Jurassic World

> "You made a genetic hybrid. Raised it in captivity. She is seeing all of this for the first time, she does not even know what *she* is. She will kill everything that moves..."
>
> - Owen Grady

## Jurassic World

### Based on

*Jurassic World*
directed by Colin Trevorrow

### Number of multiball modes

2 (1 mandatory)

***Jurassic World*** is a pinball table based on the film of the same name, released in February 2018 as part of the Jurassic World Pinball Pack for *Pinball FX3*. The table depicts the events of the film, in which an attempt to create dinosaur hybrids puts Jurassic World, its personnel, and its visitors in danger.

*Jurassic World'*s rules require the player to repeatedly shoot shots to increase their values both during and outside of missions, which are started by making sinkhole shots. Table designer Thomas Crofts would refine these rules in his next table, *Star Wars: Calrissian Chronicles*.

## Table overview

### The upper half of the table

The table is designed after an abandoned shed on the outskirts of Jurassic World, with some rusty walls surrounding the upper half of the playfield. Directly in the center of the table's upper half, slightly blocking the back wall, is the center ramp, which has two exits; the left exit magnetizes the ball and holds it above the Mosasaurus pit to the left of the playfield before releasing it onto the exit of the side ramp, while the right exit traverses a figure of the Indominus Rex that usually stays relegated to its area - although it can enter the playfield and become a target during certain missions - and sends the ball to the upper right flipper.

To the left of the center ramp, and slightly right of the aforementioned Mosasaurus pit, is a saucer with a mini-flipper under it. Balls can be shot to the saucer from either lower flipper, and the mini-flipper can be used to shoot the T-Rex Paddock target opposite it. Right of this saucer is the table's mini-loop, with a magnet at its center that causes balls shot there to be returned to the flippers with more force than they had before, and can be shot from either of two entrances; the left entrance can be made from both lower flippers, but the right entrance requires a precise shot from the left flipper to make. A large orbit surrounds all lanes and figures in the upper half of the playfield.

### The lower half of the table

At the very far left side of the table, perched above the side ramp exit, are three animated *Pteranodon* figures that can be shot as targets during a mission, or can release balls and fly around the playfield during **Pteranodon Multiball**. The side ramp exit is located above the table's three bumpers, with a small lane to the left of them inaccessible with a direct shot that holds the ball before releasing it to the left flipper, and a single standup target in front of the leftmost bumper. Passing in between the three bumpers is the left orbit shot, which sends the ball all the way around to the upper right flipper; and to the right of the left orbit is a sinkhole used to start **missions**, with two standup targets behind it.

Further behind the sinkhole are two shots that can only be accessed through the upper right flipper: the side ramp, and the side orbit. The side ramp sends balls to the left flipper, while the side orbit sends balls into the bumpers. Directly in front of the T-Rex Paddock target, and past the exit that guides balls to the upper right flipper, is a unique right ramp that causes the ball to make a full rotation before returning to the right flipper. The right orbit is to the right of this ramp, gated by a spinner and sending balls into the bumpers; and further right of this orbit is a vari-target used to add time during timed features, adding more time depending on the strength of the shot.

*Jurassic World* has 2 slingshots, 4 return lanes marked with inserts spelling OWEN that can be cycled with the flippers, and 2 flippers at the front of the table. Both outlanes are guarded by standard kickbacks that release the ball into play randomly above either flipper. Inserts indicating the current **bonus multiplier** and whether or not **combos** are active are behind the right flipper, while inserts for all six **missions** and **We Need More Teeth!** are located in the dead space between the slingshots.

### The plunger

The plunger is designed after one of the monorails that takes visitors into Jurassic World, and is an automatic plunger operated by the launch button that releases balls at the same strength every time.

