This is such a great coaster. The 5 second hill and first drop are amazing elements, and the ride has tons of airtime. I love this coasters’ location,...
This is such a great coaster. The 5 second hill and first drop are amazing elements, and the ride has tons of airtime. I love this coasters’ location, as it is great along the water. I also like that you can see it off I-Drive and race alongside it. What more do I need to say about the clamshells? They are some of the best restraints ever made on a roller coaster. This thing sends out people fast too, I’ve seen it around 50 seconds total when they send the train out. The second half is people’s main complaint about the ride, but I find it having some good airtime and the whole part around the entrance is so well done I can barely complain. All around, Mako is a phenomenal ride that definitely warrants a trip to SeaWorld.
This was the sleeper hit of my day at Epic Universe. This ride is the main part of Donkey Kong Country, and it does its job well. This is a coaster wh...
This was the sleeper hit of my day at Epic Universe. This ride is the main part of Donkey Kong Country, and it does its job well. This is a coaster where it is simulates jumping the rails on a mine cart. I got a night ride on this and it was spectacular. It’s fun, the gimmick works, and the theming is what I would expect from a Universal park. It's got Dixie Kong, Diddy Kong, Donkey Kong, and more. There was definitely some rattle, but not too much of it. However, that mimicked the feeling of a mine cart as it would not be smooth. The biggest con for this coaster, however, is capacity. To sell the gimmick, they only have 4 seats on a train. Granted, they do send out a lot of trains an hour, but it is still the ride with the lowest capacity at Epic Universe. So, this line can be the longest, and the queue is pretty barebones, except for one animatronic in the middle of the queue. Besides that, though, the ride is amazing.
After my lackluster ride in the morning on Green side, I went here at night to go pick up this credit. Safe to say, it was much better than I was expe...
After my lackluster ride in the morning on Green side, I went here at night to go pick up this credit. Safe to say, it was much better than I was expecting. We rode again near the back The first launch felt punchier and I weirdly didn't feel any rattles, so that was nice. The top hat had great airtime, and the drop needed the trims because that was INTENSE! The turnaround was fine again, and the double up was great. The big turnaround felt even cooler because of the fog. Then we hit the second launch, and we got boosted, so that was great. We went into the celestial spin, and the barrel roll downdrop on Yellow was better than the zero-g-roll on Green. Is it overhyped a little bit? Yeah, but in my opinion, it is still really good. After the celestial spin is where it goes from cool ejector ride to oh my god what is happening. The second half of the ride was so intense, it was probably the most intense part of any ride I had been on. And the fact it's so long too, it feels downright illegal, but in the best way. Unfortunately, it crosses the line into uncomfortable. We hit the final breaks, and me and my friend were floored. We thought this was fine before, and now it is my #2. We thought it was barely intense before, and now it is one of the most intense coasters I have been on. Make sure you ride this when it opens back up and be certain to LET IT WARM UP.
This ride is weird. I rode it pretty early in the morning, and it was running sort of slow. I also rode in the back row. It has a two-part first launc...
This ride is weird. I rode it pretty early in the morning, and it was running sort of slow. I also rode in the back row. It has a two-part first launch, that offers..... unique experiences. It has two "kicks", but it rattles a lot between them. The first top hat gives mad ejector, and my bottom did not touch the seat through the entire element. It then enters a turnaround that is fine, then it crosses over each other twice, amping up the fun factor. You enter a double up that gives some good ejector. Then, you enter the big swooping turnaround that looks great, but doesn't do much. The fog is cool though. You enter the second launch, which is punchy, but also has more rattles. I do like the fact that it gives more speed if you are behind. You then enter the celestial spin, which on Green felt... disappointing? It was over in a second and I didn't feel much. I heard all the hype about this and it was just fine on Green side. It then enters lots of turnarounds and passes, which are intense, and you hit the brakes, ending your 5,000 foot long ride. So, how was it? I thought it was a little overhyped, but it was still good. Then, I rode the yellow side in the night. Safe to say, it was a lot better. I will give Green side the benefit of the doubt for now and rank it higher because I didn't ride it later.
