Champion Pub (Flipper) (e)


                         Champion Pub Rulesheet v0.73
                      =================================
   
                                  by Poln
                                  10/30/98
                             based on v1.4 ROMS

Hello, this is my very first attempt of writing this rulesheet for a pinball 
game.  I have taken over rulesheets before (follow their guidelines), but this
is different.  I'm trying my best in putting this together.  There are still 
some bugs on it.  If you have any questions, comments, concerns, corrections, 
additions, etc. you can e-mail me at 

psu19257@odin.cc.pdx.edu


What's New
----------

v0.4 -- Initial release (07/24/98)

v0.6   (10/23/98)
-Added "Smart Punch" to Skill Shot (left this out..oops)
-Fixed Fun w/ Bonus section
-Fixed Video Poker section (still needs work, need assistance on it).
-Fixed some playfield layout
-Fixed spelling/grammar errors.
-Added few more quotes (minor).
        
v0.61
-Minor fixes
-Added more quotes (minor).

v0.70
-Remove Quote List from the fighters... *see below
-Fix "Bonus" section
-Added Extra Ball Section
-Fix Poker night 
-Fix Raid Multiball
-Minor fix on Cash Fight
-Minor fix on Fight your opponent
-Added Voice Credits (thanks to John Lange)
-Fix Hurry-up section (Shadow Boxing)
-Added Bugs section [Major bug here] (thanks to John Lange)
-Added Misc. section
-Added/Fix other stuff that careful eyes could watch.
 
v0.72
-Added max jumps in jump rope
-Added more about the barfly in Misc. Section (also added cows)
-Minor fixes
-Added few more quotes

v0.73
-Minor Fixes (again)

+---------------------------------------------------------------------+
|A good quote list from John Lange, that have quotes for different    |
|fighters for this pinball game is available at...                    |
|                                                                     |     
|http://www.mindspring.com/~rosco29/  (added in the rulesheet).       |
+---------------------------------------------------------------------+

"The Champion Pub" is a trademark and copyright of WMS Industries.  You 
can do whatever you want with it, but don't abuse this.  (You know what's 
legal and what's not). c. 1998

You can visit the official website for Champion Pub info at 
http://www.pinball.wms.com/games/pub

Williams/Bally website:  http://www.pinball.wms.com
e-mail:  champion@wms.com

Why "Crazy Bob" is in this???


Design Credits
--------------
Pete "Pound a Few" Piotrowski -- Concept and Design
Dwight "Kunckles" Sullivan -- Software and Designer
Brad "Xacto" Cornell -- Mech Engineering and Design
Rich "Big Daddy" 'O Carle -- Music and Sound
Paul "the Brawler" Barker -- Art and Design
Linda "the Real Deal" Doanne -- Art and Design
Adam "Smasher" Rhine -- Dot Guy
Tim "the irishman" Moran -- Web page Designer


Voices
------
Jon Hey -- Master Bim Bam Boom, Crazy Bob, and Pierre LePunche
Vince Pontarelli -- Steveo and Sir Winston Pounds
Herman Sanchez -- Armando Santiago and Patrotsky Yirbitov
Rich Carle -- Dan Unda and Antonio Jaberini
Scott Stevenson -- Drunk, Franz von Pain, and Kunckles O'Brien
Greg Friers -- Your Coach


Credits for making this Rulesheet possible
------------------------------------------
Champion Pub website
Matt Magnasco (matt@teriyaki.resnet.gatech.edu) 
John Lange (jlange@vt.edu) 
                                                

Playfield/Layout
----------------

Basically, there are minimum requirements to do certain things.  It's printed 
on almost every part of the playfield.  If you are a first timer, you can look
at the board and see what you will need to do in a certain area.  It won't 
explain everything, just the basics.


Flippers -- 2 Standard flippers.  Can't go wrong here.


Post -- Located between the flippers.  This is similar to A13, MA (Mario 
Andretti). It goes up when you start a new ball or when you start a fight.  
When it goes up, it's up for a short time.  If the ball goes through the 
post during the game, you lost the ball.  Too bad.    

