4 words: Airtime Without Upstop Wheels!! And with no harness at all, for the matter. Sure, it doesn't have ejectors, but at the back I'd say you get a...
4 words: Airtime Without Upstop Wheels!! And with no harness at all, for the matter. Sure, it doesn't have ejectors, but at the back I'd say you get around 0,3 G's weakish floater. I didn't expect that. I went in without having seen POVs, expecting a nice historical credit just with slow turns for the views, and that airtime, however weak, really surprised me! I did find it a bit too short, though (cons of going in blind). Not much of an issue. The historical value of 1928 world's oldest steel coaster is immense and more than makes up for it. And of course, the stunning location really is top notch.
First DropNette Überraschung!IntensitätThematisierung
__EDIT__ (06/23): Rode it again this year, and it was better than I remembered. The pull off that drop at the back is really good, for an old-school B...
__EDIT__ (06/23): Rode it again this year, and it was better than I remembered. The pull off that drop at the back is really good, for an old-school B&M looper it keeps surprising me every time I visit the park. And the floater hill after the cobra is just as I remembered, a weakish floater moment which fits perfectly into this inversions packed layout. However, I didn't remember this coaster to be as intense as it is. It's not as crazy as the B&M invert next to it (which I like more), but it's got many sustained and considerably strong positives all throughout the layout. I even got a very slight greyout on the exit of the immelman, on my two rides, something I don't remember experiencing ever before on any other coaster. And the inversions also exceeded expectations, the corkscrews and the zero-g-roll gave some weak whip which I loved (nothing crazy, though). _ORIGINAL REVIEW_ Good coaster overall, although I'm not very fond of this model. The drop is really good, and that airtime hill stands out, being the only one in the park (as of 2019). However, the location is appalling and the theming in the queue could be improved. Finally, it lacks the pacing and intensity of other coasters of the park, such as the Stunt Fall or Batman, and even though I wanted to love this big ride, I can't do more than just like it rather much. None of the inversions provided any memorable hangtime (which is what I mostly want from inversions) and not even the corkscrews gave any whip. Really fun and rerideable, and yet overrated.
_EDIT (06/25)_ Love the corkscrews, they're soooo much better than Superman's. One of my favourite B&M's inverts! I'd say it's slightly better than In...
_EDIT (06/25)_ Love the corkscrews, they're soooo much better than Superman's. One of my favourite B&M's inverts! I'd say it's slightly better than Inferno, slightly "not as good as" Katun. _ORIGINAL REVIEW (06/23)_ Unpopular opinion: I prefer this over Black Mamba. The theming is of course not nearly as good (although it's great, I love that queue). However, when I rode Black Mamba it disappointed me as a coaster, and I thought my memories of Shadows of Arkham were idealized. But on my last visit to Parque Warner I found out this B&M was as good as I remembered. It is very, very intense, specially that helix after the second loop, and it's glossy smooth. But the best part is the whip you get in the zero-g-roll and both corkscrews (which is where Black Mamba dissapointed me). I really enjoy this coaster, and now it's a solid #2 at the park for me. Living in Europe, I don't care much that it's a clone. Pity that they removed the VR, though; it was decent, and fun.
_EDIT (06/25)_ Reliability has heavily improved. However, the onboard audio either doesn't quite work very well yet, or it simply wasn't designed to b...
