Mt. Olympus Theme Park

Wisconsin Dells, Wisconsin

Picture this: A family owned and operated amusement park in rural midwestern America, starting from modest means, builds itself into a successful theme park destination for people from all over the region. The theme chosen for the park is one of personal significance, although in many ways it’s a token theme because the park is built in a forested, hilly landscape, which they fill with the best wooden roller coasters their limited funds can buy. Their first 1995-built roller coaster from Custom Coasters is widely praised by enthusiasts despite its small size due to a creative layout that makes full use of the available terrain. Their follow up coaster, although larger, has more conventional thrills that don’t quite better its predecessor but make it a welcomed addition to the park nevertheless. It wasn’t until CCI reformed into the Gravity Group that they partnered up to make a record-breaking attraction that could be remembered by enthusiasts for years to come.

Sound familiar? Obviously I speak of Wisconsin’s Mt. Olympus Theme Park (formerly Big Chief Carts and Coaster), but it could easily be mistaken for blood-buddies with the beloved Holiday World in Santa Claus, Indiana. The two parks share much in common, and I would even go so far as to claim that in some ways, Mt. Olympus was better than Holiday World at making a business that could appeal to both families and enthusiasts. While Holiday World only has three thrilling wooden coasters, Mt. Olympus had that number matched a couple years in advance and even added a fourth, family-friendly wooden coaster for younger guests who still didn’t measure up to the 48” restriction on the bigger rides. And while Holiday World complemented their coasters with only a fairly tame, generic collection of traditional flat rides, Mt. Olympus became true innovators in their field with an extensive line-up of elaborate, multi-leveled go-karts all included with admission; carving out a unique niche not equaled anywhere else in the amusement industry. Even the Koch’s Christmas theme was something of an inevitable marketing byproduct given the name of the town and the many disappointed children who visited before 1946, while the Laskaris’s Greek theme was a much more personal proclamation of their familial heritage, proudly asserting an immigrant’s story of the American Dream to a population that otherwise would never have noticed or cared.

Yet for all the potential each had to be small park treasures within the coaster community during their formative years, if you were to visit both theme parks today it would be clear that somewhere down the road Mt. Olympus split paths from Holiday World and things went very, very wrong.

Many parks get worse with age due to outmoding and neglect. Mt. Olympus is one of the few places I’ve been to which has been actively working to be worse than it was on my previous visit during Hades’ debut year. Of course, even in 2005 it was never an ideal model of hospitality business. Almost every attraction had underserved capacity, low HR standards were generally reflected in their employee’s commitment to their job, and the entire infrastructure was awkward and needed improvement. And they’ve had a few good ideas since 2005 here and there. The Parthenon indoor rides park makes sense to have in an unpredictable climate; you can remotely receive your hotel card from within the park and use it or your wristband as a debit card; and the Night at the Theme Park (basically a nightly upcharge ERT session1 on a few of the major attractions) is an enthusiast-friendly concept and something I’d love to see implemented at Holiday World. (Notice, however, that all of these good ideas are still very clearly profit-motive driven.) But as soon as we entered the parking lot, it was clear that some mistakes had been made since last time. Big mistakes.

The parking lot is big mistake. Hell, I doubt Cedar Point has as many parking spaces as Mt. Olympus. It was big in 2005, filling the entire infield between Hades’ drop and the turnaround near the Wisconsin Dells Parkway. It has now been expanded to wrap all the way around Zeus’s turnaround, over near the back side of Hades, and past the Poseidon’s Go-Karts. Maybe five rows near the front entrance were filled. This begs several questions. The first is: when on earth does Mt. Olympus get so crowded that they could justify the enormous cost of the overflow parking capacity? Second, supposing they can fill this entire lot on some days, how do the amusement and water parks not far exceed maximum capacity? All of the roller coasters are four-or-five car, single train operations that don’t exceed 500 people per hour, and the go-karts and upcharge attractions are even worse. Is it all for the water park and hotels (which already have their own parking lots)? And thirdly, how is this not an example of (at best) bad taste and (at worst) bad business ethics? I know tree huggers can be annoying, but when you clear that many acres of forest for nothing of added value, and effectively transform what was once a scenic wooded park into a deserted island amidst a sea of asphalt, I have to think even the biggest “global warming is a lie” Republicans would find something distasteful about that managerial decision.

The wooden coaster Zeus is perhaps the biggest victim. I once considered it a top tier coaster partly because at night it matched the best “fly-thru-the-woods” moments of The Raven or The Beast. The 1997 built CCI coaster has never gotten much love from enthusiasts mostly due to a simple L-shaped out-and-back layout that lacks in originality what it makes up for in brevity. But something about it clicked with me the last time I rode it, and at the end of the trip I had Zeus listed as my second favorite wooden coaster in the Dells. Perhaps in part because of its simplicity, it was one of the first layouts that made me keenly aware of the value of progression patterns and element sequencing in constructing a good coaster. There were two very different sides to Zeus: (1) the inline, airtime filled hills; and (2) the laterally forceful flight through the forest in the turnaround. It followed a clean and effective pattern: 1-2-1. I later realized it could be expanded further as 2-1-2-1-2, with the bookending unbolded 2’s being the weaker swooping turnarounds at the beginning and end of the layout. And what made this alternating pattern work was that both the airtime and the forested turnarounds were immensely fun, although for radically different reasons.2

It was therefore a little bit soul-crushing to see Zeus now more closely resembling Six Flags Magic Mountain’s Scream than the terrain coaster I remembered. The dense woods this coaster once flew through are gone, replaced with empty parking lot. Just a few small patches remain behind the ride and in the center of the turnaround. It already lost a little when Hades and the first phase of the lot were built, but forest around the turnaround was still as dark as a starless summer night ride on the Raven.

Now it’s just decimated. The elegant pattern I outlined above completely falls apart. With no terrain element, the turnarounds become just another device to get us pointed in the opposite direction with a few lateral forces, and the airtime hills dominate the appeal of the ride. Even ignoring any pattern analysis, the ride simply sucks a lot more as a parking lot coaster than it does as a terrain coaster. On full display out in the open, there’s no longer any sense of mystery and the only surprise remaining is a double-dip set in a small ditch on the return run.

I still retained some hope on the way into the park when I noticed some fresh lumber on the first drop with a dated stamp only a few months old. It was a token prize, but if I couldn’t have my old Zeus back, at least I’d have a coaster that ran fast and smooth. Settled into the rear row, we hurtled down the first 85’ drop effortlessly. Up into the first bunny hill, we caught a magical boost of airtime as we zipped through Hades’ support structure. Hey, the refurbishment seems to be working wonders!

Then the wheels made contact with the track bed again, and we quickly – and painfully – discovered it only had a partial refurbishment. I’ve been on some poorly maintained CCI coasters, but I don’t think any had deteriorated as badly as Zeus. For the rest of the layout our internal organs needed defending, which is not logically obvious how to do. Against better judgment we tried it again, where we found that the front row (and only the front row) was still quite smooth and thrilling, while even one or two seats further back were like putting your brain in a paint mixer. Thankfully they are taking some action to repair the track, so maybe once the retracking is complete Zeus will be an enjoyable ride in every seat and not just the very front, but it will never again be the great ride it once was without years of reforestation.

