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3D Pinball for Windows

Space Cadet Table Rules and Game Strategy


Copyright (c) Cinematronics 1995
Table Of Contents
1.0 Overview
2.0 Basic Strategy
3.0 Intermeiate Strategy
!.0 "vance Strategy
5.0 #a$%e Components
&.0 'enera% #a$%e ()%es
1! O"er"iew
This document contains the complete rules for the space cadet table in 3D Pinball for Windows. It
was created for Microsoft by Maxis and Cinematronics.
To view a picture of the space cadet table that identifies the bumpers li!hts rebounds tar!et ban"s
and other ob#ects on the table double$clic" the Table.bmp file in the Pinball subfolder of your
Microsoft Plus% folder.
The !oal of the !ame is to pro!ress in ran" from &pace Cadet to 'leet (dmiral. This is achieved by
selectin! and completin! a series of missions. )ew and more challen!in! missions become available
as you pro!ress in ran".
The !ame is divided into three levels of play* basic intermediate and advanced. The ob#ective of all
levels is to achieve the hi!hest point total. The more advanced the level of play the !reater the point
reward.
#! $asic Strategy
(t the most basic level of play you do not need to understand how to pro!ress in ran" or
accomplish missions. +ou can play to simply score points by hittin! ob#ects on the table. &core
values are small but are easy to obtain.
3! %ntermediate Strategy
(t the intermediate level of play you complete simple se,uences or perform specially timed shots to
!ain additional play modes and hi!her point rewards. (t this level nud!in! the table helps you attain
these !oals.
3.1 S*i%% Shot
+ou perform a s"ill shot by launchin! the ball only partway up the deployment chute and lettin! it
fall bac" down the chute and onto the main table. Points are awarded based on how many
deployment li!hts are lit-
)umber of .i!hts Points (warded
/ne 01222
Two 32222
Three 31222
'our 32222
'ive 01222
&ix 3122
3.2 (e+%e, Shot
+ou !et 41222 points for a reflex shot when the ball has #ust exited the launch ramp or hyperspace
chute and you execute a ,uic" return shot bac" to the same location. The reflex shot li!ht in the
hyperspace chute is set each time the ball lands in the hyperspace "ic"out. The reflex shot li!ht for
the launch ramp is set each time the ball drains from the ramp and it must be on to obtain the points.
The reflex shot li!ht !oes off after five seconds.
3.3 Bon)s
To activate the bonus you must "noc" down the tar!ets in the booster tar!et ban" three times.
41222 bonus points are awarded when the ball drains or before the ball drains if the bonus li!ht is on
and the ball passes throu!h the bonus lane.
3.! -ac*pot
To activate the #ac"pot "noc" down all the tar!ets in the booster tar!et ban" twice. +ou !et 42222
#ac"pot points after shootin! the ball into the hyperspace chute twice. (fter that points are added to
the #ac"pot if you hit special table components or perform special actions. Points are not added while
the #ac"pot is not active.
3.5 'ravity .e%%
To activate the !ravity well you must shoot the ball into the hyperspace "ic"out five times in a row.
When the !ravity well is active !ravity shifts to the center of the table. If the ball !ets stuc" on the
!ravity well it is shot out in a random direction and you are awarded 12222 points. (fter the ball is
e#ected the !ravity well is turned off.
3.& /)ging an #i%ting the #a$%e
+ou can nud!e the table to the left to the ri!ht and upwards. If you nud!e the table too much it
will tilt. When the table tilts all components stop wor"in! until the ball drains and the tilt li!ht
which is a lar!e red 5 above the left rebound !oes on. The table is reset with the next ball.
&! 'd"anced Strategy
(t the advanced level you complete missions and receive promotions to move up in ran" from
Cadet to 'leet (dmiral. +our current ran" is trac"ed by the ran" li!hts 6the inner rin! of nine li!hts
in the center of the table.7 +our pro!ress is trac"ed by the pro!ress li!hts 6the outer rin! of 08
li!hts.7
Missions are selected throu!h the mission tar!et ban" on the left side of the table. +ou select a
mission by sendin! the ball up the launch ramp. If a mission is accepted you have must perform a
se,uence of tas"s to complete it. When you complete a mission one or more pro!ress li!ht are
turned on. When all the pro!ress li!hts are on you move up in ran". The types of missions you must
complete depend on your current ran".
!.1 (an*s
The table below describes the ran"s that correspond to the number of ran" li!hts that are lit up.
