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Floundering in Florida - Part 6: Epcot Kingdom

HeartlineCoaster

Theme Park Superhero
Florida. They've got rides right? I'm sure you've never heard about them before.
I keep bemoaning having to play this waiting game for new rides, but we've been actually pretty lucky recently when it comes to entire new parks. There's one out here too, apparently.

Day 0

Travel tried it's best to be a pain in the ass, as usual. Our plane got swapped last minute which messed up the prepaid seating arrangements and required a 4-hour-early airport arrival to have an argument at a desk. Then got treated to 10 hours of no wi-fi or on-board 'entertainment'. They even tried to not give me food.

Then got way more scammed by the car hire than I had ever been worried about in Saudi, so that's 2 for 2 in Florida.
Then the hotel tried to give us the wrong room.
Ugh, everything's a faff.

Day 1 - Epic Universe

Top priority and first on the agenda was of course the new kid in town. We had deliberately held off until 2026 and this time of year for both the ability to visit Epic on multiple days on a Universal combo ticket, and because it's the 'quietest time to do Orlando'. Hold that thought.

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In we went anyway, first impressions were rather nice on the visual front, save for the fact that the moving parts of the entrance decoration are already broken.

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The same was the case at the entrance to Stardust Racers, with the small twirling comet out of action. That could be forgiven however, as the coasters were actually operating. They valleyed mere days before our visit and it had been looking pretty squeaky as to whether we'd be receiving the ultimate spite at the very first hurdle.

As the flagship Mack multi-launch of the park, it was by far the draw of the trip and something that seemed to be very much my kinda thing.

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I'll apologise now for the general lack of photos in this report as, spoiler alert, 90% of the holiday was spent in either a queueline or not in a park at all.

So, how was the ride(s)? Pretty spectacular.
There's a lot for me to like here, thought I sadly didn't get enough time as I would have liked to fully digest the experience. We had 4 laps total on this day, 2 each side, 2 day and 2 night.

Things I enjoy:
Airtime, and lots of it. With only the 1 inversion per side it's potentially the most airtime focused of this hardware going at the moment, and it kicks ass in multiple ways.
Both launches. The first one has a cute, two-stage kick to it like a mini homage to Kingda Ka and/or a tease to those who would belittle the launch on a Mack launch. It's characterful.
The second one has the ability to speed up the 'losing' train with an extra 'boost mode', mid-launch which is like an evolution of those silly duelling RMC lift hills and I adore this feature both visually and when it happens to you.
Both sides seemed equally awesome to me, minor details on each make them respectively better and worse at different things like positives, or the ways in which the inversion behaves, so if and when I come to rank it will just be Stardust Racers - the collective package, rather than - #672 green, back left but one, full moon on a Monday and #738 the other side.

Things that could be improved:
There seems to be a minor weird cross-bracing, Voltron bounce situation going on in the first couple of elements. Old mate John Kramer and his fluffed up top hat forces appear to have left behind a bit of a crunch in the valleys on either side and these were a little jarring to my head on a wheel seat near the front, but your mileage may vary of course.
I had high hopes for the on-board soundtrack, particularly after hearing the extra detail that went into making it different day and night. While riding however, I found it pretty easy to tune out as the music just wasn't hitting hard enough or seemingly specifically tailored to the layout, like it is on Blue Fire for instance, that one time it worked. The night one is better though.
Reliability. We'll get to that.

Satisfied with our morning tick-off of those two anyway, we headed off into Dragon land.

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As a fan, I love that this area is a thing now.

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They have pretty tightly nailed down the swell of emotions that should accompany the audio-visual hit upon arrival, if you know how it goes.

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There's also a ton of moving details around to marvel at, if you have the luxury of time, and they're working.

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Always a mission at hand though, we headed straight to the cred, which had broken down already.

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Joined the queue anyway only to get stuck at the first member of staff who wasn't clearly acknowledging whether guests could enter, instead directing all attention to a group of guests who had called first aid for the sake of a bug bite.

Following that moment of bewilderment we snaked our way through about an hour of waiting, by the time the ride fixed itself, and boarded.

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I'll blame the setup rather than myself in this case as there aren't many photo opportunities for the coaster. It's a family Intamin with superior on-board audio that begins with a cute launch sequence including Hiccup and Toothless animatronics.

The upwards-ness of this initial acceleration gives it a little more punch than you might expect and leads to some fun, friendly flopping around some elevation, twists and turns, out over the water and into a tight corner with some surprising positive force.

Second launch is tucked away as it's own scene again and brings you to a stop, some minor backwards shenanigans as cute dragons appear and eggs explode before you launch, upwards once again, into the next half.

This has some scenery near misses, more dragons and some floatier hill bits before ending on the brakes with one of many possible audio announcements from Hiccup to cap off the experience. I loved learning new details about the attraction each time and it's such a pleasant sit-down from start to finish.

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We then had the apparently famous mac'n'cheese in a big cone of bread from dragon land, before heading off into scary land, I think. Details of sequence are a little hazy on this trip as there was so much back and forth.

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Scary land is also my kinda vibe, if a little busy and sunburny by this point in the day.

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But it was all worth it for this beauty. Time to unchain some monsters.

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My most anticipated dark ride of the trip was a visual treat from the off, adventuring through several rooms of strong atmosphere and pretty much walking straight into the first of two preshows.

Igor introduces the premise in the first, accompanied by a scale model of the ride vehicles - a small Kuka arm in disguise, the size you might find in a factory rather than a theme park. Fun part of this is that he loses control of it and it ragdolls the mini guests around, to great audible reaction of the general public.

Room two is where the next-level animatronic stuff happens, notably the lip-syncing of Victoria Frankenstein is on point and her big old familiar monster friend casually walking out and interacting with the crowd is mind-blowing in many moments. Best of all, these were pretty much the only special effects in Orlando that worked reliably all trip.

