Pinball Land

Star Trek Pinball: Welcome Aboard

Stern’s Star Trek pinball machine is a terrific game that gets more fun the more you know about it. Set your phasers to “fun” and beam yourself up to pure pinball satisfaction with this guide to Star Trek pinball!  This guide contains all the information you need to make a starship captain out of you, including Missions, multiballs, and more!

Star Trek’s layout has excellent geometry that shoots more fluidly and naturally than almost any other pinball machine ever designed. There are plenty of shot options, however none of them are especially narrow, making the game “flow” wonderfully. Long metal lane guides adorn every shot and ramp entrances are flanked by thin stand-up targets, not rubber posts like in other games. This results in more recoverable misses than say a game like Black Knight: Sword of Rage , and makes it extremely approachable to beginning pinball players.

Star Trek Pinball Machine Pinball Land

Left Lane/Kickout Hole (Mission Start) Left Orbit/Spinner Side Ramp (Warp Ramp) Left Ramp (Alpha Quadrant) Drop Target + Magnet Lane (Vengeance Spaceship) Right Ramp (Beta Quadrant) Right Orbit Under Upper-Right Flipper (Away Team)

There are also plenty of stand-up targets including:

Shields (2) Light Locks (3) Weapons (3) Red Matter (5) Black Hole (1)

Star Trek Pinball Rollover Lanes

Complete BEAM-ME-UP to advance the Bonus Multiplier by 1x. The rollover lanes drop into a nest of three pop bumpers. The pop bumper nest only has one exit, to the right, down the right orbit, feeding the upper-right flipper.

The Warp Ramp

The Warp Ramp is a particularly steep side ramp that can only be hit from the upper-right flipper. This ramp can be hit repeatedly, but it’s very fast!

Star Trek Pinball Warp Ramp

Our Five Year Mission

Now that you know the pieces of Star Trek pinball, it’s time to dive into how to actually play it. At the start of the game, before you plunge the first ball, you may choose your Mission using the flipper buttons. The current Mission’s corresponding insert will be light in the triangular matrix just above the flippers. Each Mission is color-coded to make it easy to recognize your goals.

Star Trek Pinball Mission Inserts

Prime Directive: Blue Klingon Battle: Red Space Jump: Yellow Destroy the Drill: Teal Save the Enterprise: Green Nero: Purple

During each Mission, the large Starfleet Insignia inserts at the main shots will light up the color of the current mission. The goal of each Mission is to shoot these lit shots. When you are 1 shot away from completing your current Mission, the Final Shot will flash 2 different colors. Hitting this Final Shot awards bonus points greater than ending the Mission with a standard lit shot.

Completing any 3 Missions in a row will put you in the Captain’s Chair with one of three great rewards: Super Pops, Super Ramps or Super Spinner. Super Pops are achieved by completing the left-side inserts, Super Ramps are unlocked from the right-side Missions and Super Spinner is activated by completing the bottom row of Missions. These each boost the value of their corresponding shot. (If you think you can only accomplish one 3-in-a-row, go for Super Ramps!)

Our Star Trek is equipped with a handy-dandy rule card with a quick reference for the Captain’s Chair 3-in-a-row rewards:

Star Trek Pinball Custom Rule Card

Level II and Level III Missions

Once you complete a Mission in Star Trek pinball, you start the next by hitting either the Mission Start or Away Team shots. The game will suggest the next Mission for you to undertake once you hit either of these shots. By pressing the “Punch It” button or by plunging the ball, you accept the next Mission and it begins.

However, you can manually select your next Mission, and even select the Mission you just completed. Selecting a previously-completed Mission accesses the “Level II” version of that Mission, featuring new, more challenging goals. Successfully complete a Level II Mission and the Level III Mission will become available. These are very challenging, featuring fast timers and moving shots.

Why go for Advanced Missions? Completing all of the Level II Missions enables the Enterprise Amok Multiball mode and finishing all of the Level III Missions unlocks the elite Five Year Mission mode, which very few players have ever seen.

Klingon Multiball

This is Star Trek’s “standard” mutliball mode. To engage Klingon Multiball, start by lighting locks by completing the 3 Light Lock stand up targets.

Star Trek Pinball Light Locks Targets

In Klingon Multiball mode, all of the shots will be lit red. Keep hitting red lit shots to earn Jackpots. Hit enough Jackpots and you’ll earn a Super Jackpot. Hit the Warp Ramp for even bigger points!

