Jaws

> "Get out! There's a shark coming at ya!"
>
> - Quint

### Outlane protection

1 manual challenge-based subway kickback and 1 automatic low-power spring-loaded kickback

### Wizard mode type

Final mission (mini-wizard modes), victory multiball (true wizard mode)

### Number of multiball modes

3 (1 mandatory, 2 optional)

***Jaws*** is one of three tables in the *Universal Pictures Classics* mini table pack, released in 2017 and available for *Pinball FX 3*. It is based on the 1975 film of the same name, which is itself an adaptation of the 1974 novel of the same name, written by Peter Benchley. The player is given the opportunity to either follow the shark hunter Quint's efforts to hunt and defeat the titular giant white shark or terrorize the citizens of Amity Island and outwit Quint from the shark's perspective.

## Table Overview

### The upper half of the table

The upper half of the table is designed to resemble the open waters of the beaches of Amity Island, where Jaws is known to swim through. Two buoys appear as decoration in the back corners of the table. A boardwalk orbit crosses the water, reflecting the efforts to patrol the beaches for Jaws. To the left of the left orbit's entrance is the upper flipper, which exposes a hidden hole behind it called the hidden shot when it is held. To the right of the left orbit is a model of the *Orca*, the personal ship of shark hunter Quint, the film's protagonist. A hidden mini-loop is placed under the ship's bow, where a figure of Quint stands. The top of the ship contains a one-way exit VUK that pops the ball onto a left habitrail, and one of the windows on the port side of the ship is also a one-way exit that drops the ball onto the left orbit. *(When the ball falls into a sinkhole, sinks into the water when the radar mini-loop is submerged, or enters the left subway kickback after a successful use of the wheel saver, the ball will alternate between popping out of the VUK at the top of the Orca or out of its side window.)*

A left ramp is placed to the starboard side of the boat that leads into the abovementioned left habitrail, which leads to the left inlane. To the right of this ramp is a dock pier with a target on its back that can be hit with the ball. This pier can also tip over to reveal a saucer. Four yellow barrels used to track down Jaws are placed to the right of the dock, followed by another mini-loop with a rotating radar antenna that also functions as a spinner. Four standup targets are placed on the outer guardrail of the radar mini-loop, and if those four targets are hit, a wooden ramp will rise from the water in front of the mini-loop that links to a looping crossramp that returns the ball to the left habitrail. The mini-loop may occasionally submerge to become water where Jaws may come out and become a target himself, which can be shot with the ball. In front of all of these shots is a triangular track where shark fin drop targets can travel in a counter-clockwise circuit on occasion.

In front of the crossramp entrance is a square sinkhole blocked by a cage used to trap Jaws, hoisted by a nearby crane placed between the crossramp entrance and the right ramp. The crane can raise the cage and move it around. The right ramp snakes down to the right inlane, around two buoys that serve as bumpers at the entrance of the right orbit. This small bumper area also has a sinkhole to the right that the ball can fall into.

### The lower half of the table

In contrast to the upper half of the table, the lower half of the table is themed off of the sandy shores of Amity Island, with the deck of the *Orca* itself forming the apron. In front of the upper flipper is a magnetic saucer, as well as a yellow warning sign that may show an icon indicating whether the hidden shot is lit to increase the bonus multiplier. A lifeguard tower chair is placed on the left side of the table. A beach umbrella is placed on the sandy shores of the right side of the table. Next to that, and in front of the bumper area, is a varitarget marked with a license plate.

There are four return lanes with rollovers that spell JAWS, two slingshots and two flippers. Equipment used to track Jaws is placed on the slingshots. The left outlane is very different from the right outlane, which contains a standard kickback; the left outlane leads to a circular area that's just small enough to cover the diameter of a rotating toy ship's wheel, handles and all, that is installed there. The wheel handles catch and trap the ball, and the wheel will typically rotate clockwise to drain the ball to the outhole, but it can also rotate the other way to drop the ball into a subway kickback at the bottom of the area. Four green lights are placed in the triangular gap between the left outlane and the left inlane.

The bottom portion of the table's left wall is themed off of buildings in Amity Island, while the bottom portion of the opposite wall contains a billboard welcoming visitors to the island. The aprons are themed off the deck of the *Orca*, with the left one containing a harpoon gun and the right one containing a counter showing the current bonus multiplier and a lantern. Two meters, one blue and one orange, are placed near the flippers.

### The plunger

The plunger is a diagonal shaft that brings the ball near the *Orca* and the upper flipper, with a fishing rod providing the force to launch the ball.

To perform a skill shot for 1 million points (+1 million per collection to a maximum of 3 million), the player needs to shoot the ball at full strength with proper timing such that the ball hits a moving shark fin drop target that travels along the triangular track. If the ball strikes the back end of the fin, the skill shot value will be doubled. In the first few seconds after the ball is shot, the crossramp will become accessible; shooting it off the initial plunge will score a hidden skill shot worth 3x the skill shot value.

