(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 10 hours ago by Rum-Z
  • Topic is favorited by 218 Pinsiders

You

Linked Games

Topic poll

“Which one are you getting.”

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

(468 votes)

Topic Gallery

There have been 1,256 images uploaded to this topic. (View topic image gallery).

1E85029F-62B0-498E-AB89-64CF050C8F16 (resized).jpeg
videomode (resized).jpg
20200112_210804.jpg
20200112_210819.jpg
20200111_191859.jpg
20200111_191842.jpg
20200111_191351.jpg
20200111_191334.jpg
20200111_191341.jpg
20200111_191300.jpg
20200111_191157.jpg
20200111_191240.jpg
20200111_191147.jpg
20200111_170853_HDR (resized).jpg
82790820_1220950488107934_7391565646137393152_n (resized).jpg
81559856_3121942514696867_3985339418549420032_n (resized).jpg

Topic index (key posts)

3 key posts have been marked in this topic

Post #902 New LE/Premium Code readme - v0.89 Posted by NeilMcRae (2 years ago)

Post #903 New Pro Code V0.89 ready Posted by NeilMcRae (2 years ago)

Post #4911 Summary of shots needed for modes. Posted by Hoochoo (1 year ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider jediturtle.
Click here to go back to viewing the entire thread.

#175 2 years ago
Quoted from chuckwurt:

Some fun info from a friend:
The button mashing tie fighter video that was shown is a mode. have to do it while the ball is in play.
The other use for the button is multipliers. At all most any time during play you can toggle the shot multiplier arrow on and off. when it is off, you can move it from shot to shot. when it is on, you can get all awards that apply to that shot with an up to 40x multiplier!! haha amazing.
Also, you choose characters at some point and the modes change based off what character you are playing as.
Liking this more and more!

That suddenly makes the video mode less lame. I knew there HAD to be something more to it than just hit the button. Hitting it with balls in play is a whole different thing...kind of like that shoot the dinosaur mode in JP. Love that...such a risk/reward with no time to think about it!

Multiplier trick sounds interesting...definitely sounds like something Dwight would do.

9 months later
#3846 1 year ago

I'm hoping for either a second video mode, or a different (non-video) mode used for Hoth 1. You should not get the same mode from both the Force targets and Hoth. I do like the mode (and I'm usually not huge on video modes), but I don't want to do it twice in the same game. Maybe add a stormtrooper blasting mode similar to BSD's vid mode?

You also shouldn't have to play Light Saber Duel again if you beat it. It would be nice if you could choose to pass on the mode (even the first time). Ultimate wish would be a completely new mode for the second, third, etc completion of the FORCE targets, but that's wishful thinking.

Amazing game just as it is though. Any tweaks from here will be icing on the cake!

#3872 1 year ago

Anyone have an issue with a pro having a hard time catching the ball to start a Death Star (or more rarely Hoth) mode? On a fast, clean shot, mine fairly often will hit the back up-post, but then bounce out before the front double post can catch it. This seems to happen at least once a game. I'm at 6.5 deg and level. I've tried steeper without change. I tried setting coils to soft hoping for slightly slower flips, but that didn't make a difference either. Optos are clean, both lock mechs are tightened down and the plungers move freely with no binding. Anyone else experience this or have any ideas? Or is this just the nature of the beast and a fast moving shot simply can't consistently be caught in such a small area?

I love the game, but I swear this is the most tweaking I've had to do since Avengers. :/

#3875 1 year ago
Quoted from PinballCharlie:

Just for some data - I have a pro and the Death Star bounce it extremely rare on mine (maybe happened three times). Hoth is slightly more frequent (one out of 25 shots). I'm running latest code with no changes to coil settings.

I'm at latest code. Mine is much more frequent from the Death Star, but Hoth definitely does it as well. I had my best game ever earlier today, had every mode completed except one Hoth mode. Two Hoth rejects in a row, then drain. BURN IT WITH FIRE!

#3920 1 year ago
Quoted from Jediturtle:

Anyone have an issue with a pro having a hard time catching the ball to start a Death Star (or more rarely Hoth) mode? On a fast, clean shot, mine fairly often will hit the back up-post, but then bounce out before the front double post can catch it. This seems to happen at least once a game. I'm at 6.5 deg and level. I've tried steeper without change. I tried setting coils to soft hoping for slightly slower flips, but that didn't make a difference either. Optos are clean, both lock mechs are tightened down and the plungers move freely with no binding. Anyone else experience this or have any ideas? Or is this just the nature of the beast and a fast moving shot simply can't consistently be caught in such a small area?
I love the game, but I swear this is the most tweaking I've had to do since Avengers. :/

Bumping this once for the fast moving thread. Thanks for the input so far. Anyone else having this problem or have ideas? I am running the latest code. I think I might remove and disassemble the mechs to double check for anything slowing them down or loose just to be sure. Will check and reflow the solder joints too I think.

#3961 1 year ago
Quoted from HPR:

I installed a very strong tape ''Gorilla transparent tape 15 pounds'' at the end of the loop with a small piece to double the thickness near the end. It make a very tiny little ''bump'' to the ball and 100% of time the ball go to the left flipper. Zero cheap drain and the game is super enjoyable that way. The inner loop remain fast and fun.
I can make it to look better but for the moment it's not visible from the player point of view and i did not bother to improve the look.
I made meetings with my friends and nobody remark the modification. The movement of the ball is super fluids. No wear and the tape will not move at all.
I also made this mod for the tatooine scoop with the same great effect.