If you hit the Black Hole stand-up target during Klingon Multiball (when it’s lit) it will Add-a-Ball to your multiball.

The Vengeance

The big spaceship hanging over the middle of the playfield isn’t actually The Enterprise, though it looks very similar. That’s The Vengeance, the “bad guy” ship from the second Star Trek reboot movie, Into Darkness , and its mission is to drain your ball!

Star Trek Pinball Vengeance Ship

Vengeance Modes

Vengeance Mode 1 is “Vengeance Multiball.” Upon activation, the magnet under the Vengeance ship will capture your ball and another is fired into play. Knock the captured ball off the magnet with the second ball to add a ball (up to 3 balls) and extend the ball saver time. Hit The Vengeance directly or any white-lit shot to damage it. You can also use Torpedoes to damage the Vengeance in this mode and track the damage via the health bar towards the bottom of the display.

Vengeance Mode 2 is “Vengeance Scoring.” This is a fairly straightforward hurry-up mode where you try to score 5 shots on the Vengeance. Beware – there’s only one ball in play and it shoots your ball back viciously! If you can hit the Vengeance 5 times in this mode, you’ll earn yourself an Extra Ball.

Vengeance Mode 3 is “Vengeance Battle” and it’s rarely activated. This mode has you shooting the Vengeance for some serious points – up to 10% of your total score or a bonus 10 million points – whichever is greater. Bringing Double Scoring bonuses into this mode can yield some absolutely outrageous points…but you need to make it there first!

Accompanying each Starfleet Insignia insert is a red arrow-shaped insert. These, when lit, designate a Combo shot. Hitting a lit Combo shot awards double the amount of points the shot would’ve normally been worth.

Star Trek Pinball Left Shots

Do you fire away at these combo shots, even though they’re dangerous? On this smooth-shooting layout, sure! With practice you will know how to time each shot, and the satisfaction of combo-ing these ramps and orbits at high speed is super worth it!

Wizard Modes

These advanced rules are over my experience level (I’ve never even made it to Enterprise Amok and barely understood Kobayashi Maru the handful of times I’ve been there) so I have copied them from the Tilt Forums Star Trek Wiki just for you hardcore pinheads that can actually pull this off!

Kobayashi Maru Multiball

Started by completing all Level I Missions Once all level one modes have been completed, the Vengeance shot will light white for Kobayashi Maru. Starting Kobayashi Maru will immediately award you medal bonuses based on all medals collected so far. Then it is a 2-ball multiball with all shots lit except the Warp ramp. Each shot requires 2 shots to clear it out – first shot is nominal points (500K to start); the second shot scores based on your performance in the corresponding level 1 mode (color coding tells you which mode). Clearing them all out allows you to continue in single ball play even though you have 2 balls (or more with add-a-ball) active on the playfield. Shots in this mode max at 7.5M. The medal bonus awarded for starting the mode is as follows: Set of 6 Bronze medals = 10M. Otherwise, each bronze is worth 1M up to a set. Set of 6 Silver medals = 20M. Otherwise, each silver is 2M up to a set. Set of 6 Gold medals = 35M. Otherwise, each gold is 3.5M up to a set.

Enterprise Amok

Started by completing all Level II Missions Set of 6 Bronze medals when starting Enterprise Amok = 15M ; otherwise 1.5M each Set of 6 Silver medals when starting Enterprise Amok = 30M ; otherwise 3M each Set of 6 Gold medals when starting Enterprise Amok = 50M ; otherwise 5M each Once all level two modes have been completed, the Vengeance shot will light white for Enterprise Amok. Starting Enterprise Amok will immediately award you medal bonuses based on all medals collected so far. This begins as a 2-ball multiball with all shots lit and a switch hit counter on the display. Completing the number of switch hits required will add a ball into play (except for the 6th and final round) and light all shots white for a final shot. The next shot hit will then be unlit for future final shots in the mode and will start a new higher switch hit requirement. After completing the 6th and final round, the Vengeance shot will be lit for a Super Jackpot. Completing this final shot allows you to continue in single ball play even though you have more than one ball active on the playfield.

