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IGN Space Cadet Pinball Guide

Aug 22nd, 2018
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  1. ===============================================================================
  2. _______ ___ _ _ _ _
  3. |__ / \ | _ (_)_ _ | |__ __ _| | |
  4. |_ \ |) | | _/ | ' \| '_ \/ _` | | |
  5. |___/___/ |_| |_|_||_|_.__/\__,_|_|_|
  6.  
  7. ___ ___ _ _
  8. / __|_ __ __ _ __ ___ / __|__ _ __| |___| |_
  9. \__ \ '_ \/ _` / _/ -_) | (__/ _` / _` / -_) _|
  10. |___/ .__/\__,_\__\___| \___\__,_\__,_\___|\__|
  11. |_|
  12. ===============================================================================
  13.  
  14. By
  15.  
  16. Froesch
  17.  
  18. ===============================================================================
  19. Index
  20. ===============================================================================
  21. I. - Copyright..................................................[Line
  22. 61]
  23. II. - Guide Purpose..............................................[Line
  24. 74]
  25. III. - Game Information...........................................[Line
  26. 82]
  27. - Version [Line
  28. 84]
  29. - Operating System [Line
  30. 92]
  31. - Synopsis [Line
  32. 96]
  33. IV. - Program Controls & Menus...................................[Line
  34. 105]
  35. - Game Controls [Line
  36. 107]
  37. - Menus [Line
  38. 129]
  39. - Function Keys [Line
  40. 161]
  41. - Dialog Boxes [Line
  42. 181]
  43. V. - Scoreboard.................................................[Line
  44. 206]
  45. VI. - Table......................................................[Line
  46. 242]
  47. - Elements [Line
  48. 249]
  49. - Lights [Line
  50. 583]
  51. VII. - Messages...................................................[Line
  52. 840]
  53. - Informational [Line
  54. 845]
  55. - Instructional [Line
  56. 1019]
  57. VIII. - Missions...................................................[Line
  58. 1083]
  59. - Rank: Cadet [Line
  60. 1120]
  61. - Ranks: Ensign & Lieutenant [Line
  62. 1178]
  63. - Ranks: Captain & Lt. Commander [Line
  64. 1264]
  65. - Ranks: Commander & Commodore [Line
  66. 1345]
  67. - Ranks: Admiral & Fleet Admiral [Line
  68. 1407]
  69. - Mission Progress Notices [Line
  70. 1491]
  71. - Mission Completion Notices [Line
  72. 1661]
  73. - Final Mission Note [Line
  74. 1707]
  75. IX. - Bonus', Jackpots & Awards..................................[Line
  76. 1716]
  77. X. - Cheat Codes................................................[Line
  78. 1796]
  79. - Max Codes [Line
  80. 1810]
  81. - Test Codes [Line
  82. 1828]
  83. XI. - Advide & Strategy..........................................[Line
  84. 1843]
  85. - General Advice [Line
  86. 1850]
  87. - Specific Advice [Line
  88. 1890]
  89. - Things to Get Good At [Line
  90. 1932]
  91. XII. - Frequently Asked Questions (FAQ) & Comments................[Line
  92. 1977]
  93. XIII. - Thanks.....................................................[Line
  94. 2062]
  95. XIV. - End of Guide...............................................[Line
  96. 2075]
  97.  
  98. ===============================================================================
  99. I. Copyright
  100. ===============================================================================
  101. This guide may not be reproduced in-whole or in-part for any reasons other
  102. than
  103. personal or private use. It may not be publicly distributed without the
  104. express written consent of the author. Use of this guide without express
  105. written consent is strictly prohibited and a violation of copyright.
  106.  
  107. All trademarks and copyrights contained in this document are owned by their
  108. respective trademark and copyright holders.
  109.  
  110. Copyright 2006-2007 Michael Morin (Froesch)
  111.  
  112. ===============================================================================
  113. II. Guide Purpose
  114. ===============================================================================
  115. This guide was created to address certain short-comings, errors and
  116. inaccuracies observed in the game Help and other 3D Space Cadet Pinball
  117. Guides
  118. found online. It is intended to be the most complete and the most accurate
  119. Guide for 3D Space Cadet Pinball available.
  120.  
  121. ===============================================================================
  122. III. Game Information
  123. ===============================================================================
  124. Version
  125. ------------------------------
  126. Microsoft ¿ 3D Pinball for Windows - Space Cadet
  127. Version 5.1 (Build 2600.xpsp_sp2_gdr.050301-1519 : Service Pack 2)
  128. Copyright ¿ 1981-2001 Microsoft Corporation
  129. 3D Pinball Table created for Microsoft by Maxis.
  130. Copyright ¿ 1995 Maxis
  131.  
  132. Operating System
  133. ------------------------------
  134. Microsoft ¿ Windows ¿ XP Professional
  135.  
  136. Synopsis
  137. ------------------------------
  138. You are a young Cadet trying to graduate from the Space Academy and make a
  139. name
  140. for yourself as an officer. You must complete you training and prove your
  141. abilities in order to move up through the ranks and increase your score. Do
  142. you have what it takes to become a Fleet Admiral? In 3D Space Cadet
  143. Pinball
  144. you'll find out!
  145.  
  146. ===============================================================================
  147. IV. Program Controls & Menus
  148. ===============================================================================
  149. Game Controls
  150. ------------------------------
  151. >Flipper (2x)
  152. - Used to send the Ball up the table. Activate the flipper(s) to
  153. rotate the Re-entry & Launch Lane Lights. Each flipper rotates
  154. them
  155. in a different direction.
  156. - Default Keys: Right Flipper: "/", Left Flipper: "z"
  157.  
  158. >Plunger (1x)
  159. - Used to send the Ball up the Deployment Chute.
  160. - Default Key: Space Bar.
  161. - Hold Space Bar to send the Ball further up the Deployment Chute.
  162.  
  163. >Nudge (3x)
  164. - Hits the table to adjust Ball movement.
  165. - Default Keys: Nudge Right: "x", Nudge Left: ".", Nudge Up: "?"
  166. - If any of the Nudge keys is held for to long the table will Tilt.
  167.  
  168. >Go to the Options menu and select Keyboard Controls to change the Default
  169. Controls (See the 'Dialog Boxes' section).
  170.  
  171.  
  172. Menus
  173. ------------------------------
  174. Menus may be accessed by clicking on the Menu name at the top of the Game
  175. Window.
  176.  
  177. >Game Menu
  178. - New Game
  179. * Starts a new game.
  180. - Launch Ball
  181. * Sends the Ball up the Deployment Chute.
  182. - Pause/Resume Game
  183. * Pauses/Un-pauses the current game.
  184. - High Scores...
  185. * Displays the High Scores Dialog Box
  186. - Demo
  187. * Begins a game demonstration.
  188. - Exit
  189. * Closes the game window.
  190.  
  191. >Options
  192. - Full Screen
  193. * Resizes the game to Full Screen.
  194. > Hit [F4] or [Esc] to toggle back to window mode.
  195. - Select Players
  196. * Select the number of players (1, 2, 3, or 4)
  197. - Sounds
  198. * Toggles game sounds On/Off.
  199. - Music
  200. * Toggles game music On/Off.
  201. - Player Controls...
  202. * Opens the Player Controls Dialog Box
  203.  
  204. Function Keys
  205. ------------------------------
  206. >[F1] Help
  207. - Launches the Help window.
  208. - See the 'Dialog Boxes' section for more information.
  209.  
  210. >[F2] New Game
  211. - Starts a new game
  212.  
  213. >[F3] Pause/Resume Game
  214. - Pauses/Un-pauses the current game.
  215.  
  216. >[F4] Full Screen
  217. - Resizes the game to Full Screen.
  218. - Hit [F4] or [Esc] to toggle back to window mode
  219.  
  220. >[F8] Player Controls
  221. - Opens the Player Controls Dialog Box.
  222. - See the 'Dialog Boxes' section for more information.
  223.  
  224. Dialog Boxes
  225. ------------------------------
  226. >High Scores
  227. - Shows the top 5 high scores and the players who scored them.
  228. - After a High Score is achieved this box is opened and the player
  229. is
  230. able to enter their name.
  231. - Click "OK" or "Cancel" to close dialog box.
  232. - Click "Clear" to reset all high scores to 0 (Required
  233. confirmation).
  234.  
  235. >Player Controls
  236. - Allows the default Player Controls to be changed.
  237. - Use the pull downs to change which keys control specific
  238. functions.
  239. - Click "OK" to save changes, "Cancel" to keep the same settings and
  240. "Default" to changes all controls to the default settings
  241. - See the 'Game Controls' section for default control settings.
  242.  
  243. >Help
  244. - Accesses the Help information for the game.
  245. - Use the "Contents", "Index", and "Search" tabs to find information
  246. you want.
  247.  
  248. Note: The in-game help isn't completely accurate and doesn't always have the
  249. information you may be looking for, hence this guide.
  250.  
  251. ===============================================================================
  252. V. Scoreboard
  253. ===============================================================================
  254. The Scoreboard takes up the right side of the game window or screen (full
  255. screen mode). It is where information about the game is displayed. The
  256. Scoreboard is comprised of a number of displays (windows) which show
  257. different
  258. information.
  259.  
  260. >Ball Window
  261. - Small box at the top right.
  262. - Displays the number of balls played, including the current ball.
  263. - When the 3rd Ball drains the current game is over.
  264. - Number does not include Free Balls or Replay Balls.
  265.  
  266. >Information Window
  267. - Medium sized box between the Score Box and the Instruction Box.
  268. - Displays the number of balls played, including the current ball.
  269. - Indicates when upgrades, awards, jackpots, bonus' or other
  270. non-mission related objectives have been completed.
  271.  
  272. >Instruction Window
  273. - Large box at the bottom.
  274. - Displays information about what to do in order to "progress" in
  275. the
  276. game.
  277. - Indicates mission objectives and basic instructions.
  278.  
  279. >Player Window
  280. - Small box at the top left.
  281. - Indicates which number player is currently playing.
  282. - Changes during multiplayer modes only.
  283.  
  284. >Score Window
  285. - Skinny box just below the Ball Box.
  286. - Indicates the score achieved in the current game.
  287. - Updates continuously as points are scored.
  288.  
  289. ===============================================================================
  290. Table
  291. ===============================================================================
  292. The table takes up the left side of the game window or screen (full screen
  293. mode). It is where the game is played. The ball tends to travel by
  294. "gravity"
  295. from the top to the bottom of the Table. The Table is comprised of a number
  296. of
  297. different elements which affect the ball and how points are scored.
  298.  
  299. Elements
  300. ------------------------------
  301. BUMPERS
  302. >Bumpers are white & mushroom shaped with colored lights on top. There are
  303. >7
  304. Bumpers and 3 types.
  305.  
  306. >Attack Bumpers
  307. - 3 Bumpers grouped at the top of the Table.
  308. - Upgrade by lighting all 3 Re-entry lane lights simultaneously
  309. - The color of the light on top of the Bumper indicates the upgrade
  310. level.
  311. * Blue - 500 points
  312. * Green - 1000 points
  313. * Yellow - 1500 points
  314. * Red - 2000 points
  315.  
  316. >Engine Bumpers
  317. - 3 Bumpers grouped on the Launch Ramp.
  318. - Upgrade by lighting all 3 Launch Lane lights simultaneously.