Unfortunately this method is changing the play of the game. A left loop (Death Star shot) should exit to the right flipper, not the left. I would loosen the screws holding the loop's outer rail and see if there is any play outward. You also may have to bend it slightly out. Left loop (Death Star) should go to the right flipper, the right loop (Hoth) should go to the left flipper. Mine originally was draining like crazy. When I went to adjust it, a mounting post broke while tightening it. I'm guessing it was partially broken already with how easily it twisted off. Stern sent a new one and the new one exits perfectly.

#3962 1 year ago
Quoted from adamross:

Just joined the club! Plays great, except scoop is shooting balls SDTM, any suggestions? Game is perfectly leveled.

Adjust the scoop first...that should take care of 90% of the problem. Take off the plastic above it, loosen the screws holding the back of the scoop, and you will see that there is plenty of "twist" adjustment. It will likely have to move counterclockwise closer to the metal lane guide. You want to the ball shooting out as parallel as possible so it follows the guide.

When I did this it made a huge difference, but would still SDTM once in awhile. I then dropped the stand-up target at the front of the lane guide which gave me plenty of room to bend the end of the guide slightly left. An adjustable wrench with the jaws covered in electrical tape to protect the edge works great for this. It didn't take much and now the feed is 100% to the left flipper as it should be. (Don't forget to reinstall the stand-up target! )

#3971 1 year ago

A little birdy told me that the new code will solve my Death Star and Hoth lock timing problem (allowing bounce-outs from a fast clean shot). No idea what else might be waiting for us, but hopefully lots of goodies!

#3977 1 year ago
Quoted from mittens:

I would like some more wookie... probably unrealistic. I suspect any further updates will address current bugs and timing.

I agree...and it could definitely use more Jabba. But honestly even if it's just bug and timing fixes, that's ok. I have things I'd like to see (no repeating video mode and having LSD be optional or different the second time), but the code is pretty great as it is.

#4002 1 year ago
Quoted from kermit24:

The post on the pro at the bottom of the drops absolutely makes it play easier. But perhaps it is countered when many premium owners move the posts down on the outlanes.

Yea...that post has saved my butt many times. Mine will sometimes sweep the drops downward and I know it would head for disaster if it wasn't for the post. That said the left outlane is still a hungry SOB, even after moving the post down. Such a mean game! For anyone who has ever said Ritchie games are too safe, here you go!

4 weeks later
#4326 1 year ago
Quoted from TheLaw:

They usually aren't that great of modes...usually loud and obnoxious which is fine, but I didn't need to hear "Hordor" 1000 times on GOT
Incest mode would be good. Hitting switches moves them further away from kissing. Don't get enough, lips lock, failed mission

LOL...funny thing is I wasn't sure if incest mode was for SW or GoT...

#4331 1 year ago

Trying to decide if I went too overboard with the ships. I think the balance may be off a bit, and we know how important balance is to the force! I may end up moving the Slave 1 either to the right side (B-Wing spot maybe?) or to the back (in place of the Lambda Imperial Shuttle, but higher?). I love the B-Wing there, but it's a really fragile ship and is just begging for an airball where it is. Moving the Falcon to the right side would balance it perfectly I think, but I do not think I can find a good placement that doesn't block any shot view...and I do not want to pull a Groot arms on it! I'm really loving the X-Wing miniatures though...so nice and detailed. I just hope they hold up.

What do you guys think...too much? I do not want to end up like that crazy Twilight Zone with everything imaginable piled in!

IMG_3987 (resized).JPG

#4335 1 year ago

LOL...yea you are probably right. I think I need to throttle back a bit to a few strategically placed. They are just so damn good looking that I want them all to work.

*quietly pulls the plush Ewoks, Yoda nightlight, 12" Jabba the Hutt, and build-your-own Walmart lightsaber back off the playfield...*

2 months later
#5340 1 year ago

I love LSD, but agree that there are times that it becomes an inconvenience when I am focused on getting to a planet multiball. Since they stop the ball at mode start anyway, I'd like to see the option to play or skip, just like the planet modes have. Doing that would fit in nicely with the structure of the rest of the game being a "choose what you want to do" / non-linear game. It would also be a nice risk/reward decision as if you end up with a great game and getting close to Jedi, you might regret not playing it the first time around. I'd set it up so if you decide to skip it, you have to go through all five drop bank completions again for another shot at it. That would definitely put some weight behind the decision. I do really appreciate that the mode is no longer repeated until after Jedi.

As for video mode...I enjoy it, but in a perfect world I would rather see an additional normal mode for Hoth 1 with the video mode being only used when video mode is lit. The game needs some tauntauns and Wampa, and Hoth 1 would be a great opportunity for a mode based on that scene! Then video mode would be stand alone only, preferably skippable like in Game of Thrones. If skipped, be required to requalify...and adding a different reward such as a hidden extra ball in the asteroid field would be a nice addition and extra incentive to play.

Of course both of these are just my "perfect world" wishes. The game is completely awesome as-is and I do not hate how those two modes work now.

#5343 1 year ago
Quoted from Sprudeldudel:

One thing that came to my mind just now. It would be cool to have a mode that intentionally utilizes that strobe effect to make it hard for you to see the ball. Not slow like in boba fett escape but fast to really give you that super terrible stop-motion.
Anyway. Just a thought.

