I’m working on a revision based on the great info here as well as Farsight’s instructions in the Stern Pinball Arcade and a little bit of experience. I am posting it down here for critique instead of overwriting anything at this point. My focus is gameplay and not scoring or tips and tricks. I have not included Enterprise Amok, Five Year Mission, or the secret combos yet.
Level One Modes
Destroy the Drill
The 4 leftmost shots light. 30-second timer.
If no mode shots are made, one shot is added every 4 seconds, spreading to the right. Shooting a lit shot reverses the spread by 1 shot.
Final shot is 4x at the left eject hole.
Bronze – 3 shots, Silver – 6 shots, Gold – 9 shots.
Away Team : Left eject hole and left orbit only are lit; spinner is valued at 75k per spin.
Klingon Battle
Only 5 shots light (all except left eject hole & Vengeance). 30-second timer.
Shooting a lit shot moves it to an unlit shot.
Final shot is 4x at the left ramp.
Bronze – 3 shots, Silver – 6 shots, Gold – 9 shots
Away Team : Left & right ramps only are lit; must alternate after first shot.
Prime Directive
All 7 shots light. 30-second timer.
Making 5 different shots relights all shots.
Final shot is doubled at right ramp.
Bronze – 3 shots, Silver – 6 shots, Gold – 9 shots.
Away Team : Lights top rollovers to turn off plus orbits
Space Jump
Only 4 shots (orbits, left & right ramps) light. 30-second timer.
After making a shot, only two will remain lit for 6 seconds, then two more relight if a mode shot is not hit.
Final shot is doubled at the Vengeance.
Bronze – 3 shots, Silver – 6 shots, Gold – 9 shots.
Away Team : Lights Vengeance target to end mode. Making this final shot earns one medal higher if not at gold.
Save the Enterprise
Only 3 adjacent shots light. 30-second timer.
Shoot any to move to three new adjacent shots.
Final shot is 4x at both orbits.
Bronze – 3 shots, Silver – 6 shots, Gold – 9 shots.
Away Team : Lights warp ramp & left orbit.
Nero
Only 5 shots light (all except left eject hole & warp ramp). 30-second timer.
Shoot all five shots to relight. Final shot is doubled at Black Hole target.
Bronze – 3 shots, Silver – 6 shots, Gold – 9 shots.
Away Team : Changes mode shots to the 5 red matter standup targets and Black Hole.
Warp Ramp Awards
By default:
Warp 4 (or 7) = Lights Extra Ball
Warp 9.1 (the 10th warp) = double scoring for 60 seconds
Warp 9.9 (the 18th warp) = Doubles scoring for 60 seconds and ball added but you continue in single ball play
Warp values carry from ball-to-ball for the entire game.
Multiballs
The black hole shot to the right of Vengeance will add a ball once during multiball when it is lit. Light it by shooting the ‘red matter’ targets around the play field that you’ve ultimately hit plenty of times cause you’re bad and you missed the ramps and loops.
Klingon Multiball
The 3 green standups light locks at Vengeance and/or left scoop. Lock 3 balls to start Klingon multiball. All shots start out lit for jackpots. Once a shot has been hit twice, the corresponding ship on screen is destroyed and that shot unlights. The 7th jackpot is a Super Jackpot worth 6.25M. The 14th (final) jackpot is another Super Jackpot worth 10M. This is followed by one roving shot worth 4M. Finally, the warp ramp will light for a Double Super Jackpot worth 20M. Completing this shot will earn a single gold medal. Then the mode restarts.
Vengeance Multiball
The first Vengeance mode is “Vengeance Multiball.” This is activated by hitting the Vengeance shot when the target is down and the arrow is white. The ball will be caught by a magnet, and a second ball will be auto-launched. Hit the magnet-held ball under the Vengeance ship at the start to add a ball and extend ball save time. Shots to Vengeance and lit white shots do damage and award points. Defeating Vengeance by completing enough shots and then hitting the Vengeance shot awards 5M multiplied by combo and/or 2x scoring. After defeating the Vengeance, multiball will continue with victory laps in which the goal is to make all seven major shots over and over.
Kobayashi Maru – Level 1 Mini-Wizard Mode
Once all level one modes have been completed, the Vengeance shot will light white for Kobayashi Maru. Starting KM will immediately award you medal bonuses based on medals collected so far (see below). This begins as a 2-ball multiball with all shots lit except the Warp ramp. Each shot requires 2 hits to clear it out – the first shot is nominal points (250K?), the second shot is based on your performance in the corresponding level 1 mode (arrow color tells you which mode). Clearing them all out allows you to continue in single ball play even though you have more than one ball active on the playfield. Shots in this mode max at 7.5M.
The medal bonus awarded for starting the mode is as follows:
Set of 6 Bronze medals = 10M. Otherwise, each bronze is worth 1M up to a set.
Set of 6 Silver medals = 20M. Otherwise, each silver is 2M up to a set.
Set of 6 Gold medals = 35M. Otherwise, each gold is 3.5M up to a set.
