Day 11: Lotte World Adventure (Seoul)
Another day, another park. Thankfully, today’s target was substantially nearer than Everland, necessitating a mere 40-minute journey via the metro from Myeongdong.
Lotte World Adventure in Seoul is perhaps Korea’s most internationally recognisable theme park. Located in the heart of the city, it is adjacent to the truly enormous Lotte Tower and has several entrances integrated with the Jamsil metro station. Whilst the bulk of Lotte Adventure is indoors, their outdoor “Magic Island” area is home to iconic attractions like Atlantis Adventure and Gyro Drop.
Before I dive into the Lotte experience, let’s talk about crowds and queues.
During my visit, I got a strong impression that Lotte Adventure was simply not built for the attendance it attracts. I went on a sunny Tuesday outside of school holidays and found the place was rammed, with the queues for most major rides remaining stubbornly above 60 minutes all day. The compact nature of the park means there is little space dedicated to proper queuelines, which necessitated makeshift queuelines which spilled well into the midways around rides. I also think that part of the problem is insufficient capacity on Lotte’s headlining rides; a park welcoming around 5 million guests a year should
not own only a single train for its only inverting coaster (looking at you, French Revolution). In my view, Magic Pass is basically mandatory if you don’t hate yourself; I bought a ticket via trip.com which included 3 individual Magic Passes, though I slightly regretted not buying more.
By the way - unlike other parks in South Korea, there are single rider queues, but I had quite a poor experience with these. Nearly everyone that day visited Lotte in even numbered groups, for reasons beyond me, resulting in very slow SRQ movement. Again, this might have been pure bad luck but just beware.
Anyways, one place where queues were not an issue were the ticket desks outside the park; Collecting my physical entry/fastpass ticket from the trip.com QR was very easy. Lotte Adventure’s inhouse brass band gave a lively performance just before 10am, and soon enough it was time for the accumulated crowd to head in.
When the gates were finally opened, I speedwalked through the indoor section and headed straight for Magic Island. Compact is the name of the game here – this fascinating area squishes a surprisingly complete miniature theme park onto a tiny piece of reclaimed land. It’s home to the bulk of Lotte Adventure’s high thrill rides, a Disney-esque castle, and multiple shops and restaurants. The very limited space on offer forces evidently Magic Island to be cut-throat with their new additions, as seemingly none of the 1990 opening day rides operate today and during my visit a portion of the island was closed due to the construction of a new MapleStory area.
The first attraction of the day was the park’s world-famous Intamin Aquatrax, Atlantis Adventure. This one-of-a-kind coaster is a real oddity. Layout-wise, it resembles a prototype Intamin Blitz with its LSM launch and lift combo, but aesthetically, it tries its best to cosplay as a water coaster by putting its main outdoor drops in flume-style troughs. For a modestly sized ride it makes quite the visual impression, with much of the layout is hidden inside a beautiful Atlantean palace. Unfortunately, after over 20 years of operation, maintenance standards seem to be slipping on Atlantis. On the day of my visit, the coaster was a lot less Aqua and a lot more Trax, with the main pool of water completely empty and none of the water effects around the track working.
Atlantis’ trains at least feel somewhat ahead of their time. They offer motorbike style seating and lap bars for plenty of freedom, and they're much preferable to the slightly cramped accelerator trains Intamin were producing at the same time. The ride also tracks smoothly, and is plenty re-rideable. Across my 3 laps I preferred the views in the front seats, but found the back had a little more whip.
Atlantis’ first half begins with a slope out of the station and a punchy LSM launch, sending riders hurtling through the darkness into the ejector-filled indoor top hat. The ride stays on full throttle with several dynamic twists and turns, tightly weaving in and out of the structure with satisfying intensity. Things calm somewhat as the train returns outdoors, gliding through a block brake then regaining speed as it dives down its first flume-style drop. Unfortunately, there’s little time to enjoy the newfound momentum, as after a low turnaround over what should have been the water another set of brakes bring the train to a near full stop.