Game of Thrones does stuff like this. Winter is Coming hurry-ups and Winter Has Come mini-wizard both have crazy strobe lighting effects that honestly feel like trying to see and battle through a heavy blizzard. Some people love it, some people hate it. I find it incredibly immersive. I love things like this when used in proper context to add to the "story". Not sure where it would be used in Star Wars with the same effectiveness...but that would be a nice addition if they would add the tauntaun / Wampa mode I mention above!

#5367 1 year ago
Quoted from Oneangrymo:

Yes but let’s say I’m playing luke I get three balls in the Death Star mode. There will be a mission that lets me select trench run ?? Is that how it works ? So I want to pass on the first mission I forgot which one it is maybe rescue Leia?

It doesn't matter who you play as, the mini-wizard mode at the end of each planet path is the same. Different characters will "spot" you different modes along the way (depending on their involvement in the movie scenes the modes are based on...which is FREAKING COOL theme integration!), which makes it easier to get to some of the end modes.

If you are looking for the trench run scene, you want "Destroy the Death Star", which is the mini-wizard at the end of the Death Star modes. It is easiest to get there with R2 as he will spot two of the Death Star modes, so you only have to complete one mode to get there. It's a tough mode though...I think I've only blown up the Death Star once on this one. Using the Endor path to blow up the second Death Star is definitely easier, but of course that is not the trench run scene you are looking for.

Good luck!

2 weeks later
#5511 1 year ago

I love all the "math scoring" whining. The machine literally does the math for you. All you have to know is higher multiplier is better than lower multiplier, and if you make the little X light in front of a lit shot green, it will multiply it's value by whatever number is at the top of the display. There is exactly zero math that you need to do. And it couldn't be any easier to understand how to build the multiplier...just hit the targets in front of the little screen. It doesn't even matter which one. It even makes an easy to recognize sound when it's about to expire so you know to hit it again. It is literally the easiest to understand shot multipliers in any game I have ever played.

People are weird.

#5513 1 year ago
Quoted from zacaj:

I don't think how the multiplying works is the complaint so much as the moving of them. It always takes a few tries for me to explain to someone what red vs green means, how to move them, etc. It's not hard once you get it, but it's not a common pinball concept (as most things in Star Wars aren't)

While I agree it is the moving that is unfamiliar, it has even less to do with math. LOL

And I'm not sure why some people claim that's so hard. Unlock with button. Move with flippers. Lock with button. In the scheme of complicated pinball rules, this doesn't even register, other than being an unfamiliar mechanic.

I can understand people not enjoying it...we all have opinions that should be respected. But to complain about math or how difficult the concept is? I just do not buy that. That's just people complaining to complain.

#5517 1 year ago
Quoted from TheLaw:

Oh of course and I agree.

Another great point, because you don't have to even use the multipliers to play, have fun with, progress through the story etc of the game. So the hate for them is just a reason to say it broke people's hearts because not enough dolls.

Yup...that's one of the great things about the game. You can ignore the multipliers all together and still have an amazing experience with how well the game uses the movie assets to build excitement in even the easiest of modes. Sure, scores will not be high, but most inexperienced players who cannot trap or grasp the concept of multipliers are not putting up monster scores anyway...nor do they likely care about their score. It's the experience that matters. The multipliers, victory multiballs, etc are there for the players that do have the experience or desire to learn the depth. Something for everyone...just like all well coded games.

#5536 1 year ago
Quoted from Rasavage:

Until about a week ago, my scoop shot a little lower than center on the left flipper. Strangely, it pretty consistently shoots SDTM now even though I haven't altered the pitch or even taken the glass off since it was previously working. Is the consensus that bending the guide is the best fix?
Thanks

The ball comes out of that scoop with some pretty good force, and it takes a good smack going in. I'm sure over time it can creep a little. Afterall, screws in wood are not exactly the most stable connection point with the amount of impact and vibration they are subject to. I would assume a little adjustment to the scoop itself is going to be required as semi-regular maintenance on this one. I'm guessing lots of other games scoops creep a bit over time, but not too many of them are so critically aimed as this one so we do not notice. There is quite a bit of adjustment in the scoop itself if you loosen the screws. Try that before bending the lane guide. Mine required a bit of both initially, and I'm sure will need some tweaking every couple hundred games. Just the nature of the beast.

#5537 1 year ago
Quoted from Eskaybee:

You probably needed to defeat Light Saber Duel and/or Escape Bubba Fett. So you cannot do modes anymore but focus on the tasks to complete those tasks. Trap up and check out the info screen to see which of the 2 you need. LSD = Drop targets to progress FORCE. Escape Bubba = combos to get white arrows lit then cash in the white arrow to progress.

LOL...thank God Stern was able to use all of the original voice clips. We could have ended up with TWD's hillbilly and actually had Bubba Fett!

Had one of my best games last night. Ended up about 6.5 billion, which I know is nowhere near the crazy scores some of you guys have been putting up. I played all four planet multiballs, but still needed to complete LSD (just couldn't do it on this game for whatever reason) and Escape Bubba. Probably the closest I've been to Jedi though. Someday...

That said...any tips on actually finishing the planet multiballs? I am generally terrible at them and have only seen a Victory multiball a handful of times. I've made it though Endor a few times, but the others maybe once each. I find myself playing defense and just trying to stay alive during multiballs on this game rather than being able to concentrate on the right shots. That and I'm not sure what the right shots are for each.

Such a brutal game...I swear I get more outlane power drains than any other game. There is just so much side to side danger that I'm tempted to put a level on my game to make sure it isn't warped to the outlanes, LOL. This has to be one of Steve Ritchie's most dangerous games. His other games have the same speed and flow, but I swear all feel more safe than this one. I love and hate it all at once, LOL!

