So first the good things, and there are a lot:
ARTWORK:
Could not be better. I love the cabinet, backglass and playfield art. It's colorful and striking and 100% on point with the theme and characters. The butter cabinet is absolutely beautiful and I highly recommend getting it.
SOUNDS AND MUSIC:
Also could not be better. Scott Danesi's thumping techno take on the classic RM theme, plus the new compositions and a few TNA throwbacks are a perfect package. The callouts are perfectly on point as well. Perfect score. The sound system in the cabinet is the best I've heard in a pin. However, the subwoofer is so powerful that it makes everything in the game resonate and rattle loudly. I've done some work to pad the glass channel, backglass and metal service panel which has helped a lot.
LIGHT SHOW:
Perfect score. Full RGB everywhere and used to the full extent. Contender for a TWIPY in my view.
ANIMATIONS:
Excellent use of the RM assets and extremely well presented. Perfect score here also.
SHOTS AND LAYOUT:
This game has unusual and challenging shots. The three in the middle (the U-turn and scoop) are all pretty easy to make and hittable from both flippers.
On the left you have a steep left ramp, the garage shot and the spinner shot (both of which can only be hit from the upper right flipper.) The ramp takes a really perfect hit to make the climb. The spinner shot is SUPER satisfying when you nail it, especially if you loop it repeatedly. The garage shot I'm still struggling with a lot.
On the right you have a ramp (hittable from both flippers), the right orbit, and a difficult narrow curved hairpin. Like the difficult shots on the left, this shot is tough to hit but feels great when you do. It does a swift little twist and then feeds the upper flipper.
Speaking to that upper flipper, there are 3 ways to feed it - the left ramp (hard), the right hairpin (hard) or just shoot it weakly into the right orbit for it to fall back down. There are times when you really need a spinner or garage shot and it can be challenging to feed the flipper to perform them.
While the shots are hard to make, the game is not unfair. There's no orbit or return that aims for a center or side drain. The one exception I'd make to this statement is the right ramp return - sometimes there is enough ballspin when it drops that the ball crawls out of the A lane into the M lane for a drain. This is disheartening when it happens. (UPDATE: Waxing the machine seems to have fixed this!)
I find the shots on this game similar to Jurassic Park. They both have 2 difficult West->East shots from the upper right flipper, and they both have a tricky right side shot.
CODE AND RULES:
The adventure modes are on point with the theme and the shots are nicely integrated. Each mode has a different enough goal/limitation that they feel distinctly different from one another. The downside is there aren't very many of them. It won't take long before you've seen them all and start to repeat. I realize it's early days on the code but I hope this progresses over time.
That's my hot take after a week of ownership and ~500 plays.