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Star Trek, The Next Generation Star Trek Next Gen Pinball Operating Manual

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star trek tng pinball manual

Memory Alpha

Star Trek: The Next Generation (pinball)

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Williams Star Trek TNG pinball backglass

Backglass from the Star Trek: TNG pinball machine

The Star Trek: The Next Generation pinball machine was a pinball game created by Williams Electronic Games in 1993. A wide-body machine, the game prominently featured the USS Enterprise -D as well as original recordings from the eight main cast members of the TNG series.

  • 1.1 Ball Locking and Borg Multiball
  • 1.2 Neutral Zone Encounter
  • 1.3 Missions
  • 2 Virtual reconstruction
  • 3 Game credits
  • 4 External links

Gameplay [ ]

Although the general aim of the game was to score as many points as possible, the machine featured a complex array of ramps, bumpers, and drops which allowed the player to complete a series of missions provided by the game.

One of the unique features of the Next Generation machine was the presence of two ball launchers mounted on either side of the playfield. These allowed an alternative method of feeding the ball into the playfield, and were used in some of the missions.

The mechanism that allowed the machine to feed balls to the launchers and other locations, developed for this table, was patented by Williams in the US as #5,350,174 , granted on 27 September 1994. The launchers themselves were the subject of an earlier patent, #5,186,462 .

Ball Locking and Borg Multiball [ ]

Ball locking was a feature of the game, as with most pinball machines. As additional balls were locked, a storyline involving the large Rogue Borg ship mounted on the playfield advanced.

When the first ball is locked, the Enterprise is ordered by a Starfleet admiral to intercept a Borg ship in Federation space. If the second ball becomes locked, the Enterprise encounters the Rogue Borg ship. The third locked ball activates multiball and a battle between the Enterprise and the Borg begins.

When the Borg Multiball begins, the ball is loaded into the left launcher and the player must shoot the center pocket. If they are successful, the Borg ship is damaged by the Enterprise , ten million points is added to the Borg Jackpot, which is then awarded to the player. A second successful shot into the center pocket further damages the Borg ship, adds another ten million points to the Jackpot which is awarded to the player as a Double Jackpot. A third successful shot destroys the Borg ship, adds a third ten million points to the Jackpot, which is awarded to the player as a Triple, or Super Jackpot.

After this phase of the multiball is concluded, all three locked balls are available in the playfield, which the Jackpot can be awarded from the centre pocket or the Delta Quadrant ramp. Any Jackpot awarded from the Delta Quadrant ramp is always a Super Jackpot. However the Borg ship will begin to open fire on the Enterprise to take down their shields. When the shields are at zero percent, no Jackpot can be awarded until the shields are restored by hitting the Spinner. Multiball continues until two of the three balls leave the playfield.

Neutral Zone Encounter [ ]

One of three random encounters in the Neutral Zone will occur when all three of the Neutral Zone targets are lit. Worf will call out one which encounter you will face should you sink the ball in the Neutral Zone Pocket

Ferenigi Multiball

A Ferenigi Freighter is disabled in the Neutral Zone and needs a supply of duranium spheres for repairs. The player can earn up to five balls in this multiball mode and each sphere in play earns 5 million points up to a maximum of 25 million points which is earned by sinking the ball into the Jackpot pocket underneath the Borg ship. The mode begins by launching a ball from the right canon into the Neutral Zone targets to prepare the balls for multiball. The mode ends when all but one ball is no longer in play, or after 25 seconds, whichever comes first.

Romulan Encounter

Three Romulan warbirds are conducting military exercises in the Neutral Zone. Picard orders that a warning shot be fired on the ships, which is done by shooting the ball at the lit targets at the left orbit, Alpha Quadrant ramp and Beta Quadrant ramp. When one of these lit targets are hit, the warbird is forced to cloak for ten seconds before uncloaking, awarding 10 million points. Hitting the right hand "Klingon Assistance" targets allows a Klingon Bird of Prey to decloak and occupy the space the Romulan ship was taking, thus removing that warbird from the encounter. When all three Romulan ships have cloaked within 30 seconds, the player earns 30 million points.

