STAR WARS: SPECIAL EDITION RULESHEET
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Version 2.0 April 10 1998
Compiled by Robert Macauley
HTML Conversion by Chris Bonney
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The following is a rough guide to the SEGA pinball Star Wars Special
Edition. First the legal stuff. This guide is posted as freeware and
as such may be used In any way, as long as no profit is made from its
use and credit to the author and any contributors remain intact. So
there! :-)
Star Wars is copyright Lucasfilm and as such is of no concern to me.
Just imagine tm after each word and we should be ok.
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The Story So Far
At least I had some warning that this game was coming. Star Wars went
on site in early March and for once I didnt have to fight to get a
game on it. This machine has been a constant source of frustration
(for me at least) as each time Ive played it, something has
malfunctioned. Ive had diverters not divert, stuck balls which messed
up the X-Wing to the point where only power cycling and lifting up the
machine would solve the problem and large nuts rolling down the ramp
and sitting in the middle of the playfield just waiting to be hit. I
would assume that this is just this machine with problems, but it
really lowers my opinions somewhat. Hopefully I might get to play one
that works so I can get an idea of how good or bad this game really
is. This sheet is based on limited playing time and is in need of
input in several areas.
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New to This Version
Some HUGE errors corrected. Bragging section added. I have only
encountered 1 fully operational Star Wars Trilogy machine to date. I
assume that this is the fault of the operators and not dodgy hardware
or design.
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Playfield Layout
Starting at the drain and moving clockwise around:
Outlanes The usual. No kickback, but each outlane can be lit for Light
Saber Saver. This is a ball save which switches between outlanes with
each slingshot hit.
Inlanes - Normal. Lights Landspeeder loop.
Flippers - 2 of them in the normal position.
Slingshots - Normal size and shape.
Adv Bonus Lane - A small narrow lane just above the left inlane. Only
shootable from the right flipper. Can be lit for a hurry-up special.
Light Saber Targets - 3 targets completely hidden by the X-Wing. 3 hits
re-light the outlane save.
Left Orbit - Landspeeder loop. Feeds around the back of the machine to
the right orbit. Awards are given at various numbers of orbits.
F Target - 1 of 5 spelling Force.
Ramp - Feeds to the right inlane and spots a letter in Falcon, unless
load X-Wing is lit.
Cannon - A large gun sitting about 1/4 of the way up the ramp. When load
X-Wing is lit the ball is supposed to be caught in the cannon and kicked on
to another habitrail which feeds the X-Wing.
X-Wing - A model X-Wing fighter. When lit the ball is kicked out of the
cannon and is pulled off the habitrail into the X-Wing. This is a copy
of the cannon on T2 and serves the same purpose.
O Target - 1 of 5 spelling Force.
R Target - 1 of 5.
Bumpers - 4 bumpers in a diamond formation in the top centre of the
playfield.
C Target - 1 of 5.
Top Hole - A saucer which feed to the cannon via a VUK. Used to start
modes. Can be lit for extra ball.
E Target - 1 of 5.
Jackpot Lane - A small loop feeding the right orbit. Labelled as jackpot
but only used in the Luke mode.
Tie Fighter Targets - 4 drop targets in front of a large sinkhole. 4
hits on each target lights multiball.
Right Orbit - Same as the left.
HUGE Sinkhole - A sinkhole which would be at home on Hercules. The
sinkhole from hell. Can be lit for start hurry-up. Because of its
shape the ball has a habit of looping the edge of the hole and flying
back out. Backhand shots work better.
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Rules
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Your mission is to complete 6 tasks which are displayed between the
flippers. Completing all 6 lights a wizard award.
The tasks are:
Super Jackpot-- Score a super jackpot.
Hurry-up-- Light, start and collect any hurry-up.
Falcon Jackpot-- Score a falcon jackpot during Falcon multiball.
Landspeeder-- Reach the first landspeeder award.
Complete Heroic-- Start and complete any mode.
Thaw Han-- 3 shots to the right sinkhole.
