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    FAQ by frother

    Version: 1.2 | Updated: 03/27/04 | Printable Version | Search This Guide

         _______  ______     ___        ______  _______ 
        /       ||   _  \   /   \     /      | |   ____|
       |   (----`|  |_)  | /  ^  \   |  ,----' |  |__
        \   \    |   ___/ /  /_\  \  |  |      |   __|
    .----)   |   |  |    /  _____  \ |  `----. |  |_____
    |_______/    | _|   /__/____ \__\_\______|_|________|
     /       |   /   \   |       \ |   ____||          |
    |  ,-----'  /  ^  \  |  .--.  ||  |__   `---+  +---`
    |  |       /  /_\  \ |  |  |  ||   __|   3D PINBALL
    |  `----. /  _____  \|  '--'  ||  |_______  |  |
     \______|/__/     \__|_______/ |__________| |__|
    
                     By: Brian Gordon
    
    
      IN AD 2101, WAR WAS BEGINNING. RISE THROUGH THE 
      RANKS OF THE INTERNATIONAL FEDERATION BY RECOVERING 
      SATELLITES, DESTROYING DOOMSDAY MACHINES, AND 
      DEFEATING ALIENS, VIIRI, AND METEORS TO SAVE THE 
      EARTH IN 3D PINBALL SPACE CADET FOR WINDOWS.
    
    ___o_____________
    Table of Contents|
     About
     Overview
     Accepting a Mission
     Completing the Missions
     Parts of the Board
     Fuel
     Skill Shots
     Scoring Tips
     Quirks
     FAQ
     Copyright Notice
    
    _o___
    About|__________________________________________________
    This is the version of Pinball included with Windows ME, 
    2000, XP, and 2003 Server. It is by no means a very 
    complex game as far as pinball goes, but is fun 
    nonetheless. The actual table was made by Maxis in 
    1995. It is a very well designed board, and, despite a 
    lack of the visible transports so prevalent in modern 
    pinball machines, this game is very satisfying.
    
    __o_____
    Overview|_________________________________________
    The game's story is as such: You are a space cadet 
    attempting to rise through the ranks and save the 
    earth. The game is divided into nine ranks, and you 
    are promoted by completing missions. The ranks and 
    their corresponding missions are charted in Listing 1.
    
    =======================================o>=================]
    Listing 1
    Cadet       - Launch Training, Re-entry Training, 
                  Target Practice, and Science
    Ensign      - Bug Hunt, Rescue, Alien Menace, and Secret
    Lieutenant  - Bug Hunt, Rescue, Alien Menace, and Secret
    Captain     - Stray Comet, Space Radiation, Black Hole 
                  Threat, and Cosmic Plague
    L Commander - Stray Comet, Space Radiation, 
                  Black Hole Threat, and Cosmic Plague
    Commander   - Satellite Retrieval, Recon, Doomsday Machine, 
                  and Time Warp
    Commodore   - Satellite Retrieval, Recon, Doomsday Machine, 
                  and Time Warp
    Admiral     - Secret, Cosmic Plague, Time Warp, and Maelstrom
    FleetAdmiral- Secret, Cosmic Plague, Time Warp, and Maelstrom
    [=============<o==========================================
    
    You are promoted by lighting the Progress Lights, which 
    is done by completing missions. These lights are the 
    blue ones in the outer circle in the middle of the 
    board. Different missions light up a different number 
    of lights depending on the difficulty of the mission. 
    When the whole blue ring is lit, you are promoted to 
    the next rank. When you complete the last mission, 
    Maelstrom, all the board lights light up and it becomes 
    very easy to score lots of points.
    
    ___o_______________
    Accepting a Mission|______________________________________
    To accept a mission, first find the Mission Targets. First 
    look at your left flipper, then look up and a little to 
    your left to see the left rebound, and then right above 
    it three circular yellow lights. Once the ball is in play, 
    a blue arrow should be pointing at them. To request a 
    mission, hit one of the lights with your ball to light 
    up that light. In the lower-right hand corner of the window 
    the game tells you which mission you've requested. If you 
    don't like that mission, hit a different light. If you light 
    up all three without actually accepting one, you automatically 
    request the special mission for that rank. The special mission 
    is listed last of the missions for each rank in Listing 1 
    and typically give you more points and light more Progress 
    Lights upon completion. Once you have requested a mission, 
    you must accept it by shooting your ball up the launch ramp. 
    It's the big ramp in the middle of the board on the left. 
    If you can get the ball all the way up and into the Launch 
    Lanes (over the red light on top of the ramp), then the 
    mission starts. If you lose a ball before you can accept 
    the mission, then you must re-request another mission. If 
    you lose a ball in mid-mission, then you must re-request 
    and re-accept another mission and you lose all progress 
    on the mission you had been on.
    
