Reentering Islands of Adventure's charming Port of Entry, I set my pace for the day: Meandering. While a fantastic collection of top tier rides awaited, I didn't want to lose sight of the park's simpler delights in the process.
So I took a casual, indirect route through Port of Entry. Rather than just follow the central walkway inwards, I entered the shops during their early morning lull. I wanted to see what often-overlooked details Universal's designers had wedged into the interiors. There they were! Steampunk-ish airships strung up in rafters, artifacts from the park's various "islands," an adventure travel design motif throughout...plus huge swaths of depressingly generic Universal-branded merch.
I'm not a souvenir guy in the best of times. I'll purchase a
real item when traveling, like a 10'-wide hand-woven rug in India, which is now the centerpiece of my living room floor, but I don't do trinkets. So, yeah, saying this now: didn't buy a single bit of merch on this trip!
This time I chose a clockwise route around the park. The circular lagoon layout is a blessing and a curse - super easy to navigate, but the lack of a hub makes for potentially longer walking distances. This isn't a problem when you're taking the park systematically, stopping first up in Superhero Island to fully enjoy most of its offerings before continuing onward.
The Incredible Hulk Coaster was my first ride of the day. Also my second. This classic Bolliger & Mabillard roller coaster has been with IOA since it 1999 grand opening, which makes it archaic in coaster years. Hulk is not showing his age, though, thanks partly to a top-to-bottom retracking in the past decade which has Hulk running butter smooth to this day. Thanks too to the creative ride design from Uni and B&M, which makes Hulk a noteworthy ride even after so many later B&Ms have succumbed to formula. My three favorite Florida roller coasters are all in IOA, which means that Hulk in my personal rankings out-performs its B&M siblings in SeaWorld and Busch Gardens (the ones I managed to ride, at least). It really is that good!
Free lockers are found to the right of Hulk's plaza. These are required, since you must pass through a metal detector to join the queue, once again without your phone or anything. If only the recent retracking/retheming could've seen this system improved. Velocicoaster demonstrates the way forward with irritating-but-necessary lockers. (They're tiny, by the way, only enough room for things in your pockets. Anyone with a backpack or larger still needs to pay an upcharge for a roomier locker, which sucks. Bad form, Uni!) I crumpled up my coffee cup, still a quarter full, so I could continue sipping after riding.
Hulk is far more gorgeous in person than in photos. I was skeptical about the bare steel infrastructure placed prominently over IOA's lagoon, but in practice they are a beautiful sight from throughout the park. Like a Calder sculpture. This is decoration instead of theming (Hulk never strives for immersion), but this is decoration on a level which more regional Cedar Flags parks don't muster. Between mist tunnels, simulated splashdown effects, the roaring launch, and a strikingly sci-fi lift hill structure - plus a simply eye-pleasing tangle of inversions - Hulk is one handsome beast.
Hulk rides like a dream too. Despite the over-the-shoulder restraints (OTSRs), there's very little head-banging to be had. After one ride to get a sense of the forces, I stopped riding defensively. I rode with my hands up - nobody does this on Hulk - without a single issue.
The ride experience is decidedly distinct from Velocicoaster; these two are really well counterbalanced. While Velocicoaster is all about the ejector airtime, the hangtime, and the sudden transitions, Hulk focus entirely on aggressively strong positive-G forces. This makes Hulk less re-rideable, because it's harder on the body, but among B&M's high-G machines it is a much easier ride than their inverts or flying coasters. I never once greyed out on this thing, but I never get underwhelmed or shortchanged either.
Hulk's entire first half is sheer roller coaster heaven! Universal designed the drive tire launch - B&M wouldn't deliver an in-house launch until Holiday World's Thunderbird over a decade later - which propels you immediately into the first of seven awesome inversions. Such a dramatic start! Hulk features the same inversions as most B&M multi-loopers, but they're taken in a different sequence, bucking the now-familiar formula, which makes the ride much more exhilarating for a seasoned enthusiast. The initial pacing is relentless, just inversion after inversion, with pulsing on-ride rock music adding to the thrill.
The second half after the mid-course brake run (MCBR) is sadly mediocre. It almost dips Hulk in my rankings. That's the sad nature of MCBRs, a necessary evil for high-capacity thrillers. Weaker forces, fewer loops, more meandering helix turnarounds. The setting changes too, from the epic lagoon panorama to a rather generic unthemed park space bounded by fencing. Visually, the ride's conclusion is the same as dozens and dozens of regional park coasters. Universal has improved their coaster theming integration since then (Hagrid's! Velocicoaster!).
Even with these caveats, I greatly enjoyed Hulk. It's another trip highlight. I went straight from the exit right back into the queue, enjoying near walk-on crowds.
That was enough gamma ray bombardment for the time being, and so I collected my mangled coffee cup and my assorted pocket items and I resumed touring.