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Missions are the primary way to progress through the game.
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Missions give the player a set of goals and sense of accomplishment beyond simply accumulating points.
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It is not required that any missions be completed, but they are the fastest way to accumulate points.
- For more information on game strategy refer to the 'Secondary Objectives' and 'Advice and Strategy' sections.
Use the Mission Targets to select a mission.
- Each target corresponds to a different mission based on current rank.
- The last target hit selects the mission.
- If all the targets are hit (No Mission Target Lights lit) then the 4th mission (All) is selected.
To accept a mission pass the Launch Ramp once the mission is selected.
Look at the Score Board messages to help you know what to do and how you're progressing through the mission.
Look for the blinking Mission Arrows to help you know where to aim your Ball.
A mission will terminate if all the Fuel Lights go out.
- Watch the Fuel Lights and the Score Board for the "Warning - Low Fuel" message.
- Send the Ball up the Fuel Chute, through the Bonus Lane, into the Left Out-Lane Kicker, or hit all 3 Fuel Targets to Re-fuel.
- Refer to the Secondary Objectives section for more information.
If the Ball drains while in the middle of a mission the mission is aborted.
- The mission remains active if a Replay Ball is available.
Difficulty levels listed are subjective and relative within each rank.
Accumulate 18 Progress lights to increase in rank.
Ranks are as follows:
Rank Lights | Rank |
---|---|
1 Rank Light | Cadet |
2 Rank Lights | Ensign |
3 Rank Lights | Lieutenant |
4 Rank Lights | Captain |
5 Rank Lights | Lt. Commander |
6 Rank Lights | Commander |
7 Rank Lights | Commodore |
8 Rank Lights | Admiral |
9 Rank Lights | Fleet Admiral |
Rank Strategy
- All the missions are pretty simple so play which ever you like the best.
- You can complete this rank quickly by completing the Science Mission 1st & 2nd.
- You can gain some extra points by completing the Science Mission twice (1st & 3rd or 2nd & 3rd).
- Difficulty: Easy
- 10,000 points for accepting mission.
- 500,000 points for completing mission.
- 6 progress lights for completing mission.
- Objectives
- Pass the Launch Ramp 3 times.
- Strategy
- Try and send the Ball up the Launch Ramp from the Left Flipper each time it drops from the platform to receive Skill Shots.
- Difficulty: Hard
- 10,000 points for accepting mission.
- 500,000 points for completing mission.
- 6 progress lights for completing mission.
- Objectives
- Pass the Re-entry Lanes 3 times.
- Strategy
- Try to use Out-Lane Kickers & Re-Deploys to your advantage.
- Passing a Re-entry Lane from bottom to top guarantees a second Re-entry Lane pass.
- Difficulty: Medium
- 10,000 points for accepting mission.
- 500,000 points for completing mission.
- 6 progress lights for completing mission.
- Objectives
- Hit the Attack Bumpers 8 times.
- Strategy
- Send the Ball to the top of the Table and let it bounce around.
- Difficulty: Hardest
- 10,000 points for accepting mission.
- 750,000 points for completing mission.
- 9 progress lights for completing mission.
- Objectives
- Hit 9 Drop Targets.
- Strategy
- Aim for the Booster & Medal Targets. They're easiest to hit from the flippers.
- Notes:
- When accepted all Drop Targets will be raised.
- If you are trying for extra Multipliers, Commendations or Play Modes you may not want to accept this mission
- Bug Hunt's definitely the easiest & Secret is definitely the hardest.
- The Secret Missions is not really worth attempting because, unless you finish it twice, you still need to complete 3 missions to get promoted.
- Difficulty: Easy
- 20,000 points for accepting mission.
- 750,000 points for completing mission.
- 7 progress lights for completing mission.
- Objectives
- Hit 15 targets (Drop and/or Hit).
- Strategy
- Play for whatever you like.
- Remember the Bumpers & Rebounds don't count towards your 15 hits.
- Notes:
- When accepted all Drop Targets will be raised & all Spot Target Lights will go out.
- If you are trying for extra Multipliers, Commendations or Play Modes you may not want to accept this mission.
- If you are trying to activate either of the Out-Lane Kickers you may not want to accept this mission.
- Difficulty: Medium
- 20,000 points for accepting mission.
- 750,000 points for completing mission.
- 7 progress lights for completing mission.
- Objectives
- Upgrade Flags.
