Stern Jurassic Park Rulesheet

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Jurassic Park is the second Stern Pinball machine designed by Keith Elwin. Directly after the events of the film, Nedry’s computer virus has continued to plunge the park into chaos - meaning the dinosaurs are loose and the employees are in danger. The player has to rescue as many staff as they can and capture the dinosaurs, all while trying to survive the horrors of the abandoned park and eventually staging an escape.


  • 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.

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

  • Left outlane: Can be lit for Escape (virtual ball save).

  • Lite Escape target: Lights Escape at the left outlane when lit. The target only lights for a short time off the lane that feeds the bumpers.

  • 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 hold balls. Starts Control Room modes, collects the “C” in CHAOS, when flashing, and awards a Rescue, when each is 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 (otherwise random) and collects the deterministic Super Supply Drop awards when flashing. Hitting a lit Supply Drop target also lights 2x Playfield at the lower right standup target.

  • Raptor Tower ramp: A “half-pipe” Side ramp that joins the L ramp wireform to feed the ball to the left inlane. Used for Raptor Tower Count-Up features. 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. Weak shots to the loop will exit into the bumpers. Hitting the loop briefly qualifies the raptor tower to collect three shots towards the count-up 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 either through hitting the four ramps or from a random supply drop. Spots a letter in MAP (qualifies Paddock modes) when its arrow insert is lit white. Awards Rescue, when lit. A single spinner shot will count for whatever is lit here.

  • 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 the Amber value and also make progress toward Add-a-Ball in Chaos Multiball.

  • Amber standup: Can be hit either from a lower flipper shot or rebounds from the pop bumpers (although this is less likely). 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. This can also assist in making the Raptor Tower or Supply Drop target.

  • 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.

  • Lower right standup target: Standup located across the playfield from the Lite Escape target. Starts 2x Playfield when flashing (after a lit Supply Drop has been collected). A hit to this 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: Used to select Control Room modes and Smart Missile awards. Activates the Super Tranquilizer during any Paddock if it has been qualified. Also an alternative way to plunge the ball, or even start the game. :wink:

Skill Shots

Full plunge, and shoot the left 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. Finally, make the right orbit for a Secret Skill Shot of 6x the initial skill shot + additional 3 second ball save + (some hidden feature - what is this?) The initial value increases by 1M every time you make any skill shot. No upper limit - and there is a Skill Shot Champion in the leaderboards!

Note: while lit for Skill Shots, the left and right ramp (and right orbit) will not start modes qualified on the prior ball. However, they will collect CHAOS letters and Rescues if they’re lit, and the Extra Ball at the right ramp can be collected.

Secret Skill Shots

Plunge the ball lightly so it lands on either the left or right flipper, then make any of these shots right away to score a Secret Skill Shot.

  • “C” lane for 6M + 3 seconds ball save
  • “O” lane for 8M + 3 seconds ball save
  • Pops standup for 10M + 3 seconds ball save
  • Pops standup from the right flipper for 20M + 12 seconds ball save + increased Amber value

MXV Skill Shot

Completing the normal Double Super Skill Shot sequence with a shot to the upper loop immediately before the side ramp will score the MXV Skill Shot. The side ramp will switch from scoring 4X the initial shot to instead score as a Super Skill Shot of 8X the initial shot. This sequence also awards a 2-way combo worth at least 2M.


Chaos Multiball (CMB)

Nedry’s interference with the park has left the park in an even worse state than before. Constant chaos arises as the dinosaurs break loose. Life might have found a way, but was it really what Hammond intended?

Spelling CHAOS: Spell CHAOS, in sequential order (the next required letter’s insert will be flashing), 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.

No more than two completions of CHAOS are required to light Chaos Multiball. 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, with 2 Jackpots required to light the second and third Supers and 3 Jackpots to light the fourth and fifth Supers. 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 or Thor Multiball from Avengers Infinity Quest, 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: The pop bumper target will be lit to score the Chaos Hurry-Up, worth the combined value of all Jackpots collected during Phase 2. If the Truck is facing the left, this value will be doubled. Collecting this Hurry-Up will award you with a Fossil. (Victory laps after this?)

CMB progress is saved between subsequent CMB’s.

  • Amber Add-a-Ball:

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-balls 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. While supply drops won’t award add-a-balls during this mode, it is possible to claim one during the grace period.

Raptor Tri-Ball (RTB)

The raptors put up a fierce fight against Robert Muldoon, and the T-Rex killing some of the most important members of their pack doesn’t mean they can’t continue their reputation. In an abandoned park, they might be even worse than the few Muldoon had to put up with…

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 first Raptor Tri-Ball starts with the fence at 50% integrity. 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 the Tri-Ball from the original Jurassic Park pinball machine released by Data East in 1993.

  • Phase 1: Shoot the left and right ramps once each for a Raptor Jackpot. The second Jackpot is worth double that of the first. The Jackpot value increases with switch hits.

  • Phase 2: The CHAOS letters will light. Shoot all the CHAOS shots in any order for Raptor Chaos Jackpots worth 1/5 of the Double Jackpot value.

  • Phase 3 - 3 more balls get thrown into play, but no more than 6! Super Jackpots are lit on the right ramp and upper loop, with the base value of the Double Jackpot, and are multiplied by the number of balls in play. The second Jackpot, once again, will be worth double the value of the first Jackpot. Get 2x Scoring ready during this phase, and watch your score skyrocket! Collecting either Super Jackpot will also award you with a Fossil for your efforts.

  • Victory Laps - After collecting both supers, all shots are lit for Raptor Rampage victory lap jackpots worth the same value as the Raptor Chaos Jackpots, 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 worth the sum of your victory laps collected after your prior Raptor Rampage super.

