Monday, April 15, 2019

1993 BALLY JUDGE DREDD PINBALL MACHINE COSTA RICA



All video arcade games at CCC are free.

Many people in the outsourcing call center industry will question the distraction ratio, loss production or adverse effects towards an arcade game room. Well, the risk of an arcade game room was definitely worth the reward to CCC. The most common reaction from the agents is that they are "letting off steam". CCC telemarketers are able to function better by structuring their break times around a more productive activity than checking their email, text messaging or having a cigarette.

CCC personally challenges all business owners to incorporate a video arcade within their establishment and not to charge a cent. It is obvious that we take care of our employee's well mental state while bonding through other mediums besides long meetings or just traditional work place activities that produce average telemarketing results.

Flippers

There are four. Two regular (i.e.: BIG) ones in the usual place; and another one half way up the left side (very much like Street Fighter II). There is also a tiny flipper in the top right of the machine, that faces the back; imagine a small flipper mounted behind the slot machine on TZ, now move that up a bit, and you've got it. Diamond Buttons

Two of these and they're next to the flipper buttons. They are large, and red; the machine calls them 'Fire' buttons, but they have a '!' on them. The right one launches the ball, and lights the next un-lit Chain Link More Later!. The left one fires the ball during an Air Raid More Later!, and lights the previous un-lit Chain Link More Later!. Left Lanes

There is a kickback, but it's not an outlane, more of another automatic plunger lane on the left of the machine. Any ball in this lane will be kicked out, except during an Air Raid. More Later! This will reset the JUDGE drop targets More Later!. To the right of this is the outlane which is quite vicious, as shipped from Bally, (with the post in the middle position), but I'm sure that when I move it down it will be better. I don't even want to think about what operators will do with this. It's a petty, because in my opinion it brings the whole game down. The inlane is the usual type. The left in/out lanes do not light anything (as far as I could tell.) '?' I'll just call this the Bonus target It's blue a round stand-up target with a large '?' in the playfield. It is in a similar position as The Lost Mine on White Water. When lit (during a Chain Link More Later!) it's gives bonuses related to each Link. I'll explain it in more detail later. Left Orbit (Crime Scene) It is a standard orbit that starts in the same place as Party Zone's Rocket ramp. After a Left orbit shot, the ball will usually come screaming out of the right orbit, but beware: this can lead to an instant left drain. (The upper right mini flipper is located just at the entrance to the right orbit, so I just keep it raised, which prevents the left drain - This is believed to have been designed like this). A slow shot around here that doesn't trickle out, will probably come out of the entrance to the Small Loop More Later! Extra Ball target

A small stand up target between the Left Orbit, and the Left Ramp. (There is also another EB target .. see below.) Left Ramp (Or Lock Ramp) Balls put here will be fed to the right-most right in-lane. When lock is lit, a shot up here will register as one lock, but the ball will not physically be locked! The third ball 'locked' will start multi-ball. This ball will be diverted into the planet; meanwhile three other balls will be launched. A soft shot up this ramp will fall into the planet, but the machine will unlock it - the annoying thing is that mode timers DO NOT STOP!

Planet [Dead World] You can't miss this. It is used to lock balls for multiball. It spins, and flashes and looks really pretty. At the start of multiball, balls are unlocked by a magnetic crane (like a record player). The only thing I don't like is that fact that there is no setting to unlock balls between games; balls don't even get unlocked after a Slam Tilt, which is stupid when you consider the fact that the Slam resets everything and the machine forgets how many balls are there! I also found that sometimes the crane didn't pick the balls up, but at least the machine realized, and tried again. In Production machines, the planet is disabled, and only the third ball locked will go there. The first two balls will just be fed back to the right inlanes (this makes multiball really easy to start once lock is lit - Just three ramp shots). Physical changes to the planet make it impossible for balls to remain there. JUDGE

5 drop targets covering a hole. (Actually, only 'D' covers the hole. It is wider than the other targets.) Lock is lit by spelling JUDGE (i.e: hitting them down in order...). Shooting the hole will spot the next letter. Be careful, as a hard shot into the targets can send the ball up onto the Air Raid habitrail More Later!, which can lead to a left drain. The Drop Targets are also used in some Chain Links Subway Entrance

The hole behind the wide D drop target. Any ball in here will be popped into the left inlane. This hole is lit for various things during various Chain Links and multiballs. On prototype machines, this is labeled as Pick A Prize. Small Loop (Crime Scene) A small orbit that goes under the Center Ramp More Later!, joins the Left orbit to feed balls to the mini-flipper. It's impossible to describe, but it seems to be the only obscured part of the playfield. The player must really look to see if it's lit. A small loop scores 3 million for the first shot, then an additional 3 million for each consecutive shot. (I.e: 3, 6, 9 ..) If this crime scene is lit, it will be collected regardless of the balls direction. In fact, this was once the last CS lit when the ball slowly rolled into the orbit. I was credited for the CS and bumped up to the next level. The CS was re-lit for this level too. When the ball rolled down, I recollected it. Centre Ramp

A tiny ramp to the right of the small loop (It's in a similar position as the Power ramp on Twilight Zone). The player can shoot this ramp from the lower left flipper, but it's a HARD shot. It's much easier from the mini flipper. It feeds to the entrance of the left orbit, much like Disaster Drop in White Water. This is the Jackpot ramp during the Blackout, and Battle Tank link. Sniper Tower (Crime Scene) A ball popper situated in the same place as Twilight Zone's Lock but much easier to hit from the lower left flipper, or the mini flipper. Balls Popped from here are fed via habitrail to the left inlane. This can also be used to start Chain Links Air Raid

Ramp to the right of the Sniper Tower. It faces the upper left flipper, but it's a hard shot. There is a light at the base, but it seems to always be lit. It feeds the ball into the kickback/plunger lane. The drop targets will reset, and each one will be lit in turn. You have to hit the left Fire button to fire the ball so that it hits the lit target - I.e: Terminator 2 skill shot. (The ramp actually stops before the lane, and the speed of the ball makes it land in the right spot; however a ball that's going slowly (which only happens when it pops up there from the drop targets) can be fed to the outlane instead. NOT a good design.) Extra Ball target

Another small orange stand up target that is wedged between the Air Raid ramp, and the Large Loop. The two targets are identical. Large Loop (Crime Scene) Right orbit. Just to the right of the Air Raid ramp. Hit this from the upper left flipper. It feeds the ball back to the upper left flipper for 3 Million (Increases with every consecutive shot). This is the skill-shot. A slow shot around here will come out of the small loop. Advance Crime Level

A bank of three stand-up targets in the same position as the BigFoot HotFoot targets on White Water (except facing the left.) When lit, (only one hit is necessary - like the Cousin It targets on TAF) advances the crimes from Warning -> Misdemeanor -> Felony -> Class X Felony More Later!; accompanied by a really cool Boom sound! This target bank is easy to hit just by holding the left flipper up when the ball comes screaming out of the orbit. Right Ramp (Crime Scene) This is the Stake Out ramp. It is in the same place as the ramp on Banzai Run. It feeds back to the left inlane on the right side. Some people seem to think that this ramp is too steep, but on the machine I played the ball made it most of the time. Reactors

Three captive balls (one per nuclear reactor) are in a line. (In a similar place to Extra Ball on White Water). There is a roll-over between the first two, and a target at the end. I'm not sure how the scoring works during normal play, but I found out that after 7 Targets (getting the last captive ball to hit the target), extra balls was lit. Also, getting the third ball to hit the target will double your end of ball bonus for that ball. These are used during the 'Melt Down' Chain Link. Don't be too distressed if you never get the last ball to move, it's a very bad shot. I can't understand why they made a playfield feature only used in one Chain Link. This has been changed a little bit in production ROMs. The 2nd target hit (all the way at the back) will award 2x bonus. This includes everything that could be counted as bonus, including mode and Ultimate Challenge points!! But since hits are cumulative through the game, I'm not sure if you can get this again. I need to get the glass off! The 4th target hit awards something amazingly stupid like 5M. Drain Shield

Ball saver. The light is in the playfield above the flippers, so this seems like an appropriate place for it in the rules! The factory default is 5 seconds, I extended it to 10 on the machine at work. While 5 seconds is acceptable, it can be just that little bit too short as there isn't even a hint of a grace period. The 'Drain Shield' sign in the playfield, flashes and when it times out, you hear "Drain Shield, De-Activated". This can get annoying, but I no-longer even hear it! It's worth pointing out that the Drain Shield isn't even activated until some major shot is made, or 4-5 switches. If you hit the EB target instead of the skill shot, you can let it drain as long as you don't hit too many other switches without the Drain Shield coming on. When the ball is saved, it will continue to be kicked out until you hit a switch. Rules:

Chain Links A chain link is like a Door Panel / Mansion Room / Mode / Computer Screen etc. To start a Link you simply need to shoot the Left ramp, or Sniper Tower when lit ('Build Up Chain Feature'), they alternate; the Left Ramp is lit first. Note that when lock is lit, only the Sniper Tower will start Links. Total score from each Link is added in Fun With Bonus. Most of the Chain Links last 30 seconds, and you get 3 million just for starting them! I found an adjustment in the menus, Shots for Mode: 2; so maybe more shots to 'Build Up Chain Feature' will be necessary on some machines. Perhaps it's self-adjusting?

