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Coasters you like for their concept?

Pokemaniac

Mountain monkey
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This silly thought dropped into my mind the other day, and I figured it'd be a pretty decent topic for a, well, topic.


Anyway, coasters. Most of them seem to have some sort of design idea behind them. Something that makes the coaster stand out, or at least something coherent the coaster is trying to do. Eurofighters have their drop, Colossus is all about inversions, the Strata coasters are all about speed and height, etc. For every ride out there, there seems to be some central theme it's trying to play with.

The concepts may at times be poorly executed. I bet the guy behind the Pinfari loopers once thought he had a decent concept to work off of. Somebody once had a look at Walibi Belgium's Vertigo and thought "This will draw the guests for years!". The designer of the first SLC might have felt a sting of pride for his creation. This topic makes no attempt to differentiate those from the guy who once drew El Toro and said "Guys! Airtime!". The idea is what counts, and some coasters have pretty interesting ones behind them.

What are your favourites?



Me, well, I've always had a soft spot for the bog-standard Vekoma Boomerang. A coaster smaller than a football field, yet it offers riders six inversions over the course of the ride. That's an amazingly compact roller coaster, when you think about it, and the added touch of sending riders backwards is actually quite clever. True enough, in its execution it might have failed somewhat, but I daresay the idea itself is very good. Lots of inversions and backwards riding on a very small footprint. And the layout translates flawlessly (sort of) to an inverted model.

Maverick is another one I've always admired. In a time when coasters were all about doing one thing, yet doing that thing "to the max", it was a quite refreshing ride to hit the market. It isn't trying to have the most inversions, or being the tallest, or having the fastest launch. It's far from being the biggest coaster in the world, or for that matter in the park. Yet many argue it's one of the best. It was as if the designers had a bunch of gimmicky concepts to pick from (the tallest loop, the steepest drop, the most consecutive corkscrews, or what have you), but pushed all the drawings off the table and decided to just make a good coaster. The result is a coaster with no discernible gimmick. Yeah, it launches, twice, but that is not the focus of the ride. It has a mightily steep drop, but that's hardly the centrepiece either. It does invert, but only twice (three times in its initial conception, but that isn't much either). It has a few good airtime hills, ground-swooping turns, and even a fountain, yet it isn't trying to exploit any of those or market them as its One Defining Feature And Number One Reason You Should Ride It (TM). It's simply a coaster without a gimmick, which is a welcome touch in a time and place where the motto for everything seems to be "The Place's Adjectivest Noun". Drop the focus on one element, but pick and mix a little, add a sprinkle of quality, and the result is a very admirable ride.
 
As a ride I've ridden, and do love, Flying Turns. The concept is brilliant and best put as a "working museum piece." a way to not only show off what once was a common sight, but also experience it yourself. And then you remember that it was built and engineered mostly in house with little to no references (being there hasn't been a flying turns since the 1930s). Its an incredible piece of engineering and a wonderful coaster
 
Omg great topic. There's loads of coasters I love for their concept, or love their... aura, I s'pose... But don't really care to ride.

First of all, Air. I could talk about Air all day, but in essence I love that it's the ONLY adult thrill coaster in the world that... isn't a thrill coaster. Air is completely unique.

To me, a concept should be intentional. That sounds obvious and stupid, but I often wonder how many of these great coaster concepts were happy accidents... There's a video somewhere with Wardley talking with delightful childish excitement about the concept of flying as a coaster focal point, way back when Nemesis was just a muddy hole in the ground. He spoke as if it was literally the holy grail of coaster design - to emulate flight - and that Nemesis would do that. Obvious Air foreshadowing perhaps, but what's interesting is that Air's original concepts were very far removed from the delicate thing it became. There was steampunk concept art and the idea of it being a weapon to fight Nemesis. We can theorise all day about why these were dropped, but I'm going to guess it was theming costs. It's easy to romanticise old school Tussauds... But I do honestly think that something like Air, or Oblivion, are better solutions to limited theming budgets than cheap half arse attempts to do what needs to be epic - like Thirteen for example. Air and Oblivion are excellent concepts that don't need to be held up with theming, because their branding and stylisation is not just enough, but utterly outstanding. Good concepts just work without elaborate explanation. Wherever the idea came from to make an adult coaster not about thrills and fear, but about magical, gentle, graceful flight, it was perfect for the ride type, and whilst I've not ridden Tatsu, I think the Superman clones and Manta are just wrong in Air's shadow. For a coaster to define the ride type in such a way that any deviation from it seems wrong, that's impressive.
 
Oooo, I like this topic. I think you nailed the reason why I think Boomerangs are Ok too in the process (same argument could be applied to the new Premier loop things but more in line with launches for a compact space).

