Very disappointed by this ride and that is solely for the on board audio not working at all during the day of my visit. It is a standard boomerang and...
Very disappointed by this ride and that is solely for the on board audio not working at all during the day of my visit. It is a standard boomerang and I found it to be one of the rough ones with the cobra roll being especially rough compared to others. Thankfully it has the vest restraint so it did not hurt, but does not change my thoughts on the ride.
Nothing about this ride I would say is conventional. It is a compact ride that has an unusual layout that creates a strange pacing. Usually that is a ...
Nothing about this ride I would say is conventional. It is a compact ride that has an unusual layout that creates a strange pacing. Usually that is a concern, but for this ride it actually works with leaning in towards the theme. Lost Gravity is themed to just that, there is no gravity. What was made is a ride experience that is nothing incredible, but just a really fun time.
First and foremost the queue for this ride looks great. It leans into a post-apocalyptic theme a bit with buildings and vehicles being destroyed and warped due to the gravity loss, but it works. It sells that this is an area where nothing is supposed to make sense and I love how detailed they went with the theming. From the large set pieces being everyday items placed in weird angles to small stuff like the chains in the handrails being raised to look like gravity is pulling it up, it was so fun exploring what the park did with the theme. Unfortunately the station is bland in comparison and would love it if it can be updated to match the quality of the queue.
After a quick lift to the top the tiny train navigates one of the most bizarre first drops I have experienced. At the top of the lift it looks like the track just ends and it is an aggressive twist to the right down the drop. In the left most seat it is crazy having both the visual of diving to the ground and a good lateral snap. The hill after has a strong pop of airtime and then it goes into an off axis top hat. At the top it is a combination of floater airtime and lateral hangtime, which sets the tone for the remainder of the ride of being a mixture of floaty elements with points where the train slows down and really uses that restraint to keep riders in. The large hill gives a good pop of floater airtime and the outward bank turn into the midcourse is a subtle, but fun ending to the first half. Even more so in the left wing seat, which exaggerates the sensation. A dive drop follows giving good hangtime and the ride begins to pace with a rhythm of speeding up and slowing way down. The result is it a strange mix of forces that actually plays into the theme of gravity being gone well. The apex of each element after the midcourse is much slower and gives some kind of hangtime, the best of which is the zero-g roll that launches water up towards the train as it reaches the top. It does not get riders wet, but the visual of looking up and seeing the water fall away from the train is cool.
The ride is a bit short and I could see it not being a ride for everyone, but it is a fun concept that I am happy exists. Its layout is a mixture of forces that do not flow together the best, but it makes it a one of a kind experience. When it came to comfort I did not have any issues riding in the inside seats. The entire ride was smooth and enjoyable. I did notice the outside seats did have a bit of a bounce to them, but it is far from bad for me. If you are someone who is sensitive to a potential consistent bounce though, I’d recommend trying the middle seats. But if you want more or a wild ride, the back left wing seat is the place to be.
The best coaster at Walibi Holland and a fantastic creation by RMC. Untamed is a powerhouse of a ride that uses airtime hills to create a relentless r...
The best coaster at Walibi Holland and a fantastic creation by RMC. Untamed is a powerhouse of a ride that uses airtime hills to create a relentless ride experience. Every aspect of this ride is meant to be wild, ranging from the ride itself to the “theming.”Appropriately this ride is in the Wilderness section of the park, which is defined by dense foliage throughout the area. While typically I find areas of overgrowth in parks to not look great, it does admittedly work for this coaster.
I would not call this coaster themed, rather stylized with what can only be described as random things. It is unusual but it works surprisingly well and fits perfectly within Walibi Holland. The queue is cool with multiple callbacks to Robin Hood. In the middle there is a section of the former ride intact with an original coaster car positioned on it, which is great to see the park preserve that much of the former coaster to show to guests. Deeper in the queue there are a ton of wooden track pieces from the old ride sticking out of the ground. There are a bunch of “LOVE” signs scattered throughout that I can’t tell what the goal of those are, but what kinda makes it work is how overgrown the queue is. Every theming element looks like nature is trying to reclaim it and it does sell the theme of the ride much better.
In the station the trains look great and it is dispatches with an accompanying drum sequence that perfectly sets the scene for the ride that is to follow. Out of the station the outerbank creates a fun lateral hangtime and goes right into the lift. The drop is a standard RMC drop that gives a good moment of ejector airtime and the speed bump gives another light pop. What follows is an awesome outward banked turn that has an inverting roll going into and out of it. It was not as intense as I had expected, but it was a perfectly held zero-g moment that grew to be one of my favorite parts of the ride. A powerful step up flows into a banked turn to the left and goes into back to back ejector airtime hills, the second being off axis. The turnaround is not as intense as the previous elements, but the flow into the roll and gracefully into the outward bank is satisfying. Going the other way it is full of airtime pops that give strong pops of ejector every time. The “stall” is one of the weaker elements unfortunately, but it at least gives a fun wiggle through the course. A turn leads to the finale with a twisted hill into the structure that feels like it gets stronger as it continues and another quick hill into the roll. This roll is very odd for a RMC, leaning less into flow and more into hangtime as it is angled upward and the train loses some speed. Then it is just one more pop of airtime and then a glide into the brakes.
