Following the events of the 1993 film, systems have completely shut down and the park's staff is in peril. Rescue as many staff and dinosaurs as possible while evacuating the island.
Jurassic Park is a pinball machine manufactured by Stern Pinball Inc. in 2019. Design by Keith Elwin. Art by Jonathan Bergeron. Code by Rick Naegele. Sound by Jerry Thompson. Music by Ken Hale, John Williams. Callouts by Rick Zieff. Animation by Zac Stark, Joshua Clay, Chuck Ernst, Danai Kittivathana, Mark Galvez.
Game type:
Solid State
Display type:
LCD
Players:
4
Concept:
Design:
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Mechanics/Electronics:
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Sound:
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Music:
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Callouts:
- White arrows spell MAP. When MAP is completed, hit the left ramp to start a paddock. First hit the *red* rescue shots, then the *yellow* set trap targets / helipad, then the *green* dinosaur moving around the playfield.
- Collect rescues (red shots during paddocks) to light the inlanes for super spinner (right) or smart missile (left) depending on where the truck is positioned. When smart missile activates, use the action button to select an award and then hit the amber mine target to collect it. Top priorities are clear paddock, +5 rescues and raptor multiball.
- Control room modes are lit in several ways but the quickest by capturing your first dinosaur. Hit the “C” shot to start. In order of preference: system boot > restore power > virus attack.
- Hit the truck to start feed T-Rex hurry-up (shoot the orange shots to build value then the left ramp to collect it). Collecting the hurry-up starts a multiball where the hurry-up award is the jackpot. Hit the jackpots from left to right to maximize scoring from this multiball.
- After T-Rex multiball has been played, T-Rex events can be lit at the left ramp in the same way. In order of preference: rampage > encounter > chase.
- Spell CHAOS (in order, from left to right) to light the amber mine target for chaos multiball. Hit the truck to change which side of the playfield scores jackpots. Amber mine target scores super jackpot, and bumpers countdown to add-a-balls.
- Hit the raptor pen enough times for raptor tri-ball. Left and right ramps are jackpots, then spell CHAOS for mini jackpots. Spelling CHAOS starts 6-ball multiball and lights the right ramp and upper loop for super jackpots.
- Purple targets (two “set trap” targets and the one between the upper loop and side ramp) light the supply drop target below the tower ramp. Supply drop scores a mystery award and lights the 2x scoring target below the helipad. Upper loop shots can upgrade this to a super supply drop, which gives a super mode where determined shots score the amber value that was built up by bumper hits.
- Four right ramp shots start pteranodon attack. All switch hits add to a value that can be collected at the right ramp and multiplied as more and more switches are tallied up.
- Escape – lit at the left outlane by default, roll through the switch near the bumpers and hit the bottom left target to light. Nedry – hit the 2x scoring target enough times to light at right outlane.
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