(Topic ID: 295170)

I like those odds - The Mandalorian Owners Club

By flynnibus

2 years ago


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Topic index (key posts)

33 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #75 Custom apron card option (paid) for Mando Posted by Mr_Tantrum (2 years ago)

Post #170 Steps to access ball guide under right ramp Posted by Lermods (2 years ago)

Post #189 Adding washer under ball guide in U turn to prevent digging into PF Posted by flynnibus (2 years ago)

Post #260 Rulesheet published by Stern Posted by chuckwurt (2 years ago)

Post #325 zip tie hack for the broken ramp diverter Posted by bernieberg (2 years ago)

Post #463 Signs of premiums starting to ship and surprise Randy signature Posted by scootss (2 years ago)

Post #535 Photos of how the left ramp can crack past stock protectors Posted by Clytor (2 years ago)

Post #593 Rubber pad option to help bounce backs on scoop and diverter Posted by NightTrain (2 years ago)

Post #767 Dwight Explains the Top Post intended behavior Posted by Xaqery (2 years ago)

Post #965 Playfield Code Name for Mando - Jennie Posted by KnockerPTSD (2 years ago)


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#1142 2 years ago
Quoted from Beowulfz07:

Got my LE number 279 yesterday.
I think it’s the best LE Stern have released.
A proper shooters pin, which I love.
Loads to do and like Stranger Things, having full assets makes a huge difference and a similar use of modes to episodes makes good use of the screen rather than just being a glorified scoreboard.
The mini playfield is genius, and makes you choose your shots rather than just bash the flipper buttons, also the amount of game variations with coop mode and limited flipper power give the game amazing last ability for home use.
Yes, I love it.
The code needs some tweaking but nowhere near as bad as a lot of sterns when they get released.
Clearly a lot of love, care and attention to detail has gone into this and the Artwork deserves a special mention because it’s simply gorgeous and the mirrored backglass has to be one of the best I’ve seen.
Just hope they get a spellchecker and tidy some spelling mistakes out lol
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Great Looking machine!

What is the manufacture date of your LE #279? I should receive mine in the coming days.

#1145 2 years ago
Quoted from Tigetoo:

Ok need to hear thoughts how to handle this one. New Mando le and out of the box chips on a NEW LE. I’m sure there is it to find.
What would you expect done?
[quoted image][quoted image]

I'd put Cliffy's on in.

2 weeks later
#1477 2 years ago

Dear @Xaqery, it would be great if an option in the service menu permit to alternate between the original main theme and the unlicensed one to offer more variety. The unlicensed one is rather cool too.

#1550 2 years ago

This is the day! LE #200
20210910_112606 (resized).jpg20210910_112606 (resized).jpg

1 week later
#1657 2 years ago
Quoted from tdiddy:

Slave 1 is ready to go!!!
Information can be found here
https://pinside.com/pinball/forum/topic/new-mando-slave-1-#post-6502317
Thanks
Tom D
DIDDY'S MOD'S
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Excellent Job!

FYI : Disney recently decicided to rename the Slave 1 as Firespray:
https://www.google.com/amp/s/screenrant.com/boba-fett-ship-slave-i-new-name/amp/

But it will stay the Slave 1 for most of us.

#1691 2 years ago

It's a really really nice touch to see some of the concept arts from Christian Alzmann and Ryan Church in the attract mode. And in some way, Cara Dune is in the game...

20210919_211220(0).jpg20210919_211220(0).jpg20210920_075410.jpg20210920_075410.jpg

#1707 2 years ago
Quoted from JStoltz:

The concept art actually made me want to watch the end credits of each episode. Really great stuff. To clarify though-- is this modified code, or does the official stern code have the concept art during attract mode?

It's in the official code 0.97. There's at least 10 of the official concept arts from the season 1 of the Disney+ serie The Mandalorian (artists: Christian Alzmann, Ryan Church and Nick Gindraux). It appears in the attract loop every 12 minutes approximatively. Each concept art appears twice before rotating to the next random one, 12 minutes later.

#1751 2 years ago
Quoted from RoyalJack:

This is where my largest regret is. My first pin was a TMNT premium which I ordered on Day 1, Dwight's last patch on that in December 2020 broke some things like call outs in the final modes. He hasn't fixed those because he's been focused on Mando. I bought Mando Premium for my 2nd pin and here I am still with 0.97 code with buggy behavior at seemingly random points where the upper playfield doesn't register any hits. So now I have two Dwight games with what I consider to be incomplete code. I love the way both of them shoot and I love the high level concept of each of the games where you shoot the left and right ramps then a lock to start a mission/episode to progress through the game. I just feel a bit burned that both of my games are both struggling for code at the same time from the same team, especially after remaining patient the last ~9 months with bugs in TMNT understanding that his team was busy with Mando.

I wouldn't be too worry about that. In an interview on the Flip N Out Pinball YT channel late june, Dwight said he had to finish Mando (for weeks, for months or forever), then switch to TMNT to produce a fix and then switch to Star Wars to update it.

The latest point on Star Wars is certainly in relation with the Insider Connected.

Aside from that, Dwight posted a little, but engaging, chunk of a new release note for Mando three weeks ago on Tilt Forums:

Here is what I did yesterday:

- Changed how and when the action button works with regard to equipment.
- As before, there are two types of presses: HELD and SHORT. HELD is
holding the button down for some time. SHORT is a quick tap of the
button.
- You can now use the Flame Thrower any time you want if it is available.
- The action button will be orange or toggle orange and another color
if you also have other equipment lit that is applicable.
- To use the Flame Thrower press and hold the button down. Soon it will
begin setting shots on fire from right to left across the game. When
you release the button after it begun, it will stop setting shots on
fire.
- If you also had other equipment available and you hold the button
past a very short tap the Flame Thrower will win and your other
equipment will not be used. Likewise, if you have Flame thrower and
something else available and you just tap the button you will use
your other equipment and not the Flame Thrower.
- The action button now flashes a bit differently.
- As before each equipment has its own color:
- ORANGE - FLAME THROWER - Set Shots on fire for 2X each
- GREEN - AMBAN RIFLE - Add-A-Ball in a Multiball
- YELLOW - WHISTLING BIRDS - Spot lit shots in a Mission
- RED - JET PACK - Spot a level during an Encounter
- The button will flash of the color that makes sense depending on the
Equipment and where in the game you are. But if you also have the
Flame Thrower and can use it the button will now toggle between two
colors, orange and the other of the 3 colors.

1 week later
#1865 2 years ago

New game code!!

