Added this info to the wiki
I played around with Chaos Multiball a bit, and scoring seems to work like this:
The jackpot base value is 750K + (250K * number of CHAOS letters collected) and is increased by 750K for each consecutive jackpot until jackpot values are reset by either switching sides or by collecting a CHAOS letter (aka a Super Jackpot, which is worth the sum of of all unmultiplied jackpot values since the last Super). Switching sides relights all jackpots on the side the truck is facing and resets them to their base value. Collecting a CHAOS letter does the same, but it also sets a minimum jackpot value: Until the next reset, each jackpot is worth at least as much as the nth jackpot of the currently lit ones, where n is the number of jackpots collected between the previous reset and the letter collect.
This is a bit complicated, so hereās an example: Collect 1st jackpot for 750K, collect 2nd jackpot for 1.5M, then collect letter for 2.25M. Jackpots are relit and the new base value is now 1M, so the jackpots should now be worth 1M, 1.75M, 2.5M, and so on, but since 2 jackpots have been collected between the previous reset and the letter collect, all jackpots are now worth at least as much as the 2nd one, which is 1.75M. So, collect 1st jackpot for 1.75M, collect 2nd jackpot for 1.75M, collect 3rd jackpot for 2.5M. Switch sides to reset, now the next jackpot is worth 1M.
After collecting all the Supers again in the second phase, it seems to just add 250K to the jackpot base value and start overāif thereās a third phase, I missed it.
Hereās something weird: If you collect at least 4 jackpots without resetting, the truck is now a jackpot, too! This means that if you hit the truck to switch sides when thereās only 1 or no jackpots remaining on the left side, youāll be awarded an additional jackpot before the values are reset. On the right side, this is not possible, since there are only 3 jackpots to collect before a reset is necessary. [EDIT: As Keith mentioned, this is possible on both sides, since the set trap targets are right hand side jackpots, too.]
Just as in the T-REX multiball, values are collected three times (jackpot, Super, 2nd phase Super), but while multipliers are stacked throughout the phases in T-REX, which opens it up to some nice 8x shenanigans, thereās no multiplier stacking in CHAOS: Supers are the sum of the base value jackpots, regardless of whether the they were collected at 2x, and 2nd phase Supers are just the same Supers again, regardless of how they were collected the first time.
Minimum value for a complete run through CHAOS MB is 85M. If you prefer controlled play to chaos, an efficient strategy might be to always stay on the left side [EDIT: or right side] and max out the first Super with all 5 shots, in order to set a minimum jackpot value of 4M for the rest of phase 1. After that, collect only as many jackpots as necessary for the next Super. This should result in 295M unmultiplied and average about 10M/shot.
Both sides have same number of jackpots. The trap targets are right facing jackpots
I probably shouldnāt be trusted to edit above but that should read awards EB, not lights EB. Completing the mode awards the EB. Collecting six rescues lights EB at the ramp, but T-Rex just gives it to you. Would appreciate it if someone could correct that.
I was sad to not see a T. rex chase champion award, that mode is so sweetā¦ although the scoring still eludes meā¦ I did like a 4 way combo of left ramp helicopter left ramp right ramp side ramp helicopter left ramp and it just kept saying ā500k - shoot x to multiplyā and then every once in a while more score went way up
I really wish left ramp -> right ramp -> loop -> side ramp would be a Double Double Super Mega Skill Shot.
@sk8ball is there an official way to report bugs or maybe a public document to see which bugs you guys are already aware of so they donāt need to be reported again?
I had a look at how the T-REX modes score. First, in all T-REX modes, be aware that if thereās a green dinosaur shot on the playfield, the dino will sometimes pretend to be a mode shot even though it isnāt: If the dino shot is a mode shot at the same time, it will flash green/orange, which it should. If you then hit a DIFFERENT shot that by the mode rules should unlight that orange shot, it will still flash green/orange, which it shouldnāt.
Chase and Encounter end automatically after a certain number of shots, while Rampage doesnāt, so the time bonus of 1M/sec doesnāt apply to the latter.
Chase: Alternate orange shots and truck shots, with orange shots starting at 3M and increasing by 3M, and truck shots starting at 1M and increasing by 1M. Orange shots made within a few seconds of the last scoring truck shot pay double. The mode automatically ends after 5 orange shots have been made. Min value for a complete run is 55M, averaging about 6M/shot, unmultiplied max value without time bonus is 97M, averaging about 11M/shot.
Encounter: Truck starts the mode for 2M, then alternate any of the three shots on the right with the T-Rex ramp, where the T-Rex ramp is always 5M, and the first right shot is 4M base value, sencond 8M, third 10M. This base value is multiplied when collecting it on more difficult shots: heli ramp 1x, right ramp 2x, right orbit 3x. The mode automatically ends after three shots on the right have been collected. Min value for a complete run is 34M, averaging about 6M/shot, unmultiplied max value without time bonus is 78M, averaging 13M/shot.
Rampage: Shoot right or left ramp for 2M to qualify collect on left ramp. The first collect is 10M base value, then has to be qualified again and increases by 5M each time. Before collecting, you can shoot the heli ramp for 500K and a 2x on the next collect, or the tower ramp for 500K and a 3x. Those multipliers stack, so shooting both shots makes the next collect 6x, which can be huge. Unfortunately, the animation seems to have quite low priority, so pretty much any other animation like rescue, Pteranodon, combo, dino slowed, etc. will completely prevent the collect animation from playing (no sound either). This, combined with the fact that the left ramp is always lit in this mode, means that it can look like a huge collect didnāt register when in fact it did.
