Champion Pub Rulesheet v.1.4 Written/Compiled by John "FalconPain" Lange This is my first attempt at a rulesheet. If you have any comments, questions, concerns, etc., please feel free to email me. Sorry, I currently don't have a web page. Hopefully a site will carry this soon. Special thanks to: Thomas Gradishar for playing the game, helping with various things, figuring out the TRUE way to win, telling me about Royal Flush, defeating me a lot, etc. Bill Bumgarner for helping with regard to the Champion Pub glitch...see below under Ultimate Challenge. Matt Magnasco for various corrections, info that I missed, etc. Ismat for posting his rulesheet, and thus giving me the incentive I needed to post mine as well. Also for info regarding spotting Fisticuff letters. This rulesheet may be distributed, cited, etc. Just make sure I'm credited with this or else hard work will go to waste, or something like that. Overview Champion Pub is the latest game from Bally. Designed by Pete Piotrowski (most recently famous for co-designing Junkyard), it takes all the fun of the Punch-out games for home systems and adds a small metal ball to the mix. The setting is a 1920's pub, complete with dancers, beer, and, of course, bar room fighting. The boxer system, in my opinion, is one of the more creative ideas I've seen in a recent pinball. Yes, we've seen many games that focus on hitting the large center target (Attack From Mars, Medieval Madness, Cirqus Voltaire, etc.), but how often outside of a wizard mode setting does the same target fight back? Complete with over 300 professionally scripted quotes from 11 different fighters, this feature provides an amount of depth that makes the game more enjoyable. Credits: Design - Pete Piotrowski Software - Dwight Sullivan Mechanics - Brad Cornell Sound - Rich Carle Art - Paul Barker, Linda Doane Dot Matrix - Adam Rhine Playfield (clockwise, from center drain) Left Flipper - nothing new here. Left Slingshot - standard as well. Left Inlane - Fairly normal inlane. Can be lit (light alternates between inlanes for each slingshot hit) to light jackpot at Right Jab for a few seconds. Left Outlane - Nothing interesting, just as avoidable. Can be lit for Second Wind or KO. The Corner - Saucer located at far left shot. Shots here add 1/2 health to the health bar (1 health during a Fight) and half the default purse value to the purse. Can be lit for Extra Ball, Spitting Gallery, Poker Night, Contender/Champion (the name is lit), or Start Fight. When Ultimate Challenge is available, it lights here, although any Start Fight will start it. Left Jab - In similar position to most loops. Balls shot here can travel in several ways. If nothing is lit, during a Fight or during Contender's Challenge, the ball will travel up a semicircular ramp and follow a habitrail to the left inlane (this is the standard "Jab" shot). It can also be an open lane to the back, where a diverter will either allow the ball around the loop to the right side (during multiballs) or send it to a pop-up saucer in the back (when Jump Rope or Start Fight is lit). This saucer leads to the Jump Rope. Can be lit for Jump Rope, Contender/Champion (the name is lit), Jab Combo, or Start Fight. If it travels around the loop during a multiball, it can also collect jackpots lit at Right Jab. Jump Rope - One of the most mechanically intensive parts of the game. It consists of a magnet with a hole in the middle, with a small post imbedded within that can raise and lower. Attached to the back of the machine is a bent bar of metal shaped to resemble a jump rope. The pole can raise to make the ball hop over the bar in Jump Rope Mode. This is reached by a pop-up, and will either hold the ball for Start Fight, be used for Jump Rope mode, or just release the ball. Balls released will roll down a path along the left side that becomes a habitrail that serves the left inlane. Balcony - The only full ramp in the game. Balls that travel the full length of the ramp will either continue along a habitrail that serves the right inlane (normal), or will be diverted to the Speed Bag in the back right corner. Can be lit for Jackpot, Speed Bag, or Contender/ Champion (the name is lit). If shot during a Fight, it adds one health to your health meter and half the default purse value to the purse. Left Multiplier Target - Between Balcony and Left Hook. Shots on this target count toward the multiplier (usually 3 shots necessary to advance). Left Hook - Not really a shot, it's basically a short half-ramp (open on the right side) that curves around to the right and hopefully makes the ball jump to hit the Boxer/Bag near the top for a Head Shot (See Fight). Can be lit for KO Boxer and Contender/Champion (the name is lit, but it's actually claimed by a Body Blow). Body Blow - A straight shot to the Boxer/Bag. Can be lit for Contender/ Champion (the