Star Trek pinball rules and strategy

The Strategy

Star Trek lets Missions continue during Klingon Multiball, while ten Warp ramps start 60 seconds of 2x scoring. Shoot Mission Start at the far-left scoop or the Away Team lane, then choose a Mission and make its colored shots. Complete the green standup bank to light locks at Vengeance and the left scoop; the third locked ball starts Multiball.

The goal

Use Mission Start for Space Jump, the green standups and lock shots for All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super., and ten Warp-ramp shots for 2x scoring.

  1. How to start a mode

    Shoot the far-left Mission Start scoop or the Away Team lane under the upper flipper, then select Space Jump.

    Recommended mode: Space Jump

    Choose it when the major shots and Vengeance are reliable.

    How to play it

    Shoot the lit mode shots before the 30-second timer ends. Three shots earn bronze, six silver, and nine gold; when time ends, make one final lit shot to complete the mission.

  2. Start Klingon Multiball

    Complete the three green standup targets, then lock balls at Vengeance and the left scoop. On the first qualification, the third lock starts All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super..

  3. Start Warp 9.1 scoring

    Shoot the Warp ramp ten times to start 60 seconds of 2x playfield scoring.

Alternative route: Vengeance Multiball

Use this when Vengeance is safer than the green lock standups.

  1. Complete the right torpedo targets, press the Action Button to spend torpedoes as Vengeance hits, then make the final Vengeance hit to start Score ten damage shots at Vengeance or the lit white major shots..
Need to know
Main route
Start a mission, then stack Klingon or Score ten damage shots at Vengeance or the lit white major shots..
Long goal
Complete every Level II mission to light Enterprise Amok at Vengeance.
Safer fallback
Fast Kobayashi route: Use this when lock standups or multiball returns are dangerous, but mission starts are controlled.

Machine setup

  • Confirm Stern Star Trek code and edition before relying on exact values or timers.
  • Test Mission Start, Vengeance, lock standups, Warp ramp, and kickouts.
Sources and references13 source links and outbound references.
Contribute to this ruleset!

Your email is stored privately and only used to follow up about this report.

Edit on GitHub

Playbooks

Star Trek playfield

100%