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May the Force Be With You: Learn to Play Star Wars: Fall of the Empire

Published on
October 9, 2025
Updated on
October 9, 2025
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In 1992, Data East hired a new designer to their steadily growing pinball division: John Borg. His first game, Star Wars, sold gangbusters for the company in part because of its theme but also because of the new design skills he brought to them. Like many of Pat Lawlor’s best tables, Borg’s designs rely on a mix of stop-and-go and flow shooting styles that emphasize control. It only makes sense that over 30 years later, Borg would return to his very first theme, now with the technological expertise Stern had developed in the interim.

Yes, Star Wars: Fall of the Empire is yet another machine based on the original trilogy, but the theme at this point has become quintessential to pinball and this game is able to do enough on its own to justify returning to the theme; even less than 10 years after Stern’s prior attempt. This machine primarily focuses on aspects of the movies that weren’t covered in the previous releases and is targeted towards a newer generation of players than many other Stern releases of its era, but that doesn’t mean it’s any easier. The playfield is packed with tight shots, many of which can be made with backhands from either flipper, and playing out of control will result in punishment. This machine is likely going to be omnipresent across pinball locations for the next few years thanks to its theme, so what better time than now to discuss your best methods of getting a high score on it?

About Star Wars: Fall of the Empire

The third Star Wars pinball machine based on the original trilogy, incorporating aspects of the movies that were ignored in previous titles and targeting a newer generation of pinball players across all skill levels.

Star Wars: FotE Playfield Overview

Star Wars: Fall of the Empire, like many John Borg designs, is iterative of his earlier designs: being a “fan” layout with a bash toy that can be hit primarily from the right flipper, and two ramp shots, one relatively easy and the other a bit more difficult. Gating the various shots are five targets that spell FORCE, used to light missions, and can be completed even when multiballs are running. A design aspect unique to this game are the two ion cannon pop bumpers on the very far left and right of the playfield, which make it more difficult to recover balls bouncing around the slingshots but are a double-edged sword as they eventually light the shot multipliers. Darth Vader’s scoop is near the left bumper, which releases the ball at a fast speed typically to the middle of the right flipper; on some copies, drop catching can help with this feed, but on others, your best bet is to flip and hope to hit a bailout shot.

The left side of the playfield has four equally important shots. Yoda’s orbit is the left side of an orbit that passes around the entire game and is the easiest way to rack up spins towards lighting letters in JEDI and qualifying the ball save. The Luke shot is a VUK that spirals around a model of an AT-AT walker and can be hit from either flipper, even from the left flipper with a precise shot. Locks for Battle of Hoth multiball are also scored at the Luke shot and can be lit at the “light lock” target, which also corresponds to the droids during modes/combos. The final left-side shot is the Death Star ramp, which has a target at its apex that lowers to reveal the ball lock for Death Star multiball – up to 3 balls can be locked there that release to the flippers. The Death Star ramp is also Lando’s shot during modes/combos.

The center ramp is the highlight of the playfield. On the Pro, the ramp is a simple jump ramp that sends the ball through the “hyperspace” back panel and to the left flipper, but on the Prem / LE the center ramp shifts positions, acting as a target if it is lowered. The center ramp is generally the easiest shot in the game and can be hit from either flipper regardless of the ball’s speed, corresponds to Han during missions, and advances the Falcon when the blue hyperdrive generator under the Falcon is lit. Light up the generator by shooting the right ramp first (or for the first Falcon feature of a game, the center ramp).

Four more shots are located on the right side of the playfield. The Sarlacc Pit is Chewie’s shot during modes & combos; represented by a whirlpool ramp where every spin changes the mode that will start when the ball exits it, and is defended by Jabba’s guard, Salacious Crumb. The drop target isn’t as deadly as many other drop targets placed close to the flippers, and is best shot as a backhand, but strong shots that get many spins can only be made with direct shots from the left flipper. Passing around the pit is Leia’s right ramp, the steeper of the two ramps but one that can still be made as a backhand on some copies. Shooting the ramp awards TIE fighters and eventually starts hyperspace loops or lights extra ball. Obi-Wan’s orbit is on the opposite side of Yoda’s orbit and despite seeming narrow, can be reliably hit from the left flipper regardless of timing. The last shot, excluding another ion cannon bumper, is a hidden standup target used to collect Stormtroopers and cash out the Stormtrooper hurry-up award once enough have been scored.

Scoring on Star Wars: Fall of the Empire is average for a Stern release from this time, with scores of 300M+ often winning tournaments and the best players being able to surpass a billion. Taking advantage of the shot multipliers whenever they show up after enough bumper hits, and playing your multiballs effectively, are the best ways to get a high score.

