Monday, April 15, 2019


Just like on a golf course, we are able to use a game room during a conversation, find alternate ways to focus and share BPO ideas than spending time in a board room with a projection screen.

Bottom line, make our meetings productive in multiple ways when communicating with today's new work place demographic in call centers. Recess play has been lost in memories of youth and days long gone. Not at CCC. We ensure that everyone knows how to enjoy their time and has fun at least once a day at our call center.

A professional telemarketer's natural ability to become in sync with their rhythm, pace, concentration, decision making and a positive attitude emerge stronger through video games. BPO agents return to the phones in motion after going into the arcade during their break. Our call center in Costa Rica has a solution to chain smoking telemarketers.


There are three of these - the usual two lower ones, and an upper right full-length flipper. The right flipper button can be used to control the right flippers independently, with the second stage of button action controlling the upper flipper. These are not the usual solid-state DE flippers; the new design is much less prone to getting loose and sloppy. However, it does appear to have difficulty with shots toward the tip of the flipper, or shots against very fast-moving balls. Plunger

This is a gun handle, with a trigger for autolaunching balls into play, and a large thumb button for the Smart Missile. Balls are launched into the Turbo Bumpers through a small gate, if properly aligned. Boat Dock

This is a saucer in the back right corner of the playfield, at the end of a half orbit that passes in front of the upper right flipper. Extra Ball and Two-Ball can be lit here. Power Shed This is a small rectangular sinkhole just above the upper right flipper. It returns balls to the Right Inlane. The Power Shed is also the S in CHAOS.


The entrance to this ramp is just to the left of the Power Shed. The ramp runs across the back of the playfield, peaks in the back left corner, and can return to either Inlane by means of a diverter. The right return is a habitrail; the left return is molded plastic. Two consecutive Ramp shots will hold your Bonus over to the next ball. The ramp is also the O in CHAOS. The Ramp can light Mr. DNA (and Extra Balls under extreme conditions), and increases the T-Rex Bounty value. Raptor Pit

This is a narrow dead-end almost-vertical lane to the left of the Ramp. When a ball trips the rollover sensor in this lane, the ball is kicked towards the flippers at just under the speed of light. During normal single-ball play, a ball which drains immediately as a result of this will be given back. During Tri-Ball and Two-Ball, there is, quite reasonably, no such kindness. The Danger light on the Raptor Pit indicates that the ball saver is active (and also makes the Pit worth more). Egg

This is a captive ball to the left of the Raptor Pit. When it is hit hard enough to reach the top of its lane (not very difficult), it registers a hit on the Egg. T-Rex Paddock This is a slightly lowered triangular area of the playfield to the left of the Egg and just above the Loop. It is sunk into the playfield no more than 1/4 inch. Balls which go in here and don't bounce out will land in the T-Rex Saucer. T-Rex Saucer

When the ball lands here, T-Rex is fed. The first time this Saucer is hit, the plastic T-Rex above the Paddock will come down and actually eat the ball, returning it to the Right Inlane. Later hits will only spot a letter in T-REX. Completing T-REX awards the Bounty value and causes T-Rex to eat the ball. T-Rex will also eat the ball if Tri-Ball is lit or Feed T-Rex is running. Helicopter Pad

This loop is shot by the upper right flipper. The ball travels around the back of the game and feeds again to the upper right flipper. Two consecutive Helipad shots hold the current Raptor Pit value over to the next ball. Species Targets These small plastic targets are scattered across the playfield, around the Turbo Bumpers Gate, below the Bunker Scoop, and above the Right Outlane. Completing them progresses towards lighting Tri-Ball. Note that the Spitter targets are in a bank directly beneath Hammond's Bunker - these targets are used specifically in a few sequences. The species targets are green for herbivores and red for carnivores. Cute eh? Turbo Bumpers Gate

This is a one-way gate through which the ball enters the Turbo Bumpers when launched from the plunger. The upper right flipper can also direct the ball into the Turbo Bumpers through this gate. Turbo Bumpers

There are three of these in a normal triangular arrangement at the left side of the playfield, slightly more than halfway up. The Turbo Bumpers increase the Park Revenue value and change the currently flashing Computer Screen, unless none remain or the Control Room is currently lit. Control Room This is a wide rectangular scoop just below the Turbo Bumpers, to the right of the Visitor's Center shot, directly above the left flipper. It awards Computer Screens, which are grid items. Any ball entering here is ejected from Hammond's Bunker. The Control Room is also the A in CHAOS. Visitor's Center This is the left orbit, a shot which goes through the Turbo Bumpers and around the back of the game to the upper right flipper. The Helipad and Visitor's Center shots share the same path along the back of the game. The Visitor's Center is also the Advance X shot. It is also the H in CHAOS. In many situations, credit is given for shooting the Visitor's Center just by getting the ball into the Jet Bumpers; examples include when Escape Isla Nublar is running and when CHAOS is being spelled. You must at least hit the first rollover switch on the orbit in order to receive credit for the Advance X shot, however. Hammond's Bunker This is a rectangular scoop just below the Turbo Bumpers, to the left of the Visitor's Center shot, directly above the top of the left slingshot. When flashing, it awards Park Revenue. When lit, it awards Mr. DNA. Otherwise, it awards practically nothing. Hammond's Bunker is also the C in CHAOS.