)umber of .i!hts 9an"
0 Cadet
4 :nsi!n
3 .ieutenant
; Captain
1 .t. Commander
< Commander
3 Commodore
8 (dmiral
= 'leet (dmiral
!.2 0issions
Cadet
The followin! Cadet missions what you need to do to accomplish each one and the rewards you receive are
described below-
Target Practice: >it ei!ht attac" bumpers to receive six pro!ress li!hts and 122222 points.
Re-Entry Training: &end the ball down the re$entry lanes three times to receive six pro!ress li!hts
and 122222 points.
Launch Training: &end the ball up the launch ramp three times to receive six pro!ress li!hts and
122222 points.
Science Mission: >it nine drop tar!ets to receive nine pro!ress li!hts and 312222 points.
Ensign and Lieutenant
The followin! :nsi!n and .ieutenant missions what you need to do to accomplish each one and the rewards
you receive are described below-
Bug Hunt: >it 01 tar!ets to receive seven pro!ress li!hts and 312222 points.
Rescue Mission: ?p!rade the fla!s throu!h the booster tar!et ban" then hit the hyperspace "ic"out
to receive seven pro!ress li!hts and 312222 points.
Alien Menace: ?p!rade the attac" bumpers throu!h the re$entry lanes then hit them twelve times
to receive seven pro!ress li!hts and 312222 points.
Secret Mission: >it the yellow red and then !reen wormhole to receive ten pro!ress li!hts and
0122222 points.
Captain and Lt. Commander
The followin! Captain and .t. Commander missions what you need to do to accomplish each one and the
rewards you receive are described below-
Stray Comet: .i!ht up the ri!ht ha@ard tar!et ban" then hit the hyperspace "ic"out to receive ei!ht
pro!ress li!hts and 0222222 points.
Space Raiation: .i!ht up the left ha@ard tar!et ban" and then put the ball in any wormhole to
receive ei!ht pro!ress li!hts and 0222222 points.
Blac! Hole Threat: ?p!rade the launch bumpers 6usin! the launch lanes7 then put the ball in the
blac" hole "ic"out.
Cosmic Plague: 9oll the fla!s 31 times then hit the space warp rollover to receive eleven pro!ress
li!hts and 0312222 points.
Commander and Commodore
The followin! commander and commodore missions what you need to do to accomplish each one and the
rewards you receive are described below-
Satellite Retrie"al: >it remote attac" bumper up in the left corner five times to receive nine
pro!ress li!hts and 0412222 points.
Recon Mission: &end the ball down any lanes 01 times to receive nine pro!ress li!hts and 0412222
points.
#oomsay Machine: &end the ball down the out lanes three times to receive nine pro!ress li!hts
and 0412222 points.
Time $arp: >it rebounds 41 times and then send the ball up the launch ramp or into the hyperspace
"ic"out. If you send the ball up the launch ramp you move up one ran". If you put the ball in the
hyperspace "ic"out you lose a ran". +ou receive 04 pro!ress li!hts and 4222222 points.
Admiral and Fleet Admiral
The followin! (dmiral and 'leet (dmiral missions what you need to do to accomplish each one and the
rewards you receive are described below-
Secret Mission: &ame as for :nsi!n and .ieutenant.
Cosmic Plague: &ame as for Captain and .t. Commander.
Time $arp: &ame as for Commander and Commodore.
Maelstrom: >it any drop tar!et three times and then hit any spot tar!et three times then pass the
ball down any lane five times then up the fuel chute then up the launch ramp then hit one of the
fla!s then put the ball in a wormhole then hit the hyperspace "ic"out. 9eceive ei!hteen pro!ress
li!hts and 1222222 points. (ll table li!hts are turned on when you complete the Maelstrom mission.
!.3 1)e%
The amount of fuel left in your ship is shown by the number of fuel li!hts turned on in the fuel chute
6on the left side of the table7. +ou can li!ht fuel li!hts by rollin! the ball over them by sendin! the
ball down the bonus lane or by hittin! all the fuel tar!ets in the upper$left corner of the table.
When the last fuel li!ht is off the ship is !rounded and the current mission is aborted.
(! Table Components
5.1 2ic*ers3 B)mpers3 (e$o)ns3 an Center 4osts
Attack Bumpers
These are the four bumpers located at the top of the table. The number of points you receive when
you hit bumpers depends on their status.
&tatus )umber of Points
Alue 122
Breen 0222
+ellow 0122
9ed 4222
(ttac" bumpers are up!raded each time all three re$entry li!hts are turned on. (fter <2 seconds the
attac" bumpers are reset to the next lower status.
Launch Bumpers
These are the 3 bumpers located on the ramp. The number of points you receive when you hit
bumpers depends on their status.
