When everything is working right, it is a great game.
Has some linearity to it in that Safecracker modes and Bullet Awards are always provided in the same sequence, but that is also one element of the game I tend to enjoy as it makes it that much more fun to make it to the last few modes and awards. I am a big fan of the last Bullet Awards: (a) Shoot Out - which is a similar concept to, for example, Save Toto, where, if you drain via outlanes, you have a chance to save your drained ball if you can hit all the bullet shots before time runs out and (b) Playfield promotion where everything on the playfield is multiplied in value by up to 5X (based on your current rank i.e., how many times you've been promoted).
The fact that the Bullet and Safecracker Awards and Modes are linear means that it is a special, rare treat to get to even see the final one or two of these awards. You will quickly become familiar with the Shot Gun Shell modes (the six modes in the center of the playfield which are not always awarded in the same sequence) and Multiball (lit to start at the Warehouse by making all 5 badge shots), but it will be a much rarer experience to get to play Alcatraz Multiball or receive the Playfield Promotion Award.
One problem with the game reputation, is that most games out on location had one of several common problems and any of these can really ruin the fun of the game:
- Left loop optos not working: This prevents the magnet from catching the ball and feeding the upper flipper for the ramp shot. The ramp shot is pretty important to the game and is hard enough even with the help of the magnet feed. It also prevents the game from recognizing left loop shots which are often needed to relight the HQ. Also kills the Ramp Shot Skill Shot choice when not working.
- Gun not working: When added to the above, if the Gun is not working, you now have lost the two fun Skill Shot choices (Load Gun or Ramp Shot). How about ruining the skill shots to start off your play time? Talk about making a game less fun! Lots of other reasons why gun failures make the game seem weak besides the lost skill shot choice, including, multiball, Feel Lucky award, and so on.
- HQ upkicker not working right: Messes with several modes and multiball.
I have rarely come across a game on location that didn't have one or more of the above problems.