Kings Island

Kings Island

Mason, Ohio – Sunday, June 18th, 2023

We rolled up to Kings Island by 6:00pm after starting the day at New River Gorge National Park, Camden Park, and Serpent Mound State Memorial. It had been over two weeks on the road criss-crossing the southeast to visit countless parks and destinations, so it felt like a homecoming to finally make it back to a park I was much more intimately familiar with… with the sun correctly illuminating the Eiffel Tower at the end of International Street. I’ve been to Kings Island well over a dozen times going back as far as 1996, and long considered it a third-ring home park after Michigan’s Adventure and Cedar Point, although my most recent visit hadn’t been since 2017. In that six year span, there was one major new coaster to look forward to, along with two removals, as well as a handful of other changes. Although truthfully, I was more interested in renewing my acquaintance with some old favorites than I looked forward to the new offerings.

The plan was to spend the last four hours tonight and a couple hours the next morning at the park before flying out of Columbus the next day, although (spoiler alert) poor weather and a general travel exhaustion put the kibosh on the morning plans. I definitely needed more time; the first coaster on my review list below I didn’t even get to ride on this visit, but rather am basing on previous experiences in 2017 and 2014. But since I haven’t written about this park since the first year of this website’s existence in 2009, I figured this was a good occasion to comment on some of the changes that have taken place since then, both to the park and in my own thinking regarding some of the rides.

Banshee

I’m probably in the extreme minority on this but Banshee is my favorite B&M coaster at Kings Island. As I write this more than a decade after it opened, Banshee is still the second-newest inverted coaster by the Swiss manufacturer, once one of the most sought-after coaster models ever produced that has now clearly reached its saturation point. Yet Banshee feels less like a culmination of lessons from the thirty-some installations that preceded it, and more like a new experiment with the old formula.

The quality of the track engineering is very “swoopy” in a way that seems to lack the traditional heartlining techniques that B&M made their name for, going as far back as the original Z-Force “Space Diver” model. Whereas nearly every previous B&M inverted coaster has fairly snappy transitions that quickly rotate around the centerline, Banshee more slowly tips up and over into its upside down maneuvers. Even the traditional arched zero-G roll has a different kind of shaping that’s more like it’s been stamp-pressed. The extended dive down the hillside on this element, reaching top speed after three inversions, makes Banshee a more effective terrain coaster than Diamondback, followed by the very unique pretzel knot, a sort of dive loop and Immelmann combo with more of the swoopy track shaping. While the result is arguably a gentler ride with longer transitions, it trades whippiness for hangtime, spending more time upside down in each maneuver with more time to savor the sky beneath your feet.

Of course, the irony is that the final inversion is one of the only times B&M built a straight inline roll with traditional centered seating where you can see down the barrel of the heartline.1 Again, there’s a lot of odd hangtime in this maneuver, and it serves as an effective change of pace to mark the end of the ride, which culminates immediately after with a fairly traditional helix finale.

Ultimately, Banshee stands as the longest inverted coaster ever built, even if that length doesn’t quite add up to one of the best inverted coasters ever built.2 The unique layout is an interesting experiment that helps set it apart from older nearby installations like Raptor or Batman, but the deliberate pacing just doesn’t quite hold as much variety or excitement as some of the classics. Yet it still offers more variety than Diamondback, and a more complete ride than Orion. I particularly like sitting in the back middle row, where the revised car design offers a clear “tunnel vision” looking down the middle of the train as it twists and warps around the elements. I rode Banshee a handful of times in 2014 and 2017, and regret that plans to reacquaint myself in 2023 didn’t pan out; if I had known the weather forecast for the next morning I would have made more of an effort on our first night. It’s possible I’d be less enthusiastic about it, as I’ve heard the new train design has developed some roughness issues, possibly a reason why 2021’s Monster in Sweden reverted to the traditional car design. But for now, I’d comfortably rate it a top three coaster at Kings Island.

Adventure Port & Adventure Express

After sister park Kings Dominion transformed its Safari Village into the elaborate Jungle X-Pedition themed section, for 2023 Kings Island followed suit, splitting part of the Oktoberfest section that contained the Adventure Express into a new tropical themed area called Adventure Port. In addition to the mine train, it got a refreshed restaurant in Enrique’s Cantina, as well as two new flat rides, Sol Spin, a Zamperla Endeavor, and Cargo Loco, a Zamperla tea cups. On paper, all good ideas. However, where Jungle X-Pedition demonstrated a high level of creative ambition for a budget constrained regional park, Adventure Port set its sights much lower, and the result is a rather disappointing mismash.

My first impression was that, for being newly re-themed, this area feels much less immersive as a remote jungle outpost. Many of the mature trees formerly lining the pathway have been cut back to make room for the new elements and increased crowds, replaced with rather pitiful planters covered with woodchips and a few shrubs. Banshee, once peeking through the foliage, now dominates the skyline, and the widened walkway adds much more pavement, creating a heat island effect. There are a few temple-like stone walls around the entrance to Sol Spin and Adventure Express, but it seems the theming budget was stretched by mostly adding lots of cargo crates, barrels, and rough hewn wooden fences and signs. The result of this approach is a jungle setting that feels thoroughly depleted by the ravages of colonial capitalism, with nearly every natural resource and cultural artifact in the vicinity stripped and shipped away. These elements have long been part of “adventure” motifs that romanticize the legacy of white European colonialism across the third world, but when packed shipping crates exceed 50% of the visible thematic elements, the tenor of storyline dramatically changes in a far darker direction.

That said, it quickly becomes clear that Adventure Port’s goal is less a cohesive storyline or sense of place, but rather an onslaught of easter eggs. At some point, the theme park nerds took over, and every single crate and environmental sign within Adventure Port contains a not-so-subtle insider reference to one nostalgic theme park thing or another; the deeper the cut, the better. Not even just Kings Island’s own legacy, but winks and nods to the entire Cedar Fair chain can be found scattered about. The whole point of easter eggs is to experience a brief delight in being one of the cognoscenti to understand the meaning of something that most others would overlook. But there’s hardly any other way to experience Adventure Port than through these never-ending non-sequitur self-references, and either you get them, or you realize you’re left out. And even if you do get them all, the constant recognition is tiring. There’s no cognitive engagement with the land or story, it’s all interrupted by repeating some prior cognition, literally where the word “recognition” comes from. Lord help me if I ever get the opportunity to lead the design for another themed land that I can have the strength to banish all easter eggs from the final design to focus on creating an experience that’s actually cohesive worthwhile in the present moment, no matter how clever the hidden references may be.

