Monday, May 6, 2019

Rapper Rob Base gives shout out to COSTA RICA'S CALL CENTER





Hip Hop legend Rob Base hooks up COSTA RICA'S CALL CENTER



The famous rapper ROB BASE gives a special old school shout out to COSTA RICA'S CALL CENTER. The Hip Hop legend "I wanna rock right now" understands that a ten year anniversary in business is  "A BIG THING, NO DOUBT". His alias, Mr. IT TAKES TWO,  loves the art deco building, neon marquees, pinball collection and 300D limo for our clients. Adding to another keen observation, Rob Base admires that CCC has it "POPPIN DOWN THERE" while giving credit to Richard and Grace for hooking it up and making it possible.



https://youtu.be/57WB0q55pwM

Thursday, May 2, 2019

CLASSIC AMERICAN PINBALL MACHINES IN CENTRAL AMERICA

ART DECO BUILDING WITH CLASSIC NEON MARQUEE DISPLAYS COSTA RICA'S CALL CENTER IN STYLE.

The 1958 "SUPER LA CUADRA" building was transformed into a modern 3 level call center operation in Costa Rica's famous barrio of Escalante-Carmen. Fortunately, 15 walls of original brick was preserved as well as many fond memories shared by the local residents as they stroll by the amazing structure. CCC boasts the largest collection of American pinball in Costa Rica. An impressive row of 11 classic machines on free play. A gamification call center culture was created and is the only known retro video arcade game room for employees in Latin America.

Costa Rica's Call Center (CCC) is a state of the art BPO telemarketing outsource company located in the capital city of San Jose, Costa Rica. Our main focus has been, and will always be to personally train each and every Central America call center agent so that we may offer the highest quality of outbound and inbound telemarketing solutions and bilingual customer service to small and medium sized international companies, entrepreneurs as well as fortune 500 companies.

Barrio Aranjuez has a neon marquee classic style structure on the corner of 23rd street and 11th avenue. One block from the famous Antigua Aduana building and national train station. 3 floors of beautiful jade green reflective windows gives an enjoyable 3D impression and can capture the blue sky and white clouds that float by the call center. A large hand painted art deco mural of a man in a pure natural state is holding a shining sun enhances an entire wall. The building also has an authentic 1950s cafe and the largest collection of American pinball machines in Central America.

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

Monday, April 22, 2019

5 PINBALL MACHINES COSTA RICA

COSTA RICA PINBALL MACHINE COLLECTION BY RICHARD BLANK 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.

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

2 PINBALL MACHINES AND CENTIPEDE ARCADE IN COSTA RICA

COSTA RICA HAS 2 PINBALL MACHINES AND A CENTIPEDE ARCADE GAME 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. 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

Monday, April 15, 2019

COSTA RICA'S CALL CENTER FINAL ART DECO DRAFT DESIGN

ART DECO BUILDING WITH CLASSIC NEON MARQUEE DISPLAYS COSTA RICA'S CALL CENTER IN STYLE. The 1958 "SUPER LA CUADRA" building was transformed into a modern 3 level call center operation in Costa Rica's famous barrio of Escalante-Carmen. Fortunately, 15 walls of original brick was preserved as well as many fond memories shared by the local residents as they stroll by CCC. The company boasts the largest collection of American pinball in Costa Rica with an impressive row of 11 classic machines on free play. A gamification call center culture was created and is the only known retro video arcade game room for employees in Latin America. Costa Rica's Call Center (CCC) is a state of the art BPO telemarketing outsource company located in the capital city of San Jose, Costa Rica. Our main focus has been, and will always be to personally train each and every Central America call center agent so that we may offer the highest quality of outbound and inbound telemarketing solutions and bilingual customer service to small and medium sized international companies, entrepreneurs as well as fortune 500 companies. https://youtu.be/oNOFNo40w2c

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

1997 BALLY NBA FASTBREAK PINBALL MACHINE COSTA RICA



NBA Fastbreak is the latest release from WMS and the George Gomez design team. I love Gomez's previous games, Corvette and Johnny Mnemonic, and was eagerly awaiting his next game. I'm a trifle disappointed in NBA Fastbreak, but then again I like his former games more than the r.g.p consensus.

It's still an outstanding game. It's "different" in several ways. The scoring is like the Real NBA, meaning that 300 points is a terrific score. The scoring is balanced, and completely linear. That in itself is a major difference.