The Dells’ original wooden roller coaster, the 1995 built Cyclops, has aged much better. I’m not sure if it received a retracking project more recently than Zeus, or if the slower average speed and lighter PTCs simply means it doesn’t dig into the track as much. The unrestrictive buzz-bar restraints undoubtedly help our perception of a smooth ride as well, since any jostling absorbed by the cars isn’t then directly transferred into our bodies, as the tighter individual lapbar design tends to do. The ride is legendary for the back-row rides it gives; a legend undoubtedly fueled in part by the eyebrow raising and now infamous “You Must Be 18 or Older to Ride in the Last Car” sign. Too bad on our visit the very last row in the train had its lapbar broken off and was thus out of service. I’m sure there’s a perfectly benign reason for this that fits into Mt. Olympus’ general “we’ll fix it only when we absolutely have to” attitude towards ride maintenance, but it could be fun to believe that this incident fits into the enthusiast mythology surrounding Cyclops’ ejector airtime.

When most people talk about Cyclops and its possible justification as a top ten wooden coaster, they talk about the drop. Of course it’s a ride with several drops, but anyone who’s seen it knows instantly which drop we’re talking about. The 75’ midcourse drop off the side of a small hillside in the middle of the park is famous for having some of the strongest sustained negative G-forces of any wooden coaster ever built, intensified by the use of single-position buzz bars on the train that allow for several inches of slack between one’s lap and the restraint.3

However, I’m going to take a couple steps back and argue that what really makes Cyclops succeed is the strong progression of the layout. We must consider the context leading up to the drop that makes it such a psychologically distinctive moment, because if it is only the raw force that matters then Cyclops would not be particularly distinguishable in quality from certain bungee or tower rides that can be commonly found throughout the country. Consider: would the drop be as effective if it was also the layout’s first drop, instead of being positioned near the end?

Whereas Zeus has (had) a balanced and elliptical progression structure that I once might have described as elegant, Cyclops has a very uneven, brash, and dramatic layout progression that’s all about building tension to a singular climatic moment. The coaster starts with a series of small curving drops and hills that wrap under Zeus’ lift. The forces in this section are already pretty strong, with a couple hills that will make your lap connect with the safety bar and some hard laterals around the underbanked swooping curves. The timing between elements is fairly short (corresponding with the small scale of these elements) giving it an “aggressive but playful” personality, like an adolescent dog that hasn’t learned his teeth are sharper and his jaw is stronger than when he was a puppy. We know what this beast is capable of, the question is: does it know?

As we start to cross back under the lift, the pacing suddenly slows and the unpredictable forces disappear. There’s an extended moment of silence as we round a couple of flat curves and shallow upward climbs. Instead of the small scale, lumber and tree dodging first act, the vista opens up to a wide panoramic high over the rest of the park. We become palpably anxious, not just because there’s violent force approaching, but because we’ve internalized the knowledge that violent force is approaching and yet we’re experiencing a moment of relative calm and serenity. The drop is not just an act of violence; it’s a premeditated act of violence.

I do not use the word “violence” metaphorically. I think all roller coasters can be considered “violent” in a very real and tangible way (and not just the uncomfortably rough ones like Zeus). This might sound odd because we consider them voluntary and purposely for fun, but the structure of our experience of a roller coaster is more or less the same as any other experience of violence. It is force exerting power over the human body. That’s pretty much the shared definition of violence and roller coaster experiences.4 It’s only the fact that we still retain some control and autonomy over our bodies (even if we momentarily surrender that control to the coaster, it was our choice to be here in the first place and we feel assured nothing permanently bad will happen to us) that makes this violence entertaining; similar in nature to how good jokes about the tragic reality of the world can also be some of the funniest.

If the progression of Cyclops can be characterized as slowly teasing out psychological tension through a combination of two methods in the opening act, and then pulls the floor out from under us (literally and figuratively) at the start of the second, we might wonder how the final couple of curves fit into the layout’s narrative structure beyond simply functioning as a way to get us back to the station after the climax. I think this is a case where declining action and denouement serves a very important purpose for coaster narratology. If the ride simply ended at the bottom of the drop, it would feel incomplete and our bodies would be burning with a sudden shot of adrenaline and no place to expend it. These curves, technically the fastest part of the ride, are visceral without being forceful (although a banked hill between the two right hand curves creates some odd sensations), and the high speeds are a satisfactory conclusion to the slow build-up of tension in the first act without becoming too much for us physically. The layout still feels a bit too short and incomplete regardless (the progression is extremely compact, with each “act” lasting no longer than ten to fifteen seconds), but by the end of the ride there’s no mistaking that it makes the most out of every foot of its 1900 feet of track.

If Cyclops is an exemplar of how to efficiently establish dramatic progression in a coaster layout, then Pegasus might seem to be an example of how coaster layouts can just kind of randomly dick around until it’s over. The family coaster, opened in 1996 and positioned near the front of the park along the Wisconsin Dells Parkway and over several go-kart tracks, can be tough to describe. The first drop is only about two-thirds the height of the lift, and then it goes into a long elevated section of apparently arbitrary dips and box curves taken at less than 20mph. It’s not until the return run when it drops most of the way to ground level, and then finishes with a couple of hills that fail to provide anything resembling airtime. Capping it all off, just before the brakes there’s a little right-hand shimmy that, depending on how the guide wheels catch it (there’s always a bit of slack that results in the typical wooden coaster feel), can significantly rattle the front car or glide through as if it wasn’t even there. Even having ridden it several times I still can’t quite trace the layout in my mind despite the fact that it’s composed of very simple elements and takes about thirty-five seconds to complete from top of the lift to the brakes.

Nevertheless I now think there’s a bit more purpose to the layout beyond just randomly wandering over the nearby go-kart tracks. There are two distinct flavors to the experience: the faster, hilly sections at the beginning and end, and the slower elevated section with box turns and little dips. And that elevated section even kind of resembles the sensation of a horse galloping through the air. It seems entirely possible that might have been an intentional design feature inspired by the coaster’s proposed name; although even if true, who knows if I might have been the first customer to have ever consciously made that association? Worse, some of that purpose of the elevated layout is missing now that the Medusa Drop Track is removed and part of the ride is just circling over an empty grass lot.

Yes, I was surprised to find that instead of expanding the park to match the extra capacity suggested by the parking lot, they’ve spent money to whittle it down. There are fewer worthwhile attractions at Mt. Olympus than there was when the Parthenon was built in 2006. The Medusa’s Drop Track, the famous airtime filled go-karts; Dive to Atlantis, the admittedly kind of lousy watercoaster; the Zamperla Disk’O, the park’s only adult flat ride included with admission… all of these are gone without replacement. The only things that have been added are a small Zamperla children’s ride package in part of the area once covered by Medusa’s Drop, and several upcharge attractions that are essentially expensive lawn ornaments, as no one was willing to pay $15 to $20 (plus tax) for a two minute ride. Once famed for their diverse collection of 16 go-kart tracks, only five adult tracks remain, two of which were closed for no apparent reason. The Helios and Poseidon tracks were both deserted for the entire length of our visit; did all the individual go-karts break down at once, I wonder? I can’t speculate if the closure of certain tracks is the exception or the norm.