At the start of a new ball (except for balls after locks), if the ball goes 
through the outlane while the post is up, then the ball is saved.  Ball will 
NOT be saved if you won the fight, post is up and ball went though the 
outlane.  Exceptions are..
      - When completing 3rd fight, you start Raid M. 
      - When completing 5th fight, you start Champion M. 

Also, ball is lost when during fight, the ball ends up in the outlanes.
Unless, Second Wind is lit.


Slingshots -- 2 Basic standard ones.  


Left inlane/outlane -- Same.. When the ball goes through the inlane, the 
jackpot at the right orbit (or scoop) is lit for a short time unless its 
already lit.  Outlane, you're out of luck unless Second Wind is lit.  There is
NO kickback.  There is a post nearby to adjust the length of the outlane.  


Left Saucer --  Similar to NBAFB.  Call it the corner shot.  Starts Spittin' 
Gallery, Poker Night, awards Extra Ball, increase the purse value and start of
the Ultimate Challenge (Grand Finale)^.  It will also start the fight. 

^It will be lit when everything is completed.  You can start the grand finale 
by shooting left/right orbits as well.


Left Orbit/Scoop --  Shoot this goes to the saucer which will flip up to the 
jump rope area if Jump Rope is lit.  Otherwise, the scoop will go down and it 
will feed to the left inlane. (If it is down, award in a similar fashion 
as right Scoop). It will start the fight as well.  when it leaves, it will go 
to a habit rail to the left inlane.  During Multiball sessions, it will loop 
around and exit through the right orbit (similar to NBAFB). This will also 
start fight.  


Jump Rope --  Not easy to explain here.  Basically, there is a magnet which 
holds the ball, a sensor?, small stick that pops up when you hit the flippers,
and an object which moves around during jump rope sessions.  When doing it, an 
object will move around and when you press the flippers, a white stick will 
pop up making the ball go up and down. Sensor? I don't know if there is one, 
but it may be used for how many jumps completed.  The optimum time to flip the
ball is when the jump rope is even with the crease in the right flap.


Left Ramp --  Used for going up to the Speed Bag area, awards Jackpot when 
lit, or increase the Purse Value during the fight. There is a diverter at the
top of the ramp to go either way.  In any case it will feed the right 
habitrail towards to right inlane.  It can also setup to earn jackpot.


Speed Bag --  When you in that area.. there is a punching bag and two plastic 
objects (hands).  Use your flippers to move the hand in which you hit the bag.
The left flipper for left, right flipper for right. You have 5 seconds to hit 
as many as you can.  


Pop-up post --  This will pop up when your supposed to go to jump rope area 
from the left or to a lock area on the right.  


Inner-left passage #1 --  You can't access it.  Generally feeds to the saucer 
from the left orbit.  Will pop-up to the jump rope area.


Two Yellow stand ups -- One is located near the left ramp, other is located 
near the right orbit/scoop.  Each hit will count towards increasing the 
Multiplier to Bonus "X."  It takes 3 hits to increase the multiplier so 3 hits 
you will get 2X Mult., another 3 hits, 3X Mult. etc.  There is NO Hold Bonus. 
I don't know what the maximum bonus is (hope is not 250X like MM/AFM.  If it
is, sue me).


2 Green Hook Ramps -- (that's the official name from Bally/Williams).  
Generally does is to hit towards the head.  This awards you K.O. or a head 
shot award.


Heavy Bag/Big Person -- This is a major part of this pinball game much like 
the Ringmaster in CV.  Generally you will start hitting heavy bags for a 
while.  When fight starts, or during Champion Multiball or F. Multiball, it 
will turn around and you will see a man.  The arms used are movement to punch 
you during a fight.  sort of like Segas Frankenstein, but not close.  
Occasionally, if heavy bag is shown you occasionally have the ball stuck in 
the back which you may have to wait will the machine does the ball search. 


Inner right passage #2 --  You can't access it.  Generally feeds to the lock 
mecinism.


Lock Mecinism --  Generally Locks balls if Lock is Lit, or lands there during 
door prize in skill shot or start fight begins.  


Right Orbit/Scoop --  Similar position to JY.  Shoot this will Award Lock, or 
Start fight.  If scoop is down will count towards start of hurry-up value or
towards lighting K.O. or add value during hurry-up.  During M-ball sessions, 
it will loop around and exit the left orbit.  


