(Topic ID: 204967)

Star Wars 1.0 code released!

By PanzerFreak

6 years ago


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There are 222 posts in this topic. You are on page 1 of 5.
22
#1 6 years ago

This is one heck of a huge update. Thanks Dwight and the team over at Stern I know that Stern has gotten a lot of flack for code support but the code support for Star Wars, and recently in general, has been excellent. I believe that Star Wars with 1.0 can stand toe to toe with the deepest rulesets in pinball.

Pro: http://f0727d06e1d39b514478-a613b39d02a32124478c749a23d19af0.r44.cf5.rackcdn.com/star_wars_pro-update-1_00_0-12122017.spk.zip
Premium / LE: http://f0727d06e1d39b514478-a613b39d02a32124478c749a23d19af0.r44.cf5.rackcdn.com/star_wars_le-update-12122017-1_00_0.spk.zip

LE/PREMIUM V1.00 - December 11, 2017
====================================
Moved to System 1.88:
- Reworked boot time displays for node board firmware update and locating node
boards.
- Added boot time display for overcurrent detected (shorted coil or LED) on
node boards.
- Added support for dynamic detection and isolation of overcurrent coils or
LEDs. Previous behavior would disable all coils and LEDs for 1/2 second each
time a short was detected. New behavior will determine the short coil and/or
LED and disable only the offender.
- Added tech alert for overcurrent coils and LEDs on node boards. New
diagnostic test to retest node board and report with coils/LEDs are drawing
too much current. Excessive current draw could be the result of a shorted
coil, an incorrect replacement LED/incandescent bulb, shorted light socket,
et cetera.
- Every 15 minutes during attract mode overcurrent coils/led will be rechecked
and returned to service if operating correctly.
- Added adjustment for "GAME PLAY B.BOX BRIGHTNESS"
- Renamed "BACKBOX BRIGHTNESS" to "ATTRACT MODE B.BOX BRIGHTNESS"
Fixed:
- FORCE targets will no longer play a sound effect when reset during game over
or ball search.
- MYSTERY, PICTOPOPS and SKILL SHOT were sometimes awarding LIGHT ESCAPE
when it couldn't be lit.
- The center instruction display panel, during main play, will now indicate
when FORCE targets will award LIGHT VIDEO MODE correctly.
- TIE FIGHTER ASSAULT now shows exploding TIEs immediately.
- JEDI TRAINING now resets when selecting a new hero.
- The CHOOSE YOUR PATH prompt will now be seen during LIGHTSABER DUEL READY
- Corrected PICTOPOPS to only award ADD TIME when a timed or hurry up
mode is running.
- You can no longer start TIE FIGHTER MULTIBALL while it is already running.
- During JEDI MULTIBALL victory celebration, the ADD-A-BALL function was
still enabled even though it would be lost if used. This has been fixed.
- START MISSION as LUKE with multiple groups lit was displaying the wrong
image for DEATHSTAR III: FIGHT TIE FIGHTERS.
- CHOOSE YOUR PATH was offering HYPERSPACE HURRYUP when it wasn't playable.
- Sometimes the "NEXT AWARD" shown on the small display for TIE
achievement levels was not correct.
- The HEADPHONE CABLE KIT DETECT switch during ACTIVE SWITCH TEST was
overlapping the switch information.
- The shot multiplier was always 1X when playing VIDEO MODE from HOTH I.
It now uses the RIGHT INNER LOOP's multiplier correctly.
- If LIGHTSABER DUEL was played multiple times, only the most recent victory
or defeat was used to qualify towards JEDI MULTIBALL. Now any LIGHTSABER
DUEL victory will qualify.
- Very long tournament player names displayed during attract mode were being
truncated.
- Greatly improved process stability. The game will no longer hold on to the
ball when it should not. Also the some of the mechanical devices will be
better behaved. Also the screen should no longer freeze during TIE Fighter
Assault.
- Improved lamp effect resource allocation. The game will no longer crash from
missing resources.
- Sometimes Slave One would appear to be stuck or reappear too quickly on the
background display.
New:
- Added a right eject ball save adjustment. If the adjustment is non-zero, the
ball saver will activate for the amount of time of the adjustment whenever
balls are ejected from the scoop. The factory default is zero. If you want
to turn on 5 seconds is recommended.
- Added sound fx to Advanced TIE reveals in the small display.
- Added lamp effect when hitting FORCE targets.
- Added lamp effects when ESCAPE is lit or used.
- Added speech callouts when players are awarded some of the HSTD champions.
- Added instructional speech for FORCE target awards except when in
tournament mode.
- Added audits for extra balls lit from TIE Fighter achievements and from the
Advance TIE mini game.
- Added speech for
- TIE FIGHTER MULTIBALL SUPER JACKPOT
- VICTORY MULTIBALL
- EXTRA BALL LIT
- ESCAPE FROM BOBA FETT
- Lighting missions
- Shot Multipliers are DOUBLED
- During TIE FIGHTER ASSAULT
- The hurry up stages of DUEL ON CLOUD CITY and CLOUD CITY ESCAPE
- The hurry up stages of REPAIR THE HYPERDRIVE and TIE FIGHTER ESCAPE
- Lighting MYSTERY.
- Starting HYPERSPACE MULTIBALL.
- Added difficulty adjustments for JEDI TRAINING, LIGHTSABER DUEL
and ESCAPE FROM BOBA FETT.
- Added all difficulty adjustments to INSTALL functions
(INSTALL EASY, INSTALL 3 BALL, etc.)
