Star Wars pinball rules and strategy
The Strategy
Star Wars uses a pre-plunge character choice to set the available planet modes and multiplier behavior. Choose Han; three right-scoop shots qualify Tatooine, and the fourth starts Tatooine II. Shoot either ramp and the left mini-loop to complete it; the next right-scoop shot starts Escape from Tatooine.
The goal
Before plunging, choose Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into Escape from Tatooine sequence. for the short Tatooine route. Use the right scoop for Tatooine II. For Hyperspace Multiball, complete both inlanes, light a hurry-up at the right ramp or left loop, and collect it at the left mini-loop.
Choose Han before plunging
On the character-selection screen before ball one, choose Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into Escape from Tatooine sequence.. He has only one Tatooine mode before its planet final and doubles Escape from Boba Fett scoring.
How to start a mode
Shoot the right scoop three times to qualify Tatooine, then shoot the right scoop again to start Tatooine II.
Recommended mode: Tatooine II
Choose it for a short, direct two-step objective.
How to play it
Shoot either ramp once, then shoot the left mini-loop to complete the mode.
Start Hyperspace Multiball
Use the flipper buttons to move the lit inlane before the ball crosses it, and complete both inlane rollovers. Then shoot the right ramp or left loop to light a Hyperspace hurry-up and shoot the left mini-loop to collect it. Two hurry-ups start the first Hyperspace Multiball.
Alternative route: R2-D2
Choose R2-D2 instead of Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into Escape from Tatooine sequence. before plunging only when the center bank and one strong planet shot are controlled well enough for a higher-ceiling multiplier route.
- Use the center target bank to raise and maintain R2-D2's longer-lasting multiplier on one reliable planet shot. Shoot that planet shot three times to qualify its next mode, then shoot it again and use the flippers and action button to choose and start the mode.
Need to know
- Planet modes and Multiball
- A planet’s final Multiball starts without another planet mode running. During that final, TIE Fighter or Hyperspace Multiball can still start, add another scoring layer, and restart the ball save.
- Competition Mode
- Outside Competition Mode, normal modes from two different planets can run together. Competition Mode disables that two-mode stack.