Quoted from arcadenerd925:My one gripe is that the game at the show is set on 2 balls per player and no ball save (not even a few seconds). So I feel like the majority of people playing we're leaving the game frustrated with how short their time was on it.
This is my figurative .02 not a shot-map comparison:
I got in 2-3 games at GSPF, and the ball times were very short, so I didn't change my already good opinion of this layout from watching a few hours of the streams, but if I had to describe it to someone that has played a lot of pinball, I would say: Imagine the feel of Whirlwind but take out all the drop targets. So the "feel" of it for me (a 1980's drop target player) is "barren". I'm sure if I were playing pinball in 1992, I would have said the same thing about Funhouse -- a layout I'm not a big fan of. Great theme, but where are my drops? Funhouse feels empty and barren to me, even though it has some fun combos and great programming. Feel...
So to me, taking out drops and spinning discs to play Funhouse or Wonka is a small step down in feel from a peak design for Pat. Enjoy your combos! But I'm more of a drop target horizontal bounce player...
Note: the pops held up my ball on several occasions, and I've just never been a fan of Pat's pop designs that hold up the ball (see Whirlwind) where the ball fails 3 out of 4 of the reasons to have pops (scoring targets, draining balls, randomizing movement) -- he uses them strictly for modes, so if you are not in the mode, they are a time suck my book.
-mof