![]() Now, for the fun part of the ride, the ride goes down it's famous drop, which while I think gives 'flojector' at best, is still one of the best moments on the ride. You then rise up into the second turnaround above the station, which will give good laterals before the midcoursebrakerun. The next high underbanked-turn gives a great rush of laterals as well as a quick snap coming out of it. The first turnaround will give nice laterals going through it before the next drop, giving good floater. You then fly into a huge airtime hill, giving exceptional floater airtime across it. You go down a drop giving decently strong floater airtime in the back and then go into a positive-g-filled valley, it's not as intense as rides like HangTime, but it is a good moment. The ride begins with a short, but fun pre-lift section offering nice laterals before the lift-hill. ![]() If Knott's does not solve this problem I think we might see a decline in popularity of this coaster again, which will at least shorten the wait :). I don't think this jackhammer detracts from the ride, yet. Additionally, this ride is undeniably getting rougher, the first half is still smooth, as expected, but the second half has several successive jackhammer moments up until that final helix. The capacity is probably the main reason why I don't ride this more. Now, you will be waiting less compared to years past, but when most of the rides at the park are short waits, this one's wait is kind-of hard to buckle down on and sit through. This ride, while not being operated as terribly in former years, does not still operate to it's full potential. This ride is just so exhilarating, going non-stop while offering an extremely long duration! Now, I will just get the only cons out of the way really quick, one is the mediocre capacity. Airtimes Fun Intensity Capacity Discomfort
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