Rollercoaster Ranking – B&M Flying Coasters

The B&M flyer is a ride type I’ve been familiar with for most of my coasting life. It started life as a prototype at Alton Towers, following fairly hot on the heels of Vekoma’s largely unpopular attempt at a flying coaster. Unlike the competitor, you board the trains in a standard upright manner and when ready for dispatch the seats hinge upwards from behind you, lowering your face towards the floor and hanging you into the vest restraint in a prone position. This remains a great moment for witnessing the terror in unsuspecting guests as it is a particularly unusual and scary way to begin a coaster. The lift hills are equally unnerving, often with nothing but open ground below you, slowly getting further away as you climb.

Prototype aside I have since come to learn that what these rides excel most at is intensity, something I especially admire in an attraction these days. For sheer physical duress on the body they are usually the most intense coasters that B&M create (along with perhaps one or two of their inverts).

One of the main contributors to this is the pretzel loop element, or any other element that involves the train diving you head first towards the ground and then having you pinned onto your back before returning to the flying position. While these inversions can be a little too much for some to enjoy, I am a huge fan of this unique and unrelenting force that literally takes your breath away, pushing the air from your lungs and making your head spin.

I am happy to declare that I have currently ridden every layout of B&M flyer in the world, with only a couple of cloned versions still to ride, so let’s see how they size up.

#7 Air/Galactica (Alton Towers, UK) – The aforementioned prototype is the exception to the rule when it comes to intensity. The only inversions Air has are a standard roll and the ‘fly to lie’ which, though it puts you on your back for a portion of the layout, does not subject you to much in the way of strong forces. It ends up being rather uncomfortable and the feature has yet to be repeated in another layout. Air’s strong points are the unique way it gains momentum through the starting double drop and the moments that best emulate flying, low down over some grass and rocks.

#6 Crystal Wings (Happy Valley Beijing, China), Superman Ultimate Flight (Six Flags Great Adventure, USA) & Superman Ultimate Flight (Six Flags Great America) – This ranking comes with a caveat. The layout itself is objectively better than the previous entry but if it’s a Superman clone I tend to enjoy it less than Air. Crystal Wings has very strong theming which greatly enhances the ride experience and particularly after riding that version first, I resent riding undecorated copies of it at Six Flags parks.
The layout begins strong with a pretzel loop but then seemingly runs out of inspiration, taking corner after corner with little excitement before ending in an underwhelming roll.

#5 Tatsu (Six Flags Magic Mountain, USA) – I was a little disappointed to find this ride performing below par for what I had experienced with others. The setting and landscape had massive potential and I absolutely love the way it saves the pretzel loop until the end of the layout, diving off the side of a mountain to achieve it – I’m a sucker for a good use of terrain.
My main issue is that it’s like the Supermen in reverse, the first section of the ride is just corner, roll, corner, roll, corner, roll, none of which really get things going. By no means is this a bad ride and I’m fairly sure it gave me DVT with its intensity, but the upcoming competition is just too strong.

#4 Acrobat (Nagashima Spa Land, Japan) & Manta (Sea World Orlando, USA) – Another layout, another pretzel. This beauty starts stupidly intense and then maintains it through the following corner, well beyond sensible limits. Other than the brief respite provided by the mid course brake run (the only one to have this), the remainder of the layout manages to keep things more interesting than the above, with lower to the ground swoops and a corkscrew that snaps a lot more than the average roll on these rides.

#3 Starry Sky Ripper (Joyland, China) – It seems the time had finally arrived to attempt some different elements on these rides and this Chinese anomaly took it to serious extremes. After an unusual straight drop and following large turn, the ride enters a 540° roll.
Wait, you say, I’ve been ragging on rolls this whole time.
Yes, but that extra 180° makes a world of difference. While thinking ‘oh, it’s another one of these’ it continues to rotate past expectation and then the track just falls from underneath you, head first into a drop with a complete wow moment. What better way to follow this than with a vertical loop, essentially tightening the experience of a pretzel and in the reverse direction.
This sequence of elements is simply mind blowing, but then the ride loses steam a little like the others and ends on some corners and yes, you guessed it, rolls.

#2 Harpy (Xishuangbanna Sunac Land, China) – I almost didn’t go and ride this due to my strong disapproval of cloning ride layouts and some rather lazy research. On the surface, this looks like another Superman clone. In reality, it fixes everything about that ride. Once again, the start is the same but, like Acrobat, the intensity of the pretzel is held well after it ends. Suddenly the train lurches to the ground in a completely unexpected manner – I could have sworn there was some airtime on this flyer.
The rest remains intense, essentially cutting the faff out of the Acrobat layout and only having the better of the two inversions. I adored this ride in the middle of nowhere and it made me beyond happy to discover that it was both unique and amazing.

#1 Flying Dinosaur (Universal Studios Japan) – The newest installation to date. Take a compilation of everything you’ve read above and then double the intensity. This is not just my favourite flyer, but my favourite overall B&M coaster and the ride should potentially be made illegal. For a manufacturer that is often declared too safe with their designs as of late, having built their success on crowd pleasers, Flying Dinosaur just exceeds every boundary.
A huge drop takes you straight into the 540° element of Starry Sky Ripper, no holds barred, plunging out of that onto your head and into a half loop. Before you can recover, you’re diving head first into a pretzel loop. That’s the two most intense elements these rides have to offer, back to back. I don’t know what happens from here but all I can tell you is that it provides absolutely no time to regain any sense of composure from the previous experiences, the ride just continues to abuse you – head spinning, out of breath, until the brake run. And I bloody love it.