Gameplay can be very slow (stop-and-go) due to the top saucers. This turned me off at first but I've gotten used to it.

Having 29 high scores (1 for each NBA team) is neat.

NBA FB is probably a "novice" game, because the shots are all very easy, and it's a lot easier to do something that lets you enter your initials. It should still be fun for wizards, if you don't mind "working" at a game (meaning dealing with slow play and very few "pressure" shots). Extra Balls are easy; it's not difficult to go from 3 to 5 or 6 balls.

The ideal environment for NBA FB is probably where I play it: a college bar that is filled with people at night to play with /against and to have as spectators. Also, having a lively environment substitutes for the frequent slow / "automatic" play.

NBA FB is very well made in every respect (other than possibly the bumpers, but I have only 1 machine to base my opinions on that on). It's yet another reminder of how many light years WMS is ahead of Sega in sheer quality, from mechanics to rules to sound (not dots :). It deserves to be a big winner for them.

Objective

The objective of NBA Fastbreak is to get to Trophy Multiball by completing the 6 Tasks, win a Ring, and score as many points as possible along the way. Then do it again.

Playfield Here's the playfield and what shots do in one-ball, non-mode play...

There are five major shots. They're all easy:

Left Orbit

loops up and around a very shallow ramp and back to the Right Inlane. Starts In The Paint when lit. If In The Paint isn't lit, the Alley-Oop Combo is lit and is started here. Weak shots fall into the Basket Area. Left Ramp

a short mid-field ramp that usually curves around to feed the Left Inlane, like the one on Scrawny Bubonic. There's a diverter that can be raised to let the ball ramp up to the top of the playfield and around to the Basket. This is a killer shot and my favorite shot in the game :). Can be lit for a 3-point basket. If 3-point is not lit, Fastbreak Combo is lit to start here. Center Ramp

dead center in the playfield. A lot easier from a caught ball than a live one. Leads to the Basket. A miss here (you make it halfway up the ramp and then back down) is the main drain shot in the game. Thus, I shoot this from caught balls if possible. Can be lit for a 3-point basket. If nothing else is lit, Free Throw is lit for 1 point (this is true in all modes and MBs). Right Ramp

a short mid-field ramp that feeds the Right Inlane. Starts both Fastbreak Combo and Slamdunk Combo. For me, this shot is harder than the Left Ramp, but that's prolly cuz of the extreme left->right lean on my machine... Right Lane if In The Paint is lit, starts In The Paint in the Basket area. Otherwise, starts the Tip Off Combo and feeds the bumpers. "Minor" shots / areas:

Left Saucer like the one on T2 and NF. Gives one of Bob's Crazy Stadium Goodies when lit. Gives Extra Ball when lit. For me this is the "hardest" shot in the game. Lane-Between-Center-Ramp-And-Right-Ramp where balls come out of the bumpers. Go up this lane to get a cool "electromechanical" sound, and hopefully get some bumpers. Inlanes light the opposing In The Paint shot, most of the time. Inbounds Pass targets two standups below the Right Lane entrance (a la Johnny) that, when both hit, light Inbounds Pass at the Left Outlane. This works regardless of mode except that I think in multiballs if you light this, then use it (I hate using up ballsavers in MB), you can't light it again until you're back to one ball. Inbounds Pass returns the ball from the plunger. If you lose the ball and the inbounds pass is lit, you will lose it at the next ball.

Million Dollar Shot on ball 3 or after final extra ball, the right outlane is lit for this. If you drain down the right, another ball launches and you have ~10 seconds to hit the basket from the center ramp. Note: there is no compensation if hit the ramp, but miss the basket. If you make the shot, you win a million dollars and your game continues. If you don't make it, you're obviously not even good enough to be a ball-boy, so your game ends. If MDS is lit and you awarded an extra ball, then it will go off and relight at the next ball. 3-P-T three standups in a lovely shade of purple. When all are hit, 3-point basket is lit at Left and Center Ramps. You will never aim for these. Basket a hoop that is fed by the Center Ramp (always), the Top Saucers (always), and the Left Ramp (sometimes). Most of your points come from hitting the Basket. Sometimes the shots that are supposed to feed the Basket miss; there is compensation for this, see below. After a Basket, the ball heads for the bumper area, where hopefully it will hit some of them before dribbling out to the flippers. There's a magnet below the Basket that can hold the ball. If the Basket is not lit for anything else, it's lit for a Free Throw and 1 point. 10 Free Throws light an Extra Ball (see below). Settings are vary and each machine is different. For my machine, it is after 3rd or 5th three throw. You can only use this method once (1) per game.