Actually, all modes are 20 seconds long, unless noted. There are nine (9) chain links. It's good to see that they didn't go ballistic on JD like they did on Indi. The modes are less repetitive, and only three involve shooting the ramps (and only one of those involve shooting both ramps - but there's a twist so it's ok).

The modes are 30 seconds each, unless stated otherwise: Pursuit -> Black Out -> Sniper -> Battle Tank -> Bad Impression -> Melt Down -> Safe Cracker -> Manhunt Millions -> Stake Out => Ultimate Challenge. (I listed them in the order they cycle through. I'm unsure as to which one is lit at the start of a game.)

Seems to be random. Pursuit This, I believe, is a nice marriage between a video mode, and a pinball game. The display shows a car speeding along (similar to The Getaway's Video Mode, except that the animation is better) with a police car following. The 'Pursuit' lights will flash at the entrance to the right and left ramps. By shooting either ramp, the police car will shoot a missile at the car. The car swerves all over the road so you have to time the ramp shot so that the missile will hit the car. If you hit the car you get 35 million - But I'm not sure where 35 came from. I believe you also get some small amount of points for each shot you make that misses. Still, the only way to score well is to get lucky and actually HIT the thing. Black Out

Two ball multiball, and all playfield scores are doubled. The centre ramp is lit for as many 10 Million shots as you like, until 1 or both balls drain. But don't fool yourself, it's not an easy shot. I like to use this mode after the first multiball to just shoot JUDGE. Another strategy is to hold a ball on the left flipper and shoot the left ramp over and over for doubles points (effectively 1M+1M). Perhaps after you've spelled JUDGE all you need to. Sniper

Display shows someone looking down from the tower on people below. Occasionally you see a person get shot! Meanwhile 20 Million is counting down. Shoot the Sniper Tower to collect the lit value. The guy on the tower will fall (gets shot!). Shoot the Sniper Tower again to re-collect the same value. You have 11 seconds while he falls. For more info on the amusing quotes (if you really want it), see the spoilers! Battle Tank The display shows a VERY mean and destructive looking device. You have to destroy it, but it's far too big to get rid of with one hit, so you need three. The Left Orbit, Centre Ramp, and Advance Crime Level are lit; shoot all three for 33 million. (I don't know where they got 33 from, I think it's 10 million per shot + the 3 million for starting the link.) There is a great feminine/computer sounding voice giving a rundown on how much is destroyed. Yes, 3M+10M/shot. Bad Impersonator This is great. The display shows a guy dancing on a stage. The drop targets are lit two at a time in a T2-like manner, (J+U, then U+D etc). You have to hit the lit targets to through things at the guy on the stage. After the the 3 million for starting the round, it's 5 Million for every target hit. If the two lit targets are hit , 10 Million is awarded. Melt Down Hit The captive balls to stabilize the three reactors. Three hits are necessary - That is, three switch closures; so if you smack the first captive ball so hard that it hits the second and third, then you stabilize all three reactors. Alternatively, you can just hit the first captive ball three times. The total is 33 Million. Again I think it's 10 million for each reactor, and 3 million for starting it. Yup, this also is 3M+10M/shot. Safe Cracker It's good to see they continued the humor displayed in CFBL's 'Move Your Car'! The display shows a guy sleeping by a safe, while someone yells "Open that safe!". You have to get the ball into the Subway enough times to wake the guy up, and open the safe. After four attempts the guy wakes up and opens the safe. See the spoilers if you really want to know what happens, but you really should wait! The scoring works like Move Your Car in CFBL, it starts at 8 Million and counts down to 3 Million; the second and later shots award that value again. The maximum amount for this is 8 Mill * 4 Shots = 32 Million. The scoring is almost like Move Your Car. In Move Your Car, you actually GOT 2x, 3x, and 4x the values (for a maximum of 80M). In this mode, you only get the same points for each shot. There's also something weird about this mode. If you hit it during the opening animation, your score will be 8M. If you wait just a little bit, when it starts counting down, the value will be over 8M, like it started at 9M or something. Weird. Manhunt Millions A very disappointing round. The left ramp is lit for 6 million a shot. You can hit for as long as you like for the amount of time (20 seconds). Once you get in the rhythm, this can lead up to huge scores. Stake Out Display shows Judge Dredd using binoculars to look into an apartment window (see the spoilers for what he sees/says!). Shoot the right ramp for 5 million a shot. This was also a little disappointing, but the animation was so good that the simplicity of the round didn't bother me. Ultimate Challenge See the spoilers. I've already mentioned the Bonus ('?') target. During each mode this is lit, and once it's hit, it's no longer lit. Hitting it is in the players best interest, I'll describe the effects below: [Note: A * means that there is more info in the Spoilers] Pursuit - Shoots two missiles at the car. Black Out - Gives you a once off 10 million. Sniper - The display says 'Hang up on fence, use red buttons'.* Battle Tank - Extends the timer *** (by 10 seconds) *** Impersonator - Three drop targets will be lit at a time instead of two Melt Down - Secures all reactors, and awards the points too Safe Cracker - Another message: 'When you're hungry press red buttons'.* Millions - Extends timer *** (by 10 seconds) *** Stake Out - Increases ramp value from 5 to 10 Million. Crime Scenes There are 5 Crime Scenes scattered around the playfield. The only analogy I can think of is that they're like Hazards in While Water. Crime Scenes are the left Orbit, Small Loop, Sniper Tower, Large Loop, and right Ramp. Shooting a crime scene will sentence a criminal.. Warning for Smoking Warning for Spitting 1 year for Littering 1 year for Flatulism (!) 2 years for Speeding 15 years for Assault 23 years for Extortion 25 years for Arms Dealing (it's the girl from CFBL!) 35 years for Armed Robbery (the 'snackbar' guy from CFBL) 85 years for Kidnapping Life for Murder Life for Terrorism Life for Treason Life for Cannibalism (mmmm donuts!) At the start of the game, there are usually 4 Crime Scenes lit. The crime level associated with them is random, AFAIK, but is usually either Warning or Misdemeanor. Different scenes can be at different levels. The levels are: Level Name Colour Millions of points per scene Warning Green 1 Misdemeanor Yellow 2 Felony Red 3 Class X Felony White 4 Hitting the Advance Crime Level target advances all scenes one level up from what they were, to a maximum of Class X Felony. It also scores 1M. After ALL lit Crime Scenes are at Class X, the Advance Crime Level target unlights. The Crime Scenes stay lit until you shoot them. After you've shot them all, another 3 or 4 will randomly light up at random levels. That's all there is to it! The bottom lights depicting the Crime Levels are actually mostly useless. They only light up when a scene is at that level. Since scenes can start at different levels, that's why more than one can be lit at a time. The only real useful use of these lights are during SuperGame. On our machine, extra ball was lit at both targets after 7 crime scenes, and the next at 22. And every 15 Scenes after that, pretty much forever. I [Keefer] have gotten the 82 Crime Scene extra ball before, and the next one was indeed lit at 97. Didn't light the 97 one, though. Drained with like 95. :( The actual crimes get worse at the higher levels, e.g.: "Life for Cannibalism". The animation is nice, and the quotes make it clear that a Crime Scene has been hit. Be careful of burned out globes, and remember to check the Small loop, as it tends to hide a bit under the planet. Perhaps the next software release could include a list of lit Crime Scenes, and the current level, in the status report. Multiball Knock down the 'JUDGE' drop targets to light lock. This is an unmistakable event, as flashers start flashing (not as bad as CFBL) and the planet starts to rotate. Shoot the left ramp, and the ball will be diverted to the planet. Check out the ball locked animation. A new ball is served to the plunger before the other-one is even in the planet, so there are no delays there. [Note: a soft shot up the ramp when lock isn't lit, can cause the ball to end up at the planet. The problem with this is that the timers for a Link don't stop, and it takes a while for the ball to be unlocked.] Because of the Deadworld changes, release ROMs do the locking differently. Now, "locks" 1 and 2 just sail around the the ramp. The 3rd ball will indeed be diverted to the Deadworld, and if the Claw can't get the ball out, it falls onto the playfield rather ungracefully. After starting Multiball with the 3rd shot, 3 more balls are autoplunged into play. The jackpot value starts at either 20 or 25M (not sure). Each drop target hit adds 1M to the jackpot. Shoot the left ramp to light the jackpot, and hit the Subway (scoop behind the "D" target) to collect. Collecting a jackpot does NOT reset the value; it just keeps growing and growing. There are 4 jackpots, each 5 million more than the previous. The current jackpot is indicated on the playfield, as either Mortis, Fire, Fear or Death will flash. The order on the playfield is wrong, and the jackpots occur in the order given above. The quotes are good, taunting the player to score the jackpot; although the feminine computer voice keeps saying "Shoot left Ramp to light Jackpot" all the time . grrr. I don't think collecting the jackpot adds anything to the value, but I'm not sure. The jackpot animations are really nice. After the Death Jackpot, Ultimate Challenge starts. Any balls that you lost up until that point are re-launched. Ie: If you only have 2 balls left in play when you score the Death Jackpot, 2 more will be launched. Multiball/Ultimate Challenge end when less that 2 balls remain in play. When starting a second multiball, 'JUDGE' must be completed for each lock. Although for the second and third locks, the machine gives you a few letters for free. Unlike FishTales/Indiana Jones, Jackpots are not held between multiballs. So if you just missed getting Death, you need to start from the beginning again. Personally, I think this is a bit rough! Misc. Things Skill Shot The ball is launched into the Large loop, so when it gets around to the upper left flipper, go for another large loop. The skill shot scores 5 Million, and the quote 'Great Shot', (even though it sounds like Great Scott!). Two way combo Left orbit -> Small loop for 6 million. I think it's only 3M for the 2-way combo. Three Way Combo Left orbit -> Small loop -> Centre ramp for 6 Million. Shooting unlit ramps will award 500k * number of ramp shots that ball. So any ramp is worth 500k 1 Million, 1.5 Million, 2 Million etc.. I guess this is the part you're all waiting for: Rules: The player is greeted politely by Annita Mann at the start of a Super Game, and is told that they have the Drain Shield active for 10 seconds. The machine waits for a ball to be launched, and then launches a second one. There are four different, and seemingly unrelated Super Games. All of them are two ball, but draining 1 reverts to normal play for the remainder of that ball. One game is played per ball. However, if you hit the JUDGE drop targets within 15 seconds, you start a 6 ball frenzied multiball. Confused yet?... There's no time limit on the JUDGE thing, AFAIK. All you need to do is get JUDGE before you have <2 balls in play. Game 1 The player is given a quick story of what has happened, (in this case a jail break). Some Crime Scenes are lit, shoot them for a 'Super Jackpot' of 52.5 million (There are seven Crime Scenes) and a really nice animation. After a jackpot, some more Crime Scenes will be lit for another Super Jackpot. This continues until less than 2 balls remain. Game 2 A mad bomber has escaped and you need to stop him from the Sniper Tower. Ramps build the Super Jackpot (7.5 Million each) from (I think) 7 Million; shoot the Sniper Tower to collect it. This continues until less than 2 balls remain. I think this game just scores 7.5M/ramp, no base. If there IS a base, it is 7.5M. You have to collect it of course. Game 3 There is a terrible traffic-jam. Shot the Subway for 25 Million, Perhaps it's 10 Million + 5 Million per down target the 'Move Your Car' quote, and some brilliantly violent animation; (See the spoilers). There is no Super Jackpot in this game. This continues until less than 2 balls remain. The drop targets reset between jackpots. The scoring for this game is simply 5M*targets, for a maximum of 25M. The drop targets only reset when you've made a Subway shot. Game 4 The object is to try and destroy Dead World. Locking 2 balls causes the shields to come down, and locking the third blows up the planet for a Super Jackpot of 45 Million. This repeats. As soon as a ball is locked, it gets unlocked by the crane, so when I say 'locking the third' I mean virtual locks, OK? In all Super Games(tm)(c)(r)(pty)(ltd)(sdtm)(etc) there is a chance to score a super jackpot of 100 million. Shoot four lit crime scenes in order, first a 'warning' (it's on the display) then Misdemeanor, Felony and then Class X Felony. Now one of the top shots (it varies between Sniper/Ramp etc) will be lit for the 100 Million - But it's only lit for 10 seconds, the computer voice counts it down - By the time it gets to '1', it has an amazingly smug tone to it too! The 100M Super Jackpot has nothing to do with Crime Scenes. All it is is the Advance Crime Scene target. Hit it 4 times to light the 100M. It's always the same shot for each game, but I don't remember what they all are offhand. I think it's the Sniper Tower for the Traffic Jam SuperGame. You don't need to be in 6-ball or anything to get the 100M. I've lit (and collected) the 100M in 2-ball play, while failing to get JUDGE at all. :| In a 5 ball game, you get the following: ball 1 : game 1 ball 2 : game 2 ball 3 : game 3 ball 4 : game 4 ball 5 : game 1 Extra Ball Buy-Ins In a regular game, the bought extra ball starts multiball, so it's a little fairer than Twilight Zone and Indiana Jones, as multiball can lead to jackpots (i.e. replays) or extra balls. In a Super Game, game 4 starts. General Stuff The 'Family Mode' default is 'No'. The sound is good. Some annoying quotes (not as bad as 'Shoot the Snackbar!), but I started to ignore them after a while so they were ok. But putting the sound aside, I thought the animation was fantastic. It wasn't just that the animation LOOKED good, it was actually clever. The Match Sequence is fantastic. It's a little long (and I never actually saw it Match), but it's great. See the spoilers if you want a better description, but you really should wait!

