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My sister-in-law was so kind as to give me the download code for X-Plane 12 for Christmas. I'd previously found its graphical improvements not quite impressive enough to justify the purchase, but the new lighting and shading model really shines when the lights go down in the cit-tay, and the sun shines on the baaaaaayyyy:

Downtown San Francisco seen in golden sunrise light from an airplane cockpit in X-Plane 12. There is bright sun glare reflected off San Francisco Bay, and the Bay Bridge is prominently visible.

It's also much better in garbage weather with rain and such, though that is harder to convey in a still image.

Graphically, they're playing a probably impossible game of catch-up with Asobo Studios' Microsoft Flight Simulator and its real-time streaming world derived from Bing Maps data. X-Plane still uses the old model of a static world stored on your computer, and relies on optional downloads from its user community (both freeware and commercial) to flesh out the parts of the world you really care about with add-ons. But that also means it's far less dependent on some outside server infrastructure.

But this computer can't run Microsoft Flight Simulator.

The San Francisco pictured above uses the data that ships by default with X-Plane. I was actually using a very detailed free add-on for San Francisco with X-Plane 11, which didn't have any special landmarks for that area in its factory download (so while the basic geography would be there, all the buildings and bridges and such would have been generic "autogen" assets). You can see that in X-Plane 12, a few landmarks like Salesforce Tower and the SF-Oakland Bay Bridge are represented pretty accurately, but there are still a lot of autogen buildings there.

The basic global geography download includes more or less accurate street layouts and coastlines for much of the world, but the shapes are relatively low-resolution polygons and one thing that does tend to take me out of the simulator immersion is when that's hard to ignore. You'll see a coastline with realistic-looking soil and vegetation, but following unnatural precise angles (in a place where human intervention shouldn't have created that in reality). The same is true of roads. The curved lozenge shape of the block across the street from me is there in the database, but sharpened into a parallelogram. I actually think they could do a lot to improve the basic visuals just by automatically putting some subtle curves on street bends and intersections, though they may be afraid of any deterministic process to do this going wrong in some situations.

I haven't tried using the scenery add-on I was using before in here yet, but I suspect it would work fine. Most of the scenery and aircraft add-ons for X-Plane 11 do work here, though some add-on aircraft that predate version 11 don't work or work badly. Some of the authors have made updated versions that use new features in X-Plane 12.

Users have created many libraries of free objects to use in these add-ons, and one of the frustrations of free user-created add-ons is that they often have a lot of external library dependencies which are hard to manage. I've noticed that the most popular add-ons tend to be the ones whose dependencies are simple or nonexistent. It seems like everything like this eventually evolves to needing a package manager.
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Lots of people I know have been streaming onto Bluesky. My main venue for public microblogging has been my Mastodon account at mathstodon.xyz/@mattmcirvin for a while, but I have now given it a Bluesky mirror at mattmcirvin.mathstodon.xyz.ap.brid.gy, and Bluesky folk should be able to follow me there. There is not a lot there yet since it just started mirroring. We'll see how well this works.
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One bug I remember vividly from Microsoft Flight Simulator 1.0 for MS-DOS, that I haven't been able to reproduce here, is that sometimes mysterious replicas of whole airports or components of them would appear at some distance from the original, probably because of integer math rollover. Either I haven't been able to reproduce the conditions in FS2 for Atari 8-bit, or they fixed it for that version (I don't recall seeing it on the Atari ST either).

I think the things most likely to do it in MSFS 1.0 were the little refueling depots (just a letter F in a square) that don't seem to exist in this version. I notice the manual tells you just edit your fuel level to keep flying when you run low. Most likely, the fuel thingies were positioned relative to the airport center with lower-precision math.

All versions of MSFS and Flight Simulator II have had a "slew mode" in which physics is suspended and you can just reposition and reorient the aircraft with six degrees of freedom using the keyboard. I recall spending a lot of time just moving around in slew mode, and just rising upward toward space--eventually, you'd encounter the outlines of a ghost airport hovering at a vast distance above the ground.
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Bruce Artwick of subLogic became known for a simple flight simulator for the Apple II and TRS-80 Model 1. After he wrote the vastly more powerful Microsoft Flight Simulator for IBM-compatibles, he backported those new features to an impressive new version for the Apple II called Flight Simulator II, which he sold through his own company.

They then ported that to other 8-bit platforms, including Atari. I never actually had this as a teenager but I remember being impressed by the magazine ads for it--it was clearly basically Microsoft Flight Simulator, which I liked to play on my dad's Compaq, but for Atari? Amazing! It didn't seem to get a lot of attention, though, mostly because it was subject to the limitations of Atari's hardware. It also required 48k of RAM, and I think primarily shipped on floppy disk, which in the early years meant that only the more well-heeled users could play it. (Years later I bought the much better Atari ST version.)

Atari, though, eventually put FSII for 8-bits out on ROM cartridge as, I think, the pack-in with the keyboard bundle of the XE Game System, their very late second attempt to rework the 8-bit computer platform into a game console. Out of curiosity I recently gave it a try. It looks, yeah, pretty much like the first version of Microsoft Flight Simulator:

Flight Simulator II for Atari 8-bit computers, with artifacting settings approximating the colors you'd see on an original Atari 400/800 with CTIA.

(I tried to do some clever stretching of the image to approximate the slightly non-square pixels that an actual CRT television connected to an Atari would have given you, but that doesn't seem to have worked. Anyway.)

It plays like Microsoft Flight Simulator, too, except that the Atari was even more CPU-bound than the original IBM PC so the best it can ever manage for the changing 3D perspective view from the plane is about 1 FPS. That makes FSII very difficult to play. It's a game of tiny touchy adjustments, best played with the keyboard. It actually is bound to the joystick, but since the Atari joystick was functionally a digital d-pad, all it could do was nudge the virtual yoke like a keypress, and you got more precision with the keyboard doing that.

One theoretical difference from MSFS 1.0 is that the civilian light plane being simulated is allegedly different: the early versions of MSFS (and some versions of FSII) all claimed their default plane was a Cessna 182, but here, it's a Piper Archer. I don't know why or if that actually makes any difference to the flight model.

Actually, the colors above are the ones you would have seen on the original Atari 400/800. By the time it came out for the XE Game System, the colors in the bottom half would have looked a bit different--I think it would have been something like this:

Flight Simulator II for Atari 8-bit computers, with artifacting settings approximaing the colors you'd see on an XL or XE-series computer. The artificial horizon now has a pink top half and a blue bottom half.

I'm not 100% sure that's right. It was different, anyway.

But that's because the bottom half of the screen is actually in the monohrome high-res mode and using composite artifacting to produce its colors (like many things ported from the Apple II to the Ataris), and those colors were notoriously fickle, reversing when Atari went from the CTIA to the more advanced GTIA video output chip and then changing again in the XL/XE series. That's because they depend sensitively on the sub-pixel phase of the video signal, as I explained in this old post about artifacting on CRT televisions and composite monitors.

The top half, though, is not in that mode; it's in an actual 4-color mode, I think the one that Atari BASIC nerds colloquially called "GRAPHICS 7 and a half". So its colors were more stable between hardware revisions. Atari's ANTIC chip implemented a simple display list that allowed mixing modes in horizontal bands like this. I was pleasantly surprised to see that Flight Simulator was making use of it.

Regardless, I get the impression that this port was not well-loved, because the sluggishness of it even compared to Microsoft Flight Simulator 1.0 was a problem. Keep in mind, Atari owners were accustomed to the glass-smooth animation in more arcade-style games like Star Raiders, though the "serious simulation" aspect of this could excuse a lot to a person in a certain frame of mind. On an emulator, of course, you can remove the historically accurate speed limiter and play it at a higher frame rate that actually makes it fun, and since FSII's engine is not using the CPU for timing, it's still playable!

