3D Pinball: Space Cadet
From GameWinners
Cheat Codes
Debug mode
Type hidden test during game play. You can now click and drag the mouse to control the ball. Press one of the following keys to activate the corresponding debug function. You can end this mode by typing end hidden test after letting the ball drain. Game play then returns to normal, but you still cannot record the high score.
| Effect | |
|---|---|
| Display and edit high-score table | |
| Display current system memory | |
| Increase game ranking | |
| Display frame rate in title bar | |
| Immediately get new ball when one is lost | |
| Low fuel | |
| Field multiplier increases | |
, , , , , , , and
Unlimited balls
Type bmax at the full screen when the game firsts starts up. Note: This will work on Windows XP, but not on Windows
NT 4.0.and
Note: When the above code says "full screen", it does
not mean the full screen when the game starts up. Press [F4]
to enter the full screen game mode and the code will work. The
extra balls will appear from the yellow wormhole.
Note: Enabling this code will disable high scores from being recorded.
Extra balls
Type 1max during game play to earn extra balls.
Note: This will work on Windows XP.
Activate Gravity Well
Type gmax at the start of the game to activate
the Gravity Well. Note: This will work on Windows XP.
Complete promotion
Type rmax during gameplay to instantly complete
promotion. Note: You will not earn points doing this.
Cheat code note
A cheat code will not work if you have the any of the
player controls mapped to a letter in the code.
Hints
More points
Light up all three lights at the top by going through
the slots. The bumpers will change colors and are worth more points.
When deploying a ball hit it soft so it only goes up to the third
light on the far right side. You will get 75,000 points.
To earn points, start a game. When playing a game, send the ball
through the Hyperspace Chute to spin the flag. While it is spinning,
start a new game. That flag will still spin and you will earn
some points at the start of the new game.
Enable the bmax code to keep getting balls when you lose
them. You can get a very high score by doing this. If you do this
and get a high enough score, keep pressing [Bump] so it
says "TILT" and you will lose a ball. Note: You can
also use the 1max code after you lose a ball to keep going.
This way, you do not have to tilt the board when you want to quit.
If you restart a bad game when you are going through a wheel door
at the correctly moment, you will get the points for it.
Move lights
Move the lights at the top by moving the flippers.
Skill Shot
A hidden Skill Shot tunnel is in the deployment chute.
Launch the ball partially up the chute and allow it to fall to
the first yellow arch light. There are six yellow arch lights
in the chute that are worth a varying amount of points.
To unlock the Skill Shot, the point range for each light up are:
Chocobo World
- First: 15,000 points
- Second: 30,000
- Third: 75,000
- Fourth: 30,000
- Fifth: 15,000
- Sixth: 7,500
Complete one mission for promotion
Complete cadet with the science mission. Just as the
mission lights are flashing, drain the ball as quickly as you
can. If you do not want to lose a ball, make sure have an extra
ball or replay. After the ball returns to the plunger, you will
be on the next level with full mission lights. Now you only need
complete one mission for each level. Make sure you get an extra
ball or replay before repeating this trick otherwise you will
not make it very far.
Extra balls
Hyperspace is one way to earn extra balls. The other
way is to upgrade the three flags directly above the drainage
chute three times in quick succession. Each time you do, another
light below the flags will light up. Get all three to light up
together to earn an extra ball. This has the advantage over the
hyperchute, as you are in complete control. With hyperspace, the
ball still has to go into one of the launch chutes to earn the
extra ball -- and it is a matter luck if that happens or not.
Near the launch ramp, there is an array of three flags. Hit all
the flags and get a level 1 commendation. Do this again and get
level 2. Once you get level 3, you will get an extra ball. Hit
the flags again and get an extra ball again, for an unlimited
amount of extra balls. Note: The lights for the level commendations
disappear very fast; be quick about hitting the flags. Be patient
and hit the flags. Eventually, you will get up to level 3 and
be rewarded with extra balls. This method is far more successful
than the Hyperspace way because you earn them instantly and are
not required to go down the out lanes, where you can lose the
ball while getting the other one.
Beginning bonus
When you first shoot the ball, do not use enough force
to send the ball up to the top. Get it past the first light, and
if done correctly, it should go back down and to the left on a
little ramp for a "Skill Shot Bonus". How many points
you get in the bonus depends on how far the ball went before dropping
back. If you get the ball to light all the lights in the shoot-off
ramp then make it drop back, you can get up to 75,000 bonus points.
The lowest bonus is 15,000.