In doing my research for this list I have just noticed that the rankings follow the exact order of age for these rides so they’re clearly learning more each time and getting better and better. I do hope the world sees a few more layouts in future, as they’re clearly on a roll.




Ride Review – Helix

How does one go about building the greatest rollercoaster in the world?
Look no further than this hillside in Gothenburg for inspiration.

When talking about my hobby to anyone I am probably most frequently asked the question – ‘so what’s your favourite then?’ The reply of course is ‘Helix, it’s in Sweden’, but when it comes to explaining why that is, I find it rather difficult to do in a sentence or two. The simplest answer is that ‘it has everything’, but what does that mean to someone with no real context?

Let’s start with the ingredients.

The Layout

Having an inspirational layout is probably the most important thing I look for in a ride. It’s the core of rollercoaster design and, for me, every experience can only really be judged as a sum of its parts, rather than defined by singular moments. Simply put, the layout of Helix is a sheer masterpiece in my eyes. It does everything I love and I cannot fault it.

I already mentioned the hillside and that will be coming up a lot because it contributes to several of the factors that make this ride special. In this case, it makes the layout of the track completely unique as it is entirely built around the physical landscape found here.

The station for the ride is situated at the top of the hill, meaning that unlike most other rides, gravity is already at your disposal. There’s no need to build up that potential energy and you can start as you mean to go on – which Helix does all too well. As early as the point of dispatch, the train surges out of the station into the first drop which then immediately throws you out of your seat. Airtime already?

A wonderfully floaty inversion follows, flopping you down into the restraint and giving your first of many surreal upside down views out over the park.
From here it heads round a sweeping corner, through the trees at the northern most point of the ride, above Liseberg’s quaint garden area.

That section was just a taster and now the first launch accelerates you into a larger and more spectacular inversion above the height of the starting point. We’ve got even more to play with now.

With another sweeping turn into a twisted airtime moment, the train begins to build momentum and work its way further down the hillside. The height differential of the landscape comes into play more and jutting out over the edge is a Norwegian loop.

This is a rare element, currently only found on three coasters in the world and it’s essentially a sitdown version of the Pretzel loop on flying coasters – often considered to be the most intense inversions in the world. Another way of considering it would be a standard vertical loop stood on it’s head – the heart of the element is the lowest point and therefore the fastest part.

It flips you onto your head before diving down into the base of the loop with a ton of force and then pulling out the other side with a second flip, pointing you back in the original direction of travel.

Following this element the ride just wants get as far away from the station as quickly as possible. After diving under the lift hill of neighbouring coaster Lisebergbanan, the first traditional airtime hill follows, taking you over the station of that same ride.

Contrary to the name, the snappiest and most out of control inversion on the ride is the subsequent Zero-G roll and this part really is Helix at its wildest. Another surprisingly snappy transition takes you into the closest thing the ride has to having an actual helix, a tight 360° banked corner at the lowest and fastest point of the layout. You’re almost at the ground now.

Rather than thinking about losing any speed at this point, the track quickly twists the other way and turns you into the second launch. A rolling launch is often one of my favourite elements purely from the utterly joyous sensation it provides just in knowing that the ride is far from done – instead of running out of steam, it’s giving you the opportunity to do it all again.

This launch sets you up for what I’d consider to be the two most signature moments of the ride. The largest of the inversions and the highest point in the ride, this inside top hat towers over the surrounding pathway.

The unusual shaping of this element provides a strange mix of sensations, along with the most sustained sensation of hangtime and an inverted view back out towards the ride station and city beyond.

The train plunges out of there and into what I consider to be the greatest airtime hill in the world – no mean feat.

All this new found momentum is more than enough to carry you all the way back up to the height of the station with significant speed and this is done through what I like to call ‘the slither’ – a fun series of twisted transitions in alternating directions up the hillside.

Just when you think you’re safe, a brutal final roll pitches you onto your head one last time before the brake run.
Not a single moment is wasted in this layout and that can’t be emphasised enough.

The Forces

We saw a lot of different elements in the layout there and when earlier I said that Helix has everything, this also holds true for the forces it provides.

A contender for strongest airtime on the planet, the execution of the negative Gs on this ride are truly spectacular – from leaving the station out of your seat to the more subtle twisted pops there’s a huge variety.

The two major hills toe the line perfectly between brutally ejecting you out of your seat and sustaining you there for a significant period of time, often a hard balance to encounter. Normally this sort of force is over before they can catch up, but it literally drags your limbs up into the air, taking total control of your body.

I find the the best way to experience positive forces is not so much the common crushing head sensation but the tingling and numbing in your feet, something the B&M invert perfected first with the dangling legs of the seating position.
Although Mack mega trains do have a floor, the seats are raised above it so your legs are still hanging in a similar fashion. Helix is the only sitdown coaster in the world that puts pins and needles in my feet and it’s mostly found here in the Norwegian loop due to the speed and sustained force at bottom of the dip.

Somewhere between the extremes of negative and positive force, each of the other inversions on Helix provides an interesting sensation of floating or snapping, all being taken at different angles, height and speeds. There was a time in ride design when going upside down was purely for the scare, the spectacle or a more basal thrill. The earliest inversions like vertical loops and corkscrews are generally quite boring these days.
Helix is part of a new generation of rides where the inversion has been revolutionised, all seven in this layout are enjoyable in their own way and contribute to the ride experience. None of them feel like they are just there for the sake of it – they all have purpose.