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1992 BALLY DOCTOR WHO PINBALL MACHINE COSTA RICA



Combining a bilingual telemarketer's gaming experience to help motivate, focus and relax the work place mind set is priceless and makes perfect sense for any outsourcing company.

Everyone in Costa Rica that works at a call center possesses certain cognitive attributes to win an arcade game. Naturally, the CCC staff will harness and transfer that energy and high confidence to a telemarketing floor after a hot streak in the game room.

The new generation of online gamers has stated that they prefer the feel of an authentic arcade game machine setup: joystick, eye level monitor and properly spaced buttons. CCC wants to bring back the real unique arcade game experience to Costa Rica for all telemarketers verses a hand held controller game that is found on any standard flat screen TV in San Jose.

Playfield Description and Basic Rules (we'll do this from left to right):

"Hang-On" target

shot at the left side of the game, just past the upper flipper - awards either the "Hang-On" or "Collision" bonuses, and depending on circumstances, "H" in "W-H-O" and/or a Sonic Boom. Scoring on Hang-On and Collision will be explained later. REPAIR targets

set of six circular targets along the left side of the main area of the playfield. They can only be shot directly from the right flipper, and are more likely to be hit on a carom shot from some other flipper. Scoring on the Repair targets is a bit weird and will be explained later. Bonus X shot Just to the left of the Time Expander area, the shot wraps around the back of the Expander to the Jet Bumpers. A Bonus X is awarded for shooting the Jet Bumpers and NOT the "Bonus X shot", so this shot doesn't do anything in particular. Time Expander

the big thing in the middle. There are three modes for the Expander: 1st - "Lock Mode" - the Expander has 2 locks, to the left and right of a circular target. Locking 2 balls leads to... 2nd - "Target Mode" also known as "Pinbot Mode" - there are 5 spherical targets, and a hit on them is registered by the red lights just below it. Completing all the lights leads to... 3rd - "Jackpot Mode" - there are 3 small gates with metal posts between them; each gate has a picture of a Dalek on it. Shooting balls through all 3 gates awards a Jackpot or Super Jackpot, depending on the situation. "Hole"

(for lack of a better word) nothing big, just a hole between the Expander and the Transmat target with which you can shoot the Jet Bumpers with the upper flipper. This will award a Bonus X, so it's equivalent to shooting the "Bonus X shot". Transmat target

when lit (by hitting the Jet Bumpers enough times), it will spot a Doctor and award points (usually somewhere near 1M, 75OK minimum). If not lit, just awards the points. Either way, it creates rather annoying flashing lights and sound. May also generate a Cow - more later. Loop Ramp

aka "Cliffhanger Ramp" - shot by the upper flipper, it awards a loop (every 1O loops yields a Sonic Boom round), and increases the Playfield X by one value (from, say, 2X to 2.5X). If the Playfield X is at its maximum (4X), the Loop Ramp awards 25OK instead (yes, 25OK... times 4 it's a million). Also completes "W-H-O" when lit, and awards a Sonic Boom (also ending the Boom Round) if lit for that. At the end of the Loop Ramp is a diverter which sends the ball either back to the upper flipper or all the way to the lower left flipper. Jet Bumpers

each hit increases the Transmat value by 5OK and awards some hokey and unimportant number of points. The ball can leave the Jet Bumpers through the "Hole" or it will enter the... Police Box entryway

if lit (by completing "Escape"), will begin Video Mode. Also always spots a letter on Escape. Either way, the ball comes out through the Police Box to the right flipper. Right Ramp

will award the letter "W" in W-H-O anytime when hit; this value, as is the value of the "H" and "O" shots (only lit after "W" is shot first), is the highest flashing value beneath the ramp (up to 3M). Will also award a Sonic Boom if lit. ESCAPE targets

completing all six targets lights Video Mode at the Police Box entryway, and also the value just below the targets (up to 3M, also awards Special when lit). Escape gets one letter spotted when the entryway is shot. Slingshots

yawn... well there are two of them, same as always. Flippers

three, the normal two plus the upper flipper positioned at the bottom of the Hang-On target. Generally used to aim the ball, though beginners may tend to flail randomly... Outlanes and Center Drain the Drain is a lot larger than some games, though the only shots which result in a center drain are shots at the Time Expander and the REPAIR targets. The outlanes are also cruel - no kickback, no rubber posts. The inlane/outlane divider is also quite a bit lower (nearly halfway down the slingshot) than most games, which leads to even more outlane drains. More bad news: the flippers are high above the drain hole, so Death Saves are more difficult. The Doctors, and more specific rules:

There are 7 Doctors, as one can plainly see from the backglass... quite conveniently, they are numbered 1-7. Each Doctor has the effect of changing the rules of one area of the Playfield, making a list of the rules all the more annoying and probably confusing.