PRO V0.98 - September 30, 2021
==============================
Fixed:
- Fixed scope not getting reenabled correctly
- Fixed more spelling errors
- Fixed weighted choice problems with the Question mark award.
- PREM/LE - Fixed mini-playfield so it always returns to the away
position at game over.
- Removed false Upper flipper EOS tech alerts.
- Fixed ENCOUNTER total calculations regarding ENCOUNTER CHAMPION.
- Fixed the Playfield Multipliers timer not resetting correctly.
- The opto leading to the mini-playfield will no longer play sounds
during tilt, test or game over.
- You can no longer Add a ball in Jet Pack Multiball when only the Super
Jackpot is lit.
- Fixed the PHASE 3 instructions of YOU HAVE WHAT I WANT. It will now
report the correct number of shots remaining for the phase.

New:
CHALLENGE MODE
- Added Challenge Mode -
- Added to GAME PLAY MENU. You can start the Challenge Mode from
the game play menu.
- Added CHALLENGE MODE to the DEFAULT GAME MODE adjustment. You
can set the game to default on CHALLENGE MODE. This can still
be overridden by the player in the GAME PLAY MENU.
- If you start CHALLENGE MODE game the game will start the wizard mode
YOU HAVE WHAT I WANT.
- Added Challenge mode champion.

Tweaked:
- Increased the score values for the Razor Crest Multiballs
- Increased how much Razor Crest Hurry up scores
- Increased all the starting replay values. You will need to change them
manually or do a factory rest to take advantage of them.
- Added THIS IS THE WAY polish
- Removed the Question Mark award in The Foundry if the game is in
COMPETITION GAME PLAY MODE.
- Changed how and when the action button works regarding equipment.
- As before, there are two types of presses: HELD and SHORT. HELD is
holding the button down for some time. SHORT is a quick tap of the
button.
- You can now use the Flame Thrower any time you want if it is available.
- The action button will be orange or toggle orange and another color
if you also have other equipment lit that is applicable.
- To use the Flame Thrower press and hold the button down. Soon it will
begin setting shots on fire from right to left across the game. When
you release the button after it begun, it will stop setting shots on
fire.
- If you also had other equipment available and you hold the button
past a very short tap the Flame Thrower will win and your other
equipment will not be used. Likewise, if you have Flame thrower and
something else available and you just tap the button you will use
your other equipment and not the Flame Thrower.
- The action button now flashes a bit differently.
- As before each equipment has its own color:
- ORANGE - FLAME THROWER - Set Shots on fire for 2X each
- GREEN - AMBAN RIFLE - Add-A-Ball in a multiball
- YELLOW - WHISTLING BIRDS - Spot lit shots in a Mission
- RED - JET PACK - Spot a level during an Encounter
- The button will flash of the color that makes sense depending on the
Equipment and where in the game you are. But if you also have the
Flame Thrower and can use it the button will now toggle between two
colors, orange and the other of the 3 colors.
- Tweaked how ENCOUNTERS are scored.
- Changed adding time from completing the Boba Fett 2-bank to just hitting
a target of the 2-bank. Just hitting either target now will add time to
most timers.
- Added the Playfield Multiplier timer to the list of timers that can
display in the main score frame.
- Tweaked the color playfield multipliers levels.
- Tweaked some of the lamp effects of YOU HAVE WHAT I WANT
- Changed the how PHASE 2 works of YOU HAVE WHAT I WANT. You need to shoot
4 shots before the time runs out instead of 4 pairs.
- PREM - Changed ball search to make the mini-playfield always move.

Moved to system 2.85 -
Updated to nodeboard firmware v0.79.0

#1973 2 years ago
Quoted from XStone:

Is the stream no longer awailable? Can't find anything on the deadlip page on twitch...(?)

Jack said to me Friday that he'll upload it on YouTube this weekend. That's not the case for now.

1 week later
#2096 2 years ago

Do you have something plugged into this one?

20211010_223259.jpg20211010_223259.jpg
#2105 2 years ago
Quoted from Peanuts:

Do you have something plugged into this one?
[quoted image]

It appears that the 9-SW-14 Switch and the 9-SW-9 Switch have been pulled out from the final design of the game.

#2106 2 years ago

A new hidden mode?

20211011_075019 (resized).jpg20211011_075019 (resized).jpg
#2157 2 years ago

@Xaqery,

I started exploring the machine this weekend, the work already done on the software is excellent!

I have two quick suggestions that come to mind:

Could there be a setting for the power of the left ramp diverter coil? Indeed, my balls, passing under in the orbit, tend to get caught/magnetized by the back of the coil when it is active. The power of the coil is too high by default in my opinion.

At the end of an encounter, when the exit post of the the mini playfield (PRE / LE) is up and there is the score screen with accuracy, this screen/position of the post should be a second or two shorter, or a rewarding sound/callout/choregraphy should me more present to fill this interlude.

That's all for today. Thanks for your work!

#2181 2 years ago
Quoted from PoopsMagee:

I'm not certain but I'd guess it's the Dank Ferric multiball you can get from the foundry. It's certainly weird enough to earn that name

I don't think so. There's two distinct ball save timer settings. One for Dank Farrik and one for Madness.

#2272 2 years ago

@Xaqery,

I'm digging the 0.98 game code. I have a few suggestions:

Sometimes, when the foundry starts or the Jetpack multiball mode starts, the main theme is still playing, it is a sound priority issue?

It would be very cool if on the main screen, we had some little thumbnails on the right of the screen in order to indicate the progression/completion in Hunter, Ambush and Scope mini modes.

Thanks for your excellent work!

#2275 2 years ago
Quoted from Enron64:

Yeah I got mine Monday, and it looks the same. I dig it. Looks great in my opinion.

Received mine today, I second that. Corrosion and scratches give to it an authentic feel. It's quite heavy in hand for a shooter rod.

#2280 2 years ago

My solution to the ever ejecting Grogu flasher: 2 layers of Led spot lamp retainer for more stiffness (#535-1324-01).

20211023_140410.jpg20211023_140410.jpg

#2281 2 years ago

Is it a typo in the operation manual or the topper will have a screen/projector?

2021-10-24_12h33_25 (resized).png2021-10-24_12h33_25 (resized).png

#2283 2 years ago
Quoted from J85M:

Weird my mini playfield and grogu lamps came with metal versions of those from factory.

Me too, but not suffisant.

1 week later
#2443 2 years ago

Does anyone else have the ball that remains magnetized under the left ramp diverter coil when it's active?

20211105_194918 (resized).jpg20211105_194918 (resized).jpg

2 weeks later
#2695 2 years ago

Picture from Stern, today.

Mando Pro on the line, with Insider Connected sticker and 1.11.0 game code?

260973002_10159817943364516_6545013759236474935_n.jpg260973002_10159817943364516_6545013759236474935_n.jpg
1 week later
#2743 2 years ago
Quoted from Apinjunkie:

So... If the new games are shipping with the 1.11.0 code, when can we expect to see that available for download?

It seems badly off for this week.

