The game has a lot going for it: A solid (but difficult layout) with mostly tight shots and pretty steep ramps, it definitely has the patented Borg double inlane which leads to a lot of bad bounces to the outlane, especially when the ball comes out of the pop bumpers. The shot under the Upper Flipper is very satisfying to hit and even though it is tough, a missed shot isn't especially punishing. The art, sounds and theming are all well done. The biggest issue with this game is the code, in a number of ways it just doesn't seem to work. The score balancing is completely off, if you want to go for points then you just need to focus on MB and could essentially just ignore Episodes. If you want to go for game progression though, the episodes are quite fun, all unique enough to feel like their own thing with good theme integration. Training modes are also fun, but they lack incentive for points and game progress though this is slightly rectified by code V1.41 with the addition of Neutrino Pizza Party which is qualified after you've completed two of Training modes. Additionally, there are "side modes" to the game as well: 123 Foot, April Hurry Ups, Weapon Hurry Ups, and the Krang Kombo. The problem with these modes, however, is that they don't really contribute to much in the way of points (at least not relative to their difficulty) and they provide little sense of game progression outside of being part of the requirements to qualify the ultimate wizard mode: Cowabunga. Qualifying Cowabunga feels out of place and sort of just tacked onto the core game rather than integrated in a way that feels like a logical progression through the game. Luckily, Final Battle (the wizard mode for playing through all the episodes) feels much more like a logical conclusion to the game from a theme and typical gameplay perspective, although viewing the game this way makes the "side modes" feel essentially worth ignoring.
Overall, if you look at the game as Multiballs, the Episodes, and the Mini- and Main-Wizard Modes (TeamUp MB and Final Battle) for playing the Episodes, it's a tough but fun experience. If you are looking for more depth, strategy, and a "well-rounded" game, this is probably not the one for you. Luckily, some code polish, score balancing, and "side-mode" refocusing could definitely elevate the game beyond where it currently stands. That is, if Stern/Dwight ever decide to put the work in to make that happen. Like many Dwight games, I'd have to say that the game has potential but falls short on a lot of the finer points that it's contemporaries get right.