Darth Vader (Pinball FX Table Review)

Darth Vader
First Released October 15, 2013
Main Set: Pinball FX
Switch Set: Star Wars Pinball

Designed by Ivan “Mad_Boy” Nicoara
Set: Star Wars Pinball Collection 1 ($23.99)
Links: Strategy GuidePinball FX Wiki

Be afraid. Be very afraid. In Darth Vader, every shot is high risk, yet this is a table made in the days before Zen started a crusade against ball control. This is a table that says “I DARE YOU TO CATCH AND SHOOT!” That’s tough enough without trollish ball returns. Had this table been made today, they’d aim the orbits at the drain and Darth Vader would be among the worst pins ever made. Hopefully if they take my advice to go back and rework the rule sheets for their old tables, their design staff doesn’t take that as a cue to break the tables. I literally mean “just fix the rules.” In fact, now I’m actually reconsidering this whole “rework the old pins” thing. I’m getting a weird “monkey’s paw where your wish has unexpected consequences” vibe. “Wish granted! Every pin will now be remade.. by Daniel ‘Dolby’ Vigh!” “NOOOOOOOOO!”

Darth Vader is maddeningly difficult, and also one of my favorite tables among the Star Wars tables. I ranked it #1 among the pins included in the Nintendo Switch compilation Star Wars Pinball, which is pretty much all the Star Wars pins in this feature except Classic Collectables and Mandalorian. Enough time has passed and enough replays have happened that I no longer believe that, and actually I’m not even rating Darth Vader a MASTERPIECE. Still top five among the Star Wars pins? I think so, but that’s mostly because there’s nothing quite like it anywhere in the pinball world. The unconventional angles, especially shots off the left flipper, are some of the most nail-biting tight squeezes I’ve seen on any pin. It’s a table where it’s hard to get into a rhythm because the shots themselves are so difficult. Especially the bat flipper, which is essentially an invisible Ritchie Loop. Or maybe it’s the brutal toe shot with minimum clearance that must travel the full length of the table.

Signature Mode – Darth Vader Assembly: Players are given the option to start a game of Darth Vader in what is the only easy aspect of the entire table. You have to shoot zone-style magnetic targets which capture the ball and score a million points a pop. It’s an easy ten million points, which is a LOT of points in this specific pin. There’s no time limit to this mode and the only real catch is that Darth Vader in general has a short ball save, so it’s not completely unlikely you would die during this mode. So what? There’s no logical reason anyone should skip it. You only lose out on one skill shot chance, which is only worth 500,000 points and gives you a crack at an even more difficult super skill shot for a million points. 1.5 million or 10 million. Hmmmmm. If you want your pins to be story-driven, Zen, just f’n do it! Don’t be wishy-washy about it! Stand by your convictions!

The above segment isn’t why I’m dropping my score of Darth Vader. It’s that Darth Vader’s modes require too many shots done with too much precision. It’s not even the checklist itself. There’s set-up shots that put the ball in position to make the check mark that also require complete precision. This on a table that is arguably the toughest-shooting good table in Pinball FX. There’s a reason why Darth Vader’s leaderboard features significantly lower scores than other tables. It’s because even pros would struggle to heat-up on this one. Some of the modes are so out of reach they feel nearly impossible, like an intern accidentally input the wrong number and they just left it in. Like in a mode where the bumpers need to be hit 30 times in 60 seconds. Bumpers being those things that are out of the players hands. A running gag with me and IGC reviews is that I have unfathomably bad RNG luck. Well, in the final check before this review, I played twenty games of Darth Vader, and whenever I wasn’t on a bumper-specific mode, the ball would bang around for several seconds. BUT, whenever I actually needed to hit the bumpers, usually the ball would hit one then fall back to the flippers. In fact, that happens to me all the time with bumper-based modes a lot in Pinball FX and Pinball M. When they’re in the spotlight, they suddenly become shy.

Signature Mode – Trench Run: This mode WOULD be fun, but it goes too long and takes too much effort to unlock. Also, Pinball FX crashed during this after I’d shot down multiple ships. Like, I was kind of stunned by how many I’d shot down and the mode was still going when my Xbox Series X just said “nope” and I lost my game. I was on the 3rd ball with my highest score up to this point, around 80,000,000 points with 99M as the world record. That made two record runs I lost in a single week from a crash or a glitch. If that hasn’t earned me getting an achievement named after me in a future update, I don’t know what will.

It’s also worth noting that Darth Vader is not a table well suited to having a timer at all. Some of the shots, like the Super Jackpot, have a rail that doesn’t have the proper slope or any means to accelerate the ball. One time I valleyed the ball, which inched along the rear habitrail so slowly that it ate up the entire time limit of a mode all by itself. I have argued and will continue to argue that Zen could shut up everyone who complains about re-buying the old tables by completely overhauling the rule sheets. In the case of Darth Vader, this doesn’t feel like a luxury. It feels like something that NEEDS to happen because this table is f’n impossible. Oscar argues that if any table can get away with grindy, brutally difficult modes, it’s Darth Vader. He also concedes that, despite keeping his MASTERPIECE rating, they went overboard. Uh, yeah?! I still think as a pinball experience, Darth Vader is unique enough and the right kind of tough (in terms of shooting, not the modes themselves) that it’s, at minimum, a GREAT table. If you’re a fan of quick-draw sharpshooters, this might actually be Zen’s best table ever. Hell, even the scoring, ridiculously conservative as it is, seems to be well-balanced and spot-on. So, GREAT? Yep. In the discussion for best the Star Wars table? Not at all. Battle of Mimban and Clone Wars are a galaxy far, far away from it.
Cathy: GREAT (4 out of 5)
Angela: GREAT
Oscar: MASTERPIECE (5 out of 5)
Jordi: GREAT
Sasha: GREAT
Elias: GOOD (3 out of 5, Star Wars Pinball)
Overall Scoring Average: 4.0 📜CERTIFIED EXCELLENT📜

Star Wars Pinball Scoring Average: 4.0 📜CERTIFIED EXCELLENT📜
Primary Scoring Average: 4.2 📜CERTIFIED EXCELLENT📜
Some review copies were provided in this review, others were paid for.

