The headlining attraction for PortAventura Park is an interesting case for me. Having done all of the B&M Hypers (and enjoying most of them) in the Un...
The headlining attraction for PortAventura Park is an interesting case for me. Having done all of the B&M Hypers (and enjoying most of them) in the United States and hearing the claims that this is among the best of the bunch had me very interested. The verdict? It is fantastic! I was very pleased with my experience and it is my favorite ride in the park. From outside the park this ride creates a bold impression, it is massive. With its position on a hill it can be seen for miles and with the nature of B&M’s layouts the perfectly profiled hills and turns appear just as massive. In the park it still maintains that aura of scale, towering over Dragon Khan and being visible from all areas in the park. Perhaps even more impressive is how picturesque this coaster looks from within the park. The white and blue track pop against the sky and it is backdropped with a beautiful view of the coast miles away. Entering the attraction PortAventura made sure to take advantage of the stunning location and design by allowing guests to walk right under the ride and get unobstructed views of the surrounding area. Shambhala utilizes the staggered B&M Hyper train design and with the nature of those trains the extremes (front and back) are going to be the most desired seats. I only had the opportunity to ride twice with one ride in the middle and one in the back row. While I enjoyed the ride in the middle, the back row ride is where it performed the best. The lift is a standard hyper coaster lift with some of the best visuals you can get on a coaster. To the left is the beautiful shoreline and to the right is the rest of the park, once again selling the scale of the ride’s height. For the layout, I’ll be describing the back row ride, but the middle row ride was about the same but noticeably weaker. The drop is great as with a prolonged moment of floater air all the way down to the valley which dives into a quick tunnel and turns into a large airtime hill. A great moment of sustained floater airtime is felt across the train and it gets slightly stronger as it crests over. The ampersand turn is both a visually impressive and fun element, however it was not as intense as I had anticipated. Not a bad thing, but a tad underwhelming compared to other Hypers. The speed hill provides a great pop of airtime and the larger hills that follow all deliver quality floater airtime. A block brake follows and while it did slow the train down a little bit, it was not dramatic and the final hill still provided a good amount of air before concluding the ride. When it comes to tracking, the ride was quite smooth and there was not much rattling during the layout. With the smooth experience, solid layout and good airtime hills, it is a wonderful coaster. That being said, my one criticism is that it is a bit tamer than I had anticipated. Similar to the ampersand, I was surprised that there was not any moment of strong positive force that other B&M hypers have. While it is great to have a ride that flows that well, I would have preferred if the valley’s were a bit stronger to complement the airtime. That being said, that is a small criticism and it is still a great coaster and an experience that is worth doing multiple times.
Pretty standard mine train experience with a really nice presentation and good ride duration. From entry the ride looks nice with the ride surrounding...
Pretty standard mine train experience with a really nice presentation and good ride duration. From entry the ride looks nice with the ride surrounding the log flume and the entry plaza going right alongside the finale. There were a few decent theme elements in the plaza and queue that appropriately leaned into the mine theme the ride has. Being a relatively newer mine train, it has the individual lap bars which are more comfortable than the original mine train restraints. The layout begins with a drop into a decent length pre-lift and into lift one. The bulk of this experience consists of small drops and helices, but the pacing is non-existent due to the three lifts on the ride. After each lift the train navigates a few elements (if that between lift two and three) before hitting a set of brakes to bring it to the next lift. The pacing break between lift two and three is the worst offender with the ride as it hits a set of brakes quickly after disengaging due to the transfer track placement. Pacing aside, I did enjoy weaving through the terrain bits of the ride and the log flume. It was a nice scenic ride that was also comfortable. At no point was there a jarring transition typical on these models nor was there any area I’d consider rough. A good ride for a large audience, but lacking in the thrill category.
A short but enjoyable family wooden coaster that does nothing more than being a tame family ride. It is one of the tamest wooden coasters that I have ...