#5544 1 year ago
Quoted from zacaj:

Do you know all the shot sequences? I find that this game, more than any others, really require you to know what shots you need to be making. I always try to catch all the balls and pick off shots one by one after I've lit my add-a-ball.

That's definitely part of my problem. I never seem to be able to look at the lit shots to see what I need and aim for them. I have a really hard time getting control and trapping on this game...much more so than on any of my others...so it just ends up being a flail fest of failure. I gotta work on that whole "Play Better" thing!

3 weeks later
#5746 1 year ago
Quoted from Shapeshifter:

Another issue....
Left flipper is sticky. Sometimes remaining stuck in the up position.
The game has only had like 250 plays since new and looks super clean.
I haven't taken the flipper apart yet as surely won't need to do this on a new game?
Or might it be node board related?

Assuming it is mechanical (doesn't drop when power turned off), for a game this new it is most likely tightened down too far against the playfield bushing. Grab the flipper bat and pull/push it up and down. There should be a tiny amount (1/32" or so) of play. If it's tight and doesn't move up and down at all, simply loosen the pawl and move it up a hair. Make sure it is aligned and retighten. Check both sides while you are at it. I've had this happen with a few new pins. Not a big deal at all.

3 weeks later
#5888 1 year ago

If it's going into mission select, I am thinking the switch associated with whatever planet is lit/starting is over sensitive and is being triggered during play. Is it always the same planet that is starting? Say if it's always Endor, then my guess is the switch on the left ramp needs to be adjusted. If Hoth, then the right inner loop, etc. I would start there.

Can't help you on the hyperloop though. If you are sure it is slow, a pure guess would be one of the magnets that drive the ball are weak or disconnected. Check all the connections first. Sorry I only have a pro so I am not really familiar with how that feature works. But it never hurts to go under the playfield and make sure everything is nice and snug...especially after shipping/moving a game.

Good luck, and congrats on picking up a fantastic game!

#5901 1 year ago
Quoted from KJL:

It doesn't have to be a sensitive switch, it could be a switch matrix problem and when something is scored one of the missions shots is scored and eventually will start. My MET came NIB with a switch wired backwards and did something similar which made the game think the outlane had been triggered. I had to have a drop target down to get it to happen IIRC but the problem was at the scoop which is where it was triggered. Try to figure out the shot that makes the mission shot get scored and then tell Stern. Great game, good luck.

That's all true, but best to check the simple stuff first. The easiest, and most likely, is a sensitive switch that will be a super easy fix. If that isn't it, then start looking for shorts along the row/column which the offending switch is on in the switch matrix, as well as diodes, wiring, connectors, etc. In the old days even as far as transistors, but I do not think that's relevant in the Spike system now....

Hopefully it's a simple fix for you...but if not Stern will definitely take care of you. Let us know what you find!

#5908 1 year ago
Quoted from brooklynknight:

last night I lifted the playfield and went through it with a fine tooth nail. I adjust a few things I thought may need adjusted, however nothing popped out at me. Same with the Magnets as I made sure all the connections were snug and tight.
I updated the code to the latest and played for a few hours.....
Nothing It played without a hitch!! I believe you all were right about it being a sensitive switch
Now for my next question, if I am shooting for a 7.5 pitch do any of you mess with the left and right flipper coils? I tend to get a few bouncy balls that will sometimes jump from the playfield to the middle of the left ramp. If you have messed with coil settings what did you finally settle on?
Also if any of you installed pinball sound, did you make any adjustments to your sound settings and if so can you share them with me?
All in all I am just now starting to understand the flow of the game, still not sure I understand the multipliers however I plan to read up on them today while at work It is brutal if you miss a shot and I am not in the camp yet that this is an easy game...

Glad you were able to fix it! Sometimes the best fixes are the ones where you do not even know what you did...just roll with it, LOL! In truth it was probably one of the switches you adjusted, a slightly loose connector, or maybe a minor short that you moved, but whatever it was, I'm glad you solved it!

7.5 is really steep for this game. I was running mine at about 7.2 in an attempt to cut down on the side to side drains and make it easier to trap (not to mention I like speed). I was getting a lot of airballs and the shots just didn't feel quite right. I read/heard in a few different places where Steve Ritchie himself said the game was designed for 6.5 and that is where it will play best. So last week I followed his advice and sure enough...everything plays 100% better. It is still plenty fast, but my airballs have cut way down, backhand shots are easier, and everything in general just feels better. Give it a shot. As always, do not trust the bubble level in the game...use a real one. Even at 6.5, my bubble level is pegged at the top, LOL. Of all the things they have done to cost reduce, I do not know why they still haven't gotten rid of that useless thing.

I never felt the need to adjust the coil settings. Mine are plenty strong at the factory setting. I also haven't tweaked any sound settings other than volume, but I do have an external sub hooked up which adds a lot to the game.

