Park Review
Six Flags Marine World
Vallejo, Califoria

By George Burnash
June, 2001

Ahh, it's good to be back home after a week away. I finally made it to SFMW for the first time since they put in the rides. We used to go once a year when it was Marine World Africa USA and I always enjoyed the park then, so much of my report is seen through that filter.

I'll use a scale of 0-5, with 5 being the best.

I arrived at Six Flags Marine World about 45 minutes before opening since I didn't know what traffic would be like on the way. I was able to skip the parking fee ($10!!) since I'm a season pass holder, even though it's for a different Six Flags park, and I was there before 10am. That's a nice touch for pass holders - they can park free before 10am or after 6pm. I parked right in front of where the tram picks up since I was one of the first ones there, which was a good indication that lines would be short for the day (Wednesday). It was walk-on city for almost everything.

I got to wait around for a bit and watch them test run the coasters. From the front the park now looks like a mass tangle of coasters, but that's also because all of the coasters are in the front. I noticed that V2 and Medusa never got tests off before the park opened - not a good sign, and one that was confirmed by the signs saying that V2 was closed for the day because of an apparent breakdown the day before. So when the park opened, I immediately dashed around the right to Medusa, which was closed due to mechanical difficulties. Aarrgggghhhh. Okay, so off to Kong instead.

Kong - 4.0 (morning), 3.0 (afternoon/ evening)
I was on Kong's second run for the day in the front seat and 7th of the day in the back seat. Also got rides in the middle - a total of five rides. Kong is a Vekoma SLC that I really liked, actually. It features elements that I've never seen or experienced anywhere else and, contrary to what I'd heard, was very smooth in the morning. From the back it zips around, pulls some good g's, and offers a nice mix of loops, twists, and a couple of brief pops of airtime. The spot where one piece of track twists over another piece that it is laying on offers the scariest footchopper I've experienced so far. But it definitely banged around later on in the day after it had warmed up, bringing out some of that roughness I had heard about. My biggest beef was that after five years in the park, they still haven't done a bit of landscaping around the coaster. It's wild grass and weeds, some 2-3 feet tall, underneath. Why couldn't they have planted or landscaped this by now?

After Kong I headed over to Cobra:

Cobra - 2.5
Cobra is a nice family coaster with 20(!) cars. It definitely lives up to it's name and looks like a big long snake. Cobra has a nice little drop, two near helix turns taken fairly quickly at ground level, a bunny hop or two, and they give you two trips around the track for each ride. Definitely bigger than most kiddie coasters out there, and a fun little coaster, especially in the back. This is a great training coaster for little ones that won't bore the coaster nuts out there - and you don't need a kid to ride with you! But once again, the landscaping was dirt with a few plants here and there.

Medusa was still closed, so I headed out to Roar next, which was a nice surprise since my sister had been convincing me the day before that it had banged her around.

Roar - 4.5
Roar roared itself into my top 10 coasters with an exciting, twisting, turning ride that even after several rides still left me disoriented and not sure which direction I was going next. I also see now why some of you rave so much about the Millennium Flyer trains - very comfortable, padded seats with a divider, and a train that handles the twists and turns very well. Roar has the normal vibration of a woodie, and some good lats, but it doesn't hammer you like Paramount's Great America's Grizzly or Six Flags Magic Mountain's Psyclone does. It gives a very exciting ride in the back, but also fun in the front with the wide open rail that doesn't block any of the view. I kept finding myself coming back here again and again throughout the day. But again, just weeds growing around it that looked like they hadn't been chopped in weeks.

I then took some time to wander around the park and catch some of the sights, shows, and flat rides. Thankfully, the animal shows are still the same quality as in the past. Six Flags hasn't messed those up. They've also kept much of the animal park that I so enjoyed, though it's mostly at one end of the park. They do have a small train that seems like a bit of a waste, though, running along the shoreline that you can walk next to the entire route and that gets in the way of the Shark experience, a restaurant, and stage area for local talent, and a couple of other spots where there are track crossings.

