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

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.

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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