Refuel ship
There are two ways to refuel your ship. The first is
to pass the ball through the slot above the left hand flipper
(under the launch ramp hole). The easiest way to do this, obviously,
is to go through the launch ramp. For the second method, there
is a bridge where the launch ramp is located. It has colored lights
through it. Shoot the ball all the way through and spin the flag,
and your ship will be refueled.
Upgrade engines
Upgrade engines by lighting all three lane lights on
the launch ramp area. You can control the location of lit/unlit
lights by hitting the flippers, just like the way you can control
the ones at the top of the board. The easiest pattern of play
is to use the left flipper just as the ball is entering the flipper,
to pop it onto the launch ramp. Launch Training is therefore the
quickest way to make Ensign. Make it a habit to always go back
for two repeat shots on the launch ramp for a good point booster.
Note: A flipper hit on balls being ejected from the hyperspace
tube can fairly often send them back there. You also get a bonus
for this repeat hit if done immediately.
Reflex Shot Award bonus
Shoot the ball up the launch ramp (the purple ramp
to the left of the screen) and let it drop through the hole. When
the ball gets to the middle of the left flipper, shoot the ball.
It should go up the launch ramp again and you get a Reflex Shot
Award. Note: This can be done as many times as you want, but requires
precise timing.
High scores
It is almost pointless to pursue the specific mission targets
of the current mission. Rather, since the inevitable end of your
game is the final draining of the third ball, changing the focus
of your games to always having a center post in place and always
having an extra ball or a number of extra balls available to greatly
increase the number of fairly high score games. The key to both
these goals is the Hyper Space ramp. By directing the ball from
the right flipper (contain the ball with the flipper held stationary,
let it drop, then direct the ball into the chute. With a little
practice you should be able to do this 95% of the time) into the
launch ramp. The next shot from the left flipper into the Hyper
Space ramp is a little more difficult but you should be able to
master a 75% success rate for this one. The ball must go right
to the end of the ramp. As you continue to make this sequence
of shots over and over, you will activate the center post and
also have an extra ball available. When this is the case, then
go after the specific mission of the moment. By always doing this
before pursuing specific targets, your games should be greatly
extended.
When using the Hyper Space routine for gaining a center post and
extra balls, it is only necessary to start the sequence from the
right flipper to the launch ramp and then off the left flipper
into the Hyper Space chute. Once the ball has gone to the end
of the Hyper Space chute and awarded whatever is appropriate for
that play, it will kick back down and it is very often possible
to send it right back up into the same spot where it just came
from -- namely right back up into the Hyper Space chute. The goal
is to send it up the chute as many times as possible. When you
finally miss, the ball will start to move around the table and
the actual mission of the moment can be pursued. Also, quite often
the ball will kick out of the Hyper Space chute and off the left
flipper into the launch ramp which you then use the left flipper
again to direct the ball right back into the Hyper Space chute.
When you do not have an extra ball available and the ball in play
has ended up in the Black Hole and it is likely to kick out into
the right hand drain chute (thus costing you a ball), at the very
moment it is about to leave the Black Hole, use your left table
shift key to move the table and usually you will avoid the ball
draining. Only hit it once otherwise it will tilt. Another note,
this same Black Hole kick out will often put the ball right into
the extra ball spot when same is still available.
The white bar across the Launch Ramp that registers the points
awarded, if and when the ball has stopped just before it. Let
it sit there for as long as possible before shifting the table
to move in on through. The slower the ball goes under this bar
the more points you will receive (usually about two to three million
points, but can be as high as 15 million points. Note: Watch your
fuel level so that the mission is not aborted.
You can also experience very substantial run ups by slowly turning
the flags.
Far right tube
The most common tube passed back through, in the Launch
area, by a ball bouncing among the bumpers, is the far right tube.
Always rotate the lights to keep that tube dark as it is most
likely to be lit again by the ball bouncing around.
Upper area tube patterns
The tube patterns on the upper areas are that a ball
in the left tube, and especially the right tube, is bounced back
up through the same tube 20% (left tube) to 40% (right tube) of
the time. Always move the light out of that tube when the ball
goes down through it. When a ball is shot back into the entry
area by the right catch ramp, it always places the ball into the
left entry tube. Always move a dark spot to that tube to insure
weapons upgrades.
Get to the Launch Pad
Launch the ball on the Hyperspace. After launching,
the ball will hit the left flipper (do not move any flipper) then
bounce into the right "rebound". After the ball hits
the right "rebound" press X. This works about
70% of the time.