## Objective

Witness the showdown between Quint and Jaws over the fate of Amity Island. The player can choose to experience Quint's perspective, following his pursuit of Jaws, or experience Jaws' perspective and spread terror across Amity Island.

There are twelve total missions: four for **Quint**, four for **Jaws**, and four **showdown** modes that occur if a mode from both sets are stacked and played together. Each set of modes has a corresponding mini-wizard mode, but the true wizard mode can only be reached by playing all four showdowns. All missions must be completed to count as progress towards the wizard mode for the set, and, with the exception of Shipwreck, have a 1 minute time limit with 5 seconds added back per lit shot. Missions can be repeated, with each completion adding 1 million points more to the completion value that starts at 5 million.

### Quint's missions

The following four missions portray Quint's perspective, and are started by making certain shots around the playfield enough times; the number of shots required to start one of Quint's missions increases by 1 per activation. Shots required for Quint's missions are lit blue.

* **Beach Duty**: Quint stops at nothing to get as many beachgoers as possible away from Jaws. After making 4 shots to either orbit to start the mission, the player must rescue the beachgoers by shooting any of three randomly lit lanes a total of 7 times. When a lit lane is hit, it will become unlit and another lane will light. *(After the third lit lane is hit and only this mission is active, a **shark fin** drop target will briefly appear for 5 seconds.)*
* **Night Sailin'**: Quint searches through the dark of night for Jaws on his personal ship, the *Orca*. Making four shots to either entrance to the mini-loop will start a timed mode where the player must shoot 7 particular lanes, based on where Quint shines his flashlight as the table goes dark - the left orbit or left mini-loop (for the left side), the left ramp or pier target (for the center), or the right ramp or right orbit (for the right side). At the start of the mission and after a correct lane is shot, there will be a 5-second delay before Quint shines his flashlight.
* **The Chase**: Quint must pursue Jaws to finally stop him once and for all. 6 shots to the radar spinner in either direction must be made to start this mission, where the player must shoot three barrels to expose Jaws' location and chase him down. To prepare and shoot each of three barrels, the player must hit the barrel target once, then shoot either of two randomly lit lanes. *(If the player already collected barrels by completing the **kickback** relight process, the player can skip shooting the barrel target during this phase up to 3 times.)* The player must repeat this process 3 times to win the mission and start **Chase Multiball**, lighting three random lanes for **jackpots** worth 1 million that increase with every spin of the radar and change whenever collected.
* **Live Bait**: With Jaws in his sights, Quint must lure him into a trap to defeat him. This mission begins when the player shoots either ramp a total of at least 6 times, and involves defeating Jaws through a particular procedure:
	+ Shoot either of the 2 leftmost lanes to move the crane as it raises the cage out of its sinkhole, which can also be shot to increase the score for lit shots during the mission.
	+ Within 5 seconds, hit a moving **shark fin** drop target to draw Jaws up close. If the player fails to hit the target, the mission will restart automatically.
	+ Jaws will then appear, replacing the radar spinner, and the player must hit him with the ball a total of 7 times, with the last hit bringing the ball right into Jaws' mouth, where Quint will feed Jaws an air tank to finally kill him.

### Jaws' missions

The following four missions portray Jaws' destruction of Amity Island. Jaws' missions can be started by spelling JAWS at the return lanes, whose lights cycle with the flipper buttons and unlight if the ball rolls over an already lit return lane, then shooting the saucer. The player can choose which mission to start by using the flipper buttons and launch button. Shots required for Jaws' missions are lit red.

* **Menace**: Counterpart to **Beach Duty**. Terrorize the citizens of Amity Island by shooting any of three lit lanes a total of 7 times. When one lit lane is hit, it will become unlit, the **Panic Frenzy meter** will increase, and a random unlit lane will light in its place.
* **Shipwreck**: Counterpart to **Night Sailin'**. Jaws gnaws on the many shipwrecks around Amity Island when there aren't tourists to scare. Inflict as much damage to the shipwrecks within five timed rounds; each round is a hurry-up at the cage and pier targets, starting at 1 million points and decreasing to 100,000 points. Scoring at least 1 million points total from the five hurry-ups will win the mode.
* **Evade**: Counterpart to **The Chase**. Quint is hot on Jaws' tail, looking to put an end to him. Jaws must evade Quint's harpoons, which the player does by alternating between shooting the orbits or the ramps within the time limit. Making a total of 6 shots will win the mission, with Jaws will finally escaping Quint.
* **Crusher**: Quint has Jaws within his reach after luring him into a cage; Jaws must now use his brute strength to break free by tearing the cage apart. This is accomplished simply by hitting the moving cage target a total of 10 times as it rises from the sinkhole, hoisted by the crane.

