Star Trek The Next Generation (Williams, 1993)

Williams SS Recreation FP Star Trek The Next Generation (Williams, 1993) v1.2

No permission to download
by francisco666, rom
at 2012-12-06
Type Recreation (real pinball)
Manufacturer Williams Electronic Games, Incorporated, a subsidiary of WMS Ind., Incorporated (1985-1999)
Tradename Williams
Date 1993-11
IPD No. 2357

Based on 1993 williams table Star Trek: The Next Generation

Thanks to:
ROM for the 3D Models
PLUMB and CAPTAIN NEO for the playfield scan
Specials thanks to WTIGER and SHVRN for the images and resources.

Version 1.1
* Added Models library with low polly models
* Fixed Final Frontier start in continue menu

Version 1.2:

* In Rescue Mode DMD points sometimes out of DMD.
* Ball search start selection if a ball are in the plunger waiting to be plunged.
* Added a non render wall at the end of the left ramp.
* Corrected the "V" spinner font.
* Shutlle model number.
* Shot again DMD animation 2 frames flick.
* More than 10 missions bonus display change
* Upper midle playfield ball stuck
* LEUTENIENT spell change for LIEUTENANT
* Video mode frame flick.
* Spinner value reset
* Thank you Mr. Data 10 millions
* Quick choose at start of a ball
* Left cabinet moved
* Two music played at same time when a mission start
Mods of this table :
Star Trek - The Next Generation (20th Anniversary Edition) 1.05

Rules for Williams Star Trek: The Next Generation

Extra Special thanks to:
Josh Holmes
Richard Rhodes
Dave Hollinsworth
Greg Dunlap
David Arnold
Lyman Sheats
Jonathan Deitch
David Smith
Mark Phaedrus
Louis Koziarz
Steve Baumgarten
Brian Dust
Kevin Martin
Dave Peller
Bowen P Kerins
Adam Frey
Keith Johnson
Floyd Maxwell
J. Abernethy
Brian Dominy
Alan Mitsugi
Karl Brostr|m
Brian Dominy
Michael R. Dunn
Jeffrey Shneidman
Richard Horrocks

If you have a spare STTNG machine lying around, E-mail me for my postal address!

Compiled by Cameron Silver
Version 1.D (12/Sep/1994) [Happy birthday Adam!]

New to this version:
More info about the guns added to the playfield description.
Light Lock vs Holodeck plunger choice corrected.
Stubborn timer during Factor Nine mode explained.
New Section: Attract Mode Stuff.
New Section: Extra Ball Strategies.
Battle/Shuttle Simulation extra balls have a new kink :(
Another occurance of the Limo found.
Super Spinner timeing explaned in The Spinner section.
_Extremely_ cool Easter Egg added. No, NOT the secret video mode..
Time Rift artifact _finally_ explained in Artifacts. (Really).
Special at 50 Shuttles added. ;)

Star Trek: The Next Generation (STTNG), multiball, and anything related to pinball or the series is most probably copyright by somebody, so watch that you're not sued.

Note: TAF is The Addams Family, IJ is Indiana Jones, JD is Judge Dredd, T2 is Terminator 2, HSII is High Speed 2 (or The Getaway), TZ is the Twilight Zone, and STTNG is an amazingly cool game.

The best comment about this game would have to be from Steve Baumgarten: This game makes TZ look like a '60s Gottlieb in terms of rule complexity!

A Note On ROMs

These rules are getting quite messy because there are so many ROMs, all of which differ in important ways; sorry if some of it is confusing. Most of the explanations cater for 'newer ROMs' with notes describing 'older ROMs'. As to the definition of new and old ROMs, well it's just a rough guide to explain differences you may experience between various machines. I intentionally left out actual ROM numbers because it would make things just too complicated.

Playfield Description

I'm starting from the Left in/out lanes, and going the long way round to the right

Left Outlane
Has a kickback. The actual outlane is a bit of a scoop because of this, but I found the kickback was really easy to light.

Left Inlane
Starts Hurry Up on the right orbit (like Terminator 2 (T2)). 'Light Hurry Up' is lit by getting to warp factor 6. The one thing I missed was the 'Return Lanes Lit' noise from T2 .. I liked this a lot! The inlanes have no roll-over switches, but they do have proximity switches. Don't worry if you don't know what a Proximity switch is, just rest assured that the machine does know when a ball goes down an inlane. I have added Jonathan's excellent description of how Proximity switches work, if you want to know more.

Finally there is a rule-sheet that doesn't say "The usual type of slings"! These slings are definitely not usual. They are similar to the normal ones in that they try to bounce the ball to the opposite outlane, but they are different in that each sling has a large gun on it. The guns are used to fire at different things (see below). The shape of the slings is different too; they are no longer triangular, but quadrilateral. Yes, they have four sides - except the top side is angled so that the ball is feed to the in/out lane area. The ball usually chooses the outlane as its destination, and the rubberless posts don't exactly make saving fun. If the in/out divider was made a little longer, it would be perfect. Are you listening Williams?

Two Probe Launchers sit above each sling shot. The launches can swing out to shoot the ball into various shots, and break all the playfield plastics. The guns are big, and plastic - yet they look good too. Excellent job Steve, I must say. If a ball happens to land in a gun when it's not meant to (i.e.: air-ball), the machine will let you launch a probe; all of the usual awards are available too. If the ball is in a gun, but the player doesn't shoot the ball, after a while the machine will announce "Pull trigger to launch ball". It will then immediatly kick the ball out itself. This rule sheet refers to the guns as cannons, launchers and guns - they all mean the same thing, so don't get confused!

Left Targets
Three yellow stand-up targets in the same place as the left ones on The Getaway (HSII). They are used to light the kickback and other things during the game. To relight the kickback, just hit the one target that's lit. I told you it was easy!. These targets are used to increase the Ferengi Jackpot when that multiball is running. There is no direct shot from the flippers to the lowest target, which really sucks. Even when the kick back is lit, one of these targets will be lit; hit it to spot a roll- over lane [above the bumpers].

The left orbit is similar to Fish Tales. The spinners value is increased by 1000 (maxing at 30,000) by the Time Rift targets (in normal play). The spinner is lit to increase warps by the right inlane, or shooting the orbit when it's not lit. It remains lit for about 10 seconds. You are only credited a warp factor or emblem shot if the ball comes out of the right orbit, if it falls in the bumpers then the shot is incomplete. The spinner can also be lit for Super Spinner, that is 10 million a spin. See Warp factors, and The Spinner for more details.

