The prelift is the best on any RMC. The first third of the ride is fun too, with a great first drop and two funky inversions. Unfortunately, the middl...
The prelift is the best on any RMC. The first third of the ride is fun too, with a great first drop and two funky inversions. Unfortunately, the middle third of the ride loses a lot of that momentum with the “breaking wave” turn being one of the weakest airtime moments on an RMC. After seeming to meander for a bit, the ride redeems itself at the end with a few powerful airtime hills including a double hump that literally resembles a camels back (not the typical enthusiast use of the word “camelback”) and another powerful and substantial hill near the end.
Shoutout to the well executed Joker theming around the station, it’s not that much but what’s there is very well done. The off key carnival organ music around the station ties the Joker vibes together nicely
Definitely one of the more unique RMCs, and doesn’t suffer much from the shortening that some conversions are marred by (looking at you, Twisted Cyclone.)
This ride does not put its best foot forward at first, with a drawn out, rampy drop that seems rather out of place on a modern coaster. But it does st...
This ride does not put its best foot forward at first, with a drawn out, rampy drop that seems rather out of place on a modern coaster. But it does start to redeem itself from there.
I actually love the trains on this ride. The restraints seem quite roomy and as a result, it gives great airtime on its sustained floaty airtime hill. The ride tracks very smoothly a well.
Unfortunately, after the airtime hill, the rest of the ride after the block brake is just a rather bland setup of diving turns to accelerate into its finale (and second highlight of the ride), a crushingly intense helix that makes some people grey out. This is actually a fun element.
While I understand not every coaster needs an airtime focus, these trains are great for airtime, and Titan feels so much more well-rounded as a positive G machine by having two intense helixes spaced in both halves of the ride instead of one at the end. I would have loved to see Giovanola try their hand at an airtime focused hyper with these trains.
Also, be prepared for hard braking. The ride trims suddenly and aggressively on the block brake to make the final helix more manageable. More interestingly, final brake run also grabs the train VERY suddenly to repeatedly slow it as it rolls toward the station. It’s kinda funny to watch off the ride.
This is an absolutely insane thrill ride and a masterpiece of engineering. From the start, the backpack-like restraint feels minimalist and not at all...
This is an absolutely insane thrill ride and a masterpiece of engineering. From the start, the backpack-like restraint feels minimalist and not at all secure enough (it is perfectly safe, but it does a great job of making you think twice on the slow trip up the lift.)
The “skydive” first drop and big Raven turn are an incredible opening sequence. Next comes a camelback where the seats do a backflip quite gracefully compared to the crazy opening sequence. The ride has a bit of a slow spot in the following turnaround, but the ending sequence is a crescendo of intensity… and a bit of violence.
Be VERY careful on where you sit. Towards the back of the train (as in, the last row to leave the station - the train departs backwards on this ride), the outside seats especially, the end of the ride will try to bang your head against the headrest. The headrests are padded but it can only do so much. You’ll want to actively try to keep your head back to avoid repeated blows. In any row, the inside seat will be smoother than the outside seat. If you have a low tolerance for rough rides, you will NOT like the back rows.
In general, I recommend rows toward the front (first rows to leave the station) as the last elements don’t try to beat you up as much, and you also get some cool airtime on the Raven turn.
The ride has been on 1 train for at least a year as of June 2025, so expect long waits. Despite the ride’s occasional attempts to beat the ever living crap out of you, it’s such a unique ride and it’s a must-visit whenever I go to Magic Mountain. It’s the only one of its type in America and the guests I saw seem to be able to look past its flaws and appreciate it. Hopefully it doesn’t get purged for being “high maintenance.”
This is NOT a smooth ride, but thanks to being on the smaller side of Arrow loopers, it’s not all THAT bad.
The ride has a surprising bite to it fo...
This is NOT a smooth ride, but thanks to being on the smaller side of Arrow loopers, it’s not all THAT bad.
The ride has a surprising bite to it for being a very early iteration of the Arrow looper. The first element is a rather good airtime hill, which leads immediately into a vertical loop. The bottom of the loop is actually very intense in positive g-forces, but also a bit rough. After this point, there’s a piece of flat track and then a turning drop into the iconic double corkscrew. This is where most of the headbanging occurs, but it is also an iconic centerpiece of Cedar Point.
One of Arrow’s more bland mine train layouts with probably the worst version of their shared lapbars. Compared to Gold Rusher at SFMM for instance, th...
One of Arrow’s more bland mine train layouts with probably the worst version of their shared lapbars. Compared to Gold Rusher at SFMM for instance, these trains are much less accommodating to large and tall guests, to the point that the ride’s autospiel suggests guests cross their ankles to fit in the damn thing. Iron Dragon in the same park does the same job of being a “full sized” family coaster but more comfortably and now with a lower height requirement. The one upside is the ride has a bit of cute theming, mostly from a facelift in 2019 for its 50th anniversary.
This ride has flawless pacing, some great airtime moments, a long duration, and a beautiful presence especially with its orange string lights. It has ...
This ride has flawless pacing, some great airtime moments, a long duration, and a beautiful presence especially with its orange string lights. It has roughness you’d expect from a woodie, but not enough to be painful, somehow managing to strike the perfect balance between rough and rerideable even with its insane lateral helix at the end. There are plenty of quality airtime moments throughout the entire ride. It combines the best aspects of both CCI and GCI into one of the greatest woodies in the country, easily in the same league as rides like Voyage and Thunderhead.