Still, the Atari ST version was much better, blessed with an 8 MHz 68000 to run the engine, and mouse-yoke support to make control a bit less painful.
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I don't think I posted about it back then, but one of the things I did when I was messing around with flight sims a few years ago was to download FlightGear, a sim that is actually free and open-source (more precisely it is GPL'd free software). It's been around since the 1990s, slowly being developed, and it does show its age, but you can't beat the price:

A screenshot from the FlightGear flight simulator, showing a view of San Francisco from the cockpit of a Cessna 172. Geez, I'm way overspeed.

A screenshot from the FlightGear flight simulator, showing a chase-plane view of a Cessna 172 over San Francisco.

When I tried it a few years ago, it seemed a bit awkward and glitchy, and I had no luck using it to fly anywhere other than its default low-res rendition of Hawaii. It's matured a little more since then (and my computer is more capable), and there's an automatic-scenery-download feature you can use to get world scenery for anywhere on the planet, though it doesn't download fast enough to stream and teleporting to a new airport will likely trap you in a gray void for a while. The autogen scenery makes many areas look kind of post-apocalyptic, in the manner of X-Plane with the specs turned way down, and its imagery of urban areas is schematic at best, but the airports are there.

It also now recognizes game controllers without much trouble, though the default mappings for the DualShock needed work much as with X-Plane (a centering analog stick is really not appropriate for controlling a throttle). With the controller set up correctly, FlightGear is actually fun to use.

The keyboard mappings seem inspired by the original subLogic/Microsoft Flight Simulator from the 1980s. Of course I had to take off from Oakland International and fly over San Francisco, the default area from Atari ST FSII.

It is still a bit glitchy--at one point my Cessna refused to budge from the runway even with the propeller going at full throttle, and after several attempts to check all possible ways I could have accidentally left the wheel brakes on, I Googled it and found a discussion of a known bug that causes this to happen sometimes until you toggle "Enable damage" on and off. The discussion was from several years ago, so, yeah. Some things happen slowly.

The frame rate it manages with the above settings is also kind of stuttery by modern standards, even on my new computer. X-Plane does much better with that. It is apparently possible to use it with a multi-monitor display, but it takes a lot of messing with configuration files and it was more than I was willing to do.

A charming detail is that the Cessna's engine will die if you just go immediately to full throttle after starting it--you have to handle it with realistic care, going easy on the throttle at first and ideally manipulating the fuel-air mixture and such. This is a bit annoying if you're just starting out but I kind of admire their insistence on that. The initial download only gives you the Cessna 172; there's a big library of free plane models you can download and install, but I haven't tried them. There are also a lot of scenery add-ons to make the local area of your choice look nicer.

FlightGear looks like a thing from a bygone age, and it isn't going to replace paid sims for me, but if you want something that costs $0 and actually models an airplane with some care, I doubt you can do better.
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In my first burst of posts about flight simulators several years ago, I noted that the Easter egg flight simulator in Google Earth Pro tried to support game controllers, but didn't work well enough to be usable with them (it was an addendum to the post on X-Plane 11, which handles them with no trouble, though I did mess with the settings quite a bit there to make it work like I liked--back then, I think I was using an XBox One or XBox 360 controller hooked up through USB, rather than the slightly less ancient Bluetooth PS4 DualShock I'm using now).

Well, now it doesn't work at all. When I launch it on my current machine, going into the flight simulator mode with a controller active offers a "Joystick enabled" box that is checked by default, but if you leave that on, the simulation just crashes. Probably just as well, since it never centered correctly, which made joystick control basically unusable.
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Last night, having properly connected a game controller to my computer, I booted up the Atari800MacX emulator and for the first time in ages I played through a whole game of Star Raiders, the Atari 400/800's true killer app and the granddaddy of the modern "space sim" genre.

This video is highretrogamelord playing it on the highest difficulty level (not sure if there are any cheats involved).



Star Raiders was basically a hybrid of the old text-based "Star Trek" game, and a first-person arcade space shooter like Starship 1. It had a bit of strategy to it: the galaxy is a grid of "sectors", and you're trying to wipe out all the enemies while keeping them from destroying your starbases, which they do by surrounding a starbase sector with enemy-occupied sectors on all sides for too long (like an attack in Go, the game that inspired the name Atari). Within a sector, you're chasing down enemies in three dimensions in a mostly smooth first-person perspective view that was just mind-blowing in 1979. You have limited energy and can take systems damage that affects gameplay in various ways; the starbases provide energy and repairs. Travel between sectors is by hyperspace jump, which is expensive and tricky. Your "rank" at the end of the game is computed from a formula that combines several aspects of your performance (the manual actually gave the formula).

I was playing it on Pilot, the lowest difficulty level that isn't baby/God mode (you can take damage, and have to manually fly the hyperspace jumps). Wow, I've gotten really bad at Star Raiders. I never got that good at it, I think because when I was a kid, its immersion was actually anxiety-inducing--a remarkable thing to say about a primitive game for an 8-bit personal computer.

But last night, I think I got the lowest possible joke ranking, even though I completed the game without dying and I think prevented any starbases from being destroyed. (It was a near thing--the *last enemy left in the galaxy* got in a lucky hit that took my shields down, and rather than continue to duke it out as a one-hit-point wonder I ran away to a starbase for servicing before coming back to kill it, and that probably dropped my score.)

I'd forgotten how tricky the "stay on the beam for the hyperspace jump" mini-game is. Mastering that is probably key because if you're not good at it, it doubles the number of expensive hyperspace jumps you have to do.

Seen with modern eyes, the game can get repetitive. But it successfully tugs at your emotions and it's got some interesting emergent strategy that comes out of the interaction of simple features, which is always something I like in a game. (For instance, how do you get to a starbase for repairs if your main engine is broken? The hyperdrive never goes out, so you have to initiate a hyperwarp and interrupt it until you're close enough.)
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OK, I had also forgotten how much fun it is to have a proper game controller connected to your computer. For flight simulation, it's not a geeky realistic flight control but it's miles better than using the mouse to control an imaginary yoke.

Our XBoxes are so old that the wireless controllers for them aren't standard Bluetooth devices and I was wary of once again installing the increasingly sketchy third-party drivers to use them. But our PlayStation 4's Dual Shock controllers are just standard Bluetooth devices, and pairing one was not difficult at all. (Its battery was dead, to begin with, but it also works wired up through its old USB Micro port to my USB dongle, which charges the battery.)

X-Plane makes interesting default assumptions that I don't think are good for me: it maps one stick to roll/pitch and the other to the throttle up/down. I guess that makes some sense IF you have a separate pedal controller for the rudders, which I don't.

I mapped the left stick to the rudder, in lieu of pedals, and the right to the yoke. Up and down on the D-pad became throttle controls, and then the other buttons on the controller face became trim controls corresponding to the stick nearest them--because actually having a centering stick makes you appreciate what trim is for in a real aircraft; you want those. Suddenly it's possible to get your plane properly trimmed and leave it in very stable flight. Also, having separate rudder and pedal controls teaches you what the turn coordinator/slip-skid indicator is for. And if the mouse isn't controlling the yoke, it can be used to manipulate the other cockpit controls if you don't necessarily know the key commands (if any) that are mapped to them.

I guess the shoulder and fire buttons could be weapons controls for the fighter planes. Thought about mapping flaps to something but the keyboard is good enough for that.

It Just Works with the Stella Atari 2600 emulator, too, though the default mappings follow post-Nintendo game controller norms: your left thumb is operating the joystick and the fire button is X. That's not very Atari, is it? Maybe for a truer experience I should have the joystick control over on the right and the fire button at the upper left.
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A few years ago, in the depths of COVID shutdown when I was probably hankering for a view of the big world, I went on a tangent about flight simulators. At the time Microsoft had just put out a spectacular ground-up reworking of Microsoft Flight Simulator, but I didn't have a machine that could run it, so I sprung for X-Plane 11, the most advanced one available for the Macintosh.

My MacBook Pro was already old and feeble at the time and could just barely run it. It worked, but the frame rate was pretty choppy under the best of circumstances, and the UI was kind of glitchy, and I could forget about running it on more than the laptop's built-in display--it would just get unusably slow.

