Well, well ,well; it’s about time the US got a nice new carnival ride from Europe! Nemesis 360, the first KMG Inversion ride in the US, debuted at the IISF Trade Show in Gibsonton, FL last month and is now starting to travel the fair circuit starting with the Strawberry Festival in Plant City, FL.

Nemesis 360 was purchased by Tim Casper of  PBJ Happee Day Shows at the 2009 IISF Trade Show. The ride is kind of like an Evolution meets Freak Out meets Experience. Riders are situated on a hub with three sets of seats, carrying four riders per set; the seats are also able to flip freely but are typically locked in place. The hub is in turn attached to an arm that can complete 360 loops.

The ride starts out by having the arm swing from side to side in attempt to complete a loop. While this is going on, the hub holding the seats begins to revolve at a slow to moderate speed. Once the arm completes a loop, it’s all momentum afterwards as the arm continues to complete fast loops while riders experience substantial hang time at the top and crushing Gs at the bottom. As noted before, the seats can also flip, but rarely do as the ride has been noted to be incredibly intense with the added motion.

Your best bet to see Nemesis 360 is if you’re in and around the state of Arkansas, as it’s the main traveling area of Happee Day Shows. However a second Inversion has also been purchased by Mike Demas of Demas Enterprises, and may appear at the Minnesota State Fair in August.

The following video was taken by YouTube user vinceroye. It shows the Nemesis 360 in action at the 2010 IISF Trade Show.

httpv://www.youtube.com/watch?v=ViXDhwPLSH8

No Limits Coaster: 6 Man Bobsled


To celebrate the 2010 Vancouver Winter Olympic games, I decided to whip up a coaster themed after one of my favorite Olympic events. The first idea that came to mind was “all right, how about a Curling coaster!” Nah, that one didn’t work out too well. The second idea that came to mind was a Bobsleigh track theme with its three sweet events; Luge, Skeleton and of course Bobsled!

The DoD3 Sliding Centre is a bobsleigh, luge and skeleton course located in No Limits Box World. The track contains 12 turns over a 270 foot vertical drop with a top speed of 80 mph. The final turn subjects hapless sliders to over 6Gs of force making it one of the most heinous tracks ever…

[youtube]http://www.youtube.com/watch?v=f2989kmbmKc[/youtube]

Video: Krazy Kars at Dorney Park

Krazy Kars, spelled with ‘K’s’ to konfuse kids and make perfektionists squirm, was a ride at Dorney Park in Allentown, PA. I say was because in 2010 its spot will be taken up by Dorney’s new-old ride, Demon Drop. Krazy Kars was pretty much a bumper car ride only riders controlled hovercraft type vehicles using two control sticks. The cars didn’t exactly move very fast and the bumps weren’t too hard but the novelty of controlling a hovercraft type vehicle was pretty cool! Here’s a video from Dorney’s last operating day of 2009.

Krazy Kars at Dorney Park from The DoD3 on Vimeo.

When Six Flags Great Adventure opened in 1974 it only had one real coaster…Runaway Mine Train. This is actually surprising since the Mine Train actually doesn’t seem all that old compared to their second oldest coaster currently, Rolling Thunder, a 1979 built, dual track wooden coaster. Rolling Thunder is apparently named after the type of thunder you hear during a cloud to cloud lightning discharge, which might also sound like a coaster train riding on wooden track. Although considering how the ride has aged, it might be best to re-name it Relentless Tremor or Rotting Timbers.

The Ride

As mentioned, Rolling Thunder has two tracks, typically referred to as ‘track left’ and ‘track right.’ Both tracks follow the same path but have slightly different elements throughout. The entrance immediately splits into two paths right from the get go; the right side leads to track right, while the left path goes through a short tunnel under the brake run and leads to track left. Don’t be fooled if you see no line with people waiting in the station; the station contains a single switchback which can actually turn out to be a 15 minute wait if full.

