Pinball Series XI

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    3D Pinball for Windows

    Space Cadet Table Rules and Game Strategy

    Copyright (c) Cinematronics 1995

    Table Of Contents

    1.0 Overview2.0 Basic Strategy3.0 Intermeiate Strategy!.0 "vance Strategy5.0 #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 wascreated 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 andother ob#ects on the table double$clic" the Table.bmp file in the Pinball subfolder of your MicrosoftPlus% folder.

    The !oal of the !ame is to pro!ress in ran" from &pace Cadet to 'leet (dmiral. This is achieved byselectin! and completin! a series of missions. )ew and more challen!in! missions become available asyou pro!ress in ran".

    The !ame is divided into three levels of play* basic intermediate and advanced. The ob#ective of alllevels is to achieve the hi!hest point total. The more advanced the level of play the !reater the pointreward.

    #! $asic Strategy

    (t the most basic level of play you do not need to understand how to pro!ress in ran" or accomplishmissions. +ou can play to simply score points by hittin! ob#ects on the table. &core values are small butare 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 attainthese !oals.

    3.1 S*i%% Shot

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    +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!htsare lit-

     )umber of i!hts Points (warded

    /ne 01222Two 32222Three 1222'our 32222'ive 01222&ix 122

    3.2 e+%e, Shot

    +ou !et 41222 points for a reflex shot when the ball has #ust exited the launch ramp or hyperspacechute and you execute a ,uic" return shot bac" to the same location. The reflex shot li!ht in thehyperspace 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. Thereflex shot li!ht !oes off after five seconds.

    3.3 Bons

    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 ise#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 willtilt. When the table tilts all components stop wor"in! until the ball drains and the tilt li!ht which is alar!e red 5 above the left rebound !oes on. The table is reset with the next ball.

    &! 'd"anced Strategy

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    (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 centerof 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 oftas"s to complete it. When you complete a mission one or more pro!ress li!ht are turned on. When allthe pro!ress li!hts are on you move up in ran". The types of missions you must complete depend onyour 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 Cadet4 :nsi!n

    3 ieutenant; Captain1 t. Commander  < Commander   Commodore8 (dmiral= 'leet (dmiral

    !.2 issions

    Cadet

    The followin! Cadet missions what you need to do to accomplish each one and the rewards you receive aredescribed 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 and122222 points. Launch Training: &end the ball up the launch ramp three times to receive six pro!ress li!hts and122222 points.Science Mission: >it nine drop tar!ets to receive nine pro!ress li!hts and 12222 points.

    Ensign and Lieutenant

    The followin! :nsi!n and ieutenant missions what you need to do to accomplish each one and the rewards youreceive are described below-

     Bug Hunt: >it 01 tar!ets to receive seven pro!ress li!hts and 12222 points. Rescue Mission: ?p!rade the fla!s throu!h the booster tar!et ban" then hit the hyperspace "ic"out toreceive seven pro!ress li!hts and 12222 points. Alien Menace: ?p!rade the attac" bumpers throu!h the re$entry lanes then hit them twelve times toreceive seven pro!ress li!hts and 12222 points.

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    Secret Mission: >it the yellow red and then !reen wormhole to receive ten pro!ress li!hts and0122222 points.

    Captain and Lt. Commander

    The followin! Captain and t. Commander missions what you need to do to accomplish each one and therewards 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 receiveei!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 1 times then hit the space warp rollover to receive eleven pro!ressli!hts and 012222 points.

    Commander and Commodore

    The followin! commander and commodore missions what you need to do to accomplish each one and the rewardsyou receive are described below-

    Satellite Retrie"al: >it remote attac" bumper up in the left corner five times to receive nine pro!ressli!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 and0412222 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 rewardsyou 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 balldown 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 and1222222 points. (ll table li!hts are turned on when you complete the Maelstrom mission.

    !.3 e%

    The amount of fuel left in your ship is shown by the number of fuel li!hts turned on in the fuel chute 6onthe left side of the table7. +ou can li!ht fuel li!hts by rollin! the ball over them by sendin! the ball downthe bonus lane or by hittin! all the fuel tar!ets in the upper$left corner of the table.

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    When the last fuel li!ht is off the ship is !rounded and the current mission is aborted.

    (! Table Components

    5.1 ic*ers Bmpers e$ons an Center 4osts

    Attack Bumpers

    These are the four bumpers located at the top of the table. The number of points you receive when youhit bumpers depends on their status.