Inlanes Either Inlane lights (flashing) the Control Room for about five seconds (note that during that time, the Turbo Bumpers may still change the currently flashing Computer Screen). If you have already had one System Failure, the Inlanes will no longer light the Control Room. Note that both Ramp returns feed above the Inlane sensors, although the right return may cause the ball to jump over the sensor or to miss the Inlane entirely.

Left Inlane This lights the Boat Dock for several seconds, during which time hitting the Boat Dock will spot a Species Target, if any remain unlit. Right Inlane This lights Advance X on the Visitor's Center shot, which I have never purposely shot for. The Bonus Multiplier starts at 1X, and proceeds 3X, 6X, and 9X. It also lights Hammond's Bunker for the Park Revenue value. Outlanes

There is no rubber on the lane dividers. However, the playfield is arranged to actually protect the ball from Outlane drains. With small nudges as the ball wanders towards the Outlanes, you should experience infrequent Outlane drains. If you still have the Smart Missile, Outlane drains (except during Tri-Ball, Two-Ball, or CHAOS) will disable it. A successful Death Save or Bang Back will then re-enable it. There are Special lights on the Outlanes; when Special is lit, both Outlanes will remain lit until collected (although repeated collections are possible due to a bug with Tri-Ball). Left Outlane There is no kickback. Yes! Yes! Yes! Computer Screens These are twelve lights in the area directly above the flippers. They represent Control Room awards, and indicate progress towards System Failure. Computer Screens are also referred to as CRTs. Playfield Lights The playfield is littered with Species Lights on the Island Map, representing your progress towards lighting Tri-Ball. You can safely ignore these lights. There are also several lights for each of the three places to visit: Visitor's Center, Helicopter Pad, and Boat Dock. There is also a light for the Mosquito, which is placed unusually far from the actual Mosquito-in-amber piece in the far back center of the playfield. Slingshots

