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
- Chaos MB (3-ball): spell C-H-A-O-S at Control Room ("C") → Left Ramp (H) → Right Ramp (A) → Right Orbit (O) → Helipad (S), then start at the lit Amber/pops target. Truck direction picks the lit jackpot half.
- Raptor Tri-Ball (3→6 ball): the most valuable MB. Chip the Raptor Pen standups to light it, drop Fence Integrity to 0%, shoot the dead-end lane. Phases: ramp jackpots → CHAOS jackpots → +3 balls Super CHAOS (Right Ramp 2×, Upper Loop 3× × balls in play) → Rampage.
- Feed T-Rex (2-ball): spell T-REX at the truck, build the Left Ramp hurry-up with orange arrows, collect at the Left Ramp to start (no ball save until it starts).
- King of the Island (3-ball): auto-lit at the Left Ramp after capturing the Spinosaurus at paddock 3.5.
Modes
- Control Room (single-ball, pick 1 of 3): Virus Attack, Restore Power (rip Spinner), System Boot (combo-based, tournament favorite). All three → Secure Control Room.
- T-Rex Events (spell T-REX): Feed → Chase → Encounter → Rampage (the top money farm: Left/Right Ramp lowers T-Rex, Helipad 2× + Raptor Tower 3× loaders stack to 6×, collect at Left Ramp for 10M +5M/shot). All four → Museum Mayhem.
- Pteranodon Attack: 4 Right-Ramp shots qualify a switch frenzy collected at the Right Ramp.
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
- Playfield 2× (45s): collect a Supply Drop to light the Nedry 2× standup, shoot it. Cash during jackpot-heavy multiballs.
- Bonus X (end-of-ball, carries across balls): +1× per Super Predator and at rescue thresholds 13/22.
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
- 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.
- 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.
- 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.
- 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.
- 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.
- Ball held at the lit left inlane: Cycles Smart Missile awards for about three seconds; whatever shows when time expires is what the pops target pays.
- Deep in a stubborn paddock: Park the Smart Missile on Clear Paddock, then hit the target between the bumpers to wipe it outright.
- Button green during a Paddock: Super Tranquilizer stuns the dino so it stops closing on your rescue shots — one stun per qualify.
- Facing the raptor pair: A single Super Tranquilizer stuns both raptors at the same time.
- Control Room lit at the left target: Works with the flippers to pick which of the three modes you start.
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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Soft-plunge and shoot the Control Room 'C' target on the fly to bank points and spot the C in CHAOS under ball save — the tournament-favorite skill shot.
Reward: ~6M + spots C in CHAOS + 3s ball save
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Full-plunge into the Left Ramp for the base skill shot — the beginner-friendly way to learn shot feel. Keep the chain alive without missing and it steps up to the Super, Double Super, and Triple Super.
Reward: ~2M + 3s ball save
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Continue the ladder from the Left Ramp to the Right Ramp without missing for the Super value.
Reward: ~4M
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Double Super Skill Shot — Side Ramp
Keep the ladder going through the Left Ramp and Right Ramp, then on to the Side Ramp for the Double Super value.
Reward: ~8M
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Triple Super Skill Shot — Right Orbit
The full four-shot ladder run: Left Ramp, Right Ramp, Side Ramp, and out to the Right Orbit for the Triple Super and Escape.
Reward: ~12M + Escape ball save lit
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Chain all six major shots in one unbroken combo (there is no combo timer) for the x40 multiplier and a free Fossil — the signature JP tactic.
Reward: x40 combo (base 250K +50K/DNA combo) + Fossil
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The shortest DNA combo — a fast 2-shot chain players use to bank the combo counter.
Reward: DNA combo credit (~1-2M); 6 combos -> Extra Ball, 11 -> Fossil
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The other 2-shot DNA combo for quickly padding the combo counter.
Reward: DNA combo credit (~1-2M)
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A 3-shot DNA combo running the two main ramps off the Helipad feed.
Reward: DNA combo credit (~1-2M)
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Upper Loop -> Tower Ramp Accelerator
Combo the Upper Loop into the Tower/Side Ramp for 3x side-ramp points that count as TWO tower shots — the fastest route to lighting Control Room and grabbing its Fossil.
Reward: 3x tower points + double tower-award progress
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Spell C-H-A-O-S across five dedicated shots, then start at the lit Amber/pops target.
Reward: 3-ball Chaos Multiball
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The most valuable multiball: light the pen with raptor standups, drop Fence Integrity to 0%, then shoot the dead-end lane to start the 3-ball (up to 6-ball) tri-ball with twin super jackpots.
