by David Gersic<dgersic@niu.edu>
Version 2.0 December, 1997
Notes and Disclaimers
This rule compilation and tips sheet is, to the extent possible (in light of
the subject matter being the property of Williams
Electronics), freeware. It can be modified, updated, or revised, provided
only that credit to the original author(s) remains intact. It can be published
or otherwise distributed, provided only that such distribution is effectively
free.
World Cup the pinball machine is the property of Williams, and a
trademark of the licensor. The author disclaims all interest in any trademarks
or other intellectual property referenced herein.
Changes since version 1.0
- Added sounds sampled from the game to the playfield description.
Playfield Layout
Described from the flippers, and going around the playfield clockwise.
- Flippers
- There are two. Normal configuration, normal placement.
- Left Kickout
- Shaped like a slingshot, but without the usual slingshot kicker, there is a
cup that the ball falls into, triggering a switch and a solenoid kickout. Scores
50 points, and collects the T in S-T-A-R. Hitting the rubbers on either
side of the kickout
- Left Outlane
- A normal outlane. Scores 500 points. Can be lit for Special by the
S-T-A-R rollovers.
- Left Wall
- An ordinary rubber stretched between posts. Scores 500 points.
- Left Goal Saucer
- Scores one goal when lit. Scores 500 points.
- Left Super Ball Advance Lane
- Shooting this lane does three things. First, it feeds the ball to the Top
Arch via a rollunder. Second, it scores the lit value: 500 (unlit), 1000, 2000,
3000, or 4000 points. Third, it acts as a super ball advance, lighting Goal.
- Ball Advance
- A rubber between two posts. It scores 100 points, and advances the ball
lights one position each time it is hit. This advance is the only one of the
several ways to advance the ball lights toward lighting Goal that will wrap,
unlighting Goal and starting the ball lights back at their lowest position.
- S Target
- Collects the S in S-T-A-R. Scores 100 points.
- Top Arch
- Standard arch between two rollunders, one from the plunger lane, and one
from the Left Super Ball Advance Lane. There are two angled sides, each of which
is a rubber with a scoring switch behind it that scores 50 points. The angled
sides encourage the ball into one of three exit lanes: the S/T, Goal, and A/R
lanes.
- S/T Rollover
- One of three possible exits from the Top Arch. This one collects the S
or T letters of S-T-A-R, advances the ball lights toward lighting Goal,
and scores 100 points.
- Goal Rollover
- Second of three possible exits from the Top Arch. When lit, scores Goal.
When lit, scores Extra Ball. Scores 100 points.
- A/R Rollover
- Third of three possible exits from the Top Arch. This one collects the A
or R letters of S-T-A-R, advances the ball lights toward lighting Goal,
and scores 100 points.
- Right Super Ball Advance Lane
- Small lane between the Pop Bumpers and the Corner Kick Lane. Has a rollover
that scores 500 points, and advances the ball lights to complete lighting Goal.
- R Target
- Collects the R in S-T-A-R. Scores 100 points.
- Pop Bumpers
- Two standard pop bumpers, staggered slightly and about two inches apart in
the middle top part of the playfield, directly below the three exit lanes from
the Top Arch. It is possible to shoot the ball from the left flipper, through
the Spinner, between the Pop Bumpers, and into the Goal rollover to the Top
Arch, collecting Goal or Extra Ball if lit, plus whatever you pick up from the
Spinner. The pop bumpers are placed so that most balls coming from the Top Arch
will hit them. Balls coming from the S/T Rollover generally bounce around in the
area between the pop bumpers and the S Target and the Ball Advance. Balls from
the A/R Rollover generally bounce around between the pop bumper, the R Target,
and the Super Ball Advance Lane. Balls from the Goal Rollover can go either way
or dribble down through the spinner to the flippers or drain.
- Corner Kick Lane
- A horseshoe curve next to the R Target leads to this lane. Like the Left
Super Ball Advance Lane, it scores the lit value:: 500 (unlit), 1000, 2000, or
3000 points and acts as a super ball advance, lighting Goal. The bottom exit of
this lane feeds the Right Goal Saucer.
- Right Goal Saucer
- Scores one goal when lit. Scores 500 points.
