

Right away, there are subtleties at play. First tridimensional chess, then rhyming hopscotch, then inverting pinball. It’s the sort of thing you’d expect from a Star Trek episode about pinball. Every time your score moves to a new row on the backglass, the entire table flips over.

But! And this is a big but! The gravity keeps inverting. But I gather it’s a wacky show about wacky stuff happening to a wacky cast of characters, because this is as close to a gimmick table as Engelstein has done. I know even less about Lower Decks than I know about Enterprise. Also a perfect way to turn Super-Skill Pinball into a vicious race to amass tribbles and then get rid of the things before you drown under them. Right before another captain is about to score their tribbles, you beam an extra shuttleful of the things onto their bridge. You need to completely fill in three bumpers. Unlike Chief O’Brien’s job, this isn’t an easy ask. Even better, you can transport them to rival players. Effectively, they’ll knock you off the table sooner. Add even more tribbles and they’ll erase your flipper boxes. Pile up any more than that and the scoring potential begins to drop off. Pile up a bunch of tribbles, hit the right targets, and you score big. But only if you have a particular amount of the things. For example, you can extract the blood of your tribbles to bring dead crewmates back to life. It’s what you do with all those tribbles that makes this table interesting. When you pass one of the tribble scoops - apparently a pinball term, not a hamster feeder for tribbles - a bunch of the furballs are added to your tribble track (repeat the previous joke). Here, that latter concept is brought into sharp focus. It’s also about playing the odds and pressing your luck. But maybe good trouble? The Trouble with TribblesĪt its best, Super-Skill Pinball covers multiple subjects. The solution is simple: you need to strike the engineering drop targets to fill the next two Kobayashi Maru targets, but only once you’ve filled the first five. More than ever before, these tables are about solving conundrums. It’s a minor touch on a minor table, but offering an “unbeatable problem” sets the tone for the rest of the set. If you aren’t aware, Super-Skill Pinball uses two six-sided dice to determine the possible impacts of your ball.

To movealong series#
Here, the exam is presented as a series of targets that offer increasing point rewards but must be hit in sequence. More suitably for this particular table, though, is the possibility of cheating the Kobayashi Maru.

As before, the ability to nudge the table returns intact, along with the possibility of giving it too much of a jostle and losing your ball.
To movealong how to#
Like a Starfleet cadet, you can expect to cover the basics: using yellow and red flippers to reach particular targets, using bumpers to stay airborne for extended durations, the joy of multiball, and how to cheat.Ĭheating has always been a part of Super-Skill Pinball. Also like those sets, the first table is for beginners. Can you beat the Kobayashi Maru? Starfleet AcademyĪs was the case with the first two sets, there are four tables in Star Trek: Super-Skill Pinball.
