Jurassic Park (Data East, 1993) Tactics Page


Rules:

Pinball Archive (Seems to be the most detailed Rulesheet on DE JP; very well written, some strategy)
Bowen Kerins Guide on Gamespot (Rulesheet, Strategy, Tips, and Tournament Settings.)

Updated value of v6.00 Chad ROM: https://www.pinballcode.com/jp6 (also usefull for understanding the older version values.)

Tutorials:

Both the guides above have some tutorial info. There doesn’t seem to me a stand-alone tutorial guide for JP at this time. Watch for a video tutorial that I’ll be releasing soon under Videos: Tutorials.

Info:
Pinside: JP-DE
IPDB: JP-DE

v2/v1.5 Card Notes:
(Info that couldn’t fit and other clarifications):

Classic Side:

This side is very limited in rules info. I’ve tried to clarify and update the original B&W version that stern released around 2000. It was created with the beginner (to pinball or just this game) in mind who is often only interested in the most import rules to get points quickly.


SYJ-2025 Side (New Side (the blue cards)):

ADV X.: This info didn’t make it on the cards. Lit from the right inlane then hit the left orbit through the pops (all the way to the top). Advances 1x, 3x, 6x then 9x.

Visitors Center: Another rule that didn’t make it on to the cards. The Visitor Center is the left orbit shot (described above in “ADV X”). It’s also used as the “H” shot (in CHAOS) but often can be qualified from just hitting the pops.

Raptor Pit: re: “Flashing Danger”: The flashing danger insert at the mouth of the Raptor Pit indicates that a ball-saver is active; the usual ball saver insert near the drain (the flashing Shoot Again insert) (, confusingly) does NOT flash when this ball saver is on. The Raptor Pit Ball-Save only activates when in single ball state. This includes the Raptor Rampage mode. Ball-save will NOT activate during any Multiball including the Raptor 2-ball. Raptor Pit ball save time is 5 seconds if you have v6.0 code or 3.5 seconds if you have v5.13 rom.

Under Tri-Ball: “1-3-5-99 hits/TriBall”: This is how many hit to the Raptor Pit are needed before the Tri-Ball starts. 1 time is need on the 1st Tri-ball, 3 times on the second time lighting Tri-ball to start it. The T-Rex is ALWAYS one hit to start no matter how many times you light Tri-Ball.

Ball Save “No Grace Period”: Data East games of this period had no grace period after the Smart Missile insert (just above the Shoot Again insert) stops flashing. Therefore the ball will need to hit the switch in the trough WHILE the insert (either ‘shoot again’ or ‘danger’ (from Raptor Pit)) IS FLASHING for your ball to be saved. Unlike many other games, the outlanes do not count as a trough switch. Not only that, but the trough also disables the SmartMissile.
This goes for pretty much everything in the game: NO GRACE PERIOD.
See Raptor Pit info above, for info on the Raptor Pit ball-save. The same principle applies, the outlane switch doesn’t count. Even if it goes through the outlane, it needs to hit the trough switch while the “Danger” insert is still flashing.

Right “Control Features” Card:
Raptor Rampage: On older codes (before v6.0 (Chad ver.)), hit to the Raptor Pit also add time. Also, the Smart Missile will spot one hit to the R. Pit but will NOT end the mode.

Raptor 2-Ball:
Some guides have the ball save at 10 seconds. I personally find that you are lucky to even get one ball save if you drain immediately after starting the 2-ball. So I’ve reduced the number to 5 to denote that it’s a very short ball-save. And of course, expect no grace period on Jurassic Park.

Escape Nublar:
Countdown values starting at 21M. A successful shot, greys out that shot and adds 10M to the hurry-up value for the next countdown value. Countdown values awarded at end of mode. Smart Missile used early in this mode is the most valuable of all the modes (individual).

Lighting Control Room after System Failure played:
After you play System Failure you can’t temporary light the Control Room from the inlanes any longer. This means the only way to light the modes is from the Power Shed hereafter.

System-J ‘Then Hit’ arrow.

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

Videos: Tutorials

“Jurassic park pinball rules explanation” from MrTableSalt

Watch this space (or my YouTube channel) for brand new, detailed Tutorial by me! A basics vid and one for Smart Missile strategies.

