• Tom F.

    Airtimes Lap Bar Confort Temps mort

    I love intamin T-bars. That's it, that's the review.

  • Tom F.

    Airtimes Ejectors Harnais

    Some silly strong airtime coupled with a very well designed layout provide an experience where it feels like the ride is trying its best to remove you from the train. Only let-down is the harnesses, which end up bruising your thighs after multiple rides, and the heartline roll at the end which I just found uncomfortable.

  • Tom F.

    Airtimes Théma Ejectors Temps mort

    A truly fantastic coaster, 2 great launches and surprisingly varied elements given the entire ride just appears to be s-turns. Fantastic variations in forces and the feeling of rushing through an intricately designed village couple together to make a jaw-dropping experienced, let down only by 1 deadspot where it feels like the coaster does very little.

  • Tom F.

    Airtimes Lap Bar Longueur

    Literal perfection, no an inch of wasted track at all. Strong forces in all direction, really sudden yet smooth changes from positives to negatives with some of the best coaster trains ever created to boot. The queue and station were a pleasant surprise, very well finished off, and the use of terrain for the entire ride is done superbly.

  • Tyler M.

    Vitesse Fluidité Ejectors Harnais

    I'll get the negative point out of the way first. RMC shin-guards are a spectacularly wank design choice, and would be unnecessary if the trains were designed a little better. For a tall rider like myself, they force you to sit in an uncomfortable position and they dig in to your shins due to the hard material. The lap bar itself is really comfy, I really like that, but the shin-guards have no wiggle room for comfortable rides. Anyway, moving on to the ride layout, it's nutty! It has a ridiculous amount of insane, sustained ejector and some fantastic inversions. The only thing it is lacking in terms of layout is a good amount of positive force, but then again RMC isn't exactly known for positives! I honestly can't put the ride experience in to words, it's just so ridiculous; I have heard that it has the pacing and intensity of Steel Vengeance, especially in the second half, and I'd be inclined to agree based on POV's of SteVe. The final roll is also an interesting choice, as it gives some good hangtime, however the shin-guards then have a lot of your weight pressing against them, so personally I would have preferred a traditional RMC roll (though now I'm just nitpicking). It's a fantastic ride overall, but it has some minor flaws that stop it from getting the full 5 stars.

  • Tyler M.

    Launch Intensité Ejectors Temps mort

    What a nutty ride, especially once it's sped up in the evening of Wintertraum. Taron has fantastic trains with fantastic seats and restraints, fantastic launches and a fantastic themed area surrounding it. I went in with low expectations as it looks to just be 'S-Bends: The Ride', but it's safe to say that I was very wrong to think that. Whilst the layout is still pretty bland on paper, each transition rides differently due to the raised heartline and track shaping. Sometimes you'll be ejected from your seat vertically or laterally, sometimes you'll be folded entirely sideways, and sometimes you'll get all of it at once! The ride is stupid intense. A fantastic mix of positives, negatives and powerful launches. The theme and near-miss elements certainly increase the thrill of the experience, racing through the medieval village of Klugheim, and it's the kind of ride you will immediately want to do again. There are, however, a couple of dead spots on the ride that don't match up to the rest of the layout; a banked turn before the S-bends leading in to the second launch, and the turn before the final airtime hill. I feel that had these been ironed out then it would deserve a full 5 stars.

  • Tyler M.

    Airtimes Chef d'oeuvre Longueur

    Helix... What a ride! It has almost everything an enthusiast could ask for. fantastic airtime, great views, awesome music, great variation in the elements and forces, and to top it off, it's really smooth too! The front row (left seat) is by far the best place to sit on this ride, as you are so exposed and can see everything coming. It's truly a masterclass in layout design, using the terrain to its advantage and creating one of the most unique experiences of a coaster to date. There isn't a single section of wasted track, there are no dead spots and the launches are used well to maintain the speed and pace of the ride. They may not be the most intense, but they're still great fun as they're not necessarily the traditional use of a launch; In Helix's case, they are there to maintain the pace of the ride instead of give it the starting boost like most other launches. Night rides on this are in a completely different league, however, and well worth waiting for. Personally I was disappointed with the ride to start with, however upon re-rides later in the day, I came to the conclusion that this ride needs time to warm up before it is running at the speed to make it my #1 coaster, and that, to me, is the only flaw that Helix has.

  • Tyler M.

    Théma Inversions Longueur Vibrations

    If I was told that I had to sit and watch a ride all day, I would 100% pick The Smiler. There's really nothing like approaching the ride and seeing the twisted mess of black track and supports, and then for two bright yellow trains to crest the lifts and duel in perfect synchronisation whilst the catchy and sinister music plays as you enter the queue. It has to be considered as a whole package, as the area and queue is absolutely part of the experience. I'm not normally a fan of cattle-pen queue lines, however The Smiler has so much to watch while you wait; fantastic self-duelling and ridiculous themeing elements like the 'marmaliser' in the centre of the ride and the indoor queue section is great (when it works properly). Getting on to the ride itself, it's a fun, long ride with fantastic forces and even some surprise airtime in each half. It was designed to pack in a ridiculous number of inversions and it has certainly achieved that goal very well, though I can see that it may not be everyone's cup of tea as even I get a little dizzy at the end of the first half of the ride! Admittedly, it can also be bit bumpy in places (the exit of the cobra roll springs to mind) but I've mostly had smooth rides so it's not enough to take away from the overall experience of the attraction. A front row night ride is also a phenomenal experience, as the area is only lit by the screens of the 'marmaliser'. It was this experience that NEARLY pushed this above Nemesis in my rankings, so I highly recommend making a trip to Towers during Scarefest to try it out and see what all the fuss is about!

  • Tyler M.

    Vitesse Chef d'oeuvre Layout

    Nemesis is worthy of it's legendary status. It's got a creative, terrain hugging and intense layout, especially when it's sped up towards the end of the day, and it gives FANTASTIC front row night rides during Scarefest. I love this machine. It's the uniqueness of Nemesis' layout that gives it such a good place in my rankings. The vast majority of B&M inverts have a pretty similar layout, usually starting with a drop into a vertical loop, followed by a zero-g roll and some corkscrews, with a fancy turnaround thrown in if you're lucky (examples include Black Mamba, Nemesis Inferno and the Batman clones) however Nemesis shakes up the element sequence to make for a far more interesting experience, especially when combined with the unique terrain interaction unlike any other coaster in the world (at least that I can think of). It builds and maintains speed throughout the layout, and whilst it may no longer be the best ride in the UK (hello Icon) or 'the world's most intense ride experience' (hello i305... probably... I haven't ridden it yet) it is still the best ride at Towers.

  • Tyler M.

    Bonne suprise ! Intensité Fluidité Débit

    'Smoothness' and 'Vekoma SLC' aren't usually phrases you would find in the same sentence and are often considered a juxtaposition, but Kumali was smooth, intense and has a fun layout with only one slightly janky spot near the end in the finale helix. It really surprised me, as my expectations were extremely low for this ride based on the reputation that other SLC's had in my books; Infusion and Odyssey were shite, and were the only two SLC's I had ridden prior to Kumali (however my opinion of Infusion has since changed). I was extremely apprehensive about whether Vekoma could achieve a smooth zero-g roll, but they pulled it off perfectly and it's the best element of the ride! The only downside was single train operation, which I could see being quite a pain in the ass in busier months as there was no sign of a second train. In short, Kumali was a pleasant surprise and is potentially the most re-rideable coaster at Flamingoland.