Rules for Williams Star Trek: The Next Generation


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Rules for Williams Star Trek: The Next Generation
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Send all corrections/additions to s924105@yallara.cs.rmit.oz.au

Extra Special thanks to:
   Josh Holmes
   Richard Rhodes
   Dave Hollinsworth   -   hlsw_ltd@uhura.cc.rochester.edu
   Greg Dunlap         -   Greg.Dunlap@lambada.oit.unc.edu
   Mikey               -   mmcgeev@eleceg.adelaide.edu.au
   David Arnold        -   s933410@yallara.cs.rmit.oz.au
   Lyman Sheats        -   lyman@chinet.com
   Jonathan Deitch     -   musjndx@gsusgi2.gsu.edu
   David Smith         -   dsmith@maths.adelaide.edu.au
   Mark Phaedrus       -   phaedrus@halcyon.com
   Louis Koziarz       -   koziarz@rci.chi.il.us
   Steve Baumgarten    -   sbb@panix.com
   Brian Dust          -   dust@cs.ualberta.ca
   Kevin Martin        -   sigma@rahul.net
   Dave Peller         -   DHP156@delphi.com
   Bowen P Kerins      -   bowen@leland.Stanford.EDU
   Adam Frey           -   adam@eden.apana.org.au
   Keith Johnson       -   keefer@rahul.net
   Floyd Maxwell       -   fmaxwell@unixg.ubc.ca
   J. Abernethy        -   jabernet@husc8.harvard.edu
   Brian Dominy        -   gt6139a@prism.gatech.EDU
   Alan Mitsugi        -   mitsugi@cpsc.ucalgary.ca
   Karl Brostr|m       -   d3karl@dtek.chalmers.se
   Brian Dominy        -   gt6139a@prism.gatech.EDU
   Michael R. Dunn     -   a540mrd@pic.ucla.edu
   Jeffrey Shneidman   -   jeffsh@halcyon.com
   Richard Horrocks    -   ode@cix.compulink.co.uk
   Aaron               -   ize@Starbase.NeoSoft.COM

If you have a spare STTNG machine lying around, E-mail me for my postal
address!

--------------------------
Compiled by Cameron Silver
Version 1.C (8/July/1994)
--------------------------

New to this version:
  - More info about the guns added to the playfield description.
  - Light Lock vs Holodeck plunger choice corrected.
  - Stubborn timer during Factor Nine mode explained.
  - New Section: Attract Mode Stuff.
  - New Section: Extra Ball Strategies.
  - Battle/Shuttle Simulation extra balls have a new kink :-(
  - Another occurance of the Limo found.
  - Super Spinner timeing explaned in The Spinner section.


Star Trek: The Next Generation (STTNG), multiball, and anything related to
pinball or the series is most probably copyright by somebody, so watch that
you're not sued.

Note: TAF is The Addams Family, IJ is Indiana Jones, JD is Judge Dredd,
      T2 is Terminator 2, HSII is High Speed 2 (or The Getaway), TZ is the
      Twilight Zone, and STTNG is an amazingly cool game.

The best comment about this game would have to be from Steve Baumgarten: This
    game makes TZ look like a '60s Gottlieb in terms of rule complexity!


A Note On ROMs
==============

   These rules are getting quite messy because there are so many ROMs, all of
which differ in important ways; sorry if some of it is confusing. Most of the
explanations cater for 'newer ROMs' with notes describing 'older ROMs'. As to
the definition of new and old ROMs, well it's just a rough guide to explain
differences you may experience between various machines. I intentionally left
out actual ROM numbers because it would make things just too complicated.


Playfield Description
=====================

<I'm starting from the Left in/out lanes, and going the long way round to the
right>

Left Outlane - Has a kickback. The actual outlane is a bit of a scoop because
    of this, but I found the kickback was really easy to light.

Left Inlane - Starts Hurry Up on the right orbit (like Terminator 2 (T2)).
    'Light Hurry Up' is lit by getting to warp factor 6. The one thing I missed
    was the 'Return Lanes Lit' noise from T2 .. I liked this a lot! The inlanes
    have no roll-over switches, but they do have proximity switches. Don't
    worry if you don't know what a Proximity switch is, just rest assured that
    the machine does know when a ball goes down an inlane. I have added
    Jonathan's excellent description of how Proximity switches work, if you
    want to know more.

Slingshots - Finally there is a rule-sheet that doesn't say "The usual type of
    slings"! These slings are definitely _not_ usual. They are similar to the
    normal ones in that they try to bounce the ball to the opposite outlane,
    but they are different in that each sling has a large gun on it. The guns
    are used to fire at different things (see below). The shape of the slings
    is different too; they are no longer triangular, but quadrilateral. Yes,
    they have four sides - except the top side is angled so that the ball is
    feed to the in/out lane area. The ball usually chooses the outlane as its
    destination, and the rubberless posts don't exactly make saving fun. If the
    in/out divider was made a little longer, it would be perfect. Are you
    listening Williams?

Guns - Two Probe Launchers sit above each sling shot. The launches can swing
    out to shoot the ball into various shots, and break all the playfield
    plastics. The guns are big, and plastic - yet they look good too. Excellent
    job Steve, I must say. If a ball happens to land in a gun when it's not
    meant to (i.e.: air-ball), the machine will let you launch a probe; all of
    the usual awards are available too. If the ball is in a gun, but the player
    doesn't shoot the ball, after a while the machine will announce "Pull
    trigger to launch ball". It will then immediatly kick the ball out itself.
    This rule sheet refers to the guns as cannons, launchers and guns - they
    all mean the same thing, so don't get confused!

Left Targets -  Three yellow stand-up targets in the same place as the left
    ones on The Getaway (HSII). They are used to light the kickback and other
    things during the game. To relight the kickback, just hit the one target
    that's lit. <I told you it was easy!>. These targets are used to increase
    the Ferengi Jackpot when that multiball is running. There is no direct shot
    from the flippers to the lowest target, which really sucks. Even when the
    kick back is lit, one of these targets will be lit; hit it to spot a roll-
    over lane [above the bumpers].