Adventure Express remains the heart of the revised Adventure Port. The entry area took a bit of a hit; the trees that once shrouded the queue’s entrance and created an inviting sense of mystery beckoning you in to explore have been cut back to accommodate more overflow queue and crates. The ride itself is still the same great Arrow mine train it’s always been, one of the best of the genre, with most of the original theme elements still intact and given a refresh to ensure everything is literally presented in the best light. The biggest addition is a bit of dramatic irony to the fictional rail company’s slogan that the Adventure Express is “on the right track.” This predictably pays off near the beginning of the ride when a left turn detours past a faux piece of track on the right side, sending us down the left/”wrong” track. The placement could have been refined a little bit to better sell the illusion, but it’s an overall reliable bit of theme park misdirection.

Audio on the lift and final brake run adds a little bit more storytelling, which mostly harps on the “right track” motif, probably a bit more than necessary when the Adventure Express already had enough other elements of worldbuilding they could have incorporated into the new narrative. But the “you will pay” idols doing their arm day workouts still make one of the best mine ride (anti) climaxes around, and they’re looking very good after the renovation. If nothing else, the Adventure Port refresh needed to pay these long-standing (since 1991) idols proper tribute, and in that regard the project is a success.

Orion

Walking through the queue for Orion, the final new for me coaster of the entire two week journey, I was once again confronted with numerous references to current or past attractions at Kings Island which all supposedly fit into the ride’s backstory as a space flight training mission, although in places it feels more like a coaster enthusiast’s rec room.3 Maybe it’s the simple corrugated steel station or the ride’s imprecise placement in the middle of a large backstage area, but my first impression was that for being the second giga coaster in Ohio, Orion feels much less significant than Millennium Force to the north. It stands “only” 287 feet tall, which to me isn’t much of an issue (the whole “is it a hyper or giga” controversy is stupid). But it made me reflect on how the elemental simplicity of Millennium Force probably wouldn’t be enhanced if it was given a backstory that’s mostly easter egg graphical references to stuff like the Jumbo Jets or Disaster Transport. A futuristic ride should look to the future, not back at the past.

Fortunately the B&M giga coaster is high capacity and there was very minimal wait, allowing us two rides, first in the front and then in the back. We could have easily done more, but we were limited on time and, after two rides, thought we’d rather spend more time reacquainting ourselves with Diamondback instead. Admittedly, Orion was not the disappointment that I had with Fury 325, but that’s mostly because I didn’t have high expectations to begin with. And based on those two laps, I would still rate Orion ahead of Fury if I were to rank them all, although Leviathan still gets the giga formula most correct of the three (the first half, at least).

The first drop is like every other big parabolic first drop being built these days. It’s big! No further comment there. I wasn’t sure how I’d like the banked camelback hill that follows. It’s not really a good airtime maneuver due to the inward banking along the curve, but I suppose that’s what Diamondback is for. However, I had underestimated the impact of being that high in the air while tipped sideways, and sitting on the left side of the train made it interesting to look left down at the ground so far below for such an extended time. The turnaround offers a similar sensation, only for the right side of the train, so I can appreciate that it uses the first part of the layout building a pattern that’s fair to everyone. After diving down there’s a fast speed hill that follows the curvature of the terrain. This was my favorite single element, and I suspect the favorite of most every else who rides Orion as well. (It’s also an experience that Fury conspicuously lacks despite having a much longer “speed run” than Orion.) A second, larger camelback hill follows, again establishing a pattern that the middle section is for airtime, even if it’s not quite as effective as similar hills on Diamondback.

Next comes an inclined helix, which feels like a middle break but acts more as a concluding finale… all of six elements into the layout. The actual ending that follows is the worst of all the giga coasters ever built, not just for coming far too soon, but for not even acting like a proper conclusion. A 180 degree upward inclined curve followed by a dip and rise into the brakes are both half elements, the kind used as transitions in the middle of the layout between full elements. Full elements like helices, complete inversions, or a camelback are how the ride choreography can signify finality; even better if they’re extended even longer, like a double helix or a set of multiple airtime hills. Instead, Orion feels like it’s setting itself up for a finale that’s revealed simply to be the brake run. Both Diamondback and Banshee have a much better idea of a well-balanced experience with a satisfying conclusion. Heck, when factoring out the extra length of the brake and lift hills, the older, 85 foot shorter Diamondback has a longer gravity-driven track length, and a solid 20 seconds of additional ride time from lift to brakes.

Ultimately, despite being Kings Island’s largest and most expensive attraction, I’d put Orion as the least essential of the B&M coasters at this park, and just outside my top five overall at Kings Island. Orion’s not a bad ride, but a giga coaster should be a defining ride at any park, not the kind of experience where you ride twice with no wait for the very first time and still decide to move on to older, more familiar attractions. For as long as a giga coaster had been rumored for Kings Island,4 and for as long as a giga coaster is built to stand the test of time, Orion feels like a last-minute rush order addition. It’s a generic product to drop into an open plot of land mostly to help market a single 2020 seasonal cycle that ended up being a wretched year all the same, and is overshadowed even in its own queue by what came before. I’ll give it a second consideration with an open mind whenever I make a return visit to Kings Island, but I’m not going out of my way for it.

Diamondback

Diamondback was one of the first coasters I wrote a dedicated analysis for, being one of the most significant new for 2009 rides when I started this website. I can’t bring myself to re-read the whole thing, although I remember attempting to court controversy by proclaiming I didn’t like airtime. I think what I was really responding to was how much enthusiast assessment of rides at the time felt like just counting up the quantity and duration of airtime moments and rating rides off that total figure. But the appeal is self-evident: in a world where we spend our entire lives under the thumb of Earth’s gravity, to have a device that allows us to temporarily become uplifted and experience weightless flight is one of the most magical sensations that roller coasters can provide us, and is markedly different from any other physical force it can produce. Airtime is not just enjoyable on its own merits, but increasingly essential to scatter pops around layouts that are becoming increasingly intense and forceful as a counterbalance to prevent draining riders’ stamina too quickly.