This left us with a meager three go-kart tracks we could try. The biggest and best was quite handily the Trojan Horse Track, with its huge multi-level helices that lead three stories up to the belly of a Trojan horse replica. It could have been a great racetrack as well, if only we had halfway decent cars to race with. As I recall this has been a problem since the days of Big Chief’s Carts and Coasters; they use a standardized fleet of small, black plastic exterior vehicles that I’m guessing must have been selected for their cheapness and interchangeability rather than for any certification of quality.

The biggest problem is that they’re slow, making it almost impossible to get exciting races going. Pretty much as soon as you take off you can press the gas pedal all the way to the floor, and you’ll never need to lift off for the entire race unless you’re somehow forcing an extreme hairpin turn. The winner, therefore, is usually decided either by who gets a cart at the front of the station, or who gets a cart that’s recently been refurbished and runs a hair faster than all the others. The ergonomics aren’t great either, and I don’t think these carts are equipped with shock absorbers intended for the elevated wood plank tracks. They vibrate so much that my butt and back would go partially numb by the end of the race, and it makes maneuvering with the steering wheel a helluva lot more difficult than it should be. Although there was one occasion when I drove over a small puddle of water that had collected at the top of the Trojan Horse Track, which caused my poor, underperforming vehicle to suddenly loose all traction and crash into the nearest carts and barriers, continuing to fishtail wildly around the first part of the descending helix… and all the while as I tried to get it under control I still kept my foot flat down on the gas pedal! And that honestly was some of the most fun and excitement I’ve ever had on go-karts.

The Titan’s Tower track, despite its name, remains close to the ground for most of the layout with a couple of small figure eights thrown in underneath the Pegasus structure. Supposedly this is the longest track in the park, although I can’t imagine it’s much longer than the Trojan Horse or Poseidon tracks and it’s certainly not as memorable except for a few points along the track where a small sharp ledge in the transition between pavements and elevated track convinced me I was going to blow a tire and dent the undercarriage. The last adult-sized track was Hermes’ Turbo Track. This one was advertised as being the park’s “speed track”, but as it uses the exact same carts as the others (possibly tuned to go a few mph faster) I wouldn’t go far out of my way for it. Nevertheless, replacing the wooden plank track with a series of sweeping ground-level s-curves made it much more comfortable and even allowed for a bit of racing, not that it was anything you couldn’t find in an average FEC. Not having to pay an upcharge continues to be the most welcomed feature of the remaining tracks at Mt. Olympus (I rarely do go-karts anymore mostly for that reason, they’re just not worth the upcharge), but they would need to upgrade their fleet of cars before I’d consider returning to the Dells just to ride the go-karts.

But, no. Instead of spending capital investments to improve or build new attractions, one of the major cash projects from the last couple years was to arbitrarily relocate the main ticket booths by several hundred yards. While the original location near Cyclops’ big drop was maybe a bit awkwardly integrated with the rest of the park, the current entrance on the far side of Hades’ drop is quite baffling. On the immediate opposite side of the ticket gates you run into a chain link fence protecting Zeus’ out run. To get into the park you have to turn left and take a narrow pathway under Hades’ drop, through a gift shop squeezed inside Zeus’ lift supports, and then wind between Cyclops and Zeus’ structures to reach what used to be the far back of the park connecting the wooden coasters. There’s not a tremendous amount of protection from the coaster structures which lets you get very close to the onrushing trains, which I sort of liked as a coaster geek and photographer. But I can’t imagine the logistical thinking that went into making the entrance thoroughfare such an awkward and unintuitive design, and would fear this pathway at the beginning or end of a busy summer day.

The rest of the infrastructure continues to be a bit of a mess, probably partly a result of a long history of merging and combining different resorts and attractions into one. While we never used it, the indoor/outdoor water park in particular seems to suffer from a scattered, illogical placement. Walking from one end of the property to the other can be extremely tiring, yet despite the labyrinthine abundance of pathways there’s a conspicuous lack of attractions they lead to. Thankfully the major coasters are all clustered together, although even within this small area I’d sometimes get turned around, not sure which forks led to the queues and which to the ride exits, the park exit, or various service and maintenance roads. Guide maps, as well as fences, lamp posts, and other common midway ornamentations are a rarity along these walkways, but there’s no shortage of loudspeakers blaring an endless loop of pop and hip-hop songs everywhere except the most remote corners of the park. While themed styrofoam has been scattered throughout the park, a lot of shade trees have been removed which can make a summer day quite brutal.

The Parthenon is one escape from the weather (in our case, light rain showers instead of oppressive sun) although after more than twenty minutes it might begin to feel more like an imprisonment than a retreat. The exterior had a very impressive (and very styrofoam) colonnade adorning the front which seemed to promise greatness (or at least, not mediocrity) inside. However, the actual structure behind this façade is basically just a gigantic beige tent. Inside, it is filled with a collection of mostly Zamperla children’s rides, none of which are even remotely themed to Ancient Greece, and a Zamperla spinning wild mouse coaster called Opa!. An almost-attempt at a custom theme, apart from the name this ride still retains its carny colors and whacked-out rainbow mouse vehicles. It was still decent fun for a couple of laps, in part because as the only semi-major steel coaster in the Wisconsin Dells it didn’t try to rattle more of our brain cells out of our ears, and because if you pile your party into the right-hand side you can get some really good spinning in the second half. But after two or three laps we had run out of activities to do inside and, in the absence of natural light and with the fumes and noises of the kiddie go-karts trapped inside the tent, we became quickly anxious for the rain to stop enough that we could continue riding the wooden coasters. As previously noted, the Zamperla Disk’O once featured as the secondary adult ride in the Parthenon has been inexplicably banished, which left the biggest additional amusement found inside for us to be a vending machine selling exclusively socks.

If there’s only one thing that Mt. Olympus has figured out how to do really well, it’s how to make deals. Once you’re on their property, there’s a ceaseless stream of offers and promotions that try to get you to shell out just a little bit more.

It’s when you first arrive: pay a $5.00 parking fee to cover the parking fee attendant’s wage and the cost of building several acres of unused overflow parking lots, although if you have the right ticket receipt then it doesn’t matter.

It’s at the admission booth: Night at the Theme Park is $22.00 for three hours of time in the park, which is only $3.00 less than a normal park admission ticket valid from 10:00am to 9:00pm. But if you buy a one-day ticket, then the value of Night at the Theme Park is magically reduced to only $5.00.

It’s on the rides: $15 to $20 to have the ride operator to take two minutes of their time to strap you into a swing or catapult and press the dispatch button, but a physical commodity in the form of an on-ride DVD is complementary.

It’s in the gift shops and game booths: buy one for $7.00 or buy two for $10.00! Play twice at an exorbitant price, get the third game free! Trigger random discounts of up to 90% for doing nothing but spend money in the right places!

Even when you book your hotel: a family of four can pay $150 for one day of water and theme park admission and no hotels, or they can pay $100 for on-site accommodations and get two days of unlimited park admissions (a $300 value) for nothing at all!