- Enter the Hyperspace Kicker.
- Strategy
- Catch the Ball on the Left Flipper and hit the Booster Targets and Hyperspace Kicker.
- Notes:
- If the Flags are upgraded when accepted they are degraded to normal status, however the Upgraded Flags Bonus Target Light remains lit.
- The Hyperspace Kicker must be entered while the Flags are upgraded.
- If the Flags are degraded before entering the Hyperspace Kicker they will need to be upgraded again.
- Refer to "Flag Upgrade" under the Bonus', Jackpots & Awards section for more information on how to upgrade the Flags.
- Difficulty: Hard
- 20,000 points for accepting mission.
- 750,000 points for completing mission.
- 7 progress lights for completing mission.
- Objectives
- Upgrade the Attack Bumpers.
- Hit the Attack Bumpers 8 times.
- Strategy
- Use Out-Lane Kickers & Re-Deploys to your advantage.
- Use the Flippers to rotate the Re-entry Lane Lights.
- Notes:
- If the Attack Bumpers are upgraded when the mission is accepted then they are degraded to normal status, however the Re-Entry Lane Lights remain lit.
- Refer to "Upgrade Bumpers" under the Secondary Objectives section for more information on how to upgrade the Bumpers.
- Difficulty: Hardest
- 30,000 points for accepting mission.
- 1,500,000 points for completing mission.
- 10 progress lights for completing mission.
- Objectives
- Enter the Yellow Wormhole.
- Enter the Red Wormhole.
- Enter the Green Wormhole.
- Strategy
- The Yellow & Red Wormholes can be entered from either flipper.
- Use the Fuel Chute to try and enter the Green Wormhole.
- If you get this mission by accident and don't want to try (yes it's that hard) hold the Ball on a flipper until Fuel runs out.
- Notes:
- Entering the appropriate Wormhole will not light the Replay Light.
- If the mission is aborted (all Fuel Lights go out) then the Wormholes will have to be re-activated ("Opened") before a Replay can be awarded.
- Accepting this mission is not recommended if a Replay Ball is not available.
Rank Strategy
- These are the hardest ranks in the game.
- The missions are unforgiving and you still need 3 basic missions to get promoted.
- Accept Cosmic Plague whenever you get the chance, it's the easiest by far.
- Completing Cosmic Plague means only 1 other mission must be completed to get promoted (the other mission may be Cosmic Plague).
- Difficulty: Medium
- 20,000 points for accepting mission.
- 1,000,000 points for completing mission.
- 8 progress lights for completing mission.
- Objectives
- Light all 3 Right Hazard Target Lights.
- Enter the Hyperspace Kicker.
- Strategy
- Make sure the Right Out-Lane Kicker is available before beginning this mission.
- Send the Ball to the top of the table with the Left Flipper.
- The top 2 Right Hazard Targets can be hit directly.
- Notes:
- When accepted all Right Hazard Target Lights will go out.
- If the Right Out-Lane Kicker is de-activated you may not want to accept this mission.
- Refer to "Out-Lane Kickers" under the Secondary Objectives section for more information on how to light the Hazard Lights.
- Difficulty: Hard
- 20,000 points for accepting mission.
- 1,000,000 points for completing mission.
- 8 progress lights for completing mission.
- Objectives
- Light all 3 Left Hazard Target Lights.
- Enter any Wormhole.
- Strategy
- Make sure the Left Out-Lane Kicker is available before beginning this mission.
- Send the Ball to the top of the table any way possible.
- When entering the Wormhole, try for a Replay.
- Notes:
- When accepted all Left Hazard Target Lights will go out.
- If the Left Out-Lane Kicker is de-activated you may not want to accept this mission.
- Refer to "Out-Lane Kickers" under the Secondary Objectives section for more information on how to light the Hazard Lights.
- Difficulty: Hardest
- 20,000 points for accepting mission.
- 1,000,000 points for completing mission.
- 8 progress lights for completing mission.
- Objectives
- Upgrade the Engine Bumpers.
- Enter the Black Hole Kicker.
- Strategy
- Use the same technique from Launch Training to pass the Engine Lanes and Upgrade the Engine Bumpers.
- Use the Flippers to rotate the Launch Lane Lights.
- Upgrade the Engine Bumpers to Red to have the best chance of completing the mission.
- Notes:
- If the Engine Bumpers are upgraded when accepted they are degraded to normal status, however the Engine Lane Lights remain lit.
