Data East 1993
IPD No. 1343
Data East 1993
IPD No. 1343
(Taken and modified from Sigma's Rulesheet)
There are three of these - the usual two lower ones, and an upper right full-length flipper.
This is a gun handle, with a trigger for autolaunching balls into play, and a large thumb button for the Smart Missile. Balls are usually launched into the Turbo Bumpers through a small gate.
This is a saucer in the back right corner of the playfield, at the end of a half orbit that passes in front of the upper right flipper. Extra Ball and Two-Ball can be lit here.
This is a small rectangular sinkhole just above the upper right flipper. It returns balls to the Right Inlane. The Power Shed is also the S in CHAOS.
The entrance to this ramp is just to the left of the Power Shed. The ramp runs across the back of the playfield, peaks in the back left corner, and can return to either Inlane by means of a diverter. The right return is a habitrail; the left return is molded plastic. Two consecutive Ramp shots will hold your Bonus over to the next ball. The ramp is also the O in CHAOS. The Ramp can light Mr. DNA (and Extra Balls under extreme conditions), and increases the T-Rex Bounty value.
This is a narrow dead-end almost-vertical lane to the left of the Ramp. When a ball trips the rollover sensor in this lane, the ball is kicked towards the flippers at just under the speed of light. During normal single-ball play, a ball which drains immediately as a result of this will be given back. During Tri-Ball and Two-Ball, there is, quite reasonably, no such kindness. The Danger light on the Raptor Pit indicates that the ball saver is active (and also makes the Pit worth more).
This is a captive ball to the left of the Raptor Pit. When it is hit hard enough to reach the top of its lane (not very difficult), it registers a hit on the Egg.
This is a slightly lowered triangular area of the playfield to the left of the Egg and just above the Loop. It is sunk into the playfield no more than 1/4 inch. Balls which go in here and don't bounce out will land in the T-Rex Saucer.
When the ball lands here, T-Rex is fed. The first time this Saucer is hit, the plastic T-Rex above the Paddock will come down and actually eat the ball, returning it to the Right Inlane. Later hits will only spot a letter in T-REX. Completing T-REX awards the Bounty value and causes T-Rex to eat the ball. T-Rex will also eat the ball if Tri-Ball is lit or Feed T-Rex is running.
This loop is shot by the upper right flipper. The ball travels around the back of the game and feeds again to the upper right flipper. Two consecutive Helipad shots hold the current Raptor Pit value over to the next ball.
These small plastic targets are scattered across the playfield, around the Turbo Bumpers Gate, below the Bunker Scoop, and above the Right Outlane. Completing them progresses towards lighting Tri-Ball. Note that the Spitter targets are in a bank directly beneath Hammond's Bunker - these targets are used specifically in a few sequences. The species targets are green for herbivores and red for carnivores.
Turbo Bumpers Gate
This is a one-way gate through which the ball enters the Turbo Bumpers when launched from the plunger. The upper right flipper can also direct the ball into the Turbo Bumpers through this gate.
There are three of these in a normal triangular arrangement at the left side of the playfield, slightly more than halfway up. The Turbo Bumpers increase the Park Revenue value and change the currently flashing Computer Screen, unless none remain or the Control Room is currently lit.
This is a wide rectangular scoop just below the Turbo Bumpers, to the right of the Visitor's Center shot, directly above the left flipper. It awards Computer Screens, which are grid items. Any ball entering here is ejected from Hammond's Bunker. The Control Room is also the A in CHAOS.
This is the left orbit, a shot which goes through the Turbo Bumpers and around the back of the game to the upper right flipper. The Helipad and Visitor's Center shots share the same path along the back of the game. The Visitor's Center is also the Advance X shot. It is also the H in CHAOS. In many situations, credit is given for shooting the Visitor's Center just by getting the ball into the Jet Bumpers; examples include when Escape Isla Nublar is running and when CHAOS is being spelled. You must at least hit the first rollover switch on the orbit in order to receive credit for the Advance X shot, however.
