Rules to Bally WORLD CUP SOCCER

 Rules to Bally WORLD CUP SOCCER

v 1.0     

by Greg Dunlap

gdd@rci.ripco.com

-----------------------------------

 

Special thanks to Bowen Kerins for clearing up a lot of questions, 

making corrections and being an all around swell guy!

 

These rules are probably pretty stable at this point as the game comes

close to going into production.  

 

PLAYFIELD LAYOUT

----------------

This is sort of left to right

 

Left Outlane - Has a kickback which is relit by hitting Light 

Kickback Target.

 

Left Inlane - Has a rollover which lights the Light Magna-Save 

target.

 

Magna-Save - Ah yes! The return of the Magna-Save. But not quite 

the same implementation as in Black Knight or Jungle Lord or the 

other 70s Williams two-levels. The Magna-Save is just above the tip 

of the left flipper, and is set to save a STDM drain. By punching an 

extra button at the left, you activate the Magna-Save which sucks 

the ball into place above your flipper so you can catch it. At least 

thats the theory.

 

Slingshots - The return of the standard slingshot, no more of this 

trapezoid shaped junk like Demo Man or ST:TNG.

 

Light Kickback Target - This is lit by rolling through the right 

inlane. Hitting it lights the kickback.

 

Left Spiral - This is your standard spiral. When a city is lit, it 

scores the city and sends the ball all the way around and shooting 

out the other side. Otherwise a one-way gate drops down and the 

ball falls into the rollovers / pop bumpers.

 

Left Ramp - This ramp normally shoots the ball around in a loop and 

back to the right flipper. If you hit a second consecutive ramp shot, 

a diverter closes and sends the ball over to the left flipper. The left 

side of the ramp holds the locking mechanism, implemented here in 

excellent fashion. If lock is lit, the ball always goes to the left ramp 

lock area from either ramp. I should also note that around the spot 

where the ramp is about to curve back towards the right flipper, 

there is a little hole so that if you don't shoot your ball strongly 

enough, your ball will fall down into the pop bumpers without 

scoring the ramp. The ramps are used to lock balls, collect tickets, 

relight jackpots, and for points during Ultra Ramps.

 

Striker Targets - Striker is this little dog who is the mascot of 

World Cup Soccer and he has three standup targets on the 

game. One on each side of the left ramp, and one in front of the jet 

bumpers at the upper right. Hitting a dog target lights a letter in 

the word "STRIKER." When you light all seven letters, you get 10M 

and the Striker Scoop is lit.

 

Light Free Kick - This is a saucer. Falling in it lights the Free Kick 

standup target. 

 

Tackles - This is a row of three standup targets (think about Cousin 

It / Superdog and you get the idea.) Hitting one of them when lit scores

10M. 

 

Assist - Another saucer, at the upper left, just in front of the goal. 

When the ball falls into the Assist saucer your goal gets lit (or 

nothing changes if its already lit) and you can shoot the ball 

straight in by punching a flipper. Pretty great.

 

Star Rollovers - There are four rollovers (yes rollovers!) leading towards

the goal. Light a rollover by rollingover it. Light all four and goal is lit.

 

GOAL! - This is really great. At the upper left corner of the 

playfield there's this wide hole (picture ST:TNG's Neutral Zone if it 

was as wide as all three targets.) In front of it is this plastic goalie 

who moves back and forth. You shoot the ball past the goalie and 

into the goal. Its tougher than it sounds - he's good! When you hit 

the goal the machine yells "GOAL!" and there's a great animation 

and the crowd cheers! Hitting the goal when its not lit will score the 

Striker Scoop award when you haven't collected a Striker award yet. 4 lit

Goals lights a TV award. 

There are also a couple of modes which run along a theme of hitting 

the goalie, which I find really amusing.  Goal also serves as the 

multiball jackpot. 