Well, I recently got a new MacBook Pro with an Apple Silicon M3, and Apple's handy Migration Assistant dutifully hauled all of my old garbage over here where, remarkably, nearly all of it just runs without any trouble even though Apple has switched to a completely different processor architecture (for the third time)! I think the biggest thing that I did have to upgrade was Sagemath, but that's no surprise--that thing is a bear.

Amazingly, X-Plane 11 running under Intel emulation on this ARM-based computer is way smoother than it was running natively on the old one (this may be more down to this computer's relatively powerful GPU than anything else). And I can use a big external monitor as a second screen with no trouble at all, which makes flight simming a lot more fun.

X-Plane has had a version 12 out for almost two years now, which is Apple Silicon-native on Macs; I don't think my old computer could run it at all, but my new one can. I did download the free demo (which is the full product but limited to 15 minutes of flying around Portland, Oregon) and give it a try. The online consensus about it seems to be that, while it looks significantly better than X-Plane 11, it's not enough better to really be impressive in a world where Microsoft Flight Simulator exists, and for most people who bought version 11 it's not enough of an upgrade to justify springing for the rather high price.

A screenshot from X-Plane 12 of an ultralight plane over Portland's airport in the late afternoon.

A screenshot from X-Plane 12 of the view from an ultralight over Portland's airport in the late afternoon.


(The pilots among them also debate whether X-Plane 12's flight model is better or worse, but this is so far beyond my expertise that I couldn't usefully comment. It does seem touchier--it seems much easier to crash the plane if you just mess around. But that might be realism!)

I think that's basically correct. The other thing I noticed is that X-Plane 12 is demanding enough that on its default settings, it makes my new computer stutter a bit. I'd probably have to dial back some of the bells and whistles to make it buttery smooth.

For now, I think I'm satisfied with running version 11 on this machine. And for pure sightseeing jaunts using realistic streamed scenery, I'm still better off using the toy flight simulator in the ancient "Google Earth Pro" app, which makes no pretense of very realistically simulating an airplane.
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Funtown Splashtown up near Portland, Maine is the most major amusement park in New England that I hadn't yet been to (I have also not had the pleasure of visiting Santa's Village or Quassy), but my sister-in-law gave us tickets to there for my birthday. Sam and I finally used them last weekend, with the end of the season looming. We had a great time.

Coincidentally, the illustrious YouTuber Canobie Coaster just got back there and got some fresh POVs, so I can do my usual lazy thing of illustrating with other people's video.

Funtown Splashtown is, as the name implies, a dry amusement park joined to a waterpark; I'd say it's about the size of Canobie Lake Park except that relative to Canobie, it has less Funtown and more Splashtown. For today's amusement market, that's a sensible balance--you want a lot of waterpark. Crowds were very light on the dry side today but there was still a substantial wait for some of the waterslides, which always have pretty low capacity and relatively high demand.

Sam is more of a waterpark person so she spent most of her time on that side, whereas I mostly sampled the non-waterpark rides. But the one ride we did together, at the beginning and end of the day, was Funtown's spectacular new addition, a shooting dark ride called either Haunted Hotel (according to signs and promos) or Whispering Pines Hotel (on park maps and the ride itself). At any rate, the Whispering Pines Hotel is definitely haunted:



There's some lore about a witch's curse and an otherworldly realm with the hilarious name of "Dimension Dark X", delivered by a well-done animatronic in the queue. Your job is to shoot at clusters of purple LEDs representing the curse, or something, while all sorts of spooky manifestations appear. It's not a long ride, but everything looks really impressive for a ride at a park like this--it's easily the best dark ride in the region. I did find that scoring high required enough concentration that I ended up missing some of the effects, but that just encouraged re-rides. Later in the afternoon, the ride was an absolute walk-on (it seems to have good capacity), so this was pretty easy.

The horror in this ride is pitched at about the "Goosebumps" level, nothing too disturbing or gory, so it's pretty family-friendly but still scary enough that older kids will find it worth doing. A good call by the park all around.

But, of course, the ride I was itching to ride was the park's signature coaster, Excalibur:



This is an impressively big CCI wooden coaster from 1998 with a twister layout that mixes good drops and strong laterals, tucked away in the back next to the parking lot. You get there via the lightly themed "Camelot Bridge" that passes through a beautiful wooded area and over a stream--it feels like you're leaving the park entirely, a great touch. The station is themed like a castle and the train cars are labeled with the names of the Knights of the Round Table. It's not, you know, Disney, but it's some really great presentation for a small amusement park.

There are separate lines for the front row, back row (for the connoisseurs), and for all other rows. It's one-train operations and not particularly fast ones, but on the day I visited, this was not a big problem--the ride had more than enough capacity to keep the lines short. The ops were letting people get back on for re-rides, which is something I hardly ever see these days.

And this thing is running like a dream--honestly I was surprised and impressed; it's not so smooth that it doesn't feel like a wooden coaster, but there is no real rattle or buffeting. Apparently, this ride has been blessed with Gravity Group's pre-cut replacement track, which explains why it's tracking so well. This may be the best wooden coaster in New England at the present time, and in a field that includes Boulder Dash and Roar-O-Saurus, this is saying something.

(The park has a second coaster, a Wild Mouse that I actually could not ride, at least not without dragooning some random passerby into riding with me, because they were not allowing single riders and Sam definitely wasn't going on it. It didn't look like a big loss.)

After my first ride on Excalibur, I hit the park's flume, Thunder Falls. I don't have a good/legal POV of this, but here's someone's off-ride footage of the big splash:



This is billed as New England's tallest flume, and it probably is, though I don't know exactly how tall it is. I'd guess it's somewhere in the 60-foot range. After the splash, there are some coin-operated water cannons that people can use to shoot water at you when you're returning to the station, but nobody did that to me.

The other big must-ride I hit, and apparently one of Funtown's most famous rides, was the Astrosphere. Canobie Coaster just posted his POV of this one a couple of hours ago, which spurred me to write this article now. A content warning: this video does have a lot of flashing strobe lights:



Yeah, it's a Scrambler, running pretty fast in a dark dome with projected images, lasers, fog, disco lights and the sound system blasting ELO's "Fire On High." This is a great phantasmagoric experience but the ride is basically "Very Strong Laterals: The Ride" and it ultimately gave me a headache.

Canobie Lake Park has a ride along these lines called the Psychodrome, and in all my years going to Canobie I've actually never ridden it, but I ought to just to say I did it once. I think the show/music is different. These rides aren't really my cup of tea, though my sister loves them and always has. Anyway, Funtown's Astrosphere is reputed to be one of the best, so I couldn't pass it up.

It is quite a low-capacity ride, so it had one of the longer waits in Funtown. There were also quite elaborate safety spiels on the way in, some of the most involved ones I've heard for a ride. I suspect these are the result of some accidents that have happened in the past with these rides, most often involving the ride starting up when someone is standing in the way in the dark enclosure. They were being very very careful, it seemed to me.

All in all, a great day out. Even though Funtown Splashtown is a small park, there's quite a bit there I didn't get to that I'd like to do on a later visit: some of the waterslides (particularly the family raft slide), the bumper cars and bumper boats, maybe the go-karts which are actually included with park admission. There's also a truly enormous drop tower; I have not gotten into drop towers but who knows, I might someday.
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Had a dream last night in which we had traveled to some distant city and were preparing to board an attraction that advertised itself as a kind of space tourism--but with carefully cagey wording that left open that maybe a trip into space wasn't actually what was happening.

I'd read an email from a friend who had ridden it, saying that the real fun of the trip was figuring out the gimmick they were using, and he wasn't going to spoil it for me.

Which just had me scrambling for spoilers to figure out what I was in for. In line to ride, furiously checking online reviews, I finally found one that gave a partial explanation: "Through clever optics, instead of going into space, riders are actually going up their own anus."

And then I woke up with more questions than answers.

I may have been thinking about immersive amusement rides too much.
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We just got back from a ten-day trip to Japan, divided between Tokyo and Osaka. As a theme-park fan, one of the highlights of this trip for me was a one-day visit to Tokyo DisneySea, a park sometimes described as the best theme park in the world.