Spinner - The left orbit is similar to Fish Tales. The spinners value is
    increased by 1000 (maxing at 30,000) by the Time Rift targets (in normal
    play). The spinner is lit to increase warps by the right inlane, or
    shooting the orbit when it's not lit. It remains lit for about 10 seconds.
    You are only credited a warp factor or emblem shot if the ball comes out of
    the right orbit, if it falls in the bumpers then the shot is incomplete.
    The spinner can also be lit for Super Spinner, that is 10 million a spin.
    See Warp factors, and The Spinner for more details.

Time Rift targets - Two red stand-ups between the Spinner lane and the left
    ramp. Used during the Time Rift mode, (Naturally: more later). During
    normal play, the targets add 1000 to the spinner value up to a max of
    2500.

Delta Quadrant - Left (or side) ramp very similar to the multiplier ramp in Dr.
    Who. This ramp is accessible by the full length upper right flipper. (Why
    do so many games have upper _right_ flippers?) The ramp normally diverts
    balls to a habitrail that crosses the playfield and goes to the right
    inlane. Undiverted balls go to the Borg ship to be locked, or for 3x
    Jackpot. Warp factors can also be increased here, whether or not the ball
    is diverted.

Command Decision - Small sink hole next to the left ramp. Similar to the train
    wreck in TAF (The Addams Family). When lit it lets you choose which mode
    you want to start next - you can even rerun modes you've already played;
    the number of reruns is operator adjustable from 1, never or unlimited.
    This can also be lit to Advance Rank, see more in the Advance Rank section.

Neutral Zone - Similar, in position, to the left orbit on Twilight Zone. This
    consists of three stand-up targets, with a hole in front of the third.
    Three lights can point to either target, or the hole. It is used to start
    one of three really cool rounds. The weird thing about this is that there
    is no sensor in the actual hole, but rather the stand-up target behind it.
    Sometimes the ball just needs to hit one of the targets, and sometimes it
    has to hit a target, then fall into the hole. Most times the ball goes into
    the hole, it hits one of the targets, however if the ball just plops into
    the hole, the machine will credit a Command Decision shot. This is good
    sometimes, bad other times. On the other hand, if the ball hits some NZ
    targets then falls into Command Decision, the machine will credit a NZ hit.
    Why they did this, I don't know. I have made it clear whether the ball has
    to fall in the hole, or just hit a target - if hitting a target is all
    that's necessary, it's ok if the ball falls in the hole too. Lock at the NZ
    can be lit by lighting the NZ for one of it's multiballs - completing the
    round, then lighting the NZ again.

Alpha Quadrant - Center ramp, in a similar position to the Left ramp on TZ.
    This feeds balls to the left inlane, and is used during some rounds.

Start Mission - A sink-hole like the Slot Machine in TZ, but in the centre/back
    of the playfield. Hard from the right flipper, but easier from the left. It
    is also used for the multiball jackpot, extra ball and a few other things
    that will become clear soon.

Borg Ship - Sitting above the center ramp, and the Start Mission hole is a
    full-on model of the Borg ship. It looks really cool, as it's well lit, and
    looks fantastic at the start of multiball. The left ramp can feed balls
    into the ship, but be warned, they get shot back out towards the flippers -
    (like the Raptor pit in Jurassic Park), except that the balls start out in
    the air! (This only happens at the start of multiball, or after a 3x
    jackpot. Balls are normally diverted off the ramp.)

Bumpers - Three bumpers in the top right corner of the playfield. The bumpers
    have 3 lanes at the top that are used to increase bonus multiplier (10x
    lights extra ball), very similar to T2. Balls put up the right orbit
    usually end up in the bumpers, and weak shots up the spinner lane also end
    up here. Bumpers advance the currently lit mode, and increase the Borg
    Jackpot. Completing the roll-over lanes when bonus is at 10x, will award
    an increasing 10 million.

Q target - A solitary stand-up below the left-most bumper. It advances the next
    lit mode, and is used during the mode: Q's Challenge.

Beta Quadrant - Called the Shuttle Ramp, it's the right ramp which is like a
    shorter version of the one in T2 - yet it's very similar in shape to the
    lower right ramp in Dr. Who. It is a counter for extra balls, and lighting
    other things like the Holodeck and Command Decision.
  Awards are: Holodeck : 3,9,21,27,33,39,51,57,63,69,81,87,93,99
              Command Decision : 6,12,18,24,36,42,48,54,66,72,78,84,96
              Extra Ball : 15,30,45,60,75,90

2x Shuttle - Two red stand-ups on each side of the entrance to the Beta
    Quadrant (like the Lite Lock targets on White Water). When hit, they
    start to flash, and remain this way for about 10 seconds. The targets
    work independently; if you hit the ramp with one flashing, you get
    2 ramps (like 2x Bear Kicks on TAF), and if you hit the ramp with both
    flashing, you get _4_ ramps.

Right Orbit - This is the Hurry Up, Holodeck, lock, and light lock shots. It's
    similar to Dracula in that at the top there is a drop target, followed by a
    sink-hole. When the target is up (most of the time) the ball will bounce
    around and go into a bonus multiplier lane to the bumpers. Launched balls
    get shot right up this orbit and into the hole, thus it's imperative that
    the launcher doesn't get weak.

Upper Right Flipper - Full length that is used to shoot the left ramp, the
    command decision sink-hole, and can be used to shoot the Neutral Zone too.

Right Targets -  Three yellow stand-up targets in the same place as the right
    ones on The Getaway (HSII). They are used to light the kickback and other
    things during the game. To relight the kickback, just hit the one target
    that's lit. <I told you it was easy!>. These are labeled Klingon
    Assistance, and are lit during Romulan Multiball. See Romulan Multiball in
    the Neutral Zone for a lovely description of what they do. Even when the
    kick back is lit, one of these targets will be lit; hit it to spot a
    multiplier lane [above the bumpers].

Right Inlane - When lit (at warp factor 6) will start Super Spinner. A cool
    round that lights the spinner for 10 million a spin for a while. [Note:
    Newer ROMs provide the option to disable Super Spinner.] The inlane will
    always light the left orbit to increase warp factors. See The Spinner for
    for info regarding Super Spinner.


Rules
=====

Missions
--------
There are seven missions, and an eighth 'Final Frontier' is started when the
    others are completed. The modes aren't really _that_ repetitive, no where
    near as bad as Indi. The good thing is that every shot has a STTNG emblem
    at the entrance that lights when the shot needs to be hit. [Be aware: The
    emblem for Command Decision is obscured.]

