Pretty good for an arrow looper. It is rough, especially the batwing which is downright painful. However, the rest of it isn’t too bad! The loop is pr...
Pretty good for an arrow looper. It is rough, especially the batwing which is downright painful. However, the rest of it isn’t too bad! The loop is pretty forceful and the corkscrews aren’t pure misery. There’s even a decent tunnel afterwards. I also commemorate the rides setting. You can see it from many areas of the park and the queue line intertwines with the layout. On the lift hill the view is also great. Not the best looping coaster but good for a 1982 arrow that’s much better than Steamin Demon at my home park of Great Escape.
My home park’s first coaster in 19 years and it’s a worthy addition. I was one of the first people to ride on “grand opening day” (it opened to the pu...
My home park’s first coaster in 19 years and it’s a worthy addition. I was one of the first people to ride on “grand opening day” (it opened to the public a day early). The line appeared to move relatively quickly with the 2 train ops, although I only had to wait 15-20 minutes as I entered the line 4 minutes after park opening. First drop provides a slight amount of whip in the back row, and the decent floater persists throughout the layout. It’s a fairly good layout that, in my opinion, isn’t too short. I want to point out the main con of the ride for me, which is the restraint. It was my first ride with timber liners, and I know that this restraint is made to go upside down, but it was tight on me and hurt. It was similar pain to vest restraints. It wasn’t better that someone’s restraint got stuck on the train after us, so we had to wait for a few minutes while the restraint dug into my hips. The restraints also limited the airtime, so the floater was decent but not as good as it could be. Anyways, it’s the second coaster in the park and an improvement compared to alpine bobsled in terms of quality and reliability.
Overall bad, but some seats are worse than others. Some seats have the janky transitions, but still tolerable. Some seats are just terrible. Very roug...
Overall bad, but some seats are worse than others. Some seats have the janky transitions, but still tolerable. Some seats are just terrible. Very rough and many parts are just boring. Maybe the helix is fun in the good rows, but the ride just isn’t good.
This is more than just a regular kiddie coaster. It has some decent whip and is janky enough to provide force. Also, it manages to run 3 laps and goes...
This is more than just a regular kiddie coaster. It has some decent whip and is janky enough to provide force. Also, it manages to run 3 laps and goes over a stream that boats go under, so that's nice. Unfortunately, this is going to have a wait because of the poor capacity and the fact that this isn't a tiny boring kids coaster.
It feels weird to review a ride that barely even is a coaster. There's a few dips and some turns, although they're fun and have some decent laterals. ...
It feels weird to review a ride that barely even is a coaster. There's a few dips and some turns, although they're fun and have some decent laterals. The theming is nice, not as much startling as haunted mansion, which is a good thing. Without theming, it's boring as hell. However, with theming, it's a 2.5 star ride because I don't know how else to rate it.
While Phoenix is the superior wooden coaster, Twister still provides a great experience filled with laterals. The majority of the ride contains latera...
While Phoenix is the superior wooden coaster, Twister still provides a great experience filled with laterals. The majority of the ride contains laterals, including the double helix surrounding the station. The views from the station are already great in its own right, and the lack of gates lets you take in the view better. Just like phoenix, there were only one train ops on the ride. However, just like phoenix, the operations were great. The lack of seatbelts (just like phoenix) greatly improves the loading times. It's interesting how there's half of a lift, some turns, then more of a lift. Weird, but fun feature that helps improve the build up to the drop. The drops are decent. Despite the focus on laterals, there are some pretty good airtime moments. The ride also lasts a long time with it's almost 4000 foot long course. My main critique is the rattle. It's prominent throughout the ride. With some track work, it can be a pretty great wooden coaster. Even with the roughness, it causes Knoebel's top 3 to be amazing.
While I did have to wait 40 minutes for a relatively short-lengthed queue line, it is still a bobsled and generally only had slightly worse capacity t...