The shot multipliers are way easier than they seem at first. Hit any of the targets under the small screen to add 1x. These will time out eventually if you do not hit them again within so many seconds. You will hear an urgent "time running out" sound when you are close to losing it, and if you do not hit them in time you will go back down to 1x. The time needed between hits decreases as the multipliers get bigger. The shots which are multiplied are indicated by the X inserts. You start with 3 adjacent shots, but as the multiplier gets bigger this goes down to 2 and then 1 shot being multiplied. You decide what shots you want multiplied by simply hitting the action button to turn the Xs red (unlocked), moving the shots around with the flipper buttons, and then hitting the action button again to lock them in and turn them green. You can build the shot multiplier up to 20x with repeated hits to the screen targets, and then that can be doubled as a reward for completing the third (I think?) set of FORCE targets to get up to 40x. Once you are maxed out, you will need to hit the screen targets relatively often to maintain that level. R2's special ability is he is good with multipliers, so you do not lose your multipliers as fast, and he keeps a wider spread of multiplied shots longer. If you do not want to think too much about moving them around, it is a pretty good idea to just lock them in at the three shots around the left ramp/inner loop and just leave them there. That covers most of the bigger value shots in the game. Once you are built high enough to be down to just one multiplied shot, I would leave it on the left inner loop to multiply Hyperspace hurry-ups and jackpots, and other big shots like blowing up the Death Star. The only exception to this is if video mode/Hoth 1 is lit, you definitely want to multiply that shot (right inner loop) to make it worthwhile. Of course the best is to keep moving the multipliers around to cover every lit shot you shoot for, but that's not an easy task and I have lost many balls while screwing around with that. Big risk reward...which this game LOVES to throw at you!

So the cliff notes version of that rambling: Red Xs to move them, Green Xs to lock them in. Targets under screen increase shot multiplier. Avoid timing them out by hitting them again when you hear the time running out sound. Inner loop/left ramp shots are a good place to park them if you do not want to try moving them around a lot.

#5915 1 year ago
Quoted from brooklynknight:

Ok thanks as I do not have a iPhone but can nab something from Home Depot!

I have a digital level which I really like, but a simple angle finder will work too. I haven't tried the app...not sure if I would trust that, but a lot of people use it and like it so I should really give it a shot someday. Like other said, measure on the playfield, not on the glass (same for left/right level).

It will be crazy fast at 7.5, but if any of the shots are giving you trouble or not flowing correctly, consider giving 6.5 a shot. It took me a little while to get used to the slightly slower speed when I decreased mine to 6.5, but it shoots so much better. Both ramps and both sides of the inner loop should be able to hit with a clean backhand shot (though Death Star is tough!). Even the left outer loop should be backhandable.

4 months later
#6535 11 months ago

How are you guys dealing with (or avoiding) playing the video mode again and again and again? One of the main reasons I sold mine was on a good game, I was playing that damn video mode 5-6 times with no way to skip it. At least with GoT, you could choose to play or skip. Why can't that be an option here? It is honestly one of my favorite video modes, but I really do not want to see it more than once per game.

I also wish you could avoid getting stuck in "LSD Jail". It seemed like if I was focused on and making headway towards a planet multiball, I would end up having to start LSD and that's when I would magically be unable to complete the shots on time. Since you have to shoot the left ramp to start the mode anyway, I would love to see a skip for now option like the regular modes have. Either that, or at least after you drain, have the option to continue or not. It would add some strategy too by making you requalify to play it later. Even though LSD is an awesome mode, I hate that it locks you out of everything else, especially when you are close to a planet multi. I do not want to stack it, but I would love to choose whether or not I want to play it...especially after draining.

If Dwight would add the ability to skip replaying the video mode (at least after the first one), and a way to opt out of LSD (at start and at next ball start), I would seriously consider buying it back. I really enjoyed everything else about the code. Heck...I could probably live with the LSD thing if repeating the video mode would at least be avoidable.

#6539 11 months ago
Quoted from ATLpb:

If you’re playing 5-6 video modes per game you’re beyond an exceptional player in a percentile that simply doesn’t apply to more than a few other people. That’s not a common problem, by any stretch. It’s a strange complaint. You sure you’re not exaggerating?
Spot on with the light saber duel. It has played a part in killing joy in a ton of my games

LOL...I wish that were the case, but sadly, no exceptional percentile here. To be fair it wasn't something that happened all the time. I definitely hit it 5 times a handful of times, and 6 times on my very last game on my machine, where I finally made it to The Emperor. But I will say 3-4 times was pretty common on a decent game, and I rarely hit more than 2 or 3 planet multis in a game. It just killed the flow for me. John_I had a good idea letting you take points instead (just like STTNG would be perfect!), but I wouldn't even need points...just don't force me to play it.

Maybe mine just had more side-to-side action than most...I rarely ever aimed for the FORCE targets...they just pretty much happened on their own from bounces and ate through bank completions pretty fast. I donno...

#6546 11 months ago
Quoted from Breger1:

Getting my star wars pro within the next few weeks, very excited! I know this has been addressed, but thoughts on shaker motor? I put one in my BM 66 (pinball life) I purchased a little over a month ago. 2 days later the bat turn broke off at the welding point, I was not happy to say the least. I chalked this up to the shaker motor, or I guess could've been a faulty part that was going to break anyway. But it has left a sour taste for shaker motors. I did like the added feature, but very hesitant to try another one. There are less moving parts on Star Wars.

Shaker is great. There is zero chance a shaker broke a weldment, unless it physically hit it. Bad parts happen.

#6559 11 months ago
Quoted from D-Gottlieb:

Problem is it will come back. I am with the others. Make it optional. Along with video mode.

In my opinion, if you decide to pass on LSD you should have to requalify it if you want to play it later. That would make it a weighty decision at least. I would usually want to play it, but if I am close to a planet MB I may choose to pass, especially if I can't complete it on the current ball. I agree with TheLaw that the best bet is to just beat it quickly, but for me that isn't always an option. I swear those shots shrink a few millimeters during that mode!

