Star Trek: The Next Generation (pinball)

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Star Trek: The Next Generation
Manufacturer Williams
System Williams WPC (DCS)
Designer Designers: Steve Ritchie, Dwight Sullivan, Greg Freres
Programmers: Dwight Sullivan, Matt Coriale
Artwork: Greg Freres
Mechanics: Carl Biagi
Music / Sound: Dan Forden
Release Date November 1993
Production Run 11,728

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.

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), and John de Lancie (Q). With the DCS Sound System, the quality of the voices is very good.

Contents

[edit] Launch options

When a new ball is launched into the plunger, you are given 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: You have 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 you miss, 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 you reach Warp 9, (depending on the ROM version), the award changes to Warp 9.1, up to 9.9 (you have a certain 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.

[edit] "Missions"

It features seven "missions" 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 which will start a mission at anytime if the player makes the shot.

Missions shown on the Starship Enterprise in attract mode
Missions shown on the Starship Enterprise in attract mode
Time Rift

All the signature targets are lit. Hitting the Time Rift targets to the left cause the count down timer to reset. Each time a different character speaks.

Worm Hole

The left orbit, shuttle ramp, and Delta ramp or 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 ramp shot increases the value of the worm hole target.

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.

Cannon
Cannon
Battle Simulation

A ball is loaded up in one of the cannon's and the player must either shoot the Neutral zone or the Start Mission target. 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 you can hit the target of the Neutral zone, get credit, but not actually sink the ball and have to recover from that.

Q's Challenge

Q shows up and greets Picard as he often does in the TV series, "Greetings Mon Capitan!". 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 target also has a time out, where it will fade but another one lights up. 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.

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. Then the other targets light up as asteroids to hit.

The Final Frontier

After completing all the missions, starting the next mission begins an amazing 6-ball multi-ball mode. Two balls are loaded into the cannon, and the player must launch them. The others also enter the playfield. All the signature targets are lit up, and the value is based on the number of artifacts picked up during the other missions. This is considered the "wizard mode" for the player to complete.

[edit] 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). The Warp Factor awards are as follows:

  • Warp Factor 2: 5 million points.
  • Warp Factor 3: Super Jets (each pop bumper hit is 1 million points).
  • Warp Factor 4: Spinner is lit.
  • 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.
  • Warp Factor 8: Extra ball is lit at the Start Mission scoop. After the extra ball is collected, you are awarded an artifact instead, when you reach Warp 8 again.
  • Warp Factor 9: Starts Warp Factor 9 mode. The goal in this mode is to shoot the left loop and/or the Delta Quadrant to advance the level in 0.1 increments, until the engine maxes out at Warp Factor 9.9. After that, you are awarded 60 million points.

[edit] External links