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This page provides an overview of all that's in Jurassic Park (Limited Edition) pinball machine and all that's not.
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Stern Pinball, Inc.
July 26th, 2019
Jurassic Park (Limited Edition) on the IPSND.
This machine has been rated by 176 users and currently ranks #4 in the Top 100
The machine either has no notable features or, more likely, no one has entered them in our database yet.
No one has entered any trivia for this game yet. If you know an interesting fact about this machine, please log in first, then use the 'edit this machine' link to add it!
It is unknown wether any backbox ornaments were available for this machine.
This machine has no dot matrix or video display, so it has no videmode.
V1.02.0 - July 8, 2020
V1.02.0 - July 8th, 2020 =========================== - DNA Combos - Added awards for completing DNA combos: - Extra ball is lit at (adjustable) 8 DNA combos - Wildcard fossil is awarded for completing all 11 DNA combos - Escape Nublar Challenge - Added "COMPETITION CHALLENGE" option to play Escape Nublar with randomness removed, access by holding both flippers and selecting. - Rescues will appear in the same order each time: - Left Ramp & Right Ramp (Visitor's Center) - Spinner & Tower (plus Helipad and Control Room if dino was not captured) - Helipad, Control Room, and Right Loop (plus Left Ramp and Right Ramp if dino was not captured) - Rescues will then start at the left most shots and move around the playfield clockwise three positions - Exit (red arrow) phase has these changes: - Finding the correct exit will happen after a certain number of attempts: - 1 shot: - VISITOR'S CENTER, PTERANODON, VELOCIRAPTOR - 2 shots: - COMPSOGNATHUS, STEGOSAURUS, SPINOSAURUS - 3 shots: - TYRANASAURUS_REX, ANKYLOSAURUS, TRICERATOPS - 4 shots: - DILOPHOSAURUS, BRACHIOSAURUS, GALLIMIMUS - The Raptor Pen back target will count as 2 exit shots - The Pops Target will count as 3 exit shots - Smart Missile - fixed an issue where the Left Inlane Up Post would not be held up for Smart Missile when the T-Rex was attempting to catch a ball - Chaos Multiball - added callouts for 2x and 4x Chaos Hurry Up (truck facing left = 2x, double scoring active = 2x) - Chaos Multiball - total now includes the hurry up value - Raptor Multiball - added callouts for 2x, 4x, and 8x Raptor Super Jackpots (ball locked in raptor pen = 2x, double scoring active = 2x, raptor perk = 2x) - Escape - improve ball save handling on left outlane during certain modes - Combos - Added combo indicator (red flasher above 2x target) that pulses while combo is active - High Score Tables - added Top Paleontologist (Fossil Champ) award - High Score Tables - fixed DNA Champ award to allow most recent full dna collection to show on high scores - Invalid Frenzy - added more additional names to the list of error names - Game Restart - added callouts when starting a new game through Start Button Hold - Powerup - power up sequence now shows game name and actual PRO / PREM / LE model - Topper - fixing an issue with topper letters where power cycling with 12 letters lit would cause the Topper Mode to not be able to be started - Sound Test - added 'Welcome to Jurassic Park' full track to sound test - Adjustment Changes: - added 'DNA COMBOS EXTRA BALL' - defaults to 8, min:1 / max: 11, when this number of DNA combos is collected you will light Extra Ball - System - Updated to V2.53 - Updated to nodeboard firmware v0.62.0 - Update TARGET_GAME_TIME adjustment to ensure a minimal ballsaver even after the target game time is met. - Do not display LOCATING NODE BOARD at boot when coin door interlock switch has disabled node board power. - Improve backbox and cabinet audio synchronization. - Update the HSTD reset counter when the Standard Adjustment is changed. V1.01.0 - April 7th, 2020 =========================== - DNA Combos - Truck shots are now registered when the ball first moves off the opto rather than after the ball settles - Chaos Multiball - fixed an issue where the Super Jackpot Hurry Up value would be reset on mode start causing smaller Hurry Up values than expected when restarting the multiball - Chaos Multiball - added Chaos Hurry-Up light show when the Super Jackpot is ready - Chaos Multiball - added Chaos Super Jackpot light show - Visitor Center Bonus - changed text to read "(Dino) Captured" to "(Dino) Paddock". You get a bonus for each Paddock visited regardless of if the dinosaur was captured - Visitor Center Bonus HSTD - fixed an issue where the Visitor Center Bonus High Score would not be the correct score that was received during