THAT LAUNCH IS INSANE. 0-82 in 2.3 seconds right out of that station got me every time I rode it. The launch is also very intense. I love Intamin Acce...
THAT LAUNCH IS INSANE. 0-82 in 2.3 seconds right out of that station got me every time I rode it. The launch is also very intense. I love Intamin Accelerators, and this is no exception. This has great lap bars and comfortable seats. The top hat gives good airtime, and the 2 overbooks give some laterals but not too much. Yeah, it is short, but it's an Accelerator, they are all short. HOT TAKE: I prefer this to Ghostrider. Sure, Ghostrider has the length and airtime, but the launch makes me like this better than Ghostrider. Granted, they are only a couple of spots apart, but the fact that the launch makes me prefer this over an elite woodie just shows how insane the launch is.
Storm Runner was my first Intamin Accelerator, and it is still my favorite. The launch is mental, with it going 0-72 mph in 2 seconds, it is such a ru...
Storm Runner was my first Intamin Accelerator, and it is still my favorite. The launch is mental, with it going 0-72 mph in 2 seconds, it is such a rush. It has a voice before the launch, which is iconic. The top hat gives nice airtime. It then goes into a cobra loop, which is a weird Immelmann. Then it goes into a flying snake dive, which gives great whip. Then it goes into some turns to end off the ride. This coaster is very unique, having two unique elements, the cobra loop and the flying snake dive. The ride is short, but it does a lot in that time. This ride has made me like hydraulic launches a lot.
This is my favorite wooden coaster. The first drop is elite, and the two camelbacks give great ejector. This ride is also very long. I rode a couple m...
This is my favorite wooden coaster. The first drop is elite, and the two camelbacks give great ejector. This ride is also very long. I rode a couple months before the accident, and it was fairly smooth.
Very intense ride. I rode in 2022, with the old restraints, in a wing seat. The restraints sucked, but didn’t detract too much from the ride experienc...
Very intense ride. I rode in 2022, with the old restraints, in a wing seat. The restraints sucked, but didn’t detract too much from the ride experience. The wing seat was surprisingly not uncomfortable. It made me feel like I was going to fall out. Those turns along the water are great in the wing seat, and the ride is full of ejector airtime. I like that HersheyPark used to release the pressure so you didn’t have to deal with the pain of those restraints any longer than you have to. Really shows the care they put into their rides. I need to experience it with the new restraints to see its full potential.
One of my favorite coasters. Every element hits, especially that top gun stall. I got a half duel when I was on the green side, so it was really fun. ...
One of my favorite coasters. Every element hits, especially that top gun stall. I got a half duel when I was on the green side, so it was really fun. Also that pre-lift section. That is weird, but really fun. Everyone on my train was like, “Woah!” whenever we went over one of those hills. The high five also gives great laterals. This coaster is also very long, as it is a möbius coaster. The ride is also masterfully created to intertwine and have great interactions with the other train, but unfortunately most guests do not get a duel, as the ops cannot get everyone in fast enough to duel, and it is very unfortunate because this ride is elite. Six Flags needs to address this issue, either getting ops who can make guests go faster, or a system where the other train stops on the lift hill to wait until the other train gets there.
This ride is amazing. From the first drop, to the death roll, to the wave turn, to the stall, this ride is insane. The height is great, as you can fee...
This ride is amazing. From the first drop, to the death roll, to the wave turn, to the stall, this ride is insane. The height is great, as you can feel all of the drop, and it is beyond vertical. You get whipped down the death roll so fast, it is bonkers. I also love how the wave turn is very long. The stall is fine, but with just a lap bar, you can feel the hangtime. The airtime is amazing as well. At just over 4,000 feet of length, it can feel short, but it flies into the break run, so the pacing is great. However, there is one problem. The ops. They are so slow at getting trains out, I have seen it hit 6 minute departures before. While part of it may be that people don’t know how to do it and put the lap bar down before the ops tell them to, they are still slow. So, don’t be surprised if this is over an hour wait, even an hour after park opening. But overall, this ride is still my number one for right now.