_EDIT (06/25)_ Reliability has heavily improved. However, the onboard audio either doesn't quite work very well yet, or it simply wasn't designed to be loud enough for me. This ride is still the amazing masterpiece I found it to be two years ago, but I'm sad to say I felt (almost just "heard") some very, very mild rattle. Not annoying at all, but seeing that I tolerate rattle way better than others, I'm afraid complaints are bound to begin sometime soon :( _ORIGINAL REVIEW (06/23)_ Having closely followed its construction for over two years, this coaster has a lot of emotional value, and it exceeded the high expectations I had. It is my solid top 2 overall, clearly better than my #3, but not even close to my #1, though. The only element which didn't provide was the hill after the first launch, which didn't have the floater I expected. The rest was excellent. Like everybody, I found launches 2 & 3 a bit weak, but fun anyway. The first one disappointed me, though. I expected the short but powerful kick everyone praises and I thought it would be Gerstlauer level. Ok, it's strong, but not that much. The layout is perfect. There's an incredible variety of elements and forces: launches, hangtime, floater, ejectors, laterals, whip, near misses, drop... Everything. Although there are two corkscrews, they're entirely different, the first one providing some of the best hangtime I've experienced, and the second one giving floater/laterals/hangtime/whip (the forces varied everytime for some weird reason, probably due to the row and left/right seat I'd chosen, idk). Climbing the twisted top hat is a lot of fun, a bit better at the front, and you get nice ejector there. I LOVE the trims, if you sit at the front it's like a dive coaster, but better. At the back it's not as good, yet it's fun anyway and I love the views; besides, the drop gives then some powerful air. The following twist has some slight and enjoyable laterals and the camelback is as great as it is said to be. The outward banked dive loop provides very strange feelings, some mild flojector with a few laterals while inverting. Great design decision, I like it. Then comes a powerful ejector pop into the best headchopper of the ride (not as good as Phantasialand's, though) followed by a twisted hill providing floater and laterals, just fun. Then the corkscrew I've already detailed and the great ejector on the wave turn. Afterwards comes a moment similar to Taron: a launch into a sharp upwards banked turn. This one gave surprisingly way better laterals, combined with the twists that lead into the stall and making it one of my favourite moments of the ride. And finally that stall, another awesome element, wonderful hangtime. I love hangtime and I don't quite get why many dislike it. This element, with those lap bars, is superb. By the way, the theming is quite good, the Wayne manor, the preshows and the short but nice indoor queue have hight quality standards, better than the rest of the park. The trains arriving at the station with those leds look great. The onboard audio only worked once out of seven times for me, but I didn’t think it was really good; quite expendable, actually. Overall, Gotham City Escape is such a masterpiece, the complete package and one of my favourite rides of all time. Finally something word class at this lovely park.
First DropHangtimeHeadbangingThematisierungEnttäuschend!
_EDIT (06/25)_ Gave it another go on the first row. The hanging and free fall feeling on the first drop is really breathtaking, but that's it. Headban...
_EDIT (06/25)_ Gave it another go on the first row. The hanging and free fall feeling on the first drop is really breathtaking, but that's it. Headbanging does ruin the experience for me, the layout afterwards isn't very interesting and it gave me nausea once again (on a very hot day, after several low-wait rides on the three super-hero coasters). Such a shame I can't love this as much as I used to. _ORIGINAL REVIEW (06/23)_ This used to be my favourite at the park, but now it's fallen down under both batmans. I'm not a person to complain about headbanging, I can enjoy many coasters despite heavy rattles and I don't usually suffer from headbanging. Last time I rode this, though, I experienced some headbanging like never before, it's gotten rougher this years. It hurt and made the experience unpleasant. Besides, the loop backwards sitting at the very back made me nauseous, and that scary drop wasn't as good as I remembered. The theming is nonexistent. It's still way better than the normal Vekoma Boomerangs, the loop is not that bad and the drops, specially the first one, are great. Hanging face down while climbing up really builds a lot of anticipation.
_EDIT (06/25)_ Well, the retrack has lost a bit of its magic in these last two years, now it does rattle a little more, but it's anyway "smoother" tha...
_EDIT (06/25)_ Well, the retrack has lost a bit of its magic in these last two years, now it does rattle a little more, but it's anyway "smoother" than it used to before. Don't see it as a big woodie, despite the height it's a "family coaster", and it's fun for what it is. Ops are still terrible. _ORIGINAL REVIEW (06/23)_ If a couple of years ago I'd been told I'd ride Coaster Express with a loose lap bar and hands up (and enjoy it) I wouldn't have believed. My gosh, I knew the retrack had helped, but I never imagined it could be this good. There are a few spots were it still rattles a bit, but the rest is glossy smooth. Besides, now it loses less speed throughout the layout, so there are a couple of very weak floater moments where before there was nothing. I love wooden coasters and how they feel, and although this one isn't the best and isn't very thrilling, it's still a lot of fun to ride this massive coaster at such high speeds. No need to be more thrilling, there are already four intense coasters at the park. The only issue is the capacity. It's not really the staff's fault (they're not great, but not too bad), it's because of the ride design. Damn RCCA! That distant brake run, always with a complete stop (even with one train ops) and then too slow a return to the station. _EDIT 06/25_ Well, the retrack has lost a bit of its magic in these last two years, now it does rattle a little more, but it's anyway "smoother" than it used to before. Don't see it as a big woodie, despite the height it's a "family coaster", and it's fun for what it is. Ops are still terrible.