I can't say for sure that it is, but it is an astonishing place. As a Disney park, it's obviously not geared to thrill-seekers, though there are some rides with a thrill component there. It does have some of the most extravagant immersive theming I've ever seen, outstanding even by Disney-park standards.

That's probably because the Tokyo Disney resort has an unusual corporate status: while it appears in every way to be a Disney resort, Disney doesn't own or operate it. They just hire out Imagineering and license their IP under contract. It's owned and managed by OLC, a Japanese company whose largest owner is the Keisei railway, an operator of a number of rail lines including the Skyliner airport shuttle. OLC's sole job is basically running the Tokyo Disney resort, and its pockets are apparently deep. It's not competing with all of Disney's other cost centers and it's insulated from Disney's sometimes dunderheaded recent management decisions. What you see there is what you get when the ideas Disney Imagineering comes up with actually get fully funded.

The resort has your basic Disney resort setup: a bunch of hotels, a free-admission shopping area, and two large theme parks (Disneyland and DisneySea), all connected by a themed monorail. Unlike the Walt Disney World one, the Tokyo monorail is not free and has tickets and fare gates like any Japanese rail line, but fares are reasonable and you can get unlimited day passes.

Tokyo Disneyland is the classic Disney "castle park", closely patterned after Orlando's Magic Kingdom. I've heard great things about it--my sense is that it's a superior version--but we didn't go there. We'd allotted Disney one day out of our Japanese vacation and we wanted an experience you can't get anywhere else.

Tokyo DisneySea has its roots in a failed project to build a second California Disney park at Long Beach, as part of a development around the Queen Mary called Port Disney. That didn't happen, but many of the ideas ended up in Tokyo. There's even a replica ocean liner at one end of the park, the "S.S. Columbia", resembling the Queen Mary and containing a restaurant. The areas of the park all have port and sea-related themes, a couple of which are American: there's an "American Waterfront" which is themed after New York City in the early 20th century, and "Cape Cod", which is generally Massachusetts (there's a hilarious statue of Mickey Mouse as the Gloucester Fisherman, who is not on Cape Cod but I'm not going to quibble). So now I've been to Disney's Florida version of Japan and their Japanese version of Massachusetts. The theming is well-done and, as Sam noted, extends to planting vegetation approximating the various regions of the world.

Probably the biggest area is generally Italy-themed, with aspects of Venice and Florence. One of the most charming rides is just a Venetian-style gondola ride on a real boat with a real gondolier, who banters with riders (in Japanese, but I could appreciate the atmosphere at least). I found it more pleasant there than in the actual Venice, but that was probably more down to the season than anything else. Here's Michael Mastrile's video with a POV:



By freakish coincidence, the best day to go on our itinerary happened to be the opening day of a new large expansion called Fantasy Springs, a sort of second Fantasyland with attractions themed after Frozen, Tangled and Peter Pan. Access to Fantasy Springs was only possible with a special pass, and we decided to just not bother with it--the whole park was new to us, and Fantasy Springs would probably be jammed with people. This turned out to be a stroke of brilliance. Crowds at the rest of the park were quite light and even standby lines for the very biggest rides were not running over 40-60 minutes.

On top of that, we had some good luck: some English-speaking tourists who were visiting on some kind of resort package, and happened to be leaving early, gave us ride tickets that allowed us to use the local equivalent of a Fastpass or Lightning Lane queue (I forget the name) for a selection of rides, including Indiana Jones and 20,000 Leagues Under the Sea. Were they supposed to do that? I don't think so. Were we going to pass up that windfall? Also no.

We went on 20,000 Leagues Under the Sea twice, because we liked it so much and it was a mild ride we could all enjoy. It's one of the rides in the park's centerpiece area, Mysterious Island, which is Jules Verne-themed and built around an enormous fake volcano, Mount Prometheus. 20,000 Leagues seems to get some shade because of misplaced expectations: people seemingly expect it to be a major thrill ride and it's not. Instead, it's a suspended dark ride inspired by Submarine Voyage, but with only simulated submarine action. I think theme parks need these kinds of rides and they're a good complement to the more thrilling ones. You ride in submarine-themed ride vehicles that ride under the track, looking through large bulging portholes with bubbling fluid effects embedded inside of them, simulating passage in and out of the water and giving the ride an underwater appearance. We fight a giant squid with electricity, witness shipwrecks and underwater creatures and ultimately visit a strange Atlantean civilization (the book had Atlantis, but not living Atlanteans!) There's some kind of audio narrative that, like all of the rides here, is mostly in Japanese, but I didn't get the sense I was missing much by not understanding it. Here's LMG Vids:



Depending on where you sit, you may be looking out the front or side windows of the vehicle. The best view is from the front, but there are animatronics and figures in the scenery that are designed to be seen mainly from the side portholes, which adds to the re-rideability.

The tickets didn't get me into my #1 bucket-list ride, Journey to the Center of the Earth, so I had to do the full standby queue there. My wife and kid took one look at the ride's one visible moment (when the vehicles pop into the open near the top of Mount Prometheus, then plunge into the climactic, roller-coaster-like drop) and noped out of riding. So I went solo. The queue is entertaining, though, all indoors in a simulated cave with lots of steampunk scientific bric-a-brac and illustrations of the wonders to come, with English text.

Aside from some general flavor, the narrative here has almost nothing to do with Jules Verne's novel of the same name: in the ride continuity, Captain Nemo has been running a side project from his volcano base to burrow into the Earth with tunneling mole vehicles (more like Edgar Rice Burroughs' "At The Earth's Core"), and is now equipped to give you a tour of his discoveries. The ride system is the same one used in Epcot's Test Track or Disney California Adventure's Radiator Springs Racers. The vehicles are powered slot cars, actually running on bogies hidden under the visible floor, and the ride is divided into a dark-ride section and a fast-moving thrill-ride finale. In the dark ride, we wind through subterranean caverns with glowing crystals and mysterious fungi and other creatures, then encounter an animatronic lava monster like a giant segmented arthropod. That leads directly into the thrill-ride section: instead of Test Track's straight launch followed by curves, the ride vehicle is blasted up a fast spiral ramp (with strong lateral forces), then emerges into the open for an instant and plunges back into the darkness in the ride's final drop. It's an impressive ride with some mild thrills, nothing too extreme, but enough that my family didn't want to ride it. Here, again, is LMG Vids:



The last real thrill ride we rode was DisneySea's version of the Indiana Jones ride, which also exists at some of the other Disney parks. At Animal Kingdom, its counterpart is Dinosaur, a ride with a time-travel and dinosaur theme, but apparently that's going to be rethemed into yet another Indiana Jones variant. Anyway, Tokyo's is "Temple of the Crystal Skull." In these rides, you're in a ride vehicle that is also basically using the Test Track system, except that the vehicles also have a simulator motion bed that allows them to tilt and jostle around, simulating a jeep moving over rough terrain. You progress through a spooky temple with various traps and supernatural goings-on, occasionally encountering an animatronic of Indiana Jones, who urges you on through the ride while he tries to extricate himself from whatever trap he's fallen into. In this case, it's all full of angry skulls and skeletons (Attractions 360 video):



This was just a great ride. I rode it with Sam and I was worried that it might be too much for her, but she loved it. The physical thrills aren't on the roller-coaster level and it really puts on a show.

I did not get any creds, as the coaster enthusiasts say, at this park: the one large coaster here, Raging Spirits, is reputed to not be very good, and given that I preferred to hang with my family riding milder rides. But while I was off riding other things, my wife and kid did get rides on Flounder's Flying Fish Coaster, in the park's particularly gorgeous Little Mermaid-themed area:

dream creds

Oct. 9th, 2023 02:08 pm
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I think about roller coasters more than I actually ride them, and I think there's nothing more emblematic of that than the fact that I seem to have several consistent credits that exist only in dreams.

I
think I dreamed about these rides a while ago, and every so often in another dream I remember that I actually have ridden them. Only these coasters don't exist in reality.