&tatus )umber of Points
Alue 0122 points
Breen 4122 points
+ellow 3122 points
9ed ;122 points
.aunch bumpers are up!raded to the next hi!her status every time all three launch lane li!hts are
turned on. (fter sixty seconds launch bumpers reset to the next lower status.
Rebounds
There are four rebounds on the table. Two of them are located #ust above the flippers in the trian!le
shaped table pieces. The other two are #ust below the attac" bumpers. :ach time you hit a rebound
you receive 122 points.
Kickers
The "ic"ers are located at the bottom of each out lane. When the ball hits a "ic"er it is e#ected up
and bac" into play. +ou can open the "ic"er !ates by hittin! all the ha@ard tar!ets 6the ri!ht tar!ets
for the ri!ht "ic"er* the left tar!ets for the left "ic"er7.
Center Post
The center post is a pe! that pops up between the flippers and helps to "eep the ball from drainin!.
+ou can raise the center post by hittin! the hyperspace "ic"out three times. It will stay raised for <2
seconds before sin"in! bac" into the table.
5.2 Ch)tes3 5anes3 (amps3 an .ormho%es
Launch Ramp
The launch ramp is located on the left side of the table. If any li!hts at the base of the ramp are lit
you receive the followin!-
.aunch reflex shot li!ht 9eflex shot award.
Time warp forward li!ht &ee Time Warp Mission.
Mission acceptance li!ht :n!a!es currently available mission. &ee Missions.
)o li!hts 1222 points.
When the ball drains from the launch ramp the launch reflex shot li!ht is turned on.
Re-Entry Lanes
These are the three lanes at the top of the table. When the ball rolls throu!h one of these lanes you
receive 122 points and the re$entry li!ht #ust above it is turned on or off. If all three re$entry li!hts
are on the attac" bumpers are up!raded.
Launch Lanes
These are the three lanes in the launch ramp. When the ball rolls throu!h one of these lanes you
receive 122 points and the launch li!ht above the lane are turned on or off. If all three launch li!hts
are turned on the launch bumpers are up!raded.
ut Lanes
These are the outer lanes at the bottom of the table where the ball can potentially drain. ?sually you
receive 42222 points but if the extra ball li!ht above the lane is on then you also receive an extra
ball.
Return Lanes
These are the inner lanes at the bottom of the table which return the ball to the flippers. If the ball
rolls down one of these lanes you receive 1222 points. If the li!ht above a lane is on you receive
02222 points.
Bonus Lane
This is the lane at the bottom of the table on the ri!ht side between the out lane and the return lane.
If the ball rolls down this lane you receive 02222 points and your ship is re$fueled. If the bonus
li!ht is on then you also receive a bonus. >owever the bonus is not reset.
!yperspace Chute and Kickout
The hyperspace chute is located on the upper$ri!ht side of the table. (t the end of the chute is the
hyperspace "ic"out. If the ball lands in the hyperspace "ic"out you receive one of the followin!
awards dependin! on how many hyperspace li!hts are on-
)umber of .i!hts (ward
$
Cero 1222 points
/ne bonus
Two center post plus 42222 points
Three extra ball li!hts turned on plus 12222 points
'our !ravity well plus 012222 points
When the ball is e#ected from the hyperspace chute one more hyperspace li!hts is turned on.
hyperspace li!hts are reset after <2 seconds.
(dditional awards are !iven dependin! on the li!hts that are on-
Type of .i!ht (ward
>yperspace reflex shot li!ht 9eflex shot award
Time warp li!ht &ee Time Warp
Maelstrom li!ht 'la! li!hts turned on
(ll field multiplier li!hts turned on
Medal li!hts turned on
Aooster li!hts turned on
9eturn lane li!hts turned on
:xtra ball li!hts turned on
Center post activated
Aonus turned on
Aonus turned on
Bravity well activated
1222222 points awarded
"ormholes
There are three wormholes on the table- red !reen and yellow as shown by the color of the li!ht on
top of the wormhole. ( trian!ular wormhole destination li!ht is located in front of each wormhole.
+ou turn on a wormhole destination li!ht by hittin! the space warp tar!et near the entrance of the
hyperspace chute.
When the ball !oes into a wormhole one of four thin!s can happen-
If the wormhole destination li!ht is off the ball is e#ected from the same wormhole.
If the wormhole destination li!ht is yellow the ball is e#ected from the yellow wormhole.
If the wormhole destination li!ht is red the ball is e#ected from the red wormhole.
If the wormhole destination li!ht is !reen the ball is e#ected from the !reen wormhole.