There are the usual two above the flippers. They are not incredibly sensitive, so even a weak kickout from Hammond's Bunker may graze the Left Slingshot, but should come to the left flipper nonetheless. Balls Six of 'em, a regular party. Opening Animation You can skip the lengthy opening animation by flipping the right flipper or pulling the trigger (be careful not to prematurely launch the first ball into play, however). You will probably find yourself doing this after the first couple of games. Skill Shot The Skill Shot is a Video Mode. A dinosaur is walking back and forth in your sights. Pull the trigger to shoot the dinosaur. The trick is that the dinosaur sometimes (on all balls except the first) stop to look at you just before it enters your sights. Don't lead the shot too much, and you'll be OK. Because the shot is registered as soon as you fire, rather than when the ball hits something, this works pretty well. There are also small indicators in the lower corners of the screen, which say "FIRE!" when the dinosaur is in your sights. Hitting the dinosaur is worth 2M on Ball 1, 3M on Ball 2, and 4M on Ball 3. Missing the dinosaur is worth 1/10 as much. A successful Skill Shot enables Super Pops and gives the quote "Thumper Ready!". Since the ball immediately goes into the Turbo Bumpers, this is worthwhile. Super Pops makes each Turbo Bumper worth 100K, and each completion of all three Turbo Bumpers worth 1M. After the Skill Shot, Super Pops only seems to last for a short while, but normal Super Pops only end when any switch outside the Turbo Bumpers is closed (except the first Visitor's Center rollover switch). If you press the Smart Missile button for the Skill Shot, the ball is launched into play, but the Smart Missile is not used; the button simply acts as the trigger would. Also, normally, pressing the left flipper a certain number of times will launch the ball as if the trigger had been pulled. The Data East rules say that you are shooting to "stun" the dinosaur, but it certainly looks like you hit him with a missile, and he kind of splats... (Apparently this is a scene from the book, as are a number of other animations which don't exactly correspond to the movie.) Computer Screens There are eleven Computer Screens, which are collected from the Control Room when it is lit or flashing. The Control Room is lit at the beginning of each ball. It is indefinitely relit by shooting the Power Shed. It is lit for approximately five seconds by either Inlane. After you have completed System Failure, the Inlanes will no longer light the Control Room, making it more difficult to get a second System Failure. The Computer Screens are: Stampede Escape Isla Nubar Raptor Two-Ball Electric Fence Spitter Attack System Boot Raptors' Rampage Mosquito Millions Feed T-Rex Bone Busting Light Extra Ball (System Failure) At the beginning of the game, Stampede is always the currently lit Computer Screen. The Turbo Bumpers rotate the currently flashing Computer Screen when the Control Room is not lit (or is only flashing because of an Inlane). When the Control Room is lit, however, the currently flashing Computer Screen is "locked in". Therefore, the first Computer Screen awarded is always Stampede. You can have any number of Computer Screen awards running at one time; you can relight the Control Room and collect new awards concurrently with awards that are already running. The animation and sound associated with the most recently awarded Computer Screen will take precedence over the others. The only Screen which is immediately obvious is Light Extra Ball. All other Screens have their own sections in the Rules. Note that at the end of any ball, the game may decide to change the current Computer Screen to Light Extra Ball, out of kindness (well, actually, it's a percentaging thing). When all Screens have been collected, the Control Room and Power Shed are automatically flashing for System Failure. Starting System Failure effectively aborts any Computer Screen rounds which were already running, except that you may still collect a lit Extra Ball. These rounds do not restart after System Failure ends, although Two-Ball will remain lit if it was lit and uncollected before. Hitting the Smart Missile in single ball play, with no Tri-Ball or Two-Ball lit on the playfield, will award the next Computer Screen, even if the Control Room is not lit. Hitting the unlit Control Room gives an annoying quote from Nedry: "You didn't say the magic word!" If the Control Room sensor is malfunctioning (not an uncommon problem, and one that your operator absolutely must be convinced to fix by resoldering detached wires, resoldering or replacing the diode, or respacing the arm of the switch), shots to the Control Room will be registered as shots to Hammond's Bunker, you will not be able to collect Computer Screens except by Mr. DNA awards, and you will not be able to complete CHAOS except by using the Smart Missile. Stampede This Computer Screen starts an escalating Frenzy mode, which lasts for 20 seconds. Every switch scores 300K and increases that value by 10K. The points are awarded immediately. Also, all game features proceed as normal. There is a 5M award for shooting T-Rex or Galimimus during this round. There is a particularly cool animation for hitting Galimimus. Using the Smart Missile, on most ROMs at least, is a severe disappointment, awarding a Stampede total of roughly 10M and ending Stampede! Escape Isla Nubar This Computer Screen lights the Visitor's Center, the Helicopter Pad, and the Boat Dock for 21M, which counts down by millions. Hitting any of the three targets will award the current Escape value, add 10M to it, and start counting down again for the remaining targets. The round ends when a