Superman la Atracción de Acero,
Movie World Madrid
As
children we’ve all wanted to be a superhero, so it only seems right that
at one point in your life you’re handed the opportunity to fly faster
than a speeding bullet, even when your interest wanes.
The story of Superman
has been made a cliché by virtue of the fact there are so many superheros
now. According the comics, Superman was sent to earth to be born away from
his dying planet of Krypton. He crash-landed in remote Kansas near the
township of Smallville.
Overlooking
the fact that he could bend steel, out-fly Concorde and cook his dinner
merely by looking at it, he had a relatively normal childhood before
moving to Metropolis where he became a reporter for an international rag,
the Daily Planet.
With
his sharp hearing (he can hear the footfall of an ant a thousand miles
away), he felt obliged to help citizens in distress. Upon hearing screams
for help, Clark Kent made it famous to use a conveniently placed phone box
to take off his glasses, gel back his hair and don his brightly coloured
skin-tight lycra suit.
We
pick up the story in Madrid. The modern sugar-sweet architecture of
Metropolis is familiar to all of those who follow the adventures of
Superman, and the addition of the brushed-silver Superman emblem in front
of the tower of the Daily Planet surrounded in fountains offers a perfect
photo opportunity to those who care.
The
entrance to Superman is through the offices of the Daily Planet. You first
walk through the main foyer and then into the large open plan office.
Visitors to Six Flags Holland will be reminded of the half-hearted and
rather formulaic theming of the office with partitioned desks, each
furnished with a typewriter.
Although
the room is empty of reporters, the sounds of the bustle of deadlines and
the clatter of typewriters fill the air with a ghostly presence as you
pass the offices of Lois Lane, Perry White and of course our superhero in
disguise, Clark Kent.
The
inside section of the queue is somewhat more substantial than Six Flags
Holland, passing not only a boardroom table, but the press too.
Considering the Daily Planet is an international publication, you – like
me – can muse at the fact the press is only the size of a large laser
printer.
Outside.
The anticipation builds you look up directly into the station. You can
clearly see how the floor drops away rather sensationally before the train
dips around a 180-degree bend towards the lift-hill that disappears
spectacularly into the distance.
A
large cattle pen queue soaks up about 45-minutes worth of queue and is
littered with rolls of paper (suitably small for the pocket-sized press),
drums of ink (larger than the average printer ink cartridge) and the
floats that deliver the paper once it is hot off the press.
A
final stretch of queue underneath the curve into the lift takes you onto a
flight of stairs into the station. Seats are assigned, although not with
the finesse of Disney. If you want the front seat, you simply do not have
the option to wait, so it may be an idea to let others pass whilst you
“do up your shoelace”.
The
train is the normal B&M affair, being four across, eight cars long
with comfortable seats, albeit restrictive to larger riders. If the last
point has grabbed your attention, you may be assured to know that
somewhere in the middle of the train one seat can accommodate larger
riders.
The
trains look really purdy. Seats are blue, the restraints are yellow,
framework red, and the little fibreglass that is on the cars is
predominantly white with blue and red stripes on the side.
Loading
is slower that I’d like, and once the overhead restraint has been
checked (by first pushing, then pulling) and the seatbelt fastened, the
floor drops an inch before sliding out of harms’ way.
Leaving
the floor behind, the train then leaves the station, and making a noise
similar to a London Underground Bakerloo train on a particularly sharp
turn, dips to the left, past the queue and smooooothly engages onto the
lift hill.
Although
I say the same in every review of a B&M, the lift hill is reassuringly
swift and very quiet. Once at the top, a rather abrupt dip takes you into
the first, dreamy, wistful first drop. Back seat riders will be reminded
of the fun you can have on Dragon Khan, front seat riders will wonder what
all the fuss is about.
The
first loop probably accounts for about half of the track length due to its
size. As the train defies gravity and is almost sent into orbit by this
first gargantuan inversion, the thrill isn’t as you’re turned
upside-down, but as you drop out of the loop back towards the ground
below.
Skimming
the ground gives a good sensation of speed, of course further enhanced by
the supports of the next element above – the immelman.
This
element starts off much like the vertical loop, and once you’re
head-over-heels you swoop out to the side in a large, sweeping curve, much
like the second half of a (large) corkscrew. On this scale it is utterly
forceless and completely forgettable.
Another
scuff with the ground is followed by a climb skywards and rolling with a
precise elegance only B&M can engineer through an inline twist.
Unlike
their inverted coasters that fling you around a straight twist in the
track, the sit-down version simply rolls the track over at the top of a
large camelback. This means that whilst it doesn’t feel like the train
is going to come off the tracks like it does on their inverted coasters,
it feels like you are flying, floating through the air as if you’re a
leaf blowing around in the wind.
Another
appointment with the ground is honoured before you climb up into a
so-called cobra roll, my least favourite inversion(s) on coasters. They
look an absolute spectacle appearing to be like the enraged head of a
cobra and boasting not only one, but two inversions in quick succession.
Even
the thought of a cobra roll is exciting, starting off as a vertical loop,
pulling out to the side, before doing exactly the same in reverse. It
doesn’t deliver though, and in sit-down form rarely does.