name is lit), Heavy Bag, Shadow Boxing, or Jackpot. If not lit for Heavy Bag (machine dependent, some machines have it set for when Heavy Bag is lit as well), shots spot letters in Barfly Fisticuffs and occasionally start a Barfly. Boxer/Bag - The two-sided main target of the game. During most of the game, it stays on bag side, and shots are scored as standard Body Blows. During a Fight or Fisticuffs Multiball, the machine rotates to reveal a moustached boxer identical to that on the backglass art. This boxer can be hit in the gut or head (Hooks are useful for hitting the head) and can be hit for Jackpot when lit. It has two operational arms that swing upward as the boxer throws punches. See Fight for more details. Right Hook - Mirror image of the Left Hook. Can be lit for KO Boxer and Contender/Champion (the name is lit, Body Blow claims it). Right Multiplier Target - Mirror position to the left target, and also counts toward the multiplier advance. Lock - A mechanism that holds up to three balls that enter the top by route of the loop and are ejected by lowering a post. Ejected balls return to the right side of the loop. Holds balls for Start Fight, Door Prize, or locked balls toward a MultiBrawl. Speed Bag - A mini-playing field in the back-right corner. There is a bag target in the back, two fists along the bottom, and a metal pin between the fists. The fists can move forward and back, allowing the ball to strike the bag. Used only for Speed Bag mode. Balls that leave this mode follow the ramp's habitrail to the right inlane. Right Jab - Very similar to the Left Jab in terms of the diverter. Balls either roll up the ramp and return to the right inlane by habitrail (when not lit, during a fight, or during Contender's Challenge), travel around the loop (during a multiball), or are diverted to the Lock (when Lock or Start Fight is lit). Can be lit for Lock, Contender/Champion (the name is lit), Jab Combo, Jackpot, or Start Fight. Beer Standups - Three targets along the right...uh...actually, they don't touch the side at all, they just kinda sit in the middle of nowhere (see Against The Ropes to find why). If all three are completed before they time out, it adds half the default purse value to the purse, adds one health during a fight, and lights Lock if not already lit. Against The Ropes - The newest outlane system since Cirqus Voltaire extends halfway up the machine (just below the right loop). It rests BEHIND the beer standups, and is accessable by openings just above and below the targets. There is a set of pins that allow the ball to bounce around and come out any of four ways: to the left of the right slingshot, the right inlane, the right outlane, and back to the ball launcher. If it goes into the launcher, the machine launches the ball around the loop to the left side (or into the Lock if Start Fight or Lock is lit). Right Outlane - More interesting due to Against The Ropes, otherwise the same old bad news. Can be lit for Second Wind or KO. Right Inlane - Also more interesting due to Against The Ropes. Can be lit to light the Jackpot at the Balcony for a few seconds (alternates with slingshot hits). Right Slingshot - Not more interesting. Sorry. Right Flipper - Standard issue. Ball Saver - This machine goes back to the old system of popping up a large blockade between the flippers. This goes up at the beginning of each ball and at the beginning of each Fight. It completely blocks the drain, so the ball easily rolls to the flippers. However, if the ball passes under a flipper and drains while the saver is up, there is no compensation. If a ball drains by outlane while this is up and no Fight is active, a new ball is served to the launcher. Also, in the middle of the playfield are a number of lights. They display your health (up to 12), your opponent's health (also up to 12), the five jewels of the Champion Belt, and the Training and Multiballs completed. Objective The objective is to defeat five boxers to achieve the title of Pub Champion, and to complete five jewels in the belt to start the Ultimate Challenge. This is not the way to win free games, but this is the basic goal of the machine. The five jewels are: Training Complete: Complete the Speed Bag, Jump Rope, and Heavy Bag. Multiballs Complete: Play Fisticuffs Multiball, Raid Multiball, and MultiBrawl. Pub Champion: Defeat five boxers. Win by Knockout: Knock out at least one boxer. Jackpots Complete: Score a Jackpot Deluxe. Once the belt is completed and health is full, shoot any Start Fight to start the Ultimate Challenge! Skill Shot The skill shot system for this game is completely different from most machines. To start the skill shot, press the Launch button and HOLD it. The display scrolls through several choices; release Launch to collect one. The choices are: 10 - 10 points. Yay. M - A quick 1M. Fist - Gives one smart punch (see Fighting) 2X Purse - Does what it says. Doubles the purse for the next fight. +5X - Increases the multiplier by 5X. ! - Instant Shadow Boxing (See Shadow Boxing) $ - Lights All Jackpots (See Jackpots) $ door - Door Prize. Gives a random award (usually a useful one) from the following: Light Extra Ball Light Spitting Gallery Light Poker Night Light Second Wind Smart Punch (gives you one) Light Lock Six Health (adds six health) Light Start Fight (maxes out your life) Fight The basis for more than half of the game. To work toward becoming Pub Champion, you must be able to defeat five boxers. To fight: 1. Fill your health completely through training (See Training). 