I have a number of contributions to the rules here, after playing my new Star Wars extensively for a few weeks. Not sure what the usual procedure is around here, if I should edit the original post directly? Here goes:
Luke character: I think the description of his character power is wrong here. He doesnât have any add-a-ball power (maybe he did in old code.) The action button doesnât do anything in Hyperspace or Tie multiballs, and during the planet multiballs it works the same as for any other character.
Lukeâs only actual character power is doubled scoring during Lightsaber Duel, and thatâs the only thing the in-game info screen says for his power. The description of âGood with the Forceâ is only thematic.
That said, Luke does have an indirect way of interacting with the Force: he gets the Jedi Training option at ball start, and any Jedi rank-up also spots one completion of the Force targets. (But this has nothing to do with any add-a-ball.)
Death Star 3: the description here is outdated from older code. You have to shoot any purple shot, then the TIE fighter on a short hurry-up. Complete four hurry-ups to win the mission.
Hoth 1: If Video Mode and Hoth 1 are both lit, you play the video mode only once (not twice back-to-back as in older code), but skip ahead to the next level of video mode to compensate.
Hoth 4: The first two shot sequences run in parallel. The 4x inner loops, and 3x left orbit followed by the 3-bank, can be progressed at the same time.
Victory Multiball: starting it adds 3 balls in play, which doesnât necessarily go to the max of 6, actually itâs most often 5.
FORCE targets: Double Multipliers does not last for the rest of the ball, but it ends when your multiplier expires. (This was a code change a few versions back.)
TIE Fighter Assault: itâs actually every TWO button presses destroys one TIE fighter. Each alternate button press either fires a laser OR explodes a TIE fighter.
Hyperspace Multiball on the Pro model: It starts with the Death Star locking the ball from the hurry-up that started it, and a second ball is launched. There is a hurry-up to dislodge the ball from the DS. If you do or if the hurry-up expires, another ball is launched. If you succeed the first time, you can do the sequence a second time (but not more), so Hyperspace goes to a max of 4 balls without additional stacking. After either two successful dislodges or any hurry-up expiring, the mode proceeds the same as on the Premium with all shots lit yellow for jackpot, and complete them all to restart the hurryup-lock phase.
Video Mode: When you play it as the Hoth 1 mission, the multiplier depends on the shot that you used to start the mission (so not necessarily the right loop; it could be the Death Star or Endor ramp or Tatooine scoop.)
Extra Balls: the amounts of missions or TIE fighters required are also percentage-based (the thresholds will auto-adjust.) I think the starting values are 5 missions and 80 TIE fighters. Iâve never seen an extra ball from Mystery, but the Pict-O-Pops can award one.
Jedi Multiball: It changed since the description here. It starts with two balls. Complete all blue shots to add-a-ball. There is a timer for this. If it expires, the blue shots will unlight and one or two shots will light red, with a new timer; you must shoot one red shot within this timer or else the Emperor wins and the mode ends. Completing either all blue shots or one red shot moves on to the next phase of blue shots. To win, you must complete a total of four phases. The mode continues if you go down to a single ball, but if you drain that, you lose the mode.
Multiplier note: It applies at the Tatooine scoop when Mystery awards Big/Bigger/Biggest Points (1M/5M/10M.) So always move the multiplier to the scoop while R2 is flashing the awards. The latter can actually be worth 400M at 40x!