Star Wars: Battle of Mimban

> "Rookie, welcome to Mimban! The mud pit of the universe!"
>
> - Imperial commander

***Star Wars: Battle of Mimban*** is a pinball table that takes inspiration from and expands on an early scene from the 2018 *Star Wars* anthology film *Solo: A Star Wars Story,* released for *Pinball FX 3* and the macOS version of *Zen Pinball 2* as part of the *Solo: A Star Wars Story* DLC pack in 2018. The table gives players the opportunity to command a heavy-duty Imperial army in quashing an uprising on the mud planet of Mimban, where the young Han Solo discovers Chewbacca and begins his journey across the galaxy as a smuggler.

## Table overview

### The upper half of the table and mini-playfield

Behind the table is a mini-playfield comprising of three sideways tracks of drop targets, which may be Imperial troopers or Mimbanese soldiers. Wedged between this mini-playfield and the back of the main play area is a heavy-duty blaster turret that aims at and fires at the drop targets. A large, asymmetrical orbit wraps around most table lanes. The front of its apex opens to a short downward lane leading into a VUK sinkhole, which launches the ball into a raised bumper area.

Balls that enter the bumper area drain back down to the bottom of the small elevated bumper platform, where an upper left flipper is installed next to a drain exit feeding the left inlane that the ball will take if the player fails to hit the ball. This upper left flipper is used to access one of three different lanes: a sinkhole in front of the right bumper used to start missions, a bumper re-entry orbit that wraps around the main orbit's bumper VUK and a partial ramp with a habitrail that feeds the table's upper right flipper. To the right of this platform is a clear, thin platform above the table lanes where a figure of a Mimbanese soldier may appear.

Another habitrail runs along the back of the table, slanting left towards the bumper area. It links the bumper area with a circular ball locker that holds three balls, rising and rotating to release locked balls down a habitrail to bring them into play for Training Multiball. This ball locker is usually walled off by a diverter gate mechanism in the main orbit, which diverts the next shot to the left orbit into the locker. To the right of the left orbit is a left ramp that rises and hooks right, feeding the upper left flipper on the raised bumper area. Next to that ramp is the center ramp, whose exit habitrail is the same one the ball lands on if it drains from the bumper area.

To the right of the center ramp is a sinkhole that is blocked by a barrier, representing the All-Terrain Defense Turret, one of the Galactic Empire's hardiest bipedal walkers. To the right of this sinkhole is the table's only side loop, which either curves left and drops the ball down the left orbit, or curves right and sends the ball out the entrance to the right orbit. The side loop can only be accessed with the upper right flipper, and is located left of the Penal Pit sinkhole, which sends balls into the Penal Pit area. This sinkhole is directly accessible from either lower flipper, although the sinkhole is blocked by three stone drop targets.

The Penal Pit sinkhole is to the left of the right orbit, which is gated by a spinner. There is a right ramp right next to it, which makes a U-turn to feed the right inlane. Next to the right ramp is a standup target, directly above the upper right flipper. Drop targets of Mimbanese soldiers, as well as the Wookiee Chewbacca, can rise to block the entrances to almost every table lane.

### The lower half of the table

Beneath the middle of the open play area is a small area where the ball will end up if it is shot into the sinkhole blocked by the stone drop targets. It will divert the ball to a VUK on the left side of the table that brings the ball to the end of the left exit habitrail, which the plunger also uses to serve the ball into play after a skill shot attempt. Another similar VUK is placed in front of the right mini-flipper to bring the ball to the end of the right ramp's habitrail. Figures of Mimbanese soldiers can emerge out of the porous mud in the open space of the table to capture and lock the ball.

There are five return lanes, three left and two right, that spell INTEL and two slingshots, each topped by an Imperial blaster turret. There are also two main flippers and two subway kickbacks, one in each outlane. The AT-DT can appear near the left apron, while an Imperial trooper stands on the right apron. Near the left flipper are five blue lamps indicating the current strength of the Imperial army and near the right flipper are five red lamps indicating the current strength of the Mimbanese army.

### The plunger

The plunger is a spring-loaded mechanism that launches the ball up a straight shaft. En route to the target at its end are three sinkholes all leading to the VUK. The goal of the skill shot is to determine the correct amount of plunger force that will launch the ball into one of the three randomly lit sinkholes at the end of the shaft for a flat 1 million point bonus.

## Objective and missions

The goal of this table is to command the Imperial army to quash an uprising on the mud planet of Mimban through five main missions, while advancing their power and tactical advantages through various side modes. To start a main mission, the player must hit the bumpers enough times, then lock the ball into the mission sinkhole in front of the right bumper, then decide which of five territories to attack with the flippers and launch button. Each mission must be completed successfully without losing the ball and its difficulty is affected by the current strength level of the Imperial army and the Mimbanese rebels, which rise and fall depending on the outcome of prior missions and side modes described further in this article. The Imperial army strength level affects the time limit allotted for a mission, while the Mimbanese army strength level affects the number of actions needed to complete the mission.

