(Topic ID: 190343)

Stern STAR WARS club...May The Force Be With You

By Micky

6 years ago


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  • 15,046 posts
  • 939 Pinsiders participating
  • Latest reply 4 hours ago by falcon950
  • Topic is favorited by 383 Pinsiders

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“Which one are you getting.”

  • Pro 185 votes
    27%
  • Premium 325 votes
    48%
  • LE 173 votes
    25%

(683 votes)

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There are 15,046 posts in this topic. You are on page 138 of 301.
#6851 5 years ago

The cost of that topper is just beyond crazy... (if it ever hits the street) I'm sure people will jump on it... more power to you if you have that kind of money to burn.

#6852 5 years ago

Quick fix to the Mezel mods air ball guard.

Because the guard sits between the mounting post and the playfield mount... it raises the Tie Fighter bracket and makes it uneven with the rear mounting surface.

I drilled out the hole to 1/4” so the mounting post would go through the protector and properly screw all the way into its mount. I got a piece of rigid plastic tubing that I cut to fit between the top of the air ball guard and the tie bracket. This isn’t necessary simply drilling through the guard is enough but this hold the guard firmly in place.

(pic is cockeyed ... everything is in fact straight)
600D5891-20B9-481E-B80C-356356036698 (resized).jpeg600D5891-20B9-481E-B80C-356356036698 (resized).jpeg

#6853 5 years ago
Quoted from Ricochet:

Quick fix to the Mezel mods air ball guard.
Because the guard sits between the mounting post and the playfield mount... it raises the Tie Fighter bracket and makes it uneven with the rear mounting surface.
I drilled out the hole to 1/4” so the mounting post would go through the protector and properly screw all the way into its mount. I got a piece of rigid plastic tubing that I cut to fit between the top of the air ball guard and the tie bracket. This isn’t necessary simply drilling through the guard is enough but this hold the guard firmly in place.
(pic is cockeyed ... everything is in fact straight)
[quoted image]

My tie fighter went back in level without issue. Didn’t have to do any of that to get things to fit properly.

#6854 5 years ago
Quoted from Psw757:

My tie fighter went back in level without issue. Didn’t have to do any of that to get things to fit properly.

Mine didn’t ... the hole was too small.

#6855 5 years ago
Quoted from Ricochet:

Mine didn’t ... the hole was too small.

Interesting...I wonder who makes these plastics? They are probably not all exactly the same. It works though!

#6856 5 years ago

Has Stern started shipping the topper for this yet? Thanks

#6857 5 years ago
Quoted from Ricochet:

Mine didn’t ... the hole was too small.

My hole was off center and I had to egg shape mine to get it to work.

#6858 5 years ago
Quoted from bowtech:

My hole was off center and I had to egg shape mine to get it to work.

I hate when that happens......

#6859 5 years ago
Quoted from bowtech:

My hole was off center and I had to egg shape mine to get it to work.

This simply didn't fit well for me. I think the tolerances are too tight. I needed to cut back some material where the guard touches the left ramp to get the holes to align. Once they were aligned everything was fine except the tie fighter bracket bolt/sleeve. That hole needs to be 1/4" so the sleeve will go through the guard. Adding that extra clear plastic sleeve is simply overkill ... that's just me.

#6860 5 years ago
Quoted from mcbPalisade:

Has Stern started shipping the topper for this yet? Thanks

Supposedly it’s April. I’ll ask again.

#6861 5 years ago

This game is one of the most fun and frustrating games i have played. Im not sure if my slope is to big, but it bothers me that i cant backhand up the hyperloop, i can never seem to hit the orbits or the right ramp. The timed modes like hit 3 inner loops and then the orbits always gets me, but i cant stop playing it!!!

#6862 5 years ago
Quoted from amkoepfer:

This game is one of the most fun and frustrating games i have played. Im not sure if my slope is to big, but it bothers me that i cant backhand up the hyperloop, i can never seem to hit the orbits or the right ramp.

Me too! It’s most frustrating because it’s not an accuracy problem; it’s a power issue. There’s just not enough to backhand it up the DS fork ramp without it coming back out. The right ramp is actually easy to backhand once you nail the timing down. There’s enough power to send it up and around. I also suck at orbit shots.

