• Manuel G.

    First Drop Situation Confort Trop court

    The shortness unfortunately takes away from this beautiful machine. It's a shame as it fits well into the park as a whole. The Kraken's mouth is nicely designed and the splash zone well-conceived. After the drop, which is of course the intense highlight of the ride (especially in the back row), and the Immelmann to catch your breath, there is basically only two moments of pretty G-heavy valleys enclosing a hill. And yeah, that's just not enough to make you want to re-ride a lot, no matter how good the drop is. Interestingly, the nearby drop tower Scream feels more of a complete ride than this - from a rollercoaster you simply expect more. 3 stars for the drop and the overall ride experience that oozes B&M-quality.

  • Manuel G.

    Launch Intensité Trop court Théma Fiabilité

    Desert Race is saved solely by its launch - even if there are more intense launches, this surely feels very strong. You also get that nice "second-phase-of-ignition"-feeling, where this thing kicks your butt again half way through the launch track. Best experienced in the first row. The layout after that neither is long nor does it feature spectacular elements, but it does what it does well. Decent airtime and gives you time to comprehend what just happened on the launch track. Still, as a whole, it doesn't feel long enough to be memorable, similar to Krake. Unlike Krake, though, the theming here is disastrous. That's a shame.

  • Manuel G.

    Airtimes Fun Longueur Intensité

    This coaster (and a lot of coasters with similar layouts) deserves its rating for its fun factor alone. I think it is overrated in terms of intensity, though. While the drop in the back packed some serious punch, the airtime is not at all extreme, just very good and there's plenty of it. Positive Gs are not extreme either, but strong nonetheless, especially at the lowest point after the turn around. What bothers me personally with this type of ride is its very predictable and schematic layout, there's no out-of-control-feeling at all and there are a lot of moments to catch your breath. The near-miss-giant at the end is a welcomed addition and you get a nice sprinkle of misty water passing through the hole, that can be easily mistaken for just fog in some videos. Fire effect also adds to the excitement in the cue line, as you really feel the heat. I personally don't think the near miss works so well, but I was also very much anticipating it, so that might have detracted from the surprise. Overall, a great and very smooth wooden coaster. For me it still does not feel like that one stand-out coaster in the park, though - for one part because it is a little less wow-ing than expected, and also because I find some other coasters in the park stronger than they are often made out to be.

  • Manuel G.

    Inversions Situation Intensité Trop court Inconfort

    Yeah. This has its place as a ride that is fun to do once in a while, but suffers from its age and its uninspired layout. Station design has kind of stood the test of time. Trains are not uncomfortable per se, but not on the level of some of the newer rides in parks. Drop is garbage in the front, but quite fun in the back. Entrance into the loops packs a surprising amount of Gs in the front. Entrance into the double corkscrew is surprisingly fairly aggressive, as its diameter is pretty narrow. Rest of the ride can get lost. Or then again maybe not, because it would be even shorter. Big Loop is not riding smooth anymore, but very tolerable for me. Overall an OK ride, that can provide a bit of fun occasionally.

  • Manuel G.

    Inversions Confort Hangtime Vibrations Trop court

    A quality coaster experience overall and a coaster type I like for its unique feel. First part of the cueline is well-themed, second part not so much. Sides can be chosen, rows cannot. Personally, I have no problems with the vest restraints, I find them to be almost unnoticeable very quickly. Wingover Drop offers a unique sensation, especially on the right side, where you are magically being lifted up before heading down. Bottom of the drop and first hill are probably the most intense parts, but the ride in general is not aggressive at all. What follows is a mixture of graceful inversions, that form a pretty unpredictable and therefore appealing layout. The building fly-through at the start is the only really noticeable near-miss, which is a shame. This ride is best experienced in the front row. Back row has a bit of rattle and sometimes you feel a mysterious kind of stop-and-go-shuffling, as if the train were sort of an accordion. The layout is not too long, but also not too short to feel like a complete ride. A great addition the park's lineup though not a stand-out-coaster that would justify a long-distance travel in itself.

  • Semina S.

    Fun

    I remember going on this ride when I was really young and it was really fun with some surprising pops of airtime.

  • Semina S.

    Lap Bar Vitesse Fun

    A fantastic ride, nothing beats the front row with the goggles on and the wind blowing in your face. The pace never lets down on this short adrenaline rush and it’s insane airtime on the top hat and bunny hill deliver good ejectors. I do not mind the launch I actually thought it was fun because it felt more like a Ferrari. One of my favourite rides.

  • אדר פופקו

    Fluidité Layout Airtimes Intensité

    not the best coaster in the world but still with some good qualities,layout was cool for a powered coaster and it went smoothly,but wasnt that intense ans airtimes were none.

  • Semina S.

    Surprisingly really fun!

  • Semina S.

    Débit Théma Inconfort Sans intérêt

    When I camed in, I expected a really fun zierer junior coaster as I have heard good reviews from them models. However, this one has a much shorter layout and has horrible hard plastic seats which are quite painful.