Star Wars: Might of the First Order

> "Together, we will destroy the Resistance and the last Jedi."
>
> - Kylo Ren

### Skill shot type

Plunger strength (regular and super), flipper-assisted (double super and secret)

### Number of flippers

5 (3 on main playfield, 2 on mini-playfield)

### Number of multiball modes

2 (both mandatory)

***Star Wars: Might of the First Order*** is a pinball table inspired by the seventh *Star Wars* installment, *The Force Awakens,* as one of a multitude of *Star Wars* Zen Pinball tables available for *Zen Pinball 2*, *Pinball FX 2* and *Pinball FX 3*. This table is one of two tables in the *The Force Awakens* pack and depicts the rise and military might of the First Order, a military group that seeks to destroy Resistance members.

## Table overview

### The upper half of the table

A large table orbit wraps around all the major table lanes. Behind its apex is a rotating hologram of the *Finalizer*, a major First Order star destroyer, projected by a thin, long magnetic crane that swings and rotates. Its magnetic arm can capture the ball while it is in the orbit and drop it into a ball locker on a First Order TIE fighter launching ramp. The inner wall of the orbit's apex opens to one of two bumper areas. Balls that enter this area exit right down one of two lanes described later. Above the left orbit is the rising, winding hairpin path of the crossramp, which leads into an undulating left exit habitrail down to the left inlane. Beside the back bumper area's leftmost bumper is a sinkhole that catches on fire at certain times, and ejects balls out the center sinkhole.

The left orbit is gated by another bumper area with a platform with a figure of a First Order flametrooper standing on it, with the crossramp exit habitrail running just above it. En route to the back of the table, the right orbit intersects with the lane directly to the left of it. It makes a tight, small, rising loop behind the right orbit that travels straight along the back table wall to a saucer behind the magnetic crane, where it can be captured by it. This is the spiral ramp. Behind the crossramp's entrance is the abovementioned TIE fighter launching ramp that serves as a ball locker, slanting towards the right side of the table, with a cube-like roto-target at its base that can be hit with cross-shots via the upper right flipper. Between the crossramp entrance and the roto-target is a flamethrower priming target.

A sinkhole for mystery awards is placed in front of the frontmost bumper in the rear bumper area. There is one short lane to the right of that front bumper that leads to a saucer, gated by a spinner. The space to the left of it is one of two possible exits out of the rear bumper area. The saucer catches the ball and diverts it down a short passageway that drops it down the entrance of the abovementioned destroyer ramp. Between this central saucer lane and the spiral ramp is the rising entrance of a ramp dedicated to Captain Phasma, a major figure of the First Order's armies, that tightly loops left into a right exit habitrail lane leading to the right inlane, which can also be diverted to a cannon toy. The two corners of the entrance to this right ramp each have a target. An upper right flipper is installed between the spiral ramp entrance and the right orbit, used to strike the cuboid roto-target and the crossramp.

### The lower half of the table and lower mini-playfield

While the left orbit's entrance cuts through the left bumper area, there is a space between the rear and left bumpers that leads down a special exit lane that crosses the left return lanes, passing through a gate that separates the left outlane with the left inlane to feed the ball to the left flipper. On the other side of the table is a mini target bank of twin targets used to activate the right kickback. Behind it is a magnetic saucer placed inside a turret that turns to aim at a right-facing target bank to the right of the frontmost bumper of the left bumper area that is used to advance the bonus multiplier. This cannon toy is accessed from the right exit habitrail. It pivots automatically and fires the ball at the targets when the launch button is pressed; if a ball lands in the cannon when one isn't supposed to be there, the cannon will automatically fire at the roto-target.

To the right of the right bumper is another flamethrower primer target. In front of that same bumper is a sinkhole that directly feeds the ball to a lower playfield. The back wall of the lower playfield is a bank of 3 standup targets and 3 drop targets, with each drop target being able to collapse so that a captive ball can take their place. The entry sinkhole can divert the ball either behind the target bank to be captured, or feed it to the left flipper. There are mechanisms behind these target banks designed such that when a ball diverted into the former is struck by a ball that enters the latter, it will move behind and replace an adjacent target, while a target will rise back up at its former position.

