Monday, April 15, 2019

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).

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COSTA RICA'S CALL CENTER FREE PLAY EMPLOYEE GAME ROOM

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FACEBOOK FAN PAGE COSTA RICA'S CALL CENTER:

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CCC WEBSITE

http://www.outsourcingtocostarica.com

COMPANY LIMOUSINE FOR CALL CENTER CLIENTS

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