Should you reach for the stars?
Could you handle the coasters at Universal’s Epic Universe?
Universal’s Epic Universe, the third theme park at Universal Orlando has some wild, wonderful things to do. With an emphasis on “wild.” Unlike its more mild mannered rival down I-4 (you know, the one with the pirates and the princesses), the theme park operator isn’t shy about incorporating Six Flags-level thrills into some of its attractions. Which may raise a thorny issue for you (or somebody planning to join you on a visit to the Florida park): Are you a ride wimp?
Do you love theme parks but want to steer clear of extreme G-forces, minimize topsy-turvy inversions, or otherwise forego major assaults on your vestibular system and your somewhat delicate constitution? What then might you do about Epic Universe’s four roller coasters? To ride or not to ride? If that is your question, I aim to help you answer it by deconstructing the attractions, rating their thrill quotients, and giving you the info you need so you will be able to make an informed decision.
Mine-Cart Madness
Thrill-ometer rating: 4 (out of 10)
Height requirement: 40 inches
There are no toned-down kiddie or junior coasters at the park (think Trolls Trollercoaster at DreamWorks Land in Universal Studios Florida). The mildest of Epic Universe’s four coasters, Mine-Cart Madness nonetheless packs a bit of a punch–and tosses in some psychological triggers to boot. Stats are not available for the ride, but I’d estimate that it climbs maybe 40 feet and hits a top speed of around 30 mph, which would place it on the low to midrange end of what is typically known as a family coaster. Mine-Cart Madness does not have any inversions and offers two moderate drops. It is, however, a tad rough and can jostle passengers more than its modest layout might suggest.
Located in Donkey Kong Country, an outpost of the park’s Super Nintendo World, Mine-Cart Madness simulates gaps in the track as depicted in the popular video game. It achieves this by using a design concept known as a cantilevered coaster or what Universal refers to as a boom coaster. The ride features a boom arm attached to a hidden track that allows the single-car trains to seemingly defy physics and logic on the ride’s mangled, apparent track. The boom arm configuration probably explains the instability of the cars and the rough ride. The apparent track layout, which constantly seems to be placing passengers in dire peril, can be unnerving. Without the wacky track or the rough ride, Mine-Cart Madness might rate a 3.5 on the thrill-ometer. Factoring them in, however, boosts the unique coaster’s rating to 4.
Hiccup’s Wing Gliders
Thrill-ometer rating: 4 (out of 10)
Height requirement: 40 inches
A delightful family coaster from Intamin, Hiccup’s Wing Gliders is considerably smoother than Mine-Cart Madness and doesn’t have any of its psychological gotchas. It nonetheless merits a 4 on the thrill-ometer scale because it includes two perky magnetic launches. It’s similar to Slinky Dog Dash at Disney’s Hollywood Studios but, in typical Universal fashion, it’s (slightly) taller and faster–and therefore more intense and thrilling–topping out somewhere around 50 feet in height and 45 mph. But not that intense and thrilling. There are no inversions; however there are some banked turns that might give some less intrepid folks a bit of pause–but only a bit. At the midway point, the train comes to a halt on an incline, rolls backwards, and pauses for the ride’s second launch.
Curse of the Werewolf
Thrill-ometer rating: 4.25 (out of 10)
Height requirement: 40 inches
At 37 mph, Curse of the Werewolf is slower than Hiccup’s Wing Gliders and not especially tall, but it’s a skosh scarier because its cars spin. Depending on the weight distribution of the riders in the four-passengers cars, the horizontal spinning, which is random, can be fairly potent and therefore a mite disconcerting. By potent, I don’t necessarily mean that there would be constant spinning that might induce nausea–although I did emerge from one more aggressive ride a little dizzy. Rather, I mean that the positive G-forces caused by the spinning can feel a bit intense (not unlike the amusement park staple ride, the Tilt-A-Whirl). Keep in mind that it’s just as likely–if not more likely–that your spinning experience would be relatively tame. The more evenly distributed the weight of the passengers in the car, the less pronounced the spinning.
Adding to its thrill-ometer rating, Curse of the Werewolf is also a launched ride. It includes a multi-pass launch element in which the train peters out on an incline, rolls backwards through a launch motor, stalls out again, rolls forward and launches again with enough oomph to continue the course. There is a brief encounter with a static Werewolf who lurks in the rafters of a barn through which the train passes. But he is not especially ominous and, depending on which way your car is facing, you may not even see him. The family coaster does not include any inversions or huge drops.
Stardust Racers
Thrill-ometer rating: 8 (out of 10)
Height requirement: 48 inches
Remember when I said that Universal isn’t shy about featuring Six Flags-level thrills in some of its attractions? Stardust Racers wouldn’t be out of place as a headliner on any Six Flags midway. It is quite intense, in the best sense of the descriptor as it applies to roller coasters. Here’s the thing, though: You might not think it would feel all that fierce based on its stats. But oh, it does.
As I indicate in my (five-star) review of Stardust Racers, the negative G-forces–otherwise known as airtime–on this beast are abundant and surprisingly forceful given its relatively modest 133-foot-tall height and its 62-mph top speed. It starts off with an attention-grabbing double launch up a hill and never lets up until it returns to the station. As its name implies, the ride is a dual-track racing coaster, and the interplay between the dueling trains is inspired. Perhaps the highlight of the ride is what Universal calls the “Celestial Spin.” Both of the trains invert over one another (for the coaster’s sole inversion) in a delightful cosmic dance. There is a mid-course launch, big drops, overbanked turns, and plenty of other wild elements.
Yes, this extreme coaster pours on the thrills. But, since it is one of the most potent and satisfying coaster experiences I’ve had, I’d encourage you to consider sucking it up and giving it a go, even if you’re on the line.
Are you (or someone you know) a ride wimp? Do you fret over whether you should board coasters and other rides that might be too intense?
I've probably recounted on here before what a ride wimp I was, all the way up until my late 30s. Highest thrill I had ever been on up to that point was probably Space Mountain. After I rode my first "real" coaster (Thunder Road at Carowinds), I was hooked and then I made up for lost time riding everything.
Fortunately my kids got a much earlier head start. My son and daughter (13 & 15) will now ride just about anything! We're looking forward to getting down to Epic Universe in 2026!
My wife and I just got back from our inaugural visit to Epic Universe, and she is definitely not a high-thrills fan. She did ride Donkey Kong and Hiccups with me, and enjoyed them both (I think Hiccups was her favorite of the two). I t think she’ll be happy to hear she’s a 4 out of 10 thrill seeker! As for myself, I didn’t make it on Werewolf, but had multiple day and night rides on both sides of Stardust Racers, and I’m with you 100 percent - what an amazing pair!