Some of these practices may lead you to feel you’re being nickeled-and-dimed, others may make you to believe you’ve just made the steal of a lifetime. But what they all have in common is that arbitrarily inconsistent pricing destroys a customer’s perceptions of the value of a dollar. We are told over and over again that nothing Mt. Olympus is selling has any intrinsic or fixed worth. We know it costs money to run the place, but nothing we spend is actually pegged to that commodity’s marginal value; the contents of our wallet are emptied into the mysterious money pile in the sky, and then by incident Mt. Olympus decides what we get for our donations. Ultimately this practice only leads to a competitive relationship between the park and its guests, and it results in reduced spending overall. Aware of all the little extras I could buy or receive and their relative (un)worth to everything else I had already spent money on, I felt the constant need to guard my wallet and calculate the real cost-benefit of every penny I put down that Mt. Olympus was intent to deceive me of its actual value. Yet at the end of the trip when I finally sat down to count out what had been spent on what, I found that with the various hotel deals and so on I had actually spent less than I probably would have at a “normally priced” regional amusement park.5

To summarize: I think Mt. Olympus has made some poor managerial decisions uncharacteristic of most “family owned and operated” businesses, and I’m not sure I like the trend I’m seeing for the future of the park. For a place that has so much potential (or, at least, had the potential several years ago), they’ve shown a knack for chasing after some of the wrong investments and putting customer satisfaction inside their core theme park business at a lower priority to other non-value-added interests, like buying out pre-existing local hotels or holding a personal grudge against the nearby trees.

Perhaps it’s just the rampant, superficial commercialism of the Dells that’s toxified the air and water Mt. Olympus uses. But there’s something a little despicable, maybe even pathological, about a business that’s willing to destroy huge quantities of trees to boost the theoretical number of customers they can shove through the gates without ever spending a dime to increase capacity or improve guest experience once they’ve paid for their tickets, all the while openly and notoriously showing interest in easy profits and gimmicks before demonstrating any pride in running a respectable, fair business that treats all of their customers as if they’re actually intelligent human beings.6

There’s one last fallen angel to be found in the park, and it is called Hades. When it opened in 2005 it created a furor, once the Gravity Group’s very first roller coaster seemed to exceed the scale and ambition of nearly anything previously produced by Custom Coasters International or Great Coasters International in all their prior years of business. With the world’s longest underground tunnel on a roller coaster as well as the first ever 90° banked turn on wooden coaster, the future looked bright for the Gravity Group.

Yet the future for Hades, in spite of its powerful and innovative layout, was perhaps destined for eventual mediocrity from the very start, given who would be tasked with upkeep of the ride. A single 5-car train operation was suspicious from the very moment it started making test runs. That’s the sort of capacity that’s okay for a short, mid-sized wooden coaster at a rural go-kart park in 1995, not a nearly mile long headlining monster at a rapidly growing regional theme park in 2005. Still, if you could put up with the long lines or visit on a lightly attended day, the ride that awaited you that initial year was nothing short of world-class. Today, its status as the best of the best is less certain. Like Zeus, the wooden track has taken a bit of a beating from the PTC trains. The front row is still smooth, but the other cars (especially in the rear wheel seats) can pick up a vibration that is at best distracting and at worst painful.

Also, while expanding the ride’s capacity is out of the cards for Mt. Olympus (not even the addition of a sixth car even though the station is already equipped with the gates for one) they did take it upon themselves to add these weird high walls to the inside of the coaster seats. I’m guessing they must have had an incident with someone sticking their hands out of the car and are there to protect the stupid people from themselves, but for everyone else with even a moderate body build we’re forced to keep knocking shoulders with our riding partner and the wall padding throughout the ride. It’s still possible to get some really good front row night rides on Hades, but Mt. Olympus does what it can to make that as difficult as possible. Who knows what they’ll come up with in a few more years?

Although the layout lacks the elegantly elliptical or dramatically climatic progression of its smaller predecessors, there is still something unique about the ride’s narrative that’s worth noting. While most good roller coasters progress from large, fast elements with drawn-out forces to smaller, fleeter maneuvers with rapid bursts of force and direction changes (mostly necessitated by the loss of speed from friction), Hades turns this ‘standard’ progression on its head. It places the sharp pops of airtime and laterals with fast transitions at the very beginning, thanks to the elevated station and pre-lift section. The section after the main drop is more typical of a midcourse progression, with agile bunny hops in the tunnels and a slow pause at the top of the far turn around. It isn’t until the end of the ride when the coaster opens up to viscerally high speeds and drawn out element timing, rampaging through the woods (what’s left of them) over wide, steeply banked curves and shallow drops, crashing into the brakes with plenty of fury to spare. Subtle but unique, it’s a progression that can’t quite be boxed in using any simple linear or circular pattern analyses. Hades is a roller coaster that has an epic story to tell, and there are developments, lulls, and climatic action sequences that all fit together into an extremely satisfying narrative arc.

Nevertheless, the highlight of the Hades is ironically when it’s at its lowest and darkest, found inside the double underground tunnel that spans the length of Mt. Olympus’ formidable parking lot. This is an incredible piece of engineering by the Gravity Group in the way that it completely engulfs you and, even at high speeds, holds you in the dark for longer than seems natural. The only downside is that it completely upstages the other big record breaking feature, the 90° banked turn that’s found along the first leg of the tunnel.

Perhaps they were a little too eager to demonstrate their mastery of physics and advanced track calculus, but the extreme banked turn is maneuvered too perfectly. We can’t feel anything in the way of unexpected or even expected forces along this turn, and since we obviously can’t see anything, probably 95% of riders come back to the station not even aware that at one point underground they were turned completely on their sides. This was a big problem in its opening year; it was virtually indistinguishable from a flat stretch of track. However, now that the track has degraded somewhat and the precision engineering has more interference with the wheels jostling around, I could kind of make sense that something felt askew during that turn. I actually like the return leg inside the tunnel better. It doesn’t matter that we’re not going as fast on the way back because we don’t have any points of reference to judge our speed, so the darkness lasts longer. And as soon as you can see the light at the end of the tunnel, the designers throw a curveball at us and send us over a slightly reverse-banked curved bunny hop; this is a trick we can feel and see.

More than the placement of 90° banking underground, the biggest drawback of Hades’ layout is that a few of the hills feel like they were designed expecting that the train would retain more speed than it actually does. The big steep incline after the first tunnel is particularly problematic in this regard, as the train usually feels like it’s going to stall out on this part (and it sometimes randomly does). That’s not a huge loss since it works well as a contemplative pause in the middle of the underground madness, but the camelback hill that runs parallel to the lift after the second tunnel always seems to underdeliver on a promise of big airtime, and I don’t see any way to justify that. The only decent negative G-forces along the layout that are not underground are on the speed hill before the second tunnel and a few of the sharp bunny hops on the pre-lift section (including the drop out of the station if you’re in the last row). Underground there are a ton of pops of airtime mixed with a few laterals (except for where 90° banked track is involved), which helps solidify those tunnels as the reason to make Mt. Olympus a coaster enthusiast’s destination.