In general, I still prefer B&M’s looping coasters over their hyper models, which done correctly can offer more variation than the typically one-note focus on camelback hills. I would put Nemesis, Kumba, Raptor, Tatsu and Thunderbird all ahead of my top-rated hyper/giga model, which would probably be Canada’s Wonderland’s Leviathan. I’ve also had very good experiences with Great Adventure’s Nitro, which I’ve caught a couple of times on hot days when it was running way overspeed, as well as SeaWorld’s Mako, which is surprisingly aggressive for a smaller-sized hyper coaster. Yet despite writing what was essentially a pan of Diamondback in 2009, I’d still probably pick it as my number four choice among that ride model, of which I’ve done all except for three of the 17 operating installations.5 In 2009, I was disappointed that the special potential of a terrain setting was used for a formulaic layout that mostly focused on camelback and spirals and largely clear-cut the forest around it. But in 2023, I’ve concluded that despite being formulaic, it succeeds at hitting all the important beats expected of a hypercoaster, does so with a layout that feels well-balanced, and has what is still a quite unique splashdown that serves as an iconic finale anchoring Rivertown. The wooded setting isn’t used to its full potential, but it still adds something that most other hypercoasters don’t have. That’s much more than can be said for later attempts to “experiment” with the design but don’t even get some of the fundamentals of pacing and balance right, such as 2010’s Intimidator at Carowinds, or Kings Island’s own Orion, which helped me to compare the positive qualities in Diamondback I had taken for granted.

 

Mystic Timbers

Let me start by saying that Mystic Timbers is among the top five best coasters ever built by Great Coasters International, and the single best attraction Kings Island has built in the 21st century. It’s fast-paced and punchy, a rapid-fire dance of laterals and airtime, a terrific night ride, very good capacity, and even some good (or at least memorable) theming. If this ride didn’t have so much competition at Kings Island, I could ride Mystic Timbers all day long, especially into the evening hours after dark.

However, there are other attractions at Kings Island, including the longest and most famous terrain wooden coaster ever built directly next to it, and as such Mystic Timbers does have to compete in ways that don’t feel fair to either coaster. Son of Beast was not nearly as good of a ride, but it at least had a sense of how to build upon the legacy of The Beast while still being its own unique, separate creation. Mystic Timbers, on the other hand, is both similar and different from The Beast in ways that neither coaster adequately contrasts or complements each other. Both are terrain coasters prowling the woods beyond Rivertown, but where one is a minimalist operatic epic, the other is a maximalist pop riff. Mystic Timbers strikes me as a Beast-style coaster intended to appease those who have long found The Beast overrated and wanted a similar idea in more modern packaging. And for those who adore The Beast, Mystic Timbers can feel uncomfortably like a cheap bastardization that adds lots of bells and whistles while scaling back and missing the soul of the originator’s greatness. Of course it’s also possible to love them both (they’re my #1 & #2 rides at Kings Island), but not completely free of complication as the inevitable comparison between these similar but opposed design philosophies lined up next to each other practically insists we pick sides. Coke or Pepsi? Beatles or Stones? Hegel or Schopenhauer?

I’m solidly on Team Beast, and so I can’t help but find some flaws in Mystic Timbers that I might have overlooked in a different context.6 The main one: it’s too short! Even without the world’s longest wooden coaster next door, the 3,265 feet of track puts it around the median of GCI twister layouts, but the ground-hugging layout means it takes it at a faster average speed, completing the run from lift to brakes in about 45 seconds. A good mid-sized wooden roller coaster should be about 50 to 60 seconds; just a couple hundred extra feet of track would have really made it. This feeds into the next couple of points.

I wish the main out and back run could have gone just a little bit farther, past the rail tracks and into the woods. The forest setting is far better than most, but it still has the rapids, the train, and some back-of-house interrupting the sense of a mystic forest. The farther out it goes, the more sparse the trees seem to get. And again: The Beast is right there next to it! My favorite part of Mystic Timbers is the serpentine s-bends leading up to the tunnel turnaround which get a really good flow going, but there’s something about how the tunnel is built at a high elevation and the long curve hits a couple beats too soon that feels awkward to me.

I also wish it had a bit better of a finale. In some ways I concede it’s good that it doesn’t try to compete with The Beast in that regard, but after a really cool double-skip over the water, it rises up and does an uncomfortable left-hand shimmy slam into the brakes. There was a bit of empty space to work with between the lift and the brakes, a couple of cool GCI twister curves or even a flat Prowler style final turn might have helped the ending not feel so abrupt.

“What’s in the shed” has attracted some criticism as an anticlimax, although I think it’s more a factor of a layout that leaves riders wanting something a little bit more once they get to this point. But as a way to ensure that riders have something to interest them while waiting for the station to clear, especially in the event of a cascade stop while balancing three train operations, I think it’s better thought of as a novel value add where the alternative was an empty maintenance shed. The whole theme was clearly inspired by the 80s supernatural nostalgia of Stranger Things, and it’s arguably a much better fit for the rustic, midwestern-set Rivertown than the western-inflected Diamondback.7 That said, with three different possible endings, I find the story for Mystic Timbers a little more noncommittal than mysterious. Which, again, The Beast is the standard bearer for creating a sense of mystique and danger out of very little.

Maybe I’m alone in my fixation on comparing the two rides. I’ll definitely concede some defensiveness, worried that with more time, Mystic Timbers might supplant The Beast as the favorite among the public, rendering the older attraction’s sprawling layout more valuable for other real estate ventures. I really, really like Mystic Timbers, and my three dusk to night rides were among the best of this entire two week trip. But The Beast is a lifelong passion, and we don’t get to have many of those. Am I allowed to feel protective of it?

The Beast

We jumped into line for The Beast right at 9:30pm before the start of the fireworks show. Mystic Timbers had been great, but at this point I was feeling a little disillusioned. At first because we’d be stuck in a cattle pen as the ride suspended operations for nearly an hour while the fireworks launched nearby, and required crews to manually check the entire ride area after the show to confirm no falling embers had caused any fires. This renders getting night rides on The Beast, the most famous night ride coaster on the planet, needlessly difficult. Just make it a 100% drone show! If nothing else it would be immensely better for the environment.