What Untamed provides is the quintessential RMC experience. It goes all in on providing a wild ride experience with a ton of airtime and dynamic maneuvers while also having its own flair. Across my rides I found that I preferred the back row more than the front, only because the airtime felt a bit stronger across the ride back there. However there was not a single bad experience I had with this ride and it alone is worth visiting Walibi Holland for.
A fine kiddie coaster with a nice theme. I really enjoyed how the park was able to squeeze a flat ride in the first helix, great use of space. It is s...
A fine kiddie coaster with a nice theme. I really enjoyed how the park was able to squeeze a flat ride in the first helix, great use of space. It is smooth and the trains look good, but it is nothing too special.
It may not be the tallest or fastest, but what Goliath offers is great! It is a small hyper coaster style ride that has great airtime throughout with ...
It may not be the tallest or fastest, but what Goliath offers is great! It is a small hyper coaster style ride that has great airtime throughout with a layout that flows very nicely. It looks great in the parks skyline and it is really nice to watch trains glide through the track when in the area by YoY. The immediate area around d the ride though is not as great. It has a cool sign and a very light racing theme, but the only “thematic” elements are lights and music in the station (but the music was very quiet the day I went).
Trains are the standard Intamin mega coaster train that are comfortable but I did find the seatbelt configuration to be odd. The usual loose end of the belt has a bungee cord tied to at that it connected to the train, keeping it in place. This made it awkward to extend the seatbelt and also caused it to tighten itself when I was not actively trying to buckle it. I did see anyone have issues with getting it buckled, but I can see it being annoying to deal with. Across my rides I had found the back row was the best overall as each hill that gives airtime felt consistent across the train, but the first drop in the back gives a strong pop of ejector airtime that is not present in the front. The first run of elements after the drop are a great sequence. It starts with a hill that gives great sustained airtime that I felt was ejector and the dives into a fast banked turn into the Stengel Dive. This element has great flow to it as it rotates beyond 90° to slightly invert the train and lead it gracefully into the first helix. This helix is the most intense moment of positive force on the ride, getting close to a light grey out at the end of the element every time. Then there is the middle of the layout that lets up on the intensity, but focuses on flow and smooth transitions. The S-Hill does bot have any airtime, nor does the second one after the second helix, but I did not mind the change in pace too much. It was nice to just glide over a few elements and get a fun sensation of speed in the helix over the water. The final act then picks up the intensity with three great ejector airtime hills and a final low to ground sweeping turn into the brakes.
Goliath is far from the most intense ride I have done but I really enjoyed it for what it was. It is a smooth and comfortable coaster that has a great range of forces to be thrilling and pleasant. While it does lack the strong positive forces that similar coasters feature, it was not enough to be a dealbreaker for me.
The original SLC and it certainly lives up to that title. There is something cool about that status that even though I do not enjoy these rides, I was...
The original SLC and it certainly lives up to that title. There is something cool about that status that even though I do not enjoy these rides, I was curious to see how it would be. My answer is about what I had expected, a very rough roller coaster. Although I would not say it was the roughest SLC I have done and I walked off feeling alright.
Entering the ride’s plaza there is a unique choice in presentation. There is a statue and a sign that look decent in design, but it looks like paint was splattered on them haphazardly. On one hand it fits with the general vibe of Walibi Holland, but I did wish it was just left to look like weathered ruins. The station is a similar situation, designed to look like ruins but neon lights and bright colors are everywhere making an interesting atmosphere.
The entire coaster rides exactly as you would think, very rough and uncomfortable. At various points the train would rock violently relation to what the track was doing. When going through a turn or inversion it was an aggressive side to side shaking. Going into or out of the roll over and sidewinder the train shook back and forth which caused me to hit my head in the seat back. There is not a single part of this ride I will say is good, each element had its own way of being rough.
Perhaps the reason why this ride is not one of the worst coasters I have done is the train. It is the updated train design that has the vests that theoretically eliminate all head banging. While the ride was not smooth, I have to say it would have been much worse if it had the original restraint design. But make no mistake this is a ride that will rough riders up regardless of how comfortable the trains are.
I would not call this a bad coaster, but it is an unusual ride that I am not a huge fan of. On paper building a dueling RMC Raptor coaster sounds fun ...
I would not call this a bad coaster, but it is an unusual ride that I am not a huge fan of. On paper building a dueling RMC Raptor coaster sounds fun and the idea is not bad. However, the way Walibi Holland went with the idea is interesting, one thrill side and one family friendly (Chill) side. The key difference being the Thrill side has inversions and the Chill side is airtime hills and banked turns.