Star Wars: Clone Wars (Pinball FX Table Review)

Clone Wars BackglassClone Wars
First Released February 27, 2013
Main Platform: Pinball FX
Switch Platform: Star Wars Pinball
Designed by Ivan “Mad_Boy” Nicoara
Set: Star Wars Pinball Collection 1 ($23.99)
Links: Strategy GuidePinball FX Wiki

STOP! If you’re not able to play Clone Wars in the vertical table view mode, it will affect your enjoyment. You could probably drop our scoring average by a full point, if not more. Clone Wars already has massive visibility issues due to the loudly busy playfield, but in standard horizontal viewing angles, you just plain can’t see some of the shots. This NEEDS to be viewed like a standard table. It’s criminal that this wasn’t included in their Arcade1Up.

Ah. Clone Wars. You sweet, sweet thing, you. I was actually surprised to learn this is a more polarizing choice for the Pantheon. I mean, it was close for most of us. Myself, Angela, and Jordi would consider this the lowest of any of our MASTERPIECE votes, while only Oscar is tapping his wrist and saying “more of this. Put it in my veins. Nom nom!” Clone Wars features a layout that feels like a real, honest-to-God Stern table, probably more so than any other Zen original. Is it really that hard to imagine this sitting alongside their versions of Godzilla, Guardians of the Galaxy, Iron Maiden, etc? And it’s not that Clone Wars is hated outside of our circle. I’ve never seen anyone say it’s a bad pin. They just don’t think it’s as good as we do. When Elias joined our team and gave it a GOOD rating, we were disappointed, but not surprised. If you had told me “Elias is going to put the screws to one of our Pantheon pins” I would have said “is it Clone Wars?” Any of us would have guessed Clone Wars, but why? Maybe the loud visuals, or the fast running flipper zone, or maybe unforgiving rails and outlanes. Or, perhaps it’s too life-like, and those playing Pinball FX, or Star Wars Pinball on Switch are seeking a more video game-like experience. Well, no, that can be it. This thing has modes that cannot be done in real life. Really, really good modes, at that. There are plenty of other reasons to not rate this as an elite pin.

Signature Mode – War on Christophosis: You’ve never seen anything like this in pinball before. In this mode, a gigantic force field that you can’t penetrate from the outside covers the playfield, leaving only two entry points. You have to convert your ball into a bomb, then flick the bomb against the designated targets. A microcosm of Clone Wars in general, the mode is fun and intense, but far too visually loud. I think every player who genuinely wants to make a go at this one will want to experiment with the visual settings, because it’s too damn hard to see what’s going on. On a lesser table, we’d probably score against it. Elias, who didn’t love Clone Wars as much as we did and, in fact, seems to have barely tolerated it, for sure scored against the visuals. And you know what? We can’t argue with him. It’s totally fair.

So, why do most of us rate Clone Wars a MASTERPIECE? Because gameplay is king. Clone Wars is chock-full of unconventionally-angled orbits that are a joy to shoot combos on. And, unlike many Zen finesse pins, it doesn’t grossly overvalue basic orbital combos. Part of why the shots feel so rewarding is Clone Wars is one of Pinball FX’s fastest-running tables, especially around the flippers. Oh and for anyone who read the last several table reviews and thinks I can’t handle mean-spirited outlanes, hey, I think Clone Wars is a MASTERPIECE, and it has serial killers for outlanes. Clone Wars is probably the most difficult Zen original design to enter the Pantheon. I think that’s why a lot of people think we’re nuts for rating it this high. It can be quite unforgiving if you brick your shots, and snap-shots are harder to pull off here than on any other Star Wars table. You need Jedi-like reflexes for this one. On the other hand, this is one of the few Zen tables that awards extra balls automatically. It’s just a shame they didn’t go all the way with “this is a REAL table” concept and have a replay extra ball after a certain point threshold, like say, 60,000,000. Actually, Zen really needs to start adding replay EBs in general. They’re just fun.

Signature Mode – Clone Training: We’re not big fans of Zen’s mini-fields in general, but Clone Wars stands out for having one of the best ones. Or two of the best, really. Spelling TRAINING while shooting targets lights the sinkhole to the mini-fields, which have their own physics that feels more like a handheld novelty game. The flipper gap is huge, which is normally a problem, but even a grazing shot should be enough to save the ball. Like everything else with Clone Wars, there’s too many shots required, but at least it’s fun.