#2765 2 years ago
Quoted from Blackwolf:

I've already had to fix the Grogu spotlight after it popped out (I did the electric tape fix because I don't really want to glue it in, but it still pops out even with that, just not as often)

The tie cable method is really efficient for me, and fully reversible.

#2766 2 years ago

The Mandalorian Pro pinball machines that are on the Tilt Amusements booth at Pincinnati have the Insider Connected kit.

Can someone confirm the game code version for us and give us feedback on the gameplay?

pincinnati.pngpincinnati.png

#2774 2 years ago
Quoted from Aniraf:

Has anyone had an issue with balls sticking under the diverter coil at the back of the game? I’ve had this happen a couple of times now and I am unsure of the cause. Perhaps my balls are becoming magnetized?

It's a common issue during Jet Pack Multiball and Ice Spider Multiball, while the diverter is activated. This issue should be minimized in a future game code release, as Dwight mentioned on tiltforums.

#2781 2 years ago

Code 1.00!

LE/PREMIUM V1.00 - December 6, 2021
===================================
FIXED:
- The Razor Crest max value was able to be larger than intended. Its now
capped at 20M before being multiplied.
- Fixed a misspelling of an audit
- Fixed The MAX playfield multiplier was not capped at 7X. It was capping
at 6X.
- Ambush was not starting correctly from the ? feature in the FOUNDRY

NEW:
- Added an adjustment to break up the series of multiballs called
MULTIBALL ALWAYS ENABLED. It defaults to YES. If set to NO the player
will be required to complete a HUNTER MISSION or drain the ball before
they can continue to advance toward the next multiball.
- Added MULTIBALL ALWAYS ENABLED to the COMPETITION INSTALL. It will
be set to NO for this INSTALL.
- Changed how Ambush will start -
- Added a tiny one-shot Mini-Wizard mode that starts when nothing else is
happening; you don't have anything else running and you shoot the uturn.
- You have 6 seconds (which can be increased a bit on the two-bank) to
shoot one of 6 shots. Two of the 6 shots will start AMBUSH.
- If you shoot one of the other shots you have ESCAPED, for now. The
shot will be removed from the next time and you will have a 2 in 5
chance to start Ambush.
- If the game is in Competition game play mode the first shot will start
Ambush.
- Removed the adjustment AMBUSH ADV TO START.

TWEAKED:
- Changed "DISABLE TOP POST" adjustment. There are now 3 settings:
-- RAISE FOR RIGHT ORBITS - Default - Raise when needed and all right
orbits.
-- DEFAULT DOWN: RAISE AS NEEDED - Only raise when a rule needs it up.
-- DISABLED: NEVER RAISE - The top post is disabled.

- Added "DISABLE TOP POST" and "MULTIBALL ALWAYS ENABLED" to two INSTALLs:
DIRECTORS CUT and HOME. There are now 7 Adjustments affected:
-- FREE PLAY - Set to YES
-- HSTD INITIALS - Set to 10 LETTER NAME
-- BALL SAVE TIME - Set to 12 seconds
-- AD_BALL_SAVE_LIMIT - Set to 1
-- ALLOW LEFT+START TO END GAME - Set to ALWAYS
-- DISABLE TOP POST - Set to DEFAULT DOWN: RAISE AS NEEDED
-- MULTIBALL ALWAYS ENABLED - Set to NO

- Changed how many shots you get during each session of Razor Crest
Hurry-Up. Its now a function of how many multipliers you have lit. If
you have 0 you will get 2 shots. Each lit multiplier adds 2 shots.
Therefore if you have all 3 multipliers lit you will get 8 shots during
one session of Razor Crest Hurry-Up.
-- Since this greatly increases how many points you can receive the
points needed to be reduced at the base level. The maximum points are
still quite large.

- Changed Foundry to respond to closed action button instead of a quick
tap.

- Changed the Luke award display effects to not be killable from holding in
both flippers, in the wizard mode YOU HAVE WHAT I WANT.
- Completing a Luke level during YOU HAVE WHAT I WANT will add a ball into
play.

- Improved how and when the mini-playfield moves.

- If a ball falls into the mini-playfield when you are between Encounters
and you can start an Encounter the next Encounter will now start.

MOVED TO SYSTEM 2.98 -
Updated to nodeboard firmware v0.80.0

Added Standard Adjustment "LCD DISPLAY BRIGHTNESS" to allow dimming of LCD
display.

#2827 2 years ago

@Xaqery,

The 1.00 game code is excellent, with a nice coat of polish.

The new Ambush rules are brilliant.

The setting DEFAULT DOWN: RAISE AS NEEDED is a game changer, please set it as defaut in order to permit to everyone to enjoy the flow of this game. The only needed change to this setting could be that the post should goes up at saved ball launch, to symbolize grogu catching the ball, as seen on the screen, which is a nice touch.

Kudos!

#2848 2 years ago
Quoted from crujones4life:

If anyone still has access to the code file for 0.97 or 0.98 for the PRO model can you send me a PM? Thanks!

https://f002.backblazeb2.com/file/gamecode/mando_pro-0_98_0.spk.zip

#2850 2 years ago

With version 1.00, the main music still sometimes continues to play when we enter the foundry.

There is also always, at the end of the encounters modes, the exit post that is raised a few seconds too long.

It's still a great release! Thanks Dwight!

PS: Thanks for the undocumented change of the behavior of the left ramp diverter, now driven by the ramp opto. Excellent!

12
#2863 2 years ago
Quoted from JStoltz:

As a guy who works in industrial automation, I gotta say that people generally don't like having blanket criticisms like "poor programming" lobbed at them by their end users. Pinside is fortunate that Dwight even takes the time to read/post here, let's not drive him away by being abrasive.
There's a few other folks in here who put ideas/feedback/critique forward to Dwight respectfully/constructively. Can we stick with that vibe?

Dwight deserves all our respect for his work and his attention to users.

#2923 2 years ago
Quoted from Mando:

I saw a weird but today where the first encounter showed the wrong video .. it was IG 11 and not boba

I had this also on the Encounter mode "Protect the Child" with code 1.00.0. The mode began with Bobba (S02E14) and continued with IG-11 (S01E08) on the next level . You are right, there's a mixed up with the videos of the Encounter mode "Escape to the sewer".

11
#2960 2 years ago

New version!

LE/PREMIUM V1.01 - December 16, 2021
====================================
NEW:
- Added new adjustment called SKIP ENCOUNTER BONUS LEVELS.
- It defaults to YES.
- If set to YES Encounters will skip the first two bonus levels. You
will be allowed to continue from level 1 to 2 to 3 without interuption.
The Bonus level will only start after level 3. Bonus level points are 2X
what they were.
- If set to NO the serries of levels and bonus levels are unchnaged.

