The Pinball Chick: Star Wars Pinball (Review & Table Rankings)
September 22, 2019 5 Comments
It’s not an indie, but following my scathing review for the 1983 Nintendo Pinball (or at least the arcade version of it), a frankly insane amount of interest in pinball drifted my way. And that’s just fine with me, because pinball is one of the great passions of my life. I’ve got real tables. I’ve read books on it. Some of my fondest memories involve the pastime. Like being a four-year-old and having my Dad put a chair in front of our Firepower table, and even then barely being able to reach the flippers, yet still being dazzled by the lights and the action and the noises (and I hate loud noise, so that tells you something). My Dad loved the game, and while gaming was something we never shared, pinball was always there.
And then I developed epilepsy at the age of sixteen. But my father was not prepared to have me lose pinball. So we just removed the especially dangerous lights, or used duller LED lamp lights. The situation still sucked. I couldn’t play the tables with the lights out. I couldn’t play routed tables on location or visit the Pinball Hall of Fame when I was in Las Vegas (well, IN THEORY I could if the tables are arranged in a way where ones with strobey effects are not visible to me). And, most importantly, I couldn’t really get into video pinball as the genre advanced past the primitive “living ball physics” of the 80s and 90s. And that sucks, because we’re only just now, in the relatively recent past, getting the ability to fairly accurately recreate real tables, or design original ones that have all the charm and nuance of real life pinball combined with fantasy and sci-fi elements only possible in the anything-goes realm of video games. This is the golden age of video pinball, and up to now, I’ve mostly missed it.
And then I realized that, on the Nintendo Switch, I can turn the back-lighting down low enough that it all but eliminates my personal risk. And so, mid-September through mid-October is Pinball Month at Indie Gamer Chick. And I’ve decided to start with what is not only the best value you can get in the modern digital pinball experience, but what is one of the best Switch games of 2019. Star Wars Pinball uses the engine perfected by Zen Studios with their Pinball FX series and is a complete set of tables released on other platforms. These aren’t to be confused with real tables based on the franchise, most of which the rights are now owned by Stern and could only be recreated on their Stern Pinball/Pinball Arcade platform if they were able to get the rights that are owned by Zen Studios. Which wouldn’t really be worth it, none of them are all that great, though the 1992 Data East table is probably the best of the bunch. In this $29.99 collection, you get a whopping nineteen tables. And, keeping it real, besides the mini-games, they could probably plug-and-play any theme into the tables, so being a Star Wars fan isn’t necessary for enjoyment.
Most modern video pinball DLC comes in packs that typically average out to a cost of $3.33 per table. For the all-in-one Star Wars Pinball package on Switch, it works out of $1.57 a table. It’s the best value out there, easily. Well, unless you count all the tables you get in the truly bizarre Zaccaria Retro Pack (review coming). But those are.. weird. Here, the only thing weird is how good of a value this is. Maybe Zen Studios missed the memo about charging a Switch Tax.
For Pinball month, I’m going to do my best to focus on the tables themselves, but I want to tell everyone first that the physics for Star Wars Pinball are incredibly accurate. It’s very unlikely that video pinball will ever feel 100% table-authentic, but the team at Zen has gotten pretty close to it. While this isn’t as good as some of the tables in their own Pinball FX3, it’s very impressive. There were only very limited moments of wonkiness, like having the ball stop-on-a-dime when it should have bounced at least a little. Or getting balls stuck on the flippers or even knocked out of the playfield altogether. But, in over thirty hours of playtime, I could count the amount of times something that made me go “what the fuck was that?” on one hand, and I’d still have fingers left over for members of the Skywalker family to cut off with their lightsabers. So, this is a good game on its technical merits. And I also don’t feel that Star Wars Pinball did “on-rail shots” or “railing” where some pinball games give players the benefit of the doubt and guide the ball to targets if your aim is close enough. I hate that shit. I want to live or die based on my skills. It feels patronizing otherwise. Anyway, Star Wars Pinball also offers extra modes (like leagues and a career mode). Me? I’m a table dancer. I mean.. wait that’s not what I meant. Well it kinda is but isn’t. Shut up.