 

Striker Scoop - This is a small little scoop in the back middle of the 

playfield, to the right of the goal. Hitting it when lit serves up a 

seemingly random Striker Award. This also serves as the Extra Ball 

shot. 

 

Jet Bumpers / Rollover Lanes - Three bumpers and two lanes. 

Lighting both lanes lights the left spiral to collect a city. Jet 

Bumpers are pretty standard three-in-a-triangle-shape. During 

normal play, the jets are worth 1OOK a pop and add one thousand 

fans for each pop.  At 25,OOO fans, the jet value becomes 1M / pop

for the rest of the ball.

 

Soccer Ball - Theres this great big half-a-soccer ball which spins at 

super speed when the goal is lit and during multiball. The thing is, 

the ball is made of RUBBER! This causes A) much bounciness on the 

upper part of the playfield and B) some pretty extreme spins on the 

ball. 

 

Free Kick Target - When lit from one of the Free Kick saucers, this 

target awards 10M. It stands right in front of the spinning soccer 

ball.

 

TV Award / Final Draw scoop - When lit for TV award, this gives out 

a TV Award. There are currently four TV Awards. Also serves to start

multiball when lit for Final Draw. 

 

Right Ramp - Same as left ramp, except this ramp always feeds the 

left flipper and there are two holes which can drop your ball to the 

bumpers instead of just one. Serves same purposes as left ramp.

 

Light Free Kick saucer - There is another Light Free Kick Saucer to 

the right of the right ramp. See above. 

 

Light Magna-Save target - When lit, hitting this target lights the 

Magna-Save. This target is lit by rolling through the left inlane.

 

Right Inlane - Rolling through this inlane lights the Light Kickback 

target.

 

Right Outlane - There is a special light here, which is lit at the end of

multiball (see MULTIBALL below.)

 

Plunger / Skill Shot - First off, this game has a real plunger. You 

remember...you pull it back and it springs the ball out? The skill 

shot is like one of those loops on roller coasters. You shoot the ball 

up the loop, and it falls into one of three dividers which each have a 

light. When you start they are all flashing. Falling in one of the 

flashing ones the first time scores 5M. Then only two are flashing. 

Hitting another flashing one scores 10M. When you hit the last 

flashing one you spot a city for 30M!

 

 

RULES

-----

GOALS - For some reason, hitting goals is the funnest thing in the 

world. You start each ball with the goal lit (at least you do on the 

machine I play.) Shooting a goal scores 10M, adds 5M to fun with bonus and

starts an "Ultra" round. There's some great sounds here. When the goalie

blocks a kick you get "What a great save!!!" The voice reminds me a lot of

the voice in Banzai Run. You relight the goal by lighting four stars on

the playfield. There are two ways to light a star: A) Hitting the dog

target in front of the pop bumpers (called the "Header" target) lights an

unlit star B) By rolling over them! Yes, first the return of Magna-Save,

now the return of rollovers! What a great game. After each goal, you are

awarded an "Ultra" mode. There are four Ultra modes (explained below) and

each one lasts for the length of your ball or until you score 30M on the

mode, at which time you are given a 10M bonus and the mode ends.  The

modes you currently have lit are indicated by four lightning bolt-shaped

lights on the right side of the playfield. 

These modes do not add to your score during the normal game, they 

are only used for fun with bonus.

 

Utlra Ramps - About what it says. Shoot ramps for 5M per 

ramp.

Utlra Spinner - Ditto, to the tune of 1M a spin.

Ultra Jets - This is a pop bumper bonus. Pop bumpers are 

upped to 2M a pop.

Utlra Goalie - Nail the goalie! One of two Hit the Goalie modes, 

these are completely hilarious. Hitting the goalie scores 5Ma shot. 

 

TV AWARDS - Shooting four goals lights the TV award. Hitting the 

TV Award scoop awards it. Currently there are four TV Awards. A TV Award

is a timed mode (these were 20 or 25 seconds) for bonus scoring. Simply

starting any TV Award is worth a cool 25M. They are awarded in order as

opposed to randomly. 

