Six Flags Discovery Kingdom (SFDK) Discussion Thread

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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby Angry_Gumball » Thu Apr 26, 2012 6:34 pm

Seeing some of the support work, the ride structure looks a bit wider than I initially thought...mainly due to the rendering. The rendering gives the illusion that the ride fits in a narrow strip but the reality is that it's got some pretty good bracing going on. By the looks of the structure, this is definitely looking like a portable-ish type of ride.

Random note: I had a dream that I was at SFDK and Pandemonium was still there but S:UF was being constructed as well. In order to access Pandemonium, we actually had to walk through and queue in the middle of the construction site. Pretty weird dream.
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby XYZ » Thu Apr 26, 2012 7:29 pm

I know this sounds a bit odd and probably wouldn't be worth it, but they could've just shifted Pandemonium where the go-karts are and then build Superman as planned.
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby Double0Kevin » Thu Apr 26, 2012 7:46 pm

The go karts make money. Why would they get rid of them for a coaster that doesn't?
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby XYZ » Thu Apr 26, 2012 8:13 pm

Double0Kevin wrote:The go karts make money. Why would they get rid of them for a coaster that doesn't?


The go karts don't make that much money, plus I'd rather see a coaster on that spot.
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby Angry_Gumball » Thu Apr 26, 2012 8:20 pm

The park (or rather Six Flags) is going to go with what's more profitable, being an upcharge attraction. I'm sure those go-karts are always being used throughout the day. Atleast CGA's karts are always in use when I walk by them. In the end, every little bit of money raked in being souvenirs, food, admission, virtual queue systems, or pay-per-ride all adds up, thus the park being profitable.

Figure it this way: say that the karts are $7 per rider, multiply that by the amount of cars/riders, then multiply by the number of cycles done. I don't know the amount of cars the attraction has, neither do I know how many cycles they average but I can imagine a good chunk of money made in a day.
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby gromithere » Thu Apr 26, 2012 9:25 pm

If the carts didn't make money, they would be gone already. Case closed. From a business standpoint, I could see it making much more sense relocating Pandemonium to another park.
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby Double0Kevin » Thu Apr 26, 2012 9:50 pm

XYZ wrote:The go karts don't make that much money, plus I'd rather see a coaster on that spot.


Having been the supervisor of the go-karts at SFDK in the past. They make money. I would not count on ever seeing a coaster replace the go-karts they were moved to a new location to accommodate. Everyone has to understand that just because you don't care about a ride, doesn't mean everyone else doesn't.
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby Andrewoplis » Thu Apr 26, 2012 10:09 pm

A Six Flags park taking out something that makes them money?! DOES NOT COMPUTE! DOES NOT COMPUTE!


And yes, I know their not taking the go-carts out!
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby Jew » Thu Apr 26, 2012 10:27 pm

I could see them using the Go-Kart space...for a MAJOR attraction. That would be the only way to justify it.
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Re: Six Flags Discovery Kingdom (SFDK) Discussion Thread

Postby jzoole » Thu Apr 26, 2012 10:36 pm

I'm no expert on the layout of SFDK, but Superman is super compact and totally linear. If they really wanted to, I'm sure they could have found a spot for it that wouldn't require removing Pandemonium OR the go karts. I mean, look at the tiny spot they squeezed V2 into. I'm sure they must have been ready to let Pandemonium go this year anyway, or I'd imagine they would have come up with another spot for Superman.

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