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.
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, return to the right scoop for Escape from Tatooine, then alternate the left ramp and right mini-loop through its nine parts while using FORCE for add-a-ball before Victory Multiball.
The goal
Choose Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into Escape from Tatooine sequence. before plunging.Shoot the right scoop three times to qualify Tatooine and once more to start Tatooine II.Complete it, return to the scoop for It is a multiball final. Each required left-ramp or right-mini-loop hit collects the displayed part. The center bank, right ramp, and right scoop increase the next collect., and use Completing the FORCE targets during a planet final lights one action-button add-a-ball. An unused add-a-ball can carry into another multiball. for add-a-ball before The final adds three balls. The six major shots award Victory medals and their displayed values..
- Select Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into Escape from Tatooine sequence.. Move the starting shot-multiplier spread so it covers the next required Tatooine shot. Lock it with the action button before shooting.
Han and Shot multipliers rules
- Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into Escape from Tatooine sequence.: Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into It is a multiball final. Each required left-ramp or right-mini-loop hit collects the displayed part. The center bank, right ramp, and right scoop increase the next collect. sequence.
- The center target bank raises the selected shot multiplier. A shot can reach 20x, or 40x with the FORCE double-multiplier award. A timer resets the active multiplier to 2x when it expires.: The center target bank raises the selected shot multiplier. A shot can reach 20x, or 40x with the Completing the FORCE targets during a planet final lights one action-button add-a-ball. An unused add-a-ball can carry into another multiball. double-multiplier award. A timer resets the active multiplier to 2x when it expires.
- Shoot the right scoop three times to qualify Tatooine. Use the center target-bank Shoot a target on the same side as the active flipper, often from near the flipper base and behind the nearby slingshot. to rebuild the multiplier timer when it is safe.
Planet qualification details
- Three shots to a planet arrow qualify its next mode. Han has one Tatooine mode, so completing it qualifies the Tatooine final.: Three shots to a planet arrow qualify its next mode. Escape from Boba Fett scoring is doubled. His route also supports the short Tatooine II into Escape from Tatooine sequence. has one Tatooine mode, so completing it qualifies the Tatooine final.
- Shoot the right scoop to start Tatooine II.
Tatooine II (Escape Mos Eisley) setup and scoring
- Shoot either ramp once. Then shoot the left mini-loop to complete it. Further ramp shots increase its value.: Shoot either ramp once. Then shoot the left mini-loop to complete it. Further ramp shots increase its value.
- After completing Tatooine II, shoot the right scoop to start It is a multiball final. Each required left-ramp or right-mini-loop hit collects the displayed part. The center bank, right ramp, and right scoop increase the next collect., the Tatooine final.
- During It is a multiball final. Each required left-ramp or right-mini-loop hit collects the displayed part. The center bank, right ramp, and right scoop increase the next collect., alternate the left ramp and right mini-loop to assemble all nine ship parts. Use the center bank, right ramp, and scoop to raise the part values when the ball save gives time.
Escape from Tatooine rule details
- It is a multiball final. Each required left-ramp or right-mini-loop hit collects the displayed part. The center bank, right ramp, and right scoop increase the next collect.: It is a multiball final. Each required left-ramp or right-mini-loop hit collects the displayed part. The center bank, right ramp, and right scoop increase the next collect.
- Complete Completing the FORCE targets during a planet final lights one action-button add-a-ball. An unused add-a-ball can carry into another multiball. during the final. Hold the action button to spend its add-a-ball after the opening ball save has ended.
FORCE rule details
- Completing the FORCE targets during a planet final lights one action-button add-a-ball. An unused add-a-ball can carry into another multiball.: Completing the FORCE targets during a planet final lights one action-button add-a-ball. An unused add-a-ball can carry into another multiball.
- After all nine parts, play The final adds three balls. The six major shots award Victory medals and their displayed values.. Make each of the six major shots once for medals. Continue the relit shots while two or more balls remain.
Victory Multiball rule details
- The final adds three balls. The six major shots award Victory medals and their displayed values.: The final adds three balls. The six major shots award Victory medals and their displayed values.
- If Red target hits qualify a TIE hurry-up. Press the action button to fire. Reach the displayed TIE requirement, then shoot the Death Star to start the three-ball multiball. Major shots score Jackpots. The left ramp scores the Super Jackpot. is close, complete the red targets before It is a multiball final. Each required left-ramp or right-mini-loop hit collects the displayed part. The center bank, right ramp, and right scoop increase the next collect.. Start it during the planet final to restart a ball save and add another Jackpot layer.
TIE Multiball and Setting caveat rules
- Red target hits qualify a TIE hurry-up. Press the action button to fire. Reach the displayed TIE requirement, then shoot the Death Star to start the three-ball multiball. Major shots score Jackpots. The left ramp scores the Super Jackpot.: Red target hits qualify a TIE hurry-up. Press the action button to fire. Reach the displayed TIE requirement, then shoot the Death Star to start the three-ball multiball. Major shots score Jackpots. The left ramp scores the Super Jackpot.
- The first TIE requirement is normally 35 in current 1.31 rules. Competition settings can change it. Follow the display.: The first TIE requirement is normally 35 in current 1.31 rules. Competition settings can change it. Follow the display.
- Keep Endor, Hoth, and the Death Star multiplier arrows active. Use the fourth Completing the FORCE targets during a planet final lights one action-button add-a-ball. An unused add-a-ball can carry into another multiball. completion to double the active The center target bank raises the selected shot multiplier. A shot can reach 20x, or 40x with the FORCE double-multiplier award. A timer resets the active multiplier to 2x when it expires. before the largest final or Victory collect.
Builds toward: Jedi Multiball
- Complete every planet mode available to the selected character. Start the Tatooine, Death Star, Hoth, and Endor final multiballs.
- Complete the Jedi Training levels, reach Jedi Master rank, complete the Lightsaber Duel route, and complete Escape from Boba Fett.
- Reach the displayed 100-TIE requirement. When all five requirements are complete, shoot the left ramp to start Jedi Multiball.
Pro / Premium differences
- Hyperspace lock and Jackpot hardwarePro: Balls lock virtually through the left mini-loop Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move.. Target sets control the Jackpot sequence.Premium / LE: Premium and LE use the moving Death Star and physical hyperloop. More looped balls can raise the multiball ball count and Jackpot value.
- Escape ball savePro: Escape returns a drained ball through a virtual software save.Premium / LE: Premium and LE use the physical outlane gate and shooter-lane return when the mechanism is enabled.