Star Trek Stern 2018


  • Skillshot: hold left flipper then Plunge full and hit the salmon flashing ramp, you only have about 5 seconds, do it quick for 1 million + additional 250k each time after
  • Left green targets bank lights lock, you will need to light it 3 times to lit the 3 locks needed for Klingon Multiball
  • Right orange targets bank light torpedo, you get torpedos in 3 batches, you can use action button to help hit Vengence, use em right away or save them to assist with other Vengence modes
  • Multiple vengence droptarget hits starts multiball
  • Next multi vengence hits stars Kahn, hit vengence 5 times to complete Kahn, hold right flipper to catch the fast moving ball
  • 3 green ball Locks, starts klingon multiball (located in vengence and left lock)
  • Klingon multiball: hit all red lit items twice to destroy each klingon ship, the warp ramp is included, after all are hit, there will be a random floating target you must hit twice also to complete this
  • If the purple Black Hole is lit, you can hit this to add a ball during multiball
  • Choose a mission and hit lit items to complete a mode, gaining a bronze, silver or gold metal based on how many you hit
  • You need to "End" a mission to start the next by hitting the Complete Mission (left lock or behind right upper flipper)
  • Extra Ball : 1) Hit 3 warp ramps and hit lit Extra Ball in vengence. 2) Winning Kahn mode. 3) There are others, but don't know exactly how
  • On the mode triangle, 3 modes in a row enables super modes depending on which 3
    . Super Ramps (right three). Ramps are typically 1m+, hit them one after another to increase the value (within a few seconds)
    . Super Spinner (bottom three) Spinner typically 75k a spin, hit it while the blue spinner light is blinking
    . Super Bumpers (left three).
  • Galactic away team behind right upper flipper enables mini modes for easy points, hit this when it's lit and read the instructions on the display
  • Light all 6 Modes to start Kobiashi Maru mode - you will have 2 balls and 2 extra save balls to try to get each lit item twice, it IS DOABLE!



Stern Star Trek Full Pinball Rules
=====================

Plunge Skill Shot:
* Hold down left flipper while you plunge ball (classic stern), and full plunge the ball, shoot it at the quickly blinking target (usually the Beta ram or the Vengence)
. 1 million scored for first, incrementing +250k each time you do it. (1 mill, 1.25 mill, 1.5 mill, etc)
. You only have a short time to hit the quick flashing light, 5-10 seconds... shoot quickly
* Hold down right flipper and/or shoot warp ramp after a short plunge, you can shoot warp ramp for less than 1M (based on time it takes you).
* Short plunging and shooting the Warp ramp skill shot starts is less than 1m (based on my testing, but could be wrong), the longer you take, the less points

Modes
. General Mode Strategy
. Shoot the matching colored shot for the modes to earn points. Combos double points that would've been earned. Once you hit one shot you can shoot the 'Away Team' shot, 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.
. When a mode ends you should start the Mission Start (far left and far right, under flipper) shots to start the next mode.
. It's always a good idea to hold off on starting a multiball until JUST after you've started a mode. This allows you to complete the mode while in multiball play.


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). Otherwise the mode completes when the Gold Medal is collected.
. 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 until the Gold Medal is collected. The mode will be marked as complete if the ball drains.
. 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 but do not count towards Medal awards; and multi-color arrows, which award double mode points and count towards Medal awards. The Level II mode will end and be marked complete when a certain (variable?) number of total shots are made; else 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.


Modes
Prime Directive
. Level I: All shots light blue and un-light when hit. Un-lighting all shots relights all shots.
. Galactic: Top (bonus X) lanes; right orbit; left orbit
. Level II: All shots light blue with one shot lighting multi-color. Finish all shots to complete. Shooting multi-color will un-light that shot and move the multi-color to a different shot.
. Level III: Same as Level II
. Completing the level 3 mode awards 2x on the Left scoop for the remainder of the game.


Space Jump:
. Level I: 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.
. Galactic = Vengeance drop target.
. Level II: Similar to level I, but only one shot will ever be lit multi-color at a time, and it will always be a combo from the previous shot.
. Level III: Same as level II.
. Completing the level 3 mode awards 2x on the Right Orbit.


