"I've been waiting for this day for a long time."
- Kylo Ren
Star Wars: The Force Awakens is a pinball table inspired by the seventh Star Wars film, initially released for Pinball FX2. The table retells the events of the film through twelve missions, each formatted in an "on-rails" style designed to help the player see as much of the game's features as possible.
Scenes[]
Rey, a former scavenger, and Finn, a former Stormtrooper, become unlikely allies on an adventure to reform the Rebellion. Play through twelve missions and attempt to take the fight to Starkiller Base.
The game's twelve scene missions can all be started by shooting the left ramp 3 times (+1 per completion of all 12 missions), and must be played in order. While most of the scenes are timed, the player only needs to fulfill a bare minimum requirement to win each scene and qualify the next one, presenting a risk / reward opportunity. During the first playthrough of all twelve scenes during a game, they will remain active during the next ball if they drain; otherwise, they have to be reactivated.
Scene missions prevent side modes from being started; however, Jakku Multiball can be started during scenes where the locks for the multiball can be lit.
- Scene 1 - The Scavenger: 60 seconds. Collect and sell pieces of scrap metal. Each flashing shot collects one piece of scrap metal for 100,000 x the number of flashing shots made, and shooting the center hole sells the scrap metal for 1 million x the number of scrap metal pieces sold. After the timer expires, a shot to the flashing center hole will end the scene.
- Scene 2 - Find BB-8: Untimed, though the three phases for the second part are 20 seconds each. The ball will first be sent to the BB-8 playfield, where the player must use the flippers to move BB-8 around and avoid the nets for the same scoring described in the BB-8 Escapes side mode section. Afterwards, the player will be given three phases to shoot six flashing shots for values starting at 50,000 + 50,000 per shot. Once the three phases end, shooting the center hole will begin a quick mode where the player has to rapidly mash the flipper and launch buttons to free BB-8 for a hurry-up value starting at 5 million points. Freeing BB-8 ends the scene.
- Scene 3 - The Getaway: Untimed, outside of the 20 seconds of bonus scoring at the end. The ball turns into BB-8 during this scene! The hurry-up value starts at 5 million points and decreases by 500,000 points per second, and two / three random shots are lit every 5 seconds or so to collect it. After collecting 10 shots this way, shoot the left ramp to finish this section of the mission and light the orbits to score additional hurry-up values starting at 2 million points. Shooting either orbit when the hurry-up value is at 100,000 points ends the scene as our heroes fly off in the Millennium Falcon.
- Scene 4 - The Escape: 60 seconds. The target bank in front of the center hole acts as a drop target bank during this scene, where the goal is to complete as many drop targets as possible within 20 seconds per drop target set to destroy the incoming TIE Fighters. Each drop target hit scores 500,000 points increasing by 500,000 per target, to no known limit. The scene ends once the 60 seconds expire.
- Scene 5 - The Freighter: Untimed, though the center Rathtar is only raised for 60 seconds. The Millennium Falcon is trapped in the Freighter, where our heroes have to defeat Rathtars to survive. Each Rathtar hit scores a hurry-up value starting at 2 million points, decreasing by 12,000 per second. Once the value hits 1.5 million, the middle Rathtar will lower and the two Rathtars blocking the ramps must be shot once each to win the scene.
- Scene 6 - Escape the Freighter: 60 seconds. Three shots on either the left or right side of the playfield light at a time, with the center hole constantly lit. Shooting a flashing shot raises a cardboard target of a thug for about 5 seconds. Each shot during the scene scores 100,000 points + 100,000 per shot. The scene ends once the timer runs out.
- Scene 7 - The Encounter with Kylo Ren: 60 seconds. All six major shots are lit, but Kylo Ren is blocking the center hole. Each shot during this mode normally scores 250,000 points + 250,000 per shot, maxing out at 2 million; however, shooting Kylo Ren, whether directly via the flippers or from the plunger, decreases this value by 50,000 points for 10 seconds. After the 60 seconds expire, Kylo Ren can be shot with the ball for 1 million points - 100,000 per hit, ending the scene as Rey is taken into custody.
- Scene 8 - Siege of the Maz's Castle: 90 seconds. TIE Fighters spawn in front of the two ramp shots as targets. The value for each TIE Fighter hit starts at 200,000 points + 100,000 points per shot, but can be increased by 200,000 points - maxing out at 2 million points - by shooting any orbit shot. Once the 90 seconds expire, shooting the TIE Fighters once more will defeat them for good and end the scene.