This is a rectangular scoop just below the Turbo Bumpers, to the left of the Visitor's Center shot, directly above the top of the left slingshot. When flashing, it awards Park Revenue. When lit, it awards Mr. DNA. Otherwise, it awards practically nothing. Hammond's Bunker is also the C in CHAOS.
Either Inlane lights (flashing) the Control Room for about five seconds (note that during that time, the Turbo Bumpers may still change the currently flashing Computer Screen). If you have already had one System Failure, the Inlanes will no longer light the Control Room. Note that both Ramp returns feed above the Inlane sensors, although the right return may cause the ball to jump over the sensor or to miss the Inlane entirely.
This lights the Boat Dock for several seconds, during which time hitting the Boat Dock will spot a Species Target, if any remain unlit.
This lights Advance X on the Visitor's Center shot, which I have never purposely shot for. The Bonus Multiplier starts at 1X, and proceeds 3X, 6X, and 9X. It also lights Hammond's Bunker for the Park Revenue value.
There is no rubber on the lane dividers. However, the playfield is arranged to actually protect the ball from Outlane drains. With small nudges as the ball wanders towards the Outlanes, you should experience infrequent Outlane drains. If you still have the Smart Missile, Outlane drains (except during Tri-Ball, Two-Ball, or CHAOS) will disable it. A successful Death Save or Bang Back will then re-enable it. There are Special lights on the Outlanes; when Special is lit, both Outlanes will remain lit until collected (although repeated collections are possible due to a bug with Tri-Ball). There are no kickbacks.
These are twelve lights in the area directly above the flippers. They represent Control Room awards, and indicate progress towards System Failure. Computer Screens are also referred to as CRTs.
The playfield is littered with Species Lights on the Island Map, representing your progress towards lighting Tri-Ball. You can safely ignore these lights. There are also several lights for each of the three places to visit: Visitor's Center, Helicopter Pad, and Boat Dock. There is also a light for the Mosquito, which is placed unusually far from the actual Mosquito-in-amber piece in the far back center of the playfield.
There are the usual two above the flippers. They are not incredibly sensitive, so even a weak kickout from Hammond's Bunker may graze the Left Slingshot, but should come to the left flipper nonetheless.
You can skip the lengthy opening animation by flipping the right flipper or pulling the trigger (be careful not to prematurely launch the first ball into play, however).
The Skill Shot is a Video Mode. A dinosaur is walking back and forth in your sights. Pull the trigger to shoot the dinosaur.
Hitting the dinosaur is worth 2M on Ball 1, 3M on Ball 2, and 4M on Ball 3. Missing the dinosaur is worth 1/10 as much.
A successful Skill Shot enables Super Pops and gives the quote "Thumper Ready!". Since the ball immediately goes into the Turbo Bumpers, this is worthwhile. Super Pops makes each Turbo Bumper worth 100K, and each completion of all three Turbo Bumpers worth 1M. After the Skill Shot, Super Pops only seems to last for a short while, but normal Super Pops only end when any switch outside the Turbo Bumpers is closed (except the first Visitor's Center rollover switch).
If you press the Smart Missile button for the Skill Shot, the ball is launched into play, but the Smart Missile is not used; the button simply acts as the trigger would. Also, normally, pressing the left flipper a certain number of times will launch the ball as if the trigger had been pulled.
There are eleven Computer Screens, which are collected from the Control Room when it is lit or flashing. The Control Room is lit at the beginning of each ball. It is indefinitely relit by shooting the Power Shed. It is lit for approximately five seconds by either Inlane. After you have completed System Failure, the Inlanes will no longer light the Control Room, making it more difficult to get a second System Failure.
