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Attraction Type
Roller Coaster
Attraction Status
Existing
Attraction Manufacturer
Vekoma
Attraction Model
Super Boomerang
Got on Flash today with the pass holder reservation at noon. Really enjoyed it - definitely more intense and faster than it leads you to believe. Restraint + seat was very comfortable, trains looked really sharp with the theming of the ride. I think this is a good addition to the park.
 
Tried to ride Flash near park closing on Sunday. After waiting 45 minutes the damn thing broke down near my turn. Ended not being able to ride it. While I can't comment on the ride experience, I can say the wait is terrible, its even worse than I expected. A very slow moving line with long periods where you don't move which is extra tiring compared to a consistantly moving line. Unfortunately the capacity is a poor fit for a park of GAdv's size.

The positive I can say is that unlike KK, Flash isn't as isolated from other rides so if it breaks down or the line is too long you can at least get to an alternative ride fairly easy. KK was so isolated that if you walked to it and if it was broken down or the line was too long it was a long walk back to another ride.
 
It may have taken longer than anyone wanted it to, but with the long-awaited opening of The Flash, New Jersey is now home to the first Boomerang (Sea Serpent) and Super Boomerang (Vertical Velocity) coasters in the United States!

I got my first ride in yesterday (Row 2) during the passholder ERT. This was a nice idea and the line was well managed. It was unfortunate that there was so much downtime - I doubt many guests with daily admission tickets got a chance to enjoy the ride. Between all that downtime, my singular ride, and the little bit of pent up anger I had from how the beverage refills were being handled yesterday (not great), it didn't feel fair to post my review last night.

Today was quite a bit colder, a little damp, and promised to be much less crowded - not an ideal day for the park's bean counters, but more than ideal for me! I spent only 3 and a half hours on the property and was able to ride twice more. Uptime was significantly better than yesterday; nearly perfect from what I heard from employees (which makes @The Master 's situation above all the more unfortunate 😕).

I'll give my thoughts in sections, so people can skip the less interesting bits if desired:

Queue: Cyborg had some nice lighting around the ride area and The Flash benefits from this big time. The entry portion of the queue has a futuristic look to it with a neat sign, billboard explanations of the ride elements, and nice LED pillars. The building shown earlier in this thread doesn't seem to have much of a point at the moment, and serves a dual purpose of having very little on display and detracting from one of the cooler elements of the line - how close it gets you to the ride and the track. The new viewpoints that open up as you advance through the latter part of the queue makes the advance exciting. The staff seemed cognizant of this fact and didn't utilize the queue snake inside the building, they just had everyone shoot straight through. The recording explaining the ride's purpose and safety measures was well thought out and sounded authentic. The metal coverings that Green Lantern had once used to protect queuers from falling objects were refurbished with Flash logos and used strategically.

Wait: Separated from the queue portion for effect - the anticipated capacity nightmare is real. Line advancement takes a very long time. Even after getting to the ride lockers, the queue splits once again for regular riders and Flash Pass, with the latter having a marked advantage. With only one train running at a time, each instance of getting passed in line feels significant. Wisely, this ride was made ineligible for the 1X/visit "Skip The Line" perk that's included with some higher level season passes and memberships.

Vehicle: The vehicle is visually impressive and elaborate. It has a fantastic lighting package (this may not be fully appreciable until 4th of July weekend + Fright Fest because of the current amount of daylight and early closing hours, but it really does look stunning). Onboard audio is present (I recall hearing it on Saturday but not Sunday), and it brings a perfect sense of foreboding to the inside of the station. The restraints are stretchy and very comfortable - I was extremely impressed after my initial worries about how they would feel.

Ride: A sleeper hit if there ever was one. The launch out of the station is fun. Ascending the first vertical hill when going backwards gives a stomach drop feeling akin to the Buccaneer, which gets more pronounced the father back you sit. The hangtime on the first (and, accordingly, last) inversion is wild, wonderfully intense without feeling disagreeable. The speed increase and airtime hills that follow are well placed, and the airtime feels more profound because of the aforementioned stretchiness of the shoulder restraints. Because you'll be going over them both ways, those airtime hills will get you good at least once, whether it's on the way forward or back. The forces overall are great and frequently unexpected. A lot of rider reactions that I heard stemmed from subversion of their expectations - this is a unique and well executed experience. I don't think there's a bad seat on the ride, but having ridden rows 1, 2, and 12, the back was my favorite by far.

