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  • #16
    Originally posted by ShoryukenToTheChin View Post
    Jedi Training - That's odd I just pull the left to deflect left blasts etc. never have to press the Launch Button together with that to deflect the blast. I only press the Launch Button to deflect central blasts.
    It may be something I'm doing wrong ...

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    • #17
      It also might be nice to add a section that describes the end of ball bonuses. Some of the EOB scores tallied include such things as Rebellion Bonus and Ion Cannon, etc. Maybe a table with description and how the score is accumulated?

      A novice may not understand how these scores are accumulated and the guide, as it is written, doesn't quite make that connection.

      Sorry, not trying to pick apart the document but just hoping to add some value to it! I still enjoy reading them and appreciate the time and effort put into them.

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      • #18
        Ah yeh that would be good to add to the Guides, honestly I never pay attention to the End of Ball bonuses funny enough.
        Last edited by ShoryukenToTheChin; 04-07-2013, 12:24 PM.
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        Official Pinball Guides (PFX3 etc.) - Written & Video Form

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        • #19
          Thanks for the guides, particularly Boba Fett; that was the one that was a real nuisance to try to figure out.

          Two Empire questions though:

          1. Sabre Award - is there anything specific to them, or is it just a fancy term for bonus points. i.e. I get the Double Sabre lots of times, but I'm not sure if there is anything past that or not (remember seeing something else once), or if it really matters.

          2. Extra balls - is there a limit to how many each method will provide? Looks like you can only get one for Training (though I've only made it to Level 5), haven't figured out the others.
          Tables completed: Ms Splosion Man, Spiderman, BioLab, Captain America, Empire Strikes Back, The Avengers, Wolverine, World War Hulk, Sorcerer's Lair, Fantastic Four, Blade, X-Men, Thor, Moon Knight, Infinity Gauntlet, Super League Football, Starfighter Assault, Han Solo
          Billionaire's Club: Spider-Man, World War Hulk, The Avengers, Sorcerer's Lair, Empire Strikes Back, Captain America, Ms. Splosion Man, Han Solo

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          • #20
            Originally posted by ShoryukenToTheChin View Post
            Ah yeh that would be good to add to the Guides, honestly I never pay attention to the End of Ball bonuses funny enough.
            Neither do I! I think it would be a pain to keep track of in general. Some of the terms they use for the bonuses aren't what we like to call them. It's the same for the statistics page. Who would have thought that "Broken Doors" on the Blade table meant hitting the alley (middle) ramp five times.

            Originally posted by OriginalEther View Post
            1. Sabre Award - is there anything specific to them, or is it just a fancy term for bonus points. i.e. I get the Double Sabre lots of times, but I'm not sure if there is anything past that or not (remember seeing something else once), or if it really matters.

            2. Extra balls - is there a limit to how many each method will provide? Looks like you can only get one for Training (though I've only made it to Level 5), haven't figured out the others.
            1.) Yep! It's just a score award.

            2.) Yes! You can only get the extra ball once for each method (5 methods in all). It's the same as the Fantastic Four table.

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            • #21
              Originally posted by ShoryukenToTheChin View Post
              Ah yeh that would be good to add to the Guides, honestly I never pay attention to the End of Ball bonuses funny enough.
              A breakdown of the EOB Bonus would be a nice finishing touch but you got all of the important stuff, nice guide.

              There is one part with a couple of inaccuracies though, the part in the Jedi/Sith multi-ball section about the Balance jackpot is a little off. The balance jackpot opens the big red center scoop (like starting a mission) when the number of Jedi and Sith jackpots awarded is equal. Its 1 million times the number of Jedi/Sith jackpots hit so it can get pretty big from what I understand, I've been up to 10 million myself but I've heard of much higher.

              I might be mistaken about this part, but I think its just 3 balls when both Jedi and Sith are activated, not 4.

              These are minor things though, great work overall.

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              • #22
                Yeah, I believe when you stack a second multiball, the game will either add balls until the required starting number of balls for that mode has been reached. (e.g. if you have two balls going and you start Cloud City multiball, it will add two more balls, so you'll have four balls going) or they will just add one more ball. (e.g. If you have Jedi multiball going and then start Sith multiball, it will add a third ball, then if you start Tie Fighter Multiball, it will add a fourth, even though Tie Fighter is usually only a 3-ball mode).
                PSN: Jeppo99
                Feel free to friend me, but make sure you mention that you are from these forums.