Five Year Mission

Started by completing all Level III Missions Set of 6 Bronze medals when starting Enterprise Amok = 25M ; otherwise 2.5M each Set of 6 Silver medals when starting Enterprise Amok = 45M ; otherwise 4.5M each Set of 6 Gold medals when starting Enterprise Amok = 75M ; otherwise 7.5M each Once all level three modes have been completed, the Vengeance shot will light white for Five Year Mission. Starting Five Year Mission will immediately award you medal bonuses based on all medals collected so far. This begins as a 4-ball multiball with all shots lit and…to be continued!

Boldy Go Where No One Has Gone Before

Star Trek Pinball Playfield Wide

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How to Play Pinball - Star Trek (Stern 2013)

Craig Pullen, UK Pinball Champion, explains the rules and tactics for playing Stern's Star Trek (2013). He plays through a 3 ball game, describing what he is trying to achieve and naming the techniques he used in all the videos we shot in the session.

Written By: Andy Beresford

Video Transcription:

Craig Pullen: Okay. So I'm going to just quickly talk you through on how I would play Star Trek. Now, Star Trek is a very new game. There's been different versions coming out all the time. I'm not sure if this is the latest version or not, but I will just talk you through on a few simple things that I'm going to be doing in terms of how I'm going to play the game. So, as we start off, you are in control of this grid. So if you flip the flipper, you can choose which one you want to play. So these are little modes. Now I don't, like I said, because it's such a new game, I don't know which ones are the ones where the most points are, but my objective is basically to get through all of the modes, because I know at the end of this, after doing all six of these modes, there's a special multiball at the end. So I'm going to try to get to that point. Whilst I'm on the way to doing that, actually, let's just talk about how we move from each mode. So let's say I choose prime directive as my first mode, the way to do that is by pressing this button. And then the ball would fire. That would lock in this mode, and then what will happen is there will be a 30 second timer whilst you're playing out mode, and you have to make a series of shots, and you're playing out that mode. At the end of that mode, then what will happen is either this shot here, the mission start shot here, or the away team shot here will light. And that's the way that you then move onto the next mode. So I will be, at the end of prime directive, I will be aiming for either of those shots in order to then move onto the space jump. So that's why that shot there, like you saw earlier, is such a crucial shot, and this shot here underneath the flipper. If you can nail those shots, get really accurate with those shots, then you've got a chance of doing really well. The other things that I'm going to be concentrating on are these targets here, one, two, three. Those three targets there are like your lock. So as you saw, I hit the one, two, three, and then this lock here, this green lock here, lit and this lock here lit. So then what you're doing then, you're trying to get the ball either there or there, and either there or there. And then that will lock the ball. So then it will say, 'Ball 1 locked', and then your objective is to do that three times in order to get the multiball. So if I hit those targets again, one, two, three. Then I would light the next lock. So I want to do that three times in order to get a multiball. So I'll do a bit of that. And then the other shot I'll be needing is this middle shot here. So that target will come up, and if I hit that about five times, I think it is, on this version, then there's another multiball there. So I'l be doing all those things .

Now, one thing to say, one thing to say is those two, these targets are very dangerous, in terms of an objective. Hitting these targets means that once you hit them, the ball is wild and is all around the playing field. So I will hit it with this flipper, at points, but my main objective, if you like, is just to try and get these modes. And then I would try and get multiballs linked in with the modes when I can. Again, hitting this sensor target is also a very risky play, because once you hit it the ball is wild and you're a lot less in control. So, those things, I will play them, but they're not my main objective. So, let's try and give it a go and see how we get on. And I'll probably fail, but we'll see how we get on.

Okay. So we're just going to play out a game of Star Trek now. Just watch out for all the skills that I kind of talked through before. And we'll see if we can finish this whole mode area here.

Okay, so what I did from there, instead of actually shooting the walk ramp, I deliberately shot for this area here, because once the ball was on, I decided actually that decision was probably better. All of those purple arrows were what I was aiming for, and that's the end of Nero. So now I'm going to try and shoot either this mission start shot here, or the away team shot. It's off the left flipper. Lift that right flipper up, and then make that shot.

Okay. So now I'm going to move down to Destroy the Drill. On Star Trek, what we want to try and do is we want to try and get three in row, because that awards us something extra. So I'm going to start the destroy the drill next, and then after that I'll start Save the Enterprise.