The curved, front end of the mini-playfield has an outhole guarded by two smaller flippers used to strike the targets. Outside on the main playfield, there are four return lanes, with the inlanes each having a lamp of a First Order stormtrooper helmet. There are also two rebounds and two main flippers. Each of the two outlanes is guarded by a diverting kickback representing the blast doors of a First Order star destroyer, which are not unlike the ones the Galactic Empire, their predecessor, used. The aprons are reminiscent of the deck floor of a hanger of the star destroyer; figures of a riot First Order stormtrooper and Resistance pilot Poe Dameron may occupy this area.

### The plunger

The plunger is a spring-loaded mechanism that launches the ball up a straight shaft that merges into the right orbit. The strength of the plunger is gauged by the altitude of a small model First Order TIE fighter. A figure of Captain Phasma stands on a small platform over the shaft.

The goal of the skill shot is to plunge with enough strength to land the ball into a flaming sinkhole to the left of the rear bumper area, for a flat 500,000 point reward and a tractor beam activation. A super skill shot worth 3 million points, increasing by 1 million for each super skill shot made on the current ball, is also possible by plunging with enough strength to land the ball behind the tractor beam crane so that it can be captured with the launch button; this opens an opportunity to perform a double super skill shot for a base of 6 million points by shooting the crossramp once the crane grabs the ball and drops it down the entrance of the spiral ramp.

It is possible to execute a secret skill shot by performing this same move without using the crane, which involves determining the correct amount of plunger force to shoot the ball up the right orbit, before dropping down the spiral ramp entrance to reach the upper right flipper. A successful secret skill shot gives the player 8 seconds to choose a reward, which alternates between small points and giving the player credit for any of the eight objectives that haven't been completed.

## Objective and missions

The goal of this table is to help the First Order begin their attack on the Resistance through nine objectives - two Multiball modes, six single-ball modes, and one timed scoring feature. Each objective has its own unique activation method, and single-ball modes must be completed successfully without losing the ball to progress towards the wizard mode, **Rule the Universe**. Successfully completed single-ball modes increase in value each time they are completed, and can be repeated for increased wizard mode rewards (*except for **Capture Poe***, *which can only be started once per wizard mode run*).

All timed missions can be started at any time during single-ball play, and if a Multiball mode is brought into a timed mission, the mission timer will freeze until Multiball play has ended. The one exception to the former rule is **Prisoner Escaped**, as it can only be started after **Capture Poe** has been played and will take priority over that mission for the rest of the current wizard mode run. (*The only mission to not have its timer freeze during Multiball is **Ability Test*** *due to a glitch in the code*.)

The following single-ball modes must be completed to start the wizard mode:

