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Sterns next game is Jurassic Park


djc

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Code Rev: 0.95

Feel free to contribute. Update the Code Rev, if applicable.

 

Jurassic Park is the second Stern Pinball machine designed by Keith Elwin. The amusement park’s dinosaurs have escaped thanks to Dennis Nedry’s computer virus. Your objective: rescue park staff, while also recapturing the dinosaurs.

 

Layout

Left slingshot: Standard.

 

Left inlane up-post: Located near the left flipper. It holds balls either at the start of Paddock and T-Rex modes, and King of the Island MB, or when you go through lit left inlane to initiate a Smart Missile shot through the bumpers (though not yet fully implemented…currently awards 15 million and not much else).

 

Left inlane: Can be lit for Smart Missile, activating the up-post mentioned before.

 

Left outlane: Can be lit for Escape, which saves your ball. If Super Escape is active, Escape will be lit here for the rest of the ball.

 

Lite Escape target: Lights Escape at left outlane when lit (timed).

 

Control Room: A lane which ends with a standup, in a similar position to the Revive spinner from Iron Maiden. Has an up-post which can stop balls. Awards Control Room modes and the “C” in CHAOS. Awards Rescue, when lit.

 

Raptor Pen: A area of standup targets that narrows down to a dead-end lane central standup target (similar to a smaller, shorter version of Avatar’s Amp Suit area), with some significant differences between Pro and Prem/LE models. The dead-end lane is the most significant shot in this area, as it makes more progress than the other standup targets, along with being the shot required to lock balls and start Raptor Tri-Ball. On some games, it’s possible to backhand the Raptor Pen with an early shot!

 

Prem/LE: A motorized target bank guards the Raptor Pen. The dead-end lane has an up-post to capture a ball and allow captured ball to act as a Newton ball. Shots to Raptor dead-end feed back down the dead-end lane.

Pro: No motorized target bank – so the Raptor Pen is always open for shots. There is no dead-end up-post. Instead, a one-way gate feeds the ball out the side to the “C” lane to sometimes hold the ball, but not for Newton ball purposes in Raptor Tri-Ball.

Supply Drop standup target: To the right of the Raptor Pen, in a similar position to TAF Cousin It target. While most easily hit from the upper right flipper, it can also be shot directly from the lower right flipper. Gives out awards based on game state; if nothing is running, then random… or deterministic when in Competition mode.

 

Raptor Tower ramp: A “half-pipe” Side ramp that joins the L ramp wireform to feed the ball to the left inlane. Advances towards collecting Tower Awards. Spots a letter in MAP (qualifies Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit.

 

Upper left Standup: One of the three Supply Drop icon standups that qualifies the Supply Drop.

 

Upper left loop: Sends ball quickly back to the upper right flipper and progresses towards collecting Loop Awards. Spots a letter in MAP (qualifies Paddock modes) when its dino arrow insert is lit white.

 

T-Rex/Left ramp: Feeds ball to left inlane. Starts Paddock and T-Rex modes and awards the “H” in CHAOS. Advance Paddock and T-Rex Event (mode) lights are on a placard at the wireform exit from the backbox to the right of the L ramp. Spots a letter in MAP (qualifies Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit.

 

T-Rex (Premium/LE): An animatronic dinosaur head that can move its head, “eat” the ball, and drop/fling it back onto the playfield. This is static on the Pro.

 

Center spinner: Typically, this shot feeds the upper flipper, but a weak shot may fall into the pop bumpers (lighting “Light Escape” as well). The spinner value can be raised through various methods. Spots a letter in MAP (qualifies Paddock modes) when its arrow insert is lit white. Awards Rescue, when lit.

 

Set Trap targets: One to the right of the center spinner, and the other between the Truck and the pop bumper entry area. Sets traps to capture dinosaurs in Paddock modes. They also double as Supply Drop Icon targets to qualify a Supply Drop. These targets have a rather nasty tendency to lead to SDTM drains when you least expect them… if they’re particularly bad, you might want to hit them while the ball save is active to minimize risk.

 

“Jungle Adventure Vehicle”/Truck: A kinetic toy consisting of a plastic truck attached to two captive balls. Hit the ball to change the truck direction between facing either left or right; this determines the path you take through the Island map of Paddocks and determines whether the orbit up-post will divert the ball to the pops. Also awards letters in “T-REX”; four shots will light the left ramp to start a T-Rex Event.

 

Pop bumpers: Three of them. They increase Amber value and also make progress toward Add-a-Ball in Chaos Multiball.

 

Pop Bumper standup: Can be hit either from a lower flipper shot or rebounds from the pop bumpers. Awards the Amber value when flashing (yellow), scores the Smart Missile (blue), and can start Chaos Multiball (red).

 

Pteranodon/Right ramp: Corkscrew ramp that feeds ball to the upper right flipper. Awards the “A” in CHAOS. Extra Ball is collected here when lit. Starts Pteranodon Attack after enough shots have been made and collects awards during the mode. Spots a letter in MAP (to qualify Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit.

 

Right orbit: Awards the “O” in CHAOS, and also advances toward Loop Awards. Spots a letter in MAP (to qualify Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit. This is a tight shot that often tends to brick out, so don’t be surprised if you can’t make it on the fly. It tends to be easier from a cradle. The truck’s current position will determine whether the orbit up-post will divert the ball to the pops: facing left = ball goes to the upper flipper and completes the full orbit, facing right = ball goes to pops. A good way to handle the former feed is by holding up the upper flipper; typically you’ll get a safe feed that way.

 

Helipad: Far right ramp that does a 180 and feeds balls to the right inlane. Captures dinosaurs or fuels the helicopter when Helipad lit (on placard above the ramp). Awards “S” in CHAOS. Spots a letter in MAP (to qualify Paddock modes) when its dino arrow insert is lit white. Awards Rescue, when lit. Full plunges from the shooter lane go to this ramp, so during Multiball ball-save periods, successful shots to the Helipad ramp may not register.

 

Helicopter blade spinner (Premium/LE): Horizontal-facing helicopter blades which function as a spinner, revolving when balls hit them passing by on the Helipad wireform.

 

2x Scoring target: Standup located across the playfield from the Lite Escape target. Starts 2x Playfield Scoring when flashing (after a lit Supply Drop has been collected). A hit to the 2x Scoring target, whether lit or unlit, also qualifies Nedry at the right outlane.

 

Right inlane: Can be lit to qualify Super Spinner.