Four Top Saucers an arc of four saucers beneath the Basket. When the ball lands in one of these, it is shot up a wireform and into the Basket. Except when you're in In The Paint mode, where you have a plastic guard that can block your shot to contend with, and so you can pass left or right (to another saucer) with the flippers. Bumpers 3 of 'em. They're cool-looking. Your enjoyment of NBA Fastbreak will depend amazingly much on how well these work on your machine. Backglass backglass flipper alert! There's a orange ball the size of a ping-pong ball (is it a ping-pong ball?) that can be hit with a flipper into a "basket" on the backglass. You only have control of the flipper during Pizza mode. The flipper flips by itself at various times during in the game, making a sound like Tackle from WCS. This is also what happens when you win a credit. Basket Compensation

If you shoot the Basket by the Left or Center Ramp and hit the Ramp but miss the Basket, there's compensation. If the ball falls in one of the Top Saucers (it usually will), the saucer will shoot the Basket and you'll get credit for whatever you were shooting for, if it isn't exceedingly long after you made your ramp shot. You'll also get credit for the 1-2-3-4 (see In The Paint) saucer. Choose Team / Skill Shot After firing up a game, you get to pick which of the 29 NBA teams you'll be playing for. As you cycle thru the teams you can see the current NBA Team Champion for that team. You'll hear the players from your team mentioned throughout your game. For the "Skill Shot", Tip-Off Combo is lit. If you've already collected it, nothing special happens. The ball is dropped in the bumper area from the "plunger". Except that there's no plunger, or normal plunger button. Instead there's a button on the lock-down bar. The Riverboat Gambler market should be happy. Tasks Most of NBA Fastbreak gameplay involves completing the six Tasks needed to start Trophy Multiball. They are listed below in the order I typically get them. Goals - completed by getting a 2-point goal, a 3-point goal, and a Free Throw. 20 Points - completed by getting... 20 points. This is lit for you after the first Trophy Multiball. Combos - there are four Combos. Get all four to complete this task and light Extra Ball (EB lit only for the first completion). Each Combo awards 2 points. After starting a Combo, you have a few seconds / switch closures to complete it. You can start Combos in single-ball play unless a Stadium Goodies or Power Hoops mode is running. Tip-Off: start by hitting the Right Lane if lit (it's lit unless In The Paint is lit there). Complete at the Center Ramp. Tip-Off is also started at the beginning of a ball (as the Skill Shot) if it has not been collected. Thus, this is the first thing you go for in a game. Slam Dunk: start by hitting the Right Ramp (always lit). Collect at the Left Ramp. Alley-Oop: start by hitting the Left Orbit if lit (it's lit unless In The Paint is lit there). Complete at the Center Ramp. Fast Break: start at the Left or Right Ramp (always lit). Collect at the Center Ramp. Stadium Goodies - our beloved Crazy Bob is back again, serving yummy concessions. Hit the left saucer when lit (anytime in single-ball play except when a Stadium Goodies mode is already running) to start one of four modes. These are awarded in the below order. Pizza: quick, look up at the backglass! You have ~10 seconds to flip the backglass ball into the hoop. The value of the hoop alternates between 1, 2, and 3 points. If you time your flips right and are a little lucky, you should be able to get the 3 points with every shot. My high on this mode is 18 (six 3-pointers), and I average about 15. If you're on your last ball and Pizza is lit, you should go for it, as this is a major source of points. Hot Dog: the shot clock is set to 24 (== ~10 seconds). Hit any of the 5 main shots to score 3 points and reset the shot clock. Eventually the clock starts resetting to progressively lower values. The mode ends when the clock times out. This mode can be worth a ton (20-30) points. I usually go for the "quick" shots (left orbit, left ramp, right ramp). NBA Trivia: the display gives you a NBA Trivia question and four possible answers. Get the right one for 10 points. If you got the wrong answer, you will only get 1 point. There is one trivia question that relates to this game. Included below is a mini-database of NBA Trivia answers if it seems useful. I've seen about 30 different questions. They're not that hard, but obviously you don't want to get one you don't know the answer to when you're working on your all-time best game! I'm curious to see how this plays in a tournament. Will spectators shout out the answer? Or will they be barred from doing so? Or will tourney mode always offer the same order of questions? Egyptian Soda: hit the left or right ramp for 3 points. This mode seems to last about 15 seconds. If this is the last mode I need for Trophy MB, or if I only need Hoops modes, I'll catch the ball and let the mode time out. After Egyptian Soda times out, the Concessions Task is completed. During Hot Dog and Egyptian Soda, any Hoops mode that is running is