- Right Wall
- An ordinary rubber stretched between posts. Scores 500 points.
- Right Kickout
- Shaped like a slingshot, but without the usual slingshot kicker, there is a
cup that the ball falls into, triggering a switch and a solenoid kickout. Scores
50 points, and collects the A in S-T-A-R. Hitting the rubbers on either
side of the kickout scores 50 points.
- Right Outlane
- A normal outlane. Scores 500 points. Can be lit for Special by the
S-T-A-R rollovers.
- Left Ball Advance Rollovers
- There are four rollover buttons in the playfield angled between the lowest
one right above the flipper and the highest, just below the Left Goal Saucer.
Only one is lit at a time, starting with the lowest. Rolling a ball over the lit
one collects it, scores 100 points, and advances the light to the next button.
Collecting the fourth one lights Goal. The Ball Advance, S/T Lane, and A/R Lane
all advance these lights. Super Ball Advance, and the Left Lane and Corner Kick
Lane advance the lights all the way to lighting goal. Ball Advance, if hit when
Goal is lit, will "advance" to having the lowest rollover lit again.
- Right Ball Advance Rollovers
- Same as the Left Ball Advance Rollovers. The eight rollovers are set up as
pairs, with either one of the pair counting for that position in the advance
toward lighting Goal.
- Manual Plunger
- This is a normal plunger. Its lane leads to the top arch.
- Spinner
- This is an ordinary spinner in the middle of the playfield, right below
the Pop Bumpers. Unlit, it scores 10 points per spin; lit, it scores 100.
Note: There are no Inlanes. The flippers at the bottom edge of the Kickout
cups, and it is impossible to trap a ball. Catches, especially drop catches,
work, but the ball must be shot immediately, or allowed to roll back into the
Kickout cup.
Bonus Multiplier
One of two keys to a high score in this game. The End-of-Ball Bonus can be
multiplied 2, 3, or 5 times by advancing the bonus multiplier. Once advanced to
5x, advancing the bonus multiplier lights World Cup (Extra Ball) at the Goal
Rollover. Advancing the bonus again lights Super Star (Special) at one of the
two outlanes.
The Bonus Multiplier is advanced by spelling S-T-A-R. Letters in S-T-A-R can
be collected in any order, but the S/T and A/R rollover lanes always collect the
letters from left to right (i.e.: if S hasn't been collected, the S/T Lane will
collect the S when hit).
There is a memory between balls, so collected letters will still be
collected at the start of the next ball, though the Bonus Multiplier goes back
down to nothing.
End-of-Ball Bonus
The bonus scored at the end of the ball is 2000 points for each goal scored,
multiplied by the bonus multiplier. In a game where the highest scoring shot is
4000 points, an end of ball bonus of 18 goals at 2000 points apiece, multiplied
by the 5X Bonus Multiplier is obviously a huge factor in the final score.
S-T-A-R
Spelling S-T-A-R does several things. The first time S-T-A-R is completed,
the Spinner is lit, and the 2X Bonus Multiplier is collected. The second time,
the 3X Bonus Multiplier is collected. The third time, the 5X Bonus Multiplier
is collected. The fourth time, the Extra Ball is lit at the Goal lane to the top
arch. The fifth time, Special is lit on one outlane. Between balls, there is a
memory on the S-T-A-R lights. Whatever has been collected on one ball is still
collected at the start of the next ball.
Tilt
Tilting the game results in a loss of the current ball, and a loss of all
collected Goals.
Left and Right Lanes
The Left and Right Lanes are lit by scoring Goals, alternating between
advancing the lit score on each one. The first Goal scored will light the Left
Super Ball Advance Lane for 1000 points. The second Goal lights the Corner Kick
Lane for 1000. The third Goal lights the Left Super Ball Advance Lane for 2000.
Etc. The lanes' maximum scores are 4000 (Left) and 3000 (Right).
Outlane Specials
When the Outlane Special is lit by spelling S-T-A-R five times, it will
cycle between the left and right Outlanes each time one of the bumpers is hit.
Tips, Tricks, Strategies
Score early, score often.
