Quoted from Squeakman:The theme of this game is awesome but my question would be how fun is the gameplay? I've never had the luck of seeing one of these in person. I've also not been a fan of the Bally games in and around the year this was made.
I think Radical! plays quite well.
Things I like:
- I really like that a lot of the loop and ramp shots feed into others but there's enough uncontrolled shots required to keep things interesting.
- Some of the shots are reasonably easy and others (like lighting the R and I in RADICAL) are far tricker. That variety is good, and there's always the Spot Letter target if someone playing really, really can't get one of the shots.
- I like that there's a few different things you can do with the skill shot, like topping the left ramp and coming back down lighting two letters (is that a bug BTW?), depending on what you've already got lit.
- The ability to 'steal' another player's multiball.
- It's pretty fast without being insane. My opinion on that might change when I reassemble the table now I've cleaned it though.
Things I don't like:
- I don't like how frequent the "Skate or Die" sample plays during skate or die mode.
- The random Mega Millions jackpot. You can play an awesome game, get three jackpots and only get 15 million or have an average game, hit one jackpot and score 15 million. Maybe there's some logic to the amount of the jackpot that I don't understand, but it feels like the range should at least be less or fixed or directly related to game play (eg. count down the jackpot from 10 million to 3 million once multiball starts).
- I don't like that the right guide on the shooter lane defaults to being behind the rubber on the post, 99% of the time resulting in a smothered skill shot. It can be adjusted to miss the post, but seems to go back behind the post over time.
- Likewise the top loop's outside edge on the left exit; if carefully adjusted you can get a really nice loop and feed onto the top left flipper, but it seems to drift a bit. Once it's too wide, the ball starts hitting the post results in either a straight drain or hitting the jet bumpers rather than feeding the top left flipper. I hope I find once I reassemble the table I've got that it holds those two adjustments better.
I've seen a few weird bugs in the snake ball lock code and the Hit The Snake Run mode that ends up releasing both balls but not realising that it has so ends the game when the first one drains.
I think it's sad the VUK got dropped from production. The Snake Run being a target rather than a ramp doesn't really make sense when it says "Skate the Snake Run!". I suspect the third kicker that was dropped would also make things a bit more exciting.