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.

How The Champion Pub plays

The Champion Pub is a boxing machine where a spinning heavy bag becomes your opponent and the whole game is one checklist. Earn all five jewels on the championship belt -- training, the three multiballs, a knockout, the jackpot ladder and five fight wins -- to reach the Ultimate Challenge.

The loop

  1. Punch the heavy bag and feed the corner to fill your life bars; a full meter lights Start Fight at the corner and both orbits.
  2. Start a fight and the bag spins into your opponent -- work body shots on the bag and head shots up the hook ramps to put him down before he drops you.
  3. Rotate through jump rope, speed bag and heavy-bag training, lock balls for Multi-Brawl, and climb the fifteen-level jackpot ladder to fill in the belt.
  4. Each fight win unlocks the next thing -- a video mode, the extra ball, Raid Multiball, a hurry-up round, then Champion Multiball for the title on the fifth.
  5. Set every jewel on the belt, top up the meter one final time, and the corner puts the Ultimate Challenge on the menu in place of another bout.

Reading the lights

  • The Championship Belt (status) — lit: The belt holds five jewels -- training, all three multiballs, a knockout, the full jackpot ladder, and five fight wins -- and each jewel you earn stays set on the belt for the rest of the game. · then: Everything you do feeds one of the five, and each jewel is worth five hundred thousand. With all five set and your meter refilled, the corner puts up the Ultimate Challenge in place of the usual Start Fight. A Royal Flush in Poker Night can also gift the next jewel you are missing, a genuine out if a broken shot has made one unreachable.
  • Life Bars & The Fight (mode) — lit: You cannot fight until the twelve-bar meter is full -- you start with three banked, punching the heavy bag is the main way to add more, and the corner usually tosses in half a bar alongside whatever else it pays. · then: A full meter lights Start Fight at the corner and both orbits; starting one spins the bag into your opponent. Work body shots on the bag for a hundred thousand and a bar or two off him, head shots up the hook ramps for five hundred thousand and three to six -- but an outlane drain during a fight loses the fight, not just the ball.
  • Training (status) — lit: Three training disciplines feed a single jewel, and the game makes you cycle all of them -- clear one and it shuts off until the remaining two are also done. · then: Bank six jump-rope jumps, six speed-bag hits and about ten life-bar heavy-bag hits -- all cumulative across the game, so scattered progress still counts -- to set the training jewel and reopen the whole cycle for another five hundred thousand. Ten in a row on the rope or the bag also doubles your purse.
  • Knockout (shot arrows) — lit: Landing a knockout takes two steps -- jab a combo through the scoop on one side, owe one to the other, and a knockout light comes up for about five seconds. · flashing: While that knockout light is on, a head shot up the ramps ends the fight outright. · then: Take a head shot on the raised ramps inside that window to win it outright, banking a million bonus and the knockout jewel; a Smart Punch off the launch button lands as that head shot as well. Miss the window and the fight reverts to ordinary, your combo count wiped, and every later knockout demands more combos than the one before.
  • Jackpot Ladder (ladder) — lit: Fifteen named jackpot levels climb from a hundred thousand to a million and a half, cumulative across the whole game; roll through a lit inlane to arm the right-orbit jackpot for a moment. · then: Which inlane holds the light flips on its own with each slingshot hit, so take whichever side lights rather than forcing one. Collect at the right orbit -- quickest during Multi-Brawl and Champion Multiball, when the jackpots stay lit -- and clearing the entire ladder is itself one of the five belt jewels.
  • Locks & Multiballs (shot arrows) — lit: Three left orbits lock the balls for your first Multi-Brawl; after that the beer targets arm each lock, and their progress survives a drained ball -- a half-finished bank picks up right where it left off. · then: In multiball, cycle the three lit jackpots -- left ramp, right orbit, and the boxer himself -- landing each before any relights. Fisticuffs comes purely from bag work, while your third and fifth wins hand over Raid and Champion Multiball; overlapping the multiballs stacks four balls under a fresh saver.
  • The Corner: Awards & Video Modes (mode) — lit: No hole on the machine works harder than the corner: it arms both video modes -- Spittin' Gallery and Poker Night -- pays out the extra ball, and pumps up the purse. · then: Start the video modes here: Spittin' Gallery is a ten-catch mode worth up to ten million, Poker Night a one-shot video hand where each result maps to a fixed award -- a Royal Flush even hands you a belt jewel. Release the launch button on the Door Prize at the plunge for awards you cannot get anywhere else.
  • Build The Purse (multiplier) — lit: The purse sets what a win actually pays, tracked along the bottom of the display through the match, and fattening it before you step into a fight is the biggest single scoring call you make all game. · then: Feed the corner and the left ramp to raise it -- both pay off mid-fight and drop in life bars as they go -- and double it flat out with ten straight jumps, ten straight speed-bag hits, or a Pair dealt in Poker Night. It caps at sixty million, so a rematch is usually better spent padding the purse than rushing back in.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Hold the launch button and release on the Door Prize -- it is the only route to several awards and can even hand you a jewel. Start rotating through training and punch the heavy bag to fill your life bars, then start your first fight. — Choose Your Skill Shot, The Training Jewel, Fill The Life Bars
  • Building — Win fights for their fixed unlocks -- a video mode, the extra ball, then Raid Multiball on the third win -- lock balls for Multi-Brawl, and climb the jackpot ladder. Build the purse before every fight so each win pays more. — What Each Win Pays, Multi-Brawl, Raid Multiball, Climb All Fifteen Jackpots, Build The Purse
  • The big one — With every jewel set on the belt, fill the meter once more and the corner opens the Ultimate Challenge -- the five remaining fighters, a single life bar, and its own multiball, worth north of fifty million for a clean run. Champion Multiball, the reward for the fifth ordinary win, is the high point of normal play on the road there. — Ultimate Challenge, Earn The Belt, Champion Multiball

The Launch Button on The Champion Pub

Front right of the cabinet, where a shooter rod would normally sit.

This machine launches with a button instead of a plunger, and that same button stays useful for the whole ball. It throws your Smart Punches during a fight, picks your skill shot award at the plunge, works as the discard key in Poker Night, and swats the bar fly.

Goals in The Champion Pub

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

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.