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1 ELECTRONICS OAMES, INC. November ~ THE REXT liererbtidr TM OPERATIONS MANUAL 0 Operations & Adjustments Testing & Problem Diagnosis Parts Information Wiring Diagrams & Schematics Williams Electronics Games, Inc N.California Chicago, II 60618

2 ROM Jumper Chart ~--~ W1 W2 In Out 11 M I 2M I 4M ROM I (~ \ : Country DIP Switch Chart Sw4 Sw5 Sw6 Sw7 Sw8 American On On On On On E11rnrv:>~n On On Off On On. French On On On Off Off German On On On On Off Soanish On Off On On On SOLENOID I FLASHER TABLE Sol. No. Function '" I oft r>.un v -~-- Solenoid Type,_,,;;... "- -- n i:>inht r>.un Pnnnor 1-li;;h Pnwor nc I oft Pnnnor J107-3 Hiah Pawer J Unh PawAr J107-3 J107-2 rn Rio ht Slinashot Low Power J107-2 lnwpower J ? Left Bumoer Low Power J '.'I RiohtJet Bumoer Low Power J Bottom Jet Bumoer Low Power J i; Too Divertor Low Power J107-2 rn Boro Kicker Low Power J Left Gun Motor Low Power J RiohtGun Motor Low Power J A Not Used :>CJ Jets Flasher Rasher J107-6 :>1 Riaht Po"""r Flasher Rasher J107-6 J Middle Ramo Flasher Rasher J Shields Flasher Rasher J107-6 J Autofire Flasher Rasher J Exit Un. Gnd. Flashe1 Gen. Purpose J107-6 J Riaht Borg Flasher Gen. Purpose J107-6 J Left Borg Flasher Gen. Purpose J107-6 J ""'nter Borg Flasher Gen. Purpose J107-6 J '?9-36 See Rinnor Circuits 3r Under uivertor top I Low l'ower J1U/ 1 38* Unaer uivertor Bot 1 Low l'ower J1U/ op urop up 1 LOW t'ower JlU/ 1 40 l op Drop uown I Low Power J1U * I Romulan Flasners I Low Power J1U7 6 J I H1gnt Hamp r-1asners I Low l'ower J1U/ li J106-5 'Note: Controlled from the 8-Driver Board, not the Power Driver Board Voltage Connections Drive Connections Drive Wire ;olenoid Part Number Flashlamp Type Plavfield Beckbox Cabinet Backbox Cabinet Color Playfield Backbox --- ~ ~_,, ""-" --.11~-7 n7n.. '"- n-- AC.'>'>.Dnn ' 1 \/inp-~ AC.'l'>.Dnn.11~-A \/in.n.n AC.'l'>.Dnn J130-8 Vio-Blk AC-23-lUlf.11'>7.1 Brn-Blk AE-26-1""" J127-'.'I Brn-Red AE '>7-" Rrn-Orn AC J1?7-'i Brn-Yel AE ""'" J127-6 Brn-Grn AE AAO J127-7 Brn-Blu AE J127-8 Brn-Vio AE AAA J127-9 Brn-Grv AL J126-1 Blk-Brn A AAn J126 2 Blk-Red A Blk-Orn J126-4 Blk-Yel #8911\ J126-5 J125-6 Blu-Grn #89l1l #906 (1) J Blu-Blk #8912\ J126-7 J125-8 Blu-Vio # #906 (1) J126-8 Blu-Grv #906 (1) 026 J122 1 J124 1 Blu-Brn #89 (1) #906 (1) 024 J122 2 J124 2 Blu-Red #906 (2) #906 (1) 022 J122-3 J124-3 Blu-Orn #906 (2) #906 (1) 020 J122-4 J124-5 Blu-Yel #906 (2) #906 (1) 016 J4-2 Brn-vvnt I AE J4-4 tt K vvnt I AE J4 5 urg-wnt IJU':c:>ll'l \JU 013 J4-6 Yel-vvnt 1 ::>M1-26 ou<. 09 J3-2 J3-2 Grn-vvnt 1 #Wo (1) #906 (1) 010 J3-3 J3-3 Blu-vvnr 1 ir<>>i (1) General Illumination n1 Shields G.I. r>. 1.11? ,._.., 0'.'1 Insert G.I "' 1 J J ~ # Plavfield G.I. G.I. J ?1.1n Wht-Grn #44 05 Return Lane/Coin G. I. J J J119-1 Wht-Vio _# VoHage Connections Drive Transistors Drive Connections Drive Wire Colors Coil Part Flipper Circuits Plavfield Power Hold Plavfield Power Hold Number (29) Lwr. Rt. Power J907-7 Blu-Yel 04 J Blu-Vio (30) Lower Right Flipper ILWr. Rt. Hold J907-7 Blu-Yel 011 J Ora-Grn FL (31) Lwr. Lt. Power J907-9 Grv-Yel 03 J902 9 Blu-Grv (32) Lower Left Flipper ~1~=w~r~.L~t~.H~,o~J1c.c:.:.a-1--J9=-=0~7~-9'--"G~;rvCL..; -Y~e~l'---+--==---~09~-1---=J9~0~2~-7=--~-.+---==-="-'---~o~m--~B~lu-1FL (33) ~IU::..i:..O;,;..::.Hl..o.;.l'OW:::.,::..er'-4--'J9"""0~7~-1'-"B~l~u-~v~e~l~.+-~Q~2, ~-1----"J9~0~2~-6" ~B=lk~-~Y~el'--~~~-1FL (34) Uooer Riiiht Fliooer Uo Rt. Hold J907-1 Blu-Yel 07 J902-4 Ora-Vio 35 Not Used Up Lt. Power J907-4 IGrv-Yel 01 J902-3 Blk-Blu 36 Not Used Uo Lt. Hold J907-4 IGrv-Yell 05 J902-1 Ora-Grv Not Used J4-1 =Tieback Diode J1 XX-X =Power Driver Board, JX-X = 8-driver Board, J9XX-X = Fliptronic II Board Coil Colors Blue Blue Blue Not Used