Lockers follow that fun, it's the best time to talk about them now because I either saw or invented the best theme park detail of a generation. The storage system is park wide and in most major attraction queuelines, scanning your face at the push of a button to grant access and later retrieve your valuables. I'm 90% sure while watching and waiting for someone else to do it for this attraction, that the standard preview of their face you get to confirm was replaced by a jump scare of Dracula himself. Never saw it again, nor am I sure I want to.

As for the ride itself, I'd say it's pretty comfortably the best robot arm dark ride to date, having done the full range of famous on-brand ones to obscure Chinese ones. It only evolved the technology in perhaps more subtle ways than I had imagined, but the presentation and delivery is second to none.

To start, the seats are lessed boxed in, where previous attempts were made to hide how the system worked, and to include on-board audio. Here the speakers are subtly built into the shoulder restraint and you've got an overall more open feeling of being right in the thick of it. It's very rare that a ride gets scenes this close to your face, which only adds to the thrill and spectacle.

There's everything to love and look at, from intense bursts of fire to massive animatronics, old school ghost train figures on sticks to scary screens for the more grizzly details of the story. The seats also vibrate to make you feel the effects a bit more.

It's very well paced, and the movements range from head-punchingly strong at times to gently weaving through the action. There's a couple of especially clever moments of being chased by something digital, full-on put on your back to pass under an obstacle, only for the threat to jump-scare you as a physical set piece the other side. Though many may bemoan the use of screens at all, I find these types of techniques are about as flawless as it gets when combining both worlds.

I could go on, the massive Mummy flailing at you from the ceiling is incredible and it ends with a very dark moment punctuated by a great little musical hook that stuck in my mind many times. An attraction truly worthy of the word Epic.

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Less than epic was the afterthought coaster of the area. Queue moved reasonably well for us under such poor capacity but the ride was a bit of a non-event. I got a little excited as we moved out on our Mack spinner onto a launch track, haunted by memories of the Ride to Happiness. This layout just never gets going however, mincing around a short while before getting stuck in an awkward swing launch through a shed with a broken titular Werewolf I failed to even see three times.

The experience was best summarised by a child who left through the exit gates with us, thinking aloud - 'was it worth the wait? mmm... not really'.

We had tactically been avoiding the real monster queues until this point, and Ministry had suddenly dipped to an all time low of 90 minutes, so it was time for the next land.

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Harry Potter and the Fantastic Beasts but not really land.

I'm in a weird place with the franchise, from the generation which had it defining many a childhood. Very familiar with the source material, used to love the books, films kinda killed it, then I enjoyed the new series more than most, then it got political. Still a fan of a certain brand of wizard rock.

As such, any attraction like this comes under extreme scrutiny, for better or worse. It has the potential to make me feel things, or to make me tragically laugh out loud. I knew basically nothing about the ride itself going into the Battle at the Ministry here.

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Start of the queue is very similar to the big boys in the other two parks - tons of cattlepen in an area outside the building, couple of posters on the walls. Difference here is it's French, and old.

Then you get to a batch point and, in your groups, enter the floo network through a real-time puff of green smoke, which is pretty epic in itself and elevated our excitement.

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Immediately afterward, having been transported through time and space, you're hit with a visual feast of a queueline.

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Which elevates the excitement even more, only to have it slowly crushed by barely moving for what feels like hours. The pacing is way off. The advertised 90 minutes came and went in this very room, before we began to slowly lose our minds.

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2 hours in, the spectacle had been reduced to cleaning equipment, which isn't even that magic because it could equally function as just a plain robot these days.

2.5 hours in, we were laughing at the unpainted walls of a single rider queue, who were suffering even more than ourselves.

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3 hours in you get to this, when it's too late to care, and doesn't really make sense in the narrative of going to see a criminal trial.

Then there's stairs. Then you board your weird box lifts which represent the new generation of 'we want to hide the ride system from you'.


First things first, it's a cool ride system. You're only seatbelted in like a Tower of Terror and it's got a bit of pep to the vertical movement and bounce it can provide as it drives you around between scenes, tilting and whirling as it goes.

The storyline melted my brain however, bringing about near-delusional experiences and regular fits of stitches. From the offset it's plainly obvious that the actors are no longer involved with this endeavour as, though you are greeted by Harry, Ron and Hermione, it's the most unnatural and robotic delivery of dialogue imaginable. Though they're standing in the same lift, they could be worlds apart, and Harry's instant out-of-character deadpan delivery of 'I don't want to be late' in a slightly off British accent landed the killer blow.

Umbridge starts kicking off at us next, and here's where visual representation of magic action never really worked, cos she stands there, wand pointed directly at you, and then tells Yaxley to kill us. Could have just done it yourself in less words. Aside from this, there was really no reason to call him Yaxley other than an obscure name drop, because his face is masked and his voice is suspiciously American.

We open out into quite a striking visual moment, as the screens start to be fronted by physical stuff and everything suddenly has more scale to it, a bit like the broken chairs strewn in front of the end sequence of Beijing Jurassic Park. I can do obscure name drops too.
More unconvincing battle stuff happens, leading into a scene I later found out contained a much more significant hardware 'drop' that had to be nerfed for technical reasons.

It still drops in a way, into being attacked by the only Fantastic Beast on park, for seemingly no good reason, which rams you with a big horn. This felt like the perfect opportunity to chuck old mate Newt in, as they clearly weren't going for continuity, but alas, while Eddie Redmayne adorns many billboards throughout Orlando, the only evidence I could find of him was a small prop in an obscure decorative shopfront.

Chaos ensues as we enter the 'time room', somewhere Harry has blankly and, for seemingly no good reason, stated multiple times to no one in particular that we must get to. Screen Umbridge tries to use a broken time turner, for the stage show reference I guess, then everything starts collapsing. Animatronic Umbridge shouts about this, wobbles her arms and falls into a void of space-time which is disintegrating everything.

