Triple Action / Star Action

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Triple Action / Star Action Game Info

"Triple Action" and "Star Action," both produced by Williams in 1974, are classic electro-mechanical pinball machines designed by Steve Kordek with artwork by Christian Marche. "Triple Action" is the replay version, while "Star Action" is the add-a-ball variant, catering to different market preferences.

Triple Action / Star Action is a pinball machine manufactured by Williams Electronic Games Inc. in 1974. Design by Steve Kordek. Art by Christian Marche.
Primary manufacturer:
Williams Electronic Games Inc.
Year:
1974
OPDB Group ID:
Rzny
Remake manufacturer:
Other manufacturer:
Segasa
Game type:
Electro-Mechanical
Display type:
Reels
Players:
1
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Triple Action / Star Action Photos

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Triple Action / Star Action Design Team

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Triple Action / Star Action Rules

Star Action

Quickie Version:

UTAD, with optional spinner risk once your base bonus is maxed.

Go-to Flipper:

Balanced

Risk Index:

Very High

Full Rules:

This is the add-a-ball version of Triple Action with different scoring. The Skill Shot is to hit as many of the top disk “advance bonus” rollovers as possible before having the ball drop into the lit advance spinner lane. The lit lane changes as the ball hits the side rubbers at the top. After that, go up top until your base bonus is maxed out at 100,000. Once the base bonus is maxed, if you’re close to completing the center spinner to increase the bonus multiplier, go up top again and try to get the lit lane to finish it. The fastest way to increase your bonus multiplier is to shoot the spinner. If the spinner is not too lively, though, ignore it and stick with UTAD for the lit lane. I’d say to ignore the spinner completely, except that UTAD will eventually drain when the ball comes out of the top bumpers the wrong way towards those gaping no-return-lane sides or straight down the middle, so since one good whack to the spinner can be worth several top shots as far as advancing the spinner goes, it can be less risky statistically to take one spinner shot than those several top shots. The spinner shot is best done when the spinner posts are near the 3 o’clock and 9 o’clock positions to maximize the number of spins a hit to it gets you. Also, try to hit the outside edges of the posts: you want the rebound to go sideways and up rather than down towards an outlane. Unlike the replay version where you should ignore the A-B-C-D completely, the add-a-ball version makes the drop targets worthwhile! If add-a-balls are on, completing them twice on one ball awards an extra ball. If extra balls are off, you get 100K for each time you complete the set. Either way, they’re now worth shooting at. When you have your bonus maximized at 100K and 3X, shoot the drop targets all day. I suggest making the A and B first, either by going up top and nudging to bounce the ball into A and B as it falls through the top lane onto a bumper, or via bank shots at them using the rubbers at the sides of the game near the spinners as your banking walls. You can sometimes get both the A and B with a double bank shot that way. After you have A and B, go for the riskier C and D drop targets. Repeat.

via Bob's Guide

Triple Action

Quickie Version:

UTAD, with optional spinner risk once your base bonus is maxed.

Go-to Flipper:

Balanced.

Risk Index:

Very High

Full Rules:

The Skill Shot is to hit as many of the top disk “advance bonus” rollovers as possible before having the ball drop into the lit advance spinner lane. The lit lane changes as the ball hits the side rubbers at the top. After that, go up top until your base bonus is maxed out at 10,000. Once the base bonus is maxed, if you’re close to completing the center spinner to increase the bonus multiplier, go up top again and try to get the lit lane to finish it. The fastest way to increase your bonus multiplier is to shoot the spinner. If the spinner is not too lively, though, ignore it and stick with UTAD for the lit lane. I’d say to ignore the spinner completely, except that UTAD will eventually drain when the ball comes out of the top bumpers the wrong way towards those gaping no-return-lane sides or straight down the middle, so since one good whack to the spinner can be worth several top shots as far as advancing the spinner goes, it can be less risky statistically to take one spinner shot than those several top shots. The spinner shot is best done when the spinner posts are near the 3 o’clock and 9 o’clock positions to maximize the number of spins a hit to it gets you. Also, try to hit the outside edges of the posts: you want the rebound to go sideways and up rather than down towards an outlane. Ignore the A-B-C-D completely. I much prefer the add-a-ball version of this game [Star Action], since it brings the A-B-C-D into play - - completing them twice scores an extra ball in that version. Once your bonus is at 30,000, if the spinner is lit for 100 points per spin, spinner all day until you drain. Otherwise UTAD until you drain.

via Bob's Guide

How to Play Triple Action / Star Action

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Triple Action / Star Action Gameplay Video

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