Star Wars Episode I pinball machine is a 1999 game released by Williams and the second (and last) machine to use the Pinball 2000 hardware platform. It is based in the Star Wars film The Phantom Menace.
It is the last game manufactured by WMS industries (Williams and Bally labels) before the announcement to close their doors on October 25, 1999. The jet bumper rule of the 1.4 software reminds players of that date. (The number of points for spelling Jar Jar is 19,992,510; This is the date 25-10-1999, the same day WMS announced the closing of their pinball branch).
The goal of the game is to become a Jedi Spirit. To reach the Spirit level one must battle through Youth, Knight, and Master levels, fighting Darth Maul in a light saber battle at each level. To get to the duel one 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 included modes are:
- Ground Battle
- Sub Escape
- Hangar Escape
- Jar Jar Juggling
- Space Battle
- Sith Droids
- R2-D2 Astrodroid
- Queens Game
- Jedi Musical Chairs
- Wattos Chance
- Destroyer Droids
- Gungan Battle
Multiball is started by putting a ball into each of the saucers (Mos Espa Market and Wattos Junk Shop). If more than one player is playing it is possible to steal the other players multi-ball prep work. It’s also possible to shoot the active ball into a saucered ball so both come flying back. Useful in a multiplayer game, less so in a single player (and counter-productive if it happens during a Jedi Battle).
When multiball is started, the center target lights up for a 1,000,000 jackpot. If 2 (or 3 if the ball saver is still running) balls drain without making the first jackpot one will be offered the opportunity to restart the multiball by shooting either saucer. Note that the restarted multiball is only two balls, but allows to hit the skill shot again.
The pattern for 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.
After one has lost two of the three balls in play, the multiball ends and the saucers go dark. To relight the saucers one needs 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, one first needs to hit either the Junk Shop or the Market once first.
Multiball, Playfield Magnet(s), Captive/Messenger Ball(s), Ramp(s), Voice, Drop Targets
All of our refurbished pinball machines go through our extensive refurbishing process.