• Blake S.

    Inversions Pace Intensity

    This was absolutely hauling in early 2024. The first few inversions are your typical fun B&M invert ones, but then the batwing is a killer moment of sustained intensity, and the final corkscrew is the whippiest on any B&M. I thought the train would come right off the track on the ending helix, it just ripped through it.

  • Blake S.

    Rattle Discomfort

    Wow, what is the deal with the track on this ride? There is no doubt some lateral shaking and roughness, as I expected, but the vest restraints help. “Help” is the key word, because it doesn’t completely absolve it of being rough laterally. But what was surprising was how the train seemed to be rough on the track by lurching backwards and forwards. Super odd. The layout on this ride occasionally shines through, with the final barrel rolls being a good moment, with some whip. But if this is the second-best SLC in the country, I'm not sure I want to ride another (besides Wildwood's.)

  • Blake S.

    Intensity

    This was aggressive and intense, and I mostly liked it. A few typical janky Arrow transitions, of course, but none that really destroyed me. Some mild hangtime too in the non-loop inversions. The intensity was for real in those loops and a few turns. Rode near the middle. Favorite Arrow looper overall.

  • Blake S.

    First Drop Location Too short

    Good drop, and fun inversions. Everything else is meh, and there isn’t much else. Smooth, and a very good location. Not as good as Impulse or Rock Bottom Plunge, but a good fit for the park.

  • Blake S.

    Doing the inverting/flipping was fun, and executed better than I expected. Maybe because I was prepared for it to be not good. But I enjoyed the drive wheels spinning the car, found the turns to be fine, and I was OK with the restraint. I liked it more than a 4D freespin, but I'm not the biggest fan of those.

  • Blake S.

    Airtimes Intensity

    The 2023 experience on this ride is an improvement from the 2022 experience, at least in terms of painfulness. That is, there are still some patches that are a bit rough, but I didn't come off in pain after back-to-back rides like last year. The airtime this ride provides is out of this world when you're in certain rows. The large camelbacks are the airtime hills to which all other hills are compared to. The Magnum Magic Seat™ is an amazing spot for airtime, particularly the Rolling Thunder hill, which was easily one of the most intense airtime moments I've ever experienced, but of course doing the drop in the back is phenomenal also.

  • Blake S.

    Pace Fun Masterpiece

    Rode near front, near back, and middle. Impeccable pacing, excellent elements, and a complete ride. Your proximity to the front or back will give you more whip at the start/end out of inversions, most notably the stall being whippier in the back, and the underflip being whippier in the front. However, every seat is a good seat. It's hard to pick a standout moment because every element is very good, but the double down with laterals is the most unique sensation. I'm used to floaty zero-g rolls, but the final two on this thing go for whip as opposed to hangtime, and I'm all for it. The prelift is also on another level compared to other RMCs I've done. Also appreciated are the TWO separate handholds on the restraint, grab-handles and a loop, whereas most other RMCs have zero. This may not even be the park's best coaster, but it just might be a perfect roller coaster, if that makes sense.

  • Blake S.

    Pace Fun

    I know parks love to embellish their rides for marketing purposes, but I think this ride might be the most exaggerated I've seen. 4000 feet is a suspiciously round number, and I struggle to buy that this is 500 feet longer than Roar, 650 feet longer than Hershey's Comet, and 400 feet longer than SKYRUSH, for crying out loud. And 60 miles per hour? Did this operate with a launched lift hill in Massachusetts? Because that's the only way a train can reach that speed from a height of 98 feet. That's my nerd rant. Oh, you wanted to hear about the ride. It was good. Some good pops of air, a fun ending helix, and it keeps a pretty nice pace. Rode in row 5, which may have enhanced the smoothness but lessened the airtime.

  • Blake S.

    Airtimes Fun

    The airtime hills on this are all great, though the middle hill after the straightaway is the standout - great sustained ejector. The ending hills are an excellent finale, and I didn't mind the large spiraling turns, they contribute to the wonderful sense of speed that this ride has in spades. I am not a fan of the shin guards, as every rattle of the train caused discomfort. That drags this down slightly, but still a great ride.

  • Blake S.

    Airtimes Masterpiece Duration

    Ridiculous ride. An endurance test to be sure, seeming like it will never end while it somehow never lets up, nor becomes repetitive. Airtime in all sorts of places. The phenomenal first hills offer great sustained floater, and then there are stronger pops throughout the rest of the ride. The mixing of the airtime with laterals is incredible. The turns sometimes bank too little, sometimes too much, keeping you off balance. Pretty smooth on the whole too, though it still feels like a traditional woodie, truly out of control. Reminds me of Fury in that there isn’t one mind-blowing moment, just lots of excellent elements that flow well, but this is longer and even better paced.

  • Blake S.

    Fun Duration Harness Discomfort

    Unique ride with weird profiling. I love that they send you through twice, it really makes the ride feel complete. I appreciate the layout too, designed with negatives, positives, and laterals. But feeling those forces is a different story, because man, I hate these restraints. Vests and negative g's are already a bad combination, but the real kicker is what the otherwise-pointless knob on the bottom does to my crotch during every moment of negatives. I really want to see the ride which other reviewers see, since it's at basically my second home park, but I just haven't been able to. Still generally fun, thanks to the launches, but my hot take is that no ride is dragged down by its restraints quite like this one. Funny how the other compact, clonable, forwards-and-backwards launching coaster in the state has possibly my favorite restraints.

  • Blake S.

