Star Wars: Classic Collectibles

### Based on

The original *Star Wars* trilogy created by George Lucas; Kenner *Star Wars* action figures

### Achievement

"Dark Lord": Collect Darth Vader during Collector's Hurry-Up.

### Plunger mechanism

Manual plunger towards upper left flipper

### Number of multiball modes

2

***Classic Collectibles*** is one of the two Star Wars pinball tables originally released as an exclusive for *Star Wars Pinball VR*, later ported into the *Pinball FX* reboot in March 2022. Using the events of the original trilogy as a backdrop, the table challenges the player to collect Kenner's many action figures based on the series.

## Objective

The goal of *Classic Collectibles* is to collect 17 action figures, shown in the three slots above the lower flippers. Figures are qualified three at a time, and must be collected by winning **Collector's Hurry-Up**.

New sets of figures are added into the rotation in the following ways:

* Collecting most of the figures from *A New Hope* adds figures from *Empire Strikes Back* and lights the scoop for **extra ball**.
* Collecting most of the figures from *Empire Strikes Back* adds figures from *Return of the Jedi*.
* Completing the full set of action figures adds figures from *Rogue One* (created exclusively for this machine) and resets the figure collection.

### Qualifying figures

A new figure can be loaded into the slots by either shooting the left ramp or the side ramp. The left ramp will load or change a figure in the leftmost slot by default; shooting the right ramp will move the lit slot one to the right. Shooting the side ramp will give the player 10 seconds to use the flippers and launch button to determine which figures are loaded into the three slots. No duplicates of figures can be qualified - each slot must contain a unique figure.

Certain combinations of three action figures multiply the **Collector's Hurry-Up** value. Read more about the combinations in the "perks" subsection.

### Collector's Hurry-Up

Shooting the Death Star loop with a strong upper flipper shot that enters the top sinkhole will begin the Collector's Hurry-Up, launching the three figures out of their slots and onto the playfield. To collect the three figures, three shots must be made for a hurry-up value starting at 5 million points:

* Both of the reverse scoop shots, which must be changed with the launch button.
* The upper flipper Death Star sinkhole shot that was required to start the hurry-up.

The hurry-up timer can be frozen for 5 seconds by shooting the left ramp. The speed that the hurry-up decreases at can also be reduced by scoring **spinning combos** prior to starting the hurry-up.

A 10M bonus is scored for collecting all three figures, and each collected figure lights the **lock** at the back ramp. The base hurry-up value can be multiplied by qualifying certain sets of figures before starting the hurry-up. Each collected hurry-up value serves as the jackpot values during the two **multiball modes** and the final **wizard mode**.

The hurry-up value increases by 1M for each completed, full set of figures.

### Wizard mode

The wizard mode is qualified once the full set of action figures have been collected, and is started by locking 3 balls at the back ramp (the same process that was used to start **Play with Them Multiball**. At the start of the wizard mode, the hurry-ups are all added together to reveal the value of the mega jackpot, rewarded for collecting the entire set of action figures again during the wizard mode.

The figures during the final wizard mode are split into three factions: Jedi, collected at the left side of the reverse scoop; Sith, collected at the right side of the reverse scoop, and Imperial, collected at the Death Star sinkhole. The values of each faction jackpot are determined by the total hurry-up values collected for each faction.

With 40 seconds of unlimited ball save, which resets each time a faction jackpot has been collected, the player must collect all the action figures they collected again to score the mega jackpot and complete the set. For the next set, the player will be challenged to collect additional figures from *Rogue One*, and all subsets of figures will be available to collect from the very beginning instead of gradually.

## Side modes

* **Space Battle**: The player must make a 4-way combo (1M x length of the combo) at the right ramp and reverse scoop to start this hurry-up, toggling the exit paths of the ramp using the launch button to maintain the combo sequence. The shots required to complete the combo are indicated in front of the right ramp and all four inserts must be lit to start the hurry-up. The right ramp and reverse scoop are lit to send the ball looping around the reverse scoop for a hurry-up worth 10M at max value - each time the hurry-up is scored, the value increases by 10M to a max of 50M, and the timer can be frozen for 5 seconds by shooting the left ramp. Shooting the Death Star sinkhole at any time, after scoring at least one hurry-up, scores the "One in a Million" jackpot worth the total of all hurry-ups collected and lights the scoop for **extra ball**.
* **Hide the Falcon**: This mode is rarely awarded from **mystery** (on average, after every 5 shots to the mystery scoop). Both orbits will be lit to advance to the first checkpoint and score 1M x the number of seconds remaining, starting at 30 seconds. The player then must shoot the reverse scoop using the upper flipper to advance to checkpoint 2 for the same value that was scored for the first checkpoint. Checkpoint 3 is then scored at the mystery scoop for the same value, completing the mode and lighting the scoop for **extra ball**.

