Star Trek: The Next Generation

Williams, 1993 — shot-by-shot rules and strategy guide.

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Star Trek: The Next Generation throws more at you than almost any machine of its era, but nearly all of it funnels through one system: warp factor. Advance it with the spinner and left ramp and you unlock a new toy at every step — bumper values, held multipliers, a countdown hurry-up, double spinner scoring, and a frantic bonus round at warp 9. Chase warp first and the rest — missions, multiball, ranks, artifacts — starts connecting.

The Picard Maneuver

If you learn one shot on this machine, make it this one. Rip the spinner shot on the left orbit, then follow through immediately to the left ramp before the ball settles — that's the Picard Maneuver, worth building real muscle memory around. It advances warp faster than either shot alone, awards a triple jackpot during multiball, and turns Q's Challenge into the highest-scoring mode in the game when you chain it over and over.

Warp Factor And Factor Nine

Every ball starts at Warp 1. Warp 2 is a throwaway 5M, but Warp 3 sets the bumpers to a million a pop, Warp 4 lights the spinner for real scoring, Warp 5 holds your bonus multiplier, Warp 6 unlocks Hurry Up and Super Spinner, Warp 7 doubles the spinner outright, and Warp 8 pays an extra ball the first time you see it. Reach Warp 9 and the game drops you into Factor Nine Mode — the spinner and left ramp push you through 9.1 onward to 9.9 in tenths, each paying more, on a clock that never pauses. A fresh ball resets you to Warp 1, and the left ramp no longer counts toward warp — only the spinner still does.

Seven Missions To The Final Frontier

Start Mission launches whatever's flashing; Command Decision, the small hole by the left ramp, lets you cherry-pick instead. Clear all seven and the eighth, Final Frontier, lights as the actual finish line of the game. Each plays completely differently:

Nearly every mission can hand you an Artifact too — hit enough of a specific shot and the game tells you. Collect full sets of all four types and Final Frontier pays in the billions: roughly 100M per Artifact just for starting, then every shot scales with how many you're carrying. Show up with none and each shot is a flat 10M instead, so stockpile a few first.

Three Ways The Neutral Zone Turns Ugly

Hit the Neutral Zone's three targets to arm it, then hit it again to pick your poison. Ferengi is the friendliest — it stacks up to four balls in play with jackpots at Start Mission worth 10M times however many balls are live. Cardassian is tighter: a 2-ball fight where the jackpot falls as your shields do, so rebuilding shields on the spinner matters as much as the jackpot shot itself. Romulan isn't a multiball at all — it's a race to cloak three ships, one each on the spinner, left ramp and right ramp, before their timers expire and relight them. None of the three are required for anything else, but Ferengi is worth grabbing just to pad time on the Warp and Time Rift shots you're already chasing.

Multiball, Holodeck, And The Rest

The real multiball is the Enterprise against the Borg — lock three balls through the right orbit and left ramp, work the loaded cannon into Start Mission before the third lock for a fatter base jackpot, then chase single, double and triple jackpots while working the spinner to hold your shields up. Let shields hit zero and the jackpot goes dark until raised again. Separately, Holodeck lights from repeated right ramp shots and offers a choice: a flat 25M, or Shuttle Simulation, a hard video mode steered on the flippers with an Artifact and an extra ball hidden in its later caverns. Watch for Advance Rank too — clearing the lanes above the bumpers lights it at Command Decision, and once you're Captain, a lit Advance Rank pays a flat 100M on the spot instead of waiting for bonus.

One more thing worth knowing: when Holodeck reads "Ready" for the third time, pulling the trigger instead of shooting drops you into a hidden Secret Mission, a short frenzy where every switch pays out. It won't win the game on its own, but it's a good reminder of how much this ruleset has buried in it.

Goals in Star Trek: The Next Generation

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

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