Tous les avis
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I forgot I rode this. I think I liked it.
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Airtimes Intensité Hangtime Trop court Inconfort
The award for the shortest complete coaster probably goes to this. Maybe I haven’t waited enough in it to think otherwise, but right now I believe it is. In theory, the capacity should be terrible considering there only being 12 people and one train, but it isn’t. The short ride, lack of seatbelts, and efficient ride ops cause the capacity to be decent. The restraints are also pretty good and allow for a bit of airtime room. The actual ride starts with a pretty mild launch up to a pretty steep climb up. The second launch is actually pretty good accelerating backwards. I got pushed into the restraint during it, which isn’t uncomfortable so it really just shows the force of the launch. The backwards section has decent laterals and give a nice view of the main drop. The final launch is also pretty good in the sense of speed. The main ascent is great. Decent laterals and the entire second half of the climb is ejector airtime. The heartline roll at 150 feet in the air is amazing for views and hang time. It feels like quite a long time to go through the element. Then there’s a 90 degree drop that is similar to the ascent but now facing down. The bottom of the drop is super forceful, so much so that it is painful. It pushes you into your seat in a weird and unnatural manner applying pain to your back. The non inverting loop isn’t anything noteworthy, it’s just there for the backwards part and to increase ride duration. The final ascent is just like the first one except you slow into it instead of speed up. Despite how much I’ve said about this, it’s a short ride. However, it’s probably the best way to fit a coaster in this plot of land. The back pain from that one element is the only other thing I find to be a negative, it really exemplified after 8 rides in one day because Boulder Dash was closed. Besides those 2 things, it manages to be a pretty complete ride from start to finish providing airtime, positives, laterals, and hang time with just lap bars.
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Bonne suprise ! Ejectors Vibrations Débit
The station makes it so that you can't choose your row. Because of that, it's a 50/50 chance that you're going to get a good ride with some pretty good airtime, or a rattly mess. The non-wheel seats offer a pretty good classic experience. The wheel seats make it not quite headache inducing, but pretty rough. This also gets one of the longest lines in the park. On busy days, it gets up to an hour wait for most of the day. Also, my last time I rode it, it overshot the station so we were able to ride it twice. Thankfully we were able to ride in a non wheel seat, otherwise I probably would've rated this worse.
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Théma Fun Vibrations
The statue out front is certainly something. The ride itself is fun for a family coaster. There is a small amount of laterals for most of the ride, but one moment jolts you into the right side of the train because of the profiling. Good laterals but it's painful. Even with that moment, it's a great way to build up to the big coasters.
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Fun Baffes
It really depends on where you sit for it to either be a good ride or a bad ride. First time I rode, it was an outside seat towards the front. That ride had pretty nasty headbanging on the zero-g roll and corkscrews. Second time I rode in the middle in an inside seat. This time, there was no headbanging and was pretty fun. This thing has hardly any force though. A little bit of hangtime, but not much else. Just make sure to ride in an inside seat, otherwise it will be rough and unenjoyable.
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Intensité Hangtime Débit Harnais
I got a pretty good ride on Joker. Immediately, I flipped twice. There also was a lot of rocking around, including a part that I thought was going to flip me, but it didn’t. The ride itself I enjoyed, but after is where the problems shine. They only allow one train to load and unload at a time, so you have to wait for quite awhile until you get off. This is part of the capacity problem. The line before moved at a snail’s pace. The waiting also caused my hips to be in pain because of the vest restraint. It hurt, even after the ride. With the extra wait, I’m much more likely to get rerides on Joker at Great Adventure despite preferring the New England version.