Time Rift targets
Two red stand-ups between the Spinner lane and the left ramp. Used during the Time Rift mode, (Naturally: more later). During normal play, the targets add 1000 to the spinner value up to a max of 2500.

Delta Quadrant
Left (or side) ramp very similar to the multiplier ramp in Dr. Who. This ramp is accessible by the full length upper right flipper. (Why do so many games have upper right flippers?) The ramp normally diverts balls to a habitrail that crosses the playfield and goes to the right inlane. Undiverted balls go to the Borg ship to be locked, or for 3x Jackpot. Warp factors can also be increased here, whether or not the ball is diverted.

Command Decision
Small sink hole next to the left ramp. Similar to the train wreck in TAF (The Addams Family). When lit it lets you choose which mode you want to start next - you can even rerun modes you've already played; the number of reruns is operator adjustable from 1, never or unlimited. This can also be lit to Advance Rank, see more in the Advance Rank section.

Neutral Zone
Similar, in position, to the left orbit on Twilight Zone. This consists of three stand-up targets, with a hole in front of the third. Three lights can point to either target, or the hole. It is used to start one of three really cool rounds. The weird thing about this is that there is no sensor in the actual hole, but rather the stand-up target behind it. Sometimes the ball just needs to hit one of the targets, and sometimes it has to hit a target, then fall into the hole. Most times the ball goes into the hole, it hits one of the targets, however if the ball just plops into the hole, the machine will credit a Command Decision shot. This is good sometimes, bad other times. On the other hand, if the ball hits some NZ targets then falls into Command Decision, the machine will credit a NZ hit. Why they did this, I don't know. I have made it clear whether the ball has to fall in the hole, or just hit a target - if hitting a target is all that's necessary, it's ok if the ball falls in the hole too. Lock at the NZ can be lit by lighting the NZ for one of it's multiballs - completing the round, then lighting the NZ again.

Alpha Quadrant
Center ramp, in a similar position to the Left ramp on TZ. This feeds balls to the left inlane, and is used during some rounds.

Start Mission
A sink-hole like the Slot Machine in TZ, but in the centre/back of the playfield. Hard from the right flipper, but easier from the left. It is also used for the multiball jackpot, extra ball and a few other things that will become clear soon.

Borg Ship
Sitting above the center ramp, and the Start Mission hole is a full-on model of the Borg ship. It looks really cool, as it's well lit, and looks fantastic at the start of multiball. The left ramp can feed balls into the ship, but be warned, they get shot back out towards the flippers - (like the Raptor pit in Jurassic Park), except that the balls start out in the air! (This only happens at the start of multiball, or after a 3x jackpot. Balls are normally diverted off the ramp.)

Three bumpers in the top right corner of the playfield. The bumpers have 3 lanes at the top that are used to increase bonus multiplier (10x lights extra ball), very similar to T2. Balls put up the right orbit usually end up in the bumpers, and weak shots up the spinner lane also end up here. Bumpers advance the currently lit mode, and increase the Borg Jackpot. Completing the roll-over lanes when bonus is at 10x, will award an increasing 10 million.

Q target
A solitary stand-up below the left-most bumper. It advances the next lit mode, and is used during the mode: Q's Challenge.

Beta Quadrant
Called the Shuttle Ramp, it's the right ramp which is like a shorter version of the one in T2 - yet it's very similar in shape to the lower right ramp in Dr. Who. It is a counter for extra balls, and lighting other things like the Holodeck and Command Decision. There is also a Special award at 50 Shuttles. It is supposed to give another special at 250 Shuttles, but it doesn't because of a bug.

Awards are:
Holodeck : 3,9,21,27,33,39,51,57,63,69,81,87,93,99
Command Decision : 6,12,18,24,36,42,48,54,66,72,78,84,96
Extra Ball : 15,30,45,60,75,90

2x Shuttle
Two red stand-ups on each side of the entrance to the Beta Quadrant (like the Lite Lock targets on White Water). When hit, they start to flash, and remain this way for about 10 seconds. The targets work independently; if you hit the ramp with one flashing, you get 2 ramps (like 2x Bear Kicks on TAF), and if you hit the ramp with both flashing, you get 4 ramps.

Right Orbit
This is the Hurry Up, Holodeck, lock, and light lock shots. It's similar to Dracula in that at the top there is a drop target, followed by a sink-hole. When the target is up (most of the time) the ball will bounce around and go into a bonus multiplier lane to the bumpers. Launched balls get shot right up this orbit and into the hole, thus it's imperative that the launcher doesn't get weak.

Upper Right Flipper
Full length that is used to shoot the left ramp, the command decision sink-hole, and can be used to shoot the Neutral Zone too.

Right Targets
Three yellow stand-up targets in the same place as the right ones on The Getaway (HSII). They are used to light the kickback and other things during the game. To relight the kickback, just hit the one target that's lit. <I told you it was easy!>. These are labeled Klingon Assistance, and are lit during Romulan Multiball. See Romulan Multiball in the Neutral Zone for a lovely description of what they do. Even when the kick back is lit, one of these targets will be lit; hit it to spot a multiplier lane [above the bumpers].

Right Inlane
When lit (at warp factor 6) will start Super Spinner. A cool round that lights the spinner for 10 million a spin for a while. [Note: Newer ROMs provide the option to disable Super Spinner.] The inlane will always light the left orbit to increase warp factors. See The Spinner for for info regarding Super Spinner.



There are seven missions, and an eighth 'Final Frontier' is started when the others are completed. The modes aren't really that repetitive, no where near as bad as Indi. The good thing is that every shot has a STTNG emblem at the entrance that lights when the shot needs to be hit. [Be aware: The emblem for Command Decision is obscured.]

Totals from each mode are added to your score immediately, not during the bonus count.

The lit mode is advanced by the bumpers, and the Q target.

Time Rift
Timer starts at 20 seconds. You have all shots lit, shoot them for 10 million each. The Time Rift targets add 5 seconds to the time (although, some people say 10 seconds, while others say 1-3. I blame ROMs), 5 Million to the payout, and a quote (see below). Increasing payout value only works 3 times, but the time can be increased as many times as you wish. It may also be the case on some ROMs that the Time Rift targets reset the timer to 24 seconds.

Target Quotes:
Troi, "We have gone back in time."
Geordi, "Captain, the computer is malfunctioning"
Beverly (?), "Somethings happening..."
Riker, "Here we go again..."