Blew me away. Can't wait to reride Untamed this summer and properly compare them both. I got 16 rides on this masterpiece, and every time I liked it e...
Blew me away. Can't wait to reride Untamed this summer and properly compare them both. I got 16 rides on this masterpiece, and every time I liked it even more. Yeah, the pacing towards the end isn't the best, but it keeps going anyway, it's not a significant issue. The main cons I found on Wildfire were the train design and the capacity. The lap bar isn't the best, but the major problem comes from the rigid seat walls. They didn't offer as much freedom as I'd have liked to fully enjoy those laterals and whip. If Wildfire had new-gen intamin trains, it would be my N.2 (or maybe even top 1). On the other hand, the ops were quite a nightmare. True, I didn't have to queue for long (I got 16 rides, with spare time to do the kiddy creds and the cable car). However, it was frustrating to see such slow, one-train-ops, with several free seats on every dispatch. If properly operated, waits should have been 3-5 minutes the day I was there (rather than 10-15). Now, that being said, Wildfire is a solid 10/10, an awesome rollercoaster in a far-flung zoo. It does lack some higher positive G's, but precisely that is what allowed me to get 16 rerides on one day. There's plenty of airtime, but it's mixed with laterals and achieved through many different elements – unlike classic airtime machines, which just have straight hill after straight hill. The Zero-G-Rolls are fun, and although they're not the highlights of the ride, they do provide a nice change in forces and elements that perfectly round up the layout. The stall left me a bit dissapointed, though, as I had great expectations for this worldwide beloved coaster element and it seems I'm not really into stalls. Inversions with no hangtime, whip or positive G's aren't my thing; floating upside down isn't as amazing as I thought. However, right after the stall comes one of my favourite elements of all times: that insane outer banked turn pulls crazy laterals entering and exiting, with great whip, and then it agressively ejects you out of your seat while flying at 90º and with gorgeous views towards the water. Breathtaking. And in that regard, the obvious fact I didn't mention yet: stunning location!! Overall, Wildfire is an awesome roller coaster full of aggresive air and turns that is, on itself, worth a visit to this ginormous zoo.
Helix was for me one of those ride experiences that change how you view and value coasters. This Mack masterpiece has something I'd never seen before ...
Helix was for me one of those ride experiences that change how you view and value coasters. This Mack masterpiece has something I'd never seen before in any of my (at that time) over 150 creds: it's a coaster that has both the airtime, layout, hangtime and general quality of a top tier ride, but also some very intense positive G-forces more common on inverts or rides with less out-of-your-seat moments. After riding Helix, now positive G's are on my list of things a good coaster should do, else I feel underwhelmed. That's the key factor of this ride. It's not superbly good at anything in particular, but it offers a long experience with some mild floater on the first drop, beautiful hangtime (first corkscrew, one of the zero-G-rolls, the top hat and the heartline roll) and three ejectors, two of which are really good (though I've seen better). And on top of all that, almost every single valley and turn, even the ones before the first launch, pull strong G's. Virtually every inch of track is sheer adrenaline. That alone accounts for the existence of some minor "dead spots" before the second launch, as well as both launches themselves. It's not that those moments are necesarily bad, but in contrast with the superb pacing of the rest of the ride, they stand out as forceless. Before riding, I'd say the launches provide the speed needed, they're there for that and can't be criticized (they certainly can't, in that regard), but if they were strong launches, this already 10/10 coaster may even become my number 1. Another minor negative I'd like to comment are the other three inversions I didn't mention, which don't really provide: not much hangtime nor whip there (although the Norwegian loop has some high and sustained positive G's). Also, the theming is completely lacking and IMAscore's soundtrack isn't quite up there with their best ones. The location on the hillside and over the pathways is incredible, though. Great views of the coaster from plenty of spots. And Thank You, Liseberg, for that awesome Virtual Queue. It enabled me to get 6 rides on this masterpiece on my day of visit, without hardly having to wait for any of them.