But as we waited for the ride to restart in order to conclude our last night of the two week journey, I also had to reflect feeling a little disappointed about the trip as a whole. It was a great experience, and I felt very lucky to have the means to take it. With only a few exceptions, everything went according to plan, and the diversity of cities, landscapes, and discoveries along the way nearly all surpassed my expectations and gave me newfound appreciation for this corner of the country. But the roller coasters and theme parks—not so much. I expected a top five steel coaster in Fury 325, and instead just barely got a top five coaster for that park. Big Bear Mountain was another much hyped family coaster for 2023, but the one ride I got between breakdowns didn’t leave much of an impression. Thunderhead was still a favorite, but I was disturbed by how much the landscape around it had changed. In fact, the best new-to-me coasters I reckoned were ArieForce One, Copperhead Strike, Intimidator 305, and Pantheon, and all of those came with some major caveats that made me question if I wasn’t pumping them up just so I could have something to be more positive about. Even today, my overall assessment of Adventure Port and Orion made me question if my long admired Kings Islands was still on the right track, as it were.

Yet I also had to contend that maybe it was all subjective, and I was setting expectations for myself and what I wanted out of this hobby that didn’t have as much basis in the real world. I was worried about this last ride of the night: would The Beast still mean the same to me now as it had in all the years past, or would I finally discover the rampy, over-trimmed, over-long, over-rated coaster that its many detractors had always insisted? Or would the recent reprofiling work to “modernize” the first drop and curve, take away some essential quality I was expecting from the ride? We tend to get from our experiences what we bring to them, and maybe I was becoming more of the pessimist, increasingly perturbed that I’m unable to recapture the spark of enthusiasm from youth simply because I’m not young anymore and the world isn’t the exact same as it was back then?8

Finally, The Beast reopened. Forty-five minutes after the park closed, we got a seat in the back car. (There wasn’t enough queue behind us to wait for the front.)

Four minutes later, we were back on the brake run. We looked at each other, instantly in agreement:

“That was—by far—the best single ride of this entire trip!”

It was incredible. Everything I remembered loving about this ride came back and bit just as hard as it did all those years ago. The roar of the wheels over lumber, through the stillness of the dark forest and the crisp night air. The rampaging sense of movement, restlessness, pushing harder and faster as we go, lifting off and taking flight through the trees as if hovering between dreaming and hyperalertness in the dead of night. The momentary return to calm and civilization as we’re pulled, clink clink clink, back up the hillside, only to turn and face the long, inexorable ramp pulling us into the event horizon of a black hole. And then all hell breaks loose. Still to this day the most vicious, face-rippingly intense finale to a roller coaster ever built… and it happens twice.

It restored some measure of faith in myself, that there was still a ride out there capable of making me feel the depth of pure elation that at times seemed replaced by my hypercritical tendencies. Yet I also realized that such experiences tend to only supercharge that way of thinking: if this much good is possible in the world, then why can’t everything else be at this level? For as many words as I spill trying to ask that question of everything else I come across, I still don’t have the answers, not least about my own strange relationship to this hobby. But at least I still have The Beast, for me the greatest wooden roller coaster ever built.

Next: Otherworld

Previous: New River Gorge National Park & Camden Park

Diamondback Analysis

Kings Island – Cincinnati, Ohio

I’ll just say it straight out– I’ve never really understood the appeal of airtime. Extremely sharp ejector air that creates a sensation of unnerving danger and intensity, as found on Magnum or Phantom’s Revenge? Sure. Airtime used as a device over the length of an entire ride to add depth and complexity to the ride’s progression, as found on the Phoenix or Shivering Timbers? You betcha! But the sustained-for-as-long-as-possible, airtime-for-the-sake-of-airtime type of air? Vastly overrated, in my opinion.

There, I’ve just admitted I’m an automaton with no soul. Now you have to read the rest of this review so you can try to decipher the secret code embedded in it that details my plans to take over the entire world in a very Michael Bay sort of way.

But seriously, why all the fanatical enthusiasm for simply experiencing a few seconds of weightlessness? Removed of any external context, to exist in a zero g-force environment seems just as banal and meaningless as a one g-force environment. I look at myself and think, “Great, now I’m in zero-g’s, what am I supposed to do with this?” Obviously in some absolute, experiential way they are different effects, but so is a one decibel sound wave compared to silence. That doesn’t mean it‘s any closer to being a great piece of music; isolated all by itself it’s simply nothing, white noise. I have a similar relationship to g-forces.

Before I alienate too many of my readers, I can perhaps relate to the sense of relief felt at having the normal forces constantly yanking on my bones and internal organs to be lifted for a brief moment and allow me to enjoy total freedom. I realize that is a crucial distinction that can only be achieved through pure, unfiltered weightlessness. Except for I still always have this huge freakin’ lapbar pinning me down in my seat, but most enthusiasts seem to try to forget it’s there the best they can.

Having now established the philosophical perspective from which I will critique the new-for-2009 Diamondback, it should be all too easy to draw the conclusion that the ride is nothing more than a vacuous heap of shit, albeit precision-engineered, 22-million dollar shit. Not so fast. From my singular ride on Nitro last year, despite the fact that it too is not much more than an arbitrary collection perfectly parabolic hills and geometrically-consistent spirals plugged into each other, I was considerably impressed (somewhat to my own bewilderment; I’m still hoping that it was because I just was glad to get out out of that awful queue). I’d also love more than anything to return to Busch Gardens Europe to try Apollo’s Chariot again, as looking at the splendid use of terrain and small design quirks that set up certain moments, I could see placing that one in my top 10 steel if the mood strikes me right next time. And I wouldn’t dare argue that there is a better riding coach imaginable than B&M’s. Diamondback could easily surpass those two examples, combining the pure scale of Nitro with the terrain aspects of Apollo’s Chariot into one incredible package. I guess there’s only one way to find out…

We’re in the front row on our first ride of the season, climbing the lift hill. Unlike Son of Beast, which playfully teases us with several dips and turns before committing to the first drop, Diamondback is not interested in such theatrics and is committed to transporting us to the apex of the first drop as quickly and efficiently as possible.