Goals remain scored from ball to ball (except for Tilt), and count toward
your End-of-Ball Bonus for each ball. Scoring the maximum number of goals (18)
on the first ball enables the highest possible score. Keep the Goal lit at all
times, as even when just bouncing around the ball will often fall into one of
the Goal Saucers or get bounced up through the center rollover by one of the Pop
Bumpers.
The Left Lane is probably the most valuable shot in the game. First, it can
score up to 4000 points. Second, it lights Goal. Third, it feeds the ball to the
Top Arch, where S-T-A-R and Goal can be collected.
The Corner Kick Lane is also valuable, but almost impossible to shoot for
directly due to its position. Shots to the Super Ball Advance lane can be
bounced off the R standup target and into the Corner Kick Lane.
Settings
Here are the options available to the Operator of the game, and what I am
using for settings on mine.
Option Number |
Description |
Possible Values |
Comments / Meaning |
Factory default |
Current setting |
01 |
Replay 1 |
0 through 99 |
* 10,000 points |
16 (160,000) |
16 (160,000) |
02 |
Replay 2 |
0 through 99 |
* 10,000 points |
28 (280,000) |
28 (280,000) |
03 |
Replay 3 |
0 through 99 |
* 10,000 points |
40 (400,000) |
40 (400,000) |
04 |
Replay 4 |
0 through 99 |
* 10,000 points |
00 (disabled) |
00 (disabled) |
05 |
Maximum credits |
0 through 99 |
|
20 |
20 |
06 |
Match/Credit/ExtraBall |
08 |
Match enabled, Credit awarded at Replay Points |
08 |
08 |
|
|
09 |
Match enabled, Extra Ball awarded at Replay Points |
|
|
|
|
12 |
Match disabled, Credit awarded at Replay Points |
|
|
|
|
13 |
Match disabled, Extra Ball awarded at Replay Points |
|
|
07 |
Play |
01 |
Liberal Play - Third STAR lights World Cup, Fourth STAR lights Super Star |
01 |
|
|
|
02 |
Normal Play - Fourth STAR lights World Cup, Fifth STAR lights Super Star |
|
02 |
|
|
04 |
No Special, No Extra Ball |
|
|
08 |
Credits awarded for high score to date |
00 through 31 |
|
03 |
03 |
12 |
Left coin slot multiplier |
00 through 31 |
|
01 |
01 |
13 |
Center coin slot multiplier |
00 through 31 |
|
01 |
01 |
14 |
Right coin slot multiplier |
00 through 31 |
|
01 |
01 |
15 |
Minimum coins for credit |
00 through 31 |
|
00 |
00 |
16 |
Coin units bonus point |
00 through 31 |
three credits for two coins |
02 |
02 |
17 |
Coin units required for credit |
00 through 31 |
|
01 |
01 |
18 |
Play Adjustment |
03 |
S and R separate, Special awards credit, 3 balls |
|
|
|
|
13 |
S and R together, Special awards credit, 3 balls |
13 |
|
|
|
23 |
S and R separate, Special awards extra ball, 3 balls |
|
23 |
|
|
33 |
S and R together, Special awards extra ball, 3 balls |
|
|
|
|
43 |
S and R separate, Special awards 1500 points, 3 balls |
|
|
|
|
53 |
S and R together, Special awards 1500 points, 3 balls |
|
|
|
|
05 |
S and R separate, Special awards credit, 5 balls |
|
|
|
|
15 |
S and R together, Special awards credit, 5 balls |
|
|
|
|
25 |
S and R separate, Special awards extra ball, 5 balls |
|
|
|
|
35 |
S and R together, Special awards extra ball, 5 balls |
|
|
|
|
45 |
S and R separate, Special awards 1500 points, 5 balls |
|
|
|
|
55 |
S and R together, Special awards 1500 points, 5 balls |
|
|
19 |
Maximum tilts |
1 through 9 |
|
01 |
01 |
20 |
Credits in game |
|
Used to add credits without using the coin slots |
00 |
N/A |
21 |
High score to date |
0 through 99 |
10,000 points |
35 |
N/A |
22 |
High score to date |
0 through 99 |
100 points |
00 |
|
23 |
High score to date |
0 through 99 |
1 points |
00 |
|
Document written by David Gersic dgersic@niu.edu
|