- Scene 9 - Attack the First Order Base: 90 seconds. One roving shot is lit on both the left and right sides of the playfield. Shooting the flashing shot scores points (100,000 + 250,000 every 5 seconds, maxing at 2 million points) and deals damage to one of the Starkiller Base turrets. Shooting the center hole at any time freezes the roving shots for 5 seconds, giving you more time to shoot whatever is lit. After the timer expires, make one more flashing shot to win the scene.
- Scene 10 - The Infiltration: 60 seconds. Stormtroopers have our heroes surrounded - two moving cardboard targets of Stormtroopers will spawn on both sides of the playfield. Each shot to a Stormtrooper target pushes it back and scores a value starting at 100,000 points, increasing by 50,000 per shot. Once the 60 seconds end, making one final shot to a Stormtrooper target ends the scene.
- Scene 11 - Destroy the Shield: Untimed. To destroy the shield, lock three detonator balls; two can be locked at both orbit shots, and another can be locked at the left ramp. Once all three detonators are locked, lock the final detonator at the center hole to destroy the shield and start the final battle against Kylo Ren in a 3-ball multiball. Making direct shots to the center of the Kylo Ren figure scores a hurry-up value starting at 2 million points, and making 10 shots to the target regardless of whether or not multiball is active wins the scene for 3 million. Our heroes have defeated Kylo Ren, but must now escape the Starkiller Base.
- Final Scene - Destroy the Base!: Untimed. This is the closest the game has to a wizard mode, so this is the highest scoring scene. 4-ball multiball is activated (although it doesn't need to be kept active), with all six shots being lit to score jackpots worth 1 million x the number of balls in play. After a jackpot has been collected, shooting the shot again will score 10% of the current jackpot value before relighting it to collect another jackpot. Once 20 jackpots have been collected, shooting the center hole will end the final scene for 10 million points per ball locked, resetting all scene progress for another attempt at the final scene.
Side modes[]
- Scrapyard: Shooting the orbits 5 + 2 times per activation activates the scrapyard playfield for 60 seconds. Each shot to a scrapyard drop target scores 100,000 points, and the first time all 7 drop targets are hit in a single attempt at the side mode, the extra ball will light.
- Fight Kylo Ren: Every time the ball hits 30 bumpers during normal play, the ball will turn into a detonator and the left ramp will light. Shooting the left ramp with the detonator summons Kylo Ren and starts a 20-second timed mode where the player must shoot the left ramp 5 more times to defeat him, each shot scoring 100,000 points x the number of seconds remaining and adding 10 seconds to the timer. The final shot scores 5 million points, ends the mode, and lights extra ball if the mode was completed for the first time during a game.
- BB-8 Escapes: Spelling BB-8 at the right return lanes, which alternate with the flippers, lights the left ramp to start BB-8 Escapes for 10 seconds. Shooting the left ramp within this timer activates BB-8's playfield, where the player must use the flipper buttons to move BB-8 around and avoid the nets falling on the playfield. Each successfully avoided net scores 100,000 points + 100,000 per net, and avoiding 10 nets in a single attempt at the mode for the first time lights the extra ball. More and more completions of BB-8 are required to light subsequent attempts at this mode.
- Attack of the Rathtars: This can be played as either a single-ball or multiball mode, but is generally more worthwhile as a single-ball mode. Rathtar tentacles randomly block one of the orbit shots during normal play; after 6 tentacles are hit, the mode will start and three Rathtars will raise in front of both ramps and the center hole. Within 20 seconds, the player must hit any combination of Rathtars six times to score 100,000 + 100,000 per shot and start the mode, with each shot adding 5 seconds to the timer. During the mode, each Rathtar scores 200,000 points, and shots to the center Rathtar cause one of its many tentacles to hold the ball - up to 4-ball multiball can be activated by doing this. The ball can be knocked off to score a random value between 100,000 - 300,000 points. Once ten Rathars have been defeated, the remaining balls must be locked to score 1 million points each and finish the mode. Winning this mode without activating multiball, by just shooting the left or right Rathtar, awards 5 million points and lights the extra ball once per game.