postponed until the Concessions mode is completed. Also, bumpers do not advance Hoops modes. Advancing to Shoot Around MB and Around the World MB are still available, though. When all Stadium Goodies is complete, you can still go there for 1 point (1 point added to your score). Multiballs - Finish Shoot Around Multiball and Around The World Multiball to complete this Task. Shoot Around MB: start by hitting all five major shots (any order) to spell S-H-O-O-T. The S-H-O-O-T letters can be collected anytime in single-ball play. If a Power Hoops or Stadium Goodies mode is running when S-H-O-O-T is completed, that mode is postponed until Shoot Around is completed. Shoot Around is a 2-ball MB. The important thing to do here is to spell S-H-O-O-T again (the letters are flashing until collected) to light Extra Ball. Also, any flashing shot is worth 2 points. Once S-H-O-O-T is completed the letters are reset (to flashing). This mode can be another big point-getter. I don't think you can get the Shoot Around EB more than once. Around The World Multiball: the four saucers at the top of the playfield are numbered 1 thru 4. When one of the four are collected, a lamp on a player above the saucer is lit. Collect all four to start Around The World MB. There are two ways to light the saucers: In The Paint. The inlanes light In The Paint at the opposite Orbit/Lane in single-ball play. This also turns off the Alley Oop or Tip-Off lights. In The Paint stays lit for ~10 seconds, after which it goes out and Alley Oop / Tip-Off is re-lit. Unless it's lit from starting a ball; then it doesn't go out until you hit it. Hitting the Orbit/Lane when In The Paint is lit starts In The Paint Mode. The ball should land in one of the four saucers (if it dribbles out first, you're out of luck). A plastic guard starts moving toward your saucer, trying to block your shot. Avoid the guard by passing among the saucers with the flippers. When you're free, shoot the Basket with the Basket button. You shouldn't ever get blocked by the guard if you know what you're doing. Unfortunately, sometimes the shot from the saucer to the Basket will miss, and In The Paint is over. Also, if the ball lands in one of the saucers when In The Paint is not lit, the saucer will shoot automatically, collecting the 1-4 number for the saucer and whatever the Basket was lit for (see Basket Compensation). This happens quite a lot, from weak Left Orbit shots or shots to the Basket that don't fall in. At times, you will be prompted to hit the "Shoot" button for a "Foul Shot." This counts as a Free Throw (1 pt.) If you don't do this you won't get the point. Once 1-4 is completed, Around The World MB starts. It's a 3-ball where one of the five major shots is flashing for 1 times the # of balls in play. Basket compensation is active, and you'll use it (likely w/o knowing it). The flashing shot is the Left Orbit first, and moves right each time points are collected. There's not much reason to go for the flashing shots; the points per effort just isn't worth it. Instead, shoot Free Throws in this MB and advance toward the Free Throw Extra Ball. Power Hoops and Power Points - here's my main complaint with this game. To complete the Power Hoops task, you have to complete the four Power Hoops modes. The problem is that these modes are started with bumper hits, and if you have a machine (like mine) with very insensitive bumpers, it becomes extremely difficult and boring to get through all four modes. It's typical for me to have all other five Tasks completed, but only one of the four Power Hoops modes. Ugh. Anyway, here's the rules... bumper hits during non-mode, single-ball play (I'm fairly sure that's it) advance the Power Hoops bumper count. On my machine, the four modes are started at 11, 22, 33, and 44 hits. If your machine gives you at least 3 hits per Right Lane shot, and balls coming out of the Basket give you a couple of hits, you're OK. But if you're getting 0 or 1 hit per Right Lane shot, and 0 coming out of the basket, you're looking at trouble. Settings are vary for Power Hoops for each mode. For others, it will start at 9, then 18, etc. It does seem that Fastbreak has some compensation for this. Unfortunately it doesn't seem to do nearly enough. Over two weeks on my machine, the required bumper count has lowered from 13 to 11 hits per mode. Crazy Bob awards, In The Paint, Shoot Around and Around The World MBs, and Free Throws are all available during Power Hoops modes. If a new mode is started, the Power Hoops mode is postponed and picks up after the new mode is finished. Combos are not available during Power Hoops modes. There are three single-ball Power Hoops modes. They last for about 20 seconds. In all three, one shot is lit for 3 points. They are: Half Court Hoops - Center Ramp. Hook Shot Hoops - Left Ramp. Run & Shoot Hoops - alternate Left and Center Ramps. Also, the bumpers give you 1 or 2 Power Points every five or six bumper hits. Power Points are also available during single-ball, non-mode play (but you get more of them during a Power Hoops mode, I think). I'm not clear on Power Points or how they may affect strategy. The fourth Power Hoops