3 .,,; Williams Electronics Games, Inc. reserves the rights to make modifications and improvements to its products. The specifications and parts identified in this manual are subject to change without notice.

4 NOTES ii

5 IMPORT ANT NOTICE PLEASE READ Pinball games are now equipped with a SAFETY FEATURE to prevent shocks from the solenoid circuit when the coin door is opened. A new interlock switch assembly (part no. A-17077), located at the left of the coin door opening, has been added to the game. This assembly is a bracket containing the existing memory protect switch on the bottom and a new interlock switch on the top. When the coin door is opened, this new interlock switch opens, breaking the connection to the +50V and +20V winding of the transformer secondary. A special tool called the Service Switch Actuator is provided for the serviceman/technician that repairs the game. This tool is painted yellow and located in a bag stapled inside the cabinet. The Service Switch Actuator slips over the interlock switch and holds it closed while the coin door is opened, allowing the serviceman to test and repair the solenoid circuit. Hold the top interlock switch in, then slide the short end of the Service Switch Actuator over the top of the interlock switch bracket and the long end over the center of the switch plunger to hold it in. SERVICE SWITCH ACTUATOR.. MEMORY PROTECT SWITCH --- BRACKET---<-i I I I I WHT-RED 928) WHT-RED 92C BLK-YEL 04C

6 ( (. \ J

7 Table Of Contents Section 1 - Game Operation & Test Information Rules and Shot Maps... A-X (System WPC) ROM Summary Pinball Game Assembly Instructions Pinball Assembly, Playfield Pitch Angle, & Leg Leveler Detail Leg Bolt Locations Gun Handle Installation Line Cord Installation Raising the Playfield Game Control Locations Game Operation Menu System Operation & Main Menu Bookke:.~i~a~e~~dit ~.'.'.'.'.'!'.~;'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'."'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'::.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.'.""""""""". """"""""""""""""""""". " ~ ~~ B.2 Earnings Audits B.3 Standard Audits o B.4 Feature Audits B.5 Histograms B.6 Time-Stamps Printouts Menu Test Menu T.1 Switch Edges T.2 Switch Levels T.3 Single Switches T.4 Solenoid Test T.5 Flasher Test T.6 General Illumination Test T.7 Sound & Music Test T.8 Single Lamp Test T.9 All Lamp Test T.10 Lamp & Flasher Test T.11 Display Test T.12 Flipper Coil Test T.13 Ordered Lamps Test T.14 Left Launcher Test T.15 Right Launcher Test T.16 Left Under DivertorTest T.17 Right Under Divertor Test T.18 Clear Out Balls Test......,: Utilities Menu... '.:... :'... 1-t9 U.1 Clear Audits U.2 Clear Coins U.3 Reset H.S.T.D U.4 Set Time & Date U.5 Custom Message U.6 Set Game l.d U.7 Factory Adjustment U.8 Factory Reset U.9 Preset Difficulty Setting Table for U.S., Canadian, French, German & European Games Preset Adjustments Table for U.S. & Canadian Games Preset Adjustments Table for German Games U.1 o Clear Credits U.11 Auto Burn-in Copyright 1993 Williams Electronics Games, Inc. iii