Much like my favourite show ride of all time at Futuroscope, this moment of comedic timing can never be replicated for any other human at any point in history, but I'll try and give context. While losing the will to live in the queue, we had attempted to catch ourselves up from at least a decade ago with what had happened with Umbridge in the final book/film and where this attraction might be going with it. The most vivid moment jumping to my mind was from the film, Harry, in the Ministry, face rippling from the effects of polyjuice potion wearing off, delivering his killer callback line of 'I must not tell lies' to Umbridge and her child abuse, for reasons forgotten.

So on the ride, in the moment she falls into the void, and seemingly disintegrates to her death, Harry also flies into the void from the left, like superman with his wand out, and delivers this exact line, monotone, one more time, entirely out of context and in response to absolutely no one. Canonically to me, he also dies in this pointless act, and as a result I couldn't breathe for the rest of the ride.

Kingsley, while being the second biggest character of the queue, appears once as a crude animatronic at the end, turning Umbridge, who didn't die sadly, to what looks like stone in an underwhelming visual effect, though it's just prison clothes, and a very weird way of delivering a prison sentence at that. Then Hermione and the new elf are standing in an elevator with 3 death eaters cowering in a corner for no explained reason. Then it ends.

It was such a fever dream and I'm both fascinated and bewildered by how the average guest or fan experiences this. I can't quite wrap my head around it in particular for any supposed 'super fans' that might visit for the express purpose of the attraction, robed and scarfed up, dropping dollars on wands and chatting with staff about which house they're in. Are they able to just kick back and think 'yay, Harry Potter ride' without taking on board how poorly written, acted and executed the themed experience is? Am I the unfortunate one with the venn diagram of knowing enough to care and being on the park fan spectrum? Probably.

tl;dr it ain't worth the regular 3-4 hour queues it gets, but it made me laugh.

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Speaking of regular 3-4 hour queues, we still had Nintendo land to contend with. This area was perpetually far too crowded and loud to truly enjoy, even at rope drop due to hotel early entry.

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Mine-cart misery was already a write-off for the day so we jumped on Yoshi to compensate.

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It's a pleasant little sit down, with a bit of interactivity. Short though.

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Up some stairs is Mario Kart.

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Love the first half of the queue here, tons of easter eggs and detail.

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Context.

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The wordless pre-show goes on a little too long, while you strap a heavy miner helmet to your face, trying to explain in simple terms - steer and shoot, get 100 coins. Decorations are appreciated again though, even Luigi's vacuum in the corner.

Similar pacing issues apply on this attraction in that the second half of the queue is mind-numbingly slow and boring in comparison to the first half, with added headwear faff. You get that hit of anticipation way too soon and it's long gone before you finally reach the vehicles.

Onboard the headgear gets even worse as you click a visor into place, awkwardly hanging from a musty ribbon cable that you try not to lick. It's chunky and weighty and pulls your head forward, limits your visibility and then off you go into a live tutorial of the pre-show that mostly wasted your time.

The pointing at things with your face to aim and shoot is a cool concept, I even enjoyed it on that weird VR coaster at Tusenfryd and... Battle for Eire?

Didn't like the ride though, it's just so chaotic but not quite in the same spirit as the game. As with a few other interactive dark ride flops of late, I found the learning curve far too overwhelming for the regularity with which you can experience the attraction and, because that's frustrating, just find myself wanting to check out and enjoy the scenery instead.

Some of the scenery is quite nice by its own merit, and the AR, when not just throwing crude kart animations at you, does manage to deliver a couple of neat visual tricks against the physical sets.

I never played any of the games past '64, so most of the tracks were lost on me. Rainbow Road at the end managed to deliver a 3-second hit of tearful nostalgia before they changed the music almost instantly, adding to the overall feeling of having the attention span of a 5 year old. Nah, this ain't it. Did manage to get exactly 100 coins, somehow, but have no idea what this achieved.

I think they tried too hard, overcompensating on the sedate pacing of the vehicles and tight footprint of the layout with overwhelming sensory stimuli. Kill the headsets, make the cars actually dynamic like Test Track and just go all in on a traditional dark ride. If you must do something interactive, make it something cool and physical against the other kart you're racing. We've just queued 90 minutes, give it time to breathe.

Finished with new attractions for the day, we left headache land and took our night laps on Stardust.

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Interspersed with a night-time visit to dragon land and lap on the wing gliders.

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Which is infinitely more chill.

Then caught the closing fountain show, which is kinda cool too, encompassing the entire main area and street lights. Not too epic, not too sweaty.


That was exhausting, all revisits from here on out at least, so I'll have far less to say. Probably.

Up next - space
 
After my minor rant about Florida Disney pricing last year, heavy research led to finding out that you aren't as restricted to 7- or 14-day packages as I had previously believed.
You can get some pretty flexible deals here https://www.bestoforlando.com/disney-world-tickets/date-based-tickets/ that allowed us to tailor our visit to the exact number of days required, not having to worry too much about over or under-cooking it. We wanted to visit all of the parks again at least once, as three of them contained +1s and the other had the most well rounded lineup last time anyway so would be rude not to.

We kicked off this package at

Day 2 - Epcot

The most pleasant of the four to visit in my opinion. There's an unrivalled vibe about the place and around 50% of the attractions that just can't be matched elsewhere.

Not sure sequence is important here, so I'll just talk about the attractions. This was the first true day of discovering Orlando was way busier than it should have been, with the major draws here all capping way over an hour even by early entry.
This meant that most of trip from this point onwards revolved around the constant internal battles and struggles of 'I've ridden this before, I don't want to queue worse for it' and playing the generally fruitless game of trying to beat the system without paying.

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One of the new things that took priority was the recently rethemed Test Track, now on it's 3rd iteration. They've removed the quirky build your own car segment and the subsequent theme of the ride being tested around that car, in favour of returning more to honouring the original version. A simple sit down of talking about and enjoying some car stuff, with a bit of an attempt to sell one.

The queue is fine, if a little bland now without an interactive segment. One of the more pleasant 'long' waits we had at least.

Ride itself is great, a significant upgrade to my memory of it. Some of the visual effects in the early game are rather stunning, while the cheesy onboard audio describes 'futuristic' features. Then there's literally just a pleasant sit-down section of driving through trees and mountains with the new and awesome soundtrack playing. Then you get the outdoor high speed bit, which is still rather surreal as a non-coaster experience.