Points are awarded as follows-
If the wormhole destination li!ht is off you receive 0222 points.
If the wormhole destination li!ht is the same color as the wormhole you receive 4222 points
and you a replay of the current ball.
If the wormhole destination li!ht is a different color you receive 1222 points.
5.3 1%ippers
Aesides hittin! the ball each time you move a flipper the re$entry li!hts and launch li!hts are rotated
cloc"wise if you move the ri!ht flipper and counter$cloc"wise if you move the left flipper.
5.! 4%)nger
When you launch the ball it must reach at least the first deployment li!ht to enter the table. When it
reaches this li!ht the reflex shot li!hts are turned on. If the ball drains within the first 01 seconds
you !et to replay the ball.
5.5 #arget Ban*s
Booster #arget Bank
The booster tar!et ban" is made up of the drop tar!ets located on the ri!ht side of the table. 'or
each tar!et you drop you receive 122 points. When you drop all tar!ets you receive 1222 points
and these play modes are set in the followin! order-
Play Mode :ffect
'la!s up!raded +ou receive 4122 points per fla! rotation.
Aonus activated Points are added to the bonus every time points are
added to the score.
Dac"pot activated Points are added to the #ac"pot every time points
are added to the re!ular score.
Aonus hold The bonus is not reset when the ball drains.
$edal #arget Bank
These are the drop tar!ets located #ust below the bumpers in the center of the table. :ach li!ht
represents an award-
'irst award .evel one commendation 02222 points
&econd award .evel two commendation 12222 points
Third award .evel three commendation :xtra ball
In addition if you drop each tar!et you receive 0122 points.
Field $ultiplier #arget Bank
These are the drop tar!ets located in the upper$left area of the table near the attac" bumpers. When
you drop a tar!et you receive 122 points. When you drop all the tar!ets the next field multiplier
li!ht is turned on and you receive 0122 points. (ll points scored on the table are multiplied as
follows-
'irst multiplier li!ht Two times
&econd Three times
Third 'ive times
'ourth Ten times
The topmost field multiplier li!ht that is lit is reset after <2 seconds.
Fuel #arget Bank
These are the spot tar!ets located in the upper$left corner of the table. If all fuel tar!et li!hts are on
the ship is re$fueled. When you hit a fuel tar!et you receive 312 points.
$ission #arget Bank
These are the spot tar!ets located to the ri!ht of the launch ramp in the lower portion of the table.
When you hit the mission tar!et you receive 0222 points and are notified of the mission that is
associated with that tar!et. If all the mission li!hts are on you !et an extra mission. The followin!
missions are available for each ran"-
Cadet
'irst li!ht 9e$entry trainin!
&econd li!ht .aunch trainin!
Third li!ht Tar!et practice
(ll li!hts &cience mission
:nsi!n and .ieutenant
'irst li!ht Au! hunt
&econd li!ht 9escue mission
Third li!ht (lien menace
(ll li!hts &ecret mission
Captain and .t. Commander
'irst li!ht &tray comet
&econd li!ht &pace radiation
Third li!ht Alac" hole threat
(ll li!hts Cosmic pla!ue
Commander and Commodore
'irst li!ht &atellite retrieval
&econd li!ht 9econ mission
Third li!ht Doomsday machine
(ll li!hts Time warp
(dmiral and 'leet (dmiral
'irst li!ht &ecret mission
&econd li!ht Cosmic pla!ue
Third li!ht Time warp
(ll li!hts Maelstrom
/nly the most recent mission that you activated is available at a time. If you send the ball up the
launch ramp that mission is activated. While a mission is active the mission tar!et ban" will still !ive
you points but wonEt provide any new missions until you either abort or complete the active mission.
Le%t !a&ard #arget Bank
These are the spot tar!ets located to the left of the attac" bumpers. When you hit a ha@ard tar!et
you receive 312 points. If all the left ha@ard li!hts are on then the left "ic"er is activated.
Right !a&ard #arget Bank
These are the spot tar!ets located to the left of the attac" bumpers. When you hit a ha@ard tar!et
you receive 312 points. If all the ri!ht ha@ard li!hts are on then the ri!ht "ic"er is activated.
'pace "arp 'pot #arget
These are located at the entrance to the hyperspace chute. When you hit one of these you receive
312 points and the wormhole destination li!hts are turned on activatin! the wormholes.
5.& 5ights
Bonus Light
These are the yellow circular li!hts located in the bonus lane on the left side of the table.
Booster Lights
These are the four yellow circular li!hts located in front of the booster tar!et ban".
