Jaws Rulesheet

Quick Links:

[Official Rulesheet]

Game Information & Overview:

  • Lead Designer: Keith Elwin
  • Code/Rules: Rick Naegele, Elizabeth Gieske
  • Lead Mechanical Engineer: Harrison Drake
  • Artwork: Michael Barnard
  • Display and Animations:
  • Sound Design: Jerry Thompson
  • Release Date: January 2024
  • Wiki Rulesheet based on Code Rev: 0.97
    • Edit the Code revision, if applicable, when you make changes

Summer has arrived in the small New England town of Amity, and threatening sharks have put the town’s beaches in danger. The player is assigned to save the town by rescuing beachgoers, closing the beaches, and taking on bounties to defeat the invading sharks, in hopes of eventually defeating Jaws, the Great White shark himself.

Rules Overview:

  • Complete the bash boat to light shark encounter modes at five different shots. Keep shooting the bash boat either during or before them for encounter boosts. Hit the blue shots to advance and complete the modes.
  • To lure out the shark and start Jaws Multiball
    • Chum the water at the captive ball, then shoot the red arrows to add to the chum line.
    • Once the chum line is full, shoot any yellow flashing shot, then hit the shark fin before it goes away to attach a barrel to it and light Jaws Multiball at the ramps.
    • Subsequent multiballs require barrels to be qualified manually at the left target bank, and more than one barrel has to be attached to the shark.
  • “Beachgoers” are added to each shot with shots to the shark tower targets. Collect all three beachgoers to close the beach and start a hurry-up at that shot, and score bonuses at that shot for the rest of the game. Close all five for rescue multiball or search multiball.
  • Shoot for the right ramp to start a bounty hunt for one of four sharks. Complete the indicated amount of shots on the display while playing out the rest of the game (in single-ball play, exclusively). Then, spin the fishing reel to start a multiball and take down the shark.
  • Light gear at the right ramp by collecting quickshots (hit the lit harpoon lane followed by the shark fin). Each piece of gear has unique benefits and the right flipper changes the lit gear. Once all six gear pieces have been found, they can be sold for a large bonus and the final bounty hunt for the great white shark will be qualified.
  • Complete the white arrows at the left target bank to light the right lane for fish finder. Shoot any of the flashing left targets from the upper flipper to score the lit award.

Layout:

Premium/LE:

Pro:

Modes of Play:

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

  • Standard:
    See below for full rulesheet.
  • Competition:
  • Shark Hunter
    Allows you to play the Shark Hunter Video Mode as a standalone game, in exchange for “shark teeth” via Stern Insider. (Must be logged in with Insider to play.)
  • 4th of July Challenge
    Play the 4th of July mini-wizard mode as a standalone game, with unlimited ball save, in exchange for “shark teeth” via Stern Insider. (Must be logged in with Insider to play.)
  • Jaws: The Revenge
    Play as the shark himself in an 8-bit throwback game within a game. Requires 10 “shark teeth” via Stern Insider to play.
  • The Shark is Broken
    Chaotic single-ball / multiball hybrid mode roughly based on the filming of Jaws and how difficult the shark animatronic was to work with. Requires the topper and 10 “shark teeth” via Stern Insider to play.
  • Competition Install
    Not from the gameplay menu, but the following is changed if a Competition Install is performed from the utilities menu:

Skill Shots:

The multi-level skill shot changes at the start of each ball, once the previous one has been scored. You get a maximum of three skill shot attempts per ball.

  • Level 1: Plunge into the pop bumper for 5M.
  • Level 2: Plunge into the lane above the mini-flipper, without hitting the bumper, for 10M + light gear.
  • Level 3: Shoot any target on the flashing left target bank, without any other switch hits, for 15M + light gear.

Each skill shot, regardless of level, also adds +5 seconds of ball save time.

There are also two secret skill shots and a super secret skill shot:

Spoilers

Secret Skill Shots (awards the current skill shot value when hit):

  • Shoot the chum bucket, without any other switch hits.
  • Shoot either the left or right side of the captive ball area, without any other switch hits.

Super Secret Skill Shot (awards & advances the current value of the normal skill shot when hit:)

  • Shoot the dead center of the captive ball area, without any other switch hits.

Note: on Prem / LE models, if shark hits are available, secret skill shots at the captive ball area cannot be hit.

Shark Encounters:

Shark Encounters are the main modes of the game. They can be started at any of the five “beach” shots, after enough shots to the captive ball / bash boat - 1 shot + 1 shot per Shark Encounter mode played.

Shooting any shot that feeds the left inlane, followed by the captive ball / bash boat, awards 2x damage.

On the Prem / LE, the shark bash toy comes up when Shark Encounter modes are lit. Shoot it before starting a mode to light encounter boosts for the next mode, and earn a score award of 5M the first time + 5M for subsequent “shark hit” shots. On Pro, this is done by shooting the captive ball / bash boat one more time before starting a mode.

