I got to play a Pulp Alley game at a convention set in Casablanca featuring Rick's Cafe. It's a great piece of tabletop terrain. The warehouse and museum were also great.
I've shifted a lot of my gaming over to Pulp Alley. It's a solid easy to teach system that is robust enough to stand up to the typical modifications that show up in house rules or special scenario rules that miniatures players will throw in. The rules author is quite friendly to renaming abilities to give a different game flavor, or to making up new abilities. It's not a tournament style competitive type of game. It's all about the fun of the adventure. It can be played solo, can be played with or without a GM, and can include more or less fantastical elements. It's good for anything from stone age to futuristic sci-fi.
Pulp Alley is good for anything where you care more about the movie or comic book or pulp story aspect, rather than about any technical data. It's not about the difference between a Browning .30 cal MG vs. a German MG-34. It's about the questions of who is the hero, who is the sidekick, who are the lower level characters or gangs or mobs, and what are the characteristics of those individuals or groups. A character may have good skills for fighting or for solving puzzles (gaining the plot points) or avoiding perils.