 

Right outlane: Can be lit by a shot to the 2x Scoring target for Nedry, which is a points award (not a ball save - sorry!)

 

Action button: Currently has no use but it selects a Control Room mode when you’re given the opportunity.

 

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Skill Shots

Full plunge, and shoot the T-Rex Ramp for a skill shot of base value of 2M + 3 seconds ball save. Combo into right ramp for a Super Skill Shot of 2X the initial skill shot + additional 3 seconds ball save. Combo into the side ramp for a Double Super Skill Shot of 4X the initial skill shot + additional 3 second ball save. The initial value increases by 1M every time you make a skill shot. Upper limit?

Note: while lit for Skill Shots, the L and R ramp will not start modes qualified on the prior ball. However, they will collect CHAOS letters if they’re lit.

 

Secret Skill Shots

 

Short plunge, and shoot the pops standup for 10M + 3 seconds ball save.

“C” lane for 6M + 3 seconds ball save.

“O” lane for 8M + 3 seconds ball save.

More??

Multiballs

Chaos Multiball (CMB)

 

Spelling CHAOS: Spell CHAOS, in sequential order, to light the Chaos insert at the pops standup. Shoot the shot through the pops to start CMB. On subsequent attempts, additional completions of CHAOS will be required to light CMB. However, awards are given for completions of CHAOS regardless: the second CHAOS completion lights the Control Room, for instance. (Are there more of these?)

 

You can also collect letters in CHAOS off of Supply Drop, or complete CHAOS off of a successful Smart Missile.

 

Phase 1: Jackpots will be lit on all shots on one half of the playfield, depending on the direction of the truck, and each jackpot shot you hit will unlight. Hit the truck to switch sides and light all the other side’s jackpots – even the shots you’d previously hit. The more jackpots you collect on one side before switching, the more they’re worth. The first Chaos Super Jackpot is lit at the pops standup after collecting 1 jackpot (+1 jackpot required to lite each subsequent SJP). Each SJP awards the sum of jackpots collected between each SJP and awards one letter in CHAOS. CHAOS status is shown on the display and as solidly lit CHAOS inserts on PF. Spell CHAOS to advance to Phase 2. Similar to Iron Maiden’s Trooper MB, you can choose to keep shooting more lit jackpots – even after a SJP is lit – to increase your lit SJP value.

 

Phase 2: All CHAOS shots are lit for one jackpot each, and can be shot in any order. Each letter is worth the base value earned when collecting that letter’s SJP in phase 1, thus, “S” is worth the most. Example: if you collected the “S” in Phase 1 at 30M awarded, but with 2x PF running, then the “S” jackpot is worth 15M base value. So if 2x PF is still running, and you collect the “S” jackpot, your awarded value will be 30M, and not 60M.

 

Phase 3: ??? (Fossil at the end of the road for collecting Chaos MB Super Jackpot)

 

CMB progress is saved between subsequent CMB’s.

 

Amber Add-a-Ball:

CMB features a unique way to add additional balls into play. Hitting the pop bumpers enough times will immediately launch another ball into play (with a short ball saver, too!). Each of the pops-based add-a-ball requires more pops to get your next one. It might be a good idea to go for those Super Jackpots if you’re only a few bumpers away from an Add-a-Ball. As of 0.95, Supply Drops will no longer add a ball during CMB.

 

Raptor Tri-Ball (RTB)

 

Raptor Capture: Complete the Raptor Pen standup targets two times (increasing by one for each subsequent RTB) to light the Raptor Lock. A shot to the dead end lane will instantly count as a completion of all of the targets. The Raptor Lock (Capture) can only be made as a shot to the dead end lane.

 

Electric Fence Integrity: After a raptor has been captured, additional shots to the enclosure will weaken the fence and start RTB when the integrity is at 0%, with a shot to the dead end lane. The first Raptor Tri-Ball starts with the fence at 50% integrity. The fence integrity decreases more on shots to the dead end lane. The lightning bolt inserts will flash when RTB is ready to start with the final shot.

 

Worth noting - you can also start Raptor Tri-Ball for free off of a lucky Smart Missile where you select the option and successfully make the shot.

 

Raptor Tri-Ball is a multi-phase multiball, with rule elements that pay homage to multiballs in older Data East games:

 

Phase 1 - Raptor Tri-Ball: Shoot the left and right ramps once each for a Raptor Jackpot. (is the second Jackpot double that of the first?)

 

Phase 2 - Raptor Chaos: The CHAOS letters will light. Shoot all the CHAOS shots (not necessarily in order) for Raptor Chaos Jackpots.

 

Phase 3 - Raptor Rampage: Raptor Tri-Ball becomes "Raptor Hex-Ball”! (or “Raptor Quint-Ball”). 3 more balls are now in play, but no more than 6. Super Jackpots are lit on the right ramp and upper loop and are multiplied by the number of balls in play. Get 2x Scoring ready during this phase, and watch your score skyrocket! Collecting both Super Jackpots will also award you with a Fossil for your efforts.

 

Phase 4 - Victory Laps: After collecting both supers, all shots are lit for Raptor Rampage victory lap jackpots of relatively low value – might still be multiplied by # of balls still in play. Each shot unlights when you shoot it, but you can relight them all by shooting the Raptor Pen center target. However, each time you complete them prior to shooting Raptor Pen, the last one awards a Raptor Rampage super jackpot that seems to be worth the sum of your victory laps collected after your prior Raptor Rampage super.

 

Raptor Tri-Ball 2x Scoring (PREMIUM / LE ONLY): On the Premium / LE models, hitting all three targets in the Raptor Pen and then making the center lane will temporarily lock a ball and double all Jackpots collected for 15 seconds. Hitting the captive ball will reset the 15 second timer.

 

RTB progress is not saved between RTB’s, and during each RTB, your progress does not loop back around to Phase 1 after you collect a Phase 4 super.

 

T-Rex Multiball

 

2-ball multiball started via Feed T-Rex hurry-up mode. See T-Rex Events section. Unlike the other two main Multiball modes, you can’t bring Control Room or T-Rex Events into this Multiball. If you drain during the initial hurry-up phase, you lose your opportunity to play T-Rex Multiball until the events cycle again.

 

King of the Island Multiball (KOTI)

 

Navigate to the Spinosaurus Paddock and capture the Spinosaurus to light the left ramp for KOTI.

