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Weekend in the Bay Area - Day 2: California's Great America & Santa Cruz Beach Boardwalk

Hutch

Strata Poster
It’s been nearly a month since I did another weekend with the Buzzed Bars friends, this time hitting up the parks in the San Francisco Bay Area.

A NorCal trip always seemed like a nice idea for a long weekend (or added onto a larger trip), but it was never that high a priority for me. This trip specifically wasn’t actually planned that far ahead, but when word got out that California’s Great America was doing away with its seasonal events and painted a picture for its closure, we all knew we needed to snag it before it died (as we still await the official announcement).

I had a direct flight out Thursday evening, landing at SFO around 9 PM local time. I had rendezvoused with a few friends at the airport, eventually grabbing an Uber down to our hotel in Santa Clara (conveniently right next to CGA) and getting in kinda late. Of course I was jet lagged a few hours, so I was eager to get to bed.

The next morning we hitched a ride up to Six Flags Discovery Kingdom, arriving pretty much right around opening. The parking lot is awkwardly separated from the park. At least the whole lot is covered in solar panels, so good on you Six Flags.

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From the lot, it’s a bit of a walk to the entrance, but it’s actually kind of a cool approach.

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This park has a lot of low capacity creds, making the cred run a little unclear. During the walk up, we did get visual confirmation of a second train on Joker, so we felt comfortable saving that (and the crap DC clones) for later. Instead, we ventured off in the opposite corner of the park for the spinner.

I had heard that SFDK wasn’t much more than an ugly park, so on our walk to the back, I don’t think any of us expected the park to look like this:

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I’ll talk more about it later, but this was very nice, and easily made SFDK a contender for prettiest Six Flags park. Sounds wild saying that.

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Anyway, the spinner hadn’t quite opened, but Boomerang was ready to go. The ops were waiting for us.

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It wasn’t horrible. Good to get it out of the way I suppose. It does fit in nicely in this back area.

We grabbed a quick ride on the small swinging ship nearby, before checking Sidewinder Safari again, which had finally opened up. I thought this must’ve been a relocation, considering it’s just a typical Reverchon, but RCDB claims it’s actually brand new for 2022. The entrance itself did seem pretty modern. We barely got any spinning on this though, which I wasn’t against to be honest.

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Not making much improvement, it was time for Kong. One train, but the park wasn’t that busy so it was easy (the switchbacks in the station look like they’d be abysmal to wait in).

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It wasn't the worst of this model. But you know, still bad.

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Time for something good. Medusa was also on one train, and they were taking their time with this one. Again, only a station wait, but it’d take them close to 5 minutes between each dispatch.

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It was quite good though, especially considering floorless models aren’t something I find that exciting anymore. It had some nice forces between the bigger elements, a whippy zero g roll, and a forceful low turnaround at the very end.

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What I like about this is that it takes the cookie cutter formula of the B&M looper an tweaks a few things. Straight drop instead of a curved decline, sea serpent instead of a cobra roll, corkscrews that don’t interlock. It was actually pretty cute.

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What was also cute was Cobra, their Tivoli. Decent attempt at landscaping, though my mind immediately goes to the Tivolis at Plopsaland and Tripsdrill, which are just tangled with bushes and forestry.

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Back to the other corner that had clearly been developed after Six Flags got their hands on the park. Oh yeah, this is familiar territory.

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It’s a good thing Superman: Ultimate Flight didn’t have comfort collars, otherwise it’d probably be the worst of the SRII’s. It doesn’t help that I dislike these the more I keep riding them, but this was not good.

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At least the ops did a decent job getting people on. Only had to wait about 10 minutes.

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Grabbed some lunch, and it was time for Joker. The line seemed longer than it actually was, but of course Six Flags was doing the dumb thing of having a brain-dead staff hold up the line at an arbitrary spot, before letting in a train’s worth of people through at a time. Two trains allowed for minimal waits and some simple rerides.

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Joker was pretty interesting. The consensus you hear was that it’s the worst RMC iron horse, which doesn’t seem fair considering they’re all great anyway. That said, I could see the reasoning as the layout had more turns and corners than usual, breaking up the airtime. But because of modest expectations, it ended up being pretty impressive in some spots.

