WOZ is amazing so far. It'll never be a TAF because it's a different time, and players were able to slowly digest WOZ (and play it in incomplete form) over a few years time, which flattens the excitement. If WOZ had just been unleashed in one fell swoop, players would be convulsing on the floor and flopping around like a fish when they first saw it, guaranteed.
The shots are AWESOME.
Challenging shots and easy shots. Risky shots and safe shots. Flowing shots and target shooting. Just a great mixture!
The upper playfields are challenging but not impossible. When you get in a double-shot flow in Twister it seems you can keep it going forever, but that's one attempt in ten.
The witch's castle is difficult, also, and the Search and door shots are needed, because spelling rescue with the revolving target flashing is tough to predict. Also when you drain, the winkie guards are back, so you have to survive enough dead drop hits up the middle to re-enter the castle. The Dorothy Hurry-up shot (left inlane to right orbit) is something you'll want to take advantage of, to quickly stage the Capture Dorothy ball behind the castle door.
I was surprised by how easy and intuitive the left loop and right orbit shots are. You can nail them off the Hurry-ups with ease. The loop through the Haunted Forest looks tough, but it's perfect. Much more intuitive and easier than the Beast shot, and on par with some of the Lawlor shots through the jets. The difference is the targets (Winged Monkey, etc) you can also hit with a left loop miss, and often falling back into the Crystal Ball shot for a chance at a left flipper hurry-up.
The Crystall Ball spinner shot is also a pleasant surprise. Lighting the BALL targets is dangerous, because of the left outlane angle, and don't expect TNPLH to save you (a tough ball save game). But of course the reward is there. Lights ON or Lights OFF 2x scoring (which have their own yin-yang of being 2-ball 2x scoring, but you are driving blind with no inserts to help you)! The ball is a nicely placed spinner shot to a saucer vuk, and probably one of the coolest innovations in a long time. The player's own personal monitor- the Crystal Ball. I love it because spectators/competitors cannot see what's going on in there, only the player can. Hopefully they make it even more interactive down the road. I like how it's implemented so far. You can glance at it to see how much time you have left in TOTO for example, or you can ignore it and it's just a round glow. It walks the perfect line between putting a monitor on the playfield yet being completely unobtrusive.
The Wizard shot is an easy hurry-up shot also, and the rebound to it goes right to the left flipper and if you drop catch it, then it'll often roll up to the inlane switch for another Hurry-up. A miss can often send you to TOTO though, so it's not without risk.
The Rainbow targets are not difficult to hit, but it's like the easy shot in billiards. You can hit it easily enough, but what's your leave? You have to consider the rebound and which target from which flipper gives you the safest controlled rebound. The I-N-B shot-bounced to the Witch is a nice combo. Get the letters you need (or the Rainbow hurry-up) AND start/finish a Witch hurry-up in one shot. Nice. When you need the R-A as you last letters, you need to nick them on the way to Munchkinland, or get them off a Witch shot rebound from the upper right flipper.
And speaking of the upper right flipper... that Collect shot is TOUGH to do on command. I hit it by accident occasionally, but when I try the precision of shooting it from the left flipper and releasing the upper right at the perfectly precise time to knock it back in the shooter lane for a Collect, it's extremely tough, not to mention a dangerous miss. Kef should make that Collect shot potential build-up very high, to equal the risk/reward. You can't collect it off a short plunge after a lock, either, cause I tried of course, haha.
The toughest shot in the game, besides Collect, is the target through the Haunted Forest! Now that's a tricky upper flipper shot because of how low the shot is on an upper flipper, and like pretty much all Haunted Forest activity, dangerous. The lower tree loves to kick you right into TOTO.
And of course the character rollovers! I love shooting rollovers! If you are attempting to qualify Twister, then you may look up and have Scarecrow nearly complete and Lion already completed. But Tinman is tougher, because of the Haunted Forest. Trying to nail those on command during EC multiball is very challenging, but also often happen by chance.
So far Fireball Frenzy is the best mode, and best shooter's experience. Avoiding the Fire shot and nailing the Cool shot to build value is a genius challenge that is very lucrative! It's also the toughest to follow during 2x multis, because you're just guessing where the Cool shot is. But the ball control and precise shooting FF requires, and rewards, is what pinball is all about for me. These are the type of modes which make games great and not grow old!
The shots are definitely there. If you're someone who has played a prototype at a show in the past year or so, and think you've seen the game and know it. Think again. Your weak-flippered, insert show on loop, machine you played with nothing going on has now been tweaked and refined.
There are some improvements which I hope are still to come (like adjustable GI lighting, because it's too dim right now), but after seeing it at this stage, I am confident in the JJP team improvements to come.
I am SO glad the guy who was going to buy my pre-order flaked out on me. THANK YOU, FLAKER! I heart you so much! I had a moment of weakness where it looked like I'd never get my machine, and there were standards to purchase ahead of pre-orders, so I figured I'd buy a standard if I liked it after playing it. Thankfully, that didn't happen.
I love it. It's a genius product which really looks and feels new and solid. I like the list of things it shares with TAF, and while a few are a stretch and there will never be another TAF, I can say that WOZ is a step forward in pinball, and raises the bar! They definitely have that in common. Oh, and you'll be humming the music long after you walk away from WOZ, just like with TAF, so they share that too.