Starship Troopers pinball rules and strategy
The Strategy
Four Warrior hits start Live Fire in Starship Troopers, four lit opposite-orbit shots qualify each Orbit lock, and cleared bugs advance the planet campaign. Use the quicker Multiballs for immediate scoring, then start a later Planet Multiball at Arm Nukes.
The goal
Hit the Live Fire Assault Range Warrior four times to start the first four-ball Multiball, shoot either ramp for five Jackpots, then return to the Warrior for the timed Super Jackpot.
Start Live Fire
Hit the Live Fire Assault Range Warrior four times to start the first four-ball The first start needs four Warrior hits; later starts need more hits and the display gives the current count..
Collect five Jackpots
During Multiball, shoot the left ramp or right ramp for Jackpots. The first hit on each unlit colored Bug standup raises the Jackpot value, but the ramps are the scoring shots. Collect five ramp Jackpots.
Collect the Super Jackpot
After the fifth ramp Jackpot, shoot the Live Fire Assault Range Warrior within 16 seconds for the 15,000,000 Super Jackpot. The ramp-Jackpot cycle then starts again while at least two balls remain.
Need to know
- Live Fire Assault Range Multiball
- Hit the Warrior four times for the first four-ball ramp-jackpot multiball.
- Live Fire Jackpots
- Shoot either ramp; first hits on unlit colored Bug standups raise the Jackpot value.
- Live Fire Super Jackpot
- After five ramp Jackpots, shoot the Warrior within 16 seconds for 15,000,000.
In Starship Troopers, four Warrior hits start Live Fire and four lit opposite-orbit shots qualify each Orbit Multiball lock. Use those quicker Multiballs for immediate scoring, clear displayed bugs between them, and choose Advance Planet at Recon while another planet is worth preparing. Start a later Planet Multiball at Arm Nukes, collect all five Nukes, then use the Warrior for repeatable Super Nukes toward Klendathu.
The goal
Start Live Fire or The released instruction card requires four lit orbit shots for each lock; two locks start the mode. for immediate points.Between multiballs, clear bugs with the mini-flipper.Decline the first one or two Planet Multiballs at Recon, advance to later planets, then start a larger Both ramps, both orbits, and Recon score unique Nuke Jackpots; Recon scores a Double Nuke and Arm Nukes spots one Nuke. at Arm Nukes.
- Use the normal B-U-G lane skill shot unless the right-ramp super skill shot is already reliable.
- Test the Warrior shot, both ramps, and one inlane-to-opposite-orbit sequence.
- Hit the Warrior four times to start the first The first start needs four Warrior hits; later starts need more hits and the display gives the current count..
Live Fire Assault Range Multiball setup details
- The first start needs four Warrior hits; later starts need more hits and the display gives the current count.: The first start needs four Warrior hits; later starts need more hits and the display gives the current count.
- During four-ball play, shoot the left ramp or right ramp for Jackpots. The first hit on each unlit colored Bug standup raises the Jackpot value.
- After five ramp Jackpots, shoot the Warrior within 16 seconds for a 15,000,000 Super Jackpot.
Live Fire restart scoring and timing
- If the multiball ends before any Jackpot, a timed Warrior shot restarts it with two balls.: If the multiball ends before any Jackpot, a timed Warrior shot restarts it with two balls.
- In single-ball play, roll through an inlane and shoot the lit opposite orbit. Make four lit orbits for each of two locks.
Orbit Multiball setup details
- The released instruction card requires four lit orbit shots for each lock; two locks start the mode.: The released instruction card requires four lit orbit shots for each lock; two locks start the mode.
- During The released instruction card requires four lit orbit shots for each lock; two locks start the mode., repeat either orbit for 5,000,000. The first two orbit Jackpots each add a ball.
- Between multiballs, clear the displayed bugs and use the mini-flipper for lit standups when safe.
Double bug kill rule details
- A lit colored standup hit from the mini-flipper counts as two kills during normal planet play.: A lit colored standup hit from the mini-flipper counts as two kills during normal planet play.
- After a planet clears, let the Brain Bug time out if its rebound is unsafe; the planet choice still appears.
- At the Recon scoop, choose The game skips the ready multiball, starts the next planet, and raises the future Nuke value and ball count. for the first one or two cleared planets.
Advance Planet scoring details
- The game skips the ready multiball, starts the next planet, and raises the future Nuke value and ball count.: The game skips the ready multiball, starts the next planet, and raises the future Nuke value and ball count.
- After at least three planets are ready, shoot Arm Nukes to start Both ramps, both orbits, and Recon score unique Nuke Jackpots; Recon scores a Double Nuke and Arm Nukes spots one Nuke..
Planet Multiball scoring details
- Both ramps, both orbits, and Recon score unique Nuke Jackpots; Recon scores a Double Nuke and Arm Nukes spots one Nuke.: Both ramps, both orbits, and Recon score unique Nuke Jackpots; Recon scores a Double Nuke and Arm Nukes spots one Nuke.
- Collect all five unique Nukes, then hit the Warrior for a Super Nuke worth 10x the regular value. Repeat until one ball remains.
Builds toward: Klendathu
- Clear Antilles, Zegema Beach, Dantana, Tango Urilla, and Planet P.
- Choose The game skips the ready multiball, starts the next planet, and raises the future Nuke value and ball count. while another planet remains and the delay is worth the risk.
- After Planet P, start Both ramps, both orbits, and Recon score unique Nuke Jackpots; Recon scores a Double Nuke and Arm Nukes spots one Nuke. at Arm Nukes.
- End that Both ramps, both orbits, and Recon score unique Nuke Jackpots; Recon scores a Double Nuke and Arm Nukes spots one Nuke. after all five planets are nuked.
- Shoot Recon to start four-ball Klendathu.
- Collect all five Nukes and nine bugs of each color for each 50,000,000 wave.