Overall: The Flash is a wonderful addition to the park's lineup. It's a shame that it opened in what's being (justifiably) considered a lean year for the park, because it's absolutely worth making a trip for. The other side of the coin is the rebuilding year potentially keeping the line more manageable - something that's very much needed for a low capacity ride like this one. Had it opened last year, I think positive word of mouth could have drawn in tons of people who might have been on the fence about visiting.

This one will no doubt be seeing a lot of repeat rides from me.
 

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It may have taken longer than anyone wanted it to, but with the long-awaited opening of The Flash, New Jersey is now home to the first Boomerang (Sea Serpent) and Super Boomerang (Vertical Velocity) coasters in the United States!

I got my first ride in yesterday (Row 2) during the passholder ERT. This was a nice idea and the line was well managed. It was unfortunate that there was so much downtime - I doubt many guests with daily admission tickets got a chance to enjoy the ride. Between all that downtime, my singular ride, and the little bit of pent up anger I had from how the beverage refills were being handled yesterday (not great), it didn't feel fair to post my review last night.

Today was quite a bit colder, a little damp, and promised to be much less crowded - not an ideal day for the park's bean counters, but more than ideal for me! I spent only 3 and a half hours on the property and was able to ride twice more. Uptime was significantly better than yesterday; nearly perfect from what I heard from employees (which makes @The Master 's situation above all the more unfortunate 😕).

I'll give my thoughts in sections, so people can skip the less interesting bits if desired:

Queue: Cyborg had some nice lighting around the ride area and The Flash benefits from this big time. The entry portion of the queue has a futuristic look to it with a neat sign, billboard explanations of the ride elements, and nice LED pillars. The building shown earlier in this thread doesn't seem to have much of a point at the moment, and serves a dual purpose of having very little on display and detracting from one of the cooler elements of the line - how close it gets you to the ride and the track. The new viewpoints that open up as you advance through the latter part of the queue makes the advance exciting. The staff seemed cognizant of this fact and didn't utilize the queue snake inside the building, they just had everyone shoot straight through. The recording explaining the ride's purpose and safety measures was well thought out and sounded authentic. The metal coverings that Green Lantern had once used to protect queuers from falling objects were refurbished with Flash logos and used strategically.

Wait: Separated from the queue portion for effect - the anticipated capacity nightmare is real. Line advancement takes a very long time. Even after getting to the ride lockers, the queue splits once again for regular riders and Flash Pass, with the latter having a marked advantage. With only one train running at a time, each instance of getting passed in line feels significant. Wisely, this ride was made ineligible for the 1X/visit "Skip The Line" perk that's included with some higher level season passes and memberships.

Vehicle: The vehicle is visually impressive and elaborate. It has a fantastic lighting package (this may not be fully appreciable until 4th of July weekend + Fright Fest because of the current amount of daylight and early closing hours, but it really does look stunning). Onboard audio is present (I recall hearing it on Saturday but not Sunday), and it brings a perfect sense of foreboding to the inside of the station. The restraints are stretchy and very comfortable - I was extremely impressed after my initial worries about how they would feel.

Ride: A sleeper hit if there ever was one. The launch out of the station is fun. Ascending the first vertical hill when going backwards gives a stomach drop feeling akin to the Buccaneer, which gets more pronounced the father back you sit. The hangtime on the first (and, accordingly, last) inversion is wild, wonderfully intense without feeling disagreeable. The speed increase and airtime hills that follow are well placed, and the airtime feels more profound because of the aforementioned stretchiness of the shoulder restraints. Because you'll be going over them both ways, those airtime hills will get you good at least once, whether it's on the way forward or back. The forces overall are great and frequently unexpected. A lot of rider reactions that I heard stemmed from subversion of their expectations - this is a unique and well executed experience. I don't think there's a bad seat on the ride, but having ridden rows 1, 2, and 12, the back was my favorite by far.

Overall: The Flash is a wonderful addition to the park's lineup. It's a shame that it opened in what's being (justifiably) considered a lean year for the park, because it's absolutely worth making a trip for. The other side of the coin is the rebuilding year potentially keeping the line more manageable - something that's very much needed for a low capacity ride like this one. Had it opened last year, I think positive word of mouth could have drawn in tons of people who might have been on the fence about visiting.

This one will no doubt be seeing a lot of repeat rides from me.
This is so wonderful to hear and has me pumped about the ride. I'll be taking a trip down to VA this April to hit up KD and BGW and I think I'll have to stop by SFGAdv to get on this and Toro on the way back. Too bad they couldn't have worked in a turntable for capacity's sake but capacity aside it sounds like a win for the park!