Lighting all 6 lights a wizard award which is called The Redemption of
Darth Vader. This is a 2 ball multiball and the objective is to load
the X-Wing with 1 ball, then knock down enough drop targets with the
other ball to allow the 1st ball to be shot through the gap. Each
succesful shot is worth 50k.
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Modes
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There are 6 modes called heroics. The top hole starts a mode and is
supposed to feed the ball to the left inlane via the cannon. The modes
are:
Leia - Your mission is to choke Jabba the Hut. The display shows Leia
with a chain around his neck which she pulls tighter with each ramp
shot. 3 ramps chokes Jabba. The ramps score 200k then 300k and finally
400k. the mode lasts about 30 seconds.
Luke - Load the X-Wing and shoot the ball through the narrow lane within
30 seconds for a 500k jackpot. Easily the hardest mode.
Chewie - Rebuild C3P0. The ramp, both orbits and the top hole score
points and award a body part. The points are 100k, 200k, 300k and
finally 400k.
C3P0/R2D2 - Shoot the top hole 3 times to stop the trash compactor.
scores 50k+ 100k per shot.
Obi Wan - shoot the lit shots to confuse the stormtroopers. The first shot
is the right orbit, then the ramp, then the left orbit. Each shot scores
150k+ 100k per shot.
Han Solo A hurry-up. Shoot the right hole to escape from the slug and
award the points. The value starts at 420k.
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Multiball
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The 3 ball multiball is started by shooting the drop targets 4 times
each. This lights load X-Wing at the ramp and the top hole. Load the
X-Wing and launch the ball through the drop targets to start. The ramp
scores the first jackpot of 500k+1k for each switch hit. The Force
targets are then lit and each 1 spots a letter in force and scores the
jackpot value. Spotting all 5 lights load X-wing for the super
jackpot. Load the X-Wing and fire through the drop targets to score
1M+ the switch value. The sequence then starts again. There is no ball
save at the start which I find very irritating. This appears to be the
standard for SEGA pins.
Falcon Multiball
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The Falcon Multiball is started by 6 ramp shots. The 6th starts
multiball and launches an additional 3 balls into play. 40 switches
lights the ramp for jackpot. The jackpot starts at 200k and increases
by 2k for each switch after lighting jackpot. Collecting the jackpot
resets the counter and you start again needing an extra 10 switch hits
to light a 600k jackpot.
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Misc. Scoring
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Landspeeder - Each loop scores 50k and consecutive loops score an extra
50k per loop until you miss. At 3 loops you score 300k. Then an extra
ball is lit after 4 more loops, then 300k after 5 more and so on.
Hurry-up - Light the 5 Force targets to light a hurry-up at the right
hole.The Hurry-up is chosen randomly from the 5 displayed around the
Han hole.
Cantina Hurry-up: Hurry-up starting at 420k. Shoot the ramp to
collect. The value is re-awarded each time you hit the ramp until you
miss.
Hurry-up extra ball: Shoot the top hole within 15 seconds to collect.
Hurry-up special: Shoot the lane under the X-Wing within 15 seconds to
collect. VERY hard to get.
Bounty Hunter: Video Mode. Lifted directly from Guns'n'Roses.
Probe Droids: 2 ball multiball. One drop target is raised and your aim
is to hit it. The value starts at 250k? and increases by 50k until you
lose a ball.
Trivia Game - Thawing Han awards 300k and a chance to play a trivia
game. The machine displays a question and 2 answers. Choose the
correct one for 300k.
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Game Variations
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At the start of the game you are given the choice of playing either
the normal 3 ball game or a novice game which guarantees a 2 minute
game time with the ball saver active. When the ball saver times out,
the first drain ends the game. Holding in the left flipper and
pressing start gives League mode and holding the right flipper gives
Wizard mode. No known differences at this time.
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Bragging
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Highest score so far: 67M.
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If you have any additions, corrections or comments please e-mail them
to me via chrisb@enternet.com.au and I will include them in a future
version.
This rulesheet can be found at
http://people.enternet.com.au/~chrisb/pinball/pinball.htm