The brief dark ride interlude that follows is navigated slowly and is a real pacing killer in my books, made worse by the fact the main animatronic
alien plant thing was entirely static. Atlantis’ second half has a more placid beginning, starting with a gentle LSM lift and a panoramic turn, offering views across Magic Island. Thankfully the second flume-style drop is probably the best of the bunch, feeling sudden and steep. It's also followed up with a great airtime moment on the twisted hill re-entering the structure. After racing through one last indoor curve, the trains dive back outdoors and slam into the final brakes for one last time.
I really wanted to adore Atlantis Adventure – the theming is beautiful, the location is stunning, and the beginning of the first half is really good. Unfortunately, I don’t think it delivered the non-stop thrills I was hoping for. Primarily, the overall pacing of the experience is absolutely w***, with the coaster repeatedly building up speed just to throw it away. The first elements are so good, and it never quite reaches those highs again. Furthermore, in its current state, Atlantis felt past its prime - I think the ride desperately needs TLC on the water effects and dark ride section. It’s a solid family-thrill attraction, but I think it's overhyped.
Next up: Gyro Drop. I love a classic drop tower, and this one is both on the larger and more forceful end. It also happens to be the first gyro drop tower Intamin ever made – happy to report they nailed it first try. The views are great, the drop feels huge, and the brakes slam on basically as late as possible. My only complaint is that Lotte Adventure have surrounded the restraints with plastic screens to dampen riders’ screams, which makes the whole thing feel a little claustrophobic frankly. Good stuff regardless.
Gyro Swing also includes the same dumb plastic screens on the restraints. The airtime is good and swinging out across the water is neat, but the nausea factor made this a one-and-done for me.
Comet Express had already built up a miserable looking 90-minute queue, so I decided it fair cop as my first Magic Pass use. This subterranean family coaster turned out to be a classic of the “oh my God, this thing is trying to kill me” genre, much reminding me of Nigloland’s Spatiale Expérience. Once onboard, riders are plunged into darkness, and spin relentlessly as they power through tight turns and janky directional changes. There’s also some UV-lit planets and other space stuff, though I didn’t take much notice as I was too busy clinging on for dear life. Whilst I only got on this once due the long queues and poor capacity (it only has one train), I’d highly recommend it nonetheless.
Due to my own stupidity, I managed to accidentally miss the second underground ride here, the dark ride Fantasy Dreams. Woops.
So, that’s it for Magic Island in this report – lovely vibes, but very crowded. Come for Atlantis Adventure, stay for the drop tower.
Let’s head back inside and explore the indoor theme park component of Lotte Adventure. Let’s start off with the obvious observations – this place is f***ing HUGE. Whilst the actual footprint is fairly small in theme park terms, the park’s staggering height allows them to cram in an impressive number of attractions over six floors. Dark rides seem to be the indoor park’s bread-and-butter, but it also houses Lotte’s original thrill coaster (French Revolution), a log flume, multiple transport rides, and even an ice rink on the bottom floor. Given that Lotte have been chopping and changing their ride line-up for over 35 years, the park’s design is remarkably cohesive, despite a few casualties. My only niggle is that navigating the park’s multiple floors can be a bit confusing in a few places, with highlight attractions not always well advertised.
Lotte’s final credit, the aforementioned French Revolution, is a unique Vekoma looper and that looks better than it rides. One of the few opening day attractions remaining at Lotte Adventure, the coaster has suffered something of an identity crisis since the Pharoah’s Fury dark ride moved in next door. The coaster has two showstopper elements, both found towards the end of the ride: a forceful vertical loop with a pedestrian bridge passing through it, and a tight helix surrounding a water feature. Both elements pile on the positives and have strangely shaped entries, resulting in two violently whippy moments in the back. Unfortunately, the rest of the layout is forgettable, mostly consisting of low speed turns which occasionally weave in and out of tunnels. The more exciting second half is noticeably rough; given the sizable queue, one ride was enough for me. Exactly my favourite Vekoma looper, but it gets points for style.
I stopped for some lunch at Kimpira, where I had a very hearty cheese tteobokki meal. Tasty stuff, and not too expensive either.