 

Switch-based MB – a # of switches qualifies (lights) all major shots. Shoot one lit shot to collect a 1x JP. Then repeat the switch collection phase, followed by all major shots (except ones already collected) lit again for +1x JP (2x, 3x, etc, up to 5x), but after locking in that shot JP, you then have to re-shoot your prior collected JP shots to requalify the switch phase. Multiplier keeps increasing for each subsequent jackpot.

 

Collecting a Jackpot at all eight shots will award you with a Fossil.

 

Note: KOTI scoring was significantly reduced in 0.88 code revision.

 

Supply Drop Add-a-Ball:

During each multiball, hitting the lit Supply Drop standup will award an Add-a-Ball (only the first Supply Drop of each MB). This is a one-time only affair but there are plenty of other ways to add balls, like the Amber pops during Chaos Multiball and the 6-ball affair during Raptor Tri-Ball.

 

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Paddock Modes (Dinosaurs)

Qualifying Paddock Modes

 

Spelling MAP & “Advance Paddock”: Spell M-A-P by hitting white arrows (or occasionally off of the Supply Drop). MAP progress is shown on inserts on the backpanel. When ready, the “Advance Paddock” light will be lit on the sign above the left ramp habitrail (as it comes out of the backpanel). Additionally, the LCD will display “shoot left ramp to advance paddock.” Hit the flashing left ramp to advance to the next space on the map and start the mode – the left inlane up-post will hold the ball during each Paddock’s introductory sequence. On default settings, only one white shot is required to qualify the first paddock, and subsequent Paddocks require 3 white shots to spell MAP.

 

Navigating the Map: The direction you move on the map is controlled by the direction the truck toy is facing. If the truck is facing left, you’ll move to the next dinosaur paddock to the left, and if it’s facing right, you’ll move to the next right dinosaur paddock. You can use the truck strategically to skip or play Super Predators and advance to the visitor’s center quickly.

 

Jurassic Perks: Each space on the map is associated with a specific species of dinosaur, and capturing a Paddock’s dinosaur will grant different awards which persist throughout the remainder of the game. More on that below.

 

Playing Paddock Modes

Overview: Try to capture the dinosaur(s) in the Paddock, while also rescuing park staff. The sequence to capture the dinosaur is: rescue a certain number of staff -> set trap -> visit Helipad (for orange and red paddocks only, and Spitter if played as 2nd paddock) -> shoot the yellow capture arrow.

 

Rescuing the Staff: The moving green arrow represents position of the dinosaur and the lit red Rescue shots represent staff in the park who are in danger of being eaten. The dino (green arrow) will move towards the closest lit Rescue shot; the speed that the dinosaur moves at is determined by its “aggression” trait. If the dino moves to a shot that is lit for Rescue before you collect it, the green arrow will start blinking faster and faster. If that Rescue shot times out, the park staff will be eate- uh, injured and that shot will no longer be lit for a Rescue. If you shoot the dino shot even if Rescue isn’t lit at that shot, it will temporarily slow the dino by pausing its pursuit your park staff for a few seconds.

 

The Smart Missile can also award Rescues - either 5 or 10, which are also added to your Rescue Streak. Completing Fossil Set 4 also awards 10 Rescues, but this is really difficult to do, so I don’t recommend it…

 

Along with awarding points and progress in Paddock modes, cumulative # of Rescues across your game gives additional awards:

 

3 Rescues: Light Inlanes

6 Rescues: Light Extra Ball

8 Rescues: Light Inlanes

13 Rescues: Increase Bonus Multiplier (+1x)

15 Rescues: Light Inlanes

22 Rescues: (?)

24 Rescues: Light Inlanes

25 Rescues: Fossil

Setting the Trap, Helipad, and Captures: Your goal is to capture the dinosaur with as few staff casualties as possible, ideally none. To do this, you must rescue staff until the “Set Trap” standups light (flashing) on either side of the truck. The first Paddock Mode only requires one Rescue before the Set Trap inserts are lit, and only requires hitting one Set Trap target. Subsequent paddock modes have increased requirements for both Rescues (seems to be # Rescues required = Paddock Level #, rounding up) and Set Trap shots. (ie. both Set Trap targets have to be hit). After the Set Trap shots are lit solid, various yellow shots will light on the playfield; hitting a certain number of these will capture the dinosaur and award you a bunch of goodies.

 

Note: when the Helipad is required, it is indicated only by the lit sign above the far right ramp (and not the arrow on the playfield).

 

Choice 2 on the Smart Missile, if a Paddock is active, will allow you to instantly complete the Paddock, capturing its associated dinosaur and awarding you with the required Rescues! This is really nice and satisfying to get…

 

Dinosaur Escapes: Once a Paddock Mode has begun, you will remain in it (for the rest of the game) until you capture the dinosaur. However, there is a way to “lose” a paddock mode. If all of the staff in a paddock are gone – any combination of rescued and devoured – the dinosaur will begin to move back to the shot where it started and eventually escape, and none of its Bounty, Perks, or other capture benefits will be awarded. The player has to balance out the priority of Rescue shots, making sure that there are enough staff remaining to distract the dinosaur while trying to capture it.

 

Rescue Streaks

 

Your rescue progress is shown on the right side of the LCD, along with your current Rescue Streak. The Rescue Streak is a points adder awarded for consecutively successfully saving staff without one being injured by a dinosaur. Beware of the T-Rex Paddock if you have a good Rescue Streak going!

 

Paddock Dinosaurs

 

The Levels listed below represent the “outside pairs” of Paddocks. The .5 levels are the Super Predators (the Paddocks up the middle of the map), which can be skipped through intentional truck positioning. Heading into a Super Predator Paddock is a detour on your path to the Visitor Center, but you are rewarded with extra special goodies.

 

Dinosaur Characteristics: Each dinosaur has different characteristics that impact gameplay:

 

Diet: A subtle nuance – carnivores will go straight toward the nearest Staff while herbivores will amble around more randomly, only accidentally stepping on your poor Staff. The designers did their research on dino biology!

Aggression: The speed at which the dino (green arrow) pursues the staff (Rescue shots)

Trait: A unique game rule regarding how the Dino arrow moves and impacts Staff, if applicable.

Staff in Peril: Total # of Rescue shots available at this paddock. You don’t have to Rescue all of them, just the amount required to lite Set Trap (shown at the bottom of the display). But Rescuing them all will qualify you for more lucrative mini-wizard and wizard modes, and in particular, make Escape Nublar wizard mode easier.

Bounty: Immediate points awarded for capturing the Dino. Base values are shown below; if you’ve captured the Gallimimus these values will be doubled, and 2x Scoring can also double the bounties.