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9 Section Two - Parts lnfonnation Continued... Rubber Parts Location Lamp Matrix Lamp Locations Switch Matrix Switch Location Solenoid Table Solenoid Location Ramps Section 3 - Schematics, Wiring Diagrams & Circuit Theory Connector & Component Identification Switch Matrix and Circuit Dedicated Switch Circuit '3 Lamp Matrix and Circuit Solenoid Table... ~ Solenoid Wiring Flash lamp Wiring High Power and Low Power Solenoid Circuits Flashlamp and Special (General Purpose) Solenoid Circuits General Illumination Circuits O Flipper Circuit Diagram Flipper Coil and E.O.S. Switch Circuit Diagrams Flipper Cabinet Switch Circuit Diagrams Flipper Opto PCB Assembly LED and Photo Transistor PCB Assemblies Coin Door Interface PCB Assembly Coin Door Interface PCB Schematic Ball Trough Photo Transistor Assembly... : Ball Trough LED PCB Assembly Proximity Sensor II PCB Assembly Eddy Sensor Assembly Motor EMI Assembly Gun Circuit Diagram Driver PCB Assembly and Wiring Diagram Driver PCB Schematic pto PCB Assembly pto PCB Schematic pto PCB Assembly Switch Circuits CPU Board lnterboard Wiring Audio Board lnterboard Wiring Dot Matrix Controller Board lnterboard Wiring Fliptronic II Board lnterboard Wiring Power Driver Board lnterboard Wiring v

10 NOTES ( \ vi

11 STAR TREK THE NEXT GENERA TION 1 M RULES -AND - SHOT MAPS ( A

12 RULES Skill Shot Squeeze Trigger On The Control Grip To Launch Ball And Select Lit Item In Display. U.S.S. Enterprise Missions Shoot Start Mission To Begin Each Mission. Shoot Flashing Emblems To Complete Missions. Borg Multi-BallTM Shoot Flashing Lock Lights And Lock Balls For 3-Ball Multi-BallTM To Score Jackpots. Neutral Zones Begin Encounter By Hitting 3 Neutral Zone Targets. Ferengi: Neutral Zone Target Hits Add Multi-BallTM. Get Jackpots From Center Shot. Romulan: Hit Lit Emblems To Dispatch Warbirds Before They Cloak. Cardassians: Multi-BallTM. Shoot Neutral Zone For Jackpots. Shoot Spinner To Repair Shields. Warp Factor Shoot Warp Loop And Delta Quadrant Ramp To Increase Warp Speed And Light Special Features. I I \_ --/ Explosive Millions Score Millions By Shooting Successive Lit Ramp Shots. Command Decisions Select The Mission Of Your Choice! Choose Mission With Flipper Buttons. Begin Mission By Squeezing Trigger. Advance In Rank Top Lanes Light Advance In Rank. Shoot Advance Rank When Lit. Higher Rank Increases Bonus. Holodeck Shoot Beta Quadrant Ramp To Light Holodeck. Shoot Holodeck To Begin Video Mode. ( ~j B