The biggest issue on this ride is capacity. For being a flagship ride with this length at a park of this caliber, it really should run 3 trains, but it always runs 2 and may not even be configured to use 3 at once (they rotate their third train off for maintenance because this is a year round park.) Of course, it wouldn’t matter much anyways because the operations on this ride are slow as molasses and it almost always stacks with 2. As a former ride op, their priorities baffle me. They will yell at you for standing inside the loading chute like a normal coaster while in line: the “stand behind” line is way too far back. Once the gates open and everybody is seated, ride ops will then slowly peruse the entire train looking for stray fanny packs and small purses (which most parks would let you ride with) or glasses without straps. The actual restraint check is actually fairly efficient but it’s the shortest part of the whole process. Meanwhile, I saw at least 3 people recording videos on this ride over my visit, which is more of a concern than any glasses without a strap, but they didn’t make any announcements about it. They might not have even noticed. (I rode it 21 times in 3 days, a feat that would be utterly impossible without fast lane.)
Cute coaster that I rode way more than I thought I would on my most recent visit to KBF. Launch is surprisingly whippy, much more than I remember it w...
Cute coaster that I rode way more than I thought I would on my most recent visit to KBF. Launch is surprisingly whippy, much more than I remember it was. Not sure if that’s because it just got off refurb or what, but it’s a far better launch than most similar sized family thrill coasters like, say, Backlot Stunt Coaster.
Ride has a big dead spot in the middle (I haven’t been on one of the clone motocoasters but they look quite a bit more dynamic.) But the main flaw here is that it’s so damn short, though that could be a blessing in disguise given that KBF tends to run 1 train on this.
As a larger guy, I actually don’t find the harness exceedingly uncomfortable, but your mileage may vary. It’s definitely an odd restraint system.
This is a fantastic ride overall. It doesn’t quite have the bite of an Intamin, RMC, or good Mack, but it still has enough energy to hold its own amon...
This is a fantastic ride overall. It doesn’t quite have the bite of an Intamin, RMC, or good Mack, but it still has enough energy to hold its own among Cedar Point’s lineup. The tilt is very fun, almost turning the ride into a drop tower-like experience in the back row. I had heard horror stories about how every new Vekoma since Lech apparently was forceless, but this ride definitely has some good dynamics. Both barrel rolls have a bit of hangtime in them, and the ride has multiple other ejector airtime moments as well as some unexpected sustained positives after the twisted hill after the tunnel. The onboard audio and lighting adds a fantastic layer of polish to it. The theming is great considering that this is Cedar Point (notorious for lack of theming) and they whipped this ride up on an accelerated timeframe.
This is what new B&M wishes it was TBH. Smoother, more intense, all around a well rounded ride. Capacity and ride length is low for Cedar Point but considering this ride just fell into the Point’s lap instead of being a custom order, it’s a fairly minor flaw in context. The vest restraints are never a great thing, but on a ride that has actual ejector airtime (unlike a B&M with similar restraints) it’s not going to completely neuter the ride
The only other issue I have is the forced locker policy. It’s by far the best of the 3 forced locker setups at Cedar Point, but I don’t think the ride has the sort of energy that SV and TT2 have to “justify” this. It does interact with its queue a lot but so does Railblazer at CGA, and that doesn’t need metal detectors. Maverick at the same park is a fair bit more aggressive but doesn’t need metal detectors… just let me use my zip pockets please.
This ride is comically bad. For a bad wooden coaster, you’d expect the issue to be roughness, right? This ride actually isn't that rough, but literall...
This ride is comically bad. For a bad wooden coaster, you’d expect the issue to be roughness, right? This ride actually isn't that rough, but literally everything else about it is garbage.
The ride runs two Morgan trains with shared lapbars. Usually, shared lapbars on a woodie are a plus. Here, they’re part of the most Rube Goldberg restraint on a woodie. Not only does each rider have individual seatbelts, but the lapbar is connected to the area between the seats with a very short seatbelt. Both rows’ lapbars in a car are connected like an old Arrow mine train, and even if the seatbelt buckles the lapbars have to be slammed down even harder into their final locking position. This is not an accommodating ride for larger guests; in fact it’s one of the most restrictive woodies around with the possible exception of Intamin prefabs.
You’d expect a ride that needs so many restraints to have some bite to it. But unlike said prefabs, Grizzly is comically boring. It’s based on a mirror image of its sister at Kings Dominion, but instead of having runs of airtime hills like its Virginia sister, every airtime hill has been removed here, replaced with two drawn out curves that are practically little more than straight track. The ride’s most intense moment is probably the awkward jolt of laterals into the second turnaround. There’s one “airtime” hill at the end but it has no airtime. Once you’re in the brakes, expect to wait 5+ minutes stacked there for the next train to have its restraints locked; it truly takes that long to load thanks to how complicated and restrictive the restraints are. And once you’re finally in the station after wasting your time on this, the restraints don’t even always release on every car, requiring a ride op to use the manual pedals.
Truly one of the most pointless coasters around. I’m not sure if it opened with this profiling but I don’t know who would have put this design on paper and determined that this would be a good ride to build, especially with its older sister already functional in Virginia with a far superior version of the same layout. It might be almost forgivable if it had normal trains, but the uncomfortable restraints just make the ride that much more of a piece of crap.