- Added new rules and choreography to BATTLE ABOVE ENDOR:
- To destroy the Death Star you need to first light the inner left
loop.
- To light the inner left loop you have to complete 3 other shots
before the timer runs out.
- Each shot will start a timer for the next shot.
- The 3 bank will add time. The center target will add the most time.
- If the timer runs out the Death Star will destroy a Capital ship and
the mission will reset. You will need to complete 3 shots once more.
- Once the inner left loop is lit, shoot it to destroy the death star.
- Destroying the Death Star will take you to Victory Multiball.
- Added new rules and choreography to ESCAPE FROM HOTH. To complete this
mission you have to fire ion cannons so your transports can escape. Also you
need to destroy an AT-AT. Afterward you will be able to get to the Falcon
and "Punch it":
- The spinner and pop-bumpers will build your award value. Shoot the
left orbit 3 times to fire an ion cannon. Then the 3-bank will
collect the last award of this part.
- Afterward the 3-bank will continue to increase the award value.
- Shoot the inner loop 4 times to wrap your tow cable around the legs
of an AT-AT to bring it down.
- Last two ramp shots are needed to light the final HOTH shot.
- Shooting the final shot will allow Han and friends to escape from
Darth Vader and start Victory Multiball.
- Added new perk for playing Leia. Your shot multiplier is now +3X if you
are playing as Leia and you are playing in a 4th Mission multiball.
- Added compensation to the FORCE DROP TARGET BANK. If the DISABLE LEFT DROP
TARGETS adjustment is set to YES, then the game will spot a FORCE target
when any of the 9 standup targets are hit. The skill shot on the FORCE
TARGETS will also be disabled.
- Added new rules and choreography for ESCAPE FROM TATOOINE.
- Shoot the alternating shots of left ramp and right inner loop to
progress the story of Luke getting to the yacht, retrieving Leia,
and exploding Jaba's Yacht.
- There 9 parts to the story.
- Along the way the 3 bank, right ramp, and right eject will increase
your award value.
- So you have a choice of going straight for the end or trying to
maximize your scoring potential.
- Completing the 9 shots will start Victory Multiball
- Added a Perk for playing Han during ESCAPE FROM BOBA FETT. If you are
playing Han during, each leg of the gauntlet will have higher base value.
- Added a Perk for playing Luke during LIGHT SABER DUEL. If you are
playing Luke during your base award value will be greater.
Tweaked:
- Shortened the time that the "ENTER YOUR INITIALS" display is on the screen
when achieving high scores or champions.
- Adjusted "ball in play" display alignment when language is FRENCH or
ITALIAN.
- Removed the lamp effect game start that showed hyperspace hurry-up is lit.
- Changed the default master volume to 18
- The Adjustment that allows movie clips in the attract mode to play sounds
now defaults to NO. IF YOU WANT THESE CLIPS TO PLAY SOUND USE THIS
ADJUSTMENT.
- The Adjustment that allows the Opening Text Scroll in the attract mode to
play sounds now defaults to NO. IF YOU THE TEXT SCROLL TO PLAY MUSIC USE
THIS ADJUSTMENT.
- Improved the HYPERSPACE HURRYUP and VICTORY MULTIBALL JACKPOT award
animations
- The ball in play and shot multiplier are no longer displayed during MATCH.
- Corrected the order of some lamp sweeps
- Added a setting for the Mission stacking adjustment. Default is now 4th
missions do not stack with other missions.
- Improved the single post behavior in some edge cases.
- HYPERSPACE MULTIBALL's parsec display corrected to 3 decimal digits of
precision.
- All GI strings are now lit during test mode.
- The coin door GI was turning off and back on. This has been corrected.
- Reordered TEST MENU FEATURE AUDITS into logical groupings.
- Tweaked TIE FIGHTER MULTIBALL JACKPOT and SUPER JACKPOT sound effect
priorities.
- The deprecated BILL VALIDATOR adjustment has been removed.
- Enhanced the TIE FIGHTER MULTIBALL SUPER JACKPOT display effect.
- Removed the Adjustment Reduce intense lamp effects
- Removed sound attenuation settings from French overrides.
- During HYPERSPACE MULTIBALL, the PARSECS display will only increase while
balls are active on the playfield.
- The top lane inserts weren't visible during certain modes. They now light
up on a timer when the ball is in the area.
- If ESCAPE is lit and the ball misses the gate for some reason, the ball
is now returned to the player.
- Added Darth breathing effects to TIE FIGHTER MULTIBALL during SUPER JACKPOT.
- Tweaked the VIDEO MODE collision lamp effects.
- Adjusted the diagnostic values of some lamps, coils, and switches to match
the manual.
- Added time to DESTROY THE DEATHSTAR shot timer. This will make the mission a
bit easier to complete and destroy the Death Star
- Increased the ball save timer for all the multiballs by at least 5 seconds
each. For most of them this means they will be 15 seconds now by default
instead of 10.
- While HYPERSPACE HURRY UP was running, the left orbit and right ramp arrows
were solid yellow. They now cycle thru any other running mode's colors.
- Tweaked the timing of some speech calls to more better hear them.

