Quoted from Rarehero:Slow, fast, stop-n-go, flow...these are all useless terms that don't mean anything unless looking at the overall context of a game. Does the game "feel right" within its own design and gameplay logic? That's what's important. WOZ never was and never will be a rampy/flowy/return to the flipper/combo game. Code won't change that. Does it need to be those things? Probably not. Do you need your games to be that way 100%? That's up to you.
You and I agree on very little when it comes to WOZ but this is one of them, haha You hit the nail on the head about the game feeling right within its own design and gameplay logic. Would ACDC feel right if it was more stop and go with objective story based multiballs and some general story modes? Probably not and its awesome the way it is. WOZ wouldn't feel that great if it was super fast and lacked the story modes / objective based multiballs. What's nice is that with 2.0 and now 3.0 WOZ feels like a highly polished game that brings out the best qualities of the toys and playfield design.