### Multiball modes

* **Duel Multiball**: Collecting pairs of figures from the Jedi and Sith factions qualifies the 2-ball Duel Multiball, which can be started by shooting the captive ball followed by quickly shooting a loop - the timer for the loop shot decreases each time Duel Multiball is started. The jackpot values (and figures) can be selected via the flipper buttons and launch button. The left orbit scores the Sith figure's hurry-up value as a Dark Jackpot, while the right orbit scores the Jedi figure's hurry-up value as a Light Jackpot. Super Jackpots worth the combined value of both jackpots and releasing the locked ball can be scored by making a shot to both orbits within a 20-second time limit, increased by 5 seconds for each shot to the reverse scoop or right ramp before the ball has been locked.
* **Play with Them Multiball**: Every figure collected through **Collector's Hurry-Up** lights a lock at the back ramp. Once all three balls are locked, Play with Them Multiball will begin using the figures that were collected at the time the player scored their locks, where jackpots worth the hurry-up values can be collected at the same shots that were used to collect the figures and locks a ball for 20 seconds (+5 seconds per shot through the reverse scoop or right ramp). Making all three jackpot shots before time runs out scores a bonus collector's jackpot worth the total of all three jackpots, and releases the balls.

## Perks

* **Skill Shot**: Plunge the ball such that it lands into the center exit out of the right ramp to score a skill shot for 500k, then shoot the side ramp with the upper flipper to score a super skill shot for 1M + 1M per super skill shot collected this ball. Skill shot opportunities are provided at the start of each new ball, after a ball has been **locked**, and at the start of **Duel Multiball**.
* **Magna-Save**: Shooting the two magna-save standup targets qualifies magna-save at both outlanes for 30 seconds. The timer resets each time the targets are completed.
* **Bonus Multiplier**: Rolling through either return lane lights the opposing orbit to advance the bonus multiplier by +1x, to no known limit. Bonus X can be held through a rare **mystery award**.
* **Spinning Combos**: Shots to the left ramp and right ramp that feed their corresponding flippers score spinning combos worth 10k x the length of the combo. Collecting a 5-way spinning combo reduces the time it takes for the next **Collector's Hurry-Up** value to count down.
* **Figure Combinations**: Qualifying certain combinations of figures before shooting the Death Star loop to start the **Collector's Hurry-Up** multiplies the hurry-up value. These combinations are:
	+ Leia - C-3P0 - R2-D2 - 2x
	+ Jawa - Tusken Raider - Obi-Wan - 2x
	+ Luke - R2-D2 - Yoda - 3x
	+ Han - Vader - Boba Fett - 3x
	+ Han - Chewie - Lando - 3x
	+ Luke - Vader - Palpatine - 4x
* **Mystery**: Shooting the saucer above the upper left flipper scores a mystery award - which can be any of the following:
	+ **Hide the Falcon**
	+ Super jets (10M for starting, bumper hits score 10k, hit 50 bumpers for 10M bonus)
	+ Points (between 10k to 50k)
	+ **Magna-Save** activated (for 30 seconds)
	+ +1x to 3x **bonus X**
	+ Light **extra ball** (rare)
	+ Light **special** (rare)
* **Extra Ball**: 5 extra balls can be lit per game at the scoop by:
	+ Collecting enough figures from *A New Hope* the first time
	+ Winning **Space Battle**
	+ Winning **Hide the Falcon**
	+ Rare **mystery award**
* **Special**: Special can be lit at either outlane for big points off of a very rare **mystery award**. The slingshots toggle the location of the lit special.

## Tips

* Remember how to increase and maintain the jackpots! Determining which figure combinations to collect and when can result in massive points during the multiball modes and the wizard mode, and increasing their timers by making spinning combos can also be helpful.
* Duel Multiball can be very lucrative with high jackpot values, and is relatively easy to start if you can collect a figure for both the light and dark sides. Just be sure to make the most out of each Duel Multiball, as subsequent activations are quite difficult; and be sure not to nudge while a ball is locked, as this automatically releases the locked ball.
* Some players might find value in playing Hide the Falcon repeatedly, as the scoop feed is fairly controllable and the mode averages around 50M if the shots are made quickly enough.

## Easter Eggs

* The machine takes heavy inspiration from Data East's 1992 *Star Wars* pinball machine. Both games' art packages feature a heavy comic-book influence.