Achterbahn Rezensionen
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Tempo Intensität Ejectors Kapazität
The prelift section has a dose of speed (and laterals) before engaging the lift. The first drop is easily one of my favorites - in the back, there’s standing ejector air all the way down. Unlike a typical RMC, the pullout is shockingly intense - I started to see black on the climb up the outer banked hill. The outer banked hill itself doesn’t deliver the goods until the crest, where an abrupt transition from laterals and some positives to strong, banked ejector air occurs. But it’s sustained the entire way down, even as the track adjusts itself back to zero degrees roll, and there’s more strong positive Gs going into the death roll. The rise into the death roll is one of two breather moments in Iron Gwazi’s otherwise rampant layout, with light positives and not terribly noticeable laterals - though the front row has ejector airtime going into the roll. But unlike the slower, much more gradual barrel roll downdrop on Twisted Timbers, this inversion whips riders to the left, pins riders to the side and throws them out the entire way down. Sustained laterals plus ejector-like hangtime makes for a truly unhinged and iconic element. The overbanked inversion (“Reverse Stengel cutback”?) happens quickly, with crazy visuals and headchoppers within the wood supports, though it doesn’t have as much punch as the rest of the layout. This is the only moment I found to be better in the front, delivering a burst of standing ejector air on the drop, while the back just gets whipped into and out of the overbank. Thankfully though, the outer banked wave turn (“Twist and Shout”) over the station picks up the pace again, with strong whip immediately followed by an unexpectedly sustained moment of sideways, standing ejector airtime. The step up delivers more ejector, while the wave turn feels like a less sustained but much stronger version of Lightning Rod’s. Following that, the stall is solid (though less of a standout moment than Pantheon’s and Jersey Devil’s), it’s a short breather moment before the insane, ejector-loaded finale. The off-axis hill delivers a burst of ejector air, followed by whip into and strong positive Gs on the turnaround. The “Asian Camelback” has two more strong bursts of ejector, with stronger whip into the final turnaround. Then the last hill, which was higher off the ground than expected, delivers one last moment of ejector air all the way down. The turn into the brake run offers one last dose of whip, and the brakes come all too soon - they’re just as strong and sudden as expected. As soon as I got off my first lap on Iron Gwazi, I was immediately blown away. It went from top 10 in the morning to top 3 in the afternoon - Iron Gwazi runs even faster later in the day, with the final few hills delivering violent ejector airtime. For me, the highlights on Iron Gwazi are the death roll and outer banked wave turn, but the first drop, outer banked hill and final 4 hills were phenomenal too. While it doesn’t have the most elements or the longest duration, every single element on Iron Gwazi counts, packing in significant amounts of ejector airtime, ridiculous speed and/or whip every time. This makes Iron Gwazi feel short but pretty satisfying after every single ride, enough to entice me back in line again and again. Iron Gwazi feels like RMC’s take on Skyrush - tall in height, short in length but absurdly fast-paced the entire time - but even better than Skyrush. I preferred the back due to the stronger, more sustained and comfortable airtime, along with the increased whip.
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Airtimes Hangtime Dauer Thematisierung
The first launch is short but surprisingly punchy. The zero-g winder has a dose of fantastic hangtime, followed by some solid positive Gs at the bottom. The miniature outer banked hills before the swing launch don’t provide much (if any) airtime. Instead, they offer wonky doses of laterals to the right and the left. As the launch isn’t sustained (it happens in quick bursts), it’s hard to feel the strong accelerational Gs. The first boost and airtime hill doesn’t provide much. Climbing the top hat for the first time, there’s a bit of weightlessness as the train stalls out and begins rolling backwards. But the second boost is noticeably more powerful than the first. This time, the airtime hill induces a sudden pop of ejector, followed by a burst of positives in the valley and another sudden pop of ejector on the step up into the spike. Especially in the back, the spike is a blissful moment of sustained floater (perfect 0G, pretty much), and one of Pantheon’s highlights. The spike is comparable to a camelback hill of a quality B&M hyper - not overly intense, just pure, blissful fun - except riding 90° straight up is easily a more unique visual (Sidenote, to compare speeds from my rides, the back car was entirely on the 2-tube track, with the 4th car halfway on as well…). Looking right during the ascent provides a rare view over the rest of Pantheon. Following that, the final boost is insanity: another ejector burst on the step down, strong positives in the valley, followed by the airtime hill at full-speed delivering crazy, violent ejector. Then Pantheon races up the top hat. In the front, there’s a solid moment of ejector up the top hat, while the back has some weightlessness. In any row, Pantheon’s 95° drop delivered, but it was exceptional in the back row - with sustained ejector air - and my favorite moment on Pantheon. The only drops I prefer are Fury 325’s and El Toro’s. The next valley isn’t too forceful, though it’s hard to appreciate the riverside setting due to Pantheon’s blistering speed. As expected, the outer banked hill isn’t very extreme, but the dose of laterals, fantastic sideways views and flojector air on the descent made for a solid element regardless. It’s definitely better in the front, the airtime is stronger and more sustained up there. The banked hop into the stall provided a short, not too noticeable pop of airtime, while the zero-g stall itself is