Raging Bull was B&M's second Hyper coaster, only opening a few months after the original Apollo's Chariot. As such, the manufacturer had not yet solid...
Raging Bull was B&M's second Hyper coaster, only opening a few months after the original Apollo's Chariot. As such, the manufacturer had not yet solidified the typical out-and-back layout for the model, and so this boasts of being their only twister hyper. Instead of focusing solely on that wonderful airtime, then, this also has its fair share of strong positives and low-to-the-ground turns. Do not fear though, because there is still plenty of airtime sprinkled in, especially on that first drop, which has an extra kick thanks to the pre-drop. The result of these two aspects is a unique experience among hypers that both pleased me with its airtime and surprised me with its intensity. But because of the latter, it runs a bit rougher compared to most other coasters of the model, though it is not severe enough to a real issue.
Probably my favorite of the classic out-and-back woodies I've ridden so far. Racer is about one thing: supplying good air all the way through. And it ...
Probably my favorite of the classic out-and-back woodies I've ridden so far. Racer is about one thing: supplying good air all the way through. And it succeeds greatly, because it packs a bit of a punch, making for a ride that always seems to be enjoyable. The roughness isn't all that bad either, mostly thanks to a retrack it got a few years ago. And while the dueling aspect of the coaster is not really a big draw for me considering there aren't many moments of interaction between the two tracks, it does help capacity, making the lines for this typically not very long.
Orion is an all killer, no filler diverse airtime tour that deserves to sit at the table with B&M's other two gigas. It's not the "hyper-but-bigger" o...
Orion is an all killer, no filler diverse airtime tour that deserves to sit at the table with B&M's other two gigas. It's not the "hyper-but-bigger" of Leviathan, nor high-speed odyssey of Fury 325, but it provides a variety of great elements in a consistent layout. The first drop on these B&M Gigas are legendary for a reason, and it is no different with Orion. You seem to be flying back down to earth for an eternity in what is one of the most dreamlike experiences on a coaster. Next comes a wave turn, and while it doesn't really provide airtime, it's still impressive to be hanging sideways when elevated that high. Similar could be said about the treble clef, which is traveled in the reverse of Fury's, and so focuses less on raising riders out of their seat. Then the coaster runs through the speed hill, giving a good pop, and marking shift in focus towards airtime. Following this is a camelback, and even if it is trimmed, you still have all the sustained floater glory of B&M's camelbacks. Orion decides to change it up a little for a surprisingly intense helix that regularly makes me grey out. Finally, the ride heads out of the helix in a twist up into the final drop, a punch of flojecter to end the show before cruising into that giant brake run.
Yes, the launch is insane, and perhaps the most intense I've ever been on, but the ride is just way too short. The strata coasters got away with their...
Yes, the launch is insane, and perhaps the most intense I've ever been on, but the ride is just way too short. The strata coasters got away with their brief duration by having an equally intimidating element in the top hat, but I was just left wanting more after only three much smaller components here. Maybe I was fatigued by the time I got on Maxx Force, but S&S's strange inversions did not do that much to me, lacking either the hangtime, snappiness, or strong positives of a truly great upside-down moment. Still, I don't dislike it, I simply wish there was more substance.
If Kingda Ka marked the end of the coaster wars due to its unwieldy size and speed, Maverick officially killed the conflict because it showed that you...
If Kingda Ka marked the end of the coaster wars due to its unwieldy size and speed, Maverick officially killed the conflict because it showed that you can pack the same punch in only a fraction of the height, speed, and length. This coaster strikes a really good balance between airtime, launches, positives, and snappiness with all of them being equally intense. The first drop is wicked snappy as you crest the lift hill at non-negligible speeds, the sudden transitions between turns are powerful, there's a hill that even looking at it you know will give strong ejector, the second launch through the tunnel is immense, and the Stengel Dive is the logical endpoint for all the ride's maneuvers. And it all comes so fast. This all sounds wonderful, but the ride vehicle leaves a bit to be desired. I'm someone who prefers to hold on to restraints over putting my hands up, but where the handlebars are on the restraints here, you pretty much have to have dinosaur hands for it not to feel unnatural. And after being whipped over that first drop, I'm pushed forward in the seat for the rest of the ride in a less comfortable position. Still, I can look past these frankly nitpicky comfort issues and see Maverick for the amazing experience it is.
My first ever RMC, and I got a walk-on in the front row as the first ride of the day I went. Goliath almost acts as a sampling of the RMC platter, and...
