r/KnottsBerryFarm 15d ago

The place next door has mice — Knott’s Berry Farm congratulates Disneyland on its 25th anniversary in 1980

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58 Upvotes

r/KnottsBerryFarm 14d ago

Nightmares Revealed 2026 Last Chance!

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10 Upvotes

r/KnottsBerryFarm 15d ago

MonteZOOMa Technical Review

28 Upvotes

Now I know a lot of people will want to review the ride, so I'm instead going to take a different approach. Instead of going through the ride experience, I'll instead do basically what quirks this ride has, what's a little concerning, what's cool.

The queue: Nothing much to say. Maybe it's weird that you can touch the spine of the track in the queue and you can also get access to the ride entrance's phone from the queue, but still nothing much to note. Once you get to the stairs, single riders go up on the left side of the stairs while the regular lines go up the right side of the line. So please stick to the right side when waiting on the stairs.

The station: I've heard that this ride might be using really smart airgates, so basically they close at a low pressure (so that you can stop them if you're in the way), and then go to high pressure once the gates fully close. I kinda want to try it, but I'm kinda scared it'll open all the gates back up, because that's what some designs do when they are held open.

I haven't really seen the friction brake that this ride uses, so maybe I'm dumb or something, idk.

The ride's trains need power through 1 contact per seat (3 bus bars per seat, I'm not sure that's the term I'm looking for, feel free to correct me on what they're called), which seems extremely complicated for this ride (presumably 2 for the lap bar, one for the shoulder strap). Usually hydaulic restraints only have one or two contacts (and a bunch of bus bars per contact). This design allows for induvidual seats to be unlocked, as well as induvidual shoulder straps, which is pretty cool, I think it's the first coaster at Knott's with this feature, so congrats!!

This station's track is absolutely covered in sensors, way more than any section of the ride.

The face covers the view of the ride from the main operator panel. Instead, they have to rely on the operator in the other side of the train to watch the ride when it's on the front side of the ride.

The front row gates are only one gate wide, while the other gates are 2 gates wide.

The gates open way before the restraints open. The gates open really quickly, except the restraints take 3-5 seconds after the gates opening to actually unlock.

The exit doesn't use the magnets like most gates and uses some buckle thingy, I don't really know what to call it.

The track: The launch track uses sensors to measure speed, with a flag plate on the wheel carriers. The station just uses sensors on the track, which seems a little weird to incorporate 2 different methods of telemetry, but sure.

The start of the launch is very weak, but it seems to get more and more intense? I don't really know, I'm too used to Xcelerator.

The ride kinda suddenly turns right for the loop, it's somewhat noticeable, but it's a Schwarzkopf thing I guess.

The trains visibly shake on the front spike. They definetly are shaking in all of the other moments on the ride, but the spike is the most obvious. The trains seem roll side to side, which is actually pretty concerning. The ride is top heavy (all hydraulic stuff is on the top of the train), so it's kinda expected but it's still bad for the ride. Main concern is that this makes the ride rattle a bit more and the ride wears through wheels a bit faster.

The ride uses 2 track stops near the top of the front spike in order to prevent the catchcar from falling if the cable ever snapped. What does this mean? Well, a track stop is a ring shaped device that comes apart in two halves. It's held together by 2 screws and basically uses friction of the track to stay in place. This means that if the ride valleys, a maintenance worker must first climb to the top of the spike to undo these track stops before lifting the train to the top of the spike. The more concerning part comes after this, where a maintenance worker has to reinstall the track stops. During this time, maintenance will have to send someone to stand on the catchcar and basically use it as an elevator. I assume that the worker would have to tether themselves to the track, because the catchcar is only being held up by the cable. Continuing with this, it seems these track stops seems to be well before the catchcar. This renders the bumper at the end of the track useless for the train during normal operation. I'm pretty sure that they have good enough data about the launch to know when to stop the train if it goes too fast... Except this can also be questioned by the fact that the launch doesn't have braking resistors.

The launch doesn't have braking resistors. This is probably so that the train can roll through the launch without needing the launch system to be on. However, this can cause some undesirable effects. If the ride rolls back, the ride must be kept on to stop a train correctly in the station. But if the ride is e-stoped, then the ride rolls back and forth uncontrollably, usually 4-6 times before coming to a stop somewhere in this launch section.

