Quoted from rai:
I'm a Jonny come lately. Played WoZ on location a few times but never clicked with it, just didn't impress me with the gameplay, but I played it the other week at a friends house and found it was better than I had remembered.
However I'm at a first grade level, meaning I don't know much about the rules. But for example years I didn't like Tspp until I bought it and now it's one of my top pins.
Is WoZ like Tspp in that way, I mean it's got several levels that you must keep track of at certain times. Also the rules, are they really good at this point? I had played WoZ years ago so maybe I wasn't getting the right impression the code might have been very basic.
I have the ability to get a RR for $8400 that's just 200 plays mint. Is that a real good deal, I want to jump on it, but wanted to make sure it's a very good deal. I like the RR color and the tasteful figurines.
I'm hoping that I'll be able to get into this pin better once I own it. Just asking for advice or encouragement. How is WoZ compared to TH? I'm sure people have opinions, is WoZ better than TH, I played TH and really didn't understand a bit of what was going on, I think TH looks better but I hated the movies compared to WoZ which is a timeless classic.
I havent been too shy about my recent love for WOZ. But, i was in the same boat as you. I played WOZ a couple years ago on location and thought it was bleh. Played an RR in vegas (NYNY) about 8 mos ago and thought it was great! A much better experience. But, i still didnt know all the rules and it was finally at a much better code state than when i initially played it. Now on v6.06. That said, i did my homework on the rules via threads like this, streams (stashkid/taylor/buffalo) and other videos. I knew i was going to like the pin, but i had no idea I was going to like it this much! Its awesome!
Rules: here's a quick 'basic' summary of rules going counterclockwise around the table.
Crystall Ball modes: spell B-A-L-L then hit spinner shot to start a 2-ball multiball that will effect the playfield in some fashion.
Haunted Modes: Spell haunted via pops then get the ball into the haunted lane by the pops to start a haunted mode. Note: once haunted is spelled you can kill the power to the pops by holding both flipper buttons - this can help nudge the ball into the haunted lane. Cool and fun feature!
Rescue mb: 2-part mode- Part 1; hit two targets in the pops to light capture dorothy then make an orbit shot for the monkey to capture her. Part 2; get ball on mini playfield and spell R-E-S-C-U-E, 3 ways of doing this - 1. hit targets and collect their respectful letter, 2. hit the 'search' loop shot - each shot adds the next letter in sequence. 3. bash the door to open it then put the ball in the hole and you'll be awarded the 2 next letters. Once you spell rescue (and have captured dorothy) you have 2 options, bash the door down and start rescue mb, or hit the search loop which will add a ball lock to the multiball in which you'll have to spell RESCUE again to start (or lock another ball) to start the multiball.
Wicked Witch: Hit the witch to start hurry up modes against the witch. Collect hurry ups by hitting her. Do enough witch hurry ups to play the fireball mode (real fun mode).
ECMB: Spell lion, scarecrow, tinman via the (3) rollover targets on the playfield. Each character represents a ball lock. Lock 3 for multiball.
Munchkin modes: spell R-A-I-N-B-O-W then loop the ball around the twister/house a bunch of times to start munchkin mode.
All these modes are unique and stackable! If you play all the modes mentioned above you'll get a chance to battle the wicked witch (BTWW) and melt the bitch!
Thats the 'basic' jist of the rules, obviously there's a lot more to it that i did not mention. but thats a good start. The rules really do hit on all levels. Each of the modes are unique and fun; the stacking potentials; and the storyline - the lighting, the music...oh man the music! - Such cool transitions of good and evil going on in the music. It really pits the player into another world like Keefer is so good at doing with his other greats (LOTR, FGY, TSPP, etc...). And the theme doesnt feel like the movie WOZ when you're playing it - it feels more like OZ the great and powerful with how well the theme is integrated between good and evil and bringing the story line to life. EDIT: when I'm playing WOZ, I don't feel like I'm in the movie - it doesn't feel like the movie one bit when I play. But rather, I'm captivated by characters, call outs, music, sounds - it brings me into a land of oz pinball experience.
I was back & forth on TH vs WOZ and really loved the TH presentation, package, and theme. But ultimately, WOZ is the better polished package and it sat with my play style better than TH. But now that i have WOZ, my GOT is not nearly as fun as it used to be and makes me want a hobbit even more lol (Dam this hobby)!
Price seems fair on the RR. Hard to say where the market will go with WOZ's; but honestly, to me (and i dont know if its the honeymoon or not), but WOZ is a hit IMO!.