    ___o___________________
    Completing the Missions|_________________________________
    Each mission is a puzzle of reflex that you must complete 
    to get a high score. The requirements for completing each 
    mission are here in Listing 2.
    
    =======================================o>=================]
    Listing 2
    Launch Training  - Once accepted, head up the launch ramp 
                       and over the red light three times. You 
                       get 500000 points and 6 progress lights.
    Re-Entry Training- Go through any of the three lanes three 
                       times to beat this mission. You receive 
                       500000 points as well as 6 progress 
                       lights.
    Target Practice  - Hit the attack bumpers eight times to 
                       complete this mission. You receive 
                       500000 points as well as 6 progress 
                       lights for this mission.
    Science Mission  - Hit any nine drop targets scattered 
                       across the board. These are the little 
                       yellow rectangles that go down into the 
                       board when you hit them. You can hit 
                       the same drop target multiple times 
                       and it will still count. For completing 
                       this mission, you receive 9 progress 
                       lights and 750000 points.
    
    Bug Hunt         - Hit any seven of the marked targets on 
                       the board. You receive 750000 points 
                       and 7 progress lights.
    Rescue Mission   - First, you need to upgrade the indicated 
                       flags. Then you launch into the Hyperspace 
                       Kickout to complete the mission and get 
                       750000 points and 7 progress lights.
    Alien Menace     - You must first upgrade your weapons (attack 
                       bumpers) and then hit them 12 times. You 
                       receive 750000 points and 7 progress lights 
                       for completing this mission.
    Secret Mission   - Go into the yellow wormhole, then the red 
                       wormhole, and finally the green wormhole. 
                       You get 1500000 points and 10 progress 
                       lights.
    
    Stray Comet      - When you start out, activate the entire 
                       right Hazard Target bank. After it is 
                       activated, launch up into the Hyperspace 
                       Kicker to claim 1000000 points and 8 
                       progress lights.
    Space Radiation  - When you start out, activate the entire 
                       left Hazard Target bank. After it is 
                       activated, enter any wormhole to claim 
                       1000000 points and 8 progress lights.
    Black Hole Threat- Launch up the Launch Ramp and down through 
                       the Launch Lanes to upgrade your engines 
                       (the Launch Bumpers). Once you have done 
                       this, navigate your ball under the ramp 
                       and into the Black Hole Knockout to 
                       receive 1000000 points and 8 progress 
                       lights.
    Cosmic Plague    - All you have to do to complete this mission 
                       is to achieve 75 flag turns. Just launch 
                       up the Fuel Chute or Hyperspace Chute a 
                       bunch of time to get your 1750000 points 
                       and 11 progress lights.
    
    Satellite Retrieval- Hit the attack bumper that's off in the 
                         Fuel Target pod a total of 9 times. Upon 
                         completion, you receive 1250000 points 
                         and 9 progress lights.
    Recon Mission    - Make the ball pass through the Out Lanes, 
                       Return Lanes, or Bonus Lane a total of 15 
                       times to claim 1250000 points and 9 progress 
                       lights.
    Doomsday Machine - Make the ball pass through either Out Lane 
                       3 times to get 1250000 points and 9 progress 
                       lights.
    Time Warp        - Hit the Rebounds 25 times at the beginning 
                       of the mission. Then if you launch the ball 
                       up the Launch Ramp, you gain a rank, but 
                       if you launch the ball into the Hyperspace 
                       Kickout Chute, you lose a rank. For completing 
                       this mission, you receive 12 progress lights 
                       and 2000000 points.
    
    Maelstrom        - Hit three drop targets and three spot targets 
                       (the red circular ones). Then go through 
                       five lanes (Out, Bonus, Return). Next, go 
                       up the Fuel Chute and then the Launch Ramp.
                       Hit any of the two marked flags and, after 
                       that, enter any wormhole. Lastly, launch up 
                       into the Hyperspace Kickout. You receive all 
                       18 progress lights and 5000000 points. Also, 
                       you get an extra ball and the Center Post is 
                       turned on. One final bonus gained from this 
                       mission is that all of the lights on the board 
                       come on.
    [=============<o==========================================
    
