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The ultimate rule guide to Stern's Star Trek

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Alright folks, seeing that its almost 5 years after it's release and we still do not have a comprehensive rule sheet for Stern's Star Trek, i guess its time to come up with one. With the release of the VE on the horizon, people will - again - be looking for one.

DISCLAIMER: This is my first attempt to write a rule sheet (don't be too hard on me), and aimed towards the novice and advanced players, not pros. It is also not aimed towards competitive play - tournament mode is not considered here.

Any additions are highly welcome - send them to [email protected]. Some of the facts presented here were already discussed on other platforms, and I've tried to give credit wherever applicable.

This is purely a labor of love. It is freely distributable, as long as all references as well as the authors name and contact details remain with the document.

MACHINE USED: This rule sheet was created using my HUO Star Trek Premium. Whilst the same layout as the LE, the PRO is missing some features like the left kickback, the laser star field and the tilting vengeance.

FIRMWARE: At the time of writing, the latest available software was 1.62, which was also used.

MANUAL: The current manual at the time of writing was http://www.sternpinball.com/upload/games/star-trek/le/1534/Star%20Trek%20LE%20Manual.pdf

SHOT MAP: At time of writing, the shot map was located here - http://www.sternpinball.com/upload/games/star-trek/pre/Star%20Trek%20Prem%20ShotMap50_121013.pdf

BALLS INSTALLED: 4

VERSIONING:

0.1 Initial writing

OBJECTIVES:

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. [1]

To progress towards the wizard modes and finale, the player needs to battle out differently themed missions that are all placed around the first two Star Trek reboot films.

PLAYFIELD LAYOUT starting from the bottom left going clockwise -

Left Lower Flipper: Your standard, 3" white flipper bat. Left Outlane: Light's "T" of TREK, either goes to the outhole or kicked back when the kickback is lit. Left Inlane: Light's "R" of TREK, feeds to the left flipper and from the left ramp and left scoop. 2 SHIELD Targets: Relight kickback - see below for more information. Left scoop: Starts missions and locks balls. On Premium/LE this feeds to the left flipper via an up-kicker to the left ramp, on PRO this simply kicks it out, trickling back to the player. Leftmost Black-Hole/Red Matter Target: Award hits towards black hole award. Left Orbit/Spinner: Feeds to the top rollovers and upper right flipper for the warp ramp shot. Green Lock Targets (3x): Those targets lite locks (left scoop and center vengeance shot) for Klingon Multiball. See Klingon Multiball for detailed Info. Warp Ramp: A diagonal ramp you can hit from the right upper flipper. Awards Warps for Extra Ball, Score Multiplier and Add-A-Ball. Feeds to the upper right flipper. Warp diagonal Black-Hole/Red Matter Target: Award hits towards black hole award, can be hit from upper right flipper. Left ramp: Feeds to left flipper via the left inlane, can easily be backhanded. Center Black-Hole/Red Matter Target: Award hits towards black hole award, to the right of the left ramp. Vengeance Target: The center shot of the game, can be hit from both sides. When hit it can jump right up again or stay down, revealing a magnet behind it. If it stays down, there's a kicker in the back that can fire back the ball brutally at you (like Yagov kickback in F14). Black Hole Target: Awards random award, see Black Hole awards. Pop Bumpers: Your standard 3-set of bumpers, in class left-right-bottom arrangement. Award bumper hits for super pops and regular pop bumper levels. Top Rollover Lanes: Called BEAM ME UP-Lanes, they advance the bonus multiplier. Right ramp: Feeds to the right lower flipper via the right inlane. Right ramp Black-Hole/Red Matter Target (2x): Award hits towards black hole award, to the left and right of the right ramp. Right Orbit: Feeds to the top rollovers or comes down the left orbit. Upper Right Flipper Finger/Galactic Away Team: Allows a ball to get back to the shooter lane by raising the upper right flipper; otherwise, your standard, 3" white flipper bat. Weapon Targets (3x): Loads up photon torpedoes to hit Vengeance by using button on lock down bar, see Photon Torpedos. Right lower flipper: Your standard, 3" white flipper bat.

