M/S Space Cadet Pinball Secrets and Scores

I am completely hooked on this game and have been unraveling the special little tricks required to play this thing like a violin. I’ll be posting some of my hard-won strategies as we go along.

Who else is addicted to this well designed and extremely realistic electronic pinball simulation?

  • Some tips -[ul]High Scores:

Drum the flippers whenever the ball is in the attack or launch bumper regions. You can double your scores using this technique alone. Cycle the flippers about two to three times per second to obtain maximum results.

Shooting:

Launch the ball up the starting chute through only three of the gates in order to obtain a 75,000 point bonus. The fall-back entry also sets you up for immediate execution of the most important scoring strategies. (More about this later.)

High Risk Shots:

Hitting the mission targets entails the greatest risk. There are other setups to be done before pursuing any mission targets.

Questions:

What does that tiny little yellow light in the hyperspace chute indicate?

What reactivates the bottom left and right kickers?

[/ul]

Lots more to follow!

I found this to be a real handy site.

I think the yellow light you refer to is just left of the entrance to the hyperspace lane. When you hit the small target there, the light comes on. This activates the wormholes. If the ball enters the wormhole of the same color as the light in front of it (they cycle from red to yellow to green, you are awarded with a replay ball. A replay ball differ from an extra ball in that whatever mission is in progress will continue and whatever outlane kickers are active or inactive will carry over.

I like to activate the wormholes and take shots at the yellow and green holes when available. I also like to activate the genuine extra balls by repeated visits to the hyperspace lane. Other than that, complete missions. Be choosy about what missions to accept, some are much easier than others.

Doe ANYBODY play minesweeper?

My best time on expert was 123 but now I can’t even get close to that. (sorry for the hijack)

My wife and I used to have this running competition on Space cadet table until she just pulled away one day and i gave up.

So what’s yer highest score? Mine is 9 million and change, but I haven’t played in years

37 Million or so, IIRC.

The left and right kickers are reactivated by hitting all three targets to the left or right of the top most bumpers. The left set is on the outer wall of the re-fule chute, and the ones on the right below the top-right wormhole.

Is there any way to choose which missions you are given by manipulating targets?

Yes- the three targets below the launch chute (left side of playfield) are the key. The mission offered will depend on which target was the last to be hit. There are four choices for each rank- one if the top target was last hit, one for the middle target, and one for the bottom target. In the event you hit all three targets, the fourth choice will be offered until you hit another target. This fourth choice will be harder but will earn your promotions faster. About two special missions= three regular missions.

So, completely lighting up the left and right hazard banks reactivates the left and right kickers respectively? I had begun to suspect this just the other night.

High Score: 62,908,250 (I have a screen shot of the table.)

I had another game going with a running score of 61,843,500. I was farther through the game’s progression than I had ever been before. Just as the Time Warp Forward mode kicked in, my computer locked up. Can you say “pissed off” in twelve different languages?

A good rule of thumb is about one million points per minute of play.

What are people’s record score for highest points on their first ball? (This includes extra balls and replays.)

Thanks for the link, BobLibDem. It answered some of my questions but contains nothing in the way of how to make the difficult skill shots or any of the overall strategy. I’ll be posting some extensive notes on strategy and tactics tomorrow.

On the hyperspace launch ramp, try not to get the “gravity well” activated. The second-to-last light is the “extra ball available” light (once activated, get the extra ball by rolling over the yellow lights on the left or right chutes at the bottom corners - but make sure your kickers are still active!). Once you actually get the extra ball, shoot the hyperspace launch ramp again to activate the “extra ball available” mode again. Master this technique and you’ll acquire enough extra balls to keep you from seeing the “game over” message too soon.

I just finished a game at 13,824,250. My ball 1 score was 10,938,750. My priorities are as follows:
1- If your kick lanes have been used and are turned off, turn them back on by lighting the appropriate bank of targets on top.
2- If the kick lanes are both on, light the wormholes and go for a replay ball. You can sometimes backhand the red hole from the right flipper, getting the yellow hole from the left flipper is a more dangerous shot.
3- If you already have the replay ball or don’t have a good shot for it, get a mission. Be choosy about the missions, those that require rentry at the top are the toughest. Be especially wary of the Special Mission, where you must get all three colors of wormholes.
4- If the hyperspace lane has a good shot (from the left flipper) take it. Your #1 task here is to light the center post, then the extra ball light. THEN STOP GOING THERE. When the EB light fades, turn it on again.
5- When you have an extra ball and a replay ball in hand, go crazy on the missions.