RMC’s pre lift sections are mostly take it or leave it, but this is one of the better ones. The drive tires depart the train at a decent speed, so coming around that first decline and into a few hops is actually pretty fun.

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This may be shocking to read, but I found this drop just as good if not better than Expedition GeForce’s (and certainly better than Kondaa’s). At least in the back row. It mostly came down to expectation, but there was a surprising lateral yank as it pulled you down. A moment that I had hoped the Intamins could do, but they weren’t quite there (but it’s a trade-off for the open seating for those ones).

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It left me surprised going through the first roll, and next thing I knew I was some good positive g forces coming around the corner. A rare moment on an RMC. Combine these elements with a floaty stall, and you got a great start to the ride.

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Sadly it kind of peaks there, and the flow is lost a bit afterward. This step up into the turnaround is banked outside a little too much, limiting the amount of airtime while also requiring more rotation to the right, making for an awkward transition.

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The other surprise is how borderline painful the airtime is. There are other RMCs with stronger airtime, but the padding of the restraints felt a bit harder than what I could recall on others, and I reacted uncomfortably on some of the hills. A price to pay for the ride’s intensity.

Otherwise, the layout is an awkward sequence of airtime, corner, airtime, corner, inversion, corner, etc. Whereas later hybrid conversions do a better job deviating from the original layout, this one still follows the GCI path, resulting in lots of turnarounds and corners. GCIs perform great with laterals, but the heavily banked corners on this RMC just aren’t that exciting.

In the context of being a lower-tier RMC, it’s still an excellent ride. I’d still put it above the raptors and a couple of the other hybrid models. The fantastic start and violent airtime save it.

Somehow this park has yet another clone. Thankfully Batman: The Ride was limited on the gross discomfort, but the fear of such still makes it a chore to endure.

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Last cred was Roadrunner Express, the usual Zamperla +1 offering.

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Spot the sexy @Snoo in the back:

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Some rerides were had on Joker and Medusa, and in between I made sure to take another slow stroll by the back of the park, which is really pleasant (especially after spending a decent amount of time in the ugly DC area).

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Couldn’t quite get park completion, with the bastardized Intamin Impulse being SBNO for quite some time. The vertical spike looks hilariously short, but I do appreciate how the twisted spike hovers over the park entrance. Would’ve been nice to get on for the uniqueness (didn’t look particularly good otherwise).

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Honestly, very pleasantly surprised by this park. The big thing is that their coaster lineup leaves much to be desired. Outside Joker and Medusa (which were both better than expected), everything else is a clone, and not a good one at that. Their ops were also pretty questionable on some of the rides as well (shoutout to one of the Joker ops whom, upon being asked by a kid what time the park closed, threw his hands on his face, sighed, and answered “I don’t know.” Poor dude did NOT want to be there lol).

But for the most part, the park’s presentation is quite nice, especially in the back half of the park. I just was not expecting a nice and quiet lakeside view at the back, filled with trees in between. Obviously Six Flags made some f***-ups with that disgusting DC Area (seriously one of the worst-looking areas in any park), but everything else was solid.

I think the park has a lot of potential to be genuinely good. Replace some of the crap with better/unique rides. Touch up on the operations. Oh, and they really gotta do something about those animals. We didn’t focus on the habitats at all but some of the enclosures seemed pretty miserable.

We spent the evening grabbing a few drinks at a couple breweries in Berkeley, before eventually winding up at a dive bar in San Jose. Pretty tiring day if you ask me.
 
Thanks for your trip report. It seems like a nice park, Medusa looking great in those colors and looking like a great old fashioned Beemer. Shame that SF dumped their cloned coaster garbage in, with exception of Joker which seems like a ride I'd enjoy a lot if you say that the airtime was painfull haha.
 
Thanks for putting this up. I'm gonna be at SFDK in about 4 weeks for the same reason as you - because of the CGA rumours, and also having never done the Bay Area parks before it'll be nice to check it out. The Flash seems pretty much doomed, but I'm hoping the rest of the park was as decent as your day because I've heard so many hit & miss stories about the place.
 