Your main objective on Star Trek is to play through the various Missions available. Every mission is structured into 3 separate submissions, declared by roman numbers I,II and III, getting harder as you work through them. You have different ways to start a mission:

  • On ball start, you will be offered a choice of missions to start from, except when a vengeance mode is lit. Plunge the ball or hit the lockbar button to choose.
  • The scoop, when lit (blue arrow), will let you choose and start a mission. Hit the lockbar button to choose.
  • The galactic away team (blue arrow), will let you choose and start a mission. Hit the lockbar button to choose.

You cannot start multiple concurrent missions, eg no mission stacking. You can however stack a mission with multiballs. A popular strategy is to start a multiball shortly after you start a mode, therefore giving you a decent chance to finish off the mode while actually collecting Jackpots or other relevant shots.

The 6 Missions, and their associated colors, are (the big triangle in center of the playfield) -

  • Prime Directive - Dark Blue
  • Klingon Battle - Red
  • Destroy the Drill - Light Blue
  • Nero - Purple
  • Save the Enterprise - Green
  • Space Jump - Yellow

Those colors are also the colors that the Star Trek insignia will be lit to identify the shots to be made for mission advancement/completion. Finishing any three missions in a row will award The Captains Chair - see Captains Chair for more details. Finishing a mission 3 levels deep (three in a column) will lite a shot multiplier (2x) till the end of the game - see Three in a Column. Finishing a level of modes (eg part I of all modes) will lite a wizard mode - see wizard modes.

All Level 1 parts are timed, while level 2 and 3 parts are sometimes not. All Level 1 parts of the missions can be "altered" by shooting the Galactic Away Team Shot. There are usually less shots on the PF after you make GAT, but they score exponentially more. Details are given in the corresponding sections of each mission.

General scoring seems to be (except for GAT, which scores higher):

1st mission shot: 100.000 points 2nd mission shot: 145.000 points 3rd mission shot: 190.000 points 4th mission shot: 235.000 points 5th mission shot: 280.000 points 6th mission shot: 325.000 points

Final shot: Each mission (except Nero) seems to have a final shot, indicating by alternating lights. The final shot scores more than all other shots.

Time to look at the modes in detail... MISSION DETAILS:

Prime Directive - Blue Shots

Phase I: All shots are lit blue. Making a shot advances towards getting a medal.

Phase I GAT: Galactic Lanes - After hitting one blue shot, GAT is lit. Making GAT lites the top rollover lanes as well the the two orbits feeding them for big points as well as adding 20 seconds to your missions time.

Phase I last shot : The right ramp is lit for the final shot.

Phase II: A time AND shot based round. You got 30 seconds to clear all lit blue shots (all shots are lit). You will also see a yellow/blue blinking shot. This shot scores more (it seems double). Failing to clear all shots in 30 seconds ends Prime Directive II without awarding it. To complete it you need to restart it by running the mode again - the game will remember all the shots you already completed.

Phase III: TODO

Klingon Battle - Red Shots

Phase I: Left Orbit, Left Ramp, Warp Ramp, Right Orbit and Warp Ramp are lit. Making a shot advances towards getting a medal.  Once a shot is made it stays unlit for a specific duration or another relevant shot is made.

Phase I GAT: Galactic Ramps - After hitting one red shot, GAT is lit. Making GAT lights the left an right ramp alternately for huge points. 20 seconds are added to your time.

Phase I last shot: The left ramp is lit for the final shot.

Destroy the Drill - Light Blue Shots

Phase I: Left scoop, left orbit, left ramp and warp ramp are lit from the start. When making a shot, the shots retract to left by one shot, if you dont make shots, additional shots are lit to the right. The minimum amount of shots lit is Left Scoop and Left Orbit.