Save the Enterprise:
. Level I: Three random shots light. Shoot any to move to three new random shots (other shots un-light).
. Galactic = Warp ramp & left orbit.
. Level II & III:
. Completing the level 3 mode awards 2x on the Right ramp


Nero:
. Level I: 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.
. Galactic = Red Matter standups. Hit a standup to unlight. Unlighting all standups re-lights all standups.
. Level II: Left scoop (multi-color) and left orbit represent the Left Romulan attacker (on the screen). Left ramp (multi-color) and Enterprise represent the Center Romulan attacker. Right ramp (multi-color) and right orbit represent the Right Romulan attacker. Defeat 10 attackers to complete. Attackers re-light after a short time. Extra points are awarded for defeating three attackers before any re-light.
. Level III: Two arrows are lit purple. Use the flippers to move the arrows. When both arrows are on the same shot, the shot lights multi-color. Make six shots to complete.
. Completing the level 3 mode awards 2x on the Left Orbit.


Destroy the Drill:
. Level I: Lit shots "fan" from left to right as time elapses. Shooting a lit shot reverses the fan by 1 unit.
. Galactic = Left orbit and left spinner are lit; additional points are awarded for each spin of the spinner.
. Level II:
. Level III:
. Completing the level 3 mode awards 2x on the Warp Ramp.


Klingon Battle:
. Level I: Four shots (left and right ramps and orbits) are lit. Shooting a lit shot un-lights it and re-lights the other three.
. Galactic = left/right ramps (must alternate after first).
. Level II: Left ramp begins lit, with the lit shot spreading simultaneously left and right. The multi-color arrow moves every time a new shot lights. The sequence begins again every time a shot is hit, or after a short time if no shots are hit. (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: Shots are lit in a random order and un-light when hit. After the first shot is made, up to three shots can be lit at a time, but only one will be multi-color. Make ten shots to finish.
. Completing the level 3 mode awards 2x on the Left ramp

--- Modes --------- Galactic Away Team Summary -------- 2X Shot (level 3)
------------------------------------------------------------------------------
1) Prime Directive..........Galactic Top Lanes......................2X Left Scoop
2) Space Jump................Galactic Vengeance Drop............2X Right Orbit
3) Save the Enterprise....Galactic Warp Ramp....................2X Right Ramp
4) Nero............................Galactic Red Matter targets.......2X Left Orbit
5) Destroy the Drill.........Galactic Spinner..........................2X Warp Ramp
6) Klingon Battle.............Galactic Ramps...........................2X Left Ramp

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.

For Level One modes:
. Typically, to earn the Bronze you need three shots.
. Then to earn Silver you need three more shots.
. Then to earn gold, you need five(?) additional shots.
. Unless you make the Galactic Away Team shot. In GAT, there are fewer shots available that are worth more points. It also takes fewer shots for you to medal.

. Special Case: For Space Jump, making the GAT shot leaves only the Vengeance shot available as the last shot. Making it will give the the next higher medal award automatically, and the mode ends. However, this does mean if you shoot the GAT shot before getting a silver medal, you can't get the gold medal for that mode.
. 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. Example: I have received a Gold Medal worth 8.4 Million points.
. Level Two and Three modes: Now things start to get real. To medal, you can't just make any shots. You need to make the correct, better shots that are indicated by the multi-color arrows. Making incorrect shots may lock you out of better medals.

Special Case #2: Klingon Multiball
If you collect the Double Super Jackpot you will also receive a single, gold medal.

Captain's Chair
Completing any three same-level modes in a line enables captain's chair. You'll either be awarded...
. Super Ramps (right three). Ramps are typically 1m+
. Super Spinner (bottom three) Spinner typically 75k a spin
. Super Bumpers (left three).
Captain's Chair remains live until you finish that mini-mode (it remains on 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.

Warp Ramp Awards
By default...
. Warp 3 = Extra Ball is Lit
. Warp 9.1 (the 10th warp) = double scoring for 60 seconds
. Warp 9.9 (the 18th warp) = Doubles scoring for 60 seconds and ball added but you continue in single ball play
. Warp values carry from ball-to-ball for the entire game.


Multiballs
======
. Black Hole / Red Matter
. The black hole shot to the right of Vengeance will add-a-ball once during multiball when it is lit.
. Light it by shooting the 'red matter' targets around the play field that you've ultimately hit plenty of times cause you're bad and you missed the ramps and loops.