The **skill shot** is a 3-step sequence of shots, each collecting a letter in VIP; first, shoot the side ramp, then the right ramp, and finally the sinkhole to complete the skill shot and advance all of the footprint inserts in front of the major shots by 1, starting any features associated with them if the inserts were completed with a skill shot. Each part of the skill shot scores 500,000 points; the value can be increased by 50,000 to a maximum of 2 million by completing the two targets behind the sinkhole. Skill shots are given at the start of every new ball, and after the end of **We Need More Teeth!**.

## Objective

Witness the creation of the Indominus Rex and its destruction of Jurassic World through six **missions**, then take it down in the **We Need More Teeth!** wizard mode.

### Starting missions & general info

At the start of the game, the player will be asked whether or not they want to play through each mission in order, or be able to choose a mission with the flippers. No additional scoring benefits are provided from either method, so this is simply a matter of preference.

Each of the six missions represent a scene from the *Jurassic World* film, and can be started by shooting the sinkhole three times. All six missions must be completed successfully to unlock We Need More Teeth, but not necessarily with a single ball - every completed step in the mission will act as a checkpoint and save progress between attempts at completing the mission. However, each time a checkpoint is used, 25,000 points will be removed from the value of each shot during We Need More Teeth. All missions have timers that stop whenever the ball enters the bumpers. Playing three missions will light an **extra ball**.

During missions, progress can be made towards qualifying the **Pteranodon Multiball** locks by repeatedly shooting the side ramp, but they can't be collected until the player returns to normal play. **T-Rex Kingdom**, **Jurassic Rage**, and other perks associated with the footprint inserts continue to operate as normal unless the shots are flashing.

The step completion value for each mission starts at 500,000 points, and can be increased by 50,000 by hitting the left mini-loop four times; while the mission completion value starts at 5 million, and can be increased by 500,000 points by hitting the right mini-loop four times.

### Missions

* **Raptor Training**: Raptor trainer Owen Grady demonstrates his skills as he keeps his raptors under control.
	+ Owen's four raptors will spawn from underneath the playfield, in random locations each time. One of the four raptor's inserts will be flashing faster than the others, and the required raptor will be seen on the display next to the mission's 30-second timer for each shot. The player must feed all 4 raptors with the ball to win the mission; if they shoot the wrong raptor, the timer won't reset and the raptor will violently throw the ball back at the flippers, while correct raptor shots will eject the ball via the sinkhole.
* **Mosasaurus Feeding Show**: Zach and Gray, sons of the park's operations manager Claire, visit the park and get their VIP passes.
	+ Shoot the spinner in front of the right orbit 25 times in 45 seconds to ready the Mosasaurus pit.
	+ After the required spinner hits have been made, shoot the center ramp to get the Mosasaurus to eat the pinball magnetized above the pit and win the mission. This step is untimed.
* **Phase One**: The park's investors discover the Indominus Rex, a dinosaur hybrid capable of turning invisible.
	+ Complete a sequence of four randomly lit shots, with 30 seconds per shot, to reach the tracking device. Shoot the sinkhole after making all four shots to obtain the device begin the next step.
	+ 2-ball multiball will start and the Indominus Rex will stomp onto the playfield, acting as a target that can be hit with the balls. Lower the health of the Indominus Rex to 0% by repeatedly shooting it (about 15 shots are required); if one ball drains, the mission will keep running with a single ball. The mission ends after the Indominus Rex is stunned, but it hasn't been truly defeated yet...
* **Valley Ride**: Zach & Gray take a Gyrosphere out of its restricted area, and end up being pursued by the Indominus Rex.
	+ Shoot the saucer within 20 seconds to turn the ball into the Gyrosphere and start the next step.
	+ Make two shots to both sides of the mini-loop, with 30 seconds per shot, to navigate the valley. After making all four shots, shoot the sinkhole to go off-road.
	+ Indominus Rex will stomp onto the playfield once more, but this time, the player must avoid hitting it with the ball - the Gyrosphere will be damaged a slight amount with each hit, and hitting Indominus Rex four times during this step will fail the mission. The player must shoot four sets of flashing shots that switch positions across the playfield with each shot. This step is untimed.
	+ To escape the Indominus Rex, the player must shoot the sinkhole within 30 seconds to jump the waterfall and win the mission.
* **Aviary Breach**: Jurassic World is attacked by pteranodons that escaped the aviary.
	+ Shoot four randomly flashing shots, lit for 30 seconds each, to pursue the Indominus Rex. Then, shoot the sinkhole to fall back as the Indominus Rex reaches and demolishes the aviary.
	+ The three pteranodons will fly from the side ramp exit and perch on other areas of the playfield - these can include the right ramp exit, the area in front of the center ramp, or any of the spots where the raptors would normally be. In 90 seconds, the player must shoot all three pteranodons 4 times each to win the mission. Every 2 shots to a pteranodon will change its location, and making all four shots to a pteranodon will cause it to return to the side ramp exit.
* **That Thing's Part Raptor**: Owen discovers an upsetting truth about the Indominus Rex, and must get the raptors back on his side.
	+ Follow the raptors by shooting four randomly flashing shots, each lit for 30 seconds. Shooting the sinkhole after making all four shots will allow Owen to take cover.
	+ Owen must gain dominance over the raptors in the second step of the mission, which plays identically to the initial **Raptor Training** mission, but this time, making four incorrect raptor shots will instantly fail the mission. Feed all four raptors in the correct order to win the mission and prepare for the final showdown...