total of 10M has been counted down. (This is not very clearly described in the Data East rules, to say the least.) To further confuse the issue, their rules indicate that the maximum total points available in this round are 66M. I find it rather amusing that the value actually starts at 21M rather than the 20M indicated by the Data East rules, presumably so that the countdown timer can be started immediately. The best non-Smart Missile strategy for this mode is to hit the ball up to the Boat Dock right away, then shoot for the Helicopter Pad with the upper right flipper, then shoot the ball into the Turbo Bumpers through the gate. This works well because credit is given for the Visitor's Center shot in this round for merely hitting the Turbo Bumpers. Using the Smart Missile at the very beginning of this round will sometimes award the true maximum values of 21M, 31M, and then 41M, for a total of 93M. However, the total will sometimes be only 90M or 87M. Needless to say, if there is a problem with CHAOS on your machine, this round is the most valuable time to use the Smart Missile. Note that on at least some ROMs, passing the Replay value by shooting Escape values will not award the Replay. However, the Smart Missile will never (in this case, at least) fail to award the Replay. Raptor Two-Ball This Computer Screen lights the Boat Dock for Two-Ball, which is Data East's equivalent of a Quick Multiball(TM). Two-Ball will remain lit until collected, across balls. When the Boat Dock is hit (and you are not already in Tri-Ball or CHAOS or Super Egg Mania), a second ball will be launched into play. Any ball which drains in roughly the first ten seconds of Two-Ball will be relaunched into play. (This allows for a few quick, safe Jackpots.) During Raptor Two-Ball, the Raptor Pit is lit for the Raptor Jackpot. The Data East rules indicate that these start at 3M and increase by 1M each time one is collected, but this has apparently been changed. Raptor Jackpots start at a base of 7M and increase by 2M for each Jackpot collected, but the value is also increased in some other fashion, details unknown. There is no Danger feature (ball saver) active during Raptor Two-Ball, so be careful. Two-Ball ends, of course, when one or both balls drain. Starting Two-Ball unconditionally aborts many of the Computer Screen modes, which is a real disappointment. Also, you cannot start Tri-Ball while in Two-Ball. Using the Smart Missile when Two-Ball is lit will start Two-Ball, unless Tri-Ball is also lit, in which case it takes precedence. Using the Smart Missile during Two-Ball will probably only collect a Raptor Jackpot, which is a genuine waste. Check out the opening animation for Raptor Two-Ball. Electric Fence "Electric Fence Mode." This Computer Screen starts a timed round during which cute little Timmy is foolishly climbing around on an Electric Fence, which is slowly charging. The display shows Timmy climbing, the number of hits needed to save him (apparently we have to shake the little idiot off the fence or something like that), and the power meter of the Fence. Get Timmy off the Fence by getting 15 hits in the Turbo Bumpers and/or the Slingshots. You have 20 seconds in which to do this. If you succeed, you are awarded 30M. If you fail, Timmy is electrocuted, and we actually get to watch, unlike Nell's death in Rocky & Bullwinkle. Yea! Using the Smart Missile in this round will save Timmy and award the 30M. Let him fry, I say. It's more fun than 30M. On the other hand, this round is easier in newer ROMs; older ROMs required more hits, I believe. "We're going to need another Timmy!" (not a quote from the game) Spitter Attack This Computer Screen starts a timed round during which the loathsome Nedry is being attacked by a Spitter dinosaur. The Spitter Targets are the vertical bank just below Hammond's Bunker, facing right. Hitting any of them counts as a "spit", and the Spitter will spit at Nedry. The first hit is 5M, the second 10M, and the third 15M, for a maximum total of 30M. The points are not displayed (awarded?) until the round ends or the ball drains. Using the Smart Missile in this round awards 30M and ends the round. As the attract mode instructions say, "Shoot giant saliva wads at Nedry..." System Boot This Computer Screen starts a timed round during which the three scoops (Hammond's Bunker, Control Room, and Power Shed) are lit (green light). When a scoop is hit, it is no longer lit (for the purposes of this round). The first scoop is worth 5M, the second 10M, and the third 15M, for a maximum total of 30M. Each scoop displays a fake computer bootstrap sequence, consisting of a DOS prompt and command: C:\PARK> SYS. BOOT Hitting the Power Shed to relight the Control Room normally gives a similar display. Using the Smart Missile in this round awards each of the three scoops, for a total of 30M, ending the round. Raptors' Rampage This Computer Screen starts a timed round during which the Raptor Pit is lit for a varying amount. The display shows a Raptor moving back and forth in the kitchen, with the current value of the Raptor Pit beneath. The values are 5M, 6M, 7M, 8M, 9M, 10M, 9M, 8M, 7M, 6M, 5M. Hitting the Raptor Pit adds a small amount of time to the timer, so that the Rampage could potentially never end. Watch closely; when you collect a Rampage value, the Raptor on screen pauses and reaches over and "grabs" a value. I am not sure what using the Smart Missile does in this round. It probably only awards the currently lit value, which is complicated by the fact that the Smart Missile does not immediately collect everything on the board. In any case, the Smart Missile does not end this round if used. Mosquito Millions "Mos-QUI-to!" This Computer Screen starts a timed round during