YoY’s placement in the park is not great, it is tucked between Goliath and Xpress in a field. Due to the layout of the park, this is a dead end and despite being towards the front of the park, it is the ride furthest away from the entrance. Thankfully there is a small path next to Condor that serves as a shortcut, but it is tucked away and it is very easy to miss. The coasters themselves look alright and have a light nature theme in the area. Thrill and Chill are loosely themed to foliage and water respectively, but it is nothing more than a style.
Chill’s layout is surprisingly better than I thought it would be. It is dynamic in forces going from good airtime moments and whippy turns. It is a more interesting experience compared to Thrill and I found it to be my preferred of the two sides. Each hill has a fun pop of airtime with a mixture of normal hills and some off-axis airtime hills. I especially liked the segment in the middle of the layout where there is a low s-curve that the train takes quickly. It has good dueling elements that add to the experience and I found the flow going from element to element was nice. That being said, it suffers the same tracking issue as Thrill. Every time the car goes over a joint in the track it clunks and it is not comfortable. Every clunk feels like the train is impacting the track to try and align itself and it happens the entire ride. I never got a headache from it, but it is one of the rougher RMC Raptors I have ridden.
I would not call this a bad coaster, but it is an unusual ride that I am not a huge fan of. On paper building a dueling RMC Raptor coaster sounds fun ...
I would not call this a bad coaster, but it is an unusual ride that I am not a huge fan of. On paper building a dueling RMC Raptor coaster sounds fun and the idea is not bad. However, the way Walibi Holland went with the idea is interesting, one thrill side and one family friendly (Chill) side. The key difference being the Thrill side has inversions and the Chill side is airtime hills and banked turns.
YoY’s placement in the park is not great, it is tucked between Goliath and Xpress in a field. Due to the layout of the park, this is a dead end and despite being towards the front of the park, it is the ride furthest away from the entrance. Thankfully there is a small path next to Condor that serves as a shortcut, but it is tucked away and it is very easy to miss. The coasters themselves look alright and have a light nature theme in the area. Thrill and Chill are loosely themed to foliage and water respectively, but it is nothing more than a style.
Thrill’s layout is one of the more unconventional RMC layouts, focusing on mostly inversions with only a few airtime moments sprinkled throughout. I will give it credit for being a dueling coaster, as it does have good interaction with Chill. However as a layout it is unremarkable. Most inversions designed for RMCs are graceful and serve as a transition from one strong moment to another or as a means to change the direction of travel in a fun manner. Unfortunately for YoY Thrill, most of the layout consists of inversions which does not make for a dynamic ride experience. Other RMC coasters have a good blend of elements to avoid repetition and that is the main issue I have with the ride, most of the layout feels the same. Additionally, this ride is nowhere close to being considered smooth. Every track joint is met with a clunk each time a car goes over it that is not enjoyable at all. Other RMC Raptors have the same issue, but this one was through the entire course from top of lift to the brakes. It never got painful, but it was certainly uncomfortable.
A fine roller coaster paired with a good theme. The entrance for the ride is oddly placed in the entry building for the park and it is an unassuming e...
A fine roller coaster paired with a good theme. The entrance for the ride is oddly placed in the entry building for the park and it is an unassuming entrance. However, the queue is high quality and makes the ride memorable. It is designed to look like an abandoned subway station and has a light horror maze vibe to it. From themed audio to an optical illusion and even a jump scare, it is an elaborate queue that does a good job at having people lose their sense of direction.
The coaster itself is good at best, but it was on the tamer side of things. It starts with a really good launch that has a great lighting effect running along the tunnel to create an enhanced sensation of speed. There is a decent kick when the launch starts and then it lets up once it gets outside. The Sea Serpent roll is the most intense element as the train quickly navigates through it, but unfortunately the ride gets mellow afterwards. The rest of the layout is drawn out banked turns and hills that the train glides through. Nothing I’d call intense but at least it is a smooth throughout the entire course. Then after an alright corkscrew the coaster is over, but the ride still has one more trick at the end. Inside the building there is a scene with a train car that has a flame effect to create one last impression before getting off. Unfortunately I could not tell exactly what the scene did as I was in the back car. By the time we got to the main part of the scene it was already over.
I was impressed by Walibi Holland’s efforts to turn what is a basic coaster into something unique. I do wish the ride had a bit more speed going through the layout to keep up the intensity of the first few elements. All around a good ride with great presentation.
I get why this ride is still at Efteling and while it is far from bad, the state the ride is in does not make much sense. It is the only major ride in...
I get why this ride is still at Efteling and while it is far from bad, the state the ride is in does not make much sense. It is the only major ride in the park that does not have a theme and it is just a roller coaster. It is odd to see that over the years Efteling has made great experiences using their rides as a median to deliver a story. But for whatever reason Python’s theming and presentation have been left untouched.
That being said, the amount of care Efteling put into this coaster is commendable. It got completely re-tracked a few years back and it is the smoothest older Vekoma looping coaster I have done. All while maintaining the decently intense ride experience of the original inversion shaping. Going through each loop has good amounts of force and the corkscrews have a good pace as it smoothly twists through them. The final helix even had a bit of intensity to it that made for a decent coaster.