Side note: Capacity is no worse than the Chiller and that ride was also well worth the wait ;)
 
Capacity is no worse than the Chiller and that ride was also well worth the wait ;)
To be fair, Chiller was built as a dueling coaster specifically to help with capacity, and the inability to operate both sides at the same time as originally intended is what killed the capacity. Flash on the other hand was bought and constructed knowing the capacity issues ahead of time, so it’s not the same. This isn’t meant to talk bad about Flash as I’m excited to ride it this year, but more to defend Chiller as the low capacity was due to technical issues and not the initial design of the ride.
 
Got a bunch of rides in with fully functioning audio today. It's absolutely terrific and greatly enhances an already stellar ride experience. Better still, those impressive looking lights on the train are fully synchronized with the story being told via the onboard speakers. The audio is crisp and can be heard clearly throughout the entire ride. The volume is perfect. Considering my previous ambivalence to coaster acoustics, I was blown away by how much it added to the enjoyment.

They're also in the process of adding on-ride photos; the camera is located in the LSM valley on approach to the Zero-G roll. In an era where many attractions have seen their cameras removed, it's nice to have an instance of one being added.

Every Vertical Velocity ride thus far has felt just as, if not more exciting than the one before it. With all due respect and condolences to whichever park was originally supposed to receive this coaster, I'm beyond thrilled to have it at Great Adventure.
 
I said in the Ka thread that I wouldn't return to GAdv, but I decided to go today because of the rave reviews Flash has been getting.

I gotta admit, the ride definitely lived up to the hype, maybe even exceeded it. It's the third best coaster in the park for me, behind Toro and JDC. Yes, it even edges out Nitro, and that's not a knock on Nitro at all. Flash is unironically an 8/10 for me. It's alot better than the SRII models from premier, and it's way more forceful than I anticipated. Home run from Six Flags.
 
Flash is awesome

I rode it 6 times today. Once in the morning and another 5 right before park close.

Operations were good. Apart from a short delay on the platform, the ops were hustling and sent the trains pretty quickly. The line was posting 25 mins and I waited around 30 the first time. Later I waited 5 mins for the ride at the end of the day.

I do wish the queue had more work done. More random signboards would go a long way, especially before the station since the queue usually gets held up there. The queue building looks bare. I would love for the park to add more props there over time.

The LEDs on the train look great at night.

The ride experience is really fun. The inverted stall is awesome.. Backwards airtime on the return run isn't as strong as Pantheon's. It feels more along the lines of Ice Breaker's hump. The onboard audio is a nice touch. There is dialog that you can't really hear over the music unless you've ridden before and can pick out a few lines here and there. There is zero roughness. The ride runs like glass.

Overall I had a great day. Operations were a bit spotty across the board, but the low crowds helped with that. Justice League was running at reduced capacity and Toro was running 1 train so that caused the line to back up.
 
The ride time for The Flash is about 75 seconds (from dispatch to harness release). Assuming a 45 second dwell time (very hard to hit with only two people checking harnesses), this gives the ride a full cycle time of 120 seconds. Assuming phenomenal operations, this give 30 dispatches an hour, and a theoretical capacity of 720 riders per hour.
I am guessing they are probably normally near the 20 dispatches an hour - and assuming there is an empty seat every other train - I am guessing the actual throughput the park is achieving is around 470 an hour.
I actually think quite highly of the ride, but I am in the opinion the return on investment would have been far higher at other locations. Capacity wise, it would have slotted in better at a park like Six Flags America or La Ronde. I kinda suspect that Vekoma will try to sell Six Flags a couple more of this model.
 
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i think it would have been a perfect addition if Ka and Lantern hadn't been taken out this year. it's a perfect end cap piece to the whole Metropolis area, but now its in a position where it has to be the big premiere ride and its just not built for that. they kinda just screwed themselves with the timing of it all. everything thats lacking about it (theming, capacity, day 1 issues) would have been overlooked or expected if this was just another annual addition. instead it had to be the #1 and its getting way more attention from a public crowd that's pissed off at management already.
 
I finally rode Flash today and it is pretty good. The soundtrack I head others mention wasn't operating today. However, Flash's capacity is still poor, especially with its role as a clutch for an off year which is unfortunate.
 
Has anything else been added to the indoor queue house yet? And is the sign leading to the DC area still not complete?
 
Has anything else been added to the indoor queue house yet? And is the sign leading to the DC area still not complete?
They added some more themeing but it's nothing too unique.

Got a chance to ride this yesterday! It's smooth, quick, and the locker system works well. Got some nice backwards airtime on the section in the middle of the ride I was not expecting.