While I did have to wait 40 minutes for a relatively short-lengthed queue line, it is still a bobsled and generally only had slightly worse capacity to the defunct bobsled formerly at my home park. The first half is pretty mild, only there for entertainment. The second half provides a pretty thrilling experience. The bobsled banks pretty far and even has a little whip. The transitions from bobsled to track are surprisingly smooth, unlike the aforementioned Alpine Bobsled. It took many years to build, but now Knoebel's has a rare and fun ride.
It's kind of funny that my first vertical lift hill wasn't on a gerstlauer but on a zierer. Anyways, Impulse is quite a fun ride! The lift hill itself...
It's kind of funny that my first vertical lift hill wasn't on a gerstlauer but on a zierer. Anyways, Impulse is quite a fun ride! The lift hill itself is pretty freaky and the drop provides decent whip. The pullout after the drop causes the lap bar to staple you, so that's unfortunate. There are several moments of high positive Gs, particularly the vertical loop. It feels quite a bit more forceful compared to normal vertical loops. All four inversions had decent hangtime, with the most being on the inline twist. What's most surprising is the helices. I almost grayed out on them! Anyways, it could be a big longer, but it's a great, modern addition to a park centered around preserving history.
With my home park being Great Escape and me being a big fan of Comet, I expected Phoenix to be phenomenal. It is. While it was running one train ops, ...
With my home park being Great Escape and me being a big fan of Comet, I expected Phoenix to be phenomenal. It is. While it was running one train ops, the dispatches were incredible. Less than 30 second dispatches. Kudos to the ride ops for preventing the line to be an hour. The longest I waited was around 35 minutes. The beginning tunnel isn’t really a thematic element, but it is intriguing nevertheless. Lift hill is relatively quick, just like comet’s. Before getting into the actual layout, I want to acknowledge the absolute best restraints I’ve seen on any coaster. There’s a buzz bars, a foot above your lap, with no seatbelt and a really small seat divider. The forces are exemplified for this reason. First drop is pretty good, but nothing noteworthy. The turnarounds, especially towards the end, provide good laterals, although Twister takes the crown for the best laterals in the park. The airtime is absolutely amazing and is the real star of the show. Airtime hill after airtime hill, including a double up and double down, provide airtime that is inconceivably good. Towards the end, the buzz bar causes you to be essentially standing up because of how much airtime. True masterpiece of a ride. I’m so glad this is still in operation considering it was a relocation. I’m a huge fan of PTC, and this is the magnum opus.
Didn’t really notice the location too much but it’s essentially Canyon Blaster but better. Helix is immediately after the first lift hill and the ride...
Didn’t really notice the location too much but it’s essentially Canyon Blaster but better. Helix is immediately after the first lift hill and the ride is similar. Random forces for some strange reason and there’s a random ejector moment that I don’t know how it got there.
Wildcat has been heavily improved, but it still isn’t fully fixed from the Gravity Group retrack. Before getting on, the capacity feels atrocious. 14 ...
Wildcat has been heavily improved, but it still isn’t fully fixed from the Gravity Group retrack. Before getting on, the capacity feels atrocious. 14 people on one train ops. You can see another train, but it isn’t running. On a quiet Sunday, it was a 45 minute wait while the second longest wait I experienced was 15 minutes. The restraints aren’t terrible, but I vastly prefer PTC restraints for their increased room for airtime. First drop is rough but tolerable. First turnaround isn’t noteworthy, and neither are the following turnarounds. The retracted airtime hills provide some decent floater. At this point, the ride is a solid 3.5-4 stars thanks to the pretty smooth experience. The final third of the ride is entirely different. The final turnaround provokes a constant trend of jackhammering. On the final hills, it can get so bad to the point that it’s laughable. My 2 rides were in the last 2 rows and those were probably the roughest rows, but it’s still questionable that the whole ride was like this. With that being said, my first rides on wildcat were mostly good, but they still need to retrack the finale at some point.
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 ...
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.
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 goo...
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.
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, bu...
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.
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 ri...
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.
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 ...
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.
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, deli...
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.
Shredder was surprising yet disappointing simultaneously. The ride starts out with a turn into the lift hill. Just like Pandemonium at Six Flags New E...
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.
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 ...
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.
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...
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.
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. Th...
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.
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, whi...
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.
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 t...
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.