Star Trek
Stern Pinball, 2013 — shot-by-shot rules and strategy guide.
Open Star Trek in the Pinball Genie app →Designed by Steve Ritchie, licensed to the 2009/2013 J.J. Abrams film reboot. Three editions — Pro, Premium, LE — share an identical ruleset and physical layout; Premium/LE add a motorized "crash" Vengeance ship, a star-field laser, a left-outlane kickback, and a VUK that safely feeds the left scoop into the left ramp (Pro's scoop kicks out unpredictably). None of this changes scoring, modes, or multiball logic.
The playfield
Seven major shots anchor everything: Left Orbit (houses the spinner), Left Ramp, Right Ramp, Warp Ramp (reachable only from the upper-right/third flipper), Right Orbit, Left Scoop ("Mission Start"), and the center Vengeance drop target/ship — the most dangerous shot on the table, prone to rebounding hard toward the outlanes. Supporting hardware includes Shield standups, a bank of 3 green "lock" standups, a bank of 3 orange Weapon standups (loads torpedoes fired via the "Punch It" lockdown-bar button), a scattered family of Red Matter/Black Hole standups, three top BEAM-ME-UP rollover lanes, and a pop-bumper nest.
Skill shots
There's no traditional "flip the lit lane" skill shot. Instead: a soft plunge sets up a Warp Ramp Skill Shot off the upper-right flipper; holding the left flipper on a full plunge lights a Super Skill Shot (1M, +250K each repeat) at Vengeance or the right ramp; holding the right flipper for a full-power plunge that rejects off the top gate into the right orbit sets up the Super Warp Skill Shot (1.5M, the highest-value but riskiest option).
Missions (the "modes")
Six color-coded Missions — Prime Directive, Space Jump, Save the Enterprise, Nero, Destroy the Drill, Klingon Battle — each played across three Levels (18 mode instances total). Start any lit mission at Mission Start (left scoop) or Away Team (upper-flipper shot). Level I is a timed shot-collection pattern (Bronze/Silver/Gold medal thresholds); taking Away Team mid-timer adds +20 seconds and unlocks a bonus "Galactic Mode" shot sequence. Level II and III raise the complexity (roving shots, attacker pairs, dynamically-shifting lit shots) and medal thresholds. Fully clearing a mission's Level III permanently lights a dedicated shot for 2X scoring for the rest of the game (e.g., Nero → Left Orbit, Klingon Battle → Left Ramp).
Multiballs
- Klingon Multiball: complete the 3 green standups to light locks at Vengeance and the left scoop; lock 3 balls to start. Jackpots climb from 200K, with a 7th-jackpot 6.25M Super Jackpot, 14th-jackpot 10M Super Jackpot, a traveling 4M Double Jackpot, and a 20M Double Super Jackpot at the Warp Ramp (plus a free Gold medal).
- Vengeance Multiball (round 1 of 3 sequential Vengeance rounds): build hits on Vengeance via direct shots or Punch It torpedoes (any of the 10 shots except the final one may be a torpedo); starts 2-ball with a magnet-capture mechanic, extends to 3-ball, and destroying the ship after 10 shots pays 5M and unlocks escalating "Victory Lap" shot loops.
- Vengeance Scoring (round 2): a hurry-up requiring 5 direct shots to Vengeance — the only repeatable Extra Ball source in the game.
- Vengeance Battle (round 3): raise then knock down the Vengeance target, then land a sudden-death shot worth the greater of 10M or 10% of total score (up to 40% comboed under Double Scoring) — the single biggest lever in the ruleset.
Combos
Every major shot carries a red combo insert that stays lit for ~4 seconds after the prior shot; hitting a different eligible shot within the window doubles its value (repeating the same shot does not combo). Five named "crew combos" — Kirk (Left Orbit→Warp Ramp), Bones (Left Orbit→Left Ramp), Sulu (Right Orbit→Right Ramp), Uhura (Right Ramp→Left Ramp→Right Orbit), and Spock (Left Ramp→Right Ramp→Left Orbit→Warp Ramp) — each pay a flat 1,000,000 the first time and permanently raise the base value of all future combos.
Multipliers
Completing the three BEAM-ME-UP top lanes adds +1X to that ball's bonus multiplier (resets each ball). Repeated Warp Ramp shots climb a Warp Speed counter: 7 shots lights a one-time Extra Ball (collected at Vengeance), 10 shots lights 60 seconds of global 2X scoring, and 18 shots re-lights 2X scoring plus adds a ball into play (both repeatable after the first time).