I can’t even describe what this one does, but it feels like at least 5 different things are going on at once with the sharp upwards entry, sudden twist and more drawn out exit. It’s very unique.

The Interaction

Among my most favourite experiences on attractions are those moments when there is an interaction with another nearby, especially when there’s another train or car involved, full of other riders. It’s a bit of a weird human trait, like waving to people on a gentle train ride at a level crossing – a moment of shared joy. In better cases of this you aren’t an innocent bystander, you’re all sharing high thrill experiences together – duelling and racing coasters are particularly good at this. In the best version, they’re different thrill rides altogether.

You can see the majority of the Helix layout in the image above. The coaster it shares a lot of moments with is Lisebergbanan in white. A log flume crosses twice at the bottom right of the layout, near the second launch. AtmosFear the drop tower sits within the upper left corner at the top of the hill.
There’s also Uppswinget towards the centre of the picture, an S&S Screamin’ Swing which sits both above the spiralling turns of Lisebergbanan and below the highest inversion of Helix, perilously swinging back and forth between the two.
I commonly refer to this location as my favourite place on earth. I could stand there all day watching it all go by and with the operational efficiency of a park like Liseberg, it’s particularly satisfying how frequently something special happens.

The highlights of this ride interaction include chasing or being chased by a Lisebergbanan train across the hillside.

And in the moment between what I described as the two most significant parts of Helix, an Uppswinget swing is likely to come hurtling towards you from the right. These both always cause me to simply shout in amazement.

The Location

Besides being situated amongst these other attractions, even just the scenery is particularly attractive for this city park. The view from the station while sitting in the train, looking out across the valley past the first inversion is always a magical moment.

There’s always something different to look at with a unique perspective during each of the slower inversions, enhanced by such a high vantage point.

The defining moment of the final airtime hill that coins the phrase ‘being ejected into Gothenburg’ is truly spectacular. It feels like you can just leave the train and fly over the Gothia Towers into the heart of the city and a ride at night with everything lit up never fails to take my breath away.

Other than pure physical location, the ride happens to be in my favourite park in the world – Liseberg, and I can admit that the two actually influence each other in the definition of this. Though there may be other technically better parks out there, I can’t deny the appeal of one containing both the best ride ever and my happy place. In 3 visits over 6 days I have never found a single fault with the place from the atmosphere, attraction lineup, operational efficiency (5 trains on Lisebergbanan), food (now MAX), staff, opening hours (regular 11pm nights). You simply cannot fail to have a good time here and, like Helix, it has it all.

The Hardware

Though this ride has likely played a part in defining this as well, The Mack mega trains are my favourite rolling stock on a coaster. I often declare that I want one of the bucket seats as my office chair and they really are that comfy.

Comfort is one part of the story, but freedom of movement is also extremely important to me on a rollercoaster as it ensures there are no restrictions on the forces the ride has to offer you. With minimum points of contact, nothing gets in the way of your body moving where physics wants it to and there’s no threat of being punched in the head by a lumpy restraint. The way the bucket seats have such wide (and airy) backs, the lap bar coming in from above rather than between your legs and the raised position from the train floor that I mentioned earlier all play a significant part in making sure you get the best of Helix.
There were concerns amongst enthusiasts (myself included) when seatbelts were added to the ride after a few years but from personal experience and with careful use these have made no impact whatsoever.

The trains also have headlights and strip lights down the side that looks great at night, particularly if you take a late ride on the ferris wheel – you can see them zipping about all over the hillside in a wondrous fashion.

Mack themselves are an extremely competent ride manufacturer. Everything about their recent creations exudes professionalism but there’s also that slightly twisted darker side to them – the willingness to push boundaries and do things out of the ordinary. It’s a perfect combination of what the industry has to offer right now and I think it sets them apart nicely. The track is smooth, the launches are intelligent, the ride is extremely forceful and none of it feels clinical. I will likely touch on the subject in other reviews but it has what I would call character.

The Verdict

When I first rode Helix in 2015 I had been on less than 100 rollercoasters. Both the amount that it did and the way in which it did it completely redefined what I thought I knew about rides. I sat on the brakerun with my mind spinning. I loved rollercoasters but I had never considered the possibility that they could be THAT good.

I returned the following year with double the count to my name and it quickly reaffirmed everything I thought the first time around. Nothing comes close to touching this brilliance.

Over what felt like a long 2 years I was constantly looking for an excuse to return. It’s truthfully the only ride and park in the world that I am constantly, constantly thinking I would like to pop back to for no other reason than sheer enjoyment. When what I get the most out of this hobby relies so heavily on finding new experiences and travellings to new places, given the choice I will always go somewhere I haven’t been yet. Or here.
That’s it.
The moment finally came towards the end of the 2018 season. I was well over 600 creds now, having seen and done a hell of a lot more and a little nagging doubt had crept in as it often does when you look back on ride experiences – will it stil hold up?
We arrived at the park in the evening and it was already dark. We headed straight to the ride and it me took as far as the zero-G (head over heels, can’t see, mind racing) on our first lap for the single loudest thought to pop into my head. ‘Yes, this is still by far the best thing I’ve ever done.’
I stand by that to this day.

They knew it before I did and the poster says it all. Helix is the next level of rollercoasters. I can’t wait for one to join it.


