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  • Submitted: Aug 28 2021 04:32 AM
  • Last Updated: Sep 12 2025 08:47 AM
  • File Size: 45.63MB
  • Views: 129296
  • Downloads: 24,947
  • Author(s): jpsalas
    mesterial
  • Permission to MOD?: Yes, with approval

Previous Versions

  • 08 Sep 2025 Download JP's Space Cadet 6.0.0
  • 07 Sep 2025 Download JP's Space Cadet 6.0.0
  • 22 Jan 2025 Download JP's Space Cadet 5.7.0

Download JP's Space Cadet 6.0.1

* * * * * 180 Votes
space cadet 1995 cinematronics maxis



Screenshots
This is a table for VPX 10.7, based on the game by Cinematronics/Maxis from 1996. Graphics and layout are my own interpretation. The rules are/should be quite close to the original game as described in this guide: 3d-pinball-space-cadet. But in this table I have added the multiball as in the Fulltilt! version published by Maxix in 1996.
 
There are some differences between the Maxis version and the Microsoft game, but mostly they are:
- the multiball that doesn’t exist in the Microsoft version
- the replay or extra ball, which is limited to just 1 per ball, not like in Microsoft which they are infinite
- the wormholes work a little different as they give you both the multiball and also the replay ball.
Other than that, the rules are pretty much the same. The missions and the rest are the same.
 
The goal of the game is to progress in rank from Space Cadet to Fleet Admiral. This is achieved by selecting and completing a series of missions. New and more challenging missions become available as you progress in rank.
Missions are selected through the mission target bank on the left side of the table.
You select a mission by sending the ball up the launch ramp. If a mission is accepted, you have must perform a sequence of tasks to complete it. When you complete a mission, one or more progress lights are turned on. When all the progress lights are on, you move up in rank.  The types of missions you must complete depend on your current rank.
 
The DMD will use FlexDMD when used in a cabinet. The DMD will always show you some info about the current mission and of course your current score.
 
I have added a few extras to make the table more “modern”, but keeping all of the old game.
 
Thanks to teisen for the space ship as shown in the backdrop, and for suggesting the table. He will upload a db2s for the table.
 
Rules can be found here: RULES
 
Video explaining the rules of the Maxis full version: VIDEO
 
So, have fun!
 
PS: I made the table as if it was a real table and not a game, so it is not as easy as the game, and the shots are more difficult than in the game. But still it is an easy game, with a lot of extra balls, and replays, which should let let you advance your rank quite high. Maybe it is not a table for die hard pin heads, as it may be too easy for them, but I guess kids will have some fun as we did back in 1995 :)

What's New in Version 6.0.1 (See full changelog)

