- Game Information
- Modes of Play
- Skill Shots
- Razor Crest Multiball
- Other Features
- Mini-Wizard Modes
- This Is The Way
The story of The Mandalorian is set after the fall of the Galactic Empire and before the emergence of the First Order. The series follows the travels of a lone gunfighter in the outer reaches of the galaxy, far from the authority of the New Republic.
In this action-packed pinball quest, players are transported to a galaxy far, far away as they play as the Mandalorian, teaming up with key allies and protecting Grogu, while battling dangerous enemies and forces across their journey.
- Lead Designer: Brian Eddy
- Lead Game Developer: Dwight Sullivan
- Lead Mechanical Engineer: Tom Kopera
- Lead Sound Designer: Jerry Thompson
- Lead Artist: Randy Martinez
- Display Effects Lead: Paul Chammankit
- Associate Game Developer: Mike Vinikour
- Software Support: Dean Grover, Corey Stup, Mike Kyzivat, David Sullivan, Mark Guidarelli, Tanio Klyce
- Director of Animation: Chuck Ernst
- Artists / Animators: Tom Kyzivat, Olivia Jensen, David Liskovec, Marc Raneses, Mark Galvez, Alex Borre, Mimi Ernst
- 3D Models: Chuck Ernst, George Gomez, Alex Borre, Mimi Ernst
- Art Director: Greg Freres
- Production Art: Steven Martin, Justin Frait
- Sculpt Decorations: Dave Cortez
- Voice Talent: Carl Weathers
- Music: Ludwig Göransson, Shawn Myers
- Alpha Testing: Nick Weyna
- Release Date: May 11, 2021
- Wiki Rulesheet based on Code Rev: 1.01.0
Modes of Play
These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:
See below for full rulesheet.
Same as Standard but with elements of randomness removed.
Shared progress between 2 to 4 players.
2 vs. 2 players, 3 vs. 1 player or 2 vs. 1 player.
Game set to Very Hard:
- No ball save or extra balls (cannot purchase them from the Foundry).
- Multiballs harder to light.
- Multiball ball save shortened.
- Slightly less Beskar awarded.
- Unable to purchase Armor from the Foundry.
- ~2.5 seconds of hold time per flip before flipper releases. Hold time recharges when flippers are not flipped. Does not affect the mini playfield flippers. (Think: party game.)
In a multiplayer game, player one is the “Monster” and plays with Impossible Play rules. All other players are set to Standard Play.
In the Challenge mode, you directly play the the “You have what I want” wizard mode.
Typical jukebox feature as seen in most modern Sterns, allowing you to play the music featured in the machine, including a number of specific playlists.
Regular Skill Shot: The ball falls into the CHILD top lanes area by default. A strong shot will always fall through the “C” lane, so either time your plunge accordingly or nudge the ball through either of the two cycling lit lanes. Skill shots award 1 million points (+1M per skill shot) and these awards:
Super Skill Shot: Hold in the left flipper until the ball passes the C lane to light the super skill shot sequence: U-Turn to right ramp to one of three final shots, within 5 seconds per shot. Each final shot gives a different award:
- Left scoop - Starts currently lit Mission; qualifies Whistling Birds if a mission is lit.
- Left ramp - Starts currently lit Encounter; qualifies Rising Phoenix (Pro) / Jet Pack (Prem / LE) if Encounter is lit.
- Center ramp - Starts currently lit Razor Crest Multiball or Hurry-Up depending on what feature will be started next; qualifies Amban Rifle if already lit.
Razor Crest Multiballs
The Razor Crest is the Mandalorian’s ship, which originally served as a military patrol craft prior to the rise of the Galactic Empire and helped him during his early years as a bounty hunter.
There are three Razor Crest Multiball modes that can be played throughout the game - they cannot be replayed until This Is The Way has been activated. These three multiball modes are started by shooting the center Razor Crest target with enough strength to register a direct hit enough times; the multiball is determined by the currently flashing numbered green insert, which is changed by hitting the “BOBA” and “FETT” standup targets when a multiball isn’t currently lit, and is started with a shot that heads all the way around the center ramp. Each successive Razor Crest feature started requires an additional target hit.
