Stern Jurassic Park Rulesheet (WIP)

Code Rev: 0.90
Feel free to contribute. Update the Code Rev, if applicable.

Jurassic Park is the second Stern Pinball machine designed by Keith Elwin. The amusement park’s dinosaurs have escaped thanks to Dennis Nedry’s computer virus. Your objective: rescue park staff, while also recapturing the dinosaurs.


  • Left slingshot: Standard.

  • Left inlane up-post: Located near the left flipper. It holds balls either at the start of Paddock and T-Rex modes, and King of the Island MB, or when you go through lit left inlane to initiate a Smart Missile shot through the bumpers (though not yet fully implemented…currently awards 15 million and not much else).

  • Left inlane: Can be lit for Smart Missile, activating the up-post mentioned before.

  • Left outlane: Can be lit for Escape, which saves your ball. If Super Escape is active, Escape will be lit here for the rest of the ball.

  • Lite Escape target: Lights Escape at left outlane when lit (timed).

  • Control Room: A lane which ends with a standup, in a similar position to the Revive spinner from Iron Maiden. Has an up-post which can stop balls. Awards Control Room modes and the “C” in CHAOS. Awards Rescue, when lit.

  • Raptor Pen: A area of standup targets that narrows down to a dead-end lane central standup target (similar to a smaller, shorter version of Avatar’s Amp Suit area), with some significant differences between Pro and Prem/LE models. The dead-end lane is the most significant shot in this area, as it makes more progress than the other standup targets, along with being the shot required to lock balls and start Raptor Tri-Ball. On some games, it’s possible to backhand the Raptor Pen with an early shot!

    • Prem/LE: A motorized target bank guards the Raptor Pen. The dead-end lane has an up-post to capture a ball and allow captured ball to act as a Newton ball. Shots to Raptor dead-end feed back down the dead-end lane.
    • Pro: No motorized target bank – so the Raptor Pen is always open for shots. There is no dead-end up-post. Instead, a one-way gate feeds the ball out the side to the “C” lane to sometimes hold the ball, but not for Newton ball purposes in Raptor Tri-Ball.
  • Supply Drop standup target: To the right of the Raptor Pen, in a similar position to TAF Cousin It target. While most easily hit from the upper right flipper, it can also be shot directly from the lower right flipper. Gives out awards based on game state; if nothing is running, then random… or deterministic when in Competition mode.

  • Raptor Tower ramp: A “half-pipe” Side ramp that joins the L ramp wireform to feed the ball to the left inlane. Advances towards collecting Tower Awards. Spots a letter in MAP (qualifies Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit.

  • Upper left Standup: One of the three Supply Drop icon standups that qualifies the Supply Drop.

  • Upper left loop: Sends ball quickly back to the upper right flipper and progresses towards collecting Loop Awards. Spots a letter in MAP (qualifies Paddock modes) when its dino arrow insert is lit white.

  • T-Rex/Left ramp: Feeds ball to left inlane. Starts Paddock and T-Rex modes and awards the “H” in CHAOS. Advance Paddock and T-Rex Event (mode) lights are on a placard at the wireform exit from the backbox to the right of the L ramp. Spots a letter in MAP (qualifies Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit.

  • T-Rex (Premium/LE): An animatronic dinosaur head that can move its head, “eat” the ball, and drop/fling it back onto the playfield. This is static on the Pro.

  • Center spinner: Typically, this shot feeds the upper flipper, but a weak shot may fall into the pop bumpers (lighting “Light Escape” as well). The spinner value can be raised through various methods. Spots a letter in MAP (qualifies Paddock modes) when its arrow insert is lit white. Awards Rescue, when lit.

  • Set Trap targets: One to the right of the center spinner, and the other between the Truck and the pop bumper entry area. Sets traps to capture dinosaurs in Paddock modes. They also double as Supply Drop Icon targets to qualify a Supply Drop. These targets have a rather nasty tendency to lead to SDTM drains when you least expect them… if they’re particularly bad, you might want to hit them while the ball save is active to minimize risk.

  • “Jungle Adventure Vehicle”/Truck: A kinetic toy consisting of a plastic truck attached to two captive balls. Hit the ball to change the truck direction between facing either left or right; this determines the path you take through the Island map of Paddocks and determines whether the orbit up-post will divert the ball to the pops. Also awards letters in “T-REX”; four shots will light the left ramp to start a T-Rex Event.

  • Pop bumpers: Three of them. They increase Amber value and also make progress toward Add-a-Ball in Chaos Multiball.

  • Pop Bumper standup: Can be hit either from a lower flipper shot or rebounds from the pop bumpers. Awards the Amber value when flashing (yellow), scores the Smart Missile (blue), and can start Chaos Multiball (red).

  • Pteranodon/Right ramp: Corkscrew ramp that feeds ball to the upper right flipper. Awards the “A” in CHAOS. Extra Ball is collected here when lit. Starts Pteranodon Attack after enough shots have been made and collects awards during the mode. Spots a letter in MAP (to qualify Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit.

  • Right orbit: Awards the “O” in CHAOS, and also advances toward Loop Awards. Spots a letter in MAP (to qualify Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit. This is a tight shot that often tends to brick out, so don’t be surprised if you can’t make it on the fly. It tends to be easier from a cradle. The truck’s current position will determine whether the orbit up-post will divert the ball to the pops: facing left = ball goes to the upper flipper and completes the full orbit, facing right = ball goes to pops. A good way to handle the former feed is by holding up the upper flipper; typically you’ll get a safe feed that way.

  • Helipad: Far right ramp that does a 180 and feeds balls to the right inlane. Captures dinosaurs or fuels the helicopter when Helipad lit (on placard above the ramp). Awards “S” in CHAOS. Spots a letter in MAP (to qualify Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit. Full plunges from the shooter lane go to this ramp, so during Multiball ball-save periods, successful shots to the Helipad ramp may not register.

