Goal

The net and moving goalkeeper in the upper center. Four Star Rollovers lead toward it. Try a right-flipper forehand past the goalkeeper. Track a blocked shot immediately; it can rebound toward the middle.

Bally · 1994 · VPW 1.5
Score goals, climb the multiball rankings, or visit nine cities to play the Final Match.
Begin with the Goal, behind the moving goalkeeper. For larger progress, build Multiball and defeat ranked teams. Visiting all nine cities is a separate route to Final Match; beating Germany during ordinary multiball leads to Victory Laps instead.
Learn the Goal, both ramps, and Final Draw scoop first. These give you a compact set of aiming points to practice without trying to understand every flashing insert at once.

Sources: Rick Brewster’s strategy
The installed VPW playfield supplies the geography. Flipper approaches are practice starting points; physical returns have not been verified on the cabinet.


The net and moving goalkeeper in the upper center. Four Star Rollovers lead toward it. Try a right-flipper forehand past the goalkeeper. Track a blocked shot immediately; it can rebound toward the middle.




Three red standups: either side of Left Ramp and right of the Goal. Aim across from the opposite flipper. These are targets, not the separate Striker Scoop. The crop shows the two beside Left Ramp.





Narrow scoop below-left of the giant soccer ball, immediately left of Right Ramp. Try a controlled left-flipper forehand. Separate it from the adjacent ramp; the scoop entrance is partly hidden by the wireform.


Raise the left flipper before using Magna-Goal.

Standup immediately left of Final Draw. Its two starting cups are lower down, one on each side. Try a right-flipper forehand at the standup. The lower cups also appear beside the protection targets.

Lower-right relight target beside the Free Kick cup; the save magnet itself is above the left flipper tip. Try a left-flipper forehand at the relight target. Do not confuse that target with the magnet location.
Plunge into a flashing Coin Toss hole. Complete all three different holes to advance a city.
Adjust launch strength a little at a time. Watch which hole receives the ball before preparing for its return.
Completed Coin Toss holes stay solid.
Sources: Bally manual · Espie’s guide

For the first few games, judge the route by whether you can reach Final Draw under control. If you keep missing one ramp, practice its entrance after a catch instead of turning every return into a rushed attempt.
Sources: Pinball Land tips · Bally manual · Rick Brewster’s strategy
The Goal is ready when its large insert is lit. Complete the four Star Rollovers leading upfield to relight it after scoring.
When the ball enters Assist, use either flipper button to kick it at the Goal. Try firing when the goalkeeper is toward the right.
During multiball, Assist fires automatically and can relight the next Jackpot.
Goals start Ultra scoring: Spinner, Jets, Ramps or Goalie. Shoot the matching feature. Each ends at thirty million earned plus a ten-million completion bonus, or at the drain. All Ultra points are paid in end-of-ball bonus; a tilt loses them.
Sources: Pinball Land tips · PAPA rules

Flashing BUILD shots at Left Orbit, either ramp or Striker Scoop fill five soccer-ball panels. Complete them, lock one ball at a lit ramp, then shoot Final Draw. Later starts offer fewer BUILD choices; follow the flashing arrows.
Goal Jackpots defeat opponents. Either ramp relights the Goal for the next team. Keep alternating until Germany: its Jackpot pays 250 million and starts Victory Laps worth fifty million each.
After five Victory Laps, alternate Left Ramp and Goal. Later multiballs resume two ranks higher; after becoming champion, defeat Germany again to restart Victory Laps.
If multiball ends before your first Jackpot, take the lit restart promptly at a ramp, Final Draw or Assist. Otherwise rebuild the soccer ball and locks.
Find the moving ball before aiming again. With one ball held, use the other for a deliberate Goal attempt; a missed goalkeeper shot can return quickly toward the flippers.
Final Draw also lights on the last ball if you have not played multiball.
Sources: Espie’s guide · Rick Brewster’s strategy · PAPA rules · Bally manual
TV starts lit and relights every four goals. Shoot Final Draw to begin the next round. If multiball is also ready, it takes priority.
These four rounds run for twenty seconds. Watch the display's timer.
TV rounds start only in single-ball play.
Before collecting TV, locate the next round's shot. After the announcement, let the returned ball settle rather than immediately flipping at the last feature you were playing.
Sources: PAPA rules · Bally manual · Espie’s guide
Make both ramps or complete BUY–TICKET Top Lanes to earn a ticket. Then shoot Left Orbit to travel. A flashing city is qualified; a solid city has been visited.
Travel also lights Tackle for points.
Sources: Espie’s guide · Bally manual

After Los Angeles, shoot Final Draw. For forty-five seconds, manually plunge replacement balls and shoot goals. Beat Germany's goal count to win 500 million; each of your goals scores 75 million. A tie goes to sudden death: the next goal wins.
When the match finishes, the flippers switch off while all balls drain. Your turn then continues; this cleanup is intentional.
Keep one hand ready for the plunger, but look back to the flippers as soon as a served ball enters play.
Sources: Bally manual
Spell STRIKER by hitting Striker Targets, then collect the lit Striker Scoop. Mystery can award points, goals, cities, an extra ball, multiball, Unlimited Kickback, Penalty Kick or Super Free Kick.
Penalty Kick gives one Goal attempt from the right flipper. Super Free Kick lights Free Kick for twenty seconds of increasing awards. Unlimited Kickback lasts for the current ball.
Read the award before choosing another shot. A newly started timed feature can make your previous target irrelevant.
Sources: Espie’s guide · Bally manual
Right Inlane briefly lights the Corner Kickback target. Hit it before the light expires to restore the left-outlane save.
The magnet above the left flipper can help catch a loose ball. Activate the extra left-side button when the magnet is ready.
On this installed version, Magna-Goal uses Left MagnaSave. The lockbar input is assigned to buy-in; it is not the magnet control.
Left Inlane briefly lights the Magna-Goal target; hit it to relight the magnet. Header Save, an automatic kickback for upper-lane entries to the left outlane, is unavailable during multiball.
Raise the left flipper before using Magna-Goal.
Either lower Free Kick saucer briefly lights Free Kick for a scoring shot.
Sources: PAPA rules · Pinball Land tips · Bally manual · Espie’s guide
Collect lit extra balls at Striker Scoop.
Extra-ball sources include Washington D.C., the second TV round and Striker’s mystery award.
When an award is lit, remember the scoop's location before letting a rebound tempt you toward a different feature.
Sources: Bally manual · Espie’s guide
Multiball rewards a repeatable Goal–ramp rhythm. Practice holding balls on the left flipper while the right shoots Goal and Left Ramp; stop the rhythm when you lose control.
Bonus includes your accumulated goals and cities plus this ball's Ultra points. Avoid tilting.
Choose the next target from the present state: Goal ready, BUILD incomplete, lock ready, or ticket ready. Recheck after a drain or feature start. That keeps the route understandable when several awards overlap.

After twenty-five hits, Jets score one million each for the rest of the ball.
Sources: Rick Brewster’s strategy · PAPA rules
Bally's 1994 World Cup Soccer, recreated by VPW v1.5 with ROM wcs_l2. Source scoring examples differ across releases and settings; use the current display for secondary award values. Physical feeds and a full cabinet playthrough have not been verified.