This ride looks great. It was freshly painted, there's plenty of foliage and I love how the queue and some main paths go through it. Beautiful to look...
This ride looks great. It was freshly painted, there's plenty of foliage and I love how the queue and some main paths go through it. Beautiful to look at. It also has a pretty nice soundtrack. However, riding's not that good. The trains are bad, and so are some of the transitions. Those corkscrews didn't have whip, they just had pain. I usually love extreme whippy rides and don't normally mind rattle or OTSR, but here it was rather annoying. The hangtime on the final rolls was fun, I guess, but the corkscrews were not, and the airtime hills gave some very week floater, which felt kinda disappointing. I rode towards the front, so maybe that first drop provided more at the back. Also, I only got a morning ride, so maybe the experience would be improved later in the afternoon, force-wise. In that regard, none of valleys or inversions pulled many G's, but again, could be due to the early ride. Overall, I think Colossus is worth a ride, it can be fun, but getting rerides when there are so many amazing roller coasters at the same park doesn't sound like a great idea.
Oh my god. 12 seconds of a ride. 12 seconds of a sheer adrenaline rush. Just insane. Sad part, now I know how much of a pile of trash Red Force is :( ...
Oh my god. 12 seconds of a ride. 12 seconds of a sheer adrenaline rush. Just insane. Sad part, now I know how much of a pile of trash Red Force is :( It had been a long time since a launch impressed me, as Gerstlauer's LSMs are too short, Intamin's are a bit too weak for my taste, and some hydraulics such as Desert Race have a low top speed, so the frontal forces of the launch aren't sustained for a satisfactory enough time. In my memories, Furius Baco was really amazing, and I was starting to believe that I had idealized it, that there was nothing as strong as I remembered. But oh, boy, was I wrong. The launch on Stealth is very strong and lasts quite a long bit. But that's not it. Instants after the frontal forces finally stop, you get aggressively pushed into your seat by crashing positive G's, very strong and with a very rapid transition there. And before you can take that in, you get to the top hat, with some amazing airtime, followed by another insanely intense valley and yet another great airtime hill. And it's over. Without having had time to realize what the heck was going on. It left me speechless every time I rode it. Thanks to the Shark Cabin's overnight stay, we had 1h fast pass every morning, which we used on the second day to marathon this joy machine. Maybe it's too short for some people, that's understandable, but having such short waits really helped with that aspect. Also, capacity seemed quite well managed, with two-train-ops on a quiet day, loading and unloading stations and a simple but effective backpack system that really helped reduced the waits. Also, reastraints are great, some of the best OTSR out there. Themeing could be improved, though. Top 2 coaster at the park, tied with Swarm, Nemesis and Saw xD
What an amazing Eurofighter. Firstly, for such low capacity trains, the queue moves quickly enough, as they have double loading and unloading stations...
What an amazing Eurofighter. Firstly, for such low capacity trains, the queue moves quickly enough, as they have double loading and unloading stations and Merlin's great backpack storage system. They do keep those trains moving. Theming is nice, it has some few props around the queue, mostly in the short indoor portion; and the countdown timers, couple of deadly machinery and tiny Jigsaw dolls are nice. I personally expected more, like some scenes from the movies (the toilet set recreation would have been a must for me), but I'd say it had just the minimum amount of theming to be nice. They play a short fragment of the eerie soundtrack when dispatching, which is very thrilling. The coaster itself is a lot of fun and, in my opinion, quite underrated. It has four nice ejector moments (drops, MCBR and hill) and a good hangtime one, and there are enough positive G's for the valleys and turns not to be dead spots. It didn't feel too short for me. I rode it four times, and none of those led to any discomfort, so I don't understand why that gets so many complaints. It is true, however, that on an outer sit you may get some headbanging on the final dive loop, but that didn't bother me much. Actually, I really like Gerstlauer's OTSR, they're some of the most comfortable ones there are (as OTSR. Naturally modern lap bars are way better). Top 2 coaster at the park, tied with Swarm, Nemesis and Stealth xD
It exceeded expectations. This is quite better than Flug der Dämonen, and now I'm quite eager to get on Fēnix next summer and see which is Europe's be...
