Subject: WCS Rules
From: jon.norris@aquila.com (Jon Norris)
Date: Fri, 14 Jan 94 17:38:00 -0600


Rules, hints and strategies for WORLD CHALLENGE SOCCER when in
tournament mode:


For those of you familiar with the standard rules of this game,
here are the differences-


* The "Challenge Match"  L.E.D.s are reset to three lit at the
beginning of each ball.  This means that this feature is no
longer a carryover feature.  To get to World Championship, two
normal "Challenge Matches" must be won during that same ball.
The game does not remember any matches won for that players next
ball. ("Challenge" may still be lit, but the L.E.D.s will reset.)


*  The bottom three soccer ball lamps are automatically
"lined-up" at the beginning of each ball. (Lighting SUPERSCORE)
This means that this feature is no longer random.  This does two
things, first it adds strategy of whether to take "hit all
targets" on the skill shot or to take "adv. goal value", so that
a shot at the center target is possible.  Secondly, it makes
"Extra Ball" harder to light, since the center target will have
to be hit five times minimum.


*  Mystery feature always awards 1,000 points.  This basically
eliminates this random feature from the game. Except, this
awards "Super Riot" when the goals exceed 49 goals (50+ goals)
or mystery awards automatic multiball on last ball if this
player has not played multiball yet and won challenge matches
are less than five (we do not want to award World Championship
from mystery).


*  Do not qualify the "Penalty Kick" feature from the left side
rollover.  This eliminates the "Milking" the goal possibility
from tournament play.


If this game is set to "Reduced Scoring" the following features
are effected:


*  "Riot" shots are reduced from 30M to 20M per shot.

*  "Super Riot" shots are reduced from 100M to 50M per shot.

*  "Points Jackpots are reduced from 30, 100, 300M to 10, 30,
300M.

*  Plunger skill shot "Adv. goal value" only advances the goal
value one time (instead of three).


If Extra Balls and Specials are eliminated, then 20M is awarded
for an Extra Ball and 50M is awarded for a Special.



GAME RULES:


The plunger shot is two-fold. if the ball is put into the top
rollover (a velocity shot), three goals are scored and the goal
unit is opened for one shot.  or  Shooting the top hole (a timed
shot), awards the lit value.  Note that the flipper buttons
change drop target award, but this must be done before shooting
the ball.  The hole lit value possibilities are: 1- "Mystery",
2- "Adv. goal value (three steps), and 3- "Hit all targets".


Strategy here-  Look at all of your options here, especially in
the tournament mode.  Remember to use the flipper buttons to
change the Drop Target award value.  If the "Superscore" is
active and the game enters a round (we can not keep this feature
active during a round because of conflicts with the soccer ball
lamps being used to indicate the time remaining) but when this
round ends, the Superscore will be lit, but advancing any soccer
ball lamp un-alligns the three lamps, disabling this feature.


Rule-  Completing all of the Drop Targets awards lit value.
These are 1- "Extra Ball Round", 2- "Multi", 3- "Special Round",
4- "Ball", and 5- "Points Round".  After all five have been
completed, the award is "Light Challenge" (Challenge may also be
lit from spelling Challenge from the goal unit).


Strategy- Try to have it so that the first challenge match is
from the Drop Targets, since losing a challenge match resets the
Drop target award lamps.  This means that it is possible to earn
another challenge match the same ball by simply getting the last
few letters from the goal unit.  This makes it easier to get to
World Championship.


Rule- "Spell" features:


Spell WORLD.  Completing WORLD awards the "Center Target Round".

Spell CHALLENGE.  Completing CHALLENGE lights lower holes for
"Challenge".

Spell SOCCER.  Completing SOCCER awards "Players Choice".

Strategy- Each completed letter is worth 1M in outhole bonus.
Completing all three words boosts that up to 100M points
(total).  If you are close to completing the third word,
remember that receiving 100M in the outhole may justify a sudden
change in priorities.


Rule-  Soccer Ball Lamps.  The left kicking rubber, making a
goal or hitting the goal unit when lit advances the left soccer
ball.  The right kicking rubber or making the right ramp when
lit advances the right soccer ball lamp.  Hitting the center
target when lit advances the center soccer ball.  The object is
to line-up the three lamps on the same line.  If they are
lined-up on white soccer balls, then Superscore feature is
activated.  If they are lined-up on the top purple row, then
"Hurry-up Extra Ball" is qualified (Left side rollover for appx.
20 seconds)  Breaking the alignment by advancing one of the
soccer ball lamps immeaditely turns off the Superscore feature.
This does not effect the time for the Hurry-up Extra Ball.
Superscore awards 10M, 20M, 40M (max.).  This is remembered from
ball to ball for that player.

Strategy-  As you play, keep track of the soccer balls and when
you are one shot away from a "line-up", then it may be
worthwhile playing for.  Save your "BOO" for when the Hurry-up
Extra Ball is qualified.  If no boo is available, then quickly
hit the goal unit to light penalty kick. then shoot the penalty
kick to goal combo for your extra ball.


Rule- BOO.  Pressing both flippers at the same time opens the
goal for one shot.  Only one boo per ball is allowed.

Strategy-  Save your boo for an extra ball shot.  If you are
lucky enough and the three purple soccer balls are lined up
during the plunger shot, then boo here before shooting the ball.
 This will give you an open goal for your extra ball shot.  If
you "Boo" at the plunger, then you will get a letter in "Soccer".