  • Raptor Tri-Ball 2x Scoring: 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. On the Pro model, the same basic rule applies to get 2x scoring, but the ball obviously cannot be locked. When 2x scoring is active the display will show the jackpot value x 2.

Like the original Tri-Ball, 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

T-Rex Multiball is normally a 2-ball multiball started via Feed T-Rex hurry-up mode. See T-Rex Events section for details on the mode rules. Unlike the other two main Multiball modes, you can’t bring Control Room or T-Rex Events into this Multiball. If you drain or otherwise fail to collect the hurry-up, you lose your opportunity to play T-Rex Multiball until you play through all the other T-Rex modes (including Museum Mayhem). There is no Fossil awarded for progress in T-Rex Multiball.

In a similar vein to the 4-ball Trooper Multiball from Iron Maiden, there’s a way to score even more out of this mode. If Smart Missile is currently lit, “Raptor Multiball” is selected, and only one more truck hit is required for Feed T-Rex, a successful Smart Missile shot that also hits the truck will start Feed T-Rex during Raptor Tri-Ball. Both modes will run at once, which can potentially lead to some huge points!

King of the Island Multiball (KOTI)

The T-Rex’s greatest natural rival is the Spinosaurus. When the two brawl, all of Isla Nublar is subject to their destruction…

Navigate to the Spinosaurus Paddock and capture the Spinosaurus to qualify KOTI. KOTI will be lit at the left ramp in single-ball play and must be played before moving on to the next paddock.

This is a 3-ball switch-based Multiball where certain thresholds of switches qualifies light all major shots. Shoot one lit shot to collect a 1x jackpot. 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. The multiplier keeps increasing for each subsequent jackpot. Each Jackpot has a different color corresponding to its multiplier, in the order of the rainbow (starting at red). There is no Fossil awarded for progress in KOTI, but the scoring alone is worth pursuing this mode.

Supply Drop Add-a-Ball:
During T-Rex Multiball, Raptor Tri-Ball, and King of the Island, hitting the lit Supply Drop standup will award an Add-a-Ball (for the first Supply Drop of each MB).

Paddock Modes (Dinosaurs)

The Paddocks make up the majority of Isla Nublar and are home to many different dinosaur species - that is, until they broke loose and began to target the staff. Rescue all the staff you can by shooting the red “Rescue” inserts and capture dinosaurs by hitting the yellow “Set Trap” targets or powering up the helipad, then shooting the yellow flashing shot to finish them off. You have a lot of work to do if you want to escape the island alive with your crew…

Qualifying Paddock Modes

Spelling MAP & “Advance Paddock”: The complex layout of Isla Nublar essentially requires that you’ll need a map to know where you’re going. 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), and 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. White shots unlight as you make them, making subsequent Paddocks a little tougher to get to.

Navigating the Map: Truck tours of Isla Nublar were designed to prevent freely roaming the park and forced their visitors onto certain paths to prevent their imminent demise, but as a lone survivor, you’ll have to operate the truck yourself. 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: The scientists who brought the park’s dinosaurs back to life know quite a bit about their behavior, and believe that some might be inclined to help you rather than try to attack your staff if you capture them. 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.

Playing Paddock Modes

Overview: Try to capture the dinosaur(s) in the Paddock, while also rescuing park staff. Your goal is to capture the dinosaur while simultaneously minimizing the number of staff casualties (ideally by rescuing them all). The sequence to capture the dinosaur is:

  • Rescue a certain number of staff.
  • Set the trap.
  • (for orange and red paddocks only) Visit the Helipad.
  • Shoot the yellow capture arrow.

Rescuing the Staff: You’re not just trying to escape the park yourself - you need to rescue your fellow staff, no matter what it takes. Before even trying to capture the dinosaur, at least 1 rescue will have to be made. The first paddock only requires 1 rescue; harder paddocks may require up to 4. The moving green arrow represents the 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 for a few seconds.

Rescue awards and Rescue Streak: The staff members who attempted to escape are always willing to help you out. Your rescue progress is shown on the right side of the LCD, along with your current Rescue Streak. Each rescue awards points which are largely influenced by your current Rescue Streak - which builds up by consecutively successfully saving staff without letting one get injured by a dinosaur. (Beware of the T-Rex Paddock if you have a good Rescue Streak going!) 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. Along with awarding points and progress in Paddock modes, the cumulative # of Rescues across your game gives additional awards (subtract one Rescue from each Light Inlanes threshold if you’ve obtained the Ankylosaurus Perk of Easier Inlanes):

  • 3 (2) Rescues: Light Inlanes
  • 6 Rescues: Light Extra Ball
  • 8 (+4 from prior Light Inlanes level, minimum of 6) Rescues: Light Inlanes
  • 13 Rescues: Increase Bonus Multiplier (+1x for that ball only)
  • 15 (+6, min. 12) Rescues: Light Inlanes
  • 22 Rescues: (?)
  • 24 (+8, min. 20) Rescues: Light Inlanes
  • 30 Rescues: Fossil

Setting the Trap, Helipad, and Captures: Trapping the dinosaur is the toughest part of all, but someone has to do it and it might as well be you. After making the mininum number of rescues, the Set Trap targets on both sides of the truck will light (rescues will continue to be lit if there are any left). Easier paddocks will require you to only hit either one of those two targets; harder paddocks will eventually require hitting both targets, or even having to hit both targets in order. Once the trap is set, you may or may not have to shoot the Helipad before you can capture the dinosaur; if you do, listen for the callout and notice the lit sign above the far right ramp. Finally, the dinosaur’s green arrow will begin to flash yellow (on the first paddock, there will be two yellow/green shots). Shoot the flashing arrow to capture the dinosaur and collect its bounty and perks. On higher level Paddocks, you will only have a short timer to capture the dinosaur before you have to refuel the helicopter by shooting the Helipad again.