I’m at the point where trying to describe the ways in which Hades is a very good coaster seems pointless. Watch a video of the ride and you’ll understand (with apologies to Michael Mann) that I don’t have to sell you this shit and you know it, because this kind of shit here sells itself. What I would like to do is propose constructively how Mt. Olympus management can once again appear as an agent for improving the park instead of conspiring against it as the past couple years have suggested.

Here’s what I would do for Hades: call in the Gravity Group to do major rehab on Hades (but after they fix Zeus so it doesn’t cause any lawsuits, of course). Aside from retracking, completely rebuild the final helix and lower the brake run down to station level. This would eliminate the dip into the station and allow for enough extra safety braking room to accommodate a second train and a transfer track. Replace the existing train with two 24-passenger Timberliners; one burgundy and one charcoal black. I’ve also always wanted a bigger finish to Hades. The upward spiral starts strong but it loses too much speed so it finishes on a dull note. Lowering the brake would give it more speed at the finish, and I would also propose that while this area is being reconstructed, to add a second layer to the track so it has a strong double helix finale similar to the Beast or Shivering Timbers. (With two trains the ride can last a little longer without sacrificing capacity.)

Then, take Hades’ current five-car PTC train and put it on Zeus. Maybe do a similar reprofiling and transfer track addition so it can run two trains, or at the very least put one of the new cars onto the existing train so it can run with six cars (I think the Zeus station was also originally designed for six). Maybe another donor car can go to Pegasus, since one four-car train is also a bit short on capacity on days that are able to fill the entire parking lot. Cyclops can stay the way it is as long as it receives the required amount of TLC, since it’s a short layout that’s easy to load and dispatch quickly with the buzzbars. By the way, I’d like to see some of the parking lot around Zeus bulldozed and replanted with trees, but that’s probably wishful thinking.

While we’re in Fantasyland, I’d also like it if the Medusa Drop Track could be resurrected from the dead, and if the go-karts could all be upgraded to a faster design with better shock absorbers, and if the convoluted path infrastructure could be consolidated into one easy to follow central midway with a direct route to the main entrance, and place thematically consistent non-up-charge flat rides and secondary attractions in the new space that will free up, and if they could get a more competitive, professional HR department, and if only I could crap thunder and piss lightning… but, let’s be realistic, none of that will happen until the day Hades’ realm freezes over.

Then again, Wisconsin does get pretty cold in the winter, and I can’t imagine that asphalt parking lot doesn’t occasionally form a thick layer of ice…

Next: Noah’s Ark Water Park

Previous: Wisconsin Dells

Europa Park (Part 2)

Rust, Germany – Tuesday, March 30th, 2010

Although I had a fulfilling time during my first day at Europa Park, some of my goals for day two included: ride the last two coasters I haven’t yet been on, explore the eastern edge of the park, get as many rerides on Blue Fire as possible, same goes for Silver Star and Eurosat, get at least one to two more rides on all the other coasters, and sample the rest of their selection of dark rides, water rides and flat rides, all in about an eight hour period. With the crowds even lighter than the day before but most of the rides operating at their maximum or near-maximum capacity, Europa Park was effectively transformed into my personal playground as soon as I handed in the remaining stub from my 2-day ticket at the entrance gate.

First off I hurried off to grab some Blue Fire rides before the potential crowds made their way back to that area of the park. Scored four laps right off the bat, nice. Afterward I went over to the Portugal section to try one of two coasters I had yet to experience the previous day, Atlantica SuperSplash. This one had me slightly nervous because it was difficult to judge how wet one would get on it; I took the necessary precautions and zipped my jacket up to my neck and would sit with arms covering exposed pant legs and feet propped up off the floor in case our vessel should happen to take on water.

As for the ride itself… what’s there to say, it’s a flume on rails so it gets its own RCDb entry. It was interesting to note that the turntables which would reverse the boat for the middle drop before the main plunge into the reservoir would add extra rotations to kill time depending on if the block ahead of it was still occupied. On my boat we did I think a full 450° on the first turntable, but then only a single 90° on the second. I later witnessed another boat only do two 90° turns because it had more clearance ahead of it. Odd. The backward drop added a nice variety of thrills as the first time to actually feel the boat coasting freely it was impossible to see where we were going. The final drop is also an improvement for basic Shoot-the-Chutes rides, with a ‘false’ splashdown keeping the speed up for a bit longer as we glide over a small bunny hill before the real soaking commences. At first I thought I had gotten dumped on, but as I got off and observed the actual damaged discovered it had been a triflingly small quantity, dry after several minutes.

While other thematic areas in the park could, despite all the wonderful attention to detail, feel a little overstuffed and crowded at times, the large reservoir created for Atlantica was commendable for creating at least a fleeting impression of that incalculable immensity when looking out at the horizon of the ocean, a singular centerpiece giving the area more cohesion. I should note this observation was made while I was dining at the water’s edge with one of the only meals I’d eat inside the park, a Mediterranean chicken sandwich at a newly opened food stand in Portugal, which was one of the better ‘serious’ attempts at the culinary arts I’ve encountered in a large theme park (within a reasonable budget). This was while simultaneously attempting to shut out regrets that I’d most likely never take a chance to travel to Lisbon or see Portugal during my time in Europe.

Although walking from a frigid, rocky Icelandic coastal town to suddenly be confronted with the Mediterranean serenity of Portugal might be too large of a tonal shift for even the most ardent admirers of theme park aesthetics, not as unnatural was the shift from Portugal to Spain. A mere two flat rides call this section home, but it is also one of the more elaborate and colorful sections in the whole park, a shame it had no major attraction to anchor the crowds. After making my way around a bend in the pathway, I once again had to make a slightly jarring cross-cultural jump as I suddenly entered Austria in the far back eastern corner of the park.

The primary attraction of interest here was Alpenexpress, the parks first (and for me, last) roller coaster, one of Mack’s essential powered coasters. Like the other rides at Europa Park, this was a well-designed attraction with a significant section of the layout taking place inside an elaborate diamond cavern shared with the log flume. This ride more or less functions as the park’s children’s coaster, although it’s an amusing enough of a scenic jaunt that all patrons are encouraged to give it a try.

Next door was the Tirol Log Flume, again, well executed in terms of thematic attention but a tad forgettable after the larger flumes at Holiday Park and Tripsdrill, the main interest with this was the shared cavern section with Alpenexpress. As I was getting off I noticed the Vienna Wave Swinger was just letting on board peeps for a cycle, so I quickly joined. Generally a pleasant ride, if only because it lets me get off my feet for a few minutes. I wonder if the fountains underneath are turned up on warmer days to clean unsuspecting rider’s sneakers?

At this point I made my way around the back eastern edge of the park which are mostly gardens and parklands with a few low key flat rides (assuredly chosen because they generate the least noise) before rejoining the main entry area upon which I indulged in mini-marathons of Silver Star and Eurosat as well as once on each of the attractions covered in the Day 1 report. Just past Switzerland was Greece, the country my flatmates had chosen on visiting for spring break instead and I would have to settle for the theme park version to enjoy the sights of ancient Athens.

