Coaster reviews
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Location Intensity Rattle Too short Harness
The only reason steamin demon still exists is because it’s at great escape. With the removal of Alpine Bobsled and the addition of lights on the lift hill, it going to take quite a long time before this has a chance of being removed. It’s unfortunate that the ride experience is poor, as it has a striking resemblance when entering the park. It’s also unfortunate because the line is rarely ever long, even with one train ops. Maybe people here acknowledge that the ride is not good. The queue line and lift hill show nice views of the ride, then it’s into the drop. This begins the nasty rattle prominent throughout the course. The loop is surprisingly forceful, similar to Vekoma boomerangs. The turnaround isnt anything notable, but afterwards are the corkscrews. Dear god these things are rough. Even using the headbanging method, there was pretty bad headbanging. In the middle of the corkscrews and at the very end are the worst parts. Final turn and break run are filler, but this ride in general is very short. It manages to be that rough in the little amount of time. I also want to point out the restraint. It digs into your stomach and hurts possibly worse than the headbanging. Anyways, there’s no redeeming factor in this ride, hopefully this closes and gets replaced by a better ride sooner than anything else at Great Escape.
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Intensity Rattle Discomfort
Slightly worse than Six Flags New England’s boomerang because the cobra roll is rougher. However, the loop isn’t so bad and the ride feels just as intense, especially the backwards loop. Another con is the seat is just as uncomfortable as Great Escape’s, maybe slightly more comfortable. Other than that, it’s essentially the same as the boomerang at Six Flags New England.
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Intensity Rattle Discomfort
Definitely a downgrade compared to Flashback at New England, which is kind of surprising. This one’s newer and wasn’t relocated twice, yet it’s just worse. I didn’t notice this with flashback at New England, but the seat wasn’t comfortable. It was weirdly shaped and hurt. The ride itself was quite rougher as well, especially the cobra roll. It still isn’t too bad because of the intensity with the backwards elements, but it was rough and gave me a bigger headache.
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Nice surprise! Intensity Rattle
I genuinely had no expectations for this. I thought it would be a headbanging mess. First ride, I was desperately preparing for headbanging that… never appeared. There wasn’t headbanging. I even found it decently forceful! The second ride was rougher, enough to give me a mild headache. I still found it to be an underrated gem that doesn’t deserve a 6.3%.
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Rattle Discomfort
My first ride in July wasn’t that good. It was pretty rough, and it earned only 2.5 stars. I decided to give it a second chance, and it only got worse. I knew old vekoma’s profiling was bad but not THAT bad. It was jackhammering me so much throughout the entire layout. I do want to point out 2 of the worst moments of roughness. First, the sidewinder. You can see the roughness from off ride. Not only do you have the lateral roughness, but now there’s aggressive shaking back and forth. Then, there’s the inline twists. These 2 are so rough that any form of enjoyment is quickly sealed. There are sudden jolts from side to side that are so abrupt, impactful, and painful. It has vest restraints, which are probably the only thing making this 1.5 stars instead of 0.5. The vest restraints are a step in the right direction, but it still is bad and I’m still concerned about riding SLCs with the old restraints. (Update all of this applies just it's not as bad so now it's back to a 2.5. If you want the specific rows, the 1.5 star ride was row 3 and the 2.5 star ride was the back row)
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Airtimes Intensity Duration Lap Bar
I had a review on this were I criticized the ride for having a pretty bad rattle and terrible lap bars that prevent any airtime. However, yesterday I was able to get better rides and my thoughts on it have changed. Yeah, the restraints are still bad. However, it must've been the amount of stuff in my pockets or something that caused me to actually get room. It's still not comparable to T-bars, but it is enough for me to experience airtime. Also, there wasn't a rattle. My April ride this year with those 2 issues was the very back row. In my opinion, that row is only better for the drop. Everything else improved in my rides in the third to last row. You wait less for a better experience, I definitely recommend it. Now for the ride itself. Like I said, the drop is definitely better in the back row. However, it is still great. Not necessarily getting yanked down it, but it's still an awesome drop. The next hill gives pretty good floater. Any moment of airtime starting with this one wasn't experienced on my first rides. The next turnaround is fairly intense and the following turn further adds to it. You also go through some thematic elements that are decent near misses. The next hill once again gives good floater. The hill after gives slightly stronger airtime, but it is still floater. The second half begins with some S-hills. Surprisingly, these also gave floater. The valleys are turns that have several seconds of pretty good positives. The 3rd S hill gives more floater and is great for photos with it diving into a tunnel, the second of the ride after the one at the bottom of the first drop. After the turn, there's a few airtime hills. The first one that you turn into is good because you go from the turning that you've been doing immediately to floater that was in the first half. The other 2 hills continue to provide this floater. One final turn leads into the brake run. Without bracing, you will have your stomach go into the lap bar, but it isn't painful. Would Superman be much better with T-bars. Yes, definitely. Is it still a great ride? Yes! SFNE's top 2 is amazing and I'm glad I can further enjoy this ride. I still prefer the Ride of Steel clones because of the T-bars leading to ejector, but Superman is still one of the best (traditional) hyper coasters I've been on.