TWEAKED:
- Setting the Adjustment MULTIBALL ALWAYS ENABLED to NO will now require a
new Hunter Mission to be started and competed or draining the ball before
you can advance to the next multiball.
- Changed the default of MULTIBALL ALWAYS ENABLED to NO. By default you will
need to complete a hunter mission after the Multiball or drain before you
can advance to the next multiball.
- Added MULTIBALL ALWAYS ENABLED difficulty Installs. It will be set to YES
for EASY and EXTRA EASY and set to NO for MEDIUM, HARD and EXTRA HARD.
- Setting Competition game play mode from the GAME PLAY MENU will treat the
adjustment MULTIBALL ALWAYS ENABLED as if its set to NO

- Changed the default of adjustment DISABLE TOP POST to be
DEFAULT DOWN: RAISE AS NEEDED.

- Improved some sounds volumes

- Improved some messages for Encounters

MOVED TO SYSTEM 3.01 -
Updated to nodeboard firmware v0.81.0

#2961 2 years ago

Nice move !

Changed the default of adjustment DISABLE TOP POST to be DEFAULT DOWN: RAISE AS NEEDED.

#3045 2 years ago

@Dwight, I have a few more suggestions:

Could you add these HSTD?

AMBUSH CHAMPION
HUNTER CHAMPION
SCOPE CHAMPION
BESKAR CHAMPION
DANK FARRIK CHAMPION

Could you lower the TROUGH EJECT POWER (240 is too much)?

I think that the second sentence, from the latest rulesheet, is no more needed: Each encounter has 3 levels. After completing each level you will have a few seconds of a Bonus Level.

Thanks a lot!

#3073 2 years ago
Quoted from Axl:

Is this ramp broken? Or does it look like that from the factory?
[quoted image]

It's like that from factory.

#3090 2 years ago
Quoted from Jesder:

I'm still finding the "Light Heal" award from the Child doesn't actually light heal in the latest code.

I have this bug also (was present in 0.98 and 1.00)

#3093 2 years ago
Quoted from J85M:

So far it’s capture the mythrol, can’t remember the second and find the Jedi after that it goes back to capture the mythrol.

The second one is the Krayt Dragon.

#3094 2 years ago
Quoted from J85M:

Can someone double check this also pretty sure it’s a bug as I cannot get the right inlane hunter insert to light.

I don't have this one.

20211220_200347.jpg20211220_200347.jpg
#3098 2 years ago
Quoted from J85M:

LED When you light Hunter from the 3 stand up targets do both inlanes light for you?

Yes, and the flipper buttons change the enlightened lane insert.

#3126 2 years ago

It would have been fantastic to have the main screen representing the Razor Crest on different planets, in function of the last mission launched, with all the changes of lighting, soil, climate and flora that this implies (including Nevarro, Trask, Corvus, Morak).

#3142 2 years ago

I think that mission 1 "Find the Asset" is lacking some callouts and sound FX. More IG-11would be great for this one!

2 weeks later
#3254 2 years ago

Speaking of the heal award bug, a "Double heal" feature would be great, by cumulating the one awarded by Grogu and the one in the foundry, for example. The two outlanes would be then protected. The first side drain would unlit one heal insert, then we would have to use the flipper buttons to move the protection of the last heal insert.

This would help the nasty side drains.

#3258 2 years ago
Quoted from PaulCoff:

Has anyone installed the 10pc plastic protectors and did you need to get longer screws to accommodate a secure fit? What best sites have the protectors and colors to choose from? Thx

With the translucent protectors, you don't need the longer screws, but I know the colored protectors are a bit thicker.

#3265 2 years ago
Quoted from J85M:

Agree mate, I have spoke to Dwight and mentioned it more than once that having the ability to “power up” items in the foundry would be fantastic.
Buying more than one heal to light both outlanes, buying a second flame thrower without using your first gives you 4x, buying more whistling birds - first purchase gives you 1 shot, 2nd giving you 3 and 3rd purchase 5 shots kinda like the ability in deadpool powering up booms to super booms.
Would just add a lot of strategy to the whole Beskar/foundry system.

You're absolutly right, it would be awesome.

Speaking of foundry, when choosing the question mark, the random pick animation doesn't stop on the right item. It doesn't correspond to the item finally awarded after the zoom, on the center of the screen.

#3267 2 years ago
Quoted from mpdpvdpin:

Hey all, just got a Mando at our location and installed the most recent code update. When I hit the flippers some score is awarded…in switch test I can see that the “10pt switch” is activated when I hit the flippers. What IS that switch?!? Also…along with the additional points the game is automatically awarding Beskar for each flip. I’m not sure what even triggers that as I’ve not really played the game yet. Any help is appreciated
[quoted image]

It's the switch behind the scoop, between the two pop bumpers (numbered 40 on the schema). The leafs should be too close.
Screenshot_20220109-224241_Drive (resized).jpgScreenshot_20220109-224241_Drive (resized).jpg

1 week later
#3426 2 years ago

@Xaqery, it's a solid bug fix release.

And thanks for the Double Heal!

1 week later
#3580 2 years ago

It looks promising. These kits are made by PU Parts.

Here are the instruction manuals for better understanding of the purpose of these kits:

Pro ramps upgrade kit:
https://pu-parts.com/mediafiles/pdf/pu-mandalorian-ramp-upgrade-kit.pdf

Mandalorian upgrade kit:
https://pu-parts.com/mediafiles/pdf/swtm-pu-upgrade-kit.pdf

#3708 2 years ago
Quoted from J85M:

Has anyone received this art plastic in their apron?
[quoted image]

Nope. It's on the Premium version on the production units.

There has been an inversion since the images of the press release.

#3718 2 years ago
Quoted from Psw757:

Perhaps but any new or recent build that has the IC apron will not have this so I’m guessing going forward nobody will.

Of course.

#3727 2 years ago
Quoted from J85M:

I haven’t seen it on any premiums in person, wouldn’t mind tracking one down to replace my right LE apron plastic it’s a little shit lol, much prefer the Mando one.

Right. Early premium, without IC aren't very common, but you can probably find an owner of one of these, who wants to upgrade his machine with a retrofit IC kit and who doesn't care to much about the original plastic.

#3745 2 years ago

I have seen two bugs today with version 1.02 on Pre/LE.

In a challenge game mode, in phase one, I made the 3 first shots and had to do the fourth. After approximately 30 seconds without making this shot, the game timed out and backed to a standard game, until the end of the ball. I have repeated this bug two times.

In a standard game, in an encounter phase, the inserts of the main playfield were unlit (note: The foundry was previously lit). I made the foundry shot and entered in the foundry. It's a little confusing.

On a side note, in the challenge mode, between phase 1 and 2 there's a sudden sound cut in the music, without any transition with the next track.

