Space Station

Williams, 1987 — shot-by-shot rules and strategy guide.

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Space Station is a compact late-eighties Williams game with a shallow rule set and one genuinely good idea in the middle of it. The idea is the rotating diverter the machine is named after: it steers your ramp shots into whichever dock is empty, so the multiball setup is about repeating one shot rather than aiming at two different ones. Multiball is the fun part. The points, however, are somewhere else entirely.

The layout

Two flippers, no inlanes at all, and a kickback on the left outlane that is your only ball save. A habitrail carries the plunge to a mini playfield with three lanes marked 1-2-3; three more lanes underneath it spell U-S-A. There is a seven-target SHUTTLE bank down the left wall, a seven-target STATION set split between a centre bank of three and a right bank of four, a three-drop bonus bank, a drop target guarding the ramp, two poppers, and a single standup on the right wall that most players walk past.

Docking and multiball

Get one ball into each dock and multiball is armed. The ramp off the left flipper is the shot, and the Space Station diverter does the aiming for you. If you use the centre popper instead, the game holds your ball there, rotates the station, and only then pops it — so it always lands in the empty side. Once both docks are full, stop ramping: a third ramp shot ejects a docked ball and swaps yours in for it, undoing the setup. Either popper starts multiball, and the right popper is the easier of the two. A right flipper shot that sweeps the three drop targets often carries straight into it, doing two jobs at once.

Re-dock two balls during multiball and you collect the Rescue Jackpot. It takes two ramp shots, which is exactly why the jackpot rarely grows large — it starts at 200,000 and only creeps up by 10,000 each time a multiball ends without it. Afterwards, remember that you cannot dock at all until you have completed the 1-2-3 lanes again. Until you do, every ball you send at a dock is ejected the moment it arrives.

Where the points actually are

Stop 'N' Score is the scoring mode, and it lives behind the drop target in front of the ramp. Knock it down and a number starts cycling between 20,000 and 99,000 for around 25 seconds. Whatever it reads when your ramp shot registers is what you are paid — multiplied by the Stop 'N' Score multiplier. That multiplier is built in the U-S-A lanes, one level per completion, up to 5x.

So the route to a big game is patience rather than reflexes. Build U-S-A to 5x before you start the mode. Then cradle, watch the display, and release so the ball trips the ramp switch as the count nears 99,000. Starting Stop 'N' Score at 1x wastes the whole thing; a well-timed shot at 5x dwarfs anything else on the machine, multiball included.

The banks, and the target nobody hits

SHUTTLE and STATION each pay one award, drawn at random at the start of every ball and displayed on lamp banks in the middle of the playfield. The pool is the same for both: Special, extra ball, 50,000 with the kickback relit, 50,000 with a bonus ball, 150,000 with hold bonus, 75,000, or a plain 25,000. Check what you are playing for before you commit to seven targets.

And here is the rule most players miss. The single standup on the right wall is not decoration — it re-randomises whichever of the two awards it is currently lit for. Drawing 25,000 at the start of a ball is not a sentence you have to serve. Keep hitting it and fish for the extra ball or the Special. Once you have completed U-S-A four times, the same target also carries a Special of its own, so it earns its keep twice.

Small things worth knowing

That last one is worth planning for. Because drains cost you nothing during the bonus ball, it is the one stretch of this game where you should take shots you would never otherwise risk. Go straight at the ramp, start Stop 'N' Score, and shoot for the top of the number. It is also a second reason to reach multiball even on a poor game: it nearly doubles the bonus ball.

Goals in Space Station

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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