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Airtimes Intensity Duration Rattle Capacity Reliability
As of my first rides on Boulder Dash, it is currently my second favorite wooden coaster. There are flaws, but it is still a great ride. Some of the issues reside before you even get on. First, the capacity could be good, but the lack of a second train makes it atrocious and the line can get pretty long. In line, there is a good chance the ride breaks down. It happened quite a few times during my visit, and the main reason is the lap bar getting stuck. Each time this happens, they have to call maintenance to eventually (after 10-20 minutes) release the restraint. Speaking of the restraints, they are the PTC lap bars, which I find under appreciated. I don’t know if it was just me, but these ones seemed to lower more than the usual PTC lap bars. First drop isn’t noteworthy, but the following elements provide amazing laterals that continues throughout the course. You get PINNED to your seat for quite a bit of time. After a few elements, the ride suddenly provides ejector at the apex of the hills. With the PTC lap bars, this airtime is elite and makes the ride world class. Some of these ejector moments also have those laterals, which causes a mix of two powerful forces and makes it really memorable. The turnaround itself doesn’t do nothing noteworthy, but the return run contains several hills of floater airtime. This whole ride is extremely long, which I value in a ride. It is element after element after element. That partially contributes to the capacity issue, but the ride itself gains a perk from it. The main takeaway from all of this is the roughness. The titan track given at the beginning and on one hill during the return run is smooth, but some parts can have a pretty nasty rattle. For the parts that don’t have too much with an issue, it feels like a charm. It makes it feel like a classic wooden coaster albeit with the incredible forces. The bad parts should be given titan track though. It’s uncomfortable and makes some parts of the ride worse. At least it’s better than the ending on Wildcat. Still, the layout is amazing and I enjoy the long, forceful experience despite the problems. || Night ride update: Oh my god, do this at night. At that point, the roughness just adds to the experience. It becomes an out of control experience going through the woods with hardly any light at all. It will give a headache, but it is a well deserved one. It also is even faster at night. There are now several more moments that give either stronger airtime than before or airtime that wasn't there to begin with. On a Saturday in September when people don't really think to do a halloween event, it is worth it. Stay as late as possible so you can ensure a night ride. Maybe just do one since it will give a headache, but honestly with how good the ride is, it doesn't matter. Boulder Dash is truly world class and the night ride made me appreciate the rattle even on a wheel seat.
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Airtimes First Drop Lap Bar
It was a packed day and a hot day, but I really enjoyed my ride on it despite people thinking otherwise. The restraint is mainly why. It’s comically high for a hyper coaster. You’ll see why that’s good. First drop is quite unique. It has a noticeable kick at the start but afterward gradually steepens. It’s weird but it works. First half wasn’t really notable, I’m writing this review 2 months after riding it though. Helix wasn’t really that intense, just the dehydration and heat caused me to gray out. Second half is where it really shines. It’s not strong airtime at all, but it’s sustained enough to go up 2-3 inches off of the seat. Then, the positives slam you down. This combination works so well and it what shapes this coaster. The cycle repeats a few times before the ride ends. Overall, this is an underrated ride that’s easily the standout of the park. Better than the 2 B&M hypers I’ve done and way better than magnum.
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Launch Fun Too short
This is fun. Definitely better than a pirate ship, those make me nauseous and this want able to. Decent launches, I like how they add some suspense for the first one. Backwards launches are also good. Not really much acceleration, but any acceleration on a backwards launch is good. The forward spike is mediocre. Yeah, there’s the twist. No, it doesn’t make it better. I preferred the backwards spike. The way you’re straight down for a few seconds is a fun experience. There’s no holding brake but honestly it didn’t really matter, it was still a fun ride. Really my problem is with the duration. It’s short and doesn’t really do enough to make it great. Other than that, it’s a good ride that I’m glad wasn’t removed.
