Riverboat Gambler Rulesheet-V 2.93
By: Scott Piehler (rosco29@mindspring.com)

Barring any major revelations (flipper codes pointing out the 
location of Jimmy Hoffa's body, etc.,) this is the final revision of 
this rulesheet. I realize the game is 7 years old, but it's still out 
there on location, and it is a great home machine, so what the heck. 
Also, I've tried to throw in as many historical tidbits as possible, so 
hopefully this can also serve as something of a reference document.

To locate bugs in the game, just look for <BUG>

To find new items snce the last revision, look for <NEW>

This rulesheet is entirely based on L-3 (final release) software.

I am the author of this rulesheet, but all copyrights pertaining to the 
game itself belong to Williams Electronics. I received direct or 
indirect assistance on this rulesheet from:

<adoerfer@welkin.shr.dec.com> for clarification on AMOA dates, 
and Dan Langlois credits

T.J. Beyer <rugrat@cluon.com> for the Riverboat Gambler T-shirt

Michael Burke <michael.burke@welcom.gen.nz> for pointing out 
half price buyin mode

Tom Capek <capek@cig.mot.com> for pointing out Easter Egg 
similarity between RG and High Speed II: The Getaway, and for 
providing the HS II flipper codes

Orin Day of SEGA Pinball, who worked with Ward Pemberton, the 
designer of RG

Jonathan Deitch <litz@bellsouth.net>, and his 
ROM/serial number database 
(http://personal.atl.bellsouth.net/~jdeitch/wms-roms.html)

Brent R. Earl <earl@rtsg.mot.com>, from his 1993 rule sheet

HERoberts@aol.com for settling the spelling of Dan Langlois' name.

Internet Pinball Database (http://www.lysator.liu.se/pinball/ipd)
for research into Ward Pemberton's designs

Louis Koziarz of WMS, for clarifying the circumstances of
Dan Langlois' death, and providing the proper spelling of
the name

Kevin Martin <sigma@mcs.com> for making research possible on 
the Pinball Archive (http://www.pinball.org)

Tamar Piehler <gibbs@mindspring.com> for editing & rules 
verification

<NEW>Jim Schelberg of pinGame journal <jim@pingamejournal.com> for 
information on Ward Pemberton.

Scott Slomiany of WMS for info on Ward Pemberton appearing on 
the Black Rose backglass

uncle_willy@wms.com (Ted Estes & Co.)
(http://www.wms.com/williams/willyworld)

Peter vanOs <P.vanOs@uci.kun.nl> for adding "Escape
From The Lost World" to Langlois' credits.

Steve Young <PBResource@idsi.net> of Pinball Resource for info 
on Diamondplate playfields

and from correspondence & conversation with Dwight Sullivan of 
WMS, the programmer of the machine.

Throughout this rulesheet, (Ad xx) points to an operator feature 
adjustment, where xx is a particular number. This is for home users 
who might like to change something.

<1>	Rulesheet History
<2>	Description & Design Team 
<3>	Cabinet/Backglass unique features
<4>	Playfield Layout
<5>	Casino Game Rules
<6>	Second Chance and Lucky Stars Explained
<7>	Easter Eggs
<8>	Compensations, etc.
<9> 	Rolling Over
<10> 	Pricing and similar adjustments
<11> 	Quotes
<12> 	Ward Pemberton, Designer
<13> 	Flyer Text

<1>	Rulesheet History
There is a fully crosslinked HTML Version of this rulesheet 
available. It is available at:
http://www.mindspring.com/~rosco29/rules/rgamble.htm

<NEW>Version 2.93 (9/19/97) Adds that spelling CASINO also advances
the *Win Meter*, and clarifies that the Win Meter stays fully lit
until Jackpot is lost or the ball is drained after Jackpot. Updates Jim
Schelberg's email.

Version 2.92 (8/8/97) Updates Jonathan Deitch's email & web.

Version 2.91 (7/11/97) Settles spelling of Dan Langlois' name.

Version 2.9 (7/9/97) Alright, so the final wasn't so final. :) Corrects
circumstances of Dan Langlois' death, adds "Escape from the Lost 
World" to Langlois' credits, corrects Steve Young's email address,
adds thank-you's to Louis Koziarz and Peter vanOs.

FINAL (10/8/96)-Basically version 2.8

Version 2.8 (6/12/96) Adds section of flyer text, explains the names 
behind the default high scores, clarifies that machine is set up with 
three balls, even though it only ever uses two at the same time, adds 
description of custom message feature, clarifies importance of 
multiball, clarifies that rulesheet is based on L-3 software, adds 
detail on losing half your chips at Roulette, adds detail on 
Diamondplate playfields, adds thank-you to Steve Young

Version 2.7 (5/13/96) Adds detail on Ward Pemberton's current
activities,adds detail on T-Shirt, information on roulette wheel
variation on flyer, adds thank-you's to T.J. Beyer, Jim Schelberg,
and <adoerfer@welkin.shr.dec.com>

Version 2.6 (4/13/96) Adds section on Ward Pemberton, adds 
thank-you's to Internet Pinball Database, Kevin Martin, & Scott 
Slomiany, adds dates of previous incarnations of this rulesheet.

Version 2.5 (2/9/96)-Adds URL for HTML rulesheet, updates 
Jonathan Deitch's e-mail & URL, corrects section on Skill Shot
Scoring

Version 2.4 (1/24/96)-Adds section on quotes, moves song lyrics to 
quotes section, adds description on display behavior on last ball, 
adds trivia on the only known ROM variation, adds comment to 
SECOND CHANCE section, adds score to compensation section, 
tidies up some typos

Version 2.3  (1/6/96) Adds description of Attract Mode Easter 
Eggs, a section on pricing, including Half Price Buyin, a bug found 
in Royal Flush, and labels bugs.

Version 2.2  (12/15/95) Adds detail about Slot Ramp, Status 
Report, and Single Ball Multiball.

