Trip Report: Kentucky Kingdom

Louisville, Kentucky - 05/27/1996


"Welcome to Vekoma Kingdom!"

Getting There:

Kentucky Kingdom is located in Louisville, Kentucky, adjacent to the airport and fairgrounds. In fact, I understand that during the Kentucky State Fair, it becomes part of the fair midway. It was about a 5-hour drive for me, but I did stop for lunch on the way down. And when I entered the park at about 3:pm, it was still raining

Getting In:

Parking: $2
Admission: $23.95 for adults; $4 discount for bringing a Pepsi can. Nice touch: If you call the park and navigate through the voice-mail menus, a recording will tell you about general admission discounts. Very nice of them!

The Ride Complement:

Pirat Huss Pirat
Zeppelin Zamperla Zeppelin
Arrow Antique Cars
Break Dance Huss Breakdance
Bumper Cars Majestic bumper cars
Himalaya Reverchon Himalaya
Enterprise Huss Enterprise
Flying Dutchman Intamin Flying Dutchman
Fire Chief Zamperla Fire Chief
HellevatorIntamin Giant Drop
Mile High FallsArrow (?) Shoot-The-Chute
Thunder Run Summers/Dinn Wood Coaster
Vampire Vekoma Boomerang
Giant Wheel Vekoma 40-gondola Giant Wheel
Carousel Vekoma Carousel
Roller Skater Vekoma Roller Skater
The Quake Vekoma Waikiki Wave
T^2 Vekoma Suspended Looping Coaster

I think you can see why I referred to it as 'Vekoma World'!

The park is primarily a ride park...I saw a couple of places where they might put on shows, but in three visits to the park, I've never seen one Granted, the weather yesterday was downright NASTY. It is a nice mix of rides, though, ranging from the Break Dance (lunch recycler), the Himalaya (moderate thrill), through to the Hellevator (high thrill). The park reminds me a lot of Adventure World, except that Adventure World has a much more sensible layout.

Kentucky Kingdom looks like it has suffered from a failure of prior planning. I think I can understand the original plan...the park is bisected by a road, and a bridge leads from one side to the other. One side is a nice traditional amusement park, the other is the Hurricane Bay water park. On the traditional side, the park is laid out in a wide oval. The main gate is on one long side, the bridge is on the other, and the 8-ride kiddieland is right in the middle. Then you walk across the bridge, and things get really weird. First of all, the bridge ends with a very long ramp that desperately needs a stairway...you are required to walk a long way away from the waterpark entrance and the rides you want to ride, past the ferris wheel, and back under the bridge and up the hill to the water-park side of the park. On this side, you walk past the Waikiki Wave, the waterpark entrance, and a small grouping of rides and games including the Fire Chief, the Roller Skater, and the Flying Dutchman. Just beyond this is Thunder Run, and a passage beneath Thunder Run leads to T^2, the park's Suspended Looping Coaster. But the path from Thunder Run to T^2 winds around behind the waterpark, making it a very long walk. This park needs a skyride from the Wheel, over the waterpark, to T^2!

The Coasters:

Kentucky Kingdom has four coasters (I missed the Starchaser, which is now at Darien Lake).

I. Vampire (Vekoma Boomerang)

This is the only Vekoma Boomerang I have ridden, and I took my second and third rides on it. Can you tell I don't much care for this one? Anyway, it has an Arrow train and it runs okay, but since it is the only Boomerang I have ridden, I don't have much to compare it to. I guess I'd better get busy...there are 24 others like it!

II. Roller Skater (Vekoma)

Every park should have one of these junior steel coasters. The funky little cars (looking like roller skates) traverse a very Runaway Train-like course, scaled down a bit. It's quick, it's smooth, it's a perfect training coaster. Whee! Oh, and I scored another entry in the "alone in a coaster" club with this one

