As others have said, the Standard version is the same as Blood Suckers minus the powdercoat so my review is the same as the BSE.
My honest review.
First the bad:
This game will need some tweaking out of the box. I've had 250 games or so to fine tune all of the shots and make it shoot smoothly, but then again, I have an early run game from a small manufacturer, so this is to be expected to a certain degree. It's not anything that I am personally turned off of, but I know some people will expect to be able to turn the game on and start flipping. Speaking of shots, they are not where you expect them to be and some people will hate this. It doesn't play like every other game that currently exists, and again, some people will hate this. I caught myself getting frustrated within the first 30 games or so, but had to remind myself of this.
The lighting is a bit dark for my preference. I added 2 spotlights and an LED strip in the back to help light up the PF. Other than GI, the light show is up there with TNA. Some of the best in pinball.
There are not a lot of toys in the game, to a point where it does look a empty. There's the ship on a spring, the house in the back, and the crystal. It definitely isn't on LOTR levels as far as figures go. This is purely cosmetic more than anything. Some people will want a lot of figures and molded toys. I prefer things that are more interactive.
The white elephant in the room:
Let's talk about the left garage shot and the inner loop, both from the upper right flipper. I feel these shots are grossly over exaggerated as being too difficult and unmakeable. This is simply untrue. Both shots can be made, but must be made with intention and skill. No flailing around here. The sweet spots for these shots are narrow. There is maybe a 30% window on the flipper where you have to time it correctly. Ever play a golfing video game with the sliding gauge and you have to get the bar in green area to make a clean shot? This is what this reminds me of. The inner loop shot has a smaller green area, the left garage shot is a little bit bigger IMO. For comparison, I would rate the left ramp on TWD Pro with a 60% window.
Speaking of left ramp, the steepness of the left ramp is also being grossly exaggerated. Just upping the right flipper 2 increments makes this shot feel like any other ramp.
With all of that stuff out of the way, let's move onto the good stuff:
The rest of the shots are MUCH easier to hit. The exception is the return shot just left to the right orbit. So 6 out of 7 shots can be made without too much difficulty. Short of the small window to access the garage from the upper right flipper, Scott designed a much easier entrance via the right orbit. I use this shot maybe 60-75% of the time to hit the garage so the balance of difficulty is absolutely there.
The inner loop flows quickly around. My best so far has been 3 loops. After 2 loops, the ball blazes around so fast it's hard to react. That 3rd loop that I hit was 99% fluke, but damnit did it feel good.
There is decent shot flow. Right ramp, to left ramp, to inner loop, to garage shot, back to the left flipper is certainly doable; that's a 4-way combo that is theoretically infinite using that shot progression.
The Danesi 2.0 lock is a great feature that is used well currently, but hoping that more can be done with it. Currently it is only used to lock balls and to register shots in a couple modes. Hoping there is more to the captive ball being implemented in future code. Time will tell on this.
The sounds and music are up there with TNA and what you would come to expect from Scott. Top notch stuff here and really no other contenders.
The theme integration is definitely this game's shining point. Hearing Rick berate you and Morty responding never gets old. You want to be called a b*tch? You got it. A little piece of sh*t? Rick's got that covered. Not doing well? Rick still has some compassion and helps you with a few shots. Morty encourages with the confidence of a bull walking on a tightrope. Need a break from some intense pinball action? Well, watch some Interdimensional Cable while the game cycles through attract mode! Yes! See Ants in my Eyes Johnson, Stealy, and How It's Made + more. So much good R&M stuff in here. Let me remind you that this is still early code!
With it being on early code, I am excited to see where Eric will take this game. I feel like I have a good enough handle on the shots at this point, where it's not a concern anymore. At this point, it's the code and how Bowen and Eric will implement the modes with the theme...and this is where the game has the potential to truly shine. Again, time will tell.