### Showdowns

A **showdown** will begin when the player locks the ball into the left saucer after spelling JAWS at the rollovers, while a **Quint mission** is in progress. This will immediately start a **Jaws mission** whose goals are opposite of that of the current Quint mission, as well as award larger scores and additional perks described in each showdown's section. To successfully win a showdown, both the current Quint mission and the Jaws mission must be completed successfully. Doing so will count as completion of both missions represented to progress towards either character's mini-wizard mode. Completing two showdowns during a game will light an **extra ball**.

The following showdowns can be started:

* **Beach Duty / Menace**: Quint struggles to keep the beachgoers away from Jaws as he preys on them. During this showdown, the number of target lanes available to shoot for each mission will be reduced from 3 to 2 due to the limited number of lanes to shoot. *Every* blue shot will also spawn a **shark fin target** that can be hit with the ball, rather than just the third blue shot.
* **Night Sailin' / Shipwreck**: Jaws gets an opportunity to potentially find and attack the *Orca* while destroying the shipwreck, as Quint hunts for him. During this showdown, the rules of Jaws' Shipwreck mission will change that each of the five rounds end when either the hurry-up value decreases to 100,000 points or the pier or cage target are struck, and the mission will go though all 5 rounds even if the required score of 1 million is reached.
* **The Chase / Evade**: Quint intensifies his pursuit of Jaws, who tries to stay one knot ahead of him. Both missions will behave normally during this showdown. Evade can only be started during the first phase of the The Chase mission, not during the multiball that follows it.
* **Live Bait / Crusher**: Quint and Jaws finally approach each other for the final battle, with the former luring the latter into a trap. During this showdown, the objective of Jaws' Crusher mission will change so that instead of hitting the cage, the player must shoot either ramp a total of 10 times to guide Jaws towards the bait that Quint is dangling for him. If the player finishes Live Bait during this showdown, the shot required to finish Crusher will switch back to the cage.

### Wizard modes

There are three total wizard modes: two single-ball **mini-wizard modes** for completing all missions on a single side, and one proper multiball **wizard mode** for completing all four **showdowns**.

The two mini-wizard modes feature the same rules, but are started at different locations; Quint's mini-wizard mode is started at the pier lock, while Jaws' mini-wizard mode is started by shooting the left saucer. Both mini-wizard modes require the player to make 8 shots for hurry-up values starting at 5 million points and decreasing to 1 million points over 10 seconds. If the player is able to reach the end of the mini-wizard mode without draining the ball, the last shot they make will award all the points they scored from the mini-wizard mode again and the progress towards completing either side's missions will reset. Starting a mini-wizard mode before completing the other side of missions will make it more difficult to reach the proper wizard mode.

The proper wizard mode can only be started by winning all four showdown modes described above, then shooting either the pier lock or the left saucer. This is a 4-ball victory multiball mode with a short ball saver, lighting all major shots for jackpots that constantly oscillate between 10 million and 5 million points. The process towards both sides' missions will reset after playing this wizard mode.

## Side modes

The following side modes can be activated:

* **Pier Showdown**: Jaws surprises Quint at an unstable pier, and waits to attack him once it gives way under his feet while Quint looks to get to safer ground. Shooting the pier target 5 times (+1 per activation) while no modes are running will begin this side mode where the player is given a choice: help Quint escape by making 5 combos, or destabilize the pier he's standing on by hitting the pier target 5 times.
	+ Helping Quint escape will get Quint to safer ground, where he can hunt for sharks. The player can draw a shark by hitting the pier target, which will spawn a **shark fin target**. Repeating this six times within 60 seconds, which resets with each shark fin shot, will award 5 million + 500,000 points per completion, along with 6 **shark fins** worth of progress towards **Bait Multiball**.
	+ Knocking Quint off of the pier will cause the pier to tip over and reveal the pier lock shot. Shooting the ball into the lock will light a random lane, and give Jaws a chance to scare more people on the beach. Making six lane shots within 60 seconds will award 5 million + 500,000 points per completion, along with 6 **citizens** worth of progress towards **Panic Frenzy**.
* **Panic Frenzy**: Scaring 10 **citizens** to fill the orange meter near the right flipper, by progressing through Jaws' **Menace** mission or Jaws' version of the **Pier Showdown** side mode, will start a quick hurry-up where two shots will move from the left to right side of the playfield; the value per shot starts at 100,000 points and gradually increases to 5 million, making this an inverted hurry-up mode. Making five of any shot will win the mode.