Most of them were at an entire park themed to dinosaurs, which was filled with these janky, rusting steel coasters themed to different dinosaur species and decorated like dinosaurs. In the dream, I think I supposed this park to exist somewhere in central Virginia. I suspect the rides were inspired by videos of Gao at the Japanese park Mitsui Greenland, a janky old "jet coaster" themed to a dinosaur, which I have definitely never ridden:



(The only dinosaur-themed coaster I *have* ridden is Roar-O-Saurus at Story Land, which is completely unlike these rides.)

Another one was a wooden coaster built underground in the basement of a building, descending several stories into the earth. There are a few coaster/dark-ride hybrids that actually resemble this (aside from being rather tamer and not as deep), but I've never ridden any of them.
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 What determines whether or not a roller coaster's name is used with the article "The" before it? e.g. "The Thunderbolt" vs. "Batman".

It seems to me that old wooden rides with generic names like "Cyclone" or "Wildcat" or "Comet" are more likely to get the "The" treatment than modern steel coasters. "The Wildcat" sounds natural, but saying "The Shambhala" or "The Superman" would mark you as, at the very least, not an enthusiast of roller coasters. (But the current full name of the one at Six Flags New England is "Superman: The Ride.") I was thinking about this when looking back at my early LiveJournal posts about roller coasters--I repeatedly referred to Busch Gardens Williamsburg's infamous defunct coaster, Drachen Fire, as "The Drachen Fire" and this now makes me cringe.

On the other hand, "The Loch Ness Monster" sounds OK probably because that's how people commonly refer to the supposed monster--it would be reasonable to think of that article as part of its name.

Batman himself is often referred to in comics and movies as "The Batman" for an ominous/retro effect, but we don't call coasters named after Batman "The Batman", or if we did, it would probably be a specific affectation in that particular coaster's name, perhaps referring to the movie "The Batman". And then people probably wouldn't say "The The Batman" except to be annoying.

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 I just watched a YouTube video about how the whole collaboration with Clarke was a big con job: Kubrick wanted to make a movie about how space and technology were horrifying nightmares, but he needed a front to mollify investors and the studio, so he claimed it was going to be an optimistic epic of discovery and got Clarke on board as the acceptable face of technocracy, then slipped his message into the movie's cold vibes and scary plotline. The guy basically sees Clarke as having been exploited purely to sell the movie.

2001: A Space Odyssey: How Kubrick Fooled Us All
 
There's some truth to it. Certainly before 2001 was released, the publicity for it was all about the meticulously researched futurism of the movie's middle section, and made it sound like "How the Solar System was Won"; the psychedelic last act was completely hidden from view and I don't think there was even any mention of the Dawn of Man sequence or HAL murdering everyone. And it's clear that Kubrick's vision of space exploration is coming from a much darker and more skeptical direction than Clarke's. You can see that in the evolution of the storyline in The Lost Worlds of 2001: everything dark and meaty and confusing about it is coming from Kubrick.

But even though Stanley Kubrick is more of a poster child for auteur theory than just about any other director, I guess I don't quite subscribe to it to the extent of dismissing the entire source material for the movie as a front. I see it as more embodying a kind of dynamic tension between Clarke's nerdish techno-futurism and Kubrick's anti-establishment attitude. If he'd just filmed one of Clarke's early drafts, it would have been a lesser film, something more like 2010: The Year We Make Contact (a decent movie, but it ain't 2001). But if it had just been a Kubrickian satire, something like another Dr. Strangelove in space, I think that would have been less interesting too. Strangelove is one of my favorite films but he'd already made that.

Also, I think there's another aspect this misses: I think Kubrick was intentionally trying to make a trippy film this time around, and he knew something people often miss, which is that Arthur C. Clarke was a trippy as hell author when he felt like it. There was a melancholy and cosmic mysticism that crept into his writing and a tendency to focus on arresting, sometimes puzzling imagery. I think Kubrick wanted that in his film, without so much of Clarke's lecturing, rationalistic side. The discussion of transhumanism in the video as a kind of malevolent nerd religion strikes me very much as looking backward from a 1990s-2000s perspective, rather than what was going on in the late 1960s.
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Having re-read both Arthur C. Clarke's novel of 2001: A Space Odyssey and its 1980s sequel 2010: Odyssey Two last year, I was interested in getting my hands on an odd companion book I remembered from the 1970s, The Lost Worlds of 2001, but it's very out of print and used copies seem to go for extortionate prices. But now there's a Kindle edition, so I was finally able to read it. The scan is a little slapdash--there are a couple of typos and several places where a footnote got absorbed willy-nilly into the text, but it's readable.

This is Clarke's own contribution to the large literature about the tangled creative process that produced Kubrick's epochal film--only it focuses mostly on the creation of Clarke's novel, which was originally envisioned as a kind of book-length story treatment for the movie, but ended up evolving in parallel to the point that they were developed more or less simultaneously with mutual feedback (but still ended up rather different from one another, albeit with more or less the same story in the broadest strokes).

Spoilers ahead, though really there's not a single coherent plot here to spoil, unless it is the story of the development of 2001.

Clarke reproduces some of his notes from the film's production, which have been cited elsewhere, near the beginning of the book. The book also reprints the famous 1948 short story "The Sentinel" (basically the first version of 2001's Moon section, in which the alien artifact is a shiny pyramid) that was the seed of the whole thing. But it mostly consists of large, multi-chapter excerpts from discarded alternate versions of his novel. These are fascinating and often very good, full of vivid and often melancholy-tinged imagery of the sort Clarke was a master at writing, though it seems Clarke often wrote these chapters without a clear idea of where they were going. The story's enigmatic last act was a particularly tough nut to crack.

My one content warning is that there are a couple of fleeting instances of antique homophobia here which now read as peculiar especially given that we know Clarke was gay (and in his later books, he tended to write more liberated societies).

