I go to some time on an Aerosmith pro today. Played for about 1-2 hours and did manage a HS#2 on the machine. Here's my not so mini-mini initial impression review.
First off, clarification. I finally answered the question of whether double/triple scoring is available on the pro and the answer is NO. There is, however, double scoring during Toys mb by getting a ball in the toy box. But it was stated earlier in this thread that spelling AEROSMITH is what activates double scoring on the pro when in fact spelling AEROSMITH lights pf multipliers and your next shot locks in that multiplier for the remainder of the ball.
That said, here we go! The machine I played was not set up good; it leaned to the right making the brutal right outlanes even more brutal - simple inlane post bounces that would typically go in the inlane easily shot down the outlane. The volume was very low; so much, that the video games attract sound and other arcade ambient sound easily muffled out the sound. This was surprising with Aerosmith being both a new featured pin and a music themed pin at that; it was a bummer I couldn't hear much.
All shots felt good and were signature Borg.
The ramps felt exceptionally good, though the right ramp is tight and tough. It's no gimmie ramp.
The left orbit was a little rough too and got a lot of rejects, but it still felt good when shots hit. I'm sure a better setup or tweaking could reduce the rejects. Right orbit was spot on and a fun shot.
Lock shot: from videos and other description reviews, I was concerned about this shot. But, it has a metal rail that gives the shot a tight bend to the right and hitting it felt really really good. Other reviews of not being able to hit it straight on were false, at least on this machine. Hitting it straight on felt great, it whipped the ball around the metal guide and eventually finding its home in the saucer.
Elevator shot: felt really really good and fun to hit.
Targets: targets were good overall. The very bottom left target -A- is in a pretty peculiar spot and I always found that was the one letter I needed to light my multipliers.
Pops: about 75% of my games and balls even were fine exiting the pops. It wasn't til my last few games that I kept getting sdtm and venomous right outlanes drains from the pops.
Display overall is bad ass. Stern nailed it with the animations. Way better than the BM66 display (at this point in time). There was a lot of room for improvement still such as It took me awhile, like an hour lol, til I actually saw where my balls remaining were. The game is also missing lots and lots of instruction text or text showing what you just did and why - something Lyman &a Dwight are so good at.
Toys mb and jacky in general was great. Nailed it. Fun rules, great code, lots of scoring elements from building up 3-6 multiball to double scoring during the mb, to other elements I couldn't grasp in my limited time such as one game I was going so good I saw something on the display like super quick scoring activated or fast scoring...something like that, memory is fuzzy maybe someone can correct me.
Elevator lock rules and multiball rules were excellent.
Stern nailed the rules and code for the multiballs.
Now for some bad news. The song modes felt very lackluster, muggy, and overall rushed. I could tell they used elements from Star Trek level 1 missions for the modes. For instance, shoot a shot, light CIU (I.e. ST shoot a shot light away team). And, here's 30 seconds for the song...GO! Same as ST level 1. Unfortunately, in ST you can hit a dozen shots with ease in 30 secs. On AERO, it felt like jacky was rushing me before I even got a couple flips in. Modes felt like they were ending as fast as they started. CIU certainly helped giving a generous bank of time. The problem was it still felt rushed and didn't have time to enjoy the music element of the pin (granted this could have been because of how low the volume settings are).
The other issue is the game wasn't very good at letting me know how I was doing or if I completed the mode. Whether you complete the mode or not, time still ticks away. Everytime time ran out I felt like I didn't complete the song, but sure enough I was then reward with a super award, even if I only hit a couple shots and felt like I shouldn't have completed it. There was a pie chart around the timer that I think represents completion and benefits for the super award - so verdict is still out on some of this.
I did like the element of building a super award and continue playing out the timer to build that value a lot. But, I think having the light song scoop light when you complete so you can cash out and move on with progression or continue to build up values would be a good idea. Heck, even take the timer out and let me keep on building my super award values for an infinite amount of time til I hit the scoop or drain - risk/reward. I think this game could do away with timers altogether and implement that kind of strategy. Let the players overall play dictate progression and scoring. Although that probably won't happen cause wizard mode 1 is based on just playing all songs (not completing)
I was on the last song before doing the wizard mode and drained! Sorry, no wizard mode reviews or updates folks
Overall: game was fun and had that one more game vibe about it. The game and LCD looked gorgeous and the first thing I noticed stepping up to the game is how dated the GB pro next to it looked. Aerosmith will definitely remain on my radar and I'd be happy to have one in my collection, but I'm not gonna go sell a pin to make room for it yet ; i definitely want to see what kind of code support they give it, if any, and how it matures.
I'm still leaning towards my initial gut feeling that the PREM/LE is the way to go. While I haven't played the LE, the fact that you can get up to 6x scoring + multipliers vs only 2x + multipliers on the pro has me thinking the LE will have more dynamic scoring and strategies. And despite what people say about the upper pf, I like what I see from it because the ramps and orbits still flow like the pro, and the upper pf has quick simple play/rules which means you're not playing it very long or very often but just enough to add scoring elements. But I still reserve right for final impressions of that vs argument for when I play one.