
          Rules for Williams' "Star Wars: Episode 1" (v.1.2 ROM)
  ------------------------------------------------------------------------

Author: Scott Frazer (cvillepinball@yahoo.com)
Last update: February 1, 2000

Star Wars, Star Wars: Episode 1, and probably lots of character names
(Jar-Jar,Qui-Gon C-3PO, R2-D2 etc.) are likely trademarks of
Lucasarts.

"Pinball 2000", "Williams", and lots of other things are probably
trademarks and copyrights of WMS Industries.

Please feel free to distribute this rulesheet in any form, just don't
charge for it.


New Since Last Time
===================

   * This is version 1.0


The Story
=========

<Stolen from the Manual>

In Episode I, Luke Skywalkers father is just a hopeful nine year-old boy
named Anakin, who knows nothing of his eventual fate as a Dark Lord in
years to come.  In this earlier time, Obi-Wan Kenobi is a determined young
Jedi Knight.  Qui-Gon Jinn is Obi-Wans venerable Jedi Master, trying to
teach the Jedi way to his apprentice as their world begins to unravel in
political turmoil.  Episode I will take audiences through extraordinary
realms and adventures, from the desert planet of Tatooine, to the galactic
capital world of Coruscant (with its Jedi temple), to the green world of
Naboo, and beyond.  Familiar Star Wars characters Yoda, R2-D2, C-3P0 and
Jabba the Hutt are along for the ride.  This first chapter in the Star Wars
saga follows young Anakin Skywalkers journey as he pursues his dreams and
confronts his fears in the midst of a galaxy in crisis

<end stolen material>

Star Wars: Episode 1 is the second (and apparently last) of the Pinball
2000 line of video/pinball hybrids.

Credits: 14.

   * John Popadiuk, Jr
   * Cameron Silver
   * Duncan Brown
   * Eric Pryzby
   * Jack Skalon
   * Adam Rhine
   * Scott Sanders II
   * Dave Mueller
   * Scott Slomiany
   * Jack Liddon
   * Matt Hale
   * Paul Barker
   * Linda Doane
   * Kevin OConner

and a cast of hundreds

-- Got credits? Mail me.

Backglass Art
==============

The backglass design is by Kevin OConner and focuses mainly on the
recognizable characters and locations from the Episode I film, without
being too photo-realistic (imho)  An interesting not is that Senator
Palpatine seems to appear only on the left side rear cabinet, and the only
voice over I remember hearing is the Wipe them out  All of them line.


Goal
====

Become a Jedi Spirit.  To reach the Spirit level you must battle through
Youth, Knight, and Master levels, fighting Dart Maul in a light saber
battler at each level.  To get to the duel you must spell J-E-D-I by
completing the various modes started at the Holoprojector or being randomly
awarded a letter through various other means.  The modes include:

   * Ground Battle
   * Sub Escape
   * Hanger Escape
   * Jar Jar Juggling
   * Podracing
   * Space Battle
   * Sith Droids
   * R2-D2 Astrodroid
   * Queens Game
   * Jedi Musical Chairs
   * Wattos Chance
   * Destroyer Droids
   * Gungan Battle

Each is described in a separate section below.

Playfield and Basic Rules
=========================

*Flippers 
 Just the two!

*Left Inlane / Outlane
No special lights or anything here, the outlanes seems fairly forgiving,
but its adjustable so your mileage may vary.

*Trade Federation Fighter Triad
Three circular yellow targets that when completed award a laser, about
300,000 in bonus and half of The Power of The Force lights. Oh yeah, and
about 500,000 points at the same time.

*C3P0 Orbit
A rollover target awards a piece of C-3P0 each time it is hit, but there
must be a pause of about 2 seconds between hits.  C-3P0 is made up of 8
pieces, 4 of which are lit at the start of the game.  The award for
completing C-3P0 changes each time in the following pattern:

  1st: Light Extra Ball
  2nd: Award J-E-D-I letter
  3rd: 2,000,000 points
  4th: Hold Bonus
  5th: 1,000,000
  6th: Light Extra Ball
  7th: Increase Bonus Multiplier
  8th: Award J-E-D-I letter
  9th: 500,000 points
 10th: 20 Lasers
 11th: 10 points (nope, not a typo)
 12th: Light Extra Ball
 13th: Award J-E-D-I letter
 14th: 2,000,000 points
 15th: 1,000,000 points

The cycle then goes back to the 5th award and repeats (so there are two
1,000,000 awards)

*Captive Ball
Gives some points, but not much else that I can tell.