Cardassian Ambush

A Cardassian warship appears and attacks the Enterprise without warning. Hitting the Neutral Zone targets in this two-ball multiball mode, allows the Enterprise to return phaser fire on the Cardassian ship and awards points based on the shield strength of the Enterprise, between 5 and 50 million points. The warship will occasionally fire on the Enterprise, reducing the ship's shields and the points award. Just like the Borg Multiball above, the spinner recharges the shields and the value of the jackpot award. The mode ends when one of the balls is no longer in play.

Missions [ ]

Missions are displayed on the playfield around the periphery of the Enterprise saucer section. Only one is lit at a time - hitting the Q target bumper changes which mission is lit, and the mission can be started by hitting the Start Mission drop. A mission can also be selected by hitting the Command Decision drop. Completing mission objectives earns one of four Artifacts: Singing Stone, Isolinear Chip, Duranium Sphere, and Dilithium Crystal. Each Artifact can be collected more than once.

Once all seven missions have been completed, an additional mission commences:

Star Trek: TNG pinball cabinet

Virtual reconstruction [ ]

Williams TNG pinball machine, virtual reconstruction

The virtual reconstruction of the playfield

On 1 June 2012 , FarSight Studios announced that, as part of their Kickstarter project to digitize Williams' The Twilight Zone machine for their Pinball Arcade app, they would seek funds to purchase the license to the Next Generation table as a "stretch goal". [1] Although the target donation amount was not achieved in the allotted time, the response to the announcement resulted in FarSight launching a second Kickstarter on 17 August 2012 , solely for the Next Generation table. US$45,000 was the initial target, to cover the remaining fees required. At the end of the project, US$52,137 had been donated. [2]

The virtual reconstruction of the table was released to iOS, Android, and Mac OSX on 21 December 2012 .

Game credits [ ]

  • Steve Ritchie , Design & Direction
  • Dwight Sullivan & Matt Coriale , Software
  • Carl Biagi , Mechanical
  • Greg Freros , Art & Design
  • Dan Forden , Sound & Music
  • Scott Slomlany & Eugene Greer , Dot Matrix

External links [ ]

  • Star Trek: The Next Generation at The Internet Pinball Database
  • Promotional video  at YouTube
  • 3 Ancient humanoid
  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems

Star Trek: The Next Generation – Rule Sheet

GameFAQs

Rule Sheet (PBL) by DStewart

Updated: 01/11/1995

View in: Text Mode

star trek tng pinball manual

Williams™️ Pinball: Star Trek™: The Next Generation

Experience an out-of-this-galaxy pinball adventure on the Star Trek™️: The Next Generation Williams Pinball Machine! Join Captain Picard on the U.S.S. Enterprise-D and fight against Romulans, Cardassians, and the Borg while listening to the original music and voices from the series!

image-4226

About This Content

Table Features:

– Warp through eight U.S.S. Enterprise-D Missions

– Enjoy the original music and voiceovers by eight cast members

– Fire Photon Torpedoes to defend the starship

– Get ahead of the competition with the Warp Speed ball delivery sequence

– Survive the Shuttle Simulation in the Holodeck – Reach Warp Factor 9.9 for unique rewards

– Find secret modes hidden from the galaxy. Become an honorary Starfleet officer today!

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Williams Star Trek: The Next Generation Pinball

Repairs, Restorations, Tweaks and Insights

star trek tng pinball manual

Introduction

STTNG was not a pin on my list of favorites or even one that I was looking for. Truth be told, I had played it once before and had not been overwhelmingly impressed. In retrospect, I believe the one I played wasn't operating correctly. While a poorly maintained STTNG may be no fun, a working STTNG is a great game!

