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.
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.
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.
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.
Lethal Weapon 1 is one of three saucers. The LW1 saucer can do one of
-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
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.
The left orbit can and will do the following things:
-Complete a certain amount of bullets on the gun clip to start
-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
The left spinner gives a low amount of points during regular play, but
awards a handsome sum of points each spin during Super Spinners.
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
-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,
-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
-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.
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.
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.
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.
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:
-Light Super Spinners
-Bonus and Multipliers Held
-Light Video Mode
-Light Murtaugh's Retirement
-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)
-Super Duper Pops
-Super Lethal Weapon
In addition, the saucer can do the following:
-Relight jackpot and light double jackpot if it is lit at this
-Start Fight mode randomly
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.
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.
When Murtaugh's Retirement is lit, the right outlane scores a random
score from 5M to 10M.
Normal inlane. The Freeway Ramp feeds to this inlane, giving the
player the ability to loop Freeway Ramps indefinately
Normal Size, normal shape...
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.
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.
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.
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:
-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.
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
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.
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
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
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
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.
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
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
Super Lethal Weapon
In this timed mode, shoot the Lethal Weapon Saucers for 10M each. It
times out at 15 seconds.
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.
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.
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 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 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 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).
COSTA RICA'S CALL CENTER FREE PLAY EMPLOYEE GAME ROOM
FACEBOOK FAN PAGE COSTA RICA'S CALL CENTER:
BARRIO ARANJUEZ, 23RD STREET AND 11TH AVENUE. San Jose, Costa Rica
COMPANY LIMOUSINE FOR CALL CENTER CLIENTS