2. Shoot any of the three Start Fight shots (Corner, Left Jab, or Right Jab). 3. The game will hold the ball and announce your opponent. The bag rotates to reveal the boxer. 4. The ball is released, and you can begin to fight. Shots that hit the boxer's gut are worth 1 damage and 100K, and shots that hit the head by virtue of a Hook do 2 damage and earn 500K. Once 12 damage is done to the opponent, you will have won. Be warned, though, you also have a life bar, and your opponent will be working to deplete it. For every few seconds you don't hit the opponent, he will throw punches and knock off anything from 1 to 3 of your 12 life. Life can be replenished by hitting the Corner, the Balcony, or completing the beer standups. If you run out of life, the opponent has won, and you must train again. If you drain or tilt during the fight, you are KOed. You lose a large portion of your life, instantly lose, and the KO is given to the opponent's win record. Whether you win or lose, every punch delivered to the opponent as he speaks at the end of the match will give you a Sucker Punch bonus of 500K. Second Wind: This isn't just active during the fight, but the results are more apparent then. If you drain down an outlane with Second Wind lit at any time, the ball is returned to play and you gain 3 life. Second Winds are lit by Door Prizes or Shadow Boxing, and alternate outlanes with every slingshot hit. KO-ing the opponent: If you shoot a Jab shot during the fight, it does 1 damage to the opponent, unless that 1 damage would defeat him. It also lights the opposite Jab shot for Jab combo. If you hit the Jab combo shot, the boxer turns to the opposite side and the Hook closest to his head will light for KO Boxer. If you hit the boxer in the head during this time, his life will instantly be depleted, scoring you a win and spotting the Knockout Jewel if not spotted already. For each Knockout you attempt, you will have to shoot one more Jab Combo shot to set up the opponent. Also remember that the opponent is not stunned by Jabs! Smart Punches: These can be used during the fight at any time to score a 2 damage head shot. They are best used to defeat an opponent when you are about to be KOed, or to count as the head shot required to KO the opponent (!). Smart Punches are earned by Skill Shot, Door Prize, Shadow Boxing, 20 Jump Ropes, 20 Speed Bag hits, or the Barfly. Opponents: There are 10 standard opponents during the Fight. They are: (name in parentheses is the voice actor) Antonio Jaberini (Rich Carle) - An Italian chef. His punch speed is moderate, and his punches are powerful. Armando Santiago (Herman Sanchez) - A vengeful Spaniard who seems entirely too inspired by The Princess Bride. He has slightly quick punches. Dan Unda (Rich Carle) - An Aussie. One of the easier fights in my opinion. Franz von Pain (Scott Stevenson) - A boring sadistic German. My favorite opponent, he hits slightly quickly. Knuckles O'Brien (Scott Stevenson) - An Irishman drinker. He is an average fighter. Master Bim Bam Boom (Jon Hey) - A Japanese martial arts sensei. He has THE fastest hit rate in the game (he doesn't even fake). Beware him. Patrotsky Yirbitov (Herman Sanchez) - A Russian. He is the hardest hitter and has fast punches. He is dangerous. Pierre LePunche (Jon Hey) - Another annoyingly accented Frenchman? Anyway, he's not that hard. Sir Winston Pounds (Vince Pontarelli) - A British chap. He's not the easiest fight, but not very hard either. Steveo (Vince Pontarelli) - The American of the main fighters, and easily the most controversial. I won't explain why. He is a quick fighter. If you want quotes for these, I have also posted a Quotes List for view. In a later version, I may include it. Also, if anyone has any other things to add about the fighters, let me know! Winning: Once you have defeated a fighter, you receive the purse value (equal to 500K times which fighter it is, plus any bonuses you may have picked up). You also get a reward based on which fighter you defeated. 