Zaccaria Soccer Kings

by David Gersic info@zaccaria-pinball.com
Version 1.0 March, 2006

Notes and Disclaimers

This rule compilation and tips sheet is, to the extent possible (in light of the subject matter being the property of Zaccaria), 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.

Soccer Kings the pinball machine is the property of Zaccaria, and a trademark of the licensor. The author disclaims all interest in any trademarks or other intellectual property referenced herein.

Playfield Layout: Main Playfield

Described from the flippers, and going around the playfield clockwise.

Flippers
There are two. Normal configuration, normal placement.
Left Slingshot
An ordinary slingshot kicker. Scores 30 points when hit.
Left Inlane
An inlane. Feeds to the left flipper. Scores 5,000 points.
Left Outlane
An outlane. Scores 20,000 points. Can be lit for 50,000 points, 80,000 points, or Special by completing the left Drop Target bank.
Left Standup Targets
A three bank of standup targets, labled A-B-C. Each target scores 10,000 points and completing the bank of three advances Orange Special. See Orange Special below.
Standup Target: Red Special
The Red Special standup target. Scores 5,000 points (un-lit). See Red Special below for details.
Left Upper Flipper
The upper flipper is linked to the lower flipper so that they operate at the same time.
Left Lane
Behind the Left Drop Targets is a small lane that feeds the Left Upper Flipper. Scores 500 points.
Left Drop Targets
A four-bank of drop targets. Scores 5,000 points per target. Completed banks advance Extra Kicks, advances the Left Outlane, and lights the Left Standup Target.
Left Standup Target
A single round standup target. Scores 3,000 points when not lit. Can be lit to advance the Bonus Multiplier by completing the Left Drop Target bank.
Centre Hole
A sink-hole. Shots to this hole take the ball off the playfield, and feed the ball via an under-playfield trough to the Ball Ejector. The ball is locked temporarily while play shifts to the Upper Playfield.
Pop Bumpers
Three pop bumpers, arranged in a classic triangle. They score 2,000 points normally (lit), or 40,000 points when lit (flashing).
Ball Ejector
A pop-up ball ejector that returns the ball back in to play. This is the eventual exit from the under playfield ball trough from the Centre Hole. When the ejector is in its normal, at rest, position, the flat top allows the ball to roll over it without being blocked.
Rollover Buttons
A set of six rollover buttons, arranged in a circle in the centre of the lower playfield area. Each one scores 5,000 points. Completing the rollover buttons starts Super Scoring.
Right Standup Target
A single round standup target. Scores 3,000 points when not lit. Can be lit to advance the Bonus Multiplier by completing the Right Drop Target bank.
Plunger Ramp Exit
Where the ball enters play, at the upper right hand corner of the playfield. The habitrail that comes from the plunger drops the ball here via a quick U-Turn. The ball is fed in to the Right Lane.
Right Drop Targets
A four-bank of drop targets. Scores 3,000 points per target. Completed banks advance Extra Kicks, advances the Right Outlane, and lights the Right Standup Target.
Right Lane
Behind the Right Drop Targets is a small lane that feeds the Right Upper Flipper. Scores 500 points.
Right Upper Flipper
The upper flipper is linked to the lower flipper so that they operate at the same time.
Standup Target: Orange Special
The Orange Special standup target. Scores 50,000 points when not lit. See Orange Special below for details.
Right Standup Targets
A three bank of standup targets, labled A-B-C. Each target scores 10,000 points and completing the bank of three advances Orange Special. See Orange Special below.
Right Outlane
An outlane. Scores 20,000 points. Can be lit for 50,000 points, 80,000 points, or Special by completing the right Drop Target bank.
Right Inlane
An inlane. Feeds to the right flipper. Scores 5,000 points.
Right Slingshot
An ordinary slingshot kicker. Scores 30 points when hit.
Plunger Ramp Habitrail
The player launches the ball in to play along a habitrail that runs up the length of the playfield to its exit in to the Right Lane.

Playfield Layout: Upper Playfield

Covering approximately 1/3 of the main playfield is the clear "Attack Zone" upper playfield.

Flipper
A single flipper. Used by the player to attempt to shoot Goals.
Extra Kicks Counter
A mini display at the front of the upper playfield showing how many Extra Kicks the player currently has.
Ball Ejector
In the upper left corner of the playfield. Balls are introduced to the upper playfield via this Ejector from the trough behind the goal. A rollunder gate allows balls only to enter, not leave, the upper playfield area.
Goal / Goalie
Along the back wall of the playfield is a wide entrance to return balls to the trough behind it. There are two small posts to divide the entrance in to Miss/Goal/Miss. In the centre, the Goal is gaurded by a Goalie. The Goalie moves left and right in an attempt to block shots to the Goal. Missed shots are worth 50,000 points, and Goals are worth 100,000.

Red Special

One of the two major goals of the game is to advance and collect the Red Special. A set of 10 lamp inserts shows the player's progress toward this goal. Each Goal scored advances the lit lamp inserts. Depending on the operator settings, lighting this feature requires 6, 10, 13, or 17 Goals scored on the Upper Playfield. Depending on the operator settings, collecting the Red Special can award nothing, an Extra Ball, Replay (free game), Super Bonus, or 4,500,000 points. Progress toward lighting this feature carries over from ball to ball. When partially complete (one time around the spiral of lamp inserts), the target is lit for 500,000 points. Collecting the Red Special via hitting the standup target resets it back to its unlit state so that the player can attempt to light and collect it again.

