Star Wars: Episode I |
(v.1.2 ROM) author: Scott Frazer (cvillepinball@yahoo.com) last update: February 1, 2000 "Star Wars", "Star Wars: Episode I", and probably lots of character names ("Jar-Jar","Qui-Gon" "C-3PO", "R2-D2" etc.) are likely trademarks of Lucasarts. "Pinball 2000", "Williams", and lots of other things are probably trademarks and copyrights of WMS Industries. Please feel free to distribute this rulesheet in any form, just don't charge for it. New Since Last Time
(Stolen from the Manual) In Episode I, Luke Skywalker's father is just a hopeful nine year-old boy named Anakin, who knows nothing of his eventual fate as a Dark Lord in years to come. In this earlier time, Obi-Wan Kenobi is a determined young Jedi Knight. Qui-Gon Jinn is Obi-Wan's venerable Jedi Master, trying to teach the Jedi way to his apprentice as their world begins to unravel in political turmoil. Episode I will take audiences through extraordinary realms and adventures, from the desert planet of Tatooine, to the galactic capital world of Coruscant (with its Jedi temple), to the green world of Naboo, and beyond. Familiar Star Wars characters Yoda, R2-D2, C-3P0 and Jabba the Hutt are along for the ride. This first chapter in the Star Wars saga follows young Anakin Skywalker's journey as he pursues his dreams and confronts his fears in the midst of a galaxy in crisis (end stolen material) Star Wars: Episode I is the second (and apparently last) of the Pinball 2000 line of video/pinball hybrids. Credits: 14.
and a cast of hundreds -- Got credits? Mail me. Backglass ArtThe backglass design is by Kevin O'Conner and focuses mainly on the recognizable characters and locations from the Episode I film, without being too photo-realistic (imho) An interesting not is that Senator Palpatine seems to appear only on the left side rear cabinet, and the only voice over I remember hearing is the "Wipe them out - All of them" line. Goal Become a Jedi Spirit. To reach the Spirit level you must battle through Youth, Knight, and Master levels, fighting Dart Maul in a light saber battler at each level. To get to the duel you must spell J-E-D-I by completing the various modes started at the Holoprojector or being randomly awarded a letter through various other means The modes include:
Each is described in a separate section below. Playfield and Basic RulesFlippers Just the two! Left Inlane / Outlane No special lights or anything here, the outlanes seems fairly forgiving, but it's adjustable so your mileage may vary. Trade Federation Fighter Triad Three circular yellow targets that when completed award a laser, about 300,000 in bonus and half of "The Power of The Force" lights. Oh yeah, and about 500,000 points at the same time. C3P0 Orbit A rollover target awards a piece of C-3P0 each time it is hit, but there must be a pause of about 2 seconds between hits. C-3P0 is made up of 8 pieces, 4 of which are lit at the start of the game. The award for completing C-3P0 changes each time in the following pattern: 1st: Light Extra Ball 2nd: Award J-E-D-I letter 3rd: 2,000,000 points 4th: Hold Bonus 5th: 1,000,000 6th: Light Extra Ball 7th: Increase Bonus Multiplier 8th: Award J-E-D-I letter 9th: 500,000 points 10th: 20 Lasers 11th: 10 points (nope, not a typo) 12th: Light Extra Ball 13th: Award J-E-D-I letter 14th: 2,000,000 points 15th: 1,000,000 points The cycle then goes back to the 5th award and repeats (so there are two 1,000,000 awards) Captive Ball Gives some points, but not much else that I can tell. Watto's Junk Shop saucer Used to start multiball and gives a random award. Both the Junk Shop and the Market seem to pull from the same pool of random awards. Awards I have seen include:
Left Ramp The ramps are basically mirror images of each other, and both function exactly the same. There is a drop target at the entrance to the ramp that serves as a "hard target" for some of the shooting modes. There is also a nifty opto velocity sensor that I'll refer to from now on as the spinner target (because that's what it most often functions like). There's an opto sensor at the tom of the ramp to detect a complete ramp shot. The spinners award 1,000 points per "spin" but this value increases by 1,000 for each consecutive shot through that spinner up to a maximum of 10,000. The ramps are also the most abusable point scorers on the table thanks to the "X way combo" scoring. Essentially, if you can shoot either ramp fast enough (about 2 or 3 seconds) after shooting either ramp, you are awarded a combo shot. The number of the combo shot is incremented each time and the point award is the number x 100,000 points. This works past the 101 way combo (when I got tired of waving the ball in front of the opto) which would award 10,100,000 points. You can see why this was limited in the tournament ROM release. Left Purple Standup Target Used in various modes, these targets will also help start the holoprojector modes three times under the default settings. After that they only function in the modes. Holoprojector "Gate" This is an up/down bumper assembly that provides another "hard target" for the projections to interact with. It seems to me that the actually switch is either an opto or an eddy sensor, I'm not sure which. This is basically used to start the holoprojector modes. Behind it is the "shield popper" which is used to trap the ball during animations before it is popped up to the ramps. Which ramp the ball takes on exit depends a lot on how level the machine is, but I've never seen it get stuck. Right Purple Standup Target See Left Purple Standup Target above. Right Ramp See Left Ramp above Mos Eisley Market Saucer Similar in function to the Watto;s Junk Shop Saucer. The awards seem to be the same, only the method of displaying them is different. Gungan Jet Rollover There is a rollver behind the Gungan Jets. I'm not sure exactly what function this serves. Gungan Jets Three jet bumpers that when first activated light an additional letter to spell out "Gungan." When this is accomplished (the default setting is no memory, so you've got to do this all in one ball) the right spinner changes to a fish-like creature. Shooting the right ramp at this point adds a letter to spell out "Jar-Jar." Complete "Jar-Jar" and you'll get a whopping 2,000,000 points (try not to get too excited!) There doesn't appear to be a "super-jets" style mode in this game. R2-D2 Alley "Sneaky Lane" Besides hearing R2-D2 whistle at you, the only purpose for this lane is to collect skill shots and extra balls. Sith Probe Triad Three square targets (similar to the Martian Targets in AFM - only reddish-orange) that when completed do pretty much the same thing as the Trade Federation Fighter Triad above. Except the Dark Side gets to use a magnet and swing the ball around in some pretty unpredictable ways. That magnet is big and fairly powerful. Most fun shot with the magnet? A ball heading down playfield was reversed and landed in the Market saucer! Right Inlane/Outlane 3 red standups on the right. Shoot all 3 to light Merlin's Magic if unlit. Progress on the targets reset ball-to-ball. Right Inlane / Outlane See Left Inlane / Outlane above. Slingshots Nothing special, just your regular slingshots. Plunger Standard shooter with NO autofire. This is important during the Jedi Battles. Skill Shots
The object is to fire the ball hard enough to get up the slope, but not so hard that it will spill into the right ramp return lane. To make things even more difficult, I've occasionally seen a correct skill shot drop to the playfield and head up and out of the lane. Skill shot award is 1,000,000 points for the first time, 2,000,000 points for the second time, 3,000,000 points and a J-E-D-I letter for the third time, and 3,000,000 points every time after that. Skill shots can be attempted at any ball launch except ball savers. You can only collect the skill shot once each time you start the Jedi battle as well. Ball Saver There is a brief (~5 sec.) ball saver (after the ball hits either the inlane or skill shot) at the start of each ball. No ball saver at all during multiballs. Jedi Battles are their own thing. A Word About the Bonus SW:E1 uses a different bonus system than I'm used to. There are two components to figuring out your bonus: The multiplier and the Naboo Ship. A fully lit ship is worth exactly 1,000,000 points, and the maximum bonus multiplier is 5x, so the maximum bonus, ever, is 5,000,000 points. Hitting the 5x bonus is also called the Naboo bonus, but I haven't noticed that it does anything different other than the music during bonus collection (which is not bypassable). Holding a bonus will hold both elements (Ship and multiplier). Multiball Multiball is started by putting