Totals from each mode are added to your score immediately, not during the bonus
count.

The lit mode is advanced by the bumpers, and the Q target.

Time Rift - Timer starts at 20 seconds. You have all shots lit, shoot them for
    10 million each. The Time Rift targets add 5 seconds to the time (although,
    some people say 10 seconds, while others say 1-3. I blame ROMs), 5 Million
    to the payout, and a quote (see below). Increasing payout value only works
    3 times, but the time can be increased as many times as you wish. It may
    also be the case on some ROMs that the Time Rift targets reset the timer to
    24 seconds.
  Target Quotes: Troi, "We have gone back in time."
               Geordi, "Captain, the computer is malfunctioning"
          Beverly (?), "Somethings happening..."
                Riker, "Here we go again..."
  Start Quote: Worf, "Sensors are picking up a distortion in the space-time
                      continuum"

Worm Hole - Timer starts at 20 seconds, payout value starts at _30_ million.
    The right ramp adds 10 million to the value, the spinner adds 1 million
    a spin. Left ramp collects value and ends the mission.
  Start Quote: Riker, "Hold on tight, this could get rough."
  During: Picard, "Steady as she goes."
   Failure quote, "What is our exact location?" to which Data answers,
                  "Unknown, sir."

Search the Galaxy - This was a great round, with excellent quotes. Timer starts
    at 40 seconds, and you are told by Riker to plot a course for the Alpha
    Quadrant. Shoot the center ramp for 10 million, Picard will say "Beyond
    Belief", "Excellent", or "Brilliant" - There are probably more. You will
    now be told to plot a course to the Beta Quadrant - shoot the right ramp
    for 20 million. Now you'll be told to plot a course for the Delta quadrant,
    and (you guessed it), shoot the left ramp for 30 million. If you do it in
    order, you'll be told to shoot the Gamma Quadrant, which is the Neutral
    Zone (target), for 50 million. One artifact for any 3 ramps, a second
    artifact if the order is correct and you shoot the NZ. Older ROMs score 10
    million per ramp only.
  Start Quote: None, you are just told to shoot the Alpha Quadrant.

Battle Simulation - Another favorite of mine. The timer starts at 20 seconds,
    shoot any hole (right orbit, Start Mission, Neutral Zone, or Command
    Decision) to load a launcher. The launcher will swing out, and you have to
    pull the trigger to launch the ball into Start Mission or the Neutral Zone.
    Note that the timer stops while the guns are loaded; so if you make quite a
    few successful shots, then miss, you have quite a while to get back into
    the swing of things! You start at level 1, and each successful shot will
    advance you one level. Each level is worth 10 times in millions (ie: level
    3 is worth 30 million), and Level 6 is the last level, worth 100 Million,
    often awarding Extra Ball if you get it. When you shoot from the right
    cannon (into the Neutral Zone) you don't have to get that ball into the
    hole, just hitting one of the targets is enough - although getting it in
    the hole is a bonus, as the left launcher will be loaded. Excellent
    animation, especially during level 6.
  Quotes: During the round, Picard's best complement is "Fantasssssstic!"

Q's Challenge - Some shots will be lit, when you hit one shot it will be
    replaced by another one. The Q target adds a new shot. The first shot is
    10 Million, then 20 million, then 30 etc - maxes at 100 million. There is
    no fixed timer for this round. Each shot times-out after about 10-15
    seconds if it's not hit. The mode ends when all shots time-out. This mode
    continues during factor 9 mode, and multiball, but the shots don't time
    out.
  Start Quotes: Q, "Bonjour mon capitaan!"
           Picard, "Q, what are you doing here?"
                Q, "Why don't we play a little game?"
            Riker, "Q ... we don't have time for your games."
  During: Q, "OK that's enough.", "Now try this!", "Not bad; not bad at
              all.", "That was too easy.". For some of the best quotes, drain
              during this round.

Rescue - You have 30 seconds to rescue 50 people. Each time a switch closes,
    another person is added to the shuttle - so the bumpers would be the best
    place for the ball. Shooting one of the two ramps (center or right) then
    rescues the people in the shuttle. Shooting Start Mission rescues 5 people,
    regardless of the contents of the shuttles. You get 5M for starting the
    mode, 1M for loading someone into a shuttle, 1M for saving anyone, 2M if
    saved via transporter, and 50M for rescuing all 50 people.
  Start Quote: Computer, "Evacuate all personnel." But the best one is when the
    computer says, "Board the shuttle as quickly as possible."

Asteroid Threat - 20 Million counts down. 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. If
    you get Start Mission just as the asteroid is blowing up, you get credit
    for it in the get-all-seven-shots part, but the shot remains lit.
  Start Quotes: Picard, "Suggestions?"
                  Data, "We could destroy the asteroids in out path, sir."
                Picard, "Make it so."
  During: Picard, "Evasive maneuvers.", "Steady as she goes."

Final Frontier - This is yet another six ball multiball - Note that the guns
    are loaded at the start of this round, if you do nothing the machine will
    kick the balls out itself. The only reason it loads the guns is because
    it has to get the balls out _somehow_. Every shot will be lit (like in Time
    Rift) and when any of them are hit, you get an obscene amount of points.
    The amount of points is determined by the amount of Artifacts you have - to
    find out how to get Artifacts, see the section 'Artifacts' in this rule
    sheet. At first you will be awarded 100M for each Artifact you have, as
    well as this, each shot is worth 25M * number of Artifacts. (If you have
    NO artifacts, each shot will be worth 10 million. [I took the glass off,
    I'm not _that_ bad!]) You will also be awarded a billion for each set of 4
    artifacts you have (if you have 2 of each artifact, you get 2 Billion).
    Some ROMs max out at 100M per shot, even if you have more than 4 artifacts;
    newer ROMs max out at 250M and you can have a maximum of 10 artifacts.
  Note: Older ROMs are slightly different. Every shot is worth a flat 50M,
    regardless of how many artifacts you have, and you don't get any bonuses.
    If you encounter a machine like this, try and push for a ROM upgrade.