First some general information about the Doctors... there are many ways to "spot" doctors throughout the game - one is awarded at the start of any ball, and can be spotted through the Transmat target or Video Mode. At the start of a ball (or when a ball has been locked), you get to choose the "current" doctor - his picture will flash on the backglass. When a doctor- spotting shot is made, the current doctor will become solidly lit (so his attributes are carried over for the rest of the game), and the "current" doctor becomes the previously unlit doctor directly to the left of the previous one.

There are 2 ways to spot all seven doctors - either go through them all one-by-one, or shoot the Emperor Daleks jackpot. Either way, all of them will be lit for the rest of the game, and you receive an additional bonus of 2OM, as well as a small animation, which plays even after a tilt! After all 7 doctors are spotted, they can be spotted a second (third, etc) time, and running through all 7 a second time awards another 2OM bonus. Also, each doctor spotted in the game (this count may be more than 7) is worth a 1M bonus at the end of the last ball (so don't tilt it!), and this bonus (unlike the regular bonus) is multiplied by the Playfield X.

It's best to go through all the Doctors one by one and describe what each does to the game.

Doctor #1

All Doc 1 does is award an extra letter to "Escape" on the lower right each time an Escape shot is made, either by shooting the targets directly or shooting into the Police Box Entryway. When shooting the Entryway, two Escape letters are spotted instead of just one (specifically the two highest, but who cares?), and when shooting the targets directly, the lowest letter is spotted, along with any you happened to get with the shot itself. Each time "Escape" is completed, it yields the highest flashing award just below the letters (which usually begins at 1M, some settings 5OOK), and advances the value to the next level. There probably is a timer, but if there is one, it is a very slow one. After awarding 3M on "Escape", the Special will be lit on the targets. Just shoot "Escape" one more time to claim the credit.