18
#2 6 years ago

great to hear......now they can focus on Ghostbusters!

#3 6 years ago

Great game just got better!

#4 6 years ago

Dang I was hoping to pick up an LE or Premium cheap before this dropped! Oh well. $10K by Christmas.

-7
#5 6 years ago
Quoted from John_I:

Dang I was hoping to pick up an LE or Premium cheap before this dropped! Oh well. $10K by Christmas.

No kidding! Once folks get word that SW and BM66 and, hell, even Kiss are practically complete, prices are going to soar!! Games will be “bolted to the floor” and “not going anywhere anytime soon!”. Damn, I missed my opportunity to buy an overpriced game at market rate and will have to settle for the inflated aftermarket prices!

Or not. Enjoy your finished games everyone! It’s about freaking time!

#6 6 years ago
Quoted from John_I:

Dang I was hoping to pick up an LE or Premium cheap before this dropped! Oh well. $10K by Christmas.

Doubt it. Too many people think it's too hard. I think game will not increase in value.

#7 6 years ago

"- Changed the default master volume to 18"

Everyone installing this update tonight will thank you.

#8 6 years ago

2 people I talked to that sold game said it was too hard???

I want one but this scared Me off as I'm not a great player.

Is it that hard???

#9 6 years ago
Quoted from sepins:

2 people I talked to that sold game said it was too hard???
I want one but this scared Me off as I'm not a great player.
Is it that hard???

Yes and no. It has the “one more time” addiction. So even as an average player, it’s still a blast. This game will also make you a better player...IMO. If you want to “defeat” or “complete” the game, then it’s a very difficult game...but I have never completed a game (although I did make it into “The Zone” on my TZ when I had it...but that took me 8 years). It took me a year to figure out all of Metallica, but I’ve never made it to “end of the line”. Bottom line, find a well set up SW and dump $20 into it, and see if you like it. Beware of a poorly setup one. That will make you hate the game.

#10 6 years ago
Quoted from sepins:

2 people I talked to that sold game said it was too hard???
I want one but this scared Me off as I'm not a great player.
Is it that hard???