The Computer Screens are:
* Escape Isla Nubar
* Raptor Two-Ball
* Electric Fence
* Spitter Attack
* System Boot
* Raptors' Rampage
* Mosquito Millions
* Feed T-Rex
* Bone Busting
* Light Extra Ball
* (System Failure)
At the beginning of the game, Stampede is always the currently lit Computer Screen. The Turbo Bumpers rotate the currently flashing Computer Screen when the Control Room is not lit (or is only flashing because of an Inlane). When the Control Room is lit, however, the currently flashing Computer Screen is "locked in". Therefore, the first Computer Screen awarded is always Stampede.
You can have any number of Computer Screen awards running at one time; you can relight the Control Room and collect new awards concurrently with awards that are already running.
Note that at the end of any ball, the game may decide to change the current Computer Screen to Light Extra Ball, out of kindness (well, actually, it's a percentaging thing).
When all Screens have been collected, the Control Room and Power Shed are automatically flashing for System Failure.
Starting System Failure effectively aborts any Computer Screen rounds which were already running, except that you may still collect a lit Extra Ball. These rounds do not restart after System Failure ends, although Two-Ball will remain lit if it was lit and uncollected before.
Hitting the Smart Missile in single ball play, with no Tri-Ball or Two-Ball lit on the playfield, will award the next Computer Screen, even if the Control Room is not lit.
Hitting the unlit Control Room gives an annoying quote from Nedry: "You didn't say the magic word!"
This Computer Screen starts an escalating Frenzy mode, which lasts for 20 seconds. Every switch scores 300K and increases that value by 10K. The points are awarded immediately. Also, all game features proceed as normal.
There is a 5M award for shooting T-Rex or Galimimus during this round. There is a particularly cool animation for hitting Galimimus.
Using the Smart Missile, on most ROMs at least, is a severe disappointment, awarding a Stampede total of roughly 10M and ending Stampede!
Escape Isla Nubar
This Computer Screen lights the Visitor's Center, the Helicopter Pad, and the Boat Dock for 21M, which counts down by millions. Hitting any of the three targets will award the current Escape value, add 10M to it, and start counting down again for the remaining targets. The round ends when a total of 10M has been counted down. (This is not very clearly described in the Data East rules, to say the least.)
Using the Smart Missile at the very beginning of this round will sometimes award the true maximum values of 21M, 31M, and then 41M, for a total of 93M. Needless to say, if there is a problem with CHAOS on your machine, this round is the most valuable time to use the Smart Missile.
This Computer Screen lights the Boat Dock for Two-Ball, which is Data East's equivalent of a Quick Multiball(TM). Two-Ball will remain lit until collected, across balls. When the Boat Dock is hit (and you are not already in Tri-Ball or CHAOS or Super Egg Mania), a second ball will be launched into play. Any ball which drains in roughly the first ten seconds of Two-Ball will be relaunched into play. (This allows for a few quick, safe Jackpots.)
During Raptor Two-Ball, the Raptor Pit is lit for the Raptor Jackpot. The Data East rules indicate that these start at 3M and increase by 1M each time one is collected, but this has apparently been changed. Raptor Jackpots start at a base of 7M and increase by 2M for each Jackpot collected, but the value is also increased in some other fashion, details unknown.
There is no Danger feature (ball saver) active during Raptor Two-Ball, so be careful. Two-Ball ends, of course, when one or both balls drain.
Starting Two-Ball unconditionally aborts many of the Computer Screen modes, which is a real disappointment. Also, you cannot start Tri-Ball while in Two-Ball.
Using the Smart Missile when Two-Ball is lit will start Two-Ball, unless Tri-Ball is also lit, in which case it takes precedence. Using the Smart Missile during Two-Ball will probably only collect a Raptor Jackpot, which is a genuine waste.
"Electric Fence Mode."
This Computer Screen starts a timed round during which cute little Timmy is foolishly climbing around on an Electric Fence, which is slowly charging. The display shows Timmy climbing, the number of hits needed to save him (apparently we have to shake the little idiot off the fence or something like that), and the power meter of the Fence.
