23 Nov 2015 @ 11:17 PM 
 

Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams

 


Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams


Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams


Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams


Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams


Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams


Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams


Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams


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. It is also the third pinball game overall based on the Star Trek. Franchise, following the 1979 pinball game. And the 1991 game by Data East. Both based on the original series. Scoring and Game Modes. 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 Directive. Originally, the game was supposed to be based on the 1992 film, Under Siege. The game uses the DCS Sound System. And includes voice clips recorded by the cast of the television series, with. As Counselor Deanna Troi. As the computer voice. 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 this option is selected twice, “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. There are several ways to score points outside of the missions as well as unlocking certain game modes. The following modes are available. Explosive Millions - Shooting the Alpha Quadrant or Beta Quadrant ramps unlocks Explosive Millions. Shooting the same or opposite ramp awards 5 million points, followed by 10 million for another shot, which cumuliates by 10 million every shot. The player has ten seconds to hit the ramp to score or the mode ends. Bonus Multipliers - Hitting all three rollover lanes above the bumpers will increase the bonus multiplier for that ball. The first completion raises it to 2X, and subsequent steps raise it 2X at a time to a maximum of 10X. When the 8X is achieved, the Extra Ball light is lit in the “Start Mission” pocket. When the multiplier is maxed, completing the rollovers again awards 10 million, with the value increasing by 10 million every time afterward. Holodeck - The player has two choices. Score 25 million points, or play the “video mode” shuttle cavern. If the player selects the video mode, the player has to go through the caverns in a shuttle, picking up 10 million point cards while avoiding mines and cavern walls. There is an extra ball card somewhere in the caverns, as well as artifact (see below). Reaching the Extra Ball is achieved by alternating Left, Left, Right, Right turns until cavern 7. Depending on how many Extra Balls have already been earned and the games Extra Ball probability configuration it may end up either an Extra Ball or a 10 million point card. Once an Extra Ball has been earned in the Holodeck all subsequent Holodeck runs will not award any Extra Balls, regardless of the path chosen. Collecting the artifact, clearing all caverns, or crashing into a mine or wall immediately ends the video mode scoring the points collected in the mode. A maximum score of 159 million points is possible for a flawless run. At the start of the Holodeck mode, pressing a flipper button along with pulling the launch trigger starts a “Riker’s Poker Night” video mode. Kickback - Shooting the three left yellow targets lights Kickback, which saves the ball from draining from the left outlane. If the game is in tournament mode this must initially be earned. Otherwise the game starts out with the Kickback lit. The Kickback can be recharged unlimited times by hitting the appropriate targets after it had been depleted. Shuttle Ramp - Each shot at the Beta Quadrant Ramp launches a shuttle which a certain number of launched shuttles can reward a player. Rewards could be Light Holodeck, Command Decision, or Extra Balls. Between the ramps are two small targets when hit, adds two times the shuttle to the counter. The game features seven “missions/episodes” the player must complete before entering The Final Frontier. 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. 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 - or in the Holodeck video mode. These Artifacts are, in award order, Dilithium. 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. Every Artifact collected is worth 50 million points. Missions shown on the Starship Enterprise. 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). 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. 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. 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 whichif hitawards an extra ball. The item “Star Trek The Next Generation Pinball Machine Widebody Superpin by Williams” is in sale since Wednesday, November 18, 2015. This item is in the category “Collectibles\Arcade, Jukeboxes & Pinball\Arcade Gaming\Replacement Parts”. The seller is “rvbutler62″ and is located in Boulder Creek, California. This item can be shipped to United States.

  • Country/Region of Manufacture: United States
  • Brand: Williams Electrionics
  • Game Title: STAR TREK THE NEXT GENERATION
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Posted By: admin
Last Edit: 23 Nov 2015 @ 11 17 PM

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