On: “DUAL JACKPOTS”

Most JP score cards, both original and custom, refer to “Dual Jackpots”. This is a leftover from when the game was first released; they changed these original ruleset which makes this term confusing.
What still applies though is that whenever you see this term, it is referring to the Ramp (right side with the gate) and the Helicopter Loop (just below the T-Rex saucer; hit from the top right flipper) shot.
Originally you must have needed to hit these 2 shots when in Tri-Ball to light CHAOS letters, hence ‘hit the Dual Jackpots’. This was (thankfully) changed where you only need to hit one of your choice.
You eventually need to hit both still, but not until the last phase of the 6-Ball where both are lit for a very high value.
I’ve kept the term on the Classic side to try and keep the original feel, but I have updated the correct info.

Unofficial v6.00 Code (aka “Chad v6.00 code”)
(and some differences with the Pinball Archive guide).

The 6.00 Code seems to be the defacto ROM update for Data East Jurassic Park. Soren Chad made some minor bug fixes, added some randomness to the the launch video skill-shot, and made some needed score balancing. With this rom there is no glaring exploits.
The best guide on JP, imo, is the Pinball Archive, the first link in this guide. But he (?-whoever ‘he’ is), must’ve written this before the 5.13 was the go-to ROM. Here are some updates to his guide with taking the Chad code into account:

Escape Nublar: Smart Missile value: 41 million max to 21 million (if you hit the missile at 1million on the DMD).
Raptor Rampage: A Raptor Pit hit doesn’t add time. The Smart Missile ma……MORE INFO NEEDED

Tri-Ball Start: The T-Rex stays the same, it always takes one hit to start Tri-Ball. But the Raptor Pit is a bit different:
1st: 1 hit
2nd: 3 hits
3rd: 5 hits
4th: 99 hits!

Egg/Captive Ball: A Egg hit will spot a Dino target as well as points and working towards Super Egg Mania and (maybe?) light Extra Ball.

For more info on the Unoffical v6.00 JP code see here: https://www.pinballcode.com/jp6

As far as I know this is the newest ROM and after owning this game for 5 years I’ve never felt like it was lacking. -as for April 2025

If you have an earlier code and would like to upgrade, Chad himself recommends this service: https://mattsbasementarcade.com/ (if you use a more local service, please check first if they have permission to make the ROM)

Strategy: Newbie

Before I knew (and owned) a JP, I always found the objectives on it confusing. To start, I suggest breaking down the 2 main objectives and understanding what the main shots do.
Main Objective 1: Start Chaos Triball. Started from hitting all the Dino targets around the playfield (the red and green targets), then start from the T-Rex saucer or the Raptor Pit. You know this is ready when all the GI lights are flashing. This multiball starts with 3 balls then can progress to 6 ball. The multiball itself isn’t worth a lot without progressing, but becomes ridiculously valuable after progress into later stages.
Main Objective 2: Work through the modes (aka, “Features”).
The modes are started from the Control Room scoop (the same as the “A” in CHAOS). The modes are stackable, but you have to relight the Scoop from the right scoop (permanently lit until started) or the inlanes (temporary hurry up while scoop is flashing). All modes are not equal, but as a beginner, I wouldn’t worry too much about the value, but just starting more modes. If you have a few stacked and still have your Smart Missile, I’d use it.
The T-Rex can be a bit confusing at first. When not lit for the Triball start, it’s still worth points. The first shot on it’s own is worth 15mil. after that it works towards a bounty jackpot. This is not worth focusing on though, it’s fun and safe(-ish) to shoot from the upper flipper, so go for it, but not worth focusing on.
The left scoop can be a bit confusing, as a new player to JP though, forget about it until later. I’d just watch it as the Computer Room shots kick out from there.
The other multiball easy to get to is the Raptor 2-ball. It isn’t worth much. Most progress is locked in this mode and the only shot worth making is the Raptor Pit for Jackpots. It’s more important to not double drain than to rack up jackpots, as it’s tough and risky. It’s a good multiball to practice your cradling skills and hold one ball safe on a flipper.

Strategy: Smart Missile

Knowing when to use the Smart Missile (SM) is quite important in JP. Depending on the state of the game it can be used to:
– Light Tri-Ball
– Start a Multiball (including acting as a Ball-Save)
– Wrack up a bunch of points from started modes (Computer Room Features).
Notes:
If you use the SM to start Raptor 2-Ball (very useful as a ball-saver), it doesn’t seem to spot all the Dino Targets as well. For instance: If you have 2 modes started, Electric Fences and Raptor 2-Ball, the SM will give you 30 Million for Fences and start the Raptor 2-Ball.