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                • #23
                  Thanks for the info guys, ashame about those inaccuracies you mentioned. Like I said as long as they help the Community, I'm happy

                  Funny enough certain things like the Multiball Modes etc. I used to not add those in the Guides when I first started, but due to Community feedback the Guides have become so much more. All thanks to you guys!
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                  • #24
                    Question, plus a few tips

                    Question: On the Empire table, are you sure the left ramp switches the left orbit diverter?
                    It seems to me that the left orbit itself changes the diverter (save for some missions), as a shot up the orbit never goes to the same place twice in a row. It always toggles between the bumpers/left sink hole and the right inlane, regardless of how the left ramp targets (Star Wars) are set up.


                    A few tips from an average player that may help (on the Empire table):

                    1. It takes about a second for the ball to go from the plunger (at full strength) to the probe droid on the skill shot. So use that to time your launch.

                    2. On the probe droid shooting mini-game and scene, what I have found to be fairly reliable is:
                    a. Trap the ball with the right flipper.
                    b. As the droid is starting to head down, release and send via the left orbit.
                    I find that this usually works. Haven't figured out the other ramps reliably yet. I once manged to hit it twice with one shot, so it can be done.

                    3. I used to try to start the Training mission ASAP to get the 1st extra ball. At the time, I was just aiming for that mini-loop, which was rather monotonous.
                    As the guide implies, I've learned to aim for the Force target. That will also send the ball to the Training mini-loop, plus start some Force hurry-ups, and make progress towards your Force target extra ball. Plus, I think it's an easier shot.

                    4. Jedi training: When you reach a level that too fast for you, realize that it can only come it two directions; it never shoots from the same position twice. You can just move your lightsabre ahead of time towards one direction, and you have a 50/50 chance of being right.
                    The same concept applies to Darth Vader in scene 6 (I would place him around Level 3), though he can come from all 3 ways when the mission starts. I haven't seen him attack in the same direction two straight times.

                    5. AT-AT mission (Scene 2, checkpoint 2). I have found this to be one of the more difficult scenes, since only one mini-orbit is lit at a time. You can nudge pass, but you'll tilt if you have to do that every time.
                    What I have noticed is that with a clean shot up the desired orbit, the ball will come around, hit the flipper, and usually bounce over to the other flipper, setting up the next shot. If the shot is not clean, I wouldn't try it; it's much more likely to hit the flipper and roll down the drain.

                    6. Tie fighter targets: To me, the ideal timing to hit these is when the ball is about three-fourths of the way down the upper-right flipper.

                    If I can think of more, I'll edit and add. Hope these help.
                    Tables completed: Ms Splosion Man, Spiderman, BioLab, Captain America, Empire Strikes Back, The Avengers, Wolverine, World War Hulk, Sorcerer's Lair, Fantastic Four, Blade, X-Men, Thor, Moon Knight, Infinity Gauntlet, Super League Football, Starfighter Assault, Han Solo
                    Billionaire's Club: Spider-Man, World War Hulk, The Avengers, Sorcerer's Lair, Empire Strikes Back, Captain America, Ms. Splosion Man, Han Solo

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                    • #25
                      Interesting Tips my friend, hmm that Left orbit diverter... I did notice hitting it up the Left Ramp etc. would alternate it for me. I also had someone else notice that same occurrence, maybe you are doing something that diverts it without knowing.
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                      • #26
                        Originally posted by ShoryukenToTheChin View Post
                        Interesting Tips my friend, hmm that Left orbit diverter... I did notice hitting it up the Left Ramp etc. would alternate it for me. I also had someone else notice that same occurrence, maybe you are doing something that diverts it without knowing.
                        The left orbit diverter alternates with left orbit hits. The left ramp only responsible for the STAR WARS targets. Awsome work with the guides btw!

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                        • #27
                          Originally posted by deep View Post
                          The left orbit diverter alternates with left orbit hits. The left ramp only responsible for the STAR WARS targets. Awsome work with the guides btw!
                          Ah thanks for clearing that up, what on Earth was I seeing on my end then lol. Wow its awesome for someone such as yourself to compliment my Guide work.
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                          Official Pinball Guides (PFX3 etc.) - Written & Video Form

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                          • #28
                            Good job on the guides. I wanted to mention that completing Max Thrust on Boba Fett makes it easier to raise the multipliers for a short period of time. I believe each successful combo raises the multiplier by x2 instead of the normal x1. Also, for the ninja gaiden guide, i think the tests of strength (?) advances the multiplier.

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                            • #29
                              Thanks m8 for the kind words, and the tips.
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                              Official Pinball Guides (PFX3 etc.) - Written & Video Form

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                              Xbox Live = SrkToTheChin
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                              • #30
                                Fantastic guides, thanks so much for all your time and effort.

                                A small tip which most probably already know on Boba Fett, when playing the video mode mini game where you must destroy the tie-fighters you can just hold down the launch button to continually shoot rather than having to keep tapping it. That way you can just concentrate on steering up and down.

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