Star Wars: Boba Fett

> "I deliver. Once I've caught my prey, nothing stops me from bringing it in. Nothing. If I take on the job, I complete it. And everyone in the galaxy knows that."
>
> - Boba Fett

## Star Wars: Boba Fett

### Based on

Boba Fett
created by George Lucas

### Achievement

"Imperial Mercenary" - Complete all three unique Empire missions in a single game.

### Plunger mechanism

Straight into sinkholes, with a mid-way diverter to the right flipper

### Wizard mode type

Final two-part mission and victory multiball

### Number of multiball modes

2

***Star Wars: Boba Fett*** is one of the first three *Star Wars* pinball tables released in 2013 and available for *Zen Pinball 2*, *Pinball FX 2* and *Pinball FX 3*. It is based on the adventures of the infamous bounty hunter Boba Fett, whom the Galactic Empire once paid to pursue fleeing rebels in *Star Wars: Episode V - The Empire Strikes Back*.

## Bounties

Instead of having traditional mode-based rules, the goal of *Boba Fett* is to complete bounties. The player can choose between two different sets of bounties, and must complete the 100 million bounty for either set to get a chance at the **wizard mode**, where Boba Fett captures the crew of the *Millennium Falcon* at Bespin and escapes the Sarlacc. Completed bounties can be replayed for extra points and chances to lock balls for **Mandalorian Multiball**.

### Starting Bounties

There are two different sets of bounties available: Empire bounties, and Jabba bounties. Empire bounties are started by shooting the empire loop to spell EMPIRE; while Jabba bounties are started by hitting the captive ball with a strong shot, then shooting the sinkhole behind it to spell HUTTS. (*The minimum number of shots required to start a bounty is 3, while the maximum is 7; depending on how much time the player takes between making shots, fewer letters will be collected and more shots will have to be made.*)

At the start of the game, the first five letters of Boba Fett's name are lit. To collect the last three letters and qualify the wizard mode, the player must complete any combination of either side's three unique bounties. (*For example, completing the first unique Empire bounty means that progress cannot be gained for beating the first unique Jabba bounty, although the payload and lock will still be awarded.*) After the wizard mode has been won, the player will have to collect the first five letters through completing a combination of the five initial bounties; these can also be played at any time, though they won't collect letters if they are already lit.

Letters in Boba Fett's name are also referred to as **respect levels**, and +2 Respect Level can be collected from a late-game **Wild Space** award.

### Collecting the Payload

After each mission has been finished successfully, 5 million points will be scored and the player will be able to lock the ball. Shooting the left orbit after finishing a mission lowers Boba Fett’s ship, the *Slave I*, for a ball lock directly up the center of the ship. Making this lock will score the payload value (from 10 to 100 million depending on the bounty), lock a ball for **Mandalorian Multiball**, and feed the plunger for another skill shot. If a quick lock is lit from the **sharpshooter award**, this payload value won’t be scored. Draining while the *Slave I* is lowered forfeits the chance at scoring a lock and the payload value.

### Initial Bounties

The first five bounties for each set have payloads ranging from 10 to 50 million points, and score between 1 to 5 letters in Boba Fett's name - meaning the player has a choice of which bounties they want to play. All initial bounties are the same in structure: shooting enough lit target lanes for 1 million points each before time expires, with each lane resetting the timer.

The difficulty of each bounty determines the timer, the physics, how many shots are lit, and the number of lane shots required to win the bounty. The fourth and fifth bounties will reset progress if a shot is made to an already lit lane; repeating the shot in this case scores 100,000 points less than the previous value and won't reset the timer.

During the initial bounties, **homing missiles** are available if the player has them in stock. Pressing the launch button during an initial bounty spots the farthest shot to the left of the playfield that hasn't been collected. The area the missile reaches will force the game to shake and can potentially lead to an unwanted drain. Homing missiles are disabled during the three unique bounties for both sides.

