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"Space: the final frontier. These are the voyages of the starship Enterprise. Its continuing mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before."

- Jean-Luc Picard


Star Trek: The Next Generation is a 1993 pinball machine released by Williams and digitally converted for Pinball FX in August 2023. Designed from the ground up as a "SuperPin" widebody pinball machine, the machine is notable for playing quite fast and loose despite its widebody design, thanks to designer Steve Ritchie's emphasis on flowing layouts. This table also features a unique "ball teleportation" gimmick that prevents stop-and-go play, and of course, features all the voice actors from the Star Trek incarnation that inspired it.

Like many early 90s Williams releases, there are many different ways to play Star Trek: The Next Generation for score and no true side modes, meaning all objectives will be discussed in their own sections.

Plunger Awards[]

At the start of each new ball, the player can select one of five awards from the plunger:

  • Start Mission (the currently flashing one, can even start the final frontier if available!)
  • Flipper Skill Shot (shoot the right ramp for a random award)
  • Launch Probe (use either probe launcher to shoot the flashing shot for a random award - use the launch button)
  • Light Lock (also awards the lock)
  • Warp Factor 4 (immediately awards the bonuses for warp factors 2, 3, and 4)

The last two options change over the course of the game. Light Lock can only be selected twice per multiball, at which point it gets replaced by Light Holodeck, and on pro mode, the option is completely replaced by Multiplier (increases the bonus X). After reaching warp 9 mode, the Warp Factor 4 option instead only progresses the player to warp factor 2.

Missions[]

Starting a mission is as simple as shooting the center sinkhole when a mission isn't running, as indicated by the "start mission" insert below it. The currently flashing mission can also be started as an award from the plunger.

At the start of the game, and after enough shuttles have been collected at the right ramp, the side sinkhole will be lit for Command Decision. This feature allows the player to select the next mission they want to play using the flippers and launch button, and even allows for missions to be replayed or "rerun". Otherwise, the flashing mission will always be the one that is started, and rotates counter-clockwise with each bumper hit.

To incentivize players to play out every mission they start, all missions have an artifact that can be awarded after making enough progress through the mission. Each artifact scores 50M points upfront, and is tallied up at the start of The Final Frontier to determine the initial bonus and the value of each shot.

From left to right, the seven missions are:

  • Time Rift: All shots are lit for 10M for 20 seconds, but shooting either "time rift" target next to the spinner will send the Enterprise back in time, adding 5 seconds to the timer and 5M to the shot value, to a max of 25M per shot. The first artifact is awarded after making enough shots, typically 5, but there is a glitch that prevents subsequent artifacts from being earned from this mission.
  • Worm Hole: Shoot the side ramp within 20 seconds to collect the worm hole award and an artifact. The award starts at 30M, and can be increased by 1M per spin and 10M per right ramp shot.
  • Search the Galaxy: The player must scan the alpha, beta, and delta quadrants - corresponding to the left, right, and side ramps respectively - for 10M, 20M, and 30M + artifact. If the player completed the quadrants in order, the gamma quadrant - the neutral zone - will reveal itself for 50M and two artifacts!
  • Battle Simulation: When this mission starts, the ball will be loaded to either the left or right probe launcher and must use the launch button to send the ball towards either the center sinkhole or neutral zone, respectively. Each completed level of the simulation scores 10M x the level, with the fifth level awarding an artifact, and the sixth and final level awarding 100M & an extra ball if the cap hasn't been reached.
  • Q's Challenge: Q has arrived and challenges the player to one of his reality-bending "games". Three shots start lit, which time out over the course of 10 to 20 seconds and change to a different shot once made, awarding 10M x the number of shots made to a max of 100M. A new shot can be added by hitting the "Q" target during this mission. Once all shots have timed out, the mission ends, and making five shots awards an artifact. This mission can also be brought into multiball and warp 9 mode, which will pause the shot timers as well, and is the only mission to behave this way.
  • Rescue: The player has 30 seconds to evacuate 50 people. Every switch hit (ie. target, lane, spinner spin, etc.) adds 1 person to the shuttle, with the center sinkhole transporting 5 people regardless of the shuttle's contents. Once all 50 have been rescued in any combination, shoot the left or right ramp to evacuate them for a 50M bonus. Rescue, or transport, any combination of 25 people for an artifact.
  • Asteroid Threat: Shoot the center sinkhole to destroy the asteroid and lock in a hurry-up value starting at 20M and decreasing to 5M, then shoot all major shots within 30 seconds to destroy the smaller asteroids and collect the locked-in value. An artifact is awarded after destroying 3 asteroids, and a 50M bonus is awarded for destroying all 7 asteroids.