Klingon Multiball
. 3 green standups on left side light locks at vengeance or left scoop. Lock a ball.
. Lock 3 balls to start klingon multiball. All shots are lit for jackpot - 6th jackpot is a Super Jackpot worth 6.25 Million. 12th jackpot is another Super Jackpot worth 10 Million. This is followed by a travelling Double Jackpot worth 4 Million. Finally, the warp ramp with light for a Double Super Jackpot worth 20 Million. You will also receive a single, gold medal. Then, the Multiball process repeats.
. Hit the warp ramp for even bigger points
. Hit all red lit targets (6 targets twice), then the last klingon ship will be be moving fast, you have to hit the moving red target, hitting the final target lights warp ramp
. Hit warp ramp now gets you the double super jackpot
. If you hit the Black Hole stand-up target during Klingon Multiball (when it's lit) it will Add-a-Ball to your multiball.
. You must always have at least 2 balls in play or the Klingon Multiball will end

Other multi balls includes Vengeance Multiball, Kobayashi Maru, Enterprise Amok, and Five Year Mission. Described below.

Vengeance Modes:
Hit Vengeance X number of times (or use torpedoes) to light Vengeance Mode

Vengeance mode 1 is "Vengeance Multiball." Hit the magnet-held ball at multiball start to add-a-ball and extend ball save time. Shots to Vengeance and lit white shots do damage and award points. Defeating Vengeance awards 5M. Victory laps happens after you defeat the vengence and still have balls. You can really score some points by shooting all the blue/grey targets, a great way to get fast points.

Vengeance mode 2 is "Vengeance Scoring.. Kahn" which is 1 ball hurry up mode - 5 shots to destroy vengeance - destroying vengeance awards Extra Ball.

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. 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%)

Torpedo standups (3 orange target panel right side) when completed add 3 torpedoes, torpedoes accumulated are shown by the line of yellow triangles on the playfield, can be used by pressing the fire button to score Vengeance hits. Once you get 10 torpedoes, you cannot get anymore, so make sure to use them or lose them. Torpedoes cannot be used in Vengence 2 - Kahn.


Mini wizard modes:

Kobayashi Maru - Started by completing all level 1 modes
. Starting Kobayashi Maru will award you a medal bonus. It's a 2 ball multiball with all shots lit. Each shot requires 2 shots to clear it out… first shot is nominal points (250K?), second shot is 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 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 2 modes
. 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
. Rules & Scoring?

Five Year Mission - Started by completing all level 3 modes

Rescue
. The flashing T on the left drain means you have a rescue, it is only on that side. If you use it, the only way to get it back is to hit the two aqua blue side targets (sheilds)

Extra Balls:
. 3 warp ramps lights extra ball (vengence), hit vengence opening to collect
. Defeating Kahn earns an extra ball
. There are others based on completing certain objectives, you have to find em.

Bret's Misc Tips:
. Short plunging for a warp ramp skill shot isn't worth it. It is a difficult shot and not worth the points. Better off holding left flipper, full plunge, and shoot the quick blinking target for 1m (and 250k additional each time). Everything the alpha and beta ramps are both front/back shotable, so catch the ball and throw it and get your points
. Careful with Vengence 2 mode - Kahn, he will sucker you in and you may lose a ball, better to stay alive in tourney play since you don't get an extra ball
. Try to get Galactic Away team (under right upper flipper), it's easy points for things you're doing already
. Saving photo torpedos doesn't do much, I use them as fast as I get them, unless you're a bad shot at the vengence, then save them for multi-ball, helps win vengence quicker, which you want to end vengence modes with 2 balls to open up victory laps
. If you want to have fun quick, hit the vengence and start your multi-ball


Tourney Strategy: (choose from different strageties)
A) Constantly play and complete all first round modes to get to Kobyashi Maru Multiball
B) Play Multiballs for Points and to Complete Modes
--- Vengeance MB then Victory Laps
--- Klingon MB
C) Do well in modes for points and to make Multiballs more valuable
D) May consider timing out modes if necessary to reach Kobyashi Maru - code may be fixed and you may not be able to timeout.
* Before the code upgrade, you could just hold a ball for 30 second and then complete a mode, this would make it easy to get to Kobi, but that is fixed and there needs to be consistant hits of controls or the timer will be stopped till more controls are hit.

Bret's Tourney strategy:
A) Hammer the vengence, and start multiball asap, get into victory laps, this is a quick way to get points, this is best for the novice / intermediate level
B) Lock balls and start Klingon multiball asap, try to win the klingon multiball and get the double jackpot, then right after start vengence multiball, for the more advanced player, you need to keep 2+ balls in play most of the time, but will really score the points
C) If you are struggling getting the multi-balls going, try to complete modes, specifically the 3 right, once you get captains chair (3 of them), you get warp ramps and you can score lots of points by hammering ramps
D) Careful with Vengence 2 mode - Kahn, he will sucker you in and you may lose a ball, better to stay alive in tourney play since you don't get an extra ball
E) Try to get Galactic Away team, it's easy points for things you're doing already