Admittedly, all the modes have the same problems common to Zen’s original pins, IE “why have a mode require six shots when it can require ten? Why ten when it can be twelve?” Like the force field mode above? That’s twelve total shots, assuming you shoot completely perfectly. Six shots to turn the ball into a bomb and six to deliver the payload. I’ve spent a lot of time pondering “what if Zen reduced the required shots in Clone Wars by 40% or so? Would that finally put Clone Wars in the discussion for Zen’s best table?” I honestly don’t know. You can’t know until you experience it firsthand. Clone Wars is in the 99th percentile of Zen pins, and also none of us feel that it’s even within sniffing distance of Mimban. Is Clone Wars an ELITE digital pinball table? Absolutely. It’s one of the best shooters in Pinball FX. Is it one of the best digital-only tables ever made? Now that’s a debate, and it shouldn’t be. Not with a layout THIS good. Not with scoring this balanced. Not with gameplay so elegant. *I* think it’s one of the best, but I can see why someone wouldn’t. Clone Wars might be the ugly duckling of the Pantheon.. but it belongs in the Pantheon.
Clone Wars SmallCathy: MASTERPIECE (5 out of 5)
Angela: MASTERPIECE
Oscar: MASTERPIECE
Jordi: MASTERPIECE
Sasha: MASTERPIECE
Elias: GOOD (3 out of 5, Star Wars Pinball)
Overall Scoring Average: 4.66 🏛️PANTHEON INDUCTEE🏛️
Primary Scoring Average: 5.0 🏛️PANTHEON INDUCTEE🏛️

Star Wars: Classic Collectables (Pinball FX Table Review)

Classic Collectables BackglassClassic Collectables
Pinball FX non-VR Debut

aka Star Wars: Classic Collectables
Main Platform: Pinball FX
Switch Platform: Pinball FX
Designed by Zoltan Vari
Set: Star Wars Pinball: Thrill of the Hunt ($9.99)
Links: Pinball FX Wiki

Classic Collectables is the +1 of a two-pack with the solid and fun SuperPin tribute Mandalorian. Mando is pretty dang good. Classic Collectables is pretty dang bad. Maybe Anakin didn’t balance the Force, but by golly, Zen Studios did! I never understood that whole “balance the Force” thing anyway. When those prequels started, there were like five thousand Jedi and two Sith. By the end, there were two Jedi and two Sith. Mission Accomplished. When Obi-Wan screamed “YOU WERE THE CHOSEN ONE!” Anakin should have yelled back “DUH, and I did exactly what the prophecy said! The Jedi outnumbered the Sith 2,500 to 1! What did you think would happen if I balanced the Force, dummy?”

Classic Collectables, aka Loopity-Loop Mania, is as boring, as repetitive, and as downright nonsensical as pinball gets. Shoot the Death Star loop, then hurry-up and shoot it again, and shoot a toe shot to the left corner while you’re at it. Those are the only shots of any significant consequence on the table. Death Star Loop, toe shot, toe shot. The center loop is the most important one and the key to the whole table. There’s a scoop above the Death Star, and making a shot on it flings three of the old timey Kenner Star Wars action figures onto the table and begins a hurry-up to collect them. You collect them by shooting the same Death Star scoop that activated the mode, then two shots off the corner flipper that you get by activating a manual bridge. When the mode ends, the figures are refreshed. If you have collected opposing toys like, say, Darth Vader and Luke Skywalker, you can duel them against each other in a two ball multiball where the only shots are the toe shots.

Signature Shot – The Death Star Loop: If this worked every time, I probably wouldn’t hate CC as much as I do. But with a physics engine as inconsistent as Pinball FX’s is, sometimes the ball just loses all its momentum before it circles around and completes the shot. For no reason, and it’s sort of out of the player’s hands when it happens. There’s just too much wiggle room for the ball to wobble and miss. Since this shot is how you get the toys, it’s pretty important it work predictably, and it doesn’t.

The idea of collecting action figures would be fun if there were other ways to do it besides this one sequence of shooting this one, frustrating loop, then repeating the shot once along with the two toe shots, but that’s really it. Anything else you can do is a waste of time and energy when the toys yield the most points for the least work, and that’s not even factoring-in risk. The three shots that grab the toys are fairly safe compared to everything else. Even worse: the hurry-up value you score when you collect a figure is imprinted on it, and factors in for the multiball modes that require the figures. Logically, if you miss your shot, it doesn’t make sense to keep shooting it. Just let the timer run out and start again. I mean, why not? Assigning values to the toys would have made so much sense, and not doing so feels like something done to not trigger a screaming match between Star Wars fanatics and the designer. “WHY DID YOU ONLY MAKE DARTH VADER FIVE MILLION POINTS WHEN BOBA FETT SCORES TWELVE MILLION?”

Signature Element – Action Figures: The collecting aspect of CC is the best idea in the worst possible table. There’s even Mortal Kombat 3-like codes you can do with the toys that gives you more time (and thus more possible points) when you shoot the Death Star to actually start collecting them. For example: if you can prevent yourself from collecting the Luke toy AND the Darth Vader toy until you’ve cycled through all the other New Hope and Empire toys so that the Palpatine toy appears, then you get a three-person roster of Luke, Palpy, and Vader, the hurry-up countdown starts at twenty million instead of five million. It’s a neat idea. It’s just too bad the collecting is so repetitive. We’d love to see Zen do another action figure collecting pin, only with increased ways of getting figures. If they get the G.I. Joe license, they should remake this pin with more shots.

Outside of those three shots, there’s really nothing Classic Collectables offers that makes me want to play it. Any other shot is a massive waste of time. And the table offers all kinds of mechanical hang-ups and rejections that don’t feel tied to how you actually shot the ball. Like how depending on the camera you’re using (say, standard view camera #2) the random award cellar might throw the ball right between the flippers. The table is REALLY clunky with how it shoots. We use the term “bricklayer” a lot, perhaps sometimes inaccurately. Classic Collectables is a no-doubt-about-it bricklayer. The shots are so inelegant and so frustrating that, despite one of the most fantastic themes in Pinball FX, there’s nothing likable about actually playing it. The skillshot is needlessly tight and not worth the effort of hitting it. The bat flipper in the corner that’s tied to the two toy shots isn’t precise enough for what it asks of players. The multiball loses its excitement when it’s super easy to just do the high-yielding two-ball duel where the jackpot is the same toe shots you’ve been doing the entire time. In the dueling two-ball multiball, you can fight the same two figures an unlimited amount of times. They should have limited how many times you could duel the same two figures, which would have completely prevented using a multiball to chop wood. But mostly, they needed more methods of collecting figures. It’s not the worst Star Wars pin because Han Solo exists, but the only thing Classic Collectables will collect is dust.
Classic Collectables SmallCathy: THE PITS
Angela: THE PITS
Oscar: THE PITS
Jordi: THE PITS
Sasha: THE PITS
Dave: THE PITS (Nintendo Switch)
Elias: THE PITS (Nintendo Switch)
Overall Scoring Average:
1.0 💩CERTIFIED TURD💩
Some review copies were provided in this review, others were paid for.