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Airtimes First Drop Chef d'oeuvre
After nearly a year since first riding WiCy, as of writing this, it is still my #1. It truly is a one of a kind experience from start to finish, delivering airtime that is so strong that it’s painful. Some may criticize the restraints, but they don’t bother me. I’m small enough for the lap bar to be incapable of stapling me. The shin guards aren’t even noticeable during the ride. In the station, there’s fake newspaper articles about the cyclone the ride’s about. There’s also decent thematic elements incorporated into the ride, good for Six Flags standards. First drop is spectacular. Once reaching to the top of the ride, with flashback’s lift hill giving a scale for how high you are, you get whipped right down the drop in the back. This drop is one of the best for any coaster I’ve done. The zero g stall gives great hang time. You slowly roll into the inversion, stay for a little, then gradually roll out. To finish the “turnaround”, there’s a double down providing strong sustained ejector on both drops. Then comes possibly the best element, the sustained ejector hill. If it weren’t for El Toro, this would be my favorite airtime moment of any coaster. Another “turnaround” happens, this time containing an outward-banked airtime hill. You get ejected into the supports from the side. Then there’s 2 zero g rolls each containing a hint of hangtime and some more off axis airtime hills providing more sideways airtime. The ending continues the trend of ejector, with a hill and even the break run giving airtime. Wicked Cyclone is such a gem, there aren’t even dead spots. I will continue to have this as my #1 until something can be better than this masterpiece.
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Fun Longueur Temps mort
Shredder was surprising yet disappointing simultaneously. The ride starts out with a turn into the lift hill. Just like Pandemonium at Six Flags New England, the lift hill is decently steep and is fun going backwards. It goes up the lift hill for a decent amount of time, keeping you facing down. After the lift, there are a few decently banked moments that are the best part of the ride. There are so many mid-course brakes on this. I still had to wait 40 minutes, but it made the capacity better compared to rides like the aforementioned Pandemonium at SFNE and Slime Streak in the same park. Sadly, the ride just spins a bit during these, and there are plenty of dead spots. The only good thing about the second half is the feeling of the ride never ending. You go to see if the ride is over, and there's still a few more elements. It doesn't feel under 2500 feet long. I just wished that they did more with the elements in the second half, and I wished that the ride would feel faster. The pacing really slows down by the end.
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Launch Intensité Hangtime Vibrations Fiabilité
It opened while I was in line for Timmy, so I couldn’t make it the 75th. I still was fortunate to ride it in the short time frame that it was open. I was there for over 6 hours, and it was open for one of those hours. Forwards launch already is pretty powerful for LSM standards. The two immelmanns were pretty whippy in the back. The rollover provided some great hangtime. Suddenly the turntable makes you go backwards and the launch almost is dangerous. You get yanked towards the seat in front of you. I definitely don’t recommend putting your hands up on the backwards launch in the back because you might smack the other seat. Everything mentioned before applies to the second half, except you don’t realize when each element will occur. The only problem is the roughness. Even when it’s only four years old, it has a noticeable rattle. Maybe the park isn’t good at maintenance. After all, Shellraiser was closed today and has been closed since October. Even with the roughness, Sandy is still a great ride that hopefully can get better maintained in the future.
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Bonne suprise ! Launch Fun
First impressions of this were all over the place. It could either be one of the better coasters at the park or worst case scenario, the worst coaster. I have a lot of issues with motion sickness. While I can tolerate spinning coasters, this introduced going 90 degrees. It ended up being the second best coaster in the park. (Shellraiser was closed) The launch immediately picks up the ride, and after a few launches, you reach the top speed. The ride can either spin a lot at parts or not spin. The spikes are pure fun. You can feel a bit of weightlessness on the top. If you’re facing down, it’s even better. You have a little lap bar as the only thing keeping you in. It creates more joy in the ride, as it’s straight down. The ride isn’t even too short, it’s a reasonable duration. Because of the other random kiddie coasters not included on Captain Coaster, this was my 75th credit. Sandy and Shellraiser were down at the time, so I’m not upset at my choice.