### We Need More Teeth!

Owen and his raptors lead an assault on the Indominus Rex in the final **wizard mode**.

Shooting the sinkhole 3 times after completing all six missions will start **We Need More Teeth!**, a 4-ball multiball where the player can take down the Indominus Rex once and for all. Every shot to a flashing lane, or the Indominus Rex itself which acts as a target during the wizard mode, will score jackpots worth a base of 600,000 points (-25,000 for each checkpoint used during **missions**) and deplete the health of the Indominus Rex by about 6.

Once its health reaches 70, the Indominus Rex will retreat, but that doesn't mean the end of the wizard mode; get a ball into the T-Rex Paddock sinkhole to get the T-Rex to attack the Indominus Rex, and all balls that were drained will return to play! Keep shooting the lit jackpots to diminish the Indominus Rex's health, with the right ramp scoring 4x the jackpot value, and once its health reaches 10, the Mosasaurus will come out of its pit for the final blow, killing the Indominus Rex and finishing the mission.

All mission progress will be reset after We Need More Teeth! has been played, but the shot values will carry over across multiple wizard mode runs.

## Side modes

Three timed scoring features can be started, which can be activated during **missions**, but not during **multiball**.

* **Hatchling Hurry-Up**: Every 10 bumper hits will light one of the eight major shots for 15 seconds to hatch a dinosaur for 500,000 points, increased by about 50,000 with shots to the vari-target outside of the mode. **Extra Ball** will light at every 8th dinosaur collected, and each lit shot can only be collected once per set of 8 shots.
* **Jurassic Rage Multiplier**: Shooting either the left or right orbit four times will start a 30-second playfield multiplier, which multiplies all scores by 1.5x. If the orbit shot that wasn't shot four times is completed when the multiplier is running, the timer will reset and the multiplier will become a 2x multiplier.
* **T-Rex Kingdom**: Making four shots to the right ramp will start a hurry-up mode where the right ramp lights to score a 1 million hurry-up value that gradually decreases to 0 points over 30 seconds; the hurry-up value can be increased by 100,000 points during normal play by shooting the sinkhole behind the T-Rex Paddock target.

### Pteranodon Multiball

Making four shots to the side ramp will light the lock for **Pteranodon Multiball** at the center ramp, or qualify it if a **mission** is running. Repeated shots to the side ramp while a lock is already lit will increase the jackpot values for the multiball, which start at 200,000 by 12,500 points per shot; the jackpot value is carried over across multiball attempts.

