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Table detail
World Cup Soccer 1.6
REMEMBER CAB USER: swap dmd name to have the display onto the backglass and delete the HUD DMD
Rules to Bally WORLD CUP SOCCER v 1.0
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 OutlaneHas a kickback which is relit by hitting Light Kickback Target.
Left InlaneHas a rollover which lights the Light Magna-Save target.
Magna-SaveAh 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.
SlingshotsThe return of the standard slingshot, no more of this trapezoid shaped junk like Demo Man or ST:TNG.
Light Kickback TargetThis is lit by rolling through the right inlane. Hitting it lights the kickback.
Left SpiralThis 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 RampThis 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 TargetsStriker 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 KickThis is a saucer. Falling in it lights the Free Kick standup target.
TacklesThis 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.
AssistAnother 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 RolloversThere 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 ScoopThis 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 LanesThree 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 BallTheres 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 TargetWhen 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 scoopWhen 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 RampSame 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 saucerThere is another Light Free Kick Saucer to the right of the right ramp. See above.
Light Magna Save targetWhen lit, hitting this target lights the Magna-Save. This target is lit by rolling through the left inlane.
Right InlaneRolling through this inlane lights the Light Kickback target.
Right OutlaneThere is a special light here, which is lit at the end of multiball (see MULTIBALL below.)
Plunger / Skill ShotFirst 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!
RulesGOALSFor 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 AWARDSShooting 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 AWARDSHtting 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.
MULTIBALLOK, 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.
CITIESThere 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! 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.
BUY-INYou 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.BONUSBonus is awarded as outlined below * 5M per goal
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.
Document written by Greg Dunlap gdd@rci.ripco.comDocument converted to HTML by David Gersic dgersic@niu.edu 3d MODELS and textures: ROM textures shading and coding : smoke Ad |
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Table version : 1.6
Pin sim DB has a detail of world RUP soccer that includes BAM version. These all used on the tables in the virtual pinball. Here you can get bestcustomessay.org info for all the level of college students. You can download their all wallpapers for your games background. Join their website for the list.
Table version : 1.6
This is a great place to visit! I also would recommend you the great website https://gitlab.com/MasterCuS/sex-is-always-a-good-way/issues/2 which I personally had the nice experience with!
Table version : 1.6
Hello everyone, I'm a fan of this table since very young. The DMD is not on the backglass but on the playfield, at the top left. How to put it where it should be on the dmd? Thank you
Table version : 1.6
you have to have a folder for each table, it will save you from many trouble (many frontend support this now)
Table version : 1.6
Please link your generic SOUNDS.fpl to another fpl name (for example WSOUNDS.fpl or SOCCERSOUND.fpl). A different "SOUNDS.fpl" is already in use for your XMen Table and others.
I must do that manually for my collection everytime you update this table. (relinking each wav file...it's a unpleasant chore)
Table version : 1.6
merci!
Table version : 1.6
Amazing! Not a fan of football (soccer) which is highly unusual for an Englishman but I love pinball and this is a remarkle peice of work. Great job!
Table version : 1.6
Super table mais comment changer le nom de DMD svp ?
Table version : 1.4
Great table from looks and feel, physics2.5 work ok.
Table version : 1.4
REMEMBER CAB USER: to have the display onto the backglass,
delete the HUD DMD and rename the backglass DMD using the HUD DMD name
where is the file to delete? Sorry for my English
Table version : 1.4
Dmd no found in the backglass in mode arcade in 2 displays, help
Table version : 1.4
Verygoodjob
Table version : 1.31
I'm the only one to have an issue for the bonus score ? it always say Bonus 0 ... Evenif I play one hour with same ball :)
Table version : 1.31
merci cool
Table version : 1.31
Note that you have to get the custom physics from the 1.2 version download. custom physicsis not in the 1.31 version download.
Table version : 1.2
GOOOAL !!!
Thanks a lot !
Table version : 1.2
I played one game and I never scored a goal in the game compared to visual pinball where i always score many. I hit the goal twice.
Table version : 1.2
Looks great and plays really well. But am I the only using bam? And can't get theDMD on the back glass?
Table version : 1.2
Nice table but find it hard to get the ball up the ramp.Haven't done it in the first two games I have played...Seems like flipper power or ramp is too steep.Cheers.
Table version : 1.2
Awesome table. You did a Great Job!!!
Table version : 1.2
room I did the loop of the word cup like to send to you can I send my email to you jlcuri67@gmail.com hope you like
Table version : 1.2
Graphics dont load... see every grey... weird.