Score Card



Top 10%

Welcome to my favourite rollercoasters in the whole wide world.
Whilst we will start with this list with a more traditional ‘top 10’, I’m in the big leagues now and it seems to do a disservice to an awful lot of rides to stop at just that number. I currently feel like 10% is a good amount to represent the wider variety of amazing rides I’ve encountered so far and anything that makes it onto this page really is a cut above the rest.
As the site develops I aim to elaborate on the reasoning behind as many as possible, so stay tuned.

#1 Helix
Liseberg

#2 Ride to Happiness
Plopsaland de Panne

#3 Python in Bamboo Forest
Nanchang Wanda Theme Park

#4 Jungle Trailblazer
Fantawild Dreamland Zhengzhou

#5 Twisted Colossus
Six Flags Magic Mountain

#6 Skyrush
Hersheypark

#7 Taiga
Linnanmäki

#8 Flying Aces
Ferrari World

#9 Eejanaika
Fuji-Q Highland

#10 Wood Coaster
Knight Valley

#11 Hakugei
Nagashima Spa Land

#12 Iron Gwazi
Busch Gardens Tampa

#13 Twisted Timbers
Kings Dominion

#14 Steel Vengeance
Cedar Point

#15 Zadra
Energylandia

#16 Fjord Flying Dragon
Happy Valley Tianjin

#17 Storm Chaser
Kentucky Kingdom

#18 Wicked Cyclone
Six Flags New England

#19 Lightning Rod
Dollywood

#20 Phoenix
Knoebels

#21 El Toro
Six Flags Great Adventure

#22 Untamed
Walibi Holland

#23 Kondaa
Walibi Belgium

#24 VelociCoaster
Universal’s Islands of Adventure

#25 OCT Thrust SSC100
Happy Valley Wuhan

#26 DC Rivals Hypercoaster – Warner Bros. Movie World
#27 Taron – Phantasialand
#28 Hyperion – Energylandia
#29 Maverick – Cedar Point
#30 Flying Dinosaur – Universal Studios Japan
#31 Jungle Trailblazer – Oriental Heritage Wuhu
#32 Wooden Coaster – Fireball – Happy Valley Shanghai
#33 Twisted Cyclone – Six Flags Over Georgia
#34 Railblazer – California’s Great America
#35 Extreme Rusher – Happy Valley Beijing
#36 Revenge of the Mummy – Universal Studios Singapore
#37 T Express – Everland
#38 Flash – Lewa Adventure
#39 Joker – Six Flags Discovery Kingdom
#40 Wildfire – Kolmården
#41 Schwur des Kärnan – Hansa Park
#42 Coaster Through the Clouds – Wanda Nanchang
#43 Soaring with Dragon – Hefei Wanda Theme Park
#44 Copperhead Strike – Carowinds
#45 Icon – Blackpool Pleasure Beach
#46 Bullet Coaster – Happy Valley Shenzhen
#47 Piraten – Djurs Sommerland
#48 Fury 325 – Carowinds
#49 Dinoconda – China Dinosaurs Park
#50 Pyrenees – Parque Espana
#51 Jungle Trailblazer – Oriental Heritage Jinan
#52 Dauling Dragon (Blue) – Happy Valley Wuhan
#53 Lost Gravity – Walibi Holland
#54 Jungle Dragon – Happy Valley Chongqing
#55 Mine Blower – Fun Spot America
#56 Mako – Sea World Orlando
#57 Wood Express – Parc Saint Paul
#58 Timber – Walibi Rhône-Alpes
#59 GhostRider – Knott’s Berry Farm
#60 Balder – Liseberg
#61 Storm – Etnaland
#62 Hollywood Dream: The Ride – Universal Studios Japan
#63 Junker – PowerLand
#64 Alpina Blitz – Nigloland
#65 Storm Runner – Hersheypark
#66 Parrot Coaster – Chimelong Ocean Kingdom
#67 Harpy – Xishuangbanna Sunac Land
#68 Flying Wing Coaster – Happy Valley Chongqing
#69 Nitro – Six Flags Great Adventure
#70 Dueling Dragons (Invert) – Guangzhou Sunac Land
#71 Nemesis – Alton Towers
#72 Cú Chulainn – Tayto Park
#73 Black Mamba – Phantasialand
#74 Comet – Hersheypark
#75 Shock – Rainbow MagicLand
#76 Lisebergbanan – Liseberg
#77 Hair Raiser – Ocean Park
#78 Joris en der Draak: Water – Efteling
#79 Joris en der Draak: Fire – Efteling
#80 Wodan – Europa Park
#81 Mystic – Walibi Rhône-Alpes
#82 Hagrid’s Magical Creatures Motorbike Adventure
#83 Big Thunder Mountain – Disneyland Paris
#84 Big Grizzly Mountain – Hong Kong Disneyland
#85 Rutschebanen – Tivoli Gardens
#86 Silver Star – Europa Park
#87 Apollo’s Chariot – Busch Gardens Williamsburg
#88 Atlantis Adventure – Lotte World
#89 Full Throttle – Six Flags Magic Mountain
#90 Superman / la Atracción de Acero – Parque Warner Madrid
#91 Batman la Fuga – Parque Warner Madrid
#92 Monster – Walygator Parc
#93 Abyssus – Energylandia
#94 Speed Monster – Tusenfryd
#95 Euro Express – Romon-U Park
#96 Verbolten – Busch Gardens Williamsburg
#97 Goliath – Walibi Holland
#98 Starry Sky Ripper – Joyland
#99 F.L.Y. – Phantasialand
#100 Van Helsing’s Factory – Movie Park Germany
#101 Star Trek: Operation Enterprise – Movie Park Germany
#102 Capitol Bullet Train – Motiongate
#103 Celestial Gauntlet – Oriental Heritage Changsha
#104 Afterburn – Carowinds
#105 Nemesis Inferno – Thorpe Park
#106 Blue Fire – Europa Park
#107 Flight Deck – California’s Great America
#108 Valkyria – Liseberg
#109 Dynamite – Freizeitpark Plohn
#110 Freestyle – Cavallino Matto
#111 Space Mountain – Disneyland (California)
#112 Juvelen – Djurs Sommerland
#113 Gold Rush – Attractiepark Slagharen
#114 Arashi – Nagashima Spa Land
#115 Thundercoaster – TusenFryd
#116 Fujiyama – Fuji-Q Highland
#117 Acrobat – Nagashima Spa Land
#118 Tatsu – Six Flags Magic Mountain
#119 HangTime – Knott’s Berry Farm
#120 Battlestar Galactica: Cylon – Universal Studios Singapore
#121 Bandit – Yomiuriland
#122 Smiler – Alton Towers
#123 Dragon’s Fury – Chessington World of Adventures
#124 El Toro – Freizeitpark Plohn


