![]() | GAME FEATURES |
GAME OBJECTIVES SUMMARY: Aim for lit targets in order to advance the Ball lamps and avoid the unlit targets and yellow pop-bumpers so that you don't help the Defence. Use the Passes to sidestep the Defence and go for the Top Rollovers. Make the soccer ball drop-targets to light the Hole for Extra Ball. Score as many Goals as you can! |
TOP ROLLOVERS (3)LEFT DROP TARGETS (5) RIGHT DROP TARGETS (5) CENTRE DROP TARGETS (4) LEFT POP BUMPER RIGHT POP BUMPER HOLE CENTRE POP BUMPERS (2) & CENTRAL ROLLUNDERLEFT & RIGHT SPINNING TARGETS CENTRAL ROLLOVER LEFT (3) & CENTRE LEFT (3) SPOT TARGETS & LEFT INLANE CENTRE RIGHT (3) & RIGHT (1) SPOT TARGETS & RIGHT INLANE KICKING RUBBERS & 10 POINT SWITCHES (5) |
FLIPPERS (6) - 1 pair of flippers on left and right of playfield, creating 2 paths to the outhole. (The right flipper button also rotates the Top Rollover lamps) 1 pair of mini-flippers in the centre of the playfield facing the centre drop target bank. OFFENCE - Score Goals by advancing the soccer ball (white lights) up the right or left lane to the top rollovers - see also Passing! Each lit target hit makes one step and 3 steps advances the ball. DEFENCE - The game moves the Defence (yellow lights) to try to block the advancing Offence. Hitting the 3 unlit targets or the yellow pop-bumpers advances the Defence. PASSSING - The player can pass left to right and from right to left lanes by using the green buttons on the left and right sides of the cabinet respectively. For each ball in play a player receives 3 Passes. The Offence (player) and Defence (game) can only exist on one side of the playfield at a time. The Defence tries to prevent the Offence from getting to the Goal (Top Rollovers). If the Defence lands on the Offence, the Offence is pushed back and vice versa. By using the green buttons to pass across field will confuse the Defence. BONUS & MULTIPLIER - Bonus equals the number of Goals scored times the Multiplier value. Completing the central drop-target bank advances the Multipler. Bonus is collected at the end of each ball. SHOOTOUT TIME - Each player receives additional playing time after the last ball of their game, based on an initial 5 seconds plus 5 seconds for each Goal scored by the player during the game. FREE KICK / EXTRA BALL - Completing either the left or right drop-target banks lights the Hole for Free Kick. Capturing the ball in the hole awards a Free Kick - a second ball is launched to the shooter lane. During Free Kick mode, all Pass lamps remain lit, allowing unlimited passing. Once the Free Kick is lost, the captured ball is released and normal play continues. SPECIAL - Scoring 4 Goals (3-ball) or 5 Goals (5-ball) on any one ball lights the Centre Rollover for Special. LIBERAL-CONSERVATIVE SETTINGS - Switch 31 - On = Liberal = Beating High Goals to Date awards 1 Replay. Off = Conservative = No Replay. |