I don’t think it is necessary to get rid of the ride considering how much value Efteling sees in it. However I do hope Efteling will go back to make it look nicer. It already has a good placement and anything to dress up the area would be welcomed.
Calling this ride a coaster is a bit weird to me, as aside from the one coaster section it is more of a boat ride. That being said, this coaster was a...
Calling this ride a coaster is a bit weird to me, as aside from the one coaster section it is more of a boat ride. That being said, this coaster was a weird one as there were aspects of it that I greatly enjoyed and wished were more fleshed out and improved.
The theming for this coaster is amazing and what is themed is done incredibly well. The queue and the station look fantastic and gives a Pirates of the Caribbean vibe. Although it was a short wait, I don’t think I would mind waiting a bit to explore the details that were put into the sets and props. Although this is upstaged by the quality of the show scenes at the start of the ride. The start has a great sense of scale with two seemingly giant ships on both sides of the ride vehicle and is quickly followed by a dark scene. A ton of fog engulfs the ride vehicle to a point the only thing that is visible is the lantern at the front. No other ride I have done has ever had an effect that worked so well in making me lose sense of direction nor has any other used fog effects as a way to completely impede vision. While still in the fog the next scene uses flashes of light to mimic a storm and each flash is timed to revel a large set piece of a destroyed ship and leads into the final scene of the ride.
This scene is where my issues with the ride begins and that happens is the start of the coaster section. The final scene is on the main lift for the ride and the engagement to the lift is jarring. The ride vehicle drops into a dip that leads to it and the stop on the lift is aggressive. After the scene is complete the lift starts and the ride’s tracking begins to show. While not painful, from the moment the lift moves until the splash the train clunks over the track. It made the entire coaster section uncomfortable during my front row ride, but it was a bit smoother on my second ride in row two. However, ignoring how clunky the ride is the elements are nothing to note, it just goes through the motions and enters the splash.
Then that is the ride, it slowly makes its way through the water back to the station. While there is nothing wrong with the ending, it is disappointing that the quality of the attraction declined the longer the ride went on. It would have been much nicer if there was another scene or two at the end of the ride to finish on a high note. What is currently there is a fine ride, but I would love to see Efteling revisit the attraction and elaborate on the ride’s theming and maybe smooth it out.
One of the most surprising coasters I have ridden. From looks, the coasters don’t appear to be anything crazy and I was expecting a fun, but tamer GCI...
One of the most surprising coasters I have ridden. From looks, the coasters don’t appear to be anything crazy and I was expecting a fun, but tamer GCI. What I got was an airtime machine that left me impressed that this ride packed as much of a punch as it did. On top of a good presentation and theme this ride is one of the best GCIs I have done.
The theme is not as elaborate as other rides in Efteling, but it is still nice. The entire area plays the rides soundtrack, which is great despite being a shorter loop. The station is detailed nicely, splitting the two sides with Water and Fire themes. At the start of each cycle a trumpet plays and as the trains return the one that won the race gets fanfare with banners dropping over the track (and the losing side getting a disappointed groan). There is a dragon located in the layout, but it is very tricky to notice on ride and if you don’t know it is there it is easy to miss. Fortunately, there is a pathway that goes right past it.
Both sides start the same with a turn off the lift and into a triple up that provides a ton of floater airtime. Every hills gives a sustained amount of air no matter where I sat on the train. Trains are then turned the other way with a banked turn and enter what might be the most intense section of track on a GCI. The turn drops into a double down which gives a good pop of air at first and then a borderline violent pop of airtime on the second. I would not call it ejector airtime, but it is the strongest moment of airtime I have felt on a GCI. That is followed by a run of quick banked turns and airtime hops that give non-stop airtime all the way until the turnaround. The only dead spot of the ride is the straight away where I assume the intention was to have it be a moment where the trains ran next to each other. Unfortunately on all of my rides the sides were never that close to each other and it was a break in the pacing. Finally, the last run of elements starts with an unusual other banked turn into another airtime hill. There is no crazy forces or anything with it, it just happens with no fanfare. The coaster then concludes with a banked turn up into the brakes, where the winning train is declared by a banner.
The quality of this coaster is really impressive. It is a set of two wooden coasters that run essentially every day and with a great operations team sending trains out consistently. At no point did the ride ever feel rough or shaky, which proves how well this park takes care of these coasters. There is Titan Track located in the first turnaround. But I did not notice any transition or change in sensations as the train switched tracks. The coaster dueled every time and even though the sides are different, I thought they were comparable experiences.
One of the most surprising coasters I have ridden. From looks, the coasters don’t appear to be anything crazy and I was expecting a fun, but tamer GCI...
One of the most surprising coasters I have ridden. From looks, the coasters don’t appear to be anything crazy and I was expecting a fun, but tamer GCI. What I got was an airtime machine that left me impressed that this ride packed as much of a punch as it did. On top of a good presentation and theme this ride is one of the best GCIs I have done.