Artifacts
---------
Artifacts are collected during the game and are used for the Final Frontier
round. Each artifact is worth 50 million, and the computer will tell you when
you have collected one. See 'Final Frontier', under 'Missions' for information
on how Artifacts are used. You can collect each artifact more than once.
Artifacts are: Singing Stone, Isolinear Chip, Diranium Sphere, and Dilithium
               Crystal
Artifacts can be collected:
    Battle Simulation - Completion of level 5 awards an Artifact.
    Search the Galaxy - If you hit the three ramps (any order) you get an
      artifact; if you do them in order _then_ get the NZ, you get a second
      artifact.
    Worm Hole - Shoot the Delta quadrant for an Artifact.
    Rescue - Any combination of 25 people rescued or sitting in the shuttle.
    Shuttle Simulation - The ninth cavern contains an Artifact.
    Asteroid Threat - After three shots have been hit.
    Time Rift - Three shots awards an artifact - This seems to change.
    Q's Challenge - Making 5 shots awards an artifact.
    Warp Factor 8 - Awards an artifact if it is not the first time at factor 8,
        or extra balls are disabled.

Plunger Choices
----------------
While waiting for the player to launch the ball, the display shows 5 choices
    which light up alternatively. Launch the ball when the one you want is lit.
    You can speed this up with the flipper buttons, an excellent feature. The
    ball is normally plunged into the hole at the top of the right orbit, but
    if it doesn't make it, there is no software compensation - so you'll have
    to really start hassling techs to get them to fix problems with the plunger
    or drop target. Plunger choices are:
          Start Mission - The ball will be launched into the sinkhole, and the
             flashing mission will start.
          Flipper Skill Shot - The ball gets launched into the sink-hole at the
             top of the right orbit, and the display tells you to shoot the
             right ramp, and what you'll get. The ball gets popped to the left
             flipper. The awards I've seen are: extra ball, Special, 10
             million, Hold Multipliers, Advance Rank, Light Extra Ball, Warp
             Factor x, Advance in Rank, Double Spinner and Light Kickback.
          Launch Probe - The ball goes into the sink-hole and a launcher is
             loaded. A shot will be lit (ramp/sink-hole etc) and if you get the
             the shot, you are told your award (similar to the flipper skill
             shot awards). If you miss, you hear Data say "The probe has
             discovered nothing, sir.". The funniest was when I got 25 Mil
             Data said "The probe has discovered big points!" Note: When the
             right ramp is lit, you only need to trigger the gate at the
             entrance. If the left orbit is lit, you only need to trigger the
             spinner.
         Light Lock - Lights, and locks the ball. You can only use this twice
             per multiball, the third time it is replaced by Light Holodeck. If
             lock is lit at the start of a ball, Light Holodeck will lock the
             ball. The number of locks allowed before Light Holodeck replaces
             it, is operator adjustable. If the game is set for 5 balls, lock
             can only be chosen once. Then it becomes Multiplier (advance
             multiplier).
         Warp factor 4 - Starts you off at Warp factor 4. See the section on
             warp factor for more detail. If you have already been at warp 9,
             this will be Warp Factor 2.


Warp Factors
------------
   This is a great feature. Every ball starts at Warp 1 (unless you start at
another Warp because a plunger choice, or flipper skill shot). The right inlane
will light the spinner to increase warp. A shot to the spinner will also light
it for advance warp. (Note: Warps are only advanced if the ball goes right
around the left orbit - past the bumpers. If the ball dribbles into the
multiplier lanes, you will not be credited.) The left ramp will always increase
warp value unless you have been to warp 9. Each factor has it's own award:
    factor 2 - Awards 5 million.
    factor 3 - Sets jets at 1 Million-a-pop for the rest of the ball.
    factor 4 - 'Spinner' is lit.
    factor 5 - 'Multipliers Held' is lit.
    factor 6 - Return lanes lit.
    factor 7 - Double spinner.
    factor 8 - Awards extra ball the first time, then an artifact. [If extra
               balls are disabled, it always awards an artifact.]
    factor 9 - Start Factor 9 mode. (See below)

Factor Nine Mode
----------------
This is great. Each shot to the spinner or left ramp increases the warp factor
    by .1. (You can always use the left ramp during factor 9 mode.) The first
    shot (to get it to 9.1) is worth 20 million, 9.2 awards 25m, 9.3 awards 30m
    and so on until 9.9 which is worth 60 million. You have 10 seconds to make
    each shot (which Geordi counts down), but it is quite hard. For some
    strange reason, you are given 20 seconds to make the last shot (warp 9.9);
    although there is the cool quote "Warp-drive failure in 15 seconds" from
    Geordi. [NOTE: The timer does not stop at all during this round, so don't
    lock a ball, or shoot a sinkhole. No other timer behaves in this manner.]
Once you have finished Factor 9 mode, (after the time runs out, or when you
    reach factor 9.9), you return to factor 1. It is no longer possible to use
    the left ramp to increase warp factors (but you can still use it in factor
    9 modes), and the plunger choice changes to Warp Factor 2. Older ROMs will
    continue to award the last value collected for the rest of the ball and the
    next ball will start at factor 1.
The sound during this is fantastic, a really low rumbling-hum!
  Quotes: As you build up the worp factor Picard says, "Prepare for
               MAXimum acceleration.". I would have loved it if they got Picard
               to say "Lets open this baby up, and see what she can do!"


Neutral Zone
------------
   Hit the Neutral Zone three times to light it [Note: The ball doesn't have to
fall into the hole to register a hit. Just as long as one of the three targets
are hit]. Once this is done, all three lights will flash. Shoot the NZ (the
hole) again, and one of three modes will start:
  Ferengi - The right cannon will be loaded. If you shoot the NZ (targets),
            another ball will be put into play. The NZ remains lit for 10
            seconds to add balls (up to 4 balls can be added). If a ball
            drains, shoot the NZ again to get another. If the initial shot
            (from the right cannon) misses the NZ, you still have the NZ lit
            for 10 seconds to add balls. It's just like playing a one ball
            multiball. Older ROMs are different: The mode starts off as a
            two ball multiball if you miss the NZ, and three ball if you hit
            the NZ, it's just one ball more than the new version really.
            Regardless of the ROMs, the jackpot (Start  Mission hole) is 10
            million * balls in play, and any of the yellow stand-up targets (on
            the left) add 2 million to the jackpot. Ends when less than 2 balls
            remain in play.
    Start Quote: Ferengi, "Captain, our ship is disabled, we need Diranium
                           Spheres, now. ... We need them NOW!"
         During <At jackpot>: Ferengi, "More Please", "Thank-you". Cool.