Reward: 3-6 ball Raptor Tri-Ball; Ankylosaurus Fossil on super jackpot
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Spell T-REX at the Truck, build the Left Ramp hurry-up with orange arrows, then collect at the Left Ramp to start the 2-ball MB.
Reward: 2-ball multiball with escalating CHAOS jackpots
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Capture the Spinosaurus 'Super Predator' at paddock 3.5 to auto-light this multiball at the Left Ramp; it must be played before advancing.
Reward: 3-ball MB; jackpot multiplier climbs to 5x
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A Control Room mode built around the spinner: rip it to light shots, make them, then finish at Control Room.
Reward: Fossil + time bonus (1M x sec remaining)
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The standout single-ball Control Room mode — combo-based, scores a lot for just a few lit shots; the tournament pick.
Reward: Sum of combos + Fossil + time bonus
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Qualify with four Right-Ramp shots, rack switches during the frenzy, then cash the growing award at the Right Ramp.
Reward: Switch-frenzy collect; 50M+ = Wildcard Fossil
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The single best repeatable farm — lower the T-Rex, stack the Helipad (2x) and Raptor Tower (3x) loaders to 6x, then collect at the Left Ramp.
Reward: Up to ~60M per collect, +30M per repeat; repeats until timer
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Collect a Supply Drop to light the Nedry 2x standup, then shoot it to double all scoring for 45 seconds — cash it into a jackpot-heavy multiball.
Reward: 2x all scoring for 45s (does not carry between balls)
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Raise the end-of-ball Bonus X by capturing Super-Predator dinos and hitting rescue thresholds — it carries across all balls, so keep grinding rescues.
Reward: +1x Bonus X per Super Predator (permanent, multiplies whole bonus)
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The main wizard mode — PLAYING all three mini-wizards qualifies it, you don't have to beat them. Start it at the Left Ramp. Single-ball with three trucks; tilting is an instant loss and ends the game. Beating all three mini-wizards and this mode too is what opens the ultimate wizard mode.
Reward: Wizard mode; 125M-550M island bonus on escape
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When Dinosaurs Ruled the Earth
The ultra/super wizard — complete the three mini-wizards AND Escape Nublar, then start at the Left Ramp for a 6-ball, 60-second frenzy.
Reward: 6-ball 60s ultra wizard, unlimited ball save; game ends after
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Tournament Opener (Points + Progress)
The recommended points-and-progress opener: C skill shot, spell MAP, start Paddock 1, capture, and stack T-Rex MB with 2x scoring.
Reward: Fast progress with a stacked multiball and armed 2x
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A safe consistency-first opener: ladder skill shot, spell MAP, focus purely on rescues, and treat the Left Ramp as a bailout while avoiding tight shots.
Reward: Safe progress and steady Bonus-X buildup
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Raptor Multiball Priority Path
Prioritize Raptor Tri-Ball whenever possible — it is the primary long-game scoring engine. Keep the pen lit, start the tri-ball, then work up to the Upper Loop super jackpot.
Reward: Highest-ceiling repeatable multiball loop
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Visitor's Center (Mini-Wizard)
The first mini-wizard: clear four paddocks of rescues, spell MAP with the white arrow shots, then start the mode at the Left Ramp.
Reward: Mini-wizard completion — one of the three legs that qualifies Escape Nublar
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The T-Rex leg: play all four T-Rex events, then respell T-REX at the Truck and start the mini-wizard at the Left Ramp.
Reward: Mini-wizard completion — the T-Rex leg of the Escape Nublar qualification
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Secure Control Room (Mini-Wizard)
The Control Room leg: play all three Control Room modes off the center target, then shoot Control Room again to start and finish the mini-wizard.
Reward: Mini-wizard completion — the Control Room leg of the Escape Nublar qualification
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Game Style Select (Attract-Mode Menu)
Before you ever press Start, this machine is holding a whole menu of alternate ways to play — cooperative scoring, team play, a stripped-down competition ruleset, even a jukebox — and none of it is reachable once a game is already running.
Reward: Switches the game into Competition, Escape Nublar Challenge, Competition: Escape Nublar Challenge, Cooperative, Team Play, or DJ Mixer instead of Standard rules
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The truck is the steering wheel for the whole island. Whichever way it points when you advance decides which paddock you land in next, and every dinosaur you actually get into the trap hands you an upgrade that stays switched on for the rest of the game. Ride the outer edges for a clean run, or turn up the middle at the T-Rex and the Spinosaurus, where the captures get mean and your bonus multiplier grows.
Reward: A game-long perk for every dinosaur you capture, plus bonus multiplier growth from the centre predators
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