1. Light Spitting Gallery 2. Light Extra Ball 3. Start Raid Multiball 4. Start Contender Challenge 5. Champion Multiball and spot Pub Champion Once you've become Pub Champion, you can enter your initials at the end of the game. No credit is awarded for this. (If more than one player becomes Pub Champion in a game, the last one to do so enters the initials.) The machine keeps track of the latest Pub Champion streak and starting date. Training Other than the fact that you must train to get the health necessary for fighting, you also must complete all of the training exercises to spot the Training Jewel. Once you have completed a type of training, you may not train in that way again until you have completed them all. There are three basic types of training. Heavy Bag: Hit the punching bag enough times to spot Heavy Bag. 1 life a hit at first, then it goes down to 1/2 life later. Easy, but no bonuses. Speed Bag: While it is lit, shoot the Balcony to start Speed Bag. For 5 seconds, you use the flippers to make the fists strike the ball into the punching bag. Each hit is worth 1 life, then 1/2 life later. 6 hits will spot Speed Bag. If you get 10 hits, the purse is doubled, and 20 hits will give you a Smart Punch. Also, if you beat the record for Speed Bag, you get to enter your initials as Speed Bag Champion at the end of the game (no credit, though). Jump Rope: To start, shoot the left jab while it is lit. Do NOT flip until the bar starts turning! For each time the ball passes over the bar and lands on the magnet, you gain 1 life, then later 1/2 life. 6 jumps spot Jump Rope, 10 doubles the purse, and 20 gives you a Smart Punch. You can enter your initials as Jump Rope Champ if you beat the record number (no credit; also, the maximum you can get is 30). Multiballs To spot the Multiball jewel, you must complete three multiballs. Even with this requirement, there is also a one ball mode and another multiball worth mentioning here. Note: All stacked multiballs bring the ball count to 4. The required multiballs: Fisticuffs Multiball - Start by spotting all of the letters in Barfly Fisticuffs. This is done by shooting the bag when it is not lit for Heavy Bag. Once the mode starts, the bag rotates to reveal the Drunk, who will taunt you (voice provided by Scott Stevenson) as you hit him. Another ball is served, and a ball saver (not the ball saver) will be in effect for a few seconds. Every gut shot is worth 100k, and will make the drunk turn to a different direction to set up head shots off the Hook ramps. Every head shot is worth 500k. This mode is only worth playing when stacked, but it is easy to stack. It can be stacked on MultiBrawl or Raid Multiball. Plus, you have to love the drunk's lines! Raid Multiball - Start by winning your third fight. Three balls with ball saver in effect. Everything scores a value (starts at 1K, goes up by 1K every target, up to 50K). Fisticuffs and MultiBrawl can be stacked upon this. MultiBrawl - Start by locking three balls or through Poker Night. Three balls with ball saver. Three shots are lit for Jackpots (Balcony, Body Blow, and Right Jab). The shots only relight when all three are completed. This can be stacked on any other multiball, provided that two balls are already locked when the other multiball starts. Also, you can stack this upon itself! If you start MultiBrawl through a Poker Night and two balls are locked, you can start it again. However, this does not add to the jackpots. This is also the only multiball that you can stack on Champion Multiball. To stack it on Contender's Challenge, you either need to jump the ball into the lock or start it through a lit Poker Night. Other special modes: Contender's Challenge: Start by winning your fourth fight. Don't drain, there is NO ball saver. You only have your current ball, and all Contender/Champion shots are lit (Corner, Left Jab, Balcony, Left Hook, Body Blow, Right Hook, Right Jab). Each is worth a runaway 1M (down to 25K, where the mode ends). Shooting any shot scores the value and restarts it at 1M. If you complete all 7 successfully, your health is instantly maxed out and Start Fight is lit. Both Jabs count as jabs during this mode, and Shadow Boxing sometimes starts during this mode WITHOUT any sound or flashing light. You'll know if it's going as soon as your coach tells you to jab. If a fight or Multibrawl starts during this mode, the mode stops until the fight or Multibrawl is over, then resumes. Champion Multiball: Start by becoming Pub Champion! This is a four ball mode with ball saver, which consists of the following: MultiBrawl Fisticuffs Multiball Raid Multiball All Contender/Champion shots worth 1M each Make a Hole in One for Special...oops, sorry, wrong game Once you've lost all but one ball, the multiball ends, although all unclaimed jackpots remain lit until claimed. Jackpots This game has the most absurd Jackpot system in any game I've played. Jackpots are lit by MultiBrawl, Skill Shot, Poker Night, or by a lit inlane. The Jackpot value is