Medusa was still closed (!) so I headed over to the Boomerang (2.5) which is just a typical boomerang. They have added in the catwalk since it valleyed a couple of years ago. It was also interesting that they only allowed the people who were getting on and off the train into the station, apparently for safety concerns. First time I've seen that, and I can imagine it slows things down a bunch, but not noticeable today, since it was a walk-on.

After this Medusa finally opened!! After all that I had heard about Medusa, I was psyched up for this coaster. And for my first ride I got a coveted front row seat, which happened to be next to an ACER who had been on over 100 coaster and had Medusa ranked at his number three, especially because of the Sea Serpent element. I was then able to later ride four more times - once more in front, two in back, and once in the middle, trying to make sure I had a balanced view of the ride.

All that said, Medusa ended up with a 3.5 from me. Yes, I actually enjoyed Kong more in the morning than I did Medusa. The front seat of the floorless didn't do much for me. In fact, the whole floorless gimmick just really didn't do anything for me. I loved the first drop, loop and dive roll combination. And there was one other element - I think it was a corkscrew, but it wasn't a normal one - that, between the airtime and hang time in the back, was incredible. But I found much of the rest of it (holds up shield to protect from repercussions) boring. In fact, the whole second half it was almost like B&M didn't know what else to do with it. And the sea serpent felt like a long, elongated and elevated corkscrew with little thrill to it. I would have much rather had the cobra roll that I heard is on Medusa East.

Overall I was disappointed with Medusa. And I tried to like it. Several of those rides were later in the day, after I had taken a break to try a little perspective. But by the end of the day Medusa was not in my top 10 overall, and I'm not sure that it made my top 10 steelies either, which isn't great with a track record of 64 coasters. Oh, and of course no landscaping. You could still see the parking lot lines under most of the coaster. Very sad.

They also had a pretty good mix of flat rides - much better than SFMM's (not that that says much) with some good for family and some very exciting ones. I have a new favorite flat after the trip - their Tasmanian Devil, a Huss Frisbee. What a great ride, and one that blew away the poor program on their top spin (four flips, then nothing but rocking). There were only two water rides - the rapids and a shoot-the-chutes, which didn't make a splash. Not good for a hot day. And the Dinoshere 3D action simulator was only in 2D today and looked rather cartoonish.

Other notes from the park and overall impressions:
Landscaping was in sad shape, especially around the coasters; it was bad enough that I made a complaint about it at guest services. Park patrons must have also been some of the (how do I say it politely) dumbest that I've seen. I can't tell you how many times I was stuck in a line that didn't have to exist because people didn't know how to enter a boarding station. If the line directly in front of them had people in it, they stopped and waited - even if every other boarding line was empty!

Employees got a mixed bag from me. The crews on Roar and Kong early in the day was slow, but evening crews were great. Boomerang's group was totally uninterested in their jobs. And the boarding crew on the rapids needed some serious retraining or something. It had the longest line (hour and half) of any ride, yet they continuously were sending out six-person boats with three, and sometimes even two people. Totally unacceptable. On the other hand, several of the flat ride employees were awesome, doing everything they could to ensure a fun time. I had several employees that were walking by greet me and occasionally ask how my day was going. And I was impressed that after the shows the people always came out to greet to the people who had watched the show - even the Batman water show.

My one other gripe was a lack of cool spots for a hot day. There were several food places, but only one was enclosed and air-conditioned: the former aquarium-turned Blue Water Cafe. $10 for an all you can eat buffet of salads, soups, scalloped potatoes, chicken, hot dogs, or BBQ beef. Not a bad price, not a great selection. But nice atmosphere with all the fish tanks around. Every other eating spot was outside, though, where it was hot. Also, many of the show areas did not have any covered or shaded seating, and I was surprised at the lack of "cool zones" with misters. I only saw two, and neither was working well. They definitely need to work on this.

Thanks for reading such a long report.

Keep on ridin'
George

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