Coaster reviews
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Location Fun
A fun, picturesque family mine train.
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Fun Intensity Smoothness
Invertigo was smooth, forceful, and fun.
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Inversions Headbanging Dead spots
Much better as a floorless than a stand-up, but it's really not an exciting ride. The corkscrew off of the brake run is one of the worst, most painful transitions I've felt on a B&M coaster.
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Airtimes Fun
Fun enough, though it felt like a knockoff of Racer at Kings Island without the recent trackwork. It wasn't exactly rough, but several of the transitions felt like the train hit a pothole.
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Location Launch
The launches are forceful and fun, and the twisted spikes give great views of the beach and lake.
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Launch Intensity
A solid launch coaster with some odd elements and a couple of incredible handchoppers. The spaghetti bowl layout was fun if not exactly awe-inspiring.
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Inversions Intensity Dead spots Layout
The ride was fun but lackluster until the loop, which packed a lot of force. The trains and restraints are a marked improvement to the Flying Dutchman, but this is a shadow of what the ride type seems capable of.
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Pace Intensity Layout
What a fun classic coaster. Surprising intensity and excellent airtime and laterals are hallmarks of John A. Miller's pre-depression design, making this a ride that stands the test of time.
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Theming Lap Bar Launch Too short Dead spots
A one trick pony with a strong launch but not much else. It's a good gimmick, but it doesn't feel like a full coaster. A full layout like Formula Rossa, while impractical in the available space, would have been a better experience - I'd sacrifice Iron Dragon for a layout after the tophat.
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Inversions Intensity Headbanging Discomfort
The layout would be great if it wasn't built by a pre-CAD Arrow. As such, the transitions are horrendous - the observation area on the pathway gives a few great views of riders getting their necks snapped by the unsmoothed banking changes. The park needs a good, intense sit-down looper, but this one ain't it. I wouldn't be disappointed if this was the next ride to leave the park, especially if it was to make way for a ground-up RMC, Mack launcher, or Intamin blitz.