Star Wars: Calrissian Chronicles (Pinball FX Table Review)

Calrissian Chronicles
aka Lando
First Released September 12, 2018
Main Platform: Pinball FX
Switch Platform: Star Wars Pinball
Designed by Thomas Crofts
Set: Star Wars Pinball Collection 2 ($23.99)
Links: Strategy GuidePinball FX Wiki

It looks like it’s going to be so fun, but it’s one of the most frustrating, annoying, and polarizing pins in the Star Wars lineup.

Lando is the proud owner of some of the most lethal rails in the sport. Rails so lethal that even made shots could be killed by them if the ball drops uncleanly out of the habitrail. It turns a lot of people off the table, while others adore that it’s among the most lifelike tables Zen has ever done. At times, it almost feels like it was made by an entirely different company. No Star Wars pin has a ball that feels so heavy, and with that comes huge satisfaction watching a successful shot glide gracefully around an orbit. Of course, that doesn’t cancel-out watching the ball fall lifelessly into the drain after hitting the dead-center capture ball at the top of the screen, or the agony of seeing a successful lit-shot wobble out of the chute, dance off the rails and then drain down the left outlane. I couldn’t forgive it for that last one. It just happened too many times for me.

Persistent Problem – Rejections: Even the fans of Lando will concede that it’s frustrating to shoot a ball in a way where, by all logic and reason, it should easily clear the orbit and it doesn’t. I’m a lot more frustrated with my family than I am with the table itself, because I don’t see how they can admit it does this and still defend it. But they do. Angela especially is a big Lando fan, plays it recreationally outside of our Pinball FX review stuff, and has held records on it (and she’s still the Distance Challenge Undisputed World Champion as of this writing).

Lando is probably the most polarizing of all Zen tables. Usually, when we split our votes as a group, it’s done so in tiny degrees. For Lando, there was a big gap between us, at least until Sasha came along. I told her “you’re going to be a diplomat when you grow up.” She asked what a diplomat does, and I said “honestly I don’t have a clue but people respect them!” You either love Calrissian Chronicles or you hate it. I hated it. Jordi did. Elias really did. Too brutal. Too unfair. Too many rejections. And on top of everything wrong with how it shoots, some of the modes have the Millennium Falcon and even TIE Fighters flying all over the screen like an antsy kid waving their hands in front of the screen. It’s so distracting and just plain annoying. I think you can add characters and story to a table without distracting from the shots. All of Zen’s best pins do exactly that. Meanwhile, Dad and Angela love Lando. They love the layout. They love the elegant combo-shooting (something my love of is purely hypothetical and based on the shots actually working right), and the unique physics. It seems to have a slope angle that no other Star Wars pin has, or they have an entire different gravity setting just for it. Meanwhile, Sasha is just kicking up her feet and laughing at us for making such a to-do over such a middling pin. Say what you will about Lando, but it sure sparks interesting debate, doesn’t it?
Cathy: BAD (2 out of 5)
Angela: GREAT (4 out of 5)
Oscar: GREAT
Jordi: BAD
Sasha: GOOD (3 out of 5)
Elias: THE PITS (1 out of 5, Star Wars Pinball)
Overall Scoring Average: 2.6* – OKAY
Primary Pinball FX Scoring Average: 3.0GOOD
*Nintendo Switch version is, more or less, identical to all other platforms.
Some review copies were provided in this review, others were paid for.

Boba Fett (Pinball FX Table Review)

Boba Fett
First Released February 27, 2013
Main Platform: Pinball FX
Switch Platform: Star Wars Pinball
Designed by Zoltan Vari
Set: Star Wars Pinball Collection 1 ($23.99)
Links: Strategy GuidesPinball FX Wiki

I have no idea how anyone has fun with this thing. Right now, my best theory is it just looks like it’s going to be fun, and maybe even historically fun. Even though I already know Boba Fett is one of the worst tables in Pinball FX, every single time I see a screenshot, for just a brief second, my brain says “damn, that looks really fun.” It’s an actual succubi that lures you in and then eats you alive. There’s never been a table that looks as good as Boba Fett that plays as bad as Boba Fett.

Boba Fett is one of two Pinball FX tables that plays so incredibly, unfathomably poorly that you’d swear it was a different company besides Zen Studios that produced it. It always leaves me dumbfounded when this table shows up on anyone’s “best of” list. It’s like we’re playing completely different tables. First off, the slope feels too steep, and so the table runs very fast. The around-the-world orbits dive-bomb into the drain like they’ve lost their will to live. It doesn’t help that the table is a total brick-layer. The ball feels like it has a wobble, making already tough shots that much tougher since the ball can’t complete them. The ramps are the most incredibly rejection-heavy of any older pin, especially the two corner ramps. I’ve had flush, full-power shots still eat a rejection. For a table with a ball speed permanently stuck on HOLY SH*T, it sure takes forever for a ball to return off one of those rejections, too. It’s like space time itself folds around the top of the table to add three times the visible length. It’s Star Wars so I suppose you can’t rule this out.