Speaking of efficacy, I cannot let it go unnoted that the wait for Diamondback that morning was less than 15 minutes long, and what small line they did have moved. It might be four seats fewer than its older speed coaster brethren, but while waiting in line Diamondback might as well have 15-car trains based on how quickly they shipped trains out of that station and loaded new guests in. On most B&M coasters a midcourse block-brake is more of a formality, but on Diamondback they use it, one train dropping off the lift before the other has even made it to the final brakes, and they keep this pace up the entire day. The one drawback is that Queue Nazis are frequently present, ordering us into whatever goddamn row they feel like and if we’ve got a problem with their selection we can go suck a lemon. Great if you’re looking to book as many rides as possible in a day, but if you’re more particular with where on the train you plant your keister like I generally am, well… Thankfully on our first ride a second attendant had to step in briefly while the Nazi on duty was off momentarily to re-arrange some derelicts that ignored orders, and that attendant was kind enough to grant us a front row request.

On a second visit to the park in August I discovered that the single rider queue is another extremely useful feature, getting me onto the ride on an average of less than ten minutes, provided several teenage groups didn’t decide to use it instead of the regular line (ahem, guys, it says “single riders only”, why do I need to wait for all ten of you to fill valuable empty spots?).

I was quite concerned at first that the V-style seating represented a further step in isolating and alienating the riders from each other, placing a focus the individual’s own self-absorbed riding experience, rather than a collective one to be joyously shared with friends and strangers alike. Innumerable times while at the modern theme park I secretly think to myself, “I would be so much better off if these people around me didn’t exist”, and this type of seating arrangement could be seen as a concession (and reinforcement) to that mindset rather than subverting it altogether in a way the Phoenix does.

It actually works great, the non-intrusive restraints keep it easy to be aware and converse with the people next to you (as on a standard B&M speed coaster setup), but also across the train diagonally, the open-air V-pattern allowing visual communication with people up to three rows ahead of you. At the same time, this design allows more personal space to enjoy the ride on one’s own terms, and to clearly view the elements and surrounding scenery without having a huge headrest just a few feet in front of you. The seats and restraints are the most comfortable imaginable without sacrificing any safety or loading efficiency. Tipped back, lifting feet off the floor, a clamshell pillow restraint that does not understand the meaning of the word ‘staple’ even if you try…

The train crests the first drop. I find myself quite underwhelmed by this initial plunge. The only seats that do anything for me are the front, where I can hang for a few seconds looking straight down the drop, and towards the back, where there’s a bit of airtime. Even in this case, it’s really only the slight lift out of my seat that makes this element anything interesting, and any sensations of falling or extreme steepness seem somewhat muted. When I first saw the video of the ride I thought this looked like one of B&M’s best first drop profiles, with a long pull-over that reaches maximum steepness very close to the ground, before pulling out hard with very little transitional track. That is still kind of true, but the long pull-over reduces the forward angular rotation normally associated with steep first drops, and the resulting sensation is one that kind of keeps on going down until you hit the bottom, with not much else to it other than that. The pullout is somewhat strong, probably the highest positive g section on the ride (which isn’t saying much) but again I’m just somewhat disappointed by the speed and power to be found here.

The coaster’s statistics officially list maximum height: 230’, but then it lists length of first hill: 222’, and length of first drop: 215’, so I’m not positive what all that’s really suppose to mean. Regardless, when Kings Island announced the ride in 230 ft. range, I thought of a design that found a comfortable median between the scales of Magnum and Millennium Force. The truth is with a 215’ drop, the scale, speed and power seem to better approximate any one of the “basic 200 ft. hyper coasters”, rather than the “deluxe hyper coasters” that clearly go beyond the simple 200 ft. mark; after all, 215’ is within jumping distance of rides like Magnum or Raging Bull.

After the drop we surge up to crest the first hill. Seeing as the ride is not much more than a series of perfectly parabolic hills strung together with the intention of each providing the longest sustained airtime with however much speed it has, I might as well spend a bit of time analyzing exactly what kind of air this is. Although I clearly do not purport to be an airtime aficionado, I’m frequently surprised to find how many enthusiasts out there are unaware that there are more than two flavors of air. ‘Floater’ and ‘ejector’ air only describes the strength of the upward lift directly on the passenger; floater hangs around 0 g’s, while ejector probably describes g-forces in the range lower than -0.3. Diamondback was mostly floater, although I was surprised to find some borderline sustained ejector over at least the first two hills (that at least quelled one of my worries that the ride would pace too slow as B&M coasters are wont to do). What are the other qualities to this air?

Ignoring the direct uplift forces the rider experiences, look at the shaping of the hill to help determine just what kind of airtime you’re in for. Diamondback’s hills are pointed, the radius tightening exponentially as it approaches the top. This tells me the train will be approaching zero miles per hour near the tops of the hill, and that B&M designed these hills to get the most vertical difference out of them as well, opposed to a ride with lower airtime hills and more consistently fast speed. It’s a myth that all camelback hills that feature perfectly sustained airtime have that distinct parabolic curve you probably learned about in high school physics class. Intamin is a classic counter-example of this. Observe their airtime hills and you’ll note two things. One; they appear much more circular in shaping than B&M’s (look no further than El Toro, or perhaps Millennium Force if you want an example in floater air), and two; they have a much higher rate of speed over the top. Because the relative change in speed is much less when the train begins the crest of a hill at, say 60mph and slows to 40mph at the zenith (compared to B&M where you might be going less than 20mph at the top), this means that the radius must be much more consistent in order to produce even g-forces.

So what? It’s perfect floater in either case, what does this analysis mean for me when I’m riding Diamondback?

It means that you go up much higher and have much steeper drops on the camelback hills. It means that the speed is much more uneven, creating a greater distinction between the wind in your face at the bottoms and the slow sailing over the tops. It also plays with your inner-ear much more. Although physically you may be pulled at -0.2 g’s over the entire length of the hill, careful attention to your inner ear can create a very different experience from the flatter, faster variety of airtime hill. Cresting the top at a tight radius and lower speeds more quickly changes your orientation to earth (resulting in greater forward rotational forces), and when you’re falling back down, because the angle is steeper, the uplift is along the forward z-axis rather than the usual upward y-axis, created more by the fact that we’re accelerating while facing straight down rather than from centrifugal forces exerted outwards by the curvature of the hill.