only 100K (never since Medieval Madness have jackpots been worth so little). What is different in this game is that, for every Jackpot you collect, the jackpot value's multiplier goes up by one. Each multiplier has a term that goes with it: 1 - Jackpot 2 - Double Jackpot 3 - Triple Jackpot 4 - Quadruple Jackpot 5 - Quintuple Jackpot 6 - Sextuple Jackpot 7 - Septuple Jackpot 8 - Octuple Jackpot 9 - Super Jackpot 10 - Mega Jackpot 11 - Ultra Jackpot 12 - Turbo Jackpot 13 - Maximum Jackpot 14 - Cow of a Jackpot 15 - Jackpot Deluxe Once Jackpot Deluxe has been reached, all jackpots are worth 1.5M and light other jackpots as follows: If a Jackpot Deluxe is hit at the Balcony, Jackpot Deluxe is lit at the Boxer/Bag for a few seconds. If a Jackpot Deluxe is hit at Right Jab, Jackpot Deluxe is lit at the Boxer/Bag for a few seconds. If a Jackpot Deluxe is hit at the Boxer/Bag, Jackpot Deluxe is lit at either the Balcony or Right Jab (the one that wasn't lit for Jackpot Deluxe before the Boxer/Bag). Getting a Jackpot Deluxe also spots the Jackpot Jewel. Other things worth mentioning In The Corner: Extra Ball: What it sounds like. Nice subway. Lit by winning your second fight, Door Prize, Poker Night, or Shadow Boxing. Extra Balls are also awarded by the Spitting Gallery. Spitting Gallery: This is lit by winning your first fight or by Door Prize. This is a video mode involving a row of six drunks. You control a jug with the flippers and maneuver it to catch spit that comes from the drunks. Extra balls occasionally are mixed in with the standard spit. (Only one can be collected, but if you miss it, the machine will sometimes spit out another one.) To win, you must catch 10 spits before you miss 3. Value = 2.5M + 250K per catch + 2.5M for finishing + 2.5M for perfect Up to 10M available here. Poker Night: This is lit by Shadow Boxing or Door Prize. You are dealt a hand of five cards. Choose cards to discard with the Launch button, and discard by hitting both flippers together. Your hand determines your prize. High Card - Big Points! (250K) Pair - Double Purse Value Two Pair - Bonus +5X Three of a Kind - All Jackpots Lit Straight - Max Life, Light Start Fight Flush - Instant Shadow Boxing Full House - Instant MultiBrawl (it counts toward Jewel) Four of a Kind - Light Extra Ball Royal Flush - Spot Jewel (the far-left unspotted one) (If all jewels are already spotted, it gives you an O bonus of 500K) Is there a straight flush? Other Modes: Shadow Boxing: Started by Skill Shot, Poker Night, or by jabs. Every time you shoot a jab when it isn't lit or during Contender's Challenge, it counts down one jab. After a number (default 3), it starts a 200K hurry up. Boost the value by shooting jabs (200K added per jab). Claim the value by shooting the bag. Every subsequent Shadow Boxing starts at 200K more than the previous.. Awards are as follows: First Shadow Boxing - Smart Punch Second " " - Light Poker Night Third " " - Light Second Wind Fourth " " - Light Extra Ball Every Shadow Boxing after this adds 3 jabs to the requirement and restarts from the top. The Barfly: One of the least known modes of this game. Sometimes when you shoot the bag, you can hear an insect buzzing. When you hear it, slap the Launch button. You will see a graphic of the Barfly (same as on backglass), a Bobfly (I'm Crazy Bob!), or a Cowfly (it moos), and receive 100K and a Smart Punch. The Ultimate Challenge The Wizard Mode of this game. Once you've completed all five jewels of the belt and maxed out your life, you can shoot a Start Fight shot to start this mode. Part 1: Pugilist A Plenty Ever notice that, although there are ten boxers, you only get to fight five? This mode changes that. You are served all four balls, and THE ball saver is raised for a short time. You will fight against the remaining five boxers consecutively on a single life bar. KO is not lit on the outlanes until all but one of the balls have drained (this mode doesn't end when there is one ball left). Rules are the same as Fighting (restoring life, Smart Punches, etc.) The purses are initial purse value (2.5M + bonuses) +5M per fight. Please correct me if I'm wrong. If you lose and have 2 or more balls lit, Fisticuffs Multiball starts. This is the same as before. If there is only one ball left when you lose, the game returns to normal. If you win, you go to Part 2: Victory Multiball (name correct?) Flashing shots are worth 5M jackpots (I think). I'm not sure, I've never stuck around this mode long. I've only seen it twice. Once you've drained down to 1 ball or if you won with 1 ball left, Part 3: Victory Laps (is there even a name?) Every shot to the Balcony is worth 5M. Continues until you drain. WARNING: There is a MASSIVE glitch in many versions (all?) of this game. If wizard mode ends in any way other than losing with 1 ball left, the game will revert to a "no-mode" state. Nothing will light! The only thing you can do is start and complete Fisticuffs Multiball repeatedly. What's worse is that this lasts through all the rest of your balls, and into OTHER people's games. Basically, the game is worthless until the problem is remedied. How to remedy - Turn the machine off and on. This will reset the modes. No free games will be lost, and all will be well again. Very special thanks to Bill Bumgarner for confirming the glitch and telling me how to remedy it! Champion Pub is different from most pinballs due to the fact that the game does not restart once you complete the wizard mode and let you reobtain it. You don't even have to play the Ultimate Challenge to get to the last and highest scoring part of the game. CASH FIGHTS! Every fight that you start once you are Pub Champion (either before you spot all of the jewels or after the Ultimate Challenge) is a Cash fight. You bet an amount of your points and choose a fighter based on the bet. If you win, you win the points AND a 2.5M purse, plus bonuses. If you lose, you LOSE the points. (No, you cannot go underneath the replay value and win another credit.) The betting system is as follows: For under 200M: 1st fighter for 1/5 of current score rounded down to nearest 10M 2nd fighter for 2/5 " " 3rd fighter for 3/5 " " 4th fighter for 4/5 " " 5th fighter for all " " For over 200M: 1st fighter for 80M 2nd fighter for 160M 3rd fighter for 240M 4th fighter for 64M (I think the value reset at 256M, argh) 5th fighter for 144M Contrary to popular belief, it seems that the higher ranked fighters are no more difficult than the lower ranked fighters during a Cash Fight. Bonus At the end of each ball, you score the following bonus: Number of health points you have (not counting halves) * 10K + Number of fights (counting each Ultimate Challenge fight) * 50K + Number of wins (counting each Ultimate Challenge win) * 100K + Number of knockouts * 250K * multiplier (from hitting Multiplier Targets) Strategy As you can see, the way to get those Grand Champion scores is to win a lot of Cash Fights. I have personally obtained scores of about 1.7B (ok, not that great). But you can also LOSE everything you've gotten (I've gotten a score of 1.25M once after completing wizard mode). So it's a real gamble, and the only gamble I've ever seen in a pinball machine. (I'm not a collector.) I find the best way to get to Cash Fights without worrying about the Ultimate Challenge bug is to keep attacking the opponent's body and face, and not go for KOs. This will end the fight quickly, save health, and prevent gaining the KO jewel needed for Ultimate Challenge. However, Cash Fights quickly become boring and repetitive. You may want to get that KO eventually to play the Ultimate Challenge in time. For the Skill Shot, I recommend going for the Door Prize each time. Most of the bonuses that are given by this (Spitting Gallery, Poker Night, Second Wind) only show up once per game or per Shadow Boxing go round otherwise. The number of Extra Balls and Spitting Galleries will quickly add to your score, and it will also allow you to reach fights quickly. The exception to this is if you've gotten the Ultimate Challenge bug. In this case, since you've been in a lot of fights, I recommend getting the +5x for maximum points. Get those Jackpots early! It seems redundant to earn Jackpots early on when there are MultiBrawls and Champion Multiball in the future, but I believe it is worth it. A good MultiBrawl usually consists of about six Jackpots claimed. At the beginning, this is worth only 2.1M. But for every Jackpot you've already shot, the amount you get goes up 600K, and it is easy to claim 9M once Jackpots are completed. The easiest way to get early Jackpots is to exploit the Balcony ramp. Get good at shooting this ramp if you want to rack up good scores quickly. Miscellaneous Crazy Bob: During the attract mode, it credits Jon Hey as performing the voice of Crazy Bob. However, other than smacking the Bobfly, I haven't seen him anywhere in this game. Does he show up at all? Maybe in wizard mode? Or is this a joke based on the fact that Piotrowski designed Junkyard? Cows: Two cows in this game, one obvious, one not. Obvious cow - The 14th collected Jackpot will be "Cow of a Jackpot!" Not-so-obvious cow - Every once in a while, the Barfly, when swatted, will be a Cowfly (complete with moo). Version History 1.0 - First version. No big whoop. 1.1 - Tweaked a bit. 1.2 - Confirmed info on Royal Flush in Poker Night, tweaked. 1.3 - Tweaked some more. First version posted. 