Star Trek
Table of contents
- Game Information
- Layout
- Modes
- Captain’s Chair and Level 3 Completion
- Warp Ramp Awards
- Multiball Add-A-Ball
- Klingon Multiball
- Vengeance Modes
- Wizard Modes
Game Information
- Lead Designer: Steve Ritchie
- Lead Game Developer: Lonnie Ropp
- Lead Mechanical Engineer:
- Lead Sound Designer:
- Lead Artist:
- Release Date: January 2013
- Wiki Rulesheet based on Code Rev: 1.62
Layout
| Premium/LE: | Pro: |
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Modes
General Mode Strategy Shoot the matching colored shots for the modes to earn points and advance. Combos will double points that would’ve been earned. Once you hit one mode shot, you can shoot the ‘Away Team’ shot (under the upper flipper), which adds 20 seconds and changes the primary objective of the mode to some specific shots. Usually, it’s a pretty good idea to do so as the shots become much more valuable.
When a mode ends, start another mode (or restart the mode) by shooting the Mission Start (far left eject hole) or the Away Team (under the upper flipper) shots and then choosing a mode.
It’s always a good idea to hold off starting a multiball until JUST after you’ve started a mode. This allows you to stack the mode with a multiball. If the third lock is lit at the left eject hole when Mission Start is also lit, then you will be able to choose a mode and immediately start Klingon multiball.
Mode Levels
Each of the six colored hexagon modes has four versions with unique scoring rules and shot placement.
Level I modes are the default “starting” modes, operating on a timer. When time runs out, all shots light to collect one single “final shot” and complete the mode (draining during “final shot” sequence also completes the mode). When the final shot is lit, one or two shots are lit for 4x the final shot value. This can be doubled via a combo, but it is hard to do so since it requires making the penultimate shot just before the timer runs out. Note: In Prime Directive, Save The Enterprise, and Klingon Battle, the timer display rounds down to the nearest second, e.g. 29.9 seconds left displays as “29”, while in Destroy The Drill, Nero, and Space Jump, the display rounds up, e.g. 29.1 seconds displays as “30”.
Each Level I mode may be advanced to Galactic Mode for improved scoring and alternate objectives. To begin Galactic Mode, first shoot any lit mode shot, then shoot the “Away Team” rollover (underneath the upper right flipper). The mode timer from Level I continues with an additional 20 seconds added. Galactic Away Team Mode may be started after any number of mode shots have been completed as long as the timer has not run out. Draining during a Galactic Mode will end the mode with the current medal status. Galactic Away Team Modes are only available during Level I modes.
Level II modes may only be started after completing their respective Level I (or Galactic) mode. Level II modes feature two kinds of lit shots: regular-color arrows, which award mode points and advance toward bronze medal awards; and multi-color arrows, which award double mode points and count towards silver and gold medal awards. The Level II mode will end and be marked complete when a certain number of total shots are made (as described per mode); if the ball drains or the timer runs out, the mode exits and may be re-started later, with progress saved.
Level III modes may only be started after completing their respective Level II mode. Level III modes operate similarly to Level II modes, but with improved scoring. Completing a Level III mode will light one particular shot on the playfield for double scoring for the rest of the game. In this case, the combo arrow for the shot lights permanently, effectively replacing 2x combo scoring.
Mode Scoring
Each shot in a mode has a base value of 100K x level + shot bonus + streak bonus + 30K x shots made in the current mode. The shot bonus and streak bonus both start at 0, and each shot made increases the shot bonus by 5K and the streak bonus by 10K. On the first attempt at each level II or level III mode, the increase is multiplied by the level. The shot bonus carries over throughout the entire game, while the streak bonus resets at the end of each ball.
For example, suppose a player starts a new game, starts a level I mode, makes 2 shots, drains, then makes another shot on ball 2.
- The 1st shot is worth 100K x 1 (level) + 0 (shot bonus) + 0 (streak bonus) + 30K x 0 (shots made in the current mode) = 100K. The shot bonus becomes 5K and the streak bonus becomes 10K.