Ride Review – Lost Gravity

Walibi Holland are slightly off the rails, in a good way. Let’s just say the park themselves know how to have a good time. I can’t think of a better investment to represent that than this. Hard Gaan.

Lost Gravity was the first ever installation of a Mack big dipper. I’m a massive fan of Mack rides, not least because they made my favourite coaster on the planet. Their restraint and seating system revolutionised the modern inverting coaster giving an unparalleled sense of freedom and comfort even against the most extreme of forces, teaching the world once again that you don’t need these poxy shoulder restraints everywhere.

These same seats made it onto this new model of ride, on which the easiest comparison to draw for the cars would be to a Gerstlauer Eurofighter. In a head to head, they fix absolutely everything about them, from the awkward restraints to the clunkiness with which they rattle around.
On top of this, the outside 4 positions can be described as wing seats, as they stick out over both the edge of the car floor and the actual track, letting your feet dangle. Wing seats like this can be a powerful ally to a ride, effectively doubling any lateral forces in a snappy transition as physics has to move you, the rider, further to keep up.
The advantage of single 8-seater cars on a coaster such as this, as opposed to full trains is that tighter (and snappier) manouevres can be attempted without (less) serious engineering issues.

The theme for the ride is in the name. Gravity has been lost and the scenery throughout the queue and the ride area is a random assortment of objects, vehicles and containers that are upside down and strewn all over the place. The entertainment highlight as you move through the queue is an escalator that no longer moves. Instead, if you happen to be standing on it while waiting, the floor intermittently vibrates underneath you, in a hilarious fashion.
There’s always some intense dance music playing throughout the area, fitting perfectly with the vibe of the park and I believe there was a dedicated DJ situated near the ride entrance at some point.

The ride does have a song written for it and it’s one that I have a great attachment to, though sadly I’ve never heard this played in situ.
The other highlights in theming are a couple of flamethrowers that go off viciously every so often, enough to give people in the queue a good fright. You can’t beat a bit of fire.

On to the actual ride then, it begins with a wickedly steep and twisted first drop that just disappears from underneath you, throwing you particularly hard if you’re in the correct wing seat. Before you’ve had time to recover from that there’s a silly little hill, no more than the size of a speed bump, which produces a very amusing and odd sensation of airtime.

Nobody should know what this element is supposed to be. Some semblance of a top hat, but the shape is just so warped and again produces some rather unique forces, although slower this time, before you hit another big violent hill of pure ejector.

The train then enters a flat turnaround up high, ending in a mid course brake run which tugs at the pace a little into the dive drop that marks the second half of the ride.

The ride gets more twisty now, navigating a series of tight corners, another well placed inversion and a final punch of airtime before the end.

I was very happy with the final product. I like a mixed bag of forces on a ride and I always implore designers to try new things, be different and unique. It did everything I could have asked for really and instantly became my favourite attraction in the park. Although Goliath was an old friend of mine it just can’t compete with the simplicity of what it delivers in comparison to a ride like Lost Gravity.

What holds it back from the elite though? Because it isn’t up there with the best of the best for me. That’s a question I find hard to answer.
I believe it comes back to the Eurofighter comparison from earlier. Though Mack fixed everything I thought they could about it, there’s something more inherent about these rides with single cars instead of trains. What you gain in manoeuvrability you lose in grace, they just don’t… flow as nicely. The momentum and rhythm is different, much more stop-start and, for want of a better word, it feels gimmicky.

Still loved it anyway, bought the T-shirt to prove it. Not the one that says ‘Ask me about Lost Gravity’, but please do.


Score Card



Ride Review – Baron 1898

On my first trip to Efteling, this ride was nearing the final stages of being built. They certainly weren’t afraid to show it off to everyone and get them excited for what was coming to the park – not a construction fence in sight.

It excited me too, though I wasn’t a local. This was a time in my life when B&M were the most consistent manufacturer I had come across and from what I had already experienced that day, I was sure Efteling could produce something really special.

A couple of years later I was back in the Netherlands and of course took the opportunity to see how things had turned out, soon finding myself standing in the queue that was once mud.

The area that the ride lives in is wonderfully presented and fits right in with the overwhelming aesthetic and charm of the park. Drawing strongly on their experience with Vliegande Hollander, theming becomes the most dominating part of the attraction and Baron takes it a step further by even having it’s own preshow – something very few coasters do.
This is also a good time to mention that there was an extensive soundtrack composed for the ride, which I always admire, but in this particular instance none of the melodies have ever really stuck with me, unlike certain attractions.