Getting Started with Star Wars: Fall of the Empire

  • Skill shot – hit anything, within a few switches for super skill shot (3M or 6M for super). Use the ball save time to aim for the “light lock” target or Death Star ramp to qualify locks.
  • There are four different modes that can be progressed towards:
    • Rebel missions – spell FORCE to light the character shots. Each character has three missions (yellow – easy, green – medium, blue – hard) with perks dependent on the character. During missions shoot blue shots to advance and white shots to build.
    • Falcon features – shoot right ramp to light the Falcon then hit the center ramp repeatedly to start a Falcon feature. The first one is lightspeed escape: shoot the yellow shots to increase the jackpot value for a multiball started at the center ramp. Then shoot blue shots for jackpots and loop the center ramp for super jackpots.
    • Jabba events – hit the drop target near the Sarlacc pit enough times outside of another mode to lower it. Then shoot the funnel to select a mode. Luke’s Gift – strict mode with timer, Jabba’s Palace – drop target mode with no limit on scoring until time runs out, Rancor – combo mode with no timer.
    • Vader modes – complete the bottom lanes enough times to light the left scoop for Vader mode when outside of another mode. Then shoot any lit shot to start a mode – hit the shot enough times to complete it with the left scoop increasing the multiplier between lit shots. For the rest of the ball a random purple shot will be lit for 2% of the completed Vader mode total.
  • During multiballs shoot the Sarlacc pit and collect 10 spins to light the action button add-a-ball. Progress made on characters through combos doubles (character insert lit) or triples (character inert flashing) jackpot progression.
    • Battle of Hoth – shoot “light lock” target then lock 3 balls at the Luke shot. Score jackpots at green shots and double jackpots at “light lock”. Super jackpot at Luke shot after four double jackpots or whenever multiball ends.
    • Death Star – lower the Death Star target then shoot the Death Star to lock 3 balls. Red shots score jackpots, after scoring 15 jackpots, shoot the Death Star to open it up and begin building the super jackpot with other shots before cashing it out at the open Death Star.
  • Start hyperspace loops after collecting enough TIE fighters at the right ramp. Loop the center ramp to increase the jackpot scored at the right ramp. TIE fighters also light extra ball.
  • Hit the pop bumpers to light a shot multiplier applied with the next shot made.
  • Light mystery by completing the bottom lanes.
  • Shoot the Stormtrooper target enough times to light stormtrooper hurry-up. Each one scored adds bonus X and increases the value of the next one.
  • Rip the spinners to light JEDI letters and eventually light ball save. Use the action button to activate it.

Skill Shots

Every shot is lit for a skill shot as soon as the ball is plunged. Hitting a shot within 5 unique switch hits scores a super skill shot worth 2x the normal value of 3M, but only one skill shot can be made per shot until all 11 are completed.

 

Try using the ball save opportunity at the start of each ball to aim for the “light lock” target and get early progress on advancing towards Battle of Hoth multiball.

Rebel Missions

Rebel missions are the “main modes” of Star Wars: Fall of the Empire. There are 24 total missions, 3 per character, that can be lit at all the major character shots by spelling FORCE at the targets. The first mission is easy to light but subsequent missions get tougher and tougher to light. During missions, shoot the blue shots to progress through the mission or the white shots to build the value for the next shot. Rapidly flashing blue shots score 2x.

Each character insert color corresponds to the difficulty and value of the next mode. Yellow = easy, green = medium, and blue = hard. If any character’s mode is completed, the next mode started at that character will be 2x its prior value.

The characters also give unique benefits to the modes started at their shots, allowing different features to build the shot value or progress through the mode easier:

  • Yoda: Spinners always build the shot value.
  • Luke: Luke VUK and Droids target are always available as mode shots and score 2x.
  • Droids: Slingshots move which shot is lit for 2x. Droids target always scores 2x.
  • Lando: All blue shots are worth 2x but hitting a slingshot or bumper will revert to 1x.
  • Han: Blue shots are on hurry-up timers that start at higher than their normal value.
  • Chewie: Sarlacc pit builds shot value. Center ramp always scores 2x if lit.
  • Leia: Luke VUK and center ramp are lit for build. Right ramp always scores 2x if lit.
  • Obi-Wan: Luke VUK and right orbit always score 2x if lit.

Falcon Features

Shoot the center ramp while the hyperdrive generator under the Falcon is lit to advance towards starting Falcon Features. For the first feature of a game the center ramp will light the generator, but for subsequent modes, the right ramp must be shot to light the generator first before shooting the center ramp to advance.