Signature Shot – Ball Lock: In order to start Mandalorian Multiball, you have to turn off Boba Fett and boot-up the much better table Mandalorian. No wait, actually you have to get his ship, Slave I, to land on the board then lock one ball at a time three times. This and the teeter-totter shot that’s a fixture on the playfield are Boba Fett’s only good shots. See, I’m not a total hater. Of course, the multiball that happens when you lock all three balls sucks, because this table isn’t made to play multiball. Hell, I’m not sure it was made to play one ball.

Honestly, I think there’s something wrong with the physics of Boba Fett, because these are easily the worst ramps among legacy tables in Pinball FX. There’s just no consistency to them, and the ball speed just feels incorrect in general. Passes I can easily make on other tables I can’t here. As for the central orbits, they might as well be ramps since a giant chasm cuts through the top of the table that your ball can easily fall into. The slings are violent, tilted to an absurd angle, and feature hair triggers. There’s some neat ideas here, like the “choose your difficulty” Bounty system. I just wish it were on a better table. What’s here was enough newest Vice Family member Sasha and honorary Vice Jordi to keep Boba Fett out of the cellar (and actually both are in agreement that Boba Fett isn’t THAT bad and if the slingshots were fixed, this layout might earn from them a mild GOOD). As for the rest of the Vices, it was between this, Classic Collectables, and Han Solo for worst Star Wars table. It took me a long time to get here (I used to have this table rated BAD), but I actually now think this has emerged as the Star Wars table I want to play the least. Not the worst, mind you. That’s undoubtedly, undeniably, unequivocally Han Solo. But at least with Han Solo I’ll have fun laughing with my family at how crap it is. Boba Fett is all brutality and no charm. Just a terrible, no good, very bad table. And now that I’ve finished this review and never have to play it again, I can finally close the book on Boba Fett. See, I did a thing there. I’m sure you got it.
Cathy: THE PITS (1 out of 5)
Angela: THE PITS
Oscar: THE PITS
Jordi: BAD (2 out of 5)
Sasha: BAD
Elias: THE PITS (Star Wars Pinball)
Overall Scoring Average: 1.3* 💩CERTIFIED TURD💩
Primary Scoring Average: 1.4 💩CERTIFIED TURD💩
Star Wars Pinball Scoring Average: 1.4 💩CERTIFIED TURD💩
*Nintendo Switch version is, more or less, identical to all other platforms.
Some review copies were provided in this review, others were paid for.

Star Wars: Battle of Mimban (Pinball FX Table Review)

Battle of Mimban
aka Star Wars: Battle of Mimban
First Released September 12, 2018

Main Platform: Pinball FX
Switch Platform: Star Wars Pinball
Designed by Peter Horvath
Set: Star Wars Pinball Collection 2 ($23.99)
Links: Strategy GuidePinball FX Wiki

You certainly don’t have to be a fan of the Han Solo movie to love what Mimban has to offer. I’m not at all, but the difficult production of that film feels worth it just for this pin. I don’t want to say this table single-handedly justified our purchase of Arcade1Up’s Star Wars pinball table, but it’s DAMN close.

Battle of Mimban is Peter Horvath’s finest table and almost certainly the best original design to come out of Zen Studios. The ultimate marriage of all-encompassing environments that can only exist in video games with the sport of pinball. Mimban is, for my money, the greatest war-themed pinball table ever made. It’s gritty, and dirty, and raw, and visceral. The layout has that feeling too, like a freshly dug foxhole. A ramshackle network of orbits and targets that are so simply placed and accessible that it feels like a table thrown together in five minutes, and I mean that in a good way. Like a base camp set up by a front line battalion that could be broken down and moved on a moment’s notice. But, wash away the grime and the dirt and you’ll discover an elegantly-crafted, smoothly flowing table. Getting the bad stuff out of the way, the slingshots are a little aggressive and the left outlane is brutal. You’ll want to light the kickbacks, which is simple: shoot the spinner. That’s it. No complicated multi-step process. Even better is that these aren’t violent kickbacks. They catch the ball and drop it in the outlane. AWESOME!

Signature Element – Split Level: Zen has done many multi-story tables, but only Mimban has successfully pulled off the degree of realism that makes you believe the layout is the offspring of real world split-level tables. Specifically, this shares a lot of DNA with Black Knight 2000. Hey, that’s one of my all-time favs so I ain’t complaining.

Zen has a love for cardboard targets, and no table by them has better usage of them. It shifts Battle of Mimban from combo-centric finesse gameplay to white-knuckle sharpshooting on the fly, and it WORKS. It doesn’t feel jarring or gimmicky at all. Instead of clashing, the play-styles complement each-other. It helps that, despite the complex idea of an actual battlefield with attack waves, the gameplay couldn’t be more simple or intuitive. The clean layout leaves little in the way of distraction, making it easy to know which shots are lit and how to get to them. It also really helps that this probably has the best written rules of any of the more complicated Zen original creations. Thanks to the clever concept of alternating between attack formation and defense, modes that would be dangerously close to samey and repetitive instead feel high in stakes. There’s also enough options to allow players to come up with their own strategies in order to tackle them, including high risk side-missions that usually pay off with extra balls.

Signature Mode – Infiltration: In this short but sweet shooting gallery video mode, you use the flippers to aim a close-range cannon to shoot cardboard targets. Just remember: red guys bad, Stormtroopers good. Don’t shoot the Stormtroopers.