My first ever RMC, and I got a walk-on in the front row as the first ride of the day I went. Goliath almost acts as a sampling of the RMC platter, and even if it is only about six elements, it is still six great elements. The first drop whips you over the lift hill, which is followed by an overbanked turned taken at great speed and height. Next comes a mental ejector hill, leading into a Dive Loop that soars between trusses of wood, marking the manufacturer's knack for creating exciting interactions with the ride structure. After this is probably the ride's most visually appealing element: the first-ever Zero-G Stall, which is situated just under the lift hill. This would become one of RMC's favorite inversions for its hangtime somehow taken at high speeds. Finally comes a turnaround that almost looks like it's composed of two wave turns, and, when considered with the first turnaround, shows this group's interest in throwing in unnatural sensations in their coasters. Everything ends with one last ejector pop as it as it rushes into the break run.
Magnum XL-200 is the definition of a cult classic. It's fanbase is nowhere near as big as the heavy hitters, but for those that love it, they looooove...
Magnum XL-200 is the definition of a cult classic. It's fanbase is nowhere near as big as the heavy hitters, but for those that love it, they looooove it. I am one of these people. I adore every single second of the Magnum experience, from the moment you get in the queue to the moment you roll back into the station. The queue is unique for Cedar Point as its shade is provided almost entirely by trees, manufacturing a secluded feeling, as if you have stumbled upon the gem this ride is in an unknown corner of the park. The little signs that mark the mess of switchbacks, featuring a gallery of old design sketches and ephemera for the coaster, triumphantly announce Magnum's rich and storied history, helping to set the mood for the ride as a thrilling time capsule of the 1980s. It also makes me feel like I am about to ride a piece of coasting history (which I am), and these signs are the necessary context to engage with it. Most of the time, though, you won't be spending too long looking at these signs, or even waiting in the queue, because this coaster barely gets a line; partially because it has become less popular over time, but mostly because of its impressive operations. This is one of the ride's biggest appeals for me. Why wait in a significantly longer or more annoying queue when you can ride Magnum several times in a row?
After going up a flight of stairs, you enter the station, and it is just 80s goodness with all the simple, sharp geometry and groovy retrofuturism. It's not perfect, though, as there is way too much room on the load side, and not enough on the unload, and the roof over the train itself is just a series of planks, but it's among my favorite stations in a park with really good stations. Upon boarding the train, though, you will notice that, despite some appropriately period cosmetics, it is just an Arrow Mine Train ride vehicle. It feels grossly inappropriate to be flying down a 194 ft drop when all that's holding you back is a simple bar of steel, but that's just part of Magnum's fun. It simply does not care.
Ascending the lift hill is an experience in itself. It is notoriously slow, helping to build anticipation for what is to come, an effect I hear was terrifying back when the ride first opened. What is still a bit terrifying, though, is the openness that riders on the left side feel when they realize there are no walkways to hold them back from the air. And it is because of the slowness that one realizes just how great the location of the coaster is, with perhaps the best views of Lake Erie in the entire park. But after what feels like an eternity, you finally crest over the lift hill, and go down the first drop.
Now, the first drop may not be the kicking behemoths of later, modernized hypers, but it still gives decent floater, and is a ton of fun as it dives down into a mass of wiry steel. Similar could be said about the first hill, which is so drawn out as to not provide a lot of air, but the sensation of slowing down that high while it twists into another valley is quite entertaining. Things start getting serious, though, with the second hill, which introduces the ride's signature aggressive airtime as it speeds right along into the pretzel turn.
The pretzel turn is also not the craziest thing ever, and sees the ride at its most jank, but sometimes good coasting is just traversing interesting elements. As the ride careens into the second tunnel and over a curved hill, Magnum's biggest draw makes itself known: the raw, wicked moments of ejector thanks to those triangle hills. They have their purest expression in the "airtime alley" finale, where Arrow pretty much spammed them for one of the most crackpot insane and ridiculously fun endings to any coaster. Yeah, this is Arrow jank alright, but instead of being a nuisance, it adds character, and with it a lovable charm.
After the final moment of ejector, the vehicle flies through the brakes, then offers an extended turnaround to process what the heck just happened. And then you disembark. You may be in a bit of pain because of the jank or the minimal restraints, but it doesn't matter. You just rode a piece of history.
Magnum represents both the beginning and end of an era: the start of the coaster wars, and the end of hand-designed roller coasters. And I can't think of a better simultaneous swan song and kickoff than this spry ejector fest. Now just imagine how hype it would be if Never Let Me Down Again by Depeche Mode played in the queue.