When encounter boosts are lit, further shots to the center captive ball / bash boat will boost the next shark encounter in the following ways:

  • Level 1: Hit any boat target to add 15 seconds of time to the encounter.
  • Level 2: Complete all boat targets for 5M + light gear.
  • Level 3: Complete all boat targets again for 2x scoring for the encounter.

Encounter boosts may also be progressed during a mode, as long as they were lit before starting the mode. Boosts earned in this manner will be instantly applied to the ongoing mode. On Pro, they are progressed in the same manner as before starting the mode. On Prem / LE, starting a mode with encounter boosts lit causes the shark bash toy to come up and stay up for the duration of the mode. Hit the shark to progress boosts – 1 hit for level 1, 2 hits for level 2, and 3 hits for level 3.

Completing any shark encounter by collecting the encounter jackpot during it adds a permanent +1x multiplier to machete shots for the rest of the game.

On Prem / LE models, the radio target on the upper playfield spots a shot during modes, one time only per mode.

The five shark encounters are:

  • Night Swim: Started at the left spinner. Shoot blue shots to score, or fast blinking shots to score 2x. After 5 blue shots (the final shot at either the left spinner or right ramp), two shots will move from the left side of the playfield to the right and back - nail any five of these shots to light the encounter jackpot at the fin drop target.
  • Beach Panic: Started at the “wave” ramp. All five shots are lit to score, with one shot lit for 2x. Once 8 shots have been made (with 2x shots counting double), the wave ramp is lit to light the encounter jackpot at the fin drop target.
  • Scars: Started at the center ramp. Shoot the lit shots to score. On Pro, 2 shots will be lit per phase, shoot both to advance. On Prem / LE, 3 shots will be lit, shoot any 2 to advance. Hitting the shark tower stand up targets decreases the shots’ values. The 1st hit to a shark tower target in each phase deducts 2.25M from the value, then subsequent hits deduct another 1.5M, 1.125M, and finally 625k. The shot value returns to maximum at the start of each phase.
    • Phase 1: Starting value 6M. Wave ramp, right ramp, and lookout tower (Prem / LE) are lit. Make 2 shots to light center ramp, then shoot center ramp to advance to phase 2.
    • Phase 2: Starting value 7M. Wave ramp, harpoon lane, and Orca wheel (Prem / LE) are lit. Make 2 shots to light center ramp, then shoot center ramp to advance to phase 3.
    • Phase 3: Starting value 8M. Left target bank is lit. Shoot any of the 3 targets to light encounter jackpot.
  • Pond Attack: Started at the fishing reel spinner. Lit shots score points and add 100k to an award at the fishing reel. Shoot the harpoon lane immediately after making the fishing reel to double the award, with 3x and 4x awarded depending on the strength of the shot. Score 3 fishing reel awards to light the encounter jackpot.
  • Raft Attack: Started at the right ramp. Shoot either the left or right ramp to raise the fin drop target for 5M + 1M per award. The center ramp, left orbit, or harpoon lane can be made as a combo off of either ramp to multiply the award value at the target by either 2x, 3x, or 4x respectively. Score 3 awards at the fin drop target to light the encounter jackpot.

Play all five shark encounters to light 4th of July mini-wizard mode at the center ramp.

After playing the above mini-wizard mode, the shark encounters can be played again as “challenges”. Encounter boosting is disabled for shark encounter challenges, and their timers are decreased as well. In place of increasing the machete multiplier, each completed shark encounter challenge increases a shot multiplier at the shot used to start the respective mode, for the rest of the game.

Closing the Beaches / Beach Closed Hurry-Ups:

There are five different beaches surrounding Amity that need to be closed in the wake of approaching shark attacks, represented by five different shots on the playfield. To close each beach, three beachgoers must be rescued at their respective shots - they can be found by shooting for the shark tower targets surrounding each shot.

Beachgoers cannot be rescued during multiball modes, they become temporarily unlit but return when the multiball ends.

Once all three beachgoers have been rescued at one beach, a Beach Closed Hurry-Up will start at that shot to close the beach. The first 4 hurry-ups start at 15M + 20% of previously collected hurry-up values, and if collected, boosts all further lit shots to that closed beach by 20% of the hurry-up value, rounded down to the nearest 100 points. Machete multiplies the collected value of the hurry-up but not the value boost to subsequent shots, (for instance, a 15M hurry-up with 3x machete is worth 45M, but still only boosts subsequent lit shots and hurry-ups by 3M). Normally, this bonus award is removed after either rescue multiball or search multiball have been played, but catching the hammerhead shark will hold the beach closed values across the entire game.

The 5th hurry-up starts at 15M + sum of previously collected hurry-ups, but does not boost subsequent lit shots when collected. Additionally, a ball saver is active during the 5th hurry-up. Draining during this time loses the hurry-up but not the ball. Ending the 5th hurry-up, whether by collecting it or failing to collect it, starts either rescue multiball or search multiball, after which the beachgoers and Beach Closed hurry-ups are reset.

