Star Trek: The Next Generation (pinball)
Encyclopedia
Star Trek: The Next Generation is a widebody pinball
game, designed by Steve Ritchie
and released in November 1993 by Williams Electronics
. It was part of WMS' SuperPin
series (see also The Twilight Zone and Indiana Jones: The Pinball Adventure
), and was based on the TV series
. It is the only pinball machine that features three separate highscore-lists. Apart from the regular highscore-list and the buy-in-list, it also features a reminiscence to The Machine: Bride of Pin*Bot billionaires club.
.
Originally, the game was supposed to be based on the 1992 film, Under Siege
.
The game includes voice clips recorded by cast members Patrick Stewart
(Captain Jean-Luc Picard
), Jonathan Frakes
(Commander William Riker
), Brent Spiner
(Lieutenant Commander Data
), LeVar Burton
(Lieutenant Commander Geordi La Forge
), Marina Sirtis
(Counselor Deanna Troi
), Gates McFadden
(Dr. Beverly Crusher
), Michael Dorn
(Lieutenant Worf
) and John de Lancie
(Q
). With the DCS Sound System
, the quality of the voices is very good.
There are various marked targets around the playfield with the Star Trek insignia. Different combinations of these are lit for different modes, indicating which shots the player needs to make. These modes are not stackable, meaning the player must complete one mission before starting another. There is a hole in the center at the top of the playfield labelled "Start Mission" which will start a mission at anytime if the player makes the shot. In addition, hitting the lit "Command Decision" Target allows the player to select which mission to attempt, including already attempted missions (marked as "rerun
" missions; varies from no allowable "reruns" to unlimited "reruns", depending on the machine's settings).
Crystals, an Isolinear Chip, a Duranium Sphere, and a Singing Stone. Once all four Artifacts are awarded, the order starts again with the Dilithium Crystals. Thus, multiples of each Artifact can be awarded.
All the signature targets are lit and worth 10 million points. Hitting the Time Rift targets to the left cause the count down timer to add time and the bonus amount to increase by 5 million. Both the time increases and the bonus amount top out once the bonus reaches 25 million; further hits add no extra time or score. Each time the target is hit, a different character speaks. One Artifact is awarded after hitting any 4 Rift Markers (duplicates count).
Worm Hole
The left orbit, Beta Quadrant/Shuttle ramp, and Delta Quardant/Worm Hole ramp are lit. The goal is to shoot the Worm Hole ramp. This is facilitated by hitting the Shuttle ramp, which feeds the right flipper to shoot the left orbit, which feeds the upper right flipper to the Worm Hole ramp. Each completed Shuttle ramp shot increases the value of the Worm Hole target by 10 million, as does the left orbit spinner by 1 million per "spin". Failure to hit the Worm Hole ramp before time expires awards a flat 20 million. Completing the Worm Hole awards the accumulated points and an Artifact.
Search The Galaxy
The three ramp targets light up. Riker tells the player to "set course for the Alpha Quadrant." Technically, the targets can be complete in any order, but if done in the order of Alpha, Beta, and Delta, the Neutral Zone target lights up as a fourth target and is considered the "Gamma Quadrant". After completing a target, Riker orders the player to set course for the next target not yet reached. Base award is 5 million; each Quadrant completed adds 10 million times the order hit. Completing the three Ramp Quadrants in any order awards one Artifact; completing in order AND getting the "Gamma Quadrant" awards a second Artifact and 40 million more points.
Battle Simulation
A ball is loaded up in one of the cannons and the player must either shoot the Neutral Zone targets/hole or the Start Mission hole. The targets alternate, and if successful, another ball is loaded in the other cannon. If the player misses, then they must hit the ball into either of the targets or the Advance Rank hole in order to have another ball loaded into a cannon. Sometimes a player can hit the target of the Neutral Zone, get credit, but not actually sink the ball and have to recover from that. Completing the first 5 "Levels" awards an Artifact. If completed without "losing" the ball to the playfield activates a Level 6 which--if hit--awards an extra ball.
