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Champion Pub, The

Bally 1998 DMD
Strategy updated: August 13, 2026

Multi-Brawl Plunging: While there isn't lock stealing, locking a 3rd ball when there aren't 2 balls in the lock already will auto-plunge to start the 3-ball MB, meaning a player may not get a chance at skillfully plunging.

Strategy

Plunge for 2x Purse reward, fill your Life Meter by playing the training features while boosting the Fight Purse and locking 2-balls via the right orbit. Start a fight, lock the 3rd ball to bring in MB and/or shoot the left ramp to add to both the Fight Purse and Life Meter. When value is high enough, make orbit combos to light knockout at the green mini-ramp or use a Smart Punch to KO your opponent. Prep the next fight and complete Beer standup targets to qualify locks.

Skill Shot

Holding in the launch button rotates awards on the DMD, releasing the button awards the choice that lands in the square box. Ideally choose 2X Purse.

Key Rules

Multi-Brawl Multiball

  • Locks are pre-qualified at the start of the game, lock 3 balls via the right orbit to start MB

  • Multi-Brawl can be stacked with any other MB, including it self, for a 4-ball MB

  • During MB, the left ramp, right orbit, and the punching bag are lit for Jackpots. Making each un-lights it, make all 3 to re-light them all.

  • The first Jackpot is worth 100K, each collection increases the next by +100K

  • The 15th Jackpot collected during a game is the Jackpot Deluxe and earns 500K bonus, that and all future Jackpots are worth 1.5M

  • To play MB again, hit the 3 yellow beer standup targets above the right inlane to qualify all 3 locks at the right orbit

  • For the 3rd and subsequent MBs, the beer target bank needs to be completed for each lock

The Life Meter

  • To qualify a fight with the boxer toy in the upper center of the playfield you must first fill your Life Meter, indicated by the 12 inserts on the left of the lower center playfield.

  • Shoot any of the 3 training features when lit will allow you to play that feature and increase the meter.

    • Jump Rope: shoot a lit left orbit to put the ball into the upper left corner, use the flippers to jump over the rotating metal bar, each jump where the ball lands back in the saucer adds +1 to the Life Meter

      • 6 jumps: across multiple attempts completes Jump Rope

      • 10 jumps: in one attempt doubles the Fight Purse

      • 20 jumps: in one attempt awards a Smart Punch

      • 30 jumps: in one attempt gets to enter initials at end of game

    • Speed Bag: shoot a lit left ramp to put the ball into the upper right corner, you have 7-seconds to use the flippers to punch the ball into the Speed Bag for +1 Life Meter

      • 6 hits: across multiple attempts completes Speed Bag

      • 10 hits: in one attempt doubles the Fight Purse

      • 20 hits: in one attempt awards a Smart Punch

      • 30 hits: in one attempt gets to enter initials at end of game

    • Heavy Bag: Hit the Heavy Bag 10 times in single ball play to complete

  • Complete all 3 training features for 500K

  • Shooting the left saucer when lit adds 1/2 an advance on the Life Meter

Fight Purse

  • The Fight Purse starts at 500K times the number of the fight

  • Build the purse value by shooting the left saucer when not lit for Start Fight, complete the 3 beer standup targets on the right, or shooting the Left ramp during a fight

  • Double the purse value from the skill shot, making 10 jump ropes in 1 attempt, hit the speed bag 10 times in one attempt, or get a pair during video mode Poker Night

  • Collecting a straight flush in Poker Night maxes the purse to 60M

The Fight

  • A fight is qualified to start once your Life Meter is full, shoot the left saucer or either orbit to begin, the center post is raised at each fight start for a brief time

  • Fun fact: the ranking of the 10 fighters is based on their record against other players on the machine

  • Shoot the boxer toy to deplete their life meter, every few seconds they will punch, reducing your Life Meter by 1, 2, or 3 steps

  • Shoot:

    • Gut Shot: hit the stomach, 100K & 1 or 2 meter reduction

    • Hook Shot: hit the head via the green center mini-ramps, 500K & 2 or 3 meter reduction

    • Smart Punch: if you earned one use the Launch Button, 500K & 2 or 3 meter reduction

    • Jab Shots: shoot the orbit combos from the u-turn ramps back to the flipper. Make a 2-way orbit combo to light knockout at the green mini-ramps for an instant win and 1M points. Future knockout lights require +1 combo

  • Shoot the left ramp during a fight to add to your Life Meter (and add to the Fight Purse)

  • Win a fight to score the current Fight Purse value, lose and it resets to 500K

Single-ball Play Jackpots

  • During single ball play when no fight is active, you can collect a Jackpot from a 5-second hurry-up

    • lit left inlane -> right orbit

    • lit right inlane -> left ramp

champon-pub-pf.jpg playfield
Playfield image by Ken (scottamus)