But, I can’t stress this enough: Star Wars Pinball is a damn good game under any circumstance. There are only five tables that aren’t really fun at all. That means you’re getting fourteen quality tables that bring interesting game play and ideas to the table. A handful of those are absolutely breathtaking. Having said that, all the biggest problems with Star Wars Pinball are common with every table. It’s utterly married to the concept that you’re playing on a real pinball machine, and thus all mini-games exclusively use the flipper buttons and sometimes the launcher button to control. But there’s really no reason it should do that. Yea, this is on other platforms, but they could optimize the console versions to use the controller. Or hell, make entirely new mini-games for the Switch version. Why not? Zen Studios, makers of long-time favorite of mine CastleStorm are certainly capable.
Other niggling little annoyances: the plunger is sometimes hard to judge for the skill shots. The game recycles assets between tables a lot. There’s a Darth Vader animation that keeps popping up and looks like he’s trying to offer someone a hand or attempting to declare a thumb war. The voices often don’t sound right at all. There’s no table where Rian Johnson is strapped to a chair while you just batter his ballsack with the flippers.
But, the pinball is mostly solid, the tables all feel different from each other, and staying consistently creative for nineteen tables is commendable. That applies to even the bad ones. I totally hated the Han Solo table, but I admire that at least they were trying something different. Take my word for it: you won’t get bored after a few tables. Each one refreshes the excitement and sense of discovery that Star Wars Pinball offers. And ultimately, that’s why it’s the best video pinball game I’ve ever played. Well, at least for now. I spent over $200 buying up pinball games and DLC this last week. But, if you’re looking for the best package of pins for the lowest cost, this is where the fun begins.
Star Wars Pinball was developed by Zen Studios
Point of Sale: Switch
Special Note: All the tables in Star Wars Pinball for Switch were sold in DLC packs as part of Zen Pinball 2. The tables are unchanged, so please reference the table index if you need help knowing what packs to purchase.
$29.99 shot first in the making of this review.
A review copy was supplied by Zen Studios to me. Upon the release of Star Wars Pinball, I purchased a copy of it out of pocket.
Table Rating Index
Star Wars Pinball: $29.99 (Nintendo Switch)
Total Tables: 19
Masterpieces: 3
Great: 3
Good: 8
Bad: 2
The Pits: 3
Total Quality Tables: 14
Price per Quality Table: $2.14
Special thanks to Steve Da Silva for his guides, which were very helpful. I’ve linked to them all.
The Pits
#19: Han Solo
Speed: Below Average
Difficulty: Above Average
Modes: Below Average
Link to Guide
I went back and forth between Han Solo and Rogue One for the worst Star Wars Pinball table, like Star Wars editors trying to decide if Han shot first or at the same time or what. Rogue One feels like a hackneyed rush-job. Han Solo is very ambitious. But, after extensively replaying both, there’s no doubt about it now in my mind: Han Solo is the worst table in Star Wars Pinball.
So, where to begin here? There’s four ramps on the lower-half of the playfield, some of which are crowded by bumpers that can rise out of the floor. There’s often not enough room to build up speed to clear the ramps, but with a crowded playfield, most of the techniques you can use to build that speed up are are blocked in some way. The Millennium Falcon toy in the center is also hard to clear since the lane for it is covered. Combo circuits are frustrating because of the wavy ramp design. Modes and mini-games are clunky. It has the most unforgiving outlanes of any table. I have nothing nice to say about this one. Han deserved better. Between this, going out like a bitch in Force Awakens, and the whole fiasco with the Solo movie, the smuggler with a heart of gold has had a tough 2010s.
#18: Rogue One
Speed: Below Average
Difficulty: Below Average
Modes: Average
Link to Guide
I really don’t get what they were aiming for with Rogue One. The “highlight” of this table is a cluster of jet bumpers with five light targets. In front of this is a large sinkhole that sends the ball to a VUK that feeds the right flipper without fail. The jet bumpers increase multipliers, have easily to unlock multiplier holds (which allow those to carry over if you lose the ball), and open up simple, high-payoff modes. Ignoring every other aspect of the table, I was able to cheese up nine-figure scores focusing on this one aspect of the table with little resistance. And that’s just as well, because the modes aren’t all that fun.
The one redeeming quality I can say about Rogue One is that it might make a good starter table that has simple to hit straight-shots and easy-to-activate locks and lights. Since the table practically spoon-feeds you the ball and potentially challenging modes are muted by ball save being turned-on, you could do worse than starting with Rogue One. It’s a potentially effective confidence booster. BUT, there’s actually a better tutorial table (Empire Strikes Back) that doesn’t feel like shooting Porgs in a barrel. If you’re brand new to pinball, and I mean still-saturated in amniotic fluid new, Rogue One is the easiest option, but otherwise, this table is just boring.