Q's Challenge
Q shows up and greets Picard as he often does in the TV series, "Greetings, mon Capitaine!". Picard responds, "Q, what are you doing here?" Q says, "Let's play a little game." As the ball is being served up to the left flipper, Riker replies, "Q, we don't have time for your games." A couple of the signature targets is lit. There is a tiny target in front of the foremost pop bumpers that has "Q" shown on it. Any time the player hits it, another target lights up. As the player hits targets, others light up. Each completed target awards 10 million times the order hit. Each target also has a time out, where it will fade after a given time period. Completing five Q targets awards an Artifact. If the player drains the ball, there are several cracks that Q will make:
Rescue
The goal is to rescue 50 Starfleet personal. The Alpha ramp, Start Mission, and shuttle ramp targets light up. Any targets on the playfield that get hit cause personnel to be loaded onto the shuttle. Hitting either the Alpha ramp or the shuttle ramp will rescue the personnel currently loaded. When the player hits the Start Mission target, Riker says, "Five to beam up", and an animated graphic plays showing five personal being rescued. When the player has hit enough targets that there are no more personnel to load, the computer voice instructs the player to board the shuttle at once. Getting 25 personnel to "safety" (either aboard the shuttle OR beamed up) awards one Artifact; saving all 50 awards a second Artifact.
Asteroid Threat
When the mode starts, only the Start Mission target is lit. Picard sees asteroids and asks for suggestions. Mr. Data suggests that "we can destroy the asteroids in our path." A counter shows a value of 20,000,000 starts to count down. When the player hits the initial target, an asteroid blows up, and it sets the value for all the other shots. (If the count down reaches 5 million, the asteroid self-destructs, and all other asteroid hits are set at 5 million.) Then the other targets light up as asteroids to hit. Completing 4 asteroid hits (including the opening "point set" asteroid) awards one Artifact; getting all the asteroids awards a second Artifact.
The Final Frontier
After completing all the other missions, starting the eighth and final "mission" begins an amazing 6-ball multi-ball mode. First, bonuses of 25 million points are awarded for each Artifact collected. In addition, each full "set" of four Artifacts awards 1 Billion points per set. The number of artifacts also sets the point value of each lit shot for this mode (25 million per Artifact, maxing out at 250 million for 10 or more Artifacts). Two balls are loaded into the cannons, and the player must launch them. The others also enter the playfield. This is considered the "wizard mode" for the player to complete.
As with Borg Multiball (see below), hitting the left orbit Spinner builds the shields back up, thus reincreasing the jackpot amount.
Jackpot" amount awarded in Borg Multiball mode. To start the mode, and thus the battle with the Borg ship, the player needs to lock three balls. Locks are lit by shooting the right orbit (or selecting "Light Lock" on the start of a ball). Then shoot the right orbit again (or--if either or both are lit--the Delta Quadrant ramp or the Neutral Zone) to lock a ball. After locking the third ball, Multiball will start with one ball placed into the left cannon and the "Start Mission" hole lit. Shooting the hole awards the base Jackpot amount and reloads the cannon. The procedure can be repeated for a Double Jackpot (adding 10 million points to the base Jackpot amount) and Triple Jackpot (adding 20 million to the base Jackpot amount).
The full Multiball mode will start as soon as the player misses a cannon shot or after scoring the Triple Jackpot. During Multiball, "Start Mission" will score cycling Jackpot/Double Jackpot/Triple Jackpot and the left ramp a Triple Jackpot. As the Enterprise is being shot at by the Borg, the "Shields" will drop in strength (from one to three units as with the Cardassian Neutral Zone Mission above). "Start Mission" Jackpots will be unlit as soon as the Shields reach 0%. By hitting the spinner in the left orbit, the shields are rebuilt and the "Start Mission" Jackpot is reactivated.
