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3D Pinball : Space Cadet cheats / 3D Pinball : Space Cadet hints / 3D Pinball : Space Cadet faqs / 3D Pinball : Space Cadet solutions



3D Pinball : Space Cadet hints

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 star
190
t 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
e7a
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.



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1. 3D Pinball : Space Cadet faq and solutions



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