#6863 5 years ago

It doesn't hurt to give a few turns on the back leg levelers to lower the slope slightly. It's not going to make the game any slower.

#6864 5 years ago
Quoted from amkoepfer:

The timed modes like hit 3 inner loops and then the orbits always gets me, but i cant stop playing it!!!

That Death Star 2 mission for Leia/Luke can be quite tricky. Sometimes I complete it with ease (very satisfying when done fast) and other times I get stuck trying to shoot an orbit only to time out and start all over again.

Quoted from amkoepfer:

Im not sure if my slope is to big, but it bothers me that i cant backhand up the hyperloop, i can never seem to hit the orbits or the right ramp.

While difficult, if you can occasionally backhand the edge of the letter 'E' of the FORCE targets then chances are that your left flipper is properly aligned, and you should be able to backhand the Death Star shot with the fork ramp up if the game is leveled at 6.5; definitely not easy to backhand but doable with practice.

#6865 5 years ago

The hardest shot for me is the right orbit. I can most often make all the other shots when they are in demand, but that right orbit is a killer for me. It's most often sheer luck that I ever make it.

#6866 5 years ago
Quoted from amkoepfer:

This game is one of the most fun and frustrating games i have played. Im not sure if my slope is to big, but it bothers me that i cant backhand up the hyperloop, i can never seem to hit the orbits or the right ramp. The timed modes like hit 3 inner loops and then the orbits always gets me, but i cant stop playing it!!!

I usually backhand the left orbit with left flipper - pretty easy to do. Now that right orbit...

#6867 5 years ago

For me it's the right ramp that can be frustrating. Sometimes I can bh it, other times no. Machine is clean and fast.

#6868 5 years ago

The right ramp was a little difficult at first but once you get the hang of it it’s pretty consistent. I had a lot of quick drains learning that shot but once I learned to be patient and not shoot early that pretty much stopped the quick drains. I also like to backhand the left spinner(orbit) as for the right orbit it’s just a tight shot. I can only backhand the fork ramp once in awhile but because of that I got really good at hitting it from the right flipper, and once you can consistently do that the game opens up. Really love this game.

#6869 5 years ago

I'm having difficulty with entering the death star. Way too often; The ball is rejected back down the ramp as-if it hit something. Looking for information on what adjustments may be needed.

#6870 5 years ago
Quoted from RockfordReplay:

I'm having difficulty with entering the death star. Way too often; The ball is rejected back down the ramp as-if it hit something. Looking for information on what adjustments may be needed.

There’s a nut that holds down the wire form just below the Death Star i believe. You can loosen it and adjust them wire form and retighten.

#6871 5 years ago
Quoted from Eskaybee:

There’s a nut that holds down the wire form just below the Death Star i believe. You can loosen it and adjust them wire form and retighten.

Thank you very much. That did it. Now that I look at it; The wire-frame looks like it sags on its right side, also a bit off-center to the right of the death star's entrance. Perhaps the supporting arm is a tad out of spec.

11
#6873 5 years ago

Back in the club (so to speak) after my Premium was out of action while I transformed it into an Imperial Stormtrooper edition:

BEFORE

SW Pinball BEFORE (small) (resized).jpgSW Pinball BEFORE (small) (resized).jpg

AFTER

SW full angle 1 (2) (resized).jpgSW full angle 1 (2) (resized).jpgSW front (2) (resized).jpgSW front (2) (resized).jpgSW playfield plus (2) (resized).jpgSW playfield plus (2) (resized).jpg

#6874 5 years ago

White looks great! Wonder if they’d do a Hoth VE?

#6875 5 years ago

Backhanding the right ramp definately works well. Had my best game yet. Blew up the death star, finished hoth, endor, jedi training, and 140 tie fighters. Best score ive had yet!

20190407_181947 (resized).jpg20190407_181947 (resized).jpg
#6876 5 years ago
Quoted from amkoepfer:

Backhanding the right ramp definately works well. Had my best game yet. Blew up the death star, finished hoth, endor, jedi training, and 140 tie fighters. Best score ive had yet!
[quoted image]

Nice, I hope to see that score in the future... I’ve only had mine for almost 1 month... only gotten to light saber dual... this game is brutal.. did you move the Death Star ramp higher or did you move the pitch lower to hit that shot?? I think I have gotten enough rejects backhanding it with the left flipper that I am now considering moving the ramp higher. I am more successful making the shot with the right flipper... which I think is not the preferred method to hitting the shot.