#17: Solo
Speed: Below Average
Difficulty: Above Average
Modes: Below Average
Link to Guide
Not to be confused with Han Solo, this one is actually based on the solo Solo movie. And that’s fitting because it’s every bit as disjointed as the flick is. The Solo table is the most busted of the entire set. Everything is horrible about it. Solo is based on ramps and orbits, but the ramps are too steep and run the length of the table, and the angles of the tables aren’t suitable for building up speed. I’m guessing combos weren’t the point, because actually being able to pull one off is practically a fucking miracle and rewarded with crazy high scores. The slingshots and rails for the outlanes are practically ball vacuums. Orbit exits point at the very edge of the flippers. The front target of the Millennium Falcon has a high probability of falling straight into the drain.
I initially liked this table, but once I started putting significant time in it, I realized this is actually one of the worst in the set. There’s just no polish. I even was able to knock the ball off the table in my final round playing this. And the shit thing is, there’s some neat ideas, like a stealth-based mode. I couldn’t really play it well because I have to turn the backlighting of my Switch all the way down, but it was a neat idea. I wish it had been on a better design. The scoring is unbalanced. The timers are too short. The best mode involves shooting a ball at a storm trooper walking on the board, but even that can be wonky. Man, Han got screwed by Star Wars Pinball even worse than he did by Lando in Empire. No doubt about it: in Star Wars Pinball, Han shot first. And then died from a self-inflicted gunshot wound.
The Bad
#16: Boba Fett
Speed: Above Average
Difficulty: Above Average
Modes: Average
Link to Guide
This table is proof the Speed/Difficulty/Modes ratings aren’t a measure of a table’s overall value. Here, the primary failure is in an overly-basic layout that falls victim to simple risk-reward mistakes. There’s vertical flipper on the left wall that’s very high-risk for shooting the right outlane, yet the reward for successful shots using it is relatively limited. In fact, the most low-risk shots (such as running combos through the ramps) score highest, while the high risk shots put the succubi outlanes in your sights but for minimum score and mode gain. The respect system goes under-utilized. The modes are dull. Boba Fett isn’t a total wash (and it’s very generous with ball-saves and kickbacks), but it’s probably the least properly balanced table in the entire collection.
#15: Might of the First Order
Speed: Above Average
Difficulty: Above Average
Modes: Below Average
Link to Guide
Might of the First Order is the single most tragic table in Star Wars Pinball. It has a lot of clever ideas and homages to classic tables that individually work well. But when you put them all together, it’d be like if Keith went to form Voltron and the Lions all crashed into each-other and exploded.
There’s an under-field similar to Gottlieb’s Haunted House or Black Hole, but without a proper transition when you enter it. It’s hard to tell when you’re in that table and no angle with the camera properly expresses depth, and consequently even skilled players will see their rounds with it end almost instantly before they even realize the mode has began. Star Wars Pinball has multiple tables with mini-fields, but they do it the right way: the action pauses while the camera transitions to the mini-field. Here, since it’s trying to pay tribute to classic real tables like Haunted House, the camera stays fixed and the ball enters play immediately. Thus a good idea is turned into garbage. And don’t get me started on how miserable managing multiball is with this gimmick.
Other problems are all over this one. The time limit on bonuses is too short. The mystery sinkhole is too prominent. The mini-games are boring. General Hux looks more like Tobey Maguire than whoever it is that plays him in the movie. And I’m especially frustrated by all these issues because the layout is one of the better ones (mystery sinkhole placement not withstanding), the speed is spot-on, and there’s a lot of fun gimmicks, like the fireball bonus. Might of the First Order is a bad table that, with a few minor tweaks and timing changes, would jump straight over the good tables and land somewhere near the top of the great list. Lots of fine ideas with bad execution. Sorta like Last Jedi, come to think of it. The movie, not the table I’m going to talk about later.
