Playing tips for Star Trek (Premium)

General

Timing your shot for Warp 9.1 or 9.9 to coincide with any of the multiballs can pay off big with double scoring and big jackpots.

General

Any shot that is part of a combo scores 2x. Big for Kobayashi (max 15M), Klingon Super JP (6.5M->12.5M) and defeating Vengeance (5M->10M).

General

The better you do in each Level One mode, the more points each mode's second shot will be in Kobayahsi Maru - up to 7.5 Million per shot.

General

Completing the same mode 3 times adds a permanent 2X multiplier to one of the main shots.

General

You can safely and consistently backhand the left spinner shot on the fly

General

Finishing three modes in a row gives super pops (left), super ramps (right), or super spinner (bottom). It's possible to get two awards!

General

Warp 9.1 starts double scoring for a limited time. Warp 9.9 starts double scoring for a limited time and adds a ball.

General

Completing the two light blue stand-up targets on the lower left of the game light Rescue.

General

Max spinner value appears to be 68K/spin on the latest code. A well-maintained spinner can do 25-50 spins per-shot for 1.7-3.4M.

General

Vengence modes are multi-ball, five-shot hurry-up for extra ball, and awarding 10% of total score (up to 40% with combo and 2x playfield).

General

Starting Kobayashi Maru gives a bonus for every set of six medals. Six bronze is 10M, six silver is 20M, six gold is 35M.

General

Start mode, make a mode shot, then shoot under upper right flipper for Away Team. Adds 20 secs and simplifies mode shots with bigger values

General

In competition mode, modes are not lit. Shoot the away team/mission start to light mode start, then again to start.

General

In Nero three, two shots move with L and R flippers. Finish the mode by setting up the R shot on the alpha quadrant ramp and repeating it.

General

If you collect a gold medal on a L1 mission, hit either the black hole or away team to add time to the mode and get higher-value mode shots.

General

In level two and level three modes, the dual-colored shot (cyan/red on Klingon for example) are worth more progress towards medals.

General

Medals collected in a mode increase bonus Kobayashi Maru scoring. It's three shots for a bronze, six for silver, and nine for gold.

General

Finishing three versions of a mode lights 2x scoring on a shot (eg Nero is left orbit). That shot behaves as if it's always hit by a combo.

General

Some Away Teams are good, some bad. Best are Destroy the Drill, Prime Directive, Save the Enterprise and Klingon Battle. Nero is not good.

General

Completing the lower inlane rollovers increases spinner value, which can be pretty lucrative if you have a long ball.

Multiball

Vengeance multiball: Hit the ship enough times and it'll open up. Hit it again to get a second ball. Hit ship again for multiball

Multiball

Klingon multiball: Complete green standups under side ramp to light locks. Lock ball in Enterprise of left saucer.

Multiball

Modes can be completed during MB, so starting a mode before cashing MB is a solid strategy (esp. for Klingon, which covers all main shots)

Multiball

Light Black Hole by hitting all orange matter targets. Hit lit Black Hole target during multiball to add a ball.

Skillshot

Super Skill Shot: hold in left flipper, plunge, hit right ramp (beta quadrant) for 1,000,000. (A dead gate coil can prevent this skillshot.)

Skillshot

Skill Shot: short plunge the ball toward the upper flipper and shoot the warp ramp for 500,000.

Secret

If you have any yellow arrows lit you can hit the button on the lockdown bar for a free hit to the ship.

Wizard

Don't go to Kobayashi Maru unless you're already at Warp 9.8. Once you're at Warp 9.9, it goes back to one no matter what.

Playing tips sourced from Pintips.