### Unique Bounties

* **60 Million Bounty**: After the first five letters in Boba Fett's name have been collected, the player unlocks and must complete the first unique bounty.
	+ *Empire* - **Unmask the Rebel Spy**: Find the Rebel spy by shooting the empire loop within 15 seconds. In a cutscene, the spy will force Boba Fett to battle him without his weapons, but Fett always comes prepared. Attack the spy by shooting the right ramp within 15 seconds, followed by a shot to the left ramp within 8 seconds. Boba Fett's health decreases by 1/3 each time the player fails to shoot the right ramp in time. To defeat the spy and win the bounty, the player must complete the right ramp - left ramp sequence five times.
	+ *Jabba* - **Steal Imperial Data**: A Stormtrooper guards the vast data collection of the Empire. Shoot the ball up the empire loop within 15 seconds to start a video mode. The player must shoot a tranquilizer dart at the Stormtrooper on the DMD display in the neck, using the launch button to move the camera upwards, the left flipper button to zoom in, and the right flipper button to fire. If the player misses, the timer will reset and they will have to shoot the empire loop again for another chance. After winning the video mode, all major shots will light to steal the Imperial data in a repeat of the fifth bounty's rules; the player must collect them all to win the bounty, preferably without repeating a shot they already made.
* **80 Million Bounty**: These bounties are unlocked after winning either 60 million bounty.
	+ *Empire* - **Sabotage the Facility**: Using flamethrowers, ignite two barrels in 40 seconds to destroy a Rebel facility. To ignite either barrel, the player must shoot either orbit to activate their corresponding reverse scoops, then shoot the reverse scoop to ignite the barrel; within 20 seconds, the player then must shoot the other orbit twice followed by its reverse scoop to ignite the other barrel. 10 seconds can be added to this timer by shooting a reverse scoop that has already been made. The massive explosion after this bounty ends can be dangerous - hold a ball on either flipper to avoid it!
	+ *Jabba* - **Retake Seized Goods**: Boba must use his *Slave I* to seize the Hutts' valuables from an Imperial fleet. This bounty is played out entirely as a video mode, where the player uses the flipper buttons to move the *Slave I* up and down as it travels through space and presses the launch button to fire at TIE fighters. The ship's movement has a bit of drag to it, so the player must be cautious and avoid the TIE Fighters if they can't shoot them. To win the bounty, the player must destroy 10 TIE Fighters before their ship is hit 5 times.
* **100 Million Bounty**: The final set of bounties to unlock. After completing either of these, the player will be locked out of completing further bounties until after the **wizard mode** ends.
	+ *Empire* - **Retrieve the Artifact**: Darth Vader asks Boba Fett to retrieve an ancient Sith artifact and wants no one to live to know about it. But Fett, true to form, double-crosses Vader and is forced into a dangerous, difficult confrontation. The player must shoot four randomly lit lanes within 40 seconds, then shoot the empire loop to acquire the artifact. Vader will then attack Fett out of anger for disobeying his orders, and the player must help Fett fend off Vader by dropping the ball into the Sarlacc pit several times with weak shots up the Empire loop or the center mini-orbit. If the player takes more than 30 seconds to shoot the pit, Vader will attack Fett, reducing his health bar by 1/3. Shots to either orbit that go all the way past the pit will reset the timer. Just before the final Sarlacc pit shot, Vader will use the Force to choke Fett, slowly reducing his remaining health until the end of the mission.
	+ *Jabba* - **Bodyguard**: Jabba contracts Fett to protect him from assassins. This bounty is generally far easier than the Empire equivalent, but can be very dangerous if the player isn't paying attention to how the rocket launcher affects the ball. To win the bounty, the player must shoot the left orbit and have Fett redirect the ball with the rocket launcher a total of four times in 40 seconds; the stronger the shot, the faster Fett returns it.

### Wizard mode

After the 100 million bounty has been won and Boba Fett's name is fully lit, the three-part **wizard mode** will be available to start by starting a bounty for the Empire or the Hutts as usual. Draining the ball during either single-ball phase will reset all progress that has been made through the bounties.

* **Hunt for Solo**: The Empire and the Hutts have one enemy in common: the Rebel smuggler Han Solo, captain of the evasive *Millennium Falcon*. The player must rapidly shoot a total of 10 lit lanes for 1 million points each to get the *Slave I* to catch up with Han's ship, then shoot either the the captive ball sinkhole (*Empire*) or the empire loop (*Jabba*) within 10 seconds each to capture Han. A successful completion of this phase awards a bonus starting at 5 million points, based on the total value of all previous **Easy Bounties** that have been collected, and allows the player 10 seconds to double the bounty by shooting the empire loop (*Empire*) or the captive ball sinkhole (*Jabba*). If time expires or the successful shots are made without losing the ball, the second phase of the wizard mode starts.
* **Escape from the Sarlacc**: Boba Fett is caught at the last second by the super-predatory Sarlacc. The points scored for each shot during this phase start at 1 million points, increasing by 100,000 points each time the player hit the Sarlacc tentacle before activating the phase; and each shot has a 30 second timer that only resets once the player makes a shot. To help Boba Fett, the player must first free him from the tentacles by hitting them with three shots to the empire loop; once the tentacle has been severed enough, the player must make six shots directly into the Sarlacc pit with the help of the tentacle at the empire loop. To finish the job for good, the player must shoot the ball *directly* into the Sarlacc pit without any help from the tentacle. If everything works out, Fett might just defeat the Sarlacc…
* **Triumph of the Mandalorian**: Boba Fett emerges triumphant from his battle with the Sarlacc, and a 5-ball victory multiball begins as the balls are released from the Sarlacc pit towards the flippers. All lit shots during this mode score jackpots worth 1 million + 1 million per **rival** defeated; the jackpot value maxes out at 6 million points. Once the player drains down to a single ball, the wizard mode ends and the player must complete Boba Fett's name again - this time in its entirety - for another chance at the wizard mode.

