Star Wars

Stern Pinball, 2017 — shot-by-shot rules and strategy guide.

Open Star Wars in the Pinball Genie app →

Design: Steve Ritchie (code lead Dwight Sullivan). Editions: Pro / Premium / LE — Premium and LE share a playfield. Core rules are identical across editions; only the Hyperspace hyperloop wireform, exploding Death Star, sculpted Millennium Falcon, and the physical Escape ball-save gate are Premium/LE-only (tagged premium-le).

The ~9 shots the rules reference: Left Orbit, Left Ramp, Left mini-loop, Right mini-loop, Right Ramp, Right Orbit, Right Scoop, the 5-target FORCE drop bank, and the center 3-bank standups. Planets map to shots: Death Star = left mini-loop, Endor = left ramp, Hoth = right mini-loop, Tatooine = right scoop.

Character select (ball start): Luke (doubles Lightsaber Duel), Leia (+3x on final planet modes), Han (doubles Escape from Boba Fett; fast to multiballs), R2-D2 (easier/wider multipliers with 7x/14x thresholds — the tournament pick).

Shot Multiplier (scoring engine): starts 2x, +1x per 3-bank standup hit up to 20x base; the 4th FORCE award Double Multipliers lifts the cap to 40x. It decays if you stop feeding the 3-bank. The action/lockbar button toggles the lit "X" green (locked) / red (movable) — flip the X onto your money shot, collect value × multiplier. Spread shrinks as it climbs (3 shots <5x, 2 shots 5–9x, 1 shot 10x+).

FORCE ladder (complete the 5-drop bank): Mystery → Escape (ball save) → Video Mode → Double Multipliers → Lightsaber Duel.

Multiballs: TIE Fighter MB (destroy TIEs at the 3-bank, hurry-up at the TIE target, 35 to start), Hyperspace MB (cycle inlanes → hurry-up at Left Orbit collected at the Death Star mini-loop), and per-planet Victory Multiballs (finish a planet's missions → final mode → Victory MB; Death Star yields a 6-ball). Victory MBs bank bronze/silver/gold medals paid out before the wizard.

Wizard path — Jedi Multiball: requires (1) Jedi Master via Jedi Training, (2) Lightsaber Duel, (3) Escape from Boba Fett, (4) 100 TIE Fighters destroyed, (5) all four planet final multiballs. Then it lights at the Left Ramp — a 2-ball, 4-phase duel with the Emperor.

Skill shots: primary = flashing center 3-bank (Bonus X), secondary = roving lit FORCE drop (spots next FORCE award); ricochet the 3-bank into the roving FORCE light for a double.

How Star Wars plays

Star Wars runs fast and mean around a shot multiplier you build on the center bank and then slide onto whatever you are about to shoot. Choose Luke, Leia, Han, or R2-D2, take the four planets to their Victory Multiballs, and meet five requirements to reach Jedi Multiball.

The loop

  1. Pound the center 3-bank to raise the shot multiplier, then tap the action button to unlock the X and drag it over your chosen shot with the flippers.
  2. Knock down the FORCE drops for a fresh award every pass - Mystery, Escape, Video Mode, a 40x boost, then a Lightsaber Duel - while stray 3-bank hits blow up TIE Fighters.
  3. Feed a planet its three qualifying shots, run the mission it hands you, and bring in that planet's Victory Multiball.
  4. Start a mode right before its multiball with a big X parked, and re-roll the return-lane rollovers to arm a Hyperspace Hurry-up.
  5. Reach Jedi Master, clear Lightsaber Duel and Boba Fett, down a hundred TIE Fighters, and start all four planet finals to light Jedi Multiball at the Left Ramp.