After locking 3 balls, Pteranodon Multiball will start, and the pteranodons will release the locked balls from the Mosasaurus pit before flying around the playfield. All major shots will light to score jackpots; once all shots have been made once, a super jackpot worth 5x the jackpot value will be scored, and an **extra ball** will light if this was the first super jackpot collected. Subsequent super jackpots will only score the points.

## Perks

* **Ball Saver**: A 15-second ball saver will activate at the start of each new ball and multiball mode, and can be re-activated as an award from **OWEN Hurry-Up** if both **kickbacks** are already lit.
* **Kickbacks & OWEN Hurry-Up**: Spelling OWEN at the return lanes will light a random major shot for 15 seconds to light either kickback guarding the outlanes, which will carry over between balls until they are used. Spelling OWEN while both kickbacks are lit will award a **ball saver** on the next hurry-up shot, and completing OWEN and making a hurry-up shot while the ball save is lit will award a 1 million bonus.
* **Bonus Multiplier**: Shooting the left standup target four times will increase the bonus multiplier by +2x up to 10x. The bonus multiplier can be held from a **DNA Random Award**.
* **Score Boosts:** Shooting particular lanes enough times during normal play will increase the points given for performing certain actions:
	+ **Bumper Boost**: Four shots to the side orbit will increase the base value for bumper hits by 100 points.
	+ **Mission Step Reward Boost**: Shooting the left mini-loop four times will increase the value for completing each step of a mission by 50,000 points.
	+ **Mission Reward Boost**: Four shots to the right mini-loop will increase the score given for winning a mission by 500,000.
	+ **Multiball Jackpot Boost**: If the lock for **Pteranodon Multiball** is already lit, shots to the side ramp will increase the jackpot values for the multiball by 12,500 points.
* **Extra Time**: Every shot to the vari-target during a timed mode will add up to 10 seconds of extra time, depending on the strength of the shot. The timer maxes out at the amount of time that the mode started with.
* **DNA Random Award**: Balls that fall into the lane exiting the left side of the bumpers will score a pseudo-random award weighted based on ball time and the player's current status. Rewards include random points (between 100,000 - 1 million), lighting the **Pteranodon Multiball** lock, advancing or holding the **bonus multiplier**, or lighting an **extra ball**.
* **Combos**: Shooting shots in succession within 10 seconds of each other scores combo points, starting at 25,000 points for a 2-way combo, increasing all the way to 1 million points for each shot following a 10-way combo.
* **Extra Ball**: Extra balls can be lit at the left standup target by playing three **missions**, after hatching 8 and 16 dinosaurs during **Hatchling Hurry-Up** attempts, scoring a super jackpot during **Pteranodon Multiball**, or from the **DNA Random Award**.

## Tips

* When in doubt, if you're playing for a high score, shoot for Jurassic Rage. If you don't have Jurassic Rage running you won't be scoring as much as you could - and it's relatively easy to start, requiring just four shots to either orbit. The most effective use of Jurassic Rage is at the end of a mission when you're about to collect the completion value, or right before starting We Need More Teeth!, which can significantly boost scoring from the mode. Repeatedly shoot the vari-target if the mode is running low on time.
* Precise shooting is needed to win some of the missions, which are the highest scoring feature of the table. The upper right flipper is the toughest area to send the ball to, and the side ramp will often be used as a shot required to progress through mission steps; easier ways to access this flipper include shooting the left orbit or shooting the sinkhole behind the T-Rex Paddock target. The ball save will also send balls to the upper right flipper.
* *Jurassic World* is designed with short ball times in mind, so always be on guard if it looks like a ball is about to drain, and prepare to nudge. If the kickbacks aren't lit, go for OWEN Hurry-Up and get them lit as soon as you can. Shots to the left standup target aren't recommended unless you have the left kickback lit, and even shots to moving targets like the Indominus Rex and the pteranodons during missions have a serious risk of draining the ball.

## External links

* Table walkthrough by ShoryukenToTheChin (PDF)