Jurassic Park (Stern) Tactics Page


Rules:
Tiltforums Rulesheet (in-depth open source guide)
Stern’s official: Jurassic Perks guide (PDF).
TWIP: Quick Rules

v2 Cards Page

Tips:
Pintips

Tutorial:
Kinetisist “Rescue Mission: Stern Jurassic Park Pinball Tutorial“: Approachable walk through of the rules from Noah Crable along with some strategy tips.

Info:
Pinside: Pro Prem LE LE30Owners Group
IPDB: Pro Prem. LE
Kineticist: InfoDeep Dive“Rescue Mission” Tutorial

Sample Image from Kineticist

v2 Card Notes:
(Info that couldn’t fit and other clarifications.)

Intro sides:

Extra Balls:

http://tiltforums.com/t/stern-jurassic-park-rulesheet/5644#heading–ebs

-6 Recues then collect at right ramp
-6 DNA Combos
-Capture T-Rex
-Smart Missile Award (after +5 Rescues award chosen, Extra Ball can be chosen the next time Smart Missile is activated.)
-Complete Fossil Set #2
-5th Super Supply Drop

Supply Drop (Mystery Award):
-First Supply Drop of T-Rex and Raptor Multiball is an Add-a-Ball

CHAOS Multiball:
-Add-a-ball from Pop Bumper hits (increases after each Add-a-ball).

Amber Value:
Carries over entire game.

Extra Clarification of what the Smart Missile is (if you don’t know how to start it):
The “Smart Missile” isn’t that smart. Well, I guess that’s arguable, but it’s not ‘smart’ like the Data East Smart Missile (and others) where hitting the button spots all lit shots. Instead, when the ball is held (in the left inlane), you choose what award you want to attempt with the action button, then you have to hit the Amber Target through the narrow lane between the truck captive ball and the left post of the right ramp. This then triggers the bonus that you selected. The Smart Missiles are lit from Rescues.


Advanced:

Note: “>” between words will usually mean ‘then’ or ‘then hit’ (eg. Truck > Orange = change truck direction then hit orange shot, or (Under Smart Missile options: “2. Super Combos > Clear Paddock” = first #2 option is Super Combos then the option will be clear paddock the next time).

Amber Frenzies
Starts a Super Features (Super Targets, Super Ramps, etc.) with the Amber Value used.

2X Timer: When lit (but not started yet), supply drops add time for your next 2X Timer.

System-J Then Hit’ arrow.

On the System-J cards, this arrow, when between wording is used to denote “then” or “, then hit”.
Eg. Hit lit shot (, then hit) right ramp.

Newbie Strategy

There are 2 main things you should know when approaching Stern JP. One is the Rescue Missions and the second is T-Rex Multiball. On the cards (left side), I have tried to organize the Rescue Missions info into one section. There is a lot to learn for a basic mode in the game, but the main thing is the white shots spell M-A-P when not in a mode, the left ramp (T-Rex ramp) starts a Mission when M-A-P is ready, the Orange/Red Rescue shots are what you need to hit to lite the targets behind the Truck to capture the Dinos so they stop tramping or eating your workers. Few… easy right. This is just the quick version too. Don’t worry if it takes you ages to fully understand it, it’s a deeper code for what it at the core of the game. Once you can start recognizing when you are in the mode and when you are close to capturing the dinos, your enjoyment of the code will likely increase and your score along with it.

There are a few different multiballs but T-Rex is the easiest to get and can stack into a Mission. Hit the truck captive ball(s) thing until you hear T-Rex roar; then the left ramp (not the tower, but the one with T-Rex on it) to start a 2-ball multiball. It’s not worth a lot though unless you know how to increase the value first (that’s more of an intermediate strategy though, you’ll get there soon), so try to stack this with a mission to help you rack up some more points.

Tutorial Vids

Bowens’s’s’s! from PAPA
Keith Elwin explaining the rules in-depth. 2:55-46:00 . Gameplay after. Early code but the foundation of the code hasn’t changed. On the Dead Flip channel.
Tutorial from Powerhouse Pinball
Tutorial from RansomPinball

Gameplay Videos

*Spoilers: End Game*
A very entertaining Walt Wood playing and talking though the game. A good watch after you’ve acquainted yourself with the basic rules.
Escher Lefkoff beating JP in 1h10min. *Spoilers: End Game*
Gameplay on early code with staff from Stern including Keith Elwin. 49:00-2:45:34 From Dead Flip.
Eric Stone from Batcave Pinball. Playthrough and Talk through. *Spoilers: End Game* Note: Great video to see how a great player uses the upper flipper to avoid the ball going out of control.

