I'm more of a reader than a poster on here, but considering I finally got on Smiler yesterday (did it twice too), I think it's worth me sharing my views of the ride...
First off, the look of the ride. The ride looks phenomenal. It manages to draw your attention without hogging the limelight, which I think people feared with regards to Oblivion. As you enter X-Sector, there's always something different to look at, and always something going on. It's just an amazing feast for your eyes.
The queue itself is a strange one. In one sense, it's actually quite disorientating to be in, and it looks a lot less than it is. But, at the same time, it feels very mundane, and I was a bit disappointed that after a while, you feel like you've seen all there is to see. It gets boring almost, which isn't good. There's only so many times you can look at 2 cars going round part of the track, and the videos you see are both great to watch, yet don't keep your attention long enough. The 'Smile. Always' and 'Join Us' map things are quite interesting to look at, but it's a shame you can't really see them perfectly, especially the latter.
Who is this Al and why should he smile?
Oooooooh.
This was the best shot I could get of 'Join Us'. Not great.
There had been rain, making the queue a wanna-be Storm Surge...
The indoor queue is actually quite fun and interesting actually. The second go, one of the projectors had blue-screened, which isn't great. However, when it works, it's great. The station area, though minimalist, works in my opinion. It's simple and yet has a harsh clinical feel to it, exactly what you want from this attraction I think.
Now then, ride experience. I had back row on both my goes, for reference...
The dispatch is great, though I'm really not a fan of the voice that says 'It's time to get corrected' and 'Join us' and all that. It doesn't really fit in with the station's ambience in my opinion.
The indoor drop is fun, and was surprisingly quick. However, it was very obvious it was going to happen from watching trains leave the station. A small niggle I know, but I just can't help but feel if it had been concealed or was designed slightly differently, it would have been better and more surprising. The first inversion is fun in itself, but a flashing light does not make it any better. A huge wasted opportunity there. The brakes before the lift with the loud, evil laughing is great; seriously loved that bit.
And then it's up we go. And then down. Through inversion, after inversion, after inversion. I wasn't particularly worried about the ride being mostly inversions, as you can still create something that flows (something which, I think, Colossus does well. One of the few positives I'll say about it). However, to me, Smiler felt like inversion stuck onto inversion. It felt all very forced and uninteresting. The first airtime hill is great because it very briefly breaks up the monotony of the inversions. Yet, after that, it is just like 'how many inversions can be bolted together'. Admittedly, I was disorientated, and the half way point is a good thing (another fear I had about the ride feeling like two rides bolted together - this was not the case).
The TVs before the vertical lift were nice. I don't quite know what I expected from them, but I felt like more could have been done with them? Instead, they were just sorta there; felt like I was seeing nothing new really. And then we go up again. And then down again. Through inversion, after inversion, after inversion again. The second half feels like it was meant to follow the first half, but yet again, it just feels like you're being forced through inversion after inversion, with an airtime hill (again, very fun) chucked in because they couldn't put an inversion there. I dunno, but it just feels a bit monotonous to me. The cobra roll has a nasty jolt and is the only rough part of the ride. On a brighter note, the final two inversions are strangely enjoyable; possibly because they're so different to most of the other inversions?
The blurred 'You belong to The Smiler' as you exit is actually really clever, and the exit corridor is a brilliant touch. But I can't help but feel they could have done more. Just imagine is parts of the corridor were like the indoor queue line of Duel, where you feel on a slant, lose your balance and become disorientated? Would've been awesome.
Another thing I can't help but be disappointed in is that there's no real story here. We're being corrected, to make us smile, but why? Is this from an evil organisation who want us to conform to something? Is this from a nice friendly bunch of people who are a bit creepy? Just what? Is this meant to mess with our minds, or improve them? Everything just feels so fuzzy, and I think it would have been really simply to add a bit of a story at least, with no harm done. It's a shame, as you can tell a lot of effort went into the videos they've created.
Couple more things - the Marmaliser is great to look at, but you only really notice it on ride once; first airtime hill (does make a great headchopper though!). I was sorta expecting that, but doesn't mean I'm not disappointed that I was correct there. Marmaliser effects were hit and miss - first time, the Tickler and Hypnotiser weren't working, second time they were. The Inoculator (is that even turned on these days) didn't work at all. On a more positive note though, the music is simply amazing. Also, some top quality merchandise is the amazing shop (seemed to grab a bargain of getting the Smiler paperweight for £14.40, with AP discount, when it's RRP is £40!).
Whilst this is quite a negative review, and I'm not Smiler's biggest fan, I do however think it is just what the park needed. It's a fast, furious coaster targeted for the teens and young adults. It's filled a space that the park's line up was missing. No doubt the public are still lapping it up. But personally, I just don't rate it all that highly.
On a scale of 'very grim' to 'massive grin', The Smiler gets a 'content smile' from me, which is an unfortunate
6/10.