Version 2.1  (11/26/95) Adds some detail about FIVE CARD, 
female voice, HELLO WORLD, and a section on rolling over the 
scoreboard

Version 2.0  (11/20/96) My first attempt at the rulesheet, after 
purchasing the machine, October 23, 1995

Version 1.0- The original rulesheet, (11/1/93), by 
earl@rtsg.mot.com (Brent R. Earl)

<2> Description & Design Team 

Riverboat Gambler was released by Williams in August of 1990, as 
game # 50007. It was released around the same time as Funhouse, 
but with a much smaller production run. Also, Funhouse runs on 
the WPC-A system (TM:BOP), where RG is a System 11-C 
(Rollergames).  In fact, Riverboat Gambler was the last 11-C game 
released. It has been estimated that there are, perhaps, 300 
remaining in the U.S., as a great many were shipped overseas.  The 
machine is set up with three pinballs installed. One of the balls is 
essentially a spare, since multiball is a two-ball affair here. See the 
SLOT SHOT description in section <5> for details.

The final ROM revision is L-3. According to Dwight Sullivan, there 
are no H-ROM's. However, during the introduction of Riverboat 
Gambler at AMOA Expo (October 25-27, 1990) in New Orleans, 
there was a slight modification made. If 777 777 777 came up on 
the Slot Machine during the show, the display would say *T-Shirt* 
instead of *Special*. The person playing the game would then 
receive a Riverboat Gambler T-shirt. Other games at this show: 
Simpsons, Dr. Dude, and Whirlwind.

The shirt is red, and the total design area is 6 1/2 inches tall by 11 
1/4 wide. Design is as follows:

	W  Williams  (logo)
                Riverboat
                 Gambler (logo from machine)
(  sideview of a riverboat with )
            1990
              NEW
          ORLEANS

printed on the paddlewheel housing. 


While not common, you can find some RG's with Diamond Plate 
playfields. The flyer shows the partially obscured words 

OTECTED BY
PLATE

just above the left flipper, so we know that at least some were 
released that way.

RG is a game really designed with the street location (read: Bar) in 
mind. A classic gambling theme, pin-up style backglass, standard 
width, and simple playfield layout. Due to the random nature of the 
jackpots (explained later), it is not a machine for purists. However, 
for sheer fun, and aesthetics, it is an excellent machine, well suited 
to home use.

The design team is as follows (from Uncle Willy):
Design:Ward Pemberton (See Section <12>)
Software: Dwight Sullivan (his first pinball programming credit)
Music/Sounds: Dan Forden, Paul Heitsch
Art: Pat McMahon

	Note that if you find a game without the design credits
	listed on the playfield, then it's a prototype.


There is a great bit of trivia on an uncredited vocal appearance. See 
Section <11> Quotes for details. 

Also mentioned on the playfield design credits:
Linda Deal (Theatre of Magic backglass artist)
Greg Tastad

<3>	Cabinet/Backglass unique features

These features mostly relate to the Roulette feature of the game 
(explained in detail later). 

The Lockdown Bar
The lockdown bar features four rectangular buttons. Left to right 
they are:
Red-White(pass)-Green-Black
These are used to place your bet on the Roulette wheel. The Pass 
button is just that. You pass your bet, and pinball play continues.

The Roulette Wheel
In the head of the machine, dead center of the backglass, there is a 
vertical roulette wheel, five inches across. Well, it's more like a 
wheel of fortune at a carnival, since it doesn't actually use a ball. 
The wheel in T'eed Off is actually a truer *roulette* wheel. But I
digress...

The wheel is divided into 16 sections. 7 are black, 7 are red, and 2 
are green. The colors alternate like a standard Roulette wheel. The 
two green sections also have stars. There are two other stars, one on 
black, and one on red. If the wheel is lined up correctly, the stars sit 
at North, South, East, West (if the wheel were a compass...). The 
workings of the wheel are explained later.

On the flyer for RG, all the non-starred roulette spaces are 
numbered. The flyer shows the wheel stopped on the red star space. 
going clockwise the numbers/colors are: StarR, 12B, 5R, 2B, StarG, 
3R, 8B, 11R, StarB, 10R, 7B, 4R, StarG, 1B, 6R, 9B. This wheel 
was mocked up specifically for the photo shoot. At the time, there 
was some thought that the numbers would have an impact on the 
game play/scoring. That idea was abandoned as making the rules too 
complicated.

<NEW> Win Meter: A vertical series of 7 lights. You advance the
meter by winning Casino Games, shooting the Winning Streak loop, 
or spelling CASINO. When the Win Meter reaches the top, 
Roulette is lit for JACKPOT. You can advance the Win Meter to 
the top directly by correctly selecting GREEN on the roulette wheel.
Depending on operator setting, the meter starts at 1,2,3, or 4 lights lit. 

Also depending on operator settings, the meter may drop down a 
notch if you don't win anything in a set period of time. This can 
range from 10 through 30 seconds, or it can be turned off. If the 
drop feature is on, it will be (temporarily) stopped by any of the 
following: bumpers, ramp, FIVE CARD targets, Blackjack standup, 
or CHIPS standup. <NEW> If the Win Meter is at the top, it will stay
there until you lose the Jackpot, or drain the ball after winning Jackpot.

Backglass Displays
As with most modern era pins, the backglass (translite) sits above 
the scoring display. Well, RG has two additional displays in the 
backglass. The first is :

CHIPS
Located directly above the roulette wheel, this is a four digit display 
that keeps track of your *chips*. Chips are earned on the playfield, 
and used to bet on the roulette wheel.
(Tech note: It's actually a 7 digit display, but the first three are 
masked by the backglass). Chips are also used for end-of-ball 
bonus. They are worth 1,000 points each.