Phase I GAT: Galactic Spinner - After hitting one light blue shot, GAT is lit. Making GAT lights the left scoop and left orbit for huge points. Spins are worth 75k. 20 seconds are added.

Phase I last shot: The left scoop is lit for the final shot.

Nero - Purple Shots

Phase I: Left Orbit, Left Ramp, Warp Ramp, Right Ramp and Right Orbit are lit for Nero shots.

Phase I GAT: Galactic Targets - After hitting one purple shot, GAT is lit. Making GAT lights all black hole targets on the playfield for big points. 20 seconds are added.

Phase I last shot: There seems to be no final shot, all shots are equally lit.

Save the Enterprise - Green Shots

Phase I: Left Orbit, Left Ramp and Warp Ramp are lit for shots.

Phase I GAT: Galactic Warp Ramp - After hitting one green, GAT is lit. Making GAT leaves the left orbit and warp ramp lit for big points.

Phase I last shot:

Space Jump - Yellow Shots

Phase I: Left Orbit, Left Ramp, Right Ramp, Right Orbit are lit as shots

Phase I GAT: Galactic Vengeance - After hitting one yellow shot, GAT is lit. Making GAT for Space Jump is different, as it effectively disables all shots except the center shot for one final shot. Making on shot to vengeance immediately quits Space Jump. Not sure if this is a bug or not. 20 seconds are added.

Phase I last shot: The center shot is lit as a final shot.

THREE IN A ROW - CAPTAINS CHAIR:

Finishing 3 missions in a row awards The Captains Chair. Possible Captains Chair Awards are

Super Pops (left three missions) - Score 100 pop bumper hits to defeat Khan on the shuttle, each hit awards 90.000 points.

Super Spinner (bottom three missions) - Score 100 spins, each spin scores 75k.

Super Ramps (right three missions) - Score 9 ramp shots (left, right and warp are eligible), each ramp scores 700.000 points

Captains Chair awards don't have any time limit, they carry over from ball to ball, and are an easy source for points. Captains Chair modes end when you collected all necessary targets (spins, bumper hits or ramp shots, depending on the mode). You can have more than one Captains Chair mode running at any given time.

THREE IN A COLUMN:

Finishing any mission three levels deep (eg its I,II and III part) will award a 2x multiplier on a specific shot for the rest of the game.

All Prime Directive modes: 2x Saucer All Klingon Battle modes : 2x Left Ramp All Space Jump modes: 2x Right orbit All Destroy the Drill modes: 2x Warp Ramp All Nero modes: 2x Left Orbit All Save the Enterprise modes: 2x Right ramp

TREK ROLLOVERS:

The TREK rollovers increase Spinner value by 10.000 points. The spinner value starts with 2.000 points on Ball 1, 4.000 points on Ball 2 and 6.000 points on Ball 3.

Increased spinner values do not carry over from ball to ball.

KLINGON MULTIBALL:

This multiball is a 3-ball multiball that can be turned into a 4-ball multiball by hitting the Black Hole target when lit. All shots are lit (in red) for Klingon Jackpots.

Jackpots are scoring starting from 200.000, and increase to 375.000, 750.000 and so on.

Super Jackpot - After making 6 jackpots, a super jackpot can be scored which is worth 6.25 million

Double super jackpot - scoring 6 more jackpots, a double super jackpot will be lit. The shot will travel around the playfield in a quick fashion. If you manage to hit the traveling shot, you will earn 20 million points plus a single gold medal.

Klingon Multiball ends when only one ball is left in play.

VENGEANCE MODES:

Vengeance Modes can be starting by hitting the center vengeance center target 5 times. Afterwards, the target stays down for a direct shot at the the vengeance.

