So I've played and worked on WoOz a bunch at this point, and up until the recent software I really never felt I could say I played a game. I batted the ball around a bit, through some loops, a ramp, a couple kickers, made a few shots, heard some voice calls and sound effects, but it never felt like I was playing a game. Especially some of the earlier revisions, certainly not unexpected as software development still isn't finished. Now though, I can absolutely say without hesitation, this is a FUN game!
I won't go further into review of the game other than that, since a lot of people have already. I will however point out some of the highlights of the game for me and some random thoughts, as a player, and as a tech.
As has been said by many, WoOz is a beautiful game. It oozes quality through and through, from the side art, to the playfield, the art package, the solid assemblies, and quality parts. The game has been put together with a great deal of attention to quality.
The left and right drain ball save extras; Toto on the right, There's No Place Like Home on the left. These are brilliant! So much fun to try to get your ball back, and so rewarding when you do. I almost like shooting these modes as much as playing the game. So fun!
On the non-player side. The switch matrix is beautifully laid out on the LCD. All the info you could possibly need, right there on the display. Each switch is color coded as an opto, regular switch, normally open, normally closed, and so on. A switch shows up red to indicate it hasn't been made in awhile and is marked as "bad". Wire colors and connector pins are right on each row and column. No need to even pull the manual out.
Put the switch matrix and lamp charts on the last page of the manual as Williams did for quick access. The LCD is great, but you can't mark up the LCD with a sharpie to look for patterns when troubleshooting like with a paper copy. Or can you? How about a section in the test menu to manually mark problem switches turning them a different color? That way you can do the same on the LCD as you would with a paper copy and don't even need a copier or a manual.
When in test, all the lamps go full brightness in solid white, illuminating the entire playfield top and bottom, so you can see what you're doing. How genius is that!
Each coil is individually adjustable to get them as strong or as weak as you want.
The witch; what happened here? The first video of the witch in her box, melting into nothing but her hat was so cool. That still happens I guess, but barely, she's only about half size and just looks awful. No hands, just little twig stub arms, huge head, just looks bad. What seemed was going to be such a cool toy turned into a "why bother?"
Suggestion; enable the motors in coil test. They're there, you shouldn't need to go to their individual tests outside of the coil test page to activate them. It's nice the individual tests are there, but if you're going to list the motors in the coil test, make them function.
Unplugging the crystal ball locks up the game.
Tilt needs a sound effect. When I'm nudging the State Fair popper, I'm not looking at the screen for the warnings.
A few more bugs here and there that I don't doubt will get cleaned up in later revisions. All in all, an amazing well built game that right now is simply a blast to play. Looking forward to lots more from JJP on this and future titles.
Quality Board Work - In Home Service
borygard at gmail dot com