Get Timmy off the Fence by getting 15 hits in the Turbo Bumpers and/or the Slingshots. You have 20 seconds in which to do this. If you succeed, you are awarded 30M. If you fail, Timmy is electrocuted, and we actually get to watch, unlike Nell's death in Rocky & Bullwinkle. Yea!
Using the Smart Missile in this round will save Timmy and award the 30M.
This Computer Screen starts a timed round during which the loathsome Nedry is being attacked by a Spitter dinosaur. The Spitter Targets are the vertical bank just below Hammond's Bunker, facing right. Hitting any of them counts as a "spit", and the Spitter will spit at Nedry. The first hit is 5M, the second 10M, and the third 15M, for a maximum total of 30M. The points are not displayed (awarded?) until the round ends or the ball drains.
Using the Smart Missile in this round awards 30M and ends the round.
This Computer Screen starts a timed round during which the three scoops (Hammond's Bunker, Control Room, and Power Shed) are lit (green light). When a scoop is hit, it is no longer lit (for the purposes of this round). The first scoop is worth 5M, the second 10M, and the third 15M, for a maximum total of 30M.
Each scoop displays a fake computer bootstrap sequence, consisting of a DOS prompt and command:
C:\PARK> SYS. BOOT
Hitting the Power Shed to relight the Control Room normally gives a similar display.
Using the Smart Missile in this round awards each of the three scoops, for a total of 30M, ending the round.
This Computer Screen starts a timed round during which the Raptor Pit is lit for a varying amount. The display shows a Raptor moving back and forth in the kitchen, with the current value of the Raptor Pit beneath. The values are 5M, 6M, 7M, 8M, 9M, 10M, 9M, 8M, 7M, 6M, 5M. Hitting the Raptor Pit adds a small amount of time to the timer, so that the Rampage could potentially never end. Watch closely; when you collect a Rampage value, the Raptor on screen pauses and reaches over and "grabs" a value.
The smart missile only collects the currently lit value without ending the round.
This Computer Screen starts a timed round during which the Egg is worth 5M, with its value increasing by 1M each time it is hit (to no known limit as far as I have determined). This round lasts for 20 seconds.
As in many other modes, it appears that hits on the Egg in this mode do not count towards cracking Eggs in the usual fashion.
Using the Smart Missile in this round will only award one value from the Egg, without ending the round.
This Computer Screen starts a timed round during which T-Rex is waiting to be fed a live goat. The display shows T-Rex quietly waiting in front of the goat, as the ominous background music slowly increases in tempo. That music is a fantastic bass rumble. This round lasts for 30 seconds, and feeding T-Rex (yes, he actually eats on-screen) is worth 30M (the Data East rules say 25M, but this was apparently changed).
Using the Smart Missile in this round feeds T-Rex for 30M, ending the round.
This Computer Screen starts a timed round during which a raptor is trying to destroy a T-Rex skeleton. Three Ramp shots are needed to do this, which scores a disappointing 20M.
Using the Smart Missile in this round immediately destroys the skeleton for 20M, ending the round.
When all Computer Screens have been collected, the Control Room and the Power Shed are immediately lit for System Failure.
System Failure is a Six-Ball mode which lasts for 45 seconds. Balls which drain are autolaunched back into play as soon as the mechanism can do so. During System Failure, all switches score 1M, and no other features are active (except that you can still collect a lit Extra Ball, and perhaps even lit Specials). The total points awarded are tracked on-screen. When System Failure ends, the flippers, Slingshots, and Turbo Bumpers shut off until all six balls have returned to the trough. After a very brief pause, a ball is autolaunched and play resumes normally, with all Computer Screens again available.
Using the Smart Missile during System Failure is worth exactly 50M. Starting System Failure using the Smart Missile will also credit this 50M to your System Failure total.