There are 3 vengeance modes to be taken care of

  • Vengeance Multiball Shooting the vengeance holds the ball on the magnet. You get a second ball served - now a 15 second timer starts to hit the "captivated" ball and free it. Doing so will lead to a 3 ball multiball. If you dont free the ball in 15 seconds, the ball is released and you get a 2 ball multiball. You can get a 4th/3rd ball respectively by hitting the black hole target. Whether or not you manage to free the ball, you now get the chance to destroy the vengeance. Left Ramp, Right ramp and the vengeance shots are lit to fire photons at the vengeance. You can also use collected photon torpedos by hitting the lockbar button (see photon torpedos). Hitting the vengeance often enough will destroy the vengeance (on Premium and LE you will get a cool vengeance tilting effect), will award 5 million points (or 10 million while played as a combo). Furthermore, you get to play Victory laps. All shots are lit for points, finishing a round of shots scores big points (first round scores 1 million points, second 2 million,...) and relites all the shots. Vengeance Multiball ends when only one ball is left in play.
  • Vengeance Scoring A timed hurry up single ball mode. You need to score 5 shots at the vengeance while points are counting down. Making a shot resets points + 100k. Not making a shot till the points have reduced to 500.000 ends Vengeance scoring immediately. The sequence is: First Shot: Counts down from 1.000.000 to 500.000 Second Shot: Counts down from 1.100.000 to 500.000 Third Shot: Counts down from 1.200.000 to 500.000 Fourth Shot: Counts down from 1.300.000 to 500.000 Fifth Shot: Counts down from 1.400.000 to 500.000 Making the fifth and final shot ends vengeance and immediately awards an Extra Ball. There is no extra score for finishing vengeance scoring.
  • Vengeance Battle 5 hits to the vengeance target starts a "sudden death" mode. Hitting the target one more time leaves the target down for a few seconds. If you manage to get the ball back to the vengeance in those few seconds, you get 10% of your score as an award. The beauty of it - this shot can be doubled, or even quadrupled by combos and the the warp ramp playfield multiplier for a staggering 40% of your current score on top. Vengeance Battle ends when you make the shot or drain the ball. There doesnt seem to be a timer.

PHOTON TORPEDOS:

Photon Torpedos can be obtained by completing the 3 target weapon bank on the right (see playfield layout). Completing the 3 target bank award 3 photon torpedos up to a maximum of 8 torpedos, indicated by the yellow triangles in the middle. Torpedos are activated by pressing the lockbar button.

Torpedos can be used to:

  • Knock down the vengeance targets towards the start of a vengeance mode.
  • Score hits at the vengeance during the first vengeance mode.

Torpedos can NOT be used to:

  • Score the last hit of the first vengeance mode.
  • Can not be used to progress in 2nd/3rd vengeance modes.

On factory settings, the kickback is lit at the start of a ball, and can be re-lit by hitting the two shield targets multiple times. "Making" the kickback the first time scores 250.000 points

EXTRA BALLS:

There seem to be two extra balls throughout the game. Extra balls, when lit, are collectible at the center vengeance shot.

Warp Ramp (see warp ramp) - A certain number of shots to the warp ramp light an extra ball. Factory settings make this is a self adjustable number, however, operators can set a fixed value as well. Mine adjusted to a value of 6, while starting as low as 3 or 4.

Finishing the second vengeance mode (see vengeance modes) - Finishing vengeance battle lites an extra ball, which you score instantaneously by hitting the center vengeance shot (eg last shot to finish vengeance battle also collects the EB).

WARP LEVELS:

Shooting the warp ramp repeatedly increases your warp level. You start out with Warp 1, and end at Warp 9.9. Shooting the warp ramp scores 250.000 (multiplied by 2x every time you hit the ramp in succession) points, and award multiple things:

  • At a dynamically adjusting (usually 6-7) or fixed warp level: Lite Extra Ball
  • At 9.1: Double Scoring for 60 seconds or ball drain, whatever happens first
  • At 9.9: Double Scoring + add-a-ball. Double scoring ends either after 60 seconds or when both balls are lost.

