- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Submitter
SUPPORT TOPIC File Information
- Submitted: Aug 28 2021 04:32 AM
- Last Updated: Sep 12 2025 08:47 AM
- File Size: 45.63MB
- Views: 129195
- Downloads: 24,945
-
Author(s):
jpsalas
mesterial - Permission to MOD?: Yes, with approval
Previous Versions
Download JP's Space Cadet 6.0.1
180 Votes
space cadet 1995 cinematronics maxis
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
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
This is it. The best JP Salas table. So fun. So cool. And the new music is really good. BRAVO!
Thank you for this table recreation, it's fun and works very well on Linux with Visula Pinball X.
Awesome table! I have one remark though: When the ball gets shot from the right kickback, it doesn't always make it to the top. Sometimes it gets sorta hindered by the gate that it has to pass through, and then doesn't make it past the middle of the firing lane. Other than that stellar job!
It's very pretty and I love it, the music remake is a work of art too.
Unfortunately there is a big BUT.
The table doesn't behave the same as the original, this table requires some precision, lining up shots and precise timings if you want to show your skills, but this table is:
1. Feels too narrow
2. The angle at which the table is makes it hard to see where the ball should go, also making it travel too fast.
3. Flippers don't stop the ball, it just bounces off them and you can't line up shots because of that.
4. Flippers don't shoot the ball to the places the original did using the lineups from the table.
So at the end of the day feels just like every other table where you just randomly activate the flippers and hope for the best.
Ideally issues 3 and 4 would be very happy if they get fixed.
It's very pretty and I love it, the music remake is a work of art too.
Unfortunately there is a big BUT.
The table doesn't behave the same as the original, this table requires some precision, lining up shots and precise timings if you want to show your skills, but this table is:
1. Feels too narrow
2. The angle at which the table is makes it hard to see where the ball should go, also making it travel too fast.
3. Flippers don't stop the ball, it just bounces off them and you can't line up shots because of that.4. Flippers don't shoot the ball to the places the original did using the lineups from the table.
So at the end of the day feels just like every other table where you just randomly activate the flippers and hope for the best.
Ideally issues 3 and 4 would be very happy if they get fixed.
@Splarkszter I do have a tip for you regarding your third point. When the ball comes in through an inlane, you can give the table an upward nudge right as it is under a slingshot. This slows the ball down to the point where you can stop it by holding your flipper up. Big help when trying to complete Launch Training!
Great table, extremely fast paced. Especially so when it feels like the ball could be launched at Mach 15 when it bounces at times. My biggest complaint is that that right "gutter" is completely and utterly infuriating to play. I swear there's something on the table that makes it attract the ball. I have had moments where the ball would go into the gutter. Launch out, and then fly right back into the gutter, without me ever having a chance to let the ball land near my paddles. I lost a whole game this way where the ball would just repeat the process "Go in, launch out, bounce on the bumpers, fall back into the gutter."
@jpsalas Thank you so much for this! Its absolutely amazing and I can't wait to share it with everyone I know. <3
good stuff there
Getting these errors in the latest beta editor:
This table contains error(s) that need to be fixed to ensure correct play.
Table audit:
. Error: sound 'silence' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_attract' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Main' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission1' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission2' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission3' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission4' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission5' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission6' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission7' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission8' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission9' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission10' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission11' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission12' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission13' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission14' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission15' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission16' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission17' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Mission177' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Multiball' is used for playfield physical sound but has multiple channels (not mono).
. Error: sound 'mu_Wait' is used for playfield physical sound but has multiple channels (not mono).
. Total sound size: 26MiB
. Total image size: 6MiB in VPX file, at least 169MiB in GPU memory when played
. Total number of faces used in primitives: 53683, needing 1MiB in GPU memory when played
Other files you may be interested in ..
- 18,405 Total Files
- 57 Total Categories
- 874 Total Authors
- 25,514,979 Total Downloads
- Hit line (Playmatic 1969) Mod extraball Latest File
- eduguitar72 Latest Submitter
user(s) are online (in the past 15 minutes)
members, guests, anonymous users











are all trademarks of VPFORUMS.
man this is so amazing super thank you for your service lol