Big Goal Round - Shoot three goals within the time limit for 15M,

15M and 30M.

Extra Ball Round - Extra Ball lit for 20 seconds. If you hit the

extra ball, then the Striker scoop is worth 50M for the rest of the time

limit.

Hit The Goalie! - Same as above except timed. Hitting the 

goalie is worth 10M, shooting the goal raises the goalie value by 

10M. Still totally great.

Where's Striker - Shoot any of the dog targets to try and find

Striker. First hit scores low points, second scores medium points, third

finds Striker and scores big points. I still haven't gotten this yet so I

can't be more specific. 

 

 

STRIKER AWARDS - Htting a Striker dog target scores 1M and adds a letter

to the words "STRIKER." Spelling the word Striker awards 10M and lights

the Striker scoop. It is also lit at the start of the game. The first

Striker award may be collected freom the goal if the goal is not lit.

Shooting the Striker scoop gives out a random award. The ones I've seen

are set forth below.

Extra Ball - Guess.

Multiball - Starts multiball at rank 15 (see below.)

20 million - Another toughie.

Super Free Kick - Makes the free kick target worth 10M + 5M 

per consecutive hit for a certain amount of time.

Penalty Kick - Gives you a shot at the goal with the goalie not 

moving and leaning out of the way. hit the goal for 30M.

Three Cities - Gives you your next three cities (see below.)

Unlimited Kickback - Kickback lit for the rest of the ball!

Three Goals - Adds three goals to your total, complete with three

Ultra rounds too.

 

MULTIBALL - OK, there are four spots with flashing arrows 

labeled "BUILD" in front of them - left spiral, left ramp, right 

ramp and Striker scoop. There is also a big soccer ball painted on 

the playfield with the words Strength, Stamina, Skill, Speed and Spirit on

it. Shooting a build shot lights one of the words on the ball on the

playfield. When you light all five, lock and multiball are lit. Shoot a

ramp to lock the ball, shoot the Final Draw scoop to start multiball. Now

when you start multiball you are given a team to play, based on your rank.

Your rank is determined as follows - Every two shots to a lit goal

advances you 1 rank, and if you lock a ball before starting multiball you

advance 4 ranks (since multiball is lit as soon as lock is lit.) You beat

a team by shooting the goal (this is your jackpot,) and then get to play

the next team by shooting a ramp (relighting jackpot.) There are fifteen

teams, with the following ranks and jackpot values:

 

#15 USA 20M

#14 Russia 20M

#13 South Korea 25M

#12 Saudi Arabia 30M

#11 Morocco 35M

#10 Austria 40M

#9 Canada 45M

#8 Holland 50M

#7 Italy 55M

#6 Great Britain 60M

#5 Sweden 65M

#4 Spain 70M

#3 Australia 75M

#2 France 100M

#1 Germany 250M

 

 If you drain before hitting a jackpot, shooting a ramp or the Final Draw

scoop will restart multiball where you left off. If you start Multiball

again, you are advanced two ranks. For your match against #1 ranked

Germany, the Special is lit on the right outlane, the jackpot is worth

250M and after you hit it, the ramps and goal are lit as Victory Laps

worth 50M a piece! After five laps, the Victory Laps swirch off between

left ramp and goal.  One more thing, the Assist saucer works during

multiball, but best of all, its programmed not to miss. 

 

CITIES - There are eight cities on the World cup tour - Chicago, 

Dallas, Boston, New York / New Jersey, Orlando, Washington DC, San 

Francisco, Detroit and LA. There are three different ways to collect

cities. 

1) Left Spiral - Shooting both ramps or lighting both rollovers 

lights the left spiral with a yellow arrow labeled "TRAVEL." 

