Here is my long winded review. Please note, it wasn't written with Carowinds Connection in mind, I'm just pasting it here since it is relevant.
Okay. So last nite was season pass preview night for Carowinds. I say for Carowinds, because 2015 is not only about the new coaster, or the mostly overlooked new slingshot, or the new front gate, or any of that. This weekend is about the reinvention of my home park. And unlike Madonna, Carowind's reinvention is going to be relevant for years to come.
Even before the official announcement, the local geeks have all been foaming at the mouth, myself included (you know this if you're reading this and are a local). When the rumors of something 300' were coming, as well as major improvements to the park popped up, the speculation was wild. Too wild at many times, and very annoying at other times. But that's done. This weekend was it.
The park looks great when you get past last year's addition of a new toll plaza. Then you get into the parking lot and head to the front gate. It's amazing. Beautiful plaza. It's familiar but different. It's modern and fresh. It works, and is far easier to navigate.
Once inside I headed to find Fury. It was overcast. Because I'd been on vacation the prior week, I wasn't able to attend media day, so this was my first time in the park this year. And because of Charlotte traffic I was 30 minutes later than I'd wanted to be.
For those of you familiar with the park, the line STARTED at the covered walkway just beside the scrambler. I had visions of Banshee's opening day, but, thankfully, it wasn't like that. The whole line, which went into the action zone, then down an access road close to the queue, then into the queue took about an hour forty. Not bad, actually. And it moves. Constantly. A full queue would take an hour or less to move.
Some nice touches, since it was getting dark, they have color changing lights shining on the lift structure like MF. And there are color changing LEDs under the sun shades that pulsate as well.
Oh, and the lift hill motor, which is right by the last section of queue, is really loud.
So my first ride was at nite in row 7 (of

. The crowd was VERY psyched in the station, and the crew was very good. They assign seating, but I didn't notice them asking for single riders, which would have been a big help from what I saw.
The ride dispatches and starts going swiftly up the lift. About a third of the way up, you speed up. Really fast. Then it slows just at the top. 325 feet in the air.
The first drop is amazing. Much what you would expect from any Giga coaster. You speed up into the first overbanked turn and for what it is, it's intense. The speed is amazing, you get some positive G forces in the turn around, and the drop off has airtime. But what surprised me was the odd sideways flojector air that you get (sideways!) on the next two banked ramp hills. Honestly? It's like exaggerated trick-track with airtime, all at very high speed.
Then you fly up and around into the turnaround at the end of the ride. I kind of knew what to expect here as Goliath that debuted at Six Flags Great America last year had similar elements, and this one did not disappoint. Again, there is flojector airtime, all while you're sideways. Then you drop off and it's amazing. Scary even. Flying under the bridge and then up into the next banked hill, there is more airtime.
After that, you hit the first big hill. There is a trim there, magnetic, and the 2 rides I got really slowed the train down noticeably. Having said that, much like the trim on Diamondback, I really didn't mind, because it has the added effect of ejecting you out of your seat going over the hill.
The last two bunny hops have ample flojector air. If you go in expecting Intamin or RMC-esq airtime, that's not what this is. But it is some of the strongest airtime on a B&M hyper. Just as good as Nitro, Goliath, and Diamondback. Better than Intimidator across the park (a solid ride in it's own right).
This is the best B&M coaster I've ever ridden. It will most likely fall in my top 20 (of 312). Solid coaster. It interacts with the front amazingly. It has what it takes to help transition Carowinds to the next level.
Me and some guys (including the mods) from Carowinds Connection had a chat with Mike, the GM, in Harmony Hall (Don't worry, he came up to us, we didn't bug him). He's great. Having him and Jerry running that park as it moves forward is what needed to be.
Carowinds has a very bright future. I can't wait for it.