Break The Bank
Located in the upper right corner (think Taxi's jackpot meter), this 
keeps track of the number of points that can be obtained by winning 
the roulette Jackpot. A seven digit display, it maxes out at 9,999,000

<4>	Playfield Layout

Starting at the right outlane, and working clockwise:
A note on lanes: there is lane change. It is bi-directional. Hit the left 
flipper, the lit lane moves left, hit the right, it moves right. Unlike 
many games, you are *not* trying to light all the lanes. There is one 
light, period. 

Right Outlane: Standard, with post separating it from inlane. When 
lit with lane change feature, it scores 50 chips and 50,000 points. 
Otherwise, 25,000 pts, no chips.  Note: When ball drains down 
either outlane, the female voice on the machine says a very sincere 
*Too Bad*.

Right Return Lane: Again, standard. When lit, it scores 10,000, and 
lowers the Slot Machine Ramp. The timer on the ramp is operator 
adjustable, and ranges from 5 to 10 seconds. When the lane is not 
lit, it scores 5,000.

Flippers: Two, standard. In addition to operating the lane change, 
they also activate the Status Report. Hold in either flipper, and the 
Status Report gives the following:

Replay value
# of stacked Second Chances (See Section #6)
Ball in play
# chips that will be awarded for next Blackjack (See Section #5)
# chips needed to open Roulette table. If table is open, it will say 
*PLAY ROULETTE*(See Section #5)
# of consecutive ramps needed to lower slot ramp (See Section #5)
High Rollers (4 high scores)

The Status Report will either cycle on its own, or you can advance 
through it by pressing on the other flipper.

Slingshots: Two, standard. They toggle the value of *Royal Flush* 
between 100 and 200 chips.

Left Return Lane: Standard style. When lit, it scores 20,000 , and 
lights the right ramp for *Spot A Card*. Again, the timer is 
adjustable, and lasts from 5 to 10 seconds. When not lit, it scores 
10,000.

Left Outlane: Same as right outlane.

F-I-V-E Drop Target Bank: Located on the left of the playfield, 
with the *E* about halfway up, a bank of four drop targets. They 
are used for earning ROYAL FLUSH. (More on that later). Drop 
them all, they pop back up. Each target scores 10,000. Completing 
the bank scores 85,000, 10 chips, and spots a Royal Flush card.

Blackjack Table: Top left corner of the playfield, a single standup 
target at the end of a *chute*. Completing Blackjack awards the 
*A* in CASINO, and advances the Win Meter. Next to this shot, 
on the right is the:

Bust Card: A single standup target that lights after the second hit of 
the Blackjack target (details in CASINO section). Hit it when lit, 
and Blackjack resets. It scores 20,000 when lit, 5,000 otherwise. 
The Bust Card sits between the Blackjack Table and the:

Slot Machine/Winning Streak/Roulette shot:
This a raise/lower ramp, like the lock ramp in HSII: The Getaway. If 
the ramp in HSII is at the 12:00 position, then rotate it 90 degrees to 
the 9:00 position. You now have a good idea of the positioning of 
this ramp. 

When the ramp is down, it feeds the Slot Machine. The ramp may 
be lowered one of two ways:
1. Rolling over the lit Right Return Lane
2. Hitting consecutive Winning Streak loop shots. 
Full details in the CASINO section.
Note: A half-hearted shot up the Slot Ramp will most likely result in 
a Straight_Down_The_Middle drain. This is rare, as it is a fairly 
short, shallow ramp.

When the ramp is up, the shot leads to a permanent ramp that feeds 
the Roulette area directly over the plunger lane, and back to the 
right flipper. For purposes of this rulesheet, this is called the 
Winning Streak shot, always. If Roulette is lit, the ball is stopped, 
and you play Roulette. If not, the ball feeds directly back to the right 
return lane, *after* the rollover. During Multiball, this is the 
Winning Streak shot that advances the Win Meter. An unlit shot is worth 
20,110 points (yes it's weird). A lit Winning Streak shot 
during Multiball is worth 100,000. If the shot is too soft to make it 
up the ramp, the ball diverts to the:

Bumpers: Three bumpers, standard triangle formation. When not 
flashing, they score 100 points, and award 1 chip per hit. When 
flashing (as determined by Skill Shot), they score 1,000 and award 
three chips.  The bumpers also have what is euphemistically referred 
to in the manual as *Colorful Speech*. Translation: some woman 
going *Ooh*, *Ahh,* Yeah*. This speech can be normal, less 
frequent, or off entirely. (Ad 48) Directly below the bumpers is the:

C-A-R-D Drop Target bank: Same as the F-I-V-E bank, except 
located about center playfield, angled to face toward the left 
out/return lane. Slightly above and to the right of the C-A-R-D bank 
is the:

Right Ramp: This permanent ramp goes up, turns left across the top 
of the bumpers, crosses in front of the slot/bust/roulette area, comes 
behind the F-I-V-E targets, and returns the ball to the left flipper, 
after the rollover. This is potentially lucrative loop shot. The ramp is
used in Five Card/Royal Flush. (Explained in CASINO section). 
Just below the ramp entrance, to the right are the:

CHIPS standups. They begin unlit. Lighting each scores 8,000 
points, and awards a chip. After that, they score 3000 points. 
Further explanation in the CASINO section. This brings us around 
to the :

Plunger: A standard, manual plunger. There is a VERY important 
skill shot on Riverboat Gambler. It is described fully in the CASINO 
section. 

A made skill shot delivers the ball (eventually) to the right flipper. If 
the shot is too hard, it feeds the bumpers, too soft and it rolls 
partially back down the plunger lane, exiting onto the playfield 
below the *S* standup in CHIPS. 