The Good
#14: Calrissian Chronicles
Speed: Average
Difficulty: Above Average
Modes: Below Average
Link to Guide
Lando’s table is probably the most difficult in the entire collection, and also probably the most like a real pinball table that’s designed to make money for route operators. Whether or not this is a good thing depends on your personal tastes, but if it were real, Calrissian Chronicles would be a quarter-muncher. I personally enjoyed it, but this is a maddening, unfair, insanely unbalanced table designed to feed the drain like a concubine hand-feeding grapes to Caesar. There’s a multiball-generating captive-ball target, but it’s placed in a way that it has a relatively high-percentage chance of sinking into the drain. There’s cardboard targets, some of which are moving, but they also have a high-percentage chance of draining out. The slingshots feed the outlanes. The lane rails feed the outlanes. The modes are authentic to normal pinball but are all dull and repetitive. This is a brutal table. But, I appreciate that at least one table made a large effort to feel real-life authentic, so it can bring up the rear of the the good tables. But I could totally see where those who consider this the worst table are coming from.
#13: Droids
Speed: Below Average
Difficulty: Average
Modes: Below Average
Link to Guide
Droids probably should be in the bad tables list. It shirks every semblance of balanced, logical pinball design in favor of being the most ramp-heavy table imaginable. It feels like someone was just taking the piss with the table design editor, but then a nightmare deadline came up and someone shoved this tangled monstrosity into the final set.
But, fun is fun. And the Droids table is pure dopey fun. And it has actual value: it’s easily the best table for newcomers to practice shooting ramp combos on. You have clean access to every ramp, the entrance to each is low-risk, medium-low at the very worst, allowing players of all skill levels to get a feel for the timing of combo shots.
Sadly, that’s pretty much all Droids has going for it. Confusing mini-games, clunky modes, and lots of lost potential plague this table. It’s a terrific giggle to watch C-3PO blow up and have to collect his parts, but the actual collection process is messy and unrefined. I recommend playing this one, because there’s nothing out there quite like it, but these are NOT the droids you’re looking for.
#12: A New Hope
Speed: Below Average
Difficulty: Above Average
Modes: Average
Link to Guide
Another table that I originally over-rated. A New Hope is based in part on Fish Tales. The entire playfield is a series of horseshoe orbits. And a big problem with that is the access to those orbits is too small a target. Considering how crowded the table is, how high-risk the slingshots are, and how the outlanes practically snort the balls, it’s one of the more difficult tables in the collection. I’m not even exaggerating when I say I sunk 20 consecutive balls in the outlane in a span of under three minutes. You have got to keep the ball as far away from the outlane rails as humanly possible. Even if the ball is beginning to enter the inner-most lane, it has a better chance of rimming out and sinking straight-through the outlane. A New Hope seems specifically made to induce rage.
But, when it’s not doing that, it’s a perfect fine table. It has one of the more fun multiballs (based on the Yavin Death Star raid) that makes it rain jackpots. It’s got one of the best mini-games (a shooting gallery). It even tries to go retro with a dot matrix screen mini-game. I just wish they had rethought the outlanes, because they’re too easy to hit and almost every mode ends prematurely with them.
#11: Starfighter Assault
Speed: Below Average
Difficulty: Below Average
Modes: Above Average
Link to Guide
Starfighter Assault is the first table I’m covering today where the mini-games are fun and live up to the theme. I just wish they played better. One plays like a rudimentary space-shmup, another is a first-person view. The issue with them, and all mini-games in Star Wars Pinball, is that even though you move away from the table and enter games with entirely different engines, you’re still controlling the games as if they’re dot-matrix-display minigames that only use the flippers and the launcher. They can still play well, but why not take advantage of the medium more? I don’t get it.
Otherwise, Starfighter Assault is a perfectly fine table. You have to choose whether you’re playing in the Rebel Alliance or the Empire at the start, but that only changes the look of the table and what side you launch from. What I regret about it is how stop-and-go it is. There’s multiple sinkholes and gaps that reset the ball to the flippers, and they’re positioned in ways that an errand shot at the otherwise combo-rich table pretty much halts the gameplay and negates the risk that should come with missed shots. And speed is a constant issue here. The center of the board is narrow, so building up the necessary speed to clear the upper ramp (when it forms) relies on running through combos. Which is not to say it’s not fun. Like Droids, Starfighter Assault is based around racking up combos, and the layout and modes are optimized for being able to make combo-heavy, high-scoring runs. It just hits too many speed bumps.
#10: Ahch-To Island
Speed: Above Average
Difficulty: Average
Modes: Below Average
Link to Guide
The primary feature of Ahch-To Island is a prominent spin disc in a cove in the upper-center-playfield, similar to games like Whirlwind. I usually dislike them, but Ahch-To’s is implemented in a way where the ball’s exit isn’t quite as chaotic, nor is it as likely to be an unplayable house ball. If anything, I think they might have been overly conservative with the disc.