Amber Bonus: Capturing the Dino also awards a multiplier applied to the next collected Amber Bonus. Stack these up before you collect the Amber Bonus for big points!

Perks: Capturing a dinosaur awards “Jurassic Perks” which remain in effect for the duration of the game. Each species has its own unique perks.

Bonus X: Capturing Super Predators is one of the only ways to increase the bonus multipliers, which are held from ball to ball. Bonus can be big on this game, especially if you’ve collected tons of DNA and Fossils.

 

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Level 1

 

Species: Gallimimus (Left Side)

 

Diet: Omnivore

Aggression: Low

Trait: N/A

Staff in Peril: 5

Bounty: 2.5M

Amber Bonus: +2x

Perk Awarded: 2x Bounties

Bonus Multiplier: N/A

Species: Brachiosaurus (Right Side)

 

Diet: Omnivore

Aggression: Very Low

Trait: N/A

Staff in Peril: 5

Bounty: 2.5M

Amber Bonus: +2x

Perk Awarded: +200k to Rescue Streaks

Bonus Multiplier: N/A

Level 1.5 (Super Predator)

 

Species: Spitter

 

Diet: Carnivore

Aggression: Medium

Trait: Immobilizes (adjacent) Staff (for 5 seconds…turning the rescue insert solid, and they cannot be rescued during that time)

Staff in Peril: 7

Bounty: 5M

Amber Bonus: +3x

Perk: +2x Super Spinner

Bonus Multiplier: +1x

Level 2

 

Species: Triceratops (Left Side)

 

Diet: Herbivore

Aggression: Medium

Trait: N/A

Staff in Peril: 6

Bounty: 5M

Amber Bonus: +3x

Perk: Easier Loop Awards (reduces the number of loops required to qualify awards like Super Supply Drop.)

Bonus Multiplier: N/A

Species: Ankylosaurus (Right Side)

 

Diet: Herbivore

Aggression: Medium

Trait: N/A

Staff in Peril: 6

Bounty: 5M

Amber Bonus: +3x

Perk: Easier Inlanes (“Light Inlanes” is awarded at lower thresholds of Rescues)

Bonus Multiplier: N/A

Level 2.5 (Super Predator)

 

Species: T-Rex

 

Diet: Carnivore

Aggression: Extreme

Trait: N/A

Staff in Peril: 8

Bounty: 7.5M & Extra Ball

Amber Bonus: +4x

Perk: +8 seconds to timers

Bonus Multiplier: +1x

Level 3

 

Species: Stegosaurus (Left Side)

 

Diet: Herbivore

Aggression: Medium

Trait: N/A

Staff in Peril: 7

Bounty: 10M

Amber Bonus: +4x

Perk: +15k/Pop Amber

Bonus Multiplier: N/A

Species: Compsognathus (Right Side)

 

Diet: Carnivore

Aggression: Medium

Trait: Can’t be stunned

Staff in Peril: 7

Bounty: 10M

Amber Bonus: +4x

Perk: +250k combos

Bonus Multiplier: N/A

Level 3.5 (Super Predator)

 

Species: Spinosaurus

 

Diet: Carnivore

Aggression: Very High

Trait: Water Travel (meaning it can jump from one side of island to other)

Staff in Peril: 10

Bounty: 10M

Amber Bonus: +5x

Perk: King of the Island MB

Bonus Multiplier: +1x

Level 4

 

Species: Pteranodon (Left Side)

 

Diet: Carnivore

Aggression: High

Trait: Can Fly

Staff in Peril: 10

Bounty: 20M

Amber Bonus: +5x

Perk: 2x Chaos Jackpots

Bonus Multiplier: N/A

Species: Raptor (Right Side)

 

Diet: ?

Aggression: ?

Trait: 2 of them!

Staff in Peril: ?

Bounty: ?

Amber Bonus: ?

Perk: 2x Raptor Jackpots

Bonus Multiplier: N/A

Level 5 - Visitor’s Center

 

Not a true “paddock” mode, but a mini-wizard mode for reaching the end of the map. This mode is present in 0.95. More info needed. Before starting this mode, a bonus is awarded based on:

 

Fossils Collected

Rescues

Longest Rescue Streak

DNA Collected

Paddocks Visited

 

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T-Rex Events

Hitting the Newton ball/Truck awards letters in spelling “T-REX” – depending on settings, it does not require a full “swing” of the truck from one side to another to get the first two letters, but then does require a full swing to get the “EX.” Completing “T-REX” lights the left ramp to start the T-Rex Event (mode). On Prem/LE, a lit L ramp will literally feed the animatronic T-Rex, while the Pro will hold the ball via the left inlane up-post during each mode’s introductory sequence. On default settings, Feed T-Rex is always played as the first mode of the game, and the other three modes cycle with shots to the truck. On Competition Install settings, the first available mode will not necessarily be Feed T-Rex, and the Feed T-Rex mode will not start immediately on spelling completion at the captive ball.

 

You can see that a T-Rex mode is ready by looking at the LCD display or at the sign above the left ramp habitrail return.

 

Time Bonus: At the end of the single-ball T-Rex Events, a Time Bonus will be awarded determined by how quickly you were able to finish the mode (1 million times the number of seconds remaining).

 

Feed T-Rex: A Hurry/Build shot that turns into a multiball. A 500K hurry-up is lit at the T-Rex ramp. On default settings, unlike other T-Rex modes that start with a lit L ramp shot, this hurry-up starts immediately after spelling T-REX. Shoot orange arrows to reset the hurry-up to increasingly higher values (also unlighting that shot), and feed T-Rex at the left ramp to collect it. This starts T-Rex Multiball – a 2-ball Multiball – where 5 major shots are lit for jackpot values that start at the hurry-up value you collected. Each jackpot increases the next one by 250K. After all 5 jackpots have been collected, Super Jackpot is lit at the L ramp for the sum of the collected jackpots.

 

Notes: (1) if you fail to collect the hurryup by draining or timing out, you lose your opportunity to play T-Rex Multiball until you play through all the other T-Rex modes as well. (2) as soon as you start the Hurry-Up phase of Feed T-Rex, you are immediately locked out of hitting any final shot to begin other multiballs (CMB or RTB). In other words, you lose the choice of whether you want to play TRex MB first – you’re either going to play it, or skip it all together.