    ___o______________
    Parts of the Board|_________________________________________
    This is by no means a comprehensive list of all the elements 
    on the Pinball board. For a much more detailed list, look in 
    C:\Program Files\Windows NT\Pinball and open board.bmp. If 
    you installed it elsewhere, look where you installed it to. 
    If it's not there, just look where the Pinball shortcut 
    is targeting and open the containing folder. On to the list!
    Plunger: Use this to shoot the ball up to the top of the board. 
             It is controlled by the player and is essential for 
             Skill Shots.
    Flippers: These are the red flippy things at the bottom of 
              the board. You control them and they are your main 
              points of interaction with the ball and therefore 
              the board. There are two of them.
    Deployment Lights: These light up as your ball passes under 
                       them. They don't give you any points, 
                       except during a Skill Shot.
    Reentry Lanes: By lighting up each of these three lights on 
                   the top of the board, you upgrade your weapons. 
                   This basically means that you get more points 
                   for hitting the attack bumpers.
    Attack Bumpers: Also called "weapons", these bumpers pop your 
                    ball around and give you points. Using the 
                    Reentry Lanes, you can upgrade these from 
                    blue to green, yellow, and finally red.
    Launch Ramp: The large ramp on the left, in the middle of 
                 the board. It serves to give you points, allow 
                 you to accept missions, leads to refueling, 
                 and is a part of some missions, like the Launch 
                 Mission.
    Launch Lanes: By lighting up each of these three lights next 
                  to the launch ramp, you upgrade your engines. 
                  This basically means that you get more points 
                  for hitting the launch bumpers.
    Launch Bumpers: These start out blue, like the Attack Bumpers, 
                    but can be upgraded by the Launch Lanes to 
                    become green, yellow, and red.
    Bonus Lane: After launching up the Launch Ramp and passing 
                through the Launch Lanes and Bumpers, the ball 
                falls a short distance. When it lands, it triggers 
                a rollover switch that increases your fuel supply 
                and gives you points.
    Return Lanes: On the outside edges of each Rebound, there is a 
                  lane. These lanes are called Return Lanes and 
                  give you points for passing through them. They 
                  allow the ball access to the flipper from the 
                  side.
    Rebounds: These are the big triangles above the flippers. They 
              give you points when the ball bounces off of them. 
              The right rebound often causes the ball to request 
              a mission. There are also two more rebounds, to the 
              lower left and lower right of the main three Attack 
              Bumpers.
    Flags: These are the spinning white rectangles at the bottom of 
           the Hyperspace Chute and the top of the Fuel Chute. You 
           get points for spinning these; the points are multiplied 
           by five if the small yellow light right under it is on.
    Hyperspace Kickout: At the end of the long chute on the right 
                        is the Hyperspace Kickout. If you can get 
                        in this area multiple times in 60 seconds, 
                        then you can receive bonuses like extra 
                        balls and points. Be ready with the left 
                        flipper as the ball flies out. There is a 
                        flag at the bottom of the chute.
    Black Hole Knockout: Located under the Launch Ramp, this bonus 
                         sucks in your ball and grants you 5000 
                         points.
    Gravity Well: This is the red light in the center of the 
                  rank circle. When it's on, it makes your ball 
                  float across the screen and it's very difficult 
                  to lose it.
    Fuel Chute: This is the path that goes under the ramp and into 
                the upper areas of the board. When you pass over 
                the floor lights, your fuel stock is replenished. 
                There is also a flag at the top.
    Hazard Target Bank: There are two HTBs, each composed of three 
                        red circular targets. Each target has its 
                        own yellow light to denote its status 
                        (activated or not activated). One bank is 
                        just to the right of the Fuel Chute flag 
                        and the other one is just to the left of 
                        the hyperspace kickout. By activating all 
                        three if the targets in one HTB, the 
                        corresponding kicker is opened.
    Fuel Targets: These are the circular red targets in the pod-
                  shaped chamber in the upper-left of the board. 
                  If you light all three, your fuel supply is 
                  increased.
    Kickers: These are the automated plungers under each Out Lane. 
             The left kicker launches your ball up the Fuel Chute 
             and into the Fuel Target pod. The right kicker 
             launches your ball up over the re-entry lights. 
             To reactivate the left kicker, hit all three of the 
             left Hazard Target Bank lights. To reactivate the 
             right kicker, hit all three of the right Hazard 
             Target Bank lights.
    Space Warp Rollover: When your ball rolls over this green oval, 
                         you receive 10000 points.
    Out Lanes: These are the lanes right above the Kickers and 
               distal to the return lanes. They are the usual 
               cause of a ball loss, so remember those HTBs!
    Medal Targets: These make up a bank of yellow dropdown targets 
                   that seperates the top and bottom halves of the 
                   board. When you hit all three, the blue light under 
                   the bank is turned on. When you hit all three again, 
                   the red light under the bank is turned on. When 
                   you hit all three again, the purple light under 
                   the bank is turned on. If you hit a medal target 
                   when the blue or red light is on, you receive extra 
                   points. If you hit a medal target when the purple 
                   light is on, you receive an extra ball.
    