Thanks for putting this up. I'm gonna be at SFDK in about 4 weeks for the same reason as you - because of the CGA rumours, and also having never done the Bay Area parks before it'll be nice to check it out. The Flash seems pretty much doomed, but I'm hoping the rest of the park was as decent as your day because I've heard so many hit & miss stories about the place.
I think they've been trying to work on Flash but I wouldn't count on it.

Like most Six Flags parks, the quality of your visit is ultimately dependent on how crowded it is. We were there on a Friday so it really wasn't too bad, even with some of the single train ops, but I'd imagine weekends would be a pain.


So I had the next part written up, however I'm running into photo upload errors with Imgur, so it might be a little bit before the next post until I figure out a way to include the photos on here.
 
Alright we're back.

Our hotel was right near California’s Great America, so that was nice and easy getting over. I don’t think any of us knew that it was opening day when the weekend dates were set, but honestly it turned out alright.

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Cred run had one option, otherwise you’ve failed: rope drop it to Psycho Mouse at the back of the park.

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The Arrow mouse model makes it a little interesting, but still not much more than a +1. It did look alright with the subtle lumber mill theme they had going in the area.

Grizzly and the Arrow looper weren’t quite ready, so that led us back to Railblazer.

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Having done some of the larger Raptors, it was nice to get on the original version of this smaller layout.

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This thing is just ridiculous isn’t it? It wastes no time with these tight, fast, and intense elements. Airtime, laterals, positives, you name it.

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Perhaps it’s the unusual seating position, the shoulder straps, or some of the noticeable transitions between some of the track pieces, but I don’t think these single rail models are my style. They’re great fun and offer a fast-paced ride in a small plot, but I much prefer the traditional seating and elements on the hybrids and woodies.

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I got a couple rides on it throughout the day, which was good enough for me. Oddly enough there’s a single rider queue… for a coaster where you ride by yourself. Thankfully not many were using it, so it proved useful, especially when this ride didn’t have the moving station that others have.

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One of our friends had a milestone coming up, so it was time for Gold Striker. Despite being arguably the most popular coaster and close to the park entrance, its queue was pretty manageable throughout the day.

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This was impressive and made a strong case for being among the best GCIs. It had been years since I watched a POV, so there were some good surprises in the layout. It’s light on airtime quantity, but it’s made up for by having the most ridiculous laterals on any GCI. That tunneled first drop into the low turn, which continues to build up speed, pins you into the side for a good five seconds.

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Of course you have the usual GCI hops into a turnaround, giving playful airtime and laterals combined. The other highlight was an unexpected twisted double-down midway through the layout.

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What holds it back is that it’s right at the roughness threshold for me. A couple moments in the ride are a little rough. It kicks ass, but I imagine back seats would be a bit too much. I don’t think this has had a retrack since it opened, so it was about what I expected. That said my ride on it, as great as it was, gave me a slight headache.

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Quick trip back to the car for Advil and water, then it was time for a 30+ year old B&M Invert. I always admired the layout of Flight Deck. It’s incredibly short, but being a small layout from the ‘90s is a good indicator of a good ride.

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It didn't disappoint. I loved it immediately. This is a textbook example of the older, smaller B&M inverts being among the best. Yes, it’s short, but—besides that climb over the station—EVERY element hits (which is way better than a longer layout only having two or three highlights). Even the upward helix after the loop, which I didn’t expect much of, made our feet tingle.

The inversions have that old-school snap to ‘em as well, with the zero-g roll and corkscrew having that tumble effect halfway through. Vertical loop was great too!

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This finale didn’t disappoint either. I mean, look at this! Corkscrew into a low helix over a pond? Come on.

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Yeah, that was amazing. Best ride in the park for me, no doubt, and a Top 5 invert. Shame I’ll likely never be able to ride this again. And sadly I only got two rides total. I should’ve stayed for a few rides in the morning when it was easy—left me thinking it would be like that throughout the day—but my afternoon ride took 45 minutes, with the ride ops just lacking any sort of effort. Back row is the way to go though.