Final note on the playfield: Between the plunger lane and the top of 
the right outlane, there is a gap large enough for the ball to get 
through. Some operators close this off with a rubber stretched 
between the two posts. This is not correct. The manual states that a 
small rubber should be placed on each of the posts, similar to the 
posts between the return lane & outlane. Some may leave the rubber 
off entirely, making for a fairly wide opening. Should the ball find 
its way through this opening, you get another chance at a skill shot!
If the ball finds its way through during Multiball, you get to play 
Single Ball Multiball until the second ball drains. This can be 
relatively lucrative. (See Section #5)

<5>	CASINO Game Rules

While Riverboat Gambler has no modes, it does have a series of six 
tasks. Each task awards points, chips, etc., and spots a letter in 
CASINO. <NEW> Completing CASINO advances the win meter
one extra notch, awards 2,000,000 points, some neat music plays, 
and the female voice  says *Yeah....CASINO!* After completion, 
you can start over again.

To keep things simple, I'll describe each game, and then at the end 
of each section, list the operator-adjustable variables.

*C*	Five Card:

This game involves the F-I-V-E and C-A-R-D drop target banks, 
the right ramp, the left return lane, and the slingshots. There are five 
cards on the playfield that you are trying to light. It is a Royal Flush, 
in Hearts. You start with the *10*, and work up to *Ace*.

You start with between 0 and 3 cards. Cards are spotted in any of 
the following fashions:

1.	Completing either drop target bank
2.	Rolling over the *Spot Card* right return lane, and shooting the
	right ramp
3.	Looping the right ramp while it is lit to *Spot Card*

There are two lights visible through the ramp. One is white, and 
says *Hold Card*. The other is red and says *Spot Card*. When a 
card is spotted, it flashes. If you drain, any flashing cards are lost. If 
you hold a card, it is lit solidly, and will remain on the next ball. 

Starting with no cards, and no lights on the ramp, progression would 
go like this for looped ramp shots:

1. *Shoot Ramp Again*
2. *Spotted A Ten*
3. *Ten Held*
4. *Spotted A Jack*
5. *Jack Held*
Lather, rinse, repeat on through <BUG>*Spotted A Ace*. (Yes it 
should say *An* ace, but it doesn't.) The machine will hold all cards 
before spotting another; e.g.-You use the ramp to spot a (flashing) 
jack. *Hold* is now lit. You complete the C-A-R-D bank. Now you 
have a flashing Jack and Queen. The next two ramp shots will hold 
those cards before spotting the King.

If you have all cards blinking (i.e.-ROYAL FLUSH is lit), 
completing F-I-V-E or C-A-R-D will hold the lowest flashing card.

Once all cards are lit, the right ramp is lit for ROYAL FLUSH, as 
indicated by a BIG white arrow in front of the ramp, similar in size 
to Gilligan's Island (another Pemberton design) KONA arrow-light. 
Shooting ROYAL FLUSH scores either 100 or 200 chips (toggled 
by the slingshots), awards the *C* in CASINO, scores 500,000 
points, and advances the Win Meter. Royal Flush may collected 
multiple times via looping, and can be a VERY lucrative award.

<BUG>: There is a very player-friendly bug here. If you collect 
ROYAL FLUSH, and the ball drains before the feature times out, 
ROYAL FLUSH will be lit on the next ball, UNLESS the next ball 
is a SECOND CHANCE.

Strategy: If you save this for the last letter in CASINO, you can 
really help yourself. Shoot the ramp when lit for ROYAL FLUSH, 
you get the ROYAL FLUSH award, the *C*, spell CASINO, and 
get 2 million points. Loop the ramp a second time, and you are 
awarded the C to begin your next attempt at spelling CASINO. 
Much easier than starting from scratch

Operator Adjustments:
1.	5 Card Free Card: Begin with 0-3 cards (Ad 34)
2.	2nd Five Card Timer: Royal Flush times out between 5-10 
	seconds  (Ad35)
3.	Spot Card Timer (Ramp): *Spot Card* remains lit between 
	10-20 seconds for looped ramp shots (Ad36)
4. 	Spot Card Timer (Lane): *Spot Card* remains lit between 
	5-10 seconds after rolling over left return lane (Ad37)
5. 	Hold Card Memory: After a drain, held cards come back as
 	either  held (solidly lit), or spotted (flashing). (Ad44)

*A*	Blackjack

This involves the single Blackjack Standup, and the Bust Card. Each 
hit of the Blackjack Standup *deals* a seven, lighting the card on 
the playfield below the standup. Hit the target three times, you get 
Blackjack. Scoring goes like this:

1st Hit: 20,000
2nd Hit: 50,000
3rd Hit: 200,00, the *A* in CASINO, advance the Win Meter, and 
75 Chips.
This pattern remains the same, except each subsequent win doubles 
the chip value, maxing out at 1200.

The little fly in the ointment in this game is the *Bust Card* target, 
located next to the Blackjack Table. It lights after you are *dealt* 
two of the three sevens . If you hit the Bust Card, you are dealt a 
Queen, giving you a hand of 24, and *busting*. No chips, and the
Blackjack Table resets to no cards. Bust is deactivated during 
multiball (See Slot Shot section.)

Operator Adjustments:
1. No 21 Busts: Determines how often the Bust card lights. Settings 
are after 1-3 successful Blackjacks, always, or never. Since the Bust 
card is very easy to hit by accident, this feature can really get in the 
way of ever spelling CASINO. (Ad 38)

*S*	Slot Shot

This involves the Slot Machine ramp, the Winning Streak Loop, and 
the Right Return Lane.

The Slot Ramp may be lowered in one of two ways. 
1. Completing consecutive Winning Streak shots. The ramp stays 
down until shot is made.
2. Rolling over right return lane. Ramp will time out.

The number of consecutive Winning Streak shots needed to lower 
the Slot Ramp will increase, even if you lower the ramp via the 
return lane, and make the shot before it times out. Without dragging 
out the explanation, it comes down to this: The number of Winning 
Streak shots needed increases by one for *each made Slot Shot*, 
regardless of how the ramp was lowered. It maxes out at 5 shots 
needed.