which the Egg is worth 5M, with its value increasing by 1M each time it is hit (to no known limit as far as I have determined). This round lasts for 20 seconds. As in many other modes, it appears that hits on the Egg in this mode do not count towards cracking Eggs in the usual fashion. Using the Smart Missile in this round will only award one value from the Egg, without ending the round. Feed T-Rex This Computer Screen starts a timed round during which T-Rex is waiting to be fed a live goat. The display shows T-Rex quietly waiting in front of the goat, as the ominous background music slowly increases in tempo. That music is a fantastic bass rumble. This round lasts for 30 seconds, and feeding T-Rex (yes, he actually eats on-screen) is worth 30M (the Data East rules say 25M, but this was apparently changed). Using the Smart Missile in this round feeds T-Rex for 30M, ending the round. I sometimes prefer to just hold the ball and listen to the bass. If the Graphic Realism option has been disabled by your operator, T-Rex will not actually eat the goat on the display. Bummer. Bone Busting This Computer Screen starts a timed round during which a raptor is trying to destroy a T-Rex skeleton. Three Ramp shots are needed to do this, which scores a disappointing 20M. Using the Smart Missile in this round immediately destroys the skeleton for 20M, ending the round. The Ramp is a difficult shot on most machines, particularly to loop; this round should almost certainly be worth at least 30M, or 10M per shot. System Failure When all Computer Screens have been collected, the Control Room and the Power Shed are immediately lit for System Failure. System Failure is a Six-Ball mode which lasts for 45 seconds. Balls which drain are autolaunched back into play as soon as the mechanism can do so. During System Failure, all switches score 1M, and no other features are active (except that you can still collect a lit Extra Ball, and perhaps even lit Specials). The total points awarded are tracked on-screen. When System Failure ends, the flippers, Slingshots, and Turbo Bumpers shut off until all six balls have returned to the trough. After a very brief pause, a ball is autolaunched and play resumes normally, with all Computer Screens again available. Using the Smart Missile during System Failure is worth exactly 50M. Starting System Failure using the Smart Missile will also credit this 50M to your System Failure total. The System Failure total is not credited to your score until System Failure ends and all balls have returned to the trough. Presumably, you can Tilt during System Failure, but there is no excuse for doing so. After System Failure, the Inlanes will no longer light the Control Room for the next Computer Screen; only the Power Shed will do so. This makes it rather difficult to reach a second System Failure. However, immediately after System Failure, the Control Room is lit for Stampede. System Failure was developed independently of the Lost In The Zone feature of Bally's Twilight Zone. Victory Lap As in many Data East games, Jurassic Park lights an additional feature whenever a replay value is reached. Unlike previous Data East releases, however, which typically lit a ramp or orbit for a single 25M award, there is more complexity to the Victory Lap in Jurassic Park. When a replay is awarded, the ramp is lit for the Victory Lap for 30 seconds. The first five ramp shots are worth 5M, and the sixth is 25M. The maximum total that can be scored from the Victory Lap is 50M. This is made trickier by the fact that two consecutive ramp shots awards Bonus Held and returns the ball to the Right Inlane, interrupting the looping shot. The Victory Lap is the only thing which seems to run to completion regardless of other rounds and modes. You can even have the Victory Lap running during System Failure. You cannot use the Smart Missile to complete the entire Victory Lap for 50M; this has been verified. Jurassic Park is the last Data East game to feature the Victory Lap, which has been present since Checkpoint. Shoot Out At various random intervals during the game while the ball is in play, a Video Mode will begin, during which a dinosaur walks across the screen, in front of a machine gun. Fire the gun rapidly (four or five shots will suffice) to "stun" the dinosaur for 3M. There is enough of a grace period on this feature that it should be almost impossible to miss. If the Video Mode display has already ended, you can still grab the trigger and fire, and the Video Mode will restart! You can recognize that the Video Mode is beginning by the distinctive and familiar sound from Lethal Weapon 3. According to early Data East rules, completing this Video Mode also spots a Species Target. However, doing this now instead requires a lit Boat Dock shot. Completing this Video Mode instead enables Super Pops. Super Pops enabled in this fashion are very kind. When Turbo Bumpers are hit, they are worth 100K each, 1M for each set of three as for a successful Skill Shot, but this is not timed. Super Pops only ends when any switch other than the Turbo Bumpers or the first Visitor's Center rollover switch is tripped. You cannot use the Smart Missile to complete this Video Mode, which is probably just as well. Raptor Pit Shooting the Raptor Pit at any time during the game will award the current Raptor value, which starts at 2M at the beginning of every ball (unless it is held by two consecutive Helicopter Pad shots), and increases in an unusual fashion. Hitting the Raptor Pit at any time increases the Raptor value by 350K and lights Danger briefly (which also represents the ball saver). If the Danger light is flashing, hitting the Raptor Pit awards twice the current Raptor value and increases it normally. A random