The theme is not as elaborate as other rides in Efteling, but it is still nice. The entire area plays the rides soundtrack, which is great despite being a shorter loop. The station is detailed nicely, splitting the two sides with Water and Fire themes. At the start of each cycle a trumpet plays and as the trains return the one that won the race gets fanfare with banners dropping over the track (and the losing side getting a disappointed groan). There is a dragon located in the layout, but it is very tricky to notice on ride and if you don’t know it is there it is easy to miss. Fortunately, there is a pathway that goes right past it.
Both sides start the same with a turn off the lift and into a triple up that provides a ton of floater airtime. Every hills gives a sustained amount of air no matter where I sat on the train. Trains are then turned the other way with a banked turn and enter what might be the most intense section of track on a GCI. The turn drops into a double down which gives a good pop of air at first and then a borderline violent pop of airtime on the second. I would not call it ejector airtime, but it is the strongest moment of airtime I have felt on a GCI. That is followed by a run of quick banked turns and airtime hops that give non-stop airtime all the way until the turnaround. The only dead spot of the ride is the straight away where I assume the intention was to have it be a moment where the trains ran next to each other. Unfortunately on all of my rides the sides were never that close to each other and it was a break in the pacing. Finally, the last run of elements starts with an unusual other banked turn into another airtime hill. There is no crazy forces or anything with it, it just happens with no fanfare. The coaster then concludes with a banked turn up into the brakes, where the winning train is declared by a banner.
The quality of this coaster is really impressive. It is a set of two wooden coasters that run essentially every day and with a great operations team sending trains out consistently. At no point did the ride ever feel rough or shaky, which proves how well this park takes care of these coasters. There is Titan Track located in the first turnaround. But I did not notice any transition or change in sensations as the train switched tracks. The coaster dueled every time and even though the sides are different, I thought they were comparable experiences.
There is nothing wrong with this coaster, but aside from the theme it is primarily just a coaster in a box. The entrance to the ride and the queue is ...
There is nothing wrong with this coaster, but aside from the theme it is primarily just a coaster in a box. The entrance to the ride and the queue is nicely done with the large bird at the entrance looking great. On ride the coaster felt like it was a mostly continuous helix with some theming here and there. Most disappointing was how those theming elements on ride were dimly lit and very easy to miss. I can understand not wanting more light than necessary for the coaster, but it was a blink and you miss it. The onboard audio is great and played clearly throughout the entire ride. Plus the ride was very smooth and comfortable to experience. Maybe the short length does aid in that, but what is there is at least a good ride.
Fun power coaster that has a just as nice theme tied to it. The theme is very well done with an intricately detailed station with tons of moving eleme...
Fun power coaster that has a just as nice theme tied to it. The theme is very well done with an intricately detailed station with tons of moving elements. While cool on its own it stood out by having a small show that set the ride into motion. The theming during the ride is much lighter, but a cute soundtrack plays throughout the course.
The coaster itself is standard for a powered coaster and it has a good duration with a second lap around the course. Dueling with the other side gives some neat visuals and there are small effects scattered in the ride’s infield. A perfectly fine ride that is brought to a next level by creative story telling and presentation!
Fun power coaster that has a just as nice theme tied to it. The theme is very well done with an intricately detailed station with tons of moving eleme...
Fun power coaster that has a just as nice theme tied to it. The theme is very well done with an intricately detailed station with tons of moving elements. While cool on its own it stood out by having a small show that set the ride into motion. The theming during the ride is much lighter, but a cute soundtrack plays throughout the course.
The coaster itself is standard for a powered coaster and it has a good duration with a second lap around the course. Dueling with the other side gives some neat visuals and there are small effects scattered in the ride’s infield. A perfectly fine ride that is brought to a next level by creative story telling and presentation!
It may not be the greatest ride ever built, but I was impressed by what Fenix had to deliver. It set a very high standard for what Toverland’s vision ...
It may not be the greatest ride ever built, but I was impressed by what Fenix had to deliver. It set a very high standard for what Toverland’s vision for an attraction is and the final product is great, but not without its flaws. First and foremost is the presentation of this ride is great. It is visible everywhere around Avalon and the layout is surprisingly very well integrated into the land. The airtime hill and zero-g rolls soar right over a pathway, there are two bridges with the train threading underneath and most impressively the helix. I imagine that this was planned from the start, but the helix wrapping around Pixarus is an impressive use of space and makes this coaster fit into the land naturally.
Now the theming is a bit of an odd con, for what is there is mostly great. The ride has a
detailed queue line that explains the story for the coaster and it leads into a nice station. There is a good score playing throughout the queue and station that really sets the tone for this ride being a well themed experience. However, my issue is what is clearly missing and it was distracting to see a the level of quality drop off. There is a pre-show scene before the lift that has an audio clip and an animatronic. While fine on their own, I did not like how the rooms were bare of detail and looking like a warehouse. The animatronic is neat but I noticed that it stops moving before the train is fully out of the scene. Finally, the return to the station is a bland warehouse with a single themed door and some wooden posts. Maybe one day Toverland can revisit these areas and bring the standard of theming to match the queue and station interior.