More importantly, completing "Escape" lights

VIDEO MODE at the Police Box entryway. (big letters cuz it's a big deal) Video Mode is pretty simple - all you do is control the Doctor as he jumps over obstacles while running from a Dalek. One flipper for a short jump (will clear one small obstacle), both for a long jump (clears two small or one large obstacle). For most waves, you only have one life - if you trip on an obstacle, you are captured and VM ends (it must then be re-lit by "Escape"). On the first VM wave, however, some settings give you an additional life (you resume the wave where you stumbled). Completing "Escape" a second time does not award any additional lives, just points. Jumping over obstacles awards 5OK per hazard, and after several jumps, the Doctor escapes to the Police Box (jumping into the Box awards a bonus 1M!), spotting an additional Doctor and awarding points for surviving (could be 1M?), avoiding obstacles (additional 1OO-2OOK per obstacle), and not dying (another 1M). The "not dying" bonus is only given if you completed the wave the first time through, so you never hit an obstacle. The total bonus per wave is somewhere near 6M (lower wave = lower value); it's a lot of points if you've got a Playfield X, which you should always get before shooting for Video Mode. Also, completing a wave (except for the final wave) re-lites Video Mode for the next wave. In addition, there is a "Last Wave Bonus" for completing all the waves in a Video Mode set - there are 4 waves in the first set, 5 in the second, 6 in the third (7 in the 4th?). The Last Wave Bonus is exactly equivalent to the sum of the Wave Bonuses received in the previous waves, so it isn't affected by the Playfield X. The Last Wave Bonus for the first 4 waves (all 4 waves at 4x) has a maximum of 11OM. A full Video Mode set, which is lit by a relatively simple shot, can be worth up to, oh say 3OO million or so, and in addition, you get all those extra Doctors spotted. Not bad for just jumpin' over stuff. For those who are clueless, here's the patterns for the first four waves (and so, the first entire set of waves) of VM (S = short jump, L = long jump): Wave 1: S S L L L L Wave 2: S L L S S S S Wave 3: S S S L L L S S S Wave 4: L L S S L S L L L These patterns are only valid if the machine is on standard settings; on harder settings, VM waves are random. An Extra Ball is almost always awarded as you jump over the last obstacle of Wave 2. However, this is self-adjusting (or operator-settable), and sometimes appears at the end of Wave 3. Check the Status Report for details... Never forget to jump into the Police Box... points is points. Quotes from Video Mode: "Whew, that was a close one." -end of Wave 1 if you died once, also happens every so often. "I don't mind the brisk pace, but a Dalek or two is an obstacle I can't face." -end of Wave 3; the wording for this quote is highly suspect. "WHERE IS THE DOCTOR?" "THE DOCTOR HAS ESCAPED..." zzzt... -as the Last Wave Bonus is awarded; if you've never seen this, an Emperor Dalek destroys the Supreme Dalek who let the Doctor get away through the first set of Video Mode waves. Should you get to the second set (even funnier): "WHERE IS THE DOCTOR?" zzztt!... the Supreme Dalek destroys the Emperor Dalek in self-defense. Doctor #2 At first glance you might think Doctor 2 does absolutely nothing, and whatever he does it can't be worth that much. Bzzzt! Not true not true... Doc 2 does BOTH of the following (wow, both!): -gives you extra time to shoot the "Hang-On" score to the left; at the outset, it takes pretty much an immediate shot to score it. Now you've got more time, and you might be able to take a second crack at it. Really, though, there isn't much extra time to shoot it. -more importantly, Doc 2 doubles the score you do get from Hang-On. WHAT score? Rarely can we even see the Hang-On getting scored, since there's some mumbo jumbo animation going on (usually the Air Sneaker flying around in the middle of W-H-O). Hang-On adds up pretty quickly even though we can't see it... it begins at 25OK for the first hit, and goes up an additional 25OK each additional hit. While shooting W-H-O numerous times, the Hang-On gets scored every time, and these points add up... I've seen Hang-On scored (at a 4X multiplier with Doc 2 lit) for nearly 4O million, not bad for a pretty simple straight-on shot. On later ROMs (L-1 etc.), the Hang-On has a maximum value of 2M (4M with the help of Doc 2), ending the possible super-high Hang-On score. The Hang-On value carries over throughout the game, so you can just keep racking up the score (until the maximum). When Hang-On is not lit and you hit the target, you receive a "Collision" score, exactly equal to one-fifth the Hang-On score. I'm not sure if Doc 2 has an effect on the Collision score; it probably doesn't, so with Doc 2 lit, the Collision is worth one-tenth the Hang-On score. The Collision score begins at 2OK, and does not increase the Hang-On score. Since the Hang-On carries over, so does the Collision. Doctor #3 Doctor #3 doesn't do very much... well sort of. Doc 3 gives more time to shoot each letter in W-H-O, and that's it. For some players this may mean absolutely nothing; they can shoot the W-H-O flat-out on the go. Sometimes having more time to shoot W-H-O can actually be annoying, because completing a W-H-O (by shooting the Loop Ramp) returns the ball to the left flipper and not the top one. But in general, having Doc 3 lit is pretty good though not wonderful, and it's gives you much more time to shoot each letter of W-H-O, nearly 7-1O seconds per letter. This is especially important during a Sonic Boom round, since it lasts just as long as the W-H-O timer. The rules for shooting W-H-O are pretty simple... each letter is worth the flashing value just below the Right Ramp, usually 2 or 3 million. Once W is shot on the right ramp, the points are awarded and H is lit at the Hang-On target. Shooting H scored the points again and lights the O at the Loop Ramp, and shooting W a second time (on later ROMs) scores the points again and resets the timer. Once H has been shot, a second shot at H (even though it isn't flashing) will award the points and reset the timer for the Loop Ramp. Completing the set of three advances the value of each letter and brings the ball back to the left flipper (expect for Sonic Boom circumstances, when it goes to the top flipper) for a shot at another W-H-O. A set number of them lights extra ball in the inlanes and outlanes... once the extra ball becomes lit, it can be collected immediately just by hitting the right flipper once (making the left inlane the lit target). The number of W-H-Os to light the extra ball is almost always 2, then it depends on settings: I've seen one where the 2nd EB was at 4 more W-H-Os, then 8 more, then 12, etc., and I've also seen one where the 2nd EB was at 6 more W-H-Os, then 1O more, then 14... the number is displayed while W-H-O is being shot. But in general, the rules Doc 3 changes are very simple and easy to understand. Doctor #4 On the other hand... Doctor #4 affects the "Repair" targets, which is most certainly the most confusing part of the game. What we DO know is that Doc 4 spots an extra target on "Repair"... what the targets actually score, especially when they're all complete, is a problem. I think I finally figured it out: -whether Doc 4 is lit or not, the first five targets lit on "Repair" are worth 1OOK, 25OK, 5OOK, 75OK, and 1M. If Doc 4 is lit, you'll get credit for at one hit per shot to "Repair", usually two. Once any Repair target is shot, it becomes solid, and all others will begin flashing. If you don't hit another after a few seconds, they flash faster then reset (like Stretch the Truth on Fish Tales). -when "Repair" is complete (all six targets hit), each additional hit on "Repair" is worth 1M, with 5OK being added to this value at each hit - in other words, the second hit is 1,O5O,OOO, then 1,1OO,OOO, etc. Doc 4 has a different influence here: it doubles the score for each target, so they're 2M plus 1OOK/hit. With 4X, hitting one target is worth up to 8 million. Again, there's a limited time before the targets reset themselves. Once "Repair" is completed, you'll see two numbers on the animation: below the word, you'll see what the next target hit will be worth. Above it, you'll see a second, larger number above the word "Repair" - this is the total number of points you've racked up by shooting Repair targets. It's especially nice to have Repair completed with Doc 4 lit during a multiball... with all the ball-bouncing going on, it's easy to hit the Repair targets for up to 8M (with Playfield X) apiece, and I've gotten the total Repair score at least all the way to 11O million. Really, then, even though Doc 4 looks like he doesn't do anything, he can be worth a lot. However, you need to hit all six Repair targets before anything happens. This is extremely difficult without Doc 4's help, so it's usually not worth trying for until Doc 4 is lit. That's about it... one more thing: my friend Steve would like to point out at this time that Doctor #4 has a pretty cool hat. Doctor #5 Doc 5 is probably the least important of the seven; all it does (at least, all I can see that it does) is double how much each jet bumper is worth when the bumpers are hit. Originally, the Jet Bumpers each add 5OK to the value of the Transmat target, and Transmat is lit when the value reaches 75OK. While bumpers are being hit, a circle is filled in, pie-chart style, on the backglass... when Transmat is lit, this circle flashes instead. With Doc 5 lit, each Jet Bumper is worth 1OOK for the Transmat; so you only need 8 hits to get the Transmat lit for another doctor. Unlike previous reporting, Doc 5 doesn't affect the end-of-ball bonus, although any shot to the Jet Bumpers awards an additional bonus multiplier. The multiplier carries over ball-to-ball and can go quite high (almost 4Ox). I've seen the bonus as high as 6M, so with the multiplier that's quite a bit. Giving a tilt warning when the bonus animation is supposed to be displayed aborts the animation; I'm pretty sure it doesn't abort the bonus. And that's all... the only other good thing about Doc 5 is that in Video Mode, his tie flaps while he runs... Doctor #6 Probably the most important of all the Doctors, and his importance really depends on your individual playing ability. All Doc 6 does is spot an additional Playfield X for each time the Loop Ramp is shot, and also lengthen the amount of time that this multiplier stays lit. With Doc 6 lit, it takes only 3 shots to get the Playfield X at maximum (4X)... compare that to six shots under normal circumstances. The Playfield X is crucial to producing high scores - for example, the highest-scoring shot in Who is the Triple Davros jackpot, worth 3OO million. With a 4X multiplier, it's 1.2 billion; just having the multiplier lit is worth 9OO million points! It takes a lot less work to get a replay if you can keep the Playfield X up high. The behavior of the Loop Ramp diverter is a bit confusing at times - sometimes the ball is fed back to the upper flipper, and sometimes it goes all the way to the lower left flipper. Here are the rules for that: -If the last loop made lights a Sonic Boom Round (i.e., 9, 19, etc.), then the ball is fed back to the upper flipper, regardless of whether the loop completed a W-H-O or not. -If the Sonic Boom Round is shot -immediately- after it is lit (the shot for 1O, 2O loops etc. is made right after the previous loop shot), then the ball is fed to the lower flipper to shoot W-H-O for Sonic Booms (each worth 1OM). If the shot is not made immediately (i.e., you miss then shoot it later) then it follows the normal rules. -When the Loop Ramp is shot during the Sonic Boom Round, it awards a Boom, immediately ends the Boom Round, and returns the ball to the upper flipper. (note: this means that it's best to avoid shooting the Loop Ramp during a Boom Round until the W and H shots have been scored... so if the ball is sent to the upper flipper, it's a good idea to just let it fall.) -Besides that, the Loop Ramp returns the ball to the bottom when it completes a W-H-O, and otherwise to the upper flipper for another ramp. Pretty psychotic behavior, but oh well. When shooting the Loop Ramp, it might seem like you're getting a lot of points - that guy's always yelling "Million" at you once the Playfield X is at 4X. But one million on a game is pretty paltry when the replay's at 3OO million or more... so the point is to get the Sonic Booms. The series of shots (W-H-O, that is) is definitely worth mastering - in a Boom Round, they're usually worth a total of 12O million, and they also contribute to getting Extra Balls. Doctor #7 Like it says when he gets selected, Doc 7 helps with multiball (or Multiball or Multi-Ball or Multi-ball or whatever). Actually that's not quite right, Doc 7 helps to get TO multiball. Here's how to get to Multiball: -Start in Lock Mode. For the first multiball, the locks begin lit; for subsequent multiballs, you need to hit the target between the locks. If a ball is already in a lock (shot in by another player), the target also gives you credit for that lock. If another player's ball is in one lock, and you shoot the other, you get credit for your lock and the other player's ball is shot back out. If Doc 7 is lit, hitting the target also awards a Time Factor for Target Mode (more on that later). Something to point out here is that any time a ball is shot out of a lock (or, with some ROMs, the lock target is shot), the Second Chance (ball save) is available for 2-3 seconds, even though it isn't flashing (it flashes at the start of a ball for 5-1O secs). The locks tend to kick balls right down the center drain, and it's a good idea to just let them go rather than flailing at them. Second Chance is also awarded the few times a successful ramp shot returns the ball to the outlane, a nice feature to avoid angry tilts. Any lock you make is held over to the next ball, even if another player emptied the locks through multiball - in that case, there would only be one ball in the locks when the Expander raises to Target Mode (see below). When a lock is registered, the backglass animation shows Doc 7 and his female partner Ace at two consoles (Ace at left). An appropriate sound effect plays depending on which of the two locks was made first. Another note about Lock Mode: in a multi-player game, it can be very difficult to score locks if another player has put balls in them to start. The target between the locks is small, and hitting a ball into a hole where a ball is already locked has a good shot at a center drain with no Second Chance. So try to go first. :) -Once two locks have been made (the backglass will show 2 "consoles"), the Time Expander raises to Target Mode, which looks remarkably like Pinbot. To finish Target Mode and start Multiball, each of the five circular targets must be hit 3 times - each hit brings down the "Time Expansion Factor" (which is announced each time it changes), and a flashing light below the target becomes solid. In the first multiball, hitting between two targets can register up to three hits, two for the target hit most solidly and one for the neighboring target. In subsequent multiballs, only one hit can be made on a target each time the Expander is hit. Doc 7 has great importance here - anytime the set of targets is hit, Doc 7 spots an additional target, specifically the one that still needs the most hits. This makes Target Mode much easier... for example, without Doc 7, you'd have to hit one specific target once you get to Factor 1. But with Doc 7 lit, you can hit any target and spot the final unlit one. Since Doc 7 has such an advantage in Target Mode, you should make sure he is lit when you get to this point. You can change the current Doctor when a ball is put in play - if Doc 7 is unlit before the start of Target Mode, make him the current doctor. Should you happen to drain during Target Mode, the targets you hit are held over to the next ball. If another player gets multiball while you are in Target Mode, you remain there - when you begin multiball yourself, the other balls will come from the auto-plunger. -Once Target Mode is completed, the Expander raises again to reveal three gates, each with a picture of a Dalek on it. The backglass shows which Dalek level multiball will start at for each gate shot - for the first multiball (with local settings - your mileage may vary), these gates are Supreme/Emperor/Supreme. In general, the middle gate is one level higher than the outer gates. Multiball is worth a LOT of points, and it's very important to get a good Playfield X before starting multiball - after all, what good is a 45M jackpot when it could have been 18OM? So shoot for the Loop Ramp before shooting for the gates. -Once a gate is shot, the Expander lowers to kick out any locked balls, then raises back to the Dalek gates - finally, multiball! The goal of multiball is to shoot a ball through each of the three gates, and accomplishing this awards a Jackpot. After scoring a Jackpot (until the Davros round), the Expander briefly lowers to Target Mode as the gates are reset, then raises again to set up the Daleks for the next Jackpot. There are several levels of Daleks... these are all I know, there are probably others at lower point values. (??) Bronze Daleks = 3OM Silver Daleks = 35M Gold Daleks = 4OM Supreme Daleks = 45M Emperor Daleks = 5OM Some Jackpots will prompt the best quote in the game: "Dalek in the corner pocket." Each level of Daleks will remain lit as long as a gate is shot within a time limit (about 1O-15 secs); it doesn't count if you shoot a gate that has already been hit. If no gate is shot (or if you drain from 3-ball to 2-ball multiball), the Dalek level will drop by one - Supreme Daleks will become Gold Daleks, for example. This is also true for Davros, and it's very annoying to have Davros change into a plain old Emperor Dalek. On newer ROMs, the Status Report tells you how many Jackpots you need to reach the Davros round - you'll see "3-ball Daleks at xxM - x more for Davros" and the same for 2-ball Daleks. It always takes one more 2-ball Jackpot than 3-ball. Initially, it takes 2 Jackpots with 3-ball multiball, and 3 Jackpots with 2 balls. Shooting the center gate at the start of multiball reduces these numbers by one automatically. (Confusing?) Just remember that 2-ball multiball is one level lower than 3-ball, and the levels get higher as you score Jackpots. Scoring a Jackpot on Emperor Daleks lights all 7 doctors and sets up the Davros Super Jackpot - this means it takes one fewer Jackpot to get to Davros if you shoot the center gate at the beginning. After the Emperor Daleks are finished, the Expander lowers back to Target Mode, as Davros announces "Let's see if you can break my personal force field, Doctor"... as before, each target must be hit, but this time only one hit is required. Also, Doc 7 will NOT help - you need to hit each target in earnest. Once all 5 targets are hit, the gates come up again, and shooting all three within the time scores 1OOM! If you can do this, it's a big feat... After collecting Davros, the "Double Davros" round begins; it's exactly similar to the original Davros round, only TWO hits are required on the Expander targets to bring up the gates. Double Davros Jackpot is 2OOM! And Triple Davros, where 3 hits are required on the targets, is worth (good guess) 3OO million, not bad. Not bad at all. There is no "Quadruple Davros" - the Triple Davros repeats itself. In all 3 Davros rounds, taking too much time to shoot the gates, or having a third ball drain results in Davros changing into Emperor Daleks. So the Jackpots sure can add up - going from Supreme Daleks to just single Davros is worth 195M, almost 8OO million with the Playfield X. In addition, the next multiball (unless you scored a Davros) will pick up where you left off - if you ended the first multiball with Davros lit, the next one begins with Davros lit at all three gates! Tough to miss that shot... Something else to point out - if you are unable to score any Jackpot during the multiball, you have the possibility of re-locking the balls to restart multiball. If no Jackpot is scored, the Expander goes back to Lock Mode, and Re-Lock is lit for 15 secs (2O if Doc 7 is lit). In addition, an extra 1O secs is given for shooting the target between the locks, or for locking the first ball. If no ball is locked within the time, then the game continues in single-ball play. If only one ball is locked, a second ball is auto-plunged immediately. If this drains, the other ball kicks out for single- ball play again. If you can't lock the ball in time (and there's plenty of time), the other ball is kicked out for a 2-ball multiball, and the Dalek level picks up where you left off at the end of the original multiball. If both are locked, 3-ball multiball restarts. In either case, multiball restarts immediately; no targets or gates to shoot. Of course, remember to jack up the Playfield X before starting multiball.