  319. - The color of the light on top of the Bumper indicates the upgrade
  320. level.
  321. * Blue - 1500 points
  322. * Green - 2500 points
  323. * Yellow - 3500 points
  324. * Red - 4500 points
  325.  
  326. >Satellite (Remote Attack) Bumper
  327. - 1 Bumper at the top left of the Table.
  328. - Considered one of the Attack Bumpers in most situations.
  329. - Upgrades with the Attack Bumpers.
  330. - The color of the light on top of the Bumper indicates the upgrade
  331. level.
  332. * Blue - 1500 points
  333. * Green - 2500 points
  334. * Yellow - 3500 points
  335. * Red - 4500 points
  336.  
  337. CHUTES & RAMPS
  338. >Chutes & Ramps are paths for the Ball to follow. There are 4 total.
  339.  
  340. >Deployment Chute
  341. - Chute at the right side of the Table.
  342. - Send the Ball up the chute by operating the plunger.
  343. - If the Ball exits the bottom of the chute (Skill Shot Lane) points
  344. are awarded based on the number of Deployment Lights lit.
  345. * 1 light - 15000 points
  346. * 2 lights - 30,000 points
  347. * 3 lights - 75000 points
  348. * 4 lights - 30,000 points
  349. * 5 lights - 15000 points
  350. * 6 lights - 7500 points
  351. - A Skill Shot cannot be awarded on a Replay Ball.
  352.  
  353. >Fuel Chute
  354. - Curved Chute at the middle-left side of the Table.
  355. - Send the Ball up the chute to 'Re-fuel'.
  356. - The amount of fuel is based on how many lights are lit (See Fuel
  357. Lights & Fuel Rollover).
  358.  
  359. >Hyperspace Chute
  360. - Curved Chute at the top-right of the table.
  361. - Send the Ball up the chute to the Hyperspace Kicker.
  362. - Points are not awarded unless the Ball enters the Hyperspace
  363. Kicker.
  364.  
  365. >Launch Ramp
  366. - Purple Ramp at the middle-left side of the table.
  367. - Send the Ball up to 'Launch'.
  368. * Normal Launch - 5000 points
  369. * Reflex Award Launch - 25000 points
  370. - The Ball is not considered to have passed the ramp unless it drops
  371. into the Launch Lanes.
  372. - This is the only way to hit the Launch Lanes & Bumpers or accept a
  373. Mission.
  374. - Upon exit the Ball will enter the Bonus Lane.
  375.  
  376. FLAGS
  377. >Spinning White panels at the ends of each the Hyperspace & Fuel Chutes.
  378. >Spinning a flag changes the Wormhole Exit Light color if the Wormhole is
  379. opened.
  380.  
  381. >Fuel Flag
  382. - Points are awarded based on the status of the Booster Target
  383. Lights.
  384. * No Booster - 500 points per ¿ spin.
  385. * Booster Lit - 2500 points per ¿ spin.
  386.  
  387. >Hyperspace Flag
  388. - Points are awarded based on the status of the Booster Target
  389. Lights.
  390. * No Booster - 500 points per ¿ spin.
  391. * Booster Lit - 2500 points per ¿ spin.
  392.  
  393. KICKERES
  394. >Areas where the Ball is stopped and "kicked" out.
  395. >There are 9 kickers on the Table.
  396.  
  397. >Black Hole Kicker
  398. - Located under the Launch Ramp.
  399. - When entered 20,000 points are awarded.
  400. - The Ball is kicked out at the Medal Targets.
  401.  
  402. >Gravity Well
  403. - Located at the center of the circle of lights on the lower part of
  404. the Table.
  405. - Kicker is activated when the Hyperspace Kicker is entered 5
  406. consecutive times.
  407. - The Ball is attracted to the Gravity Light.
  408. - If the Ball comes to rest on the light:
  409. * 50,000 points are awarded
  410. * The Ball is kicked out in a random direction.
  411. * The Gravity Well is deactivated ("Normalized").
  412.  
  413. >Hyperspace Kicker
  414. - Located at the end of the Hyperspace Chute in the top-right of the
  415. Table.
  416. - Enter this kicker to 'Launch to Hyperspace'.
  417. - If the Ball re-enters the kicker while the Hyperspace Reflex Light
  418. is
  419. lit then a Reflex Shot is awarded.
  420. - Points are awarded based on which Hyperspace Lights is lit.
  421. * 1st light - 10,000 points (Hyperspace Bonus)
  422. * 2nd light - 20,000 points + the Jackpot (Jackpot Awarded)
  423. * 3rd light - 20,000 points + the Center Post is raised.
  424. * 4th light - 50,000 points + Extra Ball Available
  425. * 4 lights go out - 150,000 points + Gravity Well Activated
  426. - Reflex Shot - +20,000 points
  427.  
  428. >Out-Lane Kicker
  429. - Located at the bottom of the two Out-Lanes at the bottom-left &
  430. bottom-right of the table.
  431. - Ball is kicked out and the kicker becomes de-activated.
  432. - The right kicker sends the Ball into the Secondary Out Kicker.
  433. - The left kicker sends the Ball up the Fuel Chute & 'Re-fuels' the
  434. ship.
  435. * To re-activate the left Out-Lane Kicker light all 3
  436. Radiation
  437. Target Lights.
  438. * To re-activate the right Out-Lane kicker light all 3 Comet
  439. Target Lights.
  440. - Entering the Kickers is worth 0 points, however the Out-Lane is
  441. passed twice.
  442.  
  443. >Secondary Out Kicker
  444. - Located at the top of the Right Out-Lane.
  445. - Kicks the Ball into, up and out of the Deployment Chute into the
  446. Re-Entry Area.
  447.  
  448. >Wormhole
  449. - 3 Wormhole Kickers are located throughout the Table.
  450. * Red - Top Right near the Attack Bumpers.
  451. * Yellow - Bottom Right above the Right Return Lane.
  452. * Green - Top Left below the Satellite Bumper.
  453. - If the Wormhole is not "opened" the Ball is kicked back out where
  454. it
  455. entered.
  456. - If "opened" Ball is kicked out of the color (red, green or yellow)
  457. wormhole as indicated by the Wormhole Exit Light.
  458. - Extra points are awarded based on the activation of the wormhole
  459. and
  460. where it exits.
  461. * "Open" the Wormholes by hitting the Wormhole Spot Target.
  462. * Ball enters closed Wormhole Kicker - 2000 points
  463. * Ball enters "opened" Wormhole and exits a different
  464. Wormhole
  465. Kicker - 7500 points.
  466. * Ball enters the same "opened" Wormhole Kicker which it
  467. will
  468. exit - 5000 points + Replay Ball is awarded.
  469.  
  470. LANES
  471. >Short chutes the Ball passes through.
  472. >There are 12 lanes throughout the Table.
  473.  
  474. >Bonus Lane
  475. - Single lane between the Left Out-Lane and the Left Return Lane.
  476. - The Bonus Lane is always passed when the Ball passes the Launch
  477. Ramp.
  478. - Enter this lane to "Re-fuel' the ship.
  479. - Extra points are awarded if the Bonus Lane Light is on and the
  480. Bonus
  481. was activated
  482. * Lane Pass - 10,000 points
  483. * See the Bonus Section for more information.
  484.  
  485. >Launch Lanes
  486. - 3 Lanes located on the Launch Ramp above the Engine Bumpers.
  487. - Pass the lanes to toggle the corresponding Launch Lane Light.
  488. * Lane Pass - 500 points
  489. * Light all 3 lane lights and upgrade the Engine Bumpers.
  490.  
  491. >Out-Lanes
  492. - 2 Lanes located at the lower-left and lower-right of the Table.
  493. - Pass this lane and the ball drains or enters the Out-Lane Kicker
  494. when
  495. the kicker is activated.
  496. * Lane Pass - 20,000 points.
  497. * Extra Ball Light - 20,000 points + Extra Ball is awarded.
  498.  
  499. >Re-entry Lanes
  500. - 3 Lanes located at the top of the Table above the Attack Bumpers.
  501. - Pass the lanes to toggle the corresponding Launch Lane Light.
  502. * Lane Pass - 2000 points
  503. * Light all 3 lane lights and upgrade the Attack & Satellite
  504. Bumpers.
  505.  
  506. >Return Lanes
  507. - 2 Lanes located at the lower-left & lower-right corners of the
  508. Table.
  509. - Pass this lane and the Ball returns to one of the Flippers.
  510. - Extra Points are awarded if the Return Lane Light is lit.
  511. * Lane Pass - 5000 points
  512. * Lane Light - 25,000 points
  513. - Light the Return Lane Lights by hitting the Space Warp Rollover.
  514.  
  515. >Skill Shot Lane
  516. - Single Lane located at the bottom of the Deployment Chute to the
  517. left
  518. of the 1st Deployment Light.
  519. - Deploy the Ball through this lane to receive a Skill Shot bonus.
  520. - See Deployment Chute for more information.
  521.  
  522. ROLLOVERS
  523. >Panels flush with the tables which light up when the ball rolls over them.
  524. >There are 7 rollovers throughout the table.
  525.  
  526. >Fuel Rollover
  527. - 6 rollovers located in the Fuel Chute.
  528. * The second rollover is hidden under the Launch Ramp.
  529. - If the Ball rolls over a fuel light points are awarded and the
  530. light
  531. is lit.
  532. - The top (blue) light is worth more points if it is out when rolled
  533. over.
  534. * Bottom 5 - 500 points
  535. * Top (blue) - 500 points when lit, 1500 points when dark.
  536.  
  537. >Space Warp Rollover
  538. - Single round green Rollover at the top-left of the Table below the
  539. Satellite Bumper.
  540. - Hit this Rollover to turn on the Return Lane Lights.
  541. * This element is worth 0points.
  542.  
  543. TARGETS, DROP
  544. >Yellow squares which fall when hit.
  545. >Targets impart some energy to the Ball when it rebounds.
  546. >There 9 Drop Targets located throughout the Table.
  547.  
  548. >Booster Targets
  549. - 3 Drop Targets grouped at the middle-right of the table.
  550. - Drop all 3 Targets to activate a play mode.
  551. - Receive additional Play Modes if all the previous Booster Lights
  552. are
  553. lit.
  554. * 1st 2 Targets - 500 points each
  555. * 3rd Target - 5000 points + Play Mode
  556. * 1st play mode (bottom light) - Upgrade Flags
  557. * 2nd play mode (bottom-middle light) - Activate Jackpot
  558. * 3rd play mode (top-middle light) - Activate Bonus
  559. * 4th play mode (top light) - Bonus Hold
  560. - Play modes are active for a limited amount of time.
  561. - The lowest play mode not active is activated when the lights all
  562. the
  563. targets are dropped.
  564.  
  565. >Medal Targets
  566. - 3 Drop Targets grouped at the center of the table.
  567. - Drop all 3 Targets to receive a Commendation.
  568. - Receive higher Commendations if previous Metal Target Light is
  569. still
  570. lit.
  571. * 1st 2 Targets - 1500 points each
  572. * Level 1 Commendation - 10,000 points
  573. * Level 2 Commendation - 50,000 points
  574. * Level 3 Commendation - 0 points + Free Ball
  575.  
