Riverboat Gambler Rulesheet-Version 2.95
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 cllarifying the circumstances of Dan Langlois' 
death.

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

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/rgamble.htm

<NEW> Version 2.95 (8/3/99) Clarifies bumper-flashing rules on skill shot.

Version 2.94 (6/22/99) Explains skill shot values when you have a game in 
excess of 15 balls.

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 E-mail.

Version 2.92 (8/8/97) Updates Jonathan Deitch's E-mail & 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.

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. 
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. 
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.

<NEW> Each new skill shot on the same ball allows you to increase the number 
of flashing bumpers. If you get more switches than the previous shot, you get 
more flashing bumpers. The same or fewer switches simply keeps the number the 
same. You never lose a flashing bumper until you drain the ball, unless your 
next ball is a Second Chance ball. On a Second Chance ball, you start with as 
many bumpers as were flashing when you drained. (see bumpers description in 
section 4 for scoring).

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. At 10 through 15 balls, the value does 
advance (1 million, 1.1 m, up to 1.5m) However, the score display will read:

SKILL SHOT
   00,000

You will get your proper points, you just can't tell from the display.
<BUG>At ball 16, the skill shot awards ZERO points. The display reads:
SKILL SHOT with nothing in the bottom two displays. At 17 balls, the skill 
shot awards 100,000 again, the display works properly, and I assume the whole 
circus begins again.

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 & Doctor 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 (July 7, 1997) 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.

There are currently no rulesheets available for any of his other machines.

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