So as the ball comes out of the bottom, I'm not going to shoot, I'm going to, yeah, that was a bit of a bodged live catch. But again, I'm going to play the same way, made the live catch, and then I've got the ball under control. I'll make either of these shots here, or that ramp. Okay, I missed the shot. You have to be quite aggressive sometimes, in terms of getting the ball away from those out lanes to get the ball out.

Now the lock's lit. So I'll try and shoot up the middle. Okay, nice shot. So that's my first lock. So as the ball comes out, I'll either drop catch, or I'll dead bounce. So a dead bounce, and then there we've got the ball under control, made the shot. So now I'll go back to the spinner. Okay. Okay, a bit of progress, but not the best first ball. Let's see how we do on this one.

So now, so Destroy the Drill is done, Nero is done, so now we're going to start Save the Enterprise. So again, I want to try and hit those targets whilst ball save is on, because it's a dangerous shot. Okay, that was lucky. Might actually get the lock, out of the lock and then try and live catch if I can. Okay, busted it. Okay.

So now, now I've got one target left up here in order to get the multiball, but I'm going to just work my way through the modes, get past there, back up the top. It's very nice to do this sometimes when that mode is lit. Okay, so I'm on the machine, working the machine, getting the ball back under control.

Now straight into the away team if I can. Now we're going back over to mission start. Just busted it slightly. Get the ball back under control. Right.

So from here, this shot is actually harder than that one. So sometimes you might want to post transfer across, and then make the shot. I can actually have a go at it, just try and hit that shot. And that's the reason you don't do it, because it goes, the ball goes out of control. So let's try and make the away team shot. Missed it. Get the ball back under control. Make the shot. There we go.

So now we're going to work our way up. So let's start Klingon Battle. Back under control. Made the shot. Good. There's your replay. Okay. Okay, back under control.

So let's back on the spinner. Back under control. Back on the spinner if we can. There we go. Made the shot. That was nice. Back under control. Okay. So I'm just working my way through the mode. Making these red shots as much as I can. I've moved on from Klingon Battle. So now what we want to try and do is hit that last target if I can. Okay, I've got the last target, so the lock is lit for multiball.

But before I start multiball, what I'm going to try and do, ahhh. It started multiball. So what I would have like to have done is to bring a mode in with that, because then you're scoring double points. Okay, let's try and do a nice multiball here. So each of those flashing red shots are the jackpot shots. The thing is, at the beginning of a multiball, you can let all the balls drain, because you've got a shoot again lit right on there. Obviously it's not wise to do that, you want to maximize that. But you have got the ability to do that. So the ball's under control. Nice, like I was saying earlier, get those balls under control.

Right. This is your prime situation, because now what we're doing is you've got two balls there. You've got two insurance balls that you're not playing with, and you can just play all day with the other one. Okay, I've got one trying to come out, I lost one in the process. But again, what we're going to do now is just going to play with the one. Trying to pick off all the shots that are lit if we can, while still keeping that other one trapped up. Okay. So that right ramp. Out the middle. Boom. Okay, that was not the best multiball.

Okay, anyway. Now we go back to our missions. So we played our first multiball out, 3.2 million, not the best score. We'll go back to our missions. Again, you can see, this is a dangerous shot. But it's important. Right, okay. We're going to go in, there we go. So, you know, obviously, we couldn't do that in a competition, but for the demonstration of this video, it's worth doing. There we go. So now if we choose Prime Directive, then we've got another three in a row, it's going to roll in extra points. So that's worth doing, as well.

Lovely live catch out of that shot there. That was about the best live catch I've done today. Bounce pass. Get the ball back under control. It's always what we're looking for. Let's try and make your shots, but get the ball under control. Live catch. Not too bad. If we get out the middle now, we'll start Vengeance which is another multiball.

So this is when you normally feel a little more pressure. You've just got to think, no, no pressure. Just make the shot. But obviously, of course, a little bit out of control. Let's make the shot. Up the middle. And then we start another multiball.

So, you know, although it's harder in multiball to control the balls, the fact that you've got that insurance is so valuable. If you could always play in multiball, then you would, because then there's less chance you're going to die. So now what I want to try and do, so what I did there is I pressed Punch It, which was this button in the middle, and what it did is it awarded me an extra shot. So that's why I added that third ball. I'm not sure whether that was in terms of strategy or whether that's the right thing to do, but personally, I'd rather play with three than two, because it offers me that second option. So there we go. That was a nice little cradle separation there. It was a natural cradle separation, I didn't have to do much work for it. But again, trying to get those balls back under control. Make the shots. Balls out control, let's get the balls back under control.

