325 lines
16 KiB
Plaintext
325 lines
16 KiB
Plaintext
Rules to Bally WORLD CUP SOCCER
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v 1.0
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by Greg Dunlap
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gdd@rci.ripco.com
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-----------------------------------
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Special thanks to Bowen Kerins for clearing up a lot of questions,
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making corrections and being an all around swell guy!
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These rules are probably pretty stable at this point as the game comes
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close to going into production.
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PLAYFIELD LAYOUT
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----------------
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This is sort of left to right
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Left Outlane - Has a kickback which is relit by hitting Light
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Kickback Target.
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Left Inlane - Has a rollover which lights the Light Magna-Save
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target.
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Magna-Save - Ah yes! The return of the Magna-Save. But not quite
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the same implementation as in Black Knight or Jungle Lord or the
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other 70s Williams two-levels. The Magna-Save is just above the tip
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of the left flipper, and is set to save a STDM drain. By punching an
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extra button at the left, you activate the Magna-Save which sucks
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the ball into place above your flipper so you can catch it. At least
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thats the theory.
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Slingshots - The return of the standard slingshot, no more of this
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trapezoid shaped junk like Demo Man or ST:TNG.
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Light Kickback Target - This is lit by rolling through the right
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inlane. Hitting it lights the kickback.
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Left Spiral - This is your standard spiral. When a city is lit, it
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scores the city and sends the ball all the way around and shooting
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out the other side. Otherwise a one-way gate drops down and the
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ball falls into the rollovers / pop bumpers.
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Left Ramp - This ramp normally shoots the ball around in a loop and
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back to the right flipper. If you hit a second consecutive ramp shot,
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a diverter closes and sends the ball over to the left flipper. The left
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side of the ramp holds the locking mechanism, implemented here in
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excellent fashion. If lock is lit, the ball always goes to the left ramp
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lock area from either ramp. I should also note that around the spot
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where the ramp is about to curve back towards the right flipper,
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there is a little hole so that if you don't shoot your ball strongly
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enough, your ball will fall down into the pop bumpers without
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scoring the ramp. The ramps are used to lock balls, collect tickets,
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relight jackpots, and for points during Ultra Ramps.
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Striker Targets - Striker is this little dog who is the mascot of
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World Cup Soccer and he has three standup targets on the
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game. One on each side of the left ramp, and one in front of the jet
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bumpers at the upper right. Hitting a dog target lights a letter in
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the word "STRIKER." When you light all seven letters, you get 10M
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and the Striker Scoop is lit.
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Light Free Kick - This is a saucer. Falling in it lights the Free Kick
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standup target.
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Tackles - This is a row of three standup targets (think about Cousin
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It / Superdog and you get the idea.) Hitting one of them when lit scores
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10M.
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Assist - Another saucer, at the upper left, just in front of the goal.
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When the ball falls into the Assist saucer your goal gets lit (or
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nothing changes if its already lit) and you can shoot the ball
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straight in by punching a flipper. Pretty great.
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Star Rollovers - There are four rollovers (yes rollovers!) leading towards
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the goal. Light a rollover by rollingover it. Light all four and goal is lit.
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GOAL! - This is really great. At the upper left corner of the
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playfield there's this wide hole (picture ST:TNG's Neutral Zone if it
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was as wide as all three targets.) In front of it is this plastic goalie
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who moves back and forth. You shoot the ball past the goalie and
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into the goal. Its tougher than it sounds - he's good! When you hit
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the goal the machine yells "GOAL!" and there's a great animation
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and the crowd cheers! Hitting the goal when its not lit will score the
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Striker Scoop award when you haven't collected a Striker award yet. 4 lit
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Goals lights a TV award.
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There are also a couple of modes which run along a theme of hitting
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the goalie, which I find really amusing. Goal also serves as the
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multiball jackpot.
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Striker Scoop - This is a small little scoop in the back middle of the
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playfield, to the right of the goal. Hitting it when lit serves up a
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seemingly random Striker Award. This also serves as the Extra Ball
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shot.
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Jet Bumpers / Rollover Lanes - Three bumpers and two lanes.
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Lighting both lanes lights the left spiral to collect a city. Jet
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Bumpers are pretty standard three-in-a-triangle-shape. During
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normal play, the jets are worth 1OOK a pop and add one thousand
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fans for each pop. At 25,OOO fans, the jet value becomes 1M / pop
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for the rest of the ball.
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Soccer Ball - Theres this great big half-a-soccer ball which spins at
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super speed when the goal is lit and during multiball. The thing is,
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the ball is made of RUBBER! This causes A) much bounciness on the
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upper part of the playfield and B) some pretty extreme spins on the
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ball.
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Free Kick Target - When lit from one of the Free Kick saucers, this
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target awards 10M. It stands right in front of the spinning soccer
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ball.
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TV Award / Final Draw scoop - When lit for TV award, this gives out
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a TV Award. There are currently four TV Awards. Also serves to start
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multiball when lit for Final Draw.
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Right Ramp - Same as left ramp, except this ramp always feeds the
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left flipper and there are two holes which can drop your ball to the
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bumpers instead of just one. Serves same purposes as left ramp.