Shooting the spiral at this time awards your next city. Actullly, 

scoring the spiral doesn't award the city, setting off the spinner 

does. And you CAN score it backwards! I have had two cities lit, 

shot the spinner for the first one, and when the ball didn't make it 

all the way up it fell back down and lit the second one!

2) Striker Award - There is a Striker award which gives you 

your next three cities.

3) Skill Shot - Hitting all three flashing lights awards your 

next city. 

Chicago, Dallas and Boston are worth 10M. New york, Orlando and Washington

are worth 15M. San Francisco, Detroit and LA are worth 20M. Travelling to

any city also lights the Tackle target, worth 10M when hit. Several cities

have modes associated with them, as 

outlined below. 

 

Boston - Boston Tea Party Mode - A hurry up. Starts at 40M 

and counts down to 10M. Shoot spinner to collect.

Washington D.C. - Extra Ball - Lights Extra Ball

L.A. - World Cup Final -  After travelling to L.A., shoot the

Final Draw hole to start the Final Match against Germany! This is really

great. 5 ball timed multiball against Germany for 45 seconds. You plunge

the balls yourself (manual plunger remember) and goals are worth 75M.

Every once in a while Germany will score a goal. If you end the 45 seconds

with more goals than Germany you get a bonus of 500M!!!! Yowza! If you end

in a tie, overtime is started and the first team to score a goal wins.

 

BUY-IN - You can buy an extra ball for 1 credit up to three times. 

When you buy in, all four ultra modes begin lit! There are separate 

high score tables for x number of buy-ins, but I haven't sorted them 

out yet. Hell, I haven't even sorted out the ones for ST:TNG yet.

 

BONUS - Bonus is awarded as outlined below

5M per goal

Ultra Modes are scored however you did.

5M per city.

 

STRATEGIES / TIPS

------------------

My strategy these days comes down to two things - Cities and Extra

Balls. The two kind of go together. First off Cities. Getting all the

cities takes you to the final round, potentially worth endless points.

Anything more than five goals against Germany will pretty much guarantee a

win, and 5 goals + a win gains you 875M! WHOAH! So get good at that left

spinner shot. Also get good at the right ramp, since you can't light

TRAVEL without it (unless you go to the rollovers.) 

There are also lots of opportunities for extra balls - three so

far, and none of them is that tough. You're gonna need them so pick them

up ASAP.

The final thing is if you've ever wanted a game on which to

practice slap saves and/or outlane nudging, this is it. About 7 of 10

balls are lost down the middle, making constant slap saves a neccessity.

And the outlanes are nice and bouncy, perfect for practicing getting down

just the right push to save a ball. BTW bangbacks are possible from the

left, but they're not easy. Rumor has it the biff bars are getting raised

in the production version too, which will make it even tougher. I can't

see how you would bang back from the right - there's way too much hardware

over there and you would hurt your hand way too badly. 

 

And thats about the size of it. I think the reason I like this game so 

much is its lack of gadgets / new technology. Its sort of a step back 

from the more recent pins. A real plunger, Magna-Save, and 

rollovers. Think about this, when was the last time you played a 

WMS pin WITHOUT an upper flipper?? Well, okay I forgot about 

Indiana Jones, but I never played it very much. This freaked me out 

the first few times, every time I hit a spiral I was looking for 

another combo shot from an upper flipper. Also, since the game's 

modes are only secondary really, you spend more time planning out 

your game and really PLAYING as opposed to Piano -> Slot -> Piano 

ad infinitum. Most of all, the game is challenging and yet still fun 

as all hell, I'm sure it will be a big earner for Williams, kudos for 

everyone on the design team.


 

Comments

Popular posts from this blog

WHAT THE WATCH TOWER BIBLE AND TRACT SOCIETY OF PENNSYLVANIA HAD TO SAY ABOUT WHAT WERE SUPPOSED TO HAVE HAPPENED in 1874

Uninterruptable Power Source (UPS) FAQ

Blade Runner FAQ