- The 2nd shot is worth 100K x 1 (level) + 5K (shot bonus) + 10K (streak bonus) + 30K x 1 (shots made in the current mode) = 145K. The shot bonus becomes 10K and the streak bonus becomes 20K.
- Upon draining, the streak bonus resets to 0.
- The 3rd shot is then worth 100K x 1 (level) + 10K (shot bonus) + 0 (streak bonus) + 30K x 2 (shots made in the current mode) = 180K. The shot bonus becomes 15K and the streak bonus becomes 10K.
Galactic Away Team Scoring
GAT scoring works differently than regular modes. Each shot collects the shot bonus and streak bonus as usual, but does not build them.
The under-the-flipper shot used to start GAT counts as a regular Level I mode shot. The first shot after starting GAT is the value of this shot plus 30K + (mode shot bonus) x (shots made in the Level I mode before starting GAT), where the mode shot bonus depends on the mode:
| Mode | Mode shot bonus |
|---|---|
| Prime Directive | 125K |
| Space Jump | 125K |
| Klingon Battle | 150K |
| Destroy the Drill | 200K |
| Nero | 225K |
| Save the Enterprise | 350K |
Each subsequent shot in GAT is worth 75K more than the previous one. The final shot is still scored as a regular Level I mode shot, with Level I shots and GAT shots both counting towards the number of shots made in the current mode.
For example, suppose a player starts Prime Directive I, bringing in a 35K shot bonus and a 70K streak bonus, makes 3 shots, then makes their 4th shot under the flipper to start GAT. Then they make 2 more shots in GAT before time runs out, and they make their final shot as one of the regular (non-4x) shots.
- After the 3rd shot, the shot bonus is 50K and the streak bonus is 100K.
- The 4th shot to start GAT is worth 100K x 1 (level) + 50K (shot bonus) + 100K (streak bonus) + 30K x 3 (shots made in the current mode) = 340K. The shot bonus is now 55K and the streak bonus is now 110K.
- The 5th shot, which is the 1st shot in GAT, is worth 340K (previous shot value) + 30K + 125K (mode shot bonus) x 4 (shots made before GAT) = 870K
- The 6th shot is worth 870K (previous GAT shot value) + 75K (increment) = 945K.
- The 7th and final shot is worth 100K x 1 (level) + 55K (shot bonus) + 110K (streak bonus) + 30K x 6 (shots made in the current mode) = 445K
Special Cases
Klingon Battle I adds an extra 25K x (shots made in Klingon Battle I) to the final shot value.
Destroy the Drill I has an invisible bonus that accumulates with each shot and is added to the final shot value when time runs out. Each shot adds 20K x (number of unlit shots + 3). GAT shots also build this bonus.
Space Jump GAT awards 4x the regular GAT value and immediately ends the mode.
Medals
Medals (and points) are awarded for how well you play each mode (bronze/silver/gold). After completing all modes a “medal bonus collect/jackpot” is awarded when you start the mini wizard mode. This value can be doubled if 2x is running. Medals accrue and are never replaced, thus earning a Silver Medal also leaves you holding a Bronze.
- The first bronze medal is worth 250k, with each subsequent bronze worth +125k more.
- The first silver medal is worth 450k, with each subsequent silver worth +175k more.
- The first gold medal is worth 1000k, with each subsequent gold worth +275k more.
Medal values double if you combo into the shot that gives you the medal. For example: Comboing into the third shot will give you double the value for the bronze medal. This value will be doubled again if you have Double Scoring running.
For all Level I modes, every 3rd shot awards the next medal, i.e. 3 shots for bronze, 6 shots total for silver, and 9 shots total for gold.
- Galactic Away Team: The shot to start GAT counts as one shot, and the number of shots made carries over into GAT.