the final highlight of Pantheon. The zero-g stall provides graceful, sustained hangtime high above the ground while somehow feeling fast. It’s one of my new favorite inversions for sure - flopping onto a lap bar while upside down is odd, but very fun. Then, the headchopper under the top hat goes by in a blur. The following S-bend is fairly whippy, like a faster version of Cheetah Hunt’s. And finally, Pantheon ends with a bang - the wall stall is surprisingly strong, delivering sideways flojector airtime that’s pretty sustained as well. My first 2 laps on Pantheon were in the afternoon. Undeniably, it was very good, but less intense than expected and not the top-10 contender I hoped for. The last two evening and night rides changed that though - Pantheon seemed to be running faster, every element delivered more, amplified by the pitch black setting (the lighting package nor the lights on the catwalks ever turned on). I found Pantheon itself to be eventful enough that the lack of theming wasn’t a major issue to me. On the whole, Pantheon is less centered around a single element, delivering a long, well-rounded experience with some of everything (all kinds of airtime, hangtime, some whip, backwards and fast sections) packed into one fulfilling layout. In that sense, Pantheon feels like a next-generation Maverick - and that’s really the only comparison I can make, considering it’s drastically unlike anything else I’ve ridden so far. TL;DR - Pantheon lived up to my expectations as a world-class coaster. The night rides elevated Pantheon to my top 10 overall and my new favorite coaster at Busch Gardens Williamsburg. The 95° drop, airtime hill launch and spike were the highlights, but the zero-g stall and wall stall were fantastic too… actually, Pantheon doesn’t have any “bad” elements - they’re all interesting, powerful and/or sustained. While no single element is the best in its genre (besides the swing launch… that thing is insane), the variety of sensations, amount of airtime and consistent quality throughout the layout makes Pantheon truly top-notch. Well, it’s always left me satisfied and smiling, so…
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First Drop Komfort Tempo Kapazität Enttäuschend! Dead spots
Si tu n'est pas en first raw et que tu ne le ride pas en fin de journée il sera décevant (à mon goût) sinon la hauteur et la vitesse fait que ce n'est pas une bouse mais voilà assez déçu... Surcoté pour ma part..
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First Drop Meisterwerk Intensität
If "Creativity" was a Pro you could pick, this ride would really deserve it. It was the first Roller Coaster that really feared me, with its enclosed 72m vertical Lifthill and the vertical twisted drop of the same height. It is unique in many ways i liked AND pretty dang intense. Its not smooth but it blends with the intensity. The most thrilling ride i have ever done, the coaster that i love to bring people on the most, just an intimidating Peace of Art from Gerstlauer. In my eyes a must-do! The Layout itself falls of after the first of the small Camelbacks, but that doesnt make it a 4,5 stars Attraction for me. I Hope Gerstlauer does more Hypercoasters
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Airtimes Inversionen Layout
Helix is a super long Coaster that is very Balanced from start to finish. The Layout snakes over the hillside as you are greeted by many different Inversions. It took me long to realize why it didnt blew me away as much as i expected: the super well rounded layout has no real stand-out Moment. No big drop or fast launch. But that doesnt mean its bad - every Element delivers and especially the last big Airtime hill slaps with sustained ejector airtime in every Single row (Mack airtime is always good). Helix feels like a (long) Voyage of Fun and really is a phenomenal sister to Wildfire, swedens RMC, by doing everything that Wildfire doesnt and vice versa
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Airtimes Intensität Layout
This ride is absolutely outstanding. The airtime is very strong. The ride is extremely intense and aggressive and the launches are great and that airtime hill in the middle of launch going backwards is just unbelievable. This is an incredible coaster and easily in my top 5
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Thematisierung Abschuss Spaß Rütteln
Verbolten is a very enjoyable ride that provides some nice surprises along the way. The indoor section is very thrilling and the rest of the ride has some solid laterals and pacing. The launches are nice and punchy. There is a noticeable rattle but it is not too bad. The ride is very fun so you do not focus on it. The theming is also probably the best I have seen at on a non Disney or Universal ride. A very unique coaster that is should not be missed at BGW.
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Airtimes Intensität Hangtime Zu kurz Rückhaltebügel Unangenehm
Tempesto provides some great forces and transitions in a small footprint, but it is unfortunately hampered by the awful comfort collar restraints. Tall riders like me will be in pain almost the entire time. There is an extreme lack of legroom and the collars provide some neckchopping. It is also a pain to get in and out of. That being said, though, it is a fun ride otherwise.
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Airtimes Nette Überraschung! Spaß
InvadR is a solid GCI, and despite being labeled as a family coaster, it still provides great laterals and airtime. The first drop in the tunnel is great and the pacing is very strong. It provides the feel of a wooden coaster but it is still fairly smooth. A great fun ride that surprised me a lot.
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Inversionen Standort Layout Headbanging Unangenehm
Nessie is a solid Arrow looper with a nice location and a good layout, but it is unfortunately hindered by some rough transitions. I love the massive indoor helix. The best experience will be towards the back. I am glad the park still has this classic ride around, but it could benefit from some retracking.