Rampage doesnāt end after some number of shots, so thereās no min/max value, and it also makes it the most interesting mode for risk/reward considerations. Letās say you manage to get in 12 shots during the mode: Going for no multipliers makes 147M or about 12M/shot, always going for 2x makes 150M or about 12M/shot, always going for 3x makes 250M or about 21M/shot, always going for 6x makes 279M or about 23/shot. It might make sense to build up the base value with easy shots, leaving just enough time to go for a 6x (or even 12x with 2x playfield) collect in the end.
@raydaypinball, I think you mean Rampage, not Chase. That particular combo immediately after starting Rampage will give you about 115M, with the last left ramp shot being a 90M collect.
Interesting: prior info in the Wiki suggested after 3 Rampage ācollectā shots, that the mode would end. So this isnāt the case?
"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. "
Maybe āwin the modeā means thatās enough to collect the fossil, but the mode does go on until timeout, and the fossil will be awarded after the mode ends.
EDIT: Just checked, this is correct.
Bonus Champion does not seem to work in current code- srill at factory 1 million though seen many many over that
pictures or links? is it just an adhesive item? if adhesive, how long can it really hang on mounting upside down and the truck gets banged back and fourth? Also what about a fix for the plunger not making the upside down ramp properly, even from auto plunge? All of mine are getting worse and worse.
Anyone come up with a fix? Wonder if a very strong plunger rod spring would help for manually plunging? the post under the upper flipper i put felt under the posts on mine to help with the washer and post digging into the playfields and posts getting loose every few games.
The one thing Iām noticing with the JP launch is that it seems to settle into various levels of working depending on the temperature, time of day, how many beers Iāve had, etc. But I made sure my shooter rod was perfectly centered and hitting just above the center of the ball as Keith suggested and that definitely seemed to help with the manual plunge.
My auto plunger has been super inconsistent though. Iāve seen it working great for an afternoon, shown up the same evening and seen it doing nothing but dribbling out of the shooter lane and then shown up again a day or two later to it mostly working ok. The auto-launch mech on mine was not square from the factory but the blades appear to have been bent in a way to make them hit the ball in the middle-ish (one angled slightly more than the other). No idea if this is effecting anything but Iām going to fiddle with it a little more today and see what I can come up with. Unfortunately, thereās pretty much no room to move the actual mech to get it better aligned so Iām not sure how much Iām going to be able to do.
Does it also mean you have to not just make enough shots, but also survive til the end of the mode too (ala Flight of Icarus)?
No, the fossil will be collected on drain.
The level 2 dino perks seem quite underpowered. All they do is they lower the amount of loops/rescues needed for the very next loop/rescue award by 1. So, in effect, they spot one shot one time. IMO it would make more sense if they lowered the required amount for ALL future loop/rescue awards.
Also, sometimes a rescue will say something like ā3 more rescues to light inlanesā, then after the next rescue it will switch to ā2 more rescues to increase bonus xā. Is there a way to change the rescue award I havenāt figured out yet or is this just a bug?
Good catch. Fixing that now!
Has anyone resolved that issue? Ours on location was fine at first, but now it only makes it about 10% of the time. It doesnāt matter if itās a manual or auto plunge.
On a side note, Jurassic Park is a bad ass game. Everyone involved in the process should be very proud of themselves. It will most likely be my next purchaseā¦after my wallet recovers from Catwoman.
Hereās how the scoring of the Control Room modes works:
Virus Attack: Alternate shots and Control Room, first shot is 3M, first Control Room is 10M, second shot is 10M, second Control Room is 15M, third shot is 5M, third Control Room is 20M, then the mode ends.
Unmultiplied total value without time bonus is 63M or about 11M/shot. This scoring scheme is a bit weird, why would the third shot be worth less than the second shot?
Restore Power: First, shoot spinner for 3M. The display only shows those 3M, but this actually sets the shot value to 3M + (100K * number of spins). Technically, the first two spins register the shot, and itās only the additional spins that are added to the shot value. Each spinner shot after that also adds 100K/spin to the shot value, but this time all the spins count. Each shot scores the current shot value, and the last shot scores the current shot value + 20M.
Unmultiplied min value is 44M or about 6M/shot, but unless youāre going for the fossil, it makes sense to hit the spinner a few times before starting to collect. Thereās no multiplier stacking in this mode, i.e. even if you shoot the spinner during 2x playfield, it only ever adds 100K/spin to the shot value.
System Boot: Shoot one of three lit shots, then one of the shotās corresponding combo shots. Spinner scores 9M and lights the following combo shots: Supply Drop for 15M, left loop for 20M, tower ramp for 25M. Heli ramp scores 7M and lights the following combo shots: left ramp for 6M, spinner for 8M, Control Room for 15M. Left ramp scores 7M and lights the following combo shots: right ramp for 8M, heli ramp for 12M, right loop for 15M, Amber target for 15M. Last shot is the Control Room for the sum of the 3 combo shots you hit.
Unmultiplied min value is 79M or about 11M/shot, unmultiplied max value without time bonus is 131M or about 19M/shot. Thereās no multiplier stacking in this mode, the base value of the collect in the end is the sum of the combo shots at 1x, even if youāve collected them at 2x. Interestingly, both this mode and the T-Rex Encounter feature a left ramp -> right shot combo, but the scoring is flipped: Here, the heli ramp is worth more than the right ramp, in the Encounter itās the other way round.
Having looked at most of the modes now, itās interesting to note that while a bunch of them have staged collects that could allow for PFX stacking, none of them do except T-Rex MB, where a 3-staged PFX stack can make the first Super worth over 800M.
Is there no bonus in System boot for actually hitting things in a combo? Or does ācomboā just mean you have to hit shot A in order to light shot B1,B2,B3 (those shots remain lit?)