Jurassic Park

Stern Pinball, 2019 — shot-by-shot rules and strategy guide.

Open Jurassic Park in the Pinball Genie app →

Editions: Pro, Premium, LE (plus 30th Anniversary, Home). Identical software rules; Premium/LE add a motorized animatronic T-Rex at the left ramp (catches/throws the ball) and a captive-ball raptor pen with a physical lock. Pro uses a hold-post and virtual locks. Trim premium-le marks the two edition-specific mechs; everything else is all.

The core loop: MAP → Paddock → Rescue → Capture

Spell M-A-P with white-arrow shots (1 arrow for Paddock 1, 3 for each later paddock), then shoot the Left Ramp to advance. Each paddock is a two-phase "traffic light": Rescue (hit red rescue shots before the drifting green dino reaches them) then Capture (Set-Trap targets by the truck light yellow/green). Capturing a dino grants a permanent perk. Super Predators (Dilophosaurus 1.5, T-Rex 2.5, Spinosaurus 3.5) each add +1× Bonus X. After Paddock 4, spelling MAP again lights Visitor's Center.

Multiballs

Modes

Combos (no combo timer — the defining quirk)

11 DNA combos (fixed sequences, ~1-2M base): 6 → Extra Ball, 11 → Fossil. Easiest: Triceratops (Left Ramp → Amber), Ankylosaurus (Helipad → Control Room). The 6-Way Combo (Spinner, Upper Loop, Tower, Helipad, Left Ramp, Right Ramp in any order) scales ×1→×40 and awards a Fossil. Upper Loop → Tower Ramp scores 3× and counts as 2 tower shots.

Multipliers

Wizard modes

Four mini-wizards (Visitor's Center, Museum Mayhem, Secure Control Room, plus hidden Invalid Frenzy). Completing the first three → main wizard Escape Nublar (single-ball, tilt = instant loss, 125M-550M island bonus). Escape Nublar + the three mini-wizards → ultra wizard When Dinosaurs Ruled the Earth (6-ball, 60s, unlimited ball save), after which the game ends.

Meta: Fossils

11 fossils in 4 sets fuel end-of-ball bonus and progress. Set completions grant big points, Extra Balls, and one-time 10× Amber/Pteranodon boosts; all 11 = 500M.

How Jurassic Park plays

Jurassic Park drops you onto Isla Nublar to rescue dinosaurs, feed the T-Rex, and breach the raptor pen while the island tears itself apart. Trap dinos for game-long perks, clear three mini-wizards and Escape Nublar, and reach the six-ball finale, When Dinosaurs Ruled the Earth.

The loop

  1. Steer the Truck to aim your next paddock, spell MAP on the white-arrow shots, then take the Left Ramp to enter and rescue the dinosaur inside.
  2. Every dino you trap hands you a perk that stays switched on all game, and the center predators each add a rung to your end-of-ball Bonus multiplier.
  3. Spell C-H-A-O-S and T-REX, chip the raptor pen to zero fence integrity, and feed the Truck to arm the game's four multiballs off the Left Ramp and the pen.
  4. Play the three Control Room modes, the four T-Rex events, and four paddocks to light the three mini-wizards, which qualify Escape Nublar at the Left Ramp.
  5. Beat Escape Nublar to open When Dinosaurs Ruled the Earth, a six-ball frenzy that ends the game when its timer dies.