  Romulan - Three shots will be lit, (spinner, alpha ramp and beta ramp) which
            correspond to the three Romulan ships on the display. When a shot
            is hit, the ship on the display cloaks (disappears) - and is
            replaced by a timer. If the timer expires then the shot relights.
            The mode ends if you can cloak all ships simultaneously. Each
            cloaked shot is worth 10M, and the round lasts 40 seconds. Hitting
            "Klingon Assistance" puts a Klingon ship up on the left or right
            side of the display, replacing the Romulan ship there.  This
            doesn't give you the points for that ship, but it does lock that
            shot out of the mode, so you don't have to worry about it timing
            out and returning like it might if you actually shoot it.  Klingon
            Assistance doesn't work on the center ship, though.
            Cloaking all ships is worth 30 million.
    Start Quotes: Worf, "Sir, the Romulan's are hailing us."
                Picard, "On screen."
               Romulan, "We are conducting military exercises, it would be
                         wise to change course immediately."
                Picard, "Fire a warning shot."

  Cardassian - This is a complex 2 ball multiball. The jackpot (at the Neutral
               Zone <targets>) starts at 50 million, however the Enterprise is
               being shot at. The lower the shields, the lower the jackpot -
               right down to 5 Million when the shields are 0%. Shoot the
               spinner to increase shield strength (and thus, the jackpot
               value).
         Shield status verses Jackpot value:
            Shields at 100% = 50 Million
            Shields at  83% = 30 Million
            Shields at  50% = 25 Million
            Shields at  37% = 20 Million
            Shields at  25% = 15 Million
            Shields at  12% = 10 Million
            Shields at   0% =  5 Million
    Start Quotes: Worf, "Sir, the Cardassians are hailing us."
                Picard, "On screen."
            Cardassian, "Leave this territory, or be destroyed"
      then
                Picard, "Let's try a friendly settlement."
            Cardassian, "Here's you settlement, Picard!"
               BOOOOOOOOOOOOOOM
      or
                Picard, "Let's be diplomatic about this."


Hurry Up
--------
  Like T2. It is lit at warp factor 6 and started by the left return lane. 50
million counts down to 10 Million, shoot the right orbit to collect. Nice
taunting quotes too! When it's started, the Computer says "Hurry Up,
activated." - cool.
  Quotes: Riker, "NOW".

Holodeck
--------
  This is lit by right ramps (First at 3 then 9..) or skill shot. Once lit, a
shot to the right orbit will let you choose 25 million, or Shuttle Simulation.
These are the only choices. (Hold the trigger in, and hit the right flipper
button to play poker with Riker!)
  25 Million - Self explanatory (Note: older ROMs are 10 million)
  Shuttle Simulation - A hard video mode similar to escape in the mine cart on
      Indi. The shuttle is travelling down a tunnel, fast. It starts off in
      the center, and the flipper buttons can move it left or right or back to
      the center, (Like HSII video mode). There are awards that appear (10 Mil)
      in the center, and obstacles (that appear anywhere) that you must avoid
      At times the tunnel divides into _2_ and if you're in the wrong place,
      you quickly become acquainted with the wall. The animation is really
      quick, but the layout doesn't change. You are awarded 1 million per
      cavern, and there are 10 caverns. In the ninth is an Artifact that you
      must run into for 50 million. There is a cavern counter in the top right
      of the screen. It really gets easier the more you play it, stick to the
      side, as this is the safest place to be when it divides. The trick
      is not just survival, but picking the right way to go. Most of the time
      the caverns divide, one way will have 30 million (three 10 millions) and
      the other way will have only one 10 million. The point remains that the
      simulation never changes - Williams should have designed it to make a
      entire new cavern system every time the high-scores reset. There is an
      extra ball in there too. It has been found that:
      L-L-R-R-L-L-R-L-L-L- (L= Left, R= Right) awards 10M - 10M - 0M - 30M -
      30M - 30M - 0M -10M or Extra Ball - 30M - artifact for a total of
     159M + artifact (10 million less if you got the EB). You will NOT get the
     extra ball if you have gotten one that game already, and eventually
     during that run of credits, it'll stop giving extra ball permanently. This
     may not be true for earlier ROMs.


Multiball
---------
  All modes except for Q's challenge stop during Multiball, but continue again
  after. (Q shots don't even time out!)

  Lock can be lit by shooting the right orbit (if you didn't light it when you
launched the ball). Lock balls in the right orbit, or left ramp. You can also lock balls in the NZ by lighting the NZ for one of it's multiballs, completing
the round, then lighting the NZ again. You get 10 million for locking a ball, a
pretty animation and a quote (see below for the quotes/animations). When you
lock the third ball, the playfield goes dark, except for the Borg ship, which
looks spectacular the way it's lit.
  The left cannon will be loaded, fire the ball into Start Mission to raise the
jackpot by 10 million, and be awarded the value. The cannon will be loaded
again, shoot Start Mission to increase the base value by another 10 million,
and get double jackpot. The cannon will be loaded a third time, shoot Start
Mission to add yet another 10 million to the base value, and get a very nice
triple jackpot. At this point (or if you miss any of the three jackpots),
multiball begins.
  At the start of the game the base jackpot value is 20 million, this is
increased by the bumpers (even during multiball). The base value also goes up
by 10 million at the start of multiball for each successful shot from the left
cannon. During multiball, jackpots can be collected from Start Mission, and
triple jackpots can be collected from the left ramp. The Start Mission jackpots
cycle through single, double and triple.
  Multiball isn't really three balls in a pinball machine, but rather the
Enterprise in battle with the Borg. The object is to destroy the Borg ship,
while keeping the Enterprise in one piece. As the Borg fire on us, the
shields are being lowered. When they reach zero, the jackpot becomes unlit.
(You can still get 3x on the left ramp though.) Shoot the spinner to relight
jackpot. The harder the spinner is hit, the longer it will be before you need
to do it again. Subsequent multiballs unlight the jackpot more often. You can
shoot the spinner earlier if you like, to stop the shields from lowering; Worf
will keep you informed on shield status, "The shields are at 50% power.", if
you shoot the spinner now, the shields will be raised again. Note: Unlike
Cardassian multiball, the jackpot value does not change with the condition of
the shields. When the shields fail (the jackpot turns off) you hear Geordi
announce that "All shields are down." followed by a really cool 'binging'
sound that somehow gets the attention of the whole arcade.
  On older ROMs, the jackpot is always lit. Don't get confused though, as you
still hear comments regarding the status of the shields, it just shouldn't
concern you!
  Lock 1: Admiral "Enterprise, the Borg have entered Federation Space.
        Intercept IMMEDIATELY! Admiral Biagie out." The display shows the
        Admiral talking - well synchronized with the sound.
  Lock 2: Worf "Sir, a strange object is dead ahead."
        Picard "On screen."
          The display shows a miniature Borg ship.
        Picard "Magnify."
          The ship on the display become full-screen.
  Lock 3: Borg "If you do not surrender, we will destroy your ship."
          The display show a bunch of Borg.
        Picard "We will _never_ surrender."
         Riker "Battle stations; ready weapons" - with red-alert sirens etc.
        Picard "Load phasors ... Fire when ready!"
or Lock 3: Picard "Send to Starfleet; we have engaged the Borg."
  During Multiball: Borg "You will assimilate" and "Resistance is futile".
                    There is also lots of conversation regarding the state of
                    the shields, and the ship in general.
 

