Sega• 1997• Whitestar• Joe Balcer / Joe Kaminkow

Starship Troopers

Kill bugs across five planets, capture the Brain Bug, choose between Advance Planet and Planet Multiball, build huge Regular and Orbit Multiballs, climb the six Recon levels, and eventually attack Klendathu.

6 Planets Planet Multiball Regular Multiball Orbit Multiball Brain Bug Klendathu
1997 Sega Starship Troopers pinball machine
Playfield
3 flippers · 2 ramps
3 pop bumpers · 2 magnets
Main objective
Clear 5 planets
Then attack Klendathu
Production
1,500
Pinside listed production
Estimated value
$3,420–$3,980
Current Pinside estimate range
The game at a glance

Kill bugs now, but save the biggest nuke for later.

Starship Troopers has two parallel games. The long game is planetary progression: kill every required bug on a planet, deal with the Brain Bug, then either advance or nuke planets. The immediate scoring game is built around Regular Multiball, Orbit Multiball, and high-level Recon Awards.

Why it feels different

Bug standups are color-coded by species, the Warrior Bug physically moves to reveal a sinkhole, the Brain Bug pops out of the playfield, and two magnets actively capture balls from the loops.

The safest mental model

Use multiballs for points and protection, but keep killing bugs in the background. Delay Planet Multiball until several planets can be nuked together; its jackpot values scale enormously with the number of planets.

!
The mini-flipper is not optional Bug targets hit with the mini-flipper count as two hits toward planet completion. It is also a control tool for balls returning on the right side and for the difficult Arm Nukes shot.
New player guide

How to play in seven steps

Kill flashing bugs.
Each planet requires a different mix of Warriors, Hoppers, Plasma Bugs, and Tankers. Hit the flashing color-coded bug targets to reduce the remaining count.
Use the mini-flipper for double bug progress.
A bug hit credited to the mini-flipper counts twice, making planet advancement dramatically faster.
Deal with the Brain Bug.
After every required bug is dead, the Brain Bug rises. Hit it enough times before it escapes; each hit scores 1M.
Choose Advance Planet or Planet Multiball.
Recon advances to the next planet. Arm Nukes starts Planet Multiball. Unless the nuke value is already strong, advancing is often better.
Build Regular Multiball at the Warrior.
Repeated Warrior hits push it backward until the sinkhole is exposed and Multiball is ready.
Build Orbit Multiball with lit loops.
Use the inlanes to light the opposite loop, spell ONE with three lit loops, then TWO with three more.
Push Recon to level 5.
Alternating the STARSHIP and TROOPERS ramps raises Recon level. Higher levels can award Multiball, Orbit Multiball, Extra Ball, or large point awards.
Long-game progression

Five planets before Klendathu

Full rulesheet ↗

Each planet has its own required bug population. Later planets demand more hits and introduce additional species. The value of each bug also rises as you progress deeper into the campaign.

Antilles5 Warriors · 3 Hoppers. Warrior 100K, Hopper 200K.
Zegema Beach4 Warriors · 7 Hoppers. Warrior 150K, Hopper 250K.
Dantana6 Warriors · 5 Hoppers · 3 Plasma Bugs. Values rise to 200K / 300K / 400K.
Tango Urilla8 Warriors · 6 Hoppers · 5 Tankers. Tankers are worth 500K here.
Planet P9 Warriors · 5 Plasma Bugs · 7 Tankers. Highest normal-planet bug values.
KlendathuWizard attack after the first five planets are both cleared and nuked.
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Killing bugs and nuking planets are separate progress tracks A planet must be cleared of bugs, but the nuke decision can be delayed. That lets you advance through several planets first and later start a much stronger multi-planet Planet Multiball.
Planet completion

Capture the Brain Bug — or let it escape.

Brain Bug rules

  • The target rises after all required bugs on the current planet are dead.
  • The first Brain Bug requires 1 hit, the second 2 hits, then progressively more.
  • Each successful hit scores 1M.
  • The sequence is timed; the Brain Bug can escape if you do not finish it.
  • Whether captured or escaped, the game proceeds to the Advance Planet / Planet Multiball choice.

After the Brain Bug

  • Recon scoop: lights for Advance Planet.
  • Arm Nukes: lights for Planet Multiball.
  • A hurry-up begins around 5M and counts toward 1M.
  • Making either choice collects the current hurry-up and removes the other option.
Strategic multiball

Planet Multiball gets exponentially better when you wait.

Planet Multiball nukes every currently flashing planet. The more planets included, the more balls you receive, the larger each Nuke Jackpot becomes, and the larger the Super Nuke becomes.

1 planet1M Nuke · 10M Super Nuke · 2 balls.
2 planets2.5M Nuke · 25M Super Nuke · 2 balls.
3 planets4M Nuke · 40M Super Nuke · 3 balls.
4 planets7M Nuke · 70M Super Nuke · 4 balls.
5 planets12M Nuke · 120M Super Nuke · 4 balls.

Nuke shots

  • Left loop
  • Left ramp
  • Recon scoop
  • Right ramp
  • Right loop
  • Arm Nukes hole

Super Nuke cycle

  • Make the first five Nuke shots to light Super Nuke at the Warrior.
  • Recon is a Double Nuke.
  • Arm Nukes spots a Nuke and awards its Jackpot.
  • After Super Nuke is collected, the Nuke shots relight for another cycle.
★
Waiting matters The difference between nuking one planet and five is enormous: 1M / 10M becomes 12M / 120M. Strong tournament play often advances through several planets before cashing Planet Multiball.
Live Fire Assault Range

Regular Multiball: build jackpots, then hit the Warrior.

