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
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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.
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You can safely and consistently backhand the left spinner shot on the fly
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Completing the same mode 3 times adds a permanent 2X multiplier to one of the main shots.
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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.
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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).
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Klingon multiball: Complete green standups under side ramp to light locks. Lock ball in Enterprise of left saucer.
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Light Black Hole by hitting all orange matter targets. Hit lit Black Hole target during multiball to add a ball.
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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)
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Completing the two light blue stand-up targets on the lower left of the game light Rescue.
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Warp 9.1 starts double scoring for a limited time. Warp 9.9 starts double scoring for a limited time and adds a ball.
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Finishing three modes in a row gives super pops (left), super ramps (right), or super spinner (bottom). It's possible to get two awards!
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If you have any yellow arrows lit you can hit the button on the lockdown bar for a free hit to the ship.
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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
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Starting Kobayashi Maru gives a bonus for every set of six medals. Six bronze is 10M, six silver is 20M, six gold is 35M.
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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).
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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.
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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.)
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Medals collected in a mode increase bonus Kobayashi Maru scoring. It's three shots for a bronze, six for silver, and nine for gold.
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Completing the lower inlane rollovers increases spinner value, which can be pretty lucrative if you have a long ball.
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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.
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Some Away Teams are good, some bad. Best are Destroy the Drill, Prime Directive, Save the Enterprise and Klingon Battle. Nero is not good.
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In level two and level three modes, the dual-colored shot (cyan/red on Klingon for example) are worth more progress towards medals.
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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.
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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.
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Skill Shot: short plunge the ball toward the upper flipper and shoot the warp ramp for 500,000.
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In competition mode, modes are not lit. Shoot the away team/mission start to light mode start, then again to start.
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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.
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