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First Drop Vitesse Fun Débit
I don’t know if it was just a crowded day, but I had to wait an hour for this. One train definitely slows down what would’ve been a 30 minute wait. The ride starts off with a drive tire lift, which is fairly unique for rides bigger than a kiddie coaster. Was the intention supposed to be a small kids coaster? 42 inches isn’t kiddie level. The first drop definitely is the best part of the ride. In the back there is some nice whip that even gives a small pop of airtime. There’s also a very minimalistic lap bar. After the drop, there are some small hills and turns. These don’t offer much forces, but it still makes the ride more fun. The reason for this is the pace. I’m surprised by the speed of this thing, pretty fast for a family coaster. The brakes then make a funny noise that can be heard from around the park. It doesn’t take points away, but after the ride ended my lap bar didn’t unlock and someone had to manually unlock the restraint.
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Intensité
My first review, I mentioned the lack of flips. This time, we got three and a bunch of intense rocking. Immediately after the lift were 2 of them, which caught me by surprise. At the end, our entire side of the train was laughing, which I guess fits the theme of the Joker. There’s also signs in line so decent for six flags standards.
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Airtimes First Drop Intensité Vibrations
It’s 5 stars even with the roughness, that’s how good it is. The first drop is as good as people say, and “deathjector” is an accurate name. Even on the ride where I got stapled there was strong ejector, that’s how powerful it is. The turn after is intense but rough. Then, a nice little hill with some ejector, laterals, then the Rolling Thunder hill. I love the rolling thunder hill. There is sustained ejector on the entire hill. You then go through some rough but intense turns and that’s the ride. I will also mention the cable lift is fast enough to feel the speed. A retracking would do wonders to this ride.
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Débit Hangtime Temps mort
The line moved pretty fast, compared to some other rides (cough Dark Knight cough). Out of the station is a little drop that was somewhat surprising and the main drop was a bit of a let down. I guess Batman gave me too high of expectations. Loop has hangtime, dive loop is eh, and zero-g roll is fun. This is because it’s a zero-g roll. Cobra roll is eh, and afterwards is a pretty apparent pothole. After the midcourse, there’s 2 corkscrews with hangtime and a bunch of dead spots.
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Fun Intensité Vibrations Débit Inconfort
This is weird. Didn’t know what to expect going into the station, but it wasn’t too bad. The only time the vest doesn’t hurt is with the comically large bar. Lift hill gets to let you see the line that you just missed, and it was crowded when we went so there were a lot of people. Drop had a decent whip to it, not anything like Batman but still noticeable. The pretzel loop is weirdly intense, you’re dropping and inverting at the same time. The turns after make you notice how bumpy the ride is. Once you’re in the brakes, you’ll sit there in discomfort for a few minutes. The dispatches flat out suck. Weird but fun coaster.
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Launch Intensité Vibrations Baffes Fiabilité
“Arms down, head back, and hold on” then suddenly you start accelerating. This was my first hydraulic launch, and even in the middle you feel the power of that launch. You also get positives going up the tower, and the drop feels so long. Now for the problem that is really apparent, the rattle. This might be the worst ride to have a slight rattle, and in return there is a slight amount of headbanging. By slight amount I mean enough to give me pain in my ear. I’m not complaining too much about the short ride because it packs so much in it though. I will complain about the downtime. I was on it, then it closed. I was lucky to have it open five minutes later.
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Airtimes First Drop Intensité
The assigned seating makes for breaks this ride. The first time I rode, I was assigned towards the front. The drop had a little pop of air, the inversions were fun, and decent floater. Second time, I was assigned row 11. The drop WHIPPED you and the five loop after was also whippy. Then came the camelback, which gave great sustained ejector. After that, the zero g stall. Whippy from the back and also great hangtime. The turnarounds also were fantastic. Zero-g roll once again had whip, and the airtime hills towards the end still gave airtime. All this is talking about what’s considered a low-tier RMC, really showing how good they are. You also have to put your hands up. My sister didn’t and she was disappointed, so keep them in the air and you’ll have a great time.
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Théma Vibrations Inconfort Lap Bar
This ride has its fans. I’m not one of them. The lap bar stapled me, which hurt the whole ride. The turns aren’t that bad, but the drops were questionably rough. Good theming though.