A short but enjoyable family wooden coaster that does nothing more than being a tame family ride. It is one of the tamest wooden coasters that I have done, but that is to be expected with the nature of the attraction. What I particularly enjoyed was how it was integrated into Stampida, structure and layout. Parts of the ride threading the larger coaster and the main helix running alongside the other helices, creating a neat visual of wooden coaster track going every which direction. I can imagine the experience is more thrilling if the timing worked out for three trains to be in the helix at the same time. The ride tracked decently with no elements or transitions being uncomfortable, however the trains were a bit uncomfortable. These trains are designed to accommodate smaller riders compared to the standard version, so discomfort was not unexpected but I would not recommend having two adults share a row if it is possible to avoid it. Otherwise they are about the same as a typical Millennium Flyer train in terms of lap bar comfort and tracking.
To preface, this write up will have spoilers for the attraction. I went into Uncharted with no knowledge of the ride aside from knowing it is an Intam...
To preface, this write up will have spoilers for the attraction. I went into Uncharted with no knowledge of the ride aside from knowing it is an Intamin Multi-Dimension coaster and the general theme of the ride. The ride I got was a mixed bag, with a sub-par thematic execution came a technically impressive roller coaster. To start, this ride will always have a long queue due to the nature of it being a lower capacity attraction. Not necessarily a problem but factored with the Gold River hotel park entrance being next to the ride entrance it is consistently going to open with an extended wait. The queue is the best of the theming with great looking set pieces and details scattered throughout. However, the animatronics and screens used to communicate the story do not look the best, but at the very least are serviceable. Unfortunately on ride the presentation of the theme is not great either and makes it uninteresting to follow. That being said, the ride system is amazing and the source of my enjoyment. The train is comfortable and is equipped with the ability to rotate 360° throughout the course, which it uses to its advantage at multiple points during the experience. The start of the ride is pretty standard with the train rotating around to face set pieces and then parks at a screen. This scene is cool not for what is on the screen, but what the ride does. The train is parked on a turntable that rotates during the scene, but it is done in such a way that the train “rotates” at the same pace to keep riders facing the screen as the track and chassis turns 90°. If I did not catch the turntable in my peripheral vision, it would have been unnoticeable. A seamless transition that then pushes riders sideways into a dip. The train rotates forwards and a small launch follows into a spike, where the train rotates again to face the other direction. Being done while on the spike created an unusual sensation and was a pleasant surprise to see the ride begin capable of such a maneuver. The remainder of the layout consists of small launches and banked turns with occasional rotations building up to another scene with a screen above and infront of riders. Once completed is followed by a steep backwards drop into the end of the ride. While far from the best coaster in the park, it is one of the most impressive and a proof of concept for the model. The ability to provide that many unique sensations on a small ride is impressive and it would be interesting to see where the technology grows from here. As for the experience of Uncharted, I would like to see the park work more with the theme and improve elements to make it look nicer. If improved, it would make the difference of this being a cool ride to a great ride.
I went into this ride expecting the worst. The result? It was actually fine. Boring, but just fine. The most impressive aspect of this ride is the she...
I went into this ride expecting the worst. The result? It was actually fine. Boring, but just fine. The most impressive aspect of this ride is the sheer scale of the ride, it was much larger than I had anticipated. However, the layout left much to be desired. Consisting of giant helices, the ride has very little variety and at points some questionable profiling. The top of the first hill caused the train to shake back and forth which and the entry to one of the helices had a strange track shimmy into it. I will say, I was surprised by how smooth it was. I sat in a non-wheel seat in the back of the train and did not experience any discomfort during the ride. The trains are unusual, using Intamin’s T-Bar and seatbelt with a train design similar to Balder at Liseberg. I can see how the average rider would enjoy the coaster, it is a comfortable ride that is not a bad ride for families. However, for me it is not a ride of interest to do again.
A standard Tivoli with a fun theme, only did one lap but I like that it interacted with themed set pieces during the ride. Some turns also got quite c...
A standard Tivoli with a fun theme, only did one lap but I like that it interacted with themed set pieces during the ride. Some turns also got quite close to the ground!
A good size family coaster that has some fun moments. The layout consists of primarily banked turns and drops, but there is a step down that provided ...