Captain's Chair
Completing three same-level missions in a row lights a bonus tied to the side of the playfield: left-side missions → Super Pops, right-side → Super Ramps, bottom-row → Super Spinner. Super Ramps is generally considered the best single pick for players who can only manage one line.
Wizard modes
Qualification is built on finishing an entire Level of all 6 missions, which lights the center Vengeance shot white: 1. Kobayashi Maru (after all 6 Level I's) — 2-ball multiball where every shot needs 2 hits. 2. Enterprise Amok (after all 6 Level II's) — 2-ball multiball across 6 escalating switch-hit rounds. 3. Five Year Mission (after all 6 Level III's, the true final wizard mode) — 4-ball multiball, clear every lit shot for a Super Jackpot.
Strategy in brief
Open with the Super Skill Shot, launch a default Level I mission, use Away Team to extend it, and work toward Klingon Multiball locks and Warp Ramp shots. Tournament players deliberately start a mode just before locking the final multiball ball so mode scoring and jackpots run concurrently, save Double Scoring for a jackpot-heavy moment, and treat Vengeance Scoring/Battle as high-value, single-purpose detours rather than shots to chase mid-mode.
How Star Trek plays
Command the rebooted Enterprise across six away missions, each replayed at three rising levels, while you batter the Vengeance ship at center and bank Warp Ramp shots for double scoring. Clear every mission at all three levels to reach Five Year Mission, the four-ball final wizard.
The loop
- Start a mission at the left scoop, shoot its colored shots, and take Away Team mid-timer to add seconds and roll into the multiplied Galactic bonus round.
- Complete the green targets to light locks at the Vengeance and the left scoop, then lock three balls for Klingon Multiball.
- Load photon torpedoes on the orange Weapon targets and fire them with Punch It to damage the Vengeance from a safe distance.
- Bank Warp Ramp shots off the upper-right flipper to climb Warp Speed toward an extra ball, timed double scoring, and an added ball.
Reading the lights
- Mission Shots (mode) — lit: A lit colored shot is a live objective in the mission you started at the left scoop; unlighting the required set relights the whole group for another pass while the timer runs. · flashing: The Away Team shot flashes as the extend option, worth twenty more seconds when you take it. · then: Shoot the lit shots for a Bronze, Silver or Gold medal by hit count, and grab Away Team around fifteen to twenty seconds in to add time and open Galactic Mode's doubled final shot. Clearing all six missions at a level lights the white Vengeance to start that level's stacked wizard round.
- Vengeance Ship (status) — lit: The center Vengeance lights as the damage target and the hub of all three Vengeance rounds, and it is the most drain-prone shot on the table, rebounding hard toward the outlanes. · then: Build hits with direct shots and Punch It torpedoes to start Vengeance Multiball, then the Vengeance Scoring hurry-up with its repeatable extra ball, then the Vengeance Battle sudden-death worth up to forty percent of your score. The final blow always has to be a real ship shot, never a torpedo.
- Weapon Torpedoes (status) — lit: Completing the three orange Weapon standups banks photon torpedoes, shown as a row of yellow triangle inserts up the middle of the playfield. · then: Stock torpedoes on the orange targets and spend them on the Vengeance to build its rounds without taking the dangerous direct shot. Torpedoes never advance the lit mission shots, so keep shooting those yourself. · control: Action button: pressing the lockbar Punch It button launches one banked torpedo at the Vengeance for a hit, letting you skip the ship shot that kicks back toward the outlanes (any time a torpedo is loaded and the Vengeance is standing in your way)
- Klingon Locks (shot arrows) — lit: Completing the three green standups lights locks at both the Vengeance and the left scoop, and a lit lock waits until you shoot a ball into it. · then: Lock three balls to start Klingon Multiball, and light the Black Hole target off the scattered Red Matter standups to drop in a fourth. Work the red-lit shots for climbing jackpots and save the Warp Ramp for the twenty-million Double Super Jackpot.
- Warp Speed (ladder) — lit: Every Warp Ramp shot made off the upper-right flipper steps the Warp Speed counter one rung, and the counter holds its place for the whole game rather than resetting each ball. · then: Reach seven shots for an extra ball, ten for sixty seconds of global double scoring, and eighteen for double scoring plus an added ball, both repeatable after the first. Time the double-scoring window to land right on a jackpot-heavy multiball or a big wizard shot.