The Final Frontier (Wizard Mode)[]

Once all missions have been played, the player will unlock access to The Final Frontier as the next mission, or as an option from command decision.

The Final Frontier starts by awarding a bonus for the artifacts that the player collected over the course of the game. Each "full set" of four artifacts awards 1 billion, with individual artifacts scoring 100M each. The total artifacts are then used to determine the shot value for the following victory multiball: every artifact adds 25M to the shot value, to a maximum of 250M per shot. The player can carry up to 10 full sets of artifacts per game, and if the player hasn't collected any artifacts, the shot value will only be 10M.

A hectic 6-ball multiball then follows, where all shots score the shot value that was indicated at the start of the wizard mode. Two of the game's six balls are loaded into both probe launchers and fire either automatically, or can be launched by pressing the launch button. The Final Frontier ends when the player returns to single-ball play, once the ball save has expired and all balls except for one have drained.

Following The Final Frontier, the next shot to the side sinkhole will hold the ball and cause a new one to be launched from the plunger. This occurs because 1 ball is typically staged for the "transporting ball" mechanic to keep the game moving.

Warp Factors & Warp 9 Mode[]

The warp factor of the Enterprise is increased by shooting the left orbit when lit, either via the right inlane or by shooting the orbit itself, or side ramp (for the first round of warps only). Along with adding points to end-of-ball bonus, each warp factor also scores a unique award:

  • Warp Factor 2: 5M points.
  • Warp Factor 3: Million jets are lit. All bumper hits score 1M for the rest of the ball.
  • Warp Factor 4: Spinner is lit (for 100x its current value).
  • Warp Factor 5: Holds the bonus multiplier to the next ball.
  • Warp Factor 6: Lights return lanes. The left inlane starts a hurry-up for 50M at the right orbit, and the right inlane enables super spinner for 10 seconds (all spins score 10M). The super spinner timer resets every time the ball rolls through the right inlane.
  • Warp Factor 7: Doubles the spinner value (see Warp Factor 4).
  • Warp Factor 8: If the extra ball cap hasn't been reached, lights extra ball. Otherwise awards an artifact.
  • Warp Factor 9: Starts warp 9 mode. The player is given 10 seconds to shoot either the left orbit or side ramp to add +.1 to the warp factor and score 20M + 5M per lit shot. The timer resets with every shot, and 20 seconds are given to make the last shot to reach warp 9.9 for 60M.

Once warp 9 mode has been reached, warp factors will be made tougher to obtain for the rest of the game. The fifth plunger award will change to start at warp factor 2, and side ramps will no longer advance the warp factor outside of warp 9 mode.

Neutral Zone[]

Complete the three targets in front of the Neutral Zone to light their center sinkhole to start a mode. There are three randomly selected modes available - one single-ball mode and two multiball modes, listed from top to bottom:

  • Ferengi: Loads a ball into the right probe launcher. Send the ball towards the neutral zone to start 2-ball multiball (3-ball for nailing the sinkhole), then repeatedly shoot it within 10 seconds to add additional balls up to a 4-ball multiball. Once the time expires, every shot to the center sinkhole scores 10M x the number of balls in play, with 1M added to the value for every shot to the left target bank.
  • Romulan: Single-ball mode. The player has 40 seconds to cloak all three Romulan ships at the left orbit, left ramp, and right ramp, which will reveal themselves again on 15-second timers. The two outer ships can be replaced with Klingon ships and locked out of the mode by shooting the right target bank, and each cloaked ship scores 10M points with a 30M bonus for cloaking all three.
  • Cardassian: 2-ball multiball. The neutral zone targets are lit to score a jackpot dependent on the Enterprise's current shields, which are maintained by shooting the spinner. The maximum jackpot value is 50M, and the minimum jackpot value is 5M.

If a mode has already been started at the neutral zone during the current multiball cycle and the player hasn't started a multiball yet, completing the targets again will instead light lock at the neutral zone sinkhole. This "hidden" lock only counts for the first or second multiball lock, not the third.

Shuttles[]

Every shot to the right ramp collects a shuttle, which count up to award various features over the course of the game. The "2x" targets on either side of the right ramp are used to multiply the number of shuttles awarded for shooting the ramp, with 4 shuttles awarded if the player shoots the right ramp with both targets flashing (though both only flash for about 10 seconds). The following awards are given after collecting shuttles:

  • Light Holodeck: 3, 9, 21, 27, etc. Lights the right orbit for holodeck.
  • Light Command Decision: 6, 12, 18, 24, etc. Lights command decision at the side sinkhole, allowing the player to select the next mission.
  • Light Extra Ball: 15, 30, 45, 60, etc. If the extra ball cap for the ball has been reached, this won't be awarded and no compensation will be given.
  • Special: 50. Awards an extra ball on FX.