Approved.

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Guardians was suboptimal, they haven't timed the audio visual loops of some segments to not repeat themselves multiple times as you slowly move past so one of the many Chris Pratt appearances throughout the city begins to grate quite quickly. Well maybe they did time it, but the now rampant fastrack abuse of Orlando quickly killed it.

The pre-shows stack weirdly with one just being an unpleasant room of constant 'move forward and fill the space' shouting, killing the mood somewhat.
Next one has a reasonably amusing introductory video.
Last one is supposed to have an impressive visual effect, but it was consistently broken.

Heading out of this one led to a hugely unpleasant bottleneck of bodies, one in which you could easily lose another 15 minutes to if you aren't forceful enough or experienced about positioning. Though far less egregious than some of the examples at Epic had been, this created that similar disappointment of 'pre-show made me excited for the ride, but now the mood is gone'. Especially as it literally ends with the line 'quick, get them on the shuttles'. There's just nothing quick about it, even for an 8-train Disney powerhouse.

Eventually our Vekoma train chugged in and set things in motion. I stayed pretty spoiler-free for this attraction even though it opened a fair few years ago now, not long after our original visit here. Not sure this particularly helped in the end, as the feeling of needing to stay spoiler-free implies a certain level of 'something special happens', and it really didn't.

The initial visual sort of illusion with the big black room and screens on a corner as the cars spin backwards was a little disorienting in a 'that's kinda cool' kinda way. Then it launches backwards, then it's just a long and mildly interesting rollercoaster in a building.

For me it failed to capture any of the sense of fun that the Tower of Terror equivalent of the Guardians attraction delivers. Without a more consistent visual story aid, this one relies on character audio describing what's happening, while also being drowned out by the loud accompanying music that is also a defining feature for the entirety of the journey.

I just failed to focus on any one thing in particular, from the coaster forces itself, to the random screen snippets, to hearing what the crew were saying, to not particularly enjoying the Blondie song. The result was a rather underwhelming experience to be honest, especially given the popularity.

It's glossy smooth and the rotation is technically seamless, but that takes away from the thrill somewhat. Outside of a couple floaty pops of air here and there, the overall feeling is far less out of control than an old Space Mountain equivalent, and that simply doesn't suit the premise, or my personal taste.

Disapproved.


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Spaceship Earth remains a classic of course, a long and comfortable uphill sitdown with soothing narration and pleasant scenery. This is capped off by a drastically out of date but quirky on-board interactive screen which puts your on-ride photo face into a goofy future.

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Did Soarin' because why not, never actually done it before. Unironically it has one of the most enjoyable queues on park by means of a simple quiz on screens that you can also interact with using your phone. No decoration whatsoever, just a simple brain exercise competition was enough to keep us entertained.

The ride is nothing to write home about, I'm way beyond caring about Flying Theatres now, though there is a certain charm in coming back to one of the originals that started the craze in the first place.

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Speaking of charm, Living with the Land oozes it. Where else in the world can you get a dark ride through an unenchanted greenhouse, with real vegetables. Better than Guardians.

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One final shout out to Club Cool. We had heard about but managed to not find this sodas of the world thing last time. To our elation, stumbled upon it still existing and then visited on multiple occasions. A great source of free hydration in a theme park, not to be underestimated.

There's no coasters to rank here, so let's rank sugary drinks:
8. China - tastes like medicine, not particularly pleasant.
7. Russia - Cucumber flavouring is too bland to carry it.
6. Italy - Not awful, but tastes like a mixer rather than a standalone drink.
5. Philippines - Is what it looks like, watermelon Fanta. Had better versions of the same thing elsewhere in Asia though.
4. Dominican Republic - Decent flavour, but the kind of very sweet you wouldn't want to drink too much of.
3. Moldova - Decent flavour, a little in the opposite direction, bit too subtle to satisfy.
2. Madagascar - Addictive taste.
1. Korea - As good on flavour, I just prefer non-sparkling drinks where possible.

Yay for Epcot.

Headed out to Disney Springs for a meal, before hopping over to

Magic Kingdom

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This place is the most faffy of the resort to get to, because of the mandatory monorail. For a first time visit, the wonder of that likely adds to the charm, or at least it probably did when monorails were more special. On a return visit it just eats up a portion of your expensive day out.

It was actually already dark when we arrived, don't let that photo fool you, and for now we had one new coaster on our mind, for the sake of completion.

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See?

This sucked, so bad. Let's get the clone moan out of the way. I've done it before, under much better circumstances. Remember the good old days, when Disney used to give free fastpass from machines and they didn't ruin anything for everyone else? Well even without that I queued like 20 mins a pop for Shanghai Tron. Didn't like it much, because I don't like motocoasters and the layout is bland as anything.

Well here we are 9 years later, the Americans were patient enough for Disney to just bring it to them. It wasn't worth it.

The queue time was understated at like 80 minutes, which was awful to begin with. But it's just lazy, no effort overflow switchbacks under boring and sparse umbrellas. On a hot day, this would have been hell on earth, but we had a different kind of issue. No sunburn for the first time in forever, but Florida was instead on the cusp on a freak cold snap. It dropped from 29 °C to -4 in under 48 hours and we felt the effects of this to our very bones, barely moving, even though trains were being launched every 25 seconds.

After over an hour you might reach the actual queue entrance, which says the name of the sponsor rather than the ride. Then maybe 20 minutes is actually themed, poorly, indoors, with another annoying audio loop about a mini-game in a film no one is supposed to acknowledge that they have seen.

Ride was exactly as I remember - uncomfortable, underwhelming visually and as a coaster. It immediately superseded Guardians as the new 'this ride is better than <insert premium attraction here>' of the trip.


Case in point, wanted to go ride Space Mountain, because it's better than Tron (and Guardians), but it had broken for the day.