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First Drop Inversions Fun Too short
Just a heads up, I rode this in July and apparently it’s gotten rougher since then. Okay, now for the actual review. The queue line is pretty miserable, just like the other dive coaster I’ve been on being Valravn. There’s absolutely no shade. It seems like it’s being constructed, but it was just a wooden structure when I was there. It was only a 25 minute wait, but it still wasn’t enjoyable. The heat index was 97. Coming from a place that doesn’t often get those temperatures, it was hell. Yay, I love getting incinerated in a line. Besides the shade, there was some pretty good theming. It actually had a story line, although not really shown during the ride itself. There was a television with what seemed like a fake YouTube channel. Don’t know if they actually made it or if it’s fake. I’m assuming it’s just edited to make it look real. Once you’re in the station, you get assigned a row. I got row 2. While it seems bad, I really didn’t care. While hanging, there’s supposed to be a thematic piece at the bottom of the drop. I didn’t see it, oh well. First drop if you’re wanting solely forces is disappointing. No airtime at all. However, it was real fun! You just gradually kept getting steeper and steeper. The extra 5 degrees in steepness really made a difference. The inversions already on the previous dives do the same thing, nothing special. I honestly enjoyed the inclined dive loop. It’s sustained positives throughout the entire thing. I hope they add it to more coasters in the future, it was weird that before this it was exclusively on standups. This ride unfortunately is really short, a problem that plagued this ride model. It doesn’t have the midcourse drop. Some people would say this is an improvement because of the increased pacing. I disagree, the second drop is a top 2-3 element on Valravn. It adds capacity and improves the ride, the reduced pacing is only a minor drawback. Time to address the main complaint people have, the roughness. Whoever is complaining that it’s worsening the ride is weak as hell. Yes, there is a rattle. Yes, there is a jolt at the end. No, none of it affects the ride. It’s hardly any shakiness. It’s not glass smooth, who cares? It’s still fine. Oh and for that jolt, it’s so slight that you hardly notice it. If anything it adds character to that boring turn. Just a bit of side to side. It’s a bit concerning, but it’s just a funny part of the ride. So yeah, great addition to the park. Really enjoyed it, although it wasn’t fun getting scorched for that long just for a ride that short.
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Airtimes First Drop Intensity
Such a great ride for this park, truly completes the lineup and is definitely the standalone attraction in that area of the park, although Fahrenheit is still amazing. Immediately, the prelift is filled with small moments of airtime. This is such a great way to begin the ride. Immediately, you're in the action. I really enjoyed Steel Vengeance's prelift and this is much better. The lift hill is somewhat weird. It waits for the third train to enter the unload platform, and it does this by going slow initially then speeding up. It does get to a good speed though. First drop is great. Of course it is, no surprise here. Ejector, like usual. It goes into a zero g winder. This is fun. Not really any force, but fun. Then, it goes into the first of its sustained ejector hills. These are great. Definitely not too much, but they provide great airtime. Then, you go into a turnaround that took me by surprise. Somehow, the turn managed to give ejector. I was expecting airtime, but not ejector. Great way of using a turnaround. Then, the stall. This is comparable to the Jersey Devil stall, which I love. For this one though, you have full upper body freedom, making me slightly prefer it. Another one of those turns with surprisingly good airtime. Still, surprising that they manage to smoothly pull that off. Then, a double down. While slightly turning, it provides 2 incredibly strong moments of sustained ejector airtime. It might be my favorite part of the ride. Then some zero g rolls. These are average for RMC, fun filler moments. There's a few more pops of ejector, finishing the ride with a bang. This ride is filled with ejector after ejector. It's such a great ride and considering how I don't like either of the 2 early GCIs I rode, it's most definitely a much, MUCH better ride than its predecessor. By the way, line moves somewhat quickly. Free lockers without metal detectors and 3 trains in the same way that Millennium Force does it. No midcourse, but an unload platform.