Joey then perfectly explained why Air is great compared to the rest of the flyers and I think the same points can be made for the wingriders.

I also agree about Maverick, they just went and made a fun ride rather than worrying about making one unique element purely for marketing purposes. This clearly relates to Helix too, hell, they even went and altered the layout after fan feedback. A ride purely made with the ride experience as the top priority. Fantastic stuff.

I'm going to have a bit more of a think.

Sent from my C6903 using Tapatalk
 
I agree with Air as well. While Tatsu and Manta are, arguably, the better coasters - not a big fan of the Superman model - Air actually nails the concept of a flyer. I'm not a big fan of the ride type on the whole though.

I'm going to throw the Aquatrax in there. I don't think we'll ever see another Aquatrax model after Atlantis Adventure since I think the whole thing has now actually evolved into the Jet Rescue/Juvelen ride type, but the whole idea of using water purely as a theming element that's integrated with the track, while essentially being redundant, fits the whole theme and overall concept really well.

Unless you're going for an Atlantis (or other water) theme, the concept of the ride type is pointless, but used with that theme it's perfect.
 
People often ask why Ravine Flyer II is my favorite roller coaster overall. I just love the simplicity of the design, steeped in the heritage of the original Ravine Flyer which also passed over Peninsula Drive.

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RavineFlyerII-1.jpg
 
I'm gonna throw Kings Island's Beast in here.

On the face of it, it's just a mediocre coaster that meanders without purpose. Beast is large for the sake of being large. Beast is a beast, lacking any kind of ... I dunno, intelligent pacing or narrative layout, it just is what it is and doesn't pretend to be anything but. It's like a bull that stops occasionally, derpilly standing around and look for it's target that it can't see past it's gigantic horns.

And at night? People always talk about how different Beast is at night - but isn't that a good thing? This coaster is a beast - it's a monster, it lurks in shadows and when it comes out at night it's terrifying. Beast lives in the dark.

I love Beast's lift. It's littered with crackling broken speakers placed too far apart, and that creates a really creepy experience as the dramatic music that sounds like it's still playing from an eaten up cassette tape fades in and out.

People say it's layout is poor, but it's layout is unconventional and nonsensical, which is surely thematically relevant to a Beast?

I genuinely love Beast. I think criticising coasters because they don't conform with enthusiast ideals of providing the right amount of airtime at the right point is utter bull and those trying desperately and pretentiously to not be entertained by Beast are missing out.

Great concept. Wonderful ride.
 
People always make the argument for Air being a 'true Flyer' and I call BS on it.

If someone gave you the power of flight why would you meander around slowly just above ground level? Talk of a waste of ability. You fly at height, high above everything else. This is why Tatsu, giving you a wonderful mountain view set high above the trees, is a 'true Flyer' and Air is the worst thing B&M have ever done.

I'll say the Vekoma Stingray - a really fun compact Flyer on paper with some crazy elements, pulled off horribly. Similar with the El Locos.
 
Joey said:
I'm gonna throw Kings Island's Beast in here.

On the face of it, it's just a mediocre coaster that meanders without purpose. Beast is large for the sake of being large. Beast is a beast, lacking any kind of ... I dunno, intelligent pacing or narrative layout, it just is what it is and doesn't pretend to be anything but. It's like a bull that stops occasionally, derpilly standing around and look for it's target that it can't see past it's gigantic horns.

And at night? People always talk about how different Beast is at night - but isn't that a good thing? This coaster is a beast - it's a monster, it lurks in shadows and when it comes out at night it's terrifying. Beast lives in the dark.

I love Beast's lift. It's littered with crackling broken speakers placed too far apart, and that creates a really creepy experience as the dramatic music that sounds like it's still playing from an eaten up cassette tape fades in and out.

People say it's layout is poor, but it's layout is unconventional and nonsensical, which is surely thematically relevant to a Beast?

I genuinely love Beast. I think criticising coasters because they don't conform with enthusiast ideals of providing the right amount of airtime at the right point is utter bull and those trying desperately and pretentiously to not be entertained by Beast are missing out.

Great concept. Wonderful ride.
To build more on the history of the layout, Kings Island did the layout design internally, while outsourcing trains to PTC and Curtis Summers for structural design. Kings Island's PR Manager Don Helbig shared the story with me of John C Allen visiting the park to give a brief consultation on all that would be required for designing the roller coaster, jotting down a few vector equations on a napkin. Afterwards, the park's in-house designers (Al Collins and Jeffrey Gramke) foraged through the backwoods of the KI property, noting which trees they wanted to avoid, what gullies would be good for airtime, etc. Ultimately, this all helped contribute to the meandering nature of the layout.

