I took the photo that inspired this image on the media day that I attended with Coaster-net. The event was a blast and I wanted to share this image with the community, and also my ride description from my experience at Kings Dominion from the media event, passholder event, and the opening day.
The ride begins with a gentle right hand turn out of the station to line the train up with the 111 foot tall lift hill. The lift chain grabs the train and the loud clang of the chain and the anti roll back give this the familiar feel of a traditional wooden coaster. At the top of the hill, there is a quick dip and banked turnaround to gain a bit of momentum, followed by the barrel roll drop. At this moment, it is clear there is nothing traditional about this ride. The barrel roll drop is a great way to kick off the action; you hang out of your seat and then drop straight down to the ground. At the bottom there is a small bunny hill that jolts you up before soaring past the station in a high banked turn at 54 MPH. At the exit of the turn there is another small hop that jolts you up again. The next section is all about airtime, and this ride delivers. They built up three camelback airtime hills that offer a traditional sequence you would get on a wooden coaster, but then you get flipped upside down in a cutback turnaround, and you are back into RMC country. This is where the ride becomes unhinged and twisted. The next series of airtime hills are twisted to give you lateral airtime back and forth, then a trick track pitching the train first to the right and then to the left. Then, without warning, the track suddenly drops out from under you all the way to the ground. It jumps back up into an airtime hill thought the lift structure providing a great head chopper. The track rises through the structure and pitches left, but makes a sudden right hand turn and drops. The train bounds over another bunny hop to get you out of your seat and then into the final inversion, a zero-G roll. As you exit you hit an over banked turn that puts you on your side, and one more to turn you back towards the station. There are two more pops of airtime, and you are up on the brake run.
After riding the ride many time and in different seats, I will say there is no bad seat on these trains. I enjoyed my front seat and back seat rides more than the middle but you would expect that. I was also surprised to find I did have a left vs right preference. This ride only makes right hand turns since it follows Hurlers triple out and back footprint, so I found the left seat more enjoyable as you get a bit of extra whip around some elements. Because both rides have a barrel roll drop there is a desire by many to compare the ride to Storm Chaser, but they have different profile and feel. According to ride designer Alan Schilke, the barrel roll drop is steeper on Twisted Timber than on Storm Chaser. Twisted Timbers is more focused on straight airtime than turning and laterals, as he intended for Storm Chaser. Twisted Timbers is very well planned to have the sensation of speed and to maintain excitement throughout. All of the instances where the ride cuts though supports or structure are towards the end of the ride when it is carrying less energy, but these near misses enhance that feeling of speed and keep riders on their toes. The two overbanked turns at the end to me are not the finale. To me, the zero-G roll is the finale; you storm into the first over bank, and it controls a lot of the leftover speed and inertia. I see this final sequence as part of the brakes, a way to control the ride and get it under control in a fun way. It still hits the brakes with some speed and feels fast throughout the whole ride.