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- ===============================================================================
- _______ ___ _ _ _ _
- |__ / \ | _ (_)_ _ | |__ __ _| | |
- |_ \ |) | | _/ | ' \| '_ \/ _` | | |
- |___/___/ |_| |_|_||_|_.__/\__,_|_|_|
- ___ ___ _ _
- / __|_ __ __ _ __ ___ / __|__ _ __| |___| |_
- \__ \ '_ \/ _` / _/ -_) | (__/ _` / _` / -_) _|
- |___/ .__/\__,_\__\___| \___\__,_\__,_\___|\__|
- |_|
- ===============================================================================
- By
- Froesch
- ===============================================================================
- Index
- ===============================================================================
- I. - Copyright..................................................[Line
- 61]
- II. - Guide Purpose..............................................[Line
- 74]
- III. - Game Information...........................................[Line
- 82]
- - Version [Line
- 84]
- - Operating System [Line
- 92]
- - Synopsis [Line
- 96]
- IV. - Program Controls & Menus...................................[Line
- 105]
- - Game Controls [Line
- 107]
- - Menus [Line
- 129]
- - Function Keys [Line
- 161]
- - Dialog Boxes [Line
- 181]
- V. - Scoreboard.................................................[Line
- 206]
- VI. - Table......................................................[Line
- 242]
- - Elements [Line
- 249]
- - Lights [Line
- 583]
- VII. - Messages...................................................[Line
- 840]
- - Informational [Line
- 845]
- - Instructional [Line
- 1019]
- VIII. - Missions...................................................[Line
- 1083]
- - Rank: Cadet [Line
- 1120]
- - Ranks: Ensign & Lieutenant [Line
- 1178]
- - Ranks: Captain & Lt. Commander [Line
- 1264]
- - Ranks: Commander & Commodore [Line
- 1345]
- - Ranks: Admiral & Fleet Admiral [Line
- 1407]
- - Mission Progress Notices [Line
- 1491]
- - Mission Completion Notices [Line
- 1661]
- - Final Mission Note [Line
- 1707]
- IX. - Bonus', Jackpots & Awards..................................[Line
- 1716]
- X. - Cheat Codes................................................[Line
- 1796]
- - Max Codes [Line
- 1810]
- - Test Codes [Line
- 1828]
- XI. - Advide & Strategy..........................................[Line
- 1843]
- - General Advice [Line
- 1850]
- - Specific Advice [Line
- 1890]
- - Things to Get Good At [Line
- 1932]
- XII. - Frequently Asked Questions (FAQ) & Comments................[Line
- 1977]
- XIII. - Thanks.....................................................[Line
- 2062]
- XIV. - End of Guide...............................................[Line
- 2075]
- ===============================================================================
- I. Copyright
- ===============================================================================
- This guide may not be reproduced in-whole or in-part for any reasons other
- than
- personal or private use. It may not be publicly distributed without the
- express written consent of the author. Use of this guide without express
- written consent is strictly prohibited and a violation of copyright.
- All trademarks and copyrights contained in this document are owned by their
- respective trademark and copyright holders.
- Copyright 2006-2007 Michael Morin (Froesch)
- ===============================================================================
- II. Guide Purpose
- ===============================================================================
- This guide was created to address certain short-comings, errors and
- inaccuracies observed in the game Help and other 3D Space Cadet Pinball
- Guides
- found online. It is intended to be the most complete and the most accurate
- Guide for 3D Space Cadet Pinball available.
- ===============================================================================
- III. Game Information
- ===============================================================================
- Version
- ------------------------------
- Microsoft ¿ 3D Pinball for Windows - Space Cadet
- Version 5.1 (Build 2600.xpsp_sp2_gdr.050301-1519 : Service Pack 2)
- Copyright ¿ 1981-2001 Microsoft Corporation
- 3D Pinball Table created for Microsoft by Maxis.
- Copyright ¿ 1995 Maxis
- Operating System
- ------------------------------
- Microsoft ¿ Windows ¿ XP Professional
- Synopsis
- ------------------------------
- You are a young Cadet trying to graduate from the Space Academy and make a
- name
- for yourself as an officer. You must complete you training and prove your
- abilities in order to move up through the ranks and increase your score. Do
- you have what it takes to become a Fleet Admiral? In 3D Space Cadet
- Pinball
- you'll find out!
- ===============================================================================
- IV. Program Controls & Menus
- ===============================================================================
- Game Controls
- ------------------------------
- >Flipper (2x)
- - Used to send the Ball up the table. Activate the flipper(s) to
- rotate the Re-entry & Launch Lane Lights. Each flipper rotates
- them
- in a different direction.
- - Default Keys: Right Flipper: "/", Left Flipper: "z"
- >Plunger (1x)
- - Used to send the Ball up the Deployment Chute.
- - Default Key: Space Bar.
- - Hold Space Bar to send the Ball further up the Deployment Chute.
- >Nudge (3x)
- - Hits the table to adjust Ball movement.
- - Default Keys: Nudge Right: "x", Nudge Left: ".", Nudge Up: "?"
- - If any of the Nudge keys is held for to long the table will Tilt.
- >Go to the Options menu and select Keyboard Controls to change the Default
- Controls (See the 'Dialog Boxes' section).
- Menus
- ------------------------------
- Menus may be accessed by clicking on the Menu name at the top of the Game
- Window.
- >Game Menu
- - New Game
- * Starts a new game.
- - Launch Ball
- * Sends the Ball up the Deployment Chute.
- - Pause/Resume Game
- * Pauses/Un-pauses the current game.
- - High Scores...
- * Displays the High Scores Dialog Box
- - Demo
- * Begins a game demonstration.
- - Exit
- * Closes the game window.
- >Options
- - Full Screen
- * Resizes the game to Full Screen.
- > Hit [F4] or [Esc] to toggle back to window mode.
- - Select Players
- * Select the number of players (1, 2, 3, or 4)
- - Sounds
- * Toggles game sounds On/Off.
- - Music
- * Toggles game music On/Off.
- - Player Controls...
- * Opens the Player Controls Dialog Box
- Function Keys
- ------------------------------
- >[F1] Help
- - Launches the Help window.
- - See the 'Dialog Boxes' section for more information.
- >[F2] New Game
- - Starts a new game
- >[F3] Pause/Resume Game
- - Pauses/Un-pauses the current game.
- >[F4] Full Screen
- - Resizes the game to Full Screen.
- - Hit [F4] or [Esc] to toggle back to window mode
- >[F8] Player Controls
- - Opens the Player Controls Dialog Box.
- - See the 'Dialog Boxes' section for more information.
- Dialog Boxes
- ------------------------------
- >High Scores
- - Shows the top 5 high scores and the players who scored them.
- - After a High Score is achieved this box is opened and the player
- is
- able to enter their name.
- - Click "OK" or "Cancel" to close dialog box.
- - Click "Clear" to reset all high scores to 0 (Required
- confirmation).
- >Player Controls
- - Allows the default Player Controls to be changed.
- - Use the pull downs to change which keys control specific
- functions.
- - Click "OK" to save changes, "Cancel" to keep the same settings and
- "Default" to changes all controls to the default settings
- - See the 'Game Controls' section for default control settings.
- >Help
- - Accesses the Help information for the game.
- - Use the "Contents", "Index", and "Search" tabs to find information
- you want.
- Note: The in-game help isn't completely accurate and doesn't always have the
- information you may be looking for, hence this guide.
- ===============================================================================
- V. Scoreboard
- ===============================================================================
- The Scoreboard takes up the right side of the game window or screen (full
- screen mode). It is where information about the game is displayed. The
- Scoreboard is comprised of a number of displays (windows) which show
- different
- information.
- >Ball Window
- - Small box at the top right.
- - Displays the number of balls played, including the current ball.
- - When the 3rd Ball drains the current game is over.
- - Number does not include Free Balls or Replay Balls.
- >Information Window
- - Medium sized box between the Score Box and the Instruction Box.
- - Displays the number of balls played, including the current ball.
- - Indicates when upgrades, awards, jackpots, bonus' or other
- non-mission related objectives have been completed.
- >Instruction Window
- - Large box at the bottom.
- - Displays information about what to do in order to "progress" in
- the
- game.
- - Indicates mission objectives and basic instructions.
- >Player Window
- - Small box at the top left.
- - Indicates which number player is currently playing.
- - Changes during multiplayer modes only.
- >Score Window
- - Skinny box just below the Ball Box.
- - Indicates the score achieved in the current game.
- - Updates continuously as points are scored.
- ===============================================================================
- Table
- ===============================================================================
- The table takes up the left side of the game window or screen (full screen
- mode). It is where the game is played. The ball tends to travel by
- "gravity"
- from the top to the bottom of the Table. The Table is comprised of a number
- of
- different elements which affect the ball and how points are scored.
- Elements
- ------------------------------
- BUMPERS
- >Bumpers are white & mushroom shaped with colored lights on top. There are
- >7
- Bumpers and 3 types.
- >Attack Bumpers
- - 3 Bumpers grouped at the top of the Table.
- - Upgrade by lighting all 3 Re-entry lane lights simultaneously
- - The color of the light on top of the Bumper indicates the upgrade
- level.