A good size family coaster that has some fun moments. The layout consists of primarily banked turns and drops, but there is a step down that provided a little bit of airtime! Really enjoyed how it dives into a canyon at the end.
Primera caída¡Buena sorpresa!IntensidadCapacidadIncomodidad
For an off the shelf model, Stunt Fall provides one of the more intense ride experience a coaster can offer. On paper a simple ride but in reality an ...
For an off the shelf model, Stunt Fall provides one of the more intense ride experience a coaster can offer. On paper a simple ride but in reality an insane take on the boomerang layout. First impressions of this ride are strong with the imposing scale of all elements on the ride, everything is gigantic. The area around the ride is not the best, with light theming present in the queue and exit area. What lacks in theming is made up for by the nature of the ride. The trains have staggered seating while odd in how queuing was designed for them (done in the same manner as a staggered B&M hyper train with two riders per row) the design of the train makes the outer seats more desirable. The center seats have little space with the row ahead, but the outer seats provide more space and better views of the ride. The ride begins with a reverse vertical climb up tower one, which is one of the freakiest coaster sensations out there. For an extended duration riders entire body weight is resting on the harness and staring directly down at the ground. Perhaps the highlight moment is the release from the tower, providing an amazing sensation of freefall as riders bodies move back from the harness to the seat. At the base of the tower is a strong spike in positive force leading into the main course. It is here where the ride’s tracking becomes a concern. While smoother than its smaller cousins of that era, it does have a shake to it that did create some discomfort. In the cobra roll I got a few moments of head banging while the loop was rather alright comfort wise. Entry to tower two could be a bit clunky with the attachment to the catch car, but the sensation of being pulled to the top vertically with no idea when it will release is unique. The reverse drop is not as intense as the drop on tower one and the course is considerably slower on the return run. What was high positives is now slower pacing with moments of hangtime at the tops of the cobra roll. The return to tower one is most comparable to an Intamin Impulse holding brake (ex. Steel Venom at Valleyfair). The moment the catch car engages with the train everyone falls abruptly from the seat to the harness. This is held for a few seconds before the train is lowered back into the station and it is an incredible end to the ride. It may not be the best roller coaster out there, however that experience is like no other coaster type. I do understand why there are not more and the manner they operate is impressive, especially for its age. Although an extremely intense and unnerving ride experience, I found that it was leaving me in a daze for a few moments after each ride.
A different take on the Batman inverted coaster theme with the same ride experience. Very similar in concept to the Six Flags variants, the key differ...
A different take on the Batman inverted coaster theme with the same ride experience. Very similar in concept to the Six Flags variants, the key difference of this ride is the setting being in Arkham Asylum rather than Gotham. A decently landscaped entrance leads to the asylum themed queue which consists of various cells and light thematic features indicating the villains of the Batman Universe have escaped. The theming goes away during the ride and what is left is a standard B&M invert. Unlike the originals, this one only has seven rows which by nature make the ride less intense than its eight row counterparts. Most of the elements felt typical of an average Batman ride experience, with the exception of the Zero-G Roll. This roll felt like it was broken up into three different rotations and it was one of the jerkier elements I have experienced on an B&M invert. It was not necessarily rough, but unusual to say the least. Rest of the course was smooth and exiting the ride the iconic Batmobile usually presented proudly at each ride entrance was tucked into a grass patch in the exit. While still a solid ride, it is a lesser version of the original Batman coasters.
A great ride from start to finish, Superman provides a different take on the standard floorless coaster layout. Element wise, it follows a similar flo...