3 Beer Yellow Targets --  Light all 3 and the purse value will increase and/or
light lock which earn you towards 2nd and subsequent reg. multiball.  3rd or 
later, you will need to light the yellow targets 2x each.  If you lost the 
ball, the targets will still be lit until you hit all 3 (unlike MM Merlin 
Magic).


Right Inlane/Outlane/Against the Ropes --  This gets to be tricky explaining. 
Maybe you can help me out here.  Inlane/outlane is standard (same as left).  
On the right side past the beer yellow targets, you are 
"Against the Ropes"/Danger Zone.  There are a series of posts at staggered 
locations.  The ball may land in the Ball Launcher, Right Inlane, Right 
outlane, or back into the center playfield.  It's like Plinko (sort of) from 
"The Price is Right" (TV Game Show).  Only it's flat.
  
If it ends up in the launch area, it will shoot it up and put the ball back in
play or start a match.


LED Meter -- Used in fight situations, lights will flash or steady.  Shows 
your level meter on your strength.
 

Objective
---------

The objective of this game is to earn jewels on the belt.  You need to do the 
following elements.  Each element earned awards 500K.

-Training Jewel
  * Minimum of 6 Jumps in Jump Rope. (cumulative)
  * Minimum of 6 Hits in Speed Bag.   (cumulative)
  * Approximately 10 hits on Heavy Bag.   Only counts toward a jewel when you 
    earn your life bar towards Start Fight.

Once you complete the minimum requirements, you cannot do them again until you
complete the others. (e.g. if you completed jump rope, you cannot use that 
method again until you completed Heavy Bag and Speed Bag).  When you did all 
this, you can start them again.

Finish it again, you earn another 500K.

In those training sessions on Jump Rope and/or Speed bag, after 10 consecutive 
jumps/hits, 2x purse value will be added.  After 20 jumps/hits (consecutive) 
you will be awarded a Smart Punch.  Get as many as you can and see if you can 
break the record.  "Keep training, kid."  

For Jump Rope session, the maximum jumps allowed is 30.  If you made 30 jumps,
you can put your initials at the end of the game for being a Jump Rope 
Champion (no credit, though).

-Earn 3 Multiballs
  * F. Multiball (explain in Multiball session)
  * Raid Multiball (After winning 3rd fight)
  * Multi-Brawl (Regular Lock 3 Ball(s) method to Start this type)

-Get a K.O. during a fight
  To do this.. you need to go through the scoops 1 each.  So if you did a jab 
  combo on one side, you will need to do the other side.  Each jab combo is 
  worth 50K. If you did those, one of the K.O. lights is lit (towards the
  green ramp) and you have approximately 5 sec. to have a "head shot" to beat 
  him.  You can also press the Launch Button to simulate the "Smart
  Punch"/head shot and it will award a K.O.  The 2nd time requires 3 Jab
  Combos, 3rd time, 4 JC, etc.

  Note:  If one of the scoop diverters is broken in the up position.  It is 
  impossible to earn a K.O. towards Ultimate Challenge.  So the alternative is 
  do the "Cash Fight" method through the rest of the game.  


-Complete all 15 Jackpot Levels  (Self Explanatory)  During normal mode, if 
 you went through the inlane, one of the jackpots will appear for a shot time,
 which you can have a chance to earn it.  You can also make it lit by.. Go 
 through the left ramp to make it lit, or by the skill shot method. Jackpots 
 are lit during reg. Multiball, and Champion Multiball.  Jackpots start at 
 100K and increases by 100K up to 1.5 Million.  You will maxed out at that 
 point thereafter.  Jackpots are cumulative.

Here are the names used for types of jackpots...  (do you remember Latin?)

Jackpot                    100,000
Double Jackpot             200,000
Triple Jackpot             300,000
Quadruple Jackpot          400,000
Quintuple Jackpot          500,000
Sextuple Jackpot           600,000
Septuple Jackpot           700,000
Octuple Jackpot            800,000
Super Jackpot              900,000
Mega Jackpot              1   million
Ultra Jackpot             1.1 million
Turbo Jackpot             1.2 million
Maximum Jackpot           1.3 million
Cow of a...Jackpot        1.4 million
Jackpot Deluxe            1.5 million


In addition, you need to..be Pub Champion... to do this..