*Wattos Junk Shop saucer
Used to start multiball and gives a random award.  Both the Junk Shop and
the Market seem to pull from the same pool of random awards.  Awards I have
seen include:

  Activate Projector (removes the three hit requirement for starting
   the next mode)
  Hold Bonus
  10 Lasers
   5 Lasers
  Increase Bonus Multiplier
  1,000,000 points
  Award J-E-D-I Letter
  Advance C-3P0
  500,000 points
  Light Extra Ball (very rare)

*Left Ramp
The ramps are basically mirror images of each other, and both function
exactly the same.  There is a drop target at the entrance to the ramp that
serves as a hard target for some of the shooting modes.  There is also a
nifty opto velocity sensor that Ill refer to from now on as the spinner
target (because thats what it most often functions like). Theres an opto
sensor at the tom of the ramp to detect a complete ramp shot.  The spinners
award 1,000 points per spin but this value increases by 1,000 for each
consecutive shot through that spinner up to a maximum of 10,000.  The ramps
are also the most abusable point scorers on the table thanks to the X way
combo scoring.  Essentially, if you can shoot either ramp fast enough
(about 2 or 3 seconds) after shooting either ramp, you are awarded a combo
shot.  The number of the combo shot is incremented each time and the point
award is the number x 100,000 points.  This works past the 101 way combo
(when I got tired of waving the ball in front of the opto) which would
award 10,100,00 points.  You can see why this was limited in the tournament
ROM release J .

*Left Purple Standup Target
Used in various modes, these targets will also help start the holoprojector
modes three times under the default settings.  After that they only
function in the modes.

*Holoprojector Gate
This is an up/down bumper assembly that provides another hard target for
the projections to interact with.  It seems to me that the actually switch
is either an opto or an eddy sensor, Im not sure which.  This is basically
used to start the holoprojector modes.  Behind it is the shield popper
which is used to trap the ball during animations before it is popped up to
the ramps.  Which ramp the ball takes on exit depends a lot on how level
the machine is, but Ive never seen it get stuck

*Right Purple Standup Target
  See Left Purple Standup Target above.

*Right Ramp
  See Left Ramp above

*Mos Eisley Market Saucer
Similar in function to the Wattos Junk Shop Saucer.  The awards seem to be
the same, only the method of displaying them is different.

*Gungan Jet Rollover
There is a rollover behind the Gungan Jets.  Im not sure exactly what
function this serves.

*Gungan Jets
Three jet bumpers that when first activated light an additional letter to
spell out Gungan.  When this is accomplished (the default setting is no
memory, so youve got to do this all in one ball) the right spinner changes
to a fish-like creature.  Shooting the right ramp at this point adds a
letter to spell out Jar-Jar.  Complete Jar-Jar and youll get a
whopping 2,000,000 points (try not to get too excited J)  There doesnt
appear to be a super-jets style mode in this game.

*R2-D2 Alley Sneaky Lane
Besides hearing R2-D2 whistle at you, the only purpose for this lane is to
collect skill shots and extra balls.

*Sith Probe Triad
Three square targets (similar to the Martian Targets in AFM - only
reddish-orange) that when completed do pretty much the same thing as the
Trade Federation Fighter Triad above.  Except the Dark Side gets to use a
magnet and swing the ball around in some pretty unpredictable ways.  That
magnet is big and fairly powerful.  Most fun shot with the magnet?  A ball
heading down playfield was reversed and landed in the Market saucer

*Right Inlane/Outlane
3 red standups on the right. Shoot all 3 to light Merlin's Magic if unlit.
Progress on the targets reset ball-to-ball.

*Right Inlane / Outlane
   See Left Inlane / Outlane above.

*Slingshots
Nothing special, just your regular slingshots.

*Plunger
Standard shooter with NO autofire.  This is important during the Jedi
Battles.


Skill Shots
===========

The object is to fire the ball hard enough to get up the slope, but not so
hard that it will spill into the right ramp return lane.  To make things
even more difficult, Ive occasionally seen a correct skill shot drop to
the playfield and head up and out of the lane.  Skill shot award is
1,000,000 points for the first time, 2,000,000 points for the second
time, 3,000,000 points and a J-E-D-I letter for the third time, and
3,000,000 points every time after that.  Skill shots can be attempted at
any ball launch except ball savers.  You can only collect the skill shot
once each time you start the Jedi battle as well.


Ball Saver
==========

There is a brief (~5 sec.) ball saver (after the ball hits either the
inlane or skill shot) at the start of each ball. No ball saver at all
during multiballs.  Jedi Battles are there own thing J .


A Word About the Bonus
======================

SW:E1 uses a different bonus system than Im used to.  There are two
components to figuring out your bonus:  The multiplier and the Naboo Ship.
A fully lit ship is worth exactly 1,000,000 points, and the maximum bonus
multiplier is 5x, so the maximum bonus, ever, is 5,000,000 points.  Hitting
the 5x bonus is also called the Naboo bonus, but I havent noticed that it
does anything different other than the music during bonus collection
(which is not bypassable).  Holding a bonus will hold both elements (Ship
and multiplier). 