 

Collecting the jackpots from left to right, in sequence, will also give you +1x multiplier on the remaining jackpots (the shot needed will flash red) – if you shoot a non-red jackpot, you will lose the ability to further increase the “in sequence” multiplier. The color of the remaining non-red jackpots indicate how many multipliers have been added: blue (default) = 1x, purple = 2x, cyan = 3x, yellow = 4x, N/A (only one jackpot left) = 5x. Collecting a Super Jackpot resets the multiplier.

 

T-Rex Chase: Alternate shots between a single orange flashing shot (to dodge the T-Rex) and the truck (to shift gears). Dodge shots made under three seconds after shifting gears will score double their normal values. Making the truck a fifth time finishes the mode and awards a Fossil.

 

T-Rex Rampage: Shoot the left or right ramp to lower the T-Rex, then shoot the T-Rex (left ramp) to collect an award. Comboing from the Raptor Tower or Helipad increases the award. Complete this sequence three times to win the mode and collect a Fossil. Look out for the T-Rex on the Premium / LE - it’ll fling the ball into the pop bumpers at the start of the mode, which can potentially be dangerous!

 

T-Rex Encounter: The first shot is the Truck. Afterwards, you must shoot orange arrows to free the trapped worker. The difficulty of the shots determine the value: the Helipad scores 1x, the right ramp scores 2x, and the right orbit scores 3x. Shooting the T-Rex will temporarily distract it. Complete this sequence three times to finish the mode and collect a Fossil.

 

Museum Mayhem: Mini-wizard mode for completing all four T-Rex modes. More info needed.

 

Other non-Control Room modes and one multiball may be started during a non-multiball T-Rex mode. T-Rex modes end if you drain your ball. After playing Museum Mayhem, Feed T-Rex will be the only T-Rex mode offered, with increasing difficulty of starting it each time.

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Control Room Modes

Control room modes are lit by:

 

Catching your first dinosaur

Spelling CHAOS twice

Starting Raptor Tri-Ball

15 tower shots

Hitting the Control Room shot when lit catches the ball with the up-post and lets you select from one of three modes. Note that if a mode has been either completed or failed, you won’t be able to choose it again until after Secure Control Room has been played.

 

Time Bonus: At the end of the Control Room Modes, a Time Bonus will be awarded determined by how quickly you were able to finish the mode (1 million times the number of seconds remaining).

 

Virus Attack: Alternate shots between all lit shots and the Control Room. All main shots are lit blue. Shoot one, then hit the Control Room. Repeat two more times (the main shots you have already hit will not relight). This mode is worth playing solely for the animation you get upon completing it, which I won’t spoil. :stuck_out_tongue: Making the final shot to the Control Room finishes the mode and awards a Fossil.

 

Restore Power: Shoot the spinner once initially to lite all other shots to score the base value, then shoot all other lit shots to collect the value. You can shoot the spinner at any time to increase the other shots’ values. The final shot finishes the mode, and awards 3x the value along with a Fossil.

 

System Boot: Shoot one of three different blue-lit shots to flip the three switches on the display and reboot the system, which then lights a new set of shots. Each shot has a combo shot, which will award more points depending on how quickly you make the combo. The final shot in the mode is at the control room, which will award all of the points you collected during the mode again, along with the Time Bonus and a Fossil. This mode can be HUGE if it’s played during a Multiball round with 2x Scoring active.

 

Secure Control Room: Mini-wizard mode for playing through all three Control Room modes. Mode begins with one shot lit for a hurry-up (HU) value (blue arrow). Collecting the HU will start a new HU on a different shot. Repeat until you’ve collected a HU from all major shots to light the control room to finish the mode. Whenever a new hurry-up begins, all of the shots you’ve previously collected HUs from will light green; shooting a green shot will reset and build the value of the current hurry-up.

 

Invalid Frenzy: Everybody’s favorite Stern software bug made into another mini-wizard mode awarded after playing Secure Control Room. A multiball where the jackpot is qualified by hitting a certain number of switches (similar to Mummy MB in Maiden). The jackpot is collected from the control room shot. Once collected, control room will immediately relight for a 3X JP. After collecting the 3X JP the MB resets and JP has to be re-lit via switch hits. “Major” switches will build the jackpot value faster than “minor” switches and the JP value becomes locked once it is lit. One good spinner riper can light the JP, but the value will be pretty low so you’ll probably want to hit at least a few major shots before using the spinner or pops to light the JP. Hitting any switch in the raptor pen will build towards an add-a-ball (additional hits required for each subsequent AAB).

 

Other non-T-Rex modes and one multiball may be started during a Control Room mode. Control Room modes end if you drain your ball.

 

Other Modes & Features

Double Scoring

 

Each Supply Drop collected will light the Lite 2x Playfield standup. Shoot the lit standup to begin 2x PF scoring for 30 seconds. Shots to any of the Supply Drop standups will add additional time to the timer, and a shot to the lit Supply Drop target before 2x scoring has begun will add 10 seconds to the timer when it starts.

 

Extra Ball(s)

 

Four Extra Balls can be collected in this game, through the following methods:

 

Reaching a Rescue Streak of 6 lights it at the right ramp

Successfully capturing the T-Rex instantly awards an Extra Ball

Smart Missile might instantly award an Extra Ball

Completing Fossil Set 2 instantly awards an Extra Ball

More earnable EB’s have been promised.

 

Collect lit EB at the R ramp (light on sign above R ramp). If EB’s set to points, they score 15M.

 

Spinner

 

Collect shots to increase the spinner value from a base of 30k per spin. Each shot adds the following amount to the spinner:

 

T-Rex: 15K

Helipad: 30K

Pteranadon: 50K

Raptor Tower: 100K

Thus when the whole spinner is lit, you will get 225k/spin. Shoot the spinner to collect the current value. After one shot, the value resets (similar to Nine Ball).

 

Lit Inlane Features

 

Light them via 3, 8, 15, etc. Rescues completed. If the Ankylosaurus has been captured, one less Rescue is required (ie. 2, 7, 14…)

 

Super Spinner: The lit right inlane will qualify the spinner for 2x the lit value for a limited time (or 4x if you’ve captured the Spitter).