When a STTNG became available locally, I decided to seriously consider purchasing this pin. It was not shopped, but was functional. It appeared to have the ability to clean up very well. I decided to go ahead with it ... and I'm very happy I did!

Below is an informal list of the problems I've encountered and some various pictures.

Tell me about this game!

Here are what I consider to be the unique aspects of STTNG

Just what is the machine doing when I turn it on?

STTNG is a 6 ball game. When you first turn it on, the machine ensures that 3 of the six balls are staged below the playfield. This is what causes it to launch balls and seem to disappear below the Borg ship. One ball ends up underneath the left cannon VUK, one below the right cannon VUK, and finally the third ball goes below the left VUK that kicks the ball onto the leftmost wire ramp. Staging these balls requires the subway diverters below the playfield to operate, as well as the semi-hidden drop target below the Borg ship.

In order for the balls to drop below the playfield, the drop target must work. The pin will trigger a solenoid to drop the target, but if it the target doesn't drop down then the ball will hit it, bounce back, and roll down the playfield to the drain. The ball will not be staged correctly. The CPU will try again, however. If you are lucky, this first impact will have caused the drop target to drop and when the pin fires the ball again, the balls will stage correctly. Still, your drop target will be problematic ... but you can at least play!

My battery was inserted upside down for a year and a half!

One weekend I got a brick of AA batteries and started to replace all the batteries in my pins. It was uneventful ...except for STTNG. When I went to remove the old batteries, I noticed the rightmost (as you are looking at the board from the playfield) battery was upside down! The first two had the + on the top while the3rd had the + on the bottom.

I scratched my head since STTNG has been working fine and has kept all settings. Additionally, it has not received a lot of play recently. These batteries have been in there for about 16 months!

I used a volt meter and measured the incorrectly placed battery's voltage. It showed new battery voltage, about 1.67V. I measured the two correctly placed batteries. They were down to about 1.53V. I replaced all 3 and ensured the 3rd one was inserted correctly this time. Pin is working fine --- no settings have been lost.

I think the AA batteries in the WPC are in series. With normal battery placement, we would have 1.5 + 1.5 + 1.5 = 4.5V (assuming a battery has 1.5V). When a battery is in backward, I guess you get 1.5 + 1.5 + (-1.5) = 1.5V. I did a quick test and this was the voltage reading I got.

So in conclusion, the battery backed up memory on my STTNG can operate with only ~1.5V . Very odd!

My STTNG tells me the Cannon cannot find home yet it works in test mode!

STING lies to you! Sad but true. One would hope that diagnostics would be accurate, but they are not always. While it certainly can be the case that the cannon is unable to find home because of some problem with the home switch, it is also completely possible that the problem has nothing to do with finding home.

Here is the problem: STTNG prioritizes shooting a ball from a cannon over other tasks when it thinks the ball shouldn't be in the cannon. When the pin boots up, it tests the cannons by swinging them out and back. If there is a ball in the cannon, when the cannon swings out past "mark" the ball is fired from the cannon and the cannon eventually swings back to home. However, if home is reached when a ball is in the cannon, the cannon swings out again! At boot time the software only lets the cannon swing out and back a few times and then decides that "home" cannot be found. It seems to assume that swinging out and back multiple times is always a result of the inability to find home.

But why would it keep swinging out and back if the game fires the ball when the cannon has swung out? In my situation the opto that tells the CPU whether a ball is loaded in the cannon wasn't getting power. This caused the CPU to think there was always a ball in the cannon --- even if there wasn't! This is what caused STING to lie to me and say that home could not be found. Note that while I have not experienced this myself, I suspect the same result will occur if the solenoid is broke and doesn't fire the pinball. Again, this would keep the ball in the cannon.

You caught my interest. What's this "home" and "mark" stuff?