- * Blue - 500 points
- * Green - 1000 points
- * Yellow - 1500 points
- * Red - 2000 points
- >Engine Bumpers
- - 3 Bumpers grouped on the Launch Ramp.
- - Upgrade by lighting all 3 Launch Lane lights simultaneously.
- - The color of the light on top of the Bumper indicates the upgrade
- level.
- * Blue - 1500 points
- * Green - 2500 points
- * Yellow - 3500 points
- * Red - 4500 points
- >Satellite (Remote Attack) Bumper
- - 1 Bumper at the top left of the Table.
- - Considered one of the Attack Bumpers in most situations.
- - Upgrades with the Attack Bumpers.
- - The color of the light on top of the Bumper indicates the upgrade
- level.
- * Blue - 1500 points
- * Green - 2500 points
- * Yellow - 3500 points
- * Red - 4500 points
- CHUTES & RAMPS
- >Chutes & Ramps are paths for the Ball to follow. There are 4 total.
- >Deployment Chute
- - Chute at the right side of the Table.
- - Send the Ball up the chute by operating the plunger.
- - If the Ball exits the bottom of the chute (Skill Shot Lane) points
- are awarded based on the number of Deployment Lights lit.
- * 1 light - 15000 points
- * 2 lights - 30,000 points
- * 3 lights - 75000 points
- * 4 lights - 30,000 points
- * 5 lights - 15000 points
- * 6 lights - 7500 points
- - A Skill Shot cannot be awarded on a Replay Ball.
- >Fuel Chute
- - Curved Chute at the middle-left side of the Table.
- - Send the Ball up the chute to 'Re-fuel'.
- - The amount of fuel is based on how many lights are lit (See Fuel
- Lights & Fuel Rollover).
- >Hyperspace Chute
- - Curved Chute at the top-right of the table.
- - Send the Ball up the chute to the Hyperspace Kicker.
- - Points are not awarded unless the Ball enters the Hyperspace
- Kicker.
- >Launch Ramp
- - Purple Ramp at the middle-left side of the table.
- - Send the Ball up to 'Launch'.
- * Normal Launch - 5000 points
- * Reflex Award Launch - 25000 points
- - The Ball is not considered to have passed the ramp unless it drops
- into the Launch Lanes.
- - This is the only way to hit the Launch Lanes & Bumpers or accept a
- Mission.
- - Upon exit the Ball will enter the Bonus Lane.
- FLAGS
- >Spinning White panels at the ends of each the Hyperspace & Fuel Chutes.
- >Spinning a flag changes the Wormhole Exit Light color if the Wormhole is
- opened.
- >Fuel Flag
- - Points are awarded based on the status of the Booster Target
- Lights.
- * No Booster - 500 points per ¿ spin.
- * Booster Lit - 2500 points per ¿ spin.
- >Hyperspace Flag
- - Points are awarded based on the status of the Booster Target
- Lights.
- * No Booster - 500 points per ¿ spin.
- * Booster Lit - 2500 points per ¿ spin.
- KICKERES
- >Areas where the Ball is stopped and "kicked" out.
- >There are 9 kickers on the Table.
- >Black Hole Kicker
- - Located under the Launch Ramp.
- - When entered 20,000 points are awarded.
- - The Ball is kicked out at the Medal Targets.
- >Gravity Well
- - Located at the center of the circle of lights on the lower part of
- the Table.
- - Kicker is activated when the Hyperspace Kicker is entered 5
- consecutive times.
- - The Ball is attracted to the Gravity Light.
- - If the Ball comes to rest on the light:
- * 50,000 points are awarded
- * The Ball is kicked out in a random direction.
- * The Gravity Well is deactivated ("Normalized").
- >Hyperspace Kicker
- - Located at the end of the Hyperspace Chute in the top-right of the
- Table.
- - Enter this kicker to 'Launch to Hyperspace'.
- - If the Ball re-enters the kicker while the Hyperspace Reflex Light
- is
- lit then a Reflex Shot is awarded.
- - Points are awarded based on which Hyperspace Lights is lit.
- * 1st light - 10,000 points (Hyperspace Bonus)
- * 2nd light - 20,000 points + the Jackpot (Jackpot Awarded)
- * 3rd light - 20,000 points + the Center Post is raised.
- * 4th light - 50,000 points + Extra Ball Available
- * 4 lights go out - 150,000 points + Gravity Well Activated
- - Reflex Shot - +20,000 points
- >Out-Lane Kicker
- - Located at the bottom of the two Out-Lanes at the bottom-left &
- bottom-right of the table.
- - Ball is kicked out and the kicker becomes de-activated.
- - The right kicker sends the Ball into the Secondary Out Kicker.
- - The left kicker sends the Ball up the Fuel Chute & 'Re-fuels' the
- ship.
- * To re-activate the left Out-Lane Kicker light all 3
- Radiation
- Target Lights.
- * To re-activate the right Out-Lane kicker light all 3 Comet
- Target Lights.
- - Entering the Kickers is worth 0 points, however the Out-Lane is
- passed twice.
- >Secondary Out Kicker
- - Located at the top of the Right Out-Lane.
- - Kicks the Ball into, up and out of the Deployment Chute into the
- Re-Entry Area.
- >Wormhole
- - 3 Wormhole Kickers are located throughout the Table.
- * Red - Top Right near the Attack Bumpers.
- * Yellow - Bottom Right above the Right Return Lane.
- * Green - Top Left below the Satellite Bumper.
- - If the Wormhole is not "opened" the Ball is kicked back out where
- it
- entered.
- - If "opened" Ball is kicked out of the color (red, green or yellow)
- wormhole as indicated by the Wormhole Exit Light.
- - Extra points are awarded based on the activation of the wormhole
- and
- where it exits.
- * "Open" the Wormholes by hitting the Wormhole Spot Target.
- * Ball enters closed Wormhole Kicker - 2000 points
- * Ball enters "opened" Wormhole and exits a different
- Wormhole
- Kicker - 7500 points.
- * Ball enters the same "opened" Wormhole Kicker which it
- will
- exit - 5000 points + Replay Ball is awarded.
- LANES
- >Short chutes the Ball passes through.
- >There are 12 lanes throughout the Table.
- >Bonus Lane
- - Single lane between the Left Out-Lane and the Left Return Lane.
- - The Bonus Lane is always passed when the Ball passes the Launch
- Ramp.
- - Enter this lane to "Re-fuel' the ship.
- - Extra points are awarded if the Bonus Lane Light is on and the
- Bonus
- was activated
- * Lane Pass - 10,000 points
- * See the Bonus Section for more information.
- >Launch Lanes
- - 3 Lanes located on the Launch Ramp above the Engine Bumpers.
- - Pass the lanes to toggle the corresponding Launch Lane Light.
- * Lane Pass - 500 points
- * Light all 3 lane lights and upgrade the Engine Bumpers.
- >Out-Lanes
- - 2 Lanes located at the lower-left and lower-right of the Table.
- - Pass this lane and the ball drains or enters the Out-Lane Kicker
- when
- the kicker is activated.
- * Lane Pass - 20,000 points.
- * Extra Ball Light - 20,000 points + Extra Ball is awarded.
- >Re-entry Lanes
- - 3 Lanes located at the top of the Table above the Attack Bumpers.
- - Pass the lanes to toggle the corresponding Launch Lane Light.
- * Lane Pass - 2000 points
- * Light all 3 lane lights and upgrade the Attack & Satellite
- Bumpers.
- >Return Lanes
- - 2 Lanes located at the lower-left & lower-right corners of the
- Table.
- - Pass this lane and the Ball returns to one of the Flippers.
- - Extra Points are awarded if the Return Lane Light is lit.
- * Lane Pass - 5000 points
- * Lane Light - 25,000 points
- - Light the Return Lane Lights by hitting the Space Warp Rollover.
- >Skill Shot Lane
- - Single Lane located at the bottom of the Deployment Chute to the
- left
- of the 1st Deployment Light.
- - Deploy the Ball through this lane to receive a Skill Shot bonus.
- - See Deployment Chute for more information.
- ROLLOVERS
- >Panels flush with the tables which light up when the ball rolls over them.
- >There are 7 rollovers throughout the table.
- >Fuel Rollover
- - 6 rollovers located in the Fuel Chute.
- * The second rollover is hidden under the Launch Ramp.
- - If the Ball rolls over a fuel light points are awarded and the
- light
- is lit.
- - The top (blue) light is worth more points if it is out when rolled
- over.
- * Bottom 5 - 500 points
- * Top (blue) - 500 points when lit, 1500 points when dark.
- >Space Warp Rollover
- - Single round green Rollover at the top-left of the Table below the
- Satellite Bumper.
- - Hit this Rollover to turn on the Return Lane Lights.
- * This element is worth 0points.
- TARGETS, DROP
- >Yellow squares which fall when hit.
- >Targets impart some energy to the Ball when it rebounds.
- >There 9 Drop Targets located throughout the Table.
- >Booster Targets
- - 3 Drop Targets grouped at the middle-right of the table.
- - Drop all 3 Targets to activate a play mode.
- - Receive additional Play Modes if all the previous Booster Lights
- are
- lit.