I've had mine for months and haven't destroyed the Death Star. I haven't even broken 1 billion, but I can't seem to get enough of this game. To me, it's like the difference between checkers and chess. Do you want a game that you can mindlessly play, enjoy, and frequently win? Or do you want a game that challenges you and makes you feel like you've saved the galaxy when you make those hard shots?

#11 6 years ago
Quoted from hank527:

Doubt it. Too many people think it's too hard. I think game will not increase in value.

I think the opposite will happen or at least there's now a greater chance it will hold its value. Deep and unique code sells games, as does having licensed assets in terms of actor audio, video featuring actors and licensed music. Star Wars now has all of those plus some pretty slick hand drawn artwork from Disney to boot.

I've done a 180 on this game once I finally saw and played it in person, go figure that not judging the game just on pictures I saw and instead playing it would change my mind, lol.

Also, nice profile pic, that video is hilarious.

#12 6 years ago

duplicate, please delete

#13 6 years ago

I think it's a winner and the level of code hasn't been seen like this in years IMHO. I am just really impressed with the game.

Marc

#14 6 years ago

Hi guys can someone post a video downloading code into spike 2

#15 6 years ago
Quoted from pinwaz:

Hi guys can someone post a video downloading code into spike 2

Do you mean downloading to your USB stick from the Stern website, or installing on your actual game?

#16 6 years ago

This is an impressive update. Way to go Dwight and co.! And done in a timely and professional manner. Makes me want one even more now dam it!

#17 6 years ago
Quoted from sepins:

2 people I talked to that sold game said it was too hard???
I want one but this scared Me off as I'm not a great player.
Is it that hard???

I guess hard is relative. Been a pinball guy since the 80's not a pro, not a league player but just a regular guy. Yes SW requires one to be good at shots. Its not like medieval madness or other games that have easy on them. Its also a fast game, so you have to be alert. I find that the music and callouts and lights keep me immersed in the journey. I also appreciate that during this journey its making me a better player. IJ is also a hard game, yet its up there in the top 100.

What I can say is you need to play it for a while to truly appreciate the pin. A dozen or so game may leave you diappointed. 200-400 games or more in and its the best in my collection for me right now and i have MM,TAF,STPRO,TSPP,HS2,AFMR in the top of the list. And with the updates it just keep getting better, cant wait to load 1.0!

#18 6 years ago

I really like this update, it mostly plays great with defaults!

The mystery scoop is still evil. Not sure if I will back it down to 20 again, or try the new ball-save option.
It doesn't seem like there's a reliable way to play against it, it often rockets STDM with no choice to defend.

No Hoth kickouts yet.

Something has changed that just makes it overall much more fun to play.

#19 6 years ago
Quoted from zaphX:

Something has changed that just makes it overall much more fun to play.

Yep, your perception.

Seriously, adjust the scoop down to 20-25. Those things are crazy overpowered at the default level. Aerosmith is exactly the same, although not as bad as SW.

rd

#20 6 years ago
Quoted from JoshODBrown:

Do you mean downloading to your USB stick from the Stern website, or installing on your actual game?

Hi josh I just watched your SW code update video.
Thanks mate keep up the great work

#21 6 years ago
Quoted from sepins:

Is it that hard???

It can be pretty short and quick, at least. Of the 12 pins at our location, the game times on SW are the second-shortest according to audits. We average around 3:30 overall, while SW is around 3:00.

People still love it though, so there's no lack of value for money; otherwise we would probably make adjustments.

#22 6 years ago

Tried updating, Formatted USB To FAT32

Followed instructions
Opened folder was give 3 options
Chose the bottom 2 as this said file 1&2
Plugged in to port game booted straight into 0.93 and nothing about the update.

USB flashed a couple times on initial start up but nothing!

4B9A50FB-C52D-49AB-9F53-97BED25EF046 (resized).jpeg4B9A50FB-C52D-49AB-9F53-97BED25EF046 (resized).jpeg

#23 6 years ago
Quoted from Pinhead1982:

Tried updating, Formatted USB To FAT32
Followed instructions
Opened folder was give 3 options
Chose the bottom 2 as this said file 1&2
Plugged in to port game booted straight into 0.93 and nothing about the update.
USB flashed a couple times on initial start up but nothing!

There's a typo in the read me file. All 3 of the unzipped files need to be copied to the root of the flash drive. I tried it last night and that worked without issue.