  576. >Multiplier Targets
  577. - 3 Drop Targets grouped at the top-left of the table above the
  578. Attack
  579. Bumpers.
  580. - Drop all 3 Targets to receive a Field Multiplier.
  581. - Receive higher Field Multipliers if the previous Field Multiplier
  582. Light is still lit.
  583. * 1st 2 Targets - 500 points each
  584. * 3rd Target - 1500 points + Field Multiplier
  585. - Field Multipliers are awarded in the following order:
  586. * 1st Multiplier - 2x
  587. * 2nd Multiplier - 3x
  588. * 3rd Multiplier - 5x
  589. * 4th Multiplier - 10x
  590. - Multipliers are applied to all points scored on the table except
  591. Jackpots, Bonus' and Mission Completion Awards.
  592.  
  593. TARGETS, SPOT
  594. >Small red circles which impart a small amount of energy to the Ball when
  595. >hit.
  596. >There are 13 Spot Targets located throughout the Table.
  597. >Targets impart a small amount of energy to the wall when it rebounds.
  598. >Hitting a Spot Target lights the corresponding Target Light.
  599.  
  600. >Comet (Right Hazard) Targets
  601. - 3 Spot Targets grouped to the right of the Attack Bumpers.
  602. - Light all 3 Right Hazard Target Lights to re-activate the right
  603. Out-Lane Kicker.
  604. - 750 points per hit.
  605.  
  606. >Fuel Targets
  607. - 3 Spot Targets grouped around the Satellite Bumper.
  608. - Light all 3 Fuel Target Lights to "Re-fuel".
  609. - 750 points per hit.
  610.  
  611. >Mission Targets
  612. - 3 Spot Targets grouped at the bottom of the Fuel Chute.
  613. - Hit the targets to select a mission.
  614. * There are 4 missions associated with each rank.
  615. * Missions vary depending on your rank.
  616. * See the Mission Section for more information.
  617. - 1000 points per hit.
  618.  
  619. >Radiation (Left Hazard) Targets
  620. - 3 Spot Targets grouped to the left of the Attack Bumpers.
  621. - Light all 3 Left Hazard Target Lights to re-activate the left
  622. Out-Lane Kicker.
  623. - 750 points per hit.
  624.  
  625. >Wormhole Target
  626. - Single Spot Target located at the bottom of the Hyperspace Chute.
  627. - Hit the target to "Open" the Wormholes & rotate the Wormhole Exit
  628. Light color.
  629. - 750 points per hit.
  630.  
  631. OTHER ELEMENTS
  632. >Center Post
  633. - Post between the Flippers just above the Drain Area.
  634. - To activate the Center Post enter the Hyperspace Kicker 3 times in
  635. a
  636. row.
  637.  
  638. >Drain Area
  639. - Area below the Flippers.
  640. - If the Ball enters this area it will drain.
  641.  
  642. >Rebounds
  643. - 4 rubber band-like elements located throughout the Table.
  644. * 1 located above each flipper.
  645. * 1 located below the Right Hazard Targets
  646. * 1 located to the right of the Left Hazard Targets.
  647. - Impart a significant amount of energy to the Ball when hit.
  648.  
  649. >Re-entry Area
  650. - Area at the top of the Table just above the Re-Entry Lanes.
  651. - The Ball enters this area when discharged from the top of the
  652. Deployment Chute.
  653. - If the Ball enters this area it will pass one of the Re-entry
  654. Lanes.
  655.  
  656. Lights
  657. ------------------------------
  658. CHUTE LIGHTS
  659. >Deployment Chute
  660. - 6 lights across the Deployment Chute.
  661. - Indicates how far up the Deployment Chute the Ball has traveled.
  662. - Not available on Replay Balls.
  663.  
  664. >Fuel Chute
  665. - 6 Lights in the Fuel Chute.
  666. - Indicates how much 'Fuel' is left.
  667. - The second light is hidden by the Launch Ramp.
  668. - A light blinks and goes out every 10-20 seconds depending on the
  669. light.
  670. - Total Fuel is approximately 90 seconds.
  671. - Roll over to re-light.
  672.  
  673. >Launch Ramp
  674. - Single Light at the top of the Launch Ramp.
  675. - Off - No mission is selected.
  676. - Blinking - Hit the ramp to accept the current mission.
  677. - On - A mission is active.
  678.  
  679. >Skill Shot, Hyperspace Chute
  680. - Top arrow of the 3 arrows located at the bottom of the Hyperspace
  681. Chute.
  682. - Indicates a skill shot is available for entering the Hyperspace
  683. Kicker.
  684.  
  685. >Skill Shot Arrow, Launch Chute
  686. - Top arrow of the 3 arrows located at the bottom of the Launch
  687. Ramp.
  688. - Indicates a skill shot is available for entering the Launch Ramp.
  689.  
  690. KICKER LIGHTS
  691. >Gravity Well
  692. - Single Light set in the center of the Progress & Rank Lights.
  693. - Blinking - Indicates the Gravity Well has been activated.
  694. - De-activate by stopping the Ball on the Gravity Well.
  695.  
  696. >Hyperspace Kicker
  697. - 4 lights located across the Hyperspace Chute.
  698. - Indicates the number of consecutive times the Hyperspace Kicker
  699. has
  700. been entered.
  701. - See "Hyperspace Kicker" in the Elements Section for more
  702. information.
  703. - Lights are extinguished in order after approximately 60 seconds.
  704. - If the Hyperspace Kicker is entered 5 consecutive times all the
  705. lights are extinguished.
  706.  
  707. >Replay
  708. - 1 light located below each of the Flippers. (2 lights total)
  709. - Allows a Ball to be "re-deployed" if it drains when light is lit.
  710. - The table does not reset.
  711. - The right Replay Light is temporarily lit after deployment.
  712. - The left light becomes lit when the Ball enters an active wormhole
  713. of
  714. the same color as the Wormhole Exit Light.
  715.  
  716. >Secondary Out-Lane Kicker Arrow
  717. - Single light just to the right of the Yellow Wormhole
  718. - Indicates he Ball has entered the Secondary Out Kicker and will be
  719. kicked into the Re-entry Area.
  720.  
  721. >Wormhole Color
  722. - Single Light located just above each of the Wormhole Kickers. (3
  723. lights total)
  724. - Indicates the color of the Wormhole.
  725. - Lit when the Wormhole is "Opened" by hitting the Wormhole Spot
  726. Target.
  727. - Goes out when a Ball enters any Wormhole.
  728.  
  729. LANE LIGHTS
  730. >Bonus Lane
  731. - Single light in the Bonus Lane.
  732. - Indicates a bonus is available in this lane.
  733. - Activated when a mission is completed.
  734. - Goes out when the Ball passes the Bonus Lane.
  735.  
  736. >Engine Lanes
  737. - Single light associated with each of the Launch Lanes (3 lights
  738. total).
  739. - Indicates which lanes have been activated.
  740. - Toggle light by passing the lane.
  741. - Rotate the lights by using the flippers.
  742. - When all 3 lights are lit the Engines Bumpers are upgraded.
  743.  
  744. >Out Lanes
  745. - Single light located at the top of each of the Out-Lanes (2 lights
  746. total).
  747. - Indicates an Extra Ball is available in this lane.
  748. - Pass the lane to receive an Extra Ball.
  749.  
  750. >Re-entry Lanes
  751. - Single light associated with each of the Re-entry Lanes. (3 lights
  752. total).
  753. - Indicates which lanes have been activated.
  754. - Toggle light by passing the lane.
  755. - Rotate the lights by using the flippers.
  756. - When all 3 lights are lit the Attack Bumpers are upgraded.
  757.  
  758. >Return Lanes
  759. - Single light located at the top of each of the Return Lanes
  760. (2 lights total).
  761. - Incites a point bonus is available in this lane.
  762. - Pass the lane to receive extra points.
  763.  
  764. MISSION LIGHTS
  765. >See the Missions Section for more information.
  766.  
  767. >Mission Accept Arrow
  768. - Bottom of the 3 arrows at the bottom of the Launch Ramp.
  769. - Indicates that the selected mission will be accepted by hitting
  770. the
  771. Launch Ramp.
  772.  
  773. >Mission Arrow
  774. - Blinking arrows located throughout the board.
  775. - Indicates where the Ball is to be played to complete the current
  776. mission objective.
  777. - The location and number of arrows varies depending on the current
  778. mission objective.
  779.  
  780. >Maelstrom Hyperspace Arrow
  781. - Bottom of the 3 arrows at the bottom of the Hyperspace Chute.
  782. - Indicates the Maelstrom Mission will be completed when the Ball is
  783. sent into the Hyperspace Kicker.
  784.  
  785. >Progress
  786. - 18 blue lights set in a circle at the bottom-center of the Table.
  787. - Indicates the progress through the current rank.
  788. - Lights are lit when a mission is completed.
  789. - Light all 18 to complete the increase in rank.
  790.  
  791. >Rank
  792. - 9 yellow lights set in a circle at the bottom-center of the Table.
  793. - The number of lights lit indicate the current Rank
  794. * 1 light - Cadet
  795. * 2 lights - Ensign
  796. * 3 lights - Lieutenant
  797. * 4 lights - Captain
  798. * 5 lights - Lt. Commander
  799. * 6 lights - Commander
  800. * 7 lights - Commodore
  801. * 8 lights - Admiral
  802. * 9 lights - Fleet Admiral
  803.  
  804. >Time Warp Hyperspace Arrow
  805. - Middle of the 3 arrows at the bottom of the Hyperspace Chute.
  806. - Indicates the Time Warp Mission will be completed if the Ball
  807. enters
  808. the Hyperspace Kicker (Demotion).
  809.  
  810. >Time Warp Launch Arrow
  811. - Middle of the 3 arrows at the bottom of the Launch Ramp.
  812. - Indicates the Time Warp Mission will be completed if the Ball
  813. enters
  814. the Launch Ramp (Promotion).
  815.  
  816. MISCELLANEOUS LIGHTS
  817. >Center Post
  818. - Single light located between the Flippers.
  819. - Indicates the Center Post is activated.
  820. - Blinks before the Center Post is retracted.
  821.  
  822. >Meteor
  823. - 3 lights grouped to the lower-right of the Attack Bumpers.
  824. - Function Unknown.
  825. - Lights blink during the New Game display.
  826.  
  827. >Space Warp
  828. - Same location as the Space Warp Rollover.
  829. - Lights when the Space Warp Rollover is hit.
  830.  
  831. >Tilt
  832. - X-shaped light just below the Mission Target Lights.
  833. - Indicates the Table has been tilted.
  834.  
  835. >Wormhole Exit Arrow
  836. - Single arrow located at the entrance to each of the Wormhole
  837. Kickers.
  838. - Indicates the color of the wormhole the Ball will exit from if the
  839. wormhole is entered.
  840. - Color is toggled by hitting the Wormhole Target or spinning either
  841. of
  842. the flags.
  843. - Goes out when a Ball enters any wormhole.
  844.  
  845. TARGET, DROP LIGHTS
  846. >Booster
  847. - 4 lights associated with the Booster Targets.
  848. - Lights are lit by hitting all 3 Booster Targets.
  849. * Hit all 3 targets consecutive times to activate additional
  850. Play Modes.
  851. - Indicates which of the Play Modes are activated
  852. * Bottom light - 1st play mode (Upgrade Flags)
  853. * Bottom-middle light - 2nd play mode (Activate Jackpot)
  854. * Top-middle light - 3rd play mode (Activate Bonus)
  855. * Top light - 4th play mode (Bonus Hold)
  856. - Lights remain lit for approximately 60 seconds.