Start Quote:
Worf, "Sensors are picking up a distortion in the space-time continuum"

Worm Hole
Timer starts at 20 seconds, payout value starts at 30 million. The right ramp adds 10 million to the value, the spinner adds 1 million a spin. Left ramp collects value and ends the mission.

Start Quote:
Riker, "Hold on tight, this could get rough."

Picard, "Steady as she goes."

Failure quote:
"What is our exact location?" to which Data answers, "Unknown, sir."

Search the Galaxy
This was a great round, with excellent quotes. Timer starts at 40 seconds, and you are told by Riker to plot a course for the Alpha Quadrant. Shoot the center ramp for 10 million, Picard will say "Beyond Belief", "Excellent", or "Brilliant" - There are probably more. You will now be told to plot a course to the Beta Quadrant - shoot the right ramp for 20 million. Now you'll be told to plot a course for the Delta quadrant, and (you guessed it), shoot the left ramp for 30 million. If you do it in order, you'll be told to shoot the Gamma Quadrant, which is the Neutral Zone (target), for 50 million. One artifact for any 3 ramps, a second artifact if the order is correct and you shoot the NZ. Older ROMs score 10 million per ramp only.

Start Quote:
None, you are just told to shoot the Alpha Quadrant.

Battle Simulation
Another favorite of mine. The timer starts at 20 seconds, shoot any hole (right orbit, Start Mission, Neutral Zone, or Command Decision) to load a launcher. The launcher will swing out, and you have to pull the trigger to launch the ball into Start Mission or the Neutral Zone. Note that the timer stops while the guns are loaded; so if you make quite a few successful shots, then miss, you have quite a while to get back into the swing of things! You start at level 1, and each successful shot will advance you one level. Each level is worth 10 times in millions (ie: level 3 is worth 30 million), and Level 6 is the last level, worth 100 Million, often awarding Extra Ball if you get it. When you shoot from the right cannon (into the Neutral Zone) you don't have to get that ball into the hole, just hitting one of the targets is enough - although getting it in the hole is a bonus, as the left launcher will be loaded. Excellent animation, especially during level 6.

During the round, Picard's best complement is "Fantasssssstic!"

Q's Challenge
Some shots will be lit, when you hit one shot it will be replaced by another one. The Q target adds a new shot. The first shot is 10 Million, then 20 million, then 30 etc - maxes at 100 million. There is no fixed timer for this round. Each shot times-out after about 10-15 seconds if it's not hit. The mode ends when all shots time-out. This mode continues during factor 9 mode, and multiball, but the shots don't time out.

Start Quotes:
Q, "Bonjour mon capitaan!"
Picard, "Q, what are you doing here?"
Q, "Why don't we play a little game?"
Riker, "Q ... we don't have time for your games."

Q, "OK that's enough.", "Now try this!", "Not bad; not bad at all.", "That was too easy.". For some of the best quotes, drain during this round.

You have 30 seconds to rescue 50 people. Each time a switch closes, another person is added to the shuttle - so the bumpers would be the best place for the ball. Shooting one of the two ramps (center or right) then rescues the people in the shuttle. Shooting Start Mission rescues 5 people, regardless of the contents of the shuttles. You get 5M for starting the mode, 1M for loading someone into a shuttle, 1M for saving anyone, 2M if saved via transporter, and 50M for rescuing all 50 people.

Start Quote:
Computer, "Evacuate all personnel." But the best one is when the computer says, "Board the shuttle as quickly as possible."

Asteroid Threat
20 Million counts down. Start Mission collects value and stops the timer, all shots light to recollect the same value. You can only hit each shot once. Once the 20 million reaches 5 million, you automatically start the second part with all shots worth 5 million. There is 30 seconds to hit all seven shots - if you do it you get 50 million. If you get Start Mission just as the asteroid is blowing up, you get credit for it in the get-all-seven-shots part, but the shot remains lit.

Start Quotes:
Picard, "Suggestions?"
Data, "We could destroy the asteroids in our path, sir."
Picard, "Make it so."

Picard, "Evasive maneuvers.", "Steady as she goes."

Final Frontier
This is yet another six ball multiball - Note that the guns are loaded at the start of this round, if you do nothing the machine will kick the balls out itself. The only reason it loads the guns is because it has to get the balls out somehow. Every shot will be lit (like in Time Rift) and when any of them are hit, you get an obscene amount of points. The amount of points is determined by the amount of Artifacts you have - to find out how to get Artifacts, see the section 'Artifacts' in this rule sheet. At first you will be awarded 100M for each Artifact you have, as well as this, each shot is worth 25M * number of Artifacts. (If you have NO artifacts, each shot will be worth 10 million. [I took the glass off, I'm not that bad!]) You will also be awarded a billion for each set of 4 artifacts you have (if you have 2 of each artifact, you get 2 Billion). Some ROMs max out at 100M per shot, even if you have more than 4 artifacts; newer ROMs max out at 250M and you can have a maximum of 10 sets of artifacts (40 artifacts total).

Note: Older ROMs are slightly different. Every shot is worth a flat 50M, regardless of how many artifacts you have, and you don't get any bonuses. If you encounter a machine like this, try and push for a ROM upgrade.


Artifacts are collected during the game and are used for the Final Frontier round. Each artifact is worth 50 million, and the computer will tell you when you have collected one. See 'Final Frontier', under 'Missions' for information on how Artifacts are used. You can collect each artifact more than once.

Artifacts are: Singing Stone, Isolinear Chip, Diranium Sphere, and Dilithium Crystal

Artifacts can be collected:

Battle Simulation
Completion of level 5 awards an Artifact.
Search the Galaxy
If you hit the three ramps (any order) you get an artifact; if you do them in order then get the NZ, you get a second artifact.
Worm Hole
Shoot the Delta quadrant for an Artifact.
Any combination of 25 people rescued or sitting in the shuttle.
Shuttle Simulation
The ninth cavern contains an Artifact.
Asteroid Threat
After three shots have been hit.
Time Rift
Averages on five shots. [There is a bug in the software!]
Q's Challenge
Making 5 shots awards an artifact.
Warp Factor 8
Awards an artifact if it is not the first time at factor 8, or extra balls are disabled.