1.4 - Added comments by other people, added names to the fighter listing, did general fixing and adding of information. Thank you for reading this rulesheet. If you have anything to add, ask about, complain about, or suggest, please email me at jlange@vt.edu. ------------------------------------------------------------------------------- Champion Pub Quote List v. 1.1 Compiled by John Lange Revision history basically consists of finding a quote or two and adding it. Nothing worth writing. Special thanks to: Thomas Gradishar for help in compiling quotes and generally winning games. Bill Bumgarner for informing me about the Ultimate Challenge glitch and remedy. Antonio Jaberini The Italian Chef Opening: "Buon giorno. First, I'm gonna kill you. Then, we're gonna eat!" "Hey, you look so thin. How about somea nice, hard punches, huh?" "I'm a gonna cook you up somea nice helping of pain." Rematch: "Hey, my friend! Look who's still hungry!" "Look who's returned for another helping of pain!" When hit: "Hey, watch it. I know people." "You think that hurt? That didn't hurt!" "You think that hurt? It did!" "Hey, if I wanted a kiss, I'd ask your wife!" "That's a some punch. I feel like the Leaning Tower." "Not too bad...for a skinny punk!" When hitting: "Mama taught me that one." "That's a punch in your nose." "That's a punch in your chin." "Viva! A direct hit!" When wins: "Good bye. Who's hungry?" "Good bye. Too bad about your face." "Nobody does it better than me, huh?" When loses: "Mama mia. I hear the bells of San Marco." "Mama...I'm sorry, mama! I'm sorry!" "I'ma so ashamed." Armando Santiago The Princess-Bride inspired Spaniard Opening: "My name is Armando Santiago. Prepare to die!" "I will destroy you, you infidel!" "Prepare to meet your maker!" Rematch: "You just don't know when to quit, do you?" "Ahh...you claim revenge on Armando." "My wrath burns like the sun!" When hit: "Keep that ball away from me!" "No, father! He's winning!" "You're pushing it. Don't push it." "I can feel no pain." "You're not as weak as I thought." When hitting: "Take that, you swine!" "Olé!" "Revenge!" "You have been struck!" "This is easier than I thought." When wins: "I have beaten you, like those who came before you." "Justice is served, and so is my drink." When loses: "I demand a recount!" "I have stained my family name...and my shorts." "I will have revenge upon you." "All right. That's it. I'm through with this revenge crap." Dan Unda Australian...that's about it. Opening: "Don't worry, mate. This'll all be over in a minute." "Relax, kid, you won't feel a thing...for a week!" "Good day, mate. Ready to lose, are ya?" Rematch: "That's what I like to see! Persistence!" "Just like a boomerang! You returned!" When hit: "That smarted!" "Lucky punch!" "Cheap shot!" "Now I'm pissed!" "Careful, kid. Don't make me mad." When hitting: "You're as tough as a wallaby!" "You're as soft as a koala!" "How's that, mate?" "That'll learn ya!" "There's one for ya!" When wins: "Kid: Australian for 'loser'." "I am an awesome Aussie!" "You'll have to fight better than that to fight me." When loses: "You fight good, kid, but you're still ugly." "What pretty little stars those are." "Go pick on somebody your own size." "I don't feel so good...bleah." "Hey, come on. I don't have any legs!" Franz von Pain Incredibly boring but masochistic German Opening: "I vill now punish you for disturbing my rest." "Prepare your flabby body for intense prolonged pain." "It pains me to have to hurt you. No, it doesn't." Rematch: "Oh, great joy. Another round of boredom." "I have beat you before. Now I will completely humiliate you." When hit: "Ze pain...is intoxicating." "Harder!" "Ja! Ja! Hit me! "Your punches lack sophistication." "If I could laugh, I would." "I have decided that I do not like you." "You like to see Franz in pain? Hmmm?" "You are boring me, sad little man." When hitting: "I am punching you again und again." "Punch. Punch punch. "My punches will not cease." "You are like a glass midget." "Franz is too fast. You are like sloth." When wins: "Begone with you, little man." "Sigh...I have achieved victory once again." "I have no legs, but I've still beaten you!" When loses: "Fighting no longer interests me." "This did not turn out the way I had planned. Goodbye." "Next time I may actually try." Knuckles O'Brien Irishman Opening: "Top of my fist to you, lad. I'm O'Brien." "Hello to you. I'm O'Brien, and these are me knuckles." "Hello to you. I'm O'Brien. You're gonna try your luck with me, kid." Rematch: "What makes you think your luck has changed, lad?" "Back again? I think you're making a mistake, son." When hit: "Now that's the fighting spirit!" "Thanks. I had an itch." "You got me that time." "Thanks. I needed that." When hitting: "Did you like that? Would you like another, then?" "That's a knuckle sandwich." "You didn't see that coming, did ya?" "That hurt ya." When wins: "It would seem your luck has just run out." "Tough luck, kid." When loses: "I guess this round was on me." "Ok, you won already. Now buy me a drink." "Ok, you won already. Now point me towards the bar." "You haven't seen the last of