- Freighter Madness: 30-second timed 2-ball multiball. Every time ten shots to the center target bank are made, the target bank will lower, and the next shot to the center hole will summon the Freighter on a 20-second timer. Shooting the center hole repeatedly during this timer increases the 500,000 point jackpot values during the multiball phase by 50,000 points per shot. After the timer expires, 2-ball multiball will start and a crosshair insert will rove around the playfield; shooting the crosshair scores the jackpot value, increases it by 50,000 points to a max of 1 million, and sends the ball flying out of the Freighter. The mode ends once the 30-second timer expires.
Multiball modes[]
Both multiball modes can be stacked with each other for 4-ball multiball.
- Jakku Multiball: Completing three shots to either inner loop lights the lock at the top right sinkhole. Locking three balls this way starts Jakku Multiball. During Jakku Multiball, completing the three flashing jackpot shots on each side of the playfield qualifies the super jackpot at the side's respective sinkhole, worth 10x that side's jackpot value. The base jackpot values for each side start at 200,000, and can be increased by 20,000 by shooting the side's respective sinkhole at any time; while during multiball, jackpots can be increased until collected by 10,000 points per scrapyard target.
- Falcon Multiball: Six shots to the right ramp (+3 per activation) during normal play starts the 2-ball Falcon Multiball. As the Millennium Falcon flies around the playfield, the player must complete three roving jackpot shots to light the super jackpot at the center hole. The super jackpot is worth 4x the current jackpot value, and increases it by 100,000 points. The base jackpot value starts at 100,000 points, and can also be increased by 100,000 points up to a million by completing 50 spinner spins.
Perks[]
- Skill Shot: At the start of each ball, a skill shot can be made by shooting any of the six flashing shots to score 1 million x the number of skill shots collected this game. Plunging the ball at full strength, then shooting the upper left sinkhole, scores a super skill shot worth double the skill shot value.
- Ball Saver: 15 seconds of ball save time are given at the start of each ball and multiball mode. To prevent center drains from the inner loops, a short ball save activates after shooting either loop. The ball save is also enabled if a ball enters either outlane off of one of the sinkholes above the return lanes.
- Magna-Saves: The two standup targets on the far left and right sides of the playfield qualify their respective magna-saves after hitting them three times (+1 per activation), which automatically save balls headed down the outlanes. The value for using a magna-save starts at 300,000 and increases by 100,000 each time a target corresponding to a lit magna-save is shot.
- Bonus Multiplier: Completing FINN at the top lanes, which alternate with the flippers, increases the bonus multiplier by 2x up to 12x. The top lanes can be accessed by weak shots to either orbit, and each orbit shot alternates between sending the ball around the playfield or directly into the top lanes. Completing FINN when the bonus multiplier is maxed lights an extra ball.
- Double Scoring: Spelling REY at the left return lanes, which alternate with the flippers, lights the right ramp for 5 seconds to collect a piece of scrap metal. Collecting three pieces of scrap metal this way starts 30 seconds of double scoring; if the player fails to shoot the right ramp in time, they will need to collect one more piece to start double scoring.
- Extra Balls: Extra balls are collected at the right orbit, and can be lit by completing all seven targets during Scrapyard, winning Fight Kylo Ren, avoiding 10 nets during BB-8 Escapes, completing Attack of the Rathtars without the center Rathtar capturing a ball, and completing FINN after maxing out the bonus multiplier.
Tips[]
- Weigh out your options at the start of each scene, and start Jakku Multiball before them if the option is available. Holding the upper right flipper after shooting the left inner loop is an easy way to lock balls. This is especially important to keep in mind during Scenes 4 and 6, both risk / reward-heavy scenes that can lead to quick drains without a multiball active. Otherwise, timing out the scene and completing only the required shots is the way to go, especially with the valuable final scene after finishing them all.
- Four of the side modes can lead to relatively easy extra balls. In particular, you'll likely start Fight Kylo Ren and Scrapyard by accident if you're aiming for the top lanes. If Scrapyard is taking priority over the orbits and you've already collected the extra ball from there, nudge the ball at the apex of the orbit so it enters the top lanes.
- Always have the magna-saves lit if they aren't. Having these active greatly extends the average ball time and doesn't require any additional effort, as they automatically save the ball when lit. The targets that light them can be a bit dangerous to shoot for, so use the ball save time at the beginning of each ball to aim for them.