Disclaimer: I have played well over a hundred games on various different Star Wars Pro models, and now a few hours on the LE. If I had never played the pro, especially not to the extent that I already have, I probably wouldn't even notice the game play short comings. Something just can't be unseen so to speak, and once you know how it could be it makes it that much more frustrating.
Just another quick update with hopefully as little bias as possible on the LE on both the game overall and game play (they are distinctly different):
The LE on location still does not have any ghosting. Shooter lane still looked good too. Seems to me that STERN figured it out for the LE's, hopefully they can keep that process and push it through on all future playfields... From a quality perspective this game looked fantastic.
Game still looks beautiful as can be. Side by side next to a pro, looks wise (minus the translite) the LE/Prem is hands down the winner. Those metal ramps and wireforms are beautiful.
Gameplay, I still 100% believe the Pro is hands down the better game for actual playability. Maybe this LE needed some tweaking, or ALOT of tweaking, but most of it is just inherent in the design. Having the forks come up out of the playfield just screws the player. First moment of extreme frustration - I'm going for the kill shot to destroy the death star and finally see this little egg pop open and light up, I line up my shot, shoot the death star shot and a half second before that, two other balls collide and send one up the hoth shot. the ramp immediately drops as my ball is going up and my shot is rejected. no destroy the death star, no victory multiball, just a bad taste in my mouth. yes something similar could conceivably happen on the pro, but maybe not, the speed of the ball on my death star shot was probably fast enough to have enough momentum to carry through for the win, or, the ball going through the hoth shot would have already cleared. This same frustration got me a second time when I had the hyperspace hurry up ready during MB, same deal happened, ball got knocked up the hoth shot while going for the death star shot, ball rejected, no hyperspace shot (which at the time then meant no hyperspace multiball).
I'd go toe to toe with anyone who honestly believes a back hand shot to the death star with the forks up is "reliable." If anything it's a miracle. Heck, even from the right flipper the death star shot with the forks up isn't reliable. It's really satisfying when you make the shot, but when you get a reject when the ball is all the way up under that death star and it trickles back down it just feels like crap. Especially knowing that 100% of those shots would have been good on the pro. I can honestly say though, during normal game play, when you shoot the hoth shot with the forks up, the trickle down release didn't bother me as much this time around. Maybe part of me was enjoying the game taking a half second time out and slowing down just a little bit.
Onto bugs... sorry if these have been covered before. they're pretty important so worth stating again if they are elsewhere:
Game was running code version 0.89.
Bug - Had Tattooine missions lit and death star missions lit, hit the death star shot, ball went into the hyper loop, right ramp diverter opened, fed the ball to the right flipper and then the ball drained. Flippers were dead, couldn't flip at the ball, the game was in mode select as if it thought it had the ball captured behind the death star ready for you to pick your mission. Instead it killed my ball. Happened again, this time when the hyperspace hurry up was lit and the death star modes were lit. same deal, ball fed to the right flipper and drain, no power to the flippers. It about made me want to leave the establishment and not put any more money in the game. It's sort of insult to injury, you're on a high for finally making the challenging death star shot with the forks up to finally get to see the hyperspace toy in action and then the game drains on you. augh. I'm sure this will get fixed quick though...
Bug - escape was lit and the diverter was not over. ball drained down the right outlane and no ball save.