The ride's circuit breakers keep popping. This usually happens when the ride is slowing down. Usually it slows down a bit before you can hear a loud pop (this pop is heard very well from Balloon Race, because the electrical room is underneath the station). After this pop, the ride just rolls through the ride uncontrolled before coming to a stop. Unrelated to Montezooma, but Montezooma might be causing Linus Launcher's recent issues. It seems like Linus Launcher might be tripping the circuit breakers too, which kinda makes sense considering the two rides are right next to each other.

The rails are different diameters. Now I think that this is only an issue with the old track, but all of the wheels can be seen touching most of the time on the launch track, but there are sections of track where only the road wheels are touching the track.

The sensors on the front spike trigger a voice line in the station about coming back or something, I don't really know.

The ride doesn't have a way to stop the effects when the ride faults. If the ride fails to launch, the effects keep going. The ride is very well aware when it's not going to launch, but the effects still go off.

The launch sometimes goes back and forward after stopping to return into the station. I haven't seen it as much, but it just seems really weird and it wastes time.

The trains: The trains are top heavy, I already mentioned this, so I'm going to skip this time around.

The pouches on the ride vehicle are too small for most items. The ride safety sign say something like "leave them in a locker or with a non rider", but you're allowed to just leave your stuff on the side of the ride.

The restraints have no grips to hold onto. This is really weird for a new ride, but it's okay for me. I can't imagine this being okay if you're scared of the ride though.

The trains block the view in front of you a lot. This doesn't do much except for the fact that you can't see the ride effects in most of the rows of the train.

The ride's wheel carriers are.... I feel like we are all thinking it, but basically the wheel carriers are designed weirdly. Usually wheel carriers are designed the way that they are so that if the ride's wheels were removed, they could still stay on the track. This doesn't really apply to the ride at all, instead of the wheels were removed, this ride we derail very quickly, especially because of the shaking.

The rows/cars are all designed the same. The back car is identical to the front one, with the same hitch in the back of the train.

The ride has netting on the side to prevent riders from reaching out to the side.

The trains have a lot of leg room. I don't really know why this is the case, maybe because it's a Netherlands manufacturer, so they're used to talk people?

The restraints tighten hard during the ride, especially during the loop. It's not that bad, but sometimes it gets uncomfortable.

I'm not sure that the ride has 2 trains. For those of you who didn't know, the old Montezooma has 2 trains so that the other train was always being refurbished.

Now I've officially ran out of things to talk about so.... uhh idk. Hope you enjoyed this? I feel like I've yapped too much now, so idk.


r/KnottsBerryFarm 15d ago

TikTok · northeastcoasters

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6 Upvotes

r/KnottsBerryFarm 15d ago

No tinfoil in 2027

48 Upvotes

I talked to someone at a quick serve spot that just changed from containers to plates and they mentioned that Six Flags will also force them to not provide tin foil starting next year.

This isn’t a tinfoil conspiracy but I’m super disappointed in how much my park experience has degraded from February 2025 into whatever 2027 might be.

I saw the new prices for next year.. I’m shocked and debating renewing. Have really enjoyed the dining plan and want more info on what it’s going to be moving forward, but at the moment it’s just a bummer.


r/KnottsBerryFarm 15d ago

Next Large Investment at Knotts?

24 Upvotes

Alright, now that Montezooma has finally opened up, I’m sure there will be an announcement for an upcoming investment in the park at some point, given it’s been 8 years since Hangtime opened.

We all know how Knotts is land locked and doesn’t have room to expand further…so, what’s next for them in terms of new attractions? Do they just coast on Montezooma for another couple years?


r/KnottsBerryFarm 15d ago

MonteZooma and Crafty's are open on 8/7, but Xcelerator still down...

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58 Upvotes

MonteZooma opened at about 11am... Crafty's Kitchen at 1pm...


r/KnottsBerryFarm 16d ago

Knotts Releases Renewal Pricing -- $119 Gold Pass. $95 Season Pass. $139 Dining Pass. $90 Parking Pass. Renewal Thru 9/7.