  • 6.0.1 Updated Septemper 2025
  • - Fixed FlexDMD display.
  • - Fixed a possibility of a ball going under playfield error.
  • 6.0.0 Updated 2025
  • - The table uses FlexDMD as default. The desktop DMD can be activated in the user options.
  • - Moved LUT to User Options (F12)
  • - Added some extra options to the User Options (F12)
  • - Updated physics to my latest rev 4.3.1. mostly bouncier rubbers and harder flippers.
  • - Updated music by BadGuysGetDead.
  • 5.7.0 Updated 22,01,2025
  • Some more mesterial changes (this should be final)
  • * Rules bending and modifications
  • - Mission progression: should you miss only 1 spot on the progression lights, it is given for free :) It doesn't happen often, but was a bit frustrating.
  • - When reaching Fleet Admiral, you can continue missions to complete the progression lights again. But once completed (as if you would rank up), you can activate Maelstrom Multiball very quickly, only by activating any mission and go into Hyperspace. Arrows and DMD will guide you. During the multiball, you can continue progressing missions. When the multiball is over, the progression is saved for you to continue, and have a chance getting the multiball again. This is to give a proper endgame to this pinball, and if you get to this point, honestly you deserve it! You can still activate Maelstrom Multiball the regular way also, as a (long) mission.
  • - During Wormhole Multiball and Maelstrom Multiball, the Hyperspace progression is reset to 0 and disabled. Instead, going in Hyperspace will now grant you a Maelstrom Jackpot of 500000 points each time. This is to give a fun purpose to the multiball modes (along with progressing missions more easily). The ramp will light and show you nicely to get there.
  • - When getting all 3 medals completing the corresponding drop targets, you can now continue dropping those targets for a 5 seconds ballsaver each time they are completed.
  • - The Gravity Well will be disabled for few seconds when going into Hyperspace, so that the ball is not kicked back right into the center of it. Its power was adapted also.
  • * Look and feel
  • - Upgrading/downgrading the weapons or the engine will make the bumpers bump.
  • - Exiting the engine playfield has now a small delay before dropping to the table (on the Windows version of the original table, it was about 1 full second, it is too much though!).
  • - The progression lights will now show you're on a mission even if the progression is 0 (first mission of every rank).
  • - Maelstrom Multiball now has a nice intro and a lightshow.
  • - Music transitions should be smoother.
  • - The kickers should now behave correctly.
  • * Misc changes and fixes
  • - The autolaunch should not be clogged anymore.
  • - DMD should be more responsive.
  • - The mission lights now behave like they should. Also, they can now be lit during a mission.
  • - Bugs in last version fixed (all missions can now be finished properly, some lights were tuned or corrected, etc.).
  • 5.6.1 Updated 09.01.2025
  • - missing fuel sound fixed
  • - bumping the kickers force up
  • 5.6.0 Updated 09.01.2025
  • From the hand of mesterial here comes an updated revision of the table a little closer to the original: Here are the changes in his own words:
  • - balance between all sounds and musics changed (for my SSF pincab)
  • - attract music changed (was a loop ending weirdly), and it now plays only once (the explosion is from previous ended game)
  • - added a startup sequence (not in the real table, but don't feel as empty this way)
  • - added most original sound effects back to their original locations (especially droptargets, targets, ball release)
  • - modified adding credits in play or in attract
  • - muted most voices (sorry...), replaced by their original sound effects, or replaced by a male character - talkie-walkie or not, to simulate the base talking to the ship
  • - detached most sounds from the DMD, so the sounds occur at the right moment, and not few seconds later when the busy DMD finally displays the text
  • - Medal droptargets behavior adjusted
  • - Engine ramp sound interaction: Reflex shot gets its proper sound effect when needed
  • - On Mission complete: bonus light now actually lit (with attached original sound when collected)
  • - On Upgrading rank, plays the upgrade sound after Mission complete sound
  • - Hyperspace ramp: every step gets its proper "increasing" sound effect when needed, Reflex shot sound having priority
  • - Hyperspace kicker: shoot fast, like the original
  • - Wormholes: lights modifications - keeps flashing longer, is flashing when about to kick (more like the real table)
  • - Multiball music changed to more joyfull and less "aggressive"
  • - When multiball ends, plays the correct music - mu_mission if mission was triggered during multiball, and not only mu_main.
  • - Wormhole Multiball: introducing sequence, and blasting balls like the real table
  • - Maelstrom Multiball: introducing sequence (could be improved, it is "weak")
  • - Wormhole bug corrected: now getting right back into them shouldn't trigger a weird 2-ball multiball when also locking a ball
  • - Mission: getting a shot won't trigger a random sound and lighteffect (was a bit weird, but now a ding sound effect instead)
  • - Multiball re-deploy: when draining more than one ball at once, now shouldn't clog the auto-launch
  • - Ball saver: default is 10 seconds and only one save per ball (I'm not a funny guy x-D )
  • - The Central post light is now yellow
  • - The left and right kicker are slightly faster, and left kicker force increased to overcome random slowdowns
  • - DMD texts made a little more dynamic (mostly using blink)
  • - Hyperspace ramp arrow now lit during missions
  • 5.5.0 Updated 13.12.2024
  • - New playfield mesh to avoid the ball getting stuck on top of the flippers.
  • - Fixed my ball spin control, which were too aggressive, and it killed the ball's acceleration, making the ball too slow, getting stuck on ramps, and also being unable to climb the ramps on many tables.
  • 5.0.1 Updated 06.12.2024
  • - New playfield mesh to stop the ball stuck on top of the flippers.
  • 5.0.0 Updated 11.06.2024
  • - Updated for VPX8 release version (adjusted reflections, lights & flashers, equirectangular ball, flipper animations)
  • - added a screenshot for scutters file explorer handler
  • 4.3 Updated 1.11.2023
  • - Updated physics to my Rev3. Including physics materials, flippers and slingshot shapes.
  • - Updated LUT images, 10 shades and 10 warmer shades.
  • - Updated to my latest set of mechanical sounds.
  • 4.0.0 Updated 13.10.2022
  • - Updated to my VPX7 physics
  • - changed back the arrow lights to an arrow shape, like the original game.
  • - cleaned up and deleted unused graphics & reduced the size of the table
  • - Added my VPX7 LUT changer to darken the table (hold down LEFT CTRL while change with RIGHT CTRL).
  • - Updated my mechanical set of sounds to a more "under the glass" sound.
  • - Changed the Environment image to enhance a little the object shadows.
  • - Some small script updates, like the Rolling sound and PlaySoundAt routines.
  • 1.0.5 Updated 23.05.2022
  • - Fixed typo in the script.
  • 1.04 Updated 09.10.2021
  • - a few small fixes at the end of the ball. Maybe they were already fixed in version 1.02.
  • - Fixed tilted sound.
  • - Added some missing game sounds
  • - changed the flipper physics
  • - added sidewalls
  • - changed environment image
  • - fixed multiball lights (asteroids)
  • 1.03 Updated 06.09.2021
  • - added more DOF commands, thanks to outhere
  • 1.02 Updated 30.08.2021
  • - Fixed several problems with the highscore entry.
  • - Fixed playfield multiplier not resetting right and may be causing problems for the next player.
  • - Fixed several other timers not reseting at a new ball, also causing problems fr the next player.
  • 1.0.1 Updated 29.08.2021
  • - Fixed multiball ball counting.
  • - Added a 3 ball multiball when finishing Maelstrom
  • - Fixed scoring not working sometimes. That happened after the playfield multiplier got a wrong value of 0.
  • 1.0.0 Released 28.08.2021