Easy launch chute
When the ball is returning from Hyperspace Launch,
it will bounce off the left flipper. If you are patient and resist
moving the flipper, it will almost always bounce into the Launch
chute. This works for a full Hyperspace Launch - not if the ball
merely goes into the chute but does not fully launch.
Cycling the hyperspace tube
Regarding cycling the hyperspace tube for post up and
extra balls, if you do not want to have to deal with the gravity
well and dropping a ball down the side shoot to get a replay,
wait for the post to drop down before getting it again. The third
Hyperspace on a single ball triggers the Post-up. Once at this
stage, if you wait for the post to drop before getting another
Hyperspace. Each Hyperspace you get takes you back to Post-Up,
as often as you can do it. Note: A much more controllable Hyperspace
shot is from the tip of the left flipper.
Left flipper shots
Left flipper shots are usually best done by catching
the ball first, then releasing it and shooting. A quick shot goes
up the Launch Ramp, a shot toward the flipper's end is a Hyperspace
shot, and a shot from the very tip can hit the flags on the right
or the worm hole on the lower right area.
Right flipper shots
Right flipper shots include a possible Hyperspace from
the tight early area of the flipper, the far right wormhole or
upper bumpers from about one third of the way down, a shot at
the enter flags from the mid area, a Launch shot from about four-fifths
of the way down, or a re-fuel tube and upper/re-entry shot from
the tip.
Using time wisely
Until you reach about 40 million points with several
levels of play achieved, it takes two minutes to gain each one
million points. The arithmetic is fairly simple -- to get to 30
million takes about an hour of continuous play. A game that results
in 86 million points will take almost two hours. A 70 million
point game takes just a little over an hour and a half. If you
do not have at least 5 million points when the ball number changes
from one to two, press [F2] and start over. There is virtually
no point in trying to achieve a high score if that is only where
you are at when the number two ball shows on the board.
Rapid level advancement using Time Warp
Once you have attained the level of Commander (level
6) you can select the Time Warp mission by lighting all three
mission lights. This is an easy mission to complete. You need
only hit the various rebound bumpers 25 times, followed by a launch
chute. This sends you "forward in time" and will usually
advance you to Admiral l(level 8) instantly.
Re-deploy
Do the skill shot then do not touch the flippers. Just
let the ball fall, and the game will give you a re-deploy. You
can shoot it up and then attack bumpers.
Replay function
The replay function is the red light next to the left
flipper. If you lose your ball and the red light is on, you will
get another ball. The replay action is better than an extra ball
because when you lose, you do not abort your missions and do not
have to start all over again. To get the replay function light
on, you have to open the wormholes by hitting the Space Warp target
(the small red button near the entrance of the Hyperspace chute).
The wormhole lights will then light up to a color (red, yellow,
or green). You now have to get the ball in the wormhole of that
color to turn on the replay function.
Skip the new game music
While the game is starting a new game, press [F2]
again during the music and sound effects to start the game immediately.
Change background music
Note: This procedure involves changing a game file;
create a backup copy of the file before proceeding. Enter the
game folder and delete the "pinball.mid" file. Get any
MIDI file desired, save it in that folder and rename it to "pinball.mid".
Note: It can only be a MIDI file.
Play while the game is in tilt
This trick requires extremely good timing. While the
game is playing the new game music, press [F2] then press
all of the bump table buttons simultaneously a couple of times.
The box will say "TILT!", but you can still launch,
use the flippers, and get points. If you are unsuccessful, close
the game, open it again, and start over.
Keyboard touch
As your score climbs higher and higher, it becomes
more difficult to touch the keyboard as softly and gently as possible.
It becomes a bit of a challenge to see how softly you can do it
and this seems to lead to much higher scores. Perhaps because
you have to control the amount of force applied, better control
of the game is achieved.
Red streak
When you start the game and the ball is dropped, press
[F2] to restart. When the ball is redropped again, enable
the hidden test code. Then, press Y to access the
frame rate. After that deploy the ball using [Space]. Do
not hit it. When it goes between the flippers and you lose a ball
press H. When the high score screen appears, press [Enter].
If the ball does not make a red streak behind it, press [F2]
again and it should work. Note: This does not work every time.
Video
Created by lildude4231.
Cheat demo
Glitches
Time Warp mission while at Fleet Admiral
While at Fleet Admiral level, complete the Time Warp
mission by launching. This sends you forward. Only problem is,
there is apparently nowhere to go forward to and the game will
freeze.
More...
Strategy: Mission lights and ranks by Living Dog
Strategy guides from GameFAQs
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