After playing a multiball, the Razor Crest can be relit to start Razor Crest Hurry-Up by completing a Hunter mode. The Razor Crest also relights when the ball drains, if it isn’t currently lit. Playing all three multiballs in a single game qualifies Precious Cargo as the final Razor Crest award. Every Super Jackpot scored during multiball adds 2.5 million to end-of-ball bonus.
The three multiball modes are:
- Ice Spider Multiball: The Mandalorian and his crew get stuck in an ice cave on Maldo Kreiss after a failed attempt to flee from the New Republic. Make all of the purple shots once to kill the ice spiders and light the timed Super Jackpot at the U-Turn, which can be collected as many times as possible before the 20 seconds expire and the jackpots relight. The timer for the Super Jackpot can be increased by 5 seconds per upper playfield target.
- Jetpack Multiball: To attempt to destroy the Imperials once and for all, the Mandalorian uses his jet pack to ambush Gideon’s TIE Fighter with explosives. All shots are lit purple to score jackpots and increase the Super Jackpot value; shots can’t be repeated until a different shot is made. During the jackpot phase, the left ramp will always divert balls onto the mini playfield, where shots to any of the six standup targets (now flashing purple) will score jackpots and add to the Super Jackpot value, with an add-a-ball for hitting all six targets. Super Jackpot lights at the U-Turn after multiball ends.
- Pirates Multiball: The Mandalorian’s attempts to reach a valuable rhydonium facility are nearly thwarted by a surprise attack. Shoot waves of lit shots to take out pirates and score jackpots while keeping the rhydonium stable with switch hits and shots to the spinner. Each jackpot shot can only be made once per wave, and each wave requires one additional jackpot shot to complete. Complete Wave 3 to light the Super Jackpot at the U-Turn shot; after collecting the Super Jackpot, Wave 1 starts again with each jackpot now requiring two shots to each purple arrow.
Razor Crest Hurry-Up
Razor Crest Hurry-Up lights at the center ramp after the first and second Razor Crest Multiballs and is started in the same way, sharing the number of center target hits required to start it. This is a timed hurry-up mode where the player must make a certain number of shots to the Razor Crest target, collecting hurry-up values for each shot. The base hurry-up value, and the number of shots required to win the mode, increases based on the number of active Playfield Multipliers (+2 shots per multiplier). Hitting the target the required number of times or running out of time ends the mode.
MissionsMissions are 60-second timed, story-based modes that can be lit at the scoop by making a shot to both the left and right ramps; if a mission isn't lit, the qualified mission can be changed by shooting either 2x target to both sides of the right ramp. After making all flashing yellow shots during a mission, typically ending with the scoop, the player will score a timer bonus worth 225,000 x the number of seconds remaining when they won the mode. Using **[Whistling Birds](#heading--equipment)** collects all of the mission's currently lit shots.
Every completed mission adds 2.5 million to end-of-ball bonus, and playing all five missions is required to qualify I Like Those Odds. Once a ball drains or the timer ends, the currently active mission will end in failure and can’t be played again until This Is The Way has been started. Starting 2 missions lights the extra ball.
The five missions are:
- (1) Find the Asset: The Mandalorian takes on a mysterious bounty from the Client that could change his life. Three shots will be flashing yellow; when any of them are made, the right ramp will light for a hurry-up lasting about 10 seconds. Making the hurry-up will then light both orbits and the left ramp (for the hurry-up value); after two shots have been made to any of the orbits or left ramp, the left scoop will light to finish the mode or you can continue to shoot the orbits and left ramp for more points.
- (2) Deceive the Magistrate: Ahsoka settles the score with Imperial Magistrate Morgan Elsbeth. This is a mode in two halves, represented by yellow inserts for Mando and blue inserts for Ahsoka. For Mando, the right ramp must be made to start a hurry-up at the left ramp (with an optional bonus shot worth ? at the right orbit); for Ahsoka, the U-turn must be made, followed by the right orbit and then the U-turn again. The final shot at the left scoop will only light when both halves have been completed.
- (3) Destroy the Imperial Base: The Mandalorian is talked into sieging and destroying an old Imperial base to repair the Razor Crest. This is a simple “shoot all shots” affair where shots to the left spinner will increase the values of each shot made (shown by the inserts changing color from yellow to orange to red). The left scoop will finish the mode when enough shots have been made.