After reaching 9.9, you restart at Warp level 1. Reaching the Extra Ball level again won't award another EB on factory settings. For big points, try saving the 9.1 and 9.9 levels for big scoring modes, such as Kobayashi Maru, Enterprise Amok, 5 Year Mission, Klingon MB or any of the vengeance modes. This can make your scores skyrocket.

Throughout the game you can score other various combo shots for scores and some cool game quotes -

Kirk: Left Loop, Warp Ramp ("USS Enterprise, Captain James T Kirk commanding") Bones: Left Loop, Left Ramp ("Dammit Jim, I'm a doctor, not a pinball wizard") Sulu: Right Loop, Right Ramp Uhura: Right Ramp, Left Ramp, Right Orbit Spock: Left Ramp, Right Ramp, Left Loop, Warp Ramp

Info on combos taken partly from [2], TODO values and multiplier shots

BLACK HOLE AWARDS:

The Black Hole target is lit by hitting the Black Hole/Red Matter targets multiple times. The awards from the black hole can be one the following:

  • Add more time
  • Pop Bumpers score 200k (per hit - insane)
  • Increase Bonus Multiplier (?)

Add more time will usually be presented to you when you are running a mode, Add-a-Ball when you are playing a multiball.

For every mission you play, you can be awarded bronze, silver or gold medals. You earn medals by shooting for mission objectives. Medals score immediate points, BUT they score even bigger when you start one of the wizard modes. Making a gold medal immediately quits the mode by setting the remaining mode time to 0 seconds for a "Final shot". The final shot is usually worth more points if you hit the correct one (insignia alternating in two colors), except for Nero, which doesn't seem to have a final shot.

A single gold medal can also be scored by obtaining a double super jackpot from Klingon Multiball - see Klingpn Multiball for more details.

Making 3 shots awards a bronze medal, three more a silver medal and 5 more a gold medal. When playing a mission via GAT, different (mode specific, see Missions) rules apply.

Starting Kobayashi Maru awards medals as follows:

Set of 6 Bronze medals when starting Kobayashi Maru = 10M. Otherwise, each bronze is worth 1M up to a set. Set of 6 Silver medals when starting Kobayashi Maru = 20M. Otherwise, each silver is 2M up to a set. Set of 6 Gold medals when starting Kobayashi Maru = 35M. Otherwise, each gold is 3.5M up to a set.

Starting Enterprise Amok awards medals as follows:

Set of 6 Bronze medals when starting Enterprise Amok = 15M. Otherwise, each bronze is worth 1.5M up to a set. Set of 6 Silver medals when starting Enterprise Amok = 30M. Otherwise, each silver is 3M up to a set. Set of 6 Gold medals when starting Enterprise Amok = 50M. Otherwise, each gold is 5M up to a set.

TODO 5 yrs mission

Some info for medals and their values taken from [4].

SKILL SHOT:

There are at least 3 different skill shots in Star Trek -

  • Plunge the ball short so it doesn't hit the top rollover/bumper are, but instead trickles down to the upper right flipper finger. From there, shoot a warp ramp for "Warp Ramp Skillshot"
  • Hold the left flipper while either pushing the lockbar button or plunging the ball all the way so it hits the lower left flipper. This while lite a super skill shot at either the center vengeance target or the right ramp. The first super skill shot awards 1mil, consequent shots increase the super skillshot by 250k (?)
  • Hold the right flipper, full plunge - ball needs to hit the upper gate with enough force to reject it back out of the rollovers into right orbit, shoot warp ramp for a super skill shot worth 1.5 mil [3]

WIZARD MODES:

There a three wizard modes throughout the game - Kobayashi Maru, Enterprise Amok and Five Year Mission as the final mode. You qualify for a wizard mode by finishing a full level of missions (6 pieces, eg all level one missions, all level 2 missions...). This will lite the center vengeance shot to start your wizard mode. Before the wizard mode actually starts, you get awarded a big score for the medals you were awarded whilst battling out the missions.