  • Helicopter blade spinner (Premium/LE): Horizontal-facing helicopter blades which function as a spinner, revolving when balls hit them passing by on the Helipad wireform.

  • 2x Scoring target: Standup located across the playfield from the Lite Escape target. Starts 2x Playfield Scoring when flashing (after a lit Supply Drop has been collected). A hit to the 2x Scoring target, whether lit or unlit, also qualifies Nedry at the right outlane.

  • Right inlane: Can be lit to qualify Super Spinner.

  • Right outlane: Can be lit by a shot to the 2x Scoring target for Nedry, which is a points award (not a ball save - sorry!)

  • Action button: Currently has no use but it selects a Control Room mode when you’re given the opportunity.

Skill Shots

Full plunge, and shoot the T-Rex Ramp for a skill shot of base value of 2M + 3 seconds ball save. Combo into right ramp for a Super Skill Shot of 2X the initial skill shot + additional 3 seconds ball save. Combo into the side ramp for a Double Super Skill Shot of 4X the initial skill shot + additional 3 second ball save. The initial value increases by 1M every time you make a skill shot. Upper limit?
Note: while lit for Skill Shots, the L and R ramp will not start modes qualified on the prior ball. However, they will collect CHAOS letters if they’re lit.

Secret Skill Shots

  • Short plunge, and shoot the pops standup for 10M + 3 seconds ball save.
  • “C” lane for 6M + 3 seconds ball save.
  • “O” lane for 8M + 3 seconds ball save.


Chaos Multiball (CMB)

Spelling CHAOS: Spell CHAOS, in sequential order, to light the Chaos insert at the pops standup. Shoot the shot through the pops to start CMB. On subsequent attempts, additional completions of CHAOS will be required to light CMB. However, awards are given for completions of CHAOS regardless: the second CHAOS completion lights the Control Room, for instance. (Are there more of these?)

You can also collect letters in CHAOS off of Supply Drop, or complete CHAOS off of a successful Smart Missile.

  • Phase 1: Jackpots will be lit on all shots on one half of the playfield, depending on the direction of the truck, and each jackpot shot you hit will unlight. Hit the truck to switch sides and light all the other side’s jackpots – even the shots you’d previously hit. The more jackpots you collect on one side before switching, the more they’re worth. The first Chaos Super Jackpot is lit at the pops standup after collecting 1 jackpot (+1 jackpot required to lite each subsequent SJP). Each SJP awards the sum of jackpots collected between each SJP and awards one letter in CHAOS. CHAOS status is shown on the display and as solidly lit CHAOS inserts on PF. Spell CHAOS to advance to Phase 2. Similar to Iron Maiden’s Trooper MB, you can choose to keep shooting more lit jackpots – even after a SJP is lit – to increase your lit SJP value.

  • Phase 2: All CHAOS shots are lit for one jackpot each, and can be shot in any order. Each letter is worth the base value earned when collecting that letter’s SJP in phase 1, thus, “S” is worth the most. Example: if you collected the “S” in Phase 1 at 30M awarded, but with 2x PF running, then the “S” jackpot is worth 15M base value. So if 2x PF is still running, and you collect the “S” jackpot, your awarded value will be 30M, and not 60M.

  • Phase 3: ??? (Fossil at the end of the road for collecting Chaos MB Super Jackpot)

CMB progress is saved between subsequent CMB’s.

  • Amber Add-a-Ball:

    Along with the Supply Drop add-a-ball rule (explained later), CMB features a unique way to add additional balls into play. Hitting the pop bumpers enough times will immediately launch another ball into play (with a short ball saver, too!). Each of the pops-based add-a-ball requires more pops to get your next one. It might be a good idea to go for those Super Jackpots if you’re only a few bumpers away from an Add-a-Ball.

Raptor Tri-Ball (RTB)

Raptor Capture: Complete the Raptor Pen standup targets two times (increasing by one for each subsequent RTB) to light the Raptor Lock. A shot to the dead end lane will instantly count as a completion of all of the targets. The Raptor Lock (Capture) can only be made as a shot to the dead end lane.

Electric Fence Integrity: After a raptor has been captured, additional shots to the enclosure will weaken the fence and start RTB when the integrity is at 0%, with a shot to the dead end lane. The fence integrity decreases more on shots to the dead end lane. The lightning bolt inserts will flash when RTB is ready to start with the final shot.

Worth noting - you can also start Raptor Tri-Ball for free off of a lucky Smart Missile where you select the option and successfully make the shot.

Raptor Tri-Ball is a multi-phase multiball, with rule elements that pay homage to multiballs in older Data East games:

  • Phase 1 - Raptor Tri-Ball: Shoot the left and right ramps once each for a Raptor Jackpot. (is the second Jackpot double that of the first?)

  • Phase 2 - Raptor Chaos: The CHAOS letters will light. Shoot all the CHAOS shots (not necessarily in order) for Raptor Chaos Jackpots.

  • Phase 3 - Raptor Rampage: Raptor Tri-Ball becomes "Raptor Hex-Ball”! (or “Raptor Quint-Ball”). 3 more balls are now in play, but no more than 6. Super Jackpots are lit on the right ramp and upper loop and are multiplied by the number of balls in play. Get 2x Scoring ready during this phase, and watch your score skyrocket! Collecting both Super Jackpots will also award you with a Fossil for your efforts.

  • Phase 4 - Victory Laps: After collecting both supers, all shots are lit for Raptor Rampage victory lap jackpots of relatively low value – might still be multiplied by # of balls still in play. Each shot unlights when you shoot it, but you can relight them all by shooting the Raptor Pen center target. However, each time you complete them prior to shooting Raptor Pen, the last one awards a Raptor Rampage super jackpot that seems to be worth the sum of your victory laps collected after your prior Raptor Rampage super.

