# Stern’s Fall of the Empire is the Definitive Star Wars Pinball Experience

**Source:** Kineticist  
**Type:** article  
**Published:** 2025-09-15  
**Beat:** Pinball

**URL:** https://www.kineticist.com/news/fall-of-the-empire-review

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## Analysis

Kineticist's review of Stern's Star Wars: Fall of the Empire presents it as the technically superior and most thematically complete Star Wars pinball game ever made, with significant upgrades to Spike 3 hardware, approachable John Borg playfield design, and over 1,000 film clips. However, the reviewer tempers enthusiasm due to Star Wars franchise fatigue, noting that despite its quality, the game relies on familiar nostalgia rather than innovation, making it best suited for casual/location players rather than enthusiasts seeking fresh experiences.

### Key Claims

- [HIGH] Star Wars: Fall of the Empire contains over 1,000 film clips — _Kineticist review states: 'You want a ton of film clips and synced audio? Check. Fall of the Empire has over 1, 000 film clips.'_
- [HIGH] George Gomez negotiated with Disney to allow Stern to use the non-canon name 'Fall of the Empire' rather than an official film title — _Reviewer quotes Gomez: 'they wanted to give the game its own identity and differentiate it from their prior products' and notes 'Disney had to be convinced of the approach, as, understandably, they wouldn't simply let any licensee create their own non-canon names for new products.'_
- [HIGH] The game code is at version .83 (a reference to Return of the Jedi's 1983 release date) — _Review states: 'The code, already at .83 (a nod to Return of the Jedi's 1983 release date), felt well-developed'_
- [HIGH] John Borg designed a playfield with 9 core shots spread in a fan layout, deviating from his typical house style — _Reviewer notes: 'Borg developed a playfield that's perhaps one of his most interesting and approachable layouts since The Walking Dead. He gives players 9 core shots to hit, spread across the playfield in a typical fan layout.'_
- [HIGH] The new Spike 3 display is 18.5 inches with increased pixel count and color depth compared to previous versions — _Review states: 'The newly improved Spike 3 display (now 18.5" with an increased pixel count and color depth) is better.'_
- [HIGH] Fall of the Empire improves on the 2017 Steve Ritchie Star Wars game in nearly every component — _Reviewer states: 'In comparison to the Steve Ritchie-helmed effort (also by Stern Pinball), released in 2017, nearly every component is improved. The art is better. The theme integration is better. There are more assets to work with. The code is more approachable. The shots are less punishing.'_
- [MEDIUM] The motorized AT-AT toy and Death Star lock lack a standout mechanical highlight compared to recent releases like King Kong and Dungeons & Dragons — _Reviewer opinion: 'While the motorized AT-AT toy and Death Star lock will get a lot of attention, it didn't feel like there was a key mech in the game, particularly when compared with highlight mechs found in recent releases like King Kong: The Myth of Terror Island and Dungeons & Dragons.'_
- [MEDIUM] Star Wars franchise fatigue is affecting the game's appeal to home collectors — _Reviewer states: 'Star Wars franchise fatigue is a real thing in pop culture, so I'm not sure that the IP is as big a home run as it was, even in 2017, when the last game was released.'_

### Notable Quotes

> "they wanted to give the game its own identity and differentiate it from their prior products"
> — **George Gomez**, N/A
> _Explains the creative decision to use 'Fall of the Empire' as a non-canon name requiring Disney approval, demonstrating publisher negotiation strategy_

> "Oh yeah. I'm pounding from start to finish on all of these just to make them as good as I can get them."
> — **John Borg**, N/A
> _Reveals Borg's design philosophy and work ethic across all game tiers, suggesting extensive playtesting and iteration_

> "It's the best Star Wars game I've ever played, but, at the end of the day, it's still just a Star Wars game."
> — **Colin (Kineticist)**, N/A
> _Encapsulates the core tension of the review: technical excellence vs. creative conservatism due to IP saturation_

> "For the audience I think they are targeting with this release (casual and location players who are new to pinball), this is clearly a more lucrative approach."
> — **Colin (Kineticist)**, N/A
> _Identifies Stern's strategic pivot toward accessibility and location operators over enthusiast innovation_