Hey, this ride almost sounds interesting! And it should get even more interesting since on the decent of this second hill is when the terrain starts to come into play. The drop reaches down 193 feet into one of the park’s ravines, which is also where that maximum speed of 80 miles per hour is achieved. Does this sound familiar? It appears as though Kings Island was trying to put this big, graceful Beemer on a similar level creatively with Phantom’s Revenge, and with an entire layout extending out into the same wooded landscape that the Beast occupies. Just from writing that I want to put this coaster on my top ten list. Diamondback is positively brimming with potential to be one of the few truly great modern steel coasters.

So why is it when we’re pulling out of this second drop, I’m still feeling incredibly underwhelmed? Did we even just drop down a natural ravine? Funny, I never would have guessed.

Yes, it would seem that when Cedar Fair and B&M get together, there is no limit to how incredibly mediocre they can make an otherwise great concept. When rumors were first gathering about Diamondback there seemed to be no limit to the possibilities. I think a 260 ft. third drop down a 100 ft. ravine was originally part of the ride’s rumored equation, and B&M have at least proved themselves capable at making a large-scale ride well integrated with the natural surroundings once in a blue moon with coasters like Apollo’s Chariot or (almost) Wildfire. That might have been hoping for a little too much under even the best of circumstances, but still, imagine how amazing it would be, riding a coaster with the power and grace of a B&M speed coaster through the same rugged, natural landscape that made the Beast famous. Keep on imagining because that coaster was never even close to being built.

The ‘ravine’ has been completely clear-cut within 20 yards of the track, graded into a shallow dip in the terrain that allows the coaster maybe ten feet of extra dropping space, and paved over with a system of blacktop maintenance roads wide enough for two-lane traffic. Without looking at the land from the Crypt exit, I’d barely be able to tell there was any uneven terrain at all, and the tracking is so smooth and consistently designed the few extra MPH are used to achieve precisely jack-squat. Instead of trees and tangled brush rushing past along the ground-level stretches of track, there’s chain-link fence and gravel, although Kings Island was so kind enough to plant neatly manicured grass over the acres of cleared woodland the ride runs along that’s not occupied by concrete or gravel. If you don’t strain your neck too hard to notice the thick line of trees on the horizon one could probably be duped into feeling as though they’re on a parking lot coaster. With the Crypt and a large open field on the left side, it doesn’t even feel like you start to approach the woods until the dive after the second camelback hill into the far turn around. I never was expecting a ride from B&M and Cedar Fair to really have too much regard for the terrain surrounding it, but what’s there is essentially my worst-case scenario for how this coaster could have used the land, and neither B&M nor Kings Island seem to care.

While it might be better than sitting in the bleak void of empty space with no points of reference whatsoever, saying that having the tree line cut back 15 yards further is just a minor disappointment is a big understatement. On Diamondback the tree line becomes a uniform wall in the background, while on a ride like the Beast, the trees seem close enough in areas that a fundamental perception about the woods is changed; it becomes a major element of the ride, altering the sense of spatial relations and putting the eye and brain on sensory overload as it tries to process the complex and ever-changing texture to the surroundings. I’d be curious to see if any official research has been done on the subject but I think a ‘magic distance’ the tree line must be within in order to distinguish between the two vastly different experiences of traveling through the trees verses traveling past the trees. It seems like there should be, as I imagine it’s the effect of parallax that creates these different sensations, and with trees planted within a few feet of each other in most woods, I’d estimate that it’s a fairly precise dividing line, one that Diamondback falls way outside of.

I’ve now spent nearly a full page on Microsoft Word bitching about wasted use of landscape which probably only myself really cares about, so I’ll get back to dissecting the layout. It’s quite standard for a B&M Speed Coaster, with pretty much nothing to analyze from a pacing, timing or progression point of view. I appreciate that the way out has two full camelback hills instead of just one, since one of my beefs with the generic Speed Coaster design is they only have one full hill before the turnaround, making the ride feel very short. Maybe I’m just too accustomed to Shivering Timbers, but by my own criteria a coaster doesn’t qualify as an out-and-back until there has been more than one hill before the turnaround, preferably three. So while Diamondback isn’t quite all there, it’s better than Behemoth or Apollo’s Chariot (at least in that regard), and I imagine the balance of two straight, airtime laden hills work better as an opening act than either Nitro or Silver Star’s one-curved-one-straight hill approach.

The coaster’s smoothness is commendable, but not exquisite. It seems no matter when and where I rode Diamondback, the front always offered a smoother ride than the back row, which featured some shaking on the higher-speed pullouts. I almost preferred this when I visited in May, since the ride is so controlled that at times it can be difficult to tell that you’re even moving faster than 55. Later in August, however, the entire trains had picked up some bad trembling. Diamondback was still far and away the smoothest coaster in the park, but on those other rides, a bit of roughness is to be expected, that’s simply part of the riding experience, without it they become boring. Since B&M’s track work places so much emphasis on mathematical precision, the slightest vibration can detract from the style of ride they’re going for. I think it was just a case of the wheels started to get some minor deformities after more than a half-season of use, perhaps they were parked on the track in the same position for too long, causing the contact point with the track to flatten a little bit (this is partly why the storage shed parks the trains on a series of rollers resting on their undercarriage).

Does seating make a difference to the sort of air experienced? The front might surprise some by really launching them out of their seat as they begin to crest, but this momentum isn’t long sustained before they end up hanging forward into the front of their restraints on the way down. I prefer the back overall, because the hill builds in intensity very consistently over the entire crest, from remaining firm in one’s seat at the start of the crest, mild floater at the crest, and then semi-strong ejector all the way down to the pullout. One of my more interesting rides in terms of quality of airtime was when I was placed in the mathematical center of the train; the precision engineering of the hills was incredibly present, and at the same time I wondered why B&M spend so much time fine-tuning their geometry when the long trains they use horribly distort their effects anywhere outside of a few seats near the middle.

We now arrive at the turnaround, which should be rather awesome, banked well past the ninety-degree mark, but it somehow comes up a bit flat. Maybe it’s all contained in too singular of a movement, sweeping up, around and back down without any change in dynamics throughout the entire maneuver. The positive g-forces remain incredibly even and unforceful, and there’s only the slightest hint of rotational motion as the train swoops around the top in one fluid motion.