First up in Greece is Pegasus. This family coaster (coined a YoungSTAR coaster by Mack, and they actually label it on park maps as such) features a twisted layout that includes an approximately 90° banked turn after the first drop. Kids love it. There’s nothing intense at all about it. I saw more hands in the air on that element than on the regular s-curves later on in the layout. You hear that, coaster designers, 90° banking are not ‘extreme’ any more, if they ever were! The forces all equal out and you remain planted firmly in your seat as if you were just going around any other curve. Now, underbank these turns, and then you might have something more interesting going on. For Pegasus I don’t think that’s what desired, however. It’s a ride that’s meant to feel like one of the larger, more important coasters while still being accessible to all. In that way it’s a tad redundant with so many other family coasters in the park (there’s nothing in particular about it that makes it intended for a younger audience apart from the manufacturer’s name for it) but it gets kids on the ride and helps them overcome their fears of the big rides when they realize that steep drops and sharp turns are no big deal in the world of modern, precision force-designed steel roller coasters. I think a lot of people that go on the small family coasters which jerk them around and feel a bit unsafe are scared of the larger rides because they assume those traits will be multiplied by a factor of ten, when in reality the opposite is the case.

One such ride that may scare people off of riding the larger coasters for that reason is the Poseidon water coaster whose cobalt blue track wraps around the Pegasus. Let’s just say I was less than enamored with the coaster sections due to some very poor tracking of the water coaster boats on the rails, exacerbated by some hard, rigidly formed seating which rendered many of the high-speed sections a couple notches beyond ‘uncomfortable’. If this were in service of an intense layout I might not mind as much, but as it was the coaster track sections seemed to be there just to prove they could mix them with a water ride, not adding particularly much besides some sweeping turns before a splashdown. I was also surprised at the complete lack of any dark ride sections, I figured that would be a given with this sort of ride (perhaps I was substituting Orlando’s Journey to Atlantis with this one in my mind). Despite these reservations the presentation was top-notch, both from off-ride, in the queue, and on many of the low-speed sections of the flume. It’s a nice, long ride with two lifts (and subsequently, two splashdowns, neither of which were particularly wet) and if judged as a water ride then it’s absolutely near the top of its league. However, if you ride it hoping for some good roller coaster or dark ride elements, you’ll almost certainly get off sharing some of the mild disappointment I did.

Other rides sampled in Greece included Fluch der Kassandra (Cassandra’s Curse), a rotating madhouse attraction which managed zero affect on me. Do these even qualify as rides or are they shows? Understanding what the irate Greek goddess was cursing at us might have helped (not that it can be as much fun to fill in the blanks with one’s imagination). Also nearby was Abenteuer Atlantis, a shoot-em-up dark ride which seemed directed toward a younger audience, but regardless offered some good target practice.

Moving into Russia (which seems to be stretching the ‘European nations’ theme a little bit, at least as nowhere else in Eastern Europe or even Ireland or Belgium has representation yet; besides, the last time Germans tried moving into Russia it didn’t work out too well for them) I first encountered the Schlittenfahrt Schneefloeckchen (The Snowflake Ride). This seemed to be a vaguely Small-World-esque dark ride taking me past various wintery Christmas scenes in a way that wasn’t particularly memorable to me but seemed like something the kids would fall in love with especially on days when the park needs the added capacity. I was surprised by how many dark rides seemed nonchalantly scattered throughout Europa Park, I had already missed a couple in Italy and still had another major one after this.

But first, a roller coaster: Euro-Mir. At first brush this caught me as being slightly redundant with another space-themed, indoor spiral lift non-looping steel coaster whose name begins with the word “Euro” already in the park (and being a thoroughly great ride, I will add), but I guess this one has the spinning and the mod-skyscraper building look as well, and it seemed to be the most raved about ride in the park before Silver Star and Blue Fire came along, so a fair chance definitely seemed worth it. Finding no wait whatsoever, it really makes no difference if you choose to face forward or backward because the cars will start spinning on the spiral lift anyway. A loud spacey-techno beat drives as the train slowly makes its way around one layer of upward helix after another (the train is propelled by a large rotating central drum which catches a beam attached to the rear car), some neat effects such as an opening in the drum revealing a scene of Russian Cosmonauts distracts from the fact that it seems to be taking a while to get to the top. Anticipation starts to build as a distant light at the top of the tower eventually shines brighter and closer, at which point we exit the building and are greeted with: more waiting.

Well, now it’s a series of switchbacks between the towers at sky level as the cars seem to freely spin. It’s not based on the weight distribution as on most spinning coasters but there seems to be some mechanism which causes the act of turning itself to propel them to spin; generally inertia keeps the trains facing a single direction on spinning coasters and it’s the slight friction combined with a weight distribution which sets them off in one direction or another. At this point we’re still having fun but I think if I check my watch I’ll discover that it’s been a good three to four minutes of ride time before anything has actually happened yet. I might call this a case of increasing tension and building anticipation in another context, but it’s not entirely clear what it is we should be anticipating, and slowness comes off as a delayed start. The turns aren’t sharp enough to produce any wild-mouse laterals on their own, we’re mostly just taking in the view on a gentle spin cycle. On the last set of switchbacks the spinning locks and we prepare for the big drop.

Like its Sitting predecessor, this one is for no lack of intensity, the opening spiral drop hitting very hard (especially for those facing backward) and encouraging all but the bravest cosmonauts on board to hang on. There’s a bit of play between the track and wheels which can make the sudden onslaught of high speed feel dangerous, but otherwise there shouldn’t be any discomfort. As we make our way back up a hill the cars all twist around 180 degrees before locking once more and the ride that follows is an interesting collection of helices and figure-eights much in the same vein as Eurosat but without the dark setting. If you’re unfortunate enough to have been caught going backwards for this the ride might even prove to be a bit too intense, so relentless are the curves with and transitions which force some rather unexpected g-spikes due to some imperfections in the force engineering or heartlining. A tight inclined helix beneath a waterfall before slamming into a brake run tunnel all-too soon eventually finishes the experience.

Definitely one of the wildest spinning coasters I’ve ever been on (at least once it gets going after the interminable opening acts), I sort of wished they gave the ride more than two settings (wait mode and insane mode) and that so much of the track and ride time wasn’t devoted to the former rather than the latter. In the end I still had to throw my preferences to the non-spinning Eurosat, as that one offered a more concise package that also rewarded more on rerides (the dark setting making it impossible to memorize the layout offered a bit more than an outdoor spinning coaster when the spinning was in no way unpredictable), but in terms of purely minimalist or avant-garde forms of roller coaster expression (a disappointingly rare field of entry), Euro-Mir may ultimately prove itself to be the Kraftwerk or Can of the German roller coaster scene.