The coaster itself is a very nice experience overall. The drop is a slightly different take on the wing over drop with a flat turn leading into it, which allows for a bit of speed to build up before diving down making it slightly more forceful than similar drops. The airtime hill is a sustained moment of good floater airtime. Even with the vests there is enough give to float out of the seat over the entire hill. The Immelmann is a floaty element and is the tamest element of the layout, but the helix that follows is a highlight. This is one of the most intense elements on a B&M wing coaster, especially in the right seats. It is a tight element that creates a good amount of positive g-force that can cause a light grey-out no matter where you sit. But the right seats get a crazy near miss with the ground and Pixarus due to how close it gets to the foundation for the ride. It feels like it is just inches away and is barely squeezing in the gap of the track and wall. The left side is still fun, but it loses that great moment and if someone only has the chance to do it once, I’d recommend the right side every time. The exit of the helix is a decently strong whip into the zero-g roll and the ride goes into the final two elements. The roll is pretty similar to any other B&M Wing coaster roll and flows into a banked turn up into the last helix. While nowhere as strong as the first one, there is a decent amount of positive force to keep it interesting. Unfortunately, that is the end of the ride making for a short, but sweet experience.
Fenix is a statement for what Toverland wants to become, a well themed park with carefully detailed rides and lands. While I do have my gripes with the current state of the coaster, it is still a good ride. It is fun, looks great and was pretty comfortable as well. There is a little bit of the B&M Wing Coaster bouncing here and there, but never enough to become uncomfortable.
A great ride that takes the elements GCI does best and demonstrates them wonderfully. Troy stands at the front of the park and makes a great impressio...
A great ride that takes the elements GCI does best and demonstrates them wonderfully. Troy stands at the front of the park and makes a great impression from looks alone. The area immediately around the coaster is loosely themed and the queue is nothing too special, but it has a good soundtrack that plays throughout.
The ride itself was a pleasant surprise with how much airtime was on the layout. The drop in the back row gives good floater airtime and the banked turn at the base is lovely for the sensation of speed it creates. The hop into the following turnaround gives another great pop of airtime with a good moment of sustained floater airtime in the hill afterwards. It then rises into another turnaround that is a bit tamer than the first, but the drop out of it has a great pop of airtime and a small bunny hop gives another strong airtime pop. Up until this point I would consider the ride to be smooth, but the next segment is the only part of the ride that is rough. A large hill brings the train into a turnaround leading to the station fly-through and this turn is uncomfortable. It is nothing ride ruining, however I could see it giving a headache to someone who is not ready for it. The remainder of the course keeps up the speed and airtime with a great double airtime turn. It is a small pop going into it and then it quickly gives another pop as it drops. One last helix with small airtime pops going over each dip and the ride is finished.
I must say that the coaster did recently get a decent amount of the ride re-tracked. The ride ran like a typical GCI, but if that one turn is an indicator for how the ride was before I get the criticism from those who have done it in previous years. However, Troy is one of the best coasters I have done from GCI and it was a joy to ride over and over. If Toverland could get the one turn before the fly-through to be smoother, I would not have many complaints with the ride. It has a good duration and always keeps up a good level of intensity.
Fun coaster that has a good layout for a spinning coaster. It is surprisingly tucked away in Toverland being hidden by the trees and it has a pleasant...
Fun coaster that has a good layout for a spinning coaster. It is surprisingly tucked away in Toverland being hidden by the trees and it has a pleasant queue surrounded by the foliage. The station is nicely done with light theming and a neat dispatch sequence, but once outside the station there is not much to look at. The trains have on-board audio that does play throughout the entire ride and the quality was decent across all of my rides.
The layout does not have any elements that stand out, but it flows well and makes good use of the spinning trains. The spinning was smooth and the ride glided through the layout. There was a spot between the first and second large element that felt like a light jolt. Most rides it was not an issue but there was one where I was positioned in a weird way that caused it to be an odd jerk forward. Otherwise, a solid ride that could do with a theming overhaul to carry on the theme of the station and on-board audio.
I understand this ride was built before the majority of the other outdoor attractions existed and it was a prototype. However the ride experience Boos...
I understand this ride was built before the majority of the other outdoor attractions existed and it was a prototype. However the ride experience Booster Bike provides is not to the standard Toverland has set with their newer additions. It is about as simple as a roller coaster can get, a simple station plopped on a field. Its placement is also far from ideal as it is awkwardly squeezed in between different themed areas of the park and it does not look great in any of them.
The ride itself is okay overall. The trains are reasonably comfortable for the position it places riders in, although the design requiring guests to stop over both seats for loading and unloading does result in sub-par capacity. The launch is quite nice, a decent pull and good sense of speed. Easily my favorite part of the ride. The rest of the layout I can only describe as a shaky junior coaster. Lots of banked turns that do not provide noticeable force and the hills at the end don’t do much. While that may be fine for a family friendly coaster, the height requirement (the highest in the park) is the same as a major thrill coaster. All while the train is shuffling along the track, making the ride not as enjoyable.