I don't even know if it's possible to describe this coaster. The story behind it - how CCI was commissioned to create a coaster in the space where a d...
I don't even know if it's possible to describe this coaster. The story behind it - how CCI was commissioned to create a coaster in the space where a dark ride once stood while still keeping its theming - at least accounts for its eyebrow raising switchbacks and sharp drops, but even that isn't enough. Nothing about this ride is right, and I find it hilarious that this was CCI's second to last coaster before shutting their doors. They didn't go out with a swan song - a combination of everything that made them great, a la The Legend or Boulder Dash - they went out with what could very well be the strangest coaster in America. But even then, those elements are still here; there's laterals (though very strange), and airtime (though very strange). Is this CCI's X2?
One of CCI's strongest and most well-rounded creations. This provides both the aggressive airtime and intense laterals that the group is known for in ...
One of CCI's strongest and most well-rounded creations. This provides both the aggressive airtime and intense laterals that the group is known for in spades as it flies around a valley and even attempts to invade the water park. It easily has one of my favorite helixes too, as it not only provides great lateral forces, but the shaping also makes you feel like you are going down a drop at the same time. Other than that, there's not really too many standout elements, mainly because everything else is just so consistently good. The Legend shows a manufacturer at their very best: mastering what makes them unique, while also having the confidence to piece them together for an ambitious layout. My back row ride on this is one of my favorites I've had on any coaster ever.
It's a relaxed ride, especially compared to later Arrow Suspended coasters like The Bat, but that's not necessarily a bad thing. The sensation of casu...
It's a relaxed ride, especially compared to later Arrow Suspended coasters like The Bat, but that's not necessarily a bad thing. The sensation of casually flying around on those free-swinging trains in the trees and over the lagoon is a nice one, even if it isn't the most exciting. And though there are rides at Cedar Point I like far more, I'm glad it's still there, as it fills in a necessary family coaster niche. Besides, the ending pretzel turn is not only photogenic, but also fun to twist around as the ride hits its most intense parts at the end.
Intensity is cool and all, but when you almost completely grey out for most of the ride's duration, causing a headache, it's just painful, not exhilar...
Intensity is cool and all, but when you almost completely grey out for most of the ride's duration, causing a headache, it's just painful, not exhilarating. It is funny, though, that Vekoma threw together two of the most notorious coaster models of all time for this model - the Boomerang and the SLC - and while people still aren't really hot on it, it's still more appreciated than either of them.
I absolutely love that this gem of a coaster is the way it is. It's tucked away in the section of the park where all the kiddie rides are, the ride it...
I absolutely love that this gem of a coaster is the way it is. It's tucked away in the section of the park where all the kiddie rides are, the ride itself is elevated 30 feet in the air to make room for said kiddie rides, and it just so happens to have some of the best ejectors in the state of Indiana thanks to those buzz bars. Ride this in the back row for maximum effect, but on most days, it's a walk-on, so snatching it is not a problem. When I went to Indiana Beach my brother and I were only 2 of only a handful of people on it. Another CCI banger.
I don't know how a coaster that looks like it could give airtime just doesn't. My brother and I rode this in the second-to-last row and all I remember...
I don't know how a coaster that looks like it could give airtime just doesn't. My brother and I rode this in the second-to-last row and all I remember were a couple of intermittent floater pops. And I'm not really one to care too much about the roughness of a coaster, but the pothole in the valley below the entrance bridge is really bad. At the very least, its lakeside locale is quite nice, and it is a very unique experience to traverse the entire length of a park in the way this coaster does. But hey, at least CCI came back to Indiana Beach with a vengeance on the gem that is Cornball Express.
Perhaps the first thing one notices about this ride is just how beautiful both it and its location is. The light blue color scheme is a perfect match ...
Perhaps the first thing one notices about this ride is just how beautiful both it and its location is. The light blue color scheme is a perfect match for the Lake Erie it overlooks, and the keyholes are a crucial part in why Cedar Point's main entrance is one of the most iconic in the world. But the actual ride experience is really solid too. The dive drop is a ton of fun as it slowly swings riders upside-down, making for a surreal moment of hangtime, especially if you are on the outside seats, as it practically flies over Lake Erie. Following this with an Immelmann is a well-implemented tit-for-tat move, as it technically is a Dive Loop in reverse, but due to the unique feeling of the dive drop, makes it feel similar enough to maintain cohesion, but different enough to not feel repetitive. Next comes a camelback. I've always thought that airtime moments on coasters like this were weird, and while you don't get the full effect of the floater due to the vest restrains, but it fits the graceful, lakeside nature of the coaster quite well. The rest of the coaster is solid B&M Wing business, using drawn-out inversions to maximize the feeling of flying that such an open-air vehicle provides. And of course, the Zero-G Roll through the keyholes, and the In-Line Twist? beside them provide legendary headchopper moments. Just a really solid ride, even if the mid-course being placed towards the end makes it feel a bit uneven.
