• CoasterKing

    Theming Fun Smoothness Dead spots

    A great family coaster and my favorite in the state. Decent launch, forceful helix, the indoor section is fun, and it even has some airtime. The best part is the part where it shoots off fire.

  • CoasterKing

    Inversions Pace Intensity Too short

    Worse than Great Adventure's but still fun with some good forces.

  • CoasterKing

    Inversions Pace Intensity Too short

    Great invert with some shocking forces considering how small the ride it is.

  • CoasterKing

    Inversions Pace Too short Dead spots

    Mid floorless. Great zero-g roll and some fun corkscrews.

  • CoasterKing

    Lap Bar Discomfort Pointless

    Wild mouse

  • CoasterKing

    Airtimes Location Fun Dead spots

    Great ride, but my least favorite hyper. It has fantastic floater airtime, and has possibly my favorite setting of any B&M coaster. It also offers great night rides. The helix doesn't do a whole lot though.

  • CoasterKing

    Theming Pace Intensity Dead spots

    This is a great ride and is very slept on. One of my favorites at Magic Mountain. It's a very disorienting ride with great laterals and some decent airtime. I will admit that it does have a few moments that don't really do anything, but beyond that, it's very fun.

  • CoasterKing

    Location Headbanging Tear it down! Dead spots

    Terrible ride. The first half has a decent drop and decent loop, but everything else is horrible. Very very rough, the midcourse practically stops you, the corkscrews are rough, and those turns after the midcourse might be the most pointless and lackluster roller coaster section. The setting is nice at least.

  • CoasterKing

    Smoothness Pointless

    It's a good ride for kids I guess

  • CoasterKing

    Inversions Pace Intensity Dead spots

    This is my second favorite invert, behind only Montu. The first half remains one of the most insane bits of any roller coaster. It carries so much speed, and the inversions are so forceful and whippy, especially that cobra roll. The second half still has two whippy inversions, but the following turns don't do a whole lot. If it ran a bit faster through the midcourse, then it could be the best invert.