Ramps
-----
  The ramps behave the same was as they do in T2, except it's called Explosive
Millions and it only involves the Center and Right ramps. For successive ramp
shots, you are awarded 5-10-20-30 to 50 million. The bad thing is that after
one ramp is hit, both are lit to collect the millions. It is possible to just
keep hitting one ramp, I _STILL_ hope this is changed.

Ranks
-----

Completing the bonus Multiplier lanes lights Advance Rank at Command
  Decision.
Ranks: Ensign -> Lieutenant -> Lieutenant Commander -> Commander -> Captain.
worth:  5M          10M             15 Million            20M         25M
If you are captain, and shot Command Decision (when lit for Advance Rank) you
    will get 100 million. The values listed above are awarded during the bonus
    count (note: 100 Millions are awarded instantly). How cool having something
    that _just_ adds to your bonus.

Combos
------
  There is only really one combo in this game, but it's so amazingly cool, I
decided to give it a whole section! The Picard Maneuver is the left orbit, left
ramp combo and get good at it!
    - Builds Warp factors. The first time to factor 9, this combo increases
      warp factor by 2. (As long as the left orbit is lit to advance warp.)
    - Always adds .2 during factor 9 mode.
    - Awards triple jackpot. It seems that the ramp is much easier to hit after
      the left orbit shot.
    - Awards the Picard Maneuver after you have been to warp 9. I don't think
      it awards any points, but the display shows the famous shot of the
      Enterprise hooning off into space, while Riker says: "The Picard
      Maneuver! Nicely done."


The Spinner
-----------
Get good at hitting the spinner:
   - Factor 4 lights 'Spinner' for 100 times the current value per spin
   - When the right inlane is lit for superpinner, a ball through that inlane
     will start the timed period of 10 million a spin. The Super Spinner light
     in the inlane indicates the remaining time (it flashes faster as time goes
     on), rolling through the inlane again re-sets the timer. It seems that
     after about 5 resets, it begins to time out quicker. Also, if you start
     Warp 9 mode when Super Spinner is timing-out, the Super Spinner will reset
     completely, that is, the S.S. light will be lit solidly -- no timer until
     the inlane is hit again. Newer ROMs provide an option to disable Super
     Spinner.
   - Factor 7 starts 'Double Spinner' which double the amount per spin that
     ball.
   - During Cardassian multiball, the spinner raises shield power, and thus the
     jackpot value.
   - During Borg multiball (newer ROMs only), the spinner relights the jackpot
     at Start Mission.
   - During Worm Hole, the spinner adds 1 million per spin to the value.
   - During Rescue, the spinner adds a person each spin.


High Score Tables
=================
There has been much discussion regarding the high score tables. I have
collected all info and dumped it here!

There are 4 high score tables:
    Grand Champion : 0 or 1 Buy-Ins
    Honor Role :     0 or 1 Buy-Ins
    Officer's Club : More than 1 Buy-In
    Q Continuum :    Score of 10 Billion or more (Any Number Of Buy-Ins)
  [Note: Prototype ROMs only have the Honor Role for any number of buy-ins]

Rules for high score tables [L-x ROMs only]:

1. If your score beats the Grand Champion score, and you bought in one or fewer
   times, you get the Grand Champion score and nothing else.  When you beat the
   GC, the old score is bumped onto another high score table as appropriate; if
   it qualifies for Q's Continuum it goes there, otherwise it goes on the Honor
   Roll.

2. If your score is better than the #4 Q's Continuum score (but not the GC), you get
   on that. Buy-ins don't matter.

3. If none of the above, your score is checked against the Honor Roll OR
   Officer's Club lists, depending on the number of buy-ins.  One or fewer
   goes on the Honor Roll, more than one goes on the Officer's Club.
   Only if your score is high enough to make the lists, of course.

A major bug with the high score table: it seems that the Q's Continuum list is
the only one capable of handling scores over 1OB.  For example, a local STTNG
has a Grand Champ score of 18 billion.  During the game, at the ball 3 display,
it reads "Highest Score 18,...." but on the actual table it reads "Grand
Champion 8,...."  Lord knows why.

Also, scores that don't make the Q's Continuum list, but which are still higher
than 1OB, seem to be ignored entirely, or are compared with the other lists
with the leading digit removed.


Proximity Switches
==================
   Proximity switches work via an induction coil -- the same thing your local
traffic light uses to sense cars at an intersection.  Any metallic object that
passes through the coil's field changes the resistance of the field.  The
sensor's circuitry detects these resistance changes and uses them to close/open a switch on the switch matrix.

   Twilight Zone used the first proximity switches which had hard-wired coils
inlaid directly onto the pc board.  The whole board was then mounted where
it could detect the balls (under the right trough switch and on the main
tunnel just above the slot kickout).  This worked very well, but the
sensitivity was not adjustable and ball vibrations tended to damage the
pc-boards.