Holodeck (Shuttle Simulation)[]

Holodeck is lit at the right orbit by collecting enough shuttles at the right ramp, or as a plunger award if the player has already chosen "light lock" twice during a single multiball cycle. If the player has lit the third lock for multiball, the lit holodeck will be ignored until the multiball ends.

After shooting the lit right orbit, the player is given a choice between 25M or starting the video mode, shuttle simulation. Selecting the 25M option immediately releases the ball to the left flipper.

During shuttle simulation, the player must control the shuttle on the DMD, avoiding the spike balls and collecting the "10M" icons, using the left and right flippers. Light presses only move the shuttle slightly, strong presses move it all the way to the left or right respectively. Making your way through 10 caverns reveals an artifact at the end of the final cavern. Alongside 1M per cavern travelled through, 10M is awarded for each 10M icon collected. A hidden extra ball can be found in one particular sequence of caverns.

The sequence of caverns never changes - memorize a pattern that works for you and go for it!

Multiball[]

Various shots can be lit for lock:

  • The right orbit is the main shot used to light locks (by hitting its drop target) and score locks (by shooting the hole behind it). It can also light for lock from one of the plunger awards.
  • Hitting the right orbit drop target also causes the side ramp to light for lock. Locking the ball this way will hold the ball in the Borg ship model, and send it rocketing towards the lower flippers once multiball begins. This lock can only hold one ball at a time and can't be used to lock the third ball.
  • If a neutral zone mode has already been played and the player is on their first or second lock, completing their targets will light lock at the sinkhole.

The third lock must always be collected at the right orbit.

Once all three balls have been locked, the Borg will interrupt Enterprise transmissions and the player must deliver the opening shots. One ball is loaded into the left probe launcher for a jackpot opportunity at the center sinkhole; if they score this jackpot, it will light again for a 2x jackpot, and then again for a 3x "super" jackpot. Each jackpot scored from the probe launcher adds 10M to the jackpot value, which starts at 20M and normally only increases by marginal amounts with bumper hits.

After either missing a jackpot from the launcher or scoring all three jackpots from it, multiball will truly begin. The center sinkhole remains lit for the same 1x - 2x - 3x jackpot cycle, and the side ramp is lit to score 3x jackpots and send the ball into the Borg ship for a timed release.

Over the course of multiball, the Borg ship deals damage to the Enterprise's shields. The shields are maintained by shooting the spinner, and if shield integrity is reduced to 0%, the center sinkhole will be unavailable for jackpots and the left spinner must be shot to bring the shields back online.

Multiball ends once the player returns to single-ball play.

Other scoring / perks[]

  • Kickback: The kickback is lit at the left outlane by hitting the random flashing target on either the left or right target banks. If the kickback is already lit, shooting the flashing target will spot an unlit top lane. It can also be lit from either plunger award skill shot option.
  • Bonus Multiplier: Complete the top lanes to light advance in rank and increase the bonus multiplier from 2x - 4x - 8x - 10x. The bonus multiplier can be held by reaching warp factor 5, and extra ball is lit after reaching 10x bonus. Subsequent completions of the top lanes while bonus X is maxed only score points - 10M incrementing up to 50M.
  • Spinner: The spinner value starts at 1k and increases by 1k per shot to either time rift target, to a maximum of 30k. The spinner can be "lit" for 100x the value by reaching warp factor 4, and further doubled in value by reaching warp factor 7.
  • Ranks: The player starts at ensign, and can ascend to rank of captain. The side sinkhole is lit for advance in rank at the start of the game, and can be relit by completing the top lanes. Along with changing certain audio callouts, advancing in rank awards 5M in end-of-ball bonus for the rest of the game, up to 25M for reaching captain. Once at captain, all subsequent "advance in rank" shots score 100M.
  • Explosive Millions: Shooting either the left or right ramp within 5 seconds of each other scores incremental points (5M - 10M - 20M - 30M - 50M). The same ramp can repeatedly be shot to score and increase the explosive millions award.
  • Extra Ball: Only 2 extra balls can be awarded per ball in play. They are lit at the center sinkhole from:
    • Completing level 6 of battle simulation (awarded instantly)
    • Finding the EB icon in shuttle simulation (awarded instantly, once per game, will not be given if an extra ball has already been awarded)
    • Reaching warp factor 8 (once per game)
    • Collecting increments of 15 shuttles
    • Maxing out the bonus multipliers
    • Percentage-based award off of either plunger award skill shot option
  • End-of-ball bonus: Bonus includes the following components:
    • 1M per mission started
    • 1M per warp factor collected
    • At least 5M, and at most 25M, depending on the player's rank
    • All multiplied by the bonus multiplier