Note: The 5th hurry-up cannot be stacked with any shark encounter modes or multiballs. After rescuing 14 beachgoers, the 15th beachgoer will temporarily become unlit whenever a Shark Encounter mode is running, preventing the player from starting the 5th hurry-up. Likewise, no other modes or multiballs can be started during the 5th hurry-up.

Rescuing 8 beachgoers awards an extra ball.

Bounty Hunts:

Bounty hunts are started at the right ramp after enough fishing reel spins - or, if one isn’t currently running, Quint’s Shack can light a bounty hunt. Unlike typical modes, bounty hunts run in the background of normal single-ball play, are untimed, and only require the player to complete the tasks assigned on the display. Progress on bounty hunts are maintained from ball to ball.

The four sharks a player can hunt for are:

  • Mako: 80 spins, 3 ramps, 1 pop hit, 2 chum bucket hits.
    • Reward: Upgraded Fishing Reel (fishing reel advances 2x towards subsequent bounty hunts); longer flip-lock timer
    • Bonus Reward: Light Gear
  • Thresher: 6 ramps, 3 3-bank targets, 5 boat shots, 4 chum bucket hits.
  • Hammerhead: 150 spins, 6 3-bank targets, 4 pop hits, 2 mini-lanes.
  • Tiger: 6 3-bank targets, 5 pop hits, 10 boat hits, 4 mini-lanes.

Once the assigned tasks have been completed, the player must reel in their find by shooting the fishing reel spinner. This will start bounty hunt multiball. If the player completes bounty hunt multiball, they will score the bonus reward.

“Advance bounty” when lit, at either the chum bucket (lit via reel hits) or mini-lane (lit via shark tower targets), will increase the jackpot given for completing the bounty hunt and capturing the shark by 2.5M x the number of sharks captured. Each advance bounty shot is lit for 10 seconds.

If the shark was not captured during bounty hunt multiball, the player can revisit the bounty hunt to capture them again. The required shots are halved for revisited bounty hunts, but the multiplier for the bounty jackpot will also decrease and bonus rewards won’t be scored. All progress during the multiball is retained (if the shark was below 30% health, it will reset to 30%).

Once the player captures all four sharks, or sells all of their gear to Quint, a hidden fifth bounty hunt will be qualified…

Bounty Hunt Multiballs:

Sharks are vicious creatures and must be weakened before they can be successfully caught. After completing the requirements for a bounty hunt and shooting the fishing reel, a multiball will start where the player reels in the shark and weakens it.

The multiball for each bounty hunt shark slightly varies depending on which shark was reeled in:

  • Mako - 2-ball multiball w/ 5 seconds added to ball save.
  • Thresher - 3-ball multiball.
  • Hammerhead - 3-ball multiball with add-a-ball at the chum bucket captive ball.
  • Tiger - 3-ball multiball with two add-a-balls, one at the chum bucket, then another at the center captive ball targets.

The goal of each bounty hunt multiball is the same - to shoot the green shots to score awards (which can be increased by spinning the fishing reel) and reel in the shark, while shooting the captive ball / shark when flashing (after enough green shots) to weaken it. The shark’s strength is indicated by the green lights on the chum line and increases over time - once the lights have faded completely, one final fishing reel shot followed by the captive ball / shark shot will capture the shark and award the bounty.

The bounty is a large score award determined by the following: (10M + 1M x lit beachgoers + 2.5M x flashing targets hit during feeding frenzy) + total score gained from lit “advance bounty” shots x number of sharks captured.

Once the shark has been captured, celebration multiball will start. Shoot the green flashing shots for jackpots - every two jackpots lights the captive ball / shark shot for a super jackpot that increases in value with each jackpot scored prior to shooting it, which also relights a jackpot. The super jackpot multiplier increases as jackpots are scored, and decreases with each super jackpot collected.

The jackpot values during celebration multiball are maintained across the entire game.

Jaws Multiballs:

To lure out Jaws, the player first must chum the water by shooting the captive ball with the chum bucket sculpt above it. Shooting the flashing red arrows will add to the red LED lights on the “chum line”, and once the line is full, any flashing yellow shot can be made to set up a shot at Jaws and try to attach a barrel to him. The total value of the chum line shots determines the jackpot value for the multiball that follows.

For the first Jaws Multiball, all the three shots that feed the left flipper (i.e., harpoon insert shot, left orbit, and center ramp) will be lit yellow to raise the shark fin. Shoot the shark fin to attach a barrel. For the remaining Jaws Multiballs, only the left orbit and harpoon lane will be lit yellow to raise the shark fin. Later Jaws Multiballs also require the player to ready their barrels manually by completing the left target bank.