  • Raptor Tri-Ball 2x Scoring (PREMIUM / LE ONLY): On the Premium / LE models, hitting all three targets in the Raptor Pen and then making the center lane will temporarily lock a ball and double all Jackpots collected for 15 seconds. Hitting the captive ball will reset the 15 second timer.

RTB progress is not saved between RTB’s, and during each RTB, your progress does not loop back around to Phase 1 after you collect a Phase 4 super.

T-Rex Multiball

2-ball multiball started via Feed T-Rex hurry-up mode. See T-Rex Events section. Unlike the other two main Multiball modes, you can’t bring Control Room or T-Rex Events into this Multiball. If you drain during the initial hurry-up phase, you lose your opportunity to play T-Rex Multiball until the events cycle again.

King of the Island Multiball (KOTI)

Navigate to the Spinosaurus Paddock and capture the Spinosaurus to light the left ramp for KOTI.

Switch-based MB – a # of switches qualifies (lights) all major shots. Shoot one lit shot to collect a 1x JP. Then repeat the switch collection phase, followed by all major shots (except ones already collected) lit again for +1x JP (2x, 3x, etc, up to 5x), but after locking in that shot JP, you then have to re-shoot your prior collected JP shots to requalify the switch phase. Multiplier keeps increasing for each subsequent jackpot.

Collecting a Jackpot at all eight shots will award you with a Fossil.

Note: KOTI scoring was significantly reduced in 0.88 code revision.

Supply Drop Add-a-Ball:
During each multiball, hitting the lit Supply Drop standup will award an Add-a-Ball (only the first Supply Drop of each MB). This is a one-time only affair but there are plenty of other ways to add balls, like the Amber pops during Chaos Multiball and the 6-ball affair during Raptor Tri-Ball.

Paddock Modes (Dinosaurs)

Qualifying Paddock Modes

Spelling MAP & “Advance Paddock”: Spell M-A-P by hitting white arrows (or occasionally off of the Supply Drop). MAP progress is shown on inserts on the backpanel. When ready, the “Advance Paddock” light will be lit on the sign above the left ramp habitrail (as it comes out of the backpanel). Additionally, the LCD will display “shoot left ramp to advance paddock.” Hit the flashing left ramp to advance to the next space on the map and start the mode – the left inlane up-post will hold the ball during each Paddock’s introductory sequence. On default settings, only one white shot is required to qualify the first paddock, and subsequent Paddocks require 3 white shots to spell MAP.

Navigating the Map: The direction you move on the map is controlled by the direction the truck toy is facing. If the truck is facing left, you’ll move to the next dinosaur paddock to the left, and if it’s facing right, you’ll move to the next right dinosaur paddock. You can use the truck strategically to skip or play Super Predators and advance to the visitor’s center quickly.

Jurassic Perks: Each space on the map is associated with a specific species of dinosaur, and capturing a Paddock’s dinosaur will grant different awards which persist throughout the remainder of the game. More on that below.

Playing Paddock Modes
Overview: Try to capture the dinosaur(s) in the Paddock, while also rescuing park staff. The sequence to capture the dinosaur is: rescue a certain number of staff -> set trap -> visit Helipad (for orange and red paddocks only, and Spitter if played as 2nd paddock) -> shoot the yellow capture arrow.

Rescuing the Staff: The moving green arrow represents position of the dinosaur and the lit red Rescue shots represent staff in the park who are in danger of being eaten. The dino (green arrow) will move towards the closest lit Rescue shot; the speed that the dinosaur moves at is determined by its “aggression” trait. If the dino moves to a shot that is lit for Rescue before you collect it, the green arrow will start blinking faster and faster. If that Rescue shot times out, the park staff will be eate- uh, injured and that shot will no longer be lit for a Rescue. If you shoot the dino shot even if Rescue isn’t lit at that shot, it will temporarily slow the dino by pausing its pursuit your park staff for a few seconds.

The Smart Missile can also award Rescues - either 5 or 10, which are also added to your Rescue Streak. Completing Fossil Set 4 also awards 10 Rescues, but this is really difficult to do, so I don’t recommend it…

Along with awarding points and progress in Paddock modes, cumulative # of Rescues across your game gives additional awards:

  • 3 Rescues: Light Inlanes
  • 6 Rescues: Light Extra Ball
  • 8 Rescues: Light Inlanes
  • 13 Rescues: Increase Bonus Multiplier (+1x)
  • 15 Rescues: Light Inlanes
  • 22 Rescues: (?)
  • 24 Rescues: Light Inlanes
  • 25 Rescues: Fossil

Setting the Trap, Helipad, and Captures: Your goal is to capture the dinosaur with as few staff casualties as possible, ideally none. To do this, you must rescue staff until the “Set Trap” standups light (flashing) on either side of the truck. The first Paddock Mode only requires one Rescue before the Set Trap inserts are lit, and only requires hitting one Set Trap target. Subsequent paddock modes have increased requirements for both Rescues (seems to be # Rescues required = Paddock Level #, rounding up) and Set Trap shots. (ie. both Set Trap targets have to be hit). After the Set Trap shots are lit solid, various yellow shots will light on the playfield; hitting a certain number of these will capture the dinosaur and award you a bunch of goodies.

Note: when the Helipad is required, it is indicated only by the lit sign above the far right ramp (and not the arrow on the playfield).

Choice 2 on the Smart Missile, if a Paddock is active, will allow you to instantly complete the Paddock, capturing its associated dinosaur and awarding you with the required Rescues! This is really nice and satisfying to get…

Dinosaur Escapes: Once a Paddock Mode has begun, you will remain in it (for the rest of the game) until you capture the dinosaur. However, there is a way to “lose” a paddock mode. If all of the staff in a paddock are gone – any combination of rescued and devoured – the dinosaur will begin to move back to the shot where it started and eventually escape, and none of its Bounty, Perks, or other capture benefits will be awarded. The player has to balance out the priority of Rescue shots, making sure that there are enough staff remaining to distract the dinosaur while trying to capture it.