> "Shooting it didn't feel like another Borg game, which may seem like a dig, but it's not."
> — **Colin (Kineticist)**, N/A
> _Acknowledges Borg's deliberate departure from his signature 'house style' on this project_

### Entities

| Name | Type | Context |
|------|------|---------|
| Star Wars: Fall of the Empire | game | Stern Pinball's new Star Wars pinball machine released in 2025, based on original trilogy (Episodes IV-VI), designed by John Borg with code by Raymond Davidson |
| Stern Pinball | company | Manufacturer of Star Wars: Fall of the Empire and other modern licensed pinball games |
| John Borg | person | Legendary pinball designer at Stern, creator of the Fall of the Empire playfield; known for ramp innovations and signature house style |
| George Gomez | person | Chief Creative Officer at Stern Pinball who negotiated with Disney for the non-canon 'Fall of the Empire' title |
| Raymond Davidson | person | Code programmer for Star Wars: Fall of the Empire; noted to have included most desired features in v.83 except final wizard modes |
| Steve Ritchie | person | Designer of the 2017 Stern Star Wars pinball game that Fall of the Empire is compared against |
| Colin | person | Chief reviewer at Kineticist; lifetime pinball collector, competitor, and contributor to This Week in Pinball and New England Pinball League |
| Jordan Allen | person | HUPChallenge interviewer who spoke with John Borg about the Fall of the Empire project |
| Disney | company | IP rights holder for Star Wars franchise who had to approve Stern's use of non-canon 'Fall of the Empire' title |
| Spike 3 | product | Stern's third-generation hardware platform featuring 18.5-inch LCD display with increased pixel count and color depth, used in Fall of the Empire |
| Lord of the Rings | game | 2003 George Gomez-designed Stern game referenced for comparison; its motorized lift ramp mechanics echoed in Fall of the Empire's Hyperspace shot |
| King Kong: The Myth of Terror Island | game | 2025 Stern game referenced for comparison regarding mechanical highlight features |
| Dungeons & Dragons | game | Recent Stern release referenced for comparison regarding standout mechanical highlights |
| Guardians of the Galaxy | game | Borg-designed Stern game referenced for comparison regarding scoop shot difficulty |
| Metallica | game | Borg-designed Stern game referenced for comparison regarding scoop shot design |
| The Walking Dead | game | Borg-designed Stern game noted as a reference point for approachable playfield layout design |
| Kineticist | organization | Pinball media outlet that published this review; affiliated with This Week in Pinball ecosystem |
| This Week in Pinball | organization | Pinball news/media outlet that Colin contributes to; part of broader Kineticist media ecosystem |
| Joker Poker | game | 1979 classic EM machine that inspired Colin's lifetime interest in pinball |

### Topics

- **Primary:** Spike 3 hardware upgrades, John Borg playfield design philosophy, Star Wars IP licensing and negotiation, Game approachability for casual/location players vs. enthusiasts, Star Wars franchise fatigue in entertainment
- **Secondary:** Mechanical highlight features comparison across recent Stern releases, Pro/Premium/Limited Edition tier differentiation, Code development and feature completeness at pre-release

