Just a few random bits of feedback so far after getting some plays on this game.
#Build quality
Like all CGC games this thing is beautiful and built like a tank, every place I thought might need a protector such as the ends of the ramps, entrance to the ramps, mine hole, outhole etc have already been protected. The playfield looks absolutely gorgeous in terms of the clear, especially after a wax. All of the components in the backbox and under the playfield, especially wiring were all run very neat and uniform.
#Gameplay
My game shipped with the outlanes fully open and I'm finding the game plenty challenging for the most part with the exception of a few games where everything clicks - I prefer games harder this way for longevity sakes.
What I really like about this game is the sense of urgency and the way they are tied to different and sometimes random shots, it's really well done and makes you want to shoot for these objectives vs games where you just tend to go up the middle.
The shaker motor is a must, it's integrated so well on this title
The gun fight LEDs are pretty disorienting, I still leave them on for now as they add an extra challenge, but I may end up turning them off completely
#Issues
I did have the issue where one of my bad guy drop targets would drop back down right as quick draw would start up. I attempted to loosen the tension on the spring and ended up making it way too loose. Luckily I had some extra flipper kit springs and they worked perfectly - a 2 minute fix.
The ball eject solenoid power had to be dropped down in the diag menu as it was causing the ball to ricochet off the shooter lane rail, right back into the trough.
I still have yet to try the older code, but I can say that I'm really excited for the release of the new code - there are so many ways they can make this even more fun and the game is going to end up in the top tier no doubt.
CGC knocked yet another one out of the park on this, Well done Team!