I'm in line for a LE. I really need to see something now.
I saw a distributor post this on Twitter. Not sure if this is sourced from Stern or not.
Quoted from pinballaddicted:
There are two types of people in this hobby:
One type that loves playing all the games and sharing the fun and joy of any pinball machine with friends, family and people they do not know.
The other type that does whatever they can to remove that smile.
I had 756 new posts in this thread since I last visited. I wonder which category.
Quoted from Pinball-Obsessed:
Will Mandalorian have a physical ball lock or is it just a virtual one?
According to Dwight (the programmer for this thing), there's a physical "lock" for the mini-PF where the ball gets trapped on the left upper flipper. This will result in multiball action on the mini-PF.
I also noticed there's an up-post at the right orbit where the ball exits the mini-PF, that could be used for locks too. That said, the foundry scoop can be used as a short "lock" for 2-ball MB.
Quoted from Tsskinne:
So keep your eyes on your left ramp entrance... 147 plays
Looks like the Beskar (scoop) plastic needs a minor adjustment. It looks to me a flyball flexed that plastic (it says -15 in your pictures) and dinged the ramp to snap it. Might be a red herring, but I'd check the flex there.
I managed to secure some time on The Flipper Room's Mando Pro on Friday. Tune in or watch VODs and highlights whenever. I also have an LE paid in full so expect more Mando content on that same channel in a month or so.
#374 dropped! Will stream unboxing, some mods and play for a full day on 7/18! Stay tuned.
It's on! Please come backseat drive with that patented pinside vibe. Sunday noon Pacific.
Quoted from LORDDREK:
Different game but I have tried every suggestion short of hot glue and it still eventually came out.
I've used the Gorilla epoxy glue over the years. I had one bulb pop out once despite that but it took the lamp cone chrome coating with it, so it wasn't a problem with the glue so to speak. I will glue this bulb live on stream this Sunday.
Apologize the humble self promotion but there's a 10 hour Mando LE stream starting in 30 minutes at https://twitch.tv/dri374
It starts with game coming out of the box and doing some basic mods. Game play should be around three hours in if everything goes according to plan. Set the high score competition with some friends starts around six hours in and will run until the stream ends.
Quoted from PaulCoff:
I can’t get away to watch but I’m interested in checking in out later. Thx
Thanks for the interest. The VOD will be on Twitch for 60 days. I might cut some highlights out and publish on YouTube.
As for any other streamer trying out this format I'd recommend to stay away from it unless ever factor is known going into the stream.
Here's a couple of snags I hit:
- I did not know Stern replaced the metal leg cab brackets with plastic ones, that I couldn't tolerate
- The PinMonk coil fans had a shorted cable harness (I could've check this PRIOR to the stream)
- Scorbit does not yet support Mando, doh.
- Probably a few more things, like the glass absolutely needing anti-rattle tape (the game vibrates like an old car) etc etc
I was more or less 2.5-3 hours off track of what I had anticipated.
Whatever, not sure why I'm ranting in this thread but I learned a lot. The game plays great, we just had right flipper stick on occasion, but that's about it, easy fix!
Anyhow, I made meme after playing both the Pro and the LE. Enjoy!
PS. For all you folks with broken diverters, my right flipper is set to 185 and everyone tonight could make the encounter shot without any rejects (or broken diverter for that matter), the top of the bubble is just a tad over the top line and pretty much in line with the rest of games. Left flipper is set to 200 and I did not see a single ball fling out of the habit rail. I don't care a rats ass about Brian Eddy saying you can backhand the left ramp because that is just broken.
Quoted from KozMckPinball:
Were they superbands I forget?
Quoted from KozMckPinball:
Are you saying that your left ramp got broken like others here? Not sure what you meant by "broken"....
I guess this is a two prong problem, sorry for not being clear. I meant the metal diverter that will snap if you have flippers dialed to 255 on a standard pitch game. The other issue, broken ramp entrance, you're probably less likely to subject yourself too with lower flipper strength.
I find it odd this post is bare, just under Grogu, is this the case on other games? I can't find a picture. Rubber chart says there's no post sleeve.
Quoted from thekaiser82:
It is bare on my LE.
Thanks! I just find that whole section of the game a bit jumbled up. This should've clearly been a diverter solution similar to JM, not an up post that works as it should sometimes. It certainly introduces randomness for the child skill shot, I'd give them that.
Quoted from RetroGamer74:
After two days of play, the Grogu spotlight popped out on my Premium.
It popped out on the first game on the launch stream. I use Gorilla Epoxy for spots. https://www.gorillatough.com/product/gorilla-epoxy/
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).
- This bullet intentionally left blank for future edits.
I made a bullet list to make it easy for folks to criticize my opinions, which we love on pinside!
Quoted from KozMckPinball:
Interesting comment. Not sure exactly what you mean though. In your opinion, is it a good feature or bad feature
I think it's a clever idea but it doesn't work very well in practice. You have switches for C-H-I-L and any other switch on the PF qualifies D. This is fine in single ball play such as the skillshot when the game knows the ball passed the CHILD opto. During multiball you'll never get D or if the ball rolls upwards in "L" for example and dribbles out in "D". In essence, you'll get robbed of your "D"'s most of the time since there's no dedicated switch.
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