1 week later
#3990 2 years ago
Quoted from Dalewin:

Joined the club today with a Premium. Also missing the ramp decal and found this loose in the machine. Anyone know where it goes?
[quoted image]

Plunger Shooter Gauge

#4018 2 years ago
Quoted from JoeF:

Joined the club last week with a Premium (Jan 20 build date) - enjoying the game, learning the rules, adding mods... Really appreciate the tip & tricks contained in this thread, really helpful to get this game dialed in. However, does anyone know about this connector? Its labeled C2 and I found it loose behind the backboard on the mini playfield side. Looked around, can't find anywhere it would connect to. Thanks!
[quoted image]

This connector is not used...for now.

#4021 2 years ago
Quoted from KozMckPinball:

Might have been the connector for the moving Razor Crest at one time. That design was scrapped for a static Razor Crest according to Brian Eddy.

I'm agree.

#4045 2 years ago
Quoted from J85M:

While I have my game in bits again “curse you grogu!!” I noticed my main ramp where it connects to the second part of the ramp behind the back board looks like it was cut by a blind man during an earthquake.
Anyone else’s look this bad?
[quoted image]

Yes, the blind man did a very constant job!

#4049 2 years ago
Quoted from Blackwolf:

Late to the party on this one, but this exact same hookup mishap happened on mine, and I was in the first batch of Premiums in the summer. However, the wires were labeled just fine so I just swapped the connectors and all was good.
I didn't notice they were hooked up wrong until the Challenge Mode was added in an update after a few months and I couldn't clear the right ramp no matter how many times I hit it, even though a noise was being made!

I had this on my LE also.

#4177 2 years ago

Small audio grips on 1.02 game code:

Sometimes, after a multiball, the end of ball bonus sound effect is oddly too loud.

Also, I think that there should be a sound fx/callout/visual effect to warn the ball lock/ready on the left ramp diverter. It would be more immersive and would be useful, notabily in multiballs, where my eyes are not always on this part of the playfield and I often sdtm on the upper playfield without realising there was a ball on it.

I think the right orbit sound FX is a little too quiet.

Also, the immersion would be greater with the upper playfield if the was a sound fx to follow the movements/tilting of the mini-playfield.

1 week later
#4344 2 years ago
Quoted from J85M:

And where’s Mando Madness I tried everything for that mysterious achievement “Tatooine Sunset”

I think it's:
Hunter completed
+ Encounters completed
+ Missions completed
+ Scope completed
+ Razor Crest completed
+ Ambush completed

1 month later
#4739 2 years ago
Quoted from J85M:

I don’t think it’s in the game yet, no one seems to have found the mode it’s tied too.
Xaqery ??

Topper mode?

2 weeks later
#4882 1 year ago
Quoted from Beez:

Any idea where this decal fell off from?
It’s not obvious so I thought I’d ask - Thanks
[quoted image]

Decal from the right ramp.

#4934 1 year ago
Quoted from J85M:

When is that stream from? Looks recent from jacks appearance.

https://www.twitch.tv/deadflip/v/1476121816?sr=a&t=476s

1 week later
#4977 1 year ago
Quoted from J85M:

I spoke to Dwight a while back about the code and mentioned Ambush and Hunter need to be worth bigger points, otherwise they simply get ignored by tournament players as neither mode is really worth playing when it comes to points.
From what I remember he was pretty set on Hunter being for Beskar. I still feel it needs to be worth points too though or at least the mode should offer up the risk reward for great Beskar and points rewards the deeper in you go before cashing out. Totally understand the theme integration and reasons behind it but often if something isn’t worth much then there’s a group of players who will just ignore the mode and that’s a shame.
Xaqery can probably recall the conversation better than I and chim in on the points/Beskar discussion above regarding these modes.

+1, and in my opinion :

  • The ambush mode levels order should be random, to better represent the unpredictable aspect of an ambush.
  • The missions sometimes lack sound FX and callouts from the scenes.
  • The foundry needs another special mode to add some magic.
  • Please add some HSTD.
#4980 1 year ago
Quoted from wackenhut:

Is a code update in the works?

I'm pretty sure of that, the Topper settings aren't visible yet.

#4985 1 year ago

Comparison of the original diverter (early build) vs the newer one, sold by Marco Specialties and probably elsewhere. Full seam weld and slot/tab mating for the newer one:

PXL_20220515_201945582.jpgPXL_20220515_201945582.jpgPXL_20220515_202023569.jpgPXL_20220515_202023569.jpg

#5001 1 year ago
Quoted from NickBuffaloPinball:

Do the Cliffy ones require you to drill your own holes in the ramps?

No, it feets in the upper holes.

#5052 1 year ago
Quoted from DiabloRush:

Just got my new Mandalorian in today from Stern. There's no "NET" menu in the options. Any suggestions? I wrote Stern an email per their service procedure, but haven't heard back a thing. Any suggestions? Software versions shown below as well. [quoted image][quoted image]

Game code 1.20 is needed for NET menu. You'll have to update your machine with a usb stick, for the last time.

3 weeks later
#5164 1 year ago

This is the day?!

1 month later
-1
#5567 1 year ago
Quoted from Xaqery:

This is "By Design" Your double Heal increases your shot of saving the ball but you only get one.
Thanks

Thanks Dwight!

Given the difficulty of progression in the game, it would have perhaps been better to not loose both "Heal" inserts at once when the "Double Heal" is activated and the ball drains on a side.

13
#5569 1 year ago

Mandalorian Game Code V1.30 Released!

LE/PREMIUM V1.30 - AUGUST 2, 2022
=================================
**** FIXED ****
- FOUNDRY no longer allows you to buy razor crest if its disabled
- Fixed a spelling error
- Fixed an issue where the 2nd Encounter was not moving at the start.
- Fixed an issue where the timers would continue to count down if the player
was in the foundry.
- Ball Save Limit Adjustment was not working correctly.
- Starting a mission from Super Skill or Foundry will now give you credit
for that mission.

**** NEW ****
- Added many new lamp effects
- Added many new speech calls

**** TWEAKED ****
- Match now allowed in TEAM PLAY game play mode

**** STERN INSIDER CONNECTED ****
- Home Team
The Home Team features allows Insider Connected players to log in
and play without scanning their QR code.

When the game is registered to a home location and set to Free Play,
Home Team can be enabled via Standard Adjust #51 or from Guided Setup.
Up to 8 players can be added to the Home Team from the Stern Insider
Connected Setup menu.

The Home Team can be shared across all games registered at the game's
location by enabling the Home Team Standard Adjustment on each game.
Players need only be added once to the Home Team. Players can be
later removed from the Home Team, and guests can be temporarily
added to the Home Team.

Find out more about Home Team at http://insider.sternpinball.com.

**** MOVED TO SYSTEM 3.20 ****
Updated to nodeboard firmware/protocol v1.00.0

Correct the replay score boost when Standard Adjustment REPLAY TYPE is set
to DYNAMIC. All REPLAY LEVELS for all players are potentially immediately
increased instead of only replay level 1.