The "home" switch indicates when the cannon is in its standard position. This is the position where the wire ramp feeds a ball into the cannon. For the left cannon, this is when the cannon is furthest to the left. For the right cannon, this is when the cannon is furthest right. When at home, the home switch is CLOSED, otherwise it is OPEN. The two pictures below show the left cannon at its home position and at the position where it is no longer considered at home. Below each picture is the diagnostic showing the state of home and mark. Notice the second picture shows the cannon only slightly turned toward the right.

star trek tng pinball manual

The "mark" switch indicates when it is ok to fire the cannon and release the pinball. This occurs when the cannon has swung out further from home. The mark is useful because it provides STTNG the ability to ensure you do not fire the cannon when the cannon is in front of the wire ramp or other unwanted object. If the cannon is past mark then the mark switch is OPEN, otherwise it is CLOSED. The first picture below shows the position of the left cannon when mark has been reached and the player is allowed to fire the pinball. The second picture simply shows the rightmost swing of the left cannon. The diagnostic switch information is shown below each picture.

star trek tng pinball manual

Explain how that Drop Target works!

When my drop target wasn't working correctly, it was hard to tell exactly what was wrong because I didn't know the drop target's correct behavior. Now that my machine is working correctly, here is what I found to be the correct drop target behavior. When you first launch a ball, the drop target should be in the down position for the modes that follow.

The drop target should be in the up position for the following mode.

Here is an image of the playfield.

star trek tng pinball manual

General Illumination (G.I.) strand wasn't working

I dug around trying to solve this problem longer than I care to tell. I started looking at triacs, drivers, transistors, and everything else. In the end, I found it was a fuse that was blown. While the first thing I did when trying to solve this problem was to check the fuse, I ended up checked the wrong one! I checked F110 when I should have checked F109. Replacing F109 solved the problem.

More G.I. Problems

I noticed that some of the G.I. lights on the playfield were not working. I went into diagnostics and found out G.I. string #5 wasn't lighting at all. I was going to check fuse F106, but in doing so I noticed J121 was burnt! I put my finger on the burnt spot and it was hot! Look at the picture below to see the burnt connector.

star trek tng pinball manual

I was very surprised to see this burnt connector because I had checked this connector when I first brought the machine home. It was fine back then. When I checked F106, I found it was bad. This wasn't surprising given the burnt connector. I decided to rebuild connector using trifurcon connectors. The first picture below shows a wire I cut from the burnt connector and stripped. The second picture shows the crimped trifurcon connector.

star trek tng pinball manual

Below is the rebuilt connector. It appears to be upside down, compared to the original. By this I mean the rectangular slots associated with each pin on the connector are on the bottom (rather than the top) when plugged into the driver board. It wouldn't fit the other way, so I assume this is correct.

star trek tng pinball manual

I replaced the fuse, plugged in the connector, turned on the machine and ... the G.I. bulbs on string #5 were very dim. I suspected I had a short in the G.I. string, which caused the connector to heat up and the fuse to blow. After an hour or checking all the bulbs on this G.I. strand, I found the problem. The lamp base below the left cannon had a bent connector. This connector was pushing up against the other connector and causing the short. I suspect I did then when I disassembled the left side of the playfield! This explains why the connector had not been burnt when I checked it initially. The fix was easy ... bend the lead back.

I crossed my fingers, turned on the machine, and found G.I. strand #5 is alive and working well.

Weak Flippers

The lower left flipper was extremely weak. It could not even hit the ball up the beta quadrant ramp. The lower right flipper was somewhat weak. It wasn't horrible, but it didn't feel right. The upper right flipper was also weak which made it very difficult to it the ball up the delta quadrant ramp. This flipper was also missing one of the two diodes and a previous owner had unwrapped the coil a bit. Here is a picture.

star trek tng pinball manual

What was the solution to all these problems? Rebuild all three flippers! I completely rebuilt the bottom two flippers, but I didn't have a new plunger for the upper right flipper. The bottom two worked perfectly after rebuilding. New blue coils are way strong. Even though the upper right flipper got a new coil, the flipper was sticking after being triggered. It would slowly go back to home. It wasn't a spring problem. After I got a new plunger, I looked closer at the old one. The end was bent up around the side the strikes the stop bracket! This apparently was causing unwanted friction against the coil sleeve. Here is an extreme close-up of the damage. It should be smooth, but the end has mushroomed out.