Mr. DNA award can also boost the Raptor Pit value by 5M. On the machines I've played, the Raptor Pit starts at 2M, not 3M as indicated by the Data East rules, and the value boost is definitely 350K, not 250K. T-Rex Bounty There are four red lights above the rules card in the lower left corner of the machine, representing progress towards spelling T-REX. When T-REX is spelled (by repeatedly hitting T-Rex), the T-Rex Bounty, also known as the Paddock Jackpot, is awarded. The Data East rules indicate that the Bounty begins at 5M and increases by 100K for each ramp shot, but it appears to start at 8M and may be increased by other features as well. Normally, the Bounty value is carried over between balls, players, and games. The value can go as high as 99.9M! Captive Ball In normal play, shooting the Captive Ball contributes to cracking open a dinosaur Egg and hatching a baby dinosaur. In older ROMs, the hits and awards are: Egg # Hits Award 1 3 5M 2 4 10M or Extra Ball 3 5 15M 4 6 Extra Ball 5 6 20M 6 6 Mystery The Mystery award can be a random point value, Extra Ball lit (at Boat Dock), or Special lit (at both Outlanes). Every cracked Egg after the sixth will score Super Egg Mania (also known as Power Egg Mania or just Super Egg). Cracking an Egg is accompanied by a cute animation and a snippet of lullaby, which always cracked me up (pun intended). You can also crack Eggs with a Mr. DNA award. On newer ROMs, cracking the second Egg sometimes awards Extra Ball. This is determined entirely according to reflexive Extra Ball percentage done by the software. If too many Extra Balls are generally being collected, no Extra Ball will be offered from the Egg. In newer ROMs, cracking the fourth and every subsequent Egg starts Super Egg Mania, which almost makes it a reasonable goal. Super Egg Mania The only reasonable way I've found to reach Super Egg Mania is to receive it as a random award from Mr. DNA. During Super Egg Mania, most game features are disabled, and you have 25 seconds to shoot the Egg for 5M. Hitting the Egg launches an additional ball into play while this timer is running. When the timer is complete, Super Egg Mania continues for as long as you have more than one ball in play (and almost every other game feature remains disabled). During the remainder of Super Egg Mania, all Egg hits are still only 5M, and no additional balls are launched into play. The only real reason for starting Super Egg Mania is to hear the hilarious music and see the animation for hitting the Egg. Note that, in older ROMs, reaching Super Egg Mania by hitting the Egg itself requires something like 36 hits! Using the Smart Missile during Super Egg Mania will likely award 5M for an Egg hit, also launching a ball into play during the 25 second timer. If you drain all of the balls in play before the 25 second timer expires, the timer will continue to run while there are no balls in play - there is, of course, nothing you can do at this point except perhaps hit the Smart Missile - when the timer expires, Bonus Countdown will proceed as normal. Park Revenue This is a small award in the tradition of Sarlacc Pit from Star Wars. It starts at exactly 500K at the beginning of each ball, and is increased 30K for every Turbo Bumper hit. There is apparently no way to hold this value over to the next ball. The Park Revenue value is awarded by hitting Hammond's Bunker when lit by the Right Inlane (flashing blue light). You can safely ignore this feature entirely, at least until you have completed one System Failure and need a shot from the Right Inlane feeds (although Advance X is, sad to say, often more lucrative). Mr. DNA Mr. DNA is lit at Hammond's Bunker by the appropriate number of Ramp shots. Data East rules indicate that the first three Mr. DNA's require seven Ramp shots, the next three require eight, and all subsequent require nine. On all machines I have played, however, far fewer Ramp shots have actually been required. It seemed that only three are required for the first Mr. DNA, five for the next, etc. Two consecutive Ramp shots are actually worth three Ramp shots for the purpose of lighting Mr. DNA; the second shot counts twice (and returns the ball to the Right Inlane rather than the Left). Nice touch. You can make progress towards lighting the next Mr. DNA while Mr. DNA is already lit (and ramp shots at any time appear to count), and you can indeed stack lit Mr. DNAs (that is, have Mr. DNA lit twice, so that it remains lit after collecting it once). Collecting a certain large number of DNA Strands (lighting Mr. DNA ten times, perhaps?) lights an Extra Ball at the Boat Dock. This can be achieved repeatedly. Also, after you light Mr. DNA for the 99th time, the next is #0. Mr. DNA offers you a choice between three selections, which are randomly selected from the following list: 5M, 10M, 15M, 20M Super Pops Million Pops (?) Complete Egg Light Special Runaway Extra Ball (at the Boat Dock) Runaway Score (Hurry Up, 20M down to 5M) Runaway Two-Ball (Hurry Up, 10M down to 5M) Light Tri-Ball Spitters Double Round (??) Advance Park Revenue 5M Advance Raptors 5M Raptor Pit Value Held Award Lit CRT Super Egg Bonus Held As Mr. DNA points to each selection offered, flip or pull the trigger to select it. Doing this during the introductory animation may automatically award the first selection in the list. Be careful; the first selection is only focused briefly. It's best to wait until Mr. DNA makes a second pass through the list. Runaway awards are lit at the Boat Dock for 20 seconds, counting down immediately. Runaway Two-Ball appears to include a score with it, but I have not seen it. I have also never seen Million Pops and I suspect that it has been removed from release ROMs. I do not know what the Spitters