Perfect Paddock Bonus: The fewer casualties, the better - which can pay off huge in the more dangerous later paddocks. If you manage to rescue all of the staff in a paddock and capture the dinosaur, you will score a Perfect Paddock bonus equal to 2x the bounty value. You don’t have to make all the rescues before capturing the dinosaur either; you can capture the dinosaur, then pick off the remaining rescues before starting your next dinosaur.

Clearing a Paddock Instantly: Choice 2 on the Smart Missile, if a Paddock is active, will allow you to instantly complete the Paddock, capturing its associated dinosaur as well as awarding you with its bounty, its perk, and all the remaining Rescues in that Paddock! This is really nice and satisfying to get, but it does NOT award the Perfect Paddock bonus.

Dinosaur Escapes: While some dinosaurs stay in their paddocks for longer than others, they won’t stay forever and if you fail to capture them, your chance at obtaining their perks will disappear. Once a Paddock Mode has begun, you will remain in it (for the rest of the game) until you capture the dinosaur. However, 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.

Super Tranquilizer: The Super Tranq can stun dinosaurs in a single shot and can be helpful on faster dinosaurs, but has to be reloaded regularly. At the start of the game, one Super Tranquilizer will be qualified at the action button (lit green) when the first Paddock is entered. This Tranquilizer will stun the dinosaur for 20 seconds and prevent it from being able to move, or injure/devour an employee that it’s landed on. You can qualify additional Super Tranquilizers by shooting the Raptor Tower; certain thresholds (the same ones required for the count-up awards) will qualify it. Super Tranquilizers can’t be stacked, and it’s generally a bad idea to use one when you’re about to drain…

Paddock Dinosaurs

The dinosaurs at the front of the park are nowhere near as threatening as the ones in the back, but all of them have their benefits. 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.
  • 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 light Set Trap (shown at the bottom of the display), but trying to rescue them all will make your Visitors’ Center bonus more lucrative and award you the Perfect Paddock bonus.
  • 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. The value shown on-screen reflects the Gallimimus doubler, but not 2x playfield. Additionally, if you manage to collect all the rescues in a Paddock and capture the dinosaur, you are awarded a Perfect Paddock bonus equal to 2x the bounty - so potentially, you could be scoring up to 8x the base bounty value!
  • 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 the only way to increase the bonus multiplier, and Bonus X earned from Super Predators is 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: 7.5M
  • 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: 7.5M
  • Amber Bonus: +3x
  • Perk: Easier Inlanes (Rescue threshold increments are all reduced by 1)
  • 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 (meaning it can jump directly to a Rescue shot)
  • Staff in Peril: 10
  • Bounty: 12.5M
  • Amber Bonus: +5x
  • Perk: 2x Chaos Jackpots
  • Bonus Multiplier: N/A

Species: Raptor (Right Side)

  • Diet: Carnivore
  • Aggression: High
  • Trait: Hunts in packs (2 of them in the Paddock at once!)
  • Staff in Peril: 10
  • Bounty: 12.5M (incl. the 2.5M for 1st Raptor)
  • Amber Bonus: +5x
  • Perk: 2x Raptor Jackpots
  • Bonus Multiplier: N/A

To capture the Raptors, you will go through the Helipad/Capture sequence twice. Capturing the first Raptor awards 2.5M and lights the Helipad to capture the second. Capturing the second awards the remaining bounty. Using a Super Tranquilizer will stun both Raptors.

Level 5 (Visitor’s Center)
Mini-wizard mode for reaching the end of the map (see “Mini-Wizard Modes” below).

T-Rex Events

The T-Rex was responsible for a majority of the park’s failings, and he’s not willing to stop tormenting the employees anytime soon…

Hitting the Truck awards letters in “T-REX” – depending on settings, it does not require a full “swing” of the truck from one side to another to get the first two letters, but then does require a full swing to get the “EX.” Completing “T-REX” lights the left ramp to start the T-Rex Event (mode). On Prem/LE, a lit L ramp 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 in the following looping order: Chase -> Encounter -> Rampage -> Chase.
On Competition Install settings, the first available mode will not necessarily be Feed T-Rex, and the Feed T-Rex mode will not start immediately on spelling completion at the captive ball.

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: T-Rex loves goats. Don’t disappoint T-Rex.

On default settings, unlike other T-Rex modes that start with a lit L ramp shot, this hurry-up starts immediately after spelling T-REX, making it a good objective for newcomers to go for.

This starts as a single-ball hurry-up mode and turns into a 2-ball multiball. A 500K hurry-up is lit at the left ramp along with a 20-second timer. Shoot orange arrows to reset the hurry-up to increasingly higher values up to a max of 6M (also unlighting that shot), and reset the timer to 20 seconds. Shoot the T-Rex at the left ramp to collect the hurry-up. This starts T-Rex Multiball, where the 5 CHAOS 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 left ramp for the sum of the collected jackpots.

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. The base value continues to build off what it had been built up to, and you can start another 1x-5x cycle again.

Notes: (1) if you fail to collect the hurry-up 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. So you better play it when you get the chance to or else… (2) as soon as you start the Hurry-Up phase of Feed T-Rex, all other multiballs are locked out until T-Rex Multiball ends, unless the aforementioned Smart Missile trick is used.

T-Rex Chase: Some of the earliest visitors of the park first encountered the T-Rex while stuck in one of the tour trucks, and had to drive as quickly as possible away from it. Alternate shots between a single orange flashing shot to dodge the T-Rex for 3M (+3M) and the truck to shift gears for 1M (+1M). “Dodge” shots made under three seconds after “shift” shots will score double their normal values, and collected Dodge shots will not be available a second time. Completing this sequence 5 times finishes the mode and awards a Fossil.