When the ramp is down, a large blue arrow lights, exactly like the 
Royal Flush arrow. Making the Slot Shot locks a ball for Multiball, 
awards 100,000 points, the *S* in CASINO, advances the Win 
Meter and gives a random award. This random award turns the 
score display briefly into a three reel slot machine. The *reels* have 
either BAR, BELL, 777, or STAR on them. The awards are as 
follows:

Slot			Points			Chips
Any three		50,000			none
2 Bells			100,000			25
2 Bars			200,000			50
2 777s			300,000			75
3 Bells			1,000,000		100
3 Bars			2,000,000		200
3 777s			3,000,000 + Special	300
3 Stars			Extra Ball		none (I believe)

Note that ANY time a star shows up in the slot machine, it counts as 
a *Lucky Star* towards SECOND CHANCE. If two stars show up, 
they both count as well.

After your Slot Machine Award, a second ball is delivered to the 
plunger. This ball is set up for a skill shot. After that, make or miss, 
you begin the two ball *Winning Streak Multiball*. 

 Multiball seems LESS important on RG than on almost any pin of 
the modern era. This may be true at the lower difficulty levels, but 
with a machine set on Extra Hard, it can be about the only way to 
raise the Win Meter to the top for Jackpot. Additionally, it does 
make Blackjack much easier by eliminating the Bust card.

The features that are different during Multiball:

1. The Winning Streak loop is now worth 100,000 points, an 
advance of the Win Meter, and 25 chips. While you are in Multiball, 
you cannot lower the Slot Ramp via the Winning Streak shot, 
regardless of how many you make. You *can* lower it via the 
return lane. If you do, the game gives out the usual awards, and 
Multiball continues.

2. Since you are on a *Winning Streak* you cannot lose at 
Blackjack. The BUST card does not light during MB.

3. Every switch scores a chip, in addition to whatever else it may 
award you. There is no Jackpot to go for during MB. In fact, you 
cannot play Roulette again until you return to one ball play. 

Operator Adjustments:
Near as I can tell, this is a *truly* random feature. Adjustments 
affect payoff and your ability to activate the feature more than they 
affect what comes up on the reels.
1. Second Chance Percent: Can be set for 1-30%, or OFF (Ad 33)
2. Maximum Second Chance: Can stack 0-9 Extra Balls per ball 
(Ad 11)
3. Special Percent: Can be set for 1-10%, or OFF. (Ad 32)
4. Special Award: Credit, Extra Ball, or 1,000,000 points (Ad 07)
5. Maximum Credits: Can be set for 5-10. (Ad 12)
6. Consecutive Ramps for Lock: 2-5 looped Winning Streaks to 
lower ramp. Note that this number increases to a maximum of 5 
regardless of starting point. (first time-2, second time-3, etc.)
(Ad 39)
7. Winning Streak Timer: Consecutive defined as 5-15 seconds 
apart. (Ad 40)

*I*	Skill Shot

Pretty basic. Make the Skill Shot. The plunger lane ends in a ramp 
that raises right to left across the back of the playfield. A proper shot 
will go up the ramp, tripping the three bumper flasher switches, and 
then fall off the track, into the Roulette area. The bumper flasher 
switches are worth 10,000pts, 20,000pts, and 30,000 pts. The first 
time you make them, each scores a chip. After that (on that ball) 
they score 3 chips.

This skill shot starts at 100,000, and increases by 100,000 for each 
ball played, REGARDLESS of whether or not the shot was made. 
Example: On the first ball, the shot is worth 100k. Whether or not 
you make the shot, the value on the second ball will be 200k. 
Second Chance balls count. So, if you are playing a three ball game, 
and win two Second Chances, the value of the final skill shot will be 
500k. If the ball winds up at the plunger multiple times during one 
ball, (Slot Shot, passage above right outlane, air-ball, etc.), the value 
remains whatever it was at the beginning of the ball.

 <BUG>: There is a slight bug here. If you get 10 or more balls, the 
value does advance (1 million, 1.1 million, etc.) However, the score 
display will read:

SKILL SHOT
   00,000

You will get your proper points, you just can't tell from the display.

Skill Shot also awards 100 chips, opens the Roulette table, advances 
the Win Meter, and awards the *I* in CASINO. It may be the most 
important Skill Shot in modern pinball.  

Operator Adjustments:
None

*N* 	Roulette

This one takes some explaining. It is the center focus of the entire 
game, and is the one point that most unbalances the scoring. This is 
also the feature that can keep a newbie in a game against *anybody* 
due to the sheer random nature of the beast. It's one of the reasons I 
love it.

For descriptions of the Roulette features. see Section <3>, 
Cabinet/Backglass unique features. They all come into play here.

To receive the *N* in CASINO, you must win at the Roulette table, 
simple as that. However, Roulette itself gets a bit involved. 

First, you must open the Roulette Table. This is done by:
1. Making the Skill Shot, or
2. Winning 100 chips in any fashion on the playfield.

If you make the skill shot, you play roulette immediately. Otherwise, 
the table must be open, and then you must make the Winning Streak 
shot. The machine will ask you to pick a color. You can choose 
Red, Black, Green, or Pass (white). If you win, you get 100 chips,
and one advance of the win meter. If you bet Green and win, you 
get 800 chips, and the Win Meter goes to the top. The Roulette 
wheel stays open as long as you win. 

You can tell if the Roulette table is open either from 2 speech cues:

*Play Roulette* (female)
or
*Play Roulette for Jackpot* (male)

Additionally, a white arrow under the slot ramp lights, as does a sign 
saying PLAY ROULETTE, located just below the glass at the back 
or the playfield.

If you lose, you lose 100 chips, and must reopen the roulette wheel. 
Your lost chips go into the *Break The Bank* Jackpot, adding 
100,000 (number of chips times 1,000).

If you pass, nothing happens, and you keep playing pinball. Of 
course, you don't get the *N* either.