Center Post Light
These are the yellow circular li!hts located #ust above center post between the flippers.
(eployment Lights
These are the six yellow s,uare li!hts located on top of the deployment chute.
E)tra Ball Lights
These are the yellow circular li!ht located above each out lane.
Field $ultiplier Lights
These are the four yellow circular li!hts located #ust below the field multiplier tar!et ban" in the
upper$left area of the table.
Flag Lights
These are the yellow circular li!ht located underneath each fla!.
Fuel Lights
These are the six multicolored s,uare li!hts located in the fuel chute.
Fuel #arget Lights
These are the three yellow circular li!hts located by the attac" bumper in the upper$left corner of the
table.
*ra+ity "ell Light
This is the red circular li!ht located in the center of the table.
!yperspace Lights
These are the five blue s,uare li!ht located on top of the hyperspace chute.
!yperspace Re%le) 'hot Light
This is the first blue trian!ular li!ht located at the entrance of the hyperspace chute.
'pace "arp #arget Light
This is the yellow circular li!ht located in front of the space warp tar!et.
Kicker Lights
This is the yellow trian!ular li!ht located above the left and ri!ht "ic"ers.
Kicker Path Lights
This is the purple trian!ular li!ht located above the left and ri!ht "ic"ers on the table surface.
Launch Lights
These are the three yellow circular li!hts located above the launch lanes.
Launch ramp Re%le) Light
This is the first blue trian!ular li!ht located in front of launch ramp entrance.
Le%t !a&ard Lights
These are the three yellow circular li!hts located in front of the left ha@ard tar!et ban".
$aelstrom Light
This is the third blue trian!ular li!ht located at the entrance of the hyperspace chute.
$edal Lights
These are the three multicolored circular li!hts located in front of the medal tar!et ban".
$ission Acceptance Light
This is the third blue trian!ular li!ht located in front of launch ramp entrance.
$ission Acti+e Light
This is the red circular li!ht located in the launch ramp.
$ission Lights
These are the three yellow circular li!hts located in front of the mission tar!et ban".
Progress Lights
These are the 08 blue circular li!hts in a circle located in the center of the table.
Rank Lights
These are the nine oran!e circular li!hts in a circle located in the center of the table.
Re-Entry Lights
These are the three yellow circular li!hts located above the re$entry lanes at the top of the table.
Replay Light
This is the red circular li!ht located under the left flipper.
Return Lane Lights
These are the yellow circular li!hts located above each return lane.
Right !a&ard Lights
These are the three yellow circular li!hts located in front of the ri!ht ha@ard tar!et ban".
'hoot Again Light
This is the red circular li!ht located under the ri!ht flipper.
#ilt Light
This is a lar!e 5 near the mission li!hts.
#ime "arp For,ard Light
This is the second blue trian!ular li!ht located in front of the launch ramp entrance.
#ime "arp Back,ard Light
This is the second blue trian!ular li!ht located at the entrance of the hyperspace chute.
"ormhole (estination Lights
This is one multicolored trian!ular li!ht located in front of each wormhole.
"ormhole Lights
These are located above the wormholes.
5.6 0isce%%aneo)s Components
Black !ole Kickout
This is located #ust under the ramp. If the ball lands here you receive 1222 points.
'pace "arp Rollo+er
The small !reen circular li!ht sli!htly raised and located in the upper left part of the table. If the ball
moves over this li!ht you receive 02222 points and the return lane li!hts are turned on.
Flags
'la!s are located in the fuel chute and hyperspace chute. If the fla! li!ht is off you receive 122
points when you turn a fla!. If the fla! li!ht is on you receive 4122 points when you turn a fla!.
If the wormhole destination li!hts are on they chan!e to yellow red and then !reen when you turn
a fla!.
)! General Table Rules
&.1 Ba%% 7raining
When the ball drains you are awarded the current value of the bonus. The li!hts on the table are all
reset except for the ran" and pro!ress li!hts.
&.2 (ep%ays
&ometimes you may !et to replay the ball. When this happens nothin! on the table resets or chan!es
and you do not receive the bonus. +ou !et only one replay at a time. The replay li!ht is located
under the left flipper.
&.3 Shoot "gain
&imilar to a replay if the ball drains in the first 01 seconds of play you may shoot the ball a!ain.
When you launch the ball a!ain the shoot a!ain li!ht is turned on. The shoot a!ain li!ht is located
under the ri!ht flipper.
&.! 8,tra Ba%%s
+ou can receive an unlimited number of extra balls durin! the !ame. These are played immediately
after the current ball has drained. The table is still reset but the ball counter is not incremented.