mode is Multiball Hoops. It's a two-ball mode, and the Left and Center ramps are alternately lit for 3 points. I don't think Power Points are available during Multiball Hoops for some reason. Trophy Multiball When all 6 tasks are completed, Trophy Multiball automatically starts (if you lose the ball before it starts, and yes this is possible, it'll start on your next ball). You have unlimited balls for about 20 seconds. The Center Ramp is lit for 2 points. Your goal is to outscore the "other team". It seems like 6 or 7 shots are necessary to do this (the first time, anyway). I don't know if the # of required shots depends on anything you're doing. If you win, you get a Ring, and become the current M.V.P. You don't get any extra points for winning, just the points you scored during the mode. Then all Tasks (except 20 points) are cleared and you get to do it again. Look out for the ball, as it autoplunges (I don't like this. You should get a break after a wizard mode... ). Extra Balls There's several Extra Balls in NBA Fastbreak. Thankfully, none are random! Nice job on this, WMS. EBs are lit at the left saucer. There's no limit to stacked lit EBs or awarded EBs. Here's how you can light an EB: Completing all four Combos. During Shoot-Around MB, spelling the letters S-H-O-O-T. I think this gives an EB only the first time it's done (i.e. not after Trophy MB). 10 Free Throws. I like to go for Free Throws during Around The World MB. Settings are different, for mine, it's only 3. You can only do this method once per game. 22 (!!) Left Orbit Loop Combos (or whatever). I've never come close to getting this one. It's hard to get a Loop Combo without actually trying for one. You have to get two Left Orbits in a row to get a Combo. I need more info on this, in particular whether there's any reason to go for it. Again, settings are different. For mine, it's only 12. Miscellaneous Bonus: there is none. So don't be afraid to tilt when losing your ball ;). You *can* score 0 points on a ball. Trivia: what's the last WMS game on which you could do this? NBA MIA: Jordan, Barkley, Shaq. More? Matt Geiger is da absolut best player in the NBA. Strategy I'll fill this out more in the next version. There just aren't too many real strategy decisions in NBA FB. Make sure you get Pizza / Hot Dog / Trivia before ending the game, as that's where the big points are. You do have to decide whether to play the Power Hoops modes or not; they're potentially worth a lot of points, but you don't have to play them to advance to Trophy MB, just start them. Be sure to get your Free Throw EB. Around The World is not worth enough to go for it (more than once) over getting to Trophy. Same for getting Combos more than once. Learn which shots lead to the most bumper hits. Decide when Inbound Pass is worth relighting (for me, rarely). High Scores There's no typical high score table for NBA Fastbreak. Instead, Beating the current best score for your team makes you an NBA Team Champion and you get to enter your initials. I wonder if anything happens if you are the Champion for all 29 teams... There is a Grand Champion for the all-time best score. On my machine, getting GC is the only way to get a replay (other than matching). I hear this is default behaviour for pre-production ROMs but may change. When comparing scores, Rings always beats Points. Thus, 150 and 1 Ring beats 200 and no Rings. Winning a Ring makes you M.V.P. The boys @ WMS have picked their favorite teams for the default Team Champion scores. These are: Chicago: LED, 3 Rings, 136 Boston: LFS, 2 Rings, 104 LA Lakers: ADG, 1 Ring, 72 Cleveland: ROG, 80? (please tell me if you know of more) My high score is 2 Rings, 294. I currently am Team Champion for 24 of the 29 teams :). Today I played a four-player game and won a Ring for three of them. Competitive Play I have not played a competitive game of NBA Fastbreak. I suspect that it would make an excellent competitive game, but that's just a hunch. The big decision would be whether to count rings over points. It appears that NBA will be the tourney game @ WWPF. There have been talk of some odd way to physically connect machines to compare scores, and maybe this will be tested there. The idea doesn't overwhelm me. Currently, tourney mode does nothing. Rules for competitive Play (2 machines liked together) (general only, non-tourney) There are 4 Quarters similar to a regular NBA game + overtimes if necessary (don't know time for OT).. Each quarter is 3 minutes long. (Similar to Arcade NBA games) Each Extra Ball you collect adds 30 seconds to the time remaining in the quarter/regulation. You get unlimited ball savers til time expires. When time expires, everything stops, ball(s) drains... Same rules apply as in a 1 player game. The person with the most points wins.. Free game is the same number of points needed as in a 1 player machine. Settings may very. You can still do the traditional 4 player 1 machine method as well. Possible Bugs I haven't been able to find many, and even these are questionable... In a multiplayer game, if >1 player gets a ring, the last player to do it gets M.V.P., rather than the one with the higher score