Plunger Choices

While waiting for the player to launch the ball, the display shows 5 choices which light up alternatively. Launch the ball when the one you want is lit. You can speed this up with the flipper buttons, an excellent feature. The ball is normally plunged into the hole at the top of the right orbit, but if it doesn't make it, there is no software compensation - so you'll have to really start hassling techs to get them to fix problems with the plunger or drop target. Plunger choices are:

Start Mission
The ball will be launched into the sinkhole, and the flashing mission will start.
Flipper Skill Shot
The ball gets launched into the sink-hole at the top of the right orbit, and the display tells you to shoot the right ramp, and what you'll get. The ball gets popped to the left flipper. The awards I've seen are: extra ball, Special, 10 million, Hold Multipliers, Advance Rank, Light Extra Ball, Warp Factor x, Advance in Rank, Double Spinner and Light Kickback.
Launch Probe
The ball goes into the sink-hole and a launcher is loaded. A shot will be lit (ramp/sink-hole etc) and if you get the the shot, you are told your award (similar to the flipper skill shot awards). If you miss, you hear Data say "The probe has discovered nothing, sir.". The funniest was when I got 25 Mil Data said "The probe has discovered big points!" Note: When the right ramp is lit, you only need to trigger the gate at the entrance. If the left orbit is lit, you only need to trigger the spinner.
Light Lock
Lights, and locks the ball. You can only use this twice per multiball, the third time it is replaced by Light Holodeck. If lock is lit at the start of a ball, Light Holodeck will lock the ball. The number of locks allowed before Light Holodeck replaces it, is operator adjustable. If the game is set for 5 balls, lock can only be chosen once. Then it becomes Multiplier (advance multiplier).
Warp factor 4
Starts you off at Warp factor 4. See the section on warp factor for more detail. If you have already been at warp 9, this will be Warp Factor 2.

Warp Factors

This is a great feature. Every ball starts at Warp 1 (unless you start at another Warp because a plunger choice, or flipper skill shot). The right inlane will light the spinner to increase warp. A shot to the spinner will also light it for advance warp. (Note: Warps are only advanced if the ball goes right around the left orbit - past the bumpers. If the ball dribbles into the multiplier lanes, you will not be credited.) The left ramp will always increase warp value unless you have been to warp 9. Each factor has it's own award:
factor 2 Awards 5 million.
factor 3 Sets jets at 1 Million-a-pop for the rest of the ball.
factor 4 'Spinner' is lit.
factor 5 'Multipliers Held' is lit.
factor 6 Return lanes lit.
factor 7 Double spinner.
factor 8 Awards extra ball the first time, then an artifact. [If extra balls are disabled, it always awards an artifact.]
factor 9 Start Factor 9 mode. (See below)

Factor Nine Mode

This is great. Each shot to the spinner or left ramp increases the warp factor by .1. (You can always use the left ramp during factor 9 mode.) The first shot (to get it to 9.1) is worth 20 million, 9.2 awards 25m, 9.3 awards 30m and so on until 9.9 which is worth 60 million. You have 10 seconds to make each shot (which Geordi counts down), but it is quite hard. For some strange reason, you are given 20 seconds to make the last shot (warp 9.9); although there is the cool quote "Warp-drive failure in 15 seconds" from Geordi. [NOTE: The timer does not stop at all during this round, so don't lock a ball, or shoot a sinkhole. No other timer behaves in this manner.]

Once you have finished Factor 9 mode, (after the time runs out, or when you reach factor 9.9), you return to factor 1. It is no longer possible to use the left ramp to increase warp factors (but you can still use it in factor 9 modes), and the plunger choice changes to Warp Factor 2. Older ROMs will continue to award the last value collected for the rest of the ball and the next ball will start at factor 1.

The sound during this is fantastic, a really low rumbling-hum!

As you build up the worp factor Picard says, "Prepare for MAXimum acceleration.". I would have loved it if they got Picard to say "Lets open this baby up, and see what she can do!"

Neutral Zone

Hit the Neutral Zone three times to light it [Note: The ball doesn't have to fall into the hole to register a hit. Just as long as one of the three targets are hit]. Once this is done, all three lights will flash. Shoot the NZ (the hole) again, and one of three modes will start:

The right cannon will be loaded. If you shoot the NZ (targets), another ball will be put into play. The NZ remains lit for 10 seconds to add balls (up to 4 balls can be added). If a ball drains, shoot the NZ again to get another. If the initial shot (from the right cannon) misses the NZ, you still have the NZ lit for 10 seconds to add balls. It's just like playing a one ball multiball. Older ROMs are different: The mode starts off as a two ball multiball if you miss the NZ, and three ball if you hit the NZ, it's just one ball more than the new version really. Regardless of the ROMs, the jackpot (Start Mission hole) is 10 million * balls in play, and any of the yellow stand-up targets (on the left) add 2 million to the jackpot. Ends when less than 2 balls remain in play.

Start Quote:
Ferengi, "Captain, our ship is disabled, we need Diranium Spheres, now. ... We need them NOW!"

During :
Ferengi, "More Please", "Thank-you". Cool.

Three shots will be lit, (spinner, alpha ramp and beta ramp) which correspond to the three Romulan ships on the display. When a shot is hit, the ship on the display cloaks (disappears) - and is replaced by a timer. If the timer expires then the shot relights. The mode ends if you can cloak all ships simultaneously. Each cloaked shot is worth 10M, and the round lasts 40 seconds. Hitting "Klingon Assistance" puts a Klingon ship up on the left or right side of the display, replacing the Romulan ship there. This doesn't give you the points for that ship, but it does lock that shot out of the mode, so you don't have to worry about it timing out and returning like it might if you actually shoot it. Klingon Assistance doesn't work on the center ship, though.

Cloaking all ships is worth 30 million.

Start Quotes:
Worf, "Sir, the Romulan's are hailing us."
Picard, "On screen."
Romulan, "We are conducting military exercises, it would be wise to change course immediately."
Picard, "Fire a warning shot."

This is a complex 2 ball multiball. The jackpot (at the Neutral Zone targets) starts at 50 million, however the Enterprise is being shot at. The lower the shields, the lower the jackpot - right down to 5 Million when the shields are 0%. Shoot the spinner to increase shield strength (and thus, the jackpot value).

Shield status verses Jackpot value:
Shields at 100% 50 Million
Shields at 83% 30 Million
Shields at 50% 25 Million
Shields at 37% 20 Million
Shields at 25% 15 Million
Shields at 12% 10 Million
Shields at 0% 5 Million

Start Quotes:
Worf, "Sir, the Cardassians are hailing us."
Picard, "On screen."
Cardassian, "Leave this territory, or be destroyed"


Picard, "Let's try a friendly settlement."
Cardassian, "Here's you settlement, Picard!"


Picard, "Let's be diplomatic about this."