In fact, Ahch-To Island’s biggest issue is that it’s incredibly basic. Like Droids, this is a table built more around combos. Simple orbital lanes with high-scoring opportunities if you get into the right rhythm. What limited targets are here are fairly easy to hit. Most disappointing is the modes. They’re all pretty fundamental. This was the first table I opened Wizard mode on, and I did so when I was practically drip-fed extra balls. Still, Ahch-To is an incredibly fast-paced, often intense table. Probably a good table for stepping up your reflex game. Also, it spits up more multiballs than pretty much any other table, so if you’re like me and suck at those, this is your chance to improve. And Porgs. Can’t forget the Porgs.
#9: Empire Strikes Back
Speed: Average
Difficulty: Average
Modes: Average
Link to Guide
Empire Strikes Back marries a realistic widebody table with video-game style mini-games. And the layout is awesome. Superb ramp placement. Smart short orbits. A fun spinner toy shaped like a Cloud City building. A pop-up ramp in some modes. This is a solid table. And it includes some interesting mini-game ideas, like recreating the lightsaber battle from the movie between Luke and Vader. That game isn’t perfect. You have to use split-second reactions to judge whether Vader is moving left, right, or straight ahead and block his attacks. The issue is, when he moves left or right, the timing for blocking is so unforgiving that you practically have to react the moment he starts to move. I one time had the privilege of facing off against a professional Rock-Scissors-Paper player, rolled my eyes at the concept, then proceeded to lose 20 straight shoots to him. He might have been able to face Vader. For everyone else, the only action Vader does that it feels you have a reasonable time window to block is the straight-ahead attacks. Every time I beat him, it felt like I got lucky.
But, that’s not the issue with Empire. The problem is it has the easiest method of beginning “scenes” (modes) in the entire Star Wars Pinball package. The target to trigger the entrance to the modes is right in front of you. It’s the most basic of shots. So is the entrance, which is a large hole even closer to the front of the flippers. It’s basically handing players the modes. It’s almost as if they weren’t happy with the table or thought the table didn’t have enough going for it so Zen decided to hypercharge the table by always having modes going. They really sold the table short. In reality, the only thing holding it back is the simple mode activation. On the positive side, Empire is the best table to introduce new players to playing through modes, so there’s that.
#8: The Force Awakens
Speed: Below Average
Difficulty: Above Average
Modes: Above Average
Link to Guide
I went all over the place with this table, and at one point, in a fit of uncontrollable rage, dropped it to dead last in the rankings. That part was mostly owed to at one point locking a ball for multiball, and then having the auto-launched next ball clear the entire playfield and go right down the fucking outlane. It caused me to go full pony (I screamed until I was a little hoarse). BUT, to the game’s credit, I might have been able to have given it a little nudge to prevent that. Still, I think that should be patched out.
So yea, Force Awakens is a pretty decent table with some of the more fun modes. Modes I’d have enjoyed a lot more if the ball didn’t have an uncanny knack for going down the right outlane on the onset of almost every one of them. Especially the one involving the Rathtars, which I never got to experience in a dozen times triggering it because the triggering event always led directly to the ball falling down the right outlane. Okay, fine, maybe it’s a little broken. But the multiballs are fun. The BB8 stuff is fun. It’s a solid table, but one that either needs more work or was designed to be unfair. I don’t get the point in that. When a person buys a video pinball game, it’s made its money. It’s not trying to earn route operators quarters.
#7: Masters of the Force
Speed: Average
Difficulty: Above Average
Modes: Average
Link to Guide
Masters of the Force is another high-concept table that feels very post-Williams. There’s a cube toy that triggers a simple multiball that’s maddening to play well due to the side flippers. There’s mini-tables tied to Yoda and the Emperor that are relatively easy to access but surprisingly hard to play out. There’s nifty simulations of famous Jedi v Sith battles, but they’re done via cardboard targets that crowd the flippers and feed the drains (as do the slingshots). Really, the theme for Masters of the Force is “deceptively difficult.” And that frustration is compounded by being outright screwed by the table. If I had a nickle for every time the Yoda mini-table dropped the ball straight down the drain, I’d.. probably have around 30 cents. But I cussed every time. There’s also a lot of downtime on the table due to an enormous gap in the upper table that really does nothing more than reset the action. I hate those in any game. They’re never good.