Tips[]

  • Out of the five plunger award options, the three most important ones are start mission, light lock, and warp factor 4. The latter award can especially be helpful, as this will get you far closer to the lucrative 10M super spinner and the extra ball at warp 8. Some players have advised avoiding warps after reaching warp 8 just so they can keep choosing warp factor 4 off the plunge!
  • Use the ball save timer at the start of each ball to light the kickback, as long as the target is close to either flipper. Due to the wide-open inlane / outlane design on this game, balls can be very difficult to nudge out of either outlane, so keeping the kickback lit for as long as possible is necessary to guarantee long ball times. The probe launchers can also be used to nail either flashing target.
  • Weigh your missions wisely! The most valuable is Q's Challenge, especially if you can bring it into a multiball, as its timer will pause and you can keep advancing the shot value while scoring jackpots; while the least valuable is Time Rift due to the danger of the time rift targets, and the inconsistency of the artifact on subsequent mission playthroughs. Battle Simulation is particularly dangerous - if you've already gotten the extra ball from it or are iffy with using the probe launchers, use either launcher to nail a sinkhole shot, get under control, and hold the ball until the mission ends. This technique can be used on all seven missions in case you want to prioritize final frontier above all else. Just be sure you collect a ton of artifacts during the early game first.
  • Repeatedly looping the right ramp can add up. Shoot the right ramp, then do a "ski pass" (hold up the right flipper and slightly nudge the game) to send the ball back to the left flipper for another shot. Along with awarding explosive millions (up to 50M per shot), this loop strategy also lights holodeck and extra ball with minimal effort.
  • During multiball, mastering the timing of the probe launcher to center sinkhole jackpot can drastically improve your scores from it due to the jackpot increase awarded with each shot. Wait until the right side of the probe launcher is just about to cover the screw on the left slingshot, then press the launch button.

References & Easter Eggs[]

  • The left orbit - side ramp combo is called "the Picard maneuver" by the game. This callout is only heard during later rounds of warp factors where the side ramp no longer awards them.
  • After a particularly nasty drain, Data will sometimes chastise you for your poor skills. Press both flipper buttons during his dialogue to shut him up for a 10M bonus.
  • The pattern that leads to an extra ball during shuttle simulation (L = left, R = right): L-L-R-R-L-L-R-L-L-L.
  • When holodeck is lit off the right ramp, the DMD will read "Holodeck X Is Ready". If X = 3, press the launch button three times to start the secret mission. All switches play the communicator sound and score random points between 1M & 2M for 20 seconds. No other missions can be started while the secret mission is running.
  • There are two hidden video modes:
    • During the holodeck selection screen, hold the launch button, and press the right flipper while the button is being held, to start a game of poker against Riker.
    • Before launching a ball, insert the following flipper combination: Both-R-2L-R-4L-R-8L-2R. Then, perform the above holodeck Easter egg, and the poker game will be replaced with breakout.
  • When the ball enters the side sinkhole and nothing is lit there, an animation normally plays of a shuttle flying past the Enterprise. Press the launch button when this animation is displayed to replace it with a car driving past an alley (with "DOHO" graffiti in the background).
  • During attract mode or at the start of a ball, enter the flipper combination 2R-L-R-B-R-B-8L-R-5L-R-5L-R-6L-2R. This will display a slideshow of the logos of Steve Ritchie's prior pinball machines.
The Williams collection
The Addams Family · Attack from Mars · Black Rose · The Champion Pub · Cirqus Voltaire · Creature from the Black Lagoon · Dr. Dude and His Excellent Ray · Fish Tales · FunHouse · The Getaway: High Speed II · Hurricane · Indiana Jones: The Pinball Adventure · Junk Yard · The Machine: Bride of Pin·Bot · Medieval Madness · Monster Bash · No Good Gofers · The Party Zone · Red & Ted's Road Show · Safe Cracker · Space Station · Star Trek: The Next Generation · Swords of Fury · Tales of the Arabian Nights · Theatre of Magic · Twilight Zone · Whirlwind · White Water · World Cup Soccer
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