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Rita: General Discussion
AltonLover123
TS Member
They should've removed the corkscrew and used that space for the station instead of awkwardly wedging it in like they have.
There really isn't much else they can do with the area now until it's removed, which will be soon hopefully.
Agreed. The only way to make Dark Forest better would be Rita being demolished.
You’d have the entrance where it currently is. With Rita and its garage gone, you could place a dark ride next to Thirteens lift utilising that space (perhaps a Danse Macabre style). Where the current food outlets are, I’d use for a station and maintence facilities for a newer Mack/intamin multi launch. Family though. Very terrain hugging through the bottom half of the current dark forest. With the main plaza now sited a little further to the right, you’d have plently of space for another flat ride and you’d still have two coasters in the area.
I’d make dark forest a lighter theme. Not whimsical but maybe based on what happened after the Earls experiments on the branch. The forest is already taking over so just re jig the theme and tie it into Hex. It’s the perfect transition as you walk from Hex into DF. Some enchanted/magical forest type deal.
Jb85
TS Member
Agreed. The only way to make Dark Forest better would be Rita being demolished.
You’d have the entrance where it currently is. With Rita and its garage gone, you could place a dark ride next to Thirteens lift utilising that space (perhaps a Danse Macabre style). Where the current food outlets are, I’d use for a station and maintence facilities for a newer Mack/intamin multi launch. Family though. Very terrain hugging through the bottom half of the current dark forest. With the main plaza now sited a little further to the right, you’d have plently of space for another flat ride and you’d still have two coasters in the area.
I’d make dark forest a lighter theme. Not whimsical but maybe based on what happened after the Earls experiments on the branch. The forest is already taking over so just re jig the theme and tie it into Hex. It’s the perfect transition as you walk from Hex into DF. Some enchanted/magical forest type deal.
Biggest problem with the dark forest theme is that’s it’s not really Dark enough….
Slugjc
TS Member
Biggest problem with the dark forest theme is that’s it’s not really Dark enough….
It works during scarefest at night. If it's well lit.
Jb85
TS Member
It works during scarefest at night. If it's well lit.
That’s very true in fairness. I think that is because it’s, well, Dark then.
If we had what was on the original concept art I think the area would be great. Rita unfortunately is a victim of poor long term planning.
Poisson
TS Member
There's potential to make it all work with a heavy retheme and some rebuilding work, without losing either coaster.

Blue is the replacement line of outlets, green a new path, FR are for flat rides. Close off the existing path by Rita, completely revamp the queue to get rid of the cattle pen. Retheme the area to something to do with racing. 13 has the perfect test drive gone wrong setup for a retheme.

Blue is the replacement line of outlets, green a new path, FR are for flat rides. Close off the existing path by Rita, completely revamp the queue to get rid of the cattle pen. Retheme the area to something to do with racing. 13 has the perfect test drive gone wrong setup for a retheme.
DistortAMG
TS Member
Why anyone would want memorabilia from this monstrosity of a coaster is beyond me, let alone paying that amount.
Personally, I like Rita, it's the wrong coaster in the worst possible place, yes. But those hydraulic launches are just insane. Apart from that now closed air powered coaster in Japan, nothing comes close to the sheer power and force of these launches.
Jb85
TS Member
Personally, I like Rita, it's the wrong coaster in the worst possible place, yes. But those hydraulic launches are just insane. Apart from that now closed air powered coaster in Japan, nothing comes close to the sheer power and force of these launches.
Good summary of Rita that. I’ve always thought it would be better in Mutiny Bay
GooseOnTheLoose
TS Member
Slugjc
TS Member
I never thought of a cannon. Been up since 3.
flyingguitar
TS Member
I agree with wanting to keep it, as it is a unique experience now launching on a hydraulic launch, and I could see it going near curse, mutiny Bay probably dosnt have enough space (although if they were thinking of moving it they would probably just get a new LIM ride as I could see it being a massive hassle for not much gain)
it splits the area in 2 and the machine room makes it a very odd shape, making it quite small of an area. removing it and adding a new ride that works to the area could be so much better
it splits the area in 2 and the machine room makes it a very odd shape, making it quite small of an area. removing it and adding a new ride that works to the area could be so much better