* **Phasma Hurry-Up**: A prominent commander in the First Order, Phasma is determined to make her troops relentless in their goal of destroying the Resistance. This mission starts when PHASMA is spelled with six shots to her ramp, to the left of the destroyer ramp. The Phasma ramp will light once more to score a hurry-up value of 2 million points decreasing to 0 points; once the player makes the ramp shot, they must then use the launch button to strike a lit bonus multiplier target with the rotating cannon toy for 5x the value. The player has only one shot at the targets; the mission fails if the hurry-up value shrinks to zero or the player misses the lit multiplier target when the ball goes to the cannon. The value of the hurry-up increases by 1 million points each time the mission is played.
* **Capture Poe**: The First Order arrives on Jakku with plans to capture Resistance members, and leaves with Poe Dameron captured against his will. This mission can only be started as a pseudo-random award from the mystery sinkhole, being awarded once every five shots to the sinkhole if it hasn't been played yet. Once it begins, the player must make six repeated shots to the same sinkhole, three to get the First Order to the planet and three to defeat Poe and capture him. The first three shots grab whatever remains of a score reward starting at 5 million points, shots 4 and 5 score the most recently collected value again, and the sixth shot finishes the mission and scores all hurry-up values again. The mission fails if the score pool shrinks to zero or if time runs out during the second phase. Each time the mission is completed, the hurry-up value will increase by 500,000 points. (*A checkpoint will be established after the mission's halfway point, meaning that failing the second phase of the mission will not require the player to repeat the first phase on the next attempt of this mission.*)
* **Prisoner Escaped**: Poe Dameron is able to escape thanks to a reluctant Stormtrooper codenamed FN-2187, which he dubs "Finn". After the player completes the **Capture Poe** mission, the player must make 20 hits to the bumpers in the rear bumper area or the left orbit bumper area to start this mission, which involves hitting those same bumpers 20 times within 60 seconds. Each bumper hit is worth 100,000 points at base value, and shots to either orbit will be automatically caught by the crane magnet and sent into the rear bumper area. Finishing the mission awards a 10 million point bonus. Each time the mission is completed, the bumper hits required to start the mission will increase by 10 and the value of the bumper hits and bonus during the mission will increase by their initial values.
* **Ability Test**: The Stormtroopers of the First Order receive special training to become more effective than Imperial forces. This mission starts with five shots up the crossramp to spell DRILL. The player must shoot a series of randomly lit lanes (either the left orbit, right ramp, spiral ramp, center sinkhole, or right orbit) for base hurry-up values of 2, 3, 4, 5, and 6 million, with the last shot always being the crossramp for double the value of the fifth shot. Every time the mission is completed successfully, the value of each shot will increase by 1 million points (meaning the final shot will be worth a minimum of 14 million on the second attempt).
* **Turbo Laser**: The First Order's star destroyers are equipped with powerful, rapid-fire turbolasers. This mission starts with five full shots up the destroyer ramp to the left of the right orbit. The fifth shot will hold the ball in place for a video mode where the player must control the crane and its hologram of the *Finalizer* and line it up with a shape by rotating it with the flipper buttons so that it can fend off a squadron of Resistance X-Wing fighters. One successful shot clears this mission for 5 million, increasing by 1 million each time this mission is completed.
* **Troops**: The First Order is determined to build a powerful army to conquer the galaxy. This mission begins by shooting either orbit six times total to collect all six members of a First Order troop. A hurry-up countdown starting from 3 million points then begins to count down, and the player must shoot either orbit to activate magnets that trap the ball and score the value. Finally, the player must hit the now-moving captive ball within 10 seconds to complete the mission successfully and score 10x the hurry-up value. Only one hit to the captive ball is needed to get credit for finishing the mission, but the base value of the hurry-up increases further each time the magnetized captive ball is hit and it only ends once you drain down to one ball.
* **White-Hot Ball**: The First Order has flametroopers in its ranks that can set nearby areas on fire. This scoring feature doesn’t have any competition criteria besides not draining for the amount of time White Hot Ball is active. Prime the weapons by hitting the flamethrower targets on the right of the right bumper in the left bumper area and the right corner of the crossramp's entrance, then shooting the crossramp to fire the flamethrower. All scoring will be doubled for 30 seconds. Hitting the crossramp again while White Hot Ball is active will award a bonus with a base value of 3,100,000, increasing by 100,000 points each time this bonus is collected, and reset the timer.
* **Pushing the Frontiers**: The First Order is determined to conquer the frontiers of space. The rules for this multiball are described in the **Multiball** section; the objective will be completed as soon as you start the mode.
* **Crushing the Resistance**: The First Order seeks to replicate and exceed the cruelty of the Galactic Empire. The rules for this multiball are described in the **Multiball** section; the objective will be completed as soon as you start the mode.

Once all nine missions are completed, the wizard mode, **Rule the Universe**, will be available to start at the crossramp. This is a 4-ball victory multiball, depicting the First Order finally unleashing the power of Starkiller Base. The number of successful completions of missions (*which will be at least 9 without any **secret skill shots**, because each unique one must be completed once*) determines the value of the **wizard jackpot**. The crossramp will constantly be lit to score this wizard jackpot, and a wizard super jackpot worth double the value can be earned by shooting Phasma's ramp, which diverts to the cannon toy, and shooting a lit bonus multiplier target within 10 seconds. All other lanes score smaller jackpots worth 10% of the wizard jackpot value. This mode continues until all balls are lost, although balls can be added back into play via the mini-playfield, which functions the same as it does during the other two Multiball modes.