It exceeded expectations. This is quite better than Flug der Dämonen, and now I'm quite eager to get on Fēnix next summer and see which is Europe's best wing coaster. Swarm has a great dive drop to start with, as it is shaped in a way that it provides more hangtime than its German sibling. The inversions are all gracefull and hang-time-filled, and the valleys and helix had some surprising positive G's to them. I mean, they weren't the strongest, but they were quite sustained, and some rides at the end of the day really showed its potential. It's a bit short, but I find it just long enough. Rode four times, on the four corners: first and last row, left and right side. They were all different, but I think I liked them all the same. One thing, on the right side, if you stretch your arm sideways, there's a great near-miss with the water of the pond. Also, theming on the ride's area is pretty well done. Top 2 coaster at the park, tied with Nemesis, Saw and Stealth xD
I'm gonna risk having a huge Efteling-fans-mob knocking my door down and horribly murdering me. I'm sorry, but I'll say it: Walking Dead is better tha...
I'm gonna risk having a huge Efteling-fans-mob knocking my door down and horribly murdering me. I'm sorry, but I'll say it: Walking Dead is better than Vogel Rok. The outdoor queue is simple but efective, the backpack storage system common at some Merlin rides is great, and the preshow is pretty cool as well. The coaster itself is a nice mid-level coaster with *some* theming around. I mean, other indoor coasters, such as Efteling's, are mainly a roller coaster in the pitch dark, with maybe one or two theming pieces around. The Walking Dead has much more. Yeah, it may have plenty of room for improvement, the quality isn't great, but at least there is stuff to look at. Some screens and some other things. And the MCBR has a weird and original effect that really adds some storytelling to the experience. I kinda expected to like this ride more than other people, and yet it positively surprised me. However, I must say it has the potential to be a lot better. The indoor "queue" portion could be heavily improved, as well as the theming on the ride itself, but it's Thorpe Park, after all, not Efteling or Phantasialand. Also, due to its nature and mediocre quality, I don't think it provides much, passed the surprise factor, so maybe not very rerideable. Really worth a ride, though; specially since it rarely has long waits.
Rode it 10:30 in the morning towards the middle of the train, without expecting much. It was a very well paced and smooth coaster experience with some...
Rode it 10:30 in the morning towards the middle of the train, without expecting much. It was a very well paced and smooth coaster experience with some decent whip on the inversions and some G's. Quite fun. However, I was left with the desire to try it after some warm-up time, and when I got to ride it at five-ish p.m. the following day, I was left speechless. Boy, did it warm up. Both corkscrews and the zero-g-roll pulled great whippy laterals, and every single valley and turn was filled with insane positive G's. Not sustained, but very powerful; the kind that make your face skin stretch downwards. I'd only experienced such G's on the batman clone, just on one spot, that I remember, so, yeah, Inferno IS intense. And the pacing is amazing. I'd say Katun is still slightly better because of the drops, duration and more sustained forces, but Inferno is a close competitor. Now I can't wait to ride the original Nemesis, I can't imagine how insane it must be. Btw, theming on this coaster is nice, the jungle foliage and volcano rockwork on the queue look nice. Top 2 coaster at the park, tied with Swarm, Saw and Stealth xD
You are ready, the fish is ready, and Here, We, Goooo!!! [Splash] Nice credit, didn't have long queues given it's a tame kiddie at a not-family-friend...
You are ready, the fish is ready, and Here, We, Goooo!!! [Splash] Nice credit, didn't have long queues given it's a tame kiddie at a not-family-friendly park. However, it could do with some theming.
+1 credit. Four laps, as if trying to make it worth the 5£ it costs (+1£ for the card if you don't have it). It was somehow fun, and the location is i...
+1 credit. Four laps, as if trying to make it worth the 5£ it costs (+1£ for the card if you don't have it). It was somehow fun, and the location is impressive. I'd never have imagined they have all that down there at Candem.
Great theming around the area and great soundtrack as well. I was shouting out Jumanji when at the top of the jaguar rock like crazy. The trains are q...