the game - Virus Attack - fixed a slight scoring bug where awards would be given in the wrong sequence - Secure Control Room - pausing timers for Paddock Dinosaur when the ball is locked in the control room on the final shot / fossil collect / total sequence - Invalid Frenzy - added a random easter egg that occasionally happens with 1 hit left until Add-A-Ball - Invalid Frenzy - added 4th Add-A-Ball - Invalid Frenzy - added error names to Jackpot awards - Inavlid Frenzy - added names to Super Jackpot awards - Skill Shot - fixed an issue where ball save would not kill Skill Shot eligibility - System Failure - blowoff of this initial paddock ball hold will now end the light show associated with it so the shots aren't hidden anymore - Instant Info - updated Rescues info page to track percentage of rescues out of a park theoretical maximum - Instant Info - fixed an issue with 'Replay At' showing an old value that wasn't updated after the latest game was played - Attract Mode - adding info screen to advertise how to play the 'Challenge' mode, it will also advertise a 'Normal' mode game if challenge mode is currently configured to start with a Start Button press. - Audits - adding more audits for rules that were missing them - T-Rex Adjustment Descriptions: -- General -- "T-REX MAGNET DISABLED" - disables the T-Rex mouth magnet, will result in the game using Pro rules for the T-Rex shots "T-REX JAW DISABLED" - disables the T-Rex jaw coil, will result in the game using Pro rules for the T-Rex shots "T-REX STEPPER DISABLED" - disables the T-Rex Horizontal Motor, will result in the game using Pro rules for T-Rex shots "T-REX VERTICAL MOTOR DISABLED" - disables the T-Rex Vertical Motor, will result in the game using Pro rules for T-Rex shots "T-REX JAW HOLD POWER" - hold power of the Jaw coil each time T-Rex opens it's mouth "T-REX THROW BALL ENABLED" - when set to 'YES' T-Rex will attempt to throw the ball left / right when the game logic allows for it. When set to 'NO' the T-Rex will only drop the ball into the Left Ramp wireform. "T-REX STEPPER LEFT POS BIAS" - this number is an offset number of steps from where the software considers the left position of the T-Rex head (this should be directly above the Left Loop) "T-REX STEPPER MIDDLE POS BIAS" - this number is an offset number of steps from where the software considers the middle position of the T-Rex head (this should be directly above the Left Ramp) "T-REX STEPPER RIGHT POS BIAS" - this number is an offset number of steps from where the software considers the right position of the T-Rex head (this should be directly above the Left Ramp wireform) -- Drop or Throw Sequences -- "T-REX STEP KEEP JAW OPEN TICKS" - milliseconds the jaw is kept open after the Left Ramp opto is broken -- Left or Right Drop Sequence -- "T-REX STEP DROP JAW OPEN TICKS" - milliseconds the jaw is kept open when dropping Right onto the Left Ramp wireform or Left onto the Left Loop plastic -- Left or Right Throw Sequence -- Throw Sequence Pattern - Start Motor Movement ------> Mouth Magnet Off ------> Jaw Open ------> Jaw Close *Note* - each of the numbered arrows above indicate a number of milliseconds that separate each event in the throw sequence and can be adjusted by the following adjustments: "T-REX STEP THROW LEFT TICKS" - milliseconds between Start Motor Movement and Mouth Magnet Off for Left throws -  in the sequence above "T-REX STEP THROW RIGHT TICKS" - milliseconds between Start Motor Movement and Mouth Magnet Off for Right throws -  in the sequence above "T-REX STEP THROW MAG OFF TICKS" - milliseconds between Mouth Magnet Off and Jaw Open for both Left and Right throws -  in the sequence above "T-REX STEP THROW JAW OPEN TICKS" - milliseconds between Jaw Open and Jaw Close for both Left and Right throws -  in the sequence above -- Diagnostics -- "T-REX STEPPER DIAG THRASH" - changes the amount of thrashes (motor revolutions) that happen when 'enter' is pressed in the 'T-Rex Horizontal Motor Test' diagnostic screen, changing from a negative to positive number will change the motor thrash direction "T-REX STEPPER DIAG VPOS UP" - when set to 'YES' the 'T-Rex Horizontal Motor Test' diagnostic screen will position the T-Rex in the Up position, when set to 'NO' the T-Rex will be positioned in the Mid position - Adjustment Changes: - added 'T-REX EVENT STARTS ON RAMP ENTER' - YES - allows the mode to start if the Ramp Enter switch is hit, NO - T-Rex must register a catch to start the mode, Defaults to NO - added 'POP BUMPER POWER' - allows the pop bumper power to be adjusted down - System - Updated to V2.45 - Updated to nodeboard firmware v0.58.0 V1.00.0 - February 19, 2020 =========================== - When Dinosaurs Ruled The Earth - added a new Ultra Wizard Mode that is started if you complete Visitor Center, Museum Mayhem, Secure Control Room and Escape Nublar - Escape Nublar - added intro blowoff when you press both flipper buttons - Escape Nublar - extra balls awarded after starting Escape Nublar will award consolation points (15M) - Escape Nublar Challenge - initial path you are spotted is determined by the direction of the Truck when the mode starts - Visitor Center - fixed an issue where the Inlane Up Post would not come up to catch ball during a Fossil award / Tilt warning - DNA Combos - now enabled - DNA Combos - sound effect will now happen the moment the combo is achieved, the display effect may be queued up and displayed later if necessary - DNA Combos - some of the harder combos have been made easier (check Instant Info for details) - Super Combos - now score 5X instead of 3X - Perfect Paddock - added a bonus 2x paddock bounty if all the staff is rescued from a paddock - Super Combos - added new compy attack videos for super combos - Instant Info - updated Rescues info page to track current percentage of staff rescued - Instant Info - added instant info page to track DNA combos and how to collect them - Instant Info - added instant info page to track Wildcard Fossils collected and how to collect them - Skill Shot - added Ultra Super Skill Shot which starts a special hidden feature for that player's game - Skill Shot - added MXV Skill Shot - High Score Tables - added When Dinosaurs Ruled The Earth Champion - High Score Tables - added Skill Shot Champion - High Score Tables - added DNA Champion - Raptor Tower Combos - fixed an issue where the tower combo text was occasionally being formatted improperly - Action Button - fixed an issue where the lockdown button would turn green with no credits in the game - Speech - fixed an issue where instruction speech could be heard after end ball - Credit / Partial Credit Sounds - updated sound effects - Adjustment Changes: - removed 'NUBLAR CHALLENGE ON START PRESS' in favor of Standard Adjustment 'GAME MODE ON START' in the SPI adjustments. Defaults to STANDARD, set to CHALLENGE to always start Escape Nublar Challenge on start button press. - System - Updated to V2.44.0 - Updated to nodeboard firmware v0.57.0 - Updated 10 band graphic EQ to have 15 slider settings (was 120) above/below the neutral center line. - Rename Util->Volume->Speaker Balance to Speaker Fade. This adjusts the volume levels of the cabinet (front) and backbox (back) speakers. The term Balance was misleading and implied adjusting the level of the left and right backbox speakers. V0.98.0 - February 6, 2020 ========================== - Escape Nublar - added this new wizard mode which is lit when you have played Visitor Center, Museum Mayhem, and Secure Control Room - Escape Nublar Challenge - added this mini game - To activate hold both flipper buttons during attract mode (with credits on machine or free play enabled) - Select "CHALLENGE" with the flipper buttons and press start up to 4 players. - Set adjustment 45 to YES to enable Escape Nublar Challenge on start button press always. - The goal of Escape Nublar is to navigate back through the main gate to the helipad while rescuing any remaining staff and dinosaurs before the volcano erupts. - Rescue phase - Rescue phase consists of collecting rescues by hitting the rescue shots. Once all rescues achieved hit the trap targets to rescue the dinosaur from that paddock. If the dinosaur was already captured earlier in the game then this phase is skipped. Turning the truck during rescue phase rotates the locations of the rescues. - Navigate phase - Navigate phase requires you to try to find a safe exit from the paddock by shooting the red arrows. If the path is blocked by lava then you must find another path. When a safe path is found the left ramp will light up to advance to the next paddock. Truck direction dictates which paddock you will navigate to. - Truck convoy and fuel - You convoy consists of 3 trucks. Drain the ball or run out of fuel then the truck and it's rescues will be lost. Once all 3 trucks are lost the game is over. Shoot raptor targets or pop bumpers or collect rescues to add fuel. Advancing paddock completely refuels the truck. - Path options - Taking the path you already navigated on the way to the visitor's will be the quickest escape from the island but fewer scoring opportunities. (In Nublar Challenge this path is randomly selected for you) - Sudden death - If fuel level hits minimum then sudden death begins. All remaining rescues are lost and you have 