## Side modes

There is only one side mode in this table, taking the form of a score reward that can be collected at any time during single ball play. **Evasive Maneuver** starts either by striking both targets of the corners of Phasma's ramp, or by earning it as a **random award** from the mystery sinkhole. The destroyer ramp will then light to score the current evasive maneuver value, built up by rear bumper hits during single-ball play and starting at 1 million points. After 20 seconds, the evasive maneuver times out.

## Multiballs

Two mandatory multiball modes are available on this table, which the player will have to activate on their way to **Rule the Universe**. Both multiballs are 3-ball multiballs by default. The base values of jackpots during both multiball modes are 5 million points.

* **Crushing the Resistance**: This Multiball utilizes the locks on the mini-playfield, and requires a minimum of five shots to the left scoop to start (four if the player had locked a ball in the mini-playfield during a previous session). The first shot to the left scoop will capture a ball in place of the second standup target on the mini-playfield; another ball must be shot into the mini-playfield and hit the captive ball a total of three times to properly lock the ball. Once two balls have been locked this way, the third shot to the left scoop will start the multiball, also lighting Phasma's ramp for a **double super jackpot** worth 16 million points for 10 seconds. (*If this double super jackpot expires, the ramp will be lit for a normal jackpot worth 4 million points instead.*) Once the jackpot has been collected at the ramp, the ball will be sent into the cannon for a chance to fire at a flashing bonus multiplier target for a **super jackpot** worth double the jackpot value. Either collecting or failing to score the super jackpot will require the two evasive maneuver targets in front of Phasma's ramp to be hit to relight her ramp for the jackpot. Shooting any lit shots, even if the jackpot isn't currently lit, will increase the jackpot value by 100,000 points.
* **Pushing the Frontiers:** Shooting the roto-target from the upper flipper three times, or scoring *Fast Lock* off the **mystery award**, will light the spiral ramp to lock a ball behind the roto-target. Once three balls have been locked this way, the multiball will begin, with the spiral ramp lit to score a **double super jackpot** worth 50 million points for 10 seconds. If the player scores this, the ball will be diverted to the upper right flipper for a quick shot at another double super jackpot worth the same value (meaning the player could get 100 million points in the process!). The double super jackpot becomes a normal jackpot worth 5 million once the timer has expired, while the second double super jackpot will become a super jackpot worth 25 million. After a jackpot (or super jackpot) has been collected, all shots will light to increase the jackpot value up to 5 million points; 10 shots will be required to relight the jackpot at the destroyer ramp. Further shots while the jackpot is already lit will increase it by 500,000 more points.

### Add-a-ball & jackpot multipliers

The mini-playfield is active during both Multiball modes, and has two primary functions.

* A shot to the left scoop during Multiball will capture a ball once again. If the player sends this ball to the lock the same way they did to lock balls for **Crushing Multiball**, a ball will be added to the Multiball if less than four balls are in play. This can be repeated as many times as necessary.
* Hitting all six targets on the mini-playfield during a single attempt will increase the multiplier for the next jackpot value by +1x. This can lead to potentially huge scores in the long run, but is tough to pull off.

## Perks

The following perks can be activated during play:

* **Ball Saver**: At the start of each ball and multiball, a 30-second ball saver will activate. Once it expires, it cannot be reactivated normally.
* **Blast Door Kickbacks**: The First Order uses blast doors to block out heavy blaster fire. To close the left blast door and activate the left kickback, the player must exit the left bumper area through the lane to the far left of the bumpers. To close the right blast door and activate the right kickback, the player must hit both targets in the right bank of twin targets. Blast door kickbacks can also be earned as random awards from the mystery sinkhole, although the right kickback will take priority if none are on. Kickbacks persist across balls until used.
* **Bonus Multiplier**: Hitting 10 lit targets in the multiplier target bank will advance the bonus multiplier by +3x. For each successful target hit, the number of flashing targets on subsequent attempts will decrease. The bonus multiplier is only good for the current ball unless a multiplier hold has been earned from the **mystery award**, which can also increase the bonus multiplier by +1x.
* **Mystery Award**: Every time the ball is shot into the mystery reward sinkhole, a pseudo-random award is dispensed (*pseudo as the **Capture Poe** mission will start on every fifth mystery award until it has been completed, and if an award is already active, it won't be awarded again*). These eight awards are:
	+ *Points* - 10,000 points the first time collected in a game + 10,000 points each time it is collected again.
	+ *Fast Lock* - Lights the destroyer ramp to lock a ball for **Frontier Multiball** without having to hit the roto-target.
	+ *Capture Poe* - Starts **Capture Poe**. Not awarded if it has already been played in the current wizard mode run.
	+ *Bonus Multiplier* - Adds +1x to the bonus multiplier.
	+ *Blast Door* - Lights a kickback. The right kickback is prioritized if neither kickback is lit.
	+ *Evasive Maneuver* - Lights the destroyer ramp for **evasive maneuver**.
	+ *Multiplier Hold* - Holds the current bonus multiplier for the next ball.
	+ *Extra Ball* - Lights an **extra ball** for collection at the tractor beam. Can only be collected once per game.
* **Mini-Playfield Scoring**: Hitting all six standup targets on the mini-playfield in a single attempt will score a bonus of 1 million points, increasing by 1 million points per attempt to a maximum of 3 million. Rolling through either the left or right inlane will increase the multiplier for scoring on the mini-playfield (*2x for the right inlane, 3x for the left inlane - meaning the maximum value for completing the targets is 9 million points*).
* **Tractor Beam**: A ball that randomly bounces into the skill shot sinkhole during normal play will award one activation of the tractor beam. When it is activated, the player can tap the launch button when the ball hits the apex of the main orbit to divert the ball to the rear bumpers, or long-press it to summon the crane to grab and bring the ball directly to the exit habitrail of the destroyer ramp. If a lock for **Pushing the Frontiers** is lit, **Turbo Laser** is lit, or **Evasive Maneuver** is lit, fully activating the tractor beam will give credit for these features.
* **Extra Ball**: Extra balls can be lit at the tractor beam by lighting one from the **mystery award**, beating the **Turbolaser** mission 3 times in a single session, igniting the ball 3 times during a single run of **White Hot Ball**, or sending 3 balls into the mini-playfield at once.

## Tips

* The crossramp shot is the most important shot in the game - it scores big points during Pushing the Frontiers, it starts a mandatory mission after five shots, and it starts the wizard mode. You can get the ball to the upper flipper to shoot the crossramp most easily by shooting the central saucer lane to the right of the rear bumper area's front bumper. A weak shot to the spiral ramp - which happens more often than you'd think - will also set up a cross-shot.
* Bonus multipliers aren’t worth the effort of going for - ten target hits, some of which are tougher than others due to fewer targets flashing, is too much effort for the minimal points scored from end-of-ball bonus. Mystery awards tend to award bonus multipliers fairly frequently, and you'll likely be going for those a lot during the game thanks to one of the missions being started from it.
* The center sinkhole can be surprisingly difficult to handle ejects from - if you hold the left flipper, the ball will often bounce off a slingshot and drain down either outlane. Attempt the dead flipper pass whenever a ball exits the sinkhole, which will land the ball nicely on the right flipper and make completing Capture Poe quite a bit easier.

## References & Easter Eggs

* The animation for shooting a spiral ramp shot during single-ball play resembles the animation for shooting the center lane in *Creature from the Black Lagoon*. Both awards are also "count-up" awards, in that they reward modes at certain amounts of shots.
* **Rule the Universe** is also the name of the wizard mode in *Attack from Mars*, which Zen released a recreation of a few years after this table. Besides the name, the wizard modes share nothing in common.
* Real life tables that include a ball cannon aimed at a bank of targets include *Terminator 2: Judgement Day* and *AC/DC*.