The Falcon features are played in a set order, with the first mode turning into a multiball that can be worth a substantial amount of points in the early game:

  • Lightspeed Escape / Lightspeed Multiball: Within 30 seconds, shoot yellow shots to increase the jackpot value for the multiball, or shoot the center ramp to start it. During the multiball, shoot blue shots to score jackpots and eventually light the center ramp for a repeatable super jackpot for 15 seconds. The super jackpot becomes more difficult to light every time it is scored.
  • That’s No Moon: Shots are lit in groups of three with the center shot always being worth 2x the value of either shot surrounding them. After three lit shots, the final lit shot of the mode will always be at the Death Star ramp.
  • Dogfight: Center ramp / right ramp combo mode. The center ramp starts the dogfight and lights the right ramp to destroy a TIE fighter for points. Chain as many combos as possible before time runs out, with quick right ramp combos scoring 2x.
  • Welcome to Cloud City: Make repeated shots to either the left or right orbit to increase the multiplier for their respective shots. After completing a looping session at either orbit, shoot the center ramp to score the built-up award.

Jabba Events

Shoot the drop target blocking the Sarlacc pit enough times to gain access to the whirlpool ramp. The next time the ramp is shot and the ball spins around there, the player will be prompted to select a mode with the action button, which changes with every spin in the whirlpool. There are three Jabba events to play through:

  • Luke’s Gift: Strict timer-based mode. Shoot the orange shots to help the droids reach Jabba’s palace. Eventually only one shot will be lit, with the Sarlacc pit whirlpool changing which shot is lit.
  • Jabba’s Palace: Mode with potential for unlimited scoring, great for multiball stacking. Shoot orange shots to raise the drop target for 2x the current shot value. The mode continues for as long as you can keep making drop target shots.
  • Rancor: Combo mode with no timer. Shoot the lit shots in this order to defeat the Rancor: Luke VUK, right orbit, right ramp, center ramp, center ramp, Luke VUK, Sarlacc pit. Combo shots increase the score for the next shot by +1x up to 3x.

Vader Modes

The return lanes cycle with the flippers and alternate between lighting dark side mystery or qualifying a Vader mode with the next shot to the left scoop while out of a mode. After shooting the lit scoop, a variety of shots will light to start a mode: these include the return lanes, bumpers, left scoop, orbits, Luke VUK, Death Star, Sarlacc pit, and stormtrooper target.

During each Vader mode, keep hitting the shot that started the mode to score points and light the left scoop to add +1x to the value for the next shot. Each mode is completed after three shots and all progress towards other game features are disabled during Vader modes.

After completing a Vader mode, for the rest of the ball, dark side scoring will be active. A random purple shot will move around with each shot made and score 2% of the value built up from completed Vader modes. The value is maintained across the entire game.

Multiballs

There are two main multiballs on Star Wars: Fall of the Empire. Multiball stacking is disabled, but if the player starts the “lightspeed escape” Falcon feature before collecting the third lock for Battle of Hoth multiball, the player will be able to play these two multiballs together. During any multiball, shoot the Sarlacc pit and collect 10 spins in the whirlpool to light the action button for add-a-ball.

Progression towards jackpots is made easier if the player collected combos before starting the multiball. The flashing or lit character inserts indicate that the next shot to their lane will score 2x or 3x the jackpot value and award 2 or 3 jackpots worth of progress.

 

  • Battle of Hoth: Shoot the “light lock” / Droids target to light the 3 locks at the Luke VUK (one shot lights all 3 locks for the first multiball, then each shot lights 1 lock, etc.) and lock 3 balls to start the multiball. Score jackpots at the flashing green shots to light the “light lock” target for a double jackpot & AT-AT letter. After spelling AT-AT with four double jackpots, shoot the Luke VUK to score the super jackpot and continue the multiball with four balls in play. The super jackpot is also lit on a 10-second timer when the player exits the multiball.
  • Death Star: Shoot the Death Star ramp once to lower the target and then shoot the lock behind it to lock 3 balls. The multiball starts by releasing the balls towards the flippers and lights all shots red to score jackpots, preventing the same shot from being made repeatedly. After scoring 15 jackpots, the Death Star will light to qualify the super jackpot for 30 seconds and add ball save time. Keep hitting red shots to increase the jackpot before shooting the Death Star to score the super jackpot and start victory laps.