Reading the lights

  • Shot Multiplier (The X) (multiplier) — lit: Every hit on the center 3-bank steps the shot multiplier up a notch, from 2x toward a 20x base, and it bleeds back down on a timer unless you keep the bank fed. · then: Park the X on your money shot - the Death Star jackpot, a mode super, a hurry-up - so that one shot pays many times over. The fourth FORCE award doubles the ceiling to 40x, which is what you hold back for the Boba Fett chain or a wizard jackpot. · control: Action button: tap the button to turn the X red so it will move, drag it across the playfield with the flipper buttons, then press once more to set it green on the shot you picked (just before you commit to a big shot)
  • FORCE Drop Targets (ladder) — lit: The FORCE bank stands as five red drop targets, a standing one is a letter you still need, and clearing the whole set once climbs you a rung up the award ladder. · flashing: Off the plunge a single FORCE target roves lit for the skill shot, so pick it off to spot the next award. · then: Complete the bank over and over to walk the ladder up - Mystery, Escape, Video Mode, the 40x Double Multipliers, and finally the Lightsaber Duel mini-wizard. Each level is its own reward, so keep chipping the drops between everything else.
  • TIE Fighter Assault (shot arrows) — lit: Red arrows on the 3-bank standups mean each hit shoots down a TIE Fighter, and downing enough of them lights the TIE Fighter target. · flashing: The lit TIE target opens a roughly seven-second hurry-up the moment you strike it. · then: Down 35 fighters inside that window to launch TIE Fighter Multiball, then walk the X onto the Left Ramp for its Super Jackpot. A hundred fighters across the game is one of the five Jedi requirements, so keep the arrows working. · control: Action button: mash the button through the hurry-up, where about every second press downs another fighter (the instant the TIE hurry-up begins)
  • Planet Missions (mode) — lit: Each planet sits on its own shot - Tatooine at the Right Scoop, Hoth at the right horseshoe, Endor at the Left Ramp, Death Star at the left mini-loop - and three shots there qualifies that planet's mission. · then: Run the mission a planet hands you, then take its final to start a Victory Multiball, up to six balls on the Death Star. Starting a mode solo just before its multiball keeps the multiplier alive into it, and all four planet finals are a Jedi requirement.
  • Hyperspace Return Lanes (lanes) — lit: A lit return-lane rollover is one you have not yet banked toward the Hyperspace Hurry-up, roll it to collect it, and re-completing the pair grows the value each time. · then: Complete both return lanes to arm the Hyperspace Hurry-up on the Left Orbit and Right Ramp, then gather it in at the Death Star mini-loop. Bank two of those hurry-ups to start Hyperspace Multiball, which whips the ball around a physical wireform on the fancier builds. · control: Either flipper button: tap a flipper button to hop the lit rollover between the two return lanes, so you can set it under whichever inlane is about to feed the ball back (as the ball drops toward the inlanes)
  • Jedi Training Standups (ladder) — lit: The blue standups on both banks light for the current training level, and you clear every lit one inside a tight window to advance a rung toward Jedi Master. · then: Chip these whenever no mode is running, since the progress carries from ball to ball. Reaching Jedi Master is the first of the five demands for Jedi Multiball.
  • Jedi Multiball (mode) — lit: The Left Ramp lights for Jedi Multiball only once all five requirements are met - Jedi Master, Lightsaber Duel, Escape from Boba Fett, a hundred TIE Fighters, and all four planet finals. · then: Shoot the lit ramp to open a two-ball, four-phase duel with the Emperor that pays your banked medals out first. Rebuild the X on the 3-bank between phases, because the late phases are worth far more than the early ones.

Lane change: the flipper buttons move the lit lane. Tap either flipper button to hop the lit rollover between the two return lanes; line it up with the inlane the ball is dropping into and roll through to bank it. Complete the pair to arm the Hyperspace Hurry-up, and re-completing it climbs the value toward Hyperspace Multiball.

Start scoring

The Action Button on Star Wars

Center of the lockdown bar.

The busiest button of its era. It parks and unparks your shot multiplier, confirms mode picks, and turns into a trigger during the TIE Fighter hurry-up. Learning it is most of learning this game's scoring.

Goals in Star Wars

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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