Star Trek: The Next Generation (pinball) - "Missions"

"Missions"

The game features seven "missions/episodes" the player must complete before entering The Final Frontier:

  • Time Rift
  • Worm Hole
  • Search The Galaxy
  • Battle Simulation
  • Q's Challenge
  • Rescue
  • Asteroid Threat

There are various marked targets around the playfield with the Star Trek insignia. Different combinations of these are lit for different modes, indicating which shots the player needs to make. These modes are not stackable, meaning the player must complete one mission before starting another. There is a hole in the center at the top of the playfield labelled "Start Mission" which will start a mission at anytime if the player makes the shot. In addition, hitting the lit "Command Decision" Target allows the player to select which mission to attempt, including already attempted missions (marked as "rerun" missions; varies from no allowable "reruns" to unlimited "reruns", depending on the machine's settings).

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Famous quotes containing the word missions:

    There was only one catch and that was Catch-22, which specified that a concern for one’s own safety in the face of dangers that were real and immediate was the process of a rational mind.... Orr would be crazy to fly more missions and sane if he didn’t, but if he was sane he had to fly them. If he flew them he was crazy and didn’t have to; but if he didn’t want to he was sane and had to.
    Joseph Heller (b. 1923)