You have discovered one of the most important strategies there is. After I found this out, I started getting my highest scores. Keeping the center post activated is one of the highest priorities. Using this technique, I routinely get five to ten million points on my first ball.

First Ball Record: 49,264,000

Here’s a tough question:

I’ve noticed that the table physics seem to change over time. After you’ve hit the Hyperspace Kicker a couple of times it becomes more difficult to enter the chute. It is as if the physical dimensions of the chute’s aperture had shrunk.

Anyone else notice this?

I’ll be posting part one of my strategy and tactics in a little while.

Here are some of the basic skill shots that must be mastered to get anywhere in the game:

SKILL SHOTS

NOTE: The speed with which you strike the keyboard most definitely affects the flipper’s movement. Very soft keystrokes result in a delayed actuation that will not impart the same velocity as a quick jab. Practice different striking forces in order to gain a feel for this function. It is important to do this if mastery of the skill shots is desired.

Basic Play[ul][li] Left flipper into Launch Ramp [/li]
You must be able to repeat this shot at will any time during the game. You also must be able to do this without trapping the ball on the flipper (see basic strategy notes below) To successfully enter the Launch Ramp, wait until the ball is approximately halfway down the flipper’s body before giving the button a fairly sharp jab. To maximize the Launch Lane points yield, cycle the lane lights in this order:

One Launch Lane Light Illuminated:

Move a single light to the far left lane. Shooting with either flipper will move the illuminated lane light out of the way of the arriving ball. Over 75% of all balls entering the launch lanes will pass through the far left lane.

Two Launch Lane lights Illuminated:

Cycle the two Launch Lane lights into the far left and far right lanes, leaving the middle lane unilluminated. A shot from the left flipper will then move the lights out of the way for a ball passing through the leftmost Launch Lane.

If the ball does not immediately pass through the left Launch Lane, the bounce will give you time to toggle the flippers and cycle the one available Launch Lane into a position underneath the arriving ball.

[li] Right Flipper into Launch Ramp[/li]
You must be able to repeat this shot at will any time during the game. You also must be able to do this without trapping the ball on the flipper (see basic strategy notes below). To successfully enter the launch ramp, wait until the ball is two-thirds of the way down the body of the flipper before giving the button a fairly sharp jab. To maximize the Launch Lane points yield, cycle the lane lights in this order:

One Launch Lane Light Illuminated:

Move a single light to the far left lane. Shooting with either flipper will move the illuminated lane light out of the way of the arriving ball. Over 85% of all balls entering the Launch Lanes off of the Right Flipper will pass through the far left lane.

Two Launch Lane lights Illuminated:

Cycle the two Launch Lane lights into the and far left and middle lanes, leaving the right lane unilluminated. A shot from the right flipper will then move the lights out of the way for a ball passing through the leftmost Launch Lane.

If the ball does not immediately pass through the left Launch Lane, the bounce will give you time to toggle the flippers and cycle the one available Launch Lane into a position underneath the arriving ball.

[li] Left Flipper into Hyperspace Kickout[/li]
You must be able to repeat this shot at will any time during the game. You also must be able to do this without trapping the ball on the flipper (see basic strategy notes below). To successfully enter the Hyperspace Kicker, wait until the ball rolls over three-quarters of the way down the body of the flipper before giving the button a sharp jab.

The ball will return directly towards the left flipper. An immediate rebound shot with the flipper can sometimes redirect the ball back into the Hyperspace Kicker. However, this does not happen reliably enough to make risking loss of ball control worth it. Most often, it is better to cycle the ball back through the Launch Ramp and make another attempt.

One exception to this rule of thumb is when most of the Field Multiplier Lights are illuminated. A repeated shot with the left flipper back towards the Hyperspace Kicker will avoid letting the Field Multiplier Lights cycle down in value.[/ul]
Intermediate Play[ul][li] Hitting the Mission Targets[/li]
The only reliable direct shot at the Mission Targets is with the Right Flipper. This is a high risk action that often results in draining the ball. In order to increase your chances of hitting the Mission Targets, you must first trap the ball on the Right Flipper. Release the flipper and permit the ball to roll down over three-quarters of the flipper’s body before giving the button a medium jab. A sharp actuation will send the ball into the Launch Ramp.