Correct Standard Adjustment FREE PLAY LIMIT. Previously this adjustment
would not be honored
in all circumstances. FREE PLAY LIMIT sets the maximum number of free
games which a player can win during a game. Once the FREE PLAY LIMIT is
reached, a player will not receive a free game from:
a REPLAY level (if REPLAY AWARD is set to CREDIT)
a SPECIAL (if SPECIAL AWARD is set to CREDIT)
Grand Champion/High Score (if HIGH SCORE AWARD is set to CREDIT
a match (if MATCH AWARD is set to CREDIT)
The default setting for FREE PLAY LIMIT is 5 games (per player per game
played).

NOTE setting the FREE PLAY LIMIT to a value less than the number of REPLAY
LEVELS will decrease the number of REPLAY levels available.

Fix redundant sound effect when scanning into Insider Connected in some
instances.

Added Standard Audit "Total Power On Time". This is a lifetime audit of the
hours, minutes, seconds the machine has been powered on. This lifetime
audit will start accumulating with this update.

Added the ability to unregister a machine via the Stern Insider Connected
menu. A machine must be unregister from an Insider Connected account prior
to being added to a new account. Highlighting and selecting "Yes,
unregister this game." will unregister the game from your account.

Stern Insider Connect Setup Screens:
IP, network name, and WiFi signal strength displayed in top corners of
display.

Added Net->About->Events page
This page will display:
The current date and time
The date and time the game was recently powered on
The play count since powered on
The coin count since powered on
The paid credit count since powered on
The service credit count since powered on
The coin door open count since powered on
The tilt count since powered on
The date and time the game was previous powered on
The date and time the game was previous powered off
The lifetime power on count

Update the factory default value of "ALLOW LEFT+START TO END GAME" to "FREE
PLAY ONLY".

Update Install Competition: set "ALLOW LEFT+START TO END GAME" to "NEVER".

Added new Standard Adjustment "COIN ACCEPTOR" whose value can be
"MECHANICAL" or "ELECTRONIC", and default value is "MECHANICAL". This
adjustment is only available when the Country is set to Italy and Free
Play is set to No.

The coin door for Italy with a MECHANICAL acceptor is configured:
left coin switch: EUR 0.50
center coin switch: EUR 0.10
right coin switch: EUR 0.50
4th coin switch: EUR 0.10
5th coin switch: EUR 0
6th coin switch: EUR 0

The coin door for Italy with a Electronic acceptor is configured:
left coin switch: EUR 0.50
center coin switch: EUR 1.00
right coin switch: EUR 2.00
4th coin switch: EUR 0.20
5th coin switch: EUR 0
6th coin switch: EUR 0

Guided Setup
Added "Coin Acceptor" setting, only available when Country is set to Italy
and "Free Play" is No. Hide "Game Pricing" when "Free Play" is set to Yes.
Add translation strings for some top level selections.

Fix game reboot issue at power on with coin door interlock switch in the open
position.

1 month later
#5838 1 year ago
Quoted from J85M:

While we are talking about achievements has anyone got the flamethrower one?

The Heat is On? I had it with code 1.30 without problem.

1 week later
#5877 1 year ago

A little update:

LE/PREMIUM V1.31 - SEPTEMBER 12, 2022
=====================================
**** FIXED ****
- Fixed crash involving removing a player from home team.

**** TWEAKED ****
- Ramp diverter will no longer wait time out during End of ball Bonus
- The game will take you out of Encounter lightinbg from many more targets
and switches if the ball exits without closing the exit switch.

**** MOVED TO SYSTEM 3.22 ****
Corrected potential game reset issue.

When entering a WiFi password, the previous characters will be displayed as
an asterisk. The WiFi password will be displayed as all asterisk when
entering the setup screens or scanning the WiFi setup QR code.

Added Service Menu Tech Alert when weak signal strength is detected. The
signal strength and SSID will be displayed. An average signal strength
< 40 is considered weak. A weak WiFi signal may contribute to a slower or
inconsistent connection which may effect the abilty to login or download
software updates. Signal strength can be improved by the use of an
inexpensive WiFi extender. A wired Ethernet connection can also be used in
cases where WiFi signals are problematic.

Added Standard Adjustment "ENABLE HOME TEAM IN COINPLAY", default value of
NO. Setting this to YES will allow Insider Home Team to be available for
machines not set to Free Play. Normally "USE INSIDER HOME TEAM" is only
available in Free Play mode. Many home players, who choose to use their
game in Coin Play, have requested the ability to enjoy Home Team! Setting
this this adjustment to YES will default the Home Team Guest Retention to
Never. If you wish a different setting you will have update that adjustment
after enabling Home Team in CoinPlay. Home Team is not available for
machines registered to a Pro account operating in a commercial environment.

Added Standard Adjustment "REMOVE FRACTIONAL CREDITS". Values are:
"NEVER" and "AFTER X MINUTES IDLE", where X is between 30 and 240.
The default value is "NEVER". If the game is idle (no coin or flipper
switch activity in attract mode) for X minutes, any fractional credits will
be removed. Whole credits will NOT be removed.

Added Standard Audit "FRACTIONAL CREDITS REMOVED", which will track the
number of fractional credits that have been removed when the game was idle.

Changed the default value for Insider Connected Software Update to "Install
updates automatically".

#5897 1 year ago

The light show seems far better in encounter modes on 1.31 version. It seems more interactive.

4 weeks later
#6136 1 year ago
Quoted from Boosted:

Did I hear right on the Topper podcast that Stern are listening to its customers and there will be another significant code update with the topper?
I get there will be new topper specific modes, but I think they alluded to a revamp of "scope" entirely.

Great!
Where is the podcast you are referring to?
TIA

#6138 1 year ago
Quoted from Peanuts:

Great!
Where is the podcast you are referring to?
TIA

Ok I found it, the Topper's podcast is in the Insider Connected account : https://insider.sternpinball.com/exclusives/322

#6139 1 year ago
Quoted from Boosted:

Did I hear right on the Topper podcast that Stern are listening to its customers and there will be another significant code update with the topper?
I get there will be new topper specific modes, but I think they alluded to a revamp of "scope" entirely.

It's the Ambush mode that will be revamped.
From the podcast:
In this release, the Topper release, it's also coming with it an Ambush release. Ambush is getting a major overhaul too. That was more feedback that I'd gotten from the community was that Ambush, it wasn't scoring enough and wasn't worthwhile. I think they'll be happy with
what they're going to see with the Topper release.

#6183 1 year ago
Quoted from surebeam:

Wait there’s more. The back metal rounded guide at top of ramp is loose and swivels back and forth. Can Anybody with a machine tell me how there is secured in place. On the right bottom of piece there is a long metal spike that goes through a hole on the metal floor of ramp, mine now has nothing securing it so it flips around.
[quoted image]

This part is broken on your machine : https://www.marcospecialties.com/pinball-parts/515-2392-00

For the coil, have you checked the plug connectivity under the playfield?