    _o__
    Fuel|__________________________________________________________
    There is a new concept in Space Cadet Pinball, and that's fuel. 
    You can check on your current fuel supply by looking at the 
    number of lights that are on in the Fuel Chute. There are three 
    ways to replenish your fuel supply: 
     1) Roll the ball over the fuel lights in the fuel chute.
     2) Send the ball down the bonus lane.
     3) Hit all the fuel targets.
    When you run completely out of fuel, the current mission is 
    terminated and you must refuel before you can do anything else.
    
    __o________
    Skill Shots|________________________________________________
    This is a technique in which at the beginning of a ball, you 
    don't pull the plunger down all the way so the ball falls 
    back down the chute towards the plunger. However, the ball 
    is ejected out of the chute and into the playing field and 
    you get a Skill Shot bonus depending on how many Deployment 
    Lights are activated. Listing 3 illustrates how many 
    Deployment Lights are equivalent to possible Skill Shot scores.
    
    =======================================o>=================]
    Listing 3
    1 Light  - 15000 Points
    2 Lights - 30000 Points
    3 Lights - 75000 Points
    4 Lights - 30000 Points
    5 Lights - 15000 Points
    6 Lights - 7500  Points
    [=============<o==========================================
    
    ___o________
    Scoring Tips|________________________________________________
    Try to complete the missions as your top priority. Unless you 
    have some business in the top of the board (ie a mission), 
    always try for a skill shot. Remember that you can get reflex 
    shot bonuses through the Hyperspace Chute as well as the Launch 
    Ramp. Always try to have your kickers open. Falling down the 
    Out Lanes is the number one reason for losing a ball in this 
    game. Your  flippers can almost always hit the ball if it's 
    coming down the hole in the middle and the only other way to 
    lose a ball is by bouncing over the kickers in the Out Lanes, 
    which is very rare. It's especially easy to score if you are 
    in the top half of the board for long periods of time or if 
    you get the Space Warp Rollover multiple times. If you want to 
    play it safe, try getting the Launch Ramp reflex shot 
    (25000 points) multiple times, upgrading your engines each time 
    through. With upgraded engines and weapons, particularly engines, 
    the score can rack up fast. Another guaranteed way to get points is 
    to use field multipliers. The field multiplier is controlled by the 
    set of flags just to the left of the Re-entry lanes. If 
    you hit all three flags, your multiplier is upgraded. You 
    can upgrade up to four times. The multipliers reset after 
    60 seconds. For each level of multiplier, all of your points 
    scored are multiplied by a certain number. Those numbers are 
    here, in Listing 4.
    
    =======================================o>=================]
    Listing 4
    One Light    - 2x
    Two Lights   - 3x
    Three Lights - 5x
    Four Lights  - 10
    [=============<o==========================================
    
    ___o___________
    Booster Targets|_____________________________________________
    These are in the bank of drop targets on the far right of the 
    board, the bottom-most ones. For each time you hit all three 
    flags, you get a new bonus. They are listed here, in Listing 
    5.
    
    =======================================o>=================]
    Listing 5
    1st Bonus - The flags give you 5x as many points per spin
    2nd Bonus - Points are added to the bonus every time you score
    3rd Bonus - Points are added to the jackpot every time you score
    4th Bonus - The bonus is not reset when the ball drains
    [=============<o==========================================
    
    ___o_____________
    Quirks in Pinball|__________________________________
    -The license plate on the Space Cadet logo says 2001
    -The ball actually gets smaller towards the back of the machine
    -The Mission Targets are really those round red targets viewed 
     from the side
    -Try to take a screenshot of the 3D Pinball loading screen and 
     you will get a picture of a completely inactive board.
    -There are tracking lights along the upper-right edge of the 
     board that never light up except for at the beginning of 
     a new game and when your ball is in the starting chute.
    -If you spin a flag and immediately start a new game, it will 
     continue to spin normally and give you some more points in the 
     new game.
    -If you tilt while in the hyperspace kickout, the ball will 
     not drain, but merely transport to the deployment chute.
    