Rescue Streaks

Your rescue progress is shown on the right side of the LCD, along with your current Rescue Streak. The Rescue Streak is a points adder awarded for consecutively successfully saving staff without one being injured by a dinosaur. Beware of the T-Rex Paddock if you have a good Rescue Streak going!

Paddock Dinosaurs

The Levels listed below represent the “outside pairs” of Paddocks. The .5 levels are the Super Predators (the Paddocks up the middle of the map), which can be skipped through intentional truck positioning. Heading into a Super Predator Paddock is a detour on your path to the Visitor Center, but you are rewarded with extra special goodies.

Dinosaur Characteristics: Each dinosaur has different characteristics that impact gameplay:

  • Diet: A subtle nuance – carnivores will go straight toward the nearest Staff while herbivores will amble around more randomly, only accidentally stepping on your poor Staff. The designers did their research on dino biology!
  • Aggression: The speed at which the dino (green arrow) pursues the staff (Rescue shots)
  • Trait: A unique game rule regarding how the Dino arrow moves and impacts Staff, if applicable.
  • Staff in Peril: Total # of Rescue shots available at this paddock. You don’t have to Rescue all of them, just the amount required to lite Set Trap (shown at the bottom of the display). But Rescuing them all will qualify you for more lucrative mini-wizard and wizard modes, and in particular, make Escape Nublar wizard mode easier.
  • Bounty: Immediate points awarded for capturing the Dino. Base values are shown below; if you’ve captured the Gallimimus these values will be doubled, and 2x Scoring can also double the bounties.
  • Amber Bonus: Capturing the Dino also awards a multiplier applied to the next collected Amber Bonus. Stack these up before you collect the Amber Bonus for big points!
  • Perks: Capturing a dinosaur awards “Jurassic Perks” which remain in effect for the duration of the game. Each species has its own unique perks.
  • Bonus X: Capturing Super Predators is one of the only ways to increase the bonus multipliers, which are held from ball to ball. Bonus can be big on this game, especially if you’ve collected tons of DNA and Fossils.

Level 1

Species: Gallimimus (Left Side)

  • Diet: Omnivore
  • Aggression: Low
  • Trait: N/A
  • Staff in Peril: 5
  • Bounty: 2.5M
  • Amber Bonus: +2x
  • Perk Awarded: 2x Bounties
  • Bonus Multiplier: N/A

Species: Brachiosaurus (Right Side)

  • Diet: Omnivore
  • Aggression: Very Low
  • Trait: N/A
  • Staff in Peril: 5
  • Bounty: 2.5M
  • Amber Bonus: +2x
  • Perk Awarded: +200k to Rescue Streaks
  • Bonus Multiplier: N/A

Level 1.5 (Super Predator)

Species: Spitter

  • Diet: Carnivore
  • Aggression: Medium
  • Trait: Immobilizes (adjacent) Staff (for 5 seconds…turning the rescue insert solid, and they cannot be rescued during that time)
  • Staff in Peril: 7
  • Bounty: 5M
  • Amber Bonus: +3x
  • Perk: +2x Super Spinner
  • Bonus Multiplier: +1x

Level 2

Species: Triceratops (Left Side)

  • Diet: Herbivore
  • Aggression: Medium
  • Trait: N/A
  • Staff in Peril: 6
  • Bounty: 5M
  • Amber Bonus: +3x
  • Perk: Easier Loop Awards (reduces the number of loops required to qualify awards like Super Supply Drop.)
  • Bonus Multiplier: N/A

Species: Ankylosaurus (Right Side)

  • Diet: Herbivore
  • Aggression: Medium
  • Trait: N/A
  • Staff in Peril: 6
  • Bounty: 5M
  • Amber Bonus: +3x
  • Perk: Easier Inlanes (“Light Inlanes” is awarded at lower thresholds of Rescues)
  • Bonus Multiplier: N/A

Level 2.5 (Super Predator)

Species: T-Rex

  • Diet: Carnivore
  • Aggression: Extreme
  • Trait: N/A
  • Staff in Peril: 8
  • Bounty: 7.5M & Extra Ball
  • Amber Bonus: +4x
  • Perk: +8 seconds to timers
  • Bonus Multiplier: +1x

Level 3

Species: Stegosaurus (Left Side)

  • Diet: Herbivore
  • Aggression: Medium
  • Trait: N/A
  • Staff in Peril: 7
  • Bounty: 10M
  • Amber Bonus: +4x
  • Perk: +15k/Pop Amber
  • Bonus Multiplier: N/A

Species: Compsognathus (Right Side)

  • Diet: Carnivore
  • Aggression: Medium
  • Trait: Can’t be stunned
  • Staff in Peril: 7
  • Bounty: 10M
  • Amber Bonus: +4x
  • Perk: +250k combos
  • Bonus Multiplier: N/A

Level 3.5 (Super Predator)

Species: Spinosaurus

  • Diet: Carnivore
  • Aggression: Very High
  • Trait: Water Travel (meaning it can jump from one side of island to other)
  • Staff in Peril: 10
  • Bounty: 10M
  • Amber Bonus: +5x
  • Perk: King of the Island MB
  • Bonus Multiplier: +1x

Level 4

Species: Pteranodon (Left Side)

  • Diet: Carnivore
  • Aggression: High
  • Trait: Can Fly
  • Staff in Peril: 10
  • Bounty: 20M
  • Amber Bonus: +5x
  • Perk: 2x Chaos Jackpots
  • Bonus Multiplier: N/A

Species: Raptor (Right Side)

  • Diet: ?
  • Aggression: ?
  • Trait: 2 of them!
  • Staff in Peril: ?
  • Bounty: ?
  • Amber Bonus: ?
  • Perk: 2x Raptor Jackpots
  • Bonus Multiplier: N/A

Level 5 - Raptors in the Kitchen (not yet implemented)

Location: Visitor Center

  • Diet: N/A
  • Aggression: N/A
  • Trait: N/A
  • Staff in Peril: 0
  • Bounty: ???
  • Amber Bonus: +6x
  • Perk: 15m / Fossil (1 Use)
  • Bonus Multiplier: N/A

Currently, reaching the Visitors’ Center does nothing in particular, and it does not reset your map progress. It is supposed to be the way to start Raptors in the Kitchen when it’s implemented. As it stands now, once you reach the end of the map, you are done with Paddock modes for the rest of the game.