- Special Case: For Space Jump, GAT only has one shot lit at the Vengeance. This shot counts as 4 shots and and ends the mode. If these 4 shots would award multiple medals, only the higher medal is awarded. For examples:
- If you start GAT on the 2nd shot, the GAT Vengeance shot counts as the 3rd, 4th, 5th, and 6th shots, but only awards the silver medal at 6 shots, skipping bronze at 3.
- If you start GAT on the 4th shot, the GAT Vengeance shot counts as the 5th, 6th, 7th, and 8th shots, awarding the silver medal at 6 shots. Note that starting GAT this early makes it impossible to earn the gold medal.
- If you start GAT on the 5th shot, the GAT Vengeance shot counts as the 6th, 7th, 8th, and 9th shots, awarding only the gold medal and skipping silver.
For Level II modes, 3 shots awards a bronze medal, while 2x value shots (indicated by the multi-color arrows) are needed for higher medals: 3 for silver and 5 for gold.
For Level III modes, medals are awarded solely based on 2x value shots made. Prime Directive III and Klingon Battle III require 2, 3, and 5 shots for bronze, silver, and gold respectively. The other level III modes award one medal level for each 2x shot made, up to a gold medal on the 3rd 2x shot.
Note that for Level II and Level III modes, making lower-value shots may lock you out of better medals.
Special Case #2: The Double Super Jackpot in Klingon Multiball awards a single, gold medal.
Mode Details
Prime Directive
Level I: 30-second timer. All shots light blue and un-light when hit. Un-lighting five shots relights all shots; after a short timer, shots will also relight if no mode shot has been completed
4x final shot: Right ramp.
Galactic Away Team: Top (bonus X) lanes are lit, rolling over a lane scores as a shot and unlights that lane. Lanes relight over time, or completing all 3 lanes relights them all. Flipper buttons still rotate lanes as usual.
Level II: 30-second timer. All shots light blue with one shot lit for 2x. Make a shot to unlight it. Making the 2x shot moves the 2x to another shot. Complete all shots to complete the mode.
Level III: Identical to Level II (?)
Level III Completion: 2X on the Left scoop for the remainder of the game.
Space Jump:
Level I: 30-second timer. Four shots (both orbits, left ramp, right ramp) light yellow. Shooting a lit arrow un-lights the shot and one other shot, but will always re-light a combo. All shots re-light after a small timer elapses if no shots are made.
4x final shot: Vengeance.
Galactic Away Team Vengeance drop target. Hitting the target will advance one medal rank if not at gold and end mode.
Level II: 30-second timer. Similar to level I, but after the first shot, one lit shot is worth 2x, and shots do not relight with time. Make 6 shots to complete the mode.
Level III: 30-second timer. Complete the sequence of 8 shots to complete the mode, warp ramp is 2x when lit:
- Left ramp or right ramp
- Warp ramp (2x) or right orbit
- Right ramp
- Warp ramp (2x) or left orbit
- Left ramp
- Warp ramp (2x) or Vengeance
- Left ramp or right ramp
- Warp ramp (2x) or right orbit
Level III Completion: 2X on the Right Orbit for the remainder of the game.
Save the Enterprise:
Level I: 30-second timer. Three random adjacent shots other than the warp ramp light. Shoot any one to move to three new random adjacent shots (other shots unlight).
4x final shot: both orbits.
Galactic Away Team: Warp ramp & left orbit.
Level II: No time limit. 2 random shots light; one shot is 2x. Lit shots are re-randomized after every shot made. Complete 6 shots to finish the mode.
Level III: No time limit. Only 1 random shot lights. Hitting the lit shot lights a different random shot and lights the Warp ramp for a 2x shot. The Warp ramp remains lit until hit. Once hit, another mode shot must be made to relight. Complete 8 shots to finish the mode.
Level III Completion: 2X on the Right Ramp for the remainder of the game.
Nero:
Level I: 30-second timer. Five shots light purple (all except scoop & warp ramp). Shooting a lit shot un-lights it. Re-light all five shots by either un-lighting all, or allowing a short timer to elapse.
4x final shot: Black Hole target.