#6877 5 years ago
Quoted from zermeno68:

Nice, I hope to see that score in the future... I’ve only had mine for almost 1 month... only gotten to light saber dual... this game is brutal.. did you move the Death Star ramp higher or did you move the pitch lower to hit that shot?? I think I have gotten enough rejects backhanding it with the left flipper that I am now considering moving the ramp higher. I am more successful making the shot with the right flipper... which I think is not the preferred method to hitting the shot.

I didnt touch it, i just only used the right flipper for the deathstar shots. Worked out well, ill probably keep it as is

#6878 5 years ago

Does the light saber duel save your progress if you dont finish the first time? Last game i finished 2 escapes, but i couldnt tell if the next round i continued or started over

#6879 5 years ago
Quoted from amkoepfer:

Does the light saber duel save your progress if you dont finish the first time? Last game i finished 2 escapes, but i couldnt tell if the next round i continued or started over

If LSD times out you have to start all over again; all the shots. If you lose the ball within the LSD timer then your progression is saved.

#6880 5 years ago
Quoted from Hoochoo:

If LSD times out you have to start all over again; all the shots. If you lose the ball within the LSD timer then your progression is saved.

Ok thank you. That one will be hard to beat then. I dont see me ever getting to wizard mode

#6881 5 years ago
Quoted from amkoepfer:

Ok thank you. That one will be hard to beat then. I dont see me ever getting to wizard mode

You can set it to easy in the settings mode. It gives more time.

#6882 5 years ago
Quoted from D-Gottlieb:

You can set it to easy in the settings mode. It gives more time.

Havent checked what default is, but i think id rather keep it there. Gotta earn it! Another 50 games of crap and frustration for that great feeling of accomplishment

#6883 5 years ago

Selling my Pro in New Hampshire.

https://pinside.com/pinball/market/classifieds/ad/77660

More pics on my ad

56412421_2336110289743783_4351594476997705728_n (resized).jpg56412421_2336110289743783_4351594476997705728_n (resized).jpg
#6884 5 years ago
Quoted from amkoepfer:

I didnt touch it, i just only used the right flipper for the deathstar shots. Worked out well, ill probably keep it as is

Dang!! Does it not feel like a handicap given you mostly make the shot with the Right flipper and not able to backhand it with the left?? Given the hurry up's to make that shot... it sucks I have to pass to the right flipper, control the ball, then shot it accurately into the Death Star shot...

Regardless, I need to keep working on my accuracy, but i'd thought maybe you might have taken the path others have by moving the ramp up and/or making the pitch less than 6.5

Cheers!! I'm so glad Steve/Dwight have made this game a deep ruleset.... This will be a staple machine in my home for years to come.

From my readings, I wish that there was a "total dominance" wizard mode after completing all characters...

#6885 5 years ago

If the ball has enough speed it can be backhanded, but if its at the left flipper i was just hitting the 3 bank to get the multiplier up one more, then going off the right flipper

#6886 5 years ago
Quoted from Tuna_Delight:

Back in the club (so to speak) after my Premium was out of action while I transformed it into an Imperial Stormtrooper edition:
BEFORE
[quoted image]
AFTER
[quoted image][quoted image][quoted image]

Looks fantastic! I’d wondered how a full whiteout would look in a premium. Hats off to you sir.

#6887 5 years ago
Quoted from Tuna_Delight:

Back in the club (so to speak) after my Premium was out of action while I transformed it into an Imperial Stormtrooper edition:
BEFORE
[quoted image]
AFTER
[quoted image][quoted image][quoted image]

That does look sweet! Makes think it’s the stormtrooper version (rather than a Hoth version). I like it.

#6888 5 years ago
Quoted from RockfordReplay:

Thank you very much. That did it. Now that I look at it; The wire-frame looks like it sags on its right side, also a bit off-center to the right of the death star's entrance. Perhaps the supporting arm is a tad out of spec.

Follow up; Lifting the wire-frame at the Death-star's entry did help ball enter, but when running the hyper-loop the 2nd pass would fail, the flippers would die and the ball would waste away as-if I tilted the machine.