Orange Special

The other main goal of the game is to advance and collect the Orange Special. A line of five lamp inserts shows the player's progress toward this goal. Depending on the operator settings, advancing the Orange Special requires completing the A-B-C Standup Target banks on the left and right sides of the playfield. The operator can configure this to require completing one bank of standups, or both banks of standups to advance toward lighting the standup target for Orange Special. Depending on the operator settings, the Orange Special can award nothing, an Extra Ball, Replay (free game), Super Bonus, or 1,000,000 points. When collected, the Orange Special resets back to its unlit state so that the player can attempt to light and collect it again. Progress toward lighting the Orange Special carries over from ball to ball, but partially completed banks of standup targets do not.

Special

The Outlane Special is operator configurable to award 500,000 points, or to return the current ball to play. This is similar to an Extra Ball but does not count the end of ball bonus or reset the playfield.

Extra Kicks

The player starts the game with 1 Extra Kick, shown on the mini display at the front of the upper playfield. The player can earn more Extra Kicks by completing the Left Standup Target bank, the Left Drop Target bank, the Right Drop Target bank, or the Right Standup Target bank. When the player shoots the ball in to the Centre Hole at the top of the playfield, the ball is temporarily locked in an under playfield ball trough, and play shifts to the Upper Playfield. The player will be fed balls on the upper playfield, one at a time. Each ball fed decrements the Extra Kicks counter until it reaches 0, then play returns to the main playfield and the ball is launched back in to play via the centre Ball Eject kicker.

Super Scoring

Completing the six rollover buttons in the centre of the lower playfield starts Super Scoring. This is a timed play mode during which most playfield scoring values are multiplied by 10. While Super Scoring is running, the game plays a siren sound effect, the pop bumper lamps are flashing, and several lamp inserts in the playfield are lit to let the player know that the mode is running.

End-of-Ball Bonus

A set of 11 lamp inserts in the area between the slingshots tracks the player's end of ball bonus. The bonus is scored at the end of the ball. Up to 20 bonus can be accumulated by left and right Inlanes, the left and right Standup Targets, the left and right Drop Targets, and the left and right Lanes (behind the drop targets) during game play. They are worth 1,000 points each, multiplied by the bonus multiplier (1X, 10X, 20X, 50X). The bonus multiplier is advanced by the two standup targets at the top of the playfield.

Game Time Bonus

This is a timed play option. During the player's last ball, a timer will be incremented up from 10 seconds by every other switch closure. After the last ball drains, the ball will be returned to the player and the timer begins counting down. When it reaches zero, the game is over, the flippers are shut off, and the ball is allowed to drain. During the last (regular) ball, any Extra Balls the player earns will stop the clock from incrementing until all Extra Balls have been used up and the player is again on the last ball. During the timed play, the countdown clock can be stopped by lighting the Red Special, or by collecting an Extra Ball. Lighting the Red Special stops the clock until the ball drains. Collecting an Extra Ball stops the countdown clock until all Extra Balls have been used, then timed play resumes where it left off. During timed play, no End-of-Ball bonus is collected, and the Left and Right drop target banks are not reset when the ball drains. When the timer expires, the End-of-Ball Bonus is counted up normally and the game ends.

Tilt

Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus. Tripping the slam tilt ends the game play.

Gameplay

Game play starts with the player plunging the ball up the wire habitrail, leading to the upper right corner of the playfield. The ball enters play via the top of the right lane, feeding to the upper right flipper. The player can attempt to flip the ball in to the center hole, or can allow the ball to enter the main playfield.

On the main playfield, the player has several objectives which can be attempted in any order.

First, completing sets of A-B-C standup targets advances the Orange Special, as well as adding to the player's Extra Kicks counter for eventual use on the upper playfield. What the Oranage Special awards is configurable by the operator, but the award is worth collecting whether it is a Replay, Extra Ball, or Points. I recommend having Orange Special configured to award an Extra Ball. Advancing the Extra Kicks counter does not, by itself, score any points, but it does enable the player to score more Goals on the upper playfield, which are worth points and which advances the Red Special.

Second, the player can work to complete the left and right drop target banks, which also advances the Extra Kicks counter. The drop targets are worth points as well, and light the two upper stand up targets to advance the bonus multiplier.

Third, the player can complete the six rollover buttons to start Super Scoring, making everything else on the main playfield worth more points for a period of time.

Forth, especially once the Extra Kicks counter has been incremented a few times, the player can flip the ball in to the Center Hole, moving play to the Upper Playfield where the player can attempt to score Goals. Goals are worth points, and advance the Red Special. Completing and collecting the Red Special is the most imporant, and most lucrative, goal of the game. What it awards is configurable by the operator. I recommend having Red Special configured to award x,xxx,xxx points. The number of Goals needed to light the Red Special is also operator configurable.

Tips, Tricks, Strategies

Advance Extra Kicks as many times as possible. Make shots to the Center Hole to get to the upper playfield whenever possible. Having multiple Extra Kicks available before reaching the upper playfield is good, but since the player always has at least one Extra Kick available, making one Goal to advance toward Red Special is good, and play on the upper playfield is safe since the ball will return in to play on the main play afterward.

The A-B-C standup targets on either side of the playfield are relatively difficult to hit and collect. But, these are worth shooting for because they advance the Orange Special and award Extra Kicks.

Somewhat less difficult are the upper drop target banks. Go for these whenever possible, to advance the Extra Kicks counter, and pick up the standup targets to advance the end of ball bonus multiplier.

Generally, the rollover buttons for Super Scoring, and the end of ball bonus will take care of themselves.


Document written by David Gersic info@zaccaria-pinball.com