With
the absence of a floor, though, the cobra roll really makes use of the
feeling that you’re going to be picking your feet up from lost property
later in the day, so bearing this in mind, the floorless aspect really
makes a dull element fun, if only from the front seat.
Enough
of these aerial acrobatics. The ride now takes on a different form as you
bounce from the ground into a powerful airtime hill that is essentially
there for the sake of it. As the train screams with excitement you duck
under more track and go into a sharp and snappy corkscrew which sends you
through a remarkably fun turn around, swooping into another corkscrew,
threading the first.
At
ground level, you pitch to the right as your head appears to nearly hit a
row of supports as you go through a tight clockwise helix. The climb out
levels out with the final brake-run as you are pulled down again in
another moment of airtime that has riders writhing with excitement. The
icing on the cake is offered in the form of another tight, highly banked
helix that almost has those on the left of the train dragging their feet
in the long grass below before you climb back up into the final smooth
brakes.
Superman
and Batman are a match made in heaven. Opposites attract, after all. One
half of this relationship is Batman; small, sharp and astute. Further to
this, pedestrians’ eyebrows are raised as it veritably flaunts all it
has to offer.
Superman
on the other hand is another creature. Graceful curves, seductive but
enigmatic, hiding the best of what it offers.
You
can look at the first half of Superman with two frames of mind: Firstly,
the large swooping inversions are forceless, bland and uninspiring. Have
your eyes shut and you probably would not realise you’ve left the
station.
Or,
on the other hand, the first half is a flamboyant aerobatic display,
majestically swooping over the baron land below as if a bird in flight.
I
prefer to look at it as the latter. Put it this way – soaring hundreds
of feet above the ground in various states of inverted-ness offers a far
more refined sensation of flight than any flying coaster.
As
common with B&M looping rides, once the repertoire of large inversions
has been exhausted, barrel rolls are used basically burn off a few MPH
before the ride concludes. Superman of course adheres to this tried and
tested formula, and it would of course be frankly untidy for B&M not
to have these intertwining, which of course looks great from the ground
(ironically wasted, as the ride is hidden away) but add little once
you’re riding the rails.
As
far as I’m concerned, two points make this ride stand out from ‘any
other’ multi-looping coaster.
1. Airtime. Of
course, although a straight drop is very much appreciated (thank you), it
is wasted should you be towards the stern. The absence of a mid-course
brake run is also appreciated (thanks again) and the airtime hill
replacing it offers astronomical amounts of airtime which is frankly
befitting of a hyper coaster. If it wasn’t for the inline twist earlier
in the ride I would order the overhead restraints removed with no
hesitation.
This
young whippersnapper of a superhero also tricks us into thinking we’re
heading onto the brake run before revealing yet another moment of airtime,
launching ones rear-end higher than even the man of steel manages when in
full flight.
2.
Helixes. Yes, almost every change in direction on Superman (bar one)
involves tipping you up-and-over, the cobra roll of course being one of
the worst culprits. Almost as if someone was embarrassed by this, Superman
doesn’t offer a punchy little inversion to finish, but a tight, highly
banked figure-eight helix. It really is fun, and something you don’t get
enough on sit down rides. The proximity to the ground on both occasions
also works in their favour.
To
be honest, everything that is wrong with Superman really helps it stand
out from Batman in a strange kind of way. It would be a shame to have two
directly comparable coasters, and the very fact that the first half verges
on forceless and the whole ride takes place over a field really make it
stand out. Come night time you’ll thank who-ever stuck it out in the
middle of nowhere as it is like piloting a space shuttle through the
cosmos.
It
is easy to forget that Superman is a floorless coaster. It only takes a
few rides to take the lack of car for granted – it is something we’ve
all got used to thanks to inverted coasters, so it really doesn’t offer
much in that respect. The continuous foot-chopper effect for the entire
duration of the ride is surprisingly quirky and whilst staring at the
track, newer riders will have little sense of direction.
Further
back the floorless aspect goes unnoticed. The trains are really good, but
the floorless concept was never going to be a winner as far as I’m
concerned. Floorless coasters are a worthwhile investment if you’ve been
ripped off in the past by Arrow or Vekoma loopers, but not if you’ve got
something smooth with more than five loops.
Superman
is what Neapolitan is to the ice cream world with different flavours of
elements for every taste with almost every conceivable facet possible on a
coaster employed, including large sweeping inversions, tighter and more
punchy small inversions, tight helixes and airtime.
To
look at the broader picture, Superman is a satisfying and comprehensive
coaster. Having sped around several thousand feet of track as fast as a
speeding bullet, and leaving the ride with a confident stride as if
you’ve saved the world, Superman Ride of Steel perhaps does the name
justice and with a well-balanced fusion of sensations is a great roller
coaster.
MS Undated
Good points:
▪ Airtime to the
standard of a good hyper coaster
▪ Excellent turns and
helixes
▪ A good variety of
inversions
▪ Very smooth ride
▪ Cars give a good
feeling of vulnerability
Bad points:
▪ Loading isn't as fast
as it could be
▪ Ride is built away from the park over
scrubland
▪ Floorless aspect
anywhere but the front is somewhat redundant
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