GAME FEATURES
    & RULES


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)
  • Location: Top centre of playfield
  • Scoring: 5000
  • Extra: Scores a Goal when lit - right flipper button rotates lights

    LEFT DROP TARGETS (5)

  • Location: Top left of playfield
  • Scoring: 5000 (3-ball), 3000 (5-ball)
  • Extra: Completing bank resets bank, advances the Left Offence and lights the Hole

    RIGHT DROP TARGETS (5)

  • Location: Top right of playfield
  • Scoring: 5000 (3-ball), 3000 (5-ball)
  • Extra: Completing bank resets bank, advances the Right Offence and lights the Hole

    CENTRE DROP TARGETS (4)

  • Location: Top right of playfield
  • Scoring: 5000, 10000 if Goal Multiplier is at top
  • Extra: Completing bank resets bank and advances the Goal Multiplier

    LEFT POP BUMPER

  • Location: Upper left of playfield
  • Scoring: 3000 (3-ball), 1000 (5-ball)
  • Extra: Helps advance Left Defence

    RIGHT POP BUMPER

  • Location: Upper right of playfield
  • Scoring: 3000 (3-ball), 1000 (5-ball)
  • Extra: Helps advance Right Defence

    HOLE

  • Location: Centre right of playfield
  • Scoring: 5000
  • Extra: Adds a Pass lamp. Captures ball for Free Kick (Extra Ball) when lit, and after Free Kick ball is lost, the captured ball is released back into play
  • CENTRE POP BUMPERS (2) & CENTRAL ROLLUNDER
  • Location: Upper and lower centre of playfield
  • Scoring: ?
  • Extra: ?

    LEFT & RIGHT SPINNING TARGETS

  • Location: Top left and right of playfield
  • Scoring: 1000 or 3000 when lit
  • Extra: Advance Left & Right Defences respectively when lit

    CENTRAL ROLLOVER

  • Location: Centre of playfield between mini-flippers
  • Scoring: 5000
  • Extra: Awards Special when lit

    LEFT (3) & CENTRE LEFT (3) SPOT TARGETS & LEFT INLANE

  • Location: Lower left of playfield
  • Scoring: 1000 or 3000 when lit
  • Extra: Helps advance Left Defence

    CENTRE RIGHT (3) & RIGHT (1) SPOT TARGETS & RIGHT INLANE

  • Location: Right centre of playfield
  • Scoring: 1000 or 3000 when lit
  • Extra: Helps advance Right Defence

    KICKING RUBBERS & 10 POINT SWITCHES (5)

  • Location: Lower and central left & right slingshots
  • Scoring: 10
  • Extra: Alternate Left & Right Spinner lamps
  • 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.


    Pass back to STRIKER
    Last updated: 04 February 2004