Video mode I would be ok with being forced to play it for Hoth 1, but make the "reward" from hitting the drop bank optional. I also like the idea of adding an extra ball reward to make it a bit more enticing to play.

4 weeks later
#6776 10 months ago
Quoted from stenbough:

Super easy. I feel stupid that I asked about it now that I realized it’s a common problem with an easy fix. Ah well, first pin growing pains

Don't feel stupid. We all started somewhere.

1 month later
11
#7097 8 months ago

So happy to rejoin the club after six months away. Selling was a near instant regret. It was the only machine my daughter ever cried over selling, and I really knew I was in trouble when I went downstairs to play it the day after it was gone, LOL. I was lucky enough to buy back the exact machine I sold, and the interim owner took very good care of it.

While there are things I would love to see updated, and I still hate the ball launch, there is so much that I love about this game! Absence definitely made the heart grow stronger, and I am now looking over the "flaws" more and concentrating on all of the good things.

I will continue to keep my fingers crossed (but not hold my breath) for an update. I hope some A/V priority changes happen to keep tie-fighter/hyperspace from burying planet multiball (among other things). I would LOVE to see finishing a planet given way more fanfare. I'd even go as far as killing the flippers and letting all balls drain during the celebration, then relaunching them all into Victory Multiball. I think that could be an amazing way to choreograph it and it wouldn't have to be long enough to kill the flow of the game or become old. Blowing up the Death Star should be a big deal, but unfortunately as it is now, sometimes you barely know you did it with everything else going on. Make it special. Same goes for all four planets. My other wishes I have discussed before, so will not beat a dead horse, but the ability to skip video mode (especially after the first one) would be great, as would the ability to pass on starting and/or continuing LSD (though this one I'm not too set on). In the mean time though, I will change my perspective and look at video mode as including the extra challenge of avoiding the start shot until I have a large multiplier on it. As far as LSD, I just need to look at it as a reward of it's own and the awesome mode that it is rather than the road block it can sometimes feel like. If I can't finish it quickly or on the first try, that's on me. Play better.

But honestly even as-is, it is such a fantastic game. I love the unique code, loaded with strategic choices and risk-rewards both in your decisions and your physical playing (is it worth taking my hand off the flippers to kill a few more tie fighters quickly? etc). It may not be loaded with all the gimmicks and toys that most people wanted from this theme, but the rules and A/V assets are used so well that it sucks me into the Star Wars universe in a way few other games can. And the layout is deceptive. At first I didn't get a lot of satisfaction from shooting it (compared to most Ritchie games anyway), but now I really love the feel of the ramps, orbits, and especially the inner loop. Backhands feel amazing, especially the right ramp. My daughter even managed to backhand the RIGHT orbit the other day. Granted it was a lucky on the fly flip, but still it looked awesome. Fast, furious, and flowy. Love it.

Sorry to ramble...just really excited to have this game back in my basement!

AFF02840-1B8B-4698-B1D9-16D9AAEFE884 (resized).jpeg2F5A8F94-8E57-4693-8533-4AA40A7FE8F8 (resized).jpeg
#7101 8 months ago
Quoted from Jerickso77:

For sure, the hurry ups shouldn't take dominance over an entire mode. Play the initial sound then dump it on the small screen.
The other thing that sucks about the muted sounds is that in all of the chaos they are your best bet for knowing how far through the mode you are.

Love the idea of the hurry-ups going to the small screen whenever there is a mode active! It seems a bit underutilized right now, and with so much LCD real estate between the two screens, it should be easy to show all the useful information at once.

#7158 8 months ago
Quoted from Celofane:

6.5 of my memory

Gravity must be different in France.

I'm guessing that's about 5. Cool stuff though...nice work!

#7190 8 months ago
Quoted from Hoochoo:

Correct, you could have 40x in say Death Star mission 2 with
Leia or Luke and the multipliers could be set to the inner loop and
you get nothing. Only when you move to the last orbit hurry-up
phase of the mission does that shot use the multiplier. If it
wasn't the case though, you could technically get infinite score if
you kept timing out the orbit and restating the three inner loop
shots. So again much like the early game scoring, there is method
to the madness. There are very good reasons for some shots not
being multiplied.

Very cool info on the planet unlocking, Leia ability, and multiplier info Hoochoo! I thought I knew the game fairly well, but I had no idea the depth in these areas. The thought and effort Dwight put into this game is amazing. Dude doesn't get enough credit. I'd love to see him take one more polishing pass on it (at least some A/V priority fixes), but what an awesome game as-is!

#7195 8 months ago
Quoted from Happy81724:

How much better is the premium vs pro? We have the pro and it’s
way too hard. Never played the premium. N I love the theme but the
family hates the gameplay of the pro. I have it as flat as it can
go and tried to adjust for cheap drains but we can’t get any good
balls. They want me to sell it so I posted it but if there is a way
to get the pro to be friendly i would like to try. It’s an awesome
looking pin and seems like from these posts people really enjoy
it

I know it sounds counter-intuitive, but try increasing the pitch before you sell it. You mentioned having it as flat as possible, and that might actually be making it harder. The side-to-side motion in this game can be brutal, and increasing the pitch will help minimize that. If you go too far, you might have trouble making some shots though (especially the backhands). At least give the standard 6.5 a shot, and increase up for 7 or so to see how it feels. It definitely will not turn it into a "safe" game by any means, but it might actually help a bit.

#7198 8 months ago
Quoted from Sprudeldudel:

It was designed for 6.5, nothing more nothing less.