   Star Trek uses a different board called the Proximity Sensor III.  (What
was I or II ?).  This uses a detached sensor which for TNG is mounted just
inboard of the two inlays on the inlanes, right in the corners of the
slingshots under the guns.  They are mounted in holes drilled from the bottom
and rest just under the surface of the playfield.  The pc boards have variable
resistors on them to allow you to adjust the sensitivity -- all the way from
no sense to always on!

Saving
======
  Get good at saving. As I've stated many times, the outlanes are terrible.
If the ball decides it's going to outlane drain, you have little hope of
changing its mind. - Many people have mailed me saying things like "just
nudge the machine and the ball will move away from the area so it's not as
bad as you make it sound." Isn't this saving?
  Bang Backs were not possible on Indiana Jones because of the way the drain
area was constructed - STTNG is the same, so I doubt Bang backs will work.
  Death Saves are possible but _hard_, as the machine is really heavy. I've
seen people death save a lot and I can do it semi-regularly, but it often
uses a lot of tilt warnings (my machine is set to 5). It seems that the legs
are thicker than the old type because of the weight of the machine. If you
are going to Death Save .. wear heavy shoes.
  Sometimes I've found that the ball falls out of the Borg Ship during a
Death Save <provided there is a ball up there!>. This is especially good if
the Death Save didn't work, as you get another ball to play with. The
machine realises what has happened, and copes beautifully - It knows that
there is an extra ball in play, and won't start the bonus count.


Extra Balls
===========

Extra balls can be earned the following ways:
  - Warp Factor Eight (First time through warps only)
  - 10x Multiplier
  - Light (or collect) Extra Ball from Skill Shot
  - Light (or collect) Extra Ball from Launch Probe
  - 15 Shuttle Ramps
  - Level Six of Battle Simulation [See note below]
  - Shuttle Simulation: L-L-R-R-L-L-R-L-L-L-. (L=Left, R=Right). {This may
    not be true on all ROMs}. [See note below]
  - You can buy them. The default is for three buy-ins; settings range from
    1, 2, 3, unlimited.
  Note: You cannot always get extra balls from Shuttle Simulation and Battle
Simulation. It seems that if you are doing well, Battle Simulation stops
after level 5 (regardless of how much time is left); and the EB in Shuttle
Simulation becomes a 10 million. It would, therefore, be worth while going
for these two EBs as early as possible. Just to ad ANOTHER kink in this
speggetti rule sheet ... Richard Horrocks claims that a lot of machines he's
played will award these EB with a good score, and after a lot of other EBs.
Go figure.


Easter Eggs
===========

Some Easter Eggs, bugs and other cool things:
  - Poker with Riker: In the Holodeck when you are presented with the choice
    of 25 million or Shuttle Simulation, hold in the trigger and press the
    right flipper button to play poker with Riker.
  - Frozen Timers - When you have Hurry Up and Factor 9 mode running at the
    same time, the timers will stop. This is really nice if you start hurry
    up when factor 9 is already running, as the 50 million doesn't count
    down. When you finish factor 9 mode, or collect the hurry up, everything
    starts up again. This is fixed in new ROMs - damm damm dammmm.
  - High Q: Q's Challenge continues to run during multiball, but the shots
    don't time out. Start multiball when Start Mission is a Q Shot, and
    you'll end up with an obscene Q score.
  - Secret Mission: When the right ramp lights a holodeck, the display says
    'Holodeck x ready'. When x is 3, pull the trigger three times. It's a
    20 second frenzy where every target is worth a weird number of points,
    and every target causes the communicator sound - very cool.
  - Asteroid Threat: If you get Start Mission just as the asteroid is
    blowing up, you get credit for it in the get-all-seven-shots part, but
   the shot remains lit.
  - Secret Video Mode: The manual talks about a secret video mode, I doubt
    this is Poker; chances are it's brick-out - I saw brick-out on the
    display once during attract mode. There are 2 settings regarding this in
    the menus, so it must be a big thing.
    This is what the manual says about it:
       A.2 14 Video Mode On
              This determines whether or not the hidden video mode is
              available to players.
            Settings: ON = Hidden Video Mode is available  (*)
                      OFF = Hidden Video Mode is NOT available
       A.2 15 Video Mode Attract
              This determines whether or not the hidden video mode, (if
              available to players) is part of the attract mode.
            Settings: ON = Hidden Video Mode is part of Attract Mode
                      OFF = Hidden Video Mode isn't part of Attract Mode (*)
    (*) = Factory Setting
    To get this secret video mode, on the first ball hit a flipper x
    number of times and choose light lock. Then on the second ball, hit a
    flipper y number of times and choose light lock. Then on the third ball,
    hit a flipper z number of times and choose light holodeck. This is all
    _fact_, although the exact values of x, y and z are unknown; as are
    which flippers to hit.
  - When the first ball is locked, we get a message from Admiral Biagie,
    well this is from Carl Biagie who's name is listed on the inlanes.
  - Hidden Image (that appears in the game): When the ball goes in the
    Advance Rank / Command Decision hole when nothing is lit, pull the
    trigger to see a limo drive past some buildings. It's a nice picture...
    This picture can also be seen at the start of multiball; fire the first
    shot, miss the second, then hit both flippers. There are probably plenty
    more occurances...
  - Hidden Images (that don't appear in the game): Hidden in the depths of
    the ROMs are a few pictures that seem to just take up space:
      Borg doing 'kinky' things (Borg with a very nice young lady...)
      SPD (?)
      Airborne Avenger
      Superman
      Flash
      Stellar Wars
      Firepower
      Black Knight (and 2000)
      Hyperball
      High Speed (I and II)
      F14 Tomcat
      Rollergames
      Terminator 2

Attract Mode Stuff
==================

- Flipper Buttons: Yeild the doorbell sound, followed by Picard's "Come!"
- Start with no credits: A cool phasor sound.
- Trigger: Another cool phasor sound!
When the game is idle for a while, a game of Brick Out will be played on the
display. This is an example of the legandary Secret Video Mode, there is no way
for a player to effect this.


Misc Things
===========

After a good multiball (a triple jackpot or 2), during the match sequence
    Picard says, "Captains log, supplemental. The crew have performed admirably
    in dispatching the Borg threat"

Tilt Quotes: One of three: Q, "Someday you'll learn to play pinball."
                        Worf, "You are without honor."
                        Borg, "Pinball is irrelevant."