In Efteling style, the preshow tells a tale of the Baron himself, the opening of his gold mine and the Witte Wieven that haunts it. Now the scene has been set, guests move into the station to board the Dive Coaster trains which are to be your mine cars. You’re now a part of the story.

The train pulls out of the station into another room, where impressive projections and physical effects continue the story. Trouble is afoot, the ride can begin.
It’s hard for me to feel intimidated now in these comfy B&M seats as they ascend the lift hill. At the summit, the signature holding brake of the ride type dangles you over a misty pit.

The train releases and you plummet down the near vertical drop into the ground below. Baron is comparatively tiny for a dive coaster, not quite reaching 100ft off the floor and it shows here in that the defining moment of the ride is not as effective at launching you out of your seat or providing the sustained sense of freefall that I would have expected. The pull out of the drop is almost instantaneous.

With your face full of sweet mist, the ride navigates two consecutive inversions that are pulled off rather nicely, before entering a helix that seemingly serves no real purpose other than to burn a bit of speed. Moments like this in a layout do bother me as, with my mindset, it just feels like wasted potential.

The final element is a slight airtime hill that is somewhat satisfying and you hit the brakes far sooner than expected.

While solid fun as a coaster, there was nothing truly spectacular about it. The theming remains the most prevalent feature of the experience, which I’m fine with, but it could have been something really special if the hardware had lived up to it.
I can only assume they were erring on the side of family thrill to suit the park as a whole, which makes the choice of ride type seem a little unusual – other than for the look and to fit the narrative.
Dive coasters by original design were to be dominating, powerful and scary, the prototype literally being themed to fear. It’s refreshing to see one used in a different way, but it didn’t quite meet my expectations on all fronts.


Score Card



Ride Review – Taron

There’s an unavoidable sense of awe around this Intamin multi launch coaster, particularly if you enter it from the direction at which you can look down on most of it from above. Taron has the most ‘crossing points’ of it’s own track over itself, on any coaster in the world. I could stand and look at it for hours. How they fit all of this ride into one of the most immersively constructed lands out there defies belief.

Because you can just enter Klugheim as if it existed first, the section of Phantasialand that it is located in. It’s like a small viking town with shops, a bar and a cafe. All the while this dominating presence of a rollercoaster is just there, seemlessly integrated with it. And it’s not just the visuals. The noise that the launches on the ride make echo throughout the area with an almost vicious anger and it’s deeply satisfying to hear, even more so once you’ve experienced the ride.

That’s why we’re here though right? The ride. It’s amazing.
I have to admit though, I find it hard to comprehend and quantify the experience, so bear with me.
The trains are new ground for Intamin, in a way they emulate the Mack launch coaster, with a comfy lap restraint that comes in over your head, slightly raised seating that leaves most people’s feet dangling, though still with a floor beneath them and most importantly – a very open sensation, lots of room for the top half of your body to move around with relative freedom. This sensation is important, because of what Taron relies most upon.

Once you’re on board, the train pulls out of the station and onto the first launch track, teases you for a second and then fires away with a quick burst of speed into a sharp corner around some rockwork. There’s a lot of those.

From here, it’s the transitions that make up the majority of the ride experience. In the way that the track twists and turns around itself, more often than not the direction changes are very sharp and this is what provides the force of the ride. The near misses with the scenery can have you independently ducking and diving as much as the train.

The second launch is potentially my favourite moment on any coaster. The way the ride violently drops into it, at the bottom of a pit, is just so unique and satisfying. It’s already fast, but it’s about to get a whole lot faster. With no hesitation at all, you accelerate to what feels like a million miles an hour through the trench, with the train and seats vibrating and shaking beneath you with the raw power of the LIMs – the power that makes the wonderful noise that echoes through Klugheim. It’s nothing short of exhilarating. I find myself throwing my arms wide open and just screaming “AHHHHHH!” at this moment. That’s not a very me thing to do.

As a rule to myself, rides cannot be measured by single moments alone and this becomes Taron’s downfall. It has to be about the whole package for me. Launches aside, the rest of the ride is a good little sit down, a bit of tossing and turning, but it’s never truly intense and it never really excels at anything else in any particular way. I have never found any notable airtime on the ride and without any focus on that, I think having specific elements could have also helped to give it a bit more for me to rave about.

The trim brakes at the end of the ride also act against it for me. It contradicts what I said earlier about the wonderment of fitting everything into this land. They almost found design perfection, but they had to compromise somewhere to make it fit in a forced manner and it’s a bit of an anticlimax to an otherwise spectacular ride.

I love the music for Taron, it’s one of my most listened to soundtracks and hearing it in the ride area always gives me a buzz.

I despise the queue, it starts out great, meandering through rockwork and track supports but ends up in front of what looks like a multi storey car park with a massive section of cattlepen. As it was with other queues in the park, the guests are all overly packed into this tight space but this time they’re also always chainsmoking. A literal haze forms over the queue from the amount of smoking that goes on here and it puts me right off.

So that’s Taron, almost perfection. One of very few coasters in the world that has caused me to return to a park that had built no new attractions since my previous visit. The lure of a night ride is that strong.


Score Card



Ride Review – Icon

I had tried to distance myself from the hype surrounding this ride somewhat, for the year or so leading up to it opening. In trying not to let it sink in that my favourite ride type was coming to the UK, it eased the expectations and even by the time I was sitting down in the thing, the realisation hadn’t quite hit me.
When that moment finally arrived I found myself in a sexy Mack bucket seat, sitting on a launch track, in Blackpool. What?

