The Champion Pub

Bally, 1998 — shot-by-shot rules and strategy guide.

Open The Champion Pub in the Pinball Genie app →

The Champion Pub is a checklist game wearing a boxing game's clothes. Five jewels go on a championship belt, each worth 500,000, and collecting all five is the only route to the Ultimate Challenge. Everything else — the rope, the bag, the video modes, the multiballs — feeds one of those five. Play it as a fighting game and you will score badly.

The five jewels

Fighting, properly

You start with three of twelve life bars already banked. Heavy bag hits fill the meter, the corner saucer usually adds half a bar, and during a fight the left ramp and the beer targets add one or two more. When the meter is full, the corner or either orbit starts the match. Body shots pay 100,000 and take one or two bars off your opponent; head shots up the green hook ramps pay 500,000 and take three to six. A Smart Punch on the launch button counts as a head shot. The red post between the flippers drops partway through, and after that an outlane or centre drain costs you the fight as well as the ball — a tilt is an automatic loss.

The knockout is a two-part shot

This is the jewel most players never collect. Run jab combos through the scoops on both sides — one each, so a jab on the left owes you one on the right — and a K.O. light comes on for about five seconds. Land a head shot inside that window and the fight is over, worth a million bonus on top of the purse. The first knockout of a game needs one combo per side; the second needs three, the third four. A Smart Punch will close it out for you if the ball is somewhere unhelpful.

Build the purse before you commit

The purse is what a fight actually pays, and it is the biggest scoring decision on the machine. The corner raises it, the left ramp and beer targets raise it mid-fight, ten consecutive jumps or speed bag hits double it, and a Pair in Poker Night doubles it too. The ceiling is 60 million, reachable in one hit only through an extremely rare Straight Flush. Walking into a fight with a starved purse wastes the match, and rematches get harder each time.

Multiballs, and stacking them

Multi-Brawl is the standard lock-three. The first one is cheap at three left orbits; every one after needs the beer targets completed to light each lock, and from the third onward each target needs two hits. Fisticuffs accumulates from heavy bag hits in the background. Raid comes free with your third fight win. This game deliberately lets them run together — a stack gives you four balls and a fresh ball saver, and there is roughly a one-second grace period to sneak the last one in when everything drains but a single ball. Champion Multiball folds all three together and pays a million per major shot.

What each win unlocks

Things the playfield does not tell you

Hold the launch button at the plunge to pick your skill shot rather than take what you are given; the Door Prize is the most valuable choice because it is the only route to several rules, including Second Wind. Second Wind is the closest thing this machine has to a kickback — there is no kickback at all otherwise — and it saves the ball, adds three life bars and starts a fight if you were ready. It is lit only by a Door Prize or a third shadow boxing completion. And after a heavy bag hit, listen: if you hear an insect buzzing, slap the launch button for 100,000 and a free Smart Punch.

The end of the road

With every jewel on the belt, fill your life bars one last time and the corner offers the Ultimate Challenge instead of Start Fight. Five remaining fighters, one life bar, and over 50 million for a clean run. It happens once. Win or lose, the rest of the game becomes Cash Fights — a genuine gamble where you stake points against a chosen opponent, capped at 240 million in either direction. Start small there, because losing can drop you back below the replay threshold you already earned.

Goals in The Champion Pub

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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