me, kid." Master Bim Bam Boom Oriental sensei Opening: "It would be easier to count the stars in the sky than to beat me." "A wise man would avoid conflict with Master." "Greetings, young one. Prepare for your lesson." Rematch: "I see...the wind, it carries you back for more study." "I see...you'd like to begin another lesson." When hit: "You are quick for one so slow." "Clever attack." "Ah...good punch, young one." "Ah...you are learning." When hitting: "Dragon chop!" "Tiger punch!" "I am too fast for the human eye." "You have been hit again." When wins: "You must learn from your mistakes." "You are not yet ready, young one." "Remember now what I have taught you." "I see...you are still only stupid." When loses: "The student becomes the master." "I humbly admit defeat." "I am truly humbled." Patrotsky Yirbitov Russian Opening: "Be thankful this glass separates us." "I will not stop until you are totally annihilated." "You should pray that I destroy you quickly." "I will break your puny body in two." Rematch: "Hey, look. The weakling is back." "Come back for more punchsky?" When hit: "Ha ha ha. Comrade, that tickles." "Ha ha ha. That hurt." "Enough with the punching." "I almost felt something." "You can't hurt me!" When hitting: "Biffsky!" "Boomsky!" "You are weak. Admit it." "You disgust me." When wins: "Checkmate, my little friend." "I win, you lose, the end." "You fight like little girl." "I will destroy all who oppose me." When loses: "I have failed the motherland." "Looks like back to Siberia for me." "I have fallen like the czar." Pierre LePunche Obligatory Frenchman Opening: "Bonjour. (kiss kiss) Now you die! "I am a lover, not a fighter, but for you I will make an exception!" "Parlez-vous Punchais?" "It is time to fight like an animal." Rematch: "Oh, you want some more? Ok, you asked for it." When hit: "Careful. I bruise easily!" "What is this strange, pain-like feeling?" "Sacré bleu!" "Can't we just talk this over?" When hitting: "Take that, you imbecile!" "Take that, you stupid tourist." "I so love punching you." "I slap your face, monsieur." "Punch du jour...how you say?" When wins: "Merci. (kiss kiss) And now you are dead!" "Voila, I have sculpted you a new face." "You are no match for Pierre LePunche!" When loses: "You have beaten me, you horrible person." "You have beaten me, you big bully." "You have beaten me, but I am still more handsome." "Why, I never noticed this beautiful blur." Sir Winston Pounds Overpolite English gentleman Opening: "Pardon me as I kick your buttocks." "Greetings, old chap. Ready for a beating, are you?" Rematch: "All right, let's get this rumble started, shall we?" "We meet again, old chap." When hit: "I say, ouch." "You melodorous runt!" "Pretentious pug!" "Good one." "That's the spirit!" "That was a good one, old man." When hitting: "So sorry, old boy." "So sorry, old chap." "So sorry, old bugger." "That buttered your scone." "I hope I didn't hurt you too badly." When wins: "I say, that was jolly good fun." "Cheerio. Better luck next time, kid." When loses: "Well done. Good show. Splendid. Whatever." "Oh no. What will Mumsie say?" "Excuse me, does anyone see my nose?" "This is most embarassing." "Good show, old man." Steveo San Fransisco boxer with a...different ideal relationship. Opening: "Steveo. Single, fun-loving, looking for someone to punch." "I guess we're going to have to have a little workout, won't we?" "Ok, tiger, now show me your stuff!" Rematch: "You've come back! Be still, my beating heart!" "You must really want to get in shape, mister." When hit: "Are you hitting on me?" "Not the face!" "This is ruining my hair." "You've got such strong hands!" "Finally you're starting to warm up." "Tell me that wasn't a real punch." When hitting: "I am vicious, aren't I?" "Smackaroonie!" "Wham-O!" "Gotcha!" "We always hurt the ones we love." "I'm kicking your butt!" When wins: "You are weak and defeated. (Call me later.)" "Was I too much of a man for you?" When loses: "This is nothing a hot fudge sundae won't cure!" "I wasn't even trying." "Does this mean dinner is out of the question?" "You hurt me!" The Drunk Opening: "I'll teach you how to fight, you pansy." "None of this regulation stuff. Fight me, pretty boy!" "Put up your dukes." Rematch: "Ohh...Déjà vu." "Do I know you?" When hit: "Another round for me and my Bohemian friend here." "You're turning all pink and elephanty!" "I am feeling...no pain." "Wait. Run at my fist." "Stand still for a second, will ya?" "Impotent doesn't mean 'can't fight', pal!" "You'll be sorry when I vomit." "Ding ding! There's the bell! Ding!" "That's gonna hurt in the morning." "You call that a punch?" When over: "Your fist is going to be sorry tomorrow." "Did I embarrass myself again?" "You're pretty tough with a fist in your hand." "Good thing I bet on you." Other quotes worth mentioning: "Bite his ear off!"