- It takes some luck to enter the Black Hole Kicker.
- Entering the Black Hole Kicker will not complete the mission if the Engine Bumpers have been downgraded to blue.
- Refer to "Upgrade Bumpers" under the Secondary Objectives section for more information on how to upgrade the Engine Bumpers.
- Difficulty: Easy
- 30,000 points for accepting mission.
- 1,750,000 points for completing mission.
- 11 progress lights for completing mission.
- Objectives
- Spin flags 75 times.
- Hit Space Warp Rollover.
- Strategy
- Aim for the Hyperspace Chute to get double the Flag roll.
- Send the ball to the top of the table through the Fuel Chute to try and hit the Space Warp Rollover.
- Notes
- This is by far the easiest mission for these ranks.
- Complete this mission as many times as possible.
Rank Strategy
- These are pretty homogeneous missions.
- Now it's easier to increase your rank.
- Be wary of the Time Warp and don't get demoted (especially if your rank is Commander).
- Difficulty: Medium
- 20,000 points for accepting mission.
- 1,250,000 points for completing mission.
- 9 progress lights for completing mission.
- Objectives
- Hit the Satellite Bumper 3 times.
- Strategy
- Use the Fuel Chute & Green Wormhole to send the Ball to the Satellite Bumper.
- Difficulty: Easy
- 20,000 points for accepting mission.
- 1,250,000 points for completing mission.
- 9 progress lights for completing mission.
- Objectives
- Pass any of the lanes 15 times.
- Strategy
- By sending the Ball up the Launch Ramp you're guaranteed at least 2 lane passes.
- Notes:
- Use the technique from Launch Training to pass the Launch Ramp multiple times.
- Difficulty: Hardest
- 20,000 points for accepting mission.
- 1,250,000 points for completing mission.
- 9 progress lights for completing mission.
- Objectives
- Send the Ball through the Out-Lanes 3 times.
- Strategy
- Have a Replay & active Out-Lane Kickers available.
- If the Ball enters the Black Hole Kicker you may want to let it kick into the Right Out-Lane.
- Notes:
- By hitting an Out-Lane Kicker you get 2 Out-Lane Passes.
- You'll probably want to re-activate the Out-Lane Kickers at least once during this mission. Refer to "Out-Lane Kickers" under the Secondary Objectives section for more information on how to activate the Out-lane Kickers.
- Difficulty: Hard
- 30,000 points for accepting mission.
- 2,000,000 points for completing mission.
- 12 progress lights for completing mission (Time Warp forward only).
- Objectives
- Hit the Rebounds 25 times.
- Enter the Launch Ramp or Hyperspace Kicker.
- Strategy
- Use the rebounds at the top of the table as well as the ones near the flippers.
- Notes:
- If your rank is Commander (6 Rank Lights) DON'T GET DEMOTED.
- Hitting the Launch Ramp increases the Rank Lights & Progress Lights
- Hitting the Hyperspace Kicker decreases your rank by 1 and no Progress Lights are awarded. Any previously lit Progress Remain Lit.
Rank Strategy
- Maelstrom's the best because of the points & rewards, but Cosmic Plague is easy.
- Be wary of the Time Warp and don't get demoted.
- Difficulty: Easy
- 30,000 points for accepting mission.
- 1,750,000 points for completing mission.
- 11 progress lights for completing mission.
- Objectives
- Spin flags 75 times.
- Hit Space Warp Rollover.
- Strategy
- Aim for the Hyperspace Chute to get double the Flag roll.
- Send the ball to the top of the table through the Fuel Chute to hit the Space Warp Rollover.
- Notes:
- This is by far the easiest mission for these ranks.
- Complete this mission as many times as possible.
- Difficulty: Hardest
- 30,000 points for accepting mission.
- 1,500,000 points for completing mission.
- 10 progress lights for completing mission.
- Objectives
- Enter the Yellow Wormhole.
- Enter the Red Wormhole.
- Enter the Green Wormhole.
- Strategy
- The Yellow & Red Wormholes can be entered from either flipper.
- Use the Fuel Chute to try and enter the Green Wormhole
- If you get this mission by accident and don't want to try (yes it's that hard) hold the Ball on a flipper until Fuel runs out.
- Notes:
- Entering the appropriate Wormhole will not light the Replay Light.
