Silver Slugger, the first of the "street level" games Premier released and the most produced of the six. There's a lot going on in this game (despite its simplistic elements and lack of ramps). Most of which works, some of which doesn't.
Pros: The shots feel great. There is a surprising amount of flow to this game, and really the only elements that slow the ball up are the two kick-out holes that operate the game's mystery awards. The vari-target is a fun shot with a great sound, and it's got *three* spinners, all of which can be hit cleanly and are very satisfying.
The modes are entirely activated via the mystery system on the kick-out holes. This includes the multi-ball. Scoring appears well balanced across all the modes (an exception to Premier's typical reputation; even the multi-ball doesn't appear overpowered versus any other option). The music changes up for modes, and they present some challenging shots.
Speaking of shots, this pin is full of them. Drop targets up the middle, stand-up targets on the sides, the aforementioned spinners and vari-target, some active pop bumpers that see a lot of use... the game is jam-packed with shots and will keep you on your toes.
Related to all of this, the game's displays offer both traditional scoring as well as playing for runs scored. So, you have an option to mix things up and mandate playing for runs in competition, or relying on the traditional rule-set (where runs are worth bonus points but hardly need to be the focus).
A special shout-out to the skill-shot as well. Four lanes at the top, one of which will be flashing. You cannot move it. You can under-plunge or over-plunge and miss the in-lane section entirely. You must be precise, and you must nudge. One of the best designed skill-shots I've seen.
In addition, the backbox has some cool features. In addition to all the lighting, you can actually see the players' positions on the bases represented (as they are on the playfield) and home runs versus a pop fly gets animated via lights.
Cons: Baseball theme works but for the strange future-style they went with (robots? why?). Playfield art is pretty uninspired, as is the cabinet and backbox (so, really all the art). Alphanumeric display doesn't have much in the way of animation (sometimes a baseball is shown). The sound package seems a bit sub-par for the era, and some of the call-outs are too repetitive (namely "There's a drive").
Also, even if the scoring in multi-ball isn't lopsided, I find it very disappointing I have to rely on a mystery award to give me the two or three-ball multi-ball. The game would be so much better if you could activate the locks and then decide if you want to start a two-ball or go for three.
Overall, this game is a lot of fun. The misses on this pin are relatively slight, and more than made up for by the balanced scoring and great flow. It'll always look dated next to what other manufacturers were doing in 1990, but go in understanding that "street level" pins were shooting for a different market segment, and just judge the game on its own merits rather than comparing it to Whirlwind, and you'll probably find it to be an enjoyable experience.