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1992 DATA EAST LETHAL WEAPON 3 PINBALL MACHINE COSTA RICA

A smart motivational technique used for CCC BPO agents is to compete on the machines in the game room.

One way in which a telemarketer's confidence could be made stronger or broken down is through an arcade experience during their work day. Costa Ricans have courage and can back up their swagger on the phone after dominating the video games during their scheduled breaks. In the competitive offshore outsourcing call center arena, CCC has an advantage over the rest in Costa Rica by creating a strategic play environment.

High end arcade video games will reinforce a call center agent's focus, mind set to win and motor skills while off of the phones during their free time. The most important virtue is to show a solid habit of good sportsmanship regardless of the outcome of the games in the arcade. More new friendships have blossomed in the game room at CCC call center Costa Rica.

Our entire staff has concluded that an immediate visual stimulation combined with a conditioned manual stimulation in gaming added a very special ingredient to our nuance at CCC. To date, Costa Rica's Call Center is the only BPO in Central America with a retro arcade game room, period. The average age of our Costa Rican call center agents correspond with the virtual gaming boom. Every CCC agent that grew up mastering Nintendo has amazing skills and a strategic thought process. Laser Kick

This is the left outlane ball saver. On factory settings, it is lit at the start of a ball. The ball, when kicked into play by the laser kick, has a tenancy to rebound straight back into the laser kick again. Luckily, the kick stays lit for a certain amount of time after it is used, usually 10 seconds. Laser kick can be re-lit through the Laser Kick Standup.

Left Outlane

This outlane is very wide, due to the fact that it has no rubbers to increase the chance of a sucessful nudge. This problem is further compounded by the fact that the metal rail is curved just so that the ball has an easy time slipping down the outlane at enormous speeds. This is probably the reason there is a left outlane ball kicker. The outlane can be lit for Murtaugh's Retirement.

Left Inlane

This inlane is fed to by the LW2 VUK. When Getaway is lit, any ball that touches the left inlane switch will start the Getaway, which is collected by shooting the right orbit.

Laser Kick Standup

The laser kick standup, when lit, lights laser kick. It can also be lit for Millions Plus. This is where each shot to the standup scores one million points. When the standup is not lit for either Unlimited Millons or Light Laser Kick, the game simply says a random quote.

LW1 Saucer

Lethal Weapon 1 is one of three saucers. The LW1 saucer can do one of the following: -Collect lit extra ball -Relight jackpot/light double jackpot if lit at this saucer -Scores the "1" out of 1,2,& 3 to award a stunt -Start fight mode randomally

The saucer feeds straight back out its entrance, usually towards the left flipper.

Standup Targets

On a well set-up machine, the first thing a ball should hit when plunged are these targets, which are used for the skill shot. During regular play, lighting all 4 either lights Leo, if Leo is not already lit, or lights Super Leo if Leo is already lit. If Super Leo is already lit, then the standups award 1M when completed.

Left Orbit/Spinner

The left orbit can and will do the following things: -Complete a certain amount of bullets on the gun clip to start Showdown -Light a 9-1-1 rollover light to advance towards Bonus X -Light the subway. The subway is collected if two consecutive left orbit shots are made in a row. A subway relights the laser kick standup target.

The left spinner gives a low amount of points during regular play, but awards a handsome sum of points each spin during Super Spinners.

Freeway Ramp

This shot is directly to the right of the left orbit. At first glance, this seems to be the main point of the game. In fact, it is relatively minor in order to progress to "big points". The freeway ramp does the following things: -Each shot counts up towards certain rewards. 3 million points at 3 shots 7 million points at 7 shots Points are also awarded at 14, 21, 31, 41, 51, 61, 71, 81, 91, and 99.

-At a set number of shots, the freeway ramp lights an extra ball at the LW1 saucer. EB percentaging determines the exact number of shots required.

-After a replay or a special is scored, the freeway ramp is lit for a Victory Lap, a usual feature in DE games. Victory Lap scores 15M.

-Freeway Ramp Looping when lit.

-A Jackpot, double jackpot, or a quadruple jackpot are collected by shooting the ramp during multiball.

LW2 Saucer

This saucer is directly to the right of the freeway ramp. This saucer is a VUK that feeds to the left flipper. It can do the following: -The saucer starts Video Mode, when lit. -Multiball is started and restarted in this saucer

-Jackpots are relit and double jackpots are lit if they are lit at this particular saucer.

-This saucer scores the "2" in LW 1,2,& 3 to advance towards a stunt. -Fight mode is randomally started from the LW2 saucer.

9-1-1 Rollovers

The rollovers are in the exact center of the playfield, left to right. They are just below the top edge of the game, like many other games. These rollovers, like those of SS, ST:TNG, or most other games, advance the multiplier when all three are lit. The multiplier advances in the following order: 2X, 4X, 6X, 8X, Bonus and Multipliers Held

When all of the items are lit, each completed 911 awards a cool 1M.

Pop Bumpers

The pop bumpers (called turbo bumpers by DE) are located just under the 9-1-1 rollovers.

There are three pop bumpers (no, not labelled 1,2, and 3). Normally, they score an insignificant amount of points. They score 100,000 a hit during Super Pops, and 1,000,000 a hit during Super Duper Pops.