All this changes if you are playing for Jackpot. Jackpot is lit when 
the Win Meter is advanced to the top (7 lights). If you lose on your 
first Jackpot attempt of a given round, you lose half your chips to 
*Break the Bank* (Number of chips times 1000). The roulette
table closes.

Example: You have 1500 chips. The Jackpot is 5,600,000. You bet 
red. It lands black. You now have 750 chips, and the Jackpot stands 
at 6,350,000. You must reset the Win Meter to try again.

If you begin with an odd number of chips, you lose half plus one. 
That *extra* chip is simply erased. It does not go to you nor to the 
jackpot. Example:

You have 1501 chips. The Jackpot is 5,600,000. You bet red. It 
lands black. You now have 750 chips, and the Jackpot stands at 
6,350,000. You must reset the Win Meter to try again.

If you win the Jackpot, you get all the points in *Break the Bank* 
plus 1000 chips! As long as you keep winning, and don't drain, you 
can keep collecting the Jackpot. 

If, after winning one or more Jackpots, you then lose, the roulette 
table closes, you lose HALF your chips, and the Jackpot resets to 
3,000,000 plus the value of half your chips times 1,000. Example:

You have 1500 chips. The Jackpot is 5,600,000. You bet red. It 
lands black. You now have 750 chips, and the Jackpot stands at 
3,750,000. You must reset the Win Meter to try again. 

If you win a Jackpot, then drain, you keep your chips, and the 
Jackpot resets to 3,000,000.
If the wheel lands on a Star, you get that color, plus the Lucky Star. 

The Jackpot, like in Taxi, carries from game to game and player to 
player.

There is a bit of strategy involved in Roulette. If you have 4000 
chips, which means 4,000,000 bonus points, and the Jackpot stands 
at 3,000,000, do you risk 2,000,000?

Operator Adjustments:
1. Win Meter Start: Win Meter starts at 1-4 lights. (Ad 42)
2. Win Meter Timer: This can be nasty. The win meter will drop by 
one if you don't win something in a specified period of time. See 
Section <3>, *Cabinet/Backglass unique features * for details
3. Jackpot Percentage: You always wondered if it was fixed. The 
answer is *Maybe*. The choices for awarding of Jackpot are 5% 
thru 30%, or Normal. Normal means Jackpots are awarded truly 
randomly. (Ad 45)
4. Front Buttons Broken: In case the Lockdown Bar buttons break, 
the machine will just choose a color for you whenever it plays 
Roulette. (Ad 46)

*O*	CHIPS

The *O* in Casino is Awarded by completing the bank of five 
CHIPS standup targets. Completing CHIPS scores 100,000 points, 
awards either 10, 20, or 50 chips, or a star, advances the Win 
Meter, and lights the *O* in CASINO. The number of chips is 
determined by what was lit when you lit the first standup. After 
completion, it cycles again, until hit and locked on an award level. 
This is subject to change on the last ball. See Section <8>, 
Compensations, etc.

Operator Adjustments:
About the only impact adjustments have on CHIPS is if the Extra 
Ball feature is disabled. Then the Star becomes fairly pointless.

<6>	Second Chance and Lucky Stars Explained

This Second Chance is not at all like the Second Chance you may 
have encountered in Dr. Who. In Dr. Who, Second Chance is a 
ball-saver. In Riverboat Gambler-ese, a Second Chance is an Extra 
Ball. You can obtain one (depending on setting) from points, a 
special, the Slot Machine, or by collecting 3 Lucky Stars. Stars may 
be collected in three ways:

1. From one of the four spaces on the Roulette Wheel
2. From the Slot Machine
3. From the CHIPS standups

When you receive a Star, it lights up on the backglass, just above 
the scoring display. Collect three of them, and you get a Second 
Chance. As explained earlier, this can be affected by a couple of 
settings:
1. Second Chance Percent: Can be set for 1-30%, or OFF (Ad 33)
2. Maximum Second Chance: Can stack 0-9 Extra Balls per ball 
(Ad 11)

Riverboat Gambler calls it a *Second Chance* for very good 
reason. If Second Chance is lit, and you drain, it's like an extension 
of the ball you were playing. All features remain exactly as they are, 
including Jackpot staying lit if you've already won a Jackpot. 
Normally, draining after a made Jackpot resets *Break The Bank* 
to 3,000,000. Thus, you truly get a *Second Chance*, as you can 
try for Jackpot immediately off the skill shot.

Additionally, when you get a Second Chance, the bonus doesn't 
count until you finish your Second Chance ball(s).  The only way to 
combine bonus and Second Chance is to have one awarded on 
points while the bonus is counting down from a previous ball. Of 
course if you do this, the features don't carry over.

The *Second Chance*  light is located between the flippers, in 
good, old fashioned EB Orange. It doesn't say *shoot again*, it 
says:
(Warning-rough ASCII approximation follows)

  LUCKY
    * * *
   2ND
CHANCE

<7>	Easter Eggs

Since this is an older game with an alpha-numeric display, we're not 
exactly talking about dancing cows here. So far, the only one I know 
of (during the game) in the L-3 ROM package is this:

With game on, and ball at plunger, press and hold the Red & Black 
buttons. Then press PASS 3 times, Black 3 times, Red 3 times, and 
Green 3 times. The display will *shimmer*. Then press Black & 
Red together. The display will say

HELLO WORLD

Those who keep track of such things will realize that there is also a 
HELLO WORLD in High Speed II: The Getaway. Both RG and 
HSII feature Dwight Sullivan software.

In HSII, it works like this:
"Hello World" gets displayed when you have a ball in the shooter 
lane and do flipper sequences 3L 1R 3L 1R 3L 2R

There is a fair amount of stuff going on in Attract Mode to keep 
you amused.

RED or BLACK button starts a display cycle of all the CASINO 
events. If the Attract Mode Sound (Ad 31) is on, the SLOT 
MACHINE sounds will play as the display shows the SLOT landing 
on 777 777 777. Curiously, this appears to be the only sound made 
in attract mode.