So I think we make a black hole shot, maybe it'll be added ball, or not. I'm not entirely sure. I know in one mode it is. There we go, yeah. So it's added ball. So that was definitely worth doing. You get a small ball, same kind, to play with. Again, try and get the ball back under control.

This is the ideal situation. So this is called the Elwin pose. named after Keith Elwin, the best pinball player in the world. Two balls on the left and one ball on the right. That's your prime situation, because from there you can make four different plays. Back under control.

So now, I've actually completed this Vengeance mode, the Vengeance multiball, and I'm on victory laps, which are worth 300,000 a shot. So now I'm just going to keep playing these shots out until I lose another ball, and then I'll be able to go back to my modes. But 300,000 a shot is decent money, so it's worth doing. I lost that one out the side. And what quite often happens is at the end of a multiball, because you've been playing with more than one ball for so long, you quite often lose that next ball. Don't think about it. Just go back to your strategy, go back into that frame of mind where you're just playing with one ball again. Okay. I shouldn't really do that. It's a dangerous shot, and it's not really worth many points, but it's so satisfying to shoot that I'm sure that they're going to change the rules eventually to make that a really lucrative shot.

Onto the final mode now, which is Space Jump. So I'm nearing that final mode. There we go. Make the shots. Get up there, nice, let it bounce, nice, to that yellow, the spinner shot is the one. There we go. Nice. Okay. Lock's lit again over on that left shot, so we'll take that if we can. Okay, go back up the ramps. I don't think I've got it. Only had one danger there, and so I had to do that a bit more gently, but I got away with it.

Okay, so, this is the final mode. So because I've completed all the missions, you get two more multiball, but you've got to continue to shoot the ramp shots, and they're worth a series of points. I think actually in the later version of software is a different mode. But we'll play it out and see if we can, ball save is still on, so I'm okay. Get that one back. And it says on the display, seven, so it go, so that's six, five, four, three. Ah. That was silly. My bonus is probably decent, then, so I probably shouldn't have done that. Okay. So we've done it through once. So we managed to make our way through all of these modes.

Now what there is, as it says on the display there, Save the Enterprise two, so there's a second mode. So it's kind of like this, there's actually three modes per one. So this is Save the Enterprise two, Space Jump two, Prime Directive two, and there's Prime Directive three, Space Jump three, Save the Enterprise three. So in order to actually complete the game, once the software is installed, you've got to complete 18 modes, which is really, really deep. And so that's why it's so good in the home, because realistically, you're never going to be able to do that in competition or in a pub. It's one of those things that it's going to take a long time to achieve.

So we'll go back through the missions. We'll try and play a few more multiballs. And we'll try and play out a few more modes. Nice. That's nice. Nice little combo, both locks there. So now I just need to relight the lock by hitting those green targets on the left. So there two more targets there. A good way of doing that is by shooting the spinner. If you get a nice shot on the spinner, if you just hold this right flipper up, sometimes the ball will careen into those targets. So we'll try that. Okay, not clean. Not clean again. Try the backhand. Okay. I didn't make it hard enough  because it was a backhand, but we can still take a potshot. There we go. So I picked up one. Got one more target to get. So then now what we can do is I've got, on this button here, I think if I press that one it may spot that target for me, if I'm right. Maybe not. No. So that just awarded me a Vengeance shot. So I've still got to make that target shot. So we tried to shoot the spinner. No. There it is. Okay. So the final lock, the most important lock is on the left. And that's the end of the game. A bit of a disappointment at the end, but got to put my initials in. And at least you got to see the end mode for the first section.

That's Star Trek. Cool game. Really, really nice game design by Steve Richie. Hell of a designer. Go out and play it. Cool. Andy: Okay, so for more pinball videos from Craig Pullen, please visit our pinball machines page.

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Published Sep 12, 2013

FIRST LOOK: Star Trek Pinball Machine

star trek pinball tutorial

Can’t get enough of Star Trek (2009) and Star Trek Into Darkness ? Well, you can immerse yourself in the universe of both films with the brand-new Star Trek pinball machine from Stern Pinball. In the game, you – the player – are Captain James T. Kirk, leading the crew of the Enterprise into battle against the USS Vengeance and maneuvering to rescue Spock.