T-Rex Encounter: Some of the staff have gotten dangerously close to the T-Rex’s clutches, meaning it’ll be much tougher to rescue them than usual. The first shot is the Truck (2M). Afterwards, you must alternate between orange arrows (4M, then 8M, then 11M) to free the trapped worker and the L ramp to distract the T-Rex (5M). The difficulty of the shots determine the value: the Helipad and center spinner score 1x, the right ramp scores 2x, and the right orbit scores 3x. Free three trapped workers to finish the mode and collect a Fossil.

T-Rex Rampage: Destruction is the number one priority of the T-Rex, and nothing will stop him in trying to destroy the park. Shoot the left or right ramp to lower the T-Rex, then shoot the T-Rex (left ramp) to collect 10M (+5M). Shooting the Raptor Tower or Helipad prior to the L ramp collect shot will multiply the award by 3x and 2x, respectively, and the two multipliers can be stacked for a 6x multiplier. You can repeat this sequence an unlimited # of times until the mode timer expires, and completing the sequence three times collects a Fossil when the timer expires or when you drain. 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.

Museum Mayhem: see “Mini-Wizard Modes” below.

Misc.T-Rex Event notes: 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. After playing Museum Mayhem, Feed T-Rex will be the only T-Rex mode offered, with increasing difficulty of starting it each time.

Control Room Modes

Nedry took command of the park by hacking into the control room and hijacking its technology. Set right what Nedry made wrong by repairing the control room…

Control room modes are lit by:

  • Catching your first dinosaur
  • Spelling CHAOS twice
  • Getting a Jackpot in Raptor Tri-Ball
  • 15 tower shots

Hitting the Control Room shot when lit catches the ball with the up-post, shows a display in the style of the Unix system from the film, and lets you select from one of three timed modes. Any mode that’s been played is greyed out.

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: Nedry’s password prevention tactics quickly got on the nerves of the control room workers and were never fixed. Alternate shots between any lit shot (3, 5, & 10M) and then the Control Room (10, 15 & 20M) three times (the main shots you have already hit will not relight). Making the final shot to the Control Room finishes the mode and awards a Fossil.

Restore Power: Many divisions of the park powered down in the ensuing chaos and have to be powered back up again. Shoot the spinner once initially for 3M which lites all other shots. Then shoot all other seven lit shots to collect a value per shot equaling 3M +100K/spin during the mode. You can shoot the spinner at any time to pump up the value of the remaining shots (+100K/spin). The final shot finishes the mode, and awards the value +20M along with a Fossil.

System Boot: Three switches in the control room are responsible for rebooting the system and possibly making escaping the park a little easier. Shoot one of three different blue-lit shots to flip the three switches on the display and reboot the system for 5-9M, which then lights a new set of three shots to shoot one combo shot, which will award more points depending on the difficulty of the shot (8-25M). Complete three sets of combos to light the final shot 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 with 2x Scoring active.

Shot values:
L ramp: 5M, then R ramp (8M), R orbit (15M), or Helipad (12M).
Spinner: 9M, then Supply Drop target (15M), Side Ramp (25M), or Upper Loop (20M).
Helipad: 7M, then Control Room (15M), L ramp (6M), or Spinner (8M).

Secure Control Room: see “Mini-Wizard Modes” below.

Invalid Frenzy: In his sheer incompetence, Nedry didn’t even finish some of his code. Looks like you’re going to have to put up with it now. You should’ve said the magic word…

If you hadn’t used up all four ways to light the Control Room, you must requalify it with the last remaining method. This is a four-ball multiball where the jackpot is qualified by hitting a certain number of switches (similar to Mummy MB in Maiden)… and every switch gets an “uh-uh-uh!” from Nedry. The jackpot is collected from the control room shot. Once collected, control room will immediately relight for a triple jackpot. After collecting the triple jackpot the Multiball resets, and jackpot has to be re-lit again via more switch hits than before. “Major" switches will build the jackpot value faster than “minor” switches and the jackpot value becomes locked once it is lit. One good spinner rip can light the jackpot, but the value will be pretty low so you’ll probably want to hit at least a few major shots before using the spinner or pops to light the jackpot. Hitting any switch in the raptor pen will build towards an add-a-ball (additional hits required for each subsequent AAB). This mode is worth playing at least once for the sheer insanity, but not as a lucrative scoring option.

Invalid Frenzy can also be accessed as a Smart Missile award in non-competition play. Check out the attract mode high score display for Invalid Frenzy for an amusing little joke.

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

Other Modes & Features

Double Scoring

Each Supply Drop collected will light the Lite 2x Playfield standup (untimed, and carries between balls if you haven’t collected it). 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)

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

  • Lights Extra Ball at the right ramp:
    • Collecting 6 Rescues
    • Collecting 6 DNA combos (operator-adjustable)
  • Instantly awards Extra Ball:
    • Successfully capturing the T-Rex
    • The “Extra Ball” Smart Missile award
    • Completing Fossil Set 2
    • Collecting the fifth Super Supply Drop

If EB’s set to points, they score 15M (which can be doubled).


Shoot the four ramps 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 collecting Rescues. If the Ankylosaurus has been captured, one less Rescue PER award is required. For example, if light inlanes is lit at 5 rescues and then 5 rescues after that (10 total), with the Easier Inlanes perk it would be lit at 4 rescues, then 4 rescues after that (8 total). Only one inlane will be lit a time – in the direction that the truck is facing. After you roll over the lit inlane, eventually turn the truck the other direction and your other inlane will be lit to claim the other reward, regardless of whether or not you successfully hit the spinner or the pops standup. Any uncollected lit inlane will be lost when you drain your ball.

