Vaughan, Ontario – Saturday, September 15th & Sunday, September 16th, 2012
Behemoth opened in 2008 as Cedar Fair's first big investment in Canada's Wonderland. Needless to say, it was a big contrast to the decades of off-the-shelf compact coasters Paramount had been building. Apparently being located next to one of North America's largest metropolitan centers made Cedar Fair think the park had been underutilized by its previous owners.
Behemoth's long train give its sharply parabolic camelback hills a distinctly different flavor from the other steel monster across the park. The forward/backward acceleration pushes you around in your seat along with the light negative g-force, since the cars at either extreme of the train are not following the natural path of the gravitational pull. The rest of the train is either slowing you back or pushing you forward, and you feel that in your seat. By the way, this effect makes the front row feel much wilder than the back.
After the hammerhead, Behemoth completes three consecutive airtime hills on the return run. In my preference, airtime hills are a bit similar to exclamation points. One (!) is a way to quickly and efficiently generate a burst of excitement. Two (!!) feels like sloppy repetition. Three (!!!) becomes a deliberate recurring motif, and draws more attention than nearly anything else around it. (By the way, I thought Behemoth's layout sequencing was more effective than Diamondback's.)
I've read that Behemoth -- the land monster -- was originally supposed to be called Leviathan -- the sea monster -- for reasons that are obvious in this photo. But they chickened out because they worried Leviathan was a too complicated sounding word for the Canadian tongue. Yet after it was a success they decided to revive the original name for their totally landlocked coaster on the opposite side of the park.
Overall I liked Behemoth, a bit more than I would have expected. The layout I'd rate above Diamondback's, since it organizes its element line-up to sustain motifs and give the whole experience a sense of progression (airtime hills, spirals) much better than Diamondback's jumbled mixture of maneuvers.
Unfortunately it's also a bit inconsistent, with this final upward spiral in particular being one of the most decidedly "meh" elements to spring out of a B&M blueprint in the last decade. The flat suburban surroundings don't really help its cause either (even with the dramatic autumnal late-afternoon lighting).
Yes, I'm aware that the Minebuster was originally built by Americans, but the horrid re-profiling efforts and utter lack of proper maintenance are at a degree far beyond anything found stateside. Most of the series of bunny hops that make out the majority of the layout have seemingly been combined and flattened out, but this is actually an illusion; the reprofiling of the layout actually involved the addition of hundreds if not thousands of extremely tiny bunny hops that help make it a real tooth-knocking experience.
If it weren't for its sister woodie across the park, I'd very seriously rate the Mighty Canadian Minebuster as the worst wooden roller coaster I've ever been on. I often find such criticism about older rides overblown, but Minebuster was of such an abysmally poor quality that I'm convinced the only reason we don't hear more negative things about it is because most of the local fanbase is too polite to criticize it in public.
Of course now you have Behemoth dropped right in the middle of the layout, meaning you spend as much time dodging blue supports as you do police cars and street signs. This initial ascending helix after the launch still triggers a light greyout whenever I ride it (a sensation that was courtesy of my soon-to-be boss.)
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