There is a medium level strategy that will decrease your likelihood of draining the ball while shooting at the Mission Targets. This will be explained in an upcoming section dealing with advanced play.

[li] Deploying to a Specific Reentry Lane[/li]
Allowing the plunger to retract completely will send the ball to the right hand Reentry Lane over 75% of the time. Retractions of 50% usually direct the ball to the left most Reentry Lane. The ball will enter the middle Reentry Lane less than 10% of the time. [/ul]
Basic Strategy Notes[ul][li] Maximizing Game Scores[/li]
When pursuing high scores, do not have numerous other windows open or downloads running concurrently. These can interfere with proper functioning of the game application and result in operational glitches. AOL browsers and downloads will override the game function and interrupt play. Explorer browsers will not do this.

IT specialists have indicated that the pinball game’s functionality deteriorates after being left running for extended periods. When making serious record attempts, restart the computer and begin playing with only the game application running. You may see signs of this degradation when a ball travels directly through the body of a flipper. Once this happens, shut down and restart your computer for best results.

Reset the game if scoring does not exceed one million points on the first ball. For raw beginners, reset at only 500,000 or less. Completing low score games does not improve basic skills and delays any introduction to more complex levels of play. To quickly reset the game without waiting through the sound effects roll-up, press the F2 key twice.

Reset the game if a ball is directed into either kicker before a mission has started or 100,000 points have been scored. Using this vital resource before entering into the game’s more complex phases will often result in a substantially lower score.

[li] Trapping the Ball[/li]
Trapping the ball is accomplished by keeping the flipper button depressed after the ball enters its respective Return Lane. Only at their highest velocity will a ball in the Return Lane ever roll up and over the flipper. This happens less than one percent of the time. Certain skill shots require trapping the ball in order to assure accurate departing trajectory.

The ball can also be “caught.” This involves cycling a flipper just as the ball reaches it. For best results, the ball must be headed for the hinge area of the flipper. This will permit the flipper to absorb most of the ball’s momentum. Even if the ball does bounce, it will usually be directed up the Return Lane.

Avoid trapping a ball on the flippers during most shots at the Launch Ramp. This consumes vital time during which the various targets lights and bumpers will cycle down in value. The Space Cadet pinball table richly rewards reflex shooting and penalizes cautious play. Learn to make nearly all flipper shots on the fly.

[li] Ball Trapping Exceptions[/li]
After the very first deployment, if the ball falls back and enters below the Yellow Wormhole, try to trap the ball on the Right Flipper. So long as there are no other Target Lights activated, no potential scoring opportunities will be lost by doing this. Use the Right Flipper to shoot the trapped ball into the Launch Ramp. If some of the Launch Lanes are illuminated, cycle them into the correct position using the Left Flipper. See the Right Flipper into Launch Ramp instructions shown above for the proper Launch Lane positions.

Trapping the ball can be critical for certain missions like the Black Hole Threat. Then it is worthwhile to hold the ball on the Right Flipper and use the Left Flipper to cycle the Launch Lane Lights into their correct configuration for an engine upgrade before entering the Launch Ramp. After gaining more experience, you should be able to do this on the fly without trapping the ball.[/ul]

I don’t see how that would affect anything. How does that work? Anyway, my high score is 11,619,250

Moving this to Cafe Society.

Hm…I thought I took this game very seriously. I’m the king of Space Cadet Pinball among my friends. My high score is 2 million and change. :smiley:

Okay, to be honest, I don’t have any deep gameplay insights or statements on gameplay physics. However, I would like to share some tangential trivia. As far as I can tell, this game is an early version of one board from a pretty old (1996) pinball release published by Maxis called FullTilt Pinball, which I own and still have installed (although for some reason, upon checking now, I find that at some point the Space Cadet table ceased to function on the currently installed copy!). The full version has three boards (Space Cadet, Skulduggery, and Dragon’s Keep) of varying difficulty, with Space Cadet being, I think, the easiest, and admittedly probably the most addicting. The tables are a little larger and more detailed than the 3D Pinball version that Microsoft’s been packaging with Windows. As for the other two tables, they’re not quite as intricate and well-designed; Skulduggery, for example, has a small upper pit with three bumpers and an extra right flipper, but it’s incredibly difficult to land the ball there for significant amounts of time. And I never really figured out everything going on in Dragon’s Keep at all; I’m still not even sure how you trigger the quests on that table.

But anyway, yeah. Space Cadet. Words cannot describe.