First impressions were good. Nothing was overwhelming, but it felt like a solid layout that had somewhat more to give… and give it did.

I kept going back to it throughout the course of the day and it only ever got better. I soon came to the selfish realisation that regardless of how well Icon was received by the public, how well it did for the park, whatever, this ride is exactly what I wanted for the UK.

This isn’t purely down the ride itself, but also the park it’s located in. Blackpool Pleasure Beach is great for its easy-going atmosphere, but the park also separates itself from most others in the country by being just well run and packed full of enough attractions for you to really get the most out of your day there. Queues don’t get huge, operations are great.

When I first rode Icon it was a gorgeous weekend, we didn’t even arrive for the park opening time, but had done all the rides bar a couple of breakdowns by lunchtime. The brand new attraction never got above 15 minutes, but it can’t physically hold a queue of more than about 20 minutes.

Why does this matter? Because Icon is ridiculously fun and re-rideable. Something that has been missing for me in this country, personally, forever.
I’m very happy to say it’s my new favourite in the UK and I’m extremely excited that it’s been built somewhere that really lets you make the most of that.

Nemesis had that crown before, and it’s great, but it was never a ride I’d want to do 10 times in a day, even when the UK scene was all I had.
Merlin parks are forever falling out of my favour as the queues and operations get steadily worse. It’s a struggle to turn up to those places on a whim and have either an overall good time or spend some time whoring something you love. Even if they did get something as good as this I just feel it would be harder to enjoy and appreciate. When I do turn up to them, the time investment is rarely worth the return for me, and that’s a much more significant factor when you’re dealing with your ‘local’ parks – there’s no real obligation to stay when you can just sack it off and go home if you’re not feeling it.

Enough sidetracking. The back seat of Icon is where it’s at, all the key air time moments are enhanced by this position and it’s those moments punctuating the other sensations going on that make this style of ride special for me.
The first hill is crazily good with it’s sharp entrance and exit, separated by a slow drag over the crest.

A well executed sequence of twisty elements follows to keep you amused, never too repetitive and always with at least some purpose.

The gentle downhill inversion is glorious, something Mack have always managed to nail for me. Then the ride gets a little wild and kicks you down into the second launch and you’re soon being dragged through another almost indescribable feature with a mesmerising mix of sensations.

With more twists and turns, including one particular moment of the layout that stands out with some strong positive forces (another tick for variety), the ride keeps you happy all the way into the brakes, never truly letting up. I even appreciated the way it flies straight out of the brake run again and into the station, coming in hot. I like a sense of purpose in a ride.

Minor onride nitpicks:
The mist in the tunnels that it opened with was off within the first few weeks.
The wonky hill near the end doesn’t kick as strongly as some of its rivals and is a bit unbalanced in that it’s tailored towards the left half of the train. I would have liked a counter to it somewhere in the layout.
I never really felt, appreciated or even noticed the interactions and near misses with other rides that, during the whole ‘how the hell are they going to fit this ride in at Blackpool?’ conversation, seemed like they would be a dominating part of the ride experience.
Maybe I was wrong earlier and I was overwhelmed, the whole time.

The entrance and queue are decent. I like the framing of the ride over the gate and the way the pathway follows inside the supports for a while. The fact that Grand Prix is mincing along the fence next to the queue makes me laugh.
The station is decent too. It looks like a bit of modern interior design, the phrase ‘those mirrors will just open up the room’ must have been said at least once. They’ve adopted the free-for-all row allocation strategy which I know and love, the staff sometimes got annoyed by this, but I hope it sticks. The bag holders and section of wall that is built directly into the transfer track and move with the train also make me laugh.
The exit to the ride is a bit lacking. The plain black walls are too high to enjoy the views as you pass between the two launches, the floor is already collapsing and the stairwell is boring.

I fell for the soundtrack as soon as I heard it in person and found myself singing it quite often throughout the day which is always a good sign. It ignites an infectious spirit within me, standing in the station and tapping along to it while waiting for my turn to ride. The music ended up a worthy addition to trip playlists.

It’s the only rollercoaster in the UK I can say I actively want to go and experience, every year, many times. I think that says it all.


Score Card



Rollercoaster Ranking – Alton Towers

As the largest theme park in the UK, Alton Towers is home to a wide variety of interesting rollercoasters. Often attempting to be leaders in ride innovation or, more recently, seekers of ‘world’s first’ claims, the ‘secret weapon’ series of installations at the park has seen both prototypes and record breakers come to life within its vast grounds. Although I seem to have grown out of visiting this park any more than necessary, I do appreciate the relative level of consistency and uniqueness across a coaster lineup of this scale.

#11 Octonauts
An inoffensive +1 with notable theming.

#10 Beastie
A surprisingly vicious +1 that can no longer be found at the park. Fear not, this ride now lives in deepest, darkest Wales.

#9 Runaway Mine Train
Although it is probably one of the stronger Mack Powered Coasters out there and a solid family favourite with ride operator interaction and multiple laps on offer, it’s a very long time since I’ve gone out of my way to ride this one and I generally skip past the whole area of the park that contains it now.
I do love it when multiple rides within a park are intertwined and their atmosphere can feed off of each other so the fast section of the layout that runs past the rapids ride in the tunnel was always my favourite moment.