#24 6 years ago

just tried on mine too, 3 zip files, it will start the update but keeps crashing at 812MB on the upload.

strange though as the first usb stick actually worked from the go this time thats a first!

#25 6 years ago
Quoted from steigerpijp:

just tried on mine too, 3 zip files, it will start the update but keeps crashing at 812MB on the upload.
strange though as the first usb stick actually worked from the go this time thats a first!

I would make sure that the flash drive is formatted. Then make sure that only the 3 unzipped files are copied to the root of the flash drives, they shouldn't be in a folder.

#26 6 years ago

There not in a folder, but individual.

Which files did you copy over?

#27 6 years ago

Sorry.. just read Panzerfreaks reply.

Thanks very much

#28 6 years ago
Quoted from Nickbtx:

I've had mine for months and haven't destroyed the Death Star. I haven't even broken 1 billion, but I can't seem to get enough of this game. To me, it's like the difference between checkers and chess. Do you want a game that you can mindlessly play, enjoy, and frequently win? Or do you want a game that challenges you and makes you feel like you've saved the galaxy when you make those hard shots?

If I have STLE does it play similar???

#29 6 years ago
Quoted from sepins:

If I have STLE does it play similar???

Disregard, I misread your question. Mine is an SWLE.

#30 6 years ago
Quoted from PanzerFreak:

I think the opposite will happen or at least there's now a greater chance it will hold its value. Deep and unique code sells games, as does having licensed assets in terms of actor audio, video featuring actors and licensed music. Star Wars now has all of those plus some pretty slick hand drawn artwork from Disney to boot.
I've done a 180 on this game once I finally saw and played it in person, go figure that not judging the game just on pictures I saw and instead playing it would change my mind, lol.
Also, nice profile pic, that video is hilarious.

I love a deep, well coded game. But the idea of “math chess” doesn’t appeal to me either. Why does RH refer to these rules - and GOT - as math chess, as opposed to “good, deep rules”? Are SW rules convoluted? Complicated for no real reason? Etc.?

#31 6 years ago
Quoted from zaphX:

I really like this update, it mostly plays great with defaults!
The mystery scoop is still evil. Not sure if I will back it down to 20 again, or try the new ball-save option.
It doesn't seem like there's a reliable way to play against it, it often rockets STDM with no choice to defend.
No Hoth kickouts yet.
Something has changed that just makes it overall much more fun to play.

ball save all the way. much much better. IMO. this should be an option on every stern game. I so want to like this game, but as another pinsider mentioned, maybe I just need to play more games on it.

#32 6 years ago
Quoted from TheFamilyArcade:

I love a deep, well coded game. But the idea of “math chess” doesn’t appeal to me either. Why does RH refer to these rules - and GOT - as math chess, as opposed to “good, deep rules”? Are SW rules convoluted? Complicated for no real reason? Etc.?

all I can say is, thank goodness for colored flashing lights. otherwise I wouldn't know what to shoot for...

14
#33 6 years ago

I keep seeing posts from people that complain that this game is too hard or too complicated. I wanted to give my take on the game as a whole after playing it a few hundred times.

When you walk up to Star Wars, it can be intimidating because there are a lot of choices. DONT WORRY!

You can pick any character and any perk. They are all balanced well and picking one over the other won’t set you up for failure.

As you play the game more, you will find some choices are better for what you want to accomplish. But if you've never played before, you’re not going to screw it up.

When people say it’s hard, I believe it’s because the game is super fast. There’s always an option to hit a timed shot. When a game is always making you feel like you have to shoot the ball, you make mistakes and lose your ball.

At its core, it’s a mode based game. The modes are spelled out for you, literally. It could not be any easier to know what to shoot for. When you pick a mode it says exactly what you need to do to complete that mode on the screen. Then during the mode, the game lights those shots in the modes color for you. It also shows your progress, and displays what to shoot.

There is a lot going on, and there are a lot of strategic options as you go along. That’s what makes this a great game!

#34 6 years ago

Congrats!

#35 6 years ago
Quoted from sepins:

2 people I talked to that sold game said it was too hard???
I want one but this scared Me off as I'm not a great player.
Is it that hard???

Play it a bunch and you'll become a better player. Problem solved! Win/win right!?