The first all-LED Pro Model from Stern, the Star Trek pinball machine boasts three lightning-fast ramps, an animated battleship, a trio of flippers, resettable memory drop targets and much more. The game’s playfield features eight multicolored LED paths that lead gamers along easy-to-understand color-coded routes. There are a half-dozen missions for casual players and 18 complex treks designed to thrust enthusiast players far deeper into the game. As players attack an oncoming threat with the three action-centered flippers, the all-LED playfield will captivate onlookers and enhance the player experience with such features as phaser flashes and photon torpedoes. Players can also unlock special opportunities, amass bonus features and earn accolades (called The Captain’s Chair). And fans can expect to battle Khan, Nero, Klingons and Nero’s ship, the Narada, as well.

The Star Trek pinball machine will be available via authorized Stern distributors and dealers in a Pro Version, Premium Version and Limited Edition Version. Click HERE to visit Stern Pinball for additional details.

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Star Trek Vault

Star Trek Vault

Pro

Inspired by the Star Trek and Star Trek Into Darkness films, the newest Stern machine puts players in Captain James Kirk’s chair of the U.S.S. Enterprise, embarking on a journey to protect and defend the planets of the Federation.

Stern’s Star Trek pinball machine features all the bells and whistles a Star Trek fan would desire. With adrenalin-filled battles, high-definition artwork, cosmic LED lighting and classic musical scores, the Star Trek game will evoke the sensation of flying through space at Warp Speed to rescue Spock and defeat the U.S.S. Vengeance.  The newest game from Stern includes an animated battleship, three lightning fast ramps, three flippers, resettable memory drop targets and much more.

Star Trek is Stern’s first all-LED Pro Model. The playfield features seven multicolored LED paths that lead gamers on easy-to-understand color-coded routes. There are six missions for casual players matched by 18 complex treks to immerse enthusiast players deeper in the game. As players attack an oncoming threat with three action-centered flippers, the all-LED playfield will captivate onlookers and enhance the player experience with features like phaser flashes and photon torpedoes.

Players will instinctively know exactly what to do when they approach Star Trek pinball – destroy the U.S.S. Vengeance, a key action-packed feature on the playing field. From the very start, players will have the chance to unlock special opportunities, collect tantalizing bonus features and win a series of accolades called The Captain’s Chair. Star Trek aficionados can expect the classic battle between the heroic Enterprise team and the villainous Khan as well as run-ins with Nero, Klingons and the Narada.

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  • “ Stern Pinball Machine ” means a Stern Pinball arcade game machine.
  • “ Stern Pinball Software ” means software (including but not limited to firmware) pre-installed in the Stern Pinball Machine, including all Authorized Content and any Authorized Updates that Stern Pinball may make available to You from time to time.
  • “ Authorized Content ” means all Stern Pinball and third-party owned software and content incorporated into or used with the Stern Pinball Software or otherwise embedded in or utilized by a Stern Pinball Machine, including but not limited to graphics, images, music, vocals and voices.
  • “ Authorized Update ” means an update to the Stern Pinball Software distributed by Stern Pinball or otherwise made available by Stern Pinball, including for download on its web site.
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  • You will not create, develop, distribute or assist anyone else in creating, developing or distributing any Unauthorized Content or Unauthorized Software intended for use with a Stern Pinball Machine, whether to add to or modify the gameplay, any audio content (whether music, sound or voice), or any video content of any Stern Pinball Machine, or to gain advantage in any online or other game modes, or otherwise.
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Buy pinball fx - star trek™ pinball, about this content, system requirements.