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I rise from one of my infamous slumbers once again...

I will be there for opening day tomorrow and I'll try to give a review at the end of the night. Looking forward to riding this tomorrow.
well i forgot about this haha. but i did end up getting one singular ride on it on opening day in row 2, and i have a lot of thoughts, some good, some mediocre, some bad. ill do a little list real quick and keep it short. this will mostly be about the ride experience as a whole, but i'll try to mention other things as well.
The Good:

1. first off, the trains are very pretty. they look nice, and the seat and lapbar components are comfortable. theres one other component of the restraint that im not a fan of, and we'll get to that later but i figured i'd mention this first
2. The stall is absolutely BONKERS. This is EASILY the best part of the ride, and the one true standout moment of the ride for me
3. the ride is extremely smooth. compared to other new coasters that tend to have a shake, flash rode like glass.

The Meh:

1. Besides the stall, the rest of the ride (from my one ride on it, apparently its more forceful in the back row) felt very.. bland and forceless. there was only one moment of airtime (the first part of the double up had a ok moment of floater airtime, the second up had nothing), and as a intensity lover i walked away extremely disappointed as it felt quite lackluster in the positive g department. the launches additionally werent very punchy, and i was expecting the "chiller roll" to be way whippier on ride, but alas, nothing.
2. The vests, in my opinion are way too thick. i prefer the thin B&M vests to these easily, and i know vekoma makes a fabric vest option, and i think id much prefer that.

The Bad:

1. The capacity and reliability on opening day was awful. In total, i waited about 3hrs 30mins for this ride just for one ride at the end of the night and that wait was brutal. and that ties into my next point.
2. the queue for flash is extremely lackluster. for a ride that was delayed for so long, you'd think the queue would be nice but NOPE. the bits of theming that were present were very very tacky and cheap looking. compared to the standards set by the rest of the company, i was expecting a lot better.
3. the queue line is not only ugly, but extremely hot. now granted, for a joke i wore a suit and tie to ride it, but i saw at least 3 other guests being wheeled out of the line on stretchers for what id assume to be heatstroke/overheating reasons. it was extremely hot that day, around 80 degrees iirc, and i can only imagine how bad that line will be on a even hotter day

So, after all that, where does it rank, and what's its score out of 10?

For flash's final rank and score for the time being, its No81/237 Credits for me, and earned a score of a 7/10. i definitely need more rides on flash, but right now i can easily say i prefer all of the skyrocket ii's ive ridden. ive attached a picture of my great adventure rankings also so yall can see where it ranks in the park for me

anyways giant textwall review done enjoy 1749581030421.png
 
Curious to know if the on-board audio is available anywhere online? All I see as of now are low quality videos with it.
 
Curious to know if the on-board audio is available anywhere online? All I see as of now are low quality videos with it.

Not crystal clear, but this video has the cleanest audio I've found so far.

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Rode the Flash yesterday 4 times in various seats. Honestly? It’s a very fun ride and there’s not much to hate about it other than capacity, but at the same time it was slightly underwhelming…. It’s probably the 4th or 5th best coaster in the park for me. I really would like to ride the larger more elaborate modern Vekomas to get a better feel. The airtime is somewhat limited, the launches don’t do much for me, the forces are somewhat limited. The onboard audio is cool, I did notice it having issues in the back row during one of my rides. It is very smooth but I would not wait in line for it for more than an hour personally.

If you’re looking into going back to GADV for it, I’d say wait for Spinda Ka so there’s another coaster that I’d say will likely be significantly better than Flash to ride as well (if you like spinning coasters that is).
 
Yeah, I finally got this credit too and I largely agree with you @CoasterAuditor. I like that they put some effort into the presentation, the on-ride audio is nice, the train lighting looks amazing, and to Vekoma's credit, the ride is glass smooth and offers a large variety of forces for such a tiny coaster.

The vests were pretty tight for me—sorta doing the shoulder crush thing that happens/happened on some B&M vest coasters. That was my only comfort complaint.

The main issue is, obviously, the capacity. For a park like Great Adventure, it's abominable. The crew was trying, but there's only such much they can do. Unlike an old Boomerang, people actually want to ride Flash and that means a truly brutal queuing experience.

Small parks should be buying up these Super Boomerangs like hotcakes. They'd be fantastic in any number of small parks' lineups. I like it considerably more than the likes of a Premier Skyrocket II. It's just sad that the first one in the US has gone to a park where it won't get anywhere near the positive reception and notoriety it deserves.
 
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