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

1994 BALLY WORLD CUP PINBALL MACHINE 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.

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.



Left Outlane Has a kickback which is relit by hitting Light Kickback Target. Left Inlane

Has a rollover which lights the Light Magna-Save target. Magna-Save

Ah yes! The return of the Magna-Save. But not quite the same implementation as in Black Knight or Jungle Lord or the other 70s Williams two-levels. The Magna-Save is just above the tip of the left flipper, and is set to save a STDM drain. By punching an extra button at the left, you activate the Magna-Save which sucks the ball into place above your flipper so you can catch it. At least thats the theory. Slingshots

The return of the standard slingshot, no more of this trapezoid shaped junk like Demo Man or ST:TNG. Light Kickback Target This is lit by rolling through the right inlane. Hitting it lights the kickback. Left Spiral

This is your standard spiral. When a city is lit, it scores the city and sends the ball all the way around and shooting out the other side. Otherwise a one-way gate drops down and the ball falls into the rollovers / pop bumpers. Left Ramp

This ramp normally shoots the ball around in a loop and back to the right flipper. If you hit a second consecutive ramp shot, a diverter closes and sends the ball over to the left flipper. The left side of the ramp holds the locking mechanism, implemented here in excellent fashion. If lock is lit, the ball always goes to the left ramp lock area from either ramp. I should also note that around the spot where the ramp is about to curve back towards the right flipper, there is a little hole so that if you don't shoot your ball strongly enough, your ball will fall down into the pop bumpers without scoring the ramp. The ramps are used to lock balls, collect tickets, relight jackpots, and for points during Ultra Ramps. Striker Targets

Striker is this little dog who is the mascot of World Cup Soccer and he has three standup targets on the game. One on each side of the left ramp, and one in front of the jet bumpers at the upper right. Hitting a dog target lights a letter in the word "STRIKER." When you light all seven letters, you get 10M and the Striker Scoop is lit. Light Free Kick This is a saucer. Falling in it lights the Free Kick standup target. Tackles

This is a row of three standup targets (think about Cousin It / Superdog and you get the idea.) Hitting one of them when lit scores 10M. Assist Another saucer, at the upper left, just in front of the goal. When the ball falls into the Assist saucer your goal gets lit (or nothing changes if its already lit) and you can shoot the ball straight in by punching a flipper. Pretty great. Star Rollovers There are four rollovers (yes rollovers!) leading towards the goal. Light a rollover by rolling over it. Light all four and goal is lit. GOAL!

This is really great. At the upper left corner of the playfield there's this wide hole (picture ST:TNG's Neutral Zone if it was as wide as all three targets.) In front of it is this plastic goalie who moves back and forth. You shoot the ball past the goalie and into the goal. Its tougher than it sounds - he's good! When you hit the goal the machine yells "GOAL!" and there's a great animation and the crowd cheers! Hitting the goal when its not lit will score the Striker Scoop award when you haven't collected a Striker award yet. 4 lit Goals lights a TV award. There are also a couple of modes which run along a theme of hitting the goalie, which I find really amusing. Goal also serves as the multiball jackpot. Striker Scoop This is a small little scoop in the back middle of the playfield, to the right of the goal. Hitting it when lit serves up a seemingly random Striker Award. This also serves as the Extra Ball shot. Jet Bumpers / Rollover Lanes Three bumpers and two lanes. Lighting both lanes lights the left spiral to collect a city. Jet Bumpers are pretty standard three-in-a-triangle-shape. During normal play, the jets are worth 1OOK a pop and add one thousand fans for each pop. At 25,OOO fans, the jet value becomes 1M / pop for the rest of the ball. Soccer Ball