a ball into each of the saucers (Mos Eisly Market and Watto's Junk Shop). If you are playing with more than one player it is possible to "steal" the other players multi-ball prep work by starting your own multiball. Its also possible to knock the active ball into a saucered ball that both come flying back at you. Useful in a multiplayer game, less so in a single player (and absolutely horrible if it happens during a Jedi Battle) When multiball is started, the center target lights up for a 1,000,000 jackpot. If you drain 2 balls (or 3 if your ball saver is still running) without making the first jackpot you will be offered the opportunity to restart the multiball by shooting either saucer. I think the saucer shots are harder than the initial jackpot, so I'd be surprised if this is used much. Note that the restarted multiball is only two balls (no auto-plunger, after all). If you do find yourself restarting a multi-ball, don't forget to hit that skill shot again. Here;s the pattern for the jackpots:
After you've lost two of the three balls in play, the multiball ends and the saucers go dark. To relight the saucers you need to hit either saucer once for each multiball that has been started. So to lock the ball in the Junk Shop for the second multiball, you first need to hit either the Junk Shop or the Market once first. Modes The modes are presented in a semi-random order, with only a handful (5?) available at the beginning of the game. For every one you defeat, another is added until you have seen all thirteen modes. Some modes have "Perfect Shooting" awards which can be won instead of the completion award. In the first round, "Perfect Shooting" gets you 3,000,000 points while the regular completion mode is 1,000,000 points. After completing the thirteenth mode, all the modes are made available again On the second pass completion bonuses (including "Perfect Shooting" bonuses) are doubled. Ground Battle A Trade Federation Troop Transport is unloading hordes of battle druids. You must destroy the Transport. Shooting the Transport three times will destroy it. If you shoot nothing but the transport you will get a Perfect Shooting completion. Note that there are two STAP's flying around the screen. You can hit them by hitting the ramp drop target then firing a ball up the ramp before the target resets. You'll probably need to have a multiball going in order to do that. You can also fire your lasers at the ground troops (or the STAP's if there are no ground troops). Firing lasers will award you 150,000 points per droid. Hitting them with the ball only awards 100,000 points. The STAP awards are based on when you hit them. The first is always worth 200,000 points (The Secret STAP Bonus). If you hit the second very fast (like the same time) you can get the Super Duper Secret STAP bonus of 1,000,000 points. Wait too long and you'll have to settle for the Double Secret STAP bonus of 400,000 points. Wait longer than that and you are back at the 200,000 point award. How to get that Super Duper award? As soon as the wave begins, before the Transport has a chance to place any druids, hit both laser buttons (maybe even twice). Sub Escape The Escape line will slowly dwindle until the bongo is crunched. You have to make shots (up the center or the ramps) to increase the line until it reads Escaped. The ramps seem to increase the bar more that the center shot. I haven't found any specials in this mode. Hanger Escape Anakin needs help getting rid of the battle druids coming after him. Shoot either ramp or the center depending on where the druids are. Lasers work in the mode, and druids killed with the lasers are worth the same as druids killed with the ball - 200,000 points each. After all the druids are dead, shoot the center to leave the mode. If every shot you made hit a droid, you should get a perfect shooting bonus. I haven't found any specials in this mode. Jar Jar Juggling Jar Jar has too much on his hands, instead of helping him, let's trip him instead. Shoot the center to make him spill the goods. Each good is worth a set number of points:
You only get to collect three of the five items, so choose your shots carefully to maximize your score. I don't think there is a perfect shooting bonus here, and I haven't found any specials in this mode. Podracing Help Anakin try to complete the Boonta Eve Podrace. You need three checkpoints (flags) to complete the race. Other symbols will show up (left, right, and forward arrows). The forward arrow makes you go faster, which makes the checkpoints worth more. Basically try to shoot everything that isn't a checkpoint first. There is no perfect shooter bonus. Specials? Space Battle Beat up on the Trade Federation Fighter Droids. The scoring is kind of weird here, as a hit with the ball releases four 200,000 point signs, while a hit with the lasers releases only two 100,000 point signs. I'm going with 200,000 points for using lasers and 800,000 points for using the ball. If I'm right, this is a very lucrative round. There may be a Perfect Shooting bonus here, not sure. Specials? Sith Droids Help Queen Amadala shoot three sith probe droids that are causing her anguish. Lasers not allowed. The target gets faster in later rounds of this mode. You score about 250,000 points per droid. There is likely a perfect shooting bonus. Specials, anyone? R2-D2 Astrodroid This is a series of six hurry-ups. Each hurry-up starts at 500,000 no matter what the last one started or ended at. The hurry-up will be reset and increased by 100,000 points for each ramp shot made, up to 2,000,000 maximum. Since you can be working the combo abuse during this stage, it makes it a very high scorer. If the hurry-up hits bottom (50,000 points) you will not be able to reset it for that droid. No perfect shooting bonus. Specials? Queen’s Game The object is to reveal the six fashion plates showing the Queen's various looks. Reveal a plate by triggering the left or right spinner. Spin the plates by shooting the center or firing lasers. I'm not sure of the point values. I don't think there is a perfect shooter bonus. Specials? (I keep hoping for some) Jedi Musical Chairs Five awards will be randomly assigned to council members. You'll get three of them so try to make them count. Shoot the center or the ramps to bounce the members around while the music is playing. When it stops you have 20 seconds to shoot the center to collect the award there. Here are the awards I've seen:
Losing the ball while a council member is waiting to be collected loses that award. No perfect shooting bonus, and I'm sure there's got to be a special in there somewhere. Watto's Chance Very simple. Shoot whichever cube Watto is behind to advance the conversation. Three hits is all you need. Perfect Shooting? Not sure. Specials? I kinda doubt it. Destroyer Droids Very similar to the Sith Droids, but with different graphics and you have to hit 6 of them to end the scene. Gungan Battle Very similar to the Sith Droids, but with different graphics and you have to hit 6 of them to end the scene. Jedi Battles During these battles you can have up to three balls in play and any that are lost are refed to the shooter for you to manually plunge. Only the first plunged ball is eligible for a skill shot. Darth Maul will attack Qui-Gon on his own, but your shots cause Qui-Gon to attack back. The best shots are ramp combos (go figure!) Basically you are racing against time to lower Darth Maul's health meter to zero. His attacks get faster with each successive duel. 5,000,000 points are awarded for a "win." 1,000,000 points are awarded for a loss. You get the ranking whether you win or lose. The locales cycle after 4 battles. It's hard to tell how many points any given shot is worth at the stage, as the point totals are removed from the screen. Specials? Extra Balls Extra Balls can be lit by:
Lit Extra Balls are collected at the R2-D2 "Sneaky" lane. It's generally accepted that hitting that switch without scoring a skill shot is just luck. All extra balls seem to remain lit between balls. Cows and Other Easter Eggs I haven't seen a single cow. Is this George's fault? Try this flipper code for some credits: B-24R-1L-9R-1L-14R-1L-1R-1L (should be XINA which means Xina Is Not Appl) Help!Please email with comments and corrections; I'm sure there are many more wonderful pieces of misinformation. Special Thanks Thanks to Bowen Kerins for the format of this sheet. It's blatantly plagiarized (without permission, even) from his excellent Medieval Madness rulesheet. Thanks to Tom DeAngelo for the machine I gathered this info from. Thanks also to my wife who continues to put up my irrational hobbies. |
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