Considering I only rode this a few times the year it closed down as I was making my way up the ladder of coaster intensity, I don't really have much d...
Considering I only rode this a few times the year it closed down as I was making my way up the ladder of coaster intensity, I don't really have much definite to say about it. Even less so when I recall me enjoying it quite a bit on my first ride, then disliking it a lot more on a later one. From what I do remember, though, the chain lift was painfully loud as the model had you lying right above it, and the ride was fairly uncomfortable because of the joystick-esque handles and how the vest restraints would react to the forces of the ride. Also, it appears from an old notebook I used to record credits and rankings that this was my first coaster with inversions, which is both a neat and weird choice.
Floater airtime heaven. So are most other B&M Hypers, but the key to Diamondback is in its layout. The first drop starts off proceedings strong with a...
Floater airtime heaven. So are most other B&M Hypers, but the key to Diamondback is in its layout. The first drop starts off proceedings strong with a long duration, and a little kick. Then come two massive camelback hills - the sort of drawn out, elegant, sustained floater moments that make these coasters what they are. Sure, there are certainly more aggressive moments of airtime in the world, but there's just something so beautiful and addicting about dreamily floating in the air. However, before it feels like B&M spammed the "camelback" button a few too many times, you get the turnaround, consisting of three elements. The first is a hammerhead turn, which is more about the speed of flying than anything else. Similar could be said about the upwards turn into the mid-course, though it can provide (some) positive Gs on a good ride. Between these two elements, though, is another camelback. No funny business curved hills here, even on its turnaround, this coaster is determined to provide floater. After the mid-course are three more drops which are more playful drags than elegant displays of airtime. Then comes a helix that, while not very intense, is still quite fun and good eye candy. Lastly, you get bounced out of the helix with one more playful pop into the splashdown finale, ending the ride in epic fashion. The quality of the layout is reciprocated in the ride vehicle that traverses it: the B&M clamshells are already great, and then the staggered seating arrangement gives riders all the space in the world to feel the wind rushing around them. Not to mention that if you snag a seat in the back car, the airtime has a bite to it that you wouldn't normally expect.
Looking at just the coaster itself, it's not really all that great. It's a janky Arrow Looper whose inversions have better iterations elsewhere in the...
Looking at just the coaster itself, it's not really all that great. It's a janky Arrow Looper whose inversions have better iterations elsewhere in the park. But all the silly theming this ride has - the lighted tunnels, the demon rockwork, the theme song (!) - is exactly the sort of thing some of my friends go nuts over, and so the actual ride experience was more of a giggle in appreciation of themed entertainment than the typical Arrow Looper endeavor. This fun was somehow amplified by their recognition of the grandfathered safety standards, which help to add to the ride's charm. Besides, it has a special place in my heart after I humorously compared it to Dante's Inferno for a presentation night amongst my friends. The Demon really is gonna get you.
Quite possibly one of the funniest movie rides ever made. This is where my interest in cinema and amusement parks come together for the ultimate joke:...
Quite possibly one of the funniest movie rides ever made. This is where my interest in cinema and amusement parks come together for the ultimate joke: that the self-serious Christopher Nolan had one of his best films turned into an indoor Wild Mouse. Imagine the reaction of one of my friends as he finally gets on the ride after an hour wait and realizes it's a Wild Mouse. That all being said, the theming on the ride itself is not horrible? It's certainly a bunch of silly models, but they managed to cram in a surprising number of silly models between an already compact layout (just don't tell whoever designed the ride vehicles that subway cars don't come in groups of one.) At the end of the day though, it's a Wild Mouse, and there's only so much you can do to make them good. Just as Nolan intended.
A Galaxi model to replace the old one Indiana Beach got rid of about a decade ago. It's typical Wild Mouse / compact coaster business, so whippy, ratt...
A Galaxi model to replace the old one Indiana Beach got rid of about a decade ago. It's typical Wild Mouse / compact coaster business, so whippy, rattly, and ultimately mediocre, but at the very least its placement under a bunch of water slides is typical Indiana Beach weirdness. I also find it funny that no one seems to know who actually manufactured the ride, almost making it feel sketchier than it already is.