star trek tng pinball manual

Replacing the plunger fixed the problem. Now the upper right flipper works as perfectly as the bottom two. Here is a picture of the final results.

star trek tng pinball manual

Spinner Target did not Register

This was the first problem I noticed when I got the machine home and started using it. Using a DMM I found that no voltage was going to the spinner target's switch. It turned out to be related to another problem. See below.

Pin reported that I should check the EOS switches

After several games, the pin started reporting that the EOS switches should be checked (in addition to the spinner target switch). It turns out the spinner target and the EOS switches are all "flipper grounded" switches. After examining the flippers, I noticed a wire was broken off the mechanism for the upper right flipper. The first picture below shows the broken wire and the second shows the repaired wire.

star trek tng pinball manual

After the repair, the EOS switches worked correct as well as the spinner target.

Neutral Zone Wear

The Neutral Zone had some significant wear. This is a very common issue and luckily a STTNG hole protector exists. The left picture shows the wear spot and the right picture shows the hole protector installed.

star trek tng pinball manual

Dirty Dirty Dirty

This pin was dirty! The guy I purchased it from though it had been stored somewhere without the playfield glass. Here are some dirt pictures.

star trek tng pinball manual

The lamp PCBs were dirty also. Below is a before and after image.

star trek tng pinball manual

Here is a picture of the area to the right of the Beta quadrant. This is where the ball goes when the player pulls the gun trigger. The first picture is before cleaning and the second is after.

star trek tng pinball manual

Wire Ramps Removed

Anything look funny in this picture? You guessed it... the wire ramps have been removed. It shouldn't have been too hard to guess (given the title of this section!). I removed the wire ramps while cleaning the playfield.

star trek tng pinball manual

Delta Quadrant Removed

Below is a picture of the playfield with the Delta Quadrant ramp removed. It is followed by a picture of the ramp disconnected from the playfield.

star trek tng pinball manual

Lamp PCBs had Broken Solder Connections

Even after replacing the bulbs, many lamps did not work. It turns out the solder connections for several of the lamp bases had gone bad. It's a bit difficult to tell from the picture, but the first picture below shows one of the bad solder connections. Look at the upper right solder connection. It had broken away from the other solder in a circular pattern. The center had separated from the outside. The second picture shows the repair.

star trek tng pinball manual

Cannon Trouble

I experienced two separate problems with the cannons.

Both of these problems were tracked down to failing wires in the cannon harness. There was no problem with the home and mark adjustments. Cannon harness problems are very common for STTNG.

For the right cannon, the wires going to the solenoid were going bad. A good connection was only made when the cannon had swung out all the way. For the left cannon, the opto that tells the CPU whether a pinball is in the cannon had a flaky wire. I was able to test this using the diagnostics. With the cannon at home and no ball in the firing chamber, I checked what the switch was reading using the diagnostics. It stated that no ball was present. I then used the solenoid test menu to swing out the left cannon. After doing this, I went back to the switch tests. Now the cannon registered as having a pinball in the firing chamber! This explained why the CPU would keep firing the solenoid.

I replaced a section of all 4 wires (two going to the left cannon's ball opto and two going to the right cannon's solenoid). The section I replaced was the part that moves when the cannon moves. I cut the wire a few inches from the connector on the top of the playfield (either the opto or the solenoid) and a few inches from the connector below the playfield. I then twisted on a new piece of wire to the old, soldered, and put on shrink tubing. The first picture below shows the two wires cut from the left cannon's opto. The second picture shows new wire twisted onto the old wire for the right cannon's solenoid. Sorry... I don't have a picture of the final shrink tubing. As you can see, I used red wire (20 gauge). I would have liked to use the original coloring, but I didn't have that color wire available.

star trek tng pinball manual

Both problems have been resolved. For what it's worth, it's pretty obvious a previous owner had to perform the same surgery sometime in the past.