## Side modes

### Wild Space & Battle of Kamino

**Wild Space** is an 8-wave sequence of awards that can be collected at any time during normal play. even if hurry-ups are active. To qualify each award, the player must make four shots to either orbit. There are two awards listed for the first seven waves; the first award can be collected at the left orbit, while the second award can be collected at the right orbit. The award for the eighth wave will always be **Battle of Kamino**.

After completing a set of awards, the player will advance to the next set. Once the player completes set 3, they will cycle back to the first set.

**Battle of Kamino** is a unique 60-second, 4-ball multiball where the player has to kill 10 anti-troopers by shoot the "clone" balls into any sinkhole (Sarlacc pit, captive ball sinkhole, or thruster sinkholes). Every sinkhole shot scores 1 million points and defeats an anti-trooper, but if the player drains, another clone will spawn and they will have to make another sinkhole shot. Each sinkhole shot extends the timer by 10 seconds as well. Once the player makes the final shot, a timer bonus will be scored worth 500,000 x the number of seconds remaining, and the player will start the next set of Wild Space awards.

### Hurry-up modes

* **Rapid Fire**: Completing EE-3 at the bumper rollovers, which cycle with the flippers, begins a 60-second timed side mode. Here, the player must shoot the reverse scoops for points starting at 100,000 and increasing by 100,000 for each bumper hit during the mode. Making five shots during the mode will qualify **Rapid Shots** at the thruster loop after the mode is finished, as described below.
* **Rapid Shots**: Fett can put his sharpshooter skills to the test by entering the left plunger when the "Rapid Shots" insert is flashing, either by qualifying **Max Thrust** or by holding and releasing the upper left flipper. Plunging the ball from the left plunger with enough strength to squeeze between the two sinkholes and fall into the right plunger will start a 30-second timed mode, where unlimited skill shots can be collected until time runs out. Each skill shot increases the value of all skill shots for the rest of the game by 200,000 + 100,000 per skill shot. Once the timer expires, the ball will be ejected out of the lane near the bottom of the right plunger.
* **Max Thrust**: 5 shots to the thruster loop will qualify Max Thrust, and further shots will increase the value for the sinkhole shots during the first part of the mode by 500,000 points each; the ball will be sent to the left plunger the next time the ball drains in the left outlane, or by holding and releasing the upper left flipper after shooting the thruster loop. The player must then determine the correct amount of plunger force to shoot each of the two sinkholes behind the rival mini target bank, followed by the space between them to start the mode. This is a lucrative, 30-second timed hurry-up mode where all four combo shots are active, pausing the mode timer, scoring points, and contributing to **bonus multipliers** as usual.
* **Missile Hurry-Up**: Shooting both the left and right ramp three times, without falling into the gap behind the right ramp, starts a 30-second hurry-up mode where the player has a chance to collect two **homing missiles** that can be used during the initial bounties. Both ramps must be made another 3 times to score points starting at 300,000 increasing by 300,000 for each shot. Each ramp adds a few seconds more to the timer, and completing either ramp rewards a missile.
* **Rivals Hurry-Up**: If the player spells RIVALS on the six targets throughout the table, the thruster loop will light for a hurry-up value starting at 1 million points and decreasing to 100,000. After locking in the value, the player must repeatedly shoot the plunger lane from the upper flipper to multiply the hurry-up value and win the mode. Each time Rivals Hurry-Up is won, the jackpot values during **Triumph of the Mandalorian** increase, the rewards for winning this side mode are multiplied by +1x for the rest of the game, and one rival is counted towards lighting an **extra ball**.

### Mandalorian Multiball

Locking 3 balls into the *Slave I* by completing **bounties** or collecting *quick locks* will begin a 3-ball multiball; this Multiball can also be started as a 2-ball quick multiball off of the first set of **Wild Space** awards. The four main ramps and orbits light to score jackpots starting at 1 million, increasing by 10,000 with each center spinner hit; shooting all four jackpots lights a super jackpot worth 2x at the sinkhole behind the see-saw captive ball. Collecting the super jackpot will relight all the jackpots again, and light the plunger lane between the two sinkholes for a double super jackpot which adds an additional ball into play (up to 4 balls in total). This mode continues until all but one ball is lost, but at the end of the mode, the jackpots that hadn’t been collected when the balls drained will remain lit for 10 seconds. If the double super jackpot is collected during this period, multiball will restart with 2 balls in play.