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Light Free Kick saucer - There is another Light Free Kick Saucer to
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the right of the right ramp. See above.
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Light Magna-Save target - When lit, hitting this target lights the
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Magna-Save. This target is lit by rolling through the left inlane.
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Right Inlane - Rolling through this inlane lights the Light Kickback
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target.
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Right Outlane - There is a special light here, which is lit at the end of
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multiball (see MULTIBALL below.)
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Plunger / Skill Shot - First off, this game has a real plunger. You
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remember...you pull it back and it springs the ball out? The skill
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shot is like one of those loops on roller coasters. You shoot the ball
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up the loop, and it falls into one of three dividers which each have a
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light. When you start they are all flashing. Falling in one of the
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flashing ones the first time scores 5M. Then only two are flashing.
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Hitting another flashing one scores 10M. When you hit the last
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flashing one you spot a city for 30M!
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RULES
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-----
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GOALS - For some reason, hitting goals is the funnest thing in the
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world. You start each ball with the goal lit (at least you do on the
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machine I play.) Shooting a goal scores 10M, adds 5M to fun with bonus and
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starts an "Ultra" round. There's some great sounds here. When the goalie
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blocks a kick you get "What a great save!!!" The voice reminds me a lot of
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the voice in Banzai Run. You relight the goal by lighting four stars on
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the playfield. There are two ways to light a star: A) Hitting the dog
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target in front of the pop bumpers (called the "Header" target) lights an
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unlit star B) By rolling over them! Yes, first the return of Magna-Save,
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now the return of rollovers! What a great game. After each goal, you are
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awarded an "Ultra" mode. There are four Ultra modes (explained below) and
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each one lasts for the length of your ball or until you score 30M on the
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mode, at which time you are given a 10M bonus and the mode ends. The
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modes you currently have lit are indicated by four lightning bolt-shaped
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lights on the right side of the playfield.
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These modes do not add to your score during the normal game, they
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are only used for fun with bonus.
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Utlra Ramps - About what it says. Shoot ramps for 5M per
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ramp.
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Utlra Spinner - Ditto, to the tune of 1M a spin.
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Ultra Jets - This is a pop bumper bonus. Pop bumpers are
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upped to 2M a pop.
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Utlra Goalie - Nail the goalie! One of two Hit the Goalie modes,
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these are completely hilarious. Hitting the goalie scores 5Ma shot.
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TV AWARDS - Shooting four goals lights the TV award. Hitting the
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TV Award scoop awards it. Currently there are four TV Awards. A TV Award
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is a timed mode (these were 20 or 25 seconds) for bonus scoring. Simply
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starting any TV Award is worth a cool 25M. They are awarded in order as
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opposed to randomly.
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Big Goal Round - Shoot three goals within the time limit for 15M,
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15M and 30M.
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Extra Ball Round - Extra Ball lit for 20 seconds. If you hit the
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extra ball, then the Striker scoop is worth 50M for the rest of the time
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limit.
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Hit The Goalie! - Same as above except timed. Hitting the
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goalie is worth 10M, shooting the goal raises the goalie value by
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10M. Still totally great.
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Where's Striker - Shoot any of the dog targets to try and find
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Striker. First hit scores low points, second scores medium points, third
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finds Striker and scores big points. I still haven't gotten this yet so I
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can't be more specific.
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STRIKER AWARDS - Htting a Striker dog target scores 1M and adds a letter
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to the words "STRIKER." Spelling the word Striker awards 10M and lights
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the Striker scoop. It is also lit at the start of the game. The first
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Striker award may be collected freom the goal if the goal is not lit.
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Shooting the Striker scoop gives out a random award. The ones I've seen
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are set forth below.
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Extra Ball - Guess.
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Multiball - Starts multiball at rank 15 (see below.)
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20 million - Another toughie.
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Super Free Kick - Makes the free kick target worth 10M + 5M
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per consecutive hit for a certain amount of time.
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Penalty Kick - Gives you a shot at the goal with the goalie not
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moving and leaning out of the way. hit the goal for 30M.
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Three Cities - Gives you your next three cities (see below.)
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Unlimited Kickback - Kickback lit for the rest of the ball!
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Three Goals - Adds three goals to your total, complete with three
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Ultra rounds too.
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MULTIBALL - OK, there are four spots with flashing arrows
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labeled "BUILD" in front of them - left spiral, left ramp, right
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ramp and Striker scoop. There is also a big soccer ball painted on
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the playfield with the words Strength, Stamina, Skill, Speed and Spirit on
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it. Shooting a build shot lights one of the words on the ball on the
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playfield. When you light all five, lock and multiball are lit. Shoot a
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ramp to lock the ball, shoot the Final Draw scoop to start multiball. Now
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when you start multiball you are given a team to play, based on your rank.