When a replay is awarded, the ramp is lit for the Victory Lap for 30 seconds. The first five ramp shots are worth 5M, and the sixth is 25M. The maximum total that can be scored from the Victory Lap is 50M. This is made trickier by the fact that two consecutive ramp shots awards Bonus Held and returns the ball to the Right Inlane, interrupting the looping shot.
The Victory Lap is the only thing which seems to run to completion regardless of other rounds and modes.
You cannot use the Smart Missile to complete the entire Victory Lap for 50M; this has been verified.
At various random intervals during the game while the ball is in play, a Video Mode will begin, during which a dinosaur walks across the screen, in front of a machine gun. Fire the gun rapidly (four or five shots will suffice) to "stun" the dinosaur for 3M.
Shooting the Raptor Pit at any time during the game will award the current Raptor value, which starts at 2M at the beginning of every ball (unless it is held by two consecutive Helicopter Pad shots), and increases in an unusual fashion. Hitting the Raptor Pit at any time increases the Raptor value by 350K and lights Danger briefly (which also represents the ball saver). If the Danger light is flashing, hitting the Raptor Pit awards twice the current Raptor value and increases it normally.
A random Mr. DNA award can also boost the Raptor Pit value by 5M.
On the machines I've played, the Raptor Pit starts at 2M, not 3M as indicated by the Data East rules, and the value boost is definitely 350K, not 250K.
There are four red lights above the rules card in the lower left corner of the machine, representing progress towards spelling T-REX. When T-REX is spelled (by repeatedly hitting T-Rex), the T-Rex Bounty, also known as the Paddock Jackpot, is awarded. The Data East rules indicate that the Bounty begins at 5M and increases by 100K for each ramp shot, but it appears to start at 8M and may be increased by other features as well.
Normally, the Bounty value is carried over between balls, players, and games. The value can go as high as 99.9M!
In normal play, shooting the Captive Ball contributes to cracking open a dinosaur Egg and hatching a baby dinosaur. In older ROMs, the hits and awards are:
Egg # Hits Award
1 3 5M
2 4 10M or Extra Ball
3 5 15M
4 6 Extra Ball
5 6 20M
6 6 Mystery
The Mystery award can be a random point value, Extra Ball lit (at Boat Dock), or Special lit (at both Outlanes). Every cracked Egg after the sixth will score Super Egg Mania (also known as Power Egg Mania or just Super Egg).
Cracking an Egg is accompanied by a cute animation and a snippet of lullaby. You can also crack Eggs with a Mr. DNA award.
On newer ROMs, cracking the second Egg sometimes awards Extra Ball. This is determined entirely according to reflexive Extra Ball percentage done by the software. If too many Extra Balls are generally being collected, no Extra Ball will be offered from the Egg.
In newer ROMs, cracking the fourth and every subsequent Egg starts Super Egg Mania, which almost makes it a reasonable goal.
Super Egg Mania
During Super Egg Mania, most game features are disabled, and you have 25 seconds to shoot the Egg for 5M. Hitting the Egg launches an additional ball into play while this timer is running. When the timer is complete, Super Egg Mania continues for as long as you have more than one ball in play (and almost every other game feature remains disabled). During the remainder of Super Egg Mania, all Egg hits are still only 5M, and no additional balls are launched into play.
Note that, in older ROMs, reaching Super Egg Mania by hitting the Egg itself requires something like 36 hits! It is available as a random award from Mr. DNA, however.
Using the Smart Missile during Super Egg Mania will likely award 5M for an Egg hit, also launching a ball into play during the 25 second timer.
If you drain all of the balls in play before the 25 second timer expires, the timer will continue to run while there are no balls in play - there is, of course, nothing you can do at this point except perhaps hit the Smart Missile - when the timer expires, Bonus Countdown will proceed as normal.
