I rode Fury325 again today and I feel like I remembered if enough to write that IncredibleCoasters style review I promised. So here it is:
Fury325 @ CarowindsWe're at Carowinds to ride the new hotness Fury325. After braving a large line, we finally get to the station. We sit down in the comfy B&M seats and put down our seatbelts. We pull down the clam shell restraints. The train is locked and we're off! There's just a long strip of transfer track we go over before heading up the lift. The lift goes by pretty fast. It's expected for a new school B&M hyper/giga. The lift slows and you get a great view of the surrounding area. Now for the drop. We crest the lift and we just
fall. And when I say fall, I mean free fall. It's not the same feeling as an ordinary hyper. On intimidator, the drop feels more like the downside of a camelback hill. Fury325's descent feels like a dive coaster drop without a holding break. The airtime is different on the drop. It seems to go on forever. We hit the bottom and feel the crushing g's. The ride wastes no time and whips you through the barrel turn. The train yanks you off the barrel turn and into the s-curve. The ride throws you to the right with its strong laterals. The turn was reminiscent of an old school zero g roll (but without inverting). You just shoot over the front gate on the small overbank and into the horseshoe turn. You get this awesome sideways air that wants to throw you into the parking lot.
Let me explain the airtime to you: It is very strong floater. It has the sudden pop that ejector gives, while having the force of floating airtime. It's sustained for about 3-4 seconds. It not quite floater but it's still not ejector. So to save time, let's just give the airtime a name: flojector.
Back to the ride. After getting some of that awesome flojector air, you head dive under one of the entrance paths. I know some people thought that the tunnel didn't feel like a close headchopper, but to me, it felt more violent and scary than the helix chopper (more on that later). We shoot out of that tunnel and into another overbank. This is snappy, but not as snappy as the s-curve. The ride hits a trim, and you can feel it, but it's not taking away from the ride experience. The level of annoyance is probably the same as a slight rattle on a good hyper. We fly over camelback #1, and get another dose of flojector air. The ride swarms into the helix. The helix isn't forceless or slow. I like the design of it. It starts out a bit forceful. Not like Afterburn forceful, but it is slightly dizzying. It's steeper than it looks. The ride looks like it's about to hit a support, and you duck slightly. It glides out gracefully. The ride heads into the final hills. Strong Floater hill #2. Strong Floater on hill #3. We finish and hit the brake run. The ride turns and goes back into the station.
I really loved this ride, and I can't really think of any errors to point out. I was one of the few who enjoyed that overbank after the dive (though I didn't really enjoy that straight-away-esque drop leading into the first camelback). The ride gets a 10/10 from me, but for the more picky enthusiast, you can expect an 8.5 - 9/10. I can't wait to get back to the park when it warms up!