#8 Spinball Whizzer/Sonic Spinball
I have had good rides on this at certain times as you can get a bit of a violent spin. There’s even an on-ride photo of me for this somewhere, of which I’d say there are less than 10 in the world from any ride so it must have meant something important at the time.
The ride is rarely worth the queue for me these days though, particularly with its poor capacity, just a bit too much of a fairground attraction for Alton Towers really.

#7 Rita – Queen of Speed/Rita
If you’re into launches, it lacks the punch of a Stealth. If you’re into coaster layouts you can really sink your teeth into (like me), Rita lacks anything else interesting as well, consisting of corners in alternate directions with uneventful hills between.
It was built in the era when launching into a corner mostly led to an awkward transition, bordering on the uncomfortable if you’re not prepared for it. It used to be an ordeal to ride when I was more susceptible to this type of thing, now it’s just there.
What I do like about this ride is the launch announcement. The half hearted ‘go, go… go’ is very representative of the ride and always brings a smile to my face.

#6 Wicker Man
The simple process of riding other wooden rollercoasters makes this ride seem weak. Couple that with the disproportionate popularity/queue times and I am often left with this question to myself: ‘why bother?’
It took us 22 years to get a new woodie in the UK and with all the technologies and manufacturers now on offer they still failed to surpass the very low bar set by the others we already have in the country.
The preshow is better than the ride experience and builds towards something that wants to lean on its theme more than its thrill, which I would be perfectly fine with if it actually made any further attempt to do that. It doesn’t. The hardware is an underwhelming experience and the ending shed is completely squandered.
Wicker Man is the worst GCI in the world, but it’s otherwise fine to ride.

#5 Air/Galactica
I know Merlin have developed a reputation for dark and dingy theming these days, but at least that’s a theme. Air had none of that, no presence, no energy. Just a prototype in a car park, by a car park. For a park that definitely errs strongly on the side of theme, I see this as significant step down.
Then it had a name change and Virtual Reality added and that of course didn’t help at all (other than the new soundtrack, which I have a strong appreciation for).
I like the build of momentum at the start of the layout with the double down style first drop and the sections where the train is swooping over grass rather than concrete are decent, but the fly to lie being the only interesting element it attempts just ends up being uncomfortable and something I’m glad they never repeated.
Air is now the worst B&M flyer in the world, but it’s otherwise fine to ride.

#4 Oblivion
When the concept worked for you, this was a great experience, I can’t deny that. Now the ride boils down to a singular decent out of your seat moment. This is the UK, so that makes a good ride by comparison.
Fear of a single element as a base concept on a ride seems almost impossible to bring about these days and I do miss that to a degree, even if it’s just by watching or experiencing it through other people. There’s a lot more out there now diluting the simple sensations that used to scare people, like just a (near) vertical drop.
Oblivion is now the worst B&M dive layout in the world, but it’s otherwise fine to ride.

#3 Thirteen
I was never subject to any of the hype and/or marketing around this ride, so the common complaint that it wasn’t what people were expecting never bothered me. The only thing that bothers me is the trim brakes on the first drop that drain it of any real significance.
It’s actually the only coaster in the park I have a soft spot for, a little bit of an emotional attachment. The drop track still kicks my ass (particularly with the teasing bounce it does before the drop) and it was potentially my first ever genuine joyous surprise moment on a ride the very first time it shot backwards in the dark.
It’s also the first time I ever saw this new era of quirky shuttle layouts and switch track sections being run at an efficient and impressive pace. Watching the track move, followed by the mini ending launch is so satisfying and I remember thinking this could become so much more. And it did.

#2 Smiler
I like the ambition behind this ride. It was made to break a record and often in this industry that leads to a lack of creativity, but I’d argue this was done in a better way than most other significant records. What came before it? Colossus. How can we do the most inversions? Let’s take that super basic sequence of inversions already out there (loop, cobra, corkscrew) and add enough rolls at the end to win.
Smiler went beyond this, the inversions are almost all different and much less commonplace – they even invented one for the ride (or is it two?) and they’re paced between other interesting features like the vertical lift. The best part of the ride, as with the previous record holder, is the surprise airtime hill between inversions, and it does this twice, and better.
Sometimes being upside down is fun too now, it’s a statement of how ride inversions have improved in general – they have a lot more variety than they used to and offer many more sensations to go with it. It doesn’t fully pull them off due to Gertslauer’s struggle with quality at the time, but the ride gives it a good go. If it was built to their current standard, we could have had a potential Nemesis beater.
As a ride it’s both long, something the UK lacks a lot (Ultimate aside) and intense to me even now, which is also hard to come by these days. I like an intensity that earns itself – if I could ever ride the Smiler several times in a visit, I suspect I may even struggle a little, but I also think I may grow to like it even more than I currently do.
Sadly the park, the queue and to a lesser degree the restraints mean that will never happen.

#1 Nemesis
The most clinically positioned ranking in the list. Yes, it used to be my favourite ride but that was before I really thought about such nonsense (deep scientific importance). I believe it says more about the quality of the other things I had done than it does about this ride.
Aside from that, it was always a professional relationship with Nemesis for me, never personal. I never fell in love with it. I enjoyed it because it was the done thing to do and I respect it. The overarching use of storytelling and intelligent integration of the hardware into the terrain set a good benchmark for many future attractions.
As a ride it’s forceful, well made, well paced and that downwards helix that introduces you to the concept of having your feet ripped off by the force of a rollercoaster is legendary. Unlike the rest of this list, Nemesis is a good example of the ride type, but it doesn’t excite me.