Some interesting roads not taken:
  • Clindar! The first version of the Dawn of Man sequence is all written from the aliens' POV! The protagonist is a fellow named Clindar, a roughly humanoid extraterrestrial who lands in prehistoric Africa in a prosaically mechanical spaceship, hangs around with a group of australopithecines, befriends them, sedates and medically examines one of them (giving him the nickname Moon-Watcher, which survived into the final novel) and eventually coaches them in tool use like an alien gym teacher. Stanley Kubrick really, really did not like this approach, preferring something much more mysterious and indirect, but it was Clarke's default way of handling things. In any event, this draft seems to have started as a loose adaptation of Clarke's 1953 story "Encounter in the Dawn", which also named one of its meddling aliens Clindar.
  • Crawling rocks! The book actually opens with a passage Clarke wrote early in production about the state of the fictional world circa 2000, including a vignette in which a robotic rover/lander similar to the ones we've actually got today lands on Mars and immediately discovers life in the form of multilegged Stanley Weinbaumesque rock creatures. It's characteristic of 20th-century science fiction that this is taken not as the scientific bombshell of the century, but as a mild disappointment since there are no civilizations there. When I was in elementary school, a friend of mine who had procured this book described this sequence and I had trouble believing it was in there, since it seemed to bear no relation to 2001: A Space Odyssey whatsoever. But there it is.
  • The "Getting the band together" sequence. Clarke wrote a lot of background material about the crew of the Discovery, including those guys who, in the final movie, we only ever see in hibernation and then dead. They had personalities and careers and everything. There are multiple chapters about them being summoned to join the mission to Jupiter (and, yes, it was Jupiter, not Saturn, through most of the process--more on that further down). I suppose that to build a believable world it's common to write a lot of this stuff and then throw it away. 
  • Socrates and/or Athena, the helpful AI. Clarke was not an author who naturally gravitated toward hero/villain conflict stories; that was just not how his brain worked, and the struggle between the astronauts and the deranged computer HAL 9000 that animates the central portion of the finished story was a late addition that was not there through most of development. I am not sure but I suspect that without Stanley Kubrick's input he would not have written it that way at all. Instead, the AI character is initially a robot named Socrates and then a disembodied AI named Athena, and the AI is... generally helpful. There's a whole version of the middle section here in which the drama comes from a series of accidents: a space-pod crash ultimately caused by a purely mechanical failure, then a failed revival of another crewmember from hibernation. Some drama involving Athena creeps in when Dave tries to go chasing after some components that have been knocked clean off the ship, but Athena is programmed not to let him leave the ship uncommanded--but she's a machine in the end, and the worst that happens is that he has to waste some precious time hacking her command scripts. The seed of the conflict with HAL is probably there, but it's in embryonic form and Athena is not the tragic character that HAL would become.
  • Jupiter V! Famously, Clarke put the huge monolith that is the aliens' Star Gate on Saturn's moon Iapetus ("Japetus"), but in the movie, it's in free space orbiting Jupiter. Actually, the target of Discovery was Jupiter through most of the development process; Iapetus was a late addition. Specifically, it was Jupiter's small inner moon now known as Amalthea, which at the time was usually just called Jupiter V. Clarke had used the idea of Amalthea being an alien space station in a 1953 short story called "Jupiter V", in which it was apparently just background for a story about a futuristic art heist. Here, he describes Jupiter V as having one end sheared off by apparently artificial means, with a huge rectangular slot descending into the moon that somehow comes out... somewhere else, and, my God, is full of stars. In this version, Dave isn't the only survivor of the mission, and there are some charming bits about the astronauts camping around the Jupiter V Star Gate methodically examining it with robotic probes before Dave makes the bold decision to jump in. I imagine all this material pleasing Clarke and boring Kubrick to tears. I do wonder if the shape of the slot in Jupiter V was the genesis of making the Monolith a rectangular slab instead of a pyramid or a cube.
  • Aaaannnd, last but not least... Unfilmably wild and awesome alien worlds!!! Clarke clearly wrote a huge amount of discarded material about what happened to Dave after he fell into the Star Gate. They really didn't know where they were going with it until the very end. The Lost Worlds of 2001 reprints several different versions of the psychedelic journey, none of which I can remotely imagine being feasible as a movie in the late 1960s, unless it was a René Laloux-type cartoon. In some versions, the entire spaceship Discovery goes in with several surviving crewmembers; sometimes it's just Dave in a space pod. In several of them, they fly through a sprawling alien city inhabited by a thousand species of strange intelligent creatures. There are worlds suspended in oceans of supercritical fluid, landscapes where gravity goes every which way, a recurring motif of levitating islands out of Swift or Magritte.
  • In some versions, the floating island is none other than the private estate of Mr. Clindar, the alien who taught the proto-humans how to use tools a million years ago (Clarke explains that he's had a lot of bodies between then and now). The climax seems to be the reunion between Clindar and the line of intelligent beings he fostered. But Stanley Kubrick was aiming for something much more abstract and cosmic, and aside from the extreme technical difficulty of filming any of these ideas, I think he was the one who steered Clarke away from ultimately telling a much more conventional story, for all the arresting imagery he put into it.
Anyway, this is all great fun to read, though, again, the whole point is that it didn't come together into a final narrative until all this was thrown out.
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Since my family aren't really coaster enthusiasts, our family vacations aren't usually focused on amusement parks. Lately I've been thinking about bucket-list trips to make at some point when I have more of an ability to take solo vacations. My side day trip from Barcelona to PortAventura this spring was actually one of them--I had a great time. But some others:
 
- Eastern PA road trip: a day at Knoebels, a day at Dorney Park and 2-3 days at Hersheypark (my favorite park in the world as a kid, but I've only been there once as an adult and only ridden 3 of the coasters there). Maybe throw in one of the other little ones like Idlewild or Dutch Wonderland.
 
- Western PA: This could even be an extension of the eastern PA tour. Go west and hit Lakemont, Kennywood and Waldameer. A lot of heritage-and-history emphasis in this one. If you can't tell, I'm fascinated by ancient wooden coasters.
 
- The obvious Ohio trip: divide a week more or less evenly between Cedar Point and Kings Island.

- The Maine day trip I keep meaning to make one of these summers, to just go up to Saco/Old Orchard Beach and hit Funtown Splashtown and Palace Playland. Easy except if you drive, you have to deal with the weekend beach traffic, and the Downeaster doesn't get you to Funtown Splashtown. But you can ride 5 of the 6 operating coasters in Maine in a few-mile radius.

- A tour of the alpine coasters of northern New England's off-season ski resorts.

- An old-school New York/New Jersey special: hit Coney Island, the Jersey boardwalk parks like Morey's Piers, maybe Six Flags Great Adventure (but I don't think that would be the focus). Get the Silverball Museum in there. Maybe hit Quassy on the way out or the way home--I've never stopped there. I have been to NYC many many times but have never made the time to get over to Coney Island and ride the Cyclone; this seems like an omission. (But driving in NYC is such a headache that maybe Coney is best done separately from the others on a car-free trip.)

- Germany! Phantasialand, Tripsdrill, Holiday Park, Europa Park.

Some of these I'll probably never do, but some I probably will, in some form.

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 Back in 2012 I noted that while Canobie Lake Park's Yankee Cannonball is often described as a relocation from a defunct park in Connecticut, the only known photo of it in its original location shows a substantially different ride. (The pages linked from there are defunct, but Quassy's website has a copy of the picture.)

This story is a bit reminiscent of that, though the details are different. In my previous post about Six Flags New England, I described the 1941 Thunderbolt at that park as a reconstruction of the Cyclone from the amusement area of the 1939-40 New York World's Fair (as related by several sources, including RCDB). (This ride is not to be confused with the unrelated, and far more famous, Coney Island Cyclone.)

More recently I tried to find some photos of the World's Fair Cyclone and was slightly puzzled trying to match them to the Thunderbolt's layout. Either trains were going the wrong way, or I had the ends of the ride confused or something. That none of the photos really shows the whole thing made it more difficult.

This photo from the Museum of the City of New York finally made it clear: the Thunderbolt is a mirror image of the New York World's Fair Cyclone. That's the top of the lift and the turnaround into the first drop, and the pop up from the double down into the second lap in front. The corresponding elements on the Thunderbolt are reflected left to right.

While poking around, I found another surprise: there was another Cyclone with this layout at the other big American fair of 1939-40, the Golden Gate International Exposition on Treasure Island in San Francisco. And the San Francisco Cyclone was a mirror image of the New York one, that is, identical to the Riverside/Six Flags Thunderbolt! So while the Thunderbolt opened with the trains from the New York coaster, in a sense, it's more accurate to say that it is a replica of the ride's San Francisco counterpart.

(Most of the articles about roller coasters and the Golden Gate Exposition are mostly about the never-realized, truly daft plan to build a world-record roller coaster on the Golden Gate Bridge itself. But I appreciate the ones that mention the ride that was actually built.)
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Last weekend, with our kid off at a summer arts program, Sam and I made a return visit to Six Flags New England (formerly Riverside) in Agawam, the only really big chain theme park in the region. On my last visit, I spent much of my time just riding the park's three best coasters: Wicked Cyclone, Superman: The Ride and Batman: The Dark Knight (and the standby line for Superman ate up way too much of the day).

This time, it was very hot and I felt like hanging with Sam, who mostly wanted to visit the waterpark, which I hadn't experienced at all. So I checked it out. SFNE's waterpark (called "Hurricane Harbor", like many Six Flags waterparks) is actually a really good one; it's advertised as the biggest one in the region, and it might be, but I suspect it's a pretty near thing with Water Country in Portsmouth, NH. They have an excellent lazy river ("Adventure River") and a lot of water slides, of which the most notable one we did was Swiss Family Toboggan, their family-sized raft slide. This is basically just a really tall uncovered helix with regular side-to-side wiggles, and the interesting thing about it is just that the side walls are low enough on the straight sections between the bends that it looks like your raft is going to protrude over the edge. It's a really good water slide, maybe better than the analogous ones at Compounce and Water Country, but they only had one person working the top, so operations were pretty slow and the line up the stairs was agonizing. Also, in bare feet, the sunlit top of the tower is painful to stand on--everyone was dancing around up there to cope with the burn.