As a ride I do not think it is the worst fit for the park, but I would like to see work put into it to bring it to the new standard for Toverland. As it stands it is outdated and sticks out awkwardly in the park. A retheme would be amazing and if they get new trains to lower the height requirement (Such as TRON’s general design) it would be a much better fit.
A bit larger than a standard family coaster, Toos Express is a decent ride. The layout is more dynamic than other rides of the same variety and the wa...
A bit larger than a standard family coaster, Toos Express is a decent ride. The layout is more dynamic than other rides of the same variety and the way they were able to fit it inside the building is impressive. That being said, I don’t think I had the best ride on it. I was one of only two people in the train sat towards the back and the ride slowly navigated the layout. It was so slow that in the second banked turn I slid from the left to the right in what was an awkward moment of hangtime. The smoothness was okay, it had moments where it felt a little shaky but nothing too bad.
Even though it is a smaller coaster in the grand scheme of things, the power this thing has packed into it is insane. Lech Coaster is easily the most ...
Even though it is a smaller coaster in the grand scheme of things, the power this thing has packed into it is insane. Lech Coaster is easily the most intense Vekoma coaster I have done and it is up there as one of the more intense rides I have done. It has that wonderfully engineered Vekoma element flow but the forces are cranked way up. The positive forces are sustained and strong and the airtime is all ejector airtime. All while being a glass smooth experience in a comfortable train.
This rides setting is great being mostly situated over the central lake of the park. It can be seen from anywhere in the park and it looks very nice. Walking into the ride’s plaza the pathways go right under the ride and there is a good amount of theming here. It is a mostly medieval aesthetic that is unfortunately an unrealized vision. In the queue line there is a pre-show room that appears it has not been used in some time. All of the equipment for it is still there but it is currently just a dark room people walk through. The loading platform is great with surprisingly good airflow and the first roll going directly overhead.
Across all of my rides I found that the back row was the best row on this coaster for the sole purpose of the first drop. It is an intense first drop delivering powerful airtime while twisting quickly to the right giving a strong whip at the same time. It then slams into high positive forces as it threads a tunnel and goes into an oddly shaped dive loop. The way it is designed is like an inclined dive loop except it fully inverts and at the apex becomes the exit of an overbanked turn, it is bizarre. The results are an element that holds a strong positive force for an extended period of time. In most rides at the exit of the dive loop I was greying out and that greyout lasted until after the next element. That being an whippy s-hill that gives ejector airtime while rapidly rotating to the left. An airtime hill follows giving another powerful pop of airtime and it levels out quickly to enter the roll through the station. The shaping of the roll is extremely smooth and halfway through pitches downward into a drop. The train then soars through a tight over banked turn that leads into a tight banked turn around the front of the station under the transfer track this entire time the ride is pulling good force and it concludes with a sudden pop of ejector airtime in the s-hill. The best part of layout flow then follows with a quick corkscrew that turns directly into a small overbanked turn. The outerbank hill that follows is a bit of a dead spot and the helix afterward is not as intense, however the ride ends with one more pop of ejector airtime in the final hill before turning and climbing into the brakes.
The pacing of this ride is amazing how well it keeps up its intensity while navigating the perfectly designed twists and turns of the track. It does have its short comings with the theme being greatly reduced. While I would love to see the theming be used again, that does not change how I feel about this fantastic coaster.
I had no idea what to expect going into this ride and what I got was pretty terrible. It does not look great and that translates perfectly into how it...
I had no idea what to expect going into this ride and what I got was pretty terrible. It does not look great and that translates perfectly into how it rides. The trains are very unusual with each row having a shared harness that locks in one position. The restraint did not touch me at all and that would prove to be a cause of head banging. There is also one row that faces backwards and that is the only experience I have with this coaster. The drop is shaky and the train loses all momentum in the loops. At the apex of the loops my shoulders hit the harness in an uncomfortable moment of hangtime and that was far from the worst part of the ride. The helix feels it is constantly adjusting itself and is not banked enough causing my head to constantly hit the restraint as it clobbered through the element. It does not really serve much of a purpose now that Lech Coaster exists, which does everything this ride does exceptionally better.
At best this is just a silly ride to look at due to the oddly elaborate theming. While I would not call the theming good, it is certainly something t...
At best this is just a silly ride to look at due to the oddly elaborate theming. While I would not call the theming good, it is certainly something that exists. The coaster is rough and the layout is really odd. The worst jolt is the turn after the helix that creates a sudden slam to the left that anything but comfortable. It is also weird that this ride has two lifts with the second one just being to get the train back to the station. The ending of the ride is perhaps the most peculiar as the train goes up the first lift, stops, and then does a slow controlled roll back to park.