For completeness, here is a picture of the below playfield mechanism that makes the cannon work.

star trek tng pinball manual

Drop Target Wouldn't Drop Automatically

The drop target hidden below the Borg ship would not drop when commanded by the CPU. It would drop when the ball hit it, but not automatically. It turns out that the sm1-26-600 coil that causes the target to drop was fried. This coil quickly fell apart when I was checking its operation. See the picture below.

star trek tng pinball manual

I must have angered the broken coil because after determining it was bad, fuse F103 would blow every time I turned on the machine! At first I was puzzled because I didn't realize that F103 had blown. Rather, the visible effect was that the pin was unable to stage the 3 balls below the playfield. When F103 goes, the diverters below the playfield stop working. After determining there was a connection between F103 blowing and the drop target coil, I ended up disconnecting the sm1-26-600 coil completely from the machine. This kept the fuse from blowing until a new sm1-26-600 coil arrived . I blew up 3 F103 fuses (3A 250V Slow Blow) trying to figure this out.

Below is the new coil that arrived in the mail. The second picture shows it soldered onto the wires but not yet installed into the drop target mechanism. The third picture shows the installed coil.

star trek tng pinball manual

All was well, or so I thought. I turned on the pin for a test run, only to find the coil was stuck powered on! There was a noticeable constant buzzing coming from the back of the playfield. I quickly turned the machine off and checked my work. Everything looked fine. Now I understood why the original coil had failed... because it was stuck on and burnt up. Transistor Q13 on the 8 driver board runs this coil. I used the transistor check method and it stated the transistor was fine. However, after checking everything else I could think of and not finding anything wrong, I decided to replace the Q13 transistor. Keep in mind the transistor check method doesn't always catch bad transistors.

Problem solved! When I turned on the pin, no stuck coil noise. I went into diagnostics and tested the solenoid that drives the coil. "Click" when the target as it dropped down. Problem solved!

Ball Popper Mechanism

The ball popper mechanism allows a ball in the subway to pop up to the playfield. The first picture below shows the two optos on the side of the mechanism. The second picture is a close-up of the optos. These can get dirty, but they are easily unscrewed so they can be cleaned. The third picture below shows the mechanism from the opposite side.

star trek tng pinball manual

Delta Quadrant Diverter Problem

When the ball was hit into the delta quadrant, it would always get stuck for about 2-3 seconds. After this time it would roll out slowly onto the wire ramp. It turns out the diverter wasn't adjusted correctly. When the ball is hit up the delta quadrant, the CPU often triggers a solenoid to move the diverter such that the ball does not go into the Borg ship but rather is routed to the wire ramp. When the diverter triggered, it moved too far into the pinball lane Instead for causing the ball to roll down the wire ramp, it blocked the ball! The diverter mechanism below the playfield is shown below.

star trek tng pinball manual

A simple adjustment solved the problem. I loosened the diverter from the mechanism and adjusted it so that it caused the ball to go down the wire ramp but didn't block the path. I then tightened the mechanism. Problem solved!

Issues I haven't written up yet

Apron decals.

This pin has cool decals on the apron.

star trek tng pinball manual

Wonder what the Borg Ship mechanism looks like?

Here is a picture...

star trek tng pinball manual

Wonder what the cannon mechanism looks like?

star trek tng pinball manual

What does the opto PCB board look like?

star trek tng pinball manual

What does it look like under the playfield?

star trek tng pinball manual

The Pinball Company

Star Trek: The Next Generation Pinball Machine by Williams

$ 9,999.00.

