Starship Troopers
Sega Pinball, 1997 — shot-by-shot rules and strategy guide.
Open Starship Troopers in the Pinball Genie app →Starship Troopers gives you a war and a scoreboard, and they pull in opposite directions. Six planets have to be cleared of bugs one at a time, but bugs can only be killed in single-ball play — so every long multiball is time spent not winning the war. Learning where those two demands meet is what separates a decent game here from a huge one.
The extra flipper
Before anything else: there is a third flipper, small, above and right of the standard right one, on its own button underneath the normal one. Most players ignore it for their first several games, and that is a mistake twice over. A bug standup hit with the mini flipper counts as two kills, roughly halving the work of clearing a planet. It is also your control flipper — it drop-catches Recon scoop kickouts and bleeds the speed off anything arriving down the right inlane. And it is the only realistic route to the Arm Nukes hole: cradle on the right flipper, hold it up, flick the mini flipper.
The bug war
Four species, four colours: yellow Warriors, green Hoppers, blue Plasma Bugs, red Tankers. Shoot any flashing standup of the matching colour. Displays above the flippers count what is left on the planet you are attacking, and the lit standups thin out as you work through them.
- Antilles — 5 Warriors, 3 Hoppers. Warriors are 100K here.
- Zegema Beach — 4 Warriors, 7 Hoppers.
- Dantana — 6 Warriors, 5 Hoppers, 3 Plasma Bugs.
- Tango Urilla — 8 Warriors, 6 Hoppers, 5 Tankers, with Tankers at 500K.
- Planet P — 9 Warriors, 5 Plasma Bugs, 7 Tankers, and the highest values in the game.
- Klendathu — the wizard mode, and it does not play by the same rules.
Clear a planet and the Brain Bug rises in front of the right ramp. Each hit is a million, and the required number of hits climbs every time — one, then two, then three. It is timed. Later on, cradling the ball and letting it escape is often the smarter play, because you unlock the next stage either way.
Advance, or nuke
With the Brain Bug gone, two shots light and stay lit until you use one: the Recon scoop advances you to the next planet, the Arm Nukes hole starts Planet Multiball. A 5M hurry-up runs alongside, collected by either. Advance whenever you can — Planet Multiball nukes every flashing planet at once, and the scaling is enormous. One planet is a 1M Nuke, a 10M Super Nuke and two balls; five planets is a 12M Nuke, a 120M Super Nuke and four balls. Making the five Nuke shots (both loops, both ramps, the scoop) lights the Super at the Warrior, and collecting it relights everything.
The other two multiballs
Regular Multiball is at the Warrior — a standup that walks backwards as you hit it, revealing a sinkhole. Four hits the first time, six the second. It is a four-ball with both ramps lit for jackpots starting at 3M. Every unlit bug standup you hit raises that toward a 4M ceiling, and lighting all of them awards an extra ball, so bash the standups before you start collecting. Five jackpots lights a 15M Super Jackpot for sixteen seconds, then the cycle repeats. If you finish without collecting a single jackpot, you get fifteen-odd seconds to get back in the sinkhole for a two-ball restart.
Orbit Multiball costs six loop shots and — unusually — that number never increases. The inlanes cross-light the loops for about five seconds each; three lit loops spell ONE and a magnet drops the ball in the lock, three more spell TWO and start it. A lit loop stays lit after you hit it, so three down the same side in a row is entirely legal. Both loops pay 5M throughout, and the first two loop shots each add a ball.
Recon Levels
Ramps raise your Recon Level, the scoop cashes it in, and there are six. Level one gives a 1M bounty or the Psychic Test video mode; level three brings Double Scoring and Multiball Ready; level four brings the Ramp Hurry-up and Nuke Chase. Level five is where you want to be — it almost always awards regular Multiball if you have not had one, Orbit Multiball if you have. Level six mostly pays a flat 25M, worse than either multiball, so collect at five and resist the climb. A random Recon Boost can shove you up without warning. To climb fast: right ramp, left ramp, scoop is worth three extra levels.
Klendathu
Nuke and clear all five stocked planets and Klendathu flashes. Shoot the Recon scoop and you get unlimited balls for thirty seconds, with every bug standup lit at once. To finish it you need nine bugs of each species and all five Nuke shots — 5M a Nuke, 10M for the Double Nuke at the scoop, and a 50M completion bonus if you get through the whole thing. When the timer expires the mode continues with whatever is still in play, so a good ball here runs long.
Extra balls are scattered in places nothing announces. Fifteen shots to an unlit Arm Nukes hole lights one, as does fifty ramp shots, as does lighting every bug standup during regular Multiball. And playing badly enough lights one for you on ball three.
Goals in Starship Troopers
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Rollover Skill Shot
Plunge normally and a magnet catches the ball above the B-U-G rollovers. One rollover light is flashing — move it with the flipper buttons before the ball drops, and you bank an extra bonus multiplier.
Reward: +1 bonus multiplier
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Ramp Skill Shot
Hold the left flipper button as you plunge and the catching magnet is switched off, so the ball keeps running. Hit the right ramp with it and you collect five million.