Reading the lights

  • CHAOS Letters (letters) — lit: Each CHAOS letter lights as you make its shot -- C at the Control Room target, H and A on the two ramps, O around the tight Right Orbit, S at the Helipad -- and a banked letter stays lit, so you only ever chase what is still dark. · flashing: The Amber target in the pop nest flashes once CHAOS is fully spelled and the multiball is ready to start. · then: Finish the word, then hit the flashing Amber target to start Chaos Multiball; each Chaos multiball after the first makes you spell CHAOS twice over, and banging the Truck flips which half of the playfield the jackpots sit on.
  • T-REX Hurry-Up (letters) — lit: Bashing the Truck's Newton ball spells T-REX one letter at a time -- the head roars on each -- and the letters hold until the word is done. · flashing: A hurry-up flashes at the Left Ramp once T-REX is spelled, its value climbing every time you shoot a lit orange arrow. · then: Build the value on the lit orange arrows, then bring it back to the Left Ramp to kick off Feed T-Rex Multiball; those build shots are unprotected, with no ball save until the multiball itself begins, so trap and aim rather than flail.
  • Raptor Pen & Fence Integrity (status) — lit: The pen's center insert lights as you chip its standups, and the Fence Integrity meter -- starting halfway down -- drops with each dead-end lane shot; the progress holds, so keep the pen lit all game rather than rushing it when the tri-ball is close. · flashing: The pen's dead-end lane flashes to start once Fence Integrity reaches zero. · then: Shoot the dead-end lane at zero integrity to start Raptor Tri-Ball, the highest-ceiling multiball on the machine; work the ramp jackpots up to the Super CHAOS phase and cash the Upper Loop super at triple the chaos jackpot times balls in play.
  • Smart Missile & Super Spinner Lanes (lanes) — lit: The left return lane lights for a Smart Missile, the right for the Super Spinner, and the left outlane for the Escape ball save once you have hit the Escape target. · then: Roll the lit left lane to cash your chosen Smart Missile, take the right lane's Super Spinner for a burst of spin value, and keep the Escape outlane armed so a left-side drain quietly hands the ball back. · control: Action button: with the ball staged at the lit left return lane, a tap cycles the Smart Missile award for about three seconds and whatever shows when time runs out is what you collect -- park it on Clear Paddock and the target between the bumpers wipes a stubborn dino outright (ball held at the lit left return lane)
  • Control Room Modes (mode) — lit: The Control Room target stays lit whenever a mode is ready to start, relit across the game by Tower Ramp shots -- the fifteen-shot Tower award turns it back on. · then: Backhand the lit target from the right flipper to start your pick; play all three Control Room modes across the game and one more Control Room shot starts the Secure Control Room mini-wizard, one of the three legs to Escape Nublar. · control: Action button: with Control Room lit, the flippers scroll the three modes and the action button locks in which one you start, so you can pick Restore Power or the combo-scoring System Boot to match your ball (Control Room lit, no mode running)
  • Paddock Rescues & Perks (mode) — lit: White arrows light the MAP shots, the paddock's rescue shots flash red once you are inside, and the dinosaur sits on a green-and-yellow capture shot until you trap it, with the perk it carries bound to that capture -- let the dino break clear of the paddock and the perk goes with it. · flashing: The Set-Trap targets by the Truck flash when the rescue shots are banked and the capture is ready. · then: The Truck's facing sets which paddock comes next, so aim it, spell MAP, enter at the Left Ramp, and close the capture at the Set-Trap targets; every dino trapped is a game-long perk, the center predators each raise your Bonus multiplier, and four paddocks light Visitor's Center, the first mini-wizard. · control: Action button: once the button glows green off the side-ramp awards, a press looses a Super Tranquilizer that pins the dinosaur where it stands and halts its advance on the rescue shots -- one stun per qualify, and a single press drops both raptors together (during a paddock, button lit green)
  • Nedry 2X Playfield (multiplier) — lit: Collecting a Supply Drop off the Set-Trap standups lights the Nedry 2X target, and the lit target holds until you shoot it or the ball drains. · then: Hit the Nedry target with a late left-flipper shot to double all scoring for forty-five seconds, then dump it inside a jackpot-heavy multiball or a fat T-Rex Rampage collect -- it does not carry between balls, so spend it before you lose the ball.
  • Mini-Wizard & Escape Progress (status) — lit: Three inserts track the mini-wizard legs -- Visitor's Center from four paddocks, Museum Mayhem from the four T-Rex events, Secure Control Room from the three Control Room modes -- and each stays lit once its leg is played. · flashing: The Left Ramp flashes for Escape Nublar once all three legs are done. · then: You only have to PLAY the three mini-wizards, not beat them, to light Escape Nublar at the Left Ramp; survive that single-ball dash to the gate -- a tilt ends the game outright -- and the Left Ramp opens the six-ball finale, When Dinosaurs Ruled the Earth.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Take the tournament-favorite 'C' secret skill shot on a soft plunge -- it banks points and spots a CHAOS letter under ball save. Then steer the Truck, spell MAP, and start your first paddock at the Left Ramp; every rescue you bank raises the end-of-ball Bonus multiplier, and that carries across all your balls. — "C" Secret Skill Shot, Beginner Consistency Opener, Bonus X (Super Predators)
  • Building — Arm the multiballs -- spell CHAOS, spell T-REX at the Truck, and drop the raptor fence to zero -- and stack Feed T-Rex Multiball over a running paddock with 2X scoring armed. T-Rex Rampage, loaded to six times at the Helipad and Tower ramps before you collect at the Left Ramp, is the repeatable money maker. — Chaos Multiball, Feed T-Rex Multiball, Raptor Tri-Ball, T-Rex Rampage, Playfield 2x Scoring, Tournament Opener (Points + Progress)
  • The big one — Play all three mini-wizards to light Escape Nublar at the Left Ramp, a single-ball run to the gate where one tilt ends everything. Beat it and the Left Ramp opens When Dinosaurs Ruled the Earth -- a six-ball, sixty-second frenzy with unlimited ball save that ends the game when the timer expires. — Escape Nublar, When Dinosaurs Ruled the Earth

The Action Button on Jurassic Park

Center of the lockdown bar.

Stern's lockdown bar button, and on this one it is mostly a chooser plus a panic tool. It cycles your Smart Missile award, picks which Control Room mode you play, and — once it glows green off side ramp awards — fires a Super Tranquilizer that freezes the dinosaur mid-paddock.

Goals in Jurassic Park

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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