Screenshots

Screenshots


Great Classic update!

 

Great tables as always!

 

Thank you JP!

 

Mad703

Photo
ScoobaSteveo
Nov 12 2023 10:19 PM

Thank you so much for recreating this beloved table JP!  I logged many hours playing the original version on Windows XP.

Hmm.. I've seen this error on two tables now and I'm trying to identify if it is the table code having an issue with me rotating the playfield to portrait, or VPX 10.8 build 1712.

Line 1872

Index was out of range. Must be non-negative and than Parameter name: index

 

the code on that line is

DMDScene.AddActor FlexDMD.NewImage("Back", "VPX.bkborder")
 

Space Cadet 4.0 loads no problem, but I also saved the ini file in a previous version of VPX.
 

OTHER ISSUE: In my first playthrough of Space Cadet 4.3, I launched the ball, and it got stuck in an infinite loop of hitting the top right lane post, bumper, then scoop. I've never had that happen before. I suppose I could have run that for a few days and gotten the most insane score ever, but where is the fun in that?

I have the very same issue. Any thoughts how to fix this? The z-scale has not been touched.

I'm having trouble finding the rom.  Can't find it anywhere.   Any ideas?

I'm having trouble finding the rom.  Can't find it anywhere.   Any ideas?

No rom required for this one.

Thank you very much for this childhood memories. :)

A small observation/suggestion:
Currently the table differs in one important aspect from the original versions (atleast I think both handled this differenty than this version), extra balls and replay balls. In the original (and also in the guide/tutorial video linked) these are two different things. In this version though there seems to be only extra balls. In the originals extra balls (awarded through 4x hyperspace and hitting the out-lane or reaching level 3 commendation) are (I think) not indicated by a lamp on the table and do reset the table. They are stackable in the windows version and not stackable in the Full Tilt version. Replay balls (awarded through the wormhole and in Full Tilt through mission completion) on the other hand are indicated by the lamp under the left bumber and do not reset the table. You can see that in the linked video:https://youtu.be/kjs1KB6oz_k?t=335. The replay lamp is active and the table does not reset after he drains the ball. In the version here the lamp is always turned on when a ball is awarded but these balls always reset the table. I would like it if this could be changed in a future version, if not no biggie. I still very much like this. :)

Bonjour et merci Mr Salas.

Cette table fait parti du top 5 de mes tables favorites.

Elle est sobre et à la fois on s'en prend plein les yeux.

La sensation de jeu et la rapidité sont exceptionnels.

Franchement Bravo.

Best. Table. (almost) Ever. Tons of fun, good progressions, level 3 accommodation to save the ball is not too difficult to achieve and, ++ for the side drains with bounce back (more tables should have this!). This is a solid table. Only issue I've seen is the purple ramp... the ball coming back down is super fast. Otherwise, this is my favorite table I've tried from you PS. Thanks! :)

Obrigado, de pernambuco Brasil.

How do you enable the original sounds?

I've seen them in the sound manager but when i do things like upgrading engines and stuff it only plays the voiceover one


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