GREEN button shows Replay score (or Second Chance, or Ticket).

PASS (White) button displays HIGH ROLLERS (Four top scores)

START will display *Credits 0*, or start the game.

There is a custom message feature in Riverboat 
Gambler. <Ad 49> It allows you to input 3 lines of alpha-numeric 
text, 16 characters per line. The available characters are:

A thru Z (all CAPS)
0 thru 9
< > ? - / * '
A. thru Z.  (all CAPS, all letters followed by a period)
(a blank space)

Note-the special characters are for custom message only. When 
inputting initials for HSTD, the only characters available are A-Z 
and the blank space.

The message is displayed in the top portion of the display (player 
1 & 2 area). It *moves* onto the display, left to right, and then 
moves off to the right.. After power-cycling the game, the custom 
message appears immediately after PUSH START. The default 
message from the factory is actually longer than 3 x 16. It is:

EARN THE RIGHT
TO PLAY ROULETTE
COME RIDE THE 
RIVERBOAT

They get away with this because RIVERBOAT exists in the ROM 
as a standalone. It's the first thing that pops up when you turn the 
game on


<8>	Compensations, etc.

The ball will be returned to the plunger lane if you manage zero 
points. This is difficult, but possible.

There is a Compensation Ball feature on the machine. If, on the 
final ball, your score is significantly low, (apparently below 1 
million) the machine does the following:

You are advanced to two Lucky Stars, regardless of how many you 
had to begin with. Then, it changes the CHIPS award from 
whatever it was to *STAR*. This means you only need to complete 
the CHIPS standups to be awarded a SECOND CHANCE extra 
ball.

<9> Rolling Over

Yes, you can roll Riverboat Gambler over. I've done it a couple of 
times legitimately, including a game that featured around 12 
Jackpots, 5 CASINOs, 3 Second Chances. Wound up with 149 
Million (game set on *Easy*, 5 balls, Random Jackpots)

When you go over 100 million, it's just like rolling over an 
odometer. There is no 100 Millions digit on the display. As far as 
the machine is concerned, you've started over. If you have a replay 
set at a particular level, you'll get it again. Mine is set to award a 
*Second Chance* at 9.6M. It awarded that again, at 109,600,000. 

The depressing part is this: You DON'T make the High Score list. 
Basically, if you want to be king of the hill, you gotta tilt at 99M.

<10> Pricing and similar adjustments

There is (if activated by Ad 51) a half price buyin feature. At the 
end of a game, it allows you to purchase a credit for half the normal 
price. The timer lasts ten seconds, and is displayed in the lower right 
of the display. WARNING: The message that you can buyin for 1/2 
price flashes by VERY quickly. Be on the lookout for the timer. 

You can buy in one credit per previous game played. I.E.: One 
player game-you can buy one half price credit. Four player game-
you can buy 4 half price credits.

Replays and such things:

The factory default (US) replay setting is 7 million. This level can 
be fixed anywhere between 800k and 9.8M(Ad 2) Or, the machine 
will average replays every 50 games to award between 5-25% 
replays (Ad 1)

There can be up to 4 replay levels (Ad 3). Example: if there were 
four, the first might be at 8M, then 16M, 24M, and 32M.

The replay boost can range from fair & equitable to downright 
miserly. It can be set (Ad 52) anywhere between 1-50 million (in 
1M increments)

The backup High Scores To Date can be set anywhere from 0 to 
9.9M. The factory default (US) is 7M, 7.5M, 8M, 8.5M

The initials that accompany the 4 backup HSTD all relate to people, 
who at the time of production, were in WMS pinball software 
division.

#1-XAQ
This is Dwight Sullivan's *handle*. You can find this on many 
machines he's worked on, including on the backglass of High Speed 
II: The Getaway. Look at the ID number on one of the helicopters.

#2-MDP
Mark Penacho. Programmer for Earth Shaker, Roller Games,
Hurricane, and Fish Tales

#3-PFZ
Bill Pfutzenreuter.  More affectionately known as Pfutz
(Foots). A few of his credits are Whirl Wind, Dracula & Dr. Dude.

#4-BRE
Brian Eddy. Yes, we know & love Brian for designing Shadow and 
Attack From Mars, but Brian started out as a programmer, having 
worked on Pool Sharks and Indiana Jones, among others.

At the beginning of the last ball, the display will note either the score 
needed for a replay/second chance, or the High Score that you are 
closest to, depending on what's closer. If you have already beaten 
the top High Score, the display will merely flash your score, and the 
ball# in play.

<11> Quotes:

While not as chatty as modern games such as Indy 500,  which 
features running commentary throughout, Riverboat Gambler is 
hardly at a loss for words.

There are three voices on the machine.

(M)-male voice
(F)-female voice
(S)-singer

People have asked who the female voice on the machine is. The 
only answer I have received is *someone in accounting*. I do not 
know who the male voice is. The singer, however, is another story. 
All will be revealed at the end.

I have arranged the quotes according to C-A-S-I-N-O games, and 
then by miscellaneous.

