Namco World Kicks 2 Game Controls Adjustments Parts Manual
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GAME CONTROLS ADJUSTMENTS AND PARTS Issue 1 W WW W W ORLD KICKS 2 ORLD KICKS 2ORLD KICKS 2 ORLD KICKS 2 ORLD KICKS 2
Page 2 The World Kicks 2 kit of parts consists of the following: ItemQuantityPart No. World Kicks 2 Player Naomi PCB 1XWK2P V226 IF PCB 1 XWK-IFPCB Amplifier 2 PCB 1 XTC-AMPCB Power Supply MPU150-4530 1 83000014 Joystick Assy 2 47000186 Football Button Kick PCB 2 XWK2P-698-618 Football Button Cap 2 XWK2P-698-605 Football Button Bezel 2 XWK2P-698-606 Football Button Shaft 2 XWK2P-698-607 Football Button Spring 2 `XWK2P-698-610 Football Button Bezel Lock Nut 2 XWK2P-698-612 USB Harness 1 X665-667 World Kicks 2 Player Universal Top Decal; 1 40000595 World Kicks 2 Player Instruction Decal (A & B) 1 40000596 Potentiometer (EWSV7CF20E130 1 X008-023 Kicker Bracket Drawing (BLE 592) 1 -- -- -- -- Game Controls, Adjustments and Parts Sheets 1set -- -- -- --
Page 3 Contents 1. HOW TO PLAY .......................................................................................................... 4 Controls .................................................................................................................... 4 Game Rules ............................................................................................................. 4 Game Start Procedure .............................................................................................. 5 Buy-in (Joining the game midway) ........................................................................... 5 2. Adjustment Switches ................................................................................................. 6 2-1 Test Mode .......................................................................................................... 6 2-1-2 Display Test .................................................................................................. 7 2-1-3 I/O Test ......................................................................................................... 8 2-1-4 Sound Test .................................................................................................. 11 2-1-5 Game Options ............................................................................................ 12 2-1-6 Coin Options ............................................................................................... 14 2-1-7 ADS Data .................................................................................................... 15 2-1-8 Data Clear .................................................................................................. 15 3. INITIALIZATION ...................................................................................................... 16 4. PARTS ..................................................................................................................... 17 5. SCHEMATIC ........................................................................................................... 18
Page 4 1. HOW TO PLAY This is a soccer game, which is played using analogue joysticks and a ball button switches as input devices. Up to 2 people can play on one machine, and up to 4 people can play using two machines interconnected. (Interconnection facilities are an optional extra). When a single player plays, the player competes against the CPU in a tournament, while multiple players can either compete against each other in two teams (Player mode) or compete together against the CPU (CPU mode). Controls 1.Joystick The direction that the joystick is moved determines the direction that the player on the screen moves and the direction that the ball is passed or shot. The amount the joystick is moved from the upright position determines how fast the player on the screen moves. 2.Ball Button Tap the ball button to pass or shoot and to tackle an opposing player. The speed of the pass or shot is determined by how hard the ball button is tapped, the harder the tap the faster the pass or shot. 3.Change Button Changes the screen player to be controlled during the game. •When shooting, press the Ball Button whilst holding the Change Button and with the Joystick returned to center to make a Loop Shot. 4.Start Button Starts the game. Enters the options on the start-up screen. Game Rules 1. The team scoring the most goals during the match period (adjustable in test mode) wins. 2. If the match ends in a draw after the normal game period, the game enters an extended period (adjustable in test mode). This extended period is a “Golden Goal” format in which the first team to score wins. 3. If after the extra time the score is still a draw, the game will go into a PK-match The PK-match is a best of 5 Penalty Shoot-out. *The setting of the PK-match can be changed in the Test mode. *When the PK-match is set to [NORMAL] and the score is still equal after the penalties a sudden death match will be played. *When the PK-match is set to [3 or 5] and the score is still a draw after the penalties the match will be deemed a draw and rth game will be over, 4. If the ball goes out of play, the opposing team makes a kick-in, a corner kick, or a goal throw to resume play.
Page 5 5. When the play is stopped for a foul, the play is restarted by selecting a FREE KICK or a PENALTY. 6. The game can be played in “CPU mode” or “Head to Head mode”. The game is played in CPU mode if only a single player plays, or all players select the same team. 7. In CPU mode, The players compete in a knockout tournament format progressing from the first round through to the final. If a player loses in CPU mode, they have the option to continue a new game against the same team. 8. In Head to Head mode, the teams compete to score against each other. The winners go on to compete against the CPU, or the losing team have the option to begin a new match depending on the setting of the ‘Game Option Return Match Setting’. (This option is set in Test mode) Return Match = OFF: Winner in Head to Head mode goes on to compete in CPU mode. Return Match = ON: Loser in Head to Head mode can resume a new match against the winner. 9. Players can join in a game midway even when other players are already playing. Game Start Procedure 1.Entry Insert coin/s to establish credit/s and press the start button at the player position to be used. 2.Field Selection Use the joystick to select which half of the pitch (or team) the player wants and press the start button. 3.Team Select Use the joystick to select a country and press the start button. * If two or more players are to play on the same team, the first player to enter decides which country is chosen. * The same country cannot be chosen for opposing teams. 4.Control Instructions Instruction for the use of game controls will be displayed on the screen prior to the start of the match. Buy-in (Joining the game midway) To join in a game already in progress, enter coin/s to establish credit and press the start button at the player position to be used. Use the joystick to select which half of the pitch (or team) to join and press the start button.