  857.  
  858. >Field Multiplier
  859. - 4 lights associated with the Field Multiplier Targets.
  860. - Lights are lit by hitting all 3 Field Multiplier Targets.
  861. * Hit all 3 targets consecutive times to increase the Field
  862. Multiplier.
  863. - Indicates which multiplier is currently being applied
  864. * 0 lights - 1x
  865. * 1 light - 2x
  866. * 2 lights - 3x
  867. * 3 lights - 5x
  868. * 4 lights - 6x
  869. - Lights are extinguished in order after approximately 60 seconds.
  870.  
  871. >Flag Upgrade
  872. - Single light located below each of the Flags.
  873. - Indicates the Flags have been upgraded.
  874. * See "Booster Targets" in the Table Elements section for
  875. more
  876. information.
  877. - Lights remain lit for approximately 60 seconds.
  878.  
  879. >Medal
  880. - 3 lights associated with the Medal Target Targets.
  881. - Lights are lit (Commendation Awarded) by hitting all 3 Medal
  882. Targets.
  883. * Hit all 3 targets consecutive times to increase the
  884. Commendation.
  885. - Indicates which Commendation has been awarded
  886. * 1 light - Level 1 Commendation
  887. * 2 lights - Level 2 Commendation
  888. * 3 lights - Level 3 Commendation
  889. - Lights are extinguished in order after approximately 60 seconds.
  890.  
  891. TARGET, SPOT LIGHTS
  892. >Comet
  893. - 3 lights associated with the Comet (Right Hazard) Targets.
  894. - Lights are lit by hitting the associated Comet (Right Hazard)
  895. Target.
  896. - Light all 3 lights and the Right Out-Lane Kicker is activated.
  897. * When this happens the lights blink and go out
  898.  
  899. >Fuel
  900. - 3 lights associated with the Fuel Targets.
  901. - Lights are lit by hitting the associated Fuel Target.
  902. - Light all 3 lights and all the Fuel Lights are lit ("Ship
  903. Re-fuled").
  904. * When this happens the lights blink and go out.
  905.  
  906. >Mission
  907. - 3 lights associated with the Mission Targets.
  908. - Lights are lit by hitting the associated Mission Target.
  909. - Light all 3 lights to select the 4th mission.
  910. * See the Mission Section for more information.
  911.  
  912. >Radiation
  913. - 3 lights associated with the Radiation (Left Hazard) Targets.
  914. - Lights are lit by hitting the associated Radiation (Left Hazard)
  915. Target.
  916. - Light all 3 lights and the Left Out-Lane Kicker is activated.
  917. * When this happens the lights blink and go out.
  918.  
  919. >Wormhole
  920. - Single light associated with the Wormhole Target.
  921. - Light is lit by hitting the Wormhole Target.
  922. * When lit the Wormholes are "Open"
  923. * Light goes out when a Wormhole is entered
  924.  
  925. ===============================================================================
  926. Messages
  927. ===============================================================================
  928. Mission Objectives & Notices are not included in this section. Refer to the
  929. Mission Section for more information.
  930.  
  931. Informational
  932. ------------------------------
  933. All informational messages are displayed in the Information Window (See the
  934. Score Board section for more information)
  935.  
  936. >Black Hole
  937. - Happens when the Ball enters the Black Hole Kicker.
  938. - Means the Ball will be kicked out of the Black Hole Kicker.
  939.  
  940. >Bonus Activated
  941. - Happens when the 3 Booster Targets have been dropped for the 3rd
  942. consecutive time.
  943. - Means points are added to the Bonus as they are accumulated on the
  944. table.
  945. * See the Bonus Section for more Information
  946.  
  947. >Bonus Awarded
  948. - Happens when the Bonus Lane has been passed when the Bonus Lane
  949. Light
  950. was lit.
  951. - Means the Bonus has been awarded.
  952.  
  953. >Bonus Hold
  954. - Happens when the 3 Booster Targets have been dropped for the 4th
  955. consecutive time.
  956. - Means the Bonus will not reset after the Ball drains.
  957.  
  958. >Careful...
  959. - Happens when the table has been 'nudged'.
  960. - Means if the table continues to be nudged it will Tilt.
  961.  
  962. >Center Post
  963. - Happens when the Hyperspace Kicker has been entered 3 consecutive
  964. times.
  965. - Means the Center Post is raised for a limited amount of time.
  966.  
  967. >Continue Play
  968. - Happens when the game has been unpaused by pressing F3.
  969. - Means that game play has resumed.
  970.  
  971. >Crash Bonus
  972. - Happens when the Ball has drained & no Replay is available.
  973. - Means extra points are awarded for loosing your current Ball.
  974.  
  975. >Engines Upgraded
  976. - Happens when the 3 Launch Lane Lights have been lit.
  977. - Means extra points are awarded when the Ball hits the Engine
  978. Bumpers.
  979. * Upgrade order: Blue, Green, Yellow, Red
  980.  
  981. >Extra Ball
  982. - Happens when a Level 3 Commendation is awarded or the Ball passes
  983. an
  984. Out-Lane when the Out-Lane Light is lit.
  985. - Means an Extra Ball has been awarded.
  986.  
  987. >Extra Ball Available
  988. - Happens when the Hyperspace Kicker has been entered 4 consecutive
  989. times.
  990. - Means the Out-Lane Lights have been lit.
  991. * See 'Extra Ball' above.
  992.  
  993. >Field Multiplier #x
  994. - Happens when the 3 Multiplier Targets have been dropped.
  995. - Means the points for every Table Element have been multiplied by
  996. the
  997. value indicated until the Target Lights go out.
  998.  
  999. >Flags Upgraded
  1000. - Happens when the 3 Booster Targets have been dropped for the 1st
  1001. time.
  1002. - Means that flags point values have been increased by a factor of
  1003. 5.
  1004.  
  1005. >Game Paused F3 to Resume
  1006. - Happens when the game is paused by pressing F3 or making another
  1007. window active.
  1008. - Press the F3 key to un-pause and resume game play.
  1009.  
  1010. >Gravity Normalized
  1011. - Happens when the Ball comes to rest on the Gravity Well Light.
  1012. - Means points have been awarded and the Ball will kick in a random
  1013. direction and the Gravity Well Kicker is de-activated.
  1014.  
  1015. >Gravity Well
  1016. - Happens when the Hyperspace Kicker has been entered 5 consecutive
  1017. times.
  1018. - Means the Gravity Well Kicker is activated.
  1019.  
  1020. >Hyperspace Bonus
  1021. - Happens when the Hyperspace Kicker has been entered 1 time.
  1022. - Means a 10,000 point bonus has been awarded.
  1023. * The Hyperspace Bonus is unaffected by the Bonus
  1024. activation.
  1025.  
  1026. >Jackpot Activated
  1027. - Happens when the 3 Booster Targets have been dropped 2 consecutive
  1028. times.
  1029. - Means points are added to the Jackpot as they are accumulated on
  1030. the
  1031. board.
  1032.  
  1033. >Jackpot Awarded
  1034. - Happens when the Hyperspace Kicker has been entered for the 2nd
  1035. consecutive time.
  1036. - Means the Jackpot has been awarded.
  1037. * The Jackpot is reset after it has been awarded.
  1038.  
  1039. >Level # Commendation
  1040. - Happens when the 3 Medal Targets have been dropped.
  1041. - Means points are awarded and an Extra Ball is awarded with a Level
  1042. 3
  1043. Commendation.
  1044.  
  1045. >Player #
  1046. - Happens when a new Ball (not a Replay or Free Ball) is to be
  1047. deployed.
  1048. - Indicates the player number who's turn it is to play.
  1049.  
  1050. >Re-Deploy
  1051. - Happens when the Ball has drained & the Right Replay Light is lit.
  1052. - Means the same Ball is ready to be played by the plunger.
  1053. * Note: The table does reset.
  1054.  
  1055. >Reflex Shot
  1056. - Happens when the Ball is sent up the Launch Ramp or into the
  1057. Hyperspace Kicker soon after it has exited same.
  1058. - Means additional points are awarded.
  1059.  
  1060. >Replay Awarded
  1061. - Happens when the Ball enters an active Wormhole of the same color
  1062. as
  1063. the Wormhole Exit Light.
  1064. - Means the Ball can drain and the table will not reset.
  1065.  
  1066. >Replay Ball
  1067. - Happens when the Ball has drained & the Left Replay Light is lit.
  1068. - Means the same Ball is ready to be played by the plunger.
  1069. * Note: The table does not reset.
  1070.  
  1071. >Ship Re-fueled
  1072. - Happens when the Ball has rolled over an un-lit Fuel Light, passed
  1073. the Bonus Lane, or all 3 Fuel Target Lights have been lit.
  1074. - Means more fuel has been added and it will take longer to run out.
  1075.  
  1076. >Shoot Again
  1077. - Happens when the Ball has drained & an extra Ball has previously
  1078. been
  1079. awarded.
  1080. - Means a new Ball is ready to be played by the plunger.
  1081. * Note: The table does reset.
  1082. * Note: The Ball indicator does not advance.
  1083.  
  1084. >Skill Shot
  1085. - Happens when the Ball exits the bottom of the Deployment Chute.
  1086. - Means extra points have been awarded based on the degree of the Skill
  1087. Shot.
  1088. * See 'Chutes & Ramps' in the Table Elements Section.
  1089.  
  1090. >TILT!
  1091. - Happens when a 'nudge' key has been held to long and the table has
  1092. 'Tilted'.
  1093. - Means all Player Controls cease to function.
  1094. * The Ball drains as a result.
  1095. * Replay Balls are lost but Free Balls are not.
  1096.  
  1097. >Weapons Upgraded
  1098. - Happens when the 3 Re-entry Lane Lights have been lit.
  1099. - Means extra points are awarded when the Ball hits the Attack &
  1100. Satellite Bumpers.
  1101. * Upgrade order: Blue, Green, Yellow, Red
  1102.  
  1103. >Wormhole
  1104. - Happens when a Wormhole has been entered.
  1105. - Check the Wormhole Exit Lights to see where the Ball will be
  1106. kicked
  1107. out.
  1108.  
  1109. >Wormhole Opened
  1110. - The Wormholes target is hit when the Wormholes are de-activated.
  1111. - The Ball will exit the Wormhole indicated by the arrow at it's
  1112. entrance.
  1113. * A Replay Ball is awarded if the Ball exits the same Open
  1114. Wormhole it enters.
  1115.  
  1116. Instructional
  1117. ------------------------------
  1118. All instructional messages are displayed in the Information Window (See the
  1119. Score Board section for more information)
  1120.  
  1121. >... Mission Completed
  1122. - Happens when all the requirements of the active mission have been
  1123. completed.
  1124. - Means points and Progress Lights have been awarded.
  1125. * Refer to the Mission Section for more information.
  1126.  
  1127. >... Training Passed
  1128. - Happens when one of the first 3 Cadet Missions has been completed.
  1129. - Means 50,0000 points and 6 Progress Lights have been awarded.
  1130.  