- * 1st 2 Targets - 500 points each
- * 3rd Target - 5000 points + Play Mode
- * 1st play mode (bottom light) - Upgrade Flags
- * 2nd play mode (bottom-middle light) - Activate Jackpot
- * 3rd play mode (top-middle light) - Activate Bonus
- * 4th play mode (top light) - Bonus Hold
- - Play modes are active for a limited amount of time.
- - The lowest play mode not active is activated when the lights all
- the
- targets are dropped.
- >Medal Targets
- - 3 Drop Targets grouped at the center of the table.
- - Drop all 3 Targets to receive a Commendation.
- - Receive higher Commendations if previous Metal Target Light is
- still
- lit.
- * 1st 2 Targets - 1500 points each
- * Level 1 Commendation - 10,000 points
- * Level 2 Commendation - 50,000 points
- * Level 3 Commendation - 0 points + Free Ball
- >Multiplier Targets
- - 3 Drop Targets grouped at the top-left of the table above the
- Attack
- Bumpers.
- - Drop all 3 Targets to receive a Field Multiplier.
- - Receive higher Field Multipliers if the previous Field Multiplier
- Light is still lit.
- * 1st 2 Targets - 500 points each
- * 3rd Target - 1500 points + Field Multiplier
- - Field Multipliers are awarded in the following order:
- * 1st Multiplier - 2x
- * 2nd Multiplier - 3x
- * 3rd Multiplier - 5x
- * 4th Multiplier - 10x
- - Multipliers are applied to all points scored on the table except
- Jackpots, Bonus' and Mission Completion Awards.
- TARGETS, SPOT
- >Small red circles which impart a small amount of energy to the Ball when
- >hit.
- >There are 13 Spot Targets located throughout the Table.
- >Targets impart a small amount of energy to the wall when it rebounds.
- >Hitting a Spot Target lights the corresponding Target Light.
- >Comet (Right Hazard) Targets
- - 3 Spot Targets grouped to the right of the Attack Bumpers.
- - Light all 3 Right Hazard Target Lights to re-activate the right
- Out-Lane Kicker.
- - 750 points per hit.
- >Fuel Targets
- - 3 Spot Targets grouped around the Satellite Bumper.
- - Light all 3 Fuel Target Lights to "Re-fuel".
- - 750 points per hit.
- >Mission Targets
- - 3 Spot Targets grouped at the bottom of the Fuel Chute.
- - Hit the targets to select a mission.
- * There are 4 missions associated with each rank.
- * Missions vary depending on your rank.
- * See the Mission Section for more information.
- - 1000 points per hit.
- >Radiation (Left Hazard) Targets
- - 3 Spot Targets grouped to the left of the Attack Bumpers.
- - Light all 3 Left Hazard Target Lights to re-activate the left
- Out-Lane Kicker.
- - 750 points per hit.
- >Wormhole Target
- - Single Spot Target located at the bottom of the Hyperspace Chute.
- - Hit the target to "Open" the Wormholes & rotate the Wormhole Exit
- Light color.
- - 750 points per hit.
- OTHER ELEMENTS
- >Center Post
- - Post between the Flippers just above the Drain Area.
- - To activate the Center Post enter the Hyperspace Kicker 3 times in
- a
- row.
- >Drain Area
- - Area below the Flippers.
- - If the Ball enters this area it will drain.
- >Rebounds
- - 4 rubber band-like elements located throughout the Table.
- * 1 located above each flipper.
- * 1 located below the Right Hazard Targets
- * 1 located to the right of the Left Hazard Targets.
- - Impart a significant amount of energy to the Ball when hit.
- >Re-entry Area
- - Area at the top of the Table just above the Re-Entry Lanes.
- - The Ball enters this area when discharged from the top of the
- Deployment Chute.
- - If the Ball enters this area it will pass one of the Re-entry
- Lanes.
- Lights
- ------------------------------
- CHUTE LIGHTS
- >Deployment Chute
- - 6 lights across the Deployment Chute.
- - Indicates how far up the Deployment Chute the Ball has traveled.
- - Not available on Replay Balls.
- >Fuel Chute
- - 6 Lights in the Fuel Chute.
- - Indicates how much 'Fuel' is left.
- - The second light is hidden by the Launch Ramp.
- - A light blinks and goes out every 10-20 seconds depending on the
- light.
- - Total Fuel is approximately 90 seconds.
- - Roll over to re-light.
- >Launch Ramp
- - Single Light at the top of the Launch Ramp.
- - Off - No mission is selected.
- - Blinking - Hit the ramp to accept the current mission.
- - On - A mission is active.
- >Skill Shot, Hyperspace Chute
- - Top arrow of the 3 arrows located at the bottom of the Hyperspace
- Chute.
- - Indicates a skill shot is available for entering the Hyperspace
- Kicker.
- >Skill Shot Arrow, Launch Chute
- - Top arrow of the 3 arrows located at the bottom of the Launch
- Ramp.
- - Indicates a skill shot is available for entering the Launch Ramp.
- KICKER LIGHTS
- >Gravity Well
- - Single Light set in the center of the Progress & Rank Lights.
- - Blinking - Indicates the Gravity Well has been activated.
- - De-activate by stopping the Ball on the Gravity Well.
- >Hyperspace Kicker
- - 4 lights located across the Hyperspace Chute.
- - Indicates the number of consecutive times the Hyperspace Kicker
- has
- been entered.
- - See "Hyperspace Kicker" in the Elements Section for more
- information.
- - Lights are extinguished in order after approximately 60 seconds.
- - If the Hyperspace Kicker is entered 5 consecutive times all the
- lights are extinguished.
- >Replay
- - 1 light located below each of the Flippers. (2 lights total)
- - Allows a Ball to be "re-deployed" if it drains when light is lit.
- - The table does not reset.
- - The right Replay Light is temporarily lit after deployment.
- - The left light becomes lit when the Ball enters an active wormhole
- of
- the same color as the Wormhole Exit Light.
- >Secondary Out-Lane Kicker Arrow
- - Single light just to the right of the Yellow Wormhole
- - Indicates he Ball has entered the Secondary Out Kicker and will be
- kicked into the Re-entry Area.
- >Wormhole Color
- - Single Light located just above each of the Wormhole Kickers. (3
- lights total)
- - Indicates the color of the Wormhole.
- - Lit when the Wormhole is "Opened" by hitting the Wormhole Spot
- Target.
- - Goes out when a Ball enters any Wormhole.
- LANE LIGHTS
- >Bonus Lane
- - Single light in the Bonus Lane.
- - Indicates a bonus is available in this lane.
- - Activated when a mission is completed.
- - Goes out when the Ball passes the Bonus Lane.
- >Engine Lanes
- - Single light associated with each of the Launch Lanes (3 lights
- total).
- - Indicates which lanes have been activated.
- - Toggle light by passing the lane.
- - Rotate the lights by using the flippers.
- - When all 3 lights are lit the Engines Bumpers are upgraded.
- >Out Lanes
- - Single light located at the top of each of the Out-Lanes (2 lights
- total).
- - Indicates an Extra Ball is available in this lane.
- - Pass the lane to receive an Extra Ball.
- >Re-entry Lanes
- - Single light associated with each of the Re-entry Lanes. (3 lights
- total).
- - Indicates which lanes have been activated.
- - Toggle light by passing the lane.
- - Rotate the lights by using the flippers.
- - When all 3 lights are lit the Attack Bumpers are upgraded.
- >Return Lanes
- - Single light located at the top of each of the Return Lanes
- (2 lights total).
- - Incites a point bonus is available in this lane.
- - Pass the lane to receive extra points.
- MISSION LIGHTS
- >See the Missions Section for more information.
- >Mission Accept Arrow
- - Bottom of the 3 arrows at the bottom of the Launch Ramp.
- - Indicates that the selected mission will be accepted by hitting
- the
- Launch Ramp.
- >Mission Arrow
- - Blinking arrows located throughout the board.
- - Indicates where the Ball is to be played to complete the current
- mission objective.
- - The location and number of arrows varies depending on the current
- mission objective.
- >Maelstrom Hyperspace Arrow
- - Bottom of the 3 arrows at the bottom of the Hyperspace Chute.
- - Indicates the Maelstrom Mission will be completed when the Ball is
- sent into the Hyperspace Kicker.
- >Progress
- - 18 blue lights set in a circle at the bottom-center of the Table.
- - Indicates the progress through the current rank.
- - Lights are lit when a mission is completed.
- - Light all 18 to complete the increase in rank.
- >Rank
- - 9 yellow lights set in a circle at the bottom-center of the Table.
- - The number of lights lit indicate the current Rank
- * 1 light - Cadet
- * 2 lights - Ensign
- * 3 lights - Lieutenant
- * 4 lights - Captain
- * 5 lights - Lt. Commander
- * 6 lights - Commander
- * 7 lights - Commodore
- * 8 lights - Admiral
- * 9 lights - Fleet Admiral
- >Time Warp Hyperspace Arrow
- - Middle of the 3 arrows at the bottom of the Hyperspace Chute.
- - Indicates the Time Warp Mission will be completed if the Ball
- enters
- the Hyperspace Kicker (Demotion).
- >Time Warp Launch Arrow
- - Middle of the 3 arrows at the bottom of the Launch Ramp.
- - Indicates the Time Warp Mission will be completed if the Ball
- enters
- the Launch Ramp (Promotion).
