Cue Ball Wizard certainly has a long lineage of a gazillion pool-pinball themed games; other than cards and bowling, billiards is probably the most popular theme of all time. So what does CBW bring to the table, as it were?
First is the toy, of course - the real cue ball and eight ball are fun, and the cueball adds random pinball trajectories and the need to shoot around a rolling ball. In some modes this can be quite lucrative and as a shooter's game, it really is a nice change of pace from the ramp-ramp-ramp games of the era.
Second is rotating a number of pool-like shots around the playfield. As an emulation of real pool, it does a decent job - and incorporating a theme so literally makes the theme pretty relevant. There were a few EM pool games that tried to do this, not equally as successful.
This is not a multiball-happy game; there are only two multiballs, one a two-ball mode multiball and the other a frenzy mode upon completion of all the modes, Pinball Mania, which can result in a player racking up (no pun intended) lots of points with a controlled hold multiball that could go on forever. If you're in competition and are good at the Elwin pose, just light and drain the modes, start Pinball Mania, and shoot one ball into the upper playfield forever.
The biggest criticisms I have of CBW are pretty much the same as I have for other 90's Gottlieb DMDs. The basic shots to start modes -- in this case, the long ramp with the short approach that can be hit from either flipper -- are just too easy. And the early programming on the DMD is more than a bit simplistic (this game probably features the two worst video modes ever invented; if there are worse video modes, name them). And: Gottlieb flippers. They're high, don't allow easy bounce passing but are just a bit too easy to trap, and as such there's little incentive for doing drop-catches or fast flips. There's also less tip action. (I suspect this was a deliberate design choice by Gottlieb to make the games more beginner-friendly, but the classic Williams/Bally flipper action of the 80s and 90s is as big a reason as the more complex game designs, IMHO, as to why the latter have retained their popularity so strongly.)
But CBW sort of makes up for this by having a reasonable set of three mini-wizard-mode like goals to go for -- the relatively easy to achieve Pinball Mania, the difficult and challenging 1/2 billion 9 ball shot (which can be doubled), and spelling WIZARD (like WILLIAMS in Rollergames) in a non-frenzy 10M a shot mode. It's simple, and allows multiple approaches for getting high scores.
There are some balance problems in the scoring. The bonus is cute - racks times multipliers times a base bonus -- but they're not really worth it to actually go for the hazardous short bonus X advance shot in the corner pocket on the lower left. The bank shots are relatively easy to start getting extra balls and 20 M shots, although it does require the risk of a bad recovery out of the top. And if a player wants to avoid the center shots with the cue ball/eight ball/side pocket toy, they can and still can get a high score. (As a low-risk option in competition, I recommend that.)
I do like the callbacks to previous generations of machines in CBW. High drop target banks, a horseshoe, and accretive non-multiball goals, plus of course the theme in general.
The callouts are super clear and funny, and while you may go insane with the repetition (like any machine with talky callouts) there's a benefit here that it's good for beginners, especially kids, to have something to go for. The C&W music theme is pleasant although late-solid-state-era repetitious. As far as the artwork: I really like the basic design of the playfield layout, although good secondary lighting (or PinStadium, something I'm considering for this machine at home) is a necessity. The side cabinet artwork isn't exceptional but is fine. The translite/backglass though - good heavens, it's a kind of Urban Cowboy shot to go along with the western saloon vibe of the machine, and it's annoying. I'm considering getting a custom translite to replace it. I'm not sure what the appeal was supposed to be here.
Ultimately, I think Break Shot (a later DMD pool game from CapCom) is more fun, albeit as a pseudo-EM throwback with no ramps and a baby upper flipper, but CBW is the only game this side of Cabaret Voltaire that has the moving spherical target incorporated into the play (and CV it's just an annoying obstacle, not an actual target) and has an interesting variety of shots. Yes, this was developed while Williams was coming out with Addams Family, so it's really hard to compare to that level of state of the art. But it's fine. Very decent DMD that can usually be had for a bargain price. I doubt anybody would have this as a centerpiece for their collection but as a complimentary machine it's a great break from other machines.