The station itself is configured on a slight pitch to let the trains roll through without the aid of tire drives. The ride also uses friction brakes which means the trains don’t always line up with the air gates, especially if it’s rainy out. Once in the train, riders need to strap on a seatbelt and then flip down the one position buzz bar. At one time this ride only had a buzz bar as the restraint. Considering that the buzz bar doesn’t even come down to your lap, riders would get stupid amounts of air at certain parts.

Rolling Thunder Station - Six Flags Great Adventure

All right, let’s review the right side. The train rolls out of the station, squeals around the slight left turn, and enters the rattly sounding lift. Sometimes the train will stop on the lift causing an absurdly loud warning horn to sound. This doesn’t happen often, but it sucks when it does! At the top the train immediately enters a not so steep drop. The train drops about 90 feet, reaching a brisk 56 mph. The train then rockets over a bunny hop which is kind of rough…but that’s only a taste of what’s to come!

This is what it’s like riding RT.

After the bunny hop the train heads up and over a camelback; not too bad yet, but not exactly comfortable. Following the camelback is a hill which turns into a right turn halfway up. Riders are beaten and mauled as the train struggles to navigate a turn that it has no business taking. The train levels out and then races down another curving hill which basically does this to riders.

Next the train  climbs a moderately sized hill and drops into a slightly curving drop. This may have been a good idea when the ride was first built, but decades later its turned into a horrible, tail bone shattering ordeal; the left side on the other hand does not have such a feature making it automatically better. This drop is notorious for ‘bump-time’ or bump induced airtime; it’s not as fun as it sounds.

After the drop that chiropractors grin upon,  the train rises up another hill while continuing to curve; It kind of feels like this. Once over the hill, the train enters a set of four bunny hops. The track follows a straight path but still manages to rough riders up as the train stampedes through wooden potholes and moguls…or so it seems. After the final bunny hop the train enters a wide left turn which feels like it was made of eight straight sections bolted together. As the train races around the barely banked turn, the wheels let out out a nice loud screech, possibly a shriek of delight from the demon that has corrupted this ride…or perhaps it’s the metal wheels grinding away in the imperfect curve, I don’t know.

General public: this is NOT Rolling Thunder…

Finally…finally…the train rolls into the 5,000 foot brake run where the train slows and then jolts to a stop. Even when stopped, the wheels continue to spin as the skid brakes lift the train up a bit. The train then gradually makes its way to the station, stopping every so often as to not roll through the damn station and back into the fray.

As previously mentioned, the left track has the same layout with different elements, namely no curving turns or oddly shaped drops. The left track, while still a bit rough, is better than the right in every aspect. Make sure to ride on that side if giving Rolling Thunder a go…you’ll thank me later.

Conclusion

Track left = this

Track right = this

I give this woodie a 4 out of 10. It’s not atrocious, but it’s certainly skipable if there’s even a ten minute line.

Multimedia

Here’s an on-ride video by Youtuber ziggless; a brave individual who risked life and limb to document RT’s wooden battering. Whether they got permission to take this video or not is a moot point.

[youtube]http://www.youtube.com/watch?v=gR6hoJXDq90[/youtube]

Removal

Oh boy…looks like I really did it this time! With Rolling Thunder being the butt of every coaster joke possible and popularity waning (and a litany of other reasons that Six Flags doesn’t care to talk about) Rolling Thunder is being closed and removed to make way for, well, who knows right now.

Rolling Thunder was replaced by El Diablo in 2015, a Larson manufactured Super Loop ride. Super Loop, eh?

Ride Review: Steel Force

Hypercoasters have come a long way since the opening of Magnum XL-200, the first hypercoaster ever built back in 1989 at Cedar Point. Actually, hypers sort of stagnated for 10 years until B&M and Intamin unveiled their first hypers which departed from the relatively cookie cutter design of past hypers produced by Arrow Dynamics and Morgan Manufacturing.