  • Super Spinner: The lit right inlane will light the red “Spitter” insert in front of the spinner, and each spin will score an additional multiplied value equal to the current BonusX +1x for a limited time (or +3x if you’ve captured the Spitter) – not just for your next spin.

  • Smart Missile: If all else fails, the Smart Missile can be used as a last resort - if it’s fired just right…

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 to cycle through the awards; the award chosen when the timer expires will be scored with a successful shot to the target, in addition to 10 million (+5m) for each successful Smart Missile that has been launched during the current game. The pops target only remains lit for the Smart Missile award on a very short timer, but there’s a grace period of about 3 seconds where you can collect it even if the display indicates you missed. There are six possible choices, shown on the display in this order:

  • Choice 1

    • If Chaos Multiball is active or lit - Super Supply Drop - Collects the next award in the Super Supply Drop sequence.
    • Otherwise - Complete CHAOS - Awards five CHAOS letters, wrapping back to where your current lit letter was if spelling CHAOS doesn’t light the MB. This does not necessarily immediately start Chaos MB if it lights it; the ball still has to hit the target again.
  • Choice 2

    • If you’re in a Paddock - Clear Paddock - captures the current dino and collects all remaining rescues for the paddock, adding them to both your rescue total and rescue streak.
    • Otherwise - Super Combos - Combos score 5x for the remainder of the ball.
  • Choices 3 and 4 - Two different awards from the following options, with the last three not available until earlier options have been collected:

    • Rescues - +5 Rescues at first; +10 Rescues will be added to the award pool later. May not be a bad first option if you’re good at the Smart Missile shot, considering the +5 automatically relights it.
    • Raptor Multiball - Immediately starts Raptor Tri-Ball. This also counts as having gone through the regular sequence of lighting it, meaning you’ll start over at the next difficulty for the next RTB.
    • Extra Ball - Immediately awards an extra ball.
    • Fossil - Spots a “wildcard” Fossil.
    • Super Escape - For the remainder of the ball, “Lite Escape” no longer needs to be qualified using the pops switch (ie, “Lite Escape” will always be flashing if “Escape” is not lit.)
  • Choice 5 -

    • During any Multiball and / or mode (Control Room / T-Rex), or after Invalid?? was earned - 25 Million - Hm, I wonder…
    • Otherwise - Invalid?? - Starts Invalid Frenzy immediately, without having to qualify and play all four Control Room modes. Scoring is the same as in the normal Invalid Frenzy and you can still enter your initials by getting a high enough score during this mode. Invalid Frenzy can only be chosen once per game; afterwards, Choice 5 becomes 25 million. This option is disabled during competitive play. If Chaos Multiball is lit at the target, you can stack the two with a successful shot. You can still play a second Invalid Frenzy through the traditional path of lighting it.
  • Choice 6 - Abort - selecting this award will deactivate the Smart Missile and the inlane insert will flash instead of being lit solid; you can requalify it (lit solid again) with two shots to the Truck.

Pteranodon Attack

Shoot the right ramp 4 times to start. Pteranodon Attack is a timed frenzy mode where all switches add 25K (+10K each subsequent Pteranodon mode) 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 12 switches adds a multiplier to your next award, and resets only when you collect a Pteranodon award at the R ramp. When the mode times out (or if you drain), 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. Note: the timer will not pause in the pops nor during game stoppages such as mode introductions.

Completing Fossil Set 1 will add +10x to the next Pteranodon Attack value instantly! And collecting a Pteranodon award of 50M+ will award a wildcard Fossil.

Loop Awards

Various awards given after 3 loops and every 5 thereafter – from both Upper Loops and Right Orbit shots. An increasing point value is awarded when reaching a total loop count that ends with an 8 (ie at 8, 18, 28, etc loops). A Super Supply Drop is lit when reaching a count that ends with 3 (ie at 3, 13, 23, etc loops). If the Triceratops has been captured then its Perk grants awards every 4 loops instead of 5. Additionally, a wildcard Fossil is awarded as a loop award, by default 28 loops if you do not have the Easier Loops Perk. If you have the easier perk loops this number will be lower depending on when you achieved the perk, because the perk affects ALL increments of awards going forward (reduces each increment by 1)

Tower Awards

Various awards given after 5, 10, 15, etc. side ramps. In addition to qualifying a Super Tranquilizer at each level of 5, you receive:

  • 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 (but not the award for an increment of 5) 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. The current Amber Bonus is also collected during end-of-ball bonus.

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

Amber Frenzy: The first four Super Supply Drop awards are a timed Amber Frenzy, where you can repeatedly collect your Amber Bonus by making certain shots. Note: the Amber Frenzy timer will not pause in the pops nor during game stoppages such as mode introductions.

  • Amber Pops: 20 seconds
  • Amber Slings: 30 seconds
  • Amber Targets: 40 seconds
  • Amber Ramps: 50 seconds

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 can’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.
Important Note for multiballs: A flashing Super Supply Drop will take precedence over a lit Supply Drop, meaning that you cannot earn your add-a-ball until you collect the Super Supply Drop followed by the regular Supply Drop.

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 T-Rex or Raptor 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 (+10) Loops have been collected, or via a Smart Missile award. Collected via same target as a normal Supply Drop, but flashing instead of solidly lit. If stacked on a lit Supply Drop, then the normal Supply Drop will be lit after the Super Supply Drop has been awarded.

Fixed order of Super Supply Drop awards:

  • Amber Frenzy #1 (3 loops; or 2 loops if Triceratops is captured before hitting any loops)
  • Amber Frenzy #2 (13 loops, or +8 loops from prior Super Supply Drop – a min. of 10)
  • Amber Frenzy #3 (23, or +8, min. 18)
  • Amber Frenzy #4 (33, or +8, min. 26)
  • Extra Ball (43, or +8, min. 34)
  • Super Escape (53, or +8, min. 42) - see below.
  • Award Triple Bonus (63, or +8, min. 50) - 3x your current multiplied bonus, not just +3x Bonus!
  • Super Inlanes (73, or +8, min. 58) - For the remainder of the ball, inlane awards no longer need to be qualified by collecting Rescues (ie, the inlane that the truck is pointing at will always be lit).