Stock Photo Shown – Refurbished Item

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Star Trek: The Next Generation Pinball Machine

Star Trek: The Next Generation pinball machine is a widebody 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. Apart from the regular highscore-list and the buy-in-list, it also features a reminiscence to The Machine: Bride of Pin*Bot billionaires club. It is also the third pinball game overall based on the Star Trek franchise, following the 1979 pinball game by Bally, and the 1991 game by Data East (both based on the original series).

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.

Game Features:

Multiball, Kick Back Lane, Lane Change, Ramp(s), Spinner(s), Cellar Holes, Voice, Wide Body, More Than 2 Flippers, Turret Shooter

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Curbside delivery, inside delivery, no assembly - 18 wheeler accessible, inside delivery, no assembly - 18 wheeler not accessible, inside delivery, with assembly - 18 wheeler accessible, inside delivery, with assembly - 18 wheeler not accessible, delivery times:, one year limited warranty, you may also like….

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  1. Star Trek: The Next Generation Pinball Machine

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  2. Star Trek: The Next Generation Pinball Machine by Williams

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VIDEO

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  6. Star Trek pinball restoration part 5: standup and drop target replacement

COMMENTS

  1. Star Trek, The Next Generation Star Trek Next Gen Pinball Operating Manual

    Addeddate 2017-09-20 18:38:02 Coverleaf 0 Identifier arcademanual_Star_Trek_TNG_OPS Identifier-ark ark:/13960/t8vb4c71w

  2. Star Trek: The Next Generation

    "Galaxy Class Pinball from Williams" Photos in: Popular Mechanics December 1994, pp. 63-5,123. The Complete Pinball Book, pages 112 and 162 The Pinball Compendium 1982 to Present, page 181 Mike Pacak's Pinball Flyer Reference Book S-Z: Rule Sheets: Star Trek: The Next Generation Rulesheet Version 1.D (Sep/12/1994), by Cameron S

  3. PDF Museum of the Game

    Created Date: 10/1/2000 4:50:18 PM

  4. Pinball Archive Rule Sheet: Star Trek: the Next Generation

    Star Trek: The Next Generation (STTNG), multiball, and anything related to pinball or the series is most probably copyright by somebody, so watch that you're not sued. Note: TAF is The Addams Family, IJ is Indiana Jones, JD is Judge Dredd, T2 is Terminator 2, HSII is High Speed 2 (or The Getaway), TZ is the Twilight Zone, and STTNG is an ...

  5. Planetary Pinball: Game Manuals

    Service Manual For Level-7 Games ~13 pages: Star Trek: Bally FO 620 GAME 1148-F: Installation and General Game Operation Instructions ~32 pages: Star Trek The Next Generation ™ Williams 16-50023-101 OCTOBER 1993: Operations & Adjustments Testing & Problem Diagnosis Parts Information Wiring Diagrams & Schematics ~136 pages: Star Wars™ Episode I

  6. Star Trek the Next Generation Pinball

    ENGAGE!!!Beam aboard and check out my full Tutorial and Playthrough of "Star Trek the Next Generation" on my AT Games Legends Pinball table.Played via OTG co...

  7. Star Trek: The Next Generation (pinball)

    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. Apart from the regular highscore-list and ...

  8. Star Trek TNG Pinball Tutorial

    Play pinball like Frag! He explains the parts and features of his ST: TNG pinball machine and how these can land that high score you've been itching to get! ...

  9. Star Trek: The Next Generation

    Want to Write Your Own Guide? You can write and submit your own guide for this game using either our full-featured online editor or our basic text editor. We also accept maps and charts as well. For Star Trek: The Next Generation on the Pinball, GameFAQs has 3 guides and walkthroughs.

  10. Williams Star Trek: The Next Generation Pinball Tutorial ...

    Steve, Nathan and Chris from Powerhouse Pinball in Victoria, BC go warp speed with this 1993 Williams Star Trek: The Next Generation. We explain the missions...

