The exit? A regular immelman just tosses you out in the general direction from where you came. Fire dragon's wrap-around immelman is like immediately diving into a pretty intense helix right after you flip. It eliminates the "down time," if you will.
It's a grey area for me. There's no difference in the actual inversion, it's all in the pullout.
It's tighter than a "regular Immelman" but more shallow than half a Cobra Roll. I'm not sure that warrants a whole new element name in my book.
Look at that second link Maddie posted. Just mirror the first part of the inversion and it's awfully close to a Cobra Roll.
It's half of a shallow Cobra Roll followed by a helix, if you ask me.
I think the "wrap around" part comes from the fact that wraps back around itself (duh) - no Immelman I can think of offhand does that. But I'd still argue that it's not quite an Immelman in the first place.
It's more different than the difference between a loop and an incline loop to me (in terms of layout and experience). There're actually quite a few elements that I've always found to be "pretty close." A cobra roll is essentially an immelman-> dive loop, a batwing is the opposite. Heck, a loop, a corkscrew and a zero-g are the same inversion pulled out to the sides (try it with K'nex or whatever). Never having really been a fan of the inversion experience, they all seem pretty much the same and pretty much "blah" to me.
------------------ Be polite and ignore the idiots. - rollergator "It's not a Toomer" - Arnold Schwartzenkoph "Those who know don't talk and those who talk don't know." -Jeff
I think Immelman's (Immelmen?) in general head out at closer to a 135 degree direction change from the original orientation. Don't really have any good pix to support this, but I really thought Montu's and Alpie's and Bear's were around there. ------------------ Be polite and ignore the idiots. - rollergator "It's not a Toomer" - Arnold Schwartzenkoph "Those who know don't talk and those who talk don't know." -Jeff
It could always go above the track but it wouldnt really work. ------------------ Top 5 SFGAm Coasters: 1) Raging Bull 2) S:UF 3) V2 4) B:TR 5) Viper Maybe Deja Vu would be on this list if it would open!
Sometimes the trains don't duel if one of them is held up too long. They unlock the restraints every now and then to move a large passenger to the larger seats or measure a kid that may have snuck by without meeting the height requirement(or looks borderline).'