TIE Fighter Ramps / Hyperspace Loops / Extra Balls

Every right ramp shot awards a TIE fighter, with 2x TIE fighter progress from center ramp – right ramp combos on Prem / LE models. Collecting enough TIE fighters either starts hyperspace loops (at 5, 15, or 45) or lights extra ball at either the Luke VUK or right ramp, changing with slingshot hits (at 10, 30, or 60).

During hyperspace loops, repeated shots to the center ramp will increase a jackpot that can be scored with a right ramp shot. The mode lasts 30 seconds and if time runs out, the jackpot opportunity is lost.

Hyperspace loops is generally ignorable but can be a good side mode if the player is currently in lightspeed multiball, as each center ramp shot will score a super jackpot and increase the value of the hyperspace jackpot.

Ion Cannons / Shot Multipliers

The bumpers are incredibly dangerous shots but qualify shot multipliers when enough hits to them have been made. Apply a shot multiplier to the next shot made by hitting enough bumpers and then shooting the shot you want to place it on. The progress of qualifying shot multipliers becomes tougher over the course of the game.

Great places to apply shot multipliers are the center ramp if lightspeed escape hasn’t been played yet or you want to score as many points as possible out of Rancor mode, the Luke VUK or droids target if Battle of Hoth hasn’t been played yet, or the Death Star ramp if you are close to starting that multiball.

Dark Side Mystery

The return lanes alternate between lighting Vader modes and lighting the mystery award at the left scoop. The two lane sets are separate, to prevent players from repeatedly shooting the center ramp to complete sets of return lanes.

Mystery will typically award 5M if it is scored during a multiball, but in single-ball play it can light the next set of rebel missions, advance falcon, advance any multiball (lighting or awarding locks), or make progress towards lighting shot multipliers.

Stormtrooper Hurry-Up / Bonus X

The hidden standup target near the right pop bumper collects Stormtroopers and eventually starts a hurry-up at that target to collect a value starting at 10M + 250k per return lane completion. Cashing out the hurry-up increases the multiplier for the next one on the same ball by +1x and increase the bonus multiplier. The first hurry-up requires 2 Stormtroopers to light and subsequent ones increase the requirement by 1.

Stormtrooper hurry-ups, despite running in the background a lot of the time, are worth cashing in quickly, especially during a long ball. End-of-ball bonus can also be sizable on this game and stormtrooper hurry-ups help pad this bonus out.

JEDI Ball Save

Every spin advances the JEDI letters on the top right of the display. Once JEDI is fully spelled, the outlanes will be lit for ball save, but the player must press the action button before the trough is registered to save the ball and keep playing. During multiball, the ball save happens automatically without needing to press the button.

On the Prem / LE this rule behaves quite differently. After collecting the J and E in JEDI, the player will have 2 charges of the magnet below the flippers to possibly save the ball, with the goal of sending it into the gap between the right outlane and the plunger. If JEDI is fully spelled, pressing the action button when an outlane drain is registered will grab and then fling the ball back into play, with 3 charges left if the player still needs them to save the ball.

Rip the spinners early and often to make sure that you can take advantage of these ball saves! Just be aware that JEDI cannot be advanced during any multiball mode.

Noah's Strats

  • Full plunge the ball at the start of the game, then try to live catch it on the left flipper and backhand the “light lock” target to start making progress on Battle of Hoth multiball. Alternatively, short plunge the ball, get control on the right flipper, and then shoot the Death Star target as this shot has severe drain risk.
  • Hit the right ramp or center ramp as your second shot to ensure you can start qualifying the first Falcon feature, lightspeed escape. I personally don’t like starting lightspeed escape until I have the third lock lit for battle of hoth, then shooting the third lock and using the multiball to increase the jackpot value before shooting the center ramp to start it. Remember: as soon as the center ramp is lit blue, prepare to start making repeated shots to it.
  • I like playing lower value rebel missions (ie. yellow) first before playing the more difficult ones. Generally, I ignore the Chewie missions as I don’t aim for the Sarlacc pit often but am very willing to play for Yoda, Luke, Leia, or Obi-Wan missions. Droids, Lando, and Han I will typically take if I have a low score on ball 3 and want to make up for lost scoring potential.
  • Rancor is my favorite of the three Jabba events due to being a set shot sequence with high scoring potential but weigh your options accordingly. Luke’s Gift I tend to find the least value in but Jabba’s Palace with a good multiball stack can be worth a lot as well. Give the ball a nudge to the left as the ball exits the Sarlacc pit to ensure you can catch it.
  • Above all else, make sure you’re hitting the orbits repeatedly and consistently to keep your ball saves lit. It is easy to loop pass or catch the ball out of either orbit feed, and off of the right orbit feed you can hit the right ramp on the fly from the left flipper as well.