Once the required amount of barrels have been attached to Jaws, Jaws Multiball can be started by making any shot that feeds the inlane posts (i.e., the harpoon lane, left orbit, center ramp or the right ramp). The three multiballs play as follows:

  • Jaws Multiball 1: Reel Him In! Shoot the red flashing shots to collect awards. After collecting three awards, a jackpot shot will flash yellow and red. Shooting additional red shots before shooting the jackpot will increase the jackpot value, up to a maximum of 3x. Collect 5 jackpots to complete.
  • Jaws Multiball 2: The Chase. Collect switch hits to light all major shots for jackpot, then keep collecting increasing amounts of switch hits to light them again. Collect a jackpot at all five shots, then collect 90 more switch hits, to light the captive ball for super jackpots worth 20M for 10 seconds.
  • Jaws Multiball 3: Cage Dive. Shoot the red shots before time runs out to increase the hurry-up jackpot that can be scored at the center captive ball / shark. After scoring three jackpots, 50M super jackpots can be scored at the fin drop target, and multiplied with subsequent fin hits.
  • Jaws Multiball Victory: Currently a placeholder. All shots are lit for jackpots that relight when full sets of shots are completed.

During any Jaws Multiball, a ball can be added by shooting the chum bucket enough times to fill up the chum line. 3 hits are required for the first multiball, 8 hits for the second, and 5 for the third.

Once any Jaws Multiball has been completed, victory combos will start (which are also rewarded once any other multiball has been completed). Shoot the lit jackpot shots as combos to increase their value.

Flip-Lock:

Jaws features a Flip-Lock mechanic at the mini-flipper during all multiball modes. If a ball is being held at the flipper, press the action button and the mini-flipper will remain raised, allowing multiball to be played with fewer balls. If the player wants to release the ball from the Flip-Lock prematurely, they can hold the action button and the flipper will automatically lower.

If 2 balls are in play and the 2nd ball drops into the mini-flipper lane while Flip-Lock is active, the mini-flipper will automatically perform a quick release then flip to send the lower ball back into play then catch the upper ball. This does not occur when there are 3 or more balls in play.

Flip-Lock ends once the 20-second long timer expires, indicated by the flashing barrel atop the bumper. Normally, Flip-Lock can only be used once per ball in play.

The following bounty hunt sharks add perks to Flip-Lock, once caught:

  • Mako: Increases the flip-lock timer.
  • Thresher: Multiball scores are doubled if the ball is held in the flip-lock.
  • Tiger: Flip-lock can be used at any time during the current ball, rather than just once. 5 major shots have to have been made between flip-lock uses, however.

Other Scoring:

Gear Collection:

Gear can be lit at the right ramp in various ways:

Once lit, a single shot to the right ramp will collect the currently flashing gear, which can be cycled through with the right flipper.

There are six different types of gear available:

  • Binoculars: When hitting a shark tower standup target, 2 beachgoers are lit instead of 1, if possible. Consumed after 3 successful uses. Hitting a shark tower target with 0 or 1 unlit beachgoers at the corresponding beach(es) does not count against the 3 uses.
  • Oxygen Tank: For the rest of the ball, all ball save timers and mode timers (ie. shark encounters, feeding frenzy) are boosted. +5 seconds for ball save, +8 seconds for modes.
  • Tracker: For the next three chum line advances, the line is advanced twice as fast.
  • Barrel Hook: Jaws Multiball Extended. Once the player returns to single-ball play, another ball will be launched and multiball will continue.
  • Shark Cage: One-time ball save when hitting the fin drop target. The ball save will continue to activate on every fin hit until it actually saves the ball, at which point it is consumed.
  • Dart: The next bounty hunt advances twice as fast and a +1x multiplier is added to the final bounty award.

Once all six types of gear have been found, shooting the right ramp again will allow the player to either sell their gear to Quint for points & qualify the final bounty hunt, or keep their available gear and take 15M. Selling out gear and collecting all 6 pieces of gear a second time raises the base value to 20M.

If the player chooses to sell their gear, the point award is multiplied based on how many pieces of gear the player hasn’t fully used:

Unused Gear Pieces Multiplier Value (1st time) Value (2nd time)
1 x3 45M 60M
2 x5 75M 100M
3 x8 120M 160M
4 x12 180M 240M
5 x16 240M 320M
6 x25 375M 500M

A partially-used piece of gear, e.g. Binoculars that have been used once or twice but not the full three times, counts as unused.

If the player chooses to keep their gear, the cash out can be relit the next time the player lights gear.

+50M is added to the gear cash out for every successful knot that was tied during Quint’s Challenge. This bonus is not subject to the “unused gear” multiplier.

If all gear has been used, draining will automatically remove the gear from the player’s collection without the chance to sell them.

Fish Finder:

Fish Finder is qualified at the left target bank.

On Pro: Fish Finder is qualified by simply hitting the stand-up targets in single-ball play, regardless of whether the arrows are lit. The first Fish Finder award is qualified after 3 hits, increasing by 1 hit for each subsequent award. When Fish Finder is lit, further hits do not count towards qualifying the next award.