Kobayashi Maru

After finishing the first level of all missions, the center shot will be lit for KM multiball. This is a two ball-multiball (can be made 3-ball by black hole award) has the following shots lit with their corresponding colors.

  • Left Saucer
  • Center vengeance
  • Right Orbit

Notice that there are 6 shots lit? Thats right, thats as much as there are missions. Shooting the first shot of any lit shot awards XX, the second shot award the the amount of points you got from playing the corresponding mode up to a limit of 7 million points.

The mode ends when you are down to one ball or you managed to collect all awards (12 shots in total).

Enterprise Amok

After finishing the first level of all missions, the center vengeance shot is lit for Enterprise Amok. Enterprise Amok, again, starts out as a two ball multiball but can go up to four balls. It seems to be a switch based multiball, eg any switch counts towards your score and progression.

Five Year Mission

REFERENCES:

[1] http://www.sternpinball.com/games/star-trek-vault-edition/premium

[2] http://tiltforums.com/t/star-trek-wiki/456/35

[3] https://pinside.com/pinball/forum/topic/star-trek-where-is-the-skill-shot#post-1324514

[4] http://tiltforums.com/t/star-trek-wiki/456/10

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

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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.

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Star Trek™ Pinball

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About This Content

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.

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 final frontier and arrive at the space station Deep Space 9! Use your pinball skills to lead the crew and Captain Benjamin Sisko in ending the Dominion War.

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END USER LICENSE AGREEMENT

  • “ 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.
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Stern Pinball Arcade: Star Trek™ Vengeance Premium

Star Trek™ Vengeance Premium (2013): is another outstanding game from designer, Steve Ritchie. Based on the new series of Star Trek films, players take on the role of Captain Kirk commanding the USS Enterprise in a fight to save the Federation. The game features easy-to-follow rules for novice players an incredible level of depth for experts, with 18 missions to play and 5 multiball modes, including three Captain’s Chair wizard modes! The playfield features spectacular lighting with over 60 tri-color LEDs, including seven Star Trek shield emblem inserts, color coded to indicate the primary targets in each of the mission modes. Other notable features include the Warp Core Resonator shaker motor, USS Vengeance Disintegrator Super-Speed ball kicker and custom molded models of the USS Enterprise, USS Vengeance and two asteroids with LED flashers.

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Estes conteúdos são vendidos pela Nintendo of Europe AG. O pagamento será efetuado com os fundos da Nintendo eShop utilizáveis através da tua Conta Nintendo. A aquisição destes conteúdos está sujeita ao Contrato da Conta Nintendo .

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Após o processamento do pagamento, os conteúdos serão descarregados para a consola associada à tua Conta Nintendo ou a tua Nintendo Network ID no caso de se tratar de uma Wii U ou consolas da família Nintendo 3DS. A consola Nintendo 3DS deve estar atualizada e ligada à Internet com a opção de downloads automáticos ativa e com espaço suficiente para concluir o download. Dependendo do modelo da consola que tiveres e da sua utilização, poderás precisar de um dispositivo de armazenamento adicional para descarregares conteúdos da Nintendo eShop. Visita a nossa secção "Assistência" para mais informações.

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Informações sobre pré-aquisições

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Este produto inclui dispositivos tecnológicos de proteção.

Não é possível jogar este título antes do seu lançamento, a {{releaseDate}} . No caso de pré-aquisições, o pagamento é processado automaticamente a partir de sete dias antes da data de lançamento. Se fizeres a pré-aquisição menos de sete dias antes da data de lançamento, o pagamento será processado imediatamente após a aquisição.

