Star Wars: Fall of the Empire

Stern Pinball, 2025 — shot-by-shot rules and strategy guide.

Open Star Wars: Fall of the Empire in the Pinball Genie app →

Designer John Borg. Original-trilogy "Empire" era. Editions: Pro / Premium / LE (Premium and LE share rules; edition-specific items marked premium-le). Classic Stern fan layout: 2 flippers, 8 main character shots (each mapped to a Rebel — Yoda=left orbit, Lando=Death Star ramp, Luke=VUK, Droids=Droids target, Han=center ramp, Chewbacca=Sarlacc Pit, Leia=right ramp, Obi-Wan=right orbit), a Darth Vader scoop, Sarlacc Pit (guarded by the Salacious Crumb drop target), Stormtrooper target, a bank of 5 FORCE standups, two Ion Cannon pop bumpers, two orbit spinners (JEDI), and three Empire return lanes.

Core progression

Multiballs

Other pillars

Multipliers

No global playfield X. Instead: Ion Cannon shot multiplier (charge pop bumpers outside MB → next shot becomes 2x for the ball, roving 3x once all 8 majors hold a 2x); Rebel Assistance jackpot 2x/3x in multiball; Bonus X driven by Stormtrooper Hurry-Ups (cap 15X); and per-mission 2x quick-flashing-arrow shots.

Mini-wizards

Not A Jedi Yet (Rebel), Sarlacc Escape (Jabba), Never Tell Me The Odds (Falcon), Dark Side Multiball (Vader). A grand "Jedi Master" wizard is headered but not yet in code.

Edition notes

premium-le: motorized center ramp (lowers to a bash target), Mynock Multiball, +2 TIE combo, magnet grab-and-toss JEDI save (arms at 2/4 letters), center-ramp target raises the Falcon. Pro: fixed jump ramp, Falcon qualifies via right ramp only (except first feature), JEDI save needs all 4 letters then an action-button press.

How Star Wars: Fall of the Empire plays

Fall of the Empire runs on eight Rebel heroes: spell FORCE to light their shots, play their missions, and battle Vader and Jabba while stacking multiballs. Complete missions on four different Rebels for Not a Jedi Yet, and clear all three Jabba events for Sarlacc Escape.

The loop

  1. Down the FORCE standup bank and the eight character shots switch on.
  2. Start a Rebel's mission at a lit character shot, make the blue shots, and close it with the mandatory fifth at the Luke up-kicker.
  3. Light Battle of Hoth locks at the Droids target and lock at Luke VUK, or open the Death Star at its ramp for the game's biggest super jackpot.
  4. Charge the Ion Cannon in the pop bumpers and drop its 2x on Luke VUK so your most-used shot pays double.
  5. Spell JEDI on the orbit spinners to arm the outlane save before a fast return ends the ball.

Reading the lights

  • FORCE Targets (letters) — lit: Each lit FORCE standup is a letter you still need, and a letter goes dark once you knock its target down. · then: Spell out F-O-R-C-E and the eight character shots come on so you can start a Rebel mission; the bank gets one step harder with each mission you play, up to a cap, but eases back a step whenever you cash a multiball super or finish a Falcon, Jabba, or Vader mode.
  • Character Mission Shots (mode) — lit: Once FORCE is spelled the character shots light, and inside a running mission the blue arrows are the shots that advance the scene while white shots pump up shot values. · flashing: A fast-flashing arrow marks a 2x shot -- grab it to double that shot's value. · then: Make four blue shots, then close the mission with the mandatory fifth at the backhandable Luke up-kicker. Two completed missions light an extra ball, and any Rebel you have already cleared restarts its mission at doubled value.
  • Battle of Hoth Locks (status) — lit: The Droids target lights the Battle of Hoth locks and always scores double, and a lit lock waits at the Luke up-kicker until you shoot it. · then: Lock at Luke VUK to start the multiball, then snowball AT-AT Letter Jackpots at the walker, where each letter banks the running total and zeroes it, and collect the Super Jackpot back at Luke VUK to lift every jackpot for the rest of the round.
  • Death Star Jackpots (shot arrows) — lit: Shoot the Death Star ramp to open the sphere and again to lock, and during the multiball the eight lit shots are jackpots you can bounce between two dependable ones since each only goes dark until you take a different shot. · then: Reach fifteen jackpots to light the sphere for a thirty-second Super Jackpot that both adds a ball and brings the save back to life, then enter the open Death Star to collect it and run Victory Laps. Any super progress you leave uncollected carries over to your next Death Star Multiball.
  • JEDI Spinners (letters) — lit: Each lit JEDI letter is one you have banked from the orbit spinners, and spelling all four lights the outlanes for a ball save. · then: Keep JEDI spelled as drain insurance on this save-less, outlane-hungry layout, and collecting the save grants a fresh skill-shot chance and then resets the letters so you start spelling again. · control: Action button: with JEDI spelled you press the lockdown-bar button as the ball rolls a lit outlane to save it on a Pro, while on a Premium or LE two or three letters pulse the under-flipper magnet once for each lit letter and a full JEDI lets the magnet grab the ball and throw it back into play (single-ball play only, since JEDI cannot advance during a multiball)
  • Ion Cannon Multiplier (multiplier) — lit: Feeding the two Ion Cannon pop bumpers charges the shot multiplier, but only while no multiball is running. · then: When it fires, the very next shot you make holds a 2x for the rest of the ball, so send it into Luke VUK where missions, Rancor, and the Hoth super all resolve. Once all eight major shots hold a 2x a roving 3x appears, and recharging the cannon gets harder each time.
  • Stormtrooper Hurry-Up (status) — lit: Hitting the Stormtrooper target raises a counter that starts a Hurry-Up once it climbs high enough, though never during a multiball. · then: Boost the Hurry-Up base by completing the Empire return lanes, then collect it before it drops to its floor, and note each collect adds one to your Bonus X toward a fifteen-times cap on the end-of-ball bonus.
  • Jabba Events (mode) — lit: Drop the Salacious Crumb target twice to light the Sarlacc Pit for a Jabba event, and each later event needs one more Crumb hit than the last. · then: Pick and play all three Jabba events to unlock the Sarlacc Escape mini-wizard, and note your first completed event also lights an extra ball. · control: Action button: each spin the ball takes around the Sarlacc Pit flips to the next of the three Jabba events, and the lockdown-bar button locks in the one showing rather than leaving the choice to the pit exit (while the ball is still spinning in the pit)

Lane change: not verified for this machine yet.

Start scoring

The Action Button on Star Wars: Fall of the Empire

Center of the lockdown bar.

Fall of the Empire uses the lockdown bar button as a chooser and a life-saver. It locks in a Jabba mode while the ball is still spinning around the Sarlacc Pit, cashes add-a-balls earned from those spins, and works the JEDI outlane save — which behaves differently on a Pro than on a Premium or LE.

Goals in Star Wars: Fall of the Empire

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

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