Hoops is a machine at a location near me that I walked past at first, because it just doesn't stand out, especially when it's put in direct sunlight. The theme has a generic "circa 1990 street-baller" aesthetic, the playfield is plain, and the backglass art isn't instantly striking. There are a lot of things that combine to make it obviously dated, some 30 years on. But once I read up on the "street level" games, I got past those reservations and gave it a proper go, and found that I wanted to come back to it.
It's like comfort food pinball - just straight-up fun to play and easy to follow, a good representation of what Premier was going for at the time, with standard playfield elements and straightforward rules that give the gameplay a timeless quality. The space left over from no toys or ramps is pure playfield space, used for more targets, lamps and contours - which gives it a spacious look, almost the polar opposite of a WMS contemporary like BOP or Hurricane where the space usage leads to a crowded, low-visibility top-of-playfield - an aesthetic that I've always had trouble appreciating. And the low-maintenance nature of being a "street level" game is overall a good thing as a location player - less risk of feeling robbed by the game for reasons beyond your control. All the "bads" of being under-produced for its era are also "goods" for the game's focus, clarity, and reliability. The breakbeat music track is appropriately funky, and I even found that the art started growing on me - the style might be dated, but it's full of little details.
I would say that the vocal callouts are overused, though: hearing "SHOOT, MAN" and "I'M OPEN" ten times a game is excessive. But if that's the worst I can say about it, there really isn't a lot wrong with the game. It's a simple game that ticks the boxes, which makes it worthwhile and valuable in my book.
A final note, after comparing the location game with virtual and videos: A huge amount of the feel and difficulty of this game can be described in terms of what the left and right kickers do. In many setups they'll tend to kick dead center into the drain, making play nudge-centric, bordering on unplayable given a high slope and no stopper. But if they target the flippers, it works as a fast pass-and-control game, and with a center kick and a bouncy stopper there's a lot of wild balls to be had.