If a player scores a Triple Jackpot from the Delta Quadrant ramp, the Borg will automatically open fire on the Enteprise and the ball will shoot out of the Borg ship.
Note that the scores are awarded only at the bonus count. Advancing Rank while already being ranked "Captain" awards an instant 100 million.
Pinball
Pinball is a type of arcade game, usually coin-operated, where a player attempts to score points by manipulating one or more metal balls on a playfield inside a glass-covered case called a pinball machine. The primary objective of the game is to score as many points as possible...
game, designed by Steve Ritchie
Steve Ritchie
Steven Scott Ritchie is an acclaimed pinball and video game designer. He has been called "The Master of Flow" by pinball aficionados due to the emphasis in his designs on ball speed, loops, and the like....
and released in November 1993 by Williams Electronics
Williams (gaming company)
WMS Industries, Inc. is an American electronic gaming and amusement company based in Waukegan, Illinois. The company's main operating subsidiaries are WMS Gaming and Orion Gaming. WMS traces its roots as far back as 1943, the Williams Manufacturing Company, founded by Harry E. Williams...
. It was part of WMS' SuperPin
SuperPin
SuperPin is the name given to any of the widebody pinball games released by Williams and Midway between 1993 and late-1994....
series (see also The Twilight Zone and Indiana Jones: The Pinball Adventure
Indiana Jones: The Pinball Adventure
Indiana Jones: The Pinball Adventure is a 1993 widebody pinball game designed by Mark Ritchie and released by Williams. It was based on the Indiana Jones movies...
), and was based on the TV series
Star Trek: The Next Generation
Star Trek: The Next Generation is an American science fiction television series created by Gene Roddenberry as part of the Star Trek franchise. Roddenberry, Rick Berman, and Michael Piller served as executive producers at different times throughout the production...
. It is the only pinball machine that features three separate highscore-lists. Apart from the regular highscore-list and the buy-in-list, it also features a reminiscence to The Machine: Bride of Pin*Bot billionaires club.
Production notes
According to an interview, Steve Ritchie, a longtime Star Trek fan, stated that getting the license was a challenge, due to Paramount insisting that they don't want to put any violence in the game; however, he told them that he would never violate the Prime DirectivePrime Directive
In the universe of Star Trek, the Prime Directive, Starfleet's General Order #1, is the most prominent guiding principle of the United Federation of Planets...
.
Originally, the game was supposed to be based on the 1992 film, Under Siege
Under Siege
Under Siege is a 1992 American action film directed by Andrew Davis and starring Steven Seagal as a former Navy SEAL who must stop a group of mercenaries, led by Tommy Lee Jones and Gary Busey, on a U.S. Navy battleship...
.
The game includes voice clips recorded by cast members Patrick Stewart
Patrick Stewart
Sir Patrick Hewes Stewart, OBE is an English film, television and stage actor, who has had a distinguished career in theatre and television for around half a century...
(Captain Jean-Luc Picard
Jean-Luc Picard
Captain Jean-Luc Picard is a Star Trek character portrayed by Patrick Stewart. He appears in the television series Star Trek: The Next Generation and the feature films Star Trek Generations, Star Trek: First Contact, Star Trek: Insurrection, and Star Trek Nemesis...
), Jonathan Frakes
Jonathan Frakes
Jonathan Scott Frakes is an American actor, author and director best known for his role as Commander William T. Riker in the Star Trek franchise, as well as for his tenure as host of Beyond Belief: Fact or Fiction ....
(Commander William Riker
William Riker
William Thomas Riker, played by Jonathan Frakes, is a fictional character in the Star Trek universe primarily appearing as a main character in Star Trek: The Next Generation...
), Brent Spiner
Brent Spiner
Brent Jay Spiner is an American actor, best known for his portrayal of the android Lieutenant Commander Data in the television series Star Trek: The Next Generation and four subsequent films. His portrayal of Data in Star Trek: First Contact and of Dr...