©2017 FarSight Studios Inc. All rights reserved. ©Stern Pinball Inc. All rights reserved. Star Trek (2013, Stern), TM & ©2017 CBS. All Rights Reserved. Ghostbusters, Last Action Hero, Mary Shelley's Frankenstein and Starship Troopers, TM & ©2017 Columbia Pictures Industries, Inc. All Rights Reserved. AC/DC, ©2017 Leidseplein Presse B.V. Under License to Perryscope Productions / Epic Rights. Ripley’s Believe It or Not!, ©2017 Ripley Entertainment Inc. All rights reserved. Harley Davidson, ©H-D, All rights reserved. Ford Trademarks and Trade Dress used under license to FarSight Studios, Inc. All other trademarks are the property of their respective owners.

Jogo necessário

Stern Pinball Arcade

Data de lançamento

Classificação etária

Comandos compatíveis

  • Comando Pro da Nintendo Switch

inglês, alemão, francês, espanhol, italiano

Tamanho do download

  • Deutschland
  • UK & Ireland
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IMAGES

  1. Star Trek Missions Scoring Rules explained

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  2. Stern Star Trek Pinball

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  3. Stern Star Trek flyer

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  4. Star Trek Vault

    star trek stern pinball rules

  5. How to Play Pinball

    star trek stern pinball rules

  6. Here's the playfield layout of Stern's newly announced Star Trek

    star trek stern pinball rules

VIDEO

  1. Star Trek Pro Pinball

  2. Williams Pinball: Star Trek: The Next Generation

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

  4. Star Trek pinball restoration part 4: playfield

  5. Stern Star Trek Pinball Part 4 *** Completion of Mission Multiball ***

  6. Pinball FX 2023

COMMENTS

  1. Stern Star Trek Rule Sheet

    1. Focus on left orbit/warp shots to build up warps towards double scoring. 2. maximize scoring with the 5-way combo > left ramp/right loop/right ramp/left loop/warp. 3. Stack galactic matter with any of the vengeance modes + preferably double scoring. Nero 2: 3 pairs of shots; left 2, center 2, right 2.

  2. 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.

  3. 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...

  4. 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.

  5. 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...

  6. The ultimate rule guide to Stern's Star Trek

    The Stern Star Trek pinball machine rule sheet (c)2018 Georg "hiho" Hinterhofer ... When playing a mission via GAT, different (mode specific, see Missions) rules apply. Starting Kobayashi Maru awards medals as follows: Set of 6 Bronze medals when starting Kobayashi Maru = 10M. Otherwise, each bronze is worth 1M up to a set.

  7. Star Trek (Stern) • PinTips

    4. Timing your shot for Warp 9.1 or 9.9 to coincide with any of the multiballs can pay off big with double scoring and big jackpots. general. by Arcade. Flag this. 4. Light Black Hole by hitting all orange matter targets. Hit lit Black Hole target during multiball to add a ball. multiball.

  8. 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 ...

  9. Star Trek Missions Scoring Rules explained

    Game of Star Trek Pinball from Stern with comments about missions rules scoring.The starting value of a mission is:For Level 1 mission: 100 000 + Previous Sh...

  10. 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 trying to achieve and naming the techniques he used in all the videos we shot in the session. ... Star Trek (Stern 2013) How to Play Pinball - Tip Pass. How to Play Pinball - Tournament ...

  11. Internet Pinball Machine Database: Stern 'Star Trek (Starfleet Pro)'

    Pictures, documents, manufacturing data, ratings, comments, features, and history for Stern 'Star Trek (Starfleet Pro)' pinball machine. The Internet Pinball Database Presents Star Trek (Starfleet Pro) ... [Stern Pinball, Inc.] Promotional Photo 386x800 [Stern Pinball, Inc.] Translite 817x995 [Antonio van der Heijden] Upper Playfield 1200x900

  12. Pinball Archive Rule Sheet: Star Trek: the Next Generation

    Start Mission collects value and stops the timer, all shots light to recollect the same value. You can only hit each shot once. Once the 20 million reaches 5 million, you automatically start the second part with all shots worth 5 million. There is 30 seconds to hit all seven shots - if you do it you get 50 million.