A great ride from start to finish, Superman provides a different take on the standard floorless coaster layout. Element wise, it follows a similar flow of similar scale rides such as Medusa and Scream at Six Flags Great Adventure and Six Flags Magic Mountain respectively. However, a few tweaks to the layout and the omission of the block brake in the middle of the ride make Superman’s ride experience more dynamic. Prior to the layout is a well presented entrance with the facade of the Daily Planet and the first three rooms designed around the office with desks, press stories and the sound of keyboards typing away playing throughout. However, after these rooms the ride has not much to offer visually with the ride itself being in the middle of a field. The ride begins normally with a turn into the lift, but what initially stands out is the main drop. Rather than the curved drop or a gradual slope, there is a brief pre-drop which leads into a rather steep drop, providing a great pop of airtime in the back row. The sequence of the Loop, Immelmann, Zero-G Roll and Cobra Roll is standard compared to similar coasters with the valley between the first two elements providing a good amount of positive force. What follows is where the layout begins to differ, instead of brakes there is an airtime hill that provides solid floater airtime. A set of corkscrews follow which is unfortunately where the roughest moment of the ride is, for whatever reason the first corkscrew is very shaky and could easily cause discomfort. The ending then consists of two low to ground helices with an airtime hill separating them. Each helix is accompanied by foliage that appears to get close to the train. In terms of tracking, the ride was not rough but a noticeable shimmy could be felt the entire ride. It was nothing uncomfortable and I’d say it was an overall smooth ride.
An incredible ride from start to finish featuring some of the most intense elements a launch coaster can provide. With the reputation of this model, i...
An incredible ride from start to finish featuring some of the most intense elements a launch coaster can provide. With the reputation of this model, it was expected to be good but I was surprised by how much power this ride packs. All tied with a nice ribbon that is the presentation and theming of the ride. To avoid spoilers, all I’ll say is the theme is good with one great set piece in the queue, however the it did cause the queue to move at an awkward pace and at times felt the story of the ride felt longer than necessary. The trains are slightly different from other Intamin launch coasters, with the back row of each car being staggered to the sides similar to a B&M Hyper. Additionally, the seats felt slightly wider than other variants and the lap bar was extremely comfortable as usual. With a small train, there is no bad seat but the back row was my preferred row. Each seat has speakers for on-board audio, but it appeared it was not operational in all seats during my visit. Launch one on this provides a powerful kick, an instant boost in speed into two floaty elements that caught be off guard each time. It quickly moves into the less punchy second launch and into one of the most bizarre top hats. It twists rapidly to the right and there is some floater airtime on the ascent, however the drop is very unusual. A set of permanent magnetic brakes are positioned to hold the train slowly over the drop. In the front it was slightly uncomfortable with my body weight resting on the lap bar, but in the back it was comparable to what a B&M Dive Coaster holding brake feels like. One the train releases every row gets a sudden pop of ejector airtime as it drops beyond vertical, which creates a strange mental game. Typically I expect a top hat to be a quick element with an airtime filled drop on the other end. However, the trim causes that drop to be delayed by a few seconds, which is fine but I do prefer top hats that are more immediate such as the ones on Pantheon at Busch Gardens Williamsburg and VelociCoaster at Islands of Adventure. I am glad it exists, but it is just not my thing. What follows though is the first insane element of the ride, an ejector airtime hill. This hill is in contention for the most powerful airtime moment on a steel coaster with how sudden and strong the airtime is. The only thing I can compare it to is El Toro’s (Six Flags Great Adventure) Rolling Thunder hill in the front, but not as powerful. A dive loop with a wave turn like entrance follows which gives a small pop of air before diving an into a step down. The step down is another dose of powerful ejector airtime before twisting into two comparatively tame elements with the S-Hill and Corkscrew, which provides great path interaction. A small wave turn gives a pop of ejector airtime and launch three leads to the most mind bending element of the ride. The turn following launch three creates a strong lateral force for the right side of the train and the ride slowly begins to twist into the most insane stall I have experienced. The way this stall slows the train down and how flat it is creates a sensation that no other stall has replicated. It feels it goes on forever and time slows down, it was incredible. The quick twist right into the brakes was especially whippy on the left side of the train and the brakes being a spike is such a wonderful way to end an insane coaster. A creative layout, good theme and presentation with some of the best hardware in the industry make this ride unforgettable. Yet despite being intense, it was never too much to get right back in line to ride again. While there are a few things that hold it back from being perfect in my book, it is a one of a kind ride that provides an unbelievable experience.