Reward: 5M
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The Soft Plunge Lock
Not an official skill shot, but free progress. Hold the left flipper to kill the magnet, then plunge just hard enough for the ball to die in the Orbit Multiball sinkhole — that is one Orbit letter banked before you have flipped at anything.
Reward: One Orbit Multiball letter
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The Bug War
The spine of the whole game. Six planets are attacked in a fixed order, each stocked with a different mix of four bug species, and you clear a planet by shooting flashing standups of the matching colour.
Reward: Progress through the planets, 100K-550K per bug
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Kill Bugs With The Mini Flipper
A standup hit with the right mini flipper counts as two kills instead of one. That halves the work of clearing a planet, and it is the single biggest habit change available on this machine.
Reward: Double credit per bug
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Capture The Brain Bug
Clear a planet and a huge target rises in front of the right ramp. Each hit is a million, and the number of hits needed grows every time — one, then two, then three. It is timed, and if the clock beats you the Brain Bug simply leaves.
Reward: 1M per hit
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Advance Planet Or Arm The Nukes
Once the Brain Bug is gone, two shots light and stay lit until you use one: the Recon scoop advances you to the next planet, the Arm Nukes hole starts Planet Multiball. A hurry-up runs alongside, starting at 5M and falling to 1M, collected by either shot.
Reward: 5M hurry-up, plus the choice itself
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Planet Multiball
The payoff for patience. Every flashing planet is nuked at once, and both the ball count and the values scale with how many you saved up: one planet is a 1M Nuke and a two-ball, five planets is a 12M Nuke, a 120M Super Nuke and four balls.
Reward: 1M-12M Nukes, 10M-120M Super Nuke
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Regular Multiball
Walk the Warrior backwards to open the sinkhole behind it. Four hits the first time, six the second, and up from there. The multiball itself is four balls with both ramps lit for jackpots.
Reward: 3M-4M jackpots, 15M Super Jackpot
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Multiball Restart
If regular Multiball ends without you collecting a single jackpot, the machine gives you a second chance — roughly fifteen to twenty seconds to get the ball back into the Warrior sinkhole. The restart only serves two balls, but two is better than none.
Reward: A two-ball restart
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Orbit Multiball
Six loop shots in total, and that number never grows. Three lit loops spell ONE and lock a ball; three more spell TWO and start the multiball, with both loops paying 5M jackpots that stay lit throughout.
Reward: 5M jackpots, up to four balls
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Recon Awards
Ramps raise your Recon Level, the scoop cashes it. There are six levels and the awards get dramatically better as you climb — level one is a 1M bounty, level five hands out Multiballs and extra balls.
Reward: Everything from 1M to Orbit Multiball
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Stop At Level Five
Level five is the sweet spot: it almost always gives you regular Multiball if you have not had one, and Orbit Multiball if you have. Level six mostly gives 25M — which sounds better than it is, because either multiball is worth far more than that.
Reward: A multiball instead of a flat 25M
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The Recon Combo
There is a faster way up the ladder than one ramp at a time. Right ramp into left ramp into the Recon scoop is worth three extra levels on top of the ramps themselves.
Reward: Three bonus Recon Levels
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Psychic Test
The video mode, awarded from a Recon level one scoop. Flip through a deck with the left button and choose with the right. Match the machine's card exactly and you are given a Special; partial matches on colour or number still pay points.
Reward: Points, or a Special on a full match
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Ground Attack And Air Attack
Two Recon awards that turn the bug standups into a slot machine. A two-ball multiball starts and the display flicks through values very fast — whatever it is showing when you hit a standup is what you are paid.
Reward: 100K-400K, or 100K-900K on Air Attack
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Klendathu
The end of the game. Nuke and clear all five stocked planets and Klendathu starts flashing — shoot the Recon scoop to begin. You get unlimited balls for thirty seconds, every bug standup lit, and a fifty million bonus if you finish the job.
Reward: 5M per Nuke, 10M Double Nuke, 50M completion
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Raise Your Rank
The Arm Nukes hole quietly tracks how many times you have found it. Four shots makes you Squad Leader for five million, and a further run makes Corporal for ten. It is also the hardest hole on the machine to hit deliberately.
Reward: 5M at Squad Leader, 10M at Corporal
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Bonus Multiplier
Your end-of-ball bonus is built from the bugs you killed on that ball — roughly 100K a bug and 300K for a Brain Bug — and then multiplied. The multiplier comes from completing B-U-G in the rollover lanes above the bumpers.
Reward: Bonus multiplied by your B-U-G completions
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Where The Extra Balls Are
Starship Troopers hides several extra balls in places that are not signposted, and one of them rewards playing badly. Knowing all five routes is worth more than any single mode on the machine.
Reward: Extra balls
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Ball Control With The Mini Flipper
Most players ignore the extra flipper for their first several games. It is not just a scoring shortcut — it is how you slow the machine down, drop-catching balls out of the Recon scoop and killing the speed of anything coming down the right inlane.
Reward: Control on a fast machine
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