Theres this great big half-a-soccer ball which spins at super speed when the goal is lit and during multiball. The thing is, the ball is made of RUBBER! This causes A) much bounciness on the upper part of the playfield and B) some pretty extreme spins on the ball. Free Kick Target When lit from one of the Free Kick saucers, this target awards 10M. It stands right in front of the spinning soccer ball. TV Award / Final Draw scoop When lit for TV award, this gives out a TV Award. There are currently four TV Awards. Also serves to start multiball when lit for Final Draw. Right Ramp

Same as left ramp, except this ramp always feeds the left flipper and there are two holes which can drop your ball to the bumpers instead of just one. Serves same purposes as left ramp. Light Free Kick saucer There is another Light Free Kick Saucer to the right of the right ramp. See above. Light Magna Save target When lit, hitting this target lights the Magna-Save. This target is lit by rolling through the left inlane. Right Inlane

Rolling through this inlane lights the Light Kickback target. Right Outlane There is a special light here, which is lit at the end of multiball (see MULTIBALL below.) Plunger / Skill Shot

First off, this game has a real plunger. You remember...you pull it back and it springs the ball out? The skill shot is like one of those loops on roller coasters. You shoot the ball up the loop, and it falls into one of three dividers which each have a light. When you start they are all flashing. Falling in one of the flashing ones the first time scores 5M. Then only two are flashing. Hitting another flashing one scores 10M. When you hit the last flashing one you spot a city for 30M! Rules GOALS For some reason, hitting goals is the funnest thing in the world. You start each ball with the goal lit (at least you do on the machine I play.) Shooting a goal scores 10M, adds 5M to fun with bonus and starts an "Ultra" round. There's some great sounds here. When the goalie blocks a kick you get "What a great save!!!" The voice reminds me a lot of the voice in Banzai Run. You relight the goal by lighting four stars on the playfield. There are two ways to light a star: A) Hitting the dog target in front of the pop bumpers (called the "Header" target) lights an unlit star B) By rolling over them! Yes, first the return of Magna-Save, now the return of rollovers! What a great game. After each goal, you are awarded an "Ultra" mode. There are four Ultra modes (explained below) and each one lasts for the length of your ball or until you score 30M on the mode, at which time you are given a 10M bonus and the mode ends. The modes you currently have lit are indicated by four lightning bolt-shaped lights on the right side of the playfield.