  1131. >Awaiting Deployment
  1132. - Happens at the beginning of the game or when a Ball is drained and
  1133. no
  1134. Replay or Extra Balls are available.
  1135. - Means a new Ball is ready to be played by the plunger.
  1136.  
  1137. >Demotion to ...
  1138. - Happens when the Time Warp Mission has been completed by sending
  1139. the
  1140. Ball into the Hyperspace Kicker.
  1141. - Means your Rank has decreased by 1 and all Progress Lights have
  1142. been
  1143. extinguished.
  1144.  
  1145. >Hit Mission Targets to Select Mission
  1146. - Happens when the ball is in play and no mission has been selected.
  1147. - Hit the Mission Targets to select a mission.
  1148.  
  1149. >Launch Ramp to Accept ...
  1150. - Happens when a mission or training session has been selected but
  1151. is
  1152. not active.
  1153. - Send the Ball up the Launch Ramp to accept the mission indicated.
  1154.  
  1155. >Mission Aborted
  1156. - Happens when a mission is active and all the Fuel Lights go out.
  1157. - Means the active mission has been aborted and a new mission must
  1158. be
  1159. selected.
  1160.  
  1161. >Mission Accepted
  1162. - Happens when a mission is selected and the Launch Ramp has been
  1163. passed.
  1164. - Means a mission has been accepted.
  1165. * Refer to the Score Board and Mission Arrows to progress
  1166. through the mission.
  1167.  
  1168. >Promotion to ...
  1169. - Happens when all 18 Progress Lights have been lit.
  1170. - Means 1 Rank Light has been lit (Rank increase) and all Progress
  1171. Lights blink and go out.
  1172.  
  1173. >Re-Fuel Ship
  1174. - Happens when all the fuel lights have gone out.
  1175. - Means if an mission is active it has been aborted.
  1176. - Send the Ball up the Fuel Chute, through the Bonus Lane, into the
  1177. Left Out-Lane Kicker, or hit all 3 Fuel Targets to Re-fuel.
  1178.  
  1179. >Warning - Low Fuel
  1180. - Happens when only 1 Fuel Light remains lit.
  1181. - Send the Ball up the Fuel Chute, through the Bonus Lane, into the
  1182. Left Out-Lane Kicker, or hit all 3 Fuel Targets to Re-fuel.
  1183.  
  1184. ===============================================================================
  1185. Missions
  1186. ===============================================================================
  1187. >Use the Mission Targets to select a mission.
  1188. - Each target corresponds to a different mission based on current
  1189. rank.
  1190. - The last target hit selects the mission.
  1191. - If all the targets are hit (No Mission Target Lights lit) then the
  1192. 4th mission (All) is selected.
  1193.  
  1194. >To accept a mission pass the Launch Ramp once the mission is selected.
  1195.  
  1196. >Look at the Score Board messages to help you know what to do and how you're
  1197. progressing through the mission.
  1198.  
  1199. >Look for the blinking Mission Arrows to help you know where to aim your
  1200. >Ball.
  1201.  
  1202. >A mission will terminate if all the Fuel Lights go out.
  1203. - Watch the Fuel Lights and the Score Board for the "Warning -
  1204. Low Fuel" message.
  1205.  
  1206. >If the Ball drains while in the middle of a mission the mission is aborted.
  1207. - The mission remains active if a Replay Ball is available
  1208.  
  1209. >Difficulty levels listed are subjective and relative within each rank.
  1210.  
  1211. >Accumulate 18 Progress lights to increase in rank.
  1212.  
  1213. >Ranks are as follows:
  1214. - 1 Rank Light - Cadet
  1215. - 2 Rank Lights - Ensign
  1216. - 3 Rank Lights - Lieutenant
  1217. - 4 Rank Lights - Captain
  1218. - 5 Rank Lights - Lt. Commander
  1219. - 6 Rank Lights - Commander
  1220. - 7 Rank Lights - Commodore
  1221. - 8 Rank Lights - Admiral
  1222. - 9 Rank Lights - Fleet Admiral
  1223.  
  1224. Rank: Cadet
  1225. ------------------------------
  1226. >Rank Strategy
  1227. - All the missions are pretty simple so play which ever you like the
  1228. best.
  1229. - You can complete this rank quickly by completing the Science
  1230. Mission
  1231. 1st & 2nd.
  1232. - You can gain some extra points by completing the Science Mission
  1233. twice (1st & 3rd or 2nd & 3rd).
  1234.  
  1235. >Top Target: Launch Training
  1236. - Difficulty: Easy
  1237. - 10,000 points for accepting mission.
  1238. - 50,0000 points for completing mission.
  1239. - 6 progress lights for completing mission.
  1240. - Objectives
  1241. * Pass the Launch Ramp 3 times.
  1242. - Strategy
  1243. * Try and send the Ball up the Launch Ramp from the Left
  1244. Flipper each time it drops from the platform to receive
  1245. Skill
  1246. Shots.
  1247.  
  1248. >Middle Target: Re-entry Training
  1249. - Difficulty: Hardest
  1250. - 10,000 points for accepting mission.
  1251. - 50,0000 points for completing mission.
  1252. - 6 progress lights for completing mission.
  1253. - Objectives
  1254. * Pass the Re-entry Lanes 3 times.
  1255. - Strategy
  1256. * Use Out-Lane Kickers & Re-Deploys to your advantage.
  1257.  
  1258. >Bottom Target: Target Practice
  1259. - Difficulty: Medium
  1260. - 10,000 points for accepting mission.
  1261. - 50,0000 points for completing mission.
  1262. - 6 progress lights for completing mission.
  1263. - Objectives
  1264. * Hit the Attack Bumpers 8 times.
  1265. - Strategy
  1266. * Send the Ball to the top of the Table and let it bounce
  1267. around.
  1268.  
  1269. >All Targets: Science Mission
  1270. - Difficulty: Hard
  1271. - 10,000 points for accepting mission.
  1272. - 750,000 points for completing mission.
  1273. - 9 progress lights for completing mission.
  1274. - Objectives
  1275. * Hit 9 Drop Targets.
  1276. - Strategy
  1277. * Aim for the Booster & Medal Targets. They're easiest to
  1278. hit
  1279. from the flippers.
  1280. - Notes:
  1281. * When accepted all Drop Targets will be raised.
  1282. * If you are trying for extra Multipliers, Commendations or
  1283. Play Modes you may not want to accept this mission
  1284.  
  1285. Ranks: Ensign & Lieutenant
  1286. ------------------------------
  1287. >Rank Strategy
  1288. - Bug Hunt's definitely the easiest & Secret is definitely the
  1289. hardest.
  1290. - The Secret Missions is not really worth attempting because, unless
  1291. you finish it twice, you still need to complete 3 missions to get
  1292. promoted.
  1293.  
  1294. >Top Target: Bug Hunt Mission
  1295. - Difficulty: Easy
  1296. - 20,000 points for accepting mission.
  1297. - 750,000 points for completing mission.
  1298. - 7 progress lights for completing mission.
  1299. - Objectives
  1300. * Hit 15 targets (Drop and/or Hit).
  1301. - Strategy
  1302. * Play for whatever you like.
  1303. * Remember the Bumpers & Rebounds don't count towards your
  1304. 15
  1305. hits.
  1306. - Notes:
  1307. * When accepted all Drop Targets will be raised & all Spot
  1308. Target Lights will go out.
  1309. * If you are trying for extra Multipliers, Commendations or
  1310. Play Modes you may not want to accept this mission.
  1311. * If you are trying to activate either of the Out-Lane
  1312. Kickers
  1313. you may not want to accept this mission.
  1314.  
  1315. >Middle Target: Rescue Mission
  1316. - Difficulty: Medium
  1317. - 20,000 points for accepting mission.
  1318. - 750,000 points for completing mission.
  1319. - 7 progress lights for completing mission.
  1320. - Objectives
  1321. * Upgrade Flags.
  1322. * Enter the Hyperspace Kicker.
  1323. - Strategy
  1324. * Catch the Ball on the Left Flipper and hit the Booster
  1325. Targets and Hyperspace Kicker.
  1326. - Notes:
  1327. * If the Flags are upgraded when accepted they are degraded
  1328. to
  1329. normal status, however the Upgraded Flags Bonus Target
  1330. Light
  1331. remains lit.
  1332. * The Hyperspace Kicker must be entered while the Flags are
  1333. upgraded.
  1334. * If the Flags are degraded before entering the Hyperspace
  1335. Kicker they will need to be upgraded again.
  1336.  
  1337. >Bottom Target: Alien Menace Mission
  1338. - Difficulty: Hard
  1339. - 20,000 points for accepting mission.
  1340. - 750,000 points for completing mission.
  1341. - 7 progress lights for completing mission.
  1342. - Objectives
  1343. * Upgrade the Attack Bumpers.
  1344. * Hit the Attack Bumpers 8 times.
  1345. - Strategy
  1346. * Use Out-Lane Kickers & Re-Deploys to your advantage.
  1347. * Use the Flippers to rotate the Re-entry Lane Lights.
  1348. - Notes:
  1349. * If the Attack Bumpers are upgraded when accepted they are
  1350. degraded to normal status, however the Re-Entry Lane
  1351. Lights
  1352. remain lit.
  1353.  
  1354. >All Targets: Secret Mission
  1355. - Difficulty: Hard
  1356. - 30,000 points for accepting mission.
  1357. - 1,500,000 points for completing mission.
  1358. - 10 progress lights for completing mission.
  1359. - Objectives
  1360. * Enter the Yellow Wormhole.
  1361. * Enter the Red Wormhole.
  1362. * Enter the Green Wormhole.
  1363. - Strategy
  1364. * The Yellow & Red Wormholes can be entered from either
  1365. flipper.
  1366. * Use the Fuel Chute to try and enter the Green Wormhole.
  1367. * If you get this mission by accident and don't want to try
  1368. (yes it's that hard) hold the Ball on a flipper until Fuel
  1369. runs out.
  1370. - Notes
  1371. * Entering the appropriate Wormhole will not light the
  1372. Replay
  1373. Light.
  1374. * If the mission is aborted (all Fuel Lights go out) then
  1375. the
  1376. Wormholes will have to be re-activated ("Opened") before a
  1377. Replay can be awarded.
  1378.  
  1379. Ranks: Captain & Lt. Commander
  1380. ------------------------------
  1381. >Rank Strategy
  1382. - These are the hardest ranks in the game.
  1383. - The missions are unforgiving and you still need 3 basic missions
  1384. to
  1385. get promoted.
  1386. - Accept Cosmic Plague whenever you get the chance, it's the easiest
  1387. by
  1388. far.
  1389.  
  1390. >Top Target: Stray Comet Mission
  1391. - Difficulty: Medium
  1392. - 20,000 points for accepting mission.
  1393. - 1,000,000 points for completing mission.
  1394. - 8 progress lights for completing mission.
  1395. - Objectives
  1396. * Light all 3 Right Hazard Target Lights.
  1397. * Enter the Hyperspace Kicker.
  1398. - Strategy
  1399. * Make sure the Right Out-Lane Kicker is available before
  1400. beginning this mission.
  1401. * Send the Ball to the top of the table with the Left
  1402. Flipper.
  1403. * The top 2 Right Hazard Targets can be hit directly.
  1404. - Notes:
  1405. * When accepted all Right Hazard Target Lights will go out.