Page 6 2-1 Test Mode 1. Open the coin door and slide the test switch “ON”. The “Menu Screen” will be displayed on the monitor. 2. Operating the Service Switch will step through the tests. Select the test required by pressing the Test Switch. 3. After testing is completed, return to this menu screen, select EXIT with the Service switch and press the Test switch to return to normal game mode. 2. Adjustment Switches Two switches are required to operate the Test Options. 1. Service Switch. Press this switch to obtain game credits without incrementing the play meter, and to select an item in the Test Menu. 2. Test Switch Press the test switch to enter test mode, and to enter the selected item in the Test Menu. For monitor adjustment For testing switches and controls For setting the volume Not Used For setting options of the game For setting game pricing, etc. For displaying game data For initializing backup memory. MENU LOADED SOFTWARE : WKC2 / ver.A S/N : ###### - ###### DISPLAY TEST I/O TEST SOUND TEST JVS CABINET OPTIONS GAME OPTIONS COIN OPTIONS ADS DATA DATA CLEAR EXIT SELECT: SERVICE SW ENTER:TEST SW
Page 7 2-1-2 Display Test 1. Select “MONITOR TEST” on the menu screen to test and adjust the Monitor. The following screen is displayed. 2. Use the Service switch to choose the required item then press the Test switch. To return to the Monitor Test Menu from a test pattern press the Test switch. 3. Select “EXIT” and press the Test switch to return to the menu screen. a) Displays a colour gradation pattern. b) Displays a crosshatch pattern for CRT monitors. c) Displays a crosshatch pattern for projectors. (not used on this game) d) Displays a white square. (H or light) e) Displays a white square. (M or medium) f) Displays a white square. (L or dark) g) Displays an interlace pattern. h) Displays an adjustment screen for CRT monitors. i) Displays an adjustment screen for projectors. (Not used on this game) j) Displays an entire white screen. DISPLAY TEST SELECT: SERVICE SW ENTER:TEST SW GRADATION PATTERN CROSSHATCH PATTERN (CRT) CROSSHATCH PATTERN (PROJECTOR) WHITE WINDOW (H) WHITE WINDOW (M) WHITE WINDOW (L) INTERLACE PATTERN VIEW ANGLE ADJUST (CRT) VIEW ANGLE ADJUST (PROJECTOR) FULL WHITE EXIT(a) (b) (c) (d) (e) (f) (g) (h) (i) (j)
Page 8 2-1-3 I/O Test 1. Select “I/O TEST” on the menu screen to check I/O PCB and Switches. The following screen is displayed. 2. Use the Service button to choose the required item then press the Testbutton. 3. Use the Select Up/Down switch to change the setting. 4. Select “EXIT” and press the Enter button to return to the menu screen. I/O TEST SELECT: SERVICE SW ENTER:TEST SW HOW TO [ I/F INITIALIZE] SWITCH TEST EXIT(a) (b)
Page 9 I/O TEST SELECT: SERVICE SW ENTER:TEST SW GO TO [ I/F INITIALIZE] EXIT(1) I/F INITIALIZE : ANOTHER WAY HOLDING SERVICE SW AND PUSH TEST SW 1. When item 1 (GO TO [I/F INITIALIZE]) is selected the following screen is displayed. I/F INITIALIZE ENTER:TEST SW GO TO [ SWITCH TEST](2) KEEP STICKS CENTER POSITION AND PRESS SERVICE SW (a) How to I/F Initialize. When item (a) is selected the following screen is displayed
Page 10 I/O TEST SWITCH TEST [ ON :RED] (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) COIN 00 SERVICE OFF TEST OFF START OFF OFF OFF OFF STICK (L/R) 8765 7765 6765 5765 (U/D) 8765 7765 6765 5765 C BUTTON OFF OFF OFF OFF K BUTTON 0000 0000 0000 0000 (FRONT/BACK) OFF/OFF OFF/OFF OFF/OFF OFF/OFF EXIT:SERVICE +TEST 2. When item 2 (GO TO [SWITCH TEST]) or item (b) from the I/O Test screen is selected, the following screen is displayed. The SWITCH TEST screen displays the status of the switches. The display changes when any of the switches are operated. Press both Service button and Test button together to exit and return to the Menu. (1) The number increments each time a coin signal is received. (2) ~ (4) The display changes from OFF to ON each time the respective switch is operated. (5) A bar extends from the centre corresponding to the direction and deflection of the joystick. (6) & (7) The figure changes corresponding to the joystick angle when the joystick is tilted. The figure will change colour when the joystick is tilted to its maximum angle of defelection. (7) is for the left/right direction, and (8) is for the forward/backward direction. (8) The dispaly changes from OFF to ON when either of the Change buttons are pressed. (9) Displays the input force of the ball assembly used during the game. (10) The left OFF changes to ON, (ON/OFF), when the ball button is pressed gently and the right OFF changes to ON, (ON/ON), when the ball button is pressed hard. (12) A red bar is displayed above the line when the ball button is pressed. The bar length indicates the kick speed. A bar extends in a direction which the lever is tilted. Analog lever movement Indication on the screen