Oh my gosh, American titles play so well -- up until you hit the one thing that drives you crazy. So far on every American title this basically seems to come down to a need to tune the machine well so the machine's particular quirk is managed.
I have only gotten to play Hot Wheels twice for extended sessions, so haven't really gotten into the rules set very deeply, so take all this with that giant caveat. The reason I found this incredibly appealing is the playfield design.
Now let's be frank here and posit that the racing theme has been done to death over the years. There have been some good concepts and tricks thrown in, but cars going fast isn't exactly new ground. And I was a little lost on the modern Hot Wheels theme -- oldschool turbo charging and so forth I understand, but the plot of the animated show is lost on me. so I felt quite lost in figuring out what things were supposed to connect with what. This is always the blessing/curse of a licensed theme -- in order to feel how well the rules set matches the theme, you have to not only know the license pretty well, you have to like it. So I missed a lot of this part of the features of the game.
Even so, playing Hot Wheels for me recalled the absolute best of the classic Popadiuk off-set ovals design, a concept that really needs reviving in the Stern era of fan-designs (with a few prominent exceptions). The overlapping ovals, with the underrated slight rise ramps, also had the feel of the few good Gottlieb "Street Level" designs, notably Hoops. The shots aren't gimmes -- having some hard shots is one of the things I like about American titles -- but the instant flow this game has is unique among the American titles thus far with the possible exception of a couple of sequences of shots in Houdini. I really like the curved target banks that are becoming an American signature (the only other semi-recent example I can think of is WoZ) and there are lots of touches here that hearken back to some late 70s/early 80s designs, like the open post double right inlane with the cute little ball return down the side. It also has a bit of the feel of Heighway's Full Throttle (which I liked and, yes, had a racing theme with some interesting ovals, so I mean that in a good way.)
As others have noted, the use of toys in the design iss a little disappointing; the car spinning is a somewhat lesser version of Mario Andretti's spinning car and as an old school Hot Wheel guy I really wanted to see a turbo charger (I know Getaway used this, but they stole the idea from Hot Wheels!) The design is not toy-driven, though, so take that for what it's worth to you.
I also think the light show is particularly good here. Hot Wheels is all about bright primary and secondary colors, and while I don't have them memorized, the sequence of colors to a naive player appeared very obvious. Sound is excellent, but I grew up on terrible sound and I think pretty much all modern machines have excellent sound. I do believe American might consider investing in some more interesting music. Sound design is one thing, but having some really good original music really makes a game. (I have no idea whether this is license music from the cartoon, because i've never seen it and have no plans to.)
I'm still pondering whether American's tiny video screen is a good thing or not. I sort of like the offset location on Hot Wheels, though; for some reason I found it easier to read while playing, which I had to do to pick up the callouts.
So I foreshadowed my big disappointment with Hot Wheels, that was present in the first one I played and was glaringly more present with the one I played this past weekend (and I played it a lot, relatively) -- the tendency of balls his cleanly into an oval shot to then drain straight down the middle. I can't possibly believe this was intentional in design or play testing, so my conclusion is the leveling or pitch was slightly off on this game, or something, because *every* game I played on this, I'd have at least one ball where I was really into a nice flow of shots, getting the sequence I needed to move into a mode or multiball -- only to have a perfectly clean shot just woosh down the middle off the return. It wasn't consistent, in that making particular shots didn't *always* drain SDTM, but it wasn't because the shot or flow was flawed, and the aggravating thing is that there was no obvious way to adjust one's play.
So I'd like to try this on a home machine at some point and really give it a workout with somebody who has made the tuning adjustments and who might be willing to let me experiment a little.
Honestly, if the theme were a little more appealing to me, I'd even consider trying to pick one up, if I could resolve that particular SDTM issue, just because as ever American's just got some fantastic playfield design ideas working here that are better than most of what Stern produces. Spooky sort of does this, too, but the implementation is very erratic (and I also can't really get into their themes, although Ultraman may turn my head -- I digress).
The bottom line though was despite my frustration I did not get bored with this, and I'm left wanting to play more.