World Champ
Gottlieb 1957
_____________________________
Novelty Version
high score support
_____________________________

Table Dedicated to RUSS JENSEN
thanks to RUSS JENSEN AND RON TYLER for tremendous
 help on this recreation

thanks to RANDY DAVIS for the wonderful visual pinball
program!
________________________________

VP Recreation - by Duglis
________________________________

NOVELTY VERSION NOTE- SPECIALS SCORE 750,000 POINTS EACH!
(There are no credits or replays awarded for specials in the Novelty
Version)
____________________________________

GOAL OF TABLE IN BRIEF- Score as much as you can and
get specials by advancing to round 15 or further. Gain
specials by lighting up the small red lights near the
center gobble hole and then hitting the ball into the
hole (this can only be attained by getting 3 knockdowns
in one round..if you advance a round before 3 knockdowns, the knockdown counter resets to 0).

+++++++++++++++++++++++++++++++++++++++++++++++

PLAYFIELD AND RULES:

Top 100,000 rollover buttons- Score 100,000 points.
They also force a knockdown when lit. You can light
these buttons by going thru the A or B side rollovers
up top. If Either A or B is unlit, these buttons will
alternate on and off for every 10,000 pts scored.
If Both A and B are unlit, these buttons will stay 
lit for the remainder of the game.

A and B Rollovers-score 10,000 pts. They both begin
the game lit. If A is unlit..it will light the top 
right 100,000 button and the bottom left knockdown
rollover lane for Knockdown awards. These 2 will light
and ulight every 10,000 pts thereafter.
 If B is unlit..it will light the top 
left 100,000 button and the bottom right knockdown
rollover lane for Knockdown awards. These 2 will light
and ulight every 10,000 pts thereafter.
If Both A and B are ulit..then both buttons and bottom
knockdown rollovers will STAY LIT for the REMAINDER
of the game without going off.

Four Pop Bumpers-Score 10,000 points.

50,000 center rollover buttons- Score 50,00 points and
advance a round if the button is lit. The buttons
alternate on and off for every 10,000 pts for the duration of the game.

Top Left and Right Plastics- Not  slingshot kickers
but score 50,000 if hit with a good force.

Middle Left and Right Silver Knockdown Targets-
Score 100,000 and force a Knockdown when hit.

Middle Left and Right Silver Round Advance Targets- when hit
score 50,000 and also advance a round if the blueish
light next to it is lit. These blueish lights will
alternate on and off for every 10,000 points for the
duration of the game.

Bottom left and right Slingshot kickers- Score 100,000
points when hit.

Bottom Center Orange End of Round Button- Advances
a round when hit at any time during the game.

Side Plastics- Next to the bottom left and right
knockdown rollover lanes. Hitting the inside facing  of the plastic will score 50,000 points.

Left and right knockdown rollover lanes- score 100,000 points when a ball goes through. It will also force a knockdown if the light at the bottom of the lane is lit. 

         The left lane is lit and alternates on and off
         for every 10,000 pts if the Top A rollover is unlit.

         The right lane is lit and alternates on and off for
         every 10,000 pts if the Top B rollover is unlit.

         BOTH LANES ARE LIT AND REMAIN ON FOR THE REMAINDER OF
         THE GAME IF BOTH THE A AND B ROLLOVERS ARE UNLIT.

Knockdown Counter lights- keeps track of your knockdowns
per round. 1 and 2. The 3rd Knockdown in a round will
light a center red light for a possible special.
The knockdown counter is reset to 0 if a round is advanced, thus erasing
your knockdowns.

THREE KNOCKDOWNS IN A ROUND- Will light a center red
light for a possible special and advance a round.

Center Gobble Hole-Yellow Round Lights- keep track of
how many rounds you have advanced for a maximum of 29.
Getting to round 15 or higher will score specials
(see rules.jpg).

Center Gobble Hole-small Red Lights-keep track of 
how many times you have scored 3 knockdowns in a round.
For each 3rd knockdown, a red light will light up for
a maximum of 10. IF A BALL IS HIT INTO THE GOBBLE HOLE
WHEN THERE ARE ANY RED LIGHTS LIT..YOU WILL GET 
A SPECIAL FOR EVERY RED LIGHT AND then the lights will
reset to 0 for future special scoring. 

Center Gobble Hole Itself- drops a ball out of play.
scores 500,000 points when unlit. If there are any
smaller red lights lit around it then the hole itself
will light up. Balls hit into the hole when lit will
fall out of play and you will receive a "special" points for 
every single small red light lit around the hole. The lights will then all
turn off and reset for future special scoring.

End of game match- If the Match counter matches the last
digit of your scoring. (I.E. ZERO (0) ) then you will
win a replay!
___________________________________________________

got all that? You'll get the hang of it after reading
the rules once and then replaying the game.


ENJOY !!!!!!

-Duglis June 2001