  1406. * If the Right Out-Lane Kicker is de-activated you may not
  1407. want
  1408. to accept this mission.
  1409.  
  1410. >Middle Target: Space Radiation Mission
  1411. - Difficulty: Hard
  1412. - 20,000 points for accepting mission.
  1413. - 1,000,000 points for completing mission.
  1414. - 8 progress lights for completing mission.
  1415. - Objectives
  1416. * Light all 3 Left Hazard Target Lights.
  1417. * Enter any Wormhole..
  1418. - Strategy
  1419. * Make sure the Left Out lane Kicker is available before
  1420. beginning this mission.
  1421. * Send the Ball to the top of the table any way possible.
  1422. * When entering the Wormhole, try for a Replay.
  1423. - Notes:
  1424. * When accepted all Left Hazard Target Lights will go out.
  1425. * If the Left Out-Lane Kicker is de-activated you may not
  1426. want
  1427. to accept this mission.
  1428.  
  1429. >Bottom Target: Black Hole Mission
  1430. - Difficulty: Hard
  1431. - 20,000 points for accepting mission.
  1432. - 1,000,000 points for completing mission.
  1433. - 8 progress lights for completing mission.
  1434. - Objectives
  1435. * Upgrade the Engine Bumpers.
  1436. * Enter the Black Hole Kicker.
  1437. - Strategy
  1438. * Use the same technique from Launch Training.
  1439. * Upgrade the Engine Bumpers to Red to have the best chance
  1440. of
  1441. completing the mission.
  1442. * Use the Flippers to rotate the Launch Lane Lights.
  1443. - Notes:
  1444. * If the Engine Bumpers are upgraded when accepted they are
  1445. degraded to normal status, however the Engine Lane Lights
  1446. remain lit.
  1447. * It takes some luck to enter the Black Hole Kicker.
  1448. * Entering the Black Hole Kicker will not complete the
  1449. mission
  1450. if the Engine Bumpers have been downgraded to blue.
  1451.  
  1452. >All Targets: Cosmic Plague Mission
  1453. - Difficulty: Easy
  1454. - 30,000 points for accepting mission.
  1455. - 1,750,000 points for completing mission.
  1456. - 11 progress lights for completing mission.
  1457. - Objectives
  1458. * Spin flags 75 times.
  1459. * Hit Space Warp Rollover.
  1460. - Strategy
  1461. * Aim for the Hyperspace Chute to get double the Flag roll.
  1462. * Send the ball to the top of the table through the Fuel
  1463. Chute
  1464. to hit the Space Warp Rollover.
  1465. - Notes
  1466. * This is by far the easiest mission for these ranks.
  1467.  
  1468. Ranks: Commander & Commodore
  1469. ------------------------------
  1470. >Rank Strategy
  1471. - These are pretty homogeneous missions.
  1472. - Now it's easier to increase your rank.
  1473. - Be wary of the Time Warp and don't get demoted.
  1474.  
  1475. >Top Target: Satellite Retreval Mission
  1476. - Difficulty: Medium
  1477. - 20,000 points for accepting mission.
  1478. - 1,250,000 points for completing mission.
  1479. - 9 progress lights for completing mission.
  1480. - Objectives
  1481. * Hit the Satellite Bumper 3 times.
  1482. - Strategy
  1483. * Use the Fuel Chute & Green Wormhole to send the Ball to
  1484. the
  1485. Satellite Bumper.
  1486.  
  1487. >Middle Target: Recon Mission
  1488. - Difficulty: Easy
  1489. - 20,000 points for accepting mission.
  1490. - 1,250,000 points for completing mission.
  1491. - 9 progress lights for completing mission.
  1492. - Objectives
  1493. * Pass any of the lanes 15 times.
  1494. - Strategy
  1495. * By sending the Ball up the Launch Ramp you're guaranteed
  1496. at
  1497. least 2 lane passes.
  1498. - Notes:
  1499. * Use the technique from Launch Training to pass the Launch
  1500. Ramp multiple times.
  1501.  
  1502. >Bottom Target: Doomsday Machine Mission
  1503. - Difficulty: Hardest
  1504. - 20,000 points for accepting mission.
  1505. - 1,250,000 points for completing mission.
  1506. - 9 progress lights for completing mission.
  1507. - Objectives
  1508. * Send the Ball through the Out-Lanes 3 times.
  1509. - Strategy
  1510. * Have a Replay & active Out-Lane Kickers.
  1511. * If the Ball enters the Black Hole Kicker you may want to
  1512. let
  1513. it kick into the Right Out-Lane.
  1514. - Notes:
  1515. * By hitting an Out Lane Kicker you get 2 Out-Lane Passes.
  1516.  
  1517. >All Targets: Time Warp Mission
  1518. - Difficulty: Hard
  1519. - 30,000 points for accepting mission.
  1520. - 2,000,000 points for completing mission.
  1521. - 12 progress lights for completing mission.
  1522. - Objectives
  1523. * Hit the Rebounds 25 times.
  1524. * Enter the Launch Ramp or Hyperspace Kicker.
  1525. - Strategy
  1526. * Use the rebounds at the top of the table as well as the
  1527. ones
  1528. near the flippers.
  1529. - Notes:
  1530. * If your rank is Commander (6 Rank Lights) don't get
  1531. demoted.
  1532. * Hitting the Launch Ramp increases the Rank Lights while
  1533. the
  1534. Hyperspace Kick out decreases them.
  1535.  
  1536. Ranks: Admiral & Fleet Admiral
  1537. ------------------------------
  1538. >Rank Strategy
  1539. - Maelstrom's the best because of the points & rewards, but Cosmic
  1540. Plague is easy.
  1541. - Be wary of the Time Warp and don't get demoted.
  1542.  
  1543. >Top: Cosmic Plague Mission
  1544. - Difficulty: Easy
  1545. - 30,000 points for accepting mission.
  1546. - 1,750,000 points for completing mission.
  1547. - 11 progress lights for completing mission.
  1548. - Objectives
  1549. * Spin flags 75 times.
  1550. * Hit Space Warp Rollover.
  1551. - Strategy
  1552. * Aim for the Hyperspace Chute to get double the Flag roll.
  1553. * Send the ball to the top of the table through the Fuel
  1554. Chute
  1555. to hit the Space Warp Rollover.
  1556. - Notes:
  1557. * This is by far the easiest mission for these ranks.
  1558.  
  1559. >Middle Target: Secret Mission
  1560. - Difficulty: Hard
  1561. - 30,000 points for accepting mission.
  1562. - 1,500,000 points for completing mission.
  1563. - 10 progress lights for completing mission.
  1564. - Objectives
  1565. * Enter the Yellow Wormhole.
  1566. * Enter the Red Wormhole.
  1567. * Enter the Green Wormhole.
  1568. - Strategy
  1569. * The Yellow & Red Wormholes can be entered from either
  1570. flipper.
  1571. * Use the Fuel Chute to try and enter the Green Wormhole
  1572. * If you get this mission by accident and don't want to try
  1573. (yes it's that hard) hold the Ball on a flipper until Fuel
  1574. runs out.
  1575. - Notes:
  1576. * Entering the appropriate Wormhole will not light the
  1577. Replay
  1578. Light.
  1579. * If the mission is aborted (all Fuel Lights go out) then
  1580. the
  1581. Wormholes will have to be re-activated ("Opened") before a
  1582. Replay will be awarded.
  1583.  
  1584. >Bottom Targets: Time Warp Mission
  1585. - Difficulty: Medium
  1586. - 30,000 points for accepting mission.
  1587. - 2,000,000 points for completing mission.
  1588. - 12 progress lights for completing mission.
  1589. - Objectives
  1590. * Hit the Rebounds 25 times.
  1591. * Enter the Launch Ramp or Hyperspace Kicker.
  1592. - Strategy
  1593. * Use the rebounds at the top of the table as well as the
  1594. ones
  1595. near the flippers.
  1596. - Notes:
  1597. * If your rank is Commander (6 Rank Lights) don't get
  1598. demoted.
  1599. * Hitting the Launch Ramp increases the Rank Lights while
  1600. the
  1601. Hyperspace Kick out decreases them.
  1602.  
  1603. >All Targets: Maelstrom
  1604. - Difficulty: Hard
  1605. - 30,000 points for accepting mission.
  1606. - 5,000,000 points for completing mission.
  1607. - 18 progress lights for completing mission.
  1608. - Objectives
  1609. * Hit 3 Drop Targets.
  1610. * Hit 3 Spot Targets.
  1611. * Send the Ball through 5 lanes.
  1612. * Rollover the top (blue) Fuel Light.
  1613. * Send the Ball up the launch ramp.
  1614. * Roll a Flag.
  1615. * Enter any Wormhole.
  1616. * Enter the Hyperspace Kicker.
  1617. - Strategy
  1618. * Having a Replay available is the best way to insure this
  1619. mission is completed.
  1620. * Use all you've learned to complete this mission.
  1621. - Notes:
  1622. * Completing this mission lights out all your incremental
  1623. bonus
  1624. lights (Medal Targets, Booster Targets, Multiplier Targets
  1625. &
  1626. Hyperspace Lights).
  1627.  
  1628. Mission Progress Notices
  1629. ------------------------------
  1630. >Attack Bumper Hits Left:
  1631. - Indicates the number of times to hit the Attack Bumpers.
  1632. * Start value: 8
  1633. - Rank: Cadet, Ensign & Lieutenant
  1634. - Mission: Target Practice & Alien Menace Mission
  1635.  
  1636. >Drop Target Hits Left:
  1637. - Indicates the number of times to hit any of the Drop Targets.
  1638. * Start value: 3
  1639. - Rank: Admiral & Fleet Admiral
  1640. - Mission: Maelstrom
  1641.  
  1642. >Drop Targets Left:
  1643. - Indicates the number of times to hit the Drop Targets.
  1644. * Start value: 9
  1645. - Rank: Cadet
  1646. - Mission: Science
  1647.  
  1648. >Enter Black Hole
  1649. - Send the Ball into the Black Hole Kicker.
  1650. - Rank: Captain & Lt. Commander
  1651. - Mission: Black Hole
  1652.  
  1653. >Enter Wormhole
  1654. - Send the Ball into any of the Wormhole Kickers.
  1655. - Rank: Captain & Lt. Commander
  1656. - Mission: Space Radiation
  1657.  
  1658. >Fill Left Hazard Banks
  1659. - Hit all 3 of the Radiation (Left Hazard) Targets.
  1660. - Rank: Captain & Lt. Commander
  1661. - Mission: Space Radiation
  1662.  
  1663. >Fill Right Hazard Banks
  1664. - Hit all 3 of the Comet (Right Hazard) Targets.
  1665. * Start value: 8 Hits
  1666. - Rank: Captain & Lt. Commander
  1667. - Mission: Stray Comet
  1668.  
  1669. >Hit (color) Wormhole
  1670. - Send the Ball into the color Wormhole Kicker indicated..
  1671. - Rank: Ensign & Lieutenant, Admiral & Fleet Admiral
  1672. - Mission: Secret
  1673.  
  1674. >Hit Flags
  1675. - Roll (hit) either of the Flags.
  1676. * Start value: 8 Hits
  1677. - Rank: Admiral & Fleet Admiral
  1678. - Mission: Maelstrom
  1679.  