T-Rex Events

Hitting the Newton ball/Truck awards letters in spelling “T-REX” – it does not require a full “swing” of the truck from one side to another to get a letter. Completing “T-REX” lights the left ramp to start the T-Rex Event (mode). On Prem/LE, this lit shot will literally feed the animatronic T-Rex, while the Pro will hold the ball via the left inlane up-post during each mode’s introductory sequence. On default settings, Feed T-Rex is always played as the first mode of the game, and the other three modes cycle with shots to the truck.

You can see that a T-Rex mode is ready by looking at the LCD display or at the sign above the left ramp habitrail return.

Time Bonus: At the end of the single-ball T-Rex Events, a Time Bonus will be awarded determined by how quickly you were able to finish the mode (1 million times the number of seconds remaining).

Feed T-Rex: A Hurry/Build shot that turns into a multiball. A 500K hurry-up is lit at the T-Rex ramp. Unlike other T-Rex modes that start with a lit L ramp shot, this hurry-up starts immediately after spelling T-REX. Shoot orange arrows to reset the hurry-up to increasingly higher values (also unlighting that shot), and feed T-Rex at the left ramp to collect it. This starts T-Rex Multiball – a 2-ball Multiball – where 5 major shots are lit for jackpot values that start at the hurry-up value you collected. Each jackpot increases the next one by 250K. After all 5 jackpots have been collected, Super Jackpot is lit at the L ramp for the sum of the collected jackpots.

Notes: (1) if you fail to collect the hurryup by draining or timing out, you lose your opportunity to play T-Rex Multiball until you play through all the other T-Rex modes as well. (2) as soon as you start the Hurry-Up phase of Feed T-Rex, you are immediately locked out of hitting any final shot to begin other multiballs (CMB or RTB). In other words, you lose the choice of whether you want to play TRex MB first – you’re either going to play it, or skip it all together.

Collecting the jackpots from left to right, in sequence, will also give you +1x multiplier on the remaining jackpots (the shot needed will flash red) – if you shoot a non-red jackpot, you will lose the ability to further increase the “in sequence” multiplier. The color of the remaining non-red jackpots indicate how many multipliers have been added: blue (default) = 1x, purple = 2x, cyan = 3x, yellow = 4x, N/A (only one jackpot left) = 5x. Collecting a Super Jackpot resets the multiplier.

T-Rex Chase: Alternate shots between a single orange flashing shot (to dodge the T-Rex) and the truck (to shift gears). Dodge shots made under three seconds after shifting gears will score double their normal values. Making the truck a fifth time finishes the mode and awards a Fossil.

T-Rex Rampage: Shoot the left or right ramp to lower the T-Rex, then shoot the T-Rex (left ramp) to collect an award. Comboing from the Raptor Tower or Helipad increases the award. Complete this sequence three times to win the mode and collect a Fossil. Look out for the T-Rex on the Premium / LE - it’ll fling the ball into the pop bumpers at the start of the mode, which can potentially be dangerous!

T-Rex Encounter: The first shot is the Truck. Afterwards, you must shoot orange arrows to free the trapped worker. The difficulty of the shots determine the value: the Helipad scores 1x, the right ramp scores 2x, and the right orbit scores 3x. Shooting the T-Rex will temporarily distract it. Complete this sequence three times to finish the mode and collect a Fossil.

Other non-Control Room modes and one multiball may be started during a non-multiball T-Rex mode. T-Rex modes end if you drain your ball.

Playing all four T-Rex modes is supposed to qualify Museum Mayhem, but it is not implemented yet. Currently, once you play all four T-Rex modes, the sequence restarts with Feed T-Rex. It also seems like the second time around the T-Rex modes, the truck does need to make a full swing to get credit for the letter.

Control Room Modes

Control room modes are lit by:

  • Catching your first dinosaur
  • Spelling CHAOS twice
  • Starting Raptor Tri-Ball
  • 15 tower shots

Hitting the Control Room shot when lit catches the ball with the up-post and lets you select from one of three modes. Note that if a mode has been either completed or failed, you won’t be able to choose it again until after Secure Control Room has been played.

Time Bonus: At the end of the Control Room Modes, a Time Bonus will be awarded determined by how quickly you were able to finish the mode (1 million times the number of seconds remaining).

Virus Attack: Alternate shots between all lit shots and the Control Room. All main shots are lit blue. Shoot one, then hit the Control Room. Repeat two more times (the main shots you have already hit will not relight). This mode is worth playing solely for the animation you get upon completing it, which I won’t spoil. :stuck_out_tongue: Making the final shot to the Control Room finishes the mode and awards a Fossil.

Restore Power: Shoot the spinner once initially to lite all other shots to score the base value, then shoot all other lit shots to collect the value. You can shoot the spinner at any time to increase the other shots’ values. The final shot finishes the mode, and awards 3x the value along with a Fossil.

System Boot: Shoot one of three different blue-lit shots to flip the three switches on the display and reboot the system, which then lights a new set of shots. Each shot has a combo shot, which will award more points depending on how quickly you make the combo. The final shot in the mode is at the control room, which will award all of the points you collected during the mode again, along with the Time Bonus and a Fossil. This mode can be HUGE if it’s played during a Multiball round with 2x Scoring active.