#6184 1 year ago

From Dwight on TiltForums, about an exploit in Encounters mode and the next game code release:

"The fix will be in the next release which is imminent"

"The next release features the topper and some slightly new rules for Ambush plus a few other bug fixes and tweaks."

15
#6211 1 year ago

YES!!!! Thanks Dwight!

LE/PREMIUM V1.40 - OCTOBER 30, 2022
===================================
**** FIXED ****
- Fixed the HEAT IS ON Achievement. It was not awarding correctly before.
- Fixed the MISSION MASTER Achievement. It will now be awarded at the start of
the frenzy phase.
- Fixed the AMBUSHED BIG POINTS Achievement. It was not awarding correctly
before.
- Fixed the JACK OF ALL Achievements. They were not awarded correctly before.
It was being awarded too often.
- Fixed the TARGET Lifetime Achievement. It was being awarded too often.
- CHALLENGE MODE is now limited to single player.
- The Child was not awarding SUPER SPINNER correctly.
- Foundry could give awards when it should not have.

**** NEW ****
-- New AMBUSH rules --

- Ambush begins with a successful shot during TRY TO ESCAPE.

- TRY TO ESCAPE -
- When you shoot the RIGHT SCOOP (PREM/LE) or the U-TURN (PRO) this quick
timed mini-mode may start.
- Try to Escape will end when the timer runs out or any shot is made.
- Try To Escape shows 6 shots and gives a few seconds to shoot one. Two of
the 6 shots will start AMBUSH and the other 4 will not.
- If you fail to be Ambushed, the next TRY TO ESCAPE attempt will have one
less shot lit until the only shots that are left will start Ambush.

- ONCE AMBUSH IS STARTED -

- The mode has two phases to it: WHITE and BLUE
- It begins with WHITE.

- WHITE PHASE -
- All during this phase the value trys to count down.
- The players have 2 goals during this phase.
1 - Build the value by shooting white shots.
2 - Shoot the flashing red Ambush shot to Lock in the value and move to
the BLUE PHASE.
- Doing this, shooting the red Ambush shot during the WHITE PHASE,
will give an extra award starting with the 2nd time. The 2nd time
you move to the BLUE PHASE you will gain a Flamethrower. The 3rd,
4th, and 5th time will award a playfrield multiplier.
- If the player completes Ambush the playfield multiplier timer will
continue past the end of the Ambush mode.

- BLUE PHASE -
- The player can only do one of two things:
1 - Shoot the flashing AMBUSH to end the mode and collect the
currently locked value.
2 - Shoot ANY blue shot to build the value and take you back to the
WHITE PHASE.

- Increased all the scores by more than 50%. The Max score for the final
shot is now 15 million which can top out at 720 million (without a Signet)
if you have all the multipliers active.

- The mode is timed. If the timer runs out it will end.

- SUMMARY -
- The mode has two phases to it: WHITE and BLUE
- The main Ambush award is always in one of 2 states. Its Counting down,
getting smaller, during the WHITE PHASE or locked in waiting to be
collected in the BLUE PHASE. You can increase the value by shooting a
white or blue shots.

- Shooting the RED AMBUSH shot -
- During the WHITE PHASE it will lock in the value and move you to the
BLUE PHASE.
- During the BLUE PHASE it will collect the main point award and end the
mode.

--- TOPPER ---
- Added Topper support -
- During the game over the topper will display various things including:
- Logos
- The player scores of the last game.
- High Scores and champions.

- During the game the topper has a main background that has 3 parts:
- Left Icons -
- Six icons that represent the 6 main rules of the game.
- They reset at the start of the game. The icons are gray.
- As you complete each of the 6, the appropriate icon will light up.
- When all 6 are complete the game will try to start the Mandalorian
Madness Wizard mode.
- It will start as soon as it can, but not during anything else.

- Center Hologram -
- The center will reflect what is happening in the game
with a hologram.

- Right Beskar Meter -
- The Right side is a Beskar meter that tracks all the
Beskar earned by all the players from game to game
until someone reaches the top.
- The player that reaches the top will light The
Foundry to collect Beskar Bonanza.
- The Foundry will stay lit until someone collects it.
- The Meter will reset once someone collects Beskar
Bonanza.

- During the game the topper will also celebrate some of the milestones
the player completes including various awards like Extra Balls and
Super Jackpots.

- If the game is set to COMPETITIVE PLAY the topper will show all the
current scores and who is winning.
- You can choose COMPETITIVE PLAY from the GAME PLAY MENU. You access
the GAME PLAY MENU by holding in both flippers when you are between
games.

- If the game is connected to STERN INSIDER CONNECTED, when you log in,
the topper will show you your lifetime Encounter accuracy and how
much total Beskar you have ever earned. Bragging rights.
- You can see your data anytime you log in even if you don't play.

- Added Beskar Bonanza -
- When someone reaches the top of the Beskar meter in a connected
topper, The Foundry will light.
- Once lit, the Foundry will stay lit until someone collects it.
- The player that collects it will receive one of every item in the
Foundry.
- Once collected the Beskar Meter will reset.

- Added Mandalorian Madness -
- With a topper installed, the game will track when each player
completes each of the six major features of the game: MISSIONS, RAZOR
CREST MULTIBALL SUPER JACKPOT, ENCOUNTER, all 3 SCOPE awards, HUNTER,
and AMBUSH.
- Once all are complete the game will go into MANDALORIAN MADNESS READY
state. The player will need to shoot the center ramp to start
MANDALORIAN MADNESS.

- MANDALORIAN MADNESS is a timed multiball that starts with 1 ball in
play. At the end of the time the mode will end.
- Most of the areas of the game that got the player to this mini-wizard
mode are now active and will progress you in the mode.
- Both HUNTER shots (left and right Orbit) are lit and when complete
will light Super Jackpot.
- All 3 MISSION shots (left eject, left ramp, and right ramp) are lit
and completing all 3 will light Super Jackpot.
- 2 of the 3 SCOPE shots will be lit and completing them will light
Super Jackpot.
- The Right ramp for AMBUSH will be lit and completing them will
light SUPER JACKPOT.
- SUPER JACKPOT can be lit and stacked up to 5 times. Collecting them
Stacked is worth more than collecting them individually.
- Collecting a Super Jackpot adds a ball into play.
- ENCOUNTERS will be lit when Mission is not lit on the left ramp and
the ball will be diverted into the upper playfield. Completing all
6 targets will add +1X playfield multiplier.

- Added Achievement Tatooine Sunset. You get this achievement if you score
75 million or more during Mandalorian Madness.