And it’s a shame that the table seems to be designed to be so specifically frustrating, because it’s potentially one of the most fun tables. The Balance of the Force concept, which comes down to which flipper you use to hit which target, is well implemented and clever. The mini-tables might feel like glorified dollar-store plastic pinball games, but they work well (most of the time) too. Masters of the Force brings a lot of ideas, good and bad, to the table. That’s fitting, I guess? It’s still fun, but designed to channel your anger to the Dark Side.
The Great
#6: The Last Jedi
Speed: Above Average
Difficulty: Below Average
Modes: Average
Link to Guide
One of the most bizarre tables in Star Wars Pinball. The modes are based entirely around running orbits on the various ramps and circuits, all of which are fairly basic shots. But it works insanely well because the layout is so perfect. It’s debatable whether Last Jedi or Rebels is the fastest table in Star Wars Pinball. But, Last Jedi feels like it uses the speed better, and the homages to other high-octane tables like the Williams classics High Speed, Taxi, and Getaway are all over. There’s also a fun shooting gallery mini-game with BB8, though I wish getting these games started didn’t involve so much lumbering animation. With a game that feels like the table is greased, you don’t want to have too many interruptions in the action, and Last Jedi comes close to falling in that trap.
I might have gone higher on this table, but personal issues playing the game got in the way of my enjoyment. Because of my epilepsy, I’m playing on the pinball games on Switch in handheld mode with the backlighting turned as far down as it goes. Unfortunately, many of the modes on Last Jedi (Scene 3 and the Kylo Multiball) turn the screen almost completely dark. I couldn’t pause the game and turn the brightness back up just for these modes because jackpots or other high scores triggered flashes. So this table might actually be better than I have it rated (a lot of my Twitter fans named it their personal favorite table) but I can only rate these based on my own experience. Meh, it’s still better than the Rose subplot from the movie.
#5: Return of the Jedi
Speed: Average
Difficulty: Average
Modes: Average
Link to Guide
I hate Return of the Jedi. It’s boring. The movie, I mean. The Star Wars Pinball table is great. Themed around Endor, Ewoks and all, Return is another table that, with adjustments, would work as a real-life table. Which is not to say it’s perfect. There’s a sinkhole with a flipper to the right of it that’s highly susceptible to abuse, as finding yourself in a position to use it as a dumper and reset the ball to the flippers is too simple. Probably to make up with overly-bouncy outlane rails. The right one, especially, sucks with all the power of Starkiller Base and took roughly 90% of my lives, especially when I had just started a high-scoring mode. It seemed like my ball was suddenly an Olympic gymnast and could do the most improbable tumbling act of all-time finding its way into the that fucking outlane. It’s the only time in my entire thirty hours spent with Star Wars Pinball that I questioned whether Zen Studios caved in and rigged a table for difficulty.
But, Return of the Jedi’s simple, clean layout and easy to navigate orbits make it a fairly smooth table to play. And then there’s the modes, which range from the perfect examples of risk-reward pinball (the Dark Side spin-disc) to modern pinball’s worst excesses (an everybody out of the pool type of multiball that involves a storm trooper firing onto the balls and altering their gravity or outright destroying them). And then there’s the Speeder Bike mini-game, which is, and I’m not exaggerating here, the worst mini-game in the history of video games. And it especially sucks because it feels like it takes forever to get to the game, and as far as I can tell, there’s no way to skip the fluff getting it started.
But regardless, this is one of the best tables, mostly because it feels real. Nice, clean layout. Excellent target placement. The theme was integrated well with modes based around taking out the shield dish or having a final duel with Darth Vader. Proper balance of risk-reward. This might actually be one of the better tables to show a naysayer pinball purist what the best video pinball can do. It might even be the table I end up going back to the most once the review is done.
#4: Rebels
Speed: Above Average
Difficulty: Above Average
Modes: Above Average
Link to Guide
In my first run-through of the tables, I had Rebels pegged as the best table, and in the Masterpiece category. But, my extended playtime with it revealed quite a few teeny tiny flaws that drops it down to merely being pretty dang great. It has a target placed in a straight line above the drain that’s far to easy to hit from multiple angles. But, the way they designed it, with walls on either side, it too frequently straightens the path and drops the ball down the sink. The issue is, this is the board’s primary target, and a necessary component for so many modes. This was not the target to up the risk-reward factor on.