(Lieutenant Commander Data
Data (Star Trek)
Lieutenant Commander Data is a character in the fictional Star Trek universe portrayed by actor Brent Spiner. He appears in the television series Star Trek: The Next Generation and the feature films Star Trek Generations, Star Trek: First Contact, Star Trek: Insurrection, and Star Trek...
), LeVar Burton
LeVar Burton
Levardis Robert Martyn Burton, Jr. , professionally known as LeVar Burton, is an American actor, director, producer and author who first came to prominence portraying Kunta Kinte in the 1977 award-winning ABC television miniseries Roots, based on the novel by Alex Haley...
(Lieutenant Commander Geordi La Forge
Geordi La Forge
Lieutenant Commander Geordi La Forge is a regular character in the television series Star Trek: The Next Generation and its feature films, played by LeVar Burton...
), Marina Sirtis
Marina Sirtis
Marina Sirtis is a British-American actress of Greek descent. She played the role of the human/Betazoid Commander Deanna Troi, ship's counselor, on the television and film series Star Trek: The Next Generation.-Life:...
(Counselor Deanna Troi
Deanna Troi
Commander Deanna Troi is a main character in the science-fiction television series Star Trek: The Next Generation and related TV series and films, portrayed by actress Marina Sirtis. Troi is half-human, half-Betazoid and has the psionic ability to sense emotions. She serves as the ship's counselor...
), Gates McFadden
Gates McFadden
Cheryl Gates McFadden usually credited as Gates McFadden, is an American actress and choreographer. She is best known for portraying the character of Dr...
(Dr. Beverly Crusher
Beverly Crusher
Commander Beverly Crusher, M.D. , played by actress Gates McFadden, is a fictional character on the television series Star Trek: The Next Generation and its subsequent spinoff films...
), Michael Dorn
Michael Dorn
Michael Dorn is an American actor, and voice artist who is best known for his role as the Klingon Worf from the Star Trek franchise.-Early life and career:...
(Lieutenant Worf
Worf
Worf, played by Michael Dorn, is a main character in Star Trek: The Next Generation and in seasons four to seven of Star Trek: Deep Space Nine. He also appears in the films based on The Next Generation. Worf is the first Klingon main character to appear in Star Trek, and has appeared in more Star...
) and John de Lancie
John de Lancie
John de Lancie is an American actor. He has been active in screen and television roles since 1977, though he is best known for his recurring role as Q on the various Star Trek series and as Frank Simmons in Stargate SG-1....
(Q
Q (Star Trek)
Q is a fictional character who appears in the television series Star Trek: The Next Generation, Star Trek: Deep Space Nine and Star Trek: Voyager, as well as in related products. In all of these programs, he is played by John de Lancie....
). With the DCS Sound System
Digital Compression System
Digital Compression System, or DCS, is a sound system developed by Williams Electronics. This advanced sound board, used for Williams and Bally pinball games and coin-op arcade video games by Midway Manufacturing, became the standard sound system for these names.The DCS Sound system was created by...
, the quality of the voices is very good.
Launch options
When a new ball is launched into the plunger, the player is given one of five launch awards, which is selected when the ball is fired. Unless otherwise noted, the ball is launched through the spiral ramp and into the lock hole (above the pop bumpers). Another ball is popped from the left scoop and onto the left inlanes.- Start Mission: Starts lit mission.
- Flipper Skill Shot: The player has to shoot the ball up the right ramp (the Beta Quadrant) for a random award.
- Launch Probe: The ball will be loaded into one of the two cannons, located on top of the slings. Shoot the lit target for a random award. If the player misses, Data will say, "The probe has discovered nothing, sir".
- Light Lock / Light Holodeck: Lights the ball lock, and the ball gets locked for multiball. When the limit is reached, "Light Lock" changes to "Light Holodeck".
- Warp Factor: Starts the ball at Warp Factor 4. After the player reaches Warp 9, (depending on the ROM version), the award changes to Warp 9.1, up to 9.9 (the player has only a limited amount of time to make either the left circle or Delta ramp for each point), then changes to "Warp Factor 2". The ball is sent to the pop bumpers.
