Space Station
Williams, 1987 — shot-by-shot rules and strategy guide.
Open Space Station in the Pinball Genie app →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
- The jet bumpers open at a nearly worthless 500 a hit and climb 500 per 1-2-3 completion to a 3,000 ceiling. That value carries between balls by factory setting.
- The three-drop bank raises your end-of-ball bonus multiplier to a maximum of 7x. Reaching 4x lights the extra ball, and clearing the bank once more is what actually awards it.
- The right outlane pays 100,000 when lit — the only outlane on this machine that scores anything.
- The kickback is your single save and nothing relights it except the 50,000-plus-kickback award from the two banks. By factory setting it starts lit on each ball, but an operator can switch that off.
- The bonus ball is the sleeper award. It is a timed ball at the end of the game — 25 seconds by default, 45 if you reached multiball at any point — and draining does not end it. The ball is returned to the plunger until the clock runs out.
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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Dock Two Balls
The core of the machine. Get one ball into each dock and multiball is armed. The ramp is the shot to learn, and the Space Station diverter does the aiming for you — when it is working, it always points at an empty dock.
Reward: Both docks filled, multiball armed
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Start Multiball
With two balls docked, either popper launches you into multiball. The right popper is the easier of the two, and a right flipper shot that sweeps the drop targets often rolls straight into it.
Reward: Multiball, and a shot at the Rescue Jackpot
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Rescue Jackpot
Re-dock two balls during multiball and you collect the Rescue Jackpot. It only takes two ramp shots, which is 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.
Reward: 200,000, plus 10,000 per multiball you failed to finish
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Stop 'N' Score
Knock down the drop target in front of the ramp and a number starts cycling between 20,000 and 99,000 for 25 seconds. Whatever it reads when your ramp shot registers is what you are paid, multiplied by your Stop 'N' Score multiplier.
Reward: 20,000 to 99,000, multiplied up to 5x
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Build The Stop 'N' Score Multiplier
The U-S-A lanes under the mini playfield are the highest-value thing you can do outside multiball. Each completion adds a level to the Stop 'N' Score multiplier, up to 5x, and the fourth one lights a Special.
Reward: Up to 5x on Stop 'N' Score, plus a Special
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Feed The Bumpers
The jet bumpers open at a nearly worthless 500 a hit. Every 1-2-3 completion adds another 500, topping out at 3,000 — and the value carries between balls, so this is worth building early.
Reward: Bumpers from 500 up to 3,000 a hit
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Bonus Multiplier And Extra Ball
The three-drop bank raises your end-of-ball bonus multiplier to a maximum of 7x, and reaching 4x lights the extra ball — which you then collect by clearing the same bank one more time.
Reward: Bonus multiplier to 7x, plus an extra ball
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Complete SHUTTLE
Seven targets down the left wall for one randomly chosen award. The award is drawn at the start of each ball and shown on a lamp bank in the middle of the playfield, so you always know whether the bank is worth the effort.
Reward: One of seven awards, from 25,000 to a Special
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Complete STATION
The same award pool as SHUTTLE, but split across two banks — three targets in the middle of the playfield and four on the right. Both have to be cleared, which makes this the harder of the two collects.
Reward: One of the same seven awards
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Reroll A Bad Award
The plain-looking standup on the right wall is not decoration. Hitting it re-randomises whichever of the two bank awards it is currently lit for — so drawing 25,000 at the start of a ball is not a sentence you have to serve.
Reward: A fresh draw on the SHUTTLE or STATION award
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The Bonus Ball
One of the award-pool prizes is a bonus ball, and it does not work like an extra ball. It is a timed ball at the end of the game where draining does not end anything — the ball is simply returned to the plunger until the clock runs out.
Reward: 25 seconds of free play, 45 if you reached multiball
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Keep The Kickback Alive
The left outlane kickback is your only ball save, and there is nothing on this machine that relights it except a specific award from the two target banks. Once it is spent, that left outlane is a genuine drain.
Reward: One outlane save at a time
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The Re-Docking Rule
Two rules about the docks catch out almost everybody. You cannot dock again after a multiball until 1-2-3 is complete, and a ramp shot with both docks already full swaps a docked ball out for the one in your hand.
Reward: Not losing a multiball setup you already built
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The Real Scoring Route
Multiball is the fun of this machine, but it is not where the points are. The high scores come from patiently stacking the U-S-A lanes to a 5x Stop 'N' Score multiplier and then timing a single ramp shot near the top of the number.
Reward: Close to 99,000 multiplied by five, on one shot
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