  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: Intel Core [email protected] or AMD FX [email protected] / Intel Core [email protected] or Ryzen 5 [email protected]
  • Memory: 16 GB RAM
  • Graphics: Nvidia GTX 960 or AMD R9 380
  • Storage: 35 GB available space
  • Processor: Intel Core i7-7700K or Ryzen 5 1600
  • Graphics: Nvidia 2060 RTX or AMD RX 5600 XT

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Home > Press > Star Trek™ Pinball

Star Trek™ Pinball

Last updated: December 6, 2023

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  • Star Trek™ Pinball Keyart
  • Star Trek™ Pinball Logos
  • Star Trek™ Pinball: Kelvin Timeline Keyart
  • Star Trek™ Pinball: Kelvin Timeline Screenshots
  • Star Trek™ Pinball: Discovery Keyart
  • Star Trek™ Pinball: Discovery Screenshots
  • Star Trek™ Pinball: Deep Space Nine Keyart
  • Star Trek™ Pinball: Deep Space Nine Screenshots

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IMAGES

  1. Star Trek Pinball Tutorial

    star trek pinball tutorial

  2. Star Trek TNG Pinball Tutorial

    star trek pinball tutorial

  3. Star Trek Pro Pinball (Stern)

    star trek pinball tutorial

  4. Star Trek The Next Generation pinball tutorial

    star trek pinball tutorial

  5. Star Trek: Premium Pinball!

    star trek pinball tutorial

  6. Pinball Arcade

    star trek pinball tutorial

VIDEO

  1. Star Trek pinball fx

  2. Star Trek Pro Pinball

  3. Star Trek pinball restoration part 5: standup and drop target replacement

  4. Star Trek pinball restoration part 2: cabinet repair

  5. How to Play Star Trek Pinball (2014)

  6. Star Trek The Next Generation Pinball 10

COMMENTS

  1. Star Trek Pinball Tutorial

    Star Trek pinball tutorial created by Bowen Kerins and PAPA staff. More information at http://www.papa.tv.

  2. Star Trek Pinball: The Tunatorial

    Learn to play the "Star Trek" pinball machine, released in 2013 by Stern Pinball, with this tutorial by McSirTuna! He talks you through the rules, how to ex...

  3. Star Trek Next Generation Pinball Tutorial

    Instructional pinball tutorial filmed at PAPA Headquarters. http://www.papa.org

  4. Stern Star Trek Rule Sheet

    Destroy the Drill 1: Shots show up in a clockwise manner starting with VUK & Left orbit. two ways to tackle this mission. 1 - hammer left orbit/warp shots to build warp. or 2. start galactic spinner and stack it with vengeance mb. Destroy the Drill 2: Shots light up and go out from clockwise to counterclockwise.

  5. Star Trek Pinball: Welcome Aboard

    Star Trek Pinball: Welcome Aboard. Stern's Star Trek pinball machine is a terrific game that gets more fun the more you know about it. Set your phasers to "fun" and beam yourself up to pure pinball satisfaction with this guide to Star Trek pinball! This guide contains all the information you need to make a starship captain out of you ...

  6. How to Play Pinball

    0:00 / 20:22. Craig Pullen, UK Pinball Champion, explains the rules and tactics for playing Stern's Star Trek (2013). He plays through a 3 ball game, describing what he is trying to achieve and naming the techniques he used in all the videos we shot in the session. Written By: Andy Beresford. Video Transcription: Craig Pullen: Okay.

  7. FIRST LOOK: Star Trek Pinball Machine

    The first all-LED Pro Model from Stern, the Star Trek pinball machine boasts three lightning-fast ramps, an animated battleship, a trio of flippers, resettable memory drop targets and much more. The game's playfield features eight multicolored LED paths that lead gamers along easy-to-understand color-coded routes. There are a half-dozen ...

  8. Star Trek™ Pinball

    Star Trek™ Pinball: Discovery: Michael Burnham and the shipmates of the U.S.S. Discovery rely on your pinball prowess, as you play through iconic moments from the first four seasons of the series. Make contact with the residents of 10-C and utilize the time loop for victory! Star Trek™ Pinball: Deep Space Nine: Travel to the edges of the ...

  9. Internet Pinball Machine Database: Bally 'Star Trek'

    'Star Trek' began as an American science fiction TV series which ran from 1966 to 1969. It was canceled due to low ratings. In syndication, the series' episodes enjoyed a renewed and sustained following which eventually led to a 1979 Hollywood movie of the same name, the first of six movies using the same actors from this TV show.

  10. Pinball Tutorial: Star Trek: The Next Generation, Bowen Kerins

    Find exactly what you want to watch within thousands of hours of pinball tournament footage and tutorials. ... New ★ EVENTS. x. MACHINES. x. PLAYERS. x. TUTORIALS. x. WATCH. share. Great (5) Okay (0) Nope (0) Tutorial: Star Trek: The Next Generation. Bowen Kerins. Instant Replay. End of stream. Start of stream. No highlights have been ...