So we walked straight onto the Peoplemover, which is better than Tron. Got some sneak peeks at the inside of Space Mountain with the house lights on, an engineer standing at a block section and scratching his head.

Then no sneak peeks at whatever they're doing to Buzz Lightyear, because they've put curtains up.

Castle show wasn't far off starting at this point, but the crowds, weather and general mood deemed it was better to skip it in favour of getting out at a reasonable time in a reasonable condition. Had our eye on some different shows for the week anyway.

Up next - a different show
 
While on a Disney roll, the next morning began at

Day 3 - Animal Kingdom

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Main motivator for returning to the resort was the +1 here. Not just any +1 of course, Expedition Everest had been closed for maintenance on our previous visit and was one of the biggest names still out there that I was yet to tick off.

A significant chill was in the air as we headed in, the unseasonably cold weather seemingly settling in for the long haul. Good for the coaster theme I guess.

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Took a detour on route however to pay homage to old mate Dinosaur. Secondary factor in coming back and at this time of year was aiming mere days before the retirement of this top tier Disney dark ride.

It didn't disappoint, as I remember really liking it before, and god damn, it still kicked ass. The theme had a quaint retro vibe to it, amongst it's dying hours, but the movements of the vehicle are where the attraction really shines. In a corner seat it feels downright dangerous the amount it manages to toss you about which, combined with the chaotic darkness of much of the layout, was simply joyous to sit back and endure.

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Took a few laps in the end just to be sure and got a little emotional about it in the closing moments of the sequence, when the reality hits. Won't ever be experiencing that again. RIP one of Florida's finest.

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Hello, new friend.

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Flashbacks to the state of Tron's queue when walking through the wonders of this one here. So much care and attention went into this one, what with all the lore of designers living out in-situ and bringing back all these artifacts as evidence.

With all that distraction we were on in what felt like a flash, while I wasn't sure I was even ready for it. This this is meant to be good, right?

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Well it's gorgeous, even simple things like the stone steps leading to retractable evac stairs give it that magical touch as you head up the big lift hill.

Shenanigans in the dark led us to learn that all that time down for maintenance didn't even bring back bird on a stick before a bit of backwards. The cave wasn't quite as atmospheric as I would have liked and then the coaster is simply decent.

For the step up in thrill I don't think it quite landed where I wanted it to after so many years of expectation, what with the rate at which things happen vs the more chilled pacing and simple joys of a Big Thunder. Then the yeti is obviously ruined. But who can blame them, new parks can't get that right either.

Glad to have done it, wouldn't rush back.

Speaking of, the Avatar ride queues were already ruined for the day, so headed off to one last new thing. Sort of.

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The rethemed 3D cinema, now Zootopia flavour. As a fan of the film it was good fun, but lacked the signature 'scares all the children out of the room' moments that Tough to be a Bug was legendary for. Liked the joke in particular that acknowledged we couldn't have the official vocal performance because they hadn't paid Shakira for it. Battle at the Ministry.

And that was Animal Kingdom. Still far too few rides, and they just closed their best.


Headed out to Five Guys for a meal, before hopping over to

Hollywood Studios

This park was the bane of our existence on the previous visit. Though many of the attractions were undoubtably top notch, they were the new hotness and multiple queues of multiple hours managed to destroy our legs and vibes.

Returning without the pressure of needing to do anything was lovely in comparison.

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Hello, old friend.

Technically one thing we needed were some A-mode effects on this beast. Alas, Kylo was still hiding behind a piece of metal and gimping around in his ship outside instead. And the turrets still didn't move.
It remains a mind-bogglingly addictive attraction that I can never find the words to review however.

Walked into what turned out to be Aerosmith while exiting the ride. Didn't know them to look at, just made a glancing remark that some old blokes looked very rockstar and were probably famous. Later found out they were on park to say goodbye to a ride we certainly wouldn't miss.

Speaking of, something was clearly up with Smuggler's as it consistently had double the queue of Rise. In no universe can that be justified, so I look forward to being disappointed by the planned overhaul.

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Here's one that never disappoints.

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Pure Disney magic.

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There's a new Villains show out the back of a bad coaster that's getting Muppeted tomorrow, replacing some poxy Cars one, in anticipation of a future themed land. 3 baddies come out and plead that they ain't so bad, before the audience picks a winner. Was cheesy and enjoyable in a good musical kind of way, with a very catchy overarching tune from the magic mirror. Better than Tron.

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Here's one that never disappoints, and the fact that this one just has a forwards dark ride section entertains me to no end. So elaborately engineered while being the absolute best thrill machine on resort. Just need to amp up the scariness by 20% like Paris has now.

Did some more Star Wars stuff, including the only walk-on attraction in the state, Star Tours, a couple times because I love seeing all the different combinations. Have now reached the point where I've landed on a couple of repeats over recent years, but it's still highly entertaining even as just a piece of hardware, until it references Episode 9, my personal death of the franchise. But then I can laugh about it, like Harry Potter.


Ended the night on Florida Fantasmic, because it wasn't running back when we last visited. Seen the Cali edition, before it caught fire, though the one here is quite a different experience just on setting alone, being in a full arena.

Selection of music was slightly off base from the usual castle show stuff, and much better for it, while the story was very much from the same page. Mickey, cameos, bad things, power of love and money.

Loved it overall, just think it lacked the punch of spectacle that Cali managed to deliver with it's 200ft pirate ship appearing out of nowhere into a much more intimate staging. And the dragon ain't all that now, for reasons.

And it was too cold, did I mention that?

Up next - shambles
 
With Disney done for a minute we returned to

Day 4 - Epic Universe

for some unfinished business.

There was still a cred to be had in mine cart misery, so we decided our best bet was to just rope drop the 3 hour queue and suck it up.

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It was the first time we made it past the Donkey Kong Country sign, but barely, as the queue was snaking straight into the tunnel between areas. After much sufferance under a criminally short music loop of Jungle Japes, turned out the ride had broken down during ERT.

