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]