 

Smart Missile: When the left inlane is lit for “Smart Missile”, the inlane up-post (ala Cactus Canyon) will hold the ball and call for a shot to the pops standup target. Once the Smart Missile is activated, you will have 3 seconds to choose what you want the Smart Missile to award using the action button; the award chosen when the timer goes to 0 will be given for a successful shot to the target, in addition to 10 million incrementing by 5 million for each successful Smart Missile launch. There are six possible choices, shown on the display in this order:

 

Complete CHAOS / Super Supply Drop (if Chaos Multiball is either active or lit)

Super Combos (Combos score more points than usual - how much?) / Complete Paddock (if you’re already in a Paddock)

+5 Rescues / +10 Rescues / Raptor Multiball / Extra Ball / Fossil / Super Escape

+5 Rescues / +10 Rescues / Raptor Multiball / Extra Ball / Fossil / Super Escape (same as above, but typically either one above or below the top award)

25 Million

Abort (selecting this award will deactivate the Smart Missile - you can relight it with a shot to the Truck)

Note: Choices 3 and 4 have some interesting rules attached to them. The awards listed here change as you successfully fire Smart Missiles, increasing by 1 each time. For instance, if you successfully fired three Smart Missiles and then selected either choice 3 or 4, you would receive either Raptor Multiball or Extra Ball upon successfully firing it, respectively.

 

Pteranodon Attack

 

Shoot the right ramp 4 times to start. Pteranodon Attack is a frenzy mode where all switches add to an award collected at the right ramp, and can be rebuilt/re-collected while there’s time left in the mode. Each threshold of 20 switches adds a multiplier to your next award. If the mode times out, the multiplier carries over to the next Pteranodon Attack, but not the award value, meaning it might be a good idea to focus on building up the multiplier for the first Pteranodon Attack instead of trying to collect the award.

 

Completing Fossil Set 1 will add +10x to the next Pteranodon Attack value instantly!

 

Loop Awards

 

Various awards given after 3 loops and every 5 thereafter – from both Upper Loops and Right Orbit shots. If the Triceratops has been captured the amount of loops required to qualify one of these awards will lower by 1.

 

3 Loops: Super Supply Drop

5 Loops: 3 Million

8 Loops: Super Supply Drop

10 Loops: 5 Million

15 Loops: Super Supply Drop

20 Loops: 10 Million

24 Loops: Super Supply Drop

30 Loops: Fossil

more?

Tower Awards

 

Various awards given after 5, 10, 15, etc. side ramps.

 

5 Towers: 3 Million

10 Towers: 5 Million

15 Towers: Light Control Room

20 Towers: 15 Million

25 Towers: Fossil

every 10 Towers: 15 Million

If you combo into the Side Ramp from the Upper Loop, it awards 3x the Side Ramp points and counts as two Tower advances. (And a cool sound effect!)

 

Amber Bonus

 

The bumpers build your Amber Bonus throughout the entire game. Collect the Amber Bonus at the lit pops standup, which is lit by going through the rollover above the pops. Collecting the Amber Bonus does not reset it – it will relight and continue growing from the prior collected value. Capturing Dinos provides a one-time multiplier to your next Amber Bonus collect. If you capture multiple Dinos between Amber Bonus collects, then the captured Dino Amber multipliers stack.

 

Completing Fossil Set 3 will add a 10x multiplier to the next Amber Bonus.

 

Amber Frenzy: Each Super Supply Drop awards an Amber Frenzy for a given number of seconds, where you can collect your Amber Bonus by making certain shots.

 

Amber Pops: 20 seconds

Amber Targets: 30 seconds

Amber Slings: 40 seconds

Amber Ramps: 50 seconds

Supply Drop (Mystery)

Qualified by hitting the flashing blue Supply Drop icon targets (each one changes to a solid blue once you hit it). Collected at the solidly-lit large Supply Drop standup between the Raptor Pen and Side Ramp (similar position to TAF’s Cousin It target). Qualified Supply Drops cannot be stacked – you won’t get a second one qualified prior to collecting the Supply Drop that is lit. However, a qualified Super Supply Drop (flashing) will stack on top of a qualified Supply Drop and take precedence over it – once you collect Super Supply Drop, the previously qualified regular Supply Drop (solid-lit) will immediately be available at the Supply Drop Standup.

Collecting either a regular Supply Drop or a Super Supply Drop lights the Lite 2x Scoring standup.

 

Possible Supply Drop awards:

 

Add-A-Ball (first Supply Drop in each multiball)

Advance CHAOS

Advance MAP

Light Advance Paddock (common award if MAP is close to being completed)

5 Million

Max Spinner (light all inserts)

Double Nedry Value (!)

Spot Rescue

Set Trap

Call Helicopter

Super Supply Drop

Qualified after 3 Loops have been collected. Seems to always award an Amber Frenzy, and also lights the Lite 2x Scoring standup. The normal Supply Drop will be lit after this has been awarded.

 

Escape (Left Outlane Save)

The far left Lite Escape standup is lit via the rollover at the top entrance to the pop bumper area. With default settings, this is initially lit for 20 seconds…and if claimed within that time period, will light the Escape virtual ball save in the left outlane. The Lite Escape 20 second timer decreases by 4 seconds each subsequent time it is lit, down to a minimum of 6 seconds.

 

Depending on settings, Escape will be already be lit in the L outlane at the beginning of each ball (easy), at the beginning of ball one only (medium), or not at the beginning of any ball (hard/competition).

 

One of the Smart Missile awards is “Super Escape”, which lights Escape for the rest of the ball! This is REALLY helpful to have during Multiball.

 

Nedry Right Outlane

Don’t let your lit Nedry right outlane fool you! It’s only points, not an outlane ball-save! Light it by hitting the Lite 2x Scoring standup. The value increases upon further shots to the 2x Scoring target and can be doubled by a Supply Drop.

 

DNA Combos

11 unique combos. Award points when collected and boosts value of all other combos. Award 400k points per unique DNA Combo during bonus collect. Combos themselves score 1M each at base value. “Thank you, Mr. DNA!”

 

(Note that if the Truck is involved in a DNA Combo, the Truck has to turn all the way around for the shot to count.)

 

Gallimimus: Spinner > Truck

Ankylosaurus: Helipad ramp > Control Room

Brachiosaurus: Left ramp > Right ramp > Supply Drop standup

Velociraptor: Left ramp > Helipad ramp > Raptor Pit

Stegosaurus: Spinner > Upper loop > Upper left Supply Drop target

Triceratops: Helipad ramp > Left ramp > Amber target

Spitter: Helipad ramp > Left ramp > Right loop

T-Rex: Spinner > Upper loop > Tower ramp > Truck

Compsognathus: Spinner > Upper loop > Tower ramp > 2x Scoring target

Pteranodon: Helipad ramp > Left ramp > Right ramp > Tower ramp

Spinosaurus: Spinner > Upper loop > Tower ramp > Helipad ramp > Left ramp > Right ramp (good luck with this! this will also award a Fossil if this is your first 6-Way Combo in the game.)