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 and Super Supply Drop awards is “Super Escape”, which lights Escape for the rest of the ball (specifically, the escape target when the ball save is not lit). 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. As of 1.03: 6 combos lights extra ball, and all 11 combos awards a wildcard fossil. “Thank you, Mr. DNA!”

Order of DNA Combos listed in Instant Info:

  • Gallimimus: Spinner > Truck
  • Brachiosaurus: Left ramp > Right ramp > Supply Drop standup
  • Triceratops: Left ramp > Amber/Pops target
  • Spitter: Helipad ramp > Left ramp > Right loop
  • Ankylosaurus: Helipad ramp > Control Room
  • Stegosaurus: Spinner > Upper loop > Supply Drop standup
  • T-Rex: Spinner > Tower ramp > Truck
  • Compsognathus: Spinner > Tower ramp > 2x Scoring target
  • Pteranodon: Helipad ramp > Left ramp > Right ramp
  • Raptor: Left Ramp > Helipad ramp > Raptor Target
  • Spinosaurus: Spinner > Upper loop > Tower ramp > Helipad ramp > Left ramp
    (Might as well then try to hit the right ramp for the 6-way wildcard fossil!)

Five DNA Combos begin with the Spinner:

  • Gallimimus: Spinner > Truck
  • T-Rex: Spinner > Tower ramp > Truck
  • Compsognathus: Spinner > Tower ramp > 2x Scoring target
  • Stegosaurus: Spinner > Upper loop > Supply Drop standup
  • Spinosaurus: Spinner > Upper loop > Tower ramp > Helipad ramp > Left ramp

Three DNA Combos begin with the Left ramp:

  • Triceratops: Left ramp > Amber/Pops target
  • Brachiosaurus: Left ramp > Right ramp > Supply Drop standup
  • Raptor: Left Ramp > Helipad ramp > Raptor Target

Three DNA Combos begin with the Helipad:

  • Ankylosaurus: Helipad ramp > Control Room
  • Spitter: Helipad ramp > Left ramp > Right loop
  • Pteranodon: Helipad ramp > Left ramp > Right ramp

Fun With Bonus

Bonus is based on your performance cumulatively throughout the game, and not just that ball, including the BonusX earned from Super Predators that carry for the remainder of the game.

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 BonusX, if applicable, earned from either Super Predators or cumulative Rescues.


11 collectible fossils, divided into four separate sets, representing significant achievements throughout the game. 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.

  • Set 1
    • Ankylosaurus - Collect any Raptor Super Jackpot
    • Brachiosaurus - Complete your 1st T-Rex mode
    • Set Reward - 20 million and +10x Pteranodon Multiplier (one time only)
  • Set 2
    • Velociraptor - Complete your 2nd T-Rex mode
    • Spinosaurus - Collect a Chaos Hurry-Up Super Jackpot
    • Gallimimus - Complete your 1st Control Room mode
    • Set Reward - 35 million and awards an 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 (one time only)
  • Set 4
    • Compsognathus - Complete Museum Mayhem
    • Pteranodon - Complete Visitor’s Center
    • Stegosaurus - Complete Secure Control Room
    • Set Reward - 250 million and +10 Rescues

Collecting all eleven fossils also awards an additional 500 million. The above Set Rewards are not affected by 2x playfield scoring.

Note: It is by design that it’s possible to be “locked” out of earning some Fossils the normal way (i.e. failing to complete a mode). In order to help remedy this, there are also seven “wildcard” Fossils hidden throughout the game. A wildcard Fossil will spot any fossil in the lowest available “set” it can, and furthermore, any wildcard Fossil spotted will negate the opportunity to collect that Fossil normally. These Fossils are available from:

  • Smart Missile (choices 3 or 4 might be “Fossil”)
  • 6-Way Combo
  • 30 Rescues Note: This will be lower if you have “Easier Inlane” perks from Ankylosaurus.
  • 25 Tower Shots
  • 28 Loops Note: This will be lower if you have the “Easier Loop Awards” perk from Triceratops
  • Collect a 50M+ Pteranadon Attack shot
  • Collecting all 11 DNA combos

Mini-Wizard Modes

Three mini-wizard modes exist - one for making it to the end of the map, one for playing all Control Room modes, and one for playing all T. Rex modes. Playing all three of these modes is a requirement to unlock Escape Nublar. Completion of all of these mini-wizard modes is a requirement for the ultimate final wizard mode. You only get one attempt at each Mini-Wizard mode, so make it count!

Visitor’s Center (Raptors in the Kitchen)

Mini-wizard mode for reaching the Visitor Center. Lit at L ramp. Before starting this mode, a bonus is immediately awarded based on the quality of performance and difficulty of the path you took to get to the Visitor’s Center. The bonus is calculated based on quantities of the following:

  • Fossils collected (5m)
  • Rescues (750k)
  • Longest Rescue Streak (1.5m)
  • DNA Combos collected (2.5m)

The total of the above is then multiplied by the number of Paddocks visited, and is not affected by 2x scoring (on older code, the game said each dinosaur was “captured”, implying you had to actually capture the dinosaur to get its multiplier; this was a visual bug).

Note: While you do not have to capture dinosaurs to reach this mode, your scoring of the Visitor Center Bonus and scoring in the mode is based on your performance in the Paddocks along the way.