Three-in-a-Row Awards
There are nine different awards for completing sets of three modes:
Destroy the Drill – Klingon Battle – Prime Directive = Super Pops (100 hits)
Prime Directive – Space Jump – Save the Enterprise = Super Ramps (8 shots)
Save the Enterprise – Nero – Destroy the Drill = Super Spinner (100 spins)
All 3 Destroy the Drill = 2x Warp ramp
All 3 Klingon Battle = 2x left ramp
All 3 Prime Directive = 2x left eject hole
All 3 Space Jump = 2x right orbit
All 3 Save the Enterprise = 2x right ramp
All 3 Nero = 2x left orbit
Advanced Modes
Nero
Level II
Only 6 shots light (all except the Warp ramp); these shots are paired, and every left shot is 2x (eject hole and ramps).
This mode is not timed.
Hitting a lit shot unlights the pair. After completing all 3 pairs, all 6 shots relight. If a mode shot is not hit for ? seconds, one pair will relight. After completing all 3 pairs 3 times (or 9 shots), only the left ramp and Vengeance shots light.
Complete 10 shots to finish the mode.
Bronze – any 3 shots, Silver – 3 2x shots, Gold – 5 2x shots
Level III
Only 2 shots (the orbits) light.
55-second timer.
Flipping the left flipper will move the left orbit shot one shot to the right every flip, looping back around to the far left. Flipping the right flipper will move the right orbit shot one shot to the left every flip, looping back around to the far right. The mode shot will be 2x only when both shots overlap at the same shot.
Compete 5 shots to finish the mode. If the timer ends, progress will be saved.
Bronze – 1 2x shot, Silver – 2 2x shots, Gold – 3 2x shots
Save the Enterprise
Level II
Only 2 random shots light; one shot is 2x.
This mode is not timed.
Hitting a shot unlights both and lights 2 new random shots.
Complete 6 shots to finish the mode.
Bronze – any 3 shots, Silver – 3 2x shots, Gold – 5 2x shots
Level III
Only 1 random shot lights.
This mode is not timed.
Hitting the lit shot lights a different random shot and lights the Warp ramp for a 2x shot. The Warp ramp remains lit until hit. Once hit, another mode shot must be made to relight.
Complete 8 shots to finish the mode.
Bronze – 1 2x shot, Silver – 2 2x shots, Gold – 3 2x shots
Destroy the Drill
Level II
Only 1 shot (left eject hole) lights at the beginning.
This mode is not timed.
Shots will light one at a time moving left to right until all shots are lit; the leading shot will flash for 2x. Once all shots are lit, they will unlight one at a time moving left to right until only the right orbit remains. Then shots will light one at a time moving right to left until all shots are lit. Finally, shots will unlight one at a time moving right to left until only the left eject hole remains. This pattern will repeat. Shots that have been made will light solid and will not light for 2x; mode shots still available will be flashing.
Complete 6 different shots to finish the mode.
Bronze – any 3 shots, Silver – 3 2x shots, Gold – 5 2x shots
Level III
Only 3 shots (left eject hole, Vengeance, and right orbit) light at the beginning with the Vengeance shot flashing for 2x.
55-second timer.
During the mode, a fourth shot will rove back and forth starting from the Vengeance. When it overlaps one of the other three shots, that shot is 2x.
Complete 7 shots to finish the mode. If the timer ends, progress will be saved.
Bronze – 1 2x shot, Silver – 2 2x shots, Gold – 3 2x shots
Klingon Battle
Level II
Only 1 shot (left ramp) lights at the beginning, for 2x.
This mode is not timed.
Every 2 seconds, mode shots will be added in the following pattern with the 2x shot moving as indicated: Vengeance & Warp ramp (2x), left loop & right ramp (2x), left eject hole & right loop (2x). Hitting a mode shot will reset the shots to only the left ramp.
Complete 6 shots to finish the mode.
Bronze – any 3 shots, Silver – 3 2x shots, Gold – 5 2x shots
Level III
Only 1 random shot lights, for 2x.
45-second timer.
If a mode shot is not hit for 5 seconds, an additional shot will light, up to 3 total lit shots. Only one shot will be flashing for 2x.
Complete 8 shots to finish the mode. If the timer ends, progress will be saved.
Bronze – 2 2x shots, Silver – 3 2x shots, Gold – 5 2x shots
Prime Directive
Level II
All 7 shots light.
30-second timer.
Left ramp shot begins with alternating colors for 2x shot. Completing this shot will move the 2x shot to another remaining shot.
Complete all 7 shots to finish the mode. If timer ends, progress will be saved.
Bronze – any 3 shots, Silver – 3 2x shots, Gold – 5 2x shots
Level III
All 7 shots light.
30-second timer.
Left ramp shot begins with alternating colors for 2x shot. Completing this shot will move the 2x shot to another remaining shot.
Complete all 7 shots to finish the mode. If timer ends, progress will be saved.
Bronze – 2 2x shots, Silver – 3 2x shots, Gold – 5 2x shots
Space Jump
Level II
Only 4 shots (orbits, left & right ramps) light.
30-second timer.
After making a shot, only two will remain lit for 6 seconds, then two more relight. One of the two shots will be flashing for 2x.
Bronze – any 3 shots, Silver – 3 2x shots, Gold – 5 2x shots
Level III
Only 2 shots (left & right ramps) light.
30-second timer.
Shooting a ramp will light the opposite orbit and the Warp ramp, which will be flashing for 2x. Shooting the lit orbit relights one ramp; shooting the Warp ramp relights both ramps.
Complete 8 shots to finish the mode. If the timer ends, progress will be saved.
Bronze – 1 2x shot, Silver – 2 2x shots, Gold – 3 2x shots