DC Rivals HyperCoaster opened Saturday.
In a word, stunning.
I know you are expecting some local bias, but the ride is objectively good, and my favourite "hyper/giga".
Certainly beats anything B&M have done, and is more comfortable than the Intamins. For context in terms of what I am judging against, I have ridden all US hypers (Except Wild Thing and Mako), plus the Pepsi Max Big One.
I think Skyrush is the closest contender, but DC Rivals feels more fleshed out and longer, and is of course more comfortable (Though I didn't find Skyrush that uncomfortable)
In terms of comparing with Superman at SFNE (Often hailed as the worlds best), DC Rivals has a significantly better first drop, and better turns and variation, (though I think DC Rivals could have had one extra "normal" hill...possibly in lieu of the stengel) I felt DC Rivals had a bit more "flair" in the design.
What I liked about Rivals it that it seemed like a "Greatest Hits" of some of the worlds best. The crazy first drop felt very "RMC", the first hill feels like something from SROS (And presumably EGF)....The non inverting loop is the first one I've felt with ejector. The middle section of the ride channels bits of Fury 325 and i305. The high speed bunny hops at the end felt crazy like the Lightning rod quad down / the mega lites.
So overall, the ride has excellent pacing (Only moment it lets up is on the top of the stengel dive overbank thingy), very strong airtime at several points, quick transitions .
The queue is clean. A bit SF in terms of cut outs and comic book panels, except the scale is enormous.
There are four queue lanes...General, Backwards, Fastrack (not in use) and Singles.
The trains seat 22, 6 cars, but that Mack chassis design means the back car only has 2 seats that face backwards. It's a $10 upcharge to ride backwards, in timed blocks. I'll give my thoughts later on. Though its incredibly entertaining because the whole queue gets to watch the backwards riders going up the lift crapping themselves.
The lift hill is quite speedy for a chain...not actually that much slower than some cable lifts.
First drop is nuts. On the right hand seat the rail actually goes slightly beyond vertical due to the heartlining. As mentioned, The drop feels like something RMC would do, so you are really chucked out of your seat, and dont get caught until you reach the bottom.
The airtime hill, well you know what to expect, a good couple of seconds of sustained ejector and as you dive down a bit the track twists. Awesome.
You get a cool effect of flying under a tangle of track as you enter the non inverting loop. Like most big loops, its not that forceful at the bottom, then the positive g's build up, but then as you reach the top it suddenly changes tack and tries to chuck you out the train. A combination of ejector and intamin style "twistyness". It is like being on the outside of an inline twist, so it is that fast rotation that creates the negative gs.
You drop out and into the stengel, which gets a bit of sideways floater. I suppose every hyper needs to have a tall overbank type thingy, but I would have rathered some form of hill here instead.
Next up is the incline dive loop, feels like a zero g roll on entry, but again, the personality changes halfway through and you hurl around the top and out the bottom of the half loop with some pretty strong positive force.
There is a low to the ground fast turn next, which is sweeping, but then transition into the next turn is very snappy, this leads around into one of those twisting S hills, so a quick pop of ejector at the top, a bit like the first hill on Rita.
Following from that is the helix, which undulates up and down a bit and varies radius, so it doesn't feel like a true helix of death like the one on Titan SFOT/Goliath SFMM, but its forceful enough.
The final part of the ride is a masterpiece.
You bank snappily to the right, do a hard u turn, then bank snappily to the left, and then line up for the bunny hops. It positively belts through these, very agressive ejector airtime twice in a row, then a left turn and a third ejector hill over a creek, and it is sort of on a wierd bank like those ones you see on RMCs.
One last quick pop as you enter the brake run, carrying a lot of speed.
The ride runs pretty well (some of that rattle some Macks have, but nothing terrible by any means) The seats are very comfortable.
In keeping with Australian safety regulations the ride has backup seatbelts.
The whole clip assembly is about the size of a smartphone, and comes from under the crotch like a B&M invert, and there is a metal guide channel in the top of the lap pad, so net result, it is not fiddly to do up and cannot be inserted upside down.
What is even better is the seatbelt unclips and falls out automatically at the end of the ride, so no delays.
A really nifty set up that works better than the seat belts that go under lap bars.
As for the backwards seat, its cool because you can flop forwards going up the lift hill. It has all the crazy ejector you expect, and the first drop obviously is more unexpected. It really does trigger that primal "im falling and going to die / waking up at night feeling like you are falling" type sensation, which is pretty cool. The backwards seats do feel a tad nauseauting, nothing unbearable, and not the vile feeling you get on something like an air race, but I wouldn't call it as re-ridable as any other row.
I've done about 8 laps. I like the back fowards row for the airtime and the crazy first drop, but the front row is good for views, and the non inverting loop feels better there.
So yeah, come to Australia and ride it. We have Superman Escape too