Benenen
Hyper Poster
Bit of a wordy title but this was a good rabbit hole my mind went down trying to fall asleep last night. We all love a marathon if a park is quiet enough but there's definitely factors that affect how enjoyable a coaster is to marathon other than the actual quality and re-rideability of the coaster. The distance between leaving your seat at the end and arriving back in the airgates affects whether you have that one more go round. Here are some examples good and bad.
Bad
- Zadra and Hyperion. Similar styles of queue and distances. Fantastic coasters but if the gate isn't open on Zadra you're looking at a solid 5-10 mins before you're back in the station having then also depleted a chunk of energy needed for the day
- Fly. Again a huge walk but I'm always excited to walk through it for those lovely aerial views. Doesn't deter me massively from rerides as I like the whole experience and build up.
- Oblivion. This one is frustrating due to several factors. First the exit and entrance are on far sides of X Sector and the exit path feels pointlessly long. The queue is also long and burdenous to walk through with no shortening on quiet days. Yes you can be cheeky and go up the fasttrack then slide under the railing by the disco ball room but I spent 3 brutal seasons working on Coastguard HQ at Legoland telling guests off for doing just that so I can't bring myself to do it on Oblivion. Finally it runs so many shuttles that you're waiting at the end for ages while all the ones in front of you load in the station. I love Oblivion but I've never ridden it more than twice in a row as it must be getting on 10 mins between hitting the brakes and re-entering the airgates even if there's no queue
- Twisted Timbers. Not a huge offender but there's something frustrating about how the station is right next to the footpath yet the exit path takes you this convoluted route round the photo stall and then the non extended queue takes you round this lengthy loop before going up the stairs. It's not a massive walk but feels long when marathoning
Good
- Ride to Happiness. Not the shortest station to airgate walk I can think of but one of the most pleasant. Providing you walk over the rope fence on the outside section like everyone does it's not a long queue despite some zig zagging in the gorgeous indoor bits. The exit spits you out right next to the entrance which is great but as a bonus there's also a toilet in the station building providing great marathoning infrastructure. Bonus points too for that nice seating area under the canopy where you can have a breather. Stellar coaster for re-riding both due to the ride itself and the queue/exit layout making a short loop.
- Jersey Devil Coaster. In a park with some fiddly ride exits (that weird ramp on Nitro that spirals about 3 times at shallow gradient, the general faff of walking across a car park to get to and from the Superman and Green Lantern stations), Jersey Devil is tightly designed. Exit spits you straight back to the entrance, the queue takes a direct route to the station and the station itself is right next the the footpath. Lovely. Only downside is having to prove your pockets are empty to the gruff entrance hosts each time you re-ride.
-Alpengeist. Most BGW coasters are good at this but Alpie is the slickest. Again it's a short exit path, the entrance is then right next door and it's a direct(ish) route to the station which isn't distanced far away.
- Wildfire (Kolmarden). Another quick and easy one. In the queue entrance, straight up the stairs. Into the air gates. Done.
So there we go, my full thoughts on how queue and path layouts affect desire to re-ride coasters. Peak February theme park deprivation. Any other glaring examples good or bad that spring to mind?
Bad
- Zadra and Hyperion. Similar styles of queue and distances. Fantastic coasters but if the gate isn't open on Zadra you're looking at a solid 5-10 mins before you're back in the station having then also depleted a chunk of energy needed for the day
- Fly. Again a huge walk but I'm always excited to walk through it for those lovely aerial views. Doesn't deter me massively from rerides as I like the whole experience and build up.
- Oblivion. This one is frustrating due to several factors. First the exit and entrance are on far sides of X Sector and the exit path feels pointlessly long. The queue is also long and burdenous to walk through with no shortening on quiet days. Yes you can be cheeky and go up the fasttrack then slide under the railing by the disco ball room but I spent 3 brutal seasons working on Coastguard HQ at Legoland telling guests off for doing just that so I can't bring myself to do it on Oblivion. Finally it runs so many shuttles that you're waiting at the end for ages while all the ones in front of you load in the station. I love Oblivion but I've never ridden it more than twice in a row as it must be getting on 10 mins between hitting the brakes and re-entering the airgates even if there's no queue
- Twisted Timbers. Not a huge offender but there's something frustrating about how the station is right next to the footpath yet the exit path takes you this convoluted route round the photo stall and then the non extended queue takes you round this lengthy loop before going up the stairs. It's not a massive walk but feels long when marathoning
Good
- Ride to Happiness. Not the shortest station to airgate walk I can think of but one of the most pleasant. Providing you walk over the rope fence on the outside section like everyone does it's not a long queue despite some zig zagging in the gorgeous indoor bits. The exit spits you out right next to the entrance which is great but as a bonus there's also a toilet in the station building providing great marathoning infrastructure. Bonus points too for that nice seating area under the canopy where you can have a breather. Stellar coaster for re-riding both due to the ride itself and the queue/exit layout making a short loop.
- Jersey Devil Coaster. In a park with some fiddly ride exits (that weird ramp on Nitro that spirals about 3 times at shallow gradient, the general faff of walking across a car park to get to and from the Superman and Green Lantern stations), Jersey Devil is tightly designed. Exit spits you straight back to the entrance, the queue takes a direct route to the station and the station itself is right next the the footpath. Lovely. Only downside is having to prove your pockets are empty to the gruff entrance hosts each time you re-ride.
-Alpengeist. Most BGW coasters are good at this but Alpie is the slickest. Again it's a short exit path, the entrance is then right next door and it's a direct(ish) route to the station which isn't distanced far away.
- Wildfire (Kolmarden). Another quick and easy one. In the queue entrance, straight up the stairs. Into the air gates. Done.
So there we go, my full thoughts on how queue and path layouts affect desire to re-ride coasters. Peak February theme park deprivation. Any other glaring examples good or bad that spring to mind?