Other non-T-Rex modes and one multiball may be started during a Control Room mode. Control Room modes end if you drain your ball.

Starting all three Control Room modes is supposed to qualify Secure Control Room, but it is not implemented yet.

Other Modes & Features

Double Scoring

Each Supply Drop collected will light the Lite 2x Playfield standup. Shoot the lit standup to begin 2x PF scoring for 30 seconds. Shots to any of the Supply Drop standups will add additional time to the timer, and a shot to the lit Supply Drop target before 2x scoring has begun will add 10 seconds to the timer when it starts.

Extra Ball(s)

Four Extra Balls can be collected in this game, through the following methods:

  • Reaching a Rescue Streak of 6 lights it at the right ramp
  • Successfully capturing the T-Rex instantly awards an Extra Ball
  • Smart Missile might instantly award an Extra Ball
  • Completing Fossil Set 2 instantly awards an Extra Ball

More earnable EB’s have been promised.

Collect lit EB at the R ramp (light on sign above R ramp). If EB’s set to points, they score 15M.


Collect shots to increase the spinner value from a base of 30k per spin. Each shot adds the following amount to the spinner:

  • T-Rex: 15K
  • Helipad: 30K
  • Pteranadon: 50K
  • Raptor Tower: 100K

Thus when the whole spinner is lit, you will get 225k/spin. Shoot the spinner to collect the current value. After one shot, the value resets (similar to Nine Ball).

Lit Inlane Features

Light them via 3, 8, 15, etc. Rescues completed. If the Ankylosaurus has been captured, one less Rescue is required (ie. 2, 7, 14…)

  • Super Spinner: The lit right inlane will qualify the spinner for 2x the lit value for a limited time (or 4x if you’ve captured the Spitter).

  • Smart Missile: When the left inlane is lit for “Smart Missile”, the inlane up-post (ala Cactus Canyon) will hold the ball and call for a shot to the pops standup target. Once the Smart Missile is activated, you will have 3 seconds to choose what you want the Smart Missile to award using the action button; the award chosen when the timer goes to 0 will be given for a successful shot to the target, in addition to 10 million incrementing by 5 million for each successful Smart Missile launch. There are six possible choices, shown on the display in this order:

    • Complete CHAOS / Super Supply Drop (if Chaos Multiball is either active or lit)
    • Super Combos (Combos score more points than usual - how much?) / Complete Paddock (if you’re already in a Paddock)
    • +5 Rescues / +10 Rescues / Raptor Multiball / Extra Ball / Fossil / Super Escape
    • +5 Rescues / +10 Rescues / Raptor Multiball / Extra Ball / Fossil / Super Escape (same as above, but typically either one above or below the top award)
    • 25 Million
    • Abort (selecting this award will deactivate the Smart Missile - you can relight it with a shot to the Truck)

Note: Choices 3 and 4 have some interesting rules attached to them. The awards listed here change as you successfully fire Smart Missiles, increasing by 1 each time. For instance, if you successfully fired three Smart Missiles and then selected either choice 3 or 4, you would receive either Raptor Multiball or Extra Ball upon successfully firing it, respectively.

Pteranodon Attack

Shoot the right ramp 4 times to start. Pteranodon Attack is a frenzy mode where all switches add to an award collected at the right ramp, and can be rebuilt/re-collected while there’s time left in the mode. Each threshold of 20 switches adds a multiplier to your next award. If the mode times out, the multiplier carries over to the next Pteranodon Attack, but not the award value, meaning it might be a good idea to focus on building up the multiplier for the first Pteranodon Attack instead of trying to collect the award.

Completing Fossil Set 1 will add +10x to the next Pteranodon Attack value instantly!

Loop Awards

Various awards given after 3 loops and every 5 thereafter – from both Upper Loops and Right Orbit shots. If the Triceratops has been captured the amount of loops required to qualify one of these awards will lower by 1.

  • 3 Loops: Super Supply Drop
  • 5 Loops: 3 Million
  • 8 Loops: Super Supply Drop
  • 10 Loops: 5 Million
  • 15 Loops: Super Supply Drop
  • 20 Loops: 10 Million
  • 24 Loops: Super Supply Drop
  • 30 Loops: Fossil
  • more?

Tower Awards

Various awards given after 5, 10, 15, etc. side ramps.

  • 5 Towers: 3 Million
  • 10 Towers: 5 Million
  • 15 Towers: Light Control Room
  • 20 Towers: 15 Million
  • 25 Towers: Fossil
  • every 10 Towers: 15 Million

If you combo into the Side Ramp from the Upper Loop, it awards 3x the Side Ramp points and counts as two Tower advances. (And a cool sound effect!)

Amber Bonus

The bumpers build your Amber Bonus throughout the entire game. Collect the Amber Bonus at the lit pops standup, which is lit by going through the rollover above the pops. Collecting the Amber Bonus does not reset it – it will relight and continue growing from the prior collected value. Capturing Dinos provides a one-time multiplier to your next Amber Bonus collect. If you capture multiple Dinos between Amber Bonus collects, then the captured Dino Amber multipliers stack.

Completing Fossil Set 3 will add a 10x multiplier to the next Amber Bonus.

Amber Frenzy: Each Super Supply Drop awards an Amber Frenzy for 30 seconds, where you can collect your Amber Bonus by making certain shots.