I pulled the wire-frame and bent the supporting arm to provide a right angle. It's too soon to tell if it's resolved, but I feel I'm headed in the right direction.

DeathstarEntry (resized).pngDeathstarEntry (resized).png
#6889 5 years ago
Quoted from RockfordReplay:

Follow up; Lifting the wire-frame at the Death-star's entry did help ball enter, but when running the hyper-loop the 2nd pass would fail, the flippers would die and the ball would waste away as-if I tilted the machine.
I pulled the wire-frame and bent the supporting arm to provide a right angle. It's too soon to tell if it's resolved, but I feel I'm headed in the right direction.[quoted image]

That sounds like a software bug to me. The flippers should not go dead.

#6890 5 years ago
Quoted from D-Gottlieb:

That sounds like a software bug to me. The flippers should not go dead.

Hmm, I don't know. It seemed that lifting the wire-frame 'too high' at the death-star created a situation. Lowering the wire-frame back down seemed to alleviate it.

I feel that the position of the wire-frame at the death-star's entry may have a sweet-spot and the lack of plane in this wire-frame may have made it more difficult to find.

#6891 5 years ago
Quoted from Eskaybee:

I usually backhand the left orbit with left flipper - pretty easy to do. Now that right orbit...

After 6 months I should have every shot wired, but I don’t. Orbits and right ramp still not automatic, and the Death Star shot, while much easier than the others, is still harder for me than the left ramp and right loop (Hoth).

Is it the geometry if the game? Is it my set up? Or do I just need to play better?

#6892 5 years ago
Quoted from TheFamilyArcade:

After 6 months I should have every shot wired, but I don’t. Orbits and right ramp still not automatic, and the Death Star shot, while much easier than the others, is still harder for me than the left ramp and right loop (Hoth).
Is it the geometry if the game? Is it my set up? Or do I just need to play better?

For the right ramp, I backhand it from the right flipper. It is really early on the right flipper but that's the only way I can make it. Every time I try to shoot the right ramp with the left flipper, I flip too early, hit the Tie bank and drain. I lack patience.

#6893 5 years ago
Quoted from TheFamilyArcade:

After 6 months I should have every shot wired, but I don’t. Orbits and right ramp still not automatic, and the Death Star shot, while much easier than the others, is still harder for me than the left ramp and right loop (Hoth).
Is it the geometry if the game? Is it my set up? Or do I just need to play better?

I’ll have to check my pitch again, but I think I’m roughly around 7.2deg. Hardest shot in the game for me is the far right loop. The right ramp is fairly easy if back handed and tough when shooting on the fly with the left flipper but I have gotten really good at especially since I’ve been doing Endor II early on lately. And even stacking it with Tatooine III.

The far left loop is probably the 2nd hardest shot for me. For some reason I can hit it on the fly with the right flipper during Boba Fett, but any other time it’s a backhand with left flipper.

Death Star shot is the most critical shot in the game and should be hard, but not frustratingly hard like the two outside loops. Death Star shot is hit or miss for me but it’s not bad at all and usually it’s the speed of the game and software driving me to make that shot in a hurry that makes me choke. So for that shot, I say play better

Endor ramp and Hoth are by far the easiest and that’s when strategy comes into play. Do you use those shots to start your DS and Tatooine missions and hold off starting Endor or Hoth multiballs? Or do you play the multiballs knowing that starting missions will become harder.

#6894 5 years ago

Are you talking loops or orbits? The right loop is easy, along with the left ramp. The right ramp and orbit seem very difficult to get consistently with the left bat. Usually a backhand from the right flipper will get the right ramp, but not always. I can pretty much always get the left orbit backhanding off the left bat. The DS shot is easier with the right.

#6895 5 years ago

I assume he's referring to orbits, that right orbit makes me want to cry sometimes. I purposely try to do that right away and if I'm not having a good game just practice it. And I can easily backhand the deathstar shot, tougher from right flipper especially if it's on the fly.