On Prem / LE: Initially, all 3 arrows in front of the drop targets are unlit. A roving blinking arrow moves up and down (top, center, bottom, center, repeat) across the unlit arrows. Hitting the target indicated by the flashing arrow causes it to light up solid and moves the blinking arrow to an adjacent unlit arrow. The first hit of the game also spots an adjacent arrow. Solidly lighting all 3 arrows qualifies Fish Finder.

When Fish Finder is qualified, it can be activated by rolling through the lane directly above the mini-flipper. For the first Fish Finder award of the game, all 3 arrows will flash; for the 2nd award, the center arrow and either the upper or lower arrow will flash; for subsequent awards, only 1 of the 3 arrows will flash. Shoot any flashing target on the left target bank to score the flashing award. Hitting any other switch besides the mini-flipper lane disables the flashing arrows until the mini-flipper lane is rolled over again.

There are 5 Fish Finder awards:

  • Super Buoys: Slingshots are lit for more points than usual. Alternate between the left and right slingshots for values starting at 100k per sling.
  • Super Life Ring: Every shot to the light life ring target scores a value starting at 10M + 5M per shot and adds more time to the award. If life ring isn’t lit, then collecting a shot during super life ring will automatically qualify it.
  • Cast ‘n’ Catch: Two “count-ups” are lit at the center and right ramp for a value starting at 1M, increasing rapidly to 30M, and then resetting back to 1M.
  • Light Video Mode (Shark Hunter): Started at the right ramp. Use the flippers to fire harpoons at the sharks while avoiding the divers which remove harpoon shots. 2X scoring for the rest of the video mode plus harpoons and extra time are awarded if and when your score reaches 5000. Bonus items you can shoot in the video mode include +5 harpoon shots, and an extra ball icon that moves quickly. Sharks score 500 points each, or 1000 points each after achieving 2X scoring. Scores 3000 x video mode score (e.g. 5000 video mode points = 15 million points when you finish video mode).
  • Night Search Multiball: 2-ball multiball. Jackpots are lit at all major shots, but disappear if time runs out. Hit any Fish Finder target to relight jackpots, and the bash boat targets to increase their value. After scoring eight jackpots, shoot the shark within 10 seconds for as many super jackpots as possible. Make four jackpots to light gear and collect a super jackpot to increase the machete multiplier. Victory combos starts after the super jackpot round times out. (On Prem / LE models, the steering wheel on the Orca will award an add-a-ball, one time only.)

Normally, the lit award changes with bumper hits if “activate fish finder” isn’t lit at the mini-lane. If the player captures the hammerhead shark, then they can change the lit award by pressing the left flipper if multiple are available.

Collect all five awards to light super cast 'n catch at the center ramp.

Quickshots:

If the harpoon lane isn’t lit to attach a barrel to Jaws, it can be lit for quickshot by rolling through the right lane above the mini-flipper. Shoot the fin drop target shortly following the harpoon lane shot to collect the quickshot award. The timer decreases with every quickshot collected.

Every completed quickshot - or switch the ball rolls over after passing through the harpoon lane - increases the quickshot multiplier by +1x up to a max of 7x. The multiplier value is reset once the player misses a quickshot, so quick, precise shooting is required to maximize scoring potential from them. The quickshot award is also subject to shot multipliers from the lit machete lanes.

Gear is lit at the right ramp for every successful quickshot made.

Make 3 quickshots for an extra ball.

Feeding Frenzy:

A timed feeding frenzy mode starts after collecting enough complete sets of shark tower targets: 2 are needed for the first one, then 5 for the second, etc.

During feeding frenzy, each shot to the flashing shark tower targets scores a value that increases with every switch hit (15k for spins, 75k for other switch hits), and gets multiplied with each flashing shark tower target hit: 1x for the first target, 2x for the second, and 3x for the third. The feeding frenzy total is maintained across the entire game and is awarded in bonus at the end of each ball. Every subsequent feeding frenzy in a game adds 250k to the base target value.

Feeding frenzy cannot be started during any multiball mode. However, it can be brought into them.

Quint's Shack:

The right ramp is lit for Quint’s Shack after advancing ORCA with strong shots up the left “wave” ramp - “sneak attacks” (missed shots that fall onto the right ramp exit) won’t count.

If Quint’s challenge is lit at the right return lane, ORCA cannot be advanced and Quint’s Shack can’t be relit until Quint’s challenge has been started.

If bounty hunt isn’t lit, then Quint’s Shack will always award light bounty hunt. Otherwise, Quint’s Shack offers several rewards:

Quint's Challenge:

Completing ORCA at the left “wave” ramp lights the right return lane for Quint’s Challenge, and will light one shot to start a combo. The combo sequence only starts when the first shot is made, and each successive challenge increases in difficulty with shorter timers for each shot. For knots level 3 and 4, the player has a limited time to make the initial shot that starts the combo.

Quint’s Challenge is also lit after collecting the 5th successful Pipit award.

