HIPPOS!
This game is tough to rate for me, though the theme isn't part of it. A good game is a good game, even if the movie was a turd. It comes oh so close to being a great game.... but doesn't get there for me.
There are a couple great ramps in this game, and you can't deny how stinking cool it is to have multiball start by spewing balls out of a volcano! A few fun turnarounds and side-lanes, there's not much to dislike about the layout on this game. My main complaint is that there's too many kickout holes that interrupt the flow, particularly with the long and slow DMD seqeuences before kicking back out. If there had been a turnaround or another ramp where the mystery hole is, it would have been a phenomenal layout. Instead it's just merely 'very good'. Oh, and the 'Trudeau Gap" between the flippers is of course wider than standard, though not as pronounced as on other titles. I also think the lower playfield could have been a bit more interesting. It's more interactive than what Trudeau did with Genesis and Creech where the window was merely a visual toy..... but it's also less visually appealing. Overall this is one of Trudeau's better machines, and a great game, but it definitely lives in the shadow of other WPC-95 titles.
The play definitely has a mix of good things going on and I do love that each flipper has multiple things to shoot for right next to each other. For instance, the right flipper lines up to the Amy lanes, map ramp, and grey gorilla turnaround are all right next to each other. You need to be precise to get the right one, but if you miss you'll often hit another. Left flipper gets you the map kickout hole, mystery hole, volcano ramp, or hippo side lane. Top flipper gets you the mine kickout, perimeter defense targets, or the hidden lock under the volcano. Precision shooting is key to progressing, but you're not punished harshly for missing either.
There's two video modes in this game. The river-rapids dodging the hippos is decent, but not seen often. The 'choose your mine-shaft' sequence is annoying in how often you're going to see it and how slow and tedious it is. This game is a great example of why you shouldn't force a video mode into a game, because Congo would have been better without them.
Playfield artwork and presentation is top notch. It captures the Congo jungle atmosphere well and somewhat reminds me of the aesthetic of Indiana Jones. The back 20% can be a bit tough to follow due to all the ramps and mechanisms and toys back there, a bit more lighting would help, but it does give a bit of a deep lost jungle feel to it. Cabinet artwork is also quite good, I love the look and it fits the overall theme well. The backglass? Well, they had a lot of faces to put on there, and it's a bit of a mess. It wouldn't be awful if this was a Gottlieb/Premier game, but for a Williams game of this era? It's awful.
Sound can get a bit repetitive, but it does match the theme and game well. I can't really fault it and the music is quite good. The quality of the music in particular is top-notch. Compared to other WPC-95 games though it lags, but it's well above what all the competition was doing at the time.
Overall, I like this game, I really do. I just don't love it. It's a game I'm glad to own but not a game that will have a permanent home in the collection.