Galactic Away Team: Red Matter standups. Standups unlight when hit. Completing all standups relights them all.
Level II: No time limit. Left scoop (2x) and left orbit represent the Left Romulan attacker (on the screen). Left ramp (2x) and Vengeance represent the Center Romulan attacker. Right ramp (2x) and right orbit represent the Right Romulan attacker. Defeat 10 attackers to complete. Attackers re-light after a short time, up to 4 times at each pair of shots. Extra points are awarded for defeating three attackers before any re-light.
Level III: 55-second timer. Left eject and right orbit are initially lit. Left flipper button moves the left eject shot one shot to the right every flip, looping back around to the far left. Right flipper button will move the right orbit shot one shot to the left every flip, looping back around to the far right. If both shots overlap, that shot is worth 2x. Compete 5 shots to finish the mode.
Level III Completion: 2X on the Left Orbit for the remainder of the game.
Destroy the Drill:
Level I: 30-second timer. Leftmost 4 shots are initially lit. Additional shots light from left to right as time elapses. Shooting a lit shot unlights the rightmost lit shot.
4x final shot: Left eject
Galactic Away Team: Left eject hole and left spinner/orbit are lit; spinner is worth 75K per spin.
Level II: No time limit. Shots light one at a time left to right until all shots are lit, then unlight from left to right until only the right orbit remains. Then shots will light from right to left until all shots are lit, then unlight from right to left until only the left eject remains. Then the pattern repeats. The most recently lit shot is worth 2x. Making a shot unlights it for the rest of the mode. Complete 6 different shots (out of 7 available) to finish the mode.
Level III: 55-second timer. Left eject hole, Vengeance, and right orbit are lit, plus a roving shot that starts at the Vengeance and bounces left and right in sync with the crosshairs on the DMD. When the roving shot overlaps with another lit shot, that shot becomes worth 2x. Complete 7 shots to finish the mode.
Level III Completion: 2X on the Warp Ramp for the remainder of the game.
Klingon Battle:
Level I: 30-second timer. Five shots (both orbits and all 3 ramps) are lit. Making a shot unlights it until another shot is made.
4x final shot: Left ramp.
Galactic Away Team: Left/right ramps (must alternate after first).
Level II: No time limit. Lit shots cycle through 4 patterns starting with only the left ramp lit then spreading in both directions, approximately 8 seconds per full cycle:
- Only left ramp lit for 2x.
- Warp ramp and Vengeance light, 2x moves to warp ramp.
- Left orbit and right ramp light, 2x moves to right ramp.
- Left eject and right orbit light (i.e. all shots are now lit), 2x moves to right orbit.
Making any lit shot restarts the cycle. (Note: You can achieve perfect medal progress by repeating the Left Ramp, but you will sacrifice some points because it avoids any 2x combos.)
Level III: 45-second timer. A random shot is lit for 2x. Additional random shots light over time, up to 3 can be lit at a time. Shots un-light when hit. Making the 2x shot moves it to another lit shot, or a random shot if it was the only lit shot. Make 8 shots to finish.
Level III Completion: 2X on the Left Ramp for the remainder of the game.
Captain’s Chair and Level 3 Completion
Captain’s Chair: Completing three same-level modes in a line enables the Captain’s Chair. ||| |-|-| |Left Side|Super Pops| |Right Side|Super Ramps| |Bottom Side|Super Spinner|
Captain’s Chair remains live until completed, it remains active across balls. You can only get Captain’s Chair once per rack, but if you finish two at the same time, you will get both awards.
Level III Completion: Completing the Level 3 Mode of any of the 6 Modes will award a 2X Shot Multiplier for the remainder of the game. |Mode|2X Shot| |-|-| |Prime Directive|Left Scoop| |Space Jump|Right Orbit| |Save the Enterprise|Right Ramp| |Nero|Left Orbit| |Destroy the Drill|Warp Ramp| |Klingon Battle|Left Ramp|
Warp Ramp Awards
| Warp Level | # of Shots | Award |
|---|---|---|
| Warp 4 | 7 | Extra Ball |
| Warp 9.1 | 10 | 2X Scoring for 60 Seconds |
| Warp 9.9 | 18 | 2X Scoring for 60 Seconds AND Adds a 2nd Ball into Single Ball Play |
Note: Though additional extra balls cannot be earned, double scoring and ball into play can be earned again.