Another thing worth noting; the lead engineer for construction was Charles Dinn, who left Kings Islands after Beast to found Dinn Corp., subsequently known as Custom Coaster International (Which subsequently spawned GCI and GG later on). Pretty neat that nearly every past and present "modern" wooden coaster firm can track its lineage to one roller coaster.
 
I actually agree with most people about Air (besides Ben, ha). Although I like the Superman clones, and even the Vekoma flyers, I think Air simulates flying the most accurately of all of them. I suppose, like Ben said, why would you meander close to the ground if you were given the power of flight, but I've never seen birds doing pretzel loops or vertical loops, so yeah, it accurately reflects what actual flying is probably like.

Sticking to Alton, I love Oblivion's concept. I still think it's the most superior Dive Machine that I've ridden, even though it has a less extensive layout than the others. The theme or atmosphere is pretty spot on, and even though the ride itself doesn't have much to offer, I don't think dive machines need more then the drop, which is what they're known for anyway.

I love the concept of coasters like Maverick and Helix (although I've yet to go on Helix), combining inversions, launches, airtime, and speed all into one fabulous package.
 
I like the concept of 'one trick' coasters such as Oblivion, TTD and Revolution at PBB. I guess the concept is that they have just one element that is so incredible it doesn't need any other elements and the whole ride can be built around that. Makes that element seem so much more important and exciting. Not sure whether it works in actuality though...
 
Ben said:
Air is the worst thing B&M have ever done.


They've done Stand-Ups, those are terrible.

I like Cheetah Hunt for what it is (at least the look of it, I've visited the park a bit too soon to ride it). Fast meandering through the 'artificial' rockwork, just like a Cheetah would do. :D

There are loads more out there that I liked, but I can't think of any at the moment. I will add to my post later on :D
 
Arrow and Shwarzkopf shuttle loopers. They're such simple designs that give you the thrill of drops, loops and going backwards, all whilst in a straight line. And Arrow shuttles have an incredible amount of airtime in the right seat.
 
I agree with everyone re. Air (except Ben.. sorry), as others have said, it's not meant to be mega intense, and it's wonderful. Floaty lovely smooth wonderful. There's such a gap in the line up for 'mid range' coasters which don't blow your face off and deliver high intensity but that are actually fun enough to give a gentle thrill. I think Air does this perfectly!

Also, the concept of oblivion is fab. I remember only having to LOOK at it as a child to be terrified. Just having that one massive drop into a black hole makes it so much more intimidating.
 
I love Shuttle coasters quite much - and only very little in this area has been done:

1st - Schwarzkopf ShuttleLoop - Leader with very long gap to 2nd place
2nd - Vekoma Boomerang w/ new vest-OTSR trains
3rd - Vekoma (Giant) Inverted Boomerang - wonder how these are quite better than the dreaded SLCs with basically the same track system.
4th - Arrow Launched Loop

But also like variants like switchback coasters - for example Expedition Everest.
 
Water Coasters. I love coasters and water rides, so combining the two is a fantastic concept, at least for me. However, it's a shame that their coaster section always seem to be lacking in creativity and quality. Granted, they are pretty much always geared more towards the family market, but I don't think that's an excuse because there are some great coasters out there that are family-friendly.

The Aqua Trax seems to be the exception, but I'm talking more along the lines of ones with actual splashdowns.
 
LiveForTheLaunch said:
Sticking to Alton, I love Oblivion's concept. I still think it's the most superior Dive Machine that I've ridden, even though it has a less extensive layout than the others. The theme or atmosphere is pretty spot on, and even though the ride itself doesn't have much to offer, I don't think dive machines need more then the drop, which is what they're known for anyway.

I agree with you that Oblivion is a very neat concept. A big, vertical drop into a hole in the ground. It's a "no fuzz" layout, it's all about the drop and the blackness that awaits you as you fall.

However, I must say I have a soft spot for what B&M did with the second-generation Dive Machines too. Oblivion was a very good concept, but the tunnel made it a very expensive and non-flexible ride layout. A lovely piece of work, but it was suited for one thing only. Drop, tunnel, up again, brakes, done. A one-trick-pony with a great trick, but a layout requiring a lot more ground works than a park would be willing to pay for, given an alternative.

But at some point, some designer must have looked at it and said "That sweet, huge, vertical drop, though..." and decided to pick up the thread again. With Sheikra and Griffon, the wonders of Oblivion were taken out of its hole. The core focus of the ride - the drop - was moved up in the air, giving a vertical plunge from a great height rather than deep into the ground. The cars were made floorless - quite a genius point, actucally - to give an even greater sensation of dangling. And as the saying goes: "With great height comes great maneuverability". Instead of using the speed of the drop to get out of a hole and back to ground level, Sheikra and Griffon had plenty left to do stuff like Immelmann maneuvers, hills, turns, and actually have a full-fledged layout. Sure, a Dive Machine might not need to do anything after the drop, but you can't just let all that speed go to waste in the brakes, right?