- Added adjustment "BALL SAVE TIMER: MADNESS".
- Added to the difficulty Installs as well.

**** TWEAKED ****
- Tweaked the background lamp effects during Ambush so you can more better
see your Flame Thrower shots.
- Slowed down how fast Ambush counts down during the WHITE phase.
- Improved the background lighting for Ambush.
- Removed the ability to do ADD A BALL during the final phase of I LIKE THOSE
ODDS
- Changed how many shots needed during TRY TO ESCAPE to start Ambush during
Competitive Play from 1 to 2.
- Limited Add a Ball from Luke Awards in YOU HAVE WHAT I WANT to one.

**** MOVED TO SYSTEM 3.25 ****
Updated to node board firmware/protocol v1.01.0

Updated "Target Game Time" to guarantee the entire time for a single ball
game.

#6228 1 year ago

Thanks again Dwight for the update!

Do you plan to update the game rulesheet in order to reflect the latest additions?

1 month later
#6624 1 year ago

New code update:

LE/PREMIUM V1.41 - DECEMBER 15, 2022
====================================
**** FIXED ****
- The HEAT IS ON Achievement really works now.
- The Beskar meter on the Topper will corectly retain its value when powered off.

**** NEW ****
- Added a new Adjustment - TOPPER THEME. Use to change the default topper
light colors.

**** MOVED TO SYSTEM 3.28 ****
Added Connectivity Icon (Ethernet or WiFi Signal Bars) to attract mode
Insider Connected screens. The Icon will be displayed in the upper
right corner with the number of credits/free play.

Blink selected icon in Service Menu Dot Matrix menus

#6664 1 year ago
Quoted from sirlonzelot:

Is Doug reading here ?

Do you mean "Dwight"?

1 week later
11
#6730 1 year ago

The Razor Crest Topper has just landed in France in time for Christmas. This is the way.

Happy Christmas to all!

PXL_20221225_104636129 (resized).jpgPXL_20221225_104636129 (resized).jpg
2 months later
#7018 1 year ago
Quoted from Thunderbird:

Whole heartedly agree with you. It needs way more to justify the huge cost. More interactive modes and animations on the display is a must. Please Xaqery do your magic and don’t let us down, since we’ve spent our hard earned dollars on your efforts to make it even better. At $2,000.00 there’s plenty of profit there to make additional code/assets.

Yes! Greef Karga giving the missions? Carl Weathers callouts + Hologram + Razor Crest's Dashboard -> This is the Way !
MV5BNzFhOGVmODgtOTNhZi00MWMzLWE3MzQtZDY2YTMxMjExYzVhXkEyXkFqcGdeQXVyNzgxMzc3OTc@._V1_ (resized).jpgMV5BNzFhOGVmODgtOTNhZi00MWMzLWE3MzQtZDY2YTMxMjExYzVhXkEyXkFqcGdeQXVyNzgxMzc3OTc@._V1_ (resized).jpg

#7021 1 year ago
Quoted from Thunderbird:

Good ideas to send to Stern.

Done

1 month later
#7260 12 months ago
Quoted from Thunderbird:

Thought season 3 was fun. Sure there were some stupid parts like Lizzo and Jack Black, but overall main parts continued the story arch. Just watched the 8th one last night. Would be good fun if Stern eventually offered season 3 as DLC. That’d be the only way they’d be motivated to offer it, I would think. I’m in if they ever do. Mando is one of my goto shooters.

Yes, IG-12 & Grogu Multiball would be fun!
-Light Child + Center Shots to activate it
-Blue "YES" Shots
-Red "NO" Shots
-With bonuses on blue ones
-...
7df58fcb-c06c-4f3a-aa9b-40f1bc1c5fa6-f2ea7e9b309b6c283592e95361d9f784b4-the-mandalorian-s3e7 (resized).jpeg7df58fcb-c06c-4f3a-aa9b-40f1bc1c5fa6-f2ea7e9b309b6c283592e95361d9f784b4-the-mandalorian-s3e7 (resized).jpeg

3 weeks later
#7314 11 months ago

@Xagery, can you let the top post up in the magnet phase of the child?

The ball on my LE table often goes back to the right orbit instead or the top lanes, pushed by the force of the magnet.

If the top post was up, this exit would be closed.

TIA.

1 month later
#7418 10 months ago

I have found a small bug in the 1.42 game code.

When you buy two items at once in the foundry, it only counts for one in Insister Connected for the achievements "Trader".

6 months later
#7728 3 months ago
Quoted from Falc0nWing:

The video is a bit misalinged on my topper, like the mirror postion seems 1-2cm too much forward, so it can reflect what is on the bottom of the screen. any ideas how to fix?
I was searching in the settings when I found that Game Adjusments #56 is changing the color scheme of the topper, pretty cool!!
[quoted image]

I also had this problem. Here is the solution from Stern:

Good morning Samuel,

Thank you for the picture. Sometimes because of shipment, the screen will loosen up and not sit correctly on the support brackets. Please remove the screws around the rim of the front plastic of the topper to get access to the screen. I have added a picture below that demonstrates how the screen should be sitting on the brackets. I have also circled in red the three screws that most likely came lose during transport, causing the screen to shift. If you reposition the screen and retighten the screws, the display will then be horizontal.

Unfortunately, there is no current setting to raise the display or change the size of the images.
image (1).pngimage (1).pngimage.pngimage.png

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JK Pinball
 
$ 6,999.00
Pinball Machine
The Pinball Place
 
$ 9,799.00
Pinball Machine
Gameroom Goodies Arizona
 
$ 5.00
Cabinet - Decals
Pinball Fuzz
 
$ 89.99
Cabinet - Decals
Maine Home Recreation
 
From: $ 30.00
Cabinet - Other
Rocket City Pinball
 
€ 90.00
Playfield - Toys/Add-ons
Pino Pinball Mods Shop
 
$ 19.95
13,500
Machine - For Sale
Corbin, KY
€ 40.00
Playfield - Toys/Add-ons
Pino Pinball Mods Shop
 
From: $ 30.00
Cabinet - Other
Rocket City Pinball
 
6,000
Machine - For Sale
West Chicago, IL
7,250 (Firm)
Machine - For Sale
Washington, VA
€ 65.00
Playfield - Toys/Add-ons
Pino Pinball Mods Shop
 
$ 130.00
Gameroom - Decorations
Dijohn
 
$ 85.00
Playfield - Toys/Add-ons
Diddy's Pinball Mods
 
9,450 (OBO)
Machine - For Sale
Rochester, MN
From: $ 130.00
Lighting - Backbox
Myth Pinball Parts Shop
 
From: $ 30.00
Cabinet - Toppers
+CY Universal
 
$ 1,999.00
Cabinet - Toppers
Maine Home Recreation
 
$ 8,500.00
Pinball Machine
The Pinball Place
 

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