(Topic ID: 190343)

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


By Micky

2 years ago



Topic Stats

  • 8,375 posts
  • 580 Pinsiders participating
  • Latest reply 12 hours ago by Rum-Z
  • Topic is favorited by 218 Pinsiders

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Topic poll

“Which one are you getting.”

  • Pro 129 votes
    28%
  • Premium 191 votes
    41%
  • LE 148 votes
    32%

(468 votes)

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There are 8375 posts in this topic. You are on page 49 of 168.
#2401 2 years ago
Quoted from TKDalumni:

Any tips or tricks to get a Pro dialed in? Settings, etc..

It’s perfect imo right out of the box nothing needs tweaking pure adrenaline

#2402 2 years ago

^^^woohoo, that's what I like to hear!

#2403 2 years ago
Quoted from TKDalumni:

^^^woohoo, that's what I like to hear!

The only real thing I can think of is the power of the scoop. That can be just a goddamn nightmare.

#2404 2 years ago
Quoted from pinstadium:

I’m with you both too. There’s tons to do and it’s very challenging which deserves a solid place in a home collection. I could not imagine never playing this before and then going out to play it on route somewhere and not spending tons of money on it. For the 1st reason it’s hard hitting and it really makes you tune your skills, and for the 2nd there is so much to do/learn that you could never get enough progress.
I also thoroughly agree that this game makes you a better player for other pinballs due to its challenging shots. It really goes to show that we should never judge until we play and never listen to anyone but yourself because this game should get nothing but 5 stars all day long.
Plus it’s so fun to watch someone else play because you get to see all kinds of great footage that you never realized was there because it’s so intense when playing it’s hard to raise your eyeballs off of the playfield.

Just installed the Pinstadium lights with GI and Flashers on my premium....
AWESOME!!!!!!!!!!
...not only does the general glow show off the metal habitrails in a fantastic way, but the integration with the shots is SO COOL. It really adds alot to the whole look and experience and a new dimension to the feeling of the game during play. Love it. Thanks Scott!!

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#2405 2 years ago

Having a weird issue with my Pro. The Lighting on the "FORCE" Drops goes dim, or just stops working all together. Unplugging and replugging the LED board in fixes the issue, for about a few hours, then rinse - repeat. Any suggestions? It's all of the FORCE LEDs and some of the surrounding ones as well. Game still plays 100% and the Drops still work when this happens.

-1
#2406 2 years ago
Quoted from EVAWINGZERO:

Having a weird issue with my Pro. The Lighting on the "FORCE" Drops goes dim, or just stops working all together. Unplugging and replugging the LED board in fixes the issue, for about a few hours, then rinse - repeat. Any suggestions? It's all of the FORCE LEDs and some of the surrounding ones as well. Game still plays 100% and the Drops still work when this happens.

Do you mean the force letter inserts or the gi around the drops?

#2407 2 years ago
Quoted from ChipScott:

Just installed the Pinstadium lights with GI and Flashers on my premium....
AWESOME!!!!!!!!!!
...not only does the general glow show off the metal habitrails in a fantastic way, but the integration with the shots is SO COOL. It really adds alot to the whole look and experience and a new dimension to the feeling of the game during play. Love it. Thanks Scott!!

Question for you: what flasher colour did you choose (if any at all)?

Thanks!

#2408 2 years ago
Quoted from Ponzie:

Question for you: what flasher colour did you choose (if any at all)?
Thanks!

I checked and he has the UV+Glow flasher option color with the GI module.

16
#2409 2 years ago

Just finished an 8 hour 500 mile round trip for LE #235! Now its time to get it in, setup and have a beer.

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#2410 2 years ago
Quoted from PanzerFreak:

Just finished an 8 hour 500 mile round trip for LE #235! Now its time to get it in, setup and have a beer.

Welcome to the club!

#2411 2 years ago
Quoted from PanzerFreak:

Just finished an 8 hour 500 mile round trip for LE #235! Now its time to get it in, setup and have a beer.

It will be more than well worth the drive. Congrats!!

#2412 2 years ago

All of the Force leds, super jackpot, Endor, lightsaber duel, Death Star, Hoth, and Jedi multiball. They all just stop working, resetting the connectors fixes this temporarily.

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#2413 2 years ago
Quoted from EVAWINGZERO:

All of the Force leds, super jackpot, Endor, lightsaber duel, Death Star, Hoth, and Jedi multiball. They all just stop working, resetting the connectors fixes this temporarily.

Call Stern, sounds like it could be a node board issue.
Or you can look in the manual and see if they are all connected, probably on the same node board

#2414 2 years ago

Found the issue! Bad crimp on one of the 5v plugs. Pushed it back down, secured, working again. Will keep an eye on it and see if it goes out again.