General Pinball Skills

If you want to reach a new level of pinball play: Watch Abe’s videos on pinball techniques and practice them:
https://www.youtube.com/@AbeFlips

Intermediate Strategy

There are many directions to score points and progress in JP. I often will start with a strategy but then tailor it to what shots I can find and feel comfortable with.
A common strategy for advanced players is when the ball is cradled on the left flipper to see what is available. If there isn’t an important shot elsewhere, consider back-handing the Raptor Pit. Raptor MB is one of the more valuable MB’s and worth progressing towards whenever possible; back-handing is safer, just be ready to try and get the ball under control again.

Feed T-Rex MB: Although not very valuable there is a risk-reward option before you start it. When you spell T-R-E-X the first time you’ll set up the left ramp to start the MB. It also lights orange shots around the playfield. Hitting these will increase the T-Rex jackpots and can make the MB much more valuable. The strategy here though isn’t always clear. First off, the ball saver doesn’t kick in until the left ramp is hit and the 2-ball MB starts. This makes these shots a risk-reward decision. It’s also good to note if you are in a mission (and how much time is left or about to start a mission. If the mission is also lit at the left ramp you may find it valuable to just focus on hitting that left ramp and use the MB as a utility MB to progress through the mission. Also, Feed T-Rex is a hurry-up. That means if you can’t hit it right away, if the ball is under control on the right flipper you may be tempted to hit the left ramp to get the max starting value (500k), where if you can’t get a clean shot, you might look for the orange shots and at least hit one before you start the MB. Lots of decisions to make on what is often the lowest scoring MB in the game and is one of things that makes JP’s code so great.
(See T-Rex Events section in Tiltforums to see T-Rex MB Progression.)

There are a few skill shots to contemplate. I find myself thinking of what skill shot is best considering what shots I feel comfortable with or wish to practice while a (potential) ball-saver is on. One of my favorite strategies to start is soft plunge and try for the “C” shot. If I can get this shot on the first you have a much better chance of getting to CHAOS MB. If you are playing on a Prem/LE I find missed “C” shots can often hit the raptor pen; this will open the gate and make it more likely to get to a Raptor MB. Either way, this can help you decide what MB you might focus on for the beginning game: If you hit the “C” try to work towards CHAOS first; if you hit the pen, focus on starting Raptor MB.
The other (and main) skill shot is the left ramp (t-rex), of course. I find if I’m not feeling the shots on the specific game yet, I’ll just go for this (and the following super skill shots progression) just to get the feel for these important shots. Especially just the first T-Rex shot which for me anyways, if you can’t hit easily will make for a tough game.

Maxing out points from the spinner:
The spinner value is based on other shots you hit since the last time you hit it (Tower, Helipad and the 2 ramps). This means you may want to keep a mental note of how many shots you’ve hit (the inserts in front of the spinner will light) before choosing if you want to use the super spinner (from the right in-lane) or not. If the spinner is maxed out (or close to) and it can be worth using the super spinner otherwise you might want to just stick to your strategy and not be tempted by the spinner.
Also, if you have the spinner maxed out and the in-lanes lit, you can also switch the truck direction to light the right in-lane. The truck being a shot that often puts the ball out of control though, which makes this weighted to more risk than reward.
Overall though, spinner points aren’t something to usually think about for progress but in a tight game knowing these things can mean the difference in getting over a specific score if you only need a few million.
More Spinners info on Tiltforms.

Advanced Strategy

Hey man, you tell me. I love this game but without owning one it’s hard to have an Advanced Strategy. I’d say the most obvious is to be able to choose your path on the map, know what the perks are (Right, advanced v2.0 card), and exploit the perks you have acquired. One step behind that (and one I am trying to get to personally), is to not worry too much about what mission you are going for, but when you capture the dino, look at the perk and have in the back of your mind while you move forward.
But really, if you are reading this and you haven’t watched the gameplay video’s above (Especially Escher Lefkoff‘s Elwin gauntlet game), I’d suggest doing that. You are going to get way more ideas for strategy from watching them, than what I can tell you.

Tournament Strategy

(under construction)

Tournament Settings

…more to come