Re: Alton Towers | SW7 | Unknown Gerstlauer World's 1st
My confusion was after watching an interview with Wardley about the design and construction of Nemesis. It showed him in front of a "CAD" type machine with the Nemesis layout and him talking about how they had the layout finished, but he wasn't happy. Then he had the idea of dropping in the final inline twist at the end.
The entire way the interview was presented was (or I remember it being) very much "I designed this rides layout". When in reality, he may have given some idea, but it was Stengle who actually did the design.
I assume it's a very iterative process between the park, the designers and the engineering side though. So as you say Joey, a park may have some idea (and no doubt John said "I want it into the wingover and spiralling down into the canyon and gullies with the loop near the end". Then it would be up to the engineers to lay out a plan that worked within the tolerances of the coaster/riders.
When he had the idea for the inline at the end, the engineers would have to ensure the element was possible in the space left and that the coaster had enough momentum (or wasn't carrying too much and would require some kind of trimming or track raising (which may in turn have led to the element being impossible)).
So like most creative processes, there's a vague plan from somewhere upstairs (with concepts and the like). Then the actual creative designers work alongside the engineers to ensure the whole thing will work.
I guess with things like Colossus, is the little camelback hill before the cobra roll needed? It's there (I think) going right back to Monte Makaya between the loop and cobra roll. I think it serves multiple purposes. It's a dead bit of track between the two elements where the coaster needs to bleed off some speed so that it doesn't enter the roll too quickly, it's better than a trim. It's also a point where (on all the others but Colossus) the station exit crosses under the track. It's at floor level so the "hump" raises the track over that point naturally. It's actually a really elegant piece of design when you look at it :lol:
The point is, I'm sure that if Tussauds had said "we need to go over the track there and the hump raises the track into our "bridge envelope", then Intamin would have either found a way to redesign the layout to meet their needs, or come back and said "your ground crews and architects need to make it happen because we can't do it. Not a good example, but it's just how I assume things work.
I do wonder with SW7 if Alton went out to manufacturers and said "here are the areas of land we can build coasters" (or even just the single area of land). "What high thrill ride could you fit into that spot, AND we'd like something that nobody has seen before too".
Or was it like Air and Oblivion where it was definitely specified from the get-go? "We want a rotating bit of track to meet our concept and then a really good coaster bolted on the end of it". I suspect it's the latter, but it may have come from initial consultations where they got ideas from manufacturers of the kind of thing that could be achieved in the areas and it's slowly changed and the world's first concept has crept in.
As I say, it's all iterative. We know that there are loads of plans that haven't been picked up, that wooden coaster for Thorpe where Saw went is a great example of this.
As much as it would be nice to give Wardley/Tussauds credit for Colossus, it was almost an off the shelf design. I don't think any part of it was especially made for Thorpe. The credit there is to Tussauds for producing such a stunning landscape around the ride to make it look stunning, with such fantastic interaction with the paths and queues around it. I think that's very much unlike Nemesis though or even Oblivion (which hits the very edge of the park boundary), where the engineer side really had to work things out to overcome the limitations laid down by concept and design.
Is SW one of these clever shoe-hornings or is it just a Gerstlauer kit form pieced together? I think Gerst tend to make everything custom though don't they? :lol:
So I think maybe you have two sides? The very creative driven Nemesis and Black Mamba type rides, where it's a limited space and a concept and design which causes creative engineering. Then the simple "here is the plot of land, give us a coaster" where the manufacturer dumps down a standard layout model, or just knocks out a design in an afternoon.
I do feel that SW7 was knocked out one late Friday afternoon