- MISCELLANEOUS LIGHTS
- >Center Post
- - Single light located between the Flippers.
- - Indicates the Center Post is activated.
- - Blinks before the Center Post is retracted.
- >Meteor
- - 3 lights grouped to the lower-right of the Attack Bumpers.
- - Function Unknown.
- - Lights blink during the New Game display.
- >Space Warp
- - Same location as the Space Warp Rollover.
- - Lights when the Space Warp Rollover is hit.
- >Tilt
- - X-shaped light just below the Mission Target Lights.
- - Indicates the Table has been tilted.
- >Wormhole Exit Arrow
- - Single arrow located at the entrance to each of the Wormhole
- Kickers.
- - Indicates the color of the wormhole the Ball will exit from if the
- wormhole is entered.
- - Color is toggled by hitting the Wormhole Target or spinning either
- of
- the flags.
- - Goes out when a Ball enters any wormhole.
- TARGET, DROP LIGHTS
- >Booster
- - 4 lights associated with the Booster Targets.
- - Lights are lit by hitting all 3 Booster Targets.
- * Hit all 3 targets consecutive times to activate additional
- Play Modes.
- - Indicates which of the Play Modes are activated
- * Bottom light - 1st play mode (Upgrade Flags)
- * Bottom-middle light - 2nd play mode (Activate Jackpot)
- * Top-middle light - 3rd play mode (Activate Bonus)
- * Top light - 4th play mode (Bonus Hold)
- - Lights remain lit for approximately 60 seconds.
- >Field Multiplier
- - 4 lights associated with the Field Multiplier Targets.
- - Lights are lit by hitting all 3 Field Multiplier Targets.
- * Hit all 3 targets consecutive times to increase the Field
- Multiplier.
- - Indicates which multiplier is currently being applied
- * 0 lights - 1x
- * 1 light - 2x
- * 2 lights - 3x
- * 3 lights - 5x
- * 4 lights - 6x
- - Lights are extinguished in order after approximately 60 seconds.
- >Flag Upgrade
- - Single light located below each of the Flags.
- - Indicates the Flags have been upgraded.
- * See "Booster Targets" in the Table Elements section for
- more
- information.
- - Lights remain lit for approximately 60 seconds.
- >Medal
- - 3 lights associated with the Medal Target Targets.
- - Lights are lit (Commendation Awarded) by hitting all 3 Medal
- Targets.
- * Hit all 3 targets consecutive times to increase the
- Commendation.
- - Indicates which Commendation has been awarded
- * 1 light - Level 1 Commendation
- * 2 lights - Level 2 Commendation
- * 3 lights - Level 3 Commendation
- - Lights are extinguished in order after approximately 60 seconds.
- TARGET, SPOT LIGHTS
- >Comet
- - 3 lights associated with the Comet (Right Hazard) Targets.
- - Lights are lit by hitting the associated Comet (Right Hazard)
- Target.
- - Light all 3 lights and the Right Out-Lane Kicker is activated.
- * When this happens the lights blink and go out
- >Fuel
- - 3 lights associated with the Fuel Targets.
- - Lights are lit by hitting the associated Fuel Target.
- - Light all 3 lights and all the Fuel Lights are lit ("Ship
- Re-fuled").
- * When this happens the lights blink and go out.
- >Mission
- - 3 lights associated with the Mission Targets.
- - Lights are lit by hitting the associated Mission Target.
- - Light all 3 lights to select the 4th mission.
- * See the Mission Section for more information.
- >Radiation
- - 3 lights associated with the Radiation (Left Hazard) Targets.
- - Lights are lit by hitting the associated Radiation (Left Hazard)
- Target.
- - Light all 3 lights and the Left Out-Lane Kicker is activated.
- * When this happens the lights blink and go out.
- >Wormhole
- - Single light associated with the Wormhole Target.
- - Light is lit by hitting the Wormhole Target.
- * When lit the Wormholes are "Open"
- * Light goes out when a Wormhole is entered
- ===============================================================================
- Messages
- ===============================================================================
- Mission Objectives & Notices are not included in this section. Refer to the
- Mission Section for more information.
- Informational
- ------------------------------
- All informational messages are displayed in the Information Window (See the
- Score Board section for more information)
- >Black Hole
- - Happens when the Ball enters the Black Hole Kicker.
- - Means the Ball will be kicked out of the Black Hole Kicker.
- >Bonus Activated
- - Happens when the 3 Booster Targets have been dropped for the 3rd
- consecutive time.
- - Means points are added to the Bonus as they are accumulated on the
- table.
- * See the Bonus Section for more Information
- >Bonus Awarded
- - Happens when the Bonus Lane has been passed when the Bonus Lane
- Light
- was lit.
- - Means the Bonus has been awarded.
- >Bonus Hold
- - Happens when the 3 Booster Targets have been dropped for the 4th
- consecutive time.
- - Means the Bonus will not reset after the Ball drains.
- >Careful...
- - Happens when the table has been 'nudged'.
- - Means if the table continues to be nudged it will Tilt.
- >Center Post
- - Happens when the Hyperspace Kicker has been entered 3 consecutive
- times.
- - Means the Center Post is raised for a limited amount of time.
- >Continue Play
- - Happens when the game has been unpaused by pressing F3.
- - Means that game play has resumed.
- >Crash Bonus
- - Happens when the Ball has drained & no Replay is available.
- - Means extra points are awarded for loosing your current Ball.
- >Engines Upgraded
- - Happens when the 3 Launch Lane Lights have been lit.
- - Means extra points are awarded when the Ball hits the Engine
- Bumpers.
- * Upgrade order: Blue, Green, Yellow, Red
- >Extra Ball
- - Happens when a Level 3 Commendation is awarded or the Ball passes
- an
- Out-Lane when the Out-Lane Light is lit.
- - Means an Extra Ball has been awarded.
- >Extra Ball Available
- - Happens when the Hyperspace Kicker has been entered 4 consecutive
- times.
- - Means the Out-Lane Lights have been lit.
- * See 'Extra Ball' above.
- >Field Multiplier #x
- - Happens when the 3 Multiplier Targets have been dropped.
- - Means the points for every Table Element have been multiplied by
- the
- value indicated until the Target Lights go out.
- >Flags Upgraded
- - Happens when the 3 Booster Targets have been dropped for the 1st
- time.
- - Means that flags point values have been increased by a factor of
- 5.
- >Game Paused F3 to Resume
- - Happens when the game is paused by pressing F3 or making another
- window active.
- - Press the F3 key to un-pause and resume game play.
- >Gravity Normalized
- - Happens when the Ball comes to rest on the Gravity Well Light.
- - Means points have been awarded and the Ball will kick in a random
- direction and the Gravity Well Kicker is de-activated.
- >Gravity Well
- - Happens when the Hyperspace Kicker has been entered 5 consecutive
- times.
- - Means the Gravity Well Kicker is activated.
- >Hyperspace Bonus
- - Happens when the Hyperspace Kicker has been entered 1 time.
- - Means a 10,000 point bonus has been awarded.
- * The Hyperspace Bonus is unaffected by the Bonus
- activation.
- >Jackpot Activated
- - Happens when the 3 Booster Targets have been dropped 2 consecutive
- times.
- - Means points are added to the Jackpot as they are accumulated on
- the
- board.
- >Jackpot Awarded
- - Happens when the Hyperspace Kicker has been entered for the 2nd
- consecutive time.
- - Means the Jackpot has been awarded.
- * The Jackpot is reset after it has been awarded.
- >Level # Commendation
- - Happens when the 3 Medal Targets have been dropped.
- - Means points are awarded and an Extra Ball is awarded with a Level
- 3
- Commendation.
- >Player #
- - Happens when a new Ball (not a Replay or Free Ball) is to be
- deployed.
- - Indicates the player number who's turn it is to play.
- >Re-Deploy
- - Happens when the Ball has drained & the Right Replay Light is lit.
- - Means the same Ball is ready to be played by the plunger.
- * Note: The table does reset.
- >Reflex Shot
- - Happens when the Ball is sent up the Launch Ramp or into the
- Hyperspace Kicker soon after it has exited same.
- - Means additional points are awarded.
- >Replay Awarded
- - Happens when the Ball enters an active Wormhole of the same color
- as
- the Wormhole Exit Light.
- - Means the Ball can drain and the table will not reset.
- >Replay Ball
- - Happens when the Ball has drained & the Left Replay Light is lit.
- - Means the same Ball is ready to be played by the plunger.
- * Note: The table does not reset.
- >Ship Re-fueled
- - Happens when the Ball has rolled over an un-lit Fuel Light, passed
- the Bonus Lane, or all 3 Fuel Target Lights have been lit.
- - Means more fuel has been added and it will take longer to run out.
- >Shoot Again
- - Happens when the Ball has drained & an extra Ball has previously
- been
- awarded.
- - Means a new Ball is ready to be played by the plunger.
- * Note: The table does reset.
- * Note: The Ball indicator does not advance.
- >Skill Shot
- - Happens when the Ball exits the bottom of the Deployment Chute.
- - Means extra points have been awarded based on the degree of the Skill
- Shot.
- * See 'Chutes & Ramps' in the Table Elements Section.
- >TILT!
- - Happens when a 'nudge' key has been held to long and the table has
- 'Tilted'.