15 seconds to leave the paddock before it becomes engulfed and that truck is lost. - Helipad hurry-up - Navigating back through the main gate starts the Helipad Hurry-up. Hurry-up value based on number of rescues, dinosaurs captured and number of paddocks cleared. Shoot Helipad to escape the island. - High Scores - Escape Nublar Challenge has it's own dedicated high score board separate from the main game. Play for a top 3 score or top 3 speed run time. Tilt ends game! - Escape Nublar Challenge and Escape Nublar - share the same game rules, however for challenge you are spotted 12 rescues and a default path to Visitor Center - High Score Tables - added 2 new high score tables specific to Escape Nublar Challenge that track top 3 in points and fastest 3 times - High Score Tables - Escape Nublar Champion only recognizes natural Escape Nublar scores - Attract Mode - added video graphics screen for "Locating Pinballs Please Wait..." - Super Tranquilizer - added restrictions to not be able to use at times when it doesn't make sense, also adding inactive buffer around Control Room select, Auto Launch, and Smart Missile award select - Super Tranquilizer - lamp effect for Action Button no longer flashes, button is lit green when available to use - T-Rex Rampage - changed priority of Rampage award so collected value can be seen more easily with other stacked shots - All Control Room Modes - changed priority of award screens so collected value can be seen more easily with other stacked shots - All Control Room Modes - final shot now will display the time bonus awarded and the final shot award before fossil collection - Raptor Locks - in a multiplayer game, when a ball is already locked in the Raptor Pen it is now easier to make progress through the 'sets of target completion' phase - Callouts - rearranging and adding some new callouts throughout the game - Mosquito in Amber Accessory Shooter Knob - no longer flashes when Amber / Amber Features are lit, now slowly pulses on / off - Player Competition Mode - removed left flipper hold to start player competition mode, this can now be performed by holding both flippers and selecting Competition from the choices - Adjustment Changes: - added 'NUBLAR CHALLENGE ON START PRESS' defaults to FALSE, which will start STANDARD gameplay. When TRUE this will immediately start ESCAPE NUBLAR CHALLENGE instead of STANDARD gameplay. - System - Updated to V2.43 - Updated to nodeboard firmware v0.56.0 V0.97.0 - January 6, 2020 ========================= - Spinner - a single spin can now trigger shots lit at the Left Orbit / Spinner shot (used to be 2 quick spins in succession) - Spinner - a single spin will not un-light any spinner score inserts - T-Rex Multiball - added new T-Rex mech choreography when starting the mode, T-Rex now chews the ball, roars in time with on-screen display effects, then throws the ball on a delay - T-Rex Multiball - Super Jackpot now needs to go into T-Rex mouth instead of Left Ramp, T-Rex will chew and throw the ball on a delay as a temporary ball lock - Chaos Spellout - number of spellouts to light the multiball now capped at 2 (was 3) - Chaos Multiball - changed Letter Jackpot thresholds C = 1 Jackpot / H,A = 2 Jackpots / O,S = 3 Jackpots - Chaos Multiball - added 3rd Stage Chaos Hurry-Up value that starts at all the combined Super Jackpot values from Stage 2, collected at the Pop Target - Chaos Multiball - Chaos Hurry-Up can be doubled by moving the Truck to the left facing direction (making the Pop Target shot tighter) - Chaos Multiball - Chaos Hurry-Up will continue to run if you have only a single ball in play, mode will end after it times out or is collected - Chaos Multiball - fixed an issue where the Super Jackpot display effect would not interrupt itself if one was already going causing some collect values to not be displayed - Chaos Multiball - added Super Jackpot speech and text when the 3rd stage hurry-up is collected - Chaos Multiball - Pop Bumper hits will not count towards Add-A-Ball directly after the mode starts until the Pop Bumpers are not hit for 1.5 seconds - Raptor Triball - 'CHAOOOSSS' callout added when 3 balls are added when completing stage 2 - Raptor Tower - now for each Raptor Tower award threshold a Super Tranquilizer is lit - Super Tranquilizer - lit at game start on action button. once used must be re-lit via Raptor Tower awards (does not stack). freezes dino in place and prevents attack for 20 seconds - Museum Mayhem - fixed an issue where a ball locked in the Raptor Pen would get released when it should be single ball play, Gate will now stay closed and hits to the gate will count for the Raptor Award - Museum Mayhem - victory phase base value changed from 1.5M to 3M - Museum Mayhem - fixed an issue with not being able to hit the Super Jackpot in victory phase when there is a ball locked in the Raptor Pen - Secure Control Room - fixed an issue with T-Rex Perk (+8 Seconds) was capping timer at 30 seconds when you add time, now will cap at 38 if you have the perk - Secure Control Room - added 10 second audible countdown for hurry-up timers - Smart Missile - added Invalid Frenzy as an option which can be awarded once per game - Invalid Frenzy - each Gate hit now boosts jackpot and scores 500K - Invalid Frenzy - switches and Gate hits can now build value even if jackpots are already lit - All Paddocks - when in a Paddock the Helicopter spinner now increases the Paddock Bounty by 25K per spin times number of paddocks visited - All Paddocks - added a grace period of 2 seconds for the dinosaur capture timer when the Helicopter has to be refueled - All Paddocks - fixed an issue where "helicopter needs to be refueled" callout would happen when the dinosaur has already been captured - All Paddocks - added 'Dinosaur Escaped' display effect when the dinosaur escapes a paddock - T-Rex Encounter - fixed an issue where the spinner arrow would not light when it was an active shot for the mode - T-Rex Encounter - fixed an issue where timer callouts were never heard for this mode - T-Rex Chase - fixed an issue where timer callouts were never heard for this mode - Pteranodon Attack - changed from 20 switches to light and increment X down to 12 switches - Pteranodon Attack - removed timer callouts from this mode - Loops - improved Left Loop detection logic if a switch is missed - DNA Combos - added display effect numbering so you can tell how many you have collected - Super Supply Drop - added display effect numbering so you can tell how many you have collected - Callouts - added more callouts and instructional speech - Replay - increased default replay values by 100M to bring lowest replay level to 250M - Attract Mode - fixed an issue with pricing information disappearing after Free Play is set - Attract Mode - added pricing information to tournament screens - Attract Mode - fixed an issue in attract mode light sweeps where museum mayhem light would not light up - High Scores - fixed an issue with 10 letter spacing being too wide - Enter Initials - fixed an issue with 3 letter spacing being too narrow when champion awards are presented - Adjustment Changes: - added 'JP SYSTEM FAILURE SPEECH' defaults to TRUE, which will play speech during the 'System Failure' event when the first Paddock is entered, turn to FALSE to turn off this speech - added 'SMART MISSILE INVALID CHOICE' defaults to YES, which will include the Invalid Frenzy mode as a choice for the Smart Missile award, competition mode defaults this to NO - System - Updated to V2.40 - Updated to nodeboard firmware v0.55.0 - Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are: "NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF". "NONE": No filtering will be performed on the audio output. Useful when using the Line Out as input for an external device. "HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output. The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled. The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled. The Gain can be set to -12dB .. +12dB On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers. "10 BAND EQ": A full 10 Band EQ is applied to the audio output. Sliders are used to adjust the Gain of a specific range of frequencies. The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz. The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings. On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers. - Allow the knocker sound effect to play completely when a replay is awarded during the last ball bonus and ensure the normal game volume is restored. 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 V0.95.0 - November 25, 2019 =========================== - Visitor Center - added this new mini-wizard mode which is lit when you proceed through all Paddocks and reach the Visitor Center - Museum Mayhem - added this new mini-wizard mode which is lit at the T-Rex when you complete all T-Rex event modes - Secure Control Room - added this new mini-wizard mode which is lit at the Control Room when you complete 3 Control Room modes - Invalid Frenzy - added this new mini-wizard mode which is lit when you complete all Control Room modes and Secure Control Room mini-wizard mode - Visitor Center Bonus - when you reach the visitor center there is a bonus applied for Fossils Collected, Rescues, Longest Rescue Streak, DNA