Just got home from the show and have a few comments on the game.
The artwork is the best I've ever seen in pinball from the playfield to the cabinet. The lighting looked ok in person with the lights on and doesn't look so trashy as it looks in the photos.
As for the way the game plays. There were several issues some of which were somewhat small issues that had big negative results. Let's go through these one by one.
The first is that the right side subway. This piece requires the ball to travel backwards - from the front of the playfield to the back. Due to this, the gravity of the game worked against the subway. The subway itself needs to be reworked to be taller underneath in the back so it can have a steeper grade. In actual game design, this wouldn't be a huge issue. But we were working with what we had at the show. One of the only ways to work around this was to flatten the pitch of the game to help the ball roll back better. It was a necessary evil that resulted in the game looking like it was around a 5 degree pitch. Contrary to comments in this thread by people across the country, it wasn't because we were too stupid to twist the leg levelers.
Next issue, the software has not yet implemented a ball search. In normal development, this isn't a big deal. Adding a couple timers and having a switch resetting timer is a relatively simple task to complete and could be done in a few hours of work. But regardless, it wasn't done yet. The result of this was that every time the ball got stuck (and that was usually on the subway described above), the playfield had to be lifted. That required not putting the glass on and required having someone babysit the game for it to be played. Contrary to comments by people that weren't even present, this had nothing to do with Bills unwillingness to spend $300 on a sheet of invisiglass.
The next issue is that the game magnets were not yet added or implemented. Unlike the above two issues that were relatively simple to fix given more time, this is a big deal and requires some game physical modification as well as a ton of software work to properly pulse them. As a developer, I don't even believe some of the goals of some of the magnets are feasible (such as holding balls in lock for extended time periods without another mechanical mech to hold them). Unfortunately, the impact of this made the game look quite featureless. I know I explained to several folks at the show how many of the magnets will work describing the missing features.
Another issue was the playfield protector. The protector was fastened down in the front but in a way that caused a small air bubble near the flippers. Had the protector been simply free floating, it would have been ok. This is another very simple fix that was not something that could be done at the show. But this resulted in the ball losing its power at the flipper area. This made the flippers seem weak and it threw off the timing of the ramp shot. To those at the show paying attention, I would not expect this to be a long term concern and it should be obvious that it would be relatively easy to fix.
There were a lot of other software problems most of which would be relatively simple to sort out (coming from perspective of someone that understands the code). Unfortunately, there was no time with the machine to make changes prior to unveiling at the show.
That's my take on the current state of the MG prototype that was at show.