- - Means all Player Controls cease to function.
- * The Ball drains as a result.
- * Replay Balls are lost but Free Balls are not.
- >Weapons Upgraded
- - Happens when the 3 Re-entry Lane Lights have been lit.
- - Means extra points are awarded when the Ball hits the Attack &
- Satellite Bumpers.
- * Upgrade order: Blue, Green, Yellow, Red
- >Wormhole
- - Happens when a Wormhole has been entered.
- - Check the Wormhole Exit Lights to see where the Ball will be
- kicked
- out.
- >Wormhole Opened
- - The Wormholes target is hit when the Wormholes are de-activated.
- - The Ball will exit the Wormhole indicated by the arrow at it's
- entrance.
- * A Replay Ball is awarded if the Ball exits the same Open
- Wormhole it enters.
- Instructional
- ------------------------------
- All instructional messages are displayed in the Information Window (See the
- Score Board section for more information)
- >... Mission Completed
- - Happens when all the requirements of the active mission have been
- completed.
- - Means points and Progress Lights have been awarded.
- * Refer to the Mission Section for more information.
- >... Training Passed
- - Happens when one of the first 3 Cadet Missions has been completed.
- - Means 50,0000 points and 6 Progress Lights have been awarded.
- >Awaiting Deployment
- - Happens at the beginning of the game or when a Ball is drained and
- no
- Replay or Extra Balls are available.
- - Means a new Ball is ready to be played by the plunger.
- >Demotion to ...
- - Happens when the Time Warp Mission has been completed by sending
- the
- Ball into the Hyperspace Kicker.
- - Means your Rank has decreased by 1 and all Progress Lights have
- been
- extinguished.
- >Hit Mission Targets to Select Mission
- - Happens when the ball is in play and no mission has been selected.
- - Hit the Mission Targets to select a mission.
- >Launch Ramp to Accept ...
- - Happens when a mission or training session has been selected but
- is
- not active.
- - Send the Ball up the Launch Ramp to accept the mission indicated.
- >Mission Aborted
- - Happens when a mission is active and all the Fuel Lights go out.
- - Means the active mission has been aborted and a new mission must
- be
- selected.
- >Mission Accepted
- - Happens when a mission is selected and the Launch Ramp has been
- passed.
- - Means a mission has been accepted.
- * Refer to the Score Board and Mission Arrows to progress
- through the mission.
- >Promotion to ...
- - Happens when all 18 Progress Lights have been lit.
- - Means 1 Rank Light has been lit (Rank increase) and all Progress
- Lights blink and go out.
- >Re-Fuel Ship
- - Happens when all the fuel lights have gone out.
- - Means if an mission is active it has been aborted.
- - Send the Ball up the Fuel Chute, through the Bonus Lane, into the
- Left Out-Lane Kicker, or hit all 3 Fuel Targets to Re-fuel.
- >Warning - Low Fuel
- - Happens when only 1 Fuel Light remains lit.
- - Send the Ball up the Fuel Chute, through the Bonus Lane, into the
- Left Out-Lane Kicker, or hit all 3 Fuel Targets to Re-fuel.
- ===============================================================================
- Missions
- ===============================================================================
- >Use the Mission Targets to select a mission.
- - Each target corresponds to a different mission based on current
- rank.
- - The last target hit selects the mission.
- - If all the targets are hit (No Mission Target Lights lit) then the
- 4th mission (All) is selected.
- >To accept a mission pass the Launch Ramp once the mission is selected.
- >Look at the Score Board messages to help you know what to do and how you're
- progressing through the mission.
- >Look for the blinking Mission Arrows to help you know where to aim your
- >Ball.
- >A mission will terminate if all the Fuel Lights go out.
- - Watch the Fuel Lights and the Score Board for the "Warning -
- Low Fuel" message.
- >If the Ball drains while in the middle of a mission the mission is aborted.
- - The mission remains active if a Replay Ball is available
- >Difficulty levels listed are subjective and relative within each rank.
- >Accumulate 18 Progress lights to increase in rank.
- >Ranks are as follows:
- - 1 Rank Light - Cadet
- - 2 Rank Lights - Ensign
- - 3 Rank Lights - Lieutenant
- - 4 Rank Lights - Captain
- - 5 Rank Lights - Lt. Commander
- - 6 Rank Lights - Commander
- - 7 Rank Lights - Commodore
- - 8 Rank Lights - Admiral
- - 9 Rank Lights - Fleet Admiral
- Rank: Cadet
- ------------------------------
- >Rank Strategy
- - All the missions are pretty simple so play which ever you like the
- best.
- - You can complete this rank quickly by completing the Science
- Mission
- 1st & 2nd.
- - You can gain some extra points by completing the Science Mission
- twice (1st & 3rd or 2nd & 3rd).
- >Top Target: Launch Training
- - Difficulty: Easy
- - 10,000 points for accepting mission.
- - 50,0000 points for completing mission.
- - 6 progress lights for completing mission.
- - Objectives
- * Pass the Launch Ramp 3 times.
- - Strategy
- * Try and send the Ball up the Launch Ramp from the Left
- Flipper each time it drops from the platform to receive
- Skill
- Shots.
- >Middle Target: Re-entry Training
- - Difficulty: Hardest
- - 10,000 points for accepting mission.
- - 50,0000 points for completing mission.
- - 6 progress lights for completing mission.
- - Objectives
- * Pass the Re-entry Lanes 3 times.
- - Strategy
- * Use Out-Lane Kickers & Re-Deploys to your advantage.
- >Bottom Target: Target Practice
- - Difficulty: Medium
- - 10,000 points for accepting mission.
- - 50,0000 points for completing mission.
- - 6 progress lights for completing mission.
- - Objectives
- * Hit the Attack Bumpers 8 times.
- - Strategy
- * Send the Ball to the top of the Table and let it bounce
- around.
- >All Targets: Science Mission
- - Difficulty: Hard
- - 10,000 points for accepting mission.
- - 750,000 points for completing mission.
- - 9 progress lights for completing mission.
- - Objectives
- * Hit 9 Drop Targets.
- - Strategy
- * Aim for the Booster & Medal Targets. They're easiest to
- hit
- from the flippers.
- - Notes:
- * When accepted all Drop Targets will be raised.
- * If you are trying for extra Multipliers, Commendations or
- Play Modes you may not want to accept this mission
- Ranks: Ensign & Lieutenant
- ------------------------------
- >Rank Strategy
- - Bug Hunt's definitely the easiest & Secret is definitely the
- hardest.
- - The Secret Missions is not really worth attempting because, unless
- you finish it twice, you still need to complete 3 missions to get
- promoted.
- >Top Target: Bug Hunt Mission
- - Difficulty: Easy
- - 20,000 points for accepting mission.
- - 750,000 points for completing mission.
- - 7 progress lights for completing mission.
- - Objectives
- * Hit 15 targets (Drop and/or Hit).
- - Strategy
- * Play for whatever you like.
- * Remember the Bumpers & Rebounds don't count towards your
- 15
- hits.
- - Notes:
- * When accepted all Drop Targets will be raised & all Spot
- Target Lights will go out.
- * If you are trying for extra Multipliers, Commendations or
- Play Modes you may not want to accept this mission.
- * If you are trying to activate either of the Out-Lane
- Kickers
- you may not want to accept this mission.
- >Middle Target: Rescue Mission
- - Difficulty: Medium
- - 20,000 points for accepting mission.
- - 750,000 points for completing mission.
- - 7 progress lights for completing mission.
- - Objectives
- * Upgrade Flags.
- * Enter the Hyperspace Kicker.
- - Strategy
- * Catch the Ball on the Left Flipper and hit the Booster
- Targets and Hyperspace Kicker.
- - Notes:
- * If the Flags are upgraded when accepted they are degraded
- to
- normal status, however the Upgraded Flags Bonus Target
- Light
- remains lit.
- * The Hyperspace Kicker must be entered while the Flags are
- upgraded.
- * If the Flags are degraded before entering the Hyperspace
- Kicker they will need to be upgraded again.
- >Bottom Target: Alien Menace Mission
- - Difficulty: Hard
- - 20,000 points for accepting mission.
- - 750,000 points for completing mission.
- - 7 progress lights for completing mission.
- - Objectives
- * Upgrade the Attack Bumpers.
- * Hit the Attack Bumpers 8 times.
- - Strategy
- * Use Out-Lane Kickers & Re-Deploys to your advantage.
- * Use the Flippers to rotate the Re-entry Lane Lights.
- - Notes:
- * If the Attack Bumpers are upgraded when accepted they are
- degraded to normal status, however the Re-Entry Lane
- Lights
- remain lit.
- >All Targets: Secret Mission
- - Difficulty: Hard
- - 30,000 points for accepting mission.
- - 1,500,000 points for completing mission.
- - 10 progress lights for completing mission.
- - Objectives
- * Enter the Yellow Wormhole.
- * Enter the Red Wormhole.
- * Enter the Green Wormhole.
- - Strategy
- * The Yellow & Red Wormholes can be entered from either
- flipper.
- * Use the Fuel Chute to try and enter the Green Wormhole.
- * If you get this mission by accident and don't want to try
- (yes it's that hard) hold the Ball on a flipper until Fuel
- runs out.
