already crawled through the heavily-trimmed second half, and now moves even more slowly.


Super unfortunate to hear. That back seat first drop was, one of my favorite first drops in the park. Even at its age Viper is a great ride that any park in the world would be glad to have.

But...the ride is the last of the Arrow 7 loopers...for a reason. Thankfully SFMM maintenance is legit, one of the best in the business even if they're underappreciated and understaffed. Think about Arrow Suspendeds and how well Ninja has held up, a big part of that is the Magic Mountain maintenance crew.

Viper will be going on to be 30 years old, unheard of for a coaster of its era! Not to mention one of the most reliable rides in the park, I can't remember the ride ever being down for an extended period of time beyond this last rehab. I doubt the park *wanted* to neuter it, but I also don't doubt the ride was beating the crap out of itself, daily welding for structure cracks, etc. It just was not designed to do the elements it does in the same way rides are built today.

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

PostPosted: Tue Jan 08, 2019 11:36 am
by coasterbill
ZeroG001 wrote:That's pretty discouraging to hear that Twisted Colossus isn't operating on weekdays. I was planning on going on a weekday in January, but if this is the case, I'll probably try and go on a Saturday or Sunday instead.


It's worth noting that yesterday was the first slow, post-holiday weekday at the park and Twisted Colossus was operational.