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First Drop Vitesse Intensité
THIS is how you do a coaster without airtime. I don’t see why people complain about the cloning of this ride. Maybe this is the best one? Who knows? The theming is kind of weird with going through metal pipes. I saw this on Dark Knight too, so maybe I’m missing something about Batman? These metal pipes last what feels like forever until you get to the station. For some reason, the last 2 rows were the shortest lines, and this probably played a key role in my ride. The pre-drop is ridiculous, maybe the best one ever. After the drop, you get into a vertical loop that feels like any other B&M loop. The zero-g roll starts the crazy insanity. It’s ridiculously whippy, shocking considering I did Batman at New England and its zero-g roll wasn’t that whippy. You go into a second loop, just like the first one. After that, some decently fast turns, then 2 of the greatest inversions I’ve done. The corkscrews (they have another name that I’m not bothering to look up right now) are SO whippy. They STILL took me by surprise even after the previous zero-g roll. Also to mention that you retain the speed for the whole ride. The brake run is just what appears to be a storage area, so theming I guess? Coming from someone who has Great Escape as their home park, I which this was there, because it’s so good.
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First Drop Confort Intensité Airtimes
First, the station music is great. Doesn’t affect the actual ride and the ride op was talking half of the time but still enough to acknowledge it. The lap bar is super comfy, and unlike the kiddie coaster nearby there are no seatbelts. I don’t mind seatbelts but it’s kind of funny that they would put them on the kiddie coaster and not the 80 mph coaster. Pointing this out that I got a night ride, so clearly there’s a beautiful setting, I could only put 3 things in the pros. The actual ride has some decent intensity, especially on the helix, but there is one big problem. There is absolutely no airtime on this. I didn’t even get floater. I might’ve had a bad ride but I can only rank a ride meant for airtime that doesn’t have airtime so high.
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Bonne suprise !
Frankie’s Mine Train was bad, but this surprisingly wasn’t uncomfortable. It had weird laterals that were actually fine and you got to go around twice.
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First Drop Théma Intensité Temps mort
The first drop took me by surprise because it was pitch black. It was at night so that might be why(I got night rides on both indoor coasters lol). There was surprisingly a decent amount of positives in the first half, but the second half was just meandering and me yelling at a person who had there phone out (It was on the boring part but still no phones on rides).
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Fun Longueur Inconfort
It’s a long ride with the 2 cycles (One more time!), and it is enjoyable in the back from the whip (I’ve found out that a good amount of coasters in this park are much better in the back). I did hit my arm into the lap bar so it kinda hurt.
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Fun Débit Inconfort Fiabilité
It took all year and 5 attempts until I could ride it, which happened to be 2 days before it closed permanently. The parts where it goes into the brake shake you and it isn’t comfortable. It’s enjoyable but not worth the 90 minute wait. I’m glad they’re replacing it with a Gravity Group, even if it’s a rare ride.
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Théma Bonne suprise ! Hangtime
Flamethrowers!!! Also no headbanging unlike Batman at SFNE. Inversions are also fun with the slight hang time.
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Lap Bar Fun
So much spinning. This is what a spinning mouse should be, unlike Cedar Point’s one.
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Airtimes Vibrations Déception !
There’s some airtime but that helix is rough. Still way better than the monstrosity known as roar.
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Airtimes Lap Bar Confort Temps mort
I used to think Superman at SFNE wasn’t ruined by the u-brick, but now experiencing the t-bar makes me realize how much potential it had. Every airtime moment have great airtime. Sadly, the helixes aren’t that forceful and that straight section is just stupid. I still find it better than the one at SFNE because of the freedom.
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Inversions Launch Fluidité
Way more smooth compared to Flight of Fear. Ending is somewhat rough, but a huge upgrade. Headchoppers too. Fun and enjoyable ride.
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Inconfort Layout
Roughest coaster ever, mainly forceless with a few little pops of air that didn’t help. I don’t normally say this but I hope this train wreck gets RMC’d.