- BEAM-ME-UP Lanes (lanes) — lit: The three top rollover lanes spell BEAM-ME-UP and are fed by orbit shots that fall just short of a full loop. · then: Complete all three lanes to lift this ball's bonus multiplier by a step, then re-roll the set as often as you can before you drain. The boost counts only for the ball in play and starts back at base next ball.
- Crew Combos (status) — lit: After a starting shot, a red combo insert flashes for roughly four seconds on the next link of a named crew chain, marking where to shoot next. · flashing: The lit combo insert counts down its four-second window; miss it and the chain resets to the start. · then: Chain the marked shots to complete Kirk, Bones, Sulu, Uhura and Spock -- the first time you land each one it pays a flat million and bumps every future crew combo's floor a little higher. Your next shot has to differ from the last you struck, so a repeated orbit shot will not extend the chain.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Cup the left flipper during a full plunge for the safe Super Skill Shot, collected on the lit right ramp, then launch your first mission at the left scoop and grab Away Team mid-timer. Roll the top rollover lanes whenever you can to build this ball's bonus multiplier. — Super Skill Shot, Prime Directive (Level I), Bonus Multiplier (BEAM-ME-UP), Beginner First 30 Seconds
- Building — Complete the green targets to stack Klingon Multiball into a mission you already have running, load torpedoes to fight the Vengeance rounds safely, and bank Warp Ramp shots toward a timed double-scoring window. Starting a mode just before the final lock runs its timer and the jackpots together. — Klingon Multiball, Vengeance Multiball, Warp Speed / Double Scoring, Stack a Mode Into Multiball
- The big one — Clear all six missions at Level I, then Level II, then Level III to light Kobayashi Maru, Enterprise Amok, and finally Five Year Mission. That last wizard is a four-ball multiball with every major shot lit at once, ending in a Super Jackpot at the Vengeance. — Five Year Mission, Enterprise Amok, Kobayashi Maru
The Punch It on Star Trek
Center of the lockdown bar, right under your thumbs.
Star Trek was one of the first Sterns to put a button on the lockdown bar, and here it is your photon torpedo trigger, labeled Punch It. You stock torpedoes by completing the bank of orange Weapon standups, then spend them on the Vengeance — the center ship that kicks back hard toward the outlanes when you shoot it for real. The button buys you damage on the most dangerous shot on the table without taking that shot.
- Torpedoes loaded, Vengeance in your way: Fires one torpedo for a Vengeance hit, so you skip the drop-target shot that rebounds toward the outlanes.
- Building toward a Vengeance mode: Torpedo hits count toward the total that lights Vengeance Multiball, then Vengeance Scoring, then Vengeance Battle.
- Mid-mode with colored shots lit: Torpedoes never advance mode shots — press it for Vengeance damage only, and shoot the lit shots yourself.
- During Vengeance Multiball: Torpedoes clear damage shots, but the final blow that defeats the ship has to be a real Vengeance hit.
- Choosing a mission at the scoop: Cycle with the flippers, then press to lock your pick in instead of letting the timer choose for you.
- Weapon standups just completed: You bank three torpedoes; the row of yellow triangles on the playfield shows how many presses you have left.
Goals in Star Trek
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Hold the left flipper through a full plunge to light a Super Skill Shot at the right ramp (or Vengeance) — the safe, repeatable opening skill shot worth 1M+.
Reward: 1,000,000 first time + 250,000 each repeat this ball
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Hold the right flipper on a full-power plunge so the ball rejects off the top gate into the right orbit, then shoot the Warp Ramp for the game's highest-value skill shot.
Reward: 1,500,000 — the game's highest-value skill shot
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Left Loop into the Warp Ramp — the first of five named crew combos, each worth a flat 1,000,000 the first time and a permanent bump to all future combo values.
Reward: 1,000,000 first time + permanently raises base value of future crew combos
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Left Loop into the Left Ramp — second crew combo, easy to chain right off a left-orbit shot.
Reward: 1,000,000 first time + raises base value of future crew combos
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Right Loop into the Right Ramp — mirror of Bones on the right side of the playfield.
Reward: 1,000,000 first time + raises base value of future crew combos
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A 3-shot chain — right ramp into left ramp into right orbit — that pays a flat 1,000,000 the first time, same as the other crew combos.
Reward: 1,000,000 first time + raises base value of future crew combos
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The signature four-shot chain: left ramp, right ramp, left loop, Warp Ramp. It is the longest of the five crew combos and the one that flows best off a trapped ball.