- If the mission is aborted (all Fuel Lights go out) then the Wormholes will have to be re-activated ("Opened") before a Replay can be awarded.
- Accepting this mission is not recommended if a Replay Ball is not available.
- Difficulty: Medium
- 30,000 points for accepting mission.
- 2,000,000 points for completing mission.
- 12 progress lights for completing mission (Time Warp forward only).
- Objectives
- Hit the Rebounds 25 times.
- Enter the Launch Ramp or Hyperspace Kicker.
- Strategy
- Use the rebounds at the top of the table as well as the ones near the flippers.
- Notes:
- Hitting the Launch Ramp increases the Rank Lights & Progress Lights
- Hitting the Hyperspace Kicker decreases your rank by 1 and no Progress Lights are awarded. Any previously lit Progress Remain Lit.
- Difficulty: Hard
- 30,000 points for accepting mission.
- 5,000,000 points for completing mission.
- 18 progress lights for completing mission.
- Objectives
- Hit 3 Drop Targets.
- Hit 3 Spot Targets.
- Send the Ball through 5 lanes.
- Shoot the ball up the fuel chute.
- Send the Ball up the launch ramp.
- Roll a Flag.
- Enter any Wormhole.
- Enter the Hyperspace Kicker.
- Strategy
- Having a Replay available is the best way to insure this mission is completed.
- Use all you've learned to complete this mission.
- You must roll the ball over the top (blue) fuel light in order to register the ball going up the fuel chute.
- Notes:
- Completing this mission lights out all your incremental bonus lights (Medal Targets, Booster Targets, Multiplier Targets & Hyperspace Lights) and awards all corresponding bonus'.
- Completing this mission allows you to rack-up major points all over the Table.
- Indicates the number of times to hit the Attack Bumpers.
- Start value: 8
- Rank: Cadet, Ensign & Lieutenant
- Mission: Target Practice & Alien Menace Mission
- Indicates the number of times to hit any of the Drop Targets.
- Start value: 3
- Rank: Admiral & Fleet Admiral
- Mission: Maelstrom
- Indicates the number of times to hit the Drop Targets.
- Start value: 9
- Rank: Cadet
- Mission: Science
- Send the Ball into the Black Hole Kicker.
- Rank: Captain & Lt. Commander
- Mission: Black Hole
- Send the Ball into any of the Wormhole Kickers.
- Rank: Captain & Lt. Commander
- Mission: Space Radiation
- Hit all 3 of the Radiation (Left Hazard) Targets.
- Rank: Captain & Lt. Commander
- Mission: Space Radiation
- Hit all 3 of the Comet (Right Hazard) Targets.
- Rank: Captain & Lt. Commander
- Mission: Stray Comet
- Send the Ball into the color Wormhole Kicker indicated.
- Rank: Ensign & Lieutenant, Admiral & Fleet Admiral
- Mission: Secret
- Roll (hit) either of the Flags.
- Rank: Admiral & Fleet Admiral
- Mission: Maelstrom
- Send the Ball into the Hyperspace Kicker or up the Launch Ramp.
- Demotion for Hyperspace Kicker.
- Promotion for Launch Ramp.
- Rank: Commander & Commodore, Admiral & Fleet Admiral
- Mission: Time Warp
- Send the Ball up the Launch Ramp.
- Rank: Admiral & Fleet Admiral
- Mission: Maelstrom
- Roll the Ball over the Space Warp Rollover.
- Rank: Captain & Lt. Commander, Admiral & Fleet Admiral
- Mission: Cosmic Plague
- Send the Ball into any of the Wormhole Kickers.
- Rank: Admiral & Fleet Admiral
- Mission: Maelstrom
- Send the Ball into the Hyperspace Kicker to end the mission.
- Rank: Admiral & Fleet Admiral
- Mission: Maelstrom
- Send the Ball into the Hyperspace Kicker.
- Rank: Ensign & Lieutenant , Captain & Lt. Commander
- Mission: Rescue & Stray Comet
- Indicates the number of times to roll the Ball through any of the Lanes.
- Start value: 15 (Recon Mission)
- Start value: 5 (Maelstrom)
- Rank: Commander & Commodore, Admiral & Fleet Admiral
- Mission: Recon & Maelstrom
- Indicates the number of times to send the Ball up the Launch Ramp.
- Start value: 3
- Rank: Cadet
- Mission: Launch Training
- Indicates the number of times to roll the Ball through the Out-Lanes.