These modes do not add to your score during the normal game, they are only used for fun with bonus. Utlra Ramps - About what it says. Shoot ramps for 5M per ramp. Utlra Spinner - Ditto, to the tune of 1M a spin. Ultra Jets - This is a pop bumper bonus. Pop bumpers are upped to 2M a pop. Utlra Goalie - Nail the goalie! One of two Hit the Goalie modes, these are completely hilarious. Hitting the goalie scores 5Ma shot. TV AWARDS Shooting four goals lights the TV award. Hitting the TV Award scoop awards it. Currently there are four TV Awards. A TV Award is a timed mode (these were 20 or 25 seconds) for bonus scoring. Simply starting any TV Award is worth a cool 25M. They are awarded in order as opposed to randomly. Big Goal Round - Shoot three goals within the time limit for 15M, 15M and 30M. Extra Ball Round - Extra Ball lit for 20 seconds. If you hit the extra ball, then the Striker scoop is worth 50M for the rest of the time limit. Hit The Goalie! - Same as above except timed. Hitting the goalie is worth 10M, shooting the goal raises the goalie value by 10M. Still totally great. Where's Striker - Shoot any of the dog targets to try and find Striker. First hit scores low points, second scores medium points, third finds Striker and scores big points. I still haven't gotten this yet so I can't be more specific. STRIKER AWARDS Hitting a Striker dog target scores 1M and adds a letter to the words "STRIKER." Spelling the word Striker awards 10M and lights the Striker scoop. It is also lit at the start of the game. The first Striker award may be collected from the goal if the goal is not lit. Shooting the Striker scoop gives out a random award. The ones I've seen are set forth below. Extra Ball - Guess. Multiball - Starts multiball at rank 15 (see below.) 20 million - Another toughie. Super Free Kick - Makes the free kick target worth 10M + 5M per consecutive hit for a certain amount of time. Penalty Kick - Gives you a shot at the goal with the goalie not moving and leaning out of the way. hit the goal for 30M. Three Cities - Gives you your next three cities (see below.) Unlimited Kickback - Kickback lit for the rest of the ball! Three Goals - Adds three goals to your total, complete with three Ultra rounds too. MULTIBALL OK, there are four spots with flashing arrows labeled "BUILD" in front of them - left spiral, left ramp, right ramp and Striker scoop. There is also a big soccer ball painted on the playfield with the words Strength, Stamina, Skill, Speed and Spirit on it. Shooting a build shot lights one of the words on the ball on the playfield. When you light all five, lock and multiball are lit. Shoot a ramp to lock the ball, shoot the Final Draw scoop to start multiball. Now when you start multiball you are given a team to play, based on your rank. Your rank is determined as follows - Every two shots to a lit goal advances you 1 rank, and if you lock a ball before starting multiball you advance 4 ranks (since multiball is lit as soon as lock is lit.) You beat a team by shooting the goal (this is your jackpot,) and then get to play the next team by shooting a ramp (relighting jackpot.) There are fifteen teams, with the following ranks and jackpot values: #15 USA 20M #14 Russia 20M #13 South Korea 25M #12 Saudi Arabia 30M #11 Morocco 35M #10 Austria 40M #9 Canada 45M #8 Holland 50M #7 Italy 55M #6 Great Britain 60M #5 Sweden 65M #4 Spain 70M #3 Australia 75M #2 France 100M #1 Germany 250M If you drain before hitting a jackpot, shooting a ramp or the Final Draw scoop will restart multiball where you left off. If you start Multiball again, you are advanced two ranks. For your match against #1 ranked Germany, the Special is lit on the right outlane, the jackpot is worth 250M and after you hit it, the ramps and goal are lit as Victory Laps worth 50M a piece! After five laps, the Victory Laps switch off between left ramp and goal. One more thing, the Assist saucer works during multiball, but best of all, its programmed not to miss. CITIES There are eight cities on the World cup tour - Chicago, Dallas, Boston, New York / New Jersey, Orlando, Washington DC, San Francisco, Detroit and LA. There are three different ways to collect cities. Left Spiral - Shooting both ramps or lighting both rollovers lights the left spiral with a yellow arrow labeled "TRAVEL." Shooting the spiral at this time awards your next city. Actually, scoring the spiral doesn't award the city, setting off the spinner does. And you CAN score it backwards! I have had two cities lit, shot the spinner for the first one, and when the ball didn't make it all the way up it fell back down and lit the second one! Striker Award - There is a Striker award which gives you your next three cities. Skill Shot - Hitting all three flashing lights awards your next city. Chicago, Dallas and Boston are worth 10M. New york, Orlando and Washington are worth 15M. San Francisco, Detroit and LA are worth 20M. Travelling to any city also lights the Tackle target, worth 10M when hit. Several cities have modes associated with them, as outlined below. Boston - Boston Tea Party Mode - A hurry up. Starts at 40M and counts down to 10M. Shoot spinner to collect. Washington D.C. - Extra Ball - Lights Extra Ball L.A. - World Cup Final - After traveling to L.A., shoot the Final Draw hole to start the Final Match against Germany! This is really great. 5 ball timed multiball against Germany for 45 seconds. You plunge the balls yourself (manual plunger remember) and goals are worth 75M. Every once in a while Germany will score a goal. If you end the 45 seconds with more goals than Germany you get a bonus of 500M!!!! Yowza! If you end in a tie, overtime is started and the first team to score a goal wins. BUY-IN You can buy an extra ball for 1 credit up to three times. When you buy in, all four ultra modes begin lit! There are separate high score tables for x number of buy-ins, but I haven't sorted them out yet. Hell, I haven't even sorted out the ones for ST:TNG yet. BONUS Bonus is awarded as outlined below 5M per goal Ultra Modes are scored however you did. 5M per city.

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