In a way, Mimban kind of reminded me of my first game of Risk. The rules felt overwhelming and complicated at first, but it took only like fifteen minutes for me to learn what I was doing. Battle of Mimban does exactly that for pinball, and it can be overwhelming. But actually the flow is really simple to learn and the targets are clear enough that it makes for an awesome shooting pin. One that has none of the typical problems with modern Zen. Just getting the ball isn’t the hard part. You have to make your shots in a way where you don’t kill yourself.  Retheme this as any other property, or any other setting, and Mimban wouldn’t work. You’d ask yourself “why is this layout so.. so.. rudimentary?” Simplicity works in a tactical war setting, especially with spot-on scoring balance. Hell, this pin feels more like it’s based on a board game than any of the tables in their three-table pack themed around board games! The end result is a table that has to enter the discussion of the greatest digital-only pinball table ever. It has my vote.
Cathy: MASTERPIECE
Angela: MASTERPIECE
Oscar: MASTERPIECE
Jordi: MASTERPIECE
Elias: MASTERPIECE (Star Wars Pinball on Nintendo Switch)
Sasha: MASTERPIECE
Overall Scoring Average: 5.0* 🏛️PANTHEON INDUCTEE🏛️
*Nintendo Switch version is, more or less, identical to all other platforms.
Some review copies were provided in this review, others were paid for.

Ahch-To Island (Pinball FX Table Review)

Special Note: Originally all Pinball FX tables were going to be posted to a single review guide, but there would have been loading issues. I’m splitting the guide into individual table posts.

Ahch-To Island
First Released April 17, 2018

Main Platform: Pinball FX
Switch Platform: Star Wars Pinball
Designed by Szucs “ndever” David
Set: Star Wars Pinball Collection 2 ($23.99)
Links: Strategy GuidePinball FX Wiki

Kickback – Angela: I won’t argue if you think Ahch-To Island lacks excitement. That’s fair, and if you value edge-of-your-seat action, this might not be the table for you. What draws me to Ahch-To Island is how accessible it is. It’s the only original creation from Zen Studios where modes start automatically in a random order. Instead of girding just to get the game started, you immediately begin light chasing, or collecting lightsaber pieces. That sets it apart from every other pin in the entire Zen Studios library. Not only that, but it feels perfect as a table themed around Luke Skywalker training Rey in the ways of the Force. It might not be “exciting” in the traditional pinball sense, but it’s still exhilarating to shoot combos and hit your targets. The theme and flow give Ahch-To a serene quality that you seldom see in pinball. That’s why Ahch-To Island is my favorite non-Mimban Star Wars pin. In every way that matters, it’s one of a kind, but in a way that succeeds.

Fun fact: we scored over two-hundred pins as a team and this became the first table that was awarded a MASTERPIECE by one of our judges, yet failed to be issued a Certificate of Excellent. That’s on account of Angela losing her freakin’ mind and calling Ahch-To Island a MASTERPIECE while the rest of us have it down as only a standard GOOD table. Ahch-To Island is a genuine throwback to the early DMD-scoring era that lets the tables flow speak for itself. As a tribute to that era, back when you didn’t have to grind to start a mode, it works mostly well. There’s no timer on the main modes, and if you drain, the mode stays active when you start the next ball. No progress lost at all. So, that’s different from what you expect from Zen Studios, and a nice change. But, the rest of us are kind of ho-hum about the table. It’s not bad. It’s just kind of plodding, you know?

Signature Mode – Rey: In the second and third part of Rey’s mode, you have to hit the lane that’s lit. I like that the entire lane is lit-up with magic. That’s quite neat. Iron Man does something like this too. The problem is that it changes too quickly. Two seconds, if that. There’s a LOT of lanes on this table, and while there appears to be some grace period, it’s not enough time. It doesn’t make the table more exciting. It makes the modes a total slog.

It’s bonkers how much the rest of us fundamentally disagree with Angela about the value of the table. Oscar and I disagree about how smoothly it flows. A weirdly placed vari-target along one of the orbits causes the ball to get hung up constantly, as it’s too tight a shot and gives the ball a distinct wobble that kills the flow. Also, we disagree about how tough the outlanes are. The left one especially chews up more balls than a malfunctioning pitching machine, and by the way, a red-faced Angela feels the previous paragraph is not true and she’s threatening to stab me. Meanwhile, Jordi thinks the placement of the spin disk is a waste of space. I’m indifferent to the disk, which closes off during Luke’s mode anyway. The cause of the lower rating I think is all the secondary flippers. They just don’t work for me. They feel inelegant. Mind you, even though we all strongly disagree with Angela’s assessment, we all agree that Ahch-To Island is fine. Angela is right about one thing: it’s a one-off. There’s nothing quite like it, and I think I’m okay with that.
Cathy: GOOD (3 out of 5)
Angela: MASTERPIECE (5 out of 5)
Oscar: GOOD
Jordi: GOOD
Elias: GOOD (Star Wars Pinball on Nintendo Switch)
Sasha: GOOD
Overall Scoring Average: 3.33* 🧹CLEAN SCORECARD🧹
Primary Scoring Average: 3.4 🧹CLEAN SCORECARD🧹
*Nintendo Switch version is, more or less, identical to all other versions.
Some review copies were provided in this review, others were paid for.

Star Wars Episode IV: A New Hope (Pinball FX Table Review)

A New Hope
aka Star Wars Episode IV: A New Hope
Set: Star Wars Pinball Collection 1 ($23.99)
Designed by Peter “Deep” Grafl
Originally Released April 29, 2014
Included in Arcade1Up’s Star Wars Table
Awarded a Clean Scorecard by The Pinball Chick Team

You have to wonder if they knew a decade ago they would some day make a My Little Pony table if they would have saved a horseshoe shaped table for that.