Insert Video (to come)

Strategy: Computer Room Features (Modes)

The modes are started from the Control Room scoop (the same as the “A” in CHAOS). The modes are stackable, but you have to relight the Scoop from the right scoop (permanently lit until started) or the inlanes (temporary hurry up while scoop is flashing).
Stacking modes is a great strategy to a good scoring game… IF…IF you can get a good feel for the Control Room shot AND one of the right scoop or the ramp. Both are ‘feel’ shots. the right scoop though you can get with a lucky bounce. The ramp can be T-O-U-G-H and if the flipper haven’t been rebuild since the 1990’s can be near impossible.
The next step is to memorise what each mode does (which the hand v2 cards are great for) and make a decision on each if they are worth getting some points from or just ignoring it and go for more modes or progress towards TriBall. The next step past this is to memorise what modes are worth from using the Smart Missile (v2 right card has this too 😉 ), and decide if and when to use it. If System Failure is a goal, I like to try to stack at least 2 modes and use the missile: this will usually spot and end the active modes (including starting the Raptor 2-ball and/or the Extra Ball), and even light the Control Room and sometimes even start another mode. This is a great way to work towards System Failure (worth around 100mil on it’s own) and getting some good points along the way.

Strategy: TriBall

Starting Info:
Starts with 3 balls. During 3-ball hit one of the “dual jackpots” (ramp or heli loop), then spell CHAOS; this will start the 6-ball multiball on the last letter spelled and re-light the CHAOS letters. Spelling lights the T-Rex for a Super Jackpot and like the Dual Jackpots again. This time you indeed have to hit both the ramp and loop to progress. Both is worth A LOT of points and is MULTIPLIED BY THE NUMBER OF BALLS IN PLAY (!!!). This is the biggest points in the game.
Strat:
The main strategy players use in Tri-Ball is to save the save your Smart Missile for spelling the first CHAOS. The most nerve racking part of this strategy is to hit on of the first “Dual Jackpots”. After that the Smart Missile acts as both progress and a ball-save. It’s safe to just use the Smart Missile whenever you feel uncomfortable, but most will try to spell CHAOS with out it and use the missile IF their 2nd ball is about to drain.

More to come…


Other notes:
-First Jackpot: Loop is worth double the ramp value. Loop: ~32, Ramp: ~16M

Videos: Gameplay

Good to see the Tri-Ball and CHAOS 6-ball progression.
Just a classic PAPA Gameplay vid.

Tournament Strategies

There seems to be 2 main starts from knowledgeable players that I’ve seen: 1. Tri-Ball progress or 2. Mode stacking and System Failure progress. See sections above for individual info if you are not familiar. Knowing when to use the Smart Missile can be the difference between winning in matchplay and even getting that god-ball in HERB. It’s an underrated game in it’s balance. I find it’s can be hard to decide on your strategy and sometime a good game comes from seeing how the game plays and go with the strategy that you’re feeling the flow for.

Extra Videos

Todd Tuckey showing off a beautiful HUO JP and giving some gameplay tips.

Pinsound

I’ve made a variety of sound packages for free download on the Pinsound community page . I also share early access to updated sound packages to players who have bought my cards as a thanks; you will get instructions with your cards, but if you haven’t, please email me and let me know where and when you purchased a set of the Jurassic Park (DE) cards (Link needed). I also have a dedicated page here for more Pinsound info: Jurassic Park Pinsound

Pinsound featured one of my Sound Packages!! This is my “Guns and Dinos variation where the multiballs use selected Guns and Roses songs and riffs”.

Check out my Dailymotion JP playlist for full (un-edited) videos of my OST packages for Jurassic Park: System-J Pinball Dailymotion JP Pinsound Playlist

Technical (non-gameplay) Tips

T-Rex Diagnostics Bypass:
You can bypass the diagnostic T-Rex test on power-on by holding the trigger IF you are using v6.00 code. This is especially handy if your T-Rex left-right motor is flakey and you had to reset the cpu or replace the batteries. Then you can change the settings before the T-Rex gets stuck in a position.
Note: From experience, this will only work after you’ve got at least one game in the audits. So if you NVRAM seems to break this feature, try to play a game, reset, and see if that fixes it.

Resetting the Game, Mid-Game:
On the Chad (v6.00) code, Jurassic Park can be reset by holding the left flipper button and then the start button. It seems to only work when in gameplay and not during the bonus count. This also starts a new game.

More to come:

-Tutorial Video
-Pinsound Gameplay Videos