III. T^2 (Vekoma SLC)

Ow! Ow! Ow! Ow! Ow! Ow! Ow! Ow! Ow! Ow! Ow!
Now I know why certain people call this ride a Vekoma "Hang & Bang!" This thing runs about as smoothly as Cedar Point's Iron Dragon. The 7-car (8-axle) train bucks, jumps, rattles, shuffles, bounces, and crunches through the course. The bars on this are also different from the ones that were on the Mind Eraser (Adventure World) last season, and I don't like them as well...there isn't as much 'gut room' with these (and my gut is slightly smaller now...). And this ride has the 'pillows' that Ted Ansley described from the Mind Eraser. Sorry, Ted, I don't like them one bit. They are too high and too close to my ears, and they cause my head to bump into things that weren't there to be bumped into on Mind Eraser last season. This is my second Vekoma SLC, and I don't think I have ever ridden a more violent steel coaster. I found the Mind Eraser last season to be very smooth, and very re-rideable, with no headbanging at all whatsoever except for the low-speed turn from the brake run into the station. T^2 is a virtually-identical ride, but on T^2, that turn into the station is the only part of the ride that is actually smooth. Yeouch

I also got a pair of solo front-seat rides on this one, and got to watch 'em take off the second train. As short as this ride is, they can run three trains on it! Interesting...the transfer track has a rotary switch, and once it is switched over, the advancing wheels in the station shoot the train backwards out of the station and onto the storage track. Neat!

IV. Thunder Run

Wow! Wow! Wow! Wow! Wow! Wow! Wow! Wow! Wow! Wow! Wow!
This was the two big suprises of the day. There is a sign on this one: "Faster and smoother than ever!" I don't know about the "faster" part, but the difference in ride between this season and two years ago is just night and day. The coaster has a new yellow train...six two-bench articulated cars, each with upholstered headrests 8-(, ratcheting lap bars, seat dividers, and individual seat belts (!). Trouble with that is that the "male" end is entirely too short...it is necessary to fasten the belt before sitting down. Also, the bar release mechanism is the same mechanical "wart on the front of the train" system used on the Blue Streak. This must be the standard conversion for coasters where the station was designed with the buzz-bar in mind. The bars will ratchet down if you give them a half a chance, but there is a 'stop' to keep them from coming down more than about one notch below the 'traditional bar' position. Good move PTC!

Riding this coaster, I noticed the new track on the high-speed turnarounds, but I also noticed the old track work on other areas. And I became more convinced than ever that the PTC trailered car design is seriously flawed. Where this ride used to shuffle and bounce, it now rolls nicely with the articulated cars. As for last season's reprofile, the only part I really noticed was the bottom of the pull-out from the first major drop, which has been opened up a bit. From the top of the lift, the train dips slightly through a 180-degree turnaround, then drops into a high-speed 180-degree highly-banked turn. Two years ago, this tried to shake my fillings loose. This time, it was smooth and fast, as advertised. In fact, it was kind of unrewarding, as the banking is precisely matched to the train speed. But after the turnaround, things get really fun. Three camelback hills, each one slightly higher than the one before, lead to the back-end turnaround. And they deliver! In the front of the train, these hills provide extreme thighs-to-the-lap-bar airtime. You can't accuse me of standing since my feet were in the air too as I wrapped around the lap bar. I don't remember this ride being nearly this good! Whee! I did take a back-seat ride, but only got major air on the third of the speed hills...this is most definately a front-seat ride, particularly with the high seat backs. About the only way to significantly improve this ride would be to put the train from the Raven on it. This was the first major suprise of the day. And it wasn't over after those air-time hills. There is a back-end turnaround, followed by a double-up into a turnaround under the lift-hill peak...and a near-double-down on the other side, leading to another turnaround for the run to the station.

My second big suprise came after the rain stopped and I returned to the ride with my video camera in hand. I asked if I could shoot video on board, and much to my suprise, the attendants told me I could (with the requisite denial of responsibility, which I naturally agreed to). Thanks, guys! That wasn't allowed two years ago. Oh...I got a couple of solo rides on this one, too.

That covers the coasters, but I should also mention the Hellevator. This is one of the shorter Intamin Giant Drop rides, but that didn't much matter to me. I had to laugh when the young girl seated next to me called to her companions from the top of the tower, "I'll be down in a second!" Just for grins, I started a clock when the clamp released...it was 9.5 seconds, actually. It's a great ride, extremely smooth, with a pure free-fall most of the way down. Hmmmm....Can a stand-up version be far behind?

Overall, it was a good day, in spite of the rain. As there was no lightning present, all of the rides (including the coasters and...much to my suprise...the rim-drive Ferris wheel) remained open all day, though the waterpark closed early. For those of you heading for Stark Raven Mad, you might consider spending at least part of Saturday at Kentucky Kingdom.

Next trip: Wyandot Lake
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--Dave Althoff, Jr.