I was perhaps remiss in my duties as a coaster fan since the park is so packed with roller coasters, a... few of which are actually good, but the only coasters I rode that day were Wicked Cyclone and the one that was new to me, the park's 1941 classic woodie, Thunderbolt.

The first thing we tried to do at opening was rope-drop the park's rapids ride, Blizzard River. This turned out to be a mistake, since the ride didn't open until noon. Blizzard River's entrance is right next to Wicked Cyclone's; watching it test-run, the pull of its wickedness naturally tempted me so I went over to do that, and Sam headed to the waterpark entrance near Batman, way over at the opposite end of the park. Wicked Cyclone had a short line and it looked like I was going to be able to hop right on, until it broke down right when I was about to enter the station--apparently one of the restraints on the orange train was failing to register a positive latch. Repairing it was short work but then they had to test-run it and get authorization from on high to open the ride again, and that was about a 40-minute wait while I stood in the sun, with my hat stashed in a locker (fortunately I had a lot of sunscreen on). Wicked Cyclone is so good that I just waited for it, but Sam was apparently able to walk right on a lot of stuff at the waterpark while I was doing that.



Wicked Cyclone was running both trains and I rode the blue one this time. It's still the best roller coaster I've ever ridden, though I suspect that is partly because it's the only RMC I've ever ridden. The first drop is not bad, not world-beating, but after that it's relentless, a hyperactive succession of wild airtime bucking and roll/stall inversions. My favorite moments are the zero-G stall through the supports for the lift hill, and the violent double-down followed by a camelback hill that follows that. Some fans complain about the layout's third lap being slow, but a couple of years back they seem to have done something that mitigated that problem--to me, at least, it seems to be hauling through the whole ride.

The Thunderbolt has an interesting history. It is a reconstruction of a Philadelphia Toboggan Company coaster, a basic figure-8 layout designed by Harry Baker and the legendary Harry Traver, that was built under the name "Cyclone" for the amusement area of the 1939-40 New York World's Fair in Flushing/Corona Park. After the fair closed, the Cyclone was no more, but the owner of Riverside Park bought the plans, the trains, and, according to some sources, the track, and rebuilt it on its current site in Agawam. It seems to have been called the Cyclone until sometime in the 1960s, when it was renamed the Thunderbolt, which is confusing to talk about because Wicked Cyclone was a conversion of a completely different Cyclone (built in the 1980s).

The Thunderbolt is a good, well-kept ride--not very big or intense, but not overly rough either for a woodie of its vintage, with just a few rattles here and there. It also has a pretty good double-down midway through, and there's a famous bunny hill hidden way in back on the final lap that gives you an abrupt pop of pretty strong airtime. it'd be a good ride to introduce a kid to big coasters, and I'm (nearly) always up for a historic woodie.

Late in the day we did ride Blizzard River. It was, I'm sorry to say, kind of disappointing, one of the tamer rapids-raft rides I've ridden. There was a little boy on our raft who suddenly decided he was terrified of getting wet, and was crying that he wanted off the whole way... but this ride doesn't actually get you very wet. There are some moments where they sprinkle some water on you, and whatever wetness you do get relies overmuch on that, kind of like Dr. Geyser's Remarkable Raft Ride at Story Land. The boy decided at the very end that he'd had fun regardless, so I guess it was a success in that respect. Here's New England Escapades' POV:


I'd had ideas of riding Superman again to get a more direct comparison with PortAventura's Shambhala, which I rode in the spring... but Superman being surely slammed as always, I probably would have had to spring for the paid Flash Pass to make it worthwhile, and I was getting tired by late in the day. I was tempted to pick up a few other creds I don't have yet, like the janky but apparently not-as-bad-as-it-used-to-be Riddler Revenge, but I'd come in kind of tired to begin with and wondering if I was going to ride coasters at all. As it was, I think I held up pretty well.
 
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As a quasi-enthusiast of roller coasters, I always come off a visit to a big park a bit chagrined that between my sometimes recalcitrant nerves and my aging body, I can never ride quite as many rides as I hope to. The thing 21-year-old enthusiasts do, where they ride all N coasters at the park (where N is frequently greater than 10) and get multiple re-rides on the highlights, is just not in the cards. That means some missed opportunities if it's a really loaded park I might not ever get back to again, but I have my must-rides and I stick to them if I can.

We spent the past week vacationing in Barcelona, and had a wonderful time--it was the second visit there for Sam and me, the first for our daughter. I had initially had ideas of getting out to TIbidabo, a picturesque little amusement park next to a giant church on a high hill overlooking the city--you can see it from many places we did visit. Our kid, though, was adamantly opposed to "going to theme parks" on an international trip, even if they're as peculiar and locally-colored as that one, so it would likely have been on one of our split-up days. I never did visit Tibidabo and it's high on my list if I ever get back to Barcelona (which I probably will, frankly, since we like the place so much).

But... thanks to a decision by my wife and daughter, the expedition got upgraded. They had an idea of making a day trip by airplane to Palma de Mallorca. Sam and I had been there briefly before, and while it sounded like a neat trip, I wasn't sure I wanted to go through all the rigmarole of air travel another time to get there... and, anyway, I had a different crazy idea. While they were off in Mallorca (having a wonderful time, by all accounts), I could take a side trip to PortAventura, a great big theme park in Salou, a seaside town an hour-and-a-half ride from Barcelona by bus or train, which had some absolute bucket-list roller coasters. When they booked their flight to Palma, I booked admission to PortAventura.

PortAventura World

PortAventura World is a full-sized resort that was, at one time, a Universal park. Remnants of this remain: the park still uses Woody Woodpecker as its primary mascot, and the paid Express Pass skip-the-line system (worth every penny) works like Universal's and is similarly branded. Today it's owned by Parques Reunidos, which technically puts it in the same chain as New England's Water Country, Story Land and Lake Compounce (edit: this is incorrect--I think I was mixing it up with the Madrid parks; it's owned by a couple of private equity firms now). PortAventura feels like a slick, clean, pleasantly-themed big-chain park, with big thrill rides that go more for quality than quantity, maybe most comparable to the SeaWorld/Busch Gardens parks in the US in overall vibe. Its areas are themed to different parts of the world, on more or less a Busch Gardens level.

(Another point of similarity with SeaWorld/BG is that they have the rights to the Sesame Street characters, who are the basis of an adorable and heavily themed children's area and more walk-around mascots. I got to wave to Cookie Monster and Abby Cadabby.)

Aside from PortAventura proper, there is a smaller second gate there, Ferrari Land, which has a bunch of indoor dark rides and kiddie rides and one gigantic launch coaster, Red Force (the tallest coaster in Europe--basically what Kingda Ka or Top Thrill Dragster would be if it used a magnetic LSM launch). I actually bought a combo ticket to give myself the option to check all that out, but with the limited time and endurance I had, I ended up not using it. I do regret missing out on Red Force but by the time it was a consideration, I was pretty pooped out for that kind of extreme experience. There was a lot more I would have done at PortAventura if I had a second day.

At this time of the year, PortAventura closes early (I think Ferrari Land is open later, but I was a bit confused about that at the time) and some rides at both parks close significantly earlier than the park closing time. I also had a train I really, really needed to catch to get back to Barcelona at a reasonable hour, so that was hanging over me toward the end of the day--the train station, on the other side of the hotel resort and a couple of main roads, is a reasonable walk from the park, about a kilometer, but you do need to figure in maybe 20 minutes of padding if you want to be safe about catching your train. There are packages that come with shuttle-bus transit to the park from downtown Barcelona; I probably should have bought one of those since the travel time is about the same and I think there's more flexibility.

Pitfalls and advice

Aside from getting the combo ticket, my other big mistake was not having cash on hand--though this was really only an issue for one thing: the ride locker system. There are lockers near some of the big rides, but they are old-school: 2 euros and they take coins only, not cards or bills. They are also not portable rentals like they have at Six Flags: if you want to use them they're 2 euros a pop, giving you one close-and-open cycle, so you'll need a lot of those coins.