### Sentiment

**Neutral** (0)

### Signals

- **[product_strategy]** Stern differentiates Pro, Premium, and LE models through motorized Hyperspace lift ramp, magnetic Force Save feature, Expression Lighting, powder-coated armor, and mirrored backglass on higher tiers; Pro positioned as faster-playing baseline for operators or budget-conscious buyers (confidence: high) — Review details: 'LE and Premium games feature a couple of fun playfield extras, too, like the motorized Hyperspace lift ramp and magnetic Force Save feature' while noting Pro 'loses these flourishes, but otherwise, it plays the same, if not a touch faster'
- **[design_philosophy]** John Borg deliberately softened his signature 'house style' on Fall of the Empire—avoiding brutal geometry, core bash toys, unforgiving scoops, and difficult double-inlanes—in favor of approachable 9-shot fan layout suitable for new/casual players (confidence: high) — Reviewer notes: 'He deviates from a lot of that here... He eschews a more traditional pop cluster... Instead of a core bash toy, there's a bash lock system... many major shots could also be hit from a well-placed backhand'
- **[product_launch]** Fall of the Empire launched at code v.83 in a well-developed state for a pre-release game, with all major desired features present except final wizard modes; indicates rushed but functional development timeline (confidence: high) — Review states: 'The code, already at .83 (a nod to Return of the Jedi's 1983 release date), felt well-developed, particularly for a pre-release game. Raymond mentioned that most everything he wanted was in there, except for some of the game's final wizard modes'
- **[design_innovation]** Spike 3 display improvements (18.5-inch screen with higher pixel count, color depth, brightness, and vibrant colors) integrated with enhanced audio system featuring dedicated tweeters and midrange speakers in backbox, designed to leverage original trilogy's audiovisual spectacle legacy (confidence: high) — Reviewer notes: 'the newly improved Spike 3 display (now 18.5" with an increased pixel count and color depth) is better... the upgraded sound system (with dedicated tweeters and midrange speakers in the backbox) is worlds better'
- **[market_signal]** Stern positioned Fall of the Empire toward casual and location players new to pinball rather than enthusiasts, using familiar nostalgia and safe approach over innovation as 'more lucrative' strategy (confidence: high) — Reviewer analysis: 'For the audience I think they are targeting with this release (casual and location players who are new to pinball), this is clearly a more lucrative approach'
- **[sentiment_shift]** Reviewer and surveyed readers express Star Wars franchise fatigue reducing appeal of yet another original trilogy game; suggests IP oversaturation affecting home collector enthusiasm despite technical improvements (confidence: medium) — Reviewer states: 'Star Wars franchise fatigue is a real thing in pop culture, so I'm not sure that the IP is as big a home run as it was, even in 2017' and 'I know I'm bored by these characters and this story in this universe, and based on surveyed readers and those I've talked to, I know I'm not the only one'
- **[licensing_signal]** Disney required approval for non-canon 'Fall of the Empire' title, indicating IP holders now actively negotiating creative naming decisions with licensees rather than restricting to canon materials (confidence: high) — Reviewer quotes Gomez: 'Disney had to be convinced of the approach, as, understandably, they wouldn't simply let any licensee create their own non-canon names for new products'
- **[gameplay_signal]** Fall of the Empire prioritizes findable, well-positioned shots with multiple backhander options, enabling players to enter 'flow state' and rhythm shooting; lacks particularly challenging or punishing shot geometry compared to Borg's prior work (confidence: high) — Reviewer notes: 'The shots are all quickly findable, save for the Death Star shot... Many major shots could also be hit from a well-placed backhand. Once you find them on the flipper, it can be easy to get into a flow state on this game and fall into a rhythm of shooting all the major shots on the fly'
- **[product_concern]** Despite motorized AT-AT toy and Death Star lock, the game lacks a standout mechanical highlight or 'key mech' compared to recent competitor releases, potentially limiting novelty appeal for experienced players (confidence: medium) — Reviewer assessment: 'While the motorized AT-AT toy and Death Star lock will get a lot of attention, it didn't feel like there was a key mech in the game, particularly when compared with highlight mechs found in recent releases like King Kong: The Myth of Terror Island and Dungeons & Dragons'
- **[personnel_signal]** John Borg demonstrates sustained creative adaptability and detailed work ethic across all game tiers, expressing continued engagement ('I'm pounding from start to finish on all of these') rather than fatigue despite decades in the industry (confidence: medium) — Borg quote: 'Oh yeah. I'm pounding from start to finish on all of these just to make them as good as I can get them.'
- **[content_signal]** Kineticist provides detailed hands-on review covering all three pricing tiers, technical hardware assessment, design philosophy comparison, and thematic criticism—positioning publication as substantive technical/critical media outlet beyond basic coverage (confidence: high) — Review structure includes: tier-by-tier analysis, direct quotes from Gomez and Borg, technical specifications, mechanical comparisons, and explicit discussion of creative conservatism vs. innovation