- - Notes
- * Entering the appropriate Wormhole will not light the
- Replay
- Light.
- * If the mission is aborted (all Fuel Lights go out) then
- the
- Wormholes will have to be re-activated ("Opened") before a
- Replay can be awarded.
- Ranks: Captain & Lt. Commander
- ------------------------------
- >Rank Strategy
- - These are the hardest ranks in the game.
- - The missions are unforgiving and you still need 3 basic missions
- to
- get promoted.
- - Accept Cosmic Plague whenever you get the chance, it's the easiest
- by
- far.
- >Top Target: Stray Comet Mission
- - Difficulty: Medium
- - 20,000 points for accepting mission.
- - 1,000,000 points for completing mission.
- - 8 progress lights for completing mission.
- - Objectives
- * Light all 3 Right Hazard Target Lights.
- * Enter the Hyperspace Kicker.
- - Strategy
- * Make sure the Right Out-Lane Kicker is available before
- beginning this mission.
- * Send the Ball to the top of the table with the Left
- Flipper.
- * The top 2 Right Hazard Targets can be hit directly.
- - Notes:
- * When accepted all Right Hazard Target Lights will go out.
- * If the Right Out-Lane Kicker is de-activated you may not
- want
- to accept this mission.
- >Middle Target: Space Radiation Mission
- - Difficulty: Hard
- - 20,000 points for accepting mission.
- - 1,000,000 points for completing mission.
- - 8 progress lights for completing mission.
- - Objectives
- * Light all 3 Left Hazard Target Lights.
- * Enter any Wormhole..
- - Strategy
- * Make sure the Left Out lane Kicker is available before
- beginning this mission.
- * Send the Ball to the top of the table any way possible.
- * When entering the Wormhole, try for a Replay.
- - Notes:
- * When accepted all Left Hazard Target Lights will go out.
- * If the Left Out-Lane Kicker is de-activated you may not
- want
- to accept this mission.
- >Bottom Target: Black Hole Mission
- - Difficulty: Hard
- - 20,000 points for accepting mission.
- - 1,000,000 points for completing mission.
- - 8 progress lights for completing mission.
- - Objectives
- * Upgrade the Engine Bumpers.
- * Enter the Black Hole Kicker.
- - Strategy
- * Use the same technique from Launch Training.
- * Upgrade the Engine Bumpers to Red to have the best chance
- of
- completing the mission.
- * Use the Flippers to rotate the Launch Lane Lights.
- - Notes:
- * If the Engine Bumpers are upgraded when accepted they are
- degraded to normal status, however the Engine Lane Lights
- remain lit.
- * It takes some luck to enter the Black Hole Kicker.
- * Entering the Black Hole Kicker will not complete the
- mission
- if the Engine Bumpers have been downgraded to blue.
- >All Targets: Cosmic Plague Mission
- - Difficulty: Easy
- - 30,000 points for accepting mission.
- - 1,750,000 points for completing mission.
- - 11 progress lights for completing mission.
- - Objectives
- * Spin flags 75 times.
- * Hit Space Warp Rollover.
- - Strategy
- * Aim for the Hyperspace Chute to get double the Flag roll.
- * Send the ball to the top of the table through the Fuel
- Chute
- to hit the Space Warp Rollover.
- - Notes
- * This is by far the easiest mission for these ranks.
- Ranks: Commander & Commodore
- ------------------------------
- >Rank Strategy
- - These are pretty homogeneous missions.
- - Now it's easier to increase your rank.
- - Be wary of the Time Warp and don't get demoted.
- >Top Target: Satellite Retreval Mission
- - Difficulty: Medium
- - 20,000 points for accepting mission.
- - 1,250,000 points for completing mission.
- - 9 progress lights for completing mission.
- - Objectives
- * Hit the Satellite Bumper 3 times.
- - Strategy
- * Use the Fuel Chute & Green Wormhole to send the Ball to
- the
- Satellite Bumper.
- >Middle Target: Recon Mission
- - Difficulty: Easy
- - 20,000 points for accepting mission.
- - 1,250,000 points for completing mission.
- - 9 progress lights for completing mission.
- - Objectives
- * Pass any of the lanes 15 times.
- - Strategy
- * By sending the Ball up the Launch Ramp you're guaranteed
- at
- least 2 lane passes.
- - Notes:
- * Use the technique from Launch Training to pass the Launch
- Ramp multiple times.
- >Bottom Target: Doomsday Machine Mission
- - Difficulty: Hardest
- - 20,000 points for accepting mission.
- - 1,250,000 points for completing mission.
- - 9 progress lights for completing mission.
- - Objectives
- * Send the Ball through the Out-Lanes 3 times.
- - Strategy
- * Have a Replay & active Out-Lane Kickers.
- * If the Ball enters the Black Hole Kicker you may want to
- let
- it kick into the Right Out-Lane.
- - Notes:
- * By hitting an Out Lane Kicker you get 2 Out-Lane Passes.
- >All Targets: Time Warp Mission
- - Difficulty: Hard
- - 30,000 points for accepting mission.
- - 2,000,000 points for completing mission.
- - 12 progress lights for completing mission.
- - Objectives
- * Hit the Rebounds 25 times.
- * Enter the Launch Ramp or Hyperspace Kicker.
- - Strategy
- * Use the rebounds at the top of the table as well as the
- ones
- near the flippers.
- - Notes:
- * If your rank is Commander (6 Rank Lights) don't get
- demoted.
- * Hitting the Launch Ramp increases the Rank Lights while
- the
- Hyperspace Kick out decreases them.
- Ranks: Admiral & Fleet Admiral
- ------------------------------
- >Rank Strategy
- - Maelstrom's the best because of the points & rewards, but Cosmic
- Plague is easy.
- - Be wary of the Time Warp and don't get demoted.
- >Top: Cosmic Plague Mission
- - Difficulty: Easy
- - 30,000 points for accepting mission.
- - 1,750,000 points for completing mission.
- - 11 progress lights for completing mission.
- - Objectives
- * Spin flags 75 times.
- * Hit Space Warp Rollover.
- - Strategy
- * Aim for the Hyperspace Chute to get double the Flag roll.
- * Send the ball to the top of the table through the Fuel
- Chute
- to hit the Space Warp Rollover.
- - Notes:
- * This is by far the easiest mission for these ranks.
- >Middle Target: Secret Mission
- - Difficulty: Hard
- - 30,000 points for accepting mission.
- - 1,500,000 points for completing mission.
- - 10 progress lights for completing mission.
- - Objectives
- * Enter the Yellow Wormhole.
- * Enter the Red Wormhole.
- * Enter the Green Wormhole.
- - Strategy
- * The Yellow & Red Wormholes can be entered from either
- flipper.
- * Use the Fuel Chute to try and enter the Green Wormhole
- * If you get this mission by accident and don't want to try
- (yes it's that hard) hold the Ball on a flipper until Fuel
- runs out.
- - Notes:
- * Entering the appropriate Wormhole will not light the
- Replay
- Light.
- * If the mission is aborted (all Fuel Lights go out) then
- the
- Wormholes will have to be re-activated ("Opened") before a
- Replay will be awarded.
- >Bottom Targets: Time Warp Mission
- - Difficulty: Medium
- - 30,000 points for accepting mission.
- - 2,000,000 points for completing mission.
- - 12 progress lights for completing mission.
- - Objectives
- * Hit the Rebounds 25 times.
- * Enter the Launch Ramp or Hyperspace Kicker.
- - Strategy
- * Use the rebounds at the top of the table as well as the
- ones
- near the flippers.
- - Notes:
- * If your rank is Commander (6 Rank Lights) don't get
- demoted.
- * Hitting the Launch Ramp increases the Rank Lights while
- the
- Hyperspace Kick out decreases them.
- >All Targets: Maelstrom
- - Difficulty: Hard
- - 30,000 points for accepting mission.
- - 5,000,000 points for completing mission.
- - 18 progress lights for completing mission.
- - Objectives
- * Hit 3 Drop Targets.
- * Hit 3 Spot Targets.
- * Send the Ball through 5 lanes.
- * Rollover the top (blue) Fuel Light.
- * Send the Ball up the launch ramp.
- * Roll a Flag.
- * Enter any Wormhole.
- * Enter the Hyperspace Kicker.
- - Strategy
- * Having a Replay available is the best way to insure this
- mission is completed.
- * Use all you've learned to complete this mission.
- - Notes:
- * Completing this mission lights out all your incremental
- bonus
- lights (Medal Targets, Booster Targets, Multiplier Targets
- &
- Hyperspace Lights).
- Mission Progress Notices
- ------------------------------
- >Attack Bumper Hits Left:
- - Indicates the number of times to hit the Attack Bumpers.
- * Start value: 8
- - Rank: Cadet, Ensign & Lieutenant
- - Mission: Target Practice & Alien Menace Mission
- >Drop Target Hits Left:
- - Indicates the number of times to hit any of the Drop Targets.
- * Start value: 3
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Drop Targets Left:
- - Indicates the number of times to hit the Drop Targets.
- * Start value: 9
- - Rank: Cadet
- - Mission: Science
- >Enter Black Hole
- - Send the Ball into the Black Hole Kicker.
- - Rank: Captain & Lt. Commander
- - Mission: Black Hole
- >Enter Wormhole
- - Send the Ball into any of the Wormhole Kickers.
