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Zen Studios
Table Talk: Zen Originals and Licensed Tables
Favourite Star Wars Table
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<blockquote data-quote="Captain B. Zarre" data-source="post: 150079" data-attributes="member: 2355"><p>In order:</p><p></p><p>1. A New Hope - lots of replay value and many different video modes / minigames to activate. Great play field layout too, looks like a George Gomez design from afar</p><p>2. The Empire Strikes Back - This used to be my favorite table in the collection. Deep stack-based ruleset with many multiballs.</p><p>3. Masters of the Force - An all-time classic for me. Love the 3x Super Jackpots in multiball and the missions that remind me of Fear Itself</p><p>4. Darth Vader - I admittedly love this table. Very flow-oriented design with multiple stackable hurry-ups and multiballs. Dissapointed in how you can't stack hurry-ups with missions though <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p>5. Star Wars: The Clone Wars - there's that flow again! While there aren't as many modes as in say Darth Vader or New Hope the main missions fit perfectly with the lightsaber battles. Also a pretty high-scoring table <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>6. Boba Fett - I like this table for it's original idea but it just seems a bit rushed with unbalanced main mission Jackpots and very little multiball.</p><p>7. Star Wars: Starfighter Assault - Sorry but I just can't get into it. Too many shots to activate too little-scoring missions. I do love the Squad missions though, very cool idea that should be done for other tables.</p><p>8. Return of the Jedi - IMHO it feels like they forgot about the movie and just tried to design a boring table with little-to-no excitement outside of the Death Star and the Speeder Mode. </p><p>9. Star Wars: Droids - I do love the flow and combos on this table but advancing Droids to boost values in a mode you almost never reach seems pointless. Replace them with hurry-ups!</p><p>10. Han Solo - This is a prime example of how not to do a ruleset. I don't want to shoot a ramp 21 times to begin an extremely short multiball, I want them to come naturally!</p></blockquote><p></p>
[QUOTE="Captain B. Zarre, post: 150079, member: 2355"] In order: 1. A New Hope - lots of replay value and many different video modes / minigames to activate. Great play field layout too, looks like a George Gomez design from afar 2. The Empire Strikes Back - This used to be my favorite table in the collection. Deep stack-based ruleset with many multiballs. 3. Masters of the Force - An all-time classic for me. Love the 3x Super Jackpots in multiball and the missions that remind me of Fear Itself 4. Darth Vader - I admittedly love this table. Very flow-oriented design with multiple stackable hurry-ups and multiballs. Dissapointed in how you can't stack hurry-ups with missions though ;) 5. Star Wars: The Clone Wars - there's that flow again! While there aren't as many modes as in say Darth Vader or New Hope the main missions fit perfectly with the lightsaber battles. Also a pretty high-scoring table :) 6. Boba Fett - I like this table for it's original idea but it just seems a bit rushed with unbalanced main mission Jackpots and very little multiball. 7. Star Wars: Starfighter Assault - Sorry but I just can't get into it. Too many shots to activate too little-scoring missions. I do love the Squad missions though, very cool idea that should be done for other tables. 8. Return of the Jedi - IMHO it feels like they forgot about the movie and just tried to design a boring table with little-to-no excitement outside of the Death Star and the Speeder Mode. 9. Star Wars: Droids - I do love the flow and combos on this table but advancing Droids to boost values in a mode you almost never reach seems pointless. Replace them with hurry-ups! 10. Han Solo - This is a prime example of how not to do a ruleset. I don't want to shoot a ramp 21 times to begin an extremely short multiball, I want them to come naturally! [/QUOTE]
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