  1680. >Hit Hyperspace Chute or Launch Ramp
  1681. - Send the Ball into the Hyperspace Kicker or up the Launch Ramp.
  1682. * Demotion for Hyperspace Kicker.
  1683. * Promotion for Launch Ramp.
  1684. - Rank: Commander & Commodore, Admiral & Fleet Admiral
  1685. - Mission: Time Warp
  1686.  
  1687. >Hit Launch Ramp
  1688. - Send the Ball up the Launch Ramp.
  1689. * Start value: 8 Hits
  1690. - Rank: Admiral & Fleet Admiral
  1691. - Mission: Maelstrom
  1692.  
  1693. >Hit Space Warp Rollover
  1694. - Roll the Ball over the Space Warp Rollover.
  1695. - Rank: Captain & Lt. Commander, Admiral & Fleet Admiral
  1696. - Mission: Cosmic Plague
  1697.  
  1698. >Hit Wormhole
  1699. -Send the Ball into any of the Wormhole Kickers.
  1700. * Start value: 8 Hits
  1701. - Rank: Admiral & Fleet Admiral
  1702. - Mission: Maelstrom
  1703.  
  1704. >Hyperspace Chute to End Maelstrom
  1705. - Send the Ball into the Hyperspace Kicker to end the mission.
  1706. * Start value: 8 Hits
  1707. - Rank: Admiral & Fleet Admiral
  1708. - Mission: Maelstrom
  1709.  
  1710. >Hyperspace Launch
  1711. - Send the Ball into the Hyperspace Kicker.
  1712. - Rank: Ensign & Lieutenant , Captain & Lt. Commander
  1713. - Mission: Rescue & Stray Comet
  1714.  
  1715. >Lane Passes Left:
  1716. - Indicates the number of times to roll the Ball through any of the
  1717. Lanes.
  1718. * Start value: 15 Passes
  1719. - Rank: Commander & Commodore
  1720. - Mission: Recon
  1721.  
  1722. >Lane Passes Left:
  1723. - Indicates the number of times to roll the Ball through any of the
  1724. Lanes.
  1725. * Start value: 5 Passes
  1726. - Rank: Admiral & Fleet Admiral
  1727. - Mission: Maelstrom
  1728.  
  1729. >Launches Left:
  1730. - Indicates the number of times to send the Ball up the Launch Ramp.
  1731. * Start value: 3 Launches
  1732. - Rank: Cadet
  1733. - Mission: Launch Training
  1734.  
  1735. >Out Lane Passes Left:
  1736. - Indicates the number of times to roll the Ball through the Out
  1737. Lanes.
  1738. * Start value: 3 Passes
  1739. - Rank: Commander & Commodore
  1740. - Mission: Doomsday Machine
  1741.  
  1742. >Rebound Hits Left:
  1743. - Indicates the number of times to hit the Rebounds.
  1744. * Start value: 25 Hits
  1745. - Rank: Commander & Commodore, Admiral & Fleet Admiral
  1746. - Mission: Time Warp
  1747.  
  1748. >Re-Entries Left:
  1749. - Indicates the number of times to send the Ball through the
  1750. Re-Entry
  1751. Lanes.
  1752. * Start value: 3 Passes
  1753. - Rank: Cadet
  1754. - Mission: Re-Entry Training
  1755.  
  1756. >Remote Attack Bumpers Hits Left:
  1757. - Indicates the number of times to hit the Satellite Bumper.
  1758. * Start value: 3 Hits
  1759. - Rank: Commander & Commodore
  1760. - Mission: Satellite Retrieval
  1761.  
  1762. >Roll Flags:
  1763. - Indicates the number of times to roll (hit) the Flags.
  1764. * Start value: 75 Rolls
  1765. - Rank: Captain & Lt. Commander, Admiral & Fleet Admiral
  1766. - Mission: Cosmic Plague
  1767.  
  1768. >Shoot Ball Up Fuel Chute
  1769. - Roll the Ball over the top-most Fuel Light..
  1770. - Rank: Admiral & Fleet Admiral
  1771. - Mission: Maelstrom
  1772.  
  1773. >Spot Target Hits:
  1774. - Indicates the number of times to hit any of the Spot Targets.
  1775. * Start value: 3 Hits
  1776. - Rank: Admiral & Fleet Admiral
  1777. - Mission: Maelstrom
  1778.  
  1779. >Targets Left:
  1780. - Indicates the number of times to hit the Targets (Spot or Drop).
  1781. * Start value: 15 Hits
  1782. - Rank: Ensign & Lieutenant
  1783. - Mission: Bug Hunt
  1784.  
  1785. >Upgrade Attack Bumpers
  1786. - Light all 3 Re-Entry Lane lights.
  1787. - Rank: Ensign & Lieutenant
  1788. - Mission: Alien Menace
  1789.  
  1790. >Upgrade Engine Bumpers
  1791. - Light all 3 Engine Lane Lights.
  1792. - Rank: Captain & Lt. Commander
  1793. - Mission: Black Hole
  1794.  
  1795. >Upgrade Flags
  1796. - Hit the Bonus Targets to upgrade the Flags.
  1797. - Rank: Ensign & Lieutenant
  1798. - Mission: Rescue
  1799.  
  1800. Mission Completion Notices
  1801. ------------------------------
  1802. >Aliens Repelled
  1803. - The Alien Menace Mission has been completed.
  1804.  
  1805. >Black Hole Eliminated
  1806. - The Black Hole Mission has been completed.
  1807.  
  1808. >Comet Destroyed
  1809. - The Stray Comet Mission has been completed.
  1810.  
  1811. >Doomsday Machine Destroyed
  1812. - The Doomsday Machine mission has been completed.
  1813.  
  1814. >Maelstrom!
  1815. - The Maelstrom Mission has been completed.
  1816.  
  1817. >Plague Eliminated
  1818. - The Cosmic Plague Mission has been completed.
  1819.  
  1820. >Plans Recovered
  1821. - The Secret Mission has been completed.
  1822.  
  1823. >Radiation Eliminated
  1824. - The Space Radiation Mission has been completed.
  1825.  
  1826. >Satellite Repaired
  1827. - The Satellite Retrieval Mission has been completed.
  1828.  
  1829. >Survey Complete
  1830. - The Recon Mission has been completed.
  1831.  
  1832. >Survivors Rescued
  1833. - The Rescue Mission has been completed.
  1834.  
  1835. >Time Warp Backward
  1836. - The Time Warp Mission has been completed by sending the Ball into
  1837. the
  1838. Hyperspace Kicker.
  1839.  
  1840. >Time Warp Forward
  1841. - The Time Warp Mission has been completed by sending the Ball up
  1842. the
  1843. Launch Ramp.
  1844.  
  1845. >Xenomorphs Destroyed
  1846. - The Bug Hunt Mission has been completed.
  1847.  
  1848. Final Mission Note
  1849. ------------------------------
  1850. Some strategy guides/walkthroughs indicate that if you light all 18 Progress
  1851. Light with a Rank of Fleet Admiral that the game will freeze and you will
  1852. not
  1853. be able to post your high score. THIS IS NOT TRUE on my version so you may
  1854. want to test it using the Cheat Codes before you're in a position where you
  1855. have to choose to complete the Fleet Admiral rank and lock up the game.
  1856.  
  1857. ===============================================================================
  1858. Bonus', Jackpots and Awards
  1859. ===============================================================================
  1860. >Points are added to the Bonus & Jackpots at the base rate they are
  1861. accumulated on the board.
  1862.  
  1863. >Multipliers, Mission Awards, Bonuses & Jackpots are not added to the total.
  1864.  
  1865. >For more information see the 'Informational' part of the Messages Section.
  1866.  
  1867. >Bonus (Bonus Lane)
  1868. - Awarded when the Ball passes the Bonus Lane and the Bonus Light is
  1869. lit.
  1870. * Base value: 10,000 points
  1871. * To light the Bonus Lane Light a mission must be completed.
  1872. - To increase point value drop all 3 Booster Targets 3 (Bonus
  1873. Activated) or 4 (Bonus Hold) consecutive times.
  1874. * When the Bonus is Activated points are added to the Bonus
  1875. as
  1876. they are accumulated on the board.
  1877. * The Bonus is reset to its base value when the ball drains
  1878. unless the Bonus Hold is on.
  1879. * The maximum Bonus is 5,000,000 points.
  1880.  
  1881. >Center Post
  1882. - Awarded when the Hyperspace Kicker is entered 3 consecutive times.
  1883. * Fixed value: 20,000 points
  1884. - The Center Post is activated for approximately 60 sec. before it
  1885. goes down.
  1886.  
  1887. >Crash Bonus
  1888. - Awarded when the Ball drains and no Replay is available.
  1889. * Base value: 10,000 points
  1890. * Increased to 25,000 points after a mission is selected.
  1891. - To increase point value drop all 3 Booster Targets 3 (Bonus
  1892. Activated) or 4 (Bonus Hold) consecutive times.
  1893. * When the Bonus is Activated points are added to the Bonus
  1894. as
  1895. they are accumulated on the board.
  1896. * The Bonus is reset to its base value when the ball drains
  1897. unless the Bonus Hold is on.
  1898. * The maximum Bonus is 5,000,000 points.
  1899. >Extra Ball
  1900. - Awarded when:
  1901. * All 3 Medal Targets are dropped 3 consecutive times
  1902. * An Out-Lane is passed while the Out-Lane Light is lit.
  1903.  
  1904. >To light the Out-Lane Lights enter the Hyperspace Kicker 4 consecutive
  1905. >times.
  1906. - The maximum number of Extra Balls is unlimited.
  1907. * Fixed value: 0 points
  1908.  
  1909. >Field Multiplier
  1910. - Awarded when all 3 Multiplier Targets are dropped.
  1911. * Fixed value: 1500 points
  1912.  
  1913. >Flag Upgrade
  1914. - All 3 Booster Targets are dropped for the 1st time.
  1915. * Upgraded value: 2500 points per ¿ spin
  1916.  
  1917. >Hyperspace Bonus
  1918. - Awarded when the Ball enters the Hyperspace Kicker the first time.
  1919. * Fixed value: 10,000 points
  1920.  
  1921. >Jackpot
  1922. - The Ball enters the Hyperspace Kicker the 2 consecutive times.
  1923. * Base value: 20,000 points
  1924. - Drop all 3 Booster Targets 2 consecutive times.
  1925. * When the Jackpot is Activated points are added to the
  1926. Jackpot
  1927. as they are accumulated on the board.
  1928. * The Jackpot is reset when it is awarded or ball drains.
  1929.  
  1930. >Replay Ball
  1931. - Awarded when the Ball enters an active Wormhole and exits same.
  1932. * Fixed value: 2500 points
  1933. - To rotate the Wormhole exit roll the Flags or hit the Wormhole
  1934. Target.
  1935.  
  1936. >Skill Shot
  1937. - Awarded when the Ball enters the Hyperspace Kicker or passes the
  1938. Launch Ramp soon after it exits same.
  1939. * Fixed value: 25,000 points
  1940.  
  1941. ===============================================================================
  1942. Cheat Codes
  1943. ===============================================================================
  1944. >Use the cheat codes to play different levels, practice or examine specific
  1945. table functions.
  1946.  
  1947. >Type cheat codes during game play. No points are awarded for entering
  1948. >cheat
  1949. codes.
  1950.  