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## Transcript

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This time, however, the focus shifts towards content from the films Empire Strikes Back and Return of the Jedi, as players explore key moments and battles from the two films that, taken together, depict what Stern has dubbed the “Fall of the Empire.”
When I asked Chief Creative Officer George Gomez about the name, he explained that they wanted to give the game its own identity and differentiate it from their prior products. It’s an interesting detail, as Disney had to be convinced of the approach, as, understandably, they wouldn’t simply let any licensee create their own non-canon names for new products.
A name is a small thing in pinball, but it sets the tone for the rest of the machine, and signals that the game is of the world and character of the original trilogy. In another timeline, one could imagine Fall of the Empire being a canon title for one of the original films.
And if Star Wars: Fall of the Empire knocks anything out of the park, it’s the care taken to fully integrate the game with the world and iconography of the original trilogy films.
You want a ton of film clips and synced audio? Check. Fall of the Empire has over 1,000 film clips.
You want iconic John Williams soundtrack songs and custom C-3PO callouts? Check.
Original, hand-drawn artwork inspired by old Star Wars movie posters and VHS boxes? Check.
All your favorite characters on the playfield and playable moments from the film? Check.
It really is the definitive Star Wars original trilogy pinball experience. The one that, if you were a Star Wars super fan and you had to choose just one Star Wars pin to occupy a coveted lineup spot in your home arcade, this would be the one.
In comparison to the Steve Ritchie-helmed effort (also by Stern Pinball), released in 2017, nearly every component is improved. The art is better. The theme integration is better. There are more assets to work with. The code is more approachable. The shots are less punishing. The newly improved Spike 3 display (now 18.5” with an increased pixel count and color depth) is better. The upgraded sound system (with dedicated tweeters and midrange speakers in the backbox) is worlds better.
Borg developed a playfield that’s perhaps one of his most interesting and approachable layouts since The Walking Dead. He gives players 9 core shots to hit, spread across the playfield in a typical fan layout. Some shots are more challenging than others, and there’s enough variety in how each shot returns to keep things interesting.
The Jump to Hyperspace shot (a motorized lift ramp on the Premium and LE) is kinetically satisfying, with echoes to 2003’s Lord of the Rings. The left VUK that kicks up to a swirly wireform return (reminiscent of the one from his 1992 Data East Star Wars effort) is fun to shoot. The Death Star eats the ball!
Shooting it didn’t feel like another Borg game, which may seem like a dig, but it’s not. Borg, like most long-time pinball designers, has a particular house style to his games. Orbit shot through pops. Key bash toy or ramp shot up the middle. A difficult scoop shot off to the side. Double inlanes on the left. Sometimes brutal gameplay with unforgiving shot geometry.
He deviates from a lot of that here. For example, he eschews a more traditional pop cluster with left and right single pop bumpers, one for the light side and one for the dark. These are located at the mid-point of the playfield and cause a lot of dynamic side-to-side action that never felt too dangerous. There’s a Darth Vader scoop off to the left of the playfield, but it’s not as tricky as those found on games like Guardians of the Galaxy or Metallica. Instead of a core bash toy, there’s a bash lock system (I am Groot?) that doubles as a ramp.
The shots are all quickly findable, save for the Death Star shot, which, depending on your typical shot accuracy, you may find difficult at times. Many major shots could also be hit from a well-placed backhand. Once you find them on the flipper, it can be easy to get into a flow state on this game and fall into a rhythm of shooting all the major shots on the fly.
While the motorized AT-AT toy and Death Star lock will get a lot of attention, it didn’t feel like there was a key mech in the game, particularly when compared with highlight mechs found in recent releases like King Kong: The Myth of Terror Island and Dungeons & Dragons. From that perspective, the game lacks a standout pinball moment.
The code, already at .83 (a nod to Return of the Jedi’s 1983 release date), felt well-developed, particularly for a pre-release game. Raymond mentioned that most everything he wanted was in there, except for some of the game’s final wizard modes. It was easy and intuitive to get into a Rebel Mode and then play those out, with a few risk-reward moments built in. The two main multiballs (Death Star Multiball and Battle of Hoth Multiball) were accessible. The game’s screen assets are plentiful and used well throughout.