13 OPENING SHOT AND PICK A FEATURE BETA QUADRANT RAMP ~ ~ ~ (Cycling Indicators on Dot Matrix Display) Pull trigger on control grip corresponding with cycling feature on the Dot Matrix Display. LAUNCH when "START MISSION" is lit to start the current mission. LAUNCH when "FLIPPER SKILL SHOT" is lit and ball is delivered to left flipper for shot at Beta Quadrant ramp. Making shot awards random awards. LAUNCH when "LAUNCH A PROBE" is lit and a ball is fed into a ball launcher. Making lit shot awards randon awards. OCJO 0 0 LAUNCH when "LIGHT LOCK" is lit and launched ball becomes locked. Another ball is then automatically launched into play. LAUNCH when "WARP FACTOR 4" is lit and player receives WARP 4. BALL LAUNCHER ( " c

14 MISSION: Time Rift ST ART MISSION LIGHT When "Time Rift" is flashing and player shoots "START MISSION", all Emblem shots are lit. Value to start is 1 O Million for each Emblem shot. A timer (on display) is started. Hitting Time Rift targets extends mission time and raises emblem value an additional 5 Million to a cap of 25 Million per Emblem shot. Mission is over when timer runs out. / \_ TIME RIFT TARGETS MISSION: U.S.S. ENTERPRISE TIME RIFT MISSIONS D

15 Ml$SION: Worm Hole WORMHOLE SHOT LIGHT When "Worm Hole" is flashing and player shoots "START MISSION", 3 Emblem lights and the Worm Hole shot lamp lights. The Worm Hole value starts at 30 Million. Shooting the Beta Quadrant ramp adds 1 O Million. Shooting the spinner increases the value of the Worm Hole shot by 1 Million per spin. When the Worm Hole shot is made, player receives the Worm Hole value and an Artifact. SHOOTING SPINNER RAISES WORM HOLE BY 1 MIL. PER SPIN MISSION: WORMHOLE BETA QUADRANT RAMP DOUBLE WORM HOLE VALUE E

16 MISSION: Search the Galaxy NEUTRAL ZONE "GAMMA QUADRANT' When "Search the Galaxy" is flashing and player shoots "START MISSION", 1 Emblem by each ramp lights. Each ramp shot awards increasing point values (1 O Million, 20 Million, 30 Million, etc.). Completing 3 ramp shots awards an Artifact. Completing all 3 ramp shots in order - Alpha, Beta, & Delta - awards an - added 50 Million bonus and lights the Neutral Zone for the "Gamma Quadrant". Shoot the Neutral Zone before time runs out to receive a 100 Million bonus and another Artifact. DELTA QUADRANT RAMP MISSION: SEARCH THE GALAXY F lj

17 I \ MISSION: Battle Simulation When "Battle Simulation" is flashing and player shoots "ST ART MISSION", the ball will automatically be loaded into the right ball launcher and timer is started. Grab the control grip and aim for the flashing Neutral Zone targets. Any of the targets scores the 1st level and player is awarded 1 O Million. If ball falls in a hole it will automatically be loaded into the left ball launcher. If, however, the Neutral Zone is missed and the ball does not fall into the underground trough system, flip the ball into any of the 4 entrances to the trough system. The left ball launcher must now be aimed at the flashing emblem in front of the center shot. If successful, center shot scores 2nd level and player is awarded 20 Million. If center shot is unsuccessful, flip ball into any of the 4 underground trough entrances. As before, ball will be loaded to the right ball launcher and player must aim for the Neutral Zone targets. NEUTRAL ZONE SHOTS TO UNDERGROUND TROUGH There are 6 levels of completion to this mission with increasing awards: Level 1-1 O Million Level 2-20 Million Level 3-30 Million Level 4-40 Million Level 5-50 Million and Artifact Collected Level Million and Extra Ball 0 Mission is over when timer runs out or Level 6 is completed. BALL LAUNCHERS! ~. G

18 MISSION: Q's Challenge "Q", a strange visitor from another realm visits the U.S.S. Enterprise and wants to play "a little game". When "Q's Challenge" is flashing and player shoots "START MISSION", 3 of the 7 Emblem lights begin flashing. Scoring starts at 1 O Million and increases by 1 O Million for each successful Emblem shot and also lights another one of the 7 Emblems. Each Emblem is on its own timer and eventually times out. Player can add flashing Emblems by hitting the "Q" target. Mission is over when last flashing Emblem times out... I \ l _/ MISSION: Q'S CHALLANGE H