  13. Star Trek (LE) Pinball Machine (Stern, 2013)

    Find out everything about Star Trek (LE) (Stern, 2013) pinball machine; General game details, ratings and reviews, photos, videos, high scores, places to play and find machines currently for sale on our market place. ... Star Trek (LE) is a pinball machine from November 2013, manufactured by Stern Pinball, Inc. Tags: LICENSED movie SCI-FI space ...

  14. Internet Pinball Machine Database: Stern 'Star Trek (Enterprise Limited

    This is the only version of this game with a factory-installed shaker motor and the designer 's signature on the playfield (under the hardcoating). MSRP when new: $8,795.00. This model is advertised on the backbox plaque as a limited run of 799 and a representative from Stern later concurred with that quantity.

  15. Star Trek (Premium) Pinball Machine (Stern, 2013)

    Find out everything about Star Trek (Premium) (Stern, 2013) pinball machine; General game details, ratings and reviews, photos, videos, high scores, places to play and find machines currently for sale on our market place.

  16. 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 ...

  17. PDF U COLLECTOR'5 EDITIon COMMAND THE ENTERPRISE AND ...

    STERN PINBALL, INC. 2020 JANICE AVE., MELROSE PARK, IL 60160 708-445-7700 STAR TREK LE MODEL SHOWN. GAME SUBJECT TO CHANGE. ZI/ÐORR RRECRPTRln KIRK 1.155 Vengeance Custom molded Rnimated Ship model with Crash Effect. ... Game Rules with Depth For Experts Over Controlled Tri-Color LEOS on

  18. 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 ...

  19. STAR TREK PINBALL ARRIVES!

    Stern Pinball Announces STAR TREK™ Game The World's Leading Maker of Arcade-Quality Pinball Set to Launch Star Trek Pinball Machine MELROSE PARK, IL - September 12, 2013 - Stern Pinball, Inc., the world's leading maker of real pinball games and the American Amusement Machine Association ("AAMA") Manufacturer of the Year, proudly announced today the availability of Star Trek

  20. Game Manuals

    Stern Pinball reserves the right to change, amend or alter this return policy at any time. Returning Stern Accessories, Parts and Merchandise: We will accept for return or exchange new, unused and unaltered accessories, parts and merchandise. ... Star Trek Pro Manual. Download File. Star Trek Premium Manual. Download File. Star Trek LE Manual ...

  21. Star Trek (Stern) (Pinball)

    Star Trek is a Physical Pinball Table designed by Steve Ritchie, illustrated by Greg Freres, Kevin O'Connor, and John Youssi, and programmed by Lonnie Ropp, Tanio Klyce, and Waison Cheng.It was released in 2013 by Stern Pinball, making it the fourth licensed Star Trek pinball machine.. Based on the J. J. Abrams' Star Trek reboot, this game focuses on various highlights from both Star Trek ...

  22. Star Trek (Pro) Pinball Machine (Stern, 2013)

    Find out everything about Star Trek (Pro) (Stern, 2013) pinball machine; General game details, ratings and reviews, photos, videos, high scores, places to play and find machines currently for sale on our market place. ... Star Trek (Pro) is a pinball machine from October 2013, manufactured by Stern Pinball, Inc. Tags: LICENSED movie SCI-FI ...

  23. Internet Pinball Machine Database: Data East 'Star Trek'

    Internet Pinball Machine Database: Data East 'Star Trek'. Star Trek / IPD No. 2356 / October, 1991 / 4 Players. [ Submit Changes ] Average Fun Rating: 7.4 /10 ( 52 ratings/34 comments ) [ Add Your Rating! Manufacturer: Data East Pinball, Incorporated (1986-1994)

  24. Stern Pinball Arcade: Star Trek™ Vengeance Premium

    The game features easy-to-follow rules for novice players an incredible level of depth for experts, with 18 missions to play and 5 multiball modes, including three Captain's Chair wizard modes!