Our family nickname for A New Hope keeps getting more and more elaborate. It started as the “Big Horseshoe” then it became the “Great Horseshoe” and now it’s at “The Great and Powerful Horseshoe.” This is probably how religions get started up. By 2025 it’ll be “The Almighty Galactic Horseshoe of Divine Holiness” and we’ll still be unanimously stuck on rating it GOOD. It’s the definitive middle of the road Zen original that both delights us and breaks our hearts with its squandered potential. Still, there’s no doubt that A New Hope holds up in 2023, nearly a decade after its release. But, a decade later, all the warts that were inherent to it all along are more and more glaring. Despite the playfield being made almost entirely of orbital shots, you have incredible freedom in A New Hope. Each of the orbits is tied to a bonus mode, and the T-U-S-K-E-N orbit is also the mode start. Getting into a groove building combos is incredibly rewarding, especially since they were spot-on valuing combo shooting.

A New Hope jerks off with its animation too much. I’ve had multiple instances where I nail the Hidden Skillshot dead-on, only instead of, you know, GETTING POINTS, the ball explodes because the table is STILL loading the playfield because there’s so many useless animations. Sometimes modes take FOREVER to get going or to end because it takes forever for a stormtrooper or Obi-Wan to waddle their fat asses off the table. WHY WOULD YOU DO THIS, ZEN? Everything should be already in place, but Zen crammed so many masturbatory animations into this pin that sometimes the speeder is still positioning itself and the ball bounces off it, or sometimes a stormtrooper literally scratches their head looking around. I often have to hold a trap for 15 or more seconds waiting for everything to reset after a mode ends. That’s beyond ridiculous.

A New Hope’s biggest annoyance is a magnetic playfield in the dead-center of the playfield that randomly throws your ball, potentially down the already deadly outlanes. That magnet is such a weird decision. I guess it’s supposed to be the force field of the Death Star, but my question is: why does it fling? Just have the ball bounce off it like a wall. Also, several of the main modes (especially scene 6) and the hurry-up bonus mode require you to shoot ball onto a temporary mini-field in the center of the screen to fight enemies, but sometimes the physics and the ball don’t cooperate and the ball just plain explodes for a soft reset. The modes are NOT generous with their time, and since it takes too long for the ball to reset, it only really serves to create frustration. There’s also just too much reliance on luck in the bonus modes. It’s not really possible to guess (or react quickly enough) to the Tusken Raider, and the video mode (along with its ultra-valuable extra ball) is totally random.

Oscar on Mode Balance: Ideally, side modes in pinball, once you factor in the work to activate them and the risks of shooting them, have full parity. A New Hope’s side mode balance is completely out of whack. Both the Cantina shooting gallery and A New Hope’s Video Mode have the ability to light the valuable extra ball lamp within them. Lighting the video mode, where scoring and rewards are 100% luck-based, requires you to to light the letters A-L-L-I-A-N-C-E on the non-dominant left side of the table. A relatively higher risk shot for an unknown reward. Comparatively, the easier to play shooting gallery requires one fewer letter (C-A-N-T-I-N-A) across what is arguably the table’s primary orbit. Both orbits feed the R-E-B-E-L lights that drive the modes, but you’re incentivized to shoot A New Hope left-to-right due to the left outlane being much easier to defend against. It’s a tiny lack of risk/reward parity that throws the balance of A New Hope into the garbage disposal.

There’s lots of other annoyances. A New Hope has some of the most pathetic kick-backs ever. They sort of lightly volley the ball up and onto the playfield, but the gentle arc created often throws the ball right between the flippers. I’ve had multiple instances where a kickback sends the ball straight down the drain. Like, straight down it, and man alive, does it piss me off every time. I don’t know what Zen’s fetish is with this kind of weird “could only happen in video pinball” invisible force field kickbacks that don’t really help players and instead, just as often, are worse than trying to manually defend against the outlanes. I have to go back to what I’ve asked of them a million times: do you want to make good pinball tables or do you want to be a complete f*cking assholes and troll your customers? Because you can’t do both at the same time. A New Hope is a potentially great table that they took a sledge hammer to, and I don’t get it. Why would you do these things the way you did them when it doesn’t add challenge so much as it just trolls the players? I want to note that my sister is calling me a “cry baby” right now, as she likes the way this handles the kickbacks. She’s adopted, and I’m the reigning arcade mode World Champion of Star Wars: A New Hope as of this writing, so my word counts and her’s don’t. Thems the rules!

Then again, the Death Star modes are all pretty dang good. I can’t imagine it’s possible to better mimic the most iconic battle scene in sci-fi better than A New Hope does. It saves the table!

What frustrates me most of all is that A New Hope could be one of THE elite Star Wars tables with some modifications. Shortening-up the modes would be a good start. We’ve been playing these tables for four years now, and A New Hope is one of the tables we’ve played the most of any Zen table. It’s arguably THE signature table of Zen’s Star Wars pins. Yet I’ve personally never started the Wizard Mode, and Dad and Angela each only have reached the wizard once apiece. Ever. Going off the leaderboards, it would seem 99.99% of players never get that far. There’s just too much work getting there. The hurry-ups don’t offer enough time, especially on a table that wants to look good more than it wants to play good (this is known as Russell Westbrook Syndrome, or at least it should be) and thus it could take FOREVER to get the ball back to the flippers. I will never understand how Zen can see themselves get more attention for classic Williams announcements, but then go so overboard on creating their modes. You don’t need a mode to be a multi-tiered, almost no room-for-mistakes marathon. The most popular pins of all-time didn’t do that. What are you trying to compensate for, Zen?