Usual spiel was given about don't know how long this will be, but we opted for the 'fine, we can wait it out, then be one of the first back in line' logic. After much sufferance under a criminally short music loop of Jungle Japes, they changed their tune and forcibly dispersed anyone attempting to queue, saying go away, it will reopen at 1pm.

So that was a waste of everything. What else is there to do on a revisit to Epic?

Since our initial visit, Stardust Racers had been running a single side only, with a miserable queue to match the rest of the park. Logic dictated it wasn't worth queueing much, much longer than we already had for an inferior non-racing experience.

The rest of the park was in it's usual ruined state of multiple hour queues for attractions not worth the effort for a reride.

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Except monsters. So we rode that again. Amazing.

Only other 'new' thing we actually needed was the Dragons show, but they'd reduced the timeslots on it since the weekend, so that was still multiple hours away, annoyingly. Figured instead we'd just lurk and get back in the mine cart queue as early as they'd let us again before it 'reopened at 1pm'.

Oh wait, it had already reopened and was on a 4 hour queue.

So we left. Epic my ass.

- - -

In case you couldn't tell, we weren't having the best of luck at this point, and this was exacerbated by factors beyond just the new park. This day had been specifically allocated to Sea World but, armed with the knowledge that they're operating pretty terribly these days, had been checking the app regularly for signs of life. With only a single day ticket, it was too much of a risk to visit without guaranteed ticks against the 2 new coasters and Mako rerides.

All three of those had been closed all morning as well.

And, for final insult to injury, whilst checking the general mess that was all of the Orlando parks, we also learnt on this morning that Mummy, the one ride we actually needed at Universal Studios, was now listed for unplanned maintenance until the day after we flew home.

It was time to get creative, and we'd also been laughing at Busch, because they were currently in their phase of only opening 3 out of 15 rides every day. Only thing that mattered to us was 'which rides?' though, and 'Gwazi - 5 mins, new cred - open' was all the convincing we needed to jump in the car and drive out.

Busch Gardens Tampa

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Arrived in a very quiet looking car park for mid afternoon and took the land train with 2 other people on it (there they are). Compared to the hell on earth crowding of Orlando, it all seemed pretty blissful. With a spring back in our step, we forfeited our single day ticket and headed straight to the one, the only, the legendary god damn, Iron Gwazi.

It was broken.

After several minutes with several staff members giving unclear signals about how temporary this was, whether we could still enter the queue, what we were supposed to do about the new(?) paid lockers and new(!) security scanner if we were to join the queue, we bailed and went to ride the only other ride on park.

I say that with no exaggeration as we walked past a Cheetah Hunt that had been down for months and chuckled at the audacity of their upcharge cable car. Not that we cared about the rest, but Sheikra - closed, Kumba - closed, Cobra's Curse - closed, Falcon's Flight - closed. Maybe the stupid sky rocket was open, I honestly couldn't care less, but it was a laughably miserable time for most people to be at Busch Gardens.

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Walked onto Montu, it was decent and remains one of the better inverts for me, having done them all and no longer being excited by them. A reminder of a time when B&M were respected, though perhaps elevated by the fact that it was the second attraction we'd actually managed in about seven hours of prime Florida time.

Speaking of a time when B&M were respected, we needed to ride Phoenix Rising, the walk to which began with a sightline of Gwazi running again - good, and ended with a sightline of the new coaster running, but empty, with a sign out front that said it was closed all day.

****

Guess we'll drown our sorrows by finishing the night on Gwazi then. Walked back. Broken again.

This honestly felt like the new lowest point in my coasting career and I was just about ready to be done with it all. The diminishing returns on my time and money invested at this point are reaching a stage where it simply isn't worth it. You try so hard and come so far and in the end it doesn't even matter.

30 minutes on a bench staring down the staff however managed to convince me that America is the problem, not the wider hobby. I've still had great times recently in other countries, regardless of the quality of the attractions. I was planning to head west later in the year, but given the absolute state of the trip to the states last year, and now this, I think it's ultimately for the best to say that's parked until something properly excites me again.

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Anyway, enough complaining, it did eventually reopen and we managed a respectable 7 laps on it. The most suprising part of it all was the fact they were running two trains, for no one in particular, and far more efficiently than they had in opening year.

As for how the ride was, it didn't quite stack up to previous memory. I think it's measurable though, the stupidly cold weather was hampering it to the point that the train was barely moving through the final third. This became more and more noticeable with each lap, to the point that it felt like the ride was warming down rather than up, very surreal.

The earlier elements still kicked ass, even with the buzz-kill Shambhala start. A very positive heavy drop, crazy overbanks and ridiculous inversions all add up to RMCs most unhinged package, pre-Arieforce. Just a shame that the hills at the end, which are meant to punctuate the layout as the only true sequence of airtime and round off the variety of forces that tear you apart, didn't.

We left, somewhat reinvigorated, with new questions in our head about whether there had been any changes to what the best coaster in Florida is now.
Then on the drive back I had a crazy idea about finding out, just ride all 3 contenders in one day, simple.
Not simple of course, IoA didn't stay open late enough to make this actually happen, or at the very least their queues were so ridiculous that they had taken to closing them early. Oh and Stardust is cooked.

Epic Universe

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Were still open, but we decided to get the +1 instead as we had literally ridden nothing new all day and that felt like a terrible waste. With the steely, I don't care any more, let's just get this done attitude of a wacky worm, the wait wasn't so bad.

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The queue itself is more pleasant than being stuck in the area outside, even if there's far less to look at. Once again, the single rider queue looked absolutely distraught with misery by comparison as we entered into the final stages of anticipation, hoping for a front row because I've heard it rides like ass.

Worryingly, several front rows had been taped off, not helping any part of the situation, but we lucked out and away it went.

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S'alright. Interesting, has it's charm in a clunky, custom wild mouse kind of way. Rough yes, but in a way that adds a bit of entertainment rather than detracting from the experience. Main thing that stuck in my head, though the overall theming was great, was the fact that the track 'jumps' just aren't that convincing. As clever as they're trying to be, the visuals don't match the actual sensation, regardless of where you look.