#2415 2 years ago
Quoted from EVAWINGZERO:

Found the issue! Bad crimp on one of the 5v plugs. Pushed it back down, secured, working again. Will keep an eye on it and see if it goes out again.

Great glad you found it!!

#2416 2 years ago
Quoted from TheLaw:

The only real thing I can think of is the power of the scoop. That can be just a goddamn nightmare.

Set mine to "21" in the menu. Doesn't go between the flippers anymore.

#2417 2 years ago
Quoted from EVAWINGZERO:

Found the issue! Bad crimp on one of the 5v plugs. Pushed it back down, secured, working again. Will keep an eye on it and see if it goes out again.

Could you kindly post a photo of which wire please? Ours does the same sometimes. I thought the node board kits would sort it out.

#2418 2 years ago

What is your favorite missions?

It's a tie for my favorite between destroying the shield generator and getting the droids in the escape pod. Lots of shots, uses multipliers well and lots of video/audio feedback.

Rob

#2419 2 years ago
Quoted from lmo:

I just bought and set up my Premium 2 days ago. I absolutely love the game, except it makes my great Bally/Williams games look and feel dated. The biggest problem with the game? I suck. I haven't blown up the Death Star, I'll hit the Hyperloop occasionally but never Hyperspace Multi or add a ball. I know I need to give it time and learn the rules -- a difficult challenge made worse by having to fight my kids for table time (I don't have that issue with any of my other games).
This has probably been discussed, but here it is again ---- any hints for hitting the darned Death Star shot? Not sure whether to backhand it or hit with right flipper or really where my best launch point is. It embarrasses me because my six year old hits the shot on accident as often as I do. Tough times for a middling pinball player.

I have had mine for months and still have not blown up the death star. But I will. its practice practice and more practice Again making me a better player. My shots keep getting better. I get the hyperloop much more these days than I did a month ago.

I have never been able to backhand it from the left flipper on my le. It seem that it hits the left scoop part. Its a right flipper only shot for me. Just keep going, enjoy the music and the sound effects for now! ;P

#2420 2 years ago

Does anyone have a list of all modes and multiballs in the game?

For multiballs I can think of...

Victory mutliball
Tie Fighter multiball
Jedi multiball
Hyperspace multiball

Based on the flyer there are 16 modes, 9 distinct multiballs and 1 wizard mode. Are the 16 modes the 1-3 missions for each of the 4 sections + the 4 large section inserts?

#2421 2 years ago
Quoted from PanzerFreak:

Does anyone have a list of all modes and multiballs in the game?
For multiballs I can think of...
Victory mutliball
Tie Fighter multiball
Jedi multiball
Hyperspeed multiball
Based on the flyer there are 16 modes, 9 distinct multiballs and 1 wizard mode. Are the 16 modes the 1-3 missions for each of the 4 sections + the 4 large section inserts?

http://tiltforums.com/t/star-wars-stern-rulesheet/2812

This rulesheet (linked above) is well done. As far as multiball:

1. Tie Fighter
2. Hyperspace
3. Destroy the Death Star
4. Escape from Hoth
5. Escape from Tatooine
6. Escape from Endor
7. Victory (for each planet multiball)
8. Jedi

Can't think of number 9.

#2422 2 years ago
Quoted from kermit24:

http://tiltforums.com/t/star-wars-stern-rulesheet/2812
This rulesheet (linked above) is well done. As far as multiball:
1. Tie Fighter
2. Hyperspace
3. Destroy the Death Star
4. Escape from Hoth
5. Escape from Tatooine
6. Escape from Endor
7. Victory (for each planet multiball)
8. Jedi
Can't think of number 9.

Thank you!

#2423 2 years ago
Quoted from ibjeepin:

I have had mine for months and still have not blown up the death star. But I will. its practice practice and more practice Again making me a better player. My shots keep getting better. I get the hyperloop much more these days than I did a month ago.
I have never been able to backhand it from the left flipper on my le. It seem that it hits the left scoop part. Its a right flipper only shot for me. Just keep going, enjoy the music and the sound effects for now! ;P

yeah man i havnt blown up death star either. its been months. i was looking in settings last night for longer time and couldnt find. that would be nice. death star is such a cool feature and is cool its the climax and is hard but would be nice a little easier.

#2424 2 years ago
Quoted from kermit24:

http://tiltforums.com/t/star-wars-stern-rulesheet/2812
This rulesheet (linked above) is well done. As far as multiball:
1. Tie Fighter
2. Hyperspace
3. Destroy the Death Star
4. Escape from Hoth
5. Escape from Tatooine
6. Escape from Endor
7. Victory (for each planet multiball)
8. Jedi
Can't think of number 9.