- - Rank: Captain & Lt. Commander
- - Mission: Space Radiation
- >Fill Left Hazard Banks
- - Hit all 3 of the Radiation (Left Hazard) Targets.
- - Rank: Captain & Lt. Commander
- - Mission: Space Radiation
- >Fill Right Hazard Banks
- - Hit all 3 of the Comet (Right Hazard) Targets.
- * Start value: 8 Hits
- - Rank: Captain & Lt. Commander
- - Mission: Stray Comet
- >Hit (color) Wormhole
- - Send the Ball into the color Wormhole Kicker indicated..
- - Rank: Ensign & Lieutenant, Admiral & Fleet Admiral
- - Mission: Secret
- >Hit Flags
- - Roll (hit) either of the Flags.
- * Start value: 8 Hits
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Hit Hyperspace Chute or Launch Ramp
- - Send the Ball into the Hyperspace Kicker or up the Launch Ramp.
- * Demotion for Hyperspace Kicker.
- * Promotion for Launch Ramp.
- - Rank: Commander & Commodore, Admiral & Fleet Admiral
- - Mission: Time Warp
- >Hit Launch Ramp
- - Send the Ball up the Launch Ramp.
- * Start value: 8 Hits
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Hit Space Warp Rollover
- - Roll the Ball over the Space Warp Rollover.
- - Rank: Captain & Lt. Commander, Admiral & Fleet Admiral
- - Mission: Cosmic Plague
- >Hit Wormhole
- -Send the Ball into any of the Wormhole Kickers.
- * Start value: 8 Hits
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Hyperspace Chute to End Maelstrom
- - Send the Ball into the Hyperspace Kicker to end the mission.
- * Start value: 8 Hits
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Hyperspace Launch
- - Send the Ball into the Hyperspace Kicker.
- - Rank: Ensign & Lieutenant , Captain & Lt. Commander
- - Mission: Rescue & Stray Comet
- >Lane Passes Left:
- - Indicates the number of times to roll the Ball through any of the
- Lanes.
- * Start value: 15 Passes
- - Rank: Commander & Commodore
- - Mission: Recon
- >Lane Passes Left:
- - Indicates the number of times to roll the Ball through any of the
- Lanes.
- * Start value: 5 Passes
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Launches Left:
- - Indicates the number of times to send the Ball up the Launch Ramp.
- * Start value: 3 Launches
- - Rank: Cadet
- - Mission: Launch Training
- >Out Lane Passes Left:
- - Indicates the number of times to roll the Ball through the Out
- Lanes.
- * Start value: 3 Passes
- - Rank: Commander & Commodore
- - Mission: Doomsday Machine
- >Rebound Hits Left:
- - Indicates the number of times to hit the Rebounds.
- * Start value: 25 Hits
- - Rank: Commander & Commodore, Admiral & Fleet Admiral
- - Mission: Time Warp
- >Re-Entries Left:
- - Indicates the number of times to send the Ball through the
- Re-Entry
- Lanes.
- * Start value: 3 Passes
- - Rank: Cadet
- - Mission: Re-Entry Training
- >Remote Attack Bumpers Hits Left:
- - Indicates the number of times to hit the Satellite Bumper.
- * Start value: 3 Hits
- - Rank: Commander & Commodore
- - Mission: Satellite Retrieval
- >Roll Flags:
- - Indicates the number of times to roll (hit) the Flags.
- * Start value: 75 Rolls
- - Rank: Captain & Lt. Commander, Admiral & Fleet Admiral
- - Mission: Cosmic Plague
- >Shoot Ball Up Fuel Chute
- - Roll the Ball over the top-most Fuel Light..
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Spot Target Hits:
- - Indicates the number of times to hit any of the Spot Targets.
- * Start value: 3 Hits
- - Rank: Admiral & Fleet Admiral
- - Mission: Maelstrom
- >Targets Left:
- - Indicates the number of times to hit the Targets (Spot or Drop).
- * Start value: 15 Hits
- - Rank: Ensign & Lieutenant
- - Mission: Bug Hunt
- >Upgrade Attack Bumpers
- - Light all 3 Re-Entry Lane lights.
- - Rank: Ensign & Lieutenant
- - Mission: Alien Menace
- >Upgrade Engine Bumpers
- - Light all 3 Engine Lane Lights.
- - Rank: Captain & Lt. Commander
- - Mission: Black Hole
- >Upgrade Flags
- - Hit the Bonus Targets to upgrade the Flags.
- - Rank: Ensign & Lieutenant
- - Mission: Rescue
- Mission Completion Notices
- ------------------------------
- >Aliens Repelled
- - The Alien Menace Mission has been completed.
- >Black Hole Eliminated
- - The Black Hole Mission has been completed.
- >Comet Destroyed
- - The Stray Comet Mission has been completed.
- >Doomsday Machine Destroyed
- - The Doomsday Machine mission has been completed.
- >Maelstrom!
- - The Maelstrom Mission has been completed.
- >Plague Eliminated
- - The Cosmic Plague Mission has been completed.
- >Plans Recovered
- - The Secret Mission has been completed.
- >Radiation Eliminated
- - The Space Radiation Mission has been completed.
- >Satellite Repaired
- - The Satellite Retrieval Mission has been completed.
- >Survey Complete
- - The Recon Mission has been completed.
- >Survivors Rescued
- - The Rescue Mission has been completed.
- >Time Warp Backward
- - The Time Warp Mission has been completed by sending the Ball into
- the
- Hyperspace Kicker.
- >Time Warp Forward
- - The Time Warp Mission has been completed by sending the Ball up
- the
- Launch Ramp.
- >Xenomorphs Destroyed
- - The Bug Hunt Mission has been completed.
- Final Mission Note
- ------------------------------
- Some strategy guides/walkthroughs indicate that if you light all 18 Progress
- Light with a Rank of Fleet Admiral that the game will freeze and you will
- not
- be able to post your high score. THIS IS NOT TRUE on my version so you may
- want to test it using the Cheat Codes before you're in a position where you
- have to choose to complete the Fleet Admiral rank and lock up the game.
- ===============================================================================
- Bonus', Jackpots and Awards
- ===============================================================================
- >Points are added to the Bonus & Jackpots at the base rate they are
- accumulated on the board.
- >Multipliers, Mission Awards, Bonuses & Jackpots are not added to the total.
- >For more information see the 'Informational' part of the Messages Section.
- >Bonus (Bonus Lane)
- - Awarded when the Ball passes the Bonus Lane and the Bonus Light is
- lit.
- * Base value: 10,000 points
- * To light the Bonus Lane Light a mission must be completed.
- - To increase point value drop all 3 Booster Targets 3 (Bonus
- Activated) or 4 (Bonus Hold) consecutive times.
- * When the Bonus is Activated points are added to the Bonus
- as
- they are accumulated on the board.
- * The Bonus is reset to its base value when the ball drains
- unless the Bonus Hold is on.
- * The maximum Bonus is 5,000,000 points.
- >Center Post
- - Awarded when the Hyperspace Kicker is entered 3 consecutive times.
- * Fixed value: 20,000 points
- - The Center Post is activated for approximately 60 sec. before it
- goes down.
- >Crash Bonus
- - Awarded when the Ball drains and no Replay is available.
- * Base value: 10,000 points
- * Increased to 25,000 points after a mission is selected.
- - To increase point value drop all 3 Booster Targets 3 (Bonus
- Activated) or 4 (Bonus Hold) consecutive times.
- * When the Bonus is Activated points are added to the Bonus
- as
- they are accumulated on the board.
- * The Bonus is reset to its base value when the ball drains
- unless the Bonus Hold is on.
- * The maximum Bonus is 5,000,000 points.
- >Extra Ball
- - Awarded when:
- * All 3 Medal Targets are dropped 3 consecutive times
- * An Out-Lane is passed while the Out-Lane Light is lit.
- >To light the Out-Lane Lights enter the Hyperspace Kicker 4 consecutive
- >times.
- - The maximum number of Extra Balls is unlimited.
- * Fixed value: 0 points
- >Field Multiplier
- - Awarded when all 3 Multiplier Targets are dropped.
- * Fixed value: 1500 points
- >Flag Upgrade
- - All 3 Booster Targets are dropped for the 1st time.
- * Upgraded value: 2500 points per ¿ spin
- >Hyperspace Bonus
- - Awarded when the Ball enters the Hyperspace Kicker the first time.
- * Fixed value: 10,000 points
- >Jackpot
- - The Ball enters the Hyperspace Kicker the 2 consecutive times.
- * Base value: 20,000 points
- - Drop all 3 Booster Targets 2 consecutive times.
- * When the Jackpot is Activated points are added to the
- Jackpot
- as they are accumulated on the board.
- * The Jackpot is reset when it is awarded or ball drains.
- >Replay Ball
- - Awarded when the Ball enters an active Wormhole and exits same.
- * Fixed value: 2500 points
- - To rotate the Wormhole exit roll the Flags or hit the Wormhole
- Target.
- >Skill Shot
- - Awarded when the Ball enters the Hyperspace Kicker or passes the
- Launch Ramp soon after it exits same.