Double Round is, but I hope and pray that it is not a Double Score mode. I also get the feeling that this award is no longer present in release ROMs. In Tournament Mode, the same set of awards are always offered for the first Mr. DNA (5M, Complete Egg, Runaway Score), the second Mr. DNA, the third Mr. DNA, etc. That is to say, each subsequent Mr. DNA offers a different set, but for example, the second Mr. DNA always offers the same three items. I do know that the third Mr. DNA in Tournament Mode offers Light Special and Light Tri-Ball. Check out the animations for Mr. DNA. Boat Dock During normal play, the Left Inlane briefly lights the Boat Dock. Hitting the lit Boat Dock will spot a species target to make progress towards lighting Tri-Ball. This spotting function was originally performed by the in-play Video Mode, but this has been changed. Tri-Ball Tri-Ball is a significant goal in Jurassic Park, and a significant source of points. Tri-Ball is normally lit by hitting all of the Species Targets on the playfield (these can also be spotted by the lit Boat Dock). It can also be lit by a Mr. DNA award, or by using the Smart Missile in normal play, which will effectively hit all of the Species Targets for you. If you have not lit or started Tri-Ball by the beginning of your third ball (disregarding Extra Balls), it will automatically be lit for you. For the first Tri-Ball, hitting any one of a set of species targets will spot that entire bank, most notable in the case of the Spitter targets (lower left corner). When Tri-Ball is lit, start it by feeding T-Rex once or hitting the Raptor Pit several times (to "taunt" them). The first Tri-Ball will require 3 Raptor Pit shots to begin, the second will require 5, the third will require 7, and all subsequent Tri-Balls can only be started by feeding T-Rex (which is generally the easier option, anyhow). If Tri-Ball is lit because you are on your third ball and did not light or start Tri-Ball already, only one Raptor Pit shot will be required to start Tri-Ball. I have heard that Raptor Pit shots on the same ball you light Tri-Ball are credited towards the number of shots needed to actually start Tri-Ball, although at least one shot will always be required. Whenever Tri-Ball is lit and normal play is underway, using the Smart Missile will start Tri-Ball. Starting Tri-Ball prematurely ends almost any mode which is running, except the Victory Lap. You also cannot start Tri-Ball (or much of anything else) during Super Egg Mania or Two-Ball. When Tri-Ball is started, a total of three balls will be put into play. For the first few seconds of Tri-Ball, draining one or two balls will cause one to be relaunched into play (draining all three never seems to give back more than two - not that I would ever do this ;). As soon as Tri-Ball is started, even while there is only one ball still in play, there are two Jackpots lit. The Ramp is lit for the regular Jackpot value, while the Helicopter Pad is lit for a Double Jackpot. The base Jackpot value is 15M, and during Tri- Ball, all switches add their score to both Jackpot values instead of to your score. This means that the Double Jackpot is not actually exactly twice the base Jackpot value. Collecting either Jackpot immediately begins the first CHAOS mode. Contrary to the Data East rules, you do not have to collect both the regular and the Double Jackpot in order to enter CHAOS (the rules were likely changed in order to better accommodate switch failures and to improve gameplay). Using the Smart Missile will collect only the Double Jackpot. What I wrote in previous versions of this Guide about collecting both Jackpots was extremely outdated information that I failed to correct for a long time. If you drain all but one ball while the Jackpots are still lit, Tri-Ball Restart will be lit for 15 seconds, starting immediately. You can then restart Tri-Ball by hitting the Raptor Pit once or feeding T-Rex. It is possible that no Tri-Ball Restart is offered for later Tri-Balls; I am not entirely sure. The Tri-Ball Restart only launches two balls into play (in fact, I believe it's called a Two-Ball Restart, but it has nothing to do with Raptor Two- Ball) and there is no ball saver or relaunch. In particular, hitting the Raptor Pit for this Restart and losing that ball will leave you with only one ball on the table, in normal play. Worse yet, if the machine fails to autolaunch the second ball onto the table, you will find yourself playing the Fun-With-Bonus(TM) round! Using the Smart Missile while Tri-Ball Restart is lit will restart Tri-Ball, but it's better to try for the Restart manually, and if you miss, the Smart Missile can be used to relight Tri-Ball indefinitely. CHAOS In the first CHAOS mode, the five CHAOS letters are lit and may be collected immediately. Each CHAOS letter is worth 5M, and according to the Data East rules, completing CHAOS is worth an additional 10M. You must complete CHAOS while at least two balls are still in play (or at least not yet registered in the trough). Using the Smart Missile at this point will complete the first CHAOS for 25M (or 35M?), leading to Six-Ball play. When CHAOS is completed, Six-Ball play begins. On older ROMs, while the six balls are being launched into play, CHAOS letters are not awarded. However, on newer ROMs, the second set of CHAOS letters can be awarded almost immediately, which makes it impossible to miss the H letter (it is credited for any Turbo Bumper hit). There is a relaunch period at the beginning of this mode, just as in the beginning of Tri-Ball. During Six-Ball play, you must spell CHAOS again, for 10M per letter, while keeping as many balls in play as possible (at least two, of course). Using the Smart Missile at this point will complete