LW3 Saucer

The LW3 saucer is just left of the right orbit.

The LW3 saucer is the random award hole. When Leo is lit at LW3, the following awards can be given: -5 million -Multiball Ready -Light Super Spinners -Super Pops -Light Getaway -Bonus and Multipliers Held -Light Video Mode -Light Murtaugh's Retirement -Maximum Multiplier -Light Laser Kick -Extra Ball Lit

When Super Leo is lit at LW3, the player has a choice between two of the following awards: -Bank Heist (10M-30M) -20 Million -Special -Crazy Riggs -Super Duper Pops -Super Lethal Weapon -Extra Ball -Light Looping -Multiball Ready -Fight Mode

In addition, the saucer can do the following: -Relight jackpot and light double jackpot if it is lit at this particular saucer

-Start Fight mode randomly

Right Orbit

Physically, the right orbit and spinner are the same as their left counterparts, and anything discussed in conjunction with the left orbit will apply for the right. However, the right orbit also collects the Getaway value when lit.

Red/Blue Wire Drop Targets

There are two banks of three drop targets. One bank is located directly under the pop bumpers. The other is located on the right side of the game, directly above where the ball exits the plunger lane. They serve to light Multiball Ready, and start Millions Plus.

Autoplunger The plunger is strictly an autoplunger, propelling balls up a short lane and then directing them into the playfield towards the skill-shot standups. The setup is exactly the same as T2, and closely resembles CV and Congo. The trigger is also used in many other modes. Right Outlane When Murtaugh's Retirement is lit, the right outlane scores a random score from 5M to 10M. Right Inlane Normal inlane. The Freeway Ramp feeds to this inlane, giving the player the ability to loop Freeway Ramps indefinately Flippers Normal Size, normal shape... Rules The rules, compared to many games made after 1990, are decent. There is no true wizard mode, but the game does have many modes and objects to go for. This is my first attempt at a large rules section (Older 1980's games don't have many rules), so please bear with me. I will try to follow the rules in sequential order, starting with the skill shot, but I will probably end up adding rules as I think of them. Many of the basic rules are already explained in the layout section, so if a certain rule is not listed here, go to the first section. Start At the start of the game, the player has the option to listen to one of three music samples. C+C Music Factory's "Gonna Make You Sweat (Everybody Dance Now)", Lethal Weapon 3's own music from the movie, and ZZ Top's "Sharp Dressed Man" are the three selections. Skill Shot Basically, it is exactly like T2's skill shot. Simply pull the trigger at a certain time so that the ball hits the lit standup. The lit standup switches quickly, so it is no easy task. Scoring is 2M on the first ball, 3M on the second, and 4M on the third. The value of each successive skill shot increases by 1M no matter if the previous skill shot was hit or not. Uzi The uzi is a collection of lights in the middle of the playfield. It consists of 6 bullets, and 6 awards. To light bullets, complete either orbits, and depending on the game settings, the game will award either 6, 3, 2, or 1 bullet per orbit. The factory setting is to award 6 bullets the first 2 times, and then 3, then 2, then 1. When you complete 6 bullets, the game says "Loaded...Grab the gun and fire." At the same time, a "bad dude" appears on the DMD. To kill him, simply grab the gun trigger and start firing away (up to 6 shots). The score that you recieve depends on how many bullets were fired, and when the shots were fired. To recieve maximum points, just wait until the game says "NOW!" and the guy's eyes are flashing to press the trigger. The maximum score is 6M. In addition, the game gives a different award each time 6 bullets are completed. In order, they are: -3 million -Hold Bonus and Multiplier & 1 million -Lite Super Leo Getz & Super Spinners -Lite Video & Getaway -Start Crazy Riggs Scoring -Super Lethal Weapon Oh, by the way, did I mention that the ball(s) are still in play while you are trying to kill the bad guys? Good luck, because this requires some careful planning and speed. Stunts The stunt lights are the 5 lights near the bottom of the playfield. They are awarded by completing the LW1, LW2, and LW3 saucers. Depending on the settings, the saucers might have to be completed in order, on the same ball. The factory settings allow them to be completed in order, carrying over to the next ball if necessary. Each time all three saucers are lit, the game stops play and shows a short DMD animation. During the animation, the game will say "Now!", and you can pull the gun trigger for an extra 1M. The stunts are: -High Fall, 5M -Police Chace, 10M -Toilet, 15M -Explosion, 20M -Helicopter, 25M The 6th stunt is the Super Stunt Spectacular. It is awarded by the same means as the other five stunts, except it awards 50 million points and a longer animation. Multiball IMHO, the best section of the game. To light multiball, you have to complete either bank of 3 drop targets 2 times. Depending on the settings, you might have to fulfill other requirements, such as hitting the drop targets in order or knock down a set more than twice. Once Multiball is lit, it can be collected at the LW2 saucer. A DMD animation is shown for a bit, and then 2 more balls are autoplunged into play. Jackpots - Depending on the setting, a jackpot is already lit at the Freeway Ramp, and "Light Double Jackpot" is lit at the LW1 saucer. To collect a jackpot, simply shoot the ramp. There are two types of double jackpots: lit and speed. The lit double jackpot is collected by shooting the light double jackpot saucer and then shooting the Freeway Ramp within 20 seconds. The speed double jackpot is collected by shooting two of the three balls up the Freeway Ramp within about 2 seconds. Sometimes, the first ball is shot fast enough to shoot again in order to collect the speed double jackpot. The Quadruple Jackpot is probably the hardest shot in the game. This is basically a combination of the speed and the lit jackpots. First, Light double jackpot by shooting the lit saucer. Then, shoot two consecutive balls up the Freeway Ramp. It seems that the Quadruple Jackpot timer is a bit longer than the Speed Double Jackpot timer, so a ball that goes up the Freeway Ramp for the lit double jackpot could be shot through the ramp a second time. Jackpots start at 10M, Double Jackpots 20M, and Quadruple Jackpots 40M. Each successive Jackpot is 5M more than the previous, thus Double Jackpots increase by 10M and Quadruple Jackpots increase by 20M each time. Modes There are a few modes in the game, most of which are lit/collected randomally from the LW3/Leo Getz saucer. These awards are also collected by reaching certain levels of the Uzi clip. Super Pops 100K a hit on the pop bumpers. When all three pop bumpers are hit, the game awards 1M. The mode times out after 30 seconds, but there is no timer on the display to keep the time. Super Duper Pops 1M a hit (WOW!) on the pop bumpers, but times out just like Super Pops. Video Mode This is a collected from the LW2 VUK when lit. It is set up as an old-style shooting gallery. When an enemy appears on the DMD, press the plunger trigger. Don't hit the helpless bystanders, however. When 10 shots have been fired, the mode ends. If you hit all 10 enemies, then you get a 10M bonus. If a cow appears on the display, shoot it for a cool million. I have a sneaking suspicion that this is an attempt at Williams-bashing Crazy Riggs Scoring This is a timed mode in which every switch scores 250K, and times out after 15 seconds. During this mode, sounds from the three stooges are heard. Super Lethal Weapon In this timed mode, shoot the Lethal Weapon Saucers for 10M each. It times out at 15 seconds. Freeway Looping During this mode, which lasts 20 seconds, simply shoot the freeway ramp as much as you want for 5M each. The mode begins when the first freeway ramp is shot. Getaway This mode is a hurry-up started at the left inlane, and collected at the right orbit. The value starts counting down at 15M, and ends a bit after it reaches 1M. Millions Plus Also known as Unlimited Millions, Millions Plus is lit by hitting the center drop target on either target bank, arming the bomb. The game will then say either "red" or "blue." If that drop target is hit before the other one is, the bomb is deactivated and Millions Plus is started. Multiple bombs can be armed and then deactivated during the same ball. Each hit on the Laser Kick Standup target awards (1M * Number of bombs deactivated) for the rest of the ball. The game's audits suggest a special award after raising the MPlus value to 5M... Murtaugh's Retirement Murtaugh's Retirement is randomally lit by Leo Awards at the LW3 Saucer. When activated, any outlane switch scores a random value between 5 and 10 million. Super Spinners Super Spinners is lit from both the Uzi and randomally from Leo Getz. As soon as one of the spinner switches is activated, the mode starts. During this time, each spin of the spinner awards a bunch of points (about 250K), and a good hit can usually score about 7 million points. This mode times out after 20 seconds. Fight Mode Fight Mode is randomally started from the LW1, LW2, and LW3 saucers. When started, simply hit the flippers as fast as possible, so as to throw more punches than the opponent in a certain amount of time. If you win, then 5 million is awarded (10 million if started from the Super Leo award).