Win 5 fights. After the 5th fight, Champion Multiball starts and you are the 
Pub Champion.  If 2 to 4 players earned it. The last person get to put in the 
initials at the very end of the game.

Once you complete, you will get a chance to do the Ultimate Challenge.


Quotes for start of game
------------------------
"Good to see you, Kid."
"Good to see you again, Kid."
"Welcome to Champion Pub, Kid."


Skill Shot
----------

This is different.  Similar to JY, but you will need to hold the Launch
button.  When released, you will get that award as the ball pops up from the 
launch area and loops around and exits the left orbit towards the left flipper
(similar to FT).  Sometimes, it will hit an object and will go either to the 
lock mechinism (which will eventually award lock if lit), or exit through the 
right orbit.  There are different awards to offer.


10 - Earn 10 points.  Very dismal.
5X - Get Bonus Multiplier 5X added so you start with 6X.
2X Purse - Double the current Purse Value
! - Starts Hurry Up Mode
M - 1 Million Added to your score
$ - All Jackpots Lit (Remains lit till you collect it)
Fist - Smart Punch

! and $ alternate each other during skill shot session.  
 _
|$| - Door Prize.  If selected, you will see people and penguins leave the
 -    pub and determines what award you will receive.

      If this is selected, ball will be forced into the lock area. You won't 
      award a lock, just a place where a ball can be rested while the computer
      will search a prize for you.

       
             * Lite Spittin' Gallery (Video Mode)

             * Lite Poker Night      (Video Mode)

             * Second Wind (lights in one of the outlanes) Similar to 
               Recycle in JY, but you can only get it through door prize 
               or in the hurry-up mode the 3rd time.

               When used, ball would be saved, 3 health bars added, and 
               if ready, will start fight for you.

             * Six Health - Add 6 life bars towards start fight
 
             * Start Fight - All life bars filled up and Lights Start Fight

             * Extra Ball Lit - Guess what it does.
               It can be accumulated.
          
             * Light Lock - Ooh.. a toughie.  Rarely awards this. [1]
   
             * Smart Punch - Earn 1 smart punch.  Used during the fight.  
               Press the Launch button when you want to use it during the 
               fight session (similar to Troll Bomb in MM).  SP awards 
               the same as a head punch.  so its possible to use to award 
               a K.O. that way.  

               You can press the launch button during normal times to see 
               how many smart punches that you have.

===========================================================================
               [1] Light Lock option can be available after you completed 
               Multi-Brawl the 1st time.


Hurry-up Skill shots.....  (Shadow boxing)
---------------------
You get to do this by .. 

  1) go through the scoop 3 times during a normal session or during 
     contender challenge session. (or)
  2) as a skill shot award        (or)
  3) Flush hand from Poker Night.

You need to hit the heavy bag once as fast as you can.

1st time the Value starts at 200K and it descends down towards ___K
2nd time the Value starts at 400K
3rd time                     600K....etc..

If you go through the scoops, the value is increased by 200K and will start at
the new value and will go down..You also be awarded a Jab Combo which is 50K.

successful completion 

1st time -- Smart Punch
2nd time -- Poker Night
3rd time -- Lite Second Wind (outlane)
4th time -- Extra Ball lit

After the 4th time, it will start from the beginning (Smart Punch) again, but 
you will need 3 more jabs each time to start the hurry up.


VIDEO MODES
-----------
There are 2 video modes in this game...


Spittin' Gallery
----------------
You can earn this by
      + Door Prize award
      + When you win your 1st fight

In this one, you will need to move the platoon around using your flippers 
[left flipper to move left, right flipper to move right].  There are 6 men 
side by side.  You will need to move around and catch the spit before it hits 
the floor.  You will need to catch 10 of those before you miss 3.  If you miss
3, too bad.  Occasionally, an EB will spit out.  Catch it, and you will get an
automatic extra ball (similar to FT where you shoot water skiers).  Rarely, 
you will see 2 EB's coming out, but it can happen.

Scoring: 2.5M + 250K * each spit caught + 2.5M if finished + 2.5M if perfect.

so.. you earn 2.5 million bonus for catching 10.  If you did it perfectly, 2.5
million bonus will be added (clean victory) so the maximum total would be 10M.
    

