This rule compilation and tips sheet is, to the extent possible (in light of the subject matter being the property of Zaccaria), freeware. It can be modified, updated, or revised, provided only that credit to the original author(s) remains intact. It can be published or otherwise distributed, provided only that such distribution is effectively free.
Pinball Champ the pinball machine is the property of Zaccaria, and a trademark of the licensor. The author disclaims all interest in any trademarks or other intellectual property referenced herein.
Described from the flippers, and going around the playfield clockwise.
There are several scoring rules possible at all times. The player's main goals are to advance the sequences for C-H-A-M-P toward Red Special, the scoring value of the Orange Special, and the 1-2-3-4-5 sequence. Advancing to the Red Special requires adding "Time" to allow the player to get to and spend time on the Upper Playfield knocking down the CHAMP targets.
Along the way, shots to the Spinner can be lucrative, and the Time Tunnel along the left side of the playfield is worth quite a few points and advances the Bonus Multiplier as well.
The main Special in the game is the Red Special. Depending on how the operator / owner has configured the game, this can be worth up to 1,000,000 points, and can be relatively easy or very hard to complete and collect.
First, the player must build up Time by completing the Left and Right Drop Target Banks. The current Time value can be seen on the lamp inserts leading to the scoop that takes the ball to the Upper Playfield. The player starts with 5 seconds, and can build up to 30 seconds.
Once on the upper playfield, the player's goal is to complete as many C-H-A-M-P Drop Target banks as possible before the Time runs out and without draining the ball back to the lower playfield. Each time C-H-A-M-P is completed, the game will advance toward Red Special. Depending on the configuration, from 1 to 6 sets of C-H-A-M-P targets will be required to light Red Special.
Once lit, the Red Special must be collected by hitting the stand up target. This is not an easy shot, with the target located at the end of a short lane, with rubber on both sides.
A secondary Special, but a valuable one. Advance the Orange Special from its base value of 100,000 points to 300,000 points to Special by (doing what...?). Collect the Special by hitting the lit standup target.
This is a timed play option. During the player's last ball, a timer will be incremented up from 10 seconds by every other switch closure. After the last ball drains, the ball will be returned to the player and the timer begins counting down. When it reaches zero, the game is over, the flippers are shut off, and the ball is allowed to drain. During the last (regular) ball, any Extra Balls the player earns will stop the clock from incrementing until all Extra Balls have been used up and the player is again on the last ball. During the timed play, collecting an Extra Ball stops the countdown clock until all Extra Balls have been used, then timed play resumes where it left off. During timed play, no End-of-Ball bonus is collected, and the drop targets are not reset when the ball drains. When the timer expires, the End-of-Ball Bonus is counted up normally.
The bonus scored at the end of the ball is shown on the playfield by the 1...20 and 20 lamps, for up to 40 bonus at 1000 points each, multiplied by the bonus multiplier (10X, 20X, or 50X).
Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus.
A few, probably 200, Pinball Champs were produced with 7-digit displays, changes in the scoring for some items to reduce the overall game scores, and minor changes in playfield artwork to account for the modified scoring. Mechanics and rules are essentially the same.
Item | 8-digit Scoring | 7-digit Scoring |
---|---|---|
Orange Special (lit) | 300,000 points | 50,000 points |
Orange Special (not lit) | 100,000 points | 10,000 points |
Red Special (lit) | 4,500,000 points | 1,000,000 points |
Red Special (not lit) | 1,000,000 points | 300,000 points |
Time Tunnel (lit) | 200,000 points | 80,000 points |
Time Tunnel Lamps (not lit) | 10,000 points | 1,000 points |
Time Tunnel Lamps (when lit) | 20,000 points | 2,000 points |
Time Tunnel Lamps (when lit) | 30,000 points | 3,000 points |
Time Tunnel Lamps (when lit) | 50,000 points | 5,000 points |
Left Outlane | 100,000 points | 10,000 points |
Right Inlane | 30,000 points | 3,000 points |
Right Kickback Lane | 10K,30K,50K points | 1K,3K,5K points |
Drop Targets | 30,000 points | 3,000 points |
Spinner (not lit) | 100,000 points | 30,000 points |
Spinner (lit) | 500,000 points | 100,000 points |
Spinner Values | 100K,150K,200K,500K points | 30k,50k,80k,100k points |
Standup Targets | 30,000 points | 3,000 points |
Pop Bumpers | 5,000 points | 1,000 points |
Bonus Multipliers | 10X, 20X, 50X | 2X, 3X, 5X |
CHAMP (not lit) | 100,000 points | 30,000 points |
CHAMP Values | 100K,200K,300K,400K,500K points | 30K,50K,80K,120K,150K points |
C-H-A-M-P Drop Targets | 100,000 points | 50,000 points |
"Go for the high level board!"
Build Time as early and quickly as possible by completing some drop target banks, then go for the upper playfield. The drop targets up there are worth lots of points by themselves, and advance toward the major payoff in the game (Red Special). Depending on the difficulty settings of the game, it may take more than one trip to the upper playfield to light the Red Special.
Depending on how the game is set up, the Orange Special could award an Extra Ball, which is always worth going for, but it could be difficult to light and collect this one.