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Your rank is determined as follows - Every two shots to a lit goal
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advances you 1 rank, and if you lock a ball before starting multiball you
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advance 4 ranks (since multiball is lit as soon as lock is lit.) You beat
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a team by shooting the goal (this is your jackpot,) and then get to play
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the next team by shooting a ramp (relighting jackpot.) There are fifteen
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teams, with the following ranks and jackpot values:
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#15 USA 20M
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#14 Russia 20M
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#13 South Korea 25M
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#12 Saudi Arabia 30M
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#11 Morocco 35M
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#10 Austria 40M
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#9 Canada 45M
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#8 Holland 50M
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#7 Italy 55M
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#6 Great Britain 60M
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#5 Sweden 65M
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#4 Spain 70M
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#3 Australia 75M
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#2 France 100M
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#1 Germany 250M
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If you drain before hitting a jackpot, shooting a ramp or the Final Draw
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scoop will restart multiball where you left off. If you start Multiball
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again, you are advanced two ranks. For your match against #1 ranked
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Germany, the Special is lit on the right outlane, the jackpot is worth
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250M and after you hit it, the ramps and goal are lit as Victory Laps
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worth 50M a piece! After five laps, the Victory Laps swirch off between
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left ramp and goal. One more thing, the Assist saucer works during
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multiball, but best of all, its programmed not to miss.
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CITIES - There are eight cities on the World cup tour - Chicago,
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Dallas, Boston, New York / New Jersey, Orlando, Washington DC, San
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Francisco, Detroit and LA. There are three different ways to collect
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cities.
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1) Left Spiral - Shooting both ramps or lighting both rollovers
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lights the left spiral with a yellow arrow labeled "TRAVEL."
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Shooting the spiral at this time awards your next city. Actullly,
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scoring the spiral doesn't award the city, setting off the spinner
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does. And you CAN score it backwards! I have had two cities lit,
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shot the spinner for the first one, and when the ball didn't make it
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all the way up it fell back down and lit the second one!
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2) Striker Award - There is a Striker award which gives you
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your next three cities.
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3) Skill Shot - Hitting all three flashing lights awards your
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next city.
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Chicago, Dallas and Boston are worth 10M. New york, Orlando and Washington
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are worth 15M. San Francisco, Detroit and LA are worth 20M. Travelling to
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any city also lights the Tackle target, worth 10M when hit. Several cities
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have modes associated with them, as
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outlined below.
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Boston - Boston Tea Party Mode - A hurry up. Starts at 40M
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and counts down to 10M. Shoot spinner to collect.
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Washington D.C. - Extra Ball - Lights Extra Ball
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L.A. - World Cup Final - After travelling to L.A., shoot the
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Final Draw hole to start the Final Match against Germany! This is really
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great. 5 ball timed multiball against Germany for 45 seconds. You plunge
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the balls yourself (manual plunger remember) and goals are worth 75M.
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Every once in a while Germany will score a goal. If you end the 45 seconds
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with more goals than Germany you get a bonus of 500M!!!! Yowza! If you end
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in a tie, overtime is started and the first team to score a goal wins.
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BUY-IN - You can buy an extra ball for 1 credit up to three times.
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When you buy in, all four ultra modes begin lit! There are separate
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high score tables for x number of buy-ins, but I haven't sorted them
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out yet. Hell, I haven't even sorted out the ones for ST:TNG yet.
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BONUS - Bonus is awarded as outlined below
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5M per goal
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Ultra Modes are scored however you did.
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5M per city.
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STRATEGIES / TIPS
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------------------
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My strategy these days comes down to two things - Cities and Extra
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Balls. The two kind of go together. First off Cities. Getting all the
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cities takes you to the final round, potentially worth endless points.
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Anything more than five goals against Germany will pretty much guarantee a
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win, and 5 goals + a win gains you 875M! WHOAH! So get good at that left
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spinner shot. Also get good at the right ramp, since you can't light
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TRAVEL without it (unless you go to the rollovers.)
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There are also lots of opportunities for extra balls - three so
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far, and none of them is that tough. You're gonna need them so pick them
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up ASAP.
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The final thing is if you've ever wanted a game on which to
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practice slap saves and/or outlane nudging, this is it. About 7 of 10
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balls are lost down the middle, making constant slap saves a neccessity.
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And the outlanes are nice and bouncy, perfect for practicing getting down
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just the right push to save a ball. BTW bangbacks are possible from the
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left, but they're not easy. Rumor has it the biff bars are getting raised
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in the production version too, which will make it even tougher. I can't
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see how you would bang back from the right - there's way too much hardware
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over there and you would hurt your hand way too badly.
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And thats about the size of it. I think the reason I like this game so
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much is its lack of gadgets / new technology. Its sort of a step back
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from the more recent pins. A real plunger, Magna-Save, and
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rollovers. Think about this, when was the last time you played a
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WMS pin WITHOUT an upper flipper?? Well, okay I forgot about
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Indiana Jones, but I never played it very much. This freaked me out
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the first few times, every time I hit a spiral I was looking for
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another combo shot from an upper flipper. Also, since the game's
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modes are only secondary really, you spend more time planning out
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your game and really PLAYING as opposed to Piano -> Slot -> Piano
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ad infinitum. Most of all, the game is challenging and yet still fun
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as all hell, I'm sure it will be a big earner for Williams, kudos for
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everyone on the design team.
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