the second CHAOS for at least 50M, which lights the Feed T-Rex 50M. When the second CHAOS is completed, you must Feed T-Rex, while keeping at least two balls in play. Feeding T-Rex at this point awards 50M, and lights both the Ramp and the Helicopter Pad for twin Super Jackpots. Using the Smart Missile at this point will Feed T-Rex for 50M. The Super Jackpot base value is 600M minus 100M for each ball drained and not relaunched into play. The Ramp is worth this base Super Jackpot value, while the Helicopter Pad is worth an additional normal Jackpot value of 15M. These values both increase as in regular Tri-Ball (accumulating normal scoring switch values). The maximum value of the Super Jackpot is therefore 615M-plus-change for the Helicopter Pad. Collecting one Super Jackpot leaves the other lit. Using the Smart Missile at this point will collect both Super Jackpots. Collecting both Super Jackpots returns to the second CHAOS mode, without launching any new balls into play. As long as at least two balls remain in play, the sequence of second CHAOS, Feed T-Rex for 50M, and twin Super Jackpots will repeat indefinitely. This does not mean, however, that this is likely to happen. ;) If there are balls missing in the machine, this is not counted against the Super Jackpot value. If there are only three balls in the machine, for example, the Super Jackpot will still start at 600M, decrease to 500M for one drain, and then end for the next drain. Therefore, the base Super Jackpot value is not, strictly speaking, 100M for each ball in play. Combo Shots There are at least two Combo Shots in Jurassic Park. I believe that these Combo Shots are only available during normal play (not Tri-Ball, etc). The Combo of Ramp to Boat Dock to Helicopter Pad is worth 5M. Following this up by a shot to T-Rex is an additional 10M. These are not particularly significant and quite rare, besides. Smart Missile The Smart Missile is a fantastic idea, and the rules of Jurassic Park are really designed with the Smart Missile in mind. You are allowed one, only one, not zero, not two, Smart Missile per game. There is absolutely no way to get another Smart Missile in the course of a game. Use it wisely. The Smart Missile collects everything that is lit on the playfield when it is used. This ranges from the very simple (Species Targets, Computer Screens) to the respectable (Jackpots, Feed T-Rex, Escape Isla Nubar) to the truly awe-inspiring (twin Super Jackpots, minimum award 445M, maximum 1245M-plus-change). At the very least, the Smart Missile should guarantee that you get to play Tri-Ball (Tri-Ball will be lit at the beginning of the third ball if you have not yet started it, and the Smart Missile can be used to start it). Using the Smart Missile will collect any lit Extra Balls. If Tri-Ball is not lit, the next Computer Screen will be collected, even if the Control Room is unlit. There are a few things which the Smart Missile will not collect. Among these are Runaway awards (lit by Mr. DNA), any Mr. DNA awards (even if you are at the Mr. DNA menu when you press Smart Missile), Park Revenue (even if lit by the Right Inlane), T-Rex Bounty or T-REX letters, any of the Hold awards (double shot on Helipad or double shot on Ramp), Advance X (even if lit), Combo Shots (obviously), and the lit (by Left Inlane) Boat Dock (no big loss, since the Smart Missile will instead hit all species targets for you). Outlane drains deactivate the Smart Missile, but a center drain isn't registered until the ball lands in the trough. A successful Death Save or Bang Back will re-enable the Smart Missile as soon as the game notices (assuming you still had the Smart Missile). Death Saves and Bang Backs A successful Death Save or Bang Back, which is defined by Jurassic Park as any time in single ball play when an Outlane sensor is tripped, followed by some other sensor before the ball lands in the trough, shows a picture of T-Rex and awards 3M (originally 5M, but lowered). This is actually a very cool animation which you have to watch closely to see - a T-Rex skeleton morphs into a living T-Rex :-) I believe that Slingshot sensors may be excluded from defining Death Saves, as these sensors are most likely to become flaky. You cannot, of course, use the Smart Missile to receive credit for a Death Save. The Outlane sensors disable the Smart Missile. End-Of-Ball Bonus The End-Of-Ball Bonus is gradually increased by most targets during play. I believe it starts at a base of 100K. It is subject to the Bonus Multiplier, which progresses 1X, 3X, 6X, 9X. The Advance X shot is the Visitor's Center, when temporarily lit by the Right Inlane. The End-Of-Ball Bonus, and likely the Bonus Multiplier as well, is held over between balls by two consecutive Ramp shots. Unfortunately, there is a cap on the End-Of-Ball Bonus base value at 2M, for a maximum possible of 18M. This makes the Advance X shot less than tempting, especially since it is very difficult. You can flip to accelerate the End-Of-Ball Bonus countdown, but it's blissfully short already. During the End-Of-Ball Bonus countdown, the Tilt sensor is deactivated. This is a great time to slide the machine back into position, or whatever.







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.


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!







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.







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).







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.







Mousin' Around

Game Play



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.


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.


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.


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.