And that’s such a damn shame because otherwise is one of the best digital pinball tables I’ve played so far. Really fun, insanely quick gameplay. Maybe the fastest overall table. Besides that damn ramp/target, the other targets are clean and well placed, the ramps and orbits are exhilarating, and it feels just sort of spunky. It probably has the best hurry-ups in Star Wars Pinball too. It’s a lot of fun. But incredibly unfair too.
The Masterpieces
#3: Battle of Mimban
Speed: Below Average
Difficulty: Above Average
Modes: Average
Link to Guide
More than any other table in Star Wars Pinball, Mimban (which I called “Mimbah” for 90% of my tweets related to it. I swear, I’m not a Rush Limbaugh fan) feels like it’s a video game with a pinball theme. It takes advantage of the medium. And I don’t mean it has mini-games that couldn’t be accomplished on a real table. Rather, it feels like it’s taking place during an actual battle. Most of the modes involve cardboard targets or pop up Mimbanese snipers, which, granted, can crowd the flippers sometimes or lead to errand bounces into the outlanes. Also, of all the good tables, this has the weakest multiball, involving imperfect spherical rocks that occasionally get stuck. Some other tables do that too. This one does it worse.
But, I’m an action type of chick, and Mimban is about fast-paced target shooting. Which is not to say there’s not other fun stuff like combo ramps and orbits. But Mimban focuses on hitting things with the ball, not passing over things with the ball. There’s a base bombing mode. There’s a shooting gallery. There’s drop-targets themed like crumbling pillars that ad so well the the decaying battlefield theme. I love this table. This represents the highest potential Zen Studios can do in making video games you play using pinball mechanics instead of simply being pinball video games.
#2: Clone Wars
Speed: Above Average
Difficulty: Above Average
Modes: Above Average
Link to Guide
You know what’s really nutty here? I’m not a fan of the Clone Wars movie or TV series. But man, did it inspire one wonderful digital pinball table. Clone Wars has one problem, and only one problem: its outlanes are too hungry, its rails too rubbery, and getting kickbacks turned on is a chore. Okay, wait, that’s.. (counts on hand) three problems. Oh, and the slingshots are basically outlane waiters. Four problems. Otherwise, this is a white-knuckle, super-fast paced table. Excellent layout. Great target placement. Some clever modes, including one that places a force-field on the table. Hell, Clone Wars even has the best mini-table in the game. Even the look of the table is striking. This could be a real table. A really good one.
#1: Darth Vader
Speed: Below Average
Difficulty: Average
Modes: Above Average
Link to Guide
The best example of how the table attributes don’t matter to the overall value of the table. Darth Vader, a slower, limited-frills table is just wired for fun. Strange design too. The center of the playfield is essentially empty, with the majority of bells and whistles clinging to one sides. Perhaps a metaphor for Vader himself, torn between the type of person who takes Padme out for a romantic picnic and the type of person who commits genocide with his lightsaber. Twice (don’t forget the Tuskens). The Vader table has an optional intro sequence where you have to build Vader’s suit. I can’t stress enough: you sorta HAVE to do this. It’s the easiest ten million points in all of Star Wars Pinball. But then, yes, you have to sit through a recreation of the “NOOOOOOOO!!!” from Revenge of the Sith. NOOOOOOOOOO!!!
If you enjoy mutliball, and I normally don’t, this is the table for you. And it does have a little more going for it. But there’s elements that I find confusing. There’s a dead flipper on the right side of the table and I can’t figure out what actions give it power. I can’t figure out why the Lightside/Darkside multiball jackpots don’t seem to work sometimes. And while I’m at it, Darth Vader has one of the best mini-games in Star Wars Pinball, based on taking control of Vader’s TIE Fighter during the trench run from the original movie, but it’s maybe the most difficult to access mini-game in the entire collection. It’s not quite a blind angle, but it’s close. Otherwise, great table. Deliberate. You can pace out the multiballs when they happen. Orbit combos are clean. The theme works. It’s the most popular table in the set for a reason. It’s by far the most fun table in the set. And, by definition, that makes it the best. At least in my book.
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Battle of Mimban, The Last Jedi, and Masters of the Force would likely fit into the bottom half for me. I’ve actually warmed to Han Solo after a few longer plays, but boy does it take forever to get going; I’d put it at #16 at least.
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