Normally, only one attempt is given per knot. Capture the thresher shark to get two attempts to tie each knot.

Easy

  • Left orbit - right ramp - chum bucket
  • Center ramp - right ramp - chum bucket
  • Wave ramp - lookout tower (Prem / LE)

Medium

  • Left orbit - right ramp - wave ramp
  • Center ramp - reel spinner - chum bucket
  • Wave ramp - wheel spinner - harpoon lane (Prem / LE)

Hard

  • Reel spinner - harpoon lane - right ramp
  • Center ramp - right ramp - center ramp - reel
  • Left orbit - right ramp - wave ramp - lookout tower (Prem / LE)

Extra Hard

  • Center ramp - reel - harpoon lane - life ring target
  • Wave ramp - harpoon lane - life ring target
  • Wave ramp - lookout tower - life ring target (Prem / LE)
  • Center ramp - right ramp - wave ramp - lookout tower - right ramp (Prem / LE)

Tying a knot during Quint’s Challenge increases the bonus multiplier, up to 5x. The multiplier is automatically held across balls. Each tied knot also increases the award for selling your gear by 50M.

Pipit:

Completing the left target bank while “Pipit” is lit will throw a stick for Pipit to fetch at a random shot (solidly lit gray). Collect the lit shot before time runs out to score 5M x a multiplier that increases each time Pipit has successfully fetched the stick and decreases with each failure.

Pipit will also find awards for you with every stick he successfully fetches, given in the following order:

If any of the above awards are already available, ie. life ring or Quint’s challenge is already lit, +1x Machete (temporary) will be awarded in its place.

Machetes (Shot Multipliers):

Completing the left target bank while “light machete” is lit will light a return lane for “machete”. This corresponds to a shot multiplier, awarded on the next shot made after either rolling through the lit return lane, or shooting a ramp that feeds the general area of that lane. If the base machete multiplier is at 4x, then the harpoon lane must be hit to relight “light machete” at the target bank.

The machete multiplier starts at 2x and can be increased by +1x permanently by…

and temporarily increased from…

  • Successfully rescuing Pipit (1st and 7th awards of a set, or given if any award is already active) (+1x)
  • Collecting the 3x Machete wheel award (Prem / LE) (+3x)

Machete cannot be lit during multiballs unless lit via Pipit, or during wizard modes, but they can be brought into them at their current value.

Life Ring:

Shoot the “light life ring” target once, then shoot it again while it’s flashing to qualify the life ring ball save. The “life ring” insert above the left outlane only lights for a short time after pressing the action button (when flashing orange), so it must be timed well to save balls that drain there.

A grace period is provided for the first life ring award in a game, and will save the ball even if the left outlane has already been registered. Afterwards, the life ring timer will decrease with every successful use.

Life ring also lights with every shot to its target during the super life ring fish finder mode, and as the third award from Pipit, if it isn’t already lit.

Character Combos:

There are six unique shot sequences on Jaws that award increasing points (5M + 5M) when completed, each displaying a memorial for a certain character. These character combos can only be completed during single-ball play. Each unique combo adds +250k to all further closed beach shots.

  • Chrissie Watkins: Left orbit - right ramp - center ramp
  • Pipit: Wave ramp - harpoon lane (Pro) / lookout tower (Prem / LE)
  • Alex Kintner: Right ramp - center ramp - reel spinner - harpoon lane
  • Ben Gardner: Center ramp - right ramp - left orbit
  • Scout Leader: Reel spinner - harpoon lane - life ring target
  • Sam Quint: Reel spinner - harpoon lane - captive ball / shark

Orca Wheel Awards (Prem / LE):

The upper playfield on Prem / LE models of Jaws has an associated wheel award. It lights at the start of the game, and can then be lit at the Orca’s steering wheel spinner with enough shots to the lookout tower ramp on the upper playfield. Press the action button to lock in the displayed award once the dial is over it.

The five awards are, from top to bottom:

  • Shark Ramps (flashing white ramp shots score 3M per hit; bumper hits relight ramps that aren’t already lit. You can also start this mode on the Pro model as a random award from Quint’s shack)
  • Light Gear
  • +3x Machete (temporary)
  • Shark Combos (combo shots score increasing values per hit)
  • Super Spinner (spinner is worth 300k, for a single rip only; can be lit up to three times. Worth 2x if made as a combo off of wheel spinner, reel spinner, or right ramp)

Points can also be scored after enough lookout tower shots, or steering wheel spins, even if a wheel award isn’t lit (up to 25M). Extra ball is awarded after eight lookout tower shots.

There is a special combo on the Prem / LE called the Quint Combo, awarded for shooting the lookout tower ramp immediately followed by the right ramp when the ball exits out of the upper playfield. Quint Combos start at 5M and increase +500k per combo, to a max of 10M. The Quint combo value resets at the end of each ball.

Extra Balls:

Extra ball is awarded instantly…

If disabled, extra ball scores 15M. The 15M compensation for these extra balls can be multiplied by machete.