"Missions"
The game features seven "missions/episodes" the player must complete before entering The Final Frontier:- Time Rift
- Worm Hole
- Search The Galaxy
- Battle Simulation
- Q's Challenge
- Rescue
- Asteroid Threat
There are various marked targets around the playfield with the Star Trek insignia. Different combinations of these are lit for different modes, indicating which shots the player needs to make. These modes are not stackable, meaning the player must complete one mission before starting another. There is a hole in the center at the top of the playfield labelled "Start Mission" which will start a mission at anytime if the player makes the shot. In addition, hitting the lit "Command Decision" Target allows the player to select which mission to attempt, including already attempted missions (marked as "rerun
Rerun
A rerun or repeat is a re-airing of an episode of a radio or television broadcast. The invention of the rerun is generally credited to Desi Arnaz. There are two types of reruns—those that occur during a hiatus, and those that occur when a program is syndicated. Reruns can also be, as the...
" missions; varies from no allowable "reruns" to unlimited "reruns", depending on the machine's settings).
"Artifacts"
Each Mission can award one or more "Artifacts", which add to the value and bonuses of the "Final Frontier" Mission. (Artifacts can also be earned during Warp Mode--see "Warp Factors" below.) These Artifacts are, in award order, DilithiumDilithium (Star Trek)
In the Star Trek universe, dilithium is a fictional chemical element, although dilithium is also the scientific name for a molecule composed of two lithium atoms....
Crystals, an Isolinear Chip, a Duranium Sphere, and a Singing Stone. Once all four Artifacts are awarded, the order starts again with the Dilithium Crystals. Thus, multiples of each Artifact can be awarded.
List of Missions
Time RiftAll the signature targets are lit and worth 10 million points. Hitting the Time Rift targets to the left cause the count down timer to add time and the bonus amount to increase by 5 million. Both the time increases and the bonus amount top out once the bonus reaches 25 million; further hits add no extra time or score. Each time the target is hit, a different character speaks. One Artifact is awarded after hitting any 4 Rift Markers (duplicates count).
Worm Hole
The left orbit, Beta Quadrant/Shuttle ramp, and Delta Quardant/Worm Hole ramp are lit. The goal is to shoot the Worm Hole ramp. This is facilitated by hitting the Shuttle ramp, which feeds the right flipper to shoot the left orbit, which feeds the upper right flipper to the Worm Hole ramp. Each completed Shuttle ramp shot increases the value of the Worm Hole target by 10 million, as does the left orbit spinner by 1 million per "spin". Failure to hit the Worm Hole ramp before time expires awards a flat 20 million. Completing the Worm Hole awards the accumulated points and an Artifact.
Search The Galaxy
The three ramp targets light up. Riker tells the player to "set course for the Alpha Quadrant." Technically, the targets can be complete in any order, but if done in the order of Alpha, Beta, and Delta, the Neutral Zone target lights up as a fourth target and is considered the "Gamma Quadrant". After completing a target, Riker orders the player to set course for the next target not yet reached. Base award is 5 million; each Quadrant completed adds 10 million times the order hit. Completing the three Ramp Quadrants in any order awards one Artifact; completing in order AND getting the "Gamma Quadrant" awards a second Artifact and 40 million more points.
Battle Simulation
A ball is loaded up in one of the cannons and the player must either shoot the Neutral Zone targets/hole or the Start Mission hole. The targets alternate, and if successful, another ball is loaded in the other cannon. If the player misses, then they must hit the ball into either of the targets or the Advance Rank hole in order to have another ball loaded into a cannon. Sometimes a player can hit the target of the Neutral Zone, get credit, but not actually sink the ball and have to recover from that. Completing the first 5 "Levels" awards an Artifact. If completed without "losing" the ball to the playfield activates a Level 6 which--if hit--awards an extra ball.