Poker Night
-----------
[If you don't know how to play poker, ask around and hopefully, they will 
teach you the basics about poker.  You will need some basic knowledge to play 
in this mode].

You can earn this by..
        - Door Prize Award
        - Completed the hurry-up mode the 2nd time

You have 15 seconds to decide which card you want to keep and discard..  
(This is a one shot deal).  Use your flippers to move to a certain card, Press
the Launch Button to discard or undiscard.  Here are the awards for completing
this...   If they gave you a great hand the first time the best way is to wait
for the time to expire.  Sort of like video poker, but this is for amusement 
only.


Fold        -- Big points 250K or Nothing

Royal Flush -- Jewel will be awarded for you. (from left to right so if 
               you already have a training jewel, it will give you the next 
               jewel that you need.

Pair        -- Increase the purse value

Two Pair    -- Increase the Bonus Multiplier by 5X.

3 of a Kind -- All Jackpots Lit

4 of a Kind -- Extra Ball is Lit

Straight    -- Start Fight lit (ready to do battle)

Flush       -- Hurry Up mode started (shadow boxing)

Full House  -- Automatic start of multi-brawl (extra).  This will not 
               count towards how many M-brawls that you had.  This is a free 
               for you.  You will be awarded a mark towards M-Ball jewel if 
               you haven't got one yet.


I wonder what happens if a [Straight Flush] Happens....


MULTIBALLS
----------

Multiballs can be stacked with the exception of Ultimate Challenge. 
(similar to CV).

There are 5 types of multiballs used in this game.  All of them have a short 
ball saver regardless of the red post.


Multi-Brawl
-----------
Basic 3-ball lock method to start this.  1st time, shoot the left orbit 3 
times to start it.  2nd and subsequent times you need to light all 3 yellow 
bear targets to lite lock individually or as an award from the door prize.

When you lock the first ball, you will see the animation of someone throwing 
the chair past the can can girls towards the wall which you earn 250K.  
Quotes...

 "Thats ball 1, slugger."    "Ball 1 is all locked up."

When lock the second ball, you will see a bartender making drinks and suddenly
looked up and runs for cover as someone threw the bottle at him which shatters
the mirror.  You earned 250K for this.  Quotes..

 "One more, and its Multi-Brawl!"  
 "One more, and this pub goes bullistic!"

Lock the 3rd ball and .......  (guess).


Jackpots are lit.  The left ramp, right orbit, and bag/man is available for 
making a jackpot.  You will need to make one of those requirements to re-lit 
the jackpot again.  means, you need to shoot the left ramp, hit the bag/man 
and right/left orbit one time, before you can do them again.


Fisticuffs Multiball
--------------------
This is a 2-ball multiball.  To get this, you need to hit the heavy bag 
several times to spell out BAR FLY FISTICUFFS to get this (much like spelling
out MULTIBALL in JY).  You can hit the bag at any time (except start fight) to
accumulate this.  The head shot is work 500K and gut shot is worth 100K).  Its
sorta funny depending on your view.  You will hear weird music and the voice 
is very drunk when is annoying, but can be fun.

*If You want a quote list, see John Lane's quote list for available info.
(Available at one of the address above).


Raid Multiball
--------------
This is a 3-ball multiball.  The ONLY way you get to do this is when you win 
the 3rd fight.  When this happens, you will see the animation that people is 
leaving the bar.  Someone will yell "run lads, its a RAID."  Every switch the 
ball goes through increases the value by 1,000 points from 10,000 to 50,000 
points.  When you max it, every switch you earn that amount till all but 1 
ball remains or ball is lost.


Ultimate Challenge M
--------------------
See Ultimate Challenge


Concurrent Multiballs
--------------------

I've borrowed this from Matt Magnasco.  

Raid and M-B are 3-ball multiballs, and F. Multiball are 2-ball.  If you stack
them, you will get a 4-ball multiball, and a fresh ball saver.

Here are the combinations for stacking multiballs:
This is what I have seen.

