Down and Dirty Tutorial: Stern's 1979 Trident (Solid State)

Published on 29 May 2025 at 04:48

Quick Tips for Success 

Safe approach: Shoot directly for the drop targets, which award 2X end of ball bounce score the first time they are cleared, 3X for the second time, 4X for the third time, and 5X for the fourth time. Inlanes, outlane, standup targets, and upper slingshots all advance end of ball bounce for a maximum of 19,000 if no multipliers are collected or 95,000 if 5X is reached. 

Let's get those points: Shoot and burn those spinners. Don't worry about lighting the spinners or directly shooting the drop targets, as spinner shots feed the bumpers and should give you some indirect progression with each shot. Prepare to chop wood for a while to get maximum spinner values and end of ball bounce multipliers. Right spinner shots feed the upper saucer for even more points. Watch out for missed spinner shots, as they can be deadly.  

Pitfalls: Trident does not have an Italian bottom--no outlane on the left side and an open inlane on the right. Avoid tap passes or alley passes from the left to right, as the ball can drain out of the open inlane. Even sloppy live catches, drop catches, or dead flips can end in the same result. There is a post save that can get the ball back into the inlane with a nudge.    

    

Trident Features

  • 2 Flippers 
  • 2 Pop Bumpers 
  • 4 Slingshots
  • 5 Standup Targets
  • 5 Drop Targets in a Single Bank
  • 2 Spinners 
  • Kick-out (saucer)
  • Chill Save
  • Open right inlane w/Post Save
  • No left outlane 

 

Trident Rulesheet and Scoring 

End of Ball Bonus: Each standup target, middle slingshot, and left return lane increase the bonus by 1,000 points. Right inlane and outlane increase bonus by 3,000 points. The bonus starts at 1,000 and maxes out at 19,000. 

Drop Targets: The drop targets award 2X, 3X, 4X, and 5X end of ball bonus based on the number of times they are cleared. At the start of the game, the drop targets only have two targets up and increase one target per time they are cleared. 

Kick out (saucer): Scoring starts at 5,000. It increases to 10,000 after the first time the drop targets are cleared, 20,000 for the second time, and 30,000 for the third time. 

Spinners: base value is 200 for each spinner and increases by hitting standup targets. 

Standup Targets: 

  • White target increases left spinner by 400 points
  • Green target increases right spinner by 400 points
  • Amber target increases left spinner by 400 points 
  • Yellow target increases right spinner by 400 points
  • Purple target increases spinner value by 1000 points alternating between the left and right spinner controlled by hits to the slingshots.  

Bumpers and Slingshots: Bumpers score 1,000 points, as do the upper slingshots. Lower slingshots score 10 points. 

Left inlane: Scores 2,000 points and increase to 4,000, 6000, or 8,000 depending on times the rollover switch is hit (location in the upper left lane). 

Right Outlane: Scores 5,000 points. 

Extra Ball and Specials: If the extra ball is set to on, it is collected in the right inlane after hitting all five standup targets. Hitting all five standup targets a second time awards special. A second special can be collected in the right outlane after the drop targets have been cleared two or three times depending on game adjustments. Please note: specials and extra ball can be turned on or off based on operator's setup of game. 

All game progression resets when ball is drained.