  • Amber Slings
  • Amber Targets
  • Amber Ramps
  • Amber Combos

Supply Drop (Mystery)
Qualified by hitting the flashing blue Supply Drop icon targets (each one changes to a solid blue once you hit it). Collected at the solidly-lit large Supply Drop standup between the Raptor Pen and Side Ramp (similar position to TAF’s Cousin It target). Qualified Supply Drops cannot be stacked – you won’t get a second one qualified prior to collecting the Supply Drop that is lit. However, a qualified Super Supply Drop (flashing) will stack on top of a qualified Supply Drop and take precedence over it – once you collect Super Supply Drop, the previously qualified regular Supply Drop (solid-lit) will immediately be available at the Supply Drop Standup.
Collecting either a regular Supply Drop or a Super Supply Drop lights the Lite 2x Scoring standup.

Possible Supply Drop awards:

  • Add-A-Ball (first Supply Drop in each multiball)
  • Advance CHAOS
  • Advance MAP
  • Light Advance Paddock (common award if MAP is close to being completed)
  • 5 Million
  • Max Spinner (light all inserts)
  • Double Nedry Value (!)
  • Spot Rescue
  • Set Trap
  • Call Helicopter

Super Supply Drop
Qualified after 3 Loops have been collected. Seems to always award an Amber Frenzy, and also lights the Lite 2x Scoring standup. The normal Supply Drop will be lit after this has been awarded.

Escape (Left Outlane Save)
The far left Lite Escape standup is lit via the rollover at the top entrance to the pop bumper area. With default settings, this is initially lit for 20 seconds…and if claimed within that time period, will light the Escape virtual ball save in the left outlane. The Lite Escape 20 second timer decreases by 4 seconds each subsequent time it is lit, down to a minimum of 6 seconds.

Depending on settings, Escape will be already be lit in the L outlane at the beginning of each ball (easy), at the beginning of ball one only (medium), or not at the beginning of any ball (hard/competition).

One of the Smart Missile awards is “Super Escape”, which lights Escape for the rest of the ball! This is REALLY helpful to have during Multiball.

Nedry Right Outlane
Don’t let your lit Nedry right outlane fool you! It’s only points, not an outlane ball-save! Light it by hitting the Lite 2x Scoring standup. The value increases upon further shots to the 2x Scoring target and can be doubled by a Supply Drop.

DNA Combos
11 unique combos. Award points when collected and boosts value of all other combos. Award 400k points per unique DNA Combo during bonus collect. Combos themselves score 1M each at base value. “Thank you, Mr. DNA!”

(Note that if the Truck is involved in a DNA Combo, the Truck has to turn all the way around for the shot to count.)

  • Gallimimus: Spinner > Truck
  • Ankylosaurus: Helipad ramp > Control Room
  • Brachiosaurus: Left ramp > Right ramp > Supply Drop standup
  • Velociraptor: Left ramp > Helipad ramp > Raptor Pit
  • Stegosaurus: Spinner > Upper loop > Upper left Supply Drop target
  • Triceratops: Helipad ramp > Left ramp > Amber target
  • Spitter: Helipad ramp > Left ramp > Right loop
  • T-Rex: Spinner > Upper loop > Tower ramp > Truck
  • Compsognathus: Spinner > Upper loop > Tower ramp > 2x Scoring target
  • Pteranodon: Helipad ramp > Left ramp > Right ramp > Tower ramp
  • Spinosaurus: Spinner > Upper loop > Tower ramp > Helipad ramp > Left ramp > Right ramp (good luck with this! this will also award a Fossil if this is your first 6-Way Combo in the game.)

Fun With Bonus

Add up the following:

  • Amber Bonus (base value only)
  • Number of Staff collected * 150k
  • Number of Dinos captured * 500k
  • Number of Fossils found * 2m
  • Number of unique DNA combos * 400k

Then multiply by bonus X, if applicable.


11 collectible fossils, divided into four separate sets. Bonus awards 2m per Fossil collected. Doing well on certain objectives will spot a particular fossil. Collecting a set of fossils also gives a huge award. Collecing all 11 fossils… rest assured, something amazing is planned.

  • Set 1
    • Ankylosaurus - Collect a Raptor Super Jackpot
    • Brachiosaurus - Complete your 1st T-Rex mode
    • Set Reward - 20 million and +10x Pteranodon Multiplier
  • Set 2
    • Velociraptor - Complete your 2nd T-Rex mode
    • Spinosaurus - Collect a Chaos Super Jackpot
    • Gallimimus - Complete your 1st Control Room mode
    • Set Reward - 35 million and Extra Ball
  • Set 3
    • Triceratops - Complete your 2nd Control Room mode
    • T. Rex - Complete your 3rd T. Rex mode
    • Dilophosaurus - Complete your 3rd Control Room mode
    • Set Reward - 100 million and +10x Amber
  • Set 4
    • Compsognathus - Complete Visitor’s Center
    • Pteranodon - Complete Museum Mayhem
    • Stegosaurus - Complete Secure Control Room
    • Set Reward - 250 million and +10 Rescues

There are also six “wildcard” fossils hidden throughout the game. A wildcard fossil will spot any fossil in the lowest available “set” it can. These Fossils are available from:

  • Smart Missile (choices 3 or 4 might be “Fossil”)
  • 6-Way Combo
  • 25 Rescues
  • 25 Tower Shots
  • 28 Loops
  • Qualify jackpots on all 8 shots during King of the Island MB


Escape Nublar

Main wizard mode; probably not implemented yet. Playing “Raptors in the Kitchen” (driving the truck to the Visitors’ Center), “Secure Control Room” (Control Room mini-wizard mode), and “Museum Mayhem”
(T-Rex mini-wizard mode) is supposed to qualify this.


  • Basic: qualify and start modes and multiballs. CMB, in particular, will often get qualified in the background as long as you don’t ignore the “C” shot at the beginning of your game.
  • Advanced: Start mode(s) prior to stacking on a multiball. Mode shots can be worth more than a multiball’s Phase 1 shot, but advanced phases of multiballs are where the big points are waiting for the taking.
  • Expert: strategically choose which dinosaurs you capture prior to playing certain modes, multiballs, or features that are augmented by those dino’s Perks.