Fun With Bonus

 

Add up the following:

 

Amber Bonus (base value only)

Number of Staff collected * 150k

Number of Dinos captured * 500k

Number of Fossils found * 2m

Number of unique DNA combos * 400k

Then multiply by bonus X, if applicable.

 

Fossils

11 collectible fossils, divided into four separate sets. Bonus awards 2m per Fossil collected. Doing well on certain objectives will spot a particular fossil. Collecting a set of fossils also gives a huge award. Collecing all 11 fossils… rest assured, something amazing is planned.

 

Set 1

Ankylosaurus - Collect a Raptor Super Jackpot

Brachiosaurus - Complete your 1st T-Rex mode

Set Reward - 20 million and +10x Pteranodon Multiplier

Set 2

Velociraptor - Complete your 2nd T-Rex mode

Spinosaurus - Collect a Chaos Super Jackpot

Gallimimus - Complete your 1st Control Room mode

Set Reward - 35 million and Extra Ball

Set 3

Triceratops - Complete your 2nd Control Room mode

T. Rex - Complete your 3rd T. Rex mode

Dilophosaurus - Complete your 3rd Control Room mode

Set Reward - 100 million and +10x Amber

Set 4

Compsognathus - Complete Visitor’s Center

Pteranodon - Complete Museum Mayhem

Stegosaurus - Complete Secure Control Room

Set Reward - 250 million and +10 Rescues

There are also six “wildcard” fossils hidden throughout the game. A wildcard fossil will spot any fossil in the lowest available “set” it can. These Fossils are available from:

 

Smart Missile (choices 3 or 4 might be “Fossil”)

6-Way Combo

25 Rescues

25 Tower Shots

28 Loops

Qualify jackpots on all 8 shots during King of the Island MB

(others?)

 

Escape Nublar

Main wizard mode; not implemented yet. Playing “Visitor’s Center”, “Secure Control Room” and “Museum Mayhem” is supposed to qualify this.

 

Strategies

Basic: qualify and start modes and multiballs. CMB, in particular, will often get qualified in the background as long as you don’t ignore the “C” shot at the beginning of your game.

Advanced: Start mode(s) prior to stacking on a multiball. Mode shots can be worth more than a multiball’s Phase 1 shot, but advanced phases of multiballs are where the big points are waiting for the taking.

Expert: strategically choose which dinosaurs you capture prior to playing certain modes, multiballs, or features that are augmented by those dino’s Perks.

Stacking

 

Major modes:

Modes cannot be started once a MB has begun.

Paddock modes can have anything stacked on them, and can be started with either a T-Rex (non-multiball) or Control Room mode running.

A T-Rex mode cannot be stacked with a Control Room mode (or vice versa). Also, T-Rex letters cannot be collected during a Control Room mode.

Multiballs may not be stacked with one another, nor progress made toward qualifying CMB or RTB.

Multiballs may be stacked onto running major modes, but not the other way around, nor can you make progress toward major modes during a multiball.

Pteranodon Mode seems to be able to stack onto, or be stacked upon by anything.

Competition Install Notes

Escape is not lit at the beginning of the game.

Feed T-Rex is not fixed as the first mode, and won’t start with the captive ball hit that awards “X” in T-REX.

Amber awards from Super Supply Drops are deterministic (pops first, then…?).

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So true... I thought I had my head around the basic code structure, but RGR has blown that idea completely up!!

 

Copy and paste from tilt forums..:) So sick the code on this game. Get players designing playfield and code from now on!

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I had a few instances last week where the raptor post would pop up and the game would run through the raptor ball lock animation sequence when the ball was no where near the raptor cage. During the weekend the problem became more frequent and there were cases where hitting the rear raptor target wouldn't register a hit. This upset @Dirty daz greatly since it was most prevalent during his game play. We set the game into switch test and manually presses the target and found the target would get stuck (closed), only opening after a few more manual presses.

 

The cause - the target has been installed too close to the small post rubber to its left. When the target gets hit, it would push the plastic target head back just enough to lock behind the rubber.

 

http://www.enteryourinitials.com/images/jp/jp_raptor_target_stuck.jpg

 

The target bracket was unscrewed below the playfield and adjusted as far as possible to move it away from the post. This now allowed the target to move freely.

 

Looking at the installation of the target, it looks like the target should have been installed another 2mm to the right at the time of assembly as there is plenty of room and this would give it ample clearance.

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I also got around to installing the art blades on my game. It looks so much nicer then solid black panels.

 

http://www.enteryourinitials.com/images/jp/jp_sideblades_installed_1.jpg

 

http://www.enteryourinitials.com/images/jp/jp_sideblades_installed_2.jpg

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NEW CODE

 

LE

V0.96.0 - December 4, 2019

==========================

- Smart Missile - fixed an issue with an occasional crash when choosing 'Complete Chaos' and hitting the Pop Target when a multiball is running

- Amber Slings - fixed an issue where 2x amber value was being added to the score for each Amber Sling

- Amber Slings - fixed an issue where only half the amount of Amber Value that was added to the score showed up in the total screen

- Amber Slings / Pops / Targets / Ramps - fixed an issue where the Amber Features display effect would show only the 1X value being awarded during 2X playfield multiplier

- Super Spinner - multiplier is now current Bonus X multiplier +1X and still adds +2X for perk (minimum: 2X, maximum: 8x) can still be doubled by 2X playfield multiplier

- Control Room Modes - now default to 45 seconds (up from 40 seconds)

- Control Room Select - fixed an issue where the dino move timer would still count down when you waited to select your mode, timer is now paused at this time

- All Paddocks - dino move timer will now not pause for Pop Bumper hits

- 2X Playfield - timer no longer pauses for Pop Bumper hits

- Super Supply Drop - 'TRIPLE BONUS' award now awards current Bonus score X3 instead of adding +3X to the Bonus X

- Visitor Center Bonus - Rescue is now worth 750K (up from 500K)

- Visitor Center Bonus - Rescue Streak is now worth 1.5M (up from 1M)