#6896 5 years ago

Right orbit is definitely the toughest shot for me

#6897 5 years ago

I joined the club on 3/20/19, buying a used Pro off route. Haven't been able to clean the playfield yet, since I had hip replacement surgery 3/27, but a friend helped me replace a coil sleeve on the FORCE targets and install a Pinball Life shaker & PinGulp Premium (thanks, Owen). Inner Stern art blades (Han and Leia) already purchased from a fellow Pinsider (thanks, stenbough ) will also be installed when I feel better.

I plan to install external volume control & headphone jack. I don't want a sub. Knowing that, is there any reason not to get the Pinball Life version over the Stern, or some other method?

Pinball Life: https://www.pinballlife.com/stern-spike-2-headphone-jack-assembly.html
Stern: https://shop.sternpinball.com/collections/accessories/products/stern-headphone-jack-kit-for-spike

Frustrating yet addictive. I'll agree with those adjectives. Having the game at home vs. location makes it much easier to keep playing after those quick and cheap drains.

I kept it on 3 ball, and have just been mainly playing Luke +5 tie fighters in order to get to multiball quickly. I'm saving the other characters so that my wife can set high scores on them. I've been able to win the light saber dual twice, enabling all to escape. I've also gotten to hyperspace multiball a few times. The sound and light effects on light saber dual and hyperspace multiball are very cool - look forward to seeing more modes.

I documented the high scores off route, just before they all reset at 2000 games since latest SW upgrade. Game now has about 2600 plays, but many are ball 1 resets . Grand champion was from Han at 5.396 billion, and high score 4 was 3.65 billion. Luke champion on route was ~2 billion.

I set my new high score on Luke yesterday, with 3.092 billion.
SWPro_basement2 (resized).JPGSWPro_basement2 (resized).JPGLukeChampion (resized).JPGLukeChampion (resized).JPG

#6898 5 years ago

Does anyone else have any fixes for the DS shot? How did bending the ramp work out for the poster above?

A few of my thoughts on our awesome SWLE table:

Depth and theme integration on Star Wars Pre/Le and is very underrated by some because their vision of such an iconic franchise doesn’t match Stern’s stellar effort. Steve Richie gameplay is unmatched and the code is deep with many different ways to play, just like Batman 66.

Table is not empty by any means. Just look underneath and see a menagerie of electronics that power things on the top and at the back. You have to look at the back of the table too to appreciate how much has gone into this table. Many bullet points and the flow is amazing. My daughter feels like she is a champion playing it, even though a novice because it plays so well. We fixed left out lane drain issue with a different post in the same area, which creates longer ball times. Fixed the DS shot by slightly moving right post enough so ball goes right up DS ramp.

Steve laid out the play field to reflect the last big battle scene from the first movie. Should it have an xwing or two and couple more tie fighters? Yes and mods take care of that. Such a fun table and soooo underrated.

#6899 5 years ago
Quoted from Thunderbird:

... How did bending the ramp work out for the poster above?...

I'm experiencing significant improvement with Deathstar entry (after squaring the wire-frame's mounting pad to the ball-track). I still wonder if a bit more 'perfecting' of the form may provide more action. The 3-position ramp entering the Deathstar sure does provide one-heck-of-a-kick in there.

I have video/image of another bent bracket on the under-side at the opposing corner of the play field. The bend was so slight, it wouldn't have been noticed except for the gate at ball-launch was not opening completely. I wonder if this specific play-field was laid heavy during assembly with pressure focused on select brackets and/or ramps (bending them). I have ball launch oddities to sort as well, but the table is coming along and I'm thankful I have it. It really is a wonderful game.

#6900 5 years ago
Quoted from Thunderbird:

Does anyone else have any fixes for the DS shot?

I think raising or lowering the habitrail at the Death Star opening is all that needs to be adjusted if it's hitting the wireform and kicking back out (or not orbiting the habitrail during hyperspace). I'm fairly certain the shot cannot be backhanded with the left flipper from a cradled position. If there is enough speed on the pinball hitting against the left flipper it's possible. At least on my table, I can only get the ball into the hyperspace habitrail from the right flipper.

Quoted from Thunderbird:

Such a fun table and soooo underrated.

Star Wars fans are very passionate about the franchise, to a fault. Anything Star Wars gets nitpicked to death. The table is difficult and could probably use a few more toys to look at but the fun factor is a 10 for the excellent theme integration and diverse modes. The sounds and light show are perfect.

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