Q's Challenge
Q shows up and greets Picard as he often does in the TV series, "Greetings, mon Capitaine!". Picard responds, "Q, what are you doing here?" Q says, "Let's play a little game." As the ball is being served up to the left flipper, Riker replies, "Q, we don't have time for your games." A couple of the signature targets is lit. There is a tiny target in front of the foremost pop bumpers that has "Q" shown on it. Any time the player hits it, another target lights up. As the player hits targets, others light up. Each completed target awards 10 million times the order hit. Each target also has a time out, where it will fade after a given time period. Completing five Q targets awards an Artifact. If the player drains the ball, there are several cracks that Q will make:
- "Someday you'll learn to play pinball."
- "And you were doing so well."
- "Pity."
Rescue
The goal is to rescue 50 Starfleet personal. The Alpha ramp, Start Mission, and shuttle ramp targets light up. Any targets on the playfield that get hit cause personnel to be loaded onto the shuttle. Hitting either the Alpha ramp or the shuttle ramp will rescue the personnel currently loaded. When the player hits the Start Mission target, Riker says, "Five to beam up", and an animated graphic plays showing five personal being rescued. When the player has hit enough targets that there are no more personnel to load, the computer voice instructs the player to board the shuttle at once. Getting 25 personnel to "safety" (either aboard the shuttle OR beamed up) awards one Artifact; saving all 50 awards a second Artifact.
Asteroid Threat
When the mode starts, only the Start Mission target is lit. Picard sees asteroids and asks for suggestions. Mr. Data suggests that "we can destroy the asteroids in our path." A counter shows a value of 20,000,000 starts to count down. When the player hits the initial target, an asteroid blows up, and it sets the value for all the other shots. (If the count down reaches 5 million, the asteroid self-destructs, and all other asteroid hits are set at 5 million.) Then the other targets light up as asteroids to hit. Completing 4 asteroid hits (including the opening "point set" asteroid) awards one Artifact; getting all the asteroids awards a second Artifact.
The Final Frontier
After completing all the other missions, starting the eighth and final "mission" begins an amazing 6-ball multi-ball mode. First, bonuses of 25 million points are awarded for each Artifact collected. In addition, each full "set" of four Artifacts awards 1 Billion points per set. The number of artifacts also sets the point value of each lit shot for this mode (25 million per Artifact, maxing out at 250 million for 10 or more Artifacts). Two balls are loaded into the cannons, and the player must launch them. The others also enter the playfield. This is considered the "wizard mode" for the player to complete.
Warp Factors
The Warp Factor is lit at the right inlane, and it is collected by shooting the left loop. The left loop must be completed to be advanced. It is also advanced by shooting the Delta Quadrant (left ramp), but only during the first series of increases to Warp 9. The Warp Factor awards are as follows:- Warp Factor 2: 5 million points.
- Warp Factor 3: Million Jets--Each pop bumper hit is worth 1 million points.
- Warp Factor 4: Spinner Is Lit--This increases value of each "spin" by 100 (from 1,000 to 100,000, for example). This increase is not cumulative (not earned again if WF4 is hit again on the same ball), and is lost on each ball drain.
- Warp Factor 5: Bonus multipliers are held.
- Warp Factor 6: Both inlanes are lit. The left inlane starts Hurry Up, which is collected by shooting the right loop, while the right inlane starts Super Spinner, where the spinner is worth 10 million points per spin.
- Warp Factor 7: Double Spinner--This doubles the base value of each "spin"; maxing at 255,000 points [25,500,000 if Warp Factor 4 is active].
- Warp Factor 8: Extra ball is lit at the Start Mission scoop. After the extra ball is collected, the player is awarded an Artifact instead if Warp 8 is reached again (see "Missions" above).
- Warp Factor 9: Starts Warp Factor 9 mode. The goal in this mode is to shoot the left orbit loop and/or the Delta Quadrant to advance the level in 0.1 increments (Warp 9.1, Warp 9.2, etc.), until the engine maxes out at Warp Factor 9.9. Each increment awards points, starting at 20 million with Warp 9.1, and increasing 5 million per increment, maxing out at 60 million points once Warp 9.9 is hit.