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Airtimes First Drop Intensity Rattle Too short
Before giving my actual review, I want to state that my first ride was after the new trains. Anyways, this thing is demented. The whole thing feels like a car crash. It immediately starts with the fastest lift hill on anything. Only a bit of time to process it, which will make the next part even more messed up. The first drop. It's not just one bit of it. The whole thing is ridiculous. As soon as it kicks in, it starts the car crash experience. While you're out of your seat, it tries to push you out even further and then impose some of the strongest positives of any ride. That's one thing this does, ridiculously high positives. Throughout the ride there's also sporadic airtime hills. These all provide great ejector. The transitions between turns also do something, but they're not really snappy. Still, the entire ride is just demented, and maybe that's from the rattle. On the wing seats, this is real rough. It does give a more forceful ride, but that comes with a price. Also, the ride is very short. 3600 feet long for a hyper is a lowball. Candymonium's considered short and that's over 1000 feet longer. Kudos to the old trains for raising the restraints on the brake run though. They do come down during the ride and you're on the brake run for quite some time. Overall, this is a very short but insane ride that is #2 in the park.
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Airtimes Launch Intensity Too short
What a relentless ride. First, this is weird in terms of how good capacity is. If you're not in the station, it's regular 2 train ops. However, once you're in the station, it's essentially one train because of the dual loading platform. Anyways. once you get on, just know that if you were glasses, they will get caught with the restraint. Didn't have this problem on Maverick, but I did have it with this. When the restraint automatically unlocks at the end, then it's quite a disturbance. At the launch, the audio is synced up. Don't know how long it's been, but it was when I was there. The audio says "Now get ready, here we go" then immediately you get launched into a smaller version of Kingda Ka's launch. Yeah, they felt the same. The incline of the tophat gives surprisingly sustained ejector airtime. Drop gives a bit more, than you fall. The cobra loop isn't too notable. You have some speed throughout the element, but that's the only takeaway. Then, there's the flying snake dive. You rise up into even more ejector, go through a fast heartline roll, then roll into the drop. This is an incredible inversion mixing in several forces. Next couple elements are some added turns that prevent the ending from being filler. This is still a short ride, but they did so much to it. Incredible layout and it's definitely worth waiting for the front row.
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Airtimes First Drop
Candymonium was quite the surprise when I rode it. It was the last new coaster I rode at Hershey because of the line, but after 4 pm this doesn't get more than a 45 minute wait. This is after the app reported it as a 3 hour wait. The indoor queue line has me conflicted. On one hand, the visuals are great for the building and you don't have to worry about heat, although that wasn't an issue when we were there. On the other hand, I love watching coasters while waiting in line to help with boredom. I was expecting something very similar to Nitro albeit shorter. As soon as the drop hit I was so surprised. It suddenly whipped you down. 77.3 degrees isn't a joke. It's much, much better compared to Nitro's first drop. The first hill isn't near the level of whip, but it's still quite whippy. Turnaround is pointless, then the return run provides decent floater. It's close with the supports so that's nice. Then, you get to go through a helix, which is nice but not too forceful. The turn around the fountain visually is incredible, even when it's not that good of an element. Then you get to the brakes, and get ready because you'll have to wait. It stacks at least one train and often all of the trains are stacked. It's pretty bad. Still a great ride that, out of the 2 B&M hypers I've done, is the better one.
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Theming Harness Intensity Rattle
What a surprise, I actually really enjoyed this. There still is some roughness, but it really isn’t a bad ride. The vest restraint on this is so much better than the B&M vest restraint. The vest itself is a bit tight, but there is absolutely no hip pain. Also, the many lights and the randomness of which color make add to the ride, even though the ride experience of a boomerang doesn’t correlate with the upbeat nature of the theme. Cobra roll, like usual, isn’t that good. Flavor tunnel gives a weird scent that isn’t all that great. The loop going backwards is insane, even more than the other boomerangs. Line wasn’t too long considering the one train ops, but it could end up being a problem on a more crowded day. Relative to Riddler Revenge, this vest restraint conversion was so much better, but that’s probably because I find boomerangs to be generally decent in the first place.
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Inversions Location Intensity Disappointing! Dead spots
While it is still a great ride, this is my least favorite B&M Hyper of the 4 I've done. The first drop is pretty fun and unique for any coaster. The loop itself is fun. The immelmann isn't anything special. Zero-g roll and corkscrew are, as always, fun moments. There were multiple other moments that went over water that were nice, but they didn't do anything. I was hoping for something more but I didn't get it. Still, the inversions are great like any invert and the ride is still worthy of 4 stars.
