# a b c d e f g h i j k l m n o p q r s t u v w x y z

3D Pinball - Space Cadet

3D Pinball - Space Cadet
Cheat Codes:
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Submitted by: RM
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
debug function.
Result                     Key
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Display and edit high-score table - H
Display current system memory     - M
Increase game ranking         - R
Display frame rate in title bar   - Y
Immediately get new ball       - B
Low fuel                   - [F12]
Field multiplier increases       - [F11]
Space Cadet” to “Pinball”      - Windows
Unlimited balls:
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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.
Note: Enabling this code will disable high scores from being recorded.
Extra balls:
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Type 1max during game play to earn extra balls.
Note: This will work on Windows XP.
Activate Gravity Well:
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Type gmax at the start of the game to activate the Gravity Well.
Note: This will work on Windows XP.
Beginning bonus:
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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:
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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.
More points:
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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.
Upgrade engines:
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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:
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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.
Using time wisely:
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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.
High Score of 1 billion:
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Before the game starts type ” H” and you will get 1 billion points on
the highsocre.
Cheats:
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Right, you’ve looked at all the other cheats and you are fed up of finding them
again? I’ve sorted all the cheats that work on XP and Vista and put them here.
1.) When the game begins type hidden test (In lower case) Then you click on the
  pinball screen and control the ball via the mouse.
2.) Before the game begins type:
a) Gmax—gravity well
b) Rmax—advance in rank
c) Bmax—unlimited balls
d) Hmax—Score of 1,000,000,000
e) Omax—Play in red!
Note: Sometimes you can’t go on the high-score board when using these.
Infinite Points:
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When you use the “Hidden Test” code, click and drag the ball into the wormhole that
is next to the beginning tube (I think it is the yellow one). When you drag it to
the top it will say “Jackpot awarded” or “reflex shot” or some other things. If you
keep forcing the ball up when you get to the top it will rapidly give you points.
Skill Shot:
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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 points
Third : 75,000 points
Fourth : 30,000 points
Fifth : 15,000 points
Sixth : 7,500 points
Complete one mission for promotion:
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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.
Cycling the hyperspace tube:
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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:
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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.
Extra balls:
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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.
Extra balls II:
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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.
150,000 points per second:
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enter the “hidden test” cheat, type the letter “r” until you reach fleet admiral.
click and move the ball up into the hyperspace tube and hold it there, you will
gain over 100-200 points per second.
Easiest Points:
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This is probably the easiest way to get points. Use the hidden test cheat which is
somewhere on this page. Then get your curser to where the flag is flippin rapidily.
Then while your holding the ball there press m. The memory will come up but dont
worry. let go of the mouse and press enter. The ball will still be on the flag but
you wont have to hold the mouse. mute the computer shut off the screen and have
lunch. Come back and see millions of points.
Time Warp Mission:
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Once you accept the Time Warp Mission and hit the bumpers, when it says to go up
launch ramp or hyperspace chute, you can choose either foward or backward in time.
If you go up the launch ramp you go foward(Up a rank) and the hyperspace chute
makes you go backward (down a rank).
Hidden Test Glitch:
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If you are using the Hidden Test Cheat, Get the amount of points you want on balls 1
and 2 and play normally on ball 3 so it will deffinitly save your score.
Lots of points:
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Everyone says uses the the “hidden test” cheat then use the spinners to get a lot
of points. If you put the multiplier up to 10x first (hit down the yellow tabs that
are up the top 4 times in a row) then use the flipper it will go 10x as fast.
Time Warp mission while at Fleet Admiral:
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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.
Red streak:
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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.
Cheat:
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Submitted by: rick
Type hidden code before you launch and you can click on the ball and drag it with
you mouse.
Easy launch chute:
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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.
Upper area tube patterns:
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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.
Cheat:
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Submitted by: bob
After you have typed Hidden test, type secret and you will go up one rank from cadet
to space admiral and others, this also changes the missions on the buttons on the left
by the ramp.
High scores:
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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.
High scores:
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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.