#36 6 years ago
Quoted from TheFamilyArcade:

I love a deep, well coded game. But the idea of “math chess” doesn’t appeal to me either. Why does RH refer to these rules - and GOT - as math chess, as opposed to “good, deep rules”? Are SW rules convoluted? Complicated for no real reason? Etc.?

I wouldn't say the rules are extremely complicated, but you need to read the screen for what to do on some of them as the shot lights aren't enough. I think some people refer to it as math chess because the multiplier is such an important factor in those games. Many people think that the further in the game someone gets, the more points they should get and "beating" the game should be the ultimate point award. Games like Star Wars and GOT buck that train of though. In GOT, I could just play Hand of the King, do well, and still destroy someone pointwise who got almost all the way through to Iron Throne because of the scoring and multipliers. Same thing in Star Wars, if you don't do well in your mode MBs and hit the right multiplied shots, you could get all the way to battling the Emperor and still lose to someone who did do well in even just some of those MBs and nothing else.

#37 6 years ago

This is a one heck of an update - thank you Stern, nice to see the game get some major love! Will install it this weekend depending on feedback by those braver souls than me who update immediately

#38 6 years ago

Nice big update. Can't wait to try it out over the holidays.

Quoted from TheFamilyArcade:

I love a deep, well coded game. But the idea of “math chess” doesn’t appeal to me either. Why does RH refer to these rules - and GOT - as math chess, as opposed to “good, deep rules”? Are SW rules convoluted? Complicated for no real reason? Etc.?

Have you played the game or are you just listening to RH rants? The only thing complicated are the multipliers and that's not really complicated either. It just adds another layer of things that you are trying to accomplish during play. I think it helps keep the game fresh while other deep games like lotr get stale for me quickly. If you just want to mindlessly flip around then this game is probably not for you. If you like games with deep scoring strategies that have multiple layers to the code then you will like it.

It's different which in my opinion gives it a ton of staying power.

#39 6 years ago
Quoted from sepins:

2 people I talked to that sold game said it was too hard???
I want one but this scared Me off as I'm not a great player.
Is it that hard???

Three things:

1) It is a FAST game, i.e. that ball is back at your flipper in no time, and with some serious velocity!

2) If the game is not set up correctly it will drain your ball and drain quickly. Level and pitch have to be perfect, the plunger lane guide must be adjusted so that you don't get any instant outlane drains, and the right eject kicker power must be adjusted down so that it doesn't shoot SDTM. I've played SW Pros straight out of the box that once you lower the kicker power played perfectly, and in contrast my Premium took a lot of tweaking in term of pitch and guide adjustments until it played right....it was very frustrating!!

3) It is very much a risk versus reward game, especially with the 3 bank target and the use of the lockbar center button during gameplay. Shoot that 3 bank and use that center lockbar button correctly...and your scores will go up dramatically. Hit that 3 bank wrong...drain......take your hands off of the flipper at the wrong time to use the center button...drain!

.....but it is a pure adrenaline fantastic theme integration awesome sound phenomenal lightshow let's just play one more game type of pin!!!

#40 6 years ago
Quoted from sepins:

If I have STLE does it play similar???

The games couldn't be more different.

#41 6 years ago

i like all the cool stuff they fixed and added. will we get midnight madness back?

#42 6 years ago

Who else loves the tie fighter button smash on this game. I've seen a lot of people really knock it but I think it's really fun. Do you risk smashing away when a ball isn't trapped? I go crazy aggressive and just try my best not to drain. It's pretty funny trying to get 20 or destroys when the ball isn't safely trapped.

#43 6 years ago
Quoted from jgentry:

Who else loves the tie fighter button smash on this game. I've seen a lot of people really knock it but I think it's really fun. Do you risk smashing away when a ball isn't trapped? I go crazy aggressive and just try my best not to drain. It's pretty funny trying to get 20 or destroys when the ball isn't safely trapped.

Yup, love it. I love watching people play it that way too, especially when they have to frantically switch hands, everyone gets a good laugh when you have those close calls. Even if you drain when that happens, it doesn’t feel cheap, cause it was your own fault for taking the risk. Good wholesome fun!