Raid--F. Multiball--Multi-brawl [2]
Raid--Multi-brawl--F. Multiball [2]
Raid--F. Multiball
Multi-brawl--F. Multiball
F. Multiball--Multi-Brawl [2]

Multi-brawl [from Poker Night]--Multi-Brawl--F. Multiball [2] [3] 
Multi-brawl [from Poker Night]--Multi-Brawl               [2] [3]
Multi-brawl [from Poker Night]--F. Multiball--Multi-Brawl [2] [3]
Championship Multiball--Multi-Brawl  [2]

[2] This happens if and only if the next lock will get M-B.

[3] You can have Multi-Brawl twice if you earn it from Poker Night.

Ok.. When you are close to receive a new M-ball session (like you need 1 hit 
to start F. Multiball, and all balls drain, but one, you have a short grace 
period (about 1 sec) to do it.  If you did it successfully, you will earn that 
type of multiball plus other multiballs that you currently have.  It's not 
uncommon to get a big score from this and/or increase bonus X to a high level.
This does NOT work in Champion Multiball.


Champion Multiball
------------------
Champion Multiball is only stackable with Multi-Brawl if the next lock will 
start. (You will need to start C-M first).  To get this, you will need to win 
the 5th fight.  If you did, you are pub champion, awarded 1M for being a
champ, and C-M starts.  It is a 4-ball multiball that combines Raid--F. 
Multiball--Multi-brawl all in one.  You can earn jackpots, increase switch 
value, etc.  You will also awarded Pub Champion of 1M for every major shot you 
make.


Fight Against your Opponents
----------------------------

Once you have filled up your life bars, you are ready to fight.  Shoot for the
saucer, or left/right orbits.  Anything else that is lit will be turned off 
including lite lock so you can start the match w/o delays.  You can still earn
an EXtra Ball if it is lit.  

The first match will be against 9th/10th ranked person.  The 2nd is 7th/8th.  
3rd..5th/6th.  4th..2nd/3rd/4th.  5th.  1st ranked.  You will fight the best 
fighters in the world (game wise).  Come on, this is 1894.  Ranking is based on
performance from past pinball players who fought them before who either 
won/lost against them.  Now each pinball is different in ranking so you may or
may not fight the person.  

12 life bars=full bar

Once you start, the announcer will say "Ladies and Gents, ______________ 
(insert fighter here), vs. the Kid."  For the 5th fight, the announcer will 
say "Ladies and Gents, for the title of Pub Champion, _____________ (insert 
1st ranked fighter here) vs. the Kid." Post will also be up as well. You will
also see the KO light on the outer lanes and SDTM.  If you have Second Wind, 
one of the K.O. lights will be off and if you went through it, 3 life bars are
added and ball saved.  

Then the fighter will tell you nice or taunting that you are going to lose.  
You will also see at the lower part of the DMD what the purse value.  You can 
increase the purse value by landing the ball in "The Corner," the left ramp, 
or light all 3 beer targets during this session. In addition 1 to 2 life bars 
will be added towards you.

Bell rings..fight has started.  Your job is to hit the person in the center. 
Each gut shot (regular hit) deducts 1 to 2 life bars away from the person.  
You will be awarded 100K for every hit taken. Head shots are 500K and deducts 
3-6 life bars from the person.  Of course, you opponent will take away your 
life bars as well so do expect that.  You can also use one of the Smart 
Punches which is equivalent to a head punch.  Awards 500K and deduct 3 life 
bars from your opponent.  If you don't have anymore smart punches, then you 
will hear a buzzer indicating that you don't any smart punches left.  

After a certain time, the post will be down.  It will take about 4-6 hits 
depending on the person to defeat it.  

Each time you hit your opponent, you will see the picture of the fighter, who 
is hurt, broken eyes, bandages, etc. till you win (or lose).

Every time when you take a hit or hit the person, there are voices that will 
say something.  Mostly, your opponent.

If the ball is stuck behind the hand of the man, sorry, you would have to wait
until a ball search is on or moves till ball is free.  I have nothing to do 
with this if it happened this way.

When you complete enough jab combos (see above), you will have a chance to do 
a K.O. [one of the K.O. is lit towards your opponent]. You have approximately 
5 seconds to hit them in the head to win the fight and awarded a K.O.  (don't 
forget, you can use your smart punch for this).  If you are unsuccessful, then
it's back to a normal fighting session..  