Phase 1:
A two-ball multiball starts with a generous ball save. The two rightmost shots are lit (‘O’ and ‘S’) to lure the two raptors into cold storage. Making either shot advances the two lit shots one position to the left (think “Rime of the Ancient Mariner”). The shot base value starts at (2 * paddocks visited) million, increasing by a flat 1m each time. Also, like RotAM, if you take too long to make a shot, the shots will drift one position back to the right. Also worth noting is that hitting a repeat shot that drifts back is worth half of what that shot was worth last time (and then half of that, etc), making “grinding” easy jackpots a waste of time.

Phase 2:
When the shots reach the Raptor pen, only the Raptor back target will be lit. Shooting the Raptor pen will stun the Raptor, lock that ball, and serve another ball. The next shot will then be the ‘C’ lane which will do the same. Both of these shots score (4 * paddocks visited) million. A hurry-up will then start counting down from (8 * paddocks visited) million. Using either of the two new balls, knock either of the locked balls to lock a Raptor in cold storage, freeing that ball and awarding the hurry-up value (on the Pro, the Raptor pen cannot trap balls; simply hitting the Raptor pen is enough to count). The hurry-up then continues counting down. Lock both Raptors in cold storage before the hurry-up expires to win the mode, earn the Pteranodon Fossil (awarded at conclusion of upcoming victory multiball), and start a “Victory Targets” mode for 1m (+250k) per target hit until multiball ends. If you finish every flashing target on the playfield, the control room lights for a jackpot and add-a-ball, at which point all targets relight.

If you drain down to one ball but haven’t yet reached the Raptor locks, the mode does not end yet. Once you make the first Raptor lock shot, you must complete the raptor locks while in multiball to win the mode and play Victory Targets.

Secure Control Room

Mini-wizard mode for playing through all three Control Room (“CR)” modes – successful completion of CR modes is not required. This mode is lit immediately at the CR shot after your third CR mode ends; you do not need to “re-qualify” the CR. Raptors are peeking inside the CR, and they want in! The mode begins with one shot lit for a hurry-up (HU) value (blue arrow). The starting HU value is variable – I’m guessing it’s dependent on your performance during CR modes. Collecting the HU will start a new HU on a different shot with a higher value than the prior one. Repeat until you’ve collected a HU from all major shots to light the control room lane for a large HU (likely a sum total of HU collects) to finish the mode and collect the Stegosaurus Fossil. Whenever a new HU begins other than the final control room shot, all of the shots you’ve previously collected HUs from will light green for one shot; shooting a green shot will add 5 seconds and slightly build the value of the current hurry-up.

The shot order is fixed as follows:

  • Left ramp
  • Right ramp
  • Tower ramp
  • Right orbit
  • Upper loop
  • Helipad
  • Pops target
  • Control room

Museum Mayhem

Mini-wizard mode for playing through all four T-Rex modes – successful completion of T-Rex modes is not required. An additional completion of the T-REX sequence is required to light the left ramp to start the mode. The mode starts in single-ball play. Two green shots, representing raptors, move across the playfield; one starts at the right orbit, the other starts at the left ramp. These shots move one shot over to the left after about 5 seconds; if the Control Room is lit, it’ll move over to the Helipad after enough time has passed without shooting it. The shots will move even if you’ve cradled up, so take your time to wait for shots that you’re good at hitting. Nailing the first raptor will score 5 million and then light the center Raptor Pit target to score 10 million. Hitting this target will then light the left ramp to allow the T-Rex to kill the raptor for 20 million. (On the Premium / LE, the T-Rex will throw the ball in a random direction during this mode if the left ramp is lit.)

After defeating both raptors this way, the truck will light for 10 million. Making the truck will then light the left ramp for 75 million and allow you to escape the museum and earn the Compsognathus Fossil (awarded after the upcoming victory multiball)! A 3-ball Multiball will then start, where all shots are lit for victory Jackpots starting at 3 million (+250K) a shot.

Escape Nublar

Main wizard mode qualified after playing “Visitor’s Center”, “Secure Control Room” and “Museum Mayhem”; completion of any of the mini-wizard modes is not required. Shoot the left ramp to start it when lit. The goal of Escape Nublar is to navigate back through the Paddocks to the main gate and Helipad while rescuing any remaining staff and dinosaurs before the volcano erupts. This is a single-ball wizard mode where you have three “balls” (trucks) to complete the mode. Tilting counts as an immediate mode loss, and thus, ends your game - however, your supply of tilt warnings is replenished when you lose a truck. Each Paddock consists of two phases.

Rescue Phase

This consists of collecting rescues by hitting all the lit rescue shots. Unlike Paddock mode behavior you see in the rest of the game, what you see is what you get: once you shoot all the lit Rescues, that’s it. There will not be additional Rescues that continue popping up after shooting the last lit Rescue. Once all lit rescues have been collected, if you have not captured that Paddock’s dinosaur during normal gameplay, you will need to hit the Set Trap targets to rescue the dinosaur from that paddock. If you had already captured the dino in that Paddock, this part is skipped. Also, there will be more lit rescues you have to collect if you’re visiting a Paddock you didn’t visit during normal gameplay. Turning the truck during rescue phase shifts all remaining rescue shots one to the left/right.

Rescue Phase Scoring
The base value of all Rescues is 500k x the number of Rescues pre-Nublar, plus 1M x Rescue Streak. This streak starts new with each truck (ball) of Escape Nublar. You may double the value of the next Rescue by hitting the Raptor Pen back target. Running out of fuel and entering Sudden Death (see below) does not end your Rescue Streak.

Capturing dinosaurs awards 20-100M, increasing as you get closer to the Main Gate.