This is a small award in the tradition of Sarlacc Pit from Star Wars. It starts at exactly 500K at the beginning of each ball, and is increased 30K for every Turbo Bumper hit. There is apparently no way to hold this value over to the next ball. The Park Revenue value is awarded by hitting Hammond's Bunker when lit by the Right Inlane (flashing blue light).
Mr. DNA is lit at Hammond's Bunker by the appropriate number of Ramp shots. Data East rules indicate that the first three Mr. DNA's require seven Ramp shots, the next three require eight, and all subsequent require nine. On all machines I have played, however, far fewer Ramp shots have actually been required. It seemed that only three are required for the first Mr. DNA, five for the next, etc.
Two consecutive Ramp shots are actually worth three Ramp shots for the purpose of lighting Mr. DNA; the second shot counts twice (and returns the ball to the Right Inlane rather than the Left). Nice touch.
You can make progress towards lighting the next Mr. DNA while Mr. DNA is already lit (and ramp shots at any time appear to count), and you can indeed stack lit Mr. DNAs (that is, have Mr. DNA lit twice, so that it remains lit after collecting it once).
Collecting a certain large number of DNA Strands (lighting Mr. DNA ten times, perhaps?) lights an Extra Ball at the Boat Dock. This can be achieved repeatedly. Also, after you light Mr. DNA for the 99th time, the next is #0.
Mr. DNA offers you a choice between three selections, which are randomly selected from the following list:
* 5M, 10M, 15M, 20M
* Super Pops
* Million Pops (?)
* Complete Egg
* Light Special
* Runaway Extra Ball (at the Boat Dock)
* Runaway Score (Hurry Up, 20M down to 5M)
* Runaway Two-Ball (Hurry Up, 10M down to 5M)
* Light Tri-Ball
* Spitters Double Round (??)
* Advance Park Revenue 5M
* Advance Raptors 5M
* Raptor Pit Value Held
* Award Lit CRT
* Super Egg
* Bonus Held
As Mr. DNA points to each selection offered, flip or pull the trigger to select it. Doing this during the introductory animation may automatically award the first selection in the list. Be careful; the first selection is only focused briefly. It's best to wait until Mr. DNA makes a second pass through the list.
Runaway awards are lit at the Boat Dock for 20 seconds, counting down immediately. Runaway Two-Ball appears to include a score with it, but I have not seen it. I have also never seen Million Pops and I suspect that it has been removed from release ROMs.
During normal play, the Left Inlane briefly lights the Boat Dock. Hitting the lit Boat Dock will spot a species target to make progress towards lighting Tri-Ball. This spotting function was originally performed by the in-play Video Mode, but this has been changed.
Tri-Ball is a significant goal in Jurassic Park, and a significant source of points. Tri-Ball is normally lit by hitting all of the Species Targets on the playfield (these can also be spotted by the lit Boat Dock). It can also be lit by a Mr. DNA award, or by using the Smart Missile in normal play, which will effectively hit all of the Species Targets for you. If you have not lit or started Tri-Ball by the beginning of your third ball (disregarding Extra Balls), it will automatically be lit for you. For the first Tri-Ball, hitting any one of a set of species targets will spot that entire bank, most notable in the case of the Spitter targets (lower left corner).
When Tri-Ball is lit, start it by feeding T-Rex once or hitting the Raptor Pit several times (to "taunt" them). The first Tri-Ball will require 3 Raptor Pit shots to begin, the second will require 5, the third will require 7, and all subsequent Tri-Balls can only be started by feeding T-Rex (which is generally the easier option, anyhow). If Tri-Ball is lit because you are on your third ball and did not light or start Tri-Ball already, only one Raptor Pit shot will be required to start Tri-Ball. Whenever Tri-Ball is lit and normal play is underway, using the Smart Missile will start Tri-Ball.
Starting Tri-Ball prematurely ends almost any mode which is running, except the Victory Lap. You also cannot start Tri-Ball (or much of anything else) during Super Egg Mania or