- Tilt Warning - Danger and Double Danger text added to display effect

- High Scores - adding T-Rex Encounter Champion

- High Scores - adding T-Rex Chase Champion

- High Scores - adding T-Rex Rampage Champion

- High Scores - adding Virus Attack Champion

- High Scores - adding System Boot Champion

- High Scores - adding Restore Power Champion

- High Scores - adding King of the Island Champion

- High Scores - adding Visitor Center Bonus Champion

- High Scores - adding Secure Control Room Champion

- High Scores - adding Invalid Frenzy Champion

- High Scores - adding Escape Nublar Champion (mode is coming soon)

- High Scores - adding Amber Pops Champion

- High Scores - adding Amber Ramps Champion

- High Scores - adding Amber Targets Champion

- High Scores - adding Amber Slings Champion

- High Scores - fixed an issue with the Bonus Champion not ever setting the high score

- High Scores - increased the high score defaults in general by 2x

- Enter Initials - updated font colors and sizes

- Enter Initials - fixed an issue with strange scaling when 'Q' is entered in either 3 or 10 letter layout

- Enter Initials - fixed an issue with characters lining up with underscores properly for the 10 letter layout

- Enter Initials - added sound effect when a high score champion is presented

- Attract Mode - tournament screens have now been added to the attract mode

- Competition Mode - competition mode screen when holding left flipper in has been updated to better integrate with Attract Mode

 

- Adjustment Changes:

- changed 'AMBER TARGETS TIMER' default from 30 to 40 seconds

- changed 'AMBER SLINGS TIMER' default from 40 to 30 seconds

- UTILS -> VOLUME -> BACKBOX SPEAKER TYPE - once this setting is overridden by the operator, the bootup sequence will no longer revert it to match the model's speaker type

 

- System - Updated to V2.37

- Updated to nodeboard firmware v0.54.0

 

 

PRO

V0.96.0 - December 4, 2019

==========================

- Smart Missile - fixed an issue with an occasional crash when choosing 'Complete Chaos' and hitting the Pop Target when a multiball is running

- Amber Slings - fixed an issue where 2x amber value was being added to the score for each Amber Sling

- Amber Slings - fixed an issue where only half the amount of Amber Value that was added to the score showed up in the total screen

- Amber Slings / Pops / Targets / Ramps - fixed an issue where the Amber Features display effect would show only the 1X value being awarded during 2X playfield multiplier

- Super Spinner - multiplier is now current Bonus X multiplier +1X and still adds +2X for perk (minimum: 2X, maximum: 8x) can still be doubled by 2X playfield multiplier

- Control Room Modes - now default to 45 seconds (up from 40 seconds)

- Control Room Select - fixed an issue where the dino move timer would still count down when you waited to select your mode, timer is now paused at this time

- All Paddocks - dino move timer will now not pause for Pop Bumper hits

- 2X Playfield - timer no longer pauses for Pop Bumper hits

- Super Supply Drop - 'TRIPLE BONUS' award now awards current Bonus score X3 instead of adding +3X to the Bonus X

- Visitor Center Bonus - Rescue is now worth 750K (up from 500K)

- Visitor Center Bonus - Rescue Streak is now worth 1.5M (up from 1M)

- Tilt Warning - Danger and Double Danger text added to display effect

- High Scores - adding T-Rex Encounter Champion

- High Scores - adding T-Rex Chase Champion

- High Scores - adding T-Rex Rampage Champion

- High Scores - adding Virus Attack Champion

- High Scores - adding System Boot Champion

- High Scores - adding Restore Power Champion

- High Scores - adding King of the Island Champion

- High Scores - adding Visitor Center Bonus Champion

- High Scores - adding Secure Control Room Champion

- High Scores - adding Invalid Frenzy Champion

- High Scores - adding Escape Nublar Champion (mode is coming soon)

- High Scores - adding Amber Pops Champion

- High Scores - adding Amber Ramps Champion

- High Scores - adding Amber Targets Champion

- High Scores - adding Amber Slings Champion

- High Scores - fixed an issue with the Bonus Champion not ever setting the high score

- High Scores - increased the high score defaults in general by 2x

- Enter Initials - updated font colors and sizes

- Enter Initials - fixed an issue with strange scaling when 'Q' is entered in either 3 or 10 letter layout

- Enter Initials - fixed an issue with characters lining up with underscores properly for the 10 letter layout

- Enter Initials - added sound effect when a high score champion is presented

- Attract Mode - tournament screens have now been added to the attract mode

- Competition Mode - competition mode screen when holding left flipper in has been updated to better integrate with Attract Mode

 

- Adjustment Changes:

- changed 'AMBER TARGETS TIMER' default from 30 to 40 seconds

- changed 'AMBER SLINGS TIMER' default from 40 to 30 seconds

- UTILS -> VOLUME -> BACKBOX SPEAKER TYPE - once this setting is changed by the operator, the bootup sequence will no longer attempt to change it to match the model's speaker type

 

- System - Updated to V2.37

- Updated to nodeboard firmware v0.54.0

 

 

 

 

 

Only a 0.01 update, which is primarily bug fixes, a few tweaks and also new high score tracking for more modes and features.

 

Direct links:

 

0.96 LE Read me - https://sternpinball.com/wp-content/uploads/2019/12/jurassic_park-0_96_0-README_LE.txt

0.96 LE Code - https://f002.backblazeb2.com/file/gamecode/jurassic_park_le-0_96_0.spk.zip

 

0.96 PRO Read me - https://sternpinball.com/wp-content/uploads/2019/12/jurassic_park-0_96_0-README_PRO.txt

0.96 PRO Code - https://f002.backblazeb2.com/file/gamecode/jurassic_park_pro-0_96_0.spk.zip

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Installed the pinside custom sound code last night WOW.

Amazing game made even better.:cool:

 

Really? I've been following that thread and would definitely be interested in trying it. I was a but concerned it may not be as fluid as the original Stern and potentially a little hacky. What are your thoughts? They do a good job?

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Really? I've been following that thread and would definitely be interested in trying it. I was a but concerned it may not be as fluid as the original Stern and potentially a little hacky. What are your thoughts? They do a good job?

 

 

That was my thoughts and concerns exactly when following the thread. Was not disappointed by any means on sterns efforts but has always bugged me playing their tittles without hearing

The true actors call outs. Suppose having a Batman 66 Le has spoilt me lol.

The new code has a definitely made a big difference with the dinosaur effect sounds and the theme at the end has been extended making it blend well with the original movie score.

Don’t get me wrong every so often the blend is not perfect but hats off to these guys. Definitely give it ago. Can not get enough of this title.

Cheers

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