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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Star Trek: The Next Generation (1993)
This game is a drainer
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<blockquote data-quote="Baron Rubik" data-source="post: 132434" data-attributes="member: 2280"><p>Started playing this table this last week, and have gotten hooked the past couple of days, despite backing the KS, and playing the real table back when it was young, I just didn't play the TPA version much before this week. </p><p></p><p>Managed to get my first multiple 'final frontier' in one game during my dinner today. Still can't get warp 9.9 though. </p><p>Practice is giving constant improvement though which always feels rewarding in a table. </p><p></p><p>This week I've learned... </p><p>Rolling shots - shoot them high on the flipper - middle of the table shots are safer. </p><p>The left column of the beta quadrant (right) ramp is instant drain so from left flipper - always shoot early or on time for mission hole (never late), and if shooting beta quadrant from left flipper - always shoot on time or late. </p><p>Plunge - go for warp 4 every time, scoring outweighs the others. </p><p>Cannon's - with event cam on, find playfield markers against the leading edge of the moving cannon for successful shots - once you do, you'll hit them 80% successful. </p><p>Pay attention to roll over's and always keep the left free when the ball is up there. </p><p>Don't feel pressurised to make risky shots - your score will increase by not taking risks - this table really pushes you to feel pressurised - don't let it have command. Stall kickout shots to outlanes by shooting early and high (thus without force) to give you an easy recatch on the same flipper, and a controlled, timed shot once controlled. </p><p>Try to avoid balls contacting the tops of the trapezoidal slings, but if they do, a well timed diagonal nudge, up & right for Rh sling, up & left for left sling can save you, but it has to be exactly as the ball is clear of the top of the sling, and has to be travelling diagonally. Otherwise you'll just help bounce the ball into the outlane. </p><p></p><p>I'm really enjoying this table now - I can see me playing this a lot more going forwards. </p><p></p><p>TPA's version of Whirlwind seems a lot more cruel to me for drains than STTNG. </p><p>Got my a$$ kicked by this in TPA last night, so much so that I fired up the PBHOF version on XBox360 and was amazed as I scored 4 times my best compared to the TPA version with its killer slings.</p></blockquote><p></p>
[QUOTE="Baron Rubik, post: 132434, member: 2280"] Started playing this table this last week, and have gotten hooked the past couple of days, despite backing the KS, and playing the real table back when it was young, I just didn't play the TPA version much before this week. Managed to get my first multiple 'final frontier' in one game during my dinner today. Still can't get warp 9.9 though. Practice is giving constant improvement though which always feels rewarding in a table. This week I've learned... Rolling shots - shoot them high on the flipper - middle of the table shots are safer. The left column of the beta quadrant (right) ramp is instant drain so from left flipper - always shoot early or on time for mission hole (never late), and if shooting beta quadrant from left flipper - always shoot on time or late. Plunge - go for warp 4 every time, scoring outweighs the others. Cannon's - with event cam on, find playfield markers against the leading edge of the moving cannon for successful shots - once you do, you'll hit them 80% successful. Pay attention to roll over's and always keep the left free when the ball is up there. Don't feel pressurised to make risky shots - your score will increase by not taking risks - this table really pushes you to feel pressurised - don't let it have command. Stall kickout shots to outlanes by shooting early and high (thus without force) to give you an easy recatch on the same flipper, and a controlled, timed shot once controlled. Try to avoid balls contacting the tops of the trapezoidal slings, but if they do, a well timed diagonal nudge, up & right for Rh sling, up & left for left sling can save you, but it has to be exactly as the ball is clear of the top of the sling, and has to be travelling diagonally. Otherwise you'll just help bounce the ball into the outlane. I'm really enjoying this table now - I can see me playing this a lot more going forwards. TPA's version of Whirlwind seems a lot more cruel to me for drains than STTNG. Got my a$$ kicked by this in TPA last night, so much so that I fired up the PBHOF version on XBox360 and was amazed as I scored 4 times my best compared to the TPA version with its killer slings. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Home
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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Star Trek: The Next Generation (1993)
This game is a drainer
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