From here it charges up into the third camelback hill, but not before passing over the rides first trim brake on the way up. In May it let us through without a hitch, in August we got grabbed a little. It doesn’t matter too much because the midcourse is just past the next curve anyway, but especially when the trim is on it makes this third camelback feel a lot like a throwaway element. It’s designed and profiled to produce the exact same dynamics as the first two, only it’s not as tall or as fast, so it really can only pale in comparison to what was just experienced without bringing anything new to the table… except for being situated underneath the second camelback. On the one hand, that introduces some light headchopper effects, on the other, it only highlights how much smaller this element is than the previous one. This third camelback also acts as the stand-alone element that separates the two turnarounds, so from a layout viewpoint it doesn’t contribute anything to the rest of the ride, other than to exist on its own for a solitary moment of air.

Now we have the spiral into the midcourse brake run. Hmm, for a ride that’s focused on airtime it’s rather hard to get more than two moments before it has to waste time and track on some sort of turn. Nitro uses a midcourse spiral in a similar fashion, but to much greater effect. That spiral stands as a high g-force extended centerpiece to the ride, whereas Diamondback’s is just there to get us up to the midcourse brake. It does not stand as a centerpiece, taking about the same time to complete as every other element along the first part of the course, and produces next to no g-forces or dynamics contrast. If the middle camelback was a throwaway element, this one’s turning the return course into a veritable garbage dump, although thankfully this trend is not completely continued to the end of the coaster.

The midcourse also grabs a little, but we crest the drop with more speed than I think Behemoth has at this point in the ride, and the long straight drop down into the ravine jumpstarts the pace into forward momentum again after a lackluster denouement from the spiral and brake run, even providing a strong kick of air if you’re in the back.

We pull up into the first of the two returning air hills. I have mixed feelings about these, and their placement after the ravine drop off the midcourse brake. They pull up really short (the train tracks run under one and the Crypt entrance beneath the other, so rather than adjust the design B&M had them pull up twenty feet above the ground to simply build over these landmarks) and they feel disappointingly small in comparison to the large ravine drop that seemed to promise us more for a finale. However, being so much smaller they do provide a slightly different feel. More rounded in overall profiling, they provide a tighter “up, around and over” forward rotational motion that distinguishes them from the large camelback hills in the first part of the ride, and the timing between elements is picking up a little here through use of the raised pull ups, although it’s still all pretty slow. If I’m really desperate to find more to analyze about these hill’s meaning in the overall context of the coaster, I could say they also mirror the two large camelback hills that opened the ride before things got disjointed with the hammerhead turn, camelback and upward spiral that all only exist for layout requirements.

Speaking of things that only exist for layout requirements, we now have a second upward spiral. After riding this twenty times I still can find no reason for this maneuver to exist on its own, it really does nothing for the rider. Although closing one’s eyes during the ride can always produce an experience approaching a highway drive, it’s this element in particular that comes closest to actually feeling like I’m napping in the car. Hold your arms straight out and you can faintly feel a force pulling them downward, otherwise nothing. It’s not just the forcelessness that’s a problem, but all of these spirals and turnarounds completely break flow from what should be an airtime-centric coaster. Looking at the overhead drawing of the layout that was first leaked many months ago these semi-helices made sense (it needs to turn another 73 degrees to the left to get it to line up with the station, why not throw in a 287 degree right helix instead?) but from a rider’s perspective these are pointless distractions.

Thankfully this one serves a bit more purpose than the previous spiral which only acts as an anticlimactic entry into the brake run, while this one at least sets up the final dive into the pond. I actually think this pond dive works rather well despite being a flat stretch of track that would seem to end the coaster with a moment that’s there more for the onlookers than the riders. Sit in the very back row and you can catch a lot of water that shoots up mere inches behind you in scarily impressive quantities. Also, after spending an entire ride with 20 foot clearances on all sides it’s nice to end the coaster with a moment that finally gives some immediacy to the surroundings (if the seats weren’t raised so high I feel I could easily skim the toe of my shoe along the water’s surface).

However, like other aspects of Diamondback, this pond dive probably worked better as an abstract, Platonic ideal when it was on the drawing boards and featured in the preview animations; the actual execution of this feature is probably the most disappointing of all the possible Diamondback pond dives that could exist in alternate realities, save for the one in which it’s filled with acid rain and/or leeches. A shallow, clearly artificial concrete basin is set in the middle of a cleared grassy field, a huge buffer between the splashdown and any viewable midway. If the splashdown is not going to be an interactive centerpiece like it is on SheiKra and Griffon, why is it also made to look so cheap and unnatural from a distance? I know it’s a cliché but landscaping in Cedar Fair’s vocabulary seems to be limited to four words: grass, gravel, woodchips and shrubs. To their credit they don’t leave exposed concrete around like the old Six Flags regime was notorious for, but criminy their grounds are starting to look like cheapo suburban homeowner’s lawn projects. I strongly suspect that landscaping is never a topic discussed amongst the managers when budgets are approved, and that a modest but workable budget is simply afforded yearly to the park’s landscaping departments, to which the landscapers are then left to only their own devices to decide how to keep the areas around new rides as well as the parks in general in presentable form, with little to no authority to do anything beyond that. I also suspect that this is why the terrain around Diamondback’s out leg suffered so badly, as it wasn’t in Adena Corp’s interests to preserve any trees or hillsides around the site besides the minor ravine dive that was part of B&M’s specifications, and after construction was over the landscapers did what little they could so it wouldn’t be running over flat dirt. In some ways I almost think leaving the land around the ride as open dirt fields might be more beneficial in the long run. The back of Michigan’s Adventure was a similar sandy field for many years, but recently the area has been reclaimed by the native flora and it’s quite a beautiful backdrop to the rides now, with many species of Michigan wildflowers and tall grass filling in the areas not occupied by growing trees. I think the area around Diamondback could easily have the same look if only the park didn’t try so hard making it look manicured and, well, boring.

