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.