Champion Pub Rulesheet v.1.4
Written/Compiled by John "FalconPain" Lange <[email protected]>

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 <[email protected]> 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 <[email protected]> for helping with regard to the Champion Pub
glitch...see below under Ultimate Challenge.

Matt Magnasco <[email protected]> for various corrections, info that
I missed, etc.

Ismat <[email protected]> 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.
v
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 rape 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 [email protected].