This criticism extends to the station, queue and entire “new” Rivertown as well. I’ve heard some early reporters claim that the area looks great, which having visited in person I’m convinced they are mistakenly confusing with the term “new”. Yes, the area all looks very “new” and “polished”, but nothing about it suggests that it will look like anything other than a second-rate funfair once a few years have gone by and the endless rows of the same wooden fences and boxy queue lines haphazardly planted over grassy fields start showing a bit of age. The station house in particular is a true let-down, clearly trying to impersonate similar rustic houses from rides like the Beast and Maverick, but without any constraints requiring creative solutions, the architecture is as bland and solely functional as it could be imagined, the only hint that this is even supposed to be an old west setting is the wood paneling deliberately cut at uneven angles (I’m positive if still alive today, many settlers of the western expansion would take exception to the atrociously bad carpentry skills theme parks always seem to credit them for, especially when the wooden boards that are haphazardly nailed in at hilariously skewed angles have clearly been cut and treated by a modern sawmill).

And that reminds me of another point that’s irked me ever since the ride was announced—hello, Rivertown isn’t themed to the old west! I suppose that’s what we can expect when executives are only thinking in the broadest established genres in the industry, but for a themed area iconic for dense temperate forests and riverside lumberyards, I’m not sure where they got the idea that a desert reptile would be “fitting in”. I still suppose it’s a step in the right direction after the previous management thought Tomb Raider and the Italian Job were perfect franchise tie-ins to fit the area. The only creative touch on Diamondback I can slightly commend is the look of the zero-car on the trains. The snake head design that even includes fangs on the underside makes Diamondback one of the few modern coasters where the trains strongly identify which coaster they belong to without the use of a single stick-on logo. With that I think I’ve finally run out of notes in my mental notebook I wanted to comment on so I move on to the summary of what all the pages of content above were leading to:

Diamondback is by no stretch of the imagination a bad ride (indeed I found there was no place else I’d rather be on a Sunday afternoon when the single rider queue promised re-rides in less than ten minutes), but the finished product is as underwhelming as $22 million dollars worth of B&M terrain speed coaster could conceivably be. It’s the output of a system where the only inputs come from business people and engineers, each mostly concerned with their own sets of numbers, and whose few creative responsibilities to the attraction manifest themselves in predictable, high-concept ideas, such as utilizing a swan pond for a splashdown finale or making some use of the terrain… and even these concepts fail to reach their full potential since after they are envisioned there’s nothing in the system to check that they aren’t perverted from their ideal during the construction process. The layout is clearly designed for whatever fits best on the blueprints rather than what the riders should be experiencing at any given moment. Even if it’s only there to provide as much uninterrupted airtime as possible (an approach I personally would disapprove of, although I might praise the level of focus devoted to a singular task), Diamondback may disappoint since true camelback hills are spaced few and far between pointless curving maneuvers that are there just because they are, with only two ‘really good’ moments provided before the coaster shows signs of slowing down, and of course being a B&M project they do little to compensate for the loss of speed. Closing one’s eyes reveals an experience that chooses, without regard to any other subtleties, to oscillate as evenly as possible between 2 g’s and 0, except for when it randomly goes from 2 g’s to the 1.5 in a turn instead. That is not a great coaster experience! While it can’t be said that it doesn’t do what it’s supposed to do perfectly, any time businesspeople and engineers throw $22 million at a project with only a vague notion of what it is they should be accomplishing with it, that’s sort of the least we can expect.

Alright, so since I’m such the brainiac what might I have done differently to make a better ride experience? I would have started by asking “what is this coaster really about”, and then pouring as much emphasis into those qualities as possible. Ideally, smooth speeds, airtime and use of the natural geography. Just behind where the far hammerhead turnaround resides, there is a huge drop-off into a valley that probably totals well over 100 feet in height difference. The only genuine excuse I can think of that the park might have not taken advantage of this fantastic landscaping is there are some power lines that run along this valley that maybe Kings Island couldn’t get permission to build near (maybe they don’t even own the land beyond that turnaround, although given how far back the Beast goes I’d be surprised to hear that’s the case). Using all of that, here’s the alternative Diamondback layout I’d propose:

Start the station farther back inside the park so the start of the lift spans the Rivertown midway, not the first drop. I know it’s less dramatic for onlookers but I need a way to let the layout extend farther back into the wood without simply making it longer, besides I would argue that the present configuration is perhaps too attention-grabbing, plus doing so save more space inside the park for potential future additions. Have the first drop extend down into that original ravine, so that a much more impressive 235 foot plunge with 80+mph speeds can be achieved on the first drop, which can also be made steeper. Build the second camelback more or less as it presently is, finishing about where the pullout into the hammerhead turn is; this second drop will naturally be much shorter than the first not having a ravine, giving the illusion that the ride is losing momentum. Now, up the second tall camelback hill (remember, B&M’s shaping allows these hills to maximize heights while maintaining 0 g’s) and into the third drop: use that gigantic valley, and let that train keep falling until the drop passes at least the 240 foot mark and speeds go into and beyond the “holy shit!” range, especially when trees are whizzing by at close proximity. From here the coaster would transform into a manic ground level flight through the woods, a turnaround at the bottom of the drop sending us back toward the general direction the station is located without us really knowing it, having lost our orientation in the thick forest in much the same way as the Beast. Some quick and unpredictable direction changes hidden by the trees aside, because we’ve been taken farther out than the actual version of Diamondback the returning run would be much more lean and straight-shot, eliminating the two spirals to save track. After that fast and furious (and unforgettably unique, and top ten worthy) sprint through the woods, the ride would suddenly regain altitude as it must climb back up the ravine, the midcourse brake run positioned here. A straight series of at least three classic airtime hills to wrap up the ride with (not just two) might lead to a pond splashdown that’s instead located on the outside perimeter of the back midway, dragging plenty of mist along to spectators, rising up from the pond over the midway into the brakes. This design not only makes use of nearly the same lift height and track length specifications of the original, while saving a bit on steel supports by reducing the number of tall hills (should please the construction people), but also will put it in the Guinness Top Ten list of fastest coasters and longest drops (should please the marketing people), and also featuring a far better, more original layout that not only features more speed and extended weightlessness (should please the enthusiast people), but dramatic progression and dynamics shifts along the arc of the ride experience (should please pretentious, over-analytical assholes like me).


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