A bit late to my write-up as ever, but in December I took an impulsive trip to Six Flags Mexico! I was originally supposed to run off to Six Flags Magic Mountain as I was worried about X2 potentially being closed for my visit this summer, but a couple weeks out they suddenly changed their calendar on me and closed altogether the day I'd been planning to go (though I did end up successfully rescheduling that trip for January, and you might hear more about that in this thread later if the mood strikes me)! Not wanting to waste a day off, I dug around and found that the only other open park I could use my soon-to-expire Six Flags pass on was Six Flags Mexico. I moved flights around and soon enough (and with shockingly minimal passport faff) there I was! I thought that the front end of the park, especially the stuff that predates Six Flags' ownership of the place, was really nice to be in. The rest of the park, though, was typical Six Flags fare. What struck me most about this park's lineup was just how few worthwhile original attractions there were. Nine coasters (I went before the famerang opened) doesn't sound too bad, but seven of them are cloned layouts, and almost none of those were particularly pleasant ones.
Dark Knight,
Wonder Woman,
Batman the Ride,
Batgirl Batarang, and
Superman Krypton Coaster all slotted right by their clones in my list, with minor differences like the surprising amount of outdoor theming on Dark Knight, and the novelty of an invert named Batman the Ride that wasn't a B&M. Reliability issues plagued the park throughout my visit, having to leave multiple queues because of rides going down, with some downtimes lasting multiple hours. Nothing closed all day besides a couple water rides, which were understandably closed for the season.
With those out of the way, the favorite of the trip (to no one's surprise) was by far
Medusa Steel Coaster. This ride blew me away at just how different it was from other RMCs while still maintaining all the goodness that one can expect from an IBox conversion. Even the queue was stellar, with a funhouse section tilted in all sorts of funny ways marking the start of the line, and an extensive winding path through the ride's plot that effectively constituted an infield tour with amazing views of practically all angles of the ride. As for the ride itself, it's chock full of wonderful airtime moments and satisfying maneuvers. Highlights include both the entry into and the drop off of the first turnaroud, the drop out of the elevated turn next to the lift, the outerbank in the lower section, and of course the crazy slow roll at the end of the ride. Whenever the train is negotiating an element with some roll and yaw to it, the profiling provides some interesting lateral pumps that give it some texture instead of being perfectly profiled like newer RMCs. I loved how even in such a tight plot with a shorter track length than most rides it managed to have a section in the second half that felt secluded (the aforementioned lower section) using terrain and foliage to its advantage. The sole straight camelback on the ride underdelivers somewhat, feeling more like strong flojector than the crazy RMC air one is used to over those kinds of hills, but is still pleasant and adds to the ride once your expectations are set. The one real negative about the ride is the notable jolt/pothole at the bottom of the first drop, which feels like something off of a Topper Track installation. Beyond that, though, I thought Medusa was superb from start to finish, earning a high spot in my list at
9/10, #23. Now, Six Flags Mexico's maintenance team takes an odd approach to keeping Medusa open and on two trains year round. Instead of having a third train to sub in when one of the others needs maintenance, the park will take one car off of each train for maintenance at a time during off-peak days, running it with two five-car trains instead. Obviously, I was hoping for the as-designed six-car configuration, and Six Flags thankfully came through with full capacity for their Christmas in the Park event, which turned out to be popular enough to warrant it. The extra inertia from a sixth car definitely helps the ride keep its speed through the whole layout, and the second half would have suffered if it ran any slower than it did.
Another highlight was
Superman el Último Escape. Initially, I was sorely disappointed by the ride, as it was consistently slamming to a full stop on the midcourse every cycle, resulting in a comically slow second half in which none of the famed bunny hills even broke 0g in the back row. I chalked it up to the park deciding to run three trains that day, which ordinarily would be a godsend but in this case was a curse, as on three trains the ride seems to prefer stacking a train on the midcourse to stacking it in the first block of the final brake run. Later in the day, while queueing for the SLC, I noticed a train fly through the midcourse without so much as a scrape from the friction brakes. Then a second train did the same, and a third. They were running three trains still, no doubt of that, and nothing about the weather changed that would have put it into or taken it out of a hypothetical rain mode. There was but one explanation - the ride crew had simply locked the f*ck in. I remained in line for the SLC, being almost on it by that point, and prayed that whatever group of herculean athletes was currently on platform checking those 18 rows would still be there in twenty minutes. One sh*tty credit and a half mile walk later, I was there. Sure enough, those operators were running that station like the navy. On my second ride, my opinion on Supes changed entirely. Having a functional second half really saved the ride, and even made me appreciate the first half more too. The drop is typical of a Morgan hypercoaster drop, with a nice pop of air followed by a confusing bit of straight track as it transitions into the valley. The first half is nice and unique as Morgans go, being composed of a cool twister section with a nice airtime moment at the crest of the hill before the midcourse. The second half, when running properly, features good floater coming down the bunny hills and an interesting return to the station, marking the end of a pleasant ride that marks the pinnacle of the traditional Morgan hyper (excluding their absolute monster in Pittsburgh). I'm glad I made the effort to reride, as I got to upgrade my laughable initial experience to one worthy of an
8/10, #98.
Check out this comparison of my force recordings of the second half! It's almost hard to believe how bad it was on my first go around. (Recordings uploaded to and viewed on
rideforcesdb.com)
Joker, though first appearing to be simply the next conquest in my slog through Six Flags' cloned Gerstlauer spinning coaster catalog, quickly identified itself as something a little different. This was no common Pandemonium clone, but rather an identical twin of Han-Katten at the famous BonBon-Land in Denmark, relocated from Six Flags Discovery Kingdom. This layout is actually a mirror image of a layout designed for the Bobsled Coaster model, making it more of a spinning wild mouse than the regular semi-compact spinning coaster I was expecting. And, consistent with reviews of Han-Katten, this thing spun like a top! As with any of these spinning coasters, your mileage may vary, but even with the somewhat-balanced car I was batched into it spun more than any Pandemonium I've done. I honestly wish this model had been the one purchased in bulk for the chain, as I thought Joker was worthy of a score a whole point higher than the other layout, netting it a
6/10, #230. The queue on this one contains a carnival-style funhouse leading to the load platform, which was much more claustrophobic than similar installations such as the one at Six Flags Fiesta Texas, and featured an actual rotating stripper pole.
Finally, the Zierer Tivoli Large
Tsunami felt worth mentioning, as its extensive-for-Six-Flags albeit strange theming elevated it above other Tivolis with identical layouts. It's got a sort of lattice pyramid overtop of it, making it look like a Gyro Swing at first glance on satellite imagery and from a distance within the park. Rockwork and foliage populate the ride area, and the train's reduced 15-car length alleviates some of the awkward forces that come from the ordinarily unnecessarily long train negotiating multiple elements at the same time, though at the cost of some capacity. I ended up giving it a score of
5/10, #306 which puts it in the top half of this park's lineup. This can be seen as both a credit towards this funky little thing and a slight against the park's lineup of attractions.
Overall, the star attractions of Six Flags Mexico make it worth a visit, but if you're not a fan of riding bullsh*t then you can be in and out of the park in two or three hours and without leaving the nice areas at the front of the park. I really enjoyed the food at the al pastor place by the front of the park, too. If you can string together some other attractions in Mexico City (I was unable to due to my schedule, unfortunately) it seems to be a very valuable cred run spot for someone looking to hit a milestone. I'm somewhat glad I didn't get to do the other things, actually, as it gives me an excuse to come back to the area and mop up the new famerang while I'm there, and of course spend an afternoon riding Medusa some more. Cheers!