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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 
    						
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