I found a lot of the time, out of fascination, I was watching the secret track underneath to see what was coming, and likely try and brace a bit. Then if you watch the fake track which suddenly ends in a ramp or a mangled mess of steel, you don't then lurch or crunch over this in a way that makes you feel you're actually on those rails, or that you'd make the other side. Instead you just effortlessly glide towards it as if nothing happened and this does detract from the spectacle.

As with most rides on park now, I wouldn't be averse to experiencing it again, but never with the queues it gets.

Up next - queues
 
With Epic not being epic, it was time to use our Universal passes to revisit some old classics, and rope drop

Day 5 - Islands of Adventure

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Walked straight to Hagrid's to fall over at the fact that it already had a 3 hour queue for the day, and that it was contained entirely within its own entrance. Flashback to our previous visit where a 2 hour queue left Harry Potter land entirely, something ain't right.

Writing that off immediately, we chucked a left towards some dinosaurs which hadn't yet managed to reach unbearable status.

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Our single lap on Velocicoaster for the morning was similar to Gwazi in that it felt like the ride was underperforming slightly. Be that the weather, the time of day, the mood. It's great, but suffers from that Taron effect of a lot happening visiually, with little substance to many of the elements backing it up.
Until the ending, that backs it up.

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From there we decided to ride the Dr. Seuss powered thing that's an undefined rollercoaster, just in case. Verdict was that it's no less questionable than a few other things I've done, but I've left it off for now through lack of care.

Semantics aside, it was a better ride experience than Tron, and I did particularly enjoy the bit of the story that shows the yellow things queueing and paying for a machine in an endless cycle. And no one knows why. Self-aware.

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While in Seuss land we walked on the dark ride, which is fun, and longer than I remember. At times like these it's all about these little victories of finding quality enough attractions that you don't have to actually queue for, to feel like you're getting your money's worth from the machine.

Then we sat on a wall, while ambient audio called us a fool, to look at Sea World info again. Outlook was better than it had been the previous day already, but it needed a little more time.

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Assessing queues on this park showed that only Spiderman and Kong were interesting and doable, so took a wander through the sun-bleached superhero land that kinda brings the park down on a visual level.

Spiderman queue went by ok and the ride was also ok. It's still got the moves and, as with Soarin', for me it's just cool to ride something that inspired 50 other versions I've ridden since.

Upon finishing that, Kong queue had turned into laugh and leave status. So we laughed and left. Not ideal, but an alright start.


Went for a sandwich via a cheeky drive-by of Sea World to see with our own eyes that Pipeline was testing. Not leaving anything to chance.

Ate said sandwich and then headed in to

Sea World

Comedy began at the parking barrier, meeting the general sentiment of this place really not caring about guest impressions as of late. The price to park was pitched slightly above every other establishment in the city, but that was also before including the cheeky '+ tax' slapped on the sign that they love to hit you with. Reading this aloud with an American accent made it bearable, but the reality of the rip-off soon hits when having to walk through a sea of cars on barren tarmac.

At least it seemed reasonably quiet at the entrance, with security clearly bored and trying to make a good time for themselves.

Quickly learned that the shortest way to Pipeline involves walking through a bar, which is novel, and past an obvious sign that shows off their staggered opening times shenanigans, which is less so.

Almost got baited into some paid lockers by the signage, before noticing that everyone else was just winging it with loose articles, so headed in fully equipped. The tunes in the area are rather fun, with some surfing music that gives it some fun character.

One train was a little slow of course, but we were on in about 25 mins, entertained enough by watching a new ride system in action.

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So it's that new B&M stand-up thing of course, and I had mixed excitement and trepidation about it all. Personally love a good stand-up, with Togo being my kings of the game and having not had one for 30 years it's nice to see a revival in any form. But then it's B&M, and their actual 'seating' never did much for me. Plus they can't build a smooth ride to save their life any more.

There's hope. I actually really like the new product and am excited to see where it goes. The standing design is a lot better, with room to breathe around you, much less clunky restraints and a flexibility in floor-to-ass height even while the ride is operating. This all adds up to fear, and fear is where the stand-up always shone for me.

The starting launch is the next in a long line of the latest fashion - one with a hump in the middle of it, which here serves the specific purpose at least of instantly putting the fear in you. The airtime introduces the fact that your feet can just leave the floor at any moment in the next 60 seconds.

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You do a big corner while recovering from that, before heading into a twisty hill that does the thing to you again. Then there's an inversion to break it up a bit, before a suboptimal second half of mostly corners that don't best play to the strengths of the ride type, or the theme, save from a couple of whippy transitions.

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I don't know if it was better or worse for it, but on re-rides you can lean into the unique sensation more by springing down and 'jumping' into the key moments. It adds to the thrill of course, but equally to the discomfort if you land in an anatomically compromised position.

Had a blast anyway, made me realise I don't get to try much new these days. Layout feels a bit prototype, but positive impression overall.

Penguin Trek was the other new B&M that we needed, and was quite the opposite in every way. Queue took us through some of the rocks that we had explored previously as just the abandoned dark ride, before a bit of a themed room and batching staff having an argument with guests about not being able to take their fanny pack on or something.

Exact same Sea World rubbish from years ago - haphazardly trying to ruin someone's day over an item that can easily go in the loose item storage available on the platform, to try make $2 + tax off them at a locker.

They had no logical grounds to back their claim beyond sounding like an ass, of course, so after 30 seconds of no clear indication whether we were clear to pass or not, we passed them and their nonsense and walked onto the next arriving train.

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Starts indoors with a bit of unconvincing gumpf, rocks and screens of Legoland quality. Then a surprisingly punchy, for what it is, uphill launch into the outdoor layout.

Which immediately rattled around and rode hilariously at low speed, making the mockery of this once fine rollercoaster company that we've all become so used to by now. It doesn't even look pretty, and that's like their only thing left.