The skies were beginning to open up to some light rain so I took shelter in the entrance to Piraten in Batavia in the park’s Dutch section. Apparently the setup with this one is Dutch pirates sail to the Far East and while there various hi-jinks ensue with the locals, such as chasing wenchs on a turntable gags, cats on a floating barrel gags, dogs holding keys in its mouth gags, and… wait a minute, I’ve seen all of this before! Indeed, between Universe of Energy, Geisterschloss, the Snowflake Ride and this (as well as who knows how much else at the park I may have missed) it seems a very disappointing and classless move for a park such as Europa Park to casually ‘borrow’ so many ideas from the Disney catalogue of rides. Cheap Asian parks or small carnival/FECs I can understand why they might be tempted by risking a copyright infringement lawsuit, because the people that run those places want a cheap way to get back their investment so why not copy the most successful theme park chain on earth? Europa Park’s copy-catism is more troubling, and not only because these ideas ‘justly’ belong to Disney.

High-end dark rides are a rather rare phenomenon. Sets, ride systems, show buildings, animatronics, attention to detail, these things do not come free. As humans we are very blessed that one thing that does come cheaply are ideas. Now, to have a truly good idea, that might take some hard work, but thankfully it is work that involves few (if any) monetary constraints. And that’s where the beauty of the creative arts comes from, the ideas behind it. Technical ability is essential to the communications process, but ultimate if the idea isn’t there, no one’s going to care. The good news with dark rides is you don’t need a particularly elaborate idea to start off from, as generally you are telling relatively simple narratives or trying to craft a singular atmospheric presence that the idea can come pretty cheaply. I myself often stay up late nights thinking up elaborate schemes of just how far I can push an idea for a dark ride to the furthest extremes of the medium. I’m sure I’m not the only fan without the means or resources that’s had an idea but no way to carry it out.

Therefore how insulted do I feel sitting inside a multimillion euro show building going past elaborate detailed sets, observing the creative fruits of a design team that was blessed with those rare circumstances of having the means to make that dream happen, while I am keenly aware that the only thoughts that ever once enter this ride’s creative process were how they can make it just different enough to not get slapped with a copyright infringement lawsuit from Disney. It’s not like the copying of Pirates of the Caribbean was done to save money since they still must design and build the system from the ground up, it just shows that whoever was responsible for devising this showed zero respect for any creative considerations and was only focused on making sure that their investment could turn a profit by copying an already successful idea. I find there to be some subtle but still perceptible contempt for humanity in this sort of thinking, especially when equally successful original ideas are out there waiting to be realized but never given the chance.

Then again, who am I kidding, even the very idea of ‘ideas’ has been so reified in today’s media culture that the phrase “having an idea” is synonymous with “acquiring intellectual property”. The few high-end dark rides built today which aren’t a cross-promotional tool for the park’s parent company’s IPs are attempted knock-offs of those same ride systems, although thankfully the Sally corporation has been responsible for a few gems at independent parks willing to play the role of the original Disney rather than simply copy his successes (i.e. Nights in White Satin or Labyrinth of the Minotaur, the former unfortunately defunct after one season).

After sampling the Fjord Rafting in Scandinavia (this bordered more closely on ‘dangerously wet’ but I somehow managed to avoid most of the big spills) I decided the best way to spend the remaining two hours of my time at Europa Park was to simply marathon through the queue of Blue Fire. The wait started out at some five minutes long, eventually dropping down to waiting one or two train cycles, and then becoming walk-on, in part thanks to all three trains being on the track and cycled with the same efficiency as if it were peak season. (If the originality of the dark rides is something to bemoan to Europa Park management about, then this worth giving them a high-five) I managed to nab some 20 or so rides in that two-hour window, bringing my total of laps between the two days at Europa Park to over thirty. The moral of the story is apparently: visit on weekdays in early season!

For some reason, whenever I first entered the queue I would be gobsmacked by the overpowering smell of fresh shrimp. Seriously. I don’t know if this was an attempt at crafting thematic ambiance taken a step too far or it might have simply been from all the freshly cut wood installed by the fences and as flooring for the new Gazprom Hall building, but the smell has yet to leave my mind whenever I think about Blue Fire. Anyway, the queue has apparently been rerouted for 2010 to now start at the far end of the Iceland midway (near the end of the coaster’s launch track) to take guests through an interactive hall sponsored by a European energy company showcasing the technological marvels man has created to scale the sheer power of nature’s furies in order to harness new forms of energies so you can power your hairdryer. After a hike through the middle of the coaster’s layout the queue splits into two for front row riders and the rest of the train. Unfortunately this makes getting a front row ride nearly impossible as nearly half the people choose that queue not realizing just past the stairs is an additional hour long wait. An attendant assigns seats keeping the rest of the train loading quickly, although specific seat requests are a bit harder to come by.

The overall ride concept is highly imitative of Intamin’s Accelerator coasters, down to the five-car trains, although Mack tried to find ways to improve on Intamin’s designs wherever they could, most notable is the new restraint system. An over-the-head lapbar does away with any shoulder restraints or straps leaving one’s upper body completely free save for some awkward ribcage guards along the seatback which were apparently added forgetting that people have these things we call arms. I also have to question whether the overhead lapbar accommodates as many physical sizes as a standard floor mounted lapbar, but with a B&M-like raised seating lifting rider’s feet off the floor I’ll still declare it a far superior system to any mounted by Intamin (and this ride features more inversions than any Accelerator has attempted as well). Getting a chance to try Maverick’s twisted horseshoe roll or missing barrel roll without upper body restriction was possibly the most anticipated single coaster feature of my entire spring break.

But first we have to make our way through the darkride portion of the coaster, which unfortunately doesn’t add much to the ride as it could. The train is briskly moved through two 90 degree turns into the launch area without much time to savor the surroundings, not that there’s much to savor anyway as it’s mostly faceless ‘scientific’ props in a cave set a couple meters away from the track to accommodate safety catwalks, all while the usual theme park danger alarms attempt to dramatize the proceedings. A thick cloud of vaporized fog juice appears just ahead of the front car, which we are then promptly launched through by the LSMs, apparently to disorient those closer to the front as they try to cough the thick substance out of their lungs down the launch track.

I forget what it was like when the concept of launching coasters was still new to me but it takes not much short of Top Thrill Dragster scaled launchs to thrill me these days so the launch generally ends up being the least memorable part of the ride. Blasting through a small tunnel the train rears up and to the left for the ride’s signature original maneuver, the banked camelback/tophat crest thing (hmm, not sure if an official name has ever been coined for this element). It’s an odd element to say the least, offering a form of airtime that’s sort of there but not really. Now I understand that in theory a 90 degree bank over a parabolic crest should create perfect weightlessness (once you achieve zero-g’s it doesn’t matter what you’re orientation to earth is, a fact I wish more coaster designers would take advantage of) but I was slightly skeptical it would actually work as intended. The further seats front or back of the train where negative-g whip is more likely to be achieved would here translate into laterals, and that assumes a perfectly accurate launch speed able to generate zero-g’s for the center car. As it turned out, there was much less distortion of forces than I anticipated and I was more or less held perfectly in my seat no matter where I sat save for the very front or back rows. While it’s nowhere near as dynamic an opener as Intamin’s top hat designs, the visuals offered to riders are no less bizarre and it seems a fitting opener to a ride that’s gentle and unsure of its pace but packed with quirky maneuver nevertheless.