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First Drop Fun Rattle Airtimes
I give thunder side the edge not because it usually wins, but because of the better start to the ride. For some reason, it felt faster going down the first drop. Sadly as a result, it is rougher for that pet, but the 2 sides are essentially the same besides that. Rough and forceless, but fun and the dueling makes it better.
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Fun Rattle Airtimes
Milder side of the 2. First part of the ride is smoother, but then they’re about the same in terms of roughness. Also, it’s pretty forceless. Some speed, but it doesn’t really do that much. Dueling aspect is fun though.
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Fun Intensity Smoothness Airtimes Dead spots
By intensity I’m referring to the laterals, which is the only thing this ride has in its favor in terms of intensity. This is a family coaster. Great for kids if they’re willing to wait. I did this as soon as the park opened, so I didn’t have to wait that long. The line ended up getting over an hour, which not many rides hit during my visit. If it is an hour wait and you’re not prioritizing credits, it’s not worth it. However, for families, it’s great. The turnarounds and many other moments have good laterals, but the rest of the ride is mild and surprisingly smooth. It’s fun, although for anybody wanting a thrill it’s just not the ride to be thrilling. With that being said, it still earns 3 stars for the smooth, fun ride and the many moments of laterals.
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Inversions Intensity Smoothness Dead spots
Most of the benefits of this ride derive from the loop. The loop is insane, why is a loop this good on a family coaster. Sustained positives with a bit of float at the top. The rest of the ride is the reason it can have a 42 inch height requirement. It’s very mild. Some elements are pretty good for a family coaster, but after the loop, it does nothing. At least it’s aged well for a coaster this old, many people can still have a good time riding this as their first looping coaster, if they ignore the fact that the loop itself is insane.
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Theming Fun Capacity
I’ve already done this layout at Seabreeze, and it’s generally the same ride. However, this doesn’t spin on the first drop and following turn. However, it is in a building filled with theming, so it’s much more disorienting. Hersheypark is more popular than Seabreeze, so you’ll obviously wait a lot more for this.
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Smoothness Pointless
An actual good arrow mine train. Doesn’t do anything, but that’s probably for its own good. There still are some janky moments and the brake run is pretty abrupt, but it’s nowhere near as rough as some other mine trains. Kids are actually able to enjoy a nice ride. The kid in front of me was even begging his father to ride again. Even if you aren’t a kid, this is a great ride to get views of Storm Runner. I don’t know how this has aged well and canyon blaster hasn’t, but at least there are mine trains that are able to give fun rides.
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Fun Smoothness
Smooth considering the six flags wild mice are rough for some reason. Turns are still jarring, but not as much as GCGEFAA. Rest is just an average wild mice that thankfully has a brake run that isn’t too abrupt.
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Fun
Nothing noteworthy, although for some reason this is filled with decent laterals.
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Airtimes Launch Intensity
Oh my god. My most recent rides on this thing were actually demented. I mean, I already thought it was incredible, but these rides were so much better. First drop was about the same with it having ejector. Then comes the turns, these were so much better. Every turn you just get yanked. Either it was going from high to low or low to high with the banking. From low to high, you get pulled up so quickly and it’s absolutely insane. Next airtime hill gives insanely strong ejector throughout the entire hill. Then more turns into the twisted horseshoe roll. This provides whip throughout both turns and is actually under-appreciated. Soon later, the second launch happens. This provides pretty good acceleration for an LSM launch. Then more turns while being even faster. Now, you really feel the speed on this ride. Eventually, there are the Stengel dives. There whip you up into a beyond vertical turn and they continue the previous trend of the prior turns. While this isn’t as long as Steel Vengeance, it executes the maneuvers in a way that makes it somehow even more intense. Genuinely an insane and incredible ride.