- (4) Defeat the Mudhorn: The Mandalorian attempts to retrieve a Mudhorn egg but is thrown into a difficult battle. Four flashing yellow shots must be made, which are changed by the pop bumpers; if either orbit is made, the ball will be diverted into the CHILD rollover lanes and increase the value for the yellow shots. The left scoop will light to finish the mode after all four yellow shots are made, and the left and right ramp will be lit for one-time bonus shots when the scoop lights.
- (5) Infiltrate the Freighter: The Mandalorian takes on an Imperial freighter. One shot to the U-turn will light both the left ramp and left orbit for a brief period of time; shooting either of those shots will light the left scoop to finish the mode. The right ramp will also light when the final shot is lit for a bonus.
EncountersEncounters are three untimed modes played on the Mando helmet-shaped mini playfield. The Pro version has a single-flipper mini playfield, Prem / LE has a tilting mini playfield with two flippers.
An Encounter can be started by shooting the left ramp until the insert in front of the left ramp changes to flashing red (1 ramp shot for the first Encounter + 2 per further Encounter started), at which point all left ramp shots will send the ball to the mini playfield for Encounter scoring. Encounters may be played during normal single-ball play or while Missions are running, but are otherwise delayed until currently active modes have been finished. The three Encounters listed on the playfield are identical in regards to rules, but use different scenes from the show and require more target hits per Encounter; all three must be completed, in order, to qualify You Have What I Want.
Each Encounter requires three waves of lit target hits indicated by the yellow flashing inserts on the mini-playfield, which can also be spotted by activating the Rising Phoenix (Pro) / Jet Pack (Prem / LE). After completing the three sets of targets, a timed Bonus Level begins where all shots score 2 million + points for each target made during the Bonus Level, and shooting the roving purple targets adds more points to the value scored at the end of the Bonus Level. Progress towards completing Encounter levels carries over between attempts, though Bonus Level ends when either the timer expires or the ball exits the mini-playfield.
Soft plunges and orbits that enter the mini playfield start a Sneaky Encounter, with a starting value that carries over multiple entries. This encounter has a 10 second timer that resets as successful target shots are made (progressing through blue - purple - green), and when the ball exits the mini playfield.
Throughout the game, the Mandalorian acquires several pieces of equipment. Only one use of each piece of equipment can be qualified at a time, and equipment can be qualified by:
- Making a super skill shot to an already-lit lane (awards different equipment depending on the shot)
- Buying equipment at the Foundry
- Scoring the U-Turn during Scope (two random unqualified equipment)
- The Child’s mystery award (two random unqualified equipment)
The five pieces of equipment are:
- Flamethrower (Orange): As the Mandalorian’s most trustworthy weapon, one use of the Flamethrower is given at the start of every game. Hold the action button to light all main arrow shots on fire from the right to the left of the playfield; if you let go before the flames get to the left orbit, then you lose the opportunity to light those shots on fire. Your next shot to each “flaming” shot will score 2x for all associated points for that shot, and will extinguish the fire on that shot. Flaming shots can be made at any time, but disappear when the ball drains.
- Amban Rifle (Green): Press the action button to add-a-ball to any multiball mode, Razor Crest or otherwise.
- Whistling Birds (Yellow): Press the action button to instantly collect all flashing shots during a mission. This also collects lit jackpots during multiball modes and will score all lit Child Mystery awards after shooting a lit orbit.
- Rising Phoenix (Pro) / Jet Pack (Premium / LE) (Red): Press the action button to instantly complete a wave of targets during an Encounter. On the Premium / LE models, this also levels the mini playfield when used.
- Armor: Adds additional time to the ball save timer, both in single-ball and multiball play. This piece of equipment can only be collected once per game.
Foundry & Beskar
The Foundry has many items in stock for those who have enough Beskar to pay for them, and is dedicated to helping Mandalorian warriors in battle.