Qualification

  • Hit the moving Warrior repeatedly.
  • First Multiball requires 4 hits.
  • Second Multiball requires 6 hits; later attempts become progressively harder.
  • The Warrior moves backward as progress is made.
  • When ready, the sinkhole behind the Warrior starts the 4-ball Multiball.

During Multiball

  • Both ramps are Jackpot shots.
  • Jackpot starts at 3M and can be raised to 4M.
  • Hit previously unlit bug standups to raise the Jackpot value.
  • Five Jackpots light the Warrior for a 15M Super Jackpot.
  • Super Jackpot remains lit for roughly 16 seconds, then the cycle resets.
↻
There is a restart safety net If you fail to score any Jackpot before Multiball collapses, a short restart window lights the Warrior sinkhole. Making it restarts the mode as a two-ball Multiball.
Loop-based multiball

Orbit Multiball: spell ONE, then TWO.

Qualification

  • The inlanes temporarily light the opposite loop.
  • Make three lit loops to spell ONE and lock the first ball.
  • Repeat with three more lit loops to spell TWO.
  • The third lit loop in each set is magnet-caught and dropped into the Orbit lock.
  • The requirement stays six loop shots on later attempts.

During Orbit Multiball

  • Starts as a 2-ball Multiball.
  • Both loops remain lit for 5M Jackpots.
  • The first two Jackpot loops each add a ball.
  • That allows up to four balls in play.
  • The loop shots remain the primary scoring route throughout the mode.
Risk / reward awards

Recon levels reward patience.

The Recon scoop begins each ball lit for a level-1 award. Shooting the left STARSHIP ramp and right TROOPERS ramp advances Recon level. Higher levels produce dramatically better award pools.

Level 1Ground Attack, Psychic Test, Spot Species, Bonus Hold, 1M bounty.
Level 2Ground Attack, Orbits Lit, Super Pops, 2M bounty.
Level 3Double Scoring, Spot Planet, Multiball Ready, 5M bounty.
Level 4Ramp Hurry-Up, Air Attack, 8M bounty, Nuke Chase.
Level 5Multiball, Multiball Ready, Orbit Multiball, Extra Ball.
Level 6Extra Ball, Special, or 25M.
5
Level 5 is often better than Level 6 The original strategy guide specifically recommends stopping around level 5 because Regular Multiball or Orbit Multiball can be worth far more than a flat 25M.
Supporting systems

Skill shots, bonus, species values, and control.

Skill-shot choices

  • A normal plunge can be aimed at several controlled outcomes.
  • The game supports a plunge that can feed Orbit Multiball progress.
  • Holding the left flipper button changes magnet behavior during some plunge paths.
  • Machine-specific setup matters greatly because the right outlane doubles as the shooter lane.

Bonus X

  • Spell B-U-G in the upper rollover lanes to advance Bonus X.
  • End-of-ball bonus is based on bugs killed during the ball.
  • Brain Bugs contribute extra bonus value.
  • Recon can award Bonus Hold.

Mini-flipper control

  • Mini-flipper bug hits count double.
  • It can slow right-side feeds before catching on the main right flipper.
  • It is especially useful for the difficult Arm Nukes shot.
  • Ignoring it makes both scoring and control substantially harder.

Warrior shortcut

  • The moving Warrior can physically cover its sinkhole.
  • When critical shots such as Super Jackpot are lit, hitting the Warrior target itself can count as the hidden sinkhole.
  • That prevents the mechanical position from completely blocking a needed collect.
Competitive play

Tournament strategy

The dependable opener

  • Regular Multiball is reliable value. Four initial Warrior hits is a manageable qualification.
  • Orbit Multiball is extremely strong. Six lit loop shots always qualifies it.
  • Build Recon while doing normal work. Ramps used for scoring also raise Recon level.

Delay Planet Multiball

  • One-planet Planet MB is comparatively weak.
  • Advance through several planets before cashing Arm Nukes if control allows.
  • At five planets, each Nuke is 12M and Super Nuke is 120M.
  • The risk is that you must survive more bug hunting before receiving the payoff.

Recon discipline

  • Aim for level 5. It can award full Multiball or Orbit Multiball.
  • Do not automatically take level 6 just because it is higher.
  • A 25M fixed award may be much weaker than a fresh multiball opportunity.

Setup-specific checks

  • Test the Orbit magnet catches and lock behavior.
  • Watch the Warrior movement and sinkhole eject.
  • Check whether the Arm Nukes mini-flipper technique works reliably.
  • Know how aggressive the Recon scoop eject is before planning catches.
★
If you only remember one competitive strategy Prioritize Regular Multiball and Orbit Multiball for immediate points, build Recon toward level 5, and delay Planet Multiball until you can nuke several planets together.
Wizard mode

Klendathu

Once the first five planets have been both cleared of bugs and nuked, Klendathu flashes. Shoot the Recon scoop to begin the final attack.

What turns on

  • Unlimited balls for roughly 30 seconds.
  • All Bug standups are active.
  • You must kill 9 bugs of each species.
  • All five Nuke shots must also be completed.

Scoring

  • Nuke shots are worth 5M each.
  • Recon / Double Nuke is worth 10M.
  • Completing every bug requirement and all Nuke shots awards 50M.
  • The original rulesheet notes some behavior may differ between beta and release software.
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Klendathu is the culmination, not the only scoring plan Tournament games are often decided long before the wizard mode through the three major multiballs and high-level Recon awards.
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