    
    ___o______________________
    Frequently Asked Questions|____________________
     Q. Is it possible to get a 6-light Skill Shot?
     A. Yes. Actually, the hardest to get is the 4-light.
     Q. Do you get on the scoreboard if it is blank and you have 0 
        points after your third ball?
     A. No.
     Q. How do you have 0 points after your third ball?
     A. Tilt.
     Q. What is "draining"?
     A. Losing a ball when it "drains" down the hole in the bottom; 
        it's the only way to lose a ball. There are a couple of 
        types of drains: Out Drains are caused by the ball rolling 
        over a closed kicker and out of the board. Tilt Drains are 
        caused by the Tilt Light (the X below the Mission Request 
        lights) detects a tilt and the whole machine goes dead, 
        forcing the ball's eventual fall. The third type is what I 
        call a "down the middle" drain. This is when the ball falls 
        right down the middle, over the Center Post light, and off 
        the board. The last type is caused by the player being really 
        bad at the game and not hitting the flippers when the ball is 
        on them. As a result of each of these, the ball falls down.
     Q. What is the "bonus"?
     A. To activate the bonus, you have to upgrade the booster target 
        bank three times. To collect it (25000 points), either drain 
        or pass through the bonus lane when the bonus light is on.
     Q. What is the "jackpot"?
     A. To activate the jackpot, you need to upgrade your booster 
        target bank twice. Once it's activated, you can collect it 
        (20000 points) by shooting up the hyprespace chute twice.
     Q. How do you earn an extra ball?
     A. You can earn it three ways: Reach a Level 3 Commendation, 
        drop any medal target when the purple medal light is turned 
        on, or roll the ball down one of the Out Lanes when the extra 
        ball light is turned on.
     Q. What's a "redeploy"?
     A. If you drain in the first 15 seconds, then you get to play 
        that ball again.
     Q. What is the "Gravity Well"?
     A. To activate the gravity well, you must shoot the ball into the 
        hyperspace kickout five times in a row. When the gravity well 
        is active, gravity shifts to the center of the table.  If the 
        ball gets stuck on the gravity well, it is shot out in a random 
        direction and you are awarded 50,000 points. After the ball is 
        ejected, the gravity well is turned off.
    
    ___o__
    Cheats|_________________________________________________________
    These cheats are activated by typing their corresponding code in 
    while the ball is sill sitting in the bottom of the deployment 
    chute; before you pull down on the plunger... unless otherwise 
    indicated of course.
    Unlimited Balls-         bmax
    Gravity Well-            gmax
    Fleet Admiral Promotion- rmax (anytime)
    Gain 1 Extra Ball-       1max (anytime)
    Obviously, if you use bmax there is no way to drain and therefore 
    no way to get on the high score list, so the ideal choice is to 
    simply use 1max every time you drain until you are sick of playing. 
    Note: when the ball drains and bmax has been entered, the instant 
    the ball goes offscreen it blasts out of the yellow wormhole.
    
    
    Copyright Information
    This may be not be reproduced under any circumstances except 
    for personal, private use. It may not be placed on any web site 
    or otherwise distributed publicly without explicit written 
    permission in advance. Use of this guide on any other web site 
    or as a part of any public display is strictly prohibited, and 
    a violation of copyright. Kudos to Pinball Help for lots of 
    info, as well as Mike Pruitt (miketru@earthlink.net) for 
    mission info. Minor kudos to alaskanpieII (alaskanpie@hotmail.com) 
    for some info on the Maelstrom Mission. Super kudos to the 
    Gamecube controller for honing my reflexes to the point where 
    I could appreciate this game.
    Mission data used by permission (Mike Truitt, 2004) and is 
    protected by United States law and international treaties. 
    To use this data on any other web site or as part of any public 
    display, you must contact him at miketru@earthlink.net for 
    permission.
    Maelstrom mission scoring inforomation used by permission (Russel 
    Abarintos, 2004) and is protected by United States law and 
    international treaties. To use this data on any other web site 
    or as part of any public display, you must contact him at 
    alaskanpie@hotmail.com for permission.
    This guide may only be found at gamefaqs.com. If you see it on 
    any other website or in any publication or public forum, then 
    please let me know.
    This guide is protected under United States law and international 
    treaties. If you copy or change this material in any way, then 
    you will be held responsible for all liabilities. 
    
    Copyright 2004 Brian Gordon
    ICHTHUS