Isn't it the battle the emperor ultimate wizard mode???

#2425 2 years ago
Quoted from AJB4:

Isn't it the battle the emperor ultimate wizard mode???

Jedi mutiball is the mode vs. The Emperor.

#2426 2 years ago

New 1.0 code just released i believe
....

#2427 2 years ago

Yep on the site.....

#2428 2 years ago

Everyone get it before they take it down!

#2429 2 years ago

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.

#2430 2 years ago

Holy update!!!

#2431 2 years ago

Awesome!

System 1.88 looks very nice. Hopefully this moves to all SPIKE games. Would love the "game backbox brightness" on Ghostbusters as well!

#2432 2 years ago

Wow, I gotta play me a Star Wars! Kudos to Stern for all the recent code updates.

#2434 2 years ago

Wowzers, this sounds fantastic, thanks Dwight! Your rules enhancements for the planet modes sound great - I love the extra detail provided on not only what shots to go for but also how it represents the action in the movies, i.e. "Shoot the inner loop 4 times to wrap your tow cable around the legs of an AT-AT to bring it down." Can't wait to see how it all ties everything together. Merry Christmas early to all Star Wars owners.

#2435 2 years ago
Quoted from Rum-Z:

Wow, I gotta play me a Star Wars! Kudos to Stern for all the recent code updates.

I got one I don;t use much

#2436 2 years ago
Quoted from TheLaw:

I got one I don;t use much

I need to invite myself over, hahahahaha

#2437 2 years ago

Massive update. Talk about doing it right. Kudos to Dwight and Steve and everyone at Stern.

#2438 2 years ago

Wow, that's a huuuuuge update! Thanks Dwight and to the team Star Wars just keeps getting better and better. I think this games ruleset has a ton do and offers a lot of variety as well as unique modes.

#2439 2 years ago

I haven't updated a Spike 2.0 game before. I notice that Stern's instructions say that 3 files will be created from the zip file and to only copy two of them. Which two? lol. Maybe its a typo and you need to copy all 3?

1 - Download the zip file
2 - Unzip the file, this will create a folder that contains three files
3 - Open folder, copy only the two files to the root level of a USB stick. Do
not copy the folder.
4 - Power game off
5 - Insert USB stick
6 - Turn on game
7 - After game boots up it will give the option for software update
8 - Volume buttons change options for full or quick update. Enter selects the
option and starts the update.
9 - Once update is completed game will prompt user to power game off and
remove USB stick.

Unzipped folder contents below.

Thank you

Capture (resized).JPG

#2440 2 years ago

Copy all 3.

EDIT: The "only" part means only the files NOT the folder. Funny that wording confused me on the last update i did as well. Head scratcher.

#2441 2 years ago

A bug within the readme file. Who knew?

#2442 2 years ago
Quoted from PanzerFreak:

Maybe its a typo and you need to copy all 3?

Yes unzip all three folders but do not place them in one group folder copy all of the separate files to a USB. Also make sure you do not have any other files on your USB stick.

I think they said 1.0 code is basically finished code? Nice to have these updates regularly, Star Wars is great and it is on the way to becoming epic!

#2443 2 years ago

Thanks guys!

#2444 2 years ago

Good luck! Please let us know what you think of it.

#2445 2 years ago

Updated to code 1.0. WAY TO GO STERN! It made a great game incredible. I love the call outs! This was a huge update on a game I thought was almost complete. Tons of more fun...like a brand new game.

13
#2446 2 years ago

Hello all, joined the club today! 25182068_2063312573947967_537251701693415670_o (resized).jpg

Good day to do it with the new software release. Installing it cleared all my settings so I was going through everything and saw the settings for Multiplier Difficulty and Hyperspace Difficulty, but there doesn't seem to be an explanation of them in the manual... Has anyone figured out how either of these affect the game?

#2447 2 years ago

Would greatly appreciate some updated video with the latest code!

#2448 2 years ago

I’ll bet Star Wars climbs a couple spots in the top 100 rankings after this.

#2449 2 years ago
Quoted from dnapac:

Updated to code 1.0. WAY TO GO STERN! It made a great game incredible. I love the call outs! This was a huge update on a game I thought was almost complete. Tons of more fun...like a brand new game.

Can you tell us if the operation of the deathstar ramp has been improved?

#2450 2 years ago

I'm updated and wasted little time reclaiming GC status. I do appreciate the multiplier for the Hoth Mission Video Mode. There were a few call outs that helped me on some missions as well! Oh, and the Right Eject ball save is a must...I do adjust from 40 to 28 on the power, which usually sends it to the left flipper, but a 5 second ball save is good insurance to keep the high scores flowing.

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