And so the uniqueness that was Oblivion was given a new life as a class of full-fledged, huge, mass-thrilling coasters. Based on the elements of a ride tailored for one situation, the Dive Machines are now veritable beasts of the coaster world, bigger and wilder than the designers of the original might ever have envisioned.
 
Pokemaniac said:
LiveForTheLaunch said:
Sticking to Alton, I love Oblivion's concept. I still think it's the most superior Dive Machine that I've ridden, even though it has a less extensive layout than the others. The theme or atmosphere is pretty spot on, and even though the ride itself doesn't have much to offer, I don't think dive machines need more then the drop, which is what they're known for anyway.

I agree with you that Oblivion is a very neat concept. A big, vertical drop into a hole in the ground. It's a "no fuzz" layout, it's all about the drop and the blackness that awaits you as you fall.

However, I must say I have a soft spot for what B&M did with the second-generation Dive Machines too. Oblivion was a very good concept, but the tunnel made it a very expensive and non-flexible ride layout. A lovely piece of work, but it was suited for one thing only. Drop, tunnel, up again, brakes, done. A one-trick-pony with a great trick, but a layout requiring a lot more ground works than a park would be willing to pay for, given an alternative.

But at some point, some designer must have looked at it and said "That sweet, huge, vertical drop, though..." and decided to pick up the thread again. With Sheikra and Griffon, the wonders of Oblivion were taken out of its hole. The core focus of the ride - the drop - was moved up in the air, giving a vertical plunge from a great height rather than deep into the ground. The cars were made floorless - quite a genius point, actucally - to give an even greater sensation of dangling. And as the saying goes: "With great height comes great maneuverability". Instead of using the speed of the drop to get out of a hole and back to ground level, Sheikra and Griffon had plenty left to do stuff like Immelmann maneuvers, hills, turns, and actually have a full-fledged layout. Sure, a Dive Machine might not need to do anything after the drop, but you can't just let all that speed go to waste in the brakes, right?

And so the uniqueness that was Oblivion was given a new life as a class of full-fledged, huge, mass-thrilling coasters. Based on the elements of a ride tailored for one situation, the Dive Machines are now veritable beasts of the coaster world, bigger and wilder than the designers of the original might ever have envisioned.

I'm really glad you've said this, because I completely disagree, and there's nothing more fun than disagreeing! :lol:

Like Air, I feel that Oblivion defines the ride type. The fact that you first approach the ride side-on and that it is ALL about that drop - ALL about that drop - with the whole of X-Sector literally funnelling towards it and the spectacular spectator area that creates around the tunnel.

There's plenty to criticise of Oblivion and I actually disagree with the commonly touted idea that it's theme makes it scarier. I think it's the absence of any real theme that makes it scary and argue it might be even more so without cheesy queue line videos. The only video I really like is the station one, which is just an assault on the senses, but I still wonder if Oblivion would be more terrifying if it were even more abstract than it already is. Oblivion is all about the drop. It's abstract. It's just an expression of fear.

But Busch's divers?

Griffon in particular bothers me because it's just not scary nor does it even try to be, and dive machines should be! Busch Williamsburg is weird and does this a LOT anyway, taking traditionally "scary" rides and giving them a bit of the Air treatment of dumbing them down, except they don't commit to it like Air does and you end up with this weird ...meh. Not necessarily bad rides, they might even be really good rides, but they could be so much better if only they were more cohesive.

Griffon is painted the most calming colour imaginable - and I get that its supposed to represent the calming sky with the bright train representing a Griffon, but people don't read coasters narratively like that. What you see is an abstract thing - a coaster - painted a nursery colour. It's surrounding area is also just a bit too calm and weirdly, the ride is too. It's drops are not intense and unlike even Sheikra, it does't have those weird forces on the inversions. But it's over dramatic ride announcements and sheer size convey the complete opposite.

You could definitely argue that rides that defy their conventions - in the way Air defied adult coaster conventions by being tame - are n't a bad thing. But I just feel the Busch divers don't do it well enough?

I think Krake is a rather good development of the concept - the drop is the focal point, it's a fear-themed ride, but it does other stuff too. The Gardaland Oblivion looks **** terrible by contrast, but I've not been to judge. I'd like to hear what people think of it's weird theming and stylisation?
 
Joey said:
The fact that you first approach the ride side-on and that it is ALL about that drop - ALL about that drop - with the whole of X-Sector literally funnelling towards it and the spectacular spectator area that creates around the tunnel.

Yes!! Such a great point!! You're immediately confronted with that vertical drop when you enter X- Sector. Just shows it's the reason the ride exists.
 
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