Multiball
=========

Multiball is started by putting a ball into each of the saucers (Mos Eisly
Market and Wattos Junk Shop).  If you are playing with more than one
player it is possible to steal the other players multi-ball prep work by
starting your own multiball.  Its also possible to know the active ball
into a saucered ball that both come flying back at you.  Useful in a
multiplayer game, less so in a single player (and absolutely horrible if it
happens during a Jedi Battle)

When multiball is started, the center target lights up for a 1,000,000
jackpot.  If you drain 2 balls (or 3 if your ball saver is still running)
without making the first jackpot you will be offered the opportunity to
restart the multiball by shooting either saucer.  I think the saucer shots
are harder than the initial jackpot, so Id be surprised if this is used
much J  Note that the restarted multiball is only two balls (no
auto-plunger, after all).  If you do find yourself restarting a multi-ball,
dont forget to hit that skill shot again.

Heres the pattern for the jackpots:

   * Center target only  1,000,000 points
   * Left and Right ramps  1,000,000 points each
   * Center target, Left and Right ramps  1,000,000 points each with a
     Super Jackpot awarded for the last of the three 5,000,000 points.
   * Repeat the pattern.

After youve lost two of the three balls in play, the multiball ends and
the saucers go dark.  To relight the saucers you need to hit either saucer
once for each multiball that has been started.  So to lock the ball in the
Junk Shop for the second multiball, you first need to hit either the Junk
Shop or the Market once first.


+------+
|Modes |
+------+

The modes are presented in a semi-random order, with only a handful (5?)
available at the beginning of the game.  For every one you defeat, another
is added until you have seen all thirteen modes.  Some modes have Perfect
Shooting awards which can be won instead of the completion award.  In the
first round, Perfect Shooting gets you 3,000,000 points while the regular
completion mode is 1,000,000 points. After completing the thirteenth mode,
all the modes are made available again.  On the second pass completion
bonuses (including Perfect Shooting bonuses) are doubled.


Ground Battle
-------------
A Trade Federation Troop Transport is unloading hordes of battle druids.
You must destroy the Transport.  Shooting the Transport three times will
destroy it.  If you shoot nothing but the transport you will get a Perfect
Shooting completion.  Note that there are two STAPs flying around the
screen.  You can hit them by hitting the ramp drop target then firing a
ball up the ramp before the target resets.  Youll probably need to have a
multiball going in order to do that.  You can also fire your lasers at the
ground troops (or the STAPs if there are no ground troops).  Firing lasers
will award you 150,000 points per droid.  Hitting them with the ball only
awards 100,000 points.  The STAP awards are based on when you hit them.
The first is always worth 200,000 points (The Secret STAP Bonus).  If you
hit the second very fast (like the same time) you can get the Super Duper
Secret STAP bonus of 1,000,000 points.  Wait too long and youll have to
settle for the Double Secret STAP bonus of 400,000 points.  Wait longer
than that and you are back at the 200,000 point award.  How to get that
Super Duper award?  As soon as the wave begins, before the Transport has a
chance to place any druids, hit both laser buttons (maybe even twice).

Sub Escape
----------
The Escape line will slowly dwindle until the bongo is crunched. You have
to make shots (up the center or the ramps) to increase the line until it
reads Escaped.  The ramps seem to increase the bar more that the center
shot.  I havent found any specials in this mode.

Hanger Escape
-------------
Anakin needs help getting rid of the battle druids coming after him.  Shoot
either ramp or the center depending on where the druids are.  Lasers work
in the mode, and druids killed with the lasers are worth the same as druids
killed with the ball  200,000 points each.  After all the druids are dead,
shoot the center to leave the mode.  If every shot you made hit a droid,
you should get a perfect shooting bonus.  I havent found any specials in
this mode.

Jar Jar Juggling
----------------
Jar Jar has too much on his hands, instead of helping him, lets trip him
instead.  Shoot the center to make him spill the goods.  Each good is worth
a set number of points:

    Red: 500,000 points
    Green: 2,000,000 points
    White: Increase Bonus Multiplier
    Purple: 1,500,000 points
    Yellow: 5 lasers
    Cyan: 1,000,000 points
    Silver Ball: Extra Ball (rare)

You only get to collect three of the five items, so choose your shots
carefully to maximize your score.  I dont think there is a perfect
shooting bonus here, and I havent found any specials in this mode.