If your not doing well, then at the start of your third ball, Picard will
    whisper "Good Luck!".

Mysterious Quote: In the sound test, there is a sample where Troi says, "I
    believe they have evil intensions." The first person to find this quote
    in the game will get a lollypop from me!

Flipper bonus: At anytime during play if you hear Data say, "Had you
    propelled the ball along the proper trajectory, you would have been
    rewarded"; press both flippers and Picard will interrupt with "Thank
    you Mr. Data", and you will be awarded 10 million. This happens during
    regular game-play and Fun With Bonus.

Bonuses: Totals: 1 Million per mission
                 1 million per warp factor (eg: factor 5 gets 5 million)
                 Associated value for your rank (see Ranks).
    Once again, this is different for newer ROMs (why can't they just stick
      with LA-1 and just fix bugs? It would make my life easier.) Newer ROMs
      also take into account the fact that you start at factor 1 after warp 9.
      For example, if you start at Warp 1, go all the way through 9.9, and end
      up at Warp 5 again (due to the reset at 9.9), you get 22M (9M for getting
      to Warp 9, 9M more for the nine warps to 9.9, and 4M more for raising it
      from Warp 1 back to Warp 5). Basically it's 1 million for every warp shot
      made that ball.
    Multipliers: Completing the three lanes above the bumpers increases the
          multiplier, and lights Advance Rank. Multiplier goes 2x, 4x, 8x, 10x
          with extra ball lit. After 10x, you get an increasing 10 million each
          time you complete the three lanes. One of these lanes can also be
          spotted by hitting the lit light kickback target while the kickback
          is lit.

Outlane drain: Q, "Someday you'll learn to play pinball." In a _really_
        patronizing tone!
    Q, "HAHAHAHAHA" - very cool. I laughed at this poor guy when the machine
        did this to him!
    Q, "And you were doing SOOO well...".
    Q, "Lose something?"
    Q, "What a pity.."

High Score: Worf, "You are a honorable player."

Start Of Game: Picard, "Welcome to the Enterprise." - I always expect him to
    add, 'Can I take your order please?'!

Adding a new player: Beverly, "Welcome aboard."
               then: Riker, "Report to the bridge."
               then: Q, "I want to play!"

Buy-In: A bought extra ball will give you Command Decision before launching;
    that is you get to choose which Mission to start. The normal skill shot
    doesn't happen. Buy-Ins can be set from Off, to 1, 2, 3 or unlimited - the
    default is for 3 buy-ins in new ROMs. The kickback will be lit for a bought
    extra ball.


Strategies
==========

* Being accurate with the Cannons: Shooting the NZ and SM accurately (from the
guns, that is)... Here is J. Abernethy's secret... Hope it helps:
There are a couple of screws on the slingshots... For the left gun, wait
until the metal starts to "cover" the one of the screws (I forgot which
one), and then it will always hit SM... From the right, wait until the
actual GUN starts to cover the screw... Hits NZ.  I can almost ALWAYS get
the EB from battle simulation... I always pick that one on Command
decision... Even if I'm replaying it.
  If you have a lot of time left during Battle Simulation, and the kickback is
not lit, fire the ball out of the gun into the lit kickback target. This is GREAT
when the lit target is a lower one.

* Extra Ball Strategies:
  If the machine is in a good mood and giving out random EBs (this usually
happens after quite a few bad games), go for Skill Ramp at the start and
you have quite a good chance of getting extra ball lit. If you do get a
lit EB DON'T collect it, but shoot the Beta ramp twice more then do the
Shuttle Sim. Almost every time I then get the Shuttle Sim EB, and can then
collect the lit EB from Start Mission.


* Misc Strategies:
  Go for the holodeck often. Once you get good at it, can be worth an easy
209M or so, not to mention artifacts and extra balls.
  Multiball can be HUGE! Go for it as much as possible. If the choice is
between starting Final Frontier and starting Multiball, take Multiball.
Chances are you will light extra ball with the multipliers and be able to
play FF as well. Then again, with FF being so high scoring on newer ROMs, you
may like to take that first.
  Starting at Warp Factor 4 can be very lucrative as it makes lighting extra
ball (at warp 8) a lot easier. The one million-a-pop bumpers are also nice as
you can let the ball drain (ball saver) and it will be re-launched into the
bumpers. This is _especially_ nice at the start of multiball when the ball
saver is on far a beautiful length of time! Personally, I _always_ start with
warp factor 4 as it's easy to get all the goodies from the higher warp factors.
I also sometimes hold back from factor 9, mainly to make it easier to reach
factor 5 (multipliers held) which makes it easier to get to 10x and light extra
ball.
  Shoot the right orbit.  A lot.  A lot. A lot.  Really.  This locks the
ball if it's lit, lights the lock if it isn't (and sometimes locks it
anyway; the ball bounces off the target blocking the lock, off the top of
one of the lanes, and back up into the lock), and feeds the ball into the
lanes and bumpers, which rack up millions (if you chose Warp 4), advance
the multipliers, light extra balls, build your Borg jackpot to ludicrous
levels, and generally make your life worthwhile.
  Shoot the left orbit.  A lot.  It gives warp factors, big spinner
points (if you chose Warp 4), sometimes feeds the bumpers (see above), and
otherwise feeds the left ramp for more warp factors and ball locks.
  During multiballs, don't forget about the other nifty things you can
still be doing besides the object of the multiball; hitting the lanes and
bumpers, and relighting the kickback.  (Whenever the Neutral Zone is lit,
make a note of which target is lit for kickback; during multiball that
light may be off or the whole bank may be lit, but the target that was lit
before will still relight the kickback.) 
  Launching a probe is also good as the awards are often quite nice (extra
balls or hold multipliers etc.) Although sometimes the machine would be a real
bitch and light the center ramp for the probe shot.
  As for the flipper skill shot, I rarely chose it, but it often gave away
specials, and for the better players can be very awarding.
  Try and go for that 10x bonus multiplier .. it multiplies the whole bonus,
and if you've managed to get the multipliers to 10x, chances are you already
have a nice big bonus, which can become _huge_!
  Make sure the kickback is lit, you'll need it _A_LOT_!
  When you enter your initials, use the trigger to lock in the letters,
not the start button.  It looks cooler.   
  Finally, NEVER play doubles with Richard!

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