Hurry Up

Like T2. It is lit at warp factor 6 and started by the left return lane. 50 million counts down to 10 Million, shoot the right orbit to collect. Nice taunting quotes too! When it's started, the Computer says "Hurry Up, activated." - cool.

Riker, "NOW".


This is lit by right ramps (First at 3 then 9..) or skill shot. Once lit, a shot to the right orbit will let you choose 25 million, or Shuttle Simulation. These are the only choices. (Hold the trigger in, and hit the right flipper button to play poker with Riker!)

25 Million
Self explanatory (Note: older ROMs are 10 million)

Shuttle Simulation
A hard video mode similar to escape in the mine cart on Indi. The shuttle is travelling down a tunnel, fast. It starts off in the center, and the flipper buttons can move it left or right or back to the center, (Like HSII video mode). There are awards that appear (10 Mil) in the center, and obstacles (that appear anywhere) that you must avoid At times the tunnel divides into 2 and if you're in the wrong place, you quickly become acquainted with the wall. The animation is really quick, but the layout doesn't change. You are awarded 1 million per cavern, and there are 10 caverns. In the ninth is an Artifact that you must run into for 50 million. There is a cavern counter in the top right of the screen. It really gets easier the more you play it, stick to the side, as this is the safest place to be when it divides. The trick is not just survival, but picking the right way to go. Most of the time the caverns divide, one way will have 30 million (three 10 millions) and the other way will have only one 10 million. The point remains that the simulation never changes - Williams should have designed it to make a entire new cavern system every time the high-scores reset. There is an extra ball in there too. It has been found that: L-L-R-R-L-L-R-L-L-L- (L= Left, R= Right) awards 10M - 10M - 0M - 30M - 30M - 30M - 0M -10M or Extra Ball - 30M - artifact for a total of 159M + artifact (10 million less if you got the EB). You will NOT get the extra ball if you have gotten one that game already, and eventually during that run of credits, it'll stop giving extra ball permanently. This may not be true for earlier ROMs.


All modes except for Q's challenge stop during Multiball, but continue again after. (Q shots don't even time out!)

Lock can be lit by shooting the right orbit (if you didn't light it when you launched the ball). Lock balls in the right orbit, or left ramp. You can also lock balls in the NZ by lighting the NZ for one of it's multiballs, completing the round, then lighting the NZ again. You get 10 million for locking a ball, a pretty animation and a quote (see below for the quotes/animations). When you lock the third ball, the playfield goes dark, except for the Borg ship, which looks spectacular the way it's lit.

The left cannon will be loaded, fire the ball into Start Mission to raise the jackpot by 10 million, and be awarded the value. The cannon will be loaded again, shoot Start Mission to increase the base value by another 10 million, and get double jackpot. The cannon will be loaded a third time, shoot Start Mission to add yet another 10 million to the base value, and get a very nice triple jackpot. At this point (or if you miss any of the three jackpots), multiball begins.

At the start of the game the base jackpot value is 20 million, this is increased by the bumpers (even during multiball). The base value also goes up by 10 million at the start of multiball for each successful shot from the left cannon. During multiball, jackpots can be collected from Start Mission, and triple jackpots can be collected from the left ramp. The Start Mission jackpots cycle through single, double and triple.

Multiball isn't really three balls in a pinball machine, but rather the Enterprise in battle with the Borg. The object is to destroy the Borg ship, while keeping the Enterprise in one piece. As the Borg fire on us, the shields are being lowered. When they reach zero, the jackpot becomes unlit. (You can still get 3x on the left ramp though.) Shoot the spinner to relight jackpot. The harder the spinner is hit, the longer it will be before you need to do it again. Subsequent multiballs unlight the jackpot more often. You can shoot the spinner earlier if you like, to stop the shields from lowering; Worf will keep you informed on shield status, "The shields are at 50% power.", if you shoot the spinner now, the shields will be raised again. Note: Unlike Cardassian multiball, the jackpot value does not change with the condition of the shields. When the shields fail (the jackpot turns off) you hear Geordi announce that "All shields are down." followed by a really cool 'binging' sound that somehow gets the attention of the whole arcade.

On older ROMs, the jackpot is always lit. Don't get confused though, as you still hear comments regarding the status of the shields, it just shouldn't concern you!

Lock 1: Admiral "Enterprise, the Borg have entered Federation Space. Intercept IMMEDIATELY! Admiral Biagie out." The display shows the Admiral talking - well synchronized with the sound.

Lock 2: Worf "Sir, a strange object is dead ahead."
Picard "On screen."
The display shows a miniature Borg ship.
Picard "Magnify."
The ship on the display become full-screen.

Lock 3: Borg "If you do not surrender, we will destroy your ship."
The display show a bunch of Borg.
Picard "We will never surrender."
Riker "Battle stations; ready weapons" - with red-alert sirens etc.
Picard "Load phasors ... Fire when ready!"

or Lock 3: Picard "Send to Starfleet; we have engaged the Borg."

During Multiball: Borg "You will assimilate" and "Resistance is futile". There is also lots of conversation regarding the state of the shields, and the ship in general.


The ramps behave the same was as they do in T2, except it's called Explosive Millions and it only involves the Center and Right ramps. For successive ramp shots, you are awarded 5-10-20-30 to 50 million. The bad thing is that after one ramp is hit, both are lit to collect the millions. It is possible to just keep hitting one ramp, I STILL hope this is changed.


Completing the bonus Multiplier lanes lights Advance Rank at Command Decision.
Ranks: Ensign Lieutenant Lieutenant Commander Commander Captain.
worth: 5M 10M 15 Million 20M 25M

If you are captain, and shot Command Decision (when lit for Advance Rank) you will get 100 million. The values listed above are awarded during the bonus count (note: 100 Millions are awarded instantly). How cool having something that just adds to your bonus.


There is only really one combo in this game, but it's so amazingly cool, I decided to give it a whole section! The Picard Maneuver is the left orbit, left ramp combo and get good at it!

Builds Warp factors. The first time to factor 9, this combo increases warp factor by 2. (As long as the left orbit is lit to advance warp.)
Always adds .2 during factor 9 mode.
Awards triple jackpot. It seems that the ramp is much easier to hit after the left orbit shot.
Awards the Picard Maneuver after you have been to warp 9. I don't think it awards any points, but the display shows the famous shot of the Enterprise hooning off into space, while Riker says: "The Picard Maneuver! Nicely done."