19 MISSION: Rescue RESCUE LIGHT TRANSPORTER LIGHT The U.S.S. Enterprise is summoned to a planet in distress and must help "evacuate all personnel". When "Re$cue" light is flashing and player shoots "ST ART MISSION", the Emplem lights in front of the Alpha and Bets Quadrant ramps begin flashing, along with the "Transporter" light in front of the center shot. Every switch closure on playfield will add personnel to the shuttlecraft, to a maximum of 50. Successful shots to the Alpha or Beta ramps will score the accumulated number of personnel multiplied by 1 Million. Each successful shot to the transporter scores a maximum of 5 personnel rescued or 1 O Million. If all 50 are rescued before timer runs out, a 50 Million bonus is awarded. One Artifact can be collected after 25 personnel are boarded, scoring a 50 Million Bonus. A 1 O Million bonus is also awarded for all personnel ready. Hint: Spinner adds personnel quickly to the bonus. MISSION: RESCUE \.

20 MISSION: Asteroid Threat When "Asteroid Threat" light is flashing and player shoots "START MISSION", the Emblem light in front of the center shot begins to flash. On screen is a large asteroid bearing down on the U.S.S. Enterprise with a score value counting down from 20 Million. Shooting the center flashing Emblem stops the score countdown and locks that value in for each of 7 Emblems. Once the score is locked in, all 7 Emblems begin flashing and the locked-in value is awarded for each successful Emblem shot. As each shot is completed the light is turned off. Completing all 7 Emblem shots awards a 50 Million Bonus. Mission is over when timer runs out or all 7 Emblem shots are completed. l -/ MISSION: ASTEROID THREAT J

21 MISSION: The Final Frontier When "The Final Frontier" light is flashing and player shoots "START MISSION", every Emblem starts flashing. Each is worth a minimum of 1 O Million and maximum of 100 Million, depending on the number of Artifacts collected throughout game play. This mission is a frenetic 6-ball Multi-ball, which also includes the ball launchers for added excitment. Mission is over when one ball is left in play. At the beginning bonus is given for the Artifacts collected. If the player collected all 4 Artifacts, then he/she receives an additional Billion. ( \ MISSION: THE FINAL FRONTIER 6-BALL MUL TIBALL. ( K

22 Bonus Multiplier and Advance in Rank Completing the top roll-over lanes lights "Advance in Rank" and lights Bonus Multipliers (2X, 4X, BX, & 1 OX). Bonus Multipliers also lights "Extra Ball" shot. The player starts the game as an Ensign and graduates to Lieutenant, Lt. Commander, Commander, and Captain with each Advance in Rank shot made. After Captain status is obtained, all subsequent Advance in Rank shots award 100 Million. Similarly, after "1 OX" is obtained, all completions of top lanes award a bonus starting at 1 O Million and increasing by 1 0 Million with each completion. Advance in Rank levels award point values during the outhole bonus. ADVANCE IN RANK EXTRA BALL LIGHT BONUS MULTIPLIERS 2X,4X,8X,10X L

23 ( Warp Factors and Warp 9.9 Mode The Warp Factor light is located at the entrance to the far left lane and is lit via the right flipper return lane. The game begins with the U.S.S. Enterprise traveling at Warp Factor 1 (unless the initial Pick-A-Feature shot scores Warp Factor 4). Each successful lit Warp Factor shot increases the Warp Speed by one, and the player receives a corresponding playfield feature. Continuous long loops can be achieved at the playfield level or the ball may be alternately shot from the upper right flipper to the Delta Quadrant ramp to continue the loop returning to the right flipper. Warp Factor Feature Received 5 Million Million Jets Spinner Lit Multipliers Held Light Return Lanes Double Spinner Light Extra Ball DELTA QUADRANT RAMP ALTERNATE WARP FACTOR LOOP SHOT UP DEL TA QUADRANT RAMP Completing Warp Factor 9 loop begins Warp 9.9 Mode and the Captain tells the player to "prepare for maximum acceleration". A fifteen second countdown is started and the player must shoot the Warp loop within that time to move the Warp Speed to Warp Factor 9.1. This scenario continues until the player reaches Warp Factor 9.9 or the timer runs out. The following chart explains the scoring in Warp 9.9 Mode: Warp Million Warp Million Warp Million Warp Million Warp Million Warp Million Warp Million Warp Million Warp Million Warp Million WARP FACTOR LIGHT RIGHT RETURN LANE LIGHT WARP FACTOR M