Neutral Zone
Three targets plus a hole in front of the middle one. Shoot the targets three times to light a random mission:- Ferengi: Multiball, but starts with only two balls. Shoot the Neutral Zone for additional balls (maximum of four). The "Start Mission" hole awards Jackpot (Ten Million times the number of balls), and the left yellow targets increase the Jackpot by two million per hit (maxing at 70 million with 4 balls in play).
- Romulan: Three Romulan Warbirds will appear (left orbit, Alpha Quadrant ramp and Beta Quadrant ramp) which the player can force to cloak by shooting the corresponding shot. The mission goal is to cloak all ships simultaneously for a 30 million award. Hitting any of the righthand "Klingon Assistance" targets brings a Klingon Bird-of-prey out of cloak, thus blocking one of the Warbirds (first hit blocks the left orbit ship, second the Beta Quadrant ramp ship; the Alpha Quadrant ramp is never "blocked") and expediting completion of the goal.
- Cardassian: Two ball Multiball with the Jackpot placed in the Neutral Zone. Value of the Jackpot is depending on the Enterprise shields, and are decreased (between one and three levels) by any shot fired by the Cardassians as follows:
- Shields at 100%: 50 Million
- Shields at 83%: 30 Million
- Shields at 66%: 25 Million
- Shields at 50%: 20 Million
- Shields at 33%: 15 Million
- Shields at 17%: 10 Million
- Shields at 0%: 5 Million
As with Borg Multiball (see below), hitting the left orbit Spinner builds the shields back up, thus reincreasing the jackpot amount.
Borg Multiball
All hits of the upper playfield pop bumpers increase the base "BorgBorg (Star Trek)
The Borg are a fictional pseudo-race of cybernetic organisms depicted in the Star Trek universe associated with Star Trek.Whereas cybernetics are used by other races in the science fiction world to repair bodily damage and birth defects, the Borg use enforced cybernetic enhancement as a means of...
Jackpot" amount awarded in Borg Multiball mode. To start the mode, and thus the battle with the Borg ship, the player needs to lock three balls. Locks are lit by shooting the right orbit (or selecting "Light Lock" on the start of a ball). Then shoot the right orbit again (or--if either or both are lit--the Delta Quadrant ramp or the Neutral Zone) to lock a ball. After locking the third ball, Multiball will start with one ball placed into the left cannon and the "Start Mission" hole lit. Shooting the hole awards the base Jackpot amount and reloads the cannon. The procedure can be repeated for a Double Jackpot (adding 10 million points to the base Jackpot amount) and Triple Jackpot (adding 20 million to the base Jackpot amount).
The full Multiball mode will start as soon as the player misses a cannon shot or after scoring the Triple Jackpot. During Multiball, "Start Mission" will score cycling Jackpot/Double Jackpot/Triple Jackpot and the left ramp a Triple Jackpot. As the Enterprise is being shot at by the Borg, the "Shields" will drop in strength (from one to three units as with the Cardassian Neutral Zone Mission above). "Start Mission" Jackpots will be unlit as soon as the Shields reach 0%. By hitting the spinner in the left orbit, the shields are rebuilt and the "Start Mission" Jackpot is reactivated.
If a player scores a Triple Jackpot from the Delta Quadrant ramp, the Borg will automatically open fire on the Enteprise and the ball will shoot out of the Borg ship.
Ranks
Light all three multiplier lanes (above the jet bumpers) to advance bonus and light advance rank at "Command Decision" for:- Ensign: 5 million
- Lieutenant: 10 million
- Lieutenant Commander: 15 million
- Commander: 20 million
- Captain: 25 million
Note that the scores are awarded only at the bonus count. Advancing Rank while already being ranked "Captain" awards an instant 100 million.