- * Fixed value: 25,000 points
- ===============================================================================
- Cheat Codes
- ===============================================================================
- >Use the cheat codes to play different levels, practice or examine specific
- table functions.
- >Type cheat codes during game play. No points are awarded for entering
- >cheat
- codes.
- >Scores achieved while using the "Max Codes" cannot be added to the 'High
- Scores List'; however, scores achieved using the "hidden test" code can be
- added to the 'High Scores List'.
- >Be careful using the codes if you want your High Scores to remain 'pure'.
- Max Codes
- ------------------------------
- >"1max"
- - Type this code multiple times to get more Extra Balls.
- >"bmax"
- - Unlimited Balls are awarded
- - If the Ball drains a new Ball will be kicked from the Yellow
- Wormhole
- automatically.
- - To cancel this code 'Tilt' the table.
- >"gmax"
- - Activates the Gravity Well.
- >"rmax"
- - Increases the number of Rank Lights by 1.
- - Type this code multiple times to further increase rank.
- Test Codes
- ------------------------------
- >"hidden_test"
- - Enters 'Test Mode'
- - Allows the Ball to be moved with the mouse by clicking & holding
- in
- the game window.
- - Use the following keys after the 'hidden_test' code has been
- entered:
- * "h" - Changes the 2nd place score to 1,000,000,000 and
- allows
- the Player name to be entered. Does not change 1st place,
- even if it's less that 1 Billion points.
- * "m" - Displays the system memory in a separate window.
- * "r" - Increases the number of Rank Lights by 1.
- * "y" - Displays the game frame-rate in the title bar.
- ===============================================================================
- Advice & Strategy
- ===============================================================================
- This section is intended to aid new players in increasing both their score
- and
- enjoyment of the game. Strategy and advice is subjective from my own
- experience
- playing the game. If you don't agree or have an alternate strategy which
- works
- for you then, by all means, use it.
- General Advice
- ------------------------------
- >Be flexible. Know what you want to do and set floating priorities and
- >change
- them as the table changes.
- >Always try to have a Replay available.
- >Play mainly to complete missions.
- >Enter the Hyperspace kick out as much as possible, except when it will
- >result
- in Gravity Well.
- >Be wary of the Gravity Well, it can make the Ball do funny things, plus it
- resets the Hyperspace Lights.
- - If it becomes active try and 'Normalize' gravity as quickly as
- possible.
- - It is advantageous to "activate" & "normalize" the Gravity Well
- when
- Field Multipliers are activated.
- >Don't get hung up on the Medal Targets.
- - Fixating on them keeps you from scoring points else ware.
- - Only try to hit them when the 2nd (orange) or 3rd (purple) Medal
- Lights are lit.
- >Have a minimum point total and/or rank/progress you want to achieve for
- >your
- first Ball.
- - If the Ball counter ticks to 2 before you're there, start a new
- game.
- >Take advantage of the Field Multipliers when you get them (10x runs up the
- score REALLY fast!).
- - Field Multipliers don't apply to Bonuses, Awards & Jackpots.
- >The game moves different speeds depending on how many applications you have
- running.
- - Experiment running different applications in the background and
- take
- note of when you play better.
- >Even when the Center Post is up the Ball can still drain so be careful.
- Don't let the Ball rest on the Center Post and one of the Flippers.
- Specific Advice
- ------------------------------
- >If you have one of the upper level multipliers (3x, 5x or 10x) it's worth
- >it
- to get the Gravity Well, it can be worth up to 1.5 million points.
- >The Yellow Wormhole is easiest to hit, followed by the Red. Try to use
- >these
- two to receive Replays.
- - Both Wormholes can be hit from either flipper.
- >The far left Medal Target is hardest to hit.
- - If it's already down and at least one Medal Light is lit try
- aiming
- for the remaining targets to get an Extra Ball.
- - When deliberately aiming for the Medal Targets try and hit this
- one
- first.
- >If 2 or more Medal Lights are lit concentrate at hitting the Medal Targets.
- >When the Ball is kicked out of the Black Hole Kicker it will hit the middle
- Medal Target if it is up.
- - If this target is up the Ball will rebound into the right Out Lane
- about 50% of the time. Nudge the table to keep this from
- happening.
- - If this target is down the Ball will hit the right Medal Target
- and
- normally rebound to the upper part of the table.
- - If both the middle & right Medal Targets are down the Ball will
- bounce and hit the bottom Booster Target then rebound to the Left
- Flipper.
- * If the bottom Booster Target is down the Ball will bounce
- between the flippers and drain if the Center Post is not
- up.
- >When the Ball is kicked out of the Hyperspace Kicker and the Left Flipper
- >is
- not hit the Ball will bounce & rebound up the Launch Ramp about 70% of the
- time.
- - If the wormholes are activated the Wormhole Exit Light will
- normally
- rotate 2 colors upon the Ball being kicked out of the Hyperspace
- Kicker.
- - Use this to catch the Ball on the Left Flipper and shoot it into
- the
- Yellow Wormhole to get a Replay.
- >There are a couple of tricks so only one mission needs to be completed to
- upgrade the Rank Lights.
- - See the FAQ for more information.
- Things to Get Good At
- ------------------------------
- >Catching the Ball on the Flippers.
- - Do this by holding the flipper keys so the Ball comes to rest on
- the
- Flippers before shooting the Ball up the table.
- - This allows you to shoot the ball more accurately.
- >Sending the Ball up the Launch Ramp.
- - Do this by shooting the Ball from the middle of the Right Flipper.
- - This allows you to accept missions, Re-fuel, move the Ball from
- Right
- to Left Flipper.
- >Sending the Ball up the Hyperspace Chute.
- - Do this by shooting the Ball from the end of the Left Flipper.
- - This allows you to receive the Jackpot, the Center Post, chances
- at
- an Extra Ball and the Gravity Well.
- >Sending the Ball up the Fuel Chute.
- - Do this by shooting the Ball from the end of the Right Flipper.
- - This allows you to Re-fuel, get the Ball to the Green Wormhole,
- and
- get the Ball to the Re-Entry Lanes.
- >Sending the Ball into the Yellow Wormhole.
- - Do this by shooting the Ball from the tip of the Left Flipper.
- - This allows you to get a Replay Ball when the Wormhole Exit Light
- is
- Yellow.
- >Launch Ramp Skill Shots.
- - Do this by catching the Ball with the Left Flipper as it drops
- through the Bonus Lane, but not allowing it to come to rest. When
- it
- bounces out over the left Flipper shoot it back up the Launch
- Ramp.
- - This allows you to complete missions and receive Skill Shot
- Awards.
- >Hyperspace Skill Shots.
- - Do this by ''one timing" the Ball back up the chute with the Left
- Flipper.
- - This allows you to receive the Jackpot, the Center Post, chances
- at
- an Extra Ball and the Gravity Well.
- >Hitting the left Medal Target.
- - Do this by shooting the Ball from the middle of the Right Flipper
- or
- using the Launch Ramp Skill Shot technique from the Left Flipper.
- - This allows you to receive Commendations & Extra Balls.
- ===============================================================================
- Frequently Asked Question (FAQ) & Comments
- ===============================================================================
- >What's your high score?
- - 62,689,750 (that's over 62.6 million) with no cheating.
- - My low high score (5th highest) is just over 42 million.
- >Only 62 Million?
- - I actually may have been able to get more points, but I was
- playing
- under the (incorrect) impression that if you got 18 progress
- lights
- with a rank of Fleet Admiral that the game would freeze and you
- wouldn't be able to post your high score.
- >Where'd you get all this information? How did you complile this guide?
- - I began by playing (a lot) and noting my observations.
- - I used the cheat codes (especially "hidden_test") to test what
- happend in different scenarios, note how many points different
- elements were worth and validate my observations.
- >What happens if the score board 'rolls over' (score reaches 1 billion)?
- - It resets to 0 and then continues to accumulate points as normal.
- - The game cannot accept high scores over 1 Billion points.
- >How do the Jackpots/Bonuses work?
- - It's complicated.
- - See the Bonus', Jackpots & Awards Section.
- >I've heard of some game 'bugs', what are they?
- - The game freezes if you advance beyond the rank of Fleet Admiral.
- * This doesn't happen on my version. I'm not sure if it
- ever
- did happen.
- * If you reach the rank of Fleet Admiral just keep
- completing
- missions to rack up major points.
- * If you're worried about the possibility use the cheat
- codes
- and check for yourself. (That's what I did.)
- - I seemed to have skipped a rank. How did this happen?
- * If the rank is upgraded an a new mission is accepted
- before
- the Progress Lights stop blinking in celebration then all
- the
- Progress Lights remain lit and only the current mission
- has
- to be completed to increase in rank again.
- * If the rank is upgraded by completing the 4th (all Mission
- Targets) mission at any given rank and the Ball drains
- before
- the Progress Lights stop blinking in celebration then all
- the
- Progress Lights remain lit and only one mission has to be
- completed to increase in rank again.
- > If the same technique is used to complete the new
- rank the result repeats itself.
- > A new Ball will be deployed and the board reset
- when
- the Ball is drained so have an extra Ball
- available.
- > This technique does not work when the Replay Light
- is
- lit.
- - The Ball went through my flipper! Aaaargh!!!
- * This has happed to me once or twice.
- * I don't know what causes it and, yes, it is very annoying.
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