Yes, I understand that, and that is why I suggested it since he currently has his as flat as possible. Some people enjoy steeper, and some games even play better steeper (Deadpool), but that can sometimes affect things working correctly. I tried mine steeper to help the side-to-side motion, but everything just felt off. 6.5 is where mine plays the best. I can't imagine shallower due to the already insane outlane drains with the side-to-side action.

#7232 8 months ago
Quoted from PlayPin:

Good question. Thats whats strange. Since I had no digital level I originally set up the game by the factory playfield level centering the bubble between the lines. Sometime later I noticed the bubble had drifted down. The game never gets moved and sits in exactly the same place on carpet. Leg nuts were locked in place too. I wonder now if the playfield was not all the way down completely when I initially setup the game. It could have changed after I lifted the playfield for something and then re-seated it. Anyway its dead center now and my digital level indicates 6.5 exactly.

Depending on the type of carpet, it could have just settled in. Backside is heavier than the front (oh my), so it could have sank further down. Not sure that could account for a full degree difference, but maybe.

4 months later
#7593 3 months ago
Quoted from TheFamilyArcade:

Left the club, but boy I did it in style. On my last game I had 15B points and beat the Emperor!
And no mode stacking!

Nice....same thing happened to me. Last game before I sold it was my first time getting to the Emperor. I didn't defeat him, but it was close. Of course, I unexpectedly missed it more than any other game I have sold, and luckily bought it back six months later. Since then I have gotten back to the Emperor only once, but this time I beat him. Great game...and for those of us who click with it, it really gets under your skin. I really thought I had enough of it, and was frustrated by it's unfortunate quirks. But man...I missed that game almost instantly and it left a hole in the collection. I had to have it back. I hope you do not end up regretting letting it go!

#7610 3 months ago

Very cool! I'm (thankfully) quite happy with my pro art, but I know many people were not, so hopefully this will help others discover this awesome machine.

I prefer the original cab/translite art (at least the pro), but I have to admit...I'm a bit jealous of the new playfield. Can't wait to see them in person!

1 week later
#7670 3 months ago
Quoted from rai:

Was watching Jack Danger seems like he got the video mode 2x on the same game? Is that possible? That seems very excessive.
Also what happens when the jump ramp fork is up if the ball comes the opposite way around the loop?

2-3 video modes in a decent game is unfortunately pretty common. I have had it 5-6 times, and that's a drag, but that's a pretty rare thing. This is one of the things I would love to see Dwight update on this one. Give us the chance to opt out of it like GoT or ST:TNG (with or without consolation points...I don't mind either way). I would love to see a "real" mode added for Hoth 1 (since it's exactly the same as lighting video mode), but I won't hold my breath for that. If it must remain as Hoth 1, I could see forcing the player to play for that completion, but then giving the option to skip it all other times.

1 week later
#7756 86 days ago
Quoted from rai:

I’ve looked at some nice tutorials and just trying to understand how you lock/unlock the multiplier X
Best I can figure the X X X are red unlocked and you can move them with the flippers right/left and then lock again with the action button?

Yup, that is exactly it. Button switches between unlocked (red) and locked (green). When red you can move with flippers, but the multiplier is not counted. Green locks it in to not move and to multiply. When in doubt or not feeling like messing with them, park them in the LL,LR,RL area. Also the spread will shrink down to only one shot as the multiplier increases above a certain level (R2 ability helps this).

Increase and maintain multiplier level at the standup bank. Any of the three targets will do. You will hear an urgent sound when they are about to expire. R2 again helps here by giving you more time between target hit requirements.

That's all that's to it...not nearly as hard as most people make it out to be...it's just an unfamiliar mechanic. Enjoy!

#7757 86 days ago
Quoted from rai:

Ok thanks. I don’t know what the mystery R2 selection is.
If I’m a big novice and don’t want to be fiddling to switch to the next super jackpot what is the better shots to leave the shots on in general? Also when you lose a X does that just subtract one for the right or left most shot?

I believe he means you can safely reposition your multipliers while Mystery is being collected at the Tattooine shot.

Just park them on the Death Star (LL), Endor (LR), Hoth (RL) shots if you do not want to mess with them. As multiplier increases to where you only have one multiplied shot, I usually park it on the Death Star as that is usually a money shot. Depends what you are doing though.

Not sure what you mean by lose a X. If you mean when the window narrows as you increase multiplier level, then yes...I believe you lose them from right to left. If you mean when they expire because you went too long without hitting the target bank, then it drops from wherever you were (max 40x) all the way back to 2x. It's a really clever mechanic. Love Dwight's work!

#7761 85 days ago
Quoted from fooflighter:

For a long time, I went back and forth about moving the outlane posts (to be a purist) but I just feel in the normal position, there were just way too many cheap drains with the Playfield at 6.5 deg., which is perfect for all the ramps and shots on my game, but just made the drains ridiculous. Finally moved the posts to the smallest outlane opening for overall family enjoyment and haven't looked back. Still very brutal, but less straight shots to the outlanes which at least gives a fighting chance without having to nudge the hell out of the machine. I rationalized it with the Deathstar being a harder shot, and the Extra post on the Pro.

I understand some people wanting to be purists, but in my opinion, there is nothing wrong with adjusting a machine to maximize your enjoyment of it, especially if within the parameters the designer gave you to work with. I wouldn't fault anyone moving the posts to the "easiest" position, any more than I would fault someone for moving them to the "hardest" position if they wanted more of a challenge. Steve f'ing Ritchie gave you those options for a reason...and with an item this expensive, you deserve to get maximum enjoyment out of it. Now if you were drilling extra holes or stuffing socks in your outlanes...that might not be as cool, but on the other hand it's your machine! Simply moving the posts though...that's a designed in option. I wouldn't never adjust my car's seat just because it came in one position.