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Airtimes First Drop Duration Reliability
I’m so glad I was able to do it multiple times this recent trip. The amount of time it took for me to finally get on was painful. Last year, I got in line and was able to get to the metal detectors. Sadly, the ride shut down for the rest of the day and I wasn’t able to get on. 90 minutes in line wasted. This year, for the first time, I spent nearly 2 hours in line to ride, and thankfully I was able to get on. The rides in the 2 days afterward were shorter waits, only being up to an hour. I still find the wait to be worth it though. Even before getting to the lift hill, there are 2 hills with whip. No airtime, but you get whipped through them. First drop in any row has airtime in any row and it lasts quite a while. There’s a speed hill kickstarting the ejector followed by the top hat. There is a mix of sustained airtime and laterals and it is an awesome feeling. The next hill is banked outwards and has even more sustained ejector. Then you have more airtime then getting whipped into a zero-g roll. There’s another turn, not too notable but still fun. Next stall doesn’t necessarily have airtime but laterals as it serves as a fun drop. Even more ejector moments, even ejector into the midcourse. The hills after the midcourse have decent floater. Then, this part of the ride isn’t a part that I’ve fully memorized. It’s just genuinely out of control. Many ejector moments that incorporate laterals. There are also 2 zero-g rolls that at night are insanely whippy. The finale consists of many hills of various sizes that make it just a frenzy of ejector. It is a great finale to the ride, even the brake run has ejector. The whole ride lasts so long and is full of intensity. Really the only problem is the reliability. Even during this recent visit, there were times where the ride was closed for extended periods of time, up to hours. However, when it opens, it’s a masterpiece of a ride that deserves the spot as one of the best coasters in the world.
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Airtimes Pace Intensity
Iconic coaster and it’s not deserving of the title millennium forceless. I don’t understand how people find it to have no force especially since you have just the t bar as a restraint. It lets you really appreciate the airtime. Station has nice theming with the lights and music. Right before leaving, it says “greatest ride on planet Earth” and while that isn’t necessarily true, it makes the following cable lift even more exciting. It is returning to an even faster speed, but I didn’t get that. Still, it immediately speeds up and you are able to enjoy that amazing view. Left side has the lake, right side has the park. Maybe this view makes the current speed better. First drop is great on both sides of the train. Front row makes you slowly crest before falling. Back row whips you down for a sustained period of time. The first turn after the drop is amazing. Add the second drop and you get a collection of positives that makes it possible to gray out. First hill has some whip but not really airtime. Next turns are just a show of speed. In the front throughout the ride, going that fast for that long is incredible. The airtime on the following hill gives good floater. More turns. Then the speed hill gives the main ejector moment. More turns, then it ends. All of the turns are intense and give amazing speed. The tunnels are a great feature because of course tunnels on a coaster that fast are destined to be great. Love the whole ride and it is a must ride any day you’re at Cedar Point.
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First Drop Inversions Intensity
Great ride in the front of the park. Do it either at the start of the day or after the line has calmed down. Otherwise, this ride gets a very long wait even with the capacity. Pre drop always is great followed by a first drop that surprisingly gives airtime. Next loop has some whip and mainly sustains positives. Zero-G roll is very snappy and the cobra roll is surprisingly snappy as well. Next turns have some intensity to them, but it’s not one of the main parts of the ride. The 2 corkscrews following the midcourse are very snappy. The helix provides even more sustained positives that even after the inversions makes the ride exciting. Brake run is pretty jarring, but when you brace for it feels like a moment of whip. Great ride, definitely one of the best in the park.
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First Drop Location Hangtime Harness
Definitely has a great location over the park’s entrance. It also it right next to the beach. First drop is good, even on both sides. It slowly brings you upside down before dropping. The inversions aren’t really special, just an array of positives at the bottom and hangtime while upside down. Only inversions that are particularly better are the zero-g rolls because you go right near the keyholes creating a nice visual effect. Second half is just a helix, nothing too interesting. There is one main problem with this ride. Just like Valravn, the best is a major problem. During the ride, if you don’t try to bring it up, it staples and it hurts the hips. This one also has a pretty tight vest. Still, you’re able to appreciate the ride and it still gets 4 stars.
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Airtimes Theming Rattle
Honestly, it’s not an elite coaster. Some people have this in the top 4 of the park, but in the condition it’s in, it’s overrated. First drop in the back is good. Rough, but it has whip. First hill is forceless. At least there’s a tunnel that’s nice. Second hill provides the first ejector while still being really rough. Worst part of the ride is the turnaround. It is really rough while doing absolutely no force. Second part is why people love it so much because of the airtime. The airtime is fantastic, but it is insanely rough. It is a repeated cycle of ejector followed by jackhammering. It’s not too pleasant. It’s good for the airtime, but the wild amount of roughness prevents it from being elite.