Late summer 2011
Amusement parks across the country are announcing their 2012 additions. Let’s see what we have to look forward to: We have a major car-themed expansion land -- nice detail; a 3-D transforming robot ride -- should be cool; another huge chair swing -- that should finish the collection; a couple of launched family coasters, one with a drop in a themed building -- nice; a couple of coasters moving to new homes -- ride rotation program strikes again!; a funky new train from Intamin -- zippy fun airtime-filled layout; a grafted-on giant drop ride, 400-plus feet? Wow!; a few more B&M wing riders; and oh ...
Whoa.
What. Is. THAT?
That just doesn't make sense. It’s super compact. It has a loop that does not invert. It crawls through a heartline roll 150 feet in the air. It rolls 180 degrees when flying up and plummeting down vertical track.
It’s so, so wrong!
I MUST RIDE THIS.
I practically salivated over this coaster. I could not wait for it to open.
As fall cooled into winter, local bloggers followed the deconstruction of Big Spin. Parts were carefully dismantled, labeled and shipped off. By February, the site was clear, but there was no sign of Superman. March came and went with nary a new bolt. What was keeping this ride? Premier had many engineering and design challenges to overcome on a prototype ride system. Patience is a virtue, but the announced spring opening was coming up quickly.
At long last, supports and track began to appear in April. Over the next couple of months a steel framework was built on Zonga's old concrete pad. From this framework sprouted a pair of blue-painted, intricate steel support structures. A bright string of red and yellow track threaded the towers as they grew higher and higher. The pile of parts dwindled as the support towers reached their full height. A final span of track holding the single heartline inversion completed the circuit and connected the two halves of the structure on June 8.
Luckily Southwest Airlines’ generous flight change policy and some vacation day finagling at work allowed me to shift travel and vacation plans to accommodate the new opening date. Take that, evil curse! I won’t be defeated so easily this time!
"Clear, dispatch." A hiss of air. The holding brake releases.
Waiting ... waiting ...
The train rolls back and immediately hits another magnetic wave, this time pulling in reverse. In the blink of an eye the train hurtles through and out the back of the station, accelerating all the while. Climbing into a large loop, the train rolls on its side as the train nears the crest of the loop, stalling just short of the midway point. After a momentary pause the train rolls forward, picking up speed rapidly as it dives into the launch tunnel.
Another magnetic blast fires the train forward, clearing the station in half a blink. The third launch hits a top speed of 62 mph and flings the train up the first tower, through a rapid vertical 180-degree twist and finally clearing the 150-foot hill. Supports threaten with illusionary head-choppers. Centripetal forces test the security of the restraints. Ejector airtime greets you as the train crests the first tower. There is no time to enjoy the view.
Magnetic attraction loses the battle with gravity. The train plummets over the edge and into the teeth of the second tower. You ride the lap bar over the edge and through another sharp 180-degree twist. Powerful G-forces shove you back into your seat as the train narrowly averts crashing into the station. Up, up and around a huge, round, vertical loop. The train performs a full roll through the top half of the loop, keeping you upright as you careen next to a giant Superman shield. Finishing the roll the train dives into the launch tunnel for a final time. LSM motors whine in protest as your speed is brought under control. A final and brief trip up the first tower, and the train rolls backward into the station, stopped right where it started.
Elapsed time: 45 seconds.
That leads me to the big green kryptonite elephant in the room. The ride’s only weakness is low capacity. The two-car train holds 12 riders. Crews can load the train quickly, thanks to a simple lap bar system that does not require any additional seat belts, but even with that system the fastest cycle time observed during the first day of operation was two minutes. That is 30 trains in an hour, or 360 riders per hour if the crews can keep up that pace. Expect the throughput to average 250-300 an hour. These are Déjà Vu-level numbers. The line will move slowly for this one, folks.
Review and photos by Tom Zeliff
Special thanks to Nancy Chan for inviting ThrillNetwork to the Media Day preview.
Extra special thanks to Premier Rides and Six Flags Discovery Kingdom for building this awesome ride.



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