  11. Star Trek 25th Anniversary Pinball Tutorial & Playthrough

    Hailing frequencies open!!!Team Victory member Calvin Wong has requested a tutorial for this table - and sure as the Romulans will break the Neutral Zone, we...

  12. Star Trek Pinball Machine (Bally, 1979)

    Star Trek. Star Trek is a pinball machine from April 1979, manufactured by Bally Manufacturing Co. A total of 16,842 units where built. It was the first officially licensed Star Trek pinball game which extended into many other machines later on. There were three significant versions of the backglass. It's not known how many of each was produced ...

  13. Star Trek: The Next Generation

    Find exactly what you want to watch within thousands of hours of pinball tournament footage and tutorials. all. New ... TUTORIALS. x. WATCH. Star Trek: The Next Generation rules . INDISC 2023 The Open Round 1 (Jason Zahler, Nic Stein, Brian O'Neill NH, Carlos Delaserda) Tutorial (Buffalo Pinball) (David Bentivegna)

  14. Star Trek: The Next Generation (pinball)

    Star Trek: The Next Generation is a widebody pinball game, designed by Steve Ritchie and released in November 1993 by Williams Electronics.It was part of WMS' SuperPin series (see also The Twilight Zone and Indiana Jones: The Pinball Adventure), and was based on the TV series.It is the only pinball machine that features three separate highscore-lists. Apart from the regular highscore-list and ...

  15. Star Trek Vault

    Stern's Star Trek pinball machine features all the bells and whistles a Star Trek fan would desire. With adrenalin-filled battles, high-definition artwork, cosmic LED lighting and classic musical scores, the Star Trek game will evoke the sensation of flying through space at Warp Speed to rescue Spock and defeat the U.S.S. Vengeance.

  16. Williams™️ Pinball: Star Trek™: The Next Generation

    Experience an out-of-this-galaxy pinball adventure on the Star Trek™️: The Next Generation Williams Pinball Machine! Join Captain Picard on the U.S.S. Enterprise-D and fight against Romulans, Cardassians, and the Borg while listening to the original music and voices from the series!

  17. Star Trek TNG Pinball Tutorial

    Play pinball like Frag! He explains the parts and features of his ST: TNG pinball machine and how these can land that high score you've been itching to get! ...

  18. Star Trek LE (Stern 2013)

    Visual Pinball. VPX - Pinball Tables. Star Trek LE (Stern 2013) This version of Star Trek Enterprise Limited Edition is a re-upload from VPinball done by nFozzy (with his permission). This vpx file dates back quite a few years now and represents one of the few tables that nFozzy authored. nFozzy is primarily known for his physics works and ...

  19. Star Trek: Super-Skill Pinball

    In Star Trek Super-Skill Pinball, choose one of the four unique tables and matching backglass for scorekeeping, then roll a shared pair of dice and get the pinballs rolling!You'll select one of the two die results, then move your pinball to a bumper or spinner, or target one level below with a matching number. Once you reach the lowest level, pick which flipper's roll to use to send the ball ...

  20. How to Play Pinball

    Craig Pullen, UK Pinball Champion, explains the rules and tactics for playing Stern's Star Trek (2013). He plays through a 3 ball game, describing what he is...

  21. Pinball FX

    This pack includes: Star Trek™ Pinball: Kelvin Timeline: Experience the vision of the newest trilogy of Star Trek blockbuster movies in this epic table. Join Captain James T. Kirk and the crew of the Enterprise on their mission to discover new civilizations, form alliances and neutralize threats to the Federation.

  22. Star Trek the Next Generation Pinball

    ENGAGE!!!Beam aboard and check out my full Tutorial and Playthrough of "Star Trek the Next Generation" on my AT Games Legends Pinball table.Played via OTG co...

  23. Star Trek™ Pinball

    Star Trek™ Pinball Logos. Star Trek™ Pinball: Kelvin Timeline Keyart. Star Trek™ Pinball: Kelvin Timeline Screenshots. Star Trek™ Pinball: Discovery Keyart. Star Trek™ Pinball: Discovery Screenshots. Star Trek™ Pinball: Deep Space Nine Keyart. Star Trek™ Pinball: Deep Space Nine Screenshots.