Five Card: (C)
(M)-*Collect Royal Flush* ( ramp is lit for RF)

Blackjack (A)
(M)-*Play Blackjack* (one card remains for Blackjack)
(F)-*Twenty-one!* (blackjack completed)
(F)-*Busted!* (hitting lit bust target)

Slot Shot (S)
(F)-*Play the Slot* (Slot ramp is down)
(F)-*Oooh, Lucky Stars* (if awarded a Star)

Skill Shot (I)
(F)-*Oooh!* (Ball heading up ramp)
(F)-*Ooh, you're good* (skill shot made)
(F)-*Awww!* (skill shot too hard)

Roulette (N)
(F)-*Play Roulette* (Roulette table open, NOT for Jackpot)
(M)-*Play Roulette for jackpot* (Roulette table open for Jackpot shot)
(M)-*Pick a color* (roulette wheel spinning, asking you to bet)
(M)- *Black*  (or)  *Red*  (or)  *Green* (your selection)
(M)-*Come on, Black (or red or green)* (wheel is spinning)
(F)-*Whoo!* (roulette hit, NOT jackpot)
(F)-*Alright! Jackpot!* (roulette hit FOR Jackpot)
(M)-*Darn* (roulette miss)
(F)-*Oooh, Lucky Stars* (if awarded a Star)

Chips (O)
(F)-*Oooh, Lucky Stars* (if awarded a Star)

CASINO
(F)-*Yeah! CASINO!* (upon completing CASINO)

Starting Game
(F)-*Welcome Aboard*

Ball in Bumpers
(F) (variations of) *Ooh, yeah, whoo*

Starting Second Chance ball
(M)-*All Right, Second Chance*

Ball drains down outlanes
(F)-*Too Bad*

Game Ends
(F)-*Cashing Out?* (before final Bonus count)

There is a song that plays during the game, in which a gravel-
voiced, New Orleans-style male vocalist sings the following:
(S)	*Ridin on that lucky Riverboat*
(S)	*Ridin on that lucky Riverboat*
(S)	*Take your chance, make a bet*
(S)	*If you're lucky, you might win yet*
(S)	*Ridin on that lucky Riverboat*
That voice is none other than:  Mark Ritchie, the designer of Indiana 
Jones & Fishtales, among others. 

<12> Ward Pemberton, Designer

As of this writing (October 8, 1996) Ward Pemberton has been 
responsible for the design of 8 machines, six of them under the 
Bally name. They are:

Fathom (1981-Bally)

BMX (1982-Bally)

Hardbody (1987-Bally)

Dungeons & Dragons (1987-Bally)

Mousin Around (1989-Bally)

Riverboat Gambler (1990-Williams)

Gilligan's Island (1991-Bally)
Allegedly, Ward took over the Gilligan's design
after the untimely death of the original designer, Dan Langlois.
Prior to his death, Langlois was responsible for Karate Fight, 
Black Belt, Strange Science, Escape from the Lost World,
Heavy Metal Meltdown, Game Show, and Radical .

After leaving WMS, Mr. Pemberton went back to being a 
firefighter. Later, he spent a brief bit of time at Capcom Pinball, and 
then went to work for Sega pinball, where he designed

Goldeneye (1996-Sega)
Ward no longer works for Sega. Apparently, he is out of the pin-biz 
entirely, and back serving his community as a firefighter, at a station 
in Chicago located behind Wrigley Field.

Allegedly, Ward is the model for one of the figures appearing on the 
backglass of Black Rose. 


<13> Flyer Text

Here is the complete text of the promotional flyer that was printed 
for the release of Riverboat Gambler:

(Front of Flyer)
(logo) Williams Riverboat Gambler
A Sure Bet Winner!
(photo of machine, laid over backglass art)

(*seal* in lower right)
1942-1990
#1 for Coin-Op Fun
48 Years
Williams Electronics Games, Inc.

(Back of Flyer)
(logo) Williams Riverboat Gambler
Don't Miss The Boat!

(Text written around playfield shot)

Cash in on the latest Williams pinball sensation as Riverboat 
Gambler sets sail with exciting play action that's a sure bet for bar, 
street and game room locations everywhere. Only Riverboat 
Gambler deals out such favorite casino games as Blackjack, Slots, 
and Five Card Poker in one amazing pinball machine. Add in 
Williams quality, reliability and design innovation and it's no secret 
that Riverboat Gambler is destined for a long term winning streak of 
solid earnings and high resale value that no other company can 
match

*The Lucky Lady Slot Machine is reeling in winners with scoring 
that can reward up to 3,000,000 points and a Second Chance Extra 
Ball.

*Only Riverboat Gambler features a special unique control panel for 
players to try their hands at Roulette

Come On Board For Profits!
All the action's at the Riverboat Gambler Casino where players are 
going to repeatedly ante up for a chance at the dazzling array of big 
stakes playfield features such as spelling C-A-S-I-N-O for 2 Million points

C- Hitting down either the F-I-V-E or C-A-R-D drop target bank 
spots a card and lighting all 5 cards gives players the chance to score 
a Royal Flush and 500,000 points.

A- Scoring 21 at Blackjack collects points and chips progressively 
for a high scoring payout...if the player doesn't bust!

S- Consecutive Winning Streak loop shots give the players the 
opportunity to play the Slot Machine and also begin 2-ball Multi-
Ball action.

I- Players are in the chips and have an instant turn at the Roulette 
Table with the challenging Shooter Skill Shot.

N- Round and round it goes on the Roulette Table whenever players 
earn at least 100 chips. Then it's up to Lady Luck via a special 
control panel for selecting red, black, green or passing on the action!

O- Completing the C-H-I-P-S target bank awards players increased 
scoring values and the possibility of a Gold Star. Three Gold Stars 
earn Second Chance Extra Ball play.

Riverboat Gambler Hits The Jackpot!
The backglass Win Meter advances, giving players the thrill of 
breaking the bank. Reaching the top means big scoring for players 
willing to risk half their chips on Roulette for possible JACKPOT 
that can score over 9 Million points!

Height:	75" (191 cm)
Height with backbox folded:	54" (137 cm)
Width:	29" (74 cm)
Depth:	54" (137 cm)
Weight: 225 lbs. (102 kg) uncrated
	 245 lbs (111 kg) crated

Notice: "Riverboat Gambler" is a trademark of Williams Electronics 
Games, Inc.  C 1990
Williams Electronics Games, Inc. Patent Pending.

(Logo) Riverboat Gambler
(Logo) Williams
Electronics Games, Inc.
3401 N. California Ave., Chicago, IL 60618
(312) 267-2240
Fax (312) 267-8435