I’ve had these blaster shots roll up the lane and down the outlane. Made shots should never have potential to die. Ever.

Most of our records are set by Angela these days, but I am the reigning Star Wars A New Hope Arcade Mode World Champion at the time of publication. Also, my father is A New Hope’s One Ball Challenge World Champion and Angela is the Distance Challenge World Champion and a former Flips Challenge record holder. VICE FAMILY DOMINATION!

For all my whining, there’s a reason why we keep coming back to A New Hope, and not just because it’s the first table alphabetically. Long as the modes are, they never feel like a grind, like some Zens get saddled with. It’s a good case study on how fun a Zen table can be even when they screw up so many things. The layout is iconic. It should feel gimmicky, right? It’s f’n giant horseshoe right in the middle of the table. That’s ALL it is. But it works. The multiballs are all exciting AND challenging. The rails are brutal, BUT, you’re giving enough nudge warnings to defend against them. Angela, our best player, credits A New Hope with learning how to defend the outlanes with Zen’s physics. We all agree the biggest problem isn’t the magnet or the long modes: it’s the lack of focus. A New Hope doesn’t do any one thing spectacularly. It tries to be all-encompassing of the video pinball experience. That’s the thing about being a jack of all trades: they’re masters of nothing. Apparently, that includes The Force too.
Cathy: GOOD (3/5)
Angela: GOOD (3/5)
Oscar: GOOD (3/5)
Jordi: GOOD (3/5)
**CLEAN SCORECARD**

The Pinball Chick: Star Wars Pinball (Review & Table Rankings)

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.

“So Father, let me get this straight.. you figured out that I was your son when I was in a completely different ship from you and firing on the Death Star, but you didn’t realize Leia was your daughter when she was standing right next to you?” “Yea? Well you have the Force too and you didn’t realize she was your sister when you kissed her.” “Hah, shows what you know because I totally did and I’m totally into that!”

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.

One of the only things that’s on my wish list for Star Wars Pinball is an option to practice just the mini-games. Maybe that would nerf the challenge, but I think it would make it better since some of the games are kind of confusing and you have to take your eyes off the table, with limited time, to read the instructions. Give us practice, Zen! We’re talking ’bout practice, man!

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.

There are built-in table guides, and there’s also special challenge modes that are based around honing your skills.

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.

Some of the mini-tables are honestly more fun than most of the indie games I review.

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

Han Shat First.

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

The still image of Jyn Erso has more charisma than the real Felicity Jones. She’s only twenty-two months away from setting that world record for longest time a human being has gone without expressing a single basic emotion. Fingers crossed for you, girl! You got this!

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

I’m not sure if this table was made by the team of Lord & Miller or Ron Howard.

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

Boba Fett, patron saint of failures everywhere, got his own table. Like his real fictional counterpart, his table looks awesome but is ultimately kind of useless.

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

Based on tables like High Speed and Haunted House, which are great tables on their own. Mixed together, it’s a freakshow.

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

Yes, the prequels are stupid, but look on the bright side: George Lucas never wrote a scene where it’s revealed Mace Windu was Lando’s father. Lucas apparently only knows two black people in the entire world and thinks that Red Tails was the first action movie starring African Americans. You KNOW he at least thought about writing that scene. You know, the one where it’s revealed Obi-Wan knows that Mace fathered a child out a wedlock named Lando and so Anakin having kids with Padme isn’t totally unprecedented.

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

Remove the Star Wars theme and you could easily base this on the mythological Kraken with the mess of ramps that look like tentacles.

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

I hate to say it, but this table feels gimmicky. A straight table would have been preferable to this roundabout stuff.

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.

A New Hope also has a problem with transitions between mini-fields and the main table. There needs to be SOME warning.

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

Strangely, the plunger is on the left side of the board when you play as the Empire, which resulted in me flicking the left analog stick. I did this nearly every new ball. My brain just couldn’t comprehend that it was still the right stick that controlled the damn thing.

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

Why on Earth did Disney allow them to name the place “Anch-To Island”? Did Michael Arndt sneeze during his pitch meeting to J.J. Abrams and was too embarrassed to admit it, so he just ran with it? “And then finally the movie ends with Rey finding Luke on.. on.. AAAAAANNNNCCCCCHHHHHHH-TOOOOOOOOOO.. uh.. Island. Ahch-To Island! Yep. And then wipe to the credits! While I wipe my nose!”

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

The only truly GREAT Star Wars movie is just alright in Star Wars Pinball.

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

If the broken auto-launcher gets fixed, you can bump this table up a spot or two. I’d be fine with that.

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

Worth mentioning: right before starting the write-up for the Masters of the Force table, I set the world record on it for Switch. After joking about all the records I was setting before the game came out, it was nice to finally become a world champion on one table, even if that has no chance of lasting past this week.

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.

Of the 19 tables, as of this writing a week after Star Wars Pinball’s release, this is the lowest global high score on Switch for any of them. STILL COUNTS, FUCKERS! I am the World Champion of this table. Suck it!

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

This is literally the only good thing to ever come out of Last Jedi.

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

Eh, better than Porgs.

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.

I honestly would have welcomed a round of Oh…Sir! over this.

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

It’s amazing how both Clone Wars and Rebels, two shows I wanted to like but couldn’t, ended up inspiring two of the best tables in the entire collection.

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

I wish this was a little brighter. I might have been better at it.

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

This is where the fun begins.

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

I have to point out that the voice actor for Darth Vader in Star Wars Pinball sounds nothing like James Earl Jones. It sounds like literally every single father in America’s impression of Darth Vader. The one he does that embarrasses you in front of your friends.

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.