Collected, and Paddocks Visited - T-Rex Mech - now throws left / right during T-Rex Rampage and Museum Mayhem (T-REX THROW BALL ENABLED adjustment is still available to turn throws off) - Raptor Locks - fixing an issue where lighting lock and shooting the lock shot quickly after could cause the gate to not close and the ball to lock virtually, instead of physically - Raptor Locks - fixing an issue where lighting lock in the Raptor Pit and starting Chaos MB could allow the ball to be locked during Chaos MB causing it to end early - Raptor Locks - Raptor Fence Integrity now starts at 50% for the first multiball - Raptor Locks - when locks can't be advanced all Raptor Target hits will do a negative sound and light effect - Raptor Tri-Ball - fixing an issue when you have a ball locked and hit the ball to refresh the timer during the grace period of the lock timer the ball will be released early - Raptor Tri-Ball - added new start light show - Raptor Tri-Ball - added new light show for Jackpot and Super Jackpot - King of the Island - don't start music until intro is complete - King of the Island - added a new Jackpot lamp effect - Chaos Multiball - removed the Add-A-Ball award from Supply Drop, Add-A-Balls are now only available from Pop Bumper hits - Smart Missile - Left Inlane Up Post now fires faster when triggering from the left inlane switch - Smart Missile - fixed and issue with the 'Smart Missile' insert flashing after the time to hit it was expired - Amber Pops - added a new background light effect on the Pops when this is running - Amber Slings - fixed an issue where the Amber Slings timer would be paused by the pop bumpers - Dilophosaurus Paddock - when Staff is immobilized the text on the display effect now shows the number of seconds it will last - Escape - escape timer no longer pauses for anything - System Failure - added an expanded light show when you start your first paddock and the system failure video plays - 2X Playfield - added a new light show when activated - Supply Drop Lit - adding a new light show when this happens - Truck Flasher - adding more Truck flasher light shows when the Truck is hit at key times - T-Rex Chase - added T-Rex mech and light choreography when mode is progressed - Replay - adjusted the Replay display effect priority so it waits until more important things are shown before displaying the Replay - Sound Effects - many sound effect have been updated and volumes tweaked - Score Frame - hide Paddock info boxes when the next Paddock is the Visitor Center - Enter Initials - now using waterfall background instead of backgrounds relating to each high score - Mosquito in Amber Accessory Shooter Knob - many more lamp effects added during Amber Pops / Slings / Targets / Ramps - Attract Mode - adding Rescue Tutorial video into the attract mode loop - Attract Mode - adjusted GI to full brightness during 30 second light cycling, GI to half brightness instead of off when lamp groups are flashing - Diagnostics - added a Ramp Opto Test for detecting both optos when shooting the Left Ramp, this can be used to diagnose issues with missing the Left Ramp Entry Opto - Adjustment Changes: - changed 'AMBER RAMP TIMER' default from 30 to 50 seconds - changed 'AMBER SLINGS TIMER' default from 30 to 40 seconds - changed 'AMBER POPS TIMER to default from 30 to 20 seconds - 'AMBER TARGETS TIMER' remains 30 seconds - changed 'T-REX STEP THROW TICKS' to 'T-REX STEP THROW RIGHT TICKS' - used for fine tuning when the jaw releases the ball when throwing right - added 'T-REX STEP THROW LEFT TICKS' - used for fine tuning when the jaw releases the ball when throwing left - UTILS -> VOLUME -> BACKBOX SPEAKER TYPE - now set to 4 OHMs on boot for LE machines only - removed 'MAP - START PADDOCK' - no more cheating since mini-wizard mode scoring is based on paddocks visited - System - Updated to V2.36 - Updated to nodeboard firmware v0.53.0 V0.91.0 - October 16, 2019 ========================== - Control Room Mode Select - fixed an issue where players 2-4 couldn't select any Control Room modes after they had already been played since boot up - Control Room Modes - fixed an issue where lighting another Control Room mode before finishing the first one could result in the final shot of the control room mode starting the next one immediately - Raptor Tower Combo - added Raptor Tower Combo (Left Loop to Raptor Tower) that awards 3X tower value + 2 tower shots progress - Raptor Up Post - faster firing of the Raptor Up Post when the ball is detected entering the raptor pit - Inlane Up Post - when ball is held when first paddock is starting with 'System Failure' video, you can now use both