Couple of +1s up next, starting Lucy’s Crabbie Cabbies…

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…and Woodstock Express. Actually a bit of an interesting one. It’s still essentially a kiddie coaster, as it really doesn’t do much, but it’s kind of tall for what it is and has somewhat of a sprawling out-and-back layout. I think this had similar trains to the defunct one at Knott’s, so these are a hell of a time squeezing into.

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Kinda slowed down on the cred run a bit after that. Had some lunch, had some rerides on Railblazer and Gold Striker, but eventually resumed with Patriot. Heard nothing but bad things about this conversion, so I could only imagine how awful it was as a standup. Honestly it wasn’t bad! It doesn’t do a whole lot, but I found it pretty inoffensive. The loop had some strong forces and there was a cute step down into the corkscrew. I can think of quite a few B&Ms that are much worse than this.

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Grizzly oddly enough was very uneventful. Most of us were expecting pain and suffering, but it just did nothing. The drops and valleys are pretty drawn out so it was all just… coasting along.

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Perhaps it was the nice landscaping or that long tunnel, but Demon was more expansive than I was expecting for a loopscrew. Doesn’t make it any good though. There’s a horrible transition going into the first corkscrew, but the hilariously long sightline gave enough warning to brace for it. Seems I failed to grab a photo though....

Finished off with that slow reride on Flight Deck, and it was time to hit the road again. I would’ve loved to get more rides on the good stuff, but we had to get to the next park. But I’m satisfied I was able to get a couple each on Flight Deck, Gold Striker, and Railblazer, along with polishing off all the other creds while I still had the chance.

It really is a shame this park is on its way out, because it’s actually a pretty good park. Like SFDK, I hadn’t heard anything really good about it other than a couple rides, but the park was actually quite pleasant. And again, those three aforementioned coasters were all excellent (take your preference really on what’s your favorite). I’d probably put it in the middle tier of the legacy Cedar Fair parks honestly.

The ops on some of the coasters were very poor though, probably among the worst I’ve seen from Cedar Fair. But why bother putting in any effort when the park will be gone after this season?

Anyway, we had plans to cred run Santa Cruz Beach Boardwalk before closing. Because my last Flight Deck ride took way longer than it should have, we were only at the boardwalk for less than 90 minutes. The place was full, but didn’t feel overwhelming. Waits for the two main creds were about a half hour each. We f**ked up the kiddie cred though. We were gaslit into thinking Giant Dipper closed its queue a half hour before park close, so we prioritized that over grabbing the +1. That didn’t turn out to be the case, but we exited right around 8 PM so we missed our window anyway.

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Anyway, Undertow is their stock Mauer spinner. Decent fit for this park.

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Giant Dipper was such a treat though. It was pretty awesome seeing the ride cruise into the retro, curved station. We figured it’d be "fun-but-because-it’s-100-years-old," but oh my god this was a brilliant ride.

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Wound up as far back as we could sit (they had the very back row blocked off) and enjoyed a layout that I had never seen a POV of, allowing for lots of surprises. Nice pre-lift drop into the darkness was an awesome way to kick things off. After the lift, you can tell this ride was built 100 years ago, because there’s some serious airtime and crazy laterals that would not be possible in modern designs. Somehow a 65-foot drop is enough to squeeze in a dozen or so bunny hills, many of which were hidden and in succession of one another. A flat, descending turnaround halfway through also makes a great attempt at throwing you out. And it’s all “smooth enough” while still having some bite to it.

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I think we were all very surprised with Giant Dipper. I never anticipated the need for a reride, so while it would’ve been great to have more time with it, I’m satisfied with the one night ride.

We did take a run over to Spite Serpent to see if we could squeeze our way on, but timing wasn't in our favor.

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It was a brief visit, but SCBB seemed like a pretty solid spot if you want a little more time there. Boardwalk parks aren’t really my thing, but you can’t deny there’s a vibe here.

On the drive back we stopped at a Super Taqueria, a Mexican chain local to the San Jose area. Very good quick and easy food and a good price too!

That’s it for all the parks, but I’ve got a sightseeing day in San Francisco to close out the PTR.
 
Thanks again for your report, on which CGA seems to be a pleasant park with some good rides. What a shame they decided to close it...
 
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