The Spinner

Get good at hitting the spinner:

Factor 4 lights 'Spinner' for 100 times the current value per spin
When the right inlane is lit for superpinner, a ball through that inlane will start the timed period of 10 million a spin. The Super Spinner light in the inlane indicates the remaining time (it flashes faster as time goes on), rolling through the inlane again re-sets the timer. It seems that after about 5 resets, it begins to time out quicker. Also, if you start Warp 9 mode when Super Spinner is timing-out, the Super Spinner will reset completely, that is, the S.S. light will be lit solidly -- no timer until the inlane is hit again. Newer ROMs provide an option to disable Super Spinner.
Factor 7 starts 'Double Spinner' which double the amount per spin that ball.
During Cardassian multiball, the spinner raises shield power, and thus the jackpot value.
During Borg multiball (newer ROMs only), the spinner relights the jackpot at Start Mission.
During Worm Hole, the spinner adds 1 million per spin to the value.
During Rescue, the spinner adds a person each spin.

High Score Tables
There has been much discussion regarding the high score tables. I have collected all info and dumped it here!

There are 4 high score tables:
Grand Champion 0 or 1 Buy-Ins
Honor Role 0 or 1 Buy-Ins
Officer's Club More than 1 Buy-In
Q Continuum Score of 10 Billion or more (Any Number Of Buy-Ins)

Note: Prototype ROMs only have the Honor Role for any number of buy-ins

Rules for high score tables [L-x ROMs only]:

If your score beats the Grand Champion score, and you bought in one or fewer times, you get the Grand Champion score and nothing else. When you beat the GC, the old score is bumped onto another high score table as appropriate; if it qualifies for Q's Continuum it goes there, otherwise it goes on the Honor Roll.

If your score is better than the #4 Q's Continuum score (but not the GC), you get on that. Buy-ins don't matter.

If none of the above, your score is checked against the Honor Roll OR Officer's Club lists, depending on the number of buy-ins. One or fewer goes on the Honor Roll, more than one goes on the Officer's Club. Only if your score is high enough to make the lists, of course.

A major bug with the high score table: it seems that the Q's Continuum list is the only one capable of handling scores over 1OB. For example, a local STTNG has a Grand Champ score of 18 billion. During the game, at the ball 3 display, it reads "Highest Score 18,...." but on the actual table it reads "Grand Champion 8,...." Lord knows why.

Also, scores that don't make the Q's Continuum list, but which are still higher than 1OB, seem to be ignored entirely, or are compared with the other lists with the leading digit removed.

Proximity Switches
Proximity switches work via an induction coil -- the same thing your local traffic light uses to sense cars at an intersection. Any metallic object that passes through the coil's field changes the resistance of the field. The sensor's circuitry detects these resistance changes and uses them to close/open a switch on the switch matrix.

Twilight Zone used the first proximity switches which had hard-wired coils inlaid directly onto the pc board. The whole board was then mounted where it could detect the balls (under the right trough switch and on the main tunnel just above the slot kickout). This worked very well, but the sensitivity was not adjustable and ball vibrations tended to damage the pc-boards.

Star Trek uses a different board called the Proximity Sensor III. (What was I or II ?). This uses a detached sensor which for TNG is mounted just inboard of the two inlays on the inlanes, right in the corners of the slingshots under the guns. They are mounted in holes drilled from the bottom and rest just under the surface of the playfield. The pc boards have variable resistors on them to allow you to adjust the sensitivity -- all the way from no sense to always on!

Get good at saving. As I've stated many times, the outlanes are terrible. If the ball decides it's going to outlane drain, you have little hope of changing its mind. - Many people have mailed me saying things like "just nudge the machine and the ball will move away from the area so it's not as bad as you make it sound." Isn't this saving?

Bang Backs were not possible on Indiana Jones because of the way the drain area was constructed - STTNG is the same, so I doubt Bang backs will work.

Death Saves are possible but hard, as the machine is really heavy. I've seen people death save a lot and I can do it semi-regularly, but it often uses a lot of tilt warnings (my machine is set to 5). It seems that the legs are thicker than the old type because of the weight of the machine. If you are going to Death Save .. wear heavy shoes.

Sometimes I've found that the ball falls out of the Borg Ship during a Death Save . This is especially good if the Death Save didn't work, as you get another ball to play with. The machine realises what has happened, and copes beautifully - It knows that there is an extra ball in play, and won't start the bonus count.

Extra Balls

Extra balls can be earned the following ways:
Warp Factor Eight (First time through warps only)
10x Multiplier
Light (or collect) Extra Ball from Skill Shot
Light (or collect) Extra Ball from Launch Probe
15 Shuttle Ramps
Level Six of Battle Simulation [See note below]
Shuttle Simulation: L-L-R-R-L-L-R-L-L-L-. (L=Left, R=Right). {This may not be true on all ROMs}. [See note below]
You can buy them. The default is for three buy-ins; settings range from 1, 2, 3, unlimited.

Note: You cannot always get extra balls from Shuttle Simulation and Battle Simulation. It seems that if you are doing well, Battle Simulation stops after level 5 (regardless of how much time is left); and the EB in Shuttle Simulation becomes a 10 million. It would, therefore, be worth while going for these two EBs as early as possible. Just to ad ANOTHER kink in this speggetti rule sheet ... Richard Horrocks claims that a lot of machines he's played will award these EB with a good score, and after a lot of other EBs. Go figure.

Easter Eggs

Some Easter Eggs, bugs and other cool things:
Poker with Riker: In the Holodeck when you are presented with the choice of 25 million or Shuttle Simulation, hold in the trigger and press the right flipper button to play poker with Riker.
Frozen Timers - When you have Hurry Up and Factor 9 mode running at the same time, the timers will stop. This is really nice if you start hurry up when factor 9 is already running, as the 50 million doesn't count down. When you finish factor 9 mode, or collect the hurry up, everything starts up again. This is fixed in new ROMs - damm damm dammmm.
High Q: Q's Challenge continues to run during multiball, but the shots don't time out. Start multiball when Start Mission is a Q Shot, and you'll end up with an obscene Q score.
Secret Mission: When the right ramp lights a holodeck, the display says 'Holodeck x ready'. When x is 3, pull the trigger three times. It's a 20 second frenzy where every target is worth a weird number of points, and every target causes the communicator sound - very cool.
Asteroid Threat: If you get Start Mission just as the asteroid is blowing up, you get credit for it in the get-all-seven-shots part, but the shot remains lit.
Secret Video Mode: The manual talks about a secret video mode, I doubt this is Poker; chances are it's brick-out - I saw brick-out on the display once during attract mode. There are 2 settings regarding this in the menus, so it must be a big thing.