  • Major modes:
    • Modes cannot be started once a MB has begun.
    • Paddock modes can have anything stacked on them, and can be started with either a T-Rex (non-multiball) or Control Room mode running.
    • A T-Rex mode cannot be stacked with a Control Room mode (or vice versa). Also, T-Rex letters cannot be collected during a Control Room mode.
  • Multiballs may not be stacked with one another, nor progress made toward qualifying CMB or RTB.
  • Multiballs may be stacked onto running major modes, but not the other way around, nor can you make progress toward major modes during a multiball.
  • Pteranodon Mode seems to be able to stack onto, or be stacked upon by anything.

Is the smart missile kind of like it was in the old JP? Start lit modes, and spot a ball towards a main multiball?

I’m watching the stream. Doesn’t look like it advances multiballs or modes. Maybe just points?

If successful you get a message that an area is “secured”. Maybe there’s something I’m missing.

It’s not coded yet so just points right now.


Thanks! Congrats on the new game. Can’t wait to play.

Can I just praise the software coder for bringing back the “balls in play multiply Jackpots” rule? It was one of the few things I liked about the original Data East table and I’m so happy to see it return here.


Agreed! Fun fusion of both old and new rules in this table, from what I’ve seen so far.

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So what’s the pattern for the Rescue Streak awards? The instruction card lists a lit Extra Ball at some point…

I just played 8 or so games of it, and here is what I learned.

Spell CHAOS, in order, to light Chaos Multiball at the shot through the pops. It can be started if ball makes it to the pops via other feeds. During Chaos, it seems like you shoot lit shots until the super is lit at the through the pops chaos shot. Hitting a lit Supply Drop target adds a ball. It’s possible that the super also awards an add a ball? I’ve had four add-a-balls in the same Chaos MB, so they seem plentiful and easy to collect accidentally.

After you’ve played Chaos MB, you’ll need to spell CHAOS twice (again, in order) the second time around.

Hitting the Raptor shot enough times will start a multiball. I believe it’s a 3 ball, and I think Supply Drop add-a-balls are in play.

The left ramp is not at all good at indicating that you have a T-Rex event or a Map mode ready. You would know that T-Rex is ready by looking at the display, or noticing that the truck isn’t lit for T-Rex. For Map, I guess you look at the MAP lights on the backpanel, though I’m sure it’s on the display somewhere.

I believe Pteranodon Attack is started by four shots to the right ramp. I think it might also be a two ball multiball?

I will add the stuff I’m most sure about to the wiki.

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I’m not sure what I did, but on one of my longest games, I collected a Fossil. The screen showed a display case of fossil outlines, and filled in the one I collected. I believe they were broken into three separate sections, with each section containing a several slots for fossils. I’d guess there were 10 overall.

It also wasn’t clear to me what lit Control Room modes, or what you receive for finishing them (though they seem to be stackable with any other mode).

#1 thing being worked on is instructional text and callouts as they are really lacking on that code.

11 fossils

11 DNA combos

Pops add a ball during chaos MB

Both Chaos and raptor are 3 stage multiballs

Control room lit via Catching your first dino, spelling chaos twice, starting raptor MB, 15 tower shots. All modes award a bonus for time left over.

Pteranodon is a switch frenzy mode. All switches add to the award. Each threshold of 20 switches adds a multiplier to the award. If the mode times out the multiplier carries over to the next Pteranodon attack but not the award value.


Thanks for some clarifications there.

So maybe Pteranodon isn’t a MB like I thought. :slightly_smiling_face:

I’d also add that aside from not knowing the left ramp was ready for Map and Trex modes (due to lack of instructions from the inserts), I was able to make a ton of fun stuff happen without needing to know the rules. (I hadn’t looked here first or watched any streams).

Shooting lit shots without knowing what you’re doing is way more fun and rewarding on JP than any other pin that comes to mind.

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Fleshed out some more stuff, particularly Paddock Modes.

Also realized that there are a few signs above the playfield with key inserts/info on them (showing the availability of T-Rex Modes, Advance Paddock, Helipad, and others).

Don’t quote me since it’s been a while, but its multi stage:

  1. Complete the 3 targets X+1 times, where X is the number of Raptor Tri-Balls you have played.
  2. Shoot the center target to lock the ball.
  3. Shoot the targets to deal damage to the fence - 10% on the outer targets and 15% on the center (similar idea to Ampsuit MB in Avatar)?
  4. Once the fence is down, shoot center target for Multiball.

Skill shots seem pretty valuable if you combo them. I played my first game of it over the weekend in the finals of a tournament that was caught on a FB livestream which I just went back and looked at. On my first ball, I got 2M + 3 seconds ball save for shooting the left ramp after a plunge (Skill Shot), then 4M + 3 seconds ball save for comboing that into the right ramp (Super Skill Shot) then 8M + 3 seconds ball save for comboing that into the side ramp (Double Super Skill Shot). Later in the game I saw another player do that and he got 3M, 6M, 12M for the same combo, so there must be a way to increase it. Either way that’s real points.


If I presume it’s anything like IMDN, making a skillshot increases future skillshots’ base value.

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Ah yes, going back to look that appears to be correct. I got my combo’d ones on ball 1, then on ball 3 I hit a single skill shot for 3M. The other player had also hit a single one earlier in the game.

I also had a ball where the plunge didn’t go all the way around to feed the right flipper and instead fell to the left flipper where I flailed up through the pops to the standup for a Super Secret Skill Shot of 10M.


Started filling out details on the specific dinosaurs. Missing quite a few.

Added a fourth T-Rex mode.

Added the bonus calculation.

The “Feed T-Rex” mode, which is a multiball mode…I have a hunch that this might always be the third T-Rex mode you play. Can anyone confirm?

The perk for Spinosaurus is “King of the Island (Multiball)”!

It’s the first unless you are in tournament mode

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