Cheat: (this is from Matt Magnasco)
    If your game's tilt isn't that sensitive, shaking the machine forwards and 
backwards will usually cause the boxer's chest to trip its switch and deduct 
health bars from your opponent.  It is possible to defeat the boxer without 
the ball even being kicked back into play this way.


Fighters
--------

Here are the fighters (in no particular order).  Remember, ranking is based on 
overall performance from other pinball players who have played this machine.

==Master Bim Bam Boom (from Asia)
==Knuckles O' Brian (Irish)
==Sir Winston Pounds (English) [The English Gentlemen]
==Dan Unda (Australia) [From Down Under]
==Franz Von Pain (German)
==Armando Santiago [The Spaniard]
==Steveo [USA] from San Francisco
==Pierre Lepunche (France)
==Antonio Jaberini [The Cook With the Hook] (Italian)
==Patrosky Yirbitov (Russian)

*Quote list is available from John Lane (at the web address above).  He did a 
great job on it.  Also, his rulesheet gives some perspective about the 
fighters.


Coach quotes during fight:
-------------------------
"Yea, your winning!"
"Shake up, Kid."
"You're getting clobbered, Kid."
"He's running out of gas."
"Go there and show them what you're made of."
"Careful, Kid.  Careful."
"Punch his face."
"Punch his jaw."


Lose a fight
------------

-During the fight, if the ball goes on the outer lanes, SDTM, your opponent
 will take 4-7 life bars away from you and you lose the fight, and the ball. 
 What a loss.  This is much worse if you risk your points and lost it all.

-You can also lose the fight if your life bars went empty before your opponent
 does.  

-Remember.. you can always build up your life bars and try to fight against 
 him again.  However, it could be harder so be careful.

-If you TILT the machine during the fight, you are automatically KOed so you 
 automatically lose the fight.


Win a fight
-----------
If you win the fight, you collect the purse value, and pat yourself on the 
back.  If you win by a K.O., you will collect the purse value, get a 1 million
bonus for doing this and (if necessary) earned a jewel worth 500K.

If you get a perfect, start fight is automatically lit for the next fighter.


+Awards for winning 1-5th fights

1st Win -- Lite Spittin Gallery.  If it is lit already, then so be it.   
                                  It is NOT cumulative.

2nd Win -- Extra ball is lit

3rd Win -- Start Raid Multiball

4th Win -- Contender challenge

    Contender challenge is a hurry up mode where you need to shoot all major 
shots to earn points.  You start at 1 million and it descends down towards 25K.
Every time you make a shot, it will awards you X amount of points and goes 
back to 1M.  Contender ends when all shots are completed, timed out after the
lowest possible score, or ball is lost.  Contender challenge will not happen 
if you start fight immediately after the last one.  Contender challenge can be
stopped by a video mode or start fight??  Don't forget, the reg. hurry up mode
is up there.  Watch for it. Can be concurrent w/ Multi-Brawl if you start that 
first or awarded Full House in Poker Night.  Complete all shots, and start 
fight is lit.  
 
5th --Pub Champion -- Champion Multiball Begins -- Everything is lit.


 0--Cash Fight, Risk your Points--0
===================================

If you did not get the jewels on the belt to start the grand finale, then you 
will start the Cash Fight.  Use your flippers to choose with fighter you want.
You have 10 seconds to do this.  The points risk are determined by your score 
so far and the rankings of the fighter that you have just fought.  (Similar to
RS when you use your points to buy things), but you are risking it.  You will 
do this method when build up the life bars until you fulfill the requirements.

Once you selected your opponent, you are ready to fight.  Post will be up for 
a short time (shorter than your regular fight, and it could be harder.  If you
win, you will get the points added to your score, plus the purse value.  If 
you lose, tough luck.  Points will be deducted from your score.  If the score 
is below the replay value.  You won't get the replay again (only 1 instance 
per game) [like RS].

The maximum Cash Fight award is 240M.  You score could increase exponentially.  
Wow!  This is regardless of how high your score is (I don't care if it is 1.5 
billion).  That is the max cash award you can earn (or lost).