The following five missions must be completed to start the wizard mode:

* **Attack North**: Imperial forces smoke out any Mimbanese in hiding. Each lit lane a player shoots, a drop target of a Mimbanese soldier will then appear to be knocked down. The player must knock down the requisite number of drop targets, prescribed by the Mimbanese army strength level, before time expires to conquer the northern territory successfully.
* **Attack West**: Desperate Mimbanese soldiers use guerilla tactics to delay the Empire's seemingly inevitable conquest of the planet. The player must quickly knock down drop targets of Mimbanese soldiers before time runs out, with the number needed to defeat being affected by the Mimbanese army strength level. However, the drop targets only stay up for a few seconds, requiring quick reflexes to conquer the western territory successfully.
* **Attack East**: The Empire must shut down reinforcement routes to thin out the Mimbanese's numbers. The player must shut down a certain number of reinforcement routes, dictated by the current Mimbanese strength level, before time runs out to conquer the eastern territory successful. Each route is shut down by knocking down a drop target of a Mimbanese soldier, then shooting the lane behind him quickly before the drop target comes back up.
* **Attack Center**: The Empire searches for a detachment of Mimbanese soldiers who have holed up somewhere with the intent of slaughtering them all. The player must shoot lit lanes to find their hideout, then must strike the bumpers or hit the spinner enough times to deliver enough firepower to blow it open - all before time runs out. Success will result in conquest of the center territory. The length of this mission is affected by the current Mimbanese strength level.
* **Attack South**: The Empire uses its arsenal of explosive weaponry to demolish Mimbanese holdouts. The player must detonate a certain number of holdouts, destroying each one by collecting a thermal detonator on the table, then shooting a lit lane to destroy it, all within a time limit. Success will result in conquest of the southern territory.

### Final Attack

**Final Attack** is qualified after finishing all five missions, and will be ready to start the same way the missions are started. This wizard mode is a simple 4-ball victory multiball, with all lit lanes awarding jackpots that increase in value as shots are made. Once the wizard mode ends by draining down to a single ball, the table resets and a 2x playfield multiplier is applied to all scoring for the rest of the game. Further wizard mode runs during the same session will increase a playfield multiplier for the wizard mode that resets after each session.

### Army strength

The strength of armies affects the difficulty of completing missions, with the strength of the Imperial army affecting how much time is allotted to beat a mission, while the strength of the Mimbanese army affecting how many actions are needed to beat a mission. Their strength levels, starting from 0 and going all the way up to 5, will change through the following table below:

* ...successfully completes the Recruit side mode
* ...completes a mission successfully
* ...loses the ball
 Mimbanese
* ...loses the ball
* ...fails the Defense side mode
* ...completes a mission successfully
* ...completes the Night Recon or Surprise Attack side modes successfully

At the start of a session, both armies will be at strength level 3.

## Side modes

There are several side modes on this table that can affect the strength of the clashing armies and provide additional benefits. They are as follows:

* **Penal Pit**: Incompetent Imperial soldiers are punished by being sent to a penal pit where they are expected to be killed by the captive Wookiee Chewbacca. If the player knocks down all stone drop targets blocking the right sinkhole and collects 10 spins by hitting the sinkhole a few times, a hurry-up will start where the player must hit a traveling drop target of Chewbacca three times to earn a random award.
* **Night Recon**: The Imperials must sneak through the night without being seen by the Mimbanese for a tactical advantage. If the player shoots the mini-orbit several times, a side mode will start where the player must shoot lit lanes while avoiding ones blocked by drop targets of Mimbanese. Shooting enough lit lanes will decrease Mimbanese strength, while hitting too many drop targets will start the Defense side mode.
* **Recruiting**: The Empire needs countless human conscripts to achieve its conquest of uncivilized planets. Shooting the side ramps enough times will start a hurry-up where the player has to make five more ramp shots in a short time limit to acquire new recruits and increase Imperial army strength.
* **Infiltration**: If the player shoots the infiltration ramp from the bumper area enough times, the left sinkhole will then be open to lock the ball for a mini-playfield challenge. The player is then taken to the infiltration mini-playfield behind the table, using the flippers to aim a cannon and pressing the launch button to fire at drop targets of the Mimbanese, while avoiding fellow Imperial troopers, before time runs out. Success will result in the Mimbanese army losing strength and will light an extra ball the first time this is accomplished.
* **Surprise Attack**: A surprise attack on the Mimbanese can be a good way to ensure that resistance is futile. If the player spells INTEL on the return lane rollovers, whose lit positions cycle on flipper operation, the player will be given a chance to shoot a lit lane to gain one of three pieces of intel. Repeating this three times qualifies a surprise attack that starts during the next main mission, where the player must hunt down and defeat a Mimbanese battle leader as a red glowing drop targets that can only be knocked down after multiple hits before time runs out. Success will automatically complete the selected mission and lower the Mimbanese army's strength.
* **Defense**: The Mimbanese can also assault Imperial forces to drive them off the planet. When no modes are active, a 30-second countdown will begin where Imperials prepare for an impending attack from the Mimbanese. Once the countdown reaches zero, the player has a limited time to knock down five drop targets of advancing Mimbanese soldiers (which actually do not move); failure to do so results in the loss of Imperial army strength. (*There are two heavy fire support perks that can delay or facilitate this side mode.*)