  11. Steam Community :: Guide :: Star Trek: The Next Generation

    Apparently, you can get Warp Factors from shooting the Spinner and the Delta Quadrant (another name for that ramp). Rewards are as follows: Warp 2: 5,000,000 points. Warp 3: Million Jets. 1,000,000 points for each Bumper hit. Warp 4: Light Spinner. Raises the Spinner value to 100x it is worth, up to 4,800,000 points.

  12. Star Trek the Next Generation Pinball Machine Manual

    Williams Star Trek the Next Generation (STNG) manual, New PPS reprint Printed on High Quality 24lb paperThis is a replacement (reprint) manualCard Stock Glossy / Colored per original Cover and backpageFoldout pages as per originals (where applicable)Hole punched and stapledPart #16-50023-101-1

  13. PDF Williams Star Trek: The Next Generation

    The extended lane ball guides featured in this install document help reduce the rather large outlane gap present in the pinball machine by added as much a 1⁄2 an inch to the flipper feeder lane. This reduces the ball drains to the outlane - but will not eliminate them entirely. Proper nudging of the game is still a required skill.

  14. Star Trek: The Next Generation Pinball Machine (Williams, 1993

    PinsideID 445. Manufactured by Williams Electronic Games, Inc. Date November 1993. Type Solid state. Generation Williams WPC (DCS) Release 11,728 produced. Estimated value $5920 - $6880. Cabinet Wide body. Display type Dot Matrix.

  15. Star Trek: The Next Generation (pinball)

    The Star Trek: The Next Generation pinball machine was a pinball game created by Williams Electronic Games in 1993. A wide-body machine, the game prominently featured the USS Enterprise-D as well as original recordings from the eight main cast members of the TNG series. Although the general aim of the game was to score as many points as possible, the machine featured a complex array of ramps ...

  16. PDF sternpinball.com

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  17. Star Trek: The Next Generation

    listed below. The rules of the game are always final, and any dis-. crepancies between this rule sheet and the actual game rules cannot. be used as a basis for protest. This rulesheet is modified by Dave Stewart <[email protected]> for. distribution at PAPA-5. 1. Playfield Description.

  18. Star Trek

    Download Star Trek - The Next Generation (Williams 1993) 1.02. Star Trek - The Next Generation (Williams 1993) 1.02. This is a mod of one of my favorite table. Knorr and Clark made a masterpiece so all thanks goes to them for this amazing table! I have worked on this a little off and on for awhile so I don't remember all the changes.

  19. Star Trek TNG Manual • Ministry of Pinball

    Details. Star Trek TNG Manual. Star Trek TNG replacement pinball manual. These replacement manuals are printed on high quality 24lb paper, with card stock (glossy colored when original) cover and backpage. Manuals include foldout pages as per originals. Hole punched and stapled. Partnumber: 16-50023-101-1.

  20. Williams™️ Pinball: Star Trek™: The Next Generation

    Williams™️ Pinball: Star Trek™: The Next Generation. Buy Now. Experience an out-of-this-galaxy pinball adventure on the Star Trek™️: The Next Generation Williams Pinball Machine! Join Captain Picard on the U.S.S. Enterprise-D and fight against Romulans, Cardassians, and the Borg while listening to the original music and voices from ...

  21. Williams Star Trek: The Next Generation Pinball

    With normal battery placement, we would have 1.5 + 1.5 + 1.5 = 4.5V (assuming a battery has 1.5V). When a battery is in backward, I guess you get 1.5 + 1.5 + (-1.5) = 1.5V. I did a quick test and this was the voltage reading I got. So in conclusion, the battery backed up memory on my STTNG can operate with only ~1.5V .

  22. Star Trek: The Next Generation Pinball Machine by Williams

    Star Trek: The Next Generation pinball machine is a widebody 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 ...

  23. Star Trek: The Next Generation Game Specific Parts

    Star Trek The Next Generation Clear Plastic Set. PBL-300-0146-00. $21.95. Star Trek The Next Generation Colored Borg Ship Window Set. PBL-300-0125-00. $18.00. Quality Star Trek: The Next Generation pinball parts for your game.