www.costaricascallcenter.com

COSTA RICA'S CALL CENTER FREE PLAY EMPLOYEE GAME ROOM

https://www.youtube.com/watch?v=cYE04hh6BwM

https://youtu.be/zox77WYc7bM

https://youtu.be/_1ebfQiD-fs

https://youtu.be/nublj-mEkZ4

FACEBOOK FAN PAGE COSTA RICA'S CALL CENTER:

https://www.facebook.com/groups/23284906585/

BARRIO ARANJUEZ, 23RD STREET AND 11TH AVENUE. San Jose, Costa Rica

https://goo.gl/maps/4TXSs8zFeuo

CCC WEBSITE

http://www.outsourcingtocostarica.com

COMPANY LIMOUSINE FOR CALL CENTER CLIENTS

http://www.costaricalimousines.com

1992 DATA EAST HOOK PINBALL MACHINE COSTA RICA

Today, CCC firmly stands behind having our call center employees experience the authentic arcade sounds, sights and real time retro competition. Our new video arcade room has given CCC another strong gust of wind in our sails. Costa Rica's Call Center will continue to reward our amazing staff by a pace of 1 new arcade machine per 44 new telemarketing agents hired and hitting their monthly quota. The employee friendly call center environment became more pleasurable immediately which can offset a demanding telemarketing career. Any BPO boss could only imagine and wish for laughter, smiles, spirited jokes and high energy at their Costa Rican office on a Monday morning before shift. The reality today is that CCC has become the only call center to have gifted their entire staff a video arcade game room to have fun, period. All agents are given the option to arrive early to play the games or they may choose to stay inside and enjoy the machines during the evening while waiting for their ride to safely take them home.

www.costaricascallcenter.com

COSTA RICA'S CALL CENTER FREE PLAY EMPLOYEE GAME ROOM

https://www.youtube.com/watch?v=cYE04hh6BwM

https://youtu.be/zox77WYc7bM

https://youtu.be/_1ebfQiD-fs

https://youtu.be/nublj-mEkZ4

FACEBOOK FAN PAGE COSTA RICA'S CALL CENTER:

https://www.facebook.com/groups/23284906585/

BARRIO ARANJUEZ, 23RD STREET AND 11TH AVENUE. San Jose, Costa Rica

https://goo.gl/maps/4TXSs8zFeuo

CCC WEBSITE

http://www.outsourcingtocostarica.com

COMPANY LIMOUSINE FOR CALL CENTER CLIENTS

http://www.costaricalimousines.com

1989 BALLY MOUSIN AROUND PINBALL MACHINE COSTA RICA

Mousin' Around

Game Play

Rules

Goal

The main object of MOUSIN' AROUND is to steal the Cheese, play Multi-ball and score the Jackpot by trapping the Mice and sending the last one home to the Mouse Hole.

Plunger Skill Shot

Sending the ball through the Top Lanes when lit scores 100,000 points times the ball you are on. Therefore you earn 100,000 for ball 1; 200,000 for ball 2; 300,000 for ball 3, etc.

Cheese Feature

Any ramp spots a letter in Cheese. After completing C-H-E-E-S-E the Mouse Hole opens for you to build your Jackpot. Then you are awarded a Cheezy Bonus, (mystery score anywhere from 100 to 500 points, extra ball, special or 1 million points). Any cheese taken will count for Outhole Bonus.

2X AND 3X Multiplier

Complete the top lanes once and earn the 2x bonus multiplier. Complete the Top Lanes twice and earn the 3x bonus multiplier.

Multi-Ball

Spell M-O-U-S-E-T-R-A-P, either by hitting the stand-up Mouse Trap Targets or by getting the ball throught the lit Return Lanes. Spelling M-O-U-S-E-T-R-A-P sets the Traps that lock the balls. Trap 2 balls and the 3rd ball releases them when it is put into play.

Jackpot

After Multi-ball is achieved, Traps remain up, you must trap the Mice again and send one home to the Mouse Hole to be awarded the jackpot. Once the jackpot is collected you can try for the Jackpot again & again. Jackpot resets for the next ball if collected.

Million

Hitting the Center Targets in sequence lowers the targets and lights the Kickback. The Cheese Loop enables the Left & right Ramps to spot letters in Million. After M-I-L-L-I-O-N is spelled the Mouse Hole opens so you can collect 1,000,000 points.

Extra Ball

Shooting the Left Trap Lane consecutively lights ramps for Extra Ball.

Double Playfield Scores

When making the Right or Left Ramp shots twice in a row the Cheese Target starts flashing for increase value. Make the shot and Double Scoring has started.

Our rigorous industry structure requires the same amount of down time focus for the agents in order to recharge the mind and body. CCC is known in Costa Rica as offering the best employee arcade.

The international outsourcing industry has the best game room in Costa Rica. Without question, CCC has the best gaming toys in a Latin American outsourced Telemarketing Company. The proud owner of CCC, Richard Blank, firmly believes that the more an agent stays away from their virtual cell phone world; the more they will increase their interpersonal relationship building among other BPO employees.

Since 2007, our highly educated call center agents continue to grow as one unit by incorporating many challenging video games during scheduled breaks and lunch time.

CCC took a chance when most call centers do not utilize a common medium of arcade gaming. The Costa Rican millennial generation that grew up playing video games at home did not share the same pleasure and stimulation as the early retro gamers that had an arcade on every corner and local mall in the United States.

CCC Human Resources Department was intent on a positive learning experience by combining fast momentum and a creative mind. Proving a solid ROI on a large internal expense for employee retro gaming recreation, the Tico staff has enjoyed a spike in morale, increased online labor support and a flattering local reputation in Costa Rica as a great call center environment run by generous owners.

Back in the 1980s, anyone in Costa Rica who wanted to play the real video games was on a mission to find an arcade. Once you placed your 100 colones on the game marquee to hold your place, it didn't get any better when you had the chance to show your skills in front of dozen kids from San Jose. Each Tico was shooting for the high score on Asteroids or Pac Man and loved every minute of it. CCC wants to bring that excitement back into a call center environment and use it to grow past our 440 agent limit at our current location in Barrio Aranjuez.

www.costaricascallcenter.com

COSTA RICA'S CALL CENTER FREE PLAY EMPLOYEE GAME ROOM

https://www.youtube.com/watch?v=cYE04hh6BwM

https://youtu.be/zox77WYc7bM

https://youtu.be/_1ebfQiD-fs

https://youtu.be/nublj-mEkZ4

FACEBOOK FAN PAGE COSTA RICA'S CALL CENTER:

https://www.facebook.com/groups/23284906585/

BARRIO ARANJUEZ, 23RD STREET AND 11TH AVENUE. San Jose, Costa Rica

https://goo.gl/maps/4TXSs8zFeuo

CCC WEBSITE

http://www.outsourcingtocostarica.com

COMPANY LIMOUSINE FOR CALL CENTER CLIENTS

http://www.costaricalimousines.com

Saturday, February 16, 2019

1964 WURLITZER JUKEBOX AND DOUBLE BLACK TIE SLOT MACHINE COSTA RICA

CCC continues to build a solid vintage arcade game room. Besides the free play video games and pinball machines, we have invested in amazing jukeboxes to enjoy as well . The classic slot machine is currently just for display since there is no gambling at our call center.

www.costaricascallcenter.com

COSTA RICA'S CALL CENTER FREE PLAY EMPLOYEE GAME ROOM

https://www.youtube.com/watch?v=cYE04hh6BwM

https://youtu.be/zox77WYc7bM

https://youtu.be/_1ebfQiD-fs

https://youtu.be/nublj-mEkZ4

FACEBOOK FAN PAGE COSTA RICA'S CALL CENTER:

https://www.facebook.com/groups/23284906585/

BARRIO ARANJUEZ, 23RD STREET AND 11TH AVENUE. San Jose, Costa Rica

https://goo.gl/maps/4TXSs8zFeuo

CCC WEBSITE

http://www.outsourcingtocostarica.com

COMPANY LIMOUSINE FOR CALL CENTER CLIENTS

http://www.costaricalimousines.com

JURASSIC PARK PINBALL COSTA RICA

Once again, CCC shows all other call centers how to create the best employee game room. All video arcade machines, rockolas and american pinball games are all free to our hard working staff. Team bonding, relaxing and becoming a pinball wizard have taken over boring break and lunch room cell phone gazing...

www.costaricascallcenter.com

COSTA RICA'S CALL CENTER FREE PLAY EMPLOYEE GAME ROOM

https://www.youtube.com/watch?v=cYE04hh6BwM

https://youtu.be/zox77WYc7bM

https://youtu.be/_1ebfQiD-fs

https://youtu.be/nublj-mEkZ4

FACEBOOK FAN PAGE COSTA RICA'S CALL CENTER:

https://www.facebook.com/groups/23284906585/

BARRIO ARANJUEZ, 23RD STREET AND 11TH AVENUE. San Jose, Costa Rica

https://goo.gl/maps/4TXSs8zFeuo

CCC WEBSITE

http://www.outsourcingtocostarica.com

COMPANY LIMOUSINE FOR CALL CENTER CLIENTS

http://www.costaricalimousines.com