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There's a poxy second launch in there somewhere, which just happened, and the rumble continued awkwardly into the brakes. So for the competition it's up against in the 'family multi-launch' category - awful. +1

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Round the corner is one of their finest creations at least, it was finally time for a Mako marathon. I had been looking forward to reuniting with Florida's third best coaster for some time and on a trip that made it very hard to come by any unadulterated coasting experiences the laps didn't disappoint.

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It perfects the essence of the B&M hyper for me, the ridiculously sustained float into a satisfying crunch that lands perfectly, on Mako alone, on every single hill. In the golden 2nd row, even the trimmed hill adds to the experience with a delightful third tier of float-brake-crunch, but it's the first camelback that's just on another level and has you actively counting the seconds out of seat. Love it.

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Wanted to give Ice Breaker another shot after kinda liking it, but hating life while riding it because comfort collars and the fabled 'best place for your 'loose' item is loosely in your hand on a jerky ride you may want to hold on to, rather than bent round your face or just, I'll take them from you and put them somewhere' policy.

Both of these issues were rectified on this occasion, with the collars being a thing of the past, many congratulations to all involved.

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Thus it's a solid ride. The multi-pass two stage humps are silly and awkward in a good way and then there's a decent punch to the top hat, twists and turns that follow. Feels too short after the faff.

With operating hours closing in faster than expected we took a couple more laps on the best boys and then headed out, satisfied with success at Sea World. It weren't pretty, but it got the job done.

After another food break the plan was to head back to

Islands of Adventure

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and suck up the wait for Hagrid, no matter the cost. For all the Universal attractions with perpetual 3 hour waits this trip, it seemed to be the only play to dedicate your dying hours to a single lap on one of them, as the fastrack stops serving not long before closing. Then, like it should do all the time, operationally it motors through the remaining guests.

Aside from thinking we were in the wrong queue for the first five minutes, for how big the fastrack one was at an hour before park close, the tactic worked. A combination of moving faster, eventually, and the simple resignation to 'this is our lot for the night' makes it somewhat more bearable. And in my lack of general excitement I'd forgotten just how damn good this ride was.

It's so long, with so much going for it. One of very few attractions with a wait like that that actually lets you feel like it was worth it for the ride time. Particularly at night, with the headlights and sound effects and other trains zipping around it's such an adventure in both layout and technological goonery.

While never truly kicking your ass, the ride is just pure joy from start to finish. As established I love a multi-launch and you can't get more multi than this, nor help but think back to Penguin Trek and snort. My only real criticism is that the very final, most potent acceleration of them all, leads to a disappointingly short section before the final brakes. Just when you feel it's peaking. In Falcon's terms, because everything for me going forward is likely to be in Falcon's terms, it would be ending after the top hat.

If only we could ride it again.

Up next - Disney again
 
By this day we had pretty much covered everything new in the area that we had needed to, a both satisfying and saddening accomplishment when faced with lots of simple 'revisit' time. I don't do well with that. We had one day worth of Disney left to use up and this was the last date on which we could do so, so decided to cobble together an attempt at a sort of highlight tour of old and new.

Day 6 - Epcot again

Back in dismal Disney, everything was significantly worse than it had been earlier in the week, which was still saying something for the time of year. Logic behind being here was our single go at Guardians being a little lackluster. Wanted to give it another opportunity, but the queue was ruined upon arrival.

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Test Track hadn't fully fleshed out yet, so here we are again. Great ride, love the update.

Not wanting to get too down about Epcot, we took a wander just to soak up the sights more, rather than sweating over attractions.

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Here's England, unconvincingly.

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Morocco, maybe.

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Spoilers.

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Wanted to try some pizza in Italy, so here's a picture of China, but they weren't open yet. That was annoying, and then by the time lunchtime rolled around, the park got even more unpleasantly busy to the point that you couldn't really move effectively along pathways, ruling out another lap around the pavilions.

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So, under the guise of a lunchtime lull, here's Guardians again, with a slower and longer queue.

Pre-show was still broken, we positioned ourselves better for the escape so that wasn't so bad. Then, 1in6 x 1in6, we got the same stupid song again.

This time, instead of being distracted by any visuals, I tried to focus solely on the dialogue in an attempt to understand what was happening in the story. It didn't really help, the clash with the music is pretty obnoxious. You win obviously, something something I am Groot and you're done.

Nah. Better than Tron, but what isn't?

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Speaking of, here's Magic Kingdom again.

Rather than focusing on the +1, today was an opportunity to focus on the attractions we actually like at this park.

It was still grim as anything, multiple hour queues even for food outlets, difficult to walk anywhere, and the weather had returned just to the cusp of "I'm probably going to get sunburnt and slightly ill now if we do this much longer."

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Haunted Mansion looked worse than it was, stretching way beyond the entrance and alongside some construction walls where the steamboat used to be. They provided shade.

Got to play with an interactive thing in the queue, so that was new. Then the pre-show is great because of course it is. Then the bottleneck to the station sucks. Then the ride is great because of course it is. It's not Christmas.


Pirates. I love all the Pirates. Often forget the key differences between them, but Florida ain't one of the better ones. Ends on a travelator so that's a bonus.


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And Space Mountain, after it spited us the other day. Nearly did again as we got to the gates and it decided to go all '70s temperamental on us. A million staff were on hand and got it going again to a round of applause.

Best coaster on resort.

1 wild lap on that left us happy, happy enough to leave immediately after and never look back.

Then the monorail was broken, so we had to take a bus. 6 rides in 12 hours, what a time to be alive.

Up next - Universal again
 
Other than disagreeing with you about Guardians (and actually quite liking Tron if you take away the queue times), you're pretty much summing up how I feel about Orlando. I want to love it - and that does happen sporadically thanks to some amazing attractions - but it does its best at every opportunity to thwart you. The Chris Pratt fatigue is very real also.

The more I see/read about Epic Universe, the more I'm happy with the fact that it'll likely be a few years before I'll head back - it is such a ballache from Hong Kong - and unless Disney pull something amazing out of the bag, I'll be skipping the resort entirely / doing a one-day visit to whichever park has said hypothetical amazing new thing.
 
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