flippers to release the ball and video / sound effects will continue to play out - Raptor Locks - Raptor Target progress reset is based off of number of times Raptor Multiball is started, this is now the same regardless of if the mode was started from Smart Missile or normally - T-Rex Encounter - added T-Rex mech choreography when mode is progressed - Amber Pops / Targets / Slings / Ramps - in competition mode these are now in this fixed order for all players, when competition is off they are in a random order - Super Supply Drop - added a display effect when Super Supply Drop is lit that shows what the award is going to be if you hit the Supply Drop target - Super Supply Drop - added new Super Supply Drop ready callouts - Nedry Award - added video and sound effects to the award - Light Shows - removed 'Shoot Again' insert from full playfield light shows during the game - Light Shows - removed the lockdown bar LED from the 'System Failure' light show, button is not active at that time - Paddock Info - 'Interactive CD-ROM' screen will kill all sounds when skipped by using both flippers - Sound Test - fixed an issue where some sounds in sound test would also flash lights on the playfield - Adjustment Changes: - changed 'RIGHT FLIPPER POWER' - default to 235 from 255 - added 'MAP - START PADDOCK' - default to MAIN GATE, the game can start from any paddock in the game, passed paddocks will be treated as dinosaur escapes V0.90.0 - October 9, 2019 ========================= - Fossils - all fossils can now be collected - Fossils - fossils sets now give awards when collected - Smart Missile - display effect priority improvements during multiball - Smart Missile - 3 second countdown now allows you to select from 1 of 6 awards with the action button, you are choosing the award that will be collected if you successfully hit the pop target - Smart Missile - choice that is on the screen when countdown expires is the selected award - Smart Missile - all choices also give 10M points + 5M points each successful smart missile, in addition to one of the choices below when the award is collected - Smart Missile - choice 1 - Complete Chaos OR Super Supply Drop (when Chaos is lit or started already) - Smart Missile - choice 2 - Clear Paddock (when in a Paddock) OR Super Combos - Smart Missile - choice 3 - one of the following: +5 Rescues / +10 Rescues / Raptor Multiball / Extra Ball / Fossil / Super Escape - Smart Missile - choice 4 - one of the following: +5 Rescues / +10 Rescues / Raptor Multiball / Extra Ball / Fossil / Super Escape - Smart Missile - choice 5 - 25M Points - Smart Missile - choice 6 - Abort - cancels the smart missile launch to save for later (shoot Truck to re-light inlane) - Smart Missile - more awards may be added in future updates - Amber Targets / Slings / Ramps / Pops - now start a timer that allow you to hit that shot for a 1X amber award - Amber Targets / Slings / Ramps / Pops - added total screens for each - Super Supply Drop - no longer cycles forever, it is a limited number of awards that can only be given once per game - Super Supply Drop - removed Super Combos from the random awards eligible, this has been moved to Smart Missile - Super Supply Drop - removed Fossil award, this has been moved to Smart Missile - Super Supply Drop - removed 30M award... not needed since there are point awards for Loop Awards in between each Super Supply Drop being lit - Escape - added display effect for Escape Ball Save - Loop Rule - adjusted thresholds for loop awards, first one is 3 and then every 5 - Easier Loop Awards Perk - fixed an issue where perk was only adjusting the first award threshold and not later award thresholds - Easier Inlanes Perk - fixed an issue where perk was only adjusting the first award threshold and not later award thresholds - Boost Amber Perk - gives a one time increase to the amber bonus of 1M (in addition to the +15K per pop bumper hit) - M-A-P Spellout - added light shows for collecting, completing, and lit on the back panel lights - Advance Paddock - when next paddock is lit the sign lamp will now flash - 2X Playfield - added light shows when 2X playfield is lit and started - Multiballs - fixed an issue where totals wouldn't show up on double drains - Raptor Locks - fixed an issue with multiplayer games where lock progress could be changed by other players lighting lock - Raptor Tri-Ball - fixed an issue where the first Super Jackpot you hit could be hit multiple times even though it was not lit anymore - Raptor Tri-Ball - fixed an issue in background lamp effect where the 'S' light in chaos phase would stick on when the shot was not lit anymore - Raptor Tri-Ball - 2x multiplier timer no longer uses score frame timer, lamp effect on raptor pit flasher now times down with a flash effect - Raptor Tri-Ball - added instructional text to the background display effect - Raptor Tri-Ball - total video added along with sound effects - Raptor Tri-Ball - jackpot sound effects are louder - Raptor Tri-Ball - when a ball is locked for 2x multiplier you can reset the timer by hitting the up post into the ball again - Raptor Tri-Ball - when a ball is locked for 2x multiplier ball search will no longer release the ball - Raptor Tri-Ball - added a better kick out warning light show when locked ball is released - Chaos Spellout - fixed an issue where the chaos letter award light show would play twice sometimes - Chaos Spellout - chaos letter lightshow no longer turns GI off - Chaos Multiball - fixed an issue where the 'Ball Added!' text was not showing up on the display when being awarded - Restore Power - added spinner flasher effects when spinner is hit - Control Room Modes - added instructional text to background display effect - T-Rex Mech - now performs shows when holding a ball waiting for mode intros to start - T-Rex Event Modes - when T-Rex Event is ready the sign lamp will now flash - T-Rex Event Modes - added instructional text to background display effect - T-Rex Event Modes - fixed an issue in multiplayer games where restarting a game could cause the second player to skip his Feed T-Rex / T-Rex multiball - T-Rex Feed Hurry Up - now collected when the ramp entry opto is crossed - T-Rex Feed Hurry Up - added background lamp effects when running - T-Rex Feed Hurry Up - added sound effects for hitting boost shots while the hurry up is running - T-Rex Multiball - added new mode start lamp / shaker motor effects - T-Rex Multiball - fixed an issue where the game would crash after getting Super Jackpot and X Eligible Jackpot on the same Left Ramp shot and continuing the multiplier increase until the Helipad shot - King of the Island - updated the sound effect for jackpots - Pteranodon Attack - added background lamp effects when running - Pteranodon Attack - timer no longer pauses for pop bumper hits - Bonus - now kills other sound effects so the bonus count up doesn't conflict with other sounds - Tilt Warning - tilt warning display effect / sound no longer truncates - Sound - sound fx mix has been adjusted - Sound - T-Rex roars are now louder - Shaker Motor - shaker adjustments for MINIMAL, MODERATE, and LONG have been adjusted a bit lower - Attract Mode - tutorial videos for main game objectives have been added - Attract Mode - lock out the action button from playing no credits sound over and over - Switches - fixed an issue with SIXTH COIN SLOT now properly associated with the 6th switch instead of the 5th switch - Switches - corrected the wire color for the 6th coin switch - Diagnostics - T-Rex Vertical and Horizontal Motor Tests - both now do a homing motor sequence for the stepper motor before allowing input - Diagnostics - T-Rex Vertical Motor Test - fixed an issue where a bad switch would crash attempting to display the switch number - Adjustment Changes: - changed 'KOTI MB BALL SAVE TIMER' - defaults to 30 instead of 20, max has changed to 40 instead of 30 - changed 'LIGHT ESCAPE TIMER DECREASE' - defaults to 5 instead of 4 - changed 'LIGHT ESCAPE TIMER MINIMUM' - defaults to 5 instead of 6 - removed 'T-REX STEP SLURP HOLD TICKS' - added 'T-REX STEP KEEP JAW OPEN TICKS' - amount of time to delay when the ramp entry opto is tripped and the jaw is signaled to close - added 'T-REX STEP THROW TICKS' - amount of time to delay when the T-Rex starts thrashing to the time the jaw coil releases the ball - added 'T-REX STEP DROP JAW OPEN TICKS' - amount of time to hold jaw open when dropping the ball into the wireform - added 'T-REX STEP THROW JAW OPEN TICKS' - amount of time to hold jaw open when throwing the ball from the thrashing motion - System - Updated to V2.35 - Updated to nodeboard firmware v0.52.0 - Added Standard Adjustment "MAX PLAYERS PER GAME". Values are 1 to 4, with a default setting of 4. This can be used to limit the number of players that can be added to a game. V0.89.0 - September 13, 2019 ============================ - Diagnostics - T-Rex Vertical Motor Test - Menu Select / Start button now opens jaw for 20 seconds - Adjustment Changes: - T-REX STEPPER POS BIAS adjustments - do not get reset by factory reset - T-REX STEPPER POS BIAS adjustments - rearranged order so that these are the last in the list #230 - #232 V0.88.0 - September 11, 2019 ============================ - Initial release.
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