End-of-Ball Bonus:

All multiplied by the bonus multiplier which increases as knots are tied during Quint’s challenge.

Wizard Modes:

4th of July:

Start all five shark encounters to light this mini-wizard mode at the center ramp.

Keep all five beaches open before it’s too late! The five shots that were used to start the encounters are the same shots you have to make during this mode. Each shot is lit on a timer indicated by the inserts in front of it; once the beach closed insert is lit, you won’t be able to make that shot any more.

The goal of 4th of July is to collect fireworks to keep the beaches open. This is done by shooting the lit shots, which will also reduce the inserts in front of that shot by 1; over time, the inserts will increase in presence faster as more and more shots are made. Once 25 fireworks have been collected, the captive ball / bash boat will be lit for a super jackpot, which also reopens one beach that has already been closed. The super jackpot multiplier increases depending on how many beaches are currently open.

Center ramp - right ramp combos and repeated shots (after the third shot in a row) are discouraged. The former will not impact the timers for those shots whatsoever, and repeated shots will deactivate the beach until another unique shot or the boat is made.

A shot to the harpoon lane, or any Orca upper playfield shot (Prem / LE), will reset all beach timers and keep the mode going. Completing the fish finder targets will add fireworks, without decreasing any beach inserts.

4th of July mode ends once all five beaches have been closed. The shark encounters can then be played as “challenges” for increased shot multipliers.

Rescue & Search Multiballs:

Once all five beaches have been completely evacuated and closed, the ball will drain and the player will be given a choice between either Rescue Multiball or Search Multiball. If the player has only one beachgoer left, and another mode is currently running, the final beachgoer won’t be lit until the mode ends. A ball save is also given while the final hurry-up is available.

  • Rescue Multiball: The beachgoers have to be evacuated before the shark devours them! Shoot the flashing shots to score 1x, 2x, and 3x jackpots depending on the beachgoers that were successfully saved at that shot. One blue shot represents the pursuing shark, which will eat beachgoers at the corresponding shot unless the player can shoot the blue shot in time. Spot the current blue shot by completing the 3-bank or hitting the lookout tower ramp (Prem / LE). Once all fifteen beachgoers have been either evacuated or devoured, the super jackpot can be scored by first shooting the boat captive ball, then repeatedly hitting the fin target. Each shot to the fin target increases the subsequent super jackpot value by 2M to a max of 30M, and it can be scored as many times as possible before time runs out. Balls can be added by hitting the chum bucket six times.
  • Search Multiball: Danger lurks beneath the depths of Amity Island… The first phase of this multiball is played with 2 balls and has a 30 second ball save, but further ones can be added by hitting all of the orange arrow shots. Shoot the chum bucket, or complete the shark tower targets, to raise the shark fin and light it for fin jackpots worth 5M + 2M per jackpot. Once five fin jackpots have been scored, the next phase will start, with a minute-long timer. Fend off the shark by shooting the center captive ball for 3M + 1M per jackpot x the number of balls in play x a multiplier built up by hitting orange arrow shots. Collect five shark jackpots before time runs out to escape the shark and finish the multiball!

Once either multiball has been completed (rescue: super jackpot has timed out, search: five shark jackpots have been scored), victory combos will start for the remainder of both multiballs. In the case of search multiball, victory combos will also start if the player drains out of multiball prior to collecting all five shark jackpots, but after scoring the initial wave of fin jackpots.

Great White Multiball:

The final bounty hunt for the Great White will become available from the bounty hunt selection once the player has sold all of their gear to Quint, or completed bounty hunts for all four sharks. If a bounty hunt is currently active, it must be finished before the player can start the Great White bounty hunt.

The Great White is aptly named as it’s the greatest of all the shark species; “Bruce” is one himself, but plenty of others have invaded the seas around Amity Island. The player will have to use all of their experience hunting for and capturing sharks to catch this beast.

The difficulty of capturing the Great White Shark is determined by the number of bounty hunts the player successfully completed prior to starting this final hunt. Once the final hunt is started, no further bounty hunts can be played this game.

  • Great White Shark: 200 spins, 12 3-bank targets, 12 boat shots, 12 chum bucket hits. (Note: these numbers decrease as sharks are captured. Each captured shark reduces spins by 50 and all other shots by 4).

Once the objectives have been completed, hit the fishing reel to start the multiball. If the player caught all four sharks prior to starting the final hunt, they won’t need to complete any objectives and the multiball can be started at the fishing reel.

Great White multiball is a frantic 6-ball multiball with a 30-second ball saver. Every shot is lit to score a jackpot and raise the shark. Hit the shark or hit the center captive ball three times to light the harpoon lane for bounty collect, worth the total bounty that has been raised over the course of the game + 5M per ball in play x the number of sharks captured this game. If the player drains down to less than 6 balls, balls can be added by completing all three arrows in the center captive ball area.