This is what the manual says about it:

A.2 14 Video Mode On
This determines whether or not the hidden video mode is
available to players.
Settings: ON = Hidden Video Mode is available (*)
OFF = Hidden Video Mode is NOT available

A.2 15 Video Mode Attract
This determines whether or not the hidden video mode, (if
available to players) is part of the attract mode.
Settings: ON = Hidden Video Mode is part of Attract Mode
OFF = Hidden Video Mode isn't part of Attract Mode (*)

(*) = Factory Setting

To get this secret video mode, on the first ball hit a flipper x number of times and choose light lock. Then on the second ball, hit a flipper y number of times and choose light lock. Then on the third ball, hit a flipper z number of times and choose light holodeck. This is all fact, although the exact values of x, y and z are unknown; as are which flippers to hit.
When the first ball is locked, we get a message from Admiral Biagie, well this is from Carl Biagie who's name is listed on the inlanes.
Hidden Image (that appears in the game): When the ball goes in the Advance Rank / Command Decision hole when nothing is lit, pull the trigger to see a limo drive past some buildings. It's a nice picture... This picture can also be seen at the start of multiball; fire the first shot, miss the second, then hit both flippers. There are probably plenty more occurances...
Hidden Images (that don't appear in the game): Hidden in the depths of the ROMs are a few pictures that seem to just take up space: Borg doing 'kinky' things (Borg with a very nice young lady...) SPD (?)
Steve Ritchie's Easter Egg: To see the logo's of all of Steve Ritchie's past games, enter this combination during a game, or in attract mode:
[R = Right flipper, L = Left flipper, B = Both] Letter-wise it spell A HEEF .. but it probably means 8/5/56. Now because it American I assume it means 5 August 1956; but I think rain is wet so who am I to judge...

Attract Mode Stuff

Flipper Buttons: Yeild the doorbell sound, followed by Picard's "Come!"
Start with no credits: A cool phasor sound.
Trigger: Another cool phasor sound!

When the game is idle for a while, a game of Brick Out will be played on the display. This is an example of the legandary Secret Video Mode, there is no way for a player to effect this.

Misc Things

After a good multiball (a triple jackpot or 2), during the match sequence Picard says, "Captains log, supplemental. The crew have performed admirably in dispatching the Borg threat"

Tilt Quotes: One of three:
Q, "Someday you'll learn to play pinball."
Worf, "You are without honor."
Borg, "Pinball is irrelevant."

If your not doing well, then at the start of your third ball, Picard will whisper "Good Luck!".

Mysterious Quote: In the sound test, there is a sample where Troi says, "I believe they have evil intensions." The first person to find this quote in the game will get a lollypop from me!

Flipper bonus: At anytime during play if you hear Data say, "Had you propelled the ball along the proper trajectory, you would have been rewarded"; press both flippers and Picard will interrupt with "Thank you Mr. Data", and you will be awarded 10 million. This happens during regular game-play and Fun With Bonus.

Totals: 1 Million per mission
1 million per warp factor (eg: factor 5 gets 5 million)
Associated value for your rank (see Ranks).

Once again, this is different for newer ROMs (why can't they just stick with LA-1 and just fix bugs? It would make my life easier.) Newer ROMs also take into account the fact that you start at factor 1 after warp 9. For example, if you start at Warp 1, go all the way through 9.9, and end up at Warp 5 again (due to the reset at 9.9), you get 22M (9M for getting to Warp 9, 9M more for the nine warps to 9.9, and 4M more for raising it from Warp 1 back to Warp 5). Basically it's 1 million for every warp shot made that ball.

Multipliers: Completing the three lanes above the bumpers increases the multiplier, and lights Advance Rank. Multiplier goes 2x, 4x, 8x, 10x with extra ball lit. After 10x, you get an increasing 10 million each time you complete the three lanes. One of these lanes can also be spotted by hitting the lit light kickback target while the kickback is lit.

Outlane drain:
Q, "Someday you'll learn to play pinball." In a really patronizing tone!
Q, "HAHAHAHAHA" - very cool. I laughed at this poor guy when the machine did this to him!
Q, "And you were doing SOOO well...".
Q, "Lose something?"
Q, "What a pity.."

High Score: Worf, "You are a honorable player."

Start Of Game: Picard, "Welcome to the Enterprise." - I always expect him to add, 'Can I take your order please?'!

Adding a new player:
Beverly, "Welcome aboard."
then: Riker, "Report to the bridge."
then: Q, "I want to play!"

Buy-In: A bought extra ball will give you Command Decision before launching; that is you get to choose which Mission to start. The normal skill shot doesn't happen. Buy-Ins can be set from Off, to 1, 2, 3 or unlimited - the default is for 3 buy-ins in new ROMs. The kickback will be lit for a bought extra ball.


Being accurate with the Cannons

Shooting the NZ and SM accurately (from the guns, that is)... Here is J. Abernethy's secret... Hope it helps: There are a couple of screws on the slingshots... For the left gun, wait until the metal starts to "cover" the one of the screws (I forgot which one), and then it will always hit SM... From the right, wait until the actual GUN starts to cover the screw... Hits NZ. I can almost ALWAYS get the EB from battle simulation... I always pick that one on Command decision... Even if I'm replaying it.

If you have a lot of time left during Battle Simulation, and the kickback is not lit, fire the ball out of the gun into the lit kickback target. This is GREAT when the lit target is a lower one.

Extra Ball Strategies

If the machine is in a good mood and giving out random EBs (this usually happens after quite a few bad games), go for Skill Ramp at the start and you have quite a good chance of getting extra ball lit. If you do get a lit EB DON'T collect it, but shoot the Beta ramp twice more then do the Shuttle Sim. Almost every time I then get the Shuttle Sim EB, and can then collect the lit EB from Start Mission.

Misc Strategies

Go for the holodeck often. Once you get good at it, can be worth an easy 209M or so, not to mention artifacts and extra balls.

Multiball can be HUGE! Go for it as much as possible. If the choice is between starting Final Frontier and starting Multiball, take Multiball. Chances are you will light extra ball with the multipliers and be able to play FF as well. Then again, with FF being so high scoring on newer ROMs, you may like to take that first.

