• John D.

    Capacity Fun Intensity

    You don't ride Euro Mir because it's a roller coaster, you ride it because it's just a fun relaxing experience that happens to have a pretty nice, rather intense coaster at the end. The soundtrack is great and the outdoor section before the drop gives you a great view of the rest of Europa Park. Luckily, the restraints don't actually bother me, but I can see how they can be pretty hurtful for other people or if you don't prepare yourself for the very sudden break run and your knee gets thrown against the front of the train. Also, an original trainings module of the Mir space station is right above the queue line and can be visited as a pretty interesting museums piece, highly recommended to also go in there once.

  • John D.

    Theming Duration Discomfort Dead spots

    It's a pretty cool, long water ride. The coaster sections of it are decent, but there's not that much of it. However, the restraints can seriously hurt if you have your knees on the left and right side and they get thrown against the metal, I would strongly recommend to anyone riding this coaster to force yourself to keep your knees pressed together, exactly in the middle. This one trick changed my opinion of this coaster from "fuck this, hurts way too much" to "yeah, pretty nice, might do it once every time I visit Europa Park".

  • John D.

    Theming Capacity Duration Rattle Discomfort Lap Bar

    The very first row and the very last row is just too intense because it throws you around sideways and the bad lap bar stretches across both seats, it feels unsafe and hurts and also rattles a ton on those seats. After only riding in those 2 rows, I felt awful and never wanted to ride it again. However, after giving it a third chance in the middle, it was fine and quite good. I would recommend (if the queue is short) to start with the row exactly in the middle and continuously go back a few rows with each ride.

  • Michael M.

    Inversions Pace Ejectors Discomfort Lap Bar

    ArieForce One is amazing and is in my opinion the best RMC I have ridden so far. The first drop has sustained ejector airtime, especially in the back of the train. The "raven truss dive" (it's a dive loop in my book) isn't particularly forceful, but is still a fun and unique way to implement a turnaround. The 0g stall might just be my favorite element on the whole ride. It provides glorious inverted floater airtime in a way that I don't recall having experienced before. The outer banked turn and the double-up once again provide great sustained ejector airtime, this time for the whole train. I'm not sure I would call the barrel roll over the arcade "whippy", but it is certainly fast and forceful. The following turnaround has pretty strong and sustained positive Gs for an RMC, but it isn't enough to make me gray out. There's another 0g roll in there, which is fun but doesn't really measure up to the 0g stall from earlier. Then there's the (in)famous quint-down finale. That's the only element on the coaster of which I'm not a huge fan. I prefer sustained airtime to quick bunny-hops (which is the primary reason why this and Twisted Timbers go above Steel Vengeance in my book), so the finale doesn't really do much for me. The final brake run also hits extremely hard (It is truly amazing how hard magnetic brakes can decelerate the train without even touching it) and I pretty much need to brace for it in order to avoid pain. Combined, these make the finale the only part of the coaster that detracts from its re-rideability. I feel like a better finale would be to replace the quint-down with a couple of camelbacks and a longer, gentler brake run. My complaints about all the other RMCs are still true here. The anti-rollback system is extremely loud and the lift hill engagement is quite jerky. The shin guards are uncomfortable to slightly painful for long-legged people. I also have opinions about the operations here. The operations were very slow and only one train was running when I visited. The operators wouldn't be in position to hold the movement enable buttons by the time the train got to the holding brake, so it was like the train was stacking even though only one train was running. Once the train did get into the station, they would often wait to scan the wristbands of the oncoming riders until after the exiting riders had already exited, causing a delay. Once the oncoming riders did board the train, there were often significant unexplained delays in checking the restraints and/or dispatching the train. Sometimes it was so slow that I could get off the train, exit, come back around through the entrance, and board the same train for the next cycle. The operators also kept crossing without clearance from the control operator, which, after only attending parks using IROC so far, bugged me. Oh, and watch out for stuff getting ejected from the train during the finale. I got hit by a phone ejected from the coach ahead of me and it was not pleasant.

  • Alex Williams

    Pace Disappointing!

    Worst Thing Ever MADE!Waste of Time

  • James Fletcher

    Airtimes Location Dead spots

    Quite a fun historic wooden coaster. Sadly the turns are as slow as snails, but there is some okay airtime here and there towards the back.

  • James Fletcher

    Discomfort

    Not as bad as Insane ay Grona Lund, but it's still another uncomfortable Intamin Zac Spin

  • James Fletcher

    Location Smoothness Layout

    It's one of the smoothest Maurer spinners I have done, but the drawback is that it's the least intense, love the interaction with the Rapids and surrounding trees though!

  • Georgina Proudfoot

    Intensity Harness Discomfort

    Although Infusion is very thrilling and fun, the amount of pain it causes does not justify riding more than once. I can deal with the head banging, as sore ears only last a couple of minutes. But the brake run is TERRIBLE and I am honestly surprised I did not end up with whiplash. On top of this I am in extreme pain from my neck and shoulder, and this hasn’t stopped since I rode it 5 hours ago. There should be a warning on this ride and it desperately needs some TLC before I will consider this one again.

  • Filipolis

    Lap Bar Launch Hangtime Capacity

    Only got to ride it once, but it was a very fun experience! The launches weren't the most intense but definitely a nice way to start the ride. The inclined spike is great as well, followed by a nice burst of ejector airtime at the top hat! The middle of the layout is alright but not that special, it kinda felt how you'd expect. The final half loop spike at the end did however deliver a surprising moment of hangtime, cool element! The trains are also great, being very spacious and comfortable, this definitely added to the ride. There are however some rough spots on the ride, but as long as you don't expect it to be butter smooth you won't be disappointed. The capacity is hindered by the backwards facing trains but this wasn't a big deal during my visit. Overall, a fitting thrill coaster for this park!