### Multiball

There are two multiball modes on this table:

* **Training Multiball**: Imperial troops must be trained to bring order to the galaxy through great force. If the player shoots the orbits enough times, a diverter gate will activate in the main orbit to divert the next left orbit shot to a ball locker on the back right corner of the table. Once this is repeated thrice, the three locked balls will be released from the rising, rotating ball locker, rolling into the bumper area to start the mode. Lit lanes collect jackpots and this mode continues until all but one ball is lost.
* **Mudball Multiball**: The mud of Mimban frustrates Imperials and comforts the local Mimbanese. If the player destroys the three stone drop targets blocking the right sinkhole, Mimbanese figures will emerge from mud puddles in the open area of the table to capture and lock balls. Once three are captured, they will be launched into play for a 3-ball multiball, where lit lanes collect jackpots that grow with every bumper hit. This mode continues until all but one ball is lost. To prevent the mode from being exploited, the physics will gradually become faster and more difficult to adapt to.

## Perks

The following perks can be activated during play:

* **Ball Saver**: At the start of each ball and multiball, a 30-second ball saver will activate. Once it expires, it can only be reactivated by turning on both kickbacks and repeating the kickback activation process before either are used, or by earning a particular Penal Pit award.
* **Trench Kickbacks**: The Imperials take cover in trenches to dodge enemy fire. Shooting the spinner in front of the right orbit enough times will activate a subway kickback in the left outlane, and repeating this process before the left kickback is used will activate the right kickback. Kickbacks stay on until they are used. When one is used, it will divert the ball to a nearby VUK behind it that brings the ball to the end of a nearby exit habitrail en route to an inlane.
* **Bonus Multiplier**: The bonus multiplier, which is only good for the current ball, increases after a five-way combo is collected and maxes at 10x.
* **Penal Pit Awards**: A successful completion of the Penal Pit side mode awards a random perk - points (1 million), either heavy fire support perk, increasing of army strength, ball saver reactivation or lighting the extra ball.
* **Heavy Fire Support**: The Empire has one clear advantage over the Mimbanese: sheer firepower. There are two perks that the player can earn that can delay or facilitate the Defense side mode:
	+ **All-Terrain Defense Turret**: The All-Terrain Defense Turret is a heavy-duty walker that delivers powerful firepower among its sibling bipedal walkers. The player can acquire an AT-DT by earning a particular Penal Pit award, or by hitting the center target enough times then shooting the sinkhole behind it. During a countdown for the next Defense side mode instance, the player can shoot that same sinkhole when prompted to carry out a counterattack and reset the countdown.
	+ **Turrets**: The Empire has powerful turrets that can blast powerful bolts of green energy, typical of that of the Imperial Navy. If the player pushes the turret varitarget near the right mini-flipper all the way enough times, the turrets on the slingshots will activate, reducing the number of enemies to defeat in the next Defense side mode instance and granting the player more points when slingshots are struck.
* **Extra Ball**: Extra balls can be lit at the left sinkhole by winning a particular Penal Pit award, clearing 2 missions, beating a Defense side mode instance successfully, killing 20 Mimbanese soldiers or winning the Infiltration mini-playfield side mode for the first time.

## Tips

* For a more reliable way to start missions, continuously hit the orbits to land the ball into the bumper VUK at the apex. Then, after enough bumper hits, use the left mini-flipper to lock the ball into the mission hole. It can be difficult to use the left ramp to reach the bumper area because it is possible to shoot it too fast for the left mini-flipper to catch the ball.
* Be careful when hitting the drop targets! It is very possible to accidentally bounce the ball straight down the middle or into the outlanes with a wild shot to a drop target. Turn on the kickbacks to avoid disaster, or activate one of the Multiball modes during a mission to make finishing the mission easier.
* Play and win side modes, as well as take advantage of other perks to turn the tide of battle, as success of most side modes will allow you to manipulate the army strength levels, raising Imperial strength while lowering Mimbanese strength for easier mission attempts. Other perks, such as extra balls and heavy support, will help keep your session alive longer, as well as delay or facilitate the dangerous Defense side mode that can hurt Imperial strength if you fail it.

## External links

* Official table trailer
* Table walkthrough by ShoryukenToTheChin