Jurassic Park pinball rules and strategy
The Strategy
Jurassic Park uses Control Room Computer Screens to build toward System Failure. Collect a Screen, relight Control Room at the Power Shed, and cycle through every Screen; avoid starting Raptor Two-Ball when it would abort a running Screen.
The goal
Collect Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress. at the Control Room and relight it at the Shows Power Shed target on the Jurassic Park playfield. The Power Shed relights Control Room and can start System Failure.. Cycle through every Screen to start 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring., then let its replenished balls feed the Turbo Bumpers for switch scoring.
Use the gun trigger for the video skill shot. If Smart Missile is enabled, preserve it for a valuable lit award or a threatened ball.
Shoot the lit Control Room to collect the current Computer Screen.
- Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress.: Each Control Room collect advances the sequence toward 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring.. The screen modes score differently, but collecting the next Screen is the lasting progress.
Shoot the Shows Power Shed target on the Jurassic Park playfield. The Power Shed relights Control Room and can start System Failure., or use the available inlane relight, to relight the Control Room.
During a Screen mode, take controlled lit shots while working back toward the next Control Room collect. Do not start Raptor Two-Ball during a valuable timed Screen.
- Raptor Two-Ball aborts many active Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress., and Tri-Ball cannot start while Raptor Two-Ball is running.
Collect every Computer Screen. Shoot the lit Control Room or Shows Power Shed target on the Jurassic Park playfield. The Power Shed relights Control Room and can start System Failure. to start 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring..
- 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring. aborts the running Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress.. They do not resume afterward; only a lit Extra Ball remains collectible.
During 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring., let drained balls auto-plunge into the Turbo Bumpers. Flip only when a controlled shot produces more switch activity than the bumper feed.
- 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring.: 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring.
Alternative route: Tri-Ball and CHAOS
Use this route when the Species targets and Shows Raptor Pit on the Jurassic Park playfield. The Raptor Pit is the right-side sinkhole used to start the first Tri-Ball. are registering reliably and the installed Tri-Ball settings are practical.
- Complete the six Species groups. Use a lit Shows Boat Dock shots on the Jurassic Park playfield. The lit Boat Dock entrances can spot difficult Species groups during Tri-Ball qualification. shot to spot a difficult group.
- When Tri-Ball is lit, hit the Shows Raptor Pit on the Jurassic Park playfield. The Raptor Pit is the right-side sinkhole used to start the first Tri-Ball. twice, regain control, then make the third hit to start Tri-Ball.
- During Tri-Ball, shoot the ramp for the Jackpot or the Shows Helicopter Pad loop on the Jurassic Park playfield. The Helicopter Pad entrance switches collect the Double Jackpot and later Super Jackpot. for the Double Jackpot.
- After either Jackpot, spell CHAOS while at least two balls remain. Completing the first set starts six-ball play.
- Spell CHAOS again, then feed Shows T-Rex feed on the Jurassic Park playfield. The T-Rex mechanism is the center-right feed used before the twin Super Jackpots. for 50,000,000.
- Shoot the ramp and Shows Helicopter Pad loop on the Jurassic Park playfield. The Helicopter Pad entrance switches collect the Double Jackpot and later Super Jackpot. for the twin Super Jackpots. If Smart Missile remains, use it when both are lit.
Need to know
- Smart Missile
- The action button collects most lit playfield awards once per game.
- Tri-Ball
- Complete the Species map, then feed Shows T-Rex feed on the Jurassic Park playfield. The T-Rex mechanism is the center-right feed used before the twin Super Jackpots. or hit the Shows Raptor Pit on the Jurassic Park playfield. The Raptor Pit is the right-side sinkhole used to start the first Tri-Ball. enough times to start three-ball play.
- CHAOS
- A Tri-Ball Jackpot lights the first CHAOS set, whose completion starts six-ball play.
Each Control Room Screen advances System Failure in Jurassic Park, and the Power Shed relights the Control Room. Complete the required species to qualify Tri-Ball; its first Jackpot lights C-H-A-O-S. Complete the Screens without interrupting them with Raptor Two-Ball, then use System Failure's replenished balls for Turbo Bumper switch scoring.
The goal
Collect Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress. at the Control Room and relight it at the Shows Power Shed target on the Jurassic Park playfield. The Power Shed relights Control Room and can start System Failure..Cycle through every Screen to start 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring., then let its replenished balls feed the Turbo Bumpers for switch scoring.
- Use the gun trigger for the video skill shot. If Smart Missile is enabled, preserve it for a valuable lit award or a threatened ball.
- Shoot the lit Control Room to collect the current Computer Screen.
Computer Screens scoring details
- Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress.: Each Control Room collect advances the sequence toward 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring.. The screen modes score differently, but collecting the next Screen is the lasting progress.
- Shoot the Shows Power Shed target on the Jurassic Park playfield. The Power Shed relights Control Room and can start System Failure., or use the available inlane relight, to relight the Control Room.
- During a Screen mode, take controlled lit shots while working back toward the next Control Room collect. Do not start Raptor Two-Ball during a valuable timed Screen.
During a Screen mode, take controlled lit shots while wor…
- Raptor Two-Ball aborts many active Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress., and Tri-Ball cannot start while Raptor Two-Ball is running.
- Collect every Computer Screen. Shoot the lit Control Room or Shows Power Shed target on the Jurassic Park playfield. The Power Shed relights Control Room and can start System Failure. to start 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring..
Collect every Computer Screen.
- 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring. aborts the running Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress.. They do not resume afterward; only a lit Extra Ball remains collectible.
- During 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring., let drained balls auto-plunge into the Turbo Bumpers. Flip only when a controlled shot produces more switch activity than the bumper feed.
System Failure scoring and timing
- 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring.: 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring.
Top-player proof
- At INDISC 2017, players repeatedly cycled Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress. to reach 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring. and used its auto-plunges through the Turbo Bumpers instead of forcing the dangerous standups.
Builds toward: Repeat System Failure
- Keep collecting Each Control Room collect advances the sequence toward System Failure. The screen modes score differently, but collecting the next Screen is the lasting progress. and relighting the Control Room.
- Start 45 seconds of replenished six-ball play. Turbo Bumper switches supply the repeatable scoring. after the complete Screen cycle.
- Use its replenished balls to repeat Turbo Bumper switch scoring.