24 Spinner and Super Spinner Spinner value is increased by hitting the targets to the right of the spinner lane. Each target hit increases Spinner value by 1000 points and maxing at 30,000. Warp Factor 4 lights the spinner light for a per-spin value of 100 times the current value. This feature lasts until the ball drains. At Warp Factor 6, the "Super Spinner'' light is lit on the right flipper return lane. For a certain amount of time the player can receive 1 O Million per spin. At Warp Factor 7, "Double Spinner Value" is awarded and continues until the ball is drained. Remember to use the spinner during Borg and Cardassian Multi-ball to repair the ships shield power, as sheilds are drained from adversarial hits. Use the Spinner during Worm Hole Mission to add millions to the Worm Hole bonus. Use the Spinner during "Rescue Mission" to add personnel to the Rescue bonus quickly. SPINNER TARGET TARGETS INCREASE SPINNER VALUE SPINNER LIGHT SUPER SPINNER LIGHT N

25 Holodeck. Command Decision. and The Beta Quadrant <Shuttle) Ramp The Holodeck on board the U.S.S. Enterprise is a "Holographic Environment Simulator System". The ships computer can create any environment and life form with realistic interaction for recreational or educational purposes. COLLECT COMMAND DECISION BETA QUADRANT OR SHUTTLE RAMP HOLODECK LIGHTS To light the Holodeck (video mode), shoot the Beta Quadrant or "Shuttle" ramp, 3 times. To start Holodeck, shoot the right lane to the top hole. On screen the player is given 2 choices: 1 ) Right flipper selects Holodeck shuttle simulation video mode. 2) Left flipper selects 25 Million points and the player is returned to normal play. Use flipper buttons during video mode to manuver the Shuttle left and right through a series of planet tunnels. Every 6th shot up the Shuttle ramp will light "Command Decision". To start Command Decision, shoot for hole next to Delta Quadrant (left) ramp. During Command Decision the player is given the opportunity to select the mission of his choice. The screen will display the names of the missions, and player can run through the choices by pressing either flipper button. Once the desired mission is on screen, the player then squeezes the trigger on the control grip to start the selected mission. Hint: To move through the shuttle ramp thresholds faster, hit the "2X Shuttle" targets that flank the Shuttle ramp. With one of these targets flashing, the player is awarded the equivalent of 2 shots up the Shuttle ramp. With both of the "2X Shuttle" lights flashing, the player is awarded the equivalent of 4 shots up the ramp. COMMAND DECISION LIGHTS Other Shuttle ramp threshold awards include Extra Ball and Special. 0

26 Ball Locks for "Battle with the Borg" LOCK LIGHT DROP TARGET There are 3 "Lock" shots around the playfield; The Left "Delta Quadrant" ramp to the Borg Ship, the Neutral Zone, and the top hole from the right lane. To light Locks, shoot the right lane to the top of the playfield and knockdown the drop target. To lock ball, shoot flashing Lock shot. 3 locks starts "Battle with the Borg" Multi-ball. ( \_ - LOCK LIGHT p { \'--_)

27 "Battle with the Borg" Multi-ball JACKPOT LIGHT ( \ The "Borg" are the arch rivals of the Federation and the U.S.S. Enterprise. At the third ball lock the battle begins. The player is given up to 3 shots at the Borg Ship with the left ball launcher. If shot is made, player is awarded a 1 X Jackpot, Jackpot value is increased by 1 O Million, and player is given a chance to do it again. If player makes the 3 shots, the Borg ship blows up, player is awarded 3X Jackpot, and Multi-ball begins. If player misses any shot, Multi-ball begins. The left ramp is lit for Super Jackpot (3X). As long as the Enterprise has shield power, the center shot is lit for 1 X, then 2X, then 3X Jackpots. Shoot the spinner to maintian shield or else the Borg will beat the shields to 0% and the Jackpot light will go out. The battle continues until the player drains 2 of the 3 balls. Q

