I was originally going to do Centaur next, but I decided now's a good time for it. The franchise is celebrating its 50th anniversary, and Star Trek Beyond is doing well. Would've been neat if I could show Stern's Star Trek, which is actually about the JJ Abrams movies, but oh well.
Released in 1993, this is the best-selling Star Trek pinball machine, at 11,728 units sold. (There are five different Star Trek pinball machines.) A smash hit in arcades, flame wars break out online whether this one or Stern's Star Trek is better.
STTNG is what is known as a "widebody," which is about 4 inches (9 cm) wider, though this one is normal length. Williams called them Superpins™, and many more will follow, though widebodies existed at least as early as the late 70's. There are more things to shoot for in a widebody, but they're more expensive and it requires stronger force on the flippers.
The other gimmick is that the game has 5 balls ready for launch hidden from the player. STTNG has a complex system of paths underneath that allows immediate loading of another ball once you shoot one into a hole somewhere. While it's a blast when working perfectly, as is when digital, it is a huge pain to repair, which is why STTNG is rare in public despite its good sales.
The premise of Star Trek is about the crew of the USS Enterprise scouring the galaxy, looking for anything interesting to report back to Earth. The Next Generation concerns Captain Jean-Luc Picard and his crew, and it is this series that expands the scop, introducing concepts like the Galactic Federation, which Earth joins. The Klingons who menaced Kirk's crew in The Original Series have become allies (with one joining the crew, Worf) while new villains have appeared, most notably the Borg, cybernetic beings whose goal is to assimilate the entire galaxy into its own.
Williams went all out with this one too, bringing all of the main characters, and then some, to record voice clips. Every voice clip in this machine was recorded for this game. No doubt Patrick Stewart would be harder to get ahold of now than back then.
This one is straightforward. There are 7 missions, denoted by the lights on the perimeter of the Enterprise. When all seven are played (completing is not necessary but gets you an Artifact), the wizard mode, Final Frontier, will become available. Clockwise from the bottom, they are:
Time Rift: All major shots are lit for 10 million. The value increases by 5 million for each shot after the secondand adds 5 seconds to the timer. You get the Artifact by scoring 50 million total.
Worm Hole: The side ramp ends the mission and gets you the Artifact. The left orbit and right ramp increase the point value of the side ramp.
Search the Galaxy: All ramps are lit (Alpha Quadrant, Beta Quadrant, and Gamma Quadrant). Shoot all 3 in any order for the Artifact.
Battle Simulation: A ball is loaded into one of the guns at the bottom. Press the plunger button to launch it. The left gun's balls should be loaded into the central scoop, and the right gun's into the Neutral Zone (upper-left with three yellow arrows). Make 4 successful shots for the Artifact, and 5 for an Extra Ball.
Q's Challenge: Q will light two random major shots. Shooting them will light two more. If 5 seconds pass without you shooting a lit shot, it will disappear, and the mission ends when they all disappear. Shooting a lit shot 5 times earns the Artifact. Q is a recurring antagonist and a member of an absurdly advanced civilization with reality-warping abilities, seeing the Enterprise crew as leisurely playmates. Discord in My Little Pony: Friendship Is Magic was directly based on Q and is played by the same person, John deLancie.
Rescue: Certain lit shots rescue certain numbers of people. Rescue 30 people total for the Artifact.
Asteroid Threat: A countdown from 20 million will immediately begin. Shoot the central scoop to stop the number wherever it is. All major shots will be worth that amount. If you can't shoot the scoop when time runs out, they're worth 5 million. Score 50 million points to get the Artifact.
Final Frontier awaits at the end, a 6-ball multiball with a 15-second ball saver. All major shots are worth 25 million times the number of Artifacts you have, unless you have none, in which case they're each worth 10 million. (For example, I got 3 in this one, so they're 75 million each.) Final Frontier ends when all balls except one drain. That's about it. It's still pretty exciting when it starts though.
The Neutral Zone houses three modes, one for each of the races menacing the Enterprise besides the Borg, who get a multiball mode: Ferengi, Cardassian, and Romulan. No space to explain these though. There are also increasing awards for each Warp Zone shot (side ramp and also left orbit when lit), promotions that increase points in the end-of-ball bonus, and the Shuttle Simulation video mode, but again, no space.
The next table will be Centaur, finally.