Great theming around the area and great soundtrack as well. I was shouting out Jumanji when at the top of the jaguar rock like crazy. The trains are quite mediocre, though. They look too plastic-like, not very realistic. Probably the worst wing-coaster trains I've seen. The launches are fun, and the one inversion as well. However, the backwards spike was very disapointing, as we got asigned the first row, so it did pretty much nothing. Also, it does have a rattle. And know that I'm one of the least complaining enthusiasts ever when it comes to rattly rides, but this was... weird. A B&M, brand new, and so slow, and yet it has a low frequency-high amplitude vibration that was quite annoying. Oh, and capacity is that bad. And unfortunately the single rider queue is all but useless, as they keep asking people further back on the normal queue, trying to find small groups to avoid using the single riders. Badly managed. We ended up waiting just as much as we would have on the normal queue.
I love Maurer spinners and this one's pretty good. We got a very unbalanced train, so we were spinning like crazy and laughing out loud all the time. ...
I love Maurer spinners and this one's pretty good. We got a very unbalanced train, so we were spinning like crazy and laughing out loud all the time. I wish I had gotten a second ride to take it all in better, but capacity is terrible and there was no time for rerides. Theming is quite lacking, with the exception of some unsettling humanoid burnt shadows on the storage building, as marks of horrible deaths by dragon fire — why they have such a thing at a family-friendly park is beyond me.
Capacity isn't good, but it's a mere Wild Mouse, so it was the shortest coaster queue of the day. Theming is quite well done. Trains are less comfy th...
Capacity isn't good, but it's a mere Wild Mouse, so it was the shortest coaster queue of the day. Theming is quite well done. Trains are less comfy than Mack's, but nothing too crazy. And the ride itself is just a Wild Mouse, pretty average one.
It was more fun than expected. Unlike some modern Vekoma suspendeds, this one does swing quite significantly, which is nice. An Arrow it is, and like ...
It was more fun than expected. Unlike some modern Vekoma suspendeds, this one does swing quite significantly, which is nice. An Arrow it is, and like an Arrow it feels, with the jankiness and awkward transitions that can be expected from them. I think I liked it more than the other Arrow I've ridden, El Diablo at Portaventura, as this one is a bit more intense and has the swinging gimmick. Theming is quite well done, specially the station. However, capacity is awful (as in the rest of Chessington), which shouldn't be given it has two trains, and not small ones. The fast pass has way too much priority.
For a brand new ride, the theming is practically non-existent, at least in the queue. Come on, they could have done better. The coaster itself is by f...
For a brand new ride, the theming is practically non-existent, at least in the queue. Come on, they could have done better. The coaster itself is by far the most intense one at the park, which isn't much, though. There's some surprising whip right after the backwards drop which caught me completely off-guard, as you don't see it comming, and there's a couple of very slight floaters. Not much more to say. The hill where the trains come face to face are too slowly paced, it almost looks like it's gonna have a rollback. Regarding the dueling ops, they assign you a side, but thankfully they do let you choose if you ask. Glad for that, else I'd have missed the Allstars credit. And I almost did, as when I was already on ride, on the front row, the ride broke down. And it was already past the park's closing time. Fortunately, very fortunately, they let us (the people who where already inside) wait to see if it reopened soon (and it did!), but the rest of the people queuing had to leave. Pity for them, but I'm personally very grateful to the park and staff (would've hated missing a cred and +1h wait that could've been spent on their amazing flying theater).
For a brand new ride, the theming is practically non-existent, at least in the queue. Come on, they could have done better. The coaster itself is by f...
For a brand new ride, the theming is practically non-existent, at least in the queue. Come on, they could have done better. The coaster itself is by far the most intense one at the park, which isn't much, though. There's some surprising whip right after the backwards drop which caught me completely off-guard, as you don't see it comming, and there's a couple of very slight floaters. Not much more to say. The hill where the trains come face to face are too slowly paced, it almost looks like it's gonna have a rollback.
The dark ride portion is very nice! I knew it was decent, but it slightly exceeded expectations, which is great. The entrance and queue castle theming...
The dark ride portion is very nice! I knew it was decent, but it slightly exceeded expectations, which is great. The entrance and queue castle theming looks quite nice as well, although I'd have loved it to look more... Lego-like. The coaster part is quite tame, it's just a kiddie, but it's long enough, and at the back the drops probably gave some weakish air.
Ops are terrible here. There weren't even that many people in line, and I had to wait over 50 min for this cred. There's some theming, but that nice l...
Ops are terrible here. There weren't even that many people in line, and I had to wait over 50 min for this cred. There's some theming, but that nice little castle doesn't look Lego at all.