There are ATMs in the park, but they are wonky, extortionate things that charge huge fees and, anyway, did not work with my debit card at all. What I didn't notice until it was too late was the exchange bureau immediately outside the park gate (with a big Woody Woodpecker sign over it). You'll want to use that if you need cash and have only foreign bucks. I think the only other things you really need cash for are the game token machines, and a few oddball things like the full-body dryers near the water rides. For concessions and such, a credit card will serve you fine.

I was initially worried that PortAventura had a loose-articles policy like some Cedar Fair and Universal parks that absolutely required you to use these lockers, which would mean I was hosed. So I wasted a lot of time in a frantic, fruitless quest for cash inside the park. I eventually decided to just forge ahead and, if necessary, use my old dumb-kid method of just jamming everything I owned into my zippered jacket pockets, coping as best I could with the ride restraints. But the only ride where I had to do this was Stampida (see below). The others did all have typical bins for your loose articles on the platform, which helped me a lot.

Another thing that helped me was that I sprung for the Express Pass, which was awesome and which I highly, highly recommend if you can afford it, especially if you have a time crunch like I did. Nearly all the rides in the park offer this and I spent no time waiting in lines at all; I just walked on, at times when standby wait times could be over an hour. I don't know much about availability of single-rider lines, if any, because I just used the Express system.

Finally, I recommend paying close attention to park maps because PortAventura is sprawling and can be confusing to navigate. The overall layout is just a circle around a central lagoon, but there are many branches that look like through routes but actually dead-end in a ride. I kept getting stuck in the Frontierland-like "Far West" area particularly, and didn't even figure out the passage that led to the other half of it until almost the end of the day. Besides effectively breaking the O-shaped layout into an exhausting C, this oversight contributed to my missing out on some awesome-looking water rides, though, honestly, they were the kind of rides that would have been more fun if I'd been there with my whole family.

Shambhala

I blew what remained of the morning stomping around PortAventura in an increasingly foul mood, getting lost repeatedly and trying to find cash for the lockers. Once I abandoned that strategy, I got myself a big Coke Zero and instantly cheered up. In hindsight, I think I was dehydrated and undercaffeinated and it was affecting my brain. And then I rode Shambhala, my most absolute must-ride at the park and one of the best roller coasters I've ever ridden, and that made me a happy man. Here is Theme Park Review's POV (note, the surrounding landscaping is finished and much prettier now):

Shambhala is a Bolliger & Mabillard hypercoaster that, at the time of its construction, was their biggest ever (something of a foretaste of the "gigas" they would build later) and was the biggest coaster in Europe. It dominates the "China" area and arches right over the top of Dragon Khan, the park's previous headliner. It's about 250 feet tall and almost a mile long, so it's the tallest and second-longest coaster I've ever ridden. It is gorgeous, with a blue and white paint scheme and pseudo-Tibetan theming around the station and the surrounding area.

Shambhala's trains have an interesting seating arrangement, four across but with the outside rows staggered relative to the inside ones, which creates a real sense of space and freedom. The restraints are B&M's beloved clamshell lap restraints, with no over-the-shoulder collar. You really feel exposed on this ride. The lift hill is fast, and you get a tremendous view of the park and the seaside from the top. The gigantic first drop leads into a huge camelback hill and then the first turnaround, a unique element called the "ampersand" that feels like but is not quite an inversion.  From then on, it's a collection of airtime hills of various sizes, with a graceful feel. There's a "splashdown" element that is just for show, actually a dance of coordinated water jets--you don't get wet on the ride. There is a midcourse brake run maybe 2/3 of the way through, the only break in the action.

The coaster in my experience that it's easiest to compare this to is Superman: The Ride at Six Flags New England, by B&M's great competitor Intamin. Shambhala is conceptually simpler, taller and less forceful than Superman, though some of the speed hills do give pops of ejector air. Most of the airtime has a floatier quality, and it's very nice.

El Diablo: Tren de la Mina 

As a palate cleanser before trying Dragon Khan, I went for PortAventura's Western-themed Arrow Mine Train, El Diablo. Here's Coasterforce:
This opened in 1995 and it seems to have been Arrow's second-to-last Mine Train. These are family rides without big scary drops, but offering a lot of fast turns with lateral forces and, usually, an extended layout with multiple lift hills. My very first roller coaster was Hersheypark's Mine Train, the Trailblazer, though that is an unusually short and tame one with only one lift.

I liked El Diablo a lot. It has three lifts and keeps going a lot longer than you expect it to. It has the janky feel you expect from an old Arrow, but it's not super-rough for all that, and the final lift leads into a long swooping dropping turn that makes an excellent finale.

Dragon Khan

Okay, this is the interesting one. I went directly from there to Dragon Khan and it kicked my ass. I honestly came off of it needing to sit down and rest for a while. I think it's one of the most intense coasters I've ever ridden. And I think this is mostly just because it's slightly too long--maybe the only coaster I've ever ridden where I just wished it was shorter.

I suspect I am not the only person who came off thinking that, because Dragon Khan is the only B&M looper ever made that has eight inversions. They've made a lot of them with six or seven. For eight, there's just Dragon Khan. They made it as an opening-day ride for PortAventura in 1995, and then they never did that again. At the time, it had the world inversion record, though other manufacturers have surpassed it since then. It looks dwarfed by Shambhala today, but this is a more violent beast than Shambhala. This is no Drachen Fire--it's quite smooth and I did not bang my head on the over-the-shoulder restraints, though others have had problems with this. They tell you to keep your head back, and I suspect this is actually the opposite of what you should do on this ride. But the inversions all have a lot of force and they just keep coming.

The layout has been described as similar to Kumba at Busch Gardens Tampa, but with an extra loop. It starts like many B&M loopers, with a straight vertical loop after the first drop (though it is a bit unusual that the drop itself is straight--I like that). It also ends similarly to many B&M loopers with a pair of interlocking corkscrews. In between is a dive loop, a zero-G roll and a cobra roll, and then something fairly unusual for them: a second vertical loop. (Is this the only B&M that has two vertical loops? I think it might be. [Edit: No, SeaWorld Orlando's Kraken has two vertical loops--the order of elements is basically Dragon Khan minus the last corkscrew.])

I think I'd have loved this ride if they just, maybe, left off the final pair of interlocking corkscrews. As it was, I was noticeably flagging at that point, and came off the ride almost nauseated. I'm not getting any younger, I guess.

Stampida

The last coaster I actually rode was a bit of a surprise, since I hadn't read up on it extensively: Stampida, a Custom Coasters International racing/dueling wooden coaster in the Far West area. Stampida is from 1997 and, having ridden it, I strongly suspect it was the inspiration for Hersheypark's Lightning Racer, a somewhat longer version of the same concept built by CCI's successor company GCI.

Wooden racing coasters are far from a new thing, but Stampida and Lightning Racer (and GCI's later ride Joris en de Draak) add the twist that they go from side-by-side racing to some "dueling" moments where the two trains seem to be coming at each other head-on, and then back to racing again, which is relatively unusual for a wooden racer. It's a clever design. Whether you use the standby or the Express line, you can pick your side on the way in, red or blue. I rode the red train, and got the back row; they were operating with both sides running, which seems to be the norm there (with some of these coasters it can be disappointingly hard to actually get a race). 

My side lost the race, but it was a lot of fun. Stampida is pretty smooth for a wood coaster and there's a lot of airtime and laterals. Lightning Racer is a slightly larger ride and I've heard people complain that its pacing has suffered over time, but this was a solid, peppy ride.

The other one that got away

I didn't ride Ferrari Land's Red Force, but I also didn't ride Furius Baco, PortAventura's Intamin hydraulic launch coaster. This seems to consistently get the longest lines in the park, probably in part because it's right at the front. It's a very unusual launch coaster with wing seating on the sides of the track. I had been a bit hesitant about this one since it's often described as very shaky and rough, though it's also not very long. I ended up giving it a pass, though it would have been an interesting experience.

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