[Platform:
PC-CDRom]
[Author:
phillio]
[Cheat
Codes Club: 3D Space Cadet Pinball]
[Served: 7983 Hits]
[Modified:
December-31-2002 6:20pm]
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.
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.
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.
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.
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:
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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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. |