    The launch isn’t too forceful, but the speed is cool. It really isn’t anything too crazy - weird to say about a 400 foot tall ride - you just go very fast. Having OTSRs seems like overkill.

  • Blake S.

    Lap Bar Intensity Layout

    Surprisingly solid first half. Even if the drop, turnaround, and airtime hill would have all just been slightly better if B&M had designed it, they were all still good elements. I did get some floater over that hill in the fourth car. Then one of the worst MCBRs ever devised hits. The following turns are intense, in a mostly enjoyable way, but the pacing and lack of a standout element mean that I can't place it too high. Also, the final brakes had a weird, abrupt braking process that sent everyone lurching forward uncomfortably several times. That wasn't fun.

  • Blake S.

    This ride is more about the spectacle than the thrills, which is OK for a family park. Felt like a toned-down free spin.

  • Blake S.

    Pace Fun

    Very fun. The spinning was among the best I’ve experienced on a spinner, and the layout has a good pace and variety of elements. I like having the multi-car trains. It’s short, but I’d want one at my local family park.

  • Blake S.

    It’s a Zamperla mouse, not as good as the Mack mice. It runs a tad slower, so the turns aren’t anything wild. Not uncomfortable or forceless, though.

  • Blake S.

    Airtimes Pace Ejectors

    Some RMCs apparently need a little time to warm up. My first two rides, in row 2, were lots of fun, but not quite mind-blowing. My car 5 ride later in the day, however, was. The ejector airtime is relentless, the zero-g rolls are blissfully floaty, and the stall is fun too. I love the off-axis moments of airtime especially. The drop was easily the best towards the back.

  • Blake S.

    Fun Layout

    Rode in row 3. I very much enjoyed the pacing of this ride, it doesn’t waste a foot of track. The zero-g roll stood out as the best inversion. The interlocking corkscrews are somehow taken a little more interestingly than most others, based on how they slide into them from a turn. I don’t recall noticing smoothness one way or the other.

  • Blake S.

    It's fine. It has no real forces, nor does it sustain speed. But that keeps it fun for families. Just a far cry from the other 20's woodie in the NYC region.

  • Blake S.

    First Drop Fun

    The first few elements are really good. It peters out over the course of the ride, and has a bit of a rattle. A good headlining attraction for the park.

  • Blake S.

    Fun

    After getting around to a few more GCIs I get why some people talk down on this one. But I still have fun every time, and the first half of the layout does provide some decent forces. By the second half, there are no more forces, but the thrill of the race/duel is pretty fun. The more of your friends and family you have riding this thing, the more fun you have.

  • Blake S.

    From a park perspective, this fills a nice gap as a fun coaster for families to enjoy. From a thrillseeker's perspective, there isn't much to write home about. I got a bit of airtime once, maybe twice, and one valley gave a good deal of jackhammering. Otherwise, there is nothing memorable about this ride.

  • Blake S.

    Nice surprise! Fun

    Basically an Arrow megalite, and a good one at that. I usually cringe at Arrow transitions, but these weren't painful, and were perhaps even enjoyable. The first drop is fun, and you feel the speed with the straight track. The banked turn is fun and weird, and then you hit an intense helix that crescendos with an airtime moment. In the front, it was really powerful. In the back, it was more like floater, but still good. Then there are a few more turns and the ride ends. For what this ride is, I was pleasantly surprised.

  • Blake S.

    Pace Fun

    I was worried about roughness, but that wasn't a problem. I prefer the back on this one for the airtime pops. The laterals on the drop were phenomenal, and there was great ejector on a few of the early hills, with great pops off of the big turns. The ending is slightly weaker than the rest of the ride, but it still has some airtime and laterals, and maintains its sense of speed. Just pure fun.

  • Blake S.

    Fun Layout

    Solid layout, I really enjoyed the zero-g roll, and the cobra roll is pretty tolerable. I’m not really sure that the current theme is an improvement over Bizarro, though.

  • Blake S.

    Incredibly, this coaster is at its worst when detaching from the chain lift, when there's a painful lurch. Otherwise, about what you would expect from a coaster of its size and appearance.

  • Blake S.

    Launch Hangtime

    Wow, Intamin knows how to make powerful launches. It's quite the shock to only need one launch to get through the elements having been on Sky Rocket IIs and Galeforce. But this one outclasses those, no doubt (in all aspects, not just the launch). Great whip on some of the elements, with hangtime on some others. Doing it forwards, and then backwards is a great gimmick. The spinning track is a great spectacle, and done quickly. Oh, and the lap bars are super comfortable. There is a noticeable rattle at points (think Fahrenheit’s cobra roll), but that doesn’t really take away from the experience.

  • Blake S.

    Fun Harness Intensity

    This was very good every time. The backwards loop into the boomerang is an outstanding moment of sustained intensity. This is pretty smooth, and the transitions in the boomerang don’t have too much jank.

  • Blake S.

    Airtimes First Drop Intensity

    Perhaps the most intense ride in the world. I'm not sure any ride tries to kill you like this one, and that feeling is even greater in a wing seat. The first drop is highly unique and the best I've ever done, certainly from an airtime standpoint. The laterals from the Stengel dive through the final bunny hill usually fold me over to the side while riding on a right wing seat. Some rides will leave me in significant pain/discomfort, but I can look past it because of the crazy experience. If it got the new Intamin lap bars, it would be even better. From graying out to feeling incredible air, this ride is one of a kind. I can see why some don't like it, though.

  • Blake S.

    Capacity Discomfort

    My neck was not a fan of this one. The forces aren't enjoyable.