## Perks

* **Skill Shot & Sharpshooter Award**: The goal of the skill shot is to determine the correct amount of plunger force to plunge up to one of three lit rollovers along the plunger shaft without landing in the sinkhole at the end; doing so correctly will score 200,000 points and drop the ball into a sinkhole next to the plunger where the player can play a mini-game to win a Sharpshooter Award from a roulette of various perks. Boba Fett will take aim at the scoring display with his blaster rifle, which displays the roulette, and the player holds the launch button to accelerate the roulette and qualify more valuable perks, then releases it to shoot when the desired reward is within his sights. Possible rewards, outside of various small point values, are:
	+ 1 million points
	+ Starting a **bounty** for either faction
	+ Quick lock (lowers the *Slave I* to instantly lock the next ball for **Mandalorian Multiball**)
	+ **Rivals Hurry-Up**
	+ Activating **Whip Save**
	+ 1 to 3 **homing missiles**
	+ Collecting the current **Easy Bounty** value
	+ Hold **bonus multipliers**
	+ Light **extra ball**
* **Ball Saver**: At the start of each ball and multiball, a 30-second ball saver will activate. A short, free ball saver activates if the player sends the ball into the right outlane from the upper left flipper, or if they complete WHIP by draining down either outlane.
* **Whip Save**: Among Fett's most resourceful gadgets is a magnetic grappling hook that can snare fleeing targets. If the player spells WHIP on the return lanes, whose lit positions cycle with flipper operation, the Whip Save will be activated for 25 seconds (or 35 seconds more if the player earned the Longer Whip Save from Wild Space rewards). Within that timeframe, if the ball drains and Boba Fett is not busy doing something else, he will use his grapple to snare the ball and bring it back into play. The Whip Save is not stackable and expires once it is used, or when time runs out.
* **Bonus Multiplier**: The bonus multiplier is tied to the longest combo made in the game so far; the two orbits and ramps are eligible for combos, and the orbits can be shot for combos twice each. Once all combo inserts have been collected, they will relight for collection again. The bonus multiplier is only good for the current ball, unless they have been held from **Wild Space** or **sharpshooter awards**.
* **Homing Missiles**: Fett is able to fire deadly homing missiles from his jetpack and wrists to eliminate fleeing targets. The player starts with one homing missile, and can earn 1-3 from certain **sharpshooter awards**, 1-5 from certain **Wild Space** awards, or 2 from completing a **missile hurry-up**.
* **Easy Bounty**: Shots to the spinner increase the easy bounty value, which starts at 1 million, by 10,000 points per spin; select **Wild Space** awards can also add 10 million to the easy bounty value. The easy bounty is collected by shooting all of the major lanes marked with a “job” insert during normal play (or by collecting it as a **sharpshooter award**); if the ball falls into the Sarlacc pit with an incomplete spinner shot, the easy bounty will reset to 1 million and all lanes will have their progress reset. Each easy bounty is added to the reward for beating the first phase of the **wizard mode**.
* **Extra Balls**: Extra balls are collected at the hole in the back of the game that is also used to lower the *Slave I*. They can be lit from a late game **Wild Space** award, by defeating three **rivals**, or from a particularly rare **sharpshooter award**.

## Tips

* You can get to the wizard mode easily if you are strategic in how you approach the missions. Keep the Whip Save active at all times, and earn some homing missiles to make the initial bounties easier to complete. Repeatedly playing the fifth initial bounty is also a quick, reliable way to score points as long as the player has a constant supply of missiles.
* This table has multiple award systems that you should capitalize on; the Sharpshooter Award is available at the start of each ball and after each lock, and shots up the orbits will qualify Wild Space awards - mediocre awards early on, but the third set can be very worthwhile. To guarantee big awards off the sharpshooter award, hold the plunger at maximum strength then quickly bring it to a weaker strength - this will make the more lucrative awards scroll by slower.
* Only use the homing missiles if you know for sure that the ball is under control. Whip Save is disabled when Boba Fett uses his homing missiles, meaning that a missile could send an out-of-control ball down either outlane.

## Changes

* In the original *Pinball FX2* and *Pinball FX3* releases of the table, Boba Fett had to be spelled in its entirety at the start of the game. This was changed in the *Pinball FX* reboot to make it easier to access the unique bounties.

## External links

* Official table trailer
* Table walkthrough by ShoryukenToTheChin
* Official table soundtrack on Bandcamp (tracks 1 - 8)