Once the multiball ends by draining down to a single ball, the total will be displayed, but the Great White will evade your capture. He’ll be back…

Super Cast 'n Catch:

Collect all five fish finder awards to light this mini-wizard mode at the center ramp.

This is a hybrid single-ball / multiball mode where the goal is to collect and score as many cast n’ catch awards as possible. The player must first lock a ball at the mini-flipper via any shot that feeds it, starting a timer for the flip-lock. Then, a new ball will be sent into play, and the player can shoot the center ramp to lock in the cast 'n catch award (between 500k to 5M, the maximum value increasing by 1M with every jackpot stage started). If the flip-lock times out, the player will need to lock a ball there again to return to increasing / locking in the cast 'n catch award.

Once the cast 'n catch award has been locked in, the award can be scored for 15 seconds at all major shots, and a ball can be added with enough chum bucket hits (one ball can be added per jackpot stage, and the amount of hits required increases with every jackpot stage visit). Once the timer has expired, the player returns to locking the ball at the flip-lock, but if any balls were kept alive from the prior multiball, they can be locked at the left orbit or right ramp to multiply the cast 'n catch award.

Super cast 'n catch ends when only one ball remains in play and the jackpot stage has been played at least once.

12 Likes

Anyone know of the condition to which the fishing reel is registrering shots. I swear that I have had repeated experience of the reel not giving me lit shots. Even on decently fast balls where the reel was taking at a full rotation.

I wonder if the game I have been playing has some sort of a problem. Or if there is some “by design” to this. Others having a similar experience?

Jaws is a great game!

I think I’ve had that, too; didn’t know the rules well enough yet to know if it was by design or not.

Things are going to change per Elizabeth, but certain direction and certain number of “ticks” are needed to register a shot.

I believe the fishing reel shots are counterclockwise (entering area from right and exiting left).

Had a game today. Same as experienced before. The reel is last shot needed for Rescue MB. And I hit it several times (more than 5, less than 10). Nothing. Drain. Game over.

I am affraid this game is one the freeze for the time being.

Did the ball ever go into the mini flipper lane after shooting the reel? I believe Elizabeth said sometimes it requires that the ball go into the mini flipper lane after the reel to count. Not sure when.

Were you trying to collect the beachgoers or the hurry up?

This one was blinking as the last one on the entire playfield. Had collected a two hurries, I believe, from collecting on the other shots. Had just gone out of my second main MB. Nothing else going on or lined up to start. No response from (repeatedly) shooting the reel. Bummer.

Possibly a bug then from your specific setup. Especially since you clearly collected the other two orange beachgoers on that shot previously.

This seems to be the required ball path to me

Seems to be inconsistent on whether it wants the mini lane to be made or not when collecting beachgoers. If it spins and stops, it will register without the mini lane. If it goes into the mini lane after a reel shot, it registers right away. But it doesn’t seem to require the mini lane for collecting beachgoers

Based on watching some people play last night, it seems like the reel shot does not “count” until the ball either:
A. Hits the pop bumper
or
B. Falls into the mini flipper lane

So if the ball isn’t consistently feeding to the pop or the mini flipper from reel shots on your machine, that’s probably the culprit.

When I glass off tested last night, it would register after just spins, but it would have to be stopped for a full second or so before the shot registered. But it does seem the pop and mini lane skips that delay.

and I think if an autoplunge is detected it won’t register any spins even if you bop the plunger

1 Like

Went and had a go at it today. It still was not registrering consistently, even with the ball heading ahead to the pop after the u-turn. But I managed to punch it trough to play Rescue MB. Which was the good part.

It seems that to root to this is, that the reel on this game is sticky. I took notise of it today, and have now watched some of Elwins demo play video. The reel on the one I play is not rotating anything near as much,

The mech is registering. I took notise of the reel sound it triggers. But there must be some timing or number/rotations logic making the game not acknowledge the shot made. May I recommend the designers to look into this.

Something I haven’t seen mentioned elsewhere is that if you go down the right outlane and activate the life ring exactly as it hits the final switch to the left of the word “Overboard,” it will give you the ball save. I’ve done this now at two locations on the latest code multiple times. It appears to be strict, it doesn’t seem to work if activated right before the switch. May be a bug, may be a secret, hard to tell. Either way, use this knowledge wisely!

2 Likes

Easter egg caught on stream by Escher.

If you try to death save your final ball, do not succeed, but still get a high score, your sins will be documented. Even if you don’t death save, it takes a jab at ya:

2 Likes

I actually managed to execute this last night. I also failed at it once. It’s available, but the timing is indeed very tight.

I did that once recently out of frustration on a ball 3 right outlane drain, because why save the button? Much to my surprise, it saved the ball.

At this point I’ve played 3 pros, 2 premiums, 1 LE, and none of the reels are very zippy. Just not a satisfying shot. Seems like the one they demoed on stream has the goldilocks reel.

Or maybe I’ve just never hit it clean even once. Very tough shot for me.