I rode this all the way back in late 2017 as I was just getting into coasters, so I thought it was great back then, but probably would be less hot on ...
I rode this all the way back in late 2017 as I was just getting into coasters, so I thought it was great back then, but probably would be less hot on it now were I to reride it. I commend its theming though, as well as it being the first coaster I can actually remember loving, but looking at POVs, it seems to have a few good elements - like the horseshoe over the path - but is broken up a bit too much by trims to be a cohesive experience. If I ever find myself back at Busch Gardens Tampa, I will make a better review for this.
The only reason this isn't completely middling is because if you get enough friends together, you can do a fair bit of trolling on this ride. But the ...
The only reason this isn't completely middling is because if you get enough friends together, you can do a fair bit of trolling on this ride. But the reason why you can troll stems from what makes this so middling: the layout, where lift hills go into five-foot drops followed by straight track, and other such related nonsense. Basically, boredom is replaced with ironic overreaction. But still, it doesn't make the typical Arrow Mine Train jank less bearable, and certainly not charming. At the very least, it's a very good visual pairing with the lagoon it rests on top of. Family coasters have gotten a lot better since.
The beating heart of Cedar Point. Without this simple out-and-back woodie named after the mascot of a local high school team, the later behemoths this...
The beating heart of Cedar Point. Without this simple out-and-back woodie named after the mascot of a local high school team, the later behemoths this park offers would be impossible. And it's because Blue Streak is such an important steppingstone for Cedar Point that I absolutely love the fact that it's still around. Though the park has moved on to bigger and better things, it still hasn't forgotten where it came from. It's like riding a coaster for a local park in the middle of the world's Coaster Mecca. Thus, if management ever has the crazy idea of tearing this thing down, they will lose something, and not only the park's remaining wooden credit. This ride is also beautiful too: the baby blue is so pretty and elegant, especially since it is near Lake Erie, and the cupula at the top of the lift hill is a nice architectural touch.
The coaster that forever changed the way woodies were designed, even beyond making terrain layouts for them possible. It's not about the airtime (thou...
The coaster that forever changed the way woodies were designed, even beyond making terrain layouts for them possible. It's not about the airtime (though that one drop into a valley is fun), it's about rushing through the forest at great speed with decent lats. And it excels doing just that, because the bumpy nature of a wooden coaster makes this rushing more convincing and urgent, as if riding on the back of the coaster's namesake or perhaps running away from it. Not to mention the immense duration of the experience - going through valleys, under tunnels, and round bends for minutes on end without ever feeling boring. Lastly, The Beast has one of the greatest finales of any coaster; everything after the second lift hill is just insane. To begin, there is this bizarre, tilted drop that feels so disorientating as it slowly gains speed, and if you are on the left side of the car, it feels like a "sustained head chopper" as your face gets very close to the railing. Then comes a transition that absolutely jackhammers you. Now, that does not seem like a fun experience on paper, but with just how intense and strange this finale is, it is just another detail to make it even stranger and more intense. However, I would also mention that since the Gravity Group retrack in 2022, there is less jackhammering. Finally, of course, is the gigantic helix, which shows the coaster at its most aggressive as it pulls off an extremely sustained moment of laterals for a stupendous ending. To add icing on the cake, even the final brake run is strange, with you running along a huge stretch of straight track as the train gradually comes to the stop. And, if you're lucky, as you turn into it, you'll get to see another train going down the first drop. Oh yeah, and the night rides are legendary for a reason.
It's like a typical dueling wooden coaster a la Racer but scaled up 1.5 times. Even so, the airtime feels about as intense and long as other, smaller ...
It's like a typical dueling wooden coaster a la Racer but scaled up 1.5 times. Even so, the airtime feels about as intense and long as other, smaller dueling wooden coasters, but that's not necessarily a bad thing, as they do pack a punch. Thus, the coaster's differentiating factor would be in its giant, drawn-out helix, replacing a traditional turn around. Some would consider it a dead spot, and it certainly is slower than the rest of the ride, but the way it slowly gains speed in this giant bowl of wood is certainly a unique experience. It's a shame what happened to this coaster though, as it has become pretty rough over time, and dueling is no longer a possibility since it threatens the structural integrity of the coaster. Still, this is piece of coasting history, being Intamin's first big coaster (weird to think it's a wooden coaster of all things), and I can't help but feel that its record-breaking nature helped to set the stage for their later ambitions of excellence.