Time Warp is a game I wanted to like and keep but there are certain elements that make it just fall short as a keeper in my opinion.
The most glaring issue I found after several hundred games is that this game is an outlane drain monster. The jet bumpers are littered in the mid/upper playfield and the closest two in the middle and left side like to send the ball right to the outlanes. Speaking of the upper playfield area I find it all but completely cut out from the actual game. If you get the A-B-C rollovers twice you'll light the special in the upper right of the PF (my favorite shot by the way). I think this maybe happened only a couple times in the hundreds of games I played/watched and most of your upper playfield action will happen on the plunge. Again, with the jet bumpers all over the mid-upper section and the saucer in the way it's too risky to even bother going for the upper PF. There are very little points in the bumpers and the A-B-C points and rewards aren't fantastic. Usually it's worth it to light each reward on the saucer then leave the upper PF alone.
I find the scoring unbalanced on this game as you’ll quickly find out the most optimal way to make big points is the right side 5-bank drop targets. Complete them several times with each completion getting you the juicy bonus multiplier and go for the challenging shot on the upper right to score big points (especially when bonus is worked to 5x/10x, it awesome hearing the sound count up all the points). The left bank is mostly a waste of time though even on ‘conservative’ it can be fairly challenging to complete it five times to get the left saucer free ball (very satisfying). The problem with working the drop targets is again the ball careening into the outlanes. I have to admit it can get pretty exciting working the lower playfield, slamming down drop target banks, having the slingshots help out sending the ball left and right, working up the bonus etc.
I find the sounds great in this game as I do for most of the early Williams solid states. My personal favorite is completing the 5-bank drop targets three times to get the special. The building up pitch of the background sound adds a bit of excitement for me. I find the art great with good coloration/design and I just think the cab art is just plain cool.
Overall though with the upper playfield being largely unnecessary, having only one real objective (five target drop bank), and the hideous outlane drain issue the game gets stale fairly quickly. It’s fun to turn over the six digit display a couple times but after that you might be ready for something new.
Note: There is programming glitch in this game where sometimes the outhole will fire twice and cut the background sound off. I find that it seems to mostly happen when draining on the left outlane when it’s lit but other types of drains will trigger it too.