A solid coaster that does what it was designed to do just fine. It begins with a standard flume section that just meanders around the queue to get to ...
A solid coaster that does what it was designed to do just fine. It begins with a standard flume section that just meanders around the queue to get to the lift. The lift is by far the coolest part of the ride with the two elevator towers dominating the skyline of the area. It gets to the top quickly and the drop that I can only describe to be a ramp. The splash at the bottom is a cool feature as it is less of a traditional splash and more of a sensation of skimming over the water. It does get the boat slightly wet but nothing too insane for the back few rows at least. The coaster segment of the ride does not do much and the final splash is a bit more of a soaker than the first one. A fun ride at best that could be the source of a much needed cool down on a warm day.
One of the shortest family coasters I have seen. It is a very quick ride with a layout that does not do too much. The theming is at least completed fr...
One of the shortest family coasters I have seen. It is a very quick ride with a layout that does not do too much. The theming is at least completed from the looks of it and looks decent at best.
Unfortunately a case of a fun idea that never saw completion. The concept of the theme is good and the vision is partially present with the queue bein...
Unfortunately a case of a fun idea that never saw completion. The concept of the theme is good and the vision is partially present with the queue being decent. However it is very clear that this ride was opened unfinished. The first sign was in the queue that ushered everyone through an “elevator” that was clearly designed to be a pre-show. It had screens that were installed and on as well as an area outside of the room where an operator would be positioned. During the ride it is extremely obvious as the train passes through the steel frame work of what should be a mountain multiple times. It feels as if Energylandia just wanted to get the ride open and maybe revisit the theme later. It is a shame as the ride is a decent mine train layout with smooth helices and hills that is quite long in duration. It is nothing too special otherwise, but if the theming could be finished then maybe that would elevate this ride experience.
It is not the greatest ride at Energylandia, but Abyssus did exceed my expectations as an overall ride. I knew going in that it was going to be at lea...
It is not the greatest ride at Energylandia, but Abyssus did exceed my expectations as an overall ride. I knew going in that it was going to be at least a good ride, but I found it was more dynamic than anticipated. While the ride itself was good, I could not say the same for the theming. While there are nice set pieces in the area, there are areas where it is noticeable that it was left unfinished. Steel framework can be seen in the queue and throughout the ride that screams unfinished theming and it is ugly. Even some areas that did get theming did not appear to get everything that was planned for it. One spot that sticks out is the wall of the storage shed that is mostly blank with a few set pieces scattered about. It seems clear that at one point that there was a bigger vision for this ride and it started to be built but could not be finished. Maybe one day Energylandia can revisit the ride and use the existing framework to finish the theme. Most of the steel framework during the ride appears to be for tunnels that dip underground, which would be great to see properly done.
Thematics aside, the ride does look quite nice. First impressions are good with the large batwing wrapped around the entrance plaza. The top hat and loop also tower over the immediate area to make a visually nice looking ride. The presence of the ride is heightened in the queue line with it crossing over waiting guests and launch two running parallel to it. The queue does have good views of the ride, but it comes at the detriment of having no shade making it uncomfortably hot to wait in if it is warm.
The trains are the exact same as Formula with a comfortable lap bar and the felt vest. This vest is lighter than the vests found on other Vekoma coasters and I found it was quite flexible during the ride. Launch one is nothing more than a boost into a small twister segment that to my surprise gave decent airtime on each hill. It is nothing crazy but the good floater airtime had that little segment quite enjoyable. Launch two was a little bit stronger than launch one and the ascent up the top hat was not that intense. The drop was surprisingly good as a strong airtime moment for the back row despite the trimmed top. The loop is taken at a good speed to be fun and the twist into the hill after gives a fantastic pop of ejector airtime for the train. Abyssus keeps up the intensity in the batwing which has a steady, but not overwhelming amount of positive force that kept me pressed into the seat the entire time. Floater airtime is then experienced at the top of the S-Hill which is quickly followed by a stronger pop of airtime in the hill afterwards. The stretch from this hill to the final hill though is a break in the stronger forces with the corkscrew and wave turn elements being more about flow than intensity. Yet the ride ends with only last pop of good airtime and then rises into the brakes.
While I do think I would have liked the ride more if it was a bit more intense, I don’t have any issues with how it currently is as a ride. As an overall package it is an unfinished project and I would love to see it get completed one day. The experience the coaster provides in its current state is still good. The layout has that signature Vekoma flow to it while never becoming too extreme.
Light Explorers is a nice looking family boomerang that has a simple, but fun layout. The rides location completely over water is quite nice to see of...
Light Explorers is a nice looking family boomerang that has a simple, but fun layout. The rides location completely over water is quite nice to see off ride and the theming that is present does look good. However, on ride it does not look the greatest with the two concrete trenches it goes through appearing quite bad. This could be helped if they were to theme the trenches to match the scenery of the area. The layout is nice through with three s-hills into the spike. These hills don’t provide airtime but it is a fluid motion that looks good off ride as the track goes over the nearby boat ride.