+1 credit. Quite comfy. Glad I did this early in the morning to avoid waiting much for such a tame kiddie. At least it looks nice. My friends hated me...
+1 credit. Quite comfy. Glad I did this early in the morning to avoid waiting much for such a tame kiddie. At least it looks nice. My friends hated me for making us ride it, but a cred's a cred, man. Not having watched any POVs, it was a surprise to find out this is a Ba-a-a-Express clon?
My 150th credit. I was looking forward to my first Gravity Group, and now I'm eager to try some "normal" Gravity Group. 'Cause this one was a lot of f...
My 150th credit. I was looking forward to my first Gravity Group, and now I'm eager to try some "normal" Gravity Group. 'Cause this one was a lot of fun, but it felt very weird at times. The compactness of the layout is amazing, but when riding, it kinda seems as though they'd design an average coaster, then crumpled it to fit in the available space. There are two moments when it starts climbing up a hill but, when it gets horizontal, it makes an unexpected flat turn before dropping down. It feels weird. Also, there are some valleys with abrupt accelerations and decelerations. It's best enjoyed at the back. The front provides an even more irregularly paced experience, you never get the forces you expect. All this said, I did enjoy Twister a lot, it was my favourite at the park. The pops of ejector are a lot of fun, the drop is great for its height and the coaster keeps going forever. I liked the trains, these Timberliners are quite comfy and it's amazing they can traverse through such a cramped layout. The restraints were ok, they didn't bother me. However, Millenium Flyers are still the best, this GG trains aren't the best for lateral G's.
Experiences like this are the reason why I read coaster reviews before my trips. Monster can be very enjoyable if you know what to expect. It is NOT a...
Experiences like this are the reason why I read coaster reviews before my trips. Monster can be very enjoyable if you know what to expect. It is NOT an intense B&M invert. It's maybe on the blue fire intensity level, perhaps even a bit less, hardly pulling any G's throughout the layout. However, it can be a lot of fun. Don't accuse me of blasphemy, but, in a way, it kinda reminds me of FLY. The location over the park and the buildings is awesome and there are plenty of good legchoppers. The drop towards the water is nice, and it provides some air at the back. There's also a very surprising airtime pop towards the middle, I didn't expect it at all. It's very nice and at the front it hits harder. In that regard, this is one of the very few coasters on which I prefer a front row ride. The views and near misses are the highlight of the ride, and as it's a B&M invert, those can't be enjoyed at the back. Besides, the inversions are completely forceless, no positives, no whip, no hangtime (why put inversions in, then??), and if you're not at the very front, you 'll barely notice you're going upside down.
I generally prefer Gerstlauer bobsleds over Mack wild mice, as they have a more varied layout with some banked turns and more drops. However, I'm not ...
I generally prefer Gerstlauer bobsleds over Mack wild mice, as they have a more varied layout with some banked turns and more drops. However, I'm not a great fan of these coaster types overall, those laterals-filled turns aren't great for me. I believe Mack's mouse trains are better for that. Anyway, this coaster was fun and the location, as with most other rides at the park, is stunning. The compactness of everything and the views of the sea and city are amazing.
Wtf. Really, like, wtf. I'd ridden its smaller brother Inferno at Terra Mítica, and I don't remember it being anything like this. The first drop provi...
Wtf. Really, like, wtf. I'd ridden its smaller brother Inferno at Terra Mítica, and I don't remember it being anything like this. The first drop provided some "insane" ejector. Then, on the first level, we didn't get any spin. But the second drop sent us swinging back and forth, pulling some weird frontals. And the third drop unleashed the real insanity. A whole spin, and some really, really crazy out-of-your-seat frontal G's into the harness. Very nauseating, I don't quite remember what happened afterwards. I only know we got a chance to reride without getting out, 'cause nobody was in line (why could it be?), and we turned it down. Maybe we just got a bad ride, but I'm not willing to verify that.
Almost as intense as Monster xD. Now, seriously, this is a pretty forceless family coaster, but it's smooth, comfortable and fun; also, it pulls some ...
Almost as intense as Monster xD. Now, seriously, this is a pretty forceless family coaster, but it's smooth, comfortable and fun; also, it pulls some unexpected G's at the final helix. Theming's not bad. However, the real highlight is the location: that first turn and hill on the air and over the park and water.