28 Hurry Up The "Hurry Up" light is lit at Warp Factor 6. The far right shot to the top of the playfield begins to flash and a score of 50 Million on the screen starts to countdown. Shoot to the top to score lit value. / ( \_ J -I HURRY-UP LIGHT R

29 The Hmrual Zone: Ferengi Encounter The Ferengi, a mischievous and conniving race of deal-making aliens show up in the "Neutral Zone" and ask the Enterprise for assistance with their "disabled" ship. NEUTRAL ZONE JACKPOT LIGHT ( The "Neutral Zone" is activated by completing the 3-bank of targets. At that time the player will be alerted to the fact that 1 of 3 randomly selected adversaries is in the Neutral Zone. The Ferengi Encounter begins with the Ferengi on-screen asking for "Duranium Spheres" (pinballs). The right ball launcher is loaded and the player aims for the Neutral Zone. If any of the Neutral Zone targets are hit, a second ball is added to play. The player then has a given amount of time to hit the Neutral Zone targets to add balls to play (up to 4 balls may be in play). At any time during this mission, the player may shoot for the Jackpot in the center of the playfield. The Jackpot value is in direct correlation to the number of balls in play (i.e. 2 balls = 20 Million, 3 balls = 30 Million, & 4 balls = 40 Million). The player can add value to the Jackpot by hitting the left 3-bank of targets. Mission is over when one ball is left in play. TARGETS ADD TO JACKPOT CONTROL GRIP ACTIVATES BALL LAUNCHER s

30 The Neutral Zone: Romulan Encounter Three Romulan ships have entered the Neutral Zone and have explained to the U.S.S. Enterprise that they are only "conducting military exercises". When the Neutral Zone is qualified, shoot the hole in the center of the Neutral Zone to start Romulan Encounter. This will start 2 of 3 Emblems flashing representing the Romulan ships. (Note: The Romulans have the ability to "cloak" their ships, thus rendering them invisible to other vessels). The third ship is "cloaked", but will appear for a time while another one of the three "cloaks". The player will shoot the ball at a flashing Emblem ("fire a warning shot") to "dispatch" the Romulan ship. Continue shooting at the flashing Emblems to dispatch all three ships. A bonus is awarded for all three. The player can also receive "Klingon assistance" from 3-bank of targets on the right side of the playfield. When a target is hit, a Klingon ship will appear on the screen in place of a Romulan, thus "scaring-off" the Romulan threat, leaving one less flashing Emblem on the playfield. I,, \_ KLINGON ASSISTANCE T

31 The Neutral Zone: Cardassian Encounter The aggressive and often belligerent Cardassians invade the Neutral Zone and tell the U.S.S. Enterprise to leave or "be destroyed". Then they fire on the U.S.S. Enterprise. After this explanation 2-ball Multi-ball begins and the player shoots for any of the 3 Neutral Zone targets for a Jackpot value starting at 50 Million. However, the Cardassians begin to fire on the Enterprise. Each time they do, the Enterprises' shield power begins to drain. The shield power level is correlated to the value of the Jackpot - the lower the shield level the lower the Jackpot. The Jackpot value will bottom-out at 5 Million. Shoot the spinner shot to repair shields. Encounter ends when 1 of the 2 balls drain. REPAIR SHIELDS u

32 Kickb8ck The Kickback is lit by hitting the randomly selected flashing yellow target from either the left or right 3-bank. Kickback can also be awarded during "Launch-A-Probe", or Flipper Skill Shot. I \ KICKBACK LIGHT v

33 Biker's Poker Night (Video Model You are invited to Commander Riker's Poker Night on the Holodeck. When Holodeck light is flashing shoot right lane to top of playfield. On the screen, the display will give the player the standard choice. By reaching down to the control grip, squeezing the trigger and then pressing the right flipper button, the player will have selected Riker's Poker Night instead of "Shuttle Simulation". Five cards are dealt to the player for a game of 5-card draw. Use either flipper button to select a card. Use trigger on control grip to discard. Press both flippers at the same time to deal new cards. Good Luck! w

34 NOTES x

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