Multiball Add-A-Ball
The black hole shot to the right of Vengeance will award add-a-ball once during multiball when it is lit. Light it by shooting the ‘red matter’ targets around the playfield that you’ve ultimately hit plenty of times cause you’re bad and you missed the ramps and loops.
Klingon Multiball
Complete the 3 green standups light locks at Vengeance and left scoop. Lock 3 balls to start Klingon Multiball.
For the first Klingon MB, each completion of the standups will light 2 locks, one at the left scoop and one at the Vengeance, and lit locks can be stacked. It is possible to light up to 6 locks, 3 at each shot, but Klingon MB will start upon locking the 3rd ball and any remaining locks do not carry over. The standups are disabled when all 6 locks are lit or when 2 balls have been locked and both shots have a lock lit.
Once Klingon MB has been played, each completion will only light 1 lock, and the standups are disabled when both shots have a lock lit.
Upon starting Klingon MB, all shots are lit for jackpots, starting at 200K with a 175K increment. The 7th jackpot is a Super Jackpot worth 6.25 Million; 14th jackpot is another Super Jackpot worth 10 Million. This is followed by a traveling Double Jackpot worth 4 Million. Finally, the warp ramp will light for a Double Super Jackpot worth 20 Million. Collecting this Double Super Jackpot will also award a gold medal. Then the multiball mode repeats.
Other multiballs include Vengeance Multiball, Kobayashi Maru, Enterprise Amok, and Five Year Mission all described below.
Vengeance Modes
Hit Vengeance X number of times (or use torpedoes) to light Vengeance Mode
Torpedos
Torpedo standups when completed add 3 torpedoes. Torpedoes accumulated are shown by the line of yellow triangles on the playfield and can be used by pressing the fire button to score Vengeance hits. Torpedoes will not award mode shots.
Vengeance Multiball
Vengeance mode 1 is “Vengeance Multiball.” Hit the magnet-held ball at multiball start to add a ball (upgrading from 2-ball to 3-ball play) and extend ball save time. Shots to Vengeance and lit white shots do damage and award points. Defeating Vengeance awards 5M after completing 10 shots and then shooting the Vengeance. Photon torpedoes can be used to complete shots except for the final shot.
Vengeance Scoring
Vengeance mode 2 is “Vengeance Scoring” which is a hurry up mode - 5 shots to destroy Vengeance - destroying Vengeance awards an extra ball.
Vengeance Battle
Vengeance mode 3 is “Vengeance Battle.” Shoot the Vengeance 5 times to raise the drop target. Shooting the drop target down gives you a very limited time to shoot the Vengeance for 10% of total score (or 10M, whichever is greater). If time runs out, the drop target with re-raise and you must hit it again to lower it.10% value is affected by combo (20%) and/or double scoring (up to 40%)
Wizard Modes
Kobayashi Maru
Started by completing all level 1 modes
| Medal Bonus | |||
|---|---|---|---|
| Bronze | Silver | Gold | |
| Single Medal | 1M | 2M | 3.5M |
| Full Set | 10M | 20M | 35M |
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.
Enterprise Amok
Started by completing all level 2 modes
| Medal Bonus | |||
|---|---|---|---|
| Bronze | Silver | Gold | |
| Single Medal | 1.5M | 3M | 5M |
| Full Set | 15M | 30M | 50M |
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 3 modes
| Medal Bonus | |||
|---|---|---|---|
| Bronze | Silver | Gold | |
| Single Medal | 2.5M | 4.5M | 7.5M |
| Full Set | 25M | 45M | 75M |
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…