Sliding down into another cave tunnel the train shoots into a large, 32 meter tall vertical loop. Like the first hill this is really a very dynamically simple element but it doesn’t matter (yet) because it’s large and smooth enough to still impress, especially if you know how to take advantage of the free upper body movement while cresting the top near zero-g’s. Following this is a very quickly rotating overbanked skirt to the right, disharmonious to the gentle pacing that preceded it but a pleasure for fans of Stengel’s tight trackwork on advanced Intamin layouts.

The train rises up into a midcourse brake run hill, the front car getting a huge blast of airtime, the rest of the train getting nothing. As a side commentary, while magnetic braking offers many advantages, one of the biggest disadvantages to this technology is that it is binary and static. That is, it only has two modes (on/off) and even then it’s hard to switch between them without lowering the entire rigging in a way that makes split-second response times hard to activate unless they’re kept on at all times. This is a problem with Blue Fire’s midcourse brake (and perhaps why these aren’t seen on many other coasters relying on magnetic braking) because a fixed set of magnets ensure the train is always slowed down enough in case a singular pinch caliper at the end of the track needs to halt the train, which only occurs in the rare cases of e-stops. Better safe (and high capacity) than sorry, though this does kill some of the ride’s potential a bit too early into the layout.

Nevertheless the coaster quickly recovers with one of the better elements, the twisted horseshoe roll, offering more gentle, floating airtime around the tops of the two barrel-rolling inversions while incorporating it with rotational twists around the heartline. Rockwork daring us to scrape our extended fingers against does not detract from this elements quality, either.

It took me a while before I realized just how important floater air was to understanding this layout, perhaps due to an absence of straight airtime hills. The only one that is featured along the layout comes next, which appeared to pace slightly too slow from offride, yet it somehow always managed to provide a noticeable upward push whenever I was onboard the train. A carouseling lefthand turnaround follows before it’s into the ride’s final maneuver, an inline twist. I don’t think it’s perfectly inline; looking down the barrel of this element reveals what might be a heartline path which follows a slight bump so the train doesn’t rotate in a 1-g environment (I believe this to partly be the cause of failing on Maverick’s heartline roll). Sitting on the right side of the train was mandatory to best enjoy this element as the rotation pulls the seat right out from under you and around a full 360°, offering a potent g-force cocktail of ejector negative-g’s, rotational g’s and lateral g’s, such that whenever this element came around, even if I’d be experiencing the whole coaster up to that point in a tranquil, Zen-like state, I’d always be sure to throw my arms out as far as I could to get maximum displacement of my center of gravity. (Unfortunately since I was often the single rider, the other person would be the one to enter first taking the right side seat). A final turn and we slide into the brakes, I check the heart rate monitor on the handgrips to make certain I hadn’t died (often it reported I had).

Without question Blue Fire is one of my top three steel coasters in continental Europe. In its first year of operation it made a run for the top ten best steel coasters worldwide according to the Mitch Hawker coaster poll, and from the handful of other visitor who have had a chance to sample it I have read nothing but rave reviews. I think it’s clear that Mack has developed a ride system which set a new standard of quality to be envied by every other steel coaster developer currently working. The first park to buy the next Mack LSM coaster will surely be watched with tremendous interest.

However, by my estimations Blue Fire itself falls short of achieving the greatness some of its competitors have been able to achieve. My principle problem with the design is that the pacing and sequencing between elements is incredibly weak and directionless. Except for the second half of the horseshoe roll, no one element is in any way predicated or necessitated by the one prior or subsequent to itself. Part of this might be owing to the coaster’s gentler disposition with a greater emphasis on airy weightlessness than the raw force-fests of some of Intamin’s better launched looping coasters (Maverick, Storm Runner, iSpeed), which is a perfectly acceptable, even commendable alternative. But even still, a better effort at sequencing the elements, with particular attention paid to the transition moments as the train moves between the signature inversions, I am positive would have yielded significantly improved results.

One of the best ways to test whether a coaster is well-sequenced is to apply a pattern analysis to the layout and see if any discernible repetitions or progressions can be found. However in the case of Blue Fire it’s nearly impossible to even define what counts as a particular color or symbol when charting the layout’s pattern because nearly none of the elements described above share any qualities with the others, every maneuver or sensation remains undefined within the context of the entire ride. The weightlessness present in many elements was the only thing I indicated that is a consistent theme throughout the coaster experience, but the same is true of any B&M speed coaster and I’d certainly never declare one of those rides a champion of good pacing or progression so long as zero-g’s are arbitrarily applied throughout the layout and without discrimination.

It doesn’t help that I think the design was constrained by the requirements of filling a perfectly rectangular building area, necessitating that elements be sequenced in accordance to their ability to best fill that area than for any reasons of flow or progression. The high-speed turn after the loop surprises and excites because it seems violently unfitting in the context of the first two elements, but this is immediately followed up by a midcourse brake run whose placement on top of a hill only serves to make it a dead element for everyone not in the lead car.

Even the twisted horseshoe roll, despite the spectacular setting curling dangerously close to the rock structures, is weakly applied to the layout compared to the one seen on Maverick. On Maverick the roll is bookended by two flat curves which mirror the turn in the middle, each of these recalling the first ground-level flat turns. There now is a pattern. The element is ‘forceful’ not because of increased g-forces, but because each roll now stands as a stronger alternative to the established pattern of switchbacks experienced just moments ago. Each moment fits within the context of the rest of the ride. On Blue Fire however, they designed it so the horseshoe roll is bookended by slightly veering hills. Without the context, all we are left with when we start to rise back up into the first inversion is nothing more than a singular element, like the vertical loop that preceded it. The second roll is therefore an unnecessary (but still welcomed) surprise, another stand-alone element that happens to be similar to the one before it. This lack of necessity to each moment – we’re doing it just because the designers can – ultimately produces a “who cares?” attitude towards the layout as a whole, as summed up by the final heartline roll which totally blindsides us coming in the middle of a series of weak, meandering hills and turns. Thankfully it stands in as an ad-hoc climax to an ending that would have otherwise been completely forgettable.

In the end I find myself riding and enjoying Blue Fire just because each moment does happen to be quite giddy fun, and in a world where throwing 15 million euro at a coaster project doesn’t even guarantee you won’t get a lemon, that’s all that should really be asked for. The variety is certainly there as well and there’s no question that the experience is a consistent one (another fun element tends to crop up every several seconds or so)… it just consistently isn’t very well planned out. To reiterate my earlier statement: without question Blue Fire is one of my top three steel coasters in continental Europe. Whether that says more about the quality of Blue Fire’s ‘fun-ness’ or about the relative quality of every other steel coaster on the continent (that I managed to ride at least) I will leave the reader to decide.

Fully satiated with enough Blue Fire rides to last me until I may make a return to Europa Park, it was time to make my way to the park exit. While walking I had a nice conversation with the attendant on duty assigning seats who needless to say was able to recognize me and was curious to know how many time I rode it in one day. “You’re very fortunate”, he told me, “there are days in the summer when people will wait three hours for one ride.”

This stroll was a bittersweet one, as I had now seen everything I wanted to see for my eleven days of travel between four countries, and needed to resume classes. However, while I might have been done with this trip, this trip was far from done with me.

Next: Appendix

Previous: Europa Park (Part 1)