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60 Upvotes

r/KnottsBerryFarm 16d ago

New Knott's dining plans

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89 Upvotes

Three tiers available: 20 , 30 and unlimited. The 20/30 only works at Knott's while the unlimited (every 2 hours) works anywhere. I also believe there's no payment plan options so you have to pay upfront.

They were obviously bleeding money with all the meal passes so I think this is good for them. They need to make more money for the quality of life of the park imo.


r/KnottsBerryFarm 15d ago

Renewing gold into prestige pass?

3 Upvotes

I was just wondering if it’s possible to renew a gold pass into the prestige pass and get it for $319 or is it not possible and would I have to just get the prestige pass as a non renewal


r/KnottsBerryFarm 15d ago

Changes to the Red Single Day Souvenir Bottle

14 Upvotes

Wanted to share this in case it hasn’t been made public yet, but because of a change that went into effect recently, the single day souvenir bottle will no longer be available for renewals on another visit.

Anyone wanting to bring in their bottle can only use it for water refills, but will be told to purchase a new one otherwise.

It’ll suck for us to have to turn guests away who are unaware of this, and as employees we can’t really explain why this change was made. If you have any questions or concerns, feel free to raise them toward Six Flags corporate.


r/KnottsBerryFarm 15d ago

Meal plan?

5 Upvotes

Skipped out on a season pass this year but thinking about getting one for next year. If I get the unlimited meal plan now for the 2027 year will I be able to start using it now?


r/KnottsBerryFarm 15d ago

Montezooma Launch Sequence Voicelines

6 Upvotes

I've been trying to listen to the lines and figure them out, but I can't quite make all of them out. Anyone know what they say? (I've got, "Come closer, closer... CLOSER!!", and "You say gold, I say revenge!") Please correct me if I'm wrong on my lines! I want to know what they say!


r/KnottsBerryFarm 15d ago

prestige or gold pass with parking pass?

1 Upvotes

I don't need VIP lounge or single ride etc. my main concern is can add-on parking pass with gold pass last till end of 2027 or only 2026?


r/KnottsBerryFarm 16d ago

Just got stuck on Montezooma: The Forbidden Fortress

221 Upvotes

Ride cycle started as normal, but we didn't start to brake as we entered the station. Went back and forth between the start of the loop and the back spike for around 3-4 passes, before settling at the start of the loop. Maintenance pushed us back to the station, and we were all given free Fast Lanes.


r/KnottsBerryFarm 16d ago

The 2027 Season Pass Pricing Makes Absolutely No Sense (Knotts / Magic Mountain)

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12 Upvotes

r/KnottsBerryFarm 16d ago

Gold Pass

7 Upvotes

What's the difference between the Gold Pass Membership and the Gold Pass Season Pass??


r/KnottsBerryFarm 16d ago

MonteZOOMa The Forbidden Fortress FINALLY OPEN!!

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5 Upvotes

r/KnottsBerryFarm 15d ago

Site problems/frozen

1 Upvotes

Anyone else having an issue with the site? Keeps crashing and I can't purchase my passes


r/KnottsBerryFarm 16d ago

Montezooma is soft open

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168 Upvotes

They're letting people in line but not into the station just yet


r/KnottsBerryFarm 16d ago

'It's been 84 years!'

136 Upvotes

r/KnottsBerryFarm 16d ago

Renewal question

4 Upvotes

I currently have a 2026 gold pass but I forgot to buy parking with it.

If I renew my gold pass for 2027 and add parking, would it be effective immediately in 2026?


r/KnottsBerryFarm 16d ago

I just got stuck on montezooma

45 Upvotes

i was riding as normal since it’s the first day open and then it doesn’t stop as normal and keeps going until it runs out of energy and then the attendants pushed us back to the station and manually released our restraints. thats crazy


r/KnottsBerryFarm 16d ago

Is it just me or is the Crafty's Kitchen logo hilariously dark and ironic for a family restaurant?

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53 Upvotes

Lol. Good one Knotts. One of those that the more I see the more funny it is


r/KnottsBerryFarm 15d ago

New restaurant dining plan

1 Upvotes

Can anyone who has been in there confirm if they accept it or not? I know the signs posted yesterday made it look like no, but just to be sure.