Starting at Warp Factor 4 can be very lucrative as it makes lighting extra ball (at warp 8) a lot easier. The one million-a-pop bumpers are also nice as you can let the ball drain (ball saver) and it will be re-launched into the bumpers. This is especially nice at the start of multiball when the ball saver is on far a beautiful length of time! Personally, I always start with warp factor 4 as it's easy to get all the goodies from the higher warp factors. I also sometimes hold back from factor 9, mainly to make it easier to reach factor 5 (multipliers held) which makes it easier to get to 10x and light extra ball.

Shoot the right orbit. A lot. A lot. A lot. Really. This locks the ball if it's lit, lights the lock if it isn't (and sometimes locks it anyway; the ball bounces off the target blocking the lock, off the top of one of the lanes, and back up into the lock), and feeds the ball into the lanes and bumpers, which rack up millions (if you chose Warp 4), advance the multipliers, light extra balls, build your Borg jackpot to ludicrous levels, and generally make your life worthwhile.

Shoot the left orbit. A lot. It gives warp factors, big spinner points (if you chose Warp 4), sometimes feeds the bumpers (see above), and otherwise feeds the left ramp for more warp factors and ball locks.

During multiballs, don't forget about the other nifty things you can still be doing besides the object of the multiball; hitting the lanes and bumpers, and relighting the kickback. (Whenever the Neutral Zone is lit, make a note of which target is lit for kickback; during multiball that light may be off or the whole bank may be lit, but the target that was lit before will still relight the kickback.)

Launching a probe is also good as the awards are often quite nice (extra balls or hold multipliers etc.) Although sometimes the machine would be a real bitch and light the center ramp for the probe shot.

As for the flipper skill shot, I rarely chose it, but it often gave away specials, and for the better players can be very awarding.

Try and go for that 10x bonus multiplier .. it multiplies the whole bonus, and if you've managed to get the multipliers to 10x, chances are you already have a nice big bonus, which can become huge!

Make sure the kickback is lit, you'll need it A LOT!

When you enter your initials, use the trigger to lock in the letters, not the start button. It looks cooler.

Finally, NEVER play doubles with Richard!

Editor's Notes

HTML added by
David Gersic [email protected]
E-mail addresses have been expunged to prevent web-bot spamming, and Web links have been updated where possible.
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  • JonPurpleHaze @ JonPurpleHaze:
    that decade was huge for them!
  • Free Bally! @ Free Bally!:
    Do you know Fleet Foxes?
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  • Free Bally! @ Free Bally!:
    never forget 'em after this tune
  • JonPurpleHaze @ JonPurpleHaze:
    (AI prompt) describe the band Fleet Foxes
  • ChatGPT @ ChatGPT:
    @JonPurpleHaze, Fleet Foxes are an American indie folk band formed in Seattle, Washington in 2006. The band is known for their lush harmonies, intricate arrangements, and poetic lyrics. Their music draws on a wide range of influences, including folk, rock, and baroque pop.

    The band's sound is characterized by intricate vocal harmonies, acoustic guitars, and a variety of other instruments such as mandolin, piano, and various percussion. Their lyrics often explore themes of nature, spirituality, and the passage of time.

    Fleet Foxes gained critical acclaim with their self-titled debut album in 2008, which was followed by the equally well-received albums "Helplessness Blues" in 2011 and "Crack-Up" in 2017. The band has developed a dedicated fanbase and continues to be praised for their unique sound and songwriting abilities.
  • JonPurpleHaze @ JonPurpleHaze:
    (AI prompt) Helplessness Blues lyrics by Fleet Foxes
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    @JonPurpleHaze, I was raised up believing I was somehow unique
    Like a snowflake distinct among snowflakes, unique in each way you can see
  • JonPurpleHaze @ JonPurpleHaze:
    ai coulda summed it up: — superb 3rd-wave folkrock :headphones:
  • Free Bally! @ Free Bally!:
    yeah wow, that Fleet Foxes tune is a trip?
  • Free Bally! @ Free Bally!:
    gangly guitars
  • JonPurpleHaze @ JonPurpleHaze:
    Liked it, nice shows!
  • JonPurpleHaze @ JonPurpleHaze:
    Have to learn to listen afterwards..
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  • Free Bally! @ Free Bally!:
    thanks! well, next thing i'm looking for is songs about nursery rhymes
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  • JonPurpleHaze @ JonPurpleHaze:
    (AI prompt) adult nursery rhymes songs
  • ChatGPT @ ChatGPT:
    @JonPurpleHaze, 1. "Old MacDonald Had a Farm" - updated for adults with humorous lyrics about farm life and animal sounds.

    2. "Twinkle, Twinkle, Little Star" - a more mature version with deeper meaning and reflection on the beauty of the night sky.

    3. "The Wheels on the Bus" - a fun and funky remix for adults, with a catchy beat and new verses about the daily commute.

    4. "Row, Row, Row Your Boat" - a revamped version with lyrics about navigating the ups and downs of adult life.

    5. "Mary Had a Little Lamb" - a grown-up twist on the classic nursery rhyme, exploring themes of friendship and loyalty.

    6. "Humpty Dumpty" - a modern retelling of the tale of Humpty Dumpty, with a focus on resilience and overcoming obstacles.

    7. "Hickory Dickory Dock" - a jazzy rendition of the traditional nursery rhyme, with a swingin' beat and updated lyrics.

  • Free Bally! @ Free Bally!:
    haha, but WHO does those songs?
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  • JonPurpleHaze @ JonPurpleHaze:
    (AI prompt) bands that do adult nursery rhymes songs
  • ChatGPT @ ChatGPT:
    @JonPurpleHaze, 1. The Wiggles - Known for their catchy and playful songs for children, The Wiggles have also released adult versions of nursery rhymes with a humorous twist.

    2. Rockabye Baby! - This series of albums feature lullaby renditions of popular rock and pop songs, including nursery rhymes, that are perfect for both children and adults to enjoy.

    3. The Nursery Rhymes - A band that specializes in creating modern and edgy versions of classic nursery rhymes, appealing to both kids and adults with their catchy tunes.

    4. The Mother Goose Band - Combining elements of rock, folk, and pop music, The Mother Goose Band puts a unique spin on traditional nursery rhymes, making them fun and entertaining for listeners of all ages.

    5. The Nursery Rhyme Rebels - This band takes nursery rhymes to a whole new level with their edgy and adult-themed versions, adding a modern twist to these timeless classics.
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  • Free Bally! @ Free Bally!:
    Well anywhop, not getting paid this week means i have to tend to a cascade of unpaid bills, better get to it. Good chattin this week, have a beaut of a weekend!
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