Beskar can be collected through the following methods:
- Completing a Hunter mode (minimum of 250 Beskar)
- Scoring the left 2x target during Scope (200 Beskar)
- The Child’s mystery award (300 to 400 Beskar)
Once any of the above methods have been achieved, “Foundry” will light at the left scoop to trade in the Beskar for a variety of features. Five of these items are equipment, which can also be obtained through other methods; while others can only be obtained here. Two adjacent items can be purchased during each trip to the Foundry, with a 10% discount on two-item purchases. You may also pass and save your Beskar for later.
Each time you purchase an item, that item’s cost will increase by 50% from its current cost (not the base cost). For example, the first Light Encounter is 100 Beskar, the 2nd would be 100 x 1.5 = 150, your 3rd would be 150 x 1.5 = 225, etc. Armor and Extra Ball can only be purchased once and will be replaced with ? on further visits to the Foundry.
|Armor||Extended ball save times (including multiballs)||200||Max. 1|
|Whistling Birds||One-use “smart bomb” for missions, CHILD mystery, multiballs||175|
|Rising Phoenix (Pro) / Jet Pack (Prem / LE)||Action button immediately completes current Encounter level (Prem / LE - levels mini playfield)||175|
|Flamethrower||One use of the Flamethrower at the action button||175|
|Amban Rifle||Multiball add-a-ball||175|
|Start Mission||Immediately starts the currently lit mission||175|
|Razor Crest||Immediately lights next multiball or hurry-up||300|
|Light Encounter||Immediately lights next Encounter||100|
|Light Scope||Lights left inlane for Scope||75|
|Light Heal||Lights outlane ball saver||200|
|Extra Ball||Lights extra ball at the left scoop||600||Max. 1|
|Multiplier||+1 playfield multiplier||500|
If an item is incompatible with what you currently have (e.g. an item you already have, lighting something that’s already lit, or a purchased Extra Ball), it will be replaced with a “?” icon. This ? item always costs 100 Beskar. If you purchase the ?, the selector will rapidly flash randomly; pressing the action button will stop and win that item (ie. Press Your Luck but no whammies). ? can acquire items that you don’t currently have enough Beskar to buy, and if you manage to stop on a ? again, you will receive a random award from the following:
- Light Ambush
- Start Hunter
- Start Dank Farrik! (2-ball multiball, all switches score ?)
- Light all three +1x playfield multipliers (6x multiplier!)
- Light Child
As a bounty hunter, going on hunts is one of the easiest ways to collect Beskar. Completing the left bank of standup targets at any time during normal play will light Hunter on one of the inlanes, which can be toggled between lit inlanes with either flipper button and can start at any time during single-ball play. Rolling through a lit inlane begins a 25-second timed Hunter mode to collect Beskar to trade at the Foundry. While your Beskar slowly builds through shots and switch hits, completing Hunter missions is one of the most lucrative sources of Beskar. Three different Hunts are available that change the displays seen during the mode.
Shoot the flashing orbit, then shoot the opposite orbit to collect a minimum of 250 Beskar and end the Hunt; the Beskar can also be built by 25 per shot by hitting the lit left or right ramp. Completing a Hunt will also start a 75-second playfield multiplier and enable the Razor Crest if it isn’t currently lit.
Another weapon built into the Mandalorian’s immense arsenal, the scope enables the Mandalorian to make precise hits on enemies from any distance. Make a shot to all three shots with blue arrow inserts (U-Turn, left 2x target, and right ramp) to light Scope at the left inlane for a 5-second timed shot with a brief grace period, with different awards available at each of the shots that were used to light Scope:
- U-Turn - 2 random pieces of equipment, or points if all equipment has already been collected.
- Left 2x target - 200 Beskar.
- Right ramp - 2 million.
Hitting any lit arrow before the timer expires collects the corresponding award and starts a 75-second playfield multiplier. All three Scope awards can only be collected once per set; once a set is complete, one of the four wizard modes must be played to re-qualify Scope.
If no other modes are running and the U-Turn (Pro) / right scoop (Prem / LE) has been shot, all six major shots will light for about 5 seconds; two out of the six shots will start Ambush, while the others will escape and score a bonus of 2 million. On competition settings, the first shot will always start the mode. After the first Ambush has been played, the number of lit shots that might start the mode will decrease to 5.