    &tatus )umber of Points

    Alue 122Breen 0222+ellow 01229ed 4222

    (ttac" bumpers are up!raded each time all three re$entry li!hts are turned on. (fter

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    5.2 Chtes anes amps 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 youreceive 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 youreceive 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 receive122 points and the launch li!ht above the lane are turned on or off. If all three launch li!hts are turnedon 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 youreceive 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 rollsdown 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. Ifthe ball rolls down this lane you receive 02222 points and your ship is re$fueled. If the bonus li!ht ison 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! awardsdependin! on how many hyperspace li!hts are on-

     )umber of i!hts (ward$

    ero 1222 points/ne bonusTwo center post plus 42222 pointsThree extra ball li!hts turned on plus 12222 points'our !ravity well plus 012222 points

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    When the ball is e#ected from the hyperspace chute one more hyperspace li!hts is turned on. hyperspaceli!hts are reset after 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 onMedal li!hts turned onAooster li!hts turned on9eturn lane li!hts turned on:xtra ball li!hts turned on

    Center post activatedAonus turned onAonus turned onBravity well activated1222222 points awarded

    "ormholes

    There are three wormholes on the table- red !reen and yellow as shown by the color of the li!ht on topof the wormhole. ( trian!ular wormhole destination li!ht is located in front of each wormhole. +ou turnon a wormhole destination li!ht by hittin! the space warp tar!et near the entrance of the hyperspacechute.

    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 andyou a replay of the current ball.

    • If the wormhole destination li!ht is a different color you receive 1222 points.

    5.3 %ippers

    Aesides hittin! the ball each time you move a flipper the re$entry li!hts and launch li!hts are rotatedcloc"wise if you move the ri!ht flipper and counter$cloc"wise if you move the left flipper.

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    5.! 4%nger 

    When you launch the ball it must reach at least the first deployment li!ht to enter the table. When itreaches 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 eachtar!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.

    ac"pot activated Points are added to the #ac"pot every time pointsare 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!htrepresents an award-

    'irst award evel one commendation 02222 points&econd award evel two commendation 12222 pointsThird 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 youdrop a tar!et you receive 122 points. When you drop all the tar!ets the next field multiplier li!ht isturned on and you receive 0122 points. (ll points scored on the table are multiplied as follows-

    'irst multiplier li!ht Two times

    &econd Three timesThird 'ive times'ourth Ten times

    The topmost field multiplier li!ht that is lit is reset after

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    $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. Whenyou hit the mission tar!et you receive 0222 points and are notified of the mission that is associated withthat tar!et. If all the mission li!hts are on you !et an extra mission. The followin! missions are availablefor 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 missionThird li!ht (lien menace(ll li!hts &ecret mission

    Captain and t. Commander 'irst li!ht &tray comet&econd li!ht &pace radiationThird li!ht Alac" hole threat(ll li!hts Cosmic pla!ue

    Commander and Commodore'irst li!ht &atellite retrieval&econd li!ht 9econ missionThird li!ht Doomsday machine

    (ll li!hts Time warp

    (dmiral and 'leet (dmiral'irst li!ht &ecret mission&econd li!ht Cosmic pla!ueThird 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 launchramp 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 youreceive 12 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 youreceive 12 points. If all the ri!ht ha@ard li!hts are on then the ri!ht "ic"er is activated.

    'pace "arp 'pot #arget

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    These are located at the entrance to the hyperspace chute. When you hit one of these you receive 12 points and the wormhole destination li!hts are turned on activatin! the wormholes.

    5.& ights

    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 LightsThese are the three yellow circular li!hts located by the attac" bumper in the upper$left corner of thetable.

    *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.

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    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 LightsThese 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.

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    #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 LightsThese are located above the wormholes.

    5.6 isce%%aneos 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 ballmoves 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 pointswhen 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 afla!.

    )! 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 allreset 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!esand you do not receive the bonus. +ou !et only one replay at a time. The replay li!ht is located under theleft 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. Whenyou launch the ball a!ain the shoot a!ain li!ht is turned on. The shoot a!ain li!ht is located under theri!ht flipper.

    &.! 8,tra Ba%%s

    +ou can receive an unlimited number of extra balls durin! the !ame. These are played immediately afterthe current ball has drained. The table is still reset but the ball counter is not incremented.