  1951. >Scores achieved while using the "Max Codes" cannot be added to the 'High
  1952. Scores List'; however, scores achieved using the "hidden test" code can be
  1953. added to the 'High Scores List'.
  1954.  
  1955. >Be careful using the codes if you want your High Scores to remain 'pure'.
  1956.  
  1957. Max Codes
  1958. ------------------------------
  1959. >"1max"
  1960. - Type this code multiple times to get more Extra Balls.
  1961.  
  1962. >"bmax"
  1963. - Unlimited Balls are awarded
  1964. - If the Ball drains a new Ball will be kicked from the Yellow
  1965. Wormhole
  1966. automatically.
  1967. - To cancel this code 'Tilt' the table.
  1968.  
  1969. >"gmax"
  1970. - Activates the Gravity Well.
  1971.  
  1972. >"rmax"
  1973. - Increases the number of Rank Lights by 1.
  1974. - Type this code multiple times to further increase rank.
  1975.  
  1976. Test Codes
  1977. ------------------------------
  1978. >"hidden_test"
  1979. - Enters 'Test Mode'
  1980. - Allows the Ball to be moved with the mouse by clicking & holding
  1981. in
  1982. the game window.
  1983. - Use the following keys after the 'hidden_test' code has been
  1984. entered:
  1985. * "h" - Changes the 2nd place score to 1,000,000,000 and
  1986. allows
  1987. the Player name to be entered. Does not change 1st place,
  1988. even if it's less that 1 Billion points.
  1989. * "m" - Displays the system memory in a separate window.
  1990. * "r" - Increases the number of Rank Lights by 1.
  1991. * "y" - Displays the game frame-rate in the title bar.
  1992.  
  1993. ===============================================================================
  1994. Advice & Strategy
  1995. ===============================================================================
  1996. This section is intended to aid new players in increasing both their score
  1997. and
  1998. enjoyment of the game. Strategy and advice is subjective from my own
  1999. experience
  2000. playing the game. If you don't agree or have an alternate strategy which
  2001. works
  2002. for you then, by all means, use it.
  2003.  
  2004. General Advice
  2005. ------------------------------
  2006. >Be flexible. Know what you want to do and set floating priorities and
  2007. >change
  2008. them as the table changes.
  2009.  
  2010. >Always try to have a Replay available.
  2011.  
  2012. >Play mainly to complete missions.
  2013.  
  2014. >Enter the Hyperspace kick out as much as possible, except when it will
  2015. >result
  2016. in Gravity Well.
  2017.  
  2018. >Be wary of the Gravity Well, it can make the Ball do funny things, plus it
  2019. resets the Hyperspace Lights.
  2020. - If it becomes active try and 'Normalize' gravity as quickly as
  2021. possible.
  2022. - It is advantageous to "activate" & "normalize" the Gravity Well
  2023. when
  2024. Field Multipliers are activated.
  2025.  
  2026. >Don't get hung up on the Medal Targets.
  2027. - Fixating on them keeps you from scoring points else ware.
  2028. - Only try to hit them when the 2nd (orange) or 3rd (purple) Medal
  2029. Lights are lit.
  2030.  
  2031. >Have a minimum point total and/or rank/progress you want to achieve for
  2032. >your
  2033. first Ball.
  2034. - If the Ball counter ticks to 2 before you're there, start a new
  2035. game.
  2036.  
  2037. >Take advantage of the Field Multipliers when you get them (10x runs up the
  2038. score REALLY fast!).
  2039. - Field Multipliers don't apply to Bonuses, Awards & Jackpots.
  2040.  
  2041. >The game moves different speeds depending on how many applications you have
  2042. running.
  2043. - Experiment running different applications in the background and
  2044. take
  2045. note of when you play better.
  2046.  
  2047. >Even when the Center Post is up the Ball can still drain so be careful.
  2048. Don't let the Ball rest on the Center Post and one of the Flippers.
  2049.  
  2050. Specific Advice
  2051. ------------------------------
  2052. >If you have one of the upper level multipliers (3x, 5x or 10x) it's worth
  2053. >it
  2054. to get the Gravity Well, it can be worth up to 1.5 million points.
  2055.  
  2056. >The Yellow Wormhole is easiest to hit, followed by the Red. Try to use
  2057. >these
  2058. two to receive Replays.
  2059. - Both Wormholes can be hit from either flipper.
  2060.  
  2061. >The far left Medal Target is hardest to hit.
  2062. - If it's already down and at least one Medal Light is lit try
  2063. aiming
  2064. for the remaining targets to get an Extra Ball.
  2065. - When deliberately aiming for the Medal Targets try and hit this
  2066. one
  2067. first.
  2068.  
  2069. >If 2 or more Medal Lights are lit concentrate at hitting the Medal Targets.
  2070.  
  2071. >When the Ball is kicked out of the Black Hole Kicker it will hit the middle
  2072. Medal Target if it is up.
  2073. - If this target is up the Ball will rebound into the right Out Lane
  2074. about 50% of the time. Nudge the table to keep this from
  2075. happening.
  2076. - If this target is down the Ball will hit the right Medal Target
  2077. and
  2078. normally rebound to the upper part of the table.
  2079. - If both the middle & right Medal Targets are down the Ball will
  2080. bounce and hit the bottom Booster Target then rebound to the Left
  2081. Flipper.
  2082. * If the bottom Booster Target is down the Ball will bounce
  2083. between the flippers and drain if the Center Post is not
  2084. up.
  2085.  
  2086. >When the Ball is kicked out of the Hyperspace Kicker and the Left Flipper
  2087. >is
  2088. not hit the Ball will bounce & rebound up the Launch Ramp about 70% of the
  2089. time.
  2090. - If the wormholes are activated the Wormhole Exit Light will
  2091. normally
  2092. rotate 2 colors upon the Ball being kicked out of the Hyperspace
  2093. Kicker.
  2094. - Use this to catch the Ball on the Left Flipper and shoot it into
  2095. the
  2096. Yellow Wormhole to get a Replay.
  2097.  
  2098. >There are a couple of tricks so only one mission needs to be completed to
  2099. upgrade the Rank Lights.
  2100. - See the FAQ for more information.
  2101.  
  2102. Things to Get Good At
  2103. ------------------------------
  2104. >Catching the Ball on the Flippers.
  2105. - Do this by holding the flipper keys so the Ball comes to rest on
  2106. the
  2107. Flippers before shooting the Ball up the table.
  2108. - This allows you to shoot the ball more accurately.
  2109.  
  2110. >Sending the Ball up the Launch Ramp.
  2111. - Do this by shooting the Ball from the middle of the Right Flipper.
  2112. - This allows you to accept missions, Re-fuel, move the Ball from
  2113. Right
  2114. to Left Flipper.
  2115.  
  2116. >Sending the Ball up the Hyperspace Chute.
  2117. - Do this by shooting the Ball from the end of the Left Flipper.
  2118. - This allows you to receive the Jackpot, the Center Post, chances
  2119. at
  2120. an Extra Ball and the Gravity Well.
  2121.  
  2122. >Sending the Ball up the Fuel Chute.
  2123. - Do this by shooting the Ball from the end of the Right Flipper.
  2124. - This allows you to Re-fuel, get the Ball to the Green Wormhole,
  2125. and
  2126. get the Ball to the Re-Entry Lanes.
  2127.  
  2128. >Sending the Ball into the Yellow Wormhole.
  2129. - Do this by shooting the Ball from the tip of the Left Flipper.
  2130. - This allows you to get a Replay Ball when the Wormhole Exit Light
  2131. is
  2132. Yellow.
  2133.  
  2134. >Launch Ramp Skill Shots.
  2135. - Do this by catching the Ball with the Left Flipper as it drops
  2136. through the Bonus Lane, but not allowing it to come to rest. When
  2137. it
  2138. bounces out over the left Flipper shoot it back up the Launch
  2139. Ramp.
  2140. - This allows you to complete missions and receive Skill Shot
  2141. Awards.
  2142.  
  2143. >Hyperspace Skill Shots.
  2144. - Do this by ''one timing" the Ball back up the chute with the Left
  2145. Flipper.
  2146. - This allows you to receive the Jackpot, the Center Post, chances
  2147. at
  2148. an Extra Ball and the Gravity Well.
  2149.  
  2150. >Hitting the left Medal Target.
  2151. - Do this by shooting the Ball from the middle of the Right Flipper
  2152. or
  2153. using the Launch Ramp Skill Shot technique from the Left Flipper.
  2154. - This allows you to receive Commendations & Extra Balls.
  2155.  
  2156. ===============================================================================
  2157. Frequently Asked Question (FAQ) & Comments
  2158. ===============================================================================
  2159. >What's your high score?
  2160. - 62,689,750 (that's over 62.6 million) with no cheating.
  2161. - My low high score (5th highest) is just over 42 million.
  2162.  
  2163. >Only 62 Million?
  2164. - I actually may have been able to get more points, but I was
  2165. playing
  2166. under the (incorrect) impression that if you got 18 progress
  2167. lights
  2168. with a rank of Fleet Admiral that the game would freeze and you
  2169. wouldn't be able to post your high score.
  2170.  
  2171. >Where'd you get all this information? How did you complile this guide?
  2172. - I began by playing (a lot) and noting my observations.
  2173. - I used the cheat codes (especially "hidden_test") to test what
  2174. happend in different scenarios, note how many points different
  2175. elements were worth and validate my observations.
  2176.  
  2177. >What happens if the score board 'rolls over' (score reaches 1 billion)?
  2178. - It resets to 0 and then continues to accumulate points as normal.
  2179. - The game cannot accept high scores over 1 Billion points.
  2180.  
  2181. >How do the Jackpots/Bonuses work?
  2182. - It's complicated.
  2183. - See the Bonus', Jackpots & Awards Section.
  2184.  
  2185. >I've heard of some game 'bugs', what are they?
  2186. - The game freezes if you advance beyond the rank of Fleet Admiral.
  2187. * This doesn't happen on my version. I'm not sure if it
  2188. ever
  2189. did happen.
  2190. * If you reach the rank of Fleet Admiral just keep
  2191. completing
  2192. missions to rack up major points.
  2193. * If you're worried about the possibility use the cheat
  2194. codes
  2195. and check for yourself. (That's what I did.)
  2196. - I seemed to have skipped a rank. How did this happen?
  2197. * If the rank is upgraded an a new mission is accepted
  2198. before
  2199. the Progress Lights stop blinking in celebration then all
  2200. the
  2201. Progress Lights remain lit and only the current mission
  2202. has
  2203. to be completed to increase in rank again.
  2204. * If the rank is upgraded by completing the 4th (all Mission
  2205. Targets) mission at any given rank and the Ball drains
  2206. before
  2207. the Progress Lights stop blinking in celebration then all
  2208. the
  2209. Progress Lights remain lit and only one mission has to be
  2210. completed to increase in rank again.
  2211. > If the same technique is used to complete the new
  2212. rank the result repeats itself.
  2213. > A new Ball will be deployed and the board reset
  2214. when
  2215. the Ball is drained so have an extra Ball
  2216. available.
  2217. > This technique does not work when the Replay Light
  2218. is
  2219. lit.
  2220. - The Ball went through my flipper! Aaaargh!!!
  2221. * This has happed to me once or twice.
  2222. * I don't know what causes it and, yes, it is very annoying.
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