This is a unique hurry-up mode that starts with the U-turn / reverse scoop lit to stop the value counting down on the display, and all other shots lit in white to add a few seconds of time and increase the displayed value. Once the U-turn / reverse scoop has been shot, all shots except the U-turn and right ramp will light in blue to add to the value further and return to the white stage to potentially increase the ambush value further again. Shooting the right ramp when all shots are lit blue will end the mode and award the value, meaning the mode can go on for as long as you like if you continuously increase the value.
The Child Mystery Award
Grogu, a Jedi being of the same species as Yoda, fell into the Mandalorian’s care near the beginning of his journey. Gideon and others continue attempting to reclaim their ownership of him, but the Mandalorian isn’t willing to give him up.
Qualify the CHILD mystery award by shooting either orbit once, and every two, three, etc. times thereafter. When lit, shots to the orbits will divert to the rollover lane area to collect an award based on the rollover that was made. If no rollover is made, the award lit at the “D” insert is scored; and using Whistling Birds while the five awards are lit will score them all. The display will show which award is available at which rollover.
- 300 - 400 Beskar
- Super Pops
- +1 Playfield Multiplier
- Light Heal
- Increase Ambush Value +2,000,000
- +1x - +3x Bonus Multiplier
- Light Extra Ball
Three “+1x” multiplier inserts with colored rings are seen above the right slingshot. Each insert lit adds +1x to playfield scoring when running. Lighting all three will instead award +5x for a total of 6x. Multipliers start automatically when earned and share the same timer.
Completing This Is The Way and earning your Signet will add +1x playfield multiplier for the remainder of the game. A 75-second playfield multiplier (either Hunter or Scope) can also be started from a shot to the Foundry.
The multiplier inserts blink purple when active, and strobe between blue / purple when the timer is close to expiring.
- Orange - 75 seconds. Awarded by successfully completing a Hunter mode.
- Blue - 75 seconds. Awarded by successfully completing a Scope shot.
- Green - 30 seconds. Awarded by hitting the two green Boba Fett targets. Subsequent multipliers require more hits to start, and the timer will start 10 seconds lower if started again on the same ball (minimum of 10 seconds).
Super Pops & Super SpinnerOne of the two bumpers towards the bottom of the CHILD lanes can be lit for 50,000 points each by spelling CHILD, or from the skill shot. **[CHILD mystery award](#heading--child)** may also light both bumpers for super pops.
Super spinner is started by number of left orbit shots or number of spinner spins?
Lit extra balls can be collected at the left scoop, and can be lit by:
- Starting 2 Missions
- Purchasing one at the Foundry for 600 Beskar (one time only)
- The Child’s mystery award
End of ball bonus is determined by:
multiplied by the bonus multiplier, which increases by +1x by completing CHILD and also increases by +2x from a successful skill shot. Switch bonus resets between balls.
To access This Is The Way, three mini-wizard modes must be started, corresponding to the three sets of inserts listed above the flippers. These mini-wizard modes are:
- Precious Cargo: Play all 3 Razor Crest Multiballs once, then shoot the Razor Crest enough times to start this mini-wizard mode. (need more info)
- I Like Those Odds: Play all 5 Missions once, then this mini-wizard mode will start as the 6th mission. (need more info)
- You Have What I Want: Play all 3 Encounters once, then shoot the left ramp 7 times to start this mini-wizard mode. (need more info)
This Is The Way
Play all three of the mini-wizard modes, then make all six major lit shots followed by the left scoop, to start This Is The Way and attempt to earn your Signet.
This mode consists of three rounds, each of which alternates between a single-ball phase and Multiball Bonus Round. The single-ball phases start with a ball saver, where you must make 5 shots to qualify the scoop, left ramp, or center shot to start the multiball phase. The first round will have three shot choices per shot, the second will have two, and the third will have one.
The faster you complete the single-ball phase, the more time you will get for the multiball phase. All regular playfield shots score jackpots, and the mini-playfield scores its own jackpots. Completing the mini playfield increases the multiplier.
After completing three rounds of both phases, you will be awarded 10 million and your Signet. All missions, multiballs, and encounters will reset, and you will be awarded an additional playfield multiplier for the rest of the game.