It was in the latter portions of the decade of hypercoaster stagnation (official name) that Dorney Park blasted into the coaster scene with their version of out and back airtime goodness. In 1997 Dorney opened Steel Force, a 200 foot Morgan designed hypercoaster; the reaction from the coaster community was universal pants creaming. Seriously, I remember there being shows on the Discovery Channel talking about it with coaster enthusiasts praising it as the best coaster ever. Perhaps it was just because that area of Pennsylvania didn’t have shit in terms of coasters at the time. Dorney itself had Laser, an old Schwarzkopf looper; Thunderhawk, a venerable old wooden coaster, and Hercules, a late 80s woodie that beat the piss out of riders. Hersheypark, the closest competitor to Dorney, also had an old Schwarzkopf, a venerable old woodie, a newer woodie that beat the piss out of people and a neato mine train. Oh and they also had a Boomerang…pfft. So of course Steel Force was regarded as coaster Christ.

The Ride

Steel Force, while visible from everywhere in the park, is accessed by a station that’s tucked away in the back of the park; a nondescript path connects the ride with everything else. The entrance features the ride’s name being embraced by a red robe clad phantom dude…I guess that’s the ‘force.’ Riders first walk up a set of concrete steps to a little plateau where a large queue maze resides. Of course, being Dorney, this queue section is almost always desolate. The station is fairly long to accommodate the ridiculously large Morgan hyper trains.

Once seated, you have a retracting seatbelt and a lapbar to secure yourself with. The seatbelt works surprisingly well, while the lapbar’s lowest position sits several inches away from even average sized people. It’s actually loose enough for kids to use it as a grab bar as opposed to a restraint. Steel Force would actually be terrifying if it didn’t have the seatbelt!

Once started on its way, the train goes around a slight left turn into the 200 foot lift which takes like a minute and a half to ascend. Try taking out a camera or cell phone on the lift and the train will immediately stop while a ride op plods up to swipe it from your rule breaking hands. At the top, the train gradually descends into a decently steep drop into a tunnel 200 feet below. Most people will retract their hands at this point as the tunnel entrance looks pretty damned small while racing into it at 75mph.

After the tunnel the train ascends a large camelback with only modest airtime as the hill top is pretty wide. The train rips down the second hill into another camelback, only this time the hill ends high above the ground and drops down a bit into a large double helix. The helix starts out at a brisk speed and ends with the train rocketing around the final portion as riders are pushed to the left due to the not so adequate banking. After exiting the helix, the train plows into a Roller Coaster Tycoon-esque left turn through some supports and up into the mid-course brakes. Yeah, sudden turns aren’t really an old style hypercoaster’s thing, especially with those big ass Morgan trains which have the agility of an old retired pro wrestler.

The brakes softly apply as the train rolls through and drops down a modest hill into what can be summed up as a ‘bunny hop extravaganza.’ The train traverses four bunny hops, one of which ending in a tunnel next the the first one the train encountered; each bunny hop providing almost perfect floater airtime over the top and continuing until the hill levels out. The last bunny hop is sort of a double up which ends with a slight left and slight right turn over the ride’s entrance. Finally the train rolls into the brakerun, rounds a needlessly banked turn, rolls through another brake set (or just stops) and enters the station.

Conclusion

To be honest, the layout isn’t all that inspiring, it’s just an out and back with a helix. However the ride wasn’t really built to have an exciting layout, it was pretty much built for speed and airtime, which it delivers. Actually, old school hypers that try to deviate from the out and back style usually aren’t as great since they have coathanger designed turns! Take Desperado and Pepsi Max Big One for example; Desperado might be liked among enthusiasts but it isn’t exactly the smoothest coaster with all its turns. Big One…well, I’ve heard some people liken it to a 200 foot mine train…that’s harsh!

I actually like Steel Force myself; it’s not overly exciting with stupid intense airtime and steep drops but it’s just a lot of fun, especially in the back…and at night…in the cold! I give it an 8 out of 10. What do you think of ol’ Steel Force?