Podracing
---------
Help Anakin try to complete the Boonta Eve Podrace.  You need three
checkpoints (flags) to complete the race.  Other symbols will show up
(left, right, and forward arrows).  The forward arrow makes you go faster,
which makes the checkpoints worth more.  Basically try to shoot everything
that isnt a checkpoint first.  There is no perfect shooter bonus.
Specials?

Space Battle
------------
Beat up on the Trade Federation Fighter Droids.  The scoring is kind of
weird here, as a hit with the ball releases four 200,000 point signs, while
a hit with the lasers releases only two 100,000 point signs.  Im going
with 200,000 points for using lasers and 800,000 points for using the
ball.  If Im right, this is a very lucrative round.  There may be a
Perfect Shooting bonus here, not sure.  Specials?

Sith Droids
-----------
Help Queen Amadala shoot three sith probe droids that are causing her
anguish.  Lasers not allowed.  The target gets faster in later rounds of
this mode.  You score about 250,000 points per droid.  There is likely a
perfect shooting bonus.  Specials, anyone?

R2-D2 Astrodroid
----------------
This is a series of six hurry-ups.  Each hurry-up starts at 500,000 no
matter what the last one started or ended at.  The hurry-up will be reset
and increased by 100,000 points for each ramp shot made, up to 2,000,000
maximum.  Since you can be working the combo abuse during this stage, it
makes it a very high scorer.  If the hurry-up hits bottom (50,000 points)
you will not be able to reset it for that droid.  No perfect shooting
bonus.  Specials?

Queens Game
------------
The object is to reveal the six fashion plates showing the Queens various
looks.  Reveal a plate by triggering the left or right spinner.  Spin the
plates by shooting the center or firing lasers.  Im not sure of the point
values.  I dont think there is a perfect shooter bonus.  Specials? (I keep
hoping for some J) .

Jedi Musical Chairs
-------------------
Five awards will be randomly assigned to council members.  Youll get three
of them so try to make them count.  Shoot the center or the ramps to bounce
the members around while the music is playing.  When it stops you have 20
seconds to shoot the center to collect the award there.  Here are the
awards Ive seen:

  - 5,000 points
  - 10,000 points
  - 20,000 points
  - 50,000 points
  - 100,000 points
  - 500,000 points
  - 1,000,000 points

Losing the ball while a council member is waiting to be collected loses
that award.  No perfect shooting bonus, and Im sure theres got to be a
special in there somewhere

Wattos Chance
-------------
Very simple.  Shoot whichever cube Watto is behind to advance the
conversation.  Three hits is all you need.  Perfect Shooting?  Not sure.
Specials?  I kinda doubt it.

Destroyer Droids
----------------
Very similar to the Sith Droids, but with different graphics and you have
to hit 6 of them to end the scene.

Gungan Battle
-------------
Very similar to the Sith Droids, but with different graphics and you have
to hit 6 of them to end the scene.


Jedi Battles
============

During these battles you can have up to three balls in play and any that
are lost are refed to the shooter for you to manually plunge.  Only the
first plunged ball is eligible for a skill shot.

Darth Maul will attack Qui-Gon on his own, but your shots cause Qui-Gon to
attack back.  The best shots are ramp combos (go figure! J) . Basically you
are racing against time to lower Darth Mauls health meter to zero.  His
attacks get faster with each successive duel.

5,000,000 points are awarded for a win.  1,000,000 points are awarded for
a loss.  You get the ranking whether you win or lose.

The locales cycle after 4 battles.

Its hard to tell how many points any given shot is worth at the stage, as
the point totals are removed from the screen.

Specials?


Extra Balls
===========

Extra Balls can be lit by:

   * building C-3P0 (over and over)
   * Scoring 20,000,000 points (default)
   * Scoring 60,000,000 points (default)
   * Random awards from the Market and Junk shop or in some of the modes,
     such as Jar Jar Juggling and Jedi Musical Chairs

Lit Extra Balls are collected at the R2-D2 Sneaky lane.  Its generally
accepted that hitting that switch without scoring a skill shot is just luck
J.  All extra balls seem to remain lit between balls.


Cows and Other Easter Eggs
==========================

I havent seen a single cow.  Is this Georges fault?

Try this flipper code for some credits:

B-24R-1L-9R-1L-14R-1L-1R-1L (should be XINA which means Xina Is Not Appl)


Help!
=====

Please email with comments and corrections; I'm sure there are many more
wonderful pieces of misinformation.


Special Thanks
==============

Thanks to Bowen Kerins for the format of this sheet.  Its blatantly
plagiarized (without permission, even) from his excellent Medieval Madness
rulesheet.

Thanks to Tom DeAngelo for the machine I gathered this info from.

Thanks also to my wife who continues to put up my irrational hobbies.

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