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 to cycle through the awards; the award chosen when the timer goes to 0 will be given for a successful shot to the target, in addition to 10 million (+5m) for each successful Smart Missile launch. There are six possible choices, shown on the display in this order:
If Chaos Multiball is active or lit - Super Supply Drop - Awards the next item in the Super Supply Drop sequence.
Otherwise - Complete CHAOS - Awards five CHAOS letters, wrapping back to where your current lit letter was, and if it’s the CHAOS completion that starts multiball, it will also start (if it’s able to).
If you’re in a Paddock - Clear Paddock - captures the current dino and collects all remaining rescues for the paddock, adding them to both your rescue total and rescue streak.
Otherwise - Super Combos - Combos score 5x for the remainder of the ball.
Choices 3 and 4 - Two different awards from the following options, with the last two not available until some of the earlier options have been collected:
Rescues - +5 Rescues at first; collecting it can add +10 Rescues to the award pool. May not be a bad first option if you’re good at the Smart Missile shot, considering the +5 automatically relights it.
Raptor Multiball - Immediately starts Raptor Tri-Ball. This also counts as having gone through the regular sequence of lighting it, meaning you’ll start over at the next difficulty for the next RTB.
Extra Ball - Immediately awards an extra ball.Fossil - Spots a “wildcard” Fossil.
Super Escape - For the remainder of the ball, “Lite Escape” no longer needs to be qualified using the pops switch (ie, “Lite Escape” will always be flashing if “Escape” is not lit.)
Choice 5 -
During any Multiball and / or mode (Control Room / T-Rex) - 25 Million - I dunno…
Otherwise - Invalid?? - Starts Invalid Frenzy immediately, without having to qualify and play all four Control Room modes. Scoring is the same as in the normal Invalid Frenzy and you can still enter your initials by getting a high enough score during this mode. Invalid Frenzy can only be chosen once per game; afterwards, it becomes 25 million. This option is disabled during competitive play. If Chaos Multiball is lit at the target, you can stack the two with a successful shot.
Choice 6 - Abort - selecting this award will deactivate the Smart Missile; you can relight it with two shots to the Truck.