Navigate Phase

After collecting all Rescues (and the dinosaur, too, if applicable), this phase requires you to find a safe exit from the paddock. Several red arrows are lit, which may or may not expose a safe opening out of the paddock. If the path is blocked by lava then you must find another path by shooting additional red arrow(s). There is no indication beforehand whether a path will work or not; you just have to shoot one and hope for the best. The further you are into the mode, the more likely it is you will hit a bad path. When a safe path is found, the left ramp will light up to advance to the next paddock. The truck direction dictates which paddock you will navigate to next, and you can change this at any time before shooting the ramp.

Trucks and Fuel

You start with a convoy of 3 trucks (3 balls). Each ball starts with a ball save - the first of which is unlimited for about 15 seconds. A truck is lost if you drain the ball without the ball save running, or if fuel runs out and you fail Sudden Death (see below). Losing all three trucks ends the mode (and your game!). Each truck starts with 40 units of fuel (which corresponds to 40 seconds). Shooting raptor targets, pop bumpers, or making progress in the mode adds fuel, but not beyond 40 units. Escaping each paddock will fully replenish your fuel supply and enable a short ball saver.

Sudden Death

If your truck runs out of fuel, Sudden Death begins. All remaining lit rescues are lost, as well as the opportunity to capture the dino (if applicable), and you have 15 seconds to leave the paddock before it becomes engulfed and that truck is lost. If you were in the Rescue Phase, you go straight to the start of the Navigate Phase, otherwise you simply continue the Navigate Phase as before. There is no way to add fuel during this phase. If you successfully exit the Paddock in time, your truck is refueled, you proceed to the next Paddock, and your Rescue Streak remains intact.

Path Options

Taking the path you already navigated on the way to the Visitor’s Center will be the quickest escape from the island, but will be the least lucrative method points-wise, as you miss out on rescue shots, dinosaur capture points, and the points they would have contributed to your end-of-mode bonus.

Helipad hurry-up

Navigating back through the main gate starts the Helipad Hurry-up. Hurry-up value based on number of rescues, dinosaurs captured and number of paddocks cleared. Shoot the Helipad to escape the island. You will also collect a large “island bonus” based on how many paddocks were covered overall - potentially this can be up to a billion! Win or lose, after this mode is played, your game is over regardless of whether you were on your last ball (unless you’ve qualified When Dinosaurs Ruled the Earth, but then your game ends after that).

Escape Nublar Challenge

By holding in both flipper buttons, you can choose to play the Escape Nublar Challenge. This is basically a game that consists of only playing Escape Nublar. Because there was no game beforehand, you are spotted 12 rescues and a default path to Visitor Center (the far edge of the map depending on what direction the truck is already facing). Also a very minor difference - you start immediately from a plunge, and thus the right flipper. Additionally, there are separate leaderboards for speed runs and high score runs. Tilting counts as an immediate mode loss, and thus, ends your game - however, your supply of tilt warnings is replenished when you lose a truck.

Replays are disabled during this mode, but you can still match at the end. You can also play this mode with multiple players, however, each player will play their entire Escape Nublar attempt in turn (that is, no switching players between trucks). And no, you cannot unlock When Dinosaurs Ruled the Earth.

Speed run tip: If you’re confident in your shot making, sometimes it’s better to simply avoid hitting the truck at all during the Rescue Phase. If you’re going for a speed run, hitting the truck can cause you to veer off-course from the “easy” path unless you remember to switch the truck back as well. If you veer off the path, you may have to survive not just one, but two “hard” paddocks to get back! Also if you’re making your shots easily, fuel shouldn’t be too much of a concern.

As of 1.02, Escape Nublar Challenge has a “competition” mode, which standardizes aspects of the mode as follows:

Rescues will appear in the same order each time:

  • Left Ramp & Right Ramp (Visitor’s Center)
  • Spinner & Tower (plus Helipad and Control Room if dino was not captured)
  • Helipad, Control Room, and Right Loop (plus Left Ramp and Right Ramp if dino was not captured)
  • Rescues will then start at the left most shots and move around the playfield clockwise three positions

Exit (red arrow) phase has these changes:

  • Finding the correct exit will happen after a certain number of attempts:
    • 1 shot:
      • Visitor’s Center, Pteranodon, Velociraptor
    • 2 shots:
      • Compsognathus, Stegosaurus, Spinosaurus
    • 3 shots:
      • T-Rex, Ankylosaurus, Triceratops
    • 4 shots:
      • Dilophosaurus, Brachiosaurus, Gallimimus
    • The Raptor pen back target will count as 2 exit shots.
    • The pops target will count as 3 exit shots.

When Dinosaurs Ruled the Earth

Secret super-wizard “epilogue” mode awarded for successfully completing Visitor’s Center, Museum Mayhem, Secure Control Room, and Escape Nublar. Timed 6-ball 60-second multiball with unlimited ball save similar to Cherry Bomb in GOTG. All Amber features are running (scoring 1/2 your Amber value) and all shots are lit for jackpots of roughly 1.5x your Amber value. When time runs out, all balls are drained and your game ends.

Goat Mania (topper mode)

If the topper is installed, each captured dinosaur also spots a letter in JURASSIC PARK on the topper. Letters carry over between players and games. Spelling JURASSIC PARK immediately starts Goat Mania. During Goat Mania, all Amber features are running and every Amber switch triggered plays a goat sound. Goat Mania lasts for 40 flips.


  • 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 multiball or Control Room mode.
  • Multiballs may not be stacked with one another except in very rare circumstances, 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 anything except mini-wizard modes and Invalid Frenzy.

Competition Install Notes

  • Escape is not lit at the beginning of the game.
  • Feed T-Rex is not fixed as the first mode, and won’t start with the captive ball hit that awards “X” in T-REX.
  • Amber awards from Super Supply Drops are deterministic (pops first, then…?).
  • Invalid Frenzy can’t be chosen as a Smart Missile award.

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.

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


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

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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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