Star Trek: The Next Generation (pinball) - Warp Factors

Warp Factors

The Warp Factor is lit at the right inlane, and it is collected by shooting the left loop. The left loop must be completed to be advanced. It is also advanced by shooting the Delta Quadrant (left ramp), but only during the first series of increases to Warp 9. The Warp Factor awards are as follows:

  • Warp Factor 2: 5 million points.
  • Warp Factor 3: Million Jets—Each pop bumper hit is worth 1 million points.
  • Warp Factor 4: Spinner Is Lit—This increases value of each "spin" by 100 (from 1,000 to 100,000, for example). This increase is not cumulative (not earned again if WF4 is hit again on the same ball), and is lost on each ball drain.
  • Warp Factor 5: Bonus multipliers are held and carried over to the next ball.
  • Warp Factor 6: Both inlanes are lit. The left inlane starts Hurry Up, a bonus score that counts down from 50 million points to 10 million points, and is collected by shooting the right loop, while the right inlane starts Super Spinner, where the spinner is worth 10 million points per spin.
  • Warp Factor 7: Double Spinner—This doubles the base value of each "spin"; maxing at 255,000 points .
  • Warp Factor 8: Extra ball is lit at the Start Mission scoop. After the extra ball is collected, the player is awarded an Artifact instead if Warp 8 is reached again (see "Missions" above).
  • Warp Factor 9: Starts Warp Factor 9 mode. The goal in this mode is to shoot the left loop and/or the Delta Quadrant to advance the level in 0.1 increments (Warp 9.1, Warp 9.2, etc.), until the engine maxes out at Warp Factor 9.9. Each increment awards points, starting at 20 million with Warp 9.1, and increasing 5 million per increment, maxing out at 60 million points once Warp 9.9 is hit.

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