Call me silly, but I love playfield magnets. Such a great thing seeing that ball come to a dead stop, get thrown around, manipulated, picked up, etc. I LOVE playfield magnets. You know you do too. Such a great idea.
Look at modern games like TWD, MET, SM.... great integrated gameplay. Looks at classics like BSD, TAF, TZ.... such innovative uses of playfield magnets. Look at classic outlane magnet ball saves like Black Knight & Grand Lizard, how awesome are they? Even IM, one of the fastest games ever, has a playfield magnet. Magnets are awesome. There's so much you can do with them.
So why the hell does SW (which SCREAMS for a playfield magnet to USE THE FORCE) not have a fricking playfield magnet??? That's just incomprehensible to me. It should have like 4 playfield magnets & should have taken BSD's Myst Multiball gimmick to another level. THAT's the type of gameplay that should have represented this theme, not some blazing fast ramp/orbit speedfest. I know I'm disappointed & should get over it, but what a lost opportunity IMO. Don't bring up the hyperspace loop magnets either, those aren't even on the playfield.