Ok at medium settings, the graphics show up... I also restarted future pinball... not sure if that had anything to do with it ;) (Yeah some other table caused a resource leak... now it's working fine at minimal settings :))
Table version : 1.2
Thank you Rom and smoke! 5 Stars
Table version : 1.2
!!!!!! WOW. Fantastic Table !!!!!!!
Great work.
Table version : 1.2
DMD Desloqued help me ..
Table version : 1.2
great work!
Yeah Boi Another update Siik!
Thx for the update (Y)
Woah!! Looks freakin special!
Great job !
Table version : 1.1
Icredible graphics and sounds !
But on my computer, the ball remains really slow and weak, even running 2.5 physics.
The ramps are really difficult to take : the turning pieces at their bottom seem to slow down the ball instead of just making a small noice like in real pinball.
I don't know if thius problem commes from my settings or from the table. After testing, default physics seems worse.
Witing for update but this is really an fantastic work in 1.1 update
Table version : v 1.0
Merci bien. belle table bien fait.
Table version : v 1.0
Pourquoi on ne peut plus mettre des étoiles? C' était quand même intéressant pour connaître l' appréciation de chacun. Donc si c' était à refaire j' en mettrais 5 plus un commentaire du genre merci de faire vivre future pinball avec des tables de cette qualité. La reconnaissance des autres n' a pas de prix. La qualité ne vaut que par le partage.
Table version : v 1.0
Very well done. Look great. Only the ball is not perfect. Slow and the phisyc sometimes is wrong. Waiting an update. Thanks.
Table version : v 1.0
Absolutely a masterpiece !!
A big thank you to both of you for this beautiful table
Table version : v 1.0
fantastic job guys , thanks
Table version : v 1.0
Thanks Smoke & Rom for all of the hard work that's gone into this :-D. Physics play well & all ramp shots are possible though a bit tricky. Lost 2-1 to Germany in the world cup final on my first go lol.
Table version : v 1.0
physic file is now available as a separate download - it was missing in the archive.
Table version : v 1.0
Wonderful! Perhaps needs some adjustments, but... chapeau!
Table version : v 1.0
Wow! 1.0 comes as a surprise at this time of the year! Plays well on Zedonius & 2.6 physics just like the other great FP titles from the past. Really like the models, DMDwork, gameplay, music & sound. This table (along with StarTrek) makes 2015 a great memorable year for Future Pinball. Thanks to the whole team for all the hard work put into this.
Table version : v 1.0
Alguien que se anime a emular HURRICANE !!!! POR FAVOR!!!
Table version : v 1.0
version 1.0 is awesome, maybe just to make flipers a lil bit stronger to make ball go easier on the ramp,
and the score board doesn't show on the top screen when you look up at it
other than that, I didn't come to any bugs yet, works perfect
and I would like to thank you for making this for fp since this is my one of the most favourite pinballs ever
Table version : alpha 0.8
you are fantastic! i wait for this table many many years very good job kepp going !!! we nedd the final table with music complite !!!!
Table version : alpha 0.8
Awesome. Can't wait for sound to be added. Great stuff!
Table version : alpha 0.8
No sound?
Table version : alpha 0.8
I keep checking this site just to see how this table is coming along... keep up the great work!
Table version : alpha 0.6
The ball gets stuck a lot in the top part. Solution: set goalKicker X to 276 (-1).
Edit: Variable error line 2166. Change 'loops' to 'Loops'.
Table version : alpha 0.6
why sound not working
Table version : alpha 0.01
Finaly WCS !!! thanks man!
i have no sound of dmd? en bal stuck many times
Table version : alpha 0.01
Oh man, I hope this gets finished. This seems like it took a while. Looks great so far!
Table version : alpha 0.01
I have change the Goal Ramp high in editor from 65 to 63mm,don't stack now,but more bugs yet.
hope a update coming soon.
Table version : alpha 0.01
j ai fais comme tu m a dis
mais pour extraire le dossier dans future pinball
je comprends pas
désolé je crois que je suis un peu nul
merci pour tes conseils
Table version : alpha 0.01
AWESOME!!! Many thanks! :D
Table version : alpha 0.01
FANTASTIC , this is one of my favorite tables on Visual Pnball THANKSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Table version : alpha 0.01
FYI. just got done playing.. 1st load up ball got stuck in CoinDrop.. but then after restart it worked.. then 5 minutes later ball got stuck in ramp.. heres a picture.. ball is actually stuck there.. LOL.. nice table though.. you can save this image to desktop and it gets bigger..