Speaking of the screen, I was impressed with the new display used in Star Wars: Fall of the Empire. Part of a slew of Spike 3-associated upgrades, the screen is noticeably larger without feeling out of place in the standard footprint of a Stern backbox. It’s brighter, the colors are more vibrant, and it has a higher resolution. I also appreciated what seemed like restraint from the graphics and animations department, as instead of using the extra real estate to throw a bunch more stuff at the player, they seemed to focus more on adding emphasis to existing information and leveraging whitespace to help the player more efficiently scan and process important game info like mode instructions or feature progress.
During an early demo, John Borg took a moment to turn the volume on the game up to max before plunging his ball. As the John Williams score swelled and the space opera sound effects kicked in, it reminded me of a childhood memory of my dad testing out a recently upgraded home theater system with whatever version of the original Star Wars films we had on hand. For the longest time, those movies were the benchmark of visual and auditory spectacle, and in that sense, it makes sense for Stern to lean into the IP as they launch several upgrades to their audiovisual components.
Speaking of Borg, while I was focused on getting as many plays on the game as I could for this review, friend of Kineticist Jordan Allen of HUPChallenge interviewed the designer about this project. He asks, "Do you still feel like it's your first day every time you come here?" Borg answers, "Oh yeah. I'm pounding from start to finish on all of these just to make them as good as I can get them."
I tried to split my time evenly between the Pro, Premium, and LE models of the game. As is typical of Stern releases, the LE was the nicest overall package, as add-on features like Expression Lighting, powder-coated armor, and a mirrored backglass do give the game a more elevated, collectible feel. LE and Premium games feature a couple of fun playfield extras, too, like the motorized Hyperspace lift ramp and magnetic Force Save feature, which allows a player to save a ball by using the Force (the action button), which triggers a magnet that holds the ball just between the flippers before flinging it back into the playfield.
Stepping down to the Pro model, you lose these kinds of flourishes, but otherwise, it plays the same, if not a touch faster than the other trims. If you’re someone who isn’t incredibly invested in the theme and just wants to have the latest game at home, or maybe if you operate games on location, the Pro would be the way to go.
Speaking of being invested in the theme, this is one of the big components holding this game back for me. It’s a great Star Wars game. Maybe the best Star Wars pinball game ever made. But we’ve seen this movie–and this game–before, at least six times before, to be exact. (Stern Star Wars, Star Wars Home Edition, Sega Star Wars Trilogy, Data East Star Wars, Hankin Empire Strikes Back, Sonic Star Wars).
I know I’m bored by these characters and this story in this universe, and based on surveyed readers and those I’ve talked to, I know I’m not the only one. Star Wars franchise fatigue is a real thing in pop culture, so I’m not sure that the IP is as big a home run as it was, even in 2017, when the last game was released.
I was initially excited for Stern to explore new territory in this game, even if that only meant delving deeper into story beats from the mainline films, rather than rehashing what was already mined previously. While I’m told Stern did explore ideas around original storytelling, they ultimately settled on a safer approach that focuses on familiar nostalgia over novelty and innovation. For the audience I think they are targeting with this release (casual and location players who are new to pinball), this is clearly a more lucrative approach.
Star Wars: Fall of the Empire checks all the boxes for a Star Wars original trilogy game and improves on its predecessor in several key areas. It’s fun to shoot and approachable for new players. It should perform just as well, if not better, as the last game did on location, where the Star Wars pedigree and the improved screen are sure to be a draw.
It’s the best Star Wars game I’ve ever played, but, at the end of the day, it’s still just a Star Wars game.
Colin is the chief pixel pusher at Kineticist. He's a lifetime gamer who became enamored with pinball after taking in a family copy of the 1979 classic Joker Poker (the EM version). Since then he's bought, sold and repaired many machines, competed in all kinds of tournaments, and contributes to This Week in Pinball, the New Robert Englunds Pinball League, and Pin-Masters of New Robert Englunds. Previously, Colin spent over a decade working in marketing for agencies and tech startups. He also started and ran a music blog, happy hour website, and wrote a regular craft beer review column for Central Track in Dallas. Once aspired to be an artsy film director.

_(Acquisition: web_scrape, Enrichment: v4)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 4746bc49-d68c-4d62-a8ec-b4f851b735f1*