Rule- Goal Value. This feature is indicated by lamps in the
center of the playfield.  This resets to 1M at the beginning of
each ball.  Shooting the lit target (one of the three left or
center target) advances this value one time.  One of the options
during the Plunger Skill Shot is to advance this feature.  The
steps are: 1M, 2M, 3M, 4M, 5M, 10M, 25M (maximum).  This
indicates the point value for any goal scored.

Strategy-  Try to get this up before scoring goals, especially
multiball.  Look at it this way, if I hit the 10 goal Jackpot
with the value at 2M, then I get 20M points.  If I hit the Goal
Jackpot at 25M, then I get 250M points.  Quite a difference. (
this means that the 30 goal jackpot is worth a possible 750M
points.)


Rule-  Goals.  Each goal awards the current "goal Value".
Completing 20 (adjustable) goals awards Extra Ball.  Completing
50 goals qualifies mystery for Super Riot.  Getting High Goals
to date awards one Special.  99 Goals are the maximum.

Strategy-  Always know where your goal count stands at. Also
watch the goal value.  You may find it advantageous to play for
goals.


Rule-  Challenge matches and World Championship.  The "Challenge
Matches" are basically short rounrd where the only objective is
to score one goal. Scoring one goal ends the round and advances
the Challenge Matches L.E.D. Completing the last Challenge Match
(five total) qualifies the two holes for World Championship.
This is like a sports playoff structure.  As long as you keep
winning, the holes remian lit to enter another Challenge match.
But once you lose, the holes are no longer lit for challenge and
must be re-qualified.  World Championship is three ball
multiball, and the odject is to score three (adjustable) before
multiball ends.  Scoring that third goal awards 50M points, ends
this round, and immediately begins the "Riot" round, which now
lasts for as long as multiball play lasts.  This also resets the
Challenge Match L.E.D.s.

Strategy- The old "Catch the ball on the flipper and let the
mode time out to get to the end" is eliminated here.  If you do
that, you will lose the match and be eliminated from the
playoffs and be forced to requalify.  Try to plan on which
flipper you want the ball to be at when these rounds start, and
shoot to the appropriate hole. Do not lose multiball after
winning WC, because it is the RIOT  where the points are at.


Rule- Multiball Play.  Completing "Multi" and "Ball" frim the
drop targets lights the holes for Multiball.  You can also get
multiball from Players Choice or Mystery.  If the ball is locked
in the top right hole (plunger Sklii Shot) then it will be two
ball multiball.  Otherwise it is three ball multiball.  Here,
the plunger skill shot rollover spots all targets and qualifies
the Jackpots.  If this skill shot is missed, then completing all
Drop Targets qualifies both Jackpots.  The goal Jackpot awards
10 goals, 20 goals, 30 goals, 30 goals ( note that 99 goals are
the games maximum).  This must be done during the same multiball
(resets to 10 goals next multiball).  The Ramp Jackpot awards
30M, 100M, then unlimited 300M.  As in the goal jackpots, the
value resets.  Once a jackpot is collected, the Drop Targets
reset, and they must be completed before another jackpot can be
won.  One side DOES NOT step the other. If I hit the Goal
jackpot at 10 goals, then requalify the jackpots, now the value
for the goal jackpot is 20 goals, but the Ramp jackpot is still
the initial 30M.

Strategy- Remember to try for the rollover on the multiball
skill shot, this makes that first jackpot alot easier to get.
Try to advance the goal value before going into multiball.
Remember the consolation multiball on last ball from mystery, so
do not waste the plunger skill shot in lighting the holes for
multiball, when mystery will award this feature.  Playing for
the unlimited 300M is a very big risk.


Rule- Penalty Kick.  Hitting the goal unit or making a goal
resets the hidden Rollover Drop Target and flashes the upper
flipper lane for "Penalty Kick"  Hitting the Rollover Drop
Target when this feature is active opens the goal for one shot.
(Note that in tournament play, that making a goal DOES NOT
requalify this feature).

Strategy- Do not go out of your way to play for this feature
unless a couple of goals will accomplish your objective.


Rule- Feature Modes (rounds).  The following features remain
active during the rounds (listed below): Spell World, Spell
Challenge, Spell Soccer (except last letter for all three), Adv.
Goal value, Goal feature, and Penalty kick feature.  The
following features are disabled (mostly due to conflicts) :
Soccer Ball "line-up", Mystery, Challenge matches & WC,
Multiball, and Drop Target awards.


* Extra Ball Round- Completing all flashing targets awards an
Exrta Ball and ends the round.

* Special Round-  Complating all of the flashing targets awards
one Special and ends the round.

* Points Round-  Completing all of the flashing targets awards
the displayed value and advances this value (80M max.), and
restores the timer to "9" time units minimum.

* Center Target Round-  Each hit on the Center Target awards 10M
points.

Strategy-  Remember that during the points round, that a new
timer is awarded, so do not give up even though only a couple of
seconds are left.  Also remember to play for other features
during these rounds.  Finally, if Superscore was active when the
round started, that it will come back as active when the round
ends.


Rule- Players Choice.  Completing Soccer awards Players Choice.
The options are 8 goals or Multiball.

Strategy-  Remember that if the ball is in the plunger skill
shot hole and you choose multiball, that it will only be two
ball multiball.  If you "Boo" and get the last letter of soccer
on the skill shot, the game aborts the lit award.  Use your boo
wisely. Look at status before shooting the ball and see where
you stand on completing "Soccer".


Please note that some of the animations will not allow the "spell" features to
interrupt them. You don't lose the advance, you simply do not see it happen.


Jon Norris

