After playing two different Pro's and an LE extensively I feel entitled to some ranting and reviewing of this game.
- Use of TV show assets is A+.
- Audio package is at David Thiel level.
- Randy's art is stellar, whoever placed the inserts and graphics on top of it should go back to elementary school.
- Pro plastic ramps is the only negative thing I have to say in comparison to the LE.
- The magnet, drop down scoop and the rotating upper PF is NOT worth the extra money (0.97) unless the wireforms completely upsets you (it upsets me).
- Encounter modes (upper PF) are way too boring.
- Upper flippers shouldn't flip when there's no ball there, what is this, the 1970's? (I'm swearing at you too WOZ)
- The Razorcrest upside down swing target is quite cool for how simple it is. I wish it registered balls rolling through downwards (you need a million Razorcrest shots to get anywhere).
- Code 0.96 was about shooting center ramp all day, 0.97 was all about shooting center ramp all day and all night.
- Making the center shot clean, flings the ball into the left flasher plastic making you think there's a bracket missing.
- The "skillshot" up post is quite lame and make the ball stutter and dribble, a JM style diverter would've been better.
- The right ramp and down scoop shots are way tight and way too important for the game progression and leave you disappointed (tilt or drain on bricked shots).
- Too many timers on stacked modes and multipliers, information overload, knowing what is the most lucrative mode/shot RIGHT NOW is hard and cause my pea brain to freeze when there's too much lit, stacked and timed (this is not really critique of the game, more my lack of skills).
- Building Beskar should be made slightly easier. Making a few shots before your first mission + MB should be fairly safe (it's not on my game ATM lol).
- Beskar is like crack, you want it all, all the time.
- Flame thrower should be stackable, give me another one for 3X!
- If I have 1000 Beskar, I want to shop whatever I want. Not just combo certain adjacent rewards (I'm looking at you "start mission" and "light razorcrest").
- Making progression to mission start should be either ramp at any time, whatever is comfortable, the game is hard as it is. Having the scoop spot ramps for the first two missions is a nice touch.
- Hitting hunter targets during hunter, should somehow help hunter (think C-L-U during CLU on Tron).
- Hunter is stressful as it is and more shots should make progress to Hunter, just one more, it could be roving, but give us more to capture the crook.
- Somehow the foundry is shut during Hunter, that is annoying AF.
- The spaghetti western sound effect when you complete Hunter is the best in pinball (think The Good, The Bad and The Ugly).
- Super skill shot is cool, hard work and fair, but the rewards are F'd up. Why do I want to START my MB on completion without a mission and vice versa? Light it up, please, don't start it.
- Lighting "Heal" should be doable besides buying it at the foundry (two lit CHILDs?).
- Upper PF is way too buggy at the moment, I end up with the ball up there sometimes and NOTHING is lit or activated. At the same time I can drain from there and the game still thinks I'm up there, with every other insert blacked out making it difficult to progress due to that fact.
- Not having a switch or opto when the ball exits the D in CHILD was a novel idea. Please never go there again next time Gary asks you to be cost conscious.
- The design flaw with the left ramp entry is just too revealing that the QA cycle at Stern is non-existent (along with the Grogu flasher and left ramp diverter).
- The game is tough, which is good, if you want to have a good game you have to line up your multipliers and make your shots. No podium for losers.
- The timing is way off on the up post at the upper PF exit, it sometimes flinge the ball to get stuck and wedged (I have pictures).
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I made a bullet list to make it easy for folks to criticize my opinions, which we love on pinside!