I wonder if all the purists who frown upon moving posts also have their machines set at exactly 6.5 degrees? That's what they were designed for, so anything outside of that is not "factory". To me that's pretty much the same thing.

Life is short, pins are expensive...do what makes you happy!

3 weeks later
#7940 58 days ago

The agony of defeat. The other night I was two good shots away from facing the Emperor for only the third time. Had Tatooine multiball lit. Just had to hit that bear of a scoop shot to start it. Had everything else in the bag (which is why I had to start it at the Tatooine shot rather than any of the other planet shots). Would have just had to play that out, and then hit the left ramp to start Jedi. I could not hit a clean Tatooine shot to save my life. Probably got a half dozen shots at it before finally draining. So close I could smell the old bastard! *sigh*

I love this game. So many ways to tackle it, all satisfying. I just keep my fingers crossed for one more code polish. This was another game where I hit video mode 5 or 6 times, and that gets old. Give us a choice to skip video mode (other than for Hoth 1 credit (or better yet give us a real Hoth 1!)), and clean up a few A/V priorities to not let anything step over the planet multiballs and I will be a very happy camper. I'd love to see the game "die" and drain all balls after a planet multiball final shot for the celebration, then relaunch them into Victory. Half the time I do not even realize I blew up the Death Star, etc in the heat of an intense multiball until I hear the Victory music hit. I'd like to take a moment to savor it, LOL! But even if we never do get that final polish, I still love it!

#7942 58 days ago
Quoted from rai:

Can someone explain Boba Fett combo rules? Does it stack with modes?

Starting Boba Fett always stumps me a bit too. I rarely specifically go for it and just play it out when/if it starts. It does not stack, though the first few combos to qualify it can be done in a mode I think. The mode itself is pretty straightforward with what needs to be shot clearly flashing, and the narrator telling you what to shoot. Very cool mode...immersive and super stressful!

Here is a copy/paste from the great rule sheet on Tilt Forums:

Escape from Boba Fett: Shooting combo shots will light the shots that ended the combo with a white arrow. Complete four white arrow shots (with the last two in non-mode play) to begin the mode. Escape from Boba Fett is a sequence of five hurryups: left ramp, right mini-loop, right ramp, left orbit, and left ramp again. Shooting the 3-bank will add more time to the mode. Make good use of your shot and shot multipliers during this mode - the final score can be huge. Completing this mode is one of the qualifications for Jedi Multiball.

#7945 58 days ago
Quoted from rai:

Thanks.
This is something that gets me about SW (could be most other modern pin with good rules like GoT or TWD whatever) that there is so much to see on the modern pins like Hoard in TWD. I was debating to get MM remake it’s the number one pin of all time but the rules just seems so basic no combos (?) no multipliers just seems to be simple, not bad but very basic, so much more can be had with a 20 year newer design pin like SW but it doesn’t get near the love of MB, MM etc.

I'm with you there. Even the deepest B/W games that everyone adores can't hold a candle to most modern games when it comes to rule depth. Then something like Munsters comes out and everyone loses their minds with how shallow it is...yet many of those complaining have a collection full of B/W with no more actual depth that it has. Sure I enjoy playing B/W era pins, but for what I am looking for in a home collection, they do not hold a candle to modern Stern.

#7947 57 days ago
Quoted from GamerRick:

Now that I got everything working on my Star Wars premium I have a new tech alert I’ve never seen before. Switch D 17 tilt pendulum. Does anyone know what that means? I’m assuming it’s related to the tilt bob but no idea what to check.

Usually when you get a switch alert, it just means that switch hasn't been activated in awhile, either from poor play or being broken. I'm not sure if one for the tilt works the same though. Do you have your bob installed? If so, tilt the game and see if that clears it (or at least if the switch activates). Hopefully that is all it is.

1 month later
#8360 4 days ago
Quoted from bigdaddy07:

It took me totally by surprise. Normally a great score on the video mode for me would be around 60M, although usually much lower. When it completed and seen my score, my jawn dropped. I don't really play with the multipliers (I'm still figuring the basics out), but I must have had them racked up through dumb luck when I started the mode.

A perfect run with a lot of boost (center button) at 40x = huge points. I think I had a 1+ billion video mode last night. I'll have to double check that I'm not imagining that. Either way...lots and lots of points waiting here. I like the video mode quite a bit, I just hate how you can be forced to play it again and again and again in the same game. Should be once a game only, or always give the option to pass like STTNG or GoT. I have played it 5-6 times per game on multiple occasions. That's a rarity, but still should never happen.

#8365 3 days ago
Quoted from DavidPinballWizz:

You know there are levels on the video mode? I think the higher the level the more worth the points.
I have an 850M video mode champ now I think.
It's a strategy to only play that with a big multiplier

Yup...BIG money.

1E85029F-62B0-498E-AB89-64CF050C8F16 (resized).jpeg
Promoted items from the Pinside Marketplace
$ 109.95
Cabinet - Armor And Blades
Hookedonpinball.com

You're currently viewing posts by Pinsider jediturtle.
Click here to go back to viewing the entire thread.

Hey there! Got a moment?

Great to see you're enjoying Pinside! Did you know Pinside is able to run thanks to donations from our visitors? Please donate to Pinside, support the site and get anext to your username to show for it! Donate to Pinside