My review:
"So much push and pull in either way. Popeye, I bet, cost more to make than TZ, and I bet was the single most expensive machine to produce. The hidden shots are a nuisance. Despite what you might think in aiming at the inserts should suffice, it doesn’t, and about 4 shots, all important, are kind of a pain.
The theme is unanimously agreed upon as flat out stupid. It should have just been Popeye. Why we are helping Popeye save endangered animals while collecting wrenches and baby bottles as a theme for Popeye is beyond me, and everyone else.
The skill shot is a nice idea, and cool at first glance, but is really a lot of wasted space and a waste of a very expensive and complicated toy. I would have preferred after the choice is made, that you have to hit a ramp or the scoop or something. Given the deep rules, which I will get to, that would have been a nice addition.
The overall designed is one of the few games where it feels Williams just did not put this thing through QC and rushed it out the door. The ramp alone has two major issues, in that balls fly off the rear when they enter fast (needs a clear cover) and the ball gets stuck in a common spot on a back left rear corner (needs a post), and secondly the exit from the ramp to the wire ramp is not smooth and does not transition well (raise the union screw with a spacer). Neither of these issues are seen on any other Williams machine, and this alone tells me that this game was not manufactured in the same manner, which is a rarity from Williams, even until they closed.
The entrance to the escalator causes bounce outs, and needs dampening foam all around both sides. The ramps in the upper PF are hard to aim (Clay recommends moving the lightning flippers up there, and I wish I had seen that before I sold mine). The ramp itself is too steep, and hard perfect shots will often fly into the PF glass and back out. The ball will even, once into a shot/door in the ramp, sometimes roll to the right and activate the wrong door, despite making the desired shot. The entire animal ramp/plastic thing should have been in a clear plastic at the least, and really isn’t pinball and is a lot of action for little fun.
The outlanes are horrendous. Even if you install bumper posts where they should be (factory only put a screw in the PF to the under PF rail supports), and lower the side star posts to the lowest setting, the opening to the outlanes is still larger than any other machine with the posts to the highest point. When this is how it was factory, the game is virtually unplayable, and balls drain faster than pinbot, A LOT faster.
Everything Steve Ritchie posted about this machine in his rant one time on RGP is bang on. The game was a complete and utter disaster, given the height that pinball was at, and this thing should never have been produced.
Having said that, we are now in the home use environment where we can alter/mod and appreciate in a new light. Once the changes are made, and the game becomes playable, we can begin to review the rules - and the rules in this machine were IMO **ground breaking, deep and as a whole impressive**.
In the time of mode mode mode, this game was the first to start an objective completion type of play, similar to AFM, MM and other later wpc95 machines. You have to save all the animals, collect all the (stupid) items, start the 3 ball MB, complete the 4 mini modes, and then starts another MB, where you have to make most of the shots in the game. There is a 4 and 5 ball multiball as well, and once the objectives are complete, and some other things to complete, and then you can attempt to save olive, which utilizes all of the main shots in the game and is a 6 ball mulit, and is very hard and challenging to get to. I only beat the machine once. I beat TZ almost every night I play it, and AFM once a month in relation.
The skill shot comes back into play big time in the objectives, as you can basically get a free whatever you need towards starting these objectives here, and this is a great idea.
As well, the finding sweat pea is I believe the only pinball play/vid mode interactive thing in pinball. It is very hard, and I have only completed this once as well. I believe this to be the greatest vid mode in pinball, as you not only have to keep the ball on the upper PF, which in itself is very hard, but you have to aim at the right doors, get ready for the ball to return fast, and keep your eye on the map on the screen as well. Why oh why could more vid modes not be like this?
Call me crazy, but this idea was a theme and vigorous testing from QC away from being one of the best machines of the 90s. Instead, most consider it a joke.
My rating is hard to complete, as this depends on if you take the time to make the changes noted, as such I averaged out some things. 1 out of 6 for theme is even too generous.”