- Start value: 3
- Rank: Commander & Commodore
- Mission: Doomsday Machine
- Indicates the number of times to hit the Rebounds.
- Start value: 25
- Rank: Commander & Commodore, Admiral & Fleet Admiral
- Mission: Time Warp
- Indicates the number of times to send the Ball through the Re-Entry Lanes.
- Start value: 3
- Rank: Cadet
- Mission: Re-Entry Training
- Indicates the number of times to hit the Satellite Bumper.
- Start value: 3
- Rank: Commander & Commodore
- Mission: Satellite Retrieval
- Indicates the number of times to roll (hit) the Flags.
- Start value: 75
- Rank: Captain & Lt. Commander, Admiral & Fleet Admiral
- Mission: Cosmic Plague
- Roll the Ball over the top-most Fuel Light.
- Rank: Admiral & Fleet Admiral
- Mission: Maelstrom
- Indicates the number of times to hit any of the Spot Targets.
- Start value: 3
- Rank: Admiral & Fleet Admiral
- Mission: Maelstrom
- Indicates the number of times to hit the Targets (Spot or Drop).
- Start value: 15
- Rank: Ensign & Lieutenant
- Mission: Bug Hunt
- Light all 3 Re-Entry Lane lights.
- Rank: Ensign & Lieutenant
- Mission: Alien Menace
- Light all 3 Engine Lane Lights.
- Rank: Captain & Lt. Commander
- Mission: Black Hole
- Hit the Bonus Targets to upgrade the Flags.
- Rank: Ensign & Lieutenant
- Mission: Rescue
All Mission Completion notices are displayed in the Information Pane (See the 'Score Board' section for more information) and followed by either "Mission Complete [points]" or "Promotion to [Rank]". Refer to the preceding portion of this section for more information.
- The Alien Menace Mission has been completed.
- 7 Progress Lights awarded.
- 750,000 Points awarded.
- The Black Hole Mission has been completed.
- 8 Progress Lights awarded.
- 1,000,000 Points awarded.
- The Stray Comet Mission has been completed.
- 8 Progress Lights awarded.
- 1,000,000 Points awarded.
- The Doomsday Machine mission has been completed.
- 9 Progress Lights awarded.
- 1,250,000 Points awarded.
- The Launch Training mission has been completed.
- 6 Progress Lights awarded.
- 500,000 Points awarded.
- The Maelstrom Mission has been completed.
- 18 Progress Lights awarded.
- Rank increased if current rank is less than Fleet Admiral.
- 5,000,000 Points awarded.
- The Cosmic Plague Mission has been completed.
- 11 Progress Lights awarded.
- 1,750,000 Points awarded.
- The Secret Mission has been completed.
- 10 Progress Lights awarded.
- 1,500,000 Points awarded.
- The Space Radiation Mission has been completed.
- 8 Progress Lights awarded.
- 1,000,000 Points awarded.
- The Re-Entry Training mission has been completed.
- 6 Progress Lights awarded.
- 500,000 Points awarded.
- The Satellite Retrieval Mission has been completed.
- 9 Progress Lights awarded.
- 1,250,000 Points awarded.
- The Science Mission has been completed.
- 9 Progress Lights awarded.
- 750,000 Points awarded.
- The Recon Mission has been completed.
- 9 Progress Lights awarded.
- 1,250,000 Points awarded.
- The Rescue Mission has been completed.
- 7 Progress Lights awarded.
- 750,000 Points awarded.
- The Target Practice mission has been completed.
- 6 Progress Lights awarded.
- 500,000 Points awarded.
- The Time Warp Mission has been completed by sending the Ball into the Hyperspace Kicker.
- 0 Progress Lights awarded.
- 2,000,000 Points awarded.
- The Time Warp Mission has been completed by sending the Ball up the Launch Ramp.
- 12 Progress Lights awarded.
- 2,000,000 Points awarded.
- The Bug Hunt Mission has been completed.
- 7 Progress Lights awarded.
- 750,000 Points awarded.
Some strategy guides/walkthroughs indicate that if you light all 18 Progress Light with a Rank of Fleet Admiral that the game will freeze and you will not be able to post your high score. THIS IS NOT TRUE on my version so you may want to test it using the Cheat Codes before you're in a position where you have to choose to complete the Fleet Admiral rank and lock up the game.