• SkeledroMan

    Pace Intensity Ejectors

    One of the most fun coasters i have ever been on. Apart from the first drop and the first airtime hill, the whole ride is pure violence in the best possible way. An almost greyout right at the bottom of the first drop, transcendentally powerful ejector on the large 2nd airtime hill, and crazy whip and airtime all at once over the 3 twisting airtime hills. And to tie it all together, the pacing of these elements is absolutely relentless with no breathers to be had between them, save for the first airtime hill. If there is argument for short coasters being better than tall ones, this ride is it. The first drop and first airtime hill are a bit weak airtime wise though, especially when contrasted with the rest of the ride. This is why i strongly recommend the front row over the back row. This coaster is better than any RMC in europe.

  • SkeledroMan

    Location Rattle Disappointing! Dead spots

    Probably the most overrated coaster in the world. It's good, but nowhere near as good as Helix, or even Fonix. I expected much more, stronger airtime from this ride, that, apart from the first drop and S turn, it just doesn't deliver. The layout loses a lot of its pace in the 2nd half as well, after the S turn and speed hill. The trains bleed off a lot of the speed the ride had.

  • SkeledroMan

    First Drop Pace Smoothness Dead spots Intensity

    Very good ride, but it is quite overrated. This ride is definitely not deserving of a spot in the global top 10. I feel it lacks a truly wild sequence of intense elements like you find on other world class coasters. The closest it gets is from the giant turnaround to the corner stall, but even that is broken up by the underwhelming middle part of the stall. That part feels like hyperion's nothing hill, only with some added novelty value from being upside down. As with all RMCs, it is severely lacking any positive G intensity or slam. It also feels like quite a few of the airtime hills don't hit as hard as they should. The speed hill at the bottom of the first drop felt like it had more annoying wild mouse laterals than actual airtime, far less enjoyable than Taiga's speed hill. The first hill of the double down severely lacked punch, especially compared to the 2nd. The big hill after the corner stall landed right in that awkward spot between floater and ejector, without the floating sensation of the former or the intensity of the latter. This hill and the zero G roll that follow it also broke up the pacing and flow of the layout as a whole. Even though the train still carries a lot of speed at that point, it feels like the ride is losing steam in that section. After feeling how well RMC could intersperse tasteful moments of floater within an intense, ejector heavy layout on Untamed, perfectly integrating them within the pacing and flow of a layout, this section was quite disappointing. Having said all this, the first drop is world class sustained ejector airtime, up there with helix's big hill, the corner stall is an almost perfect marriage of whip and floater airtime, and the S turn is one of the best elements I have experienced on any coaster ever, up there with the ones from Piraten and Taiga. I recommend the back car, left side, for maximum airtime down the drop, and to maximise the various whip plus airtime transitions on the rest of the layout.