Reward: 1,000,000 first time + permanently raises future crew combo base values
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Vengeance Battle Sudden Death Squeeze
The single biggest repeatable payout in the game — land the Vengeance Battle final shot comboed for up to 40% of your total score.
Reward: Greater of 10,000,000 or 10% of score; doubles to 20% comboed, up to 40% with Double Scoring
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Complete the green standups to light locks at Vengeance and the left scoop, lock 3 balls, then chase jackpots up to a 20,000,000 Double Super Jackpot at the Warp Ramp.
Reward: 3-ball (4th via Black Hole target); jackpots climb to a 20,000,000 Double Super Jackpot at Warp Ramp + free Gold medal
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Build damage on the Vengeance ship via direct hits and torpedoes to start the first of three Vengeance rounds, a 2-ball multiball built around the ship's magnet.
Reward: Starts 2-ball, adds a 3rd via the magnet catch; destroying Vengeance (10 hits) pays 5,000,000 (more if comboed) + Victory Laps
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The first stacked wizard round — finish Level I of all 6 missions to light Vengeance white and start a 2-ball multiball where every shot needs 2 hits.
Reward: 2-ball; first hit on each shot scores 500,000 (arms it), second hit up to 7,500,000 based on Level I performance
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The default beginner-friendly first mode — shoot the 5 blue-lit shots to relight them all and extend with Away Team; the left scoop's permanent 2X award comes only from clearing this mission's Level III, not this Level I round.
Reward: Bronze/Silver/Gold medal (3/6/9 shots) + Galactic Mode's 2x right-ramp finish; permanent 2X award needs Level III
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Five main shots light purple — everything except the left scoop and the Warp Ramp. Unlight all five to relight the set, then take Away Team to switch the objective to the Red Matter standups and finish on the doubled Black Hole shot.
Reward: Galactic Mode's 2x Black Hole finish; clearing this mission's Level III permanently lights the left orbit for 2x scoring
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Work the fanning lit shots left-to-right, then squeeze a right-ramp-into-left-scoop combo on the final 4x shot for one of the biggest documented mode payouts.
Reward: 4x final shot at the left scoop, stacked on a spinner paying 75,000 a spin
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The second Vengeance round — a 5-shot hurry-up at the ship that is the only repeatable extra-ball source in the game.
Reward: Repeatable Extra Ball — the only one in the entire ruleset
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Complete the three top rollover lanes spelling BEAM-ME-UP to add +1X to this ball's end-of-ball bonus.
Reward: +1X to this ball's end-of-ball bonus multiplier (resets each ball)
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Bank repeated Warp Ramp shots to climb the Warp Speed counter — 10 shots lights 60 seconds of global 2X scoring, 18 shots adds a ball on top of it.
Reward: 7 shots = Extra Ball; 10 shots = 60s of 2X scoring; 18 shots = 2X scoring + an added ball (both repeatable)
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The second stacked wizard round — clear Level II of all 6 missions to unlock a switch-hit-driven 2-ball multiball across 6 escalating rounds.
Reward: 2-ball MB across 6 rounds, adding a ball each round except the last; round 6 ends in a Super Jackpot at Vengeance
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The true final wizard mode — clear Level III of all 6 missions to start a 4-ball multiball with every major shot lit for a Super Jackpot.
Reward: 4-ball MB with every major shot lit; clear them all for the Super Jackpot at Vengeance
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The recommended concrete opener — cash the safe skill shot, launch a default mode, and start building toward Klingon Multiball and Warp Ramp awards.
Reward: Skill-shot cushion + mode progress; builds toward Klingon Multiball locks and Warp Ramp awards
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The core tournament technique — start a mission mode right before locking the final multiball ball so the mode timer and jackpots run concurrently.
Reward: Concurrent mode + multiball scoring; a comboed Double Super Jackpot under Double Scoring reported up to 80,000,000
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Chase Captain's Chair (Super Ramps)
Complete three same-level missions in a row on the right side of the mission select to light the easiest, most valuable Captain's Chair award — Super Ramps.
Reward: Lights Super Ramps — boosted ramp scoring that stays lit across balls until collected
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All Five Crew Combos in One Game
Run the whole named-combo set in one game: the two left-orbit two-shotters, the right-side mirror, the three-shot chain, and the four-shot chain. Each pays its flat first-time bonus and permanently raises the base value of every later combo.
Reward: Flat first-time bonus on each of the five combos plus a permanent bump to all later combo values
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