Dark ride time.
The Adventures of Sinbad is Lotte Adventure’s answer to Pirates of the Carribean, though I would argue it has a bit of a rough-around-the-edges charm best compared to the original Piraten in Batavia. This incredibly long dark ride takes you underground on a journey across the high seas, passing through caves, temples and palaces. Alongside the static scenes, Sinbad includes a handful of cool effects and animatronics (shout-out to the awesome three-headed dragon). Whilst some parts feel a bit dated, it’s a lovely classic dark ride.
Heading to the opposite end of the first floor we find Flyventure, the park’s flying theatre, which is hidden in a slick looking steampunk grotto underground. Flyventure takes riders through portals into several fantasy lands: a water world, a lava world, an evil tornado world, etc. Whilst the screens are high quality and the visuals are good, the choice to go for a “just fly around stuff” experience in favour of something more narrative-driven made this ultimately unmemorable. Worth ticking off certainly, but bang average for the model overall.
Located next door to Flyventure is Dragon Wild Shooting, a decent little shooting dark ride. Whilst the shooting system is a little unresponsive at times, the dragons are truly adorable, and they’ve actually bothered to include some physical setwork.
Last but not least amongst the dark rides in Lotte Adventure was Pharoah’s Fury, an Indiana Jones style jeep ride which seems to have something of a cult following amongst enthusiasts. Like Sinbad, Pharoah’s Fury is a very substantial ride – it seems to have been squeezed in at the top of the park using some kind of dark magic. It’s most memorable for its extensive physical theming, which is undeniably world class. Along the journey some of the highlights include a crocodile temple with a sizable animatronic, an escape through a corridor of lit up sarcophagi, and a cavernous golden treasure room finale. The jeeps also briefly journey outside, in what seems to be a nod to the classic ghost trains of old. However, much like Fantawild’s Qin Dynasty, Pharoah’s Fury doesn’t stick the landing perfectly. I found the ride system was a clear downgrade compared to DisneySea’s version, offering a less dynamic range of motion and a surprisingly poor capacity that makes long queues seemingly inevitable. Furthermore, the pacing is a bit off at points, with the ending in particular feeling abrupt and unsatisfying. Fury is a real achievement and definitely the best dark ride at Lotte, but if you go in expecting Indy levels of perfection I fear you’ll come out disappointed.
In terms of indoor transport rides, Lotte Adventure offers both a monorail and a balloon ride. The former monorail was fine enough but definitely skippable in my books.
The latter, however, is a must-do attraction that I chose to splurge my final Magic Pass on. It offers fantastic views of the park you can’t find anywhere else; dangling from the roof really highlights just how damn tall this building is. Bonus points for the adorable Pokémon overlay on this ride too.
I can’t wrap up this review without mentioning Lotte Adventure’s generous entertainment offering. Even without actively searching, I encountered all sorts across the day – costumed Pikachu characters doing photoshoots, a roaming brass band, and a daytime indoor parade with huge fire effects alongside the floats. They also run a daily projections/fireworks show on Magic Island which I’ve heard good things about, but I didn’t stick around for it as I fancied dinner outside the park.
Indoor theme parks tend to run a high risk of stagnation – finite space makes it hard to expand without removing other attractions, and the engineering complexities usually limit the ambitions of post-opening day additions. Lotte World Adventure is the antithesis of this, continuing to evolve unapologetically whilst retaining the best parts of their original line-up. Although their coaster selection leaves something to be desired, they have some very unique attractions, including the best collection of dark rides in Korea. The setting is also incredible; I loved both the striking 80s design of the indoor section and the miniature Disneyland of Magic Island. The main drawback with the place is that, operationally, Lotte can't handle its crowds. Magic Pass is effectively mandatory to have a good time at the moment, and most of their headliners have insufficient throughput. Despite its flaws, this is the theme park in Korea I would most highly recommend to other enthusiasts, and I’ll be eagerly watching the progress on the new MapleStory and Godzilla rides.
Next time: cleaning up creds at Children's Grand Park