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NuttySquirrel
TS Member
Stall features do seem to have become very popular coaster elements in the last few years and Mack have certainly jumped on the bandwagon.
Batman Gotham City Escape (sorry to keep banging on about this one!) is an example of a zero-G stall that works perfectly, giving you a brief but perfect moment of airtime when you are least expecting it. The near-stall over the top hat is a little overplayed but actually in the context of the ride as a whole works a lot better than I expected it to.
However I think some rides - such as Hyperia - have gone a bit far with the concept and some of the near-stalls seem a bit unnecessary, the 'stalled dive loop' feeling a hell of a slower than it really needs to in order to be effective.
There's also the problem that trying to stall without actually stalling requires a very fine balance. We've seen recently how problematic a 'near' stall element can be on a cold spring morning or with an underweight train.
Batman Gotham City Escape (sorry to keep banging on about this one!) is an example of a zero-G stall that works perfectly, giving you a brief but perfect moment of airtime when you are least expecting it. The near-stall over the top hat is a little overplayed but actually in the context of the ride as a whole works a lot better than I expected it to.
However I think some rides - such as Hyperia - have gone a bit far with the concept and some of the near-stalls seem a bit unnecessary, the 'stalled dive loop' feeling a hell of a slower than it really needs to in order to be effective.
There's also the problem that trying to stall without actually stalling requires a very fine balance. We've seen recently how problematic a 'near' stall element can be on a cold spring morning or with an underweight train.