0--Ultimate Challenge--0
========================

Ok...you have completed the requirements on the belt, now you are ready for 
the final battle.  In order to start, first build up on your life bar 
(training). Once you did that, start fight is lit and the left saucer will 
have "Ultimate Challenge" is lit instead of "start fight" shoot the left/right
orbits and/or "The corner" to start this.

You will fight the 5 remaining fighters which you did not fight in the past 
will fight against you.  You are going to try to beat all 5 fighters with 1 
life bar.  Can you do it?  You will start with the bottom 10. As you beat the 
individual, you will fight another person with a higher ranking.

Remember, its 1 against 5 so good luck.

In addition, you will get a UC Multiball with a brief ball saver. [Regular 
fighting rules apply].  You are trying to get as many hits as you can to beat 
the fighter(s).  Successful completion of this can earn you over 50 million.  

If you lose all but 1 ball, all is not lost.  You can play with a monoball (1 
ball), and regular fighting rules apply.

If you win, congratulations. You are the best.  You will do ______________ .

--Lost to UC--

If you lost to UC, you will be awarded based on your performance.

If you still have at least 2, and you lose to UC, you will start F. Multiball 
automatically.  If it is 1 ball, then back to normal play.

If you lost to UC, via outlanes/SDTM, you are ousted. [Means that you are 
disappointed].

Win or lose...once you complete this, everything resets and you can start 
over, if you want. 


Misc.
=====

Bar fly
-------
If you hit the heavy bag and you hear an insect buzzing, hit the Launch 
button (quickly), and you will get either a "Cow Fly," "Bob Fly," or a "Bar 
Fly".  You will be awarded 100K and a Smart Punch.


Cows
----
Only cows that known are 1) during a bar fly, a picture of a cow is shown 
and say "mooo."  2) 14th Jackpot worded "Cow of a... Jackpot" which 
awards 1.4 million.


Bugs
====

Taken from John Lange. (hope this is ok).  Happened to the machine that I 
played as well.

There is a MAJOR bug in this game.  I don't know if this applies to your 
machines or not.  After the Ultimate Challenge, win or lose, in any method 
other than 1 ball left, the game will turn into a non-mode session.  Nothing 
is working except for F. Multiball which you can do it repeatedly.  How 
devastating this is.  This will also effect through the rest of your balls and
other peoples' games as well.

You can remedy this by shutting the machine off, then turn it back on.  When 
you do this, the credit(s) would not be lost.

For me personally, this game is useless after a while.  Except when the high 
scores resets and I could start over with a high score.

You can e-mail to champion@pub.com and ask about this problem and hope that 
there could be a solution to this problem.  Maybe there will be new ROM 
version that would fix the problem (I hope).


Extra Balls
===========

Extra Ball can be awarded/lit by..
 
      -Door Prize Award
      -Spittin' Gallery (Video Mode) -- by spitting EB out.
      -After Winning the 2nd fight
      -Hurry-up mode the 4th time (Shadow Boxer)
      -4 of a Kind in Poker Night (Video Mode)

Extra Balls can be cumulative.


Fun with Bonus
==============

Bonus is consist of  
                
      # of Life bar  x  10K
+     # of fights    x  50K
+     # of wins      x 100K
+     # of K.O.      x 250K
x      (Bonus if Any)         
------------------------------
                    =  Total 


For the Record
--------------
There is the grand champion which awards you 2 credits.
There are the top 4 high scores which awards you 1 credit.

You can also put your initials for the most jumps in Jump Rope (max 30)* and 
for the most hits in Speed Bag.  Credit will not be given, but it is just for 
the record.

*Your initials will be there for doing 30 Jumps and it will stay there until 
someone reached that number.

You can also put your initials if you are Pub Champion.  It will show you what
date you did this (1st time). It will remain there until someone else gets it 
no matter how many times you have been pub champion under the same initials. 
For multiple players the last person who is pub champion will get to enter the 
initials.  You won't get credit for this, but its there for the time being.  


Strategy
--------

Use "Smart Punch" only when necessary.  If you are going to defeat the 
person naturally, do so.

Always try to stack multiballs.  You can have a big points out of these.

Normal mode, try to use the left ramp several times to earn jackpots.

You may use your post towards your advantage when you want to use the 
left/right orbits/scoops.


Anything else??


End....Pinball is fun!  Enjoy it.