#44 6 years ago
Quoted from JoshODBrown:

Yup, love it. I love watching people play it that way too, especially when they have to frantically switch hands, everyone gets a good laugh when you have those close calls. Even if you drain when that happens, it doesn’t feel cheap, cause it was your own fault for taking the risk. Good wholesome fun!

My favorite is when I drain only to hear the tie fighter multiball start. Love hitting 35 right before the trough registers a drain.

#45 6 years ago
Quoted from jgentry:

My favorite is when I drain only to hear the tie fighter multiball start. Love hitting 35 right before the trough registers a drain.

This is the best!

#46 6 years ago

Echoing some comments above, I've spent very little time on the game. It's not because it's hard per se, it's because

1) I plunge the skill shot, it banks off onto the force targets and down the outlane. Ball save kicks in, the game auotplunges, the ball goes off the force targets and down the outlane.

2) I hit the right scoop, get an award, and the kickout sends the ball down the middle.

3) Everything seems to be lit something, I hit some shots, sometimes things flash, I hit some more shots, I eventually drain and don't know what I've accomplished, what I failed to do, or what I'm supposed to do next. I assume I could learn some of this if I watched the screen, but I rarely have occasion to look at it since the game is generally pretty fast, isn't stop and go, and there's usually lit stuff to shoot so I shoot for it with the notion I'll more or less progress through the game. I don't actually know if this is what happens.

It sounds like this code has the potential to address some of these issues. I imagine audio callouts also help, but I play on location and don't usually hear what games are telling me (unless I'm already familiar with a game).

I of course could watch other people play or study videos online, but with other more intuitive pin options that have fewer cheap drains at the same bars, I've felt no compelling reason to spend the time on SW.

#47 6 years ago

I had a lot of cheap drains on my SW and it turned out that I had a bad play field that was not level. Got that replaced and it’s amazing and I rarely if ever have cheap drains.

#48 6 years ago
Quoted from zaphX:

I really like this update, it mostly plays great with defaults!
The mystery scoop is still evil. Not sure if I will back it down to 20 again, or try the new ball-save option.
It doesn't seem like there's a reliable way to play against it, it often rockets STDM with no choice to defend.
No Hoth kickouts yet.
Something has changed that just makes it overall much more fun to play.

just loosen off the ball guide from the scoop, bend it up slightly, mine hits around the top of the left flipper now and is fine, did drain stock.

#49 6 years ago

I echo your points 1 and 2!!!!!

- Game should have a ball save feature when ball kicks out of right kickout
- if during a plunge the ball drains in Outlane, and then does it again, game should kick out a third ball.

Last week off a fresh plunge (during a tournament) i immediately got a right Outland drain, then ball saver plunged another ball, immediately drained and used my escape, THEN it drained AGAIN in the right Outlane.

Simple code update to do this.

Quoted from blueberryjohnson:

Echoing some comments above, I've spent very little time on the game. It's not because it's hard per se, it's because
1) I plunge the skill shot, it banks off onto the force targets and down the outlane. Ball save kicks in, the game auotplunges, the ball goes off the force targets and down the outlane.
2) I hit the right scoop, get an award, and the kickout sends the ball down the middle.
3) Everything seems to be lit something, I hit some shots, sometimes things flash, I hit some more shots, I eventually drain and don't know what I've accomplished, what I failed to do, or what I'm supposed to do next. I assume I could learn some of this if I watched the screen, but I rarely have occasion to look at it since the game is generally pretty fast, isn't stop and go, and there's usually lit stuff to shoot so I shoot for it with the notion I'll more or less progress through the game. I don't actually know if this is what happens.
It sounds like this code has the potential to address some of these issues. I imagine audio callouts also help, but I play on location and don't usually hear what games are telling me (unless I'm already familiar with a game).
I of course could watch other people play or study videos online, but with other more intuitive pin options that have fewer cheap drains at the same bars, I've felt no compelling reason to spend the time on SW.

#50 6 years ago
Quoted from pinballkyle:

I echo your points 1 and 2!!!!!
- Game should have a ball save feature when ball kicks out of right kickout
- if during a plunge the ball drains in Outlane, and then does it again, game should kick out a third ball.
Last week off a fresh plunge (during a tournament) i immediately got a right Outland drain, then ball saver plunged another ball, immediately drained and used my escape, THEN it drained AGAIN in the right Outlane.
Simple code update to do this.

Ball save from the kick out added to 1.0

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