### Multiball

The following two multiballs can be activated:

* **Cage Multiball**: Hitting the cage several times (5 + number of locks lit) will unlock it, granting the player 20 seconds to lock a ball inside it. Either side of the cage can open to lock the ball; if the left side of the cage unlocks, shooting the right orbit and holding up the upper left flipper will lock the ball, while either lower flipper can be used to shoot the unlocked front entrance of the cage. After 3 balls are locked in this manner, a 3-ball multiball will begin where three random jackpot lanes are lit to score 1 million points, and the jackpot value can be raised by 200,000 points by hitting the cage as it moves around.
* **Bait Multiball**: Many shark hunters are looking for Jaws, but far less are able to seek him out than Quint. This multiball mode starts after filling the blue meter near the left flipper, by hitting 20 **shark fin** drop targets. Shark fins can be collected from making a **skill shot**, hitting a shark fin during Quint's **Beach Duty** or **Live Bait** missions, or by hunting sharks after choosing to help Quint during the **Pier Showdown** side mode. Once the meter is full and no mode that interferes with this multiball mode is running, a 3-ball multiball will begin, where shark fin targets will constantly move around and one lane will be lit for a jackpot worth 1 million points; hitting the targets will add jackpot shots and increase their value by 200,000 points. After hitting 6 shark fins, the player can score a super jackpot worth 5x the jackpot value by feeding Jaws, who appears from the submerged radar mini-loop.

## Perks

* **Ball Saver**: A 15-second ball saver is awarded at the start of every ball and multiball mode. A stack of Ball Saves will also be given upon activating the **Raging Sea** perk, which all expire once the perk's timer ends. (*A free Ball Saver will also be awarded if the player hits the license plate varitarget with no barrels available to activate the right kickback, then drains the ball down the right outlane.*) Once the ball saver expires, it can be reactivated through the **Radar Award**.
* **Wheel Saver**: Making a 5-way **combo** will activate the wheel saver at the left outlane. If the ball falls into the left outlane while the wheel saver is active and no multiball is running, the player can save the ball by watching the four green lamps, pressing the launch button right as they light up simultaneously. If the button is pressed too early or too late, the wheel saver will rotate clockwise to drain the ball as usual. The wheel saver is only good for one attempt and will stay on until activated; afterwards, the player must execute another 5-way combo to relight the wheel saver. *(During a multiball mode, if a ball drains into the left outlane while the Wheel Saver is lit, it will automatically save that ball, then expire.)*
* **Barrels & Kickback**: Collect **barrels** by hitting the barrel target 4 times. Once a barrel has been collected, the player can spend one to activate the right kickback by hitting the license plate varitarget, or save up on barrels to make Quint's **The Chase** mission easier. Once activated, the kickback will remain available until it is used. *(When activating the right kickback, the player must be careful not to let the ball drain down the right outlane immediately after hitting the varitarget, as the kickback will be used up immediately without any compensation.)*
* **Raging Sea**: The seas around Amity Island have strange effects on the *Orca*. Hitting the bumper buoys 20 times (+10 per subsequent activation), then falling into the sinkhole near them will begin a 30-second timer, where all playfield scoring will be doubled, but the table will begin to tilt from side to side, greatly impacting the ball's movement greatly. A limited number of ball savers will be granted while this perk is active, which will decrease on subsequent activations.
* **Bonus Multiplier**: Activate the crossramp by hitting the four targets near the radar miniloop wall, then shoot the crossramp or the hidden shot within 20 seconds to increase the bonus multiplier by +1x up to 10x.
* **Radar Award**: Spinning the radar 20 times (+ 5 per award) will score a random award from the following list: 2 million points, +1x **bonus multiplier**, right **kickback**, **ball saver** or a lit **extra ball**.
* **Hidden Shot**: Shooting the hole behind the upper flipper, by holding the flipper up, can be very helpful. Along with scoring 100,000 points times the ordinal number of the shot, the hidden shot spots the crossramp when lit for a **bonus multiplier**, and can collect **extra balls** lit at the left saucer.
* **Extra Balls**: Extra balls can be lit at the left saucer by starting either **mini-wizard mode**, hitting 15 **shark fin** targets, completing two **showdowns**, maxing out the **bonus multiplier**, or from a **radar award**. 5 extra balls can be earned per game; further extra balls score a flat 10 million bonus.

## Tips

* The Showdown wizard mode is the highest scoring mode in the game, so focus exclusively on playing and winning showdowns to get there. The Cage & Bait Multiball modes are fun to play for, but don't score much and are difficult to activate; Panic Frenzy should be ignored for similar reasons.
* Take some time to get the kickbacks turned on so that you have protection against outlane drains. The 60-second time limit given for missions should further encourage you to take your time and carefully aim your shots.
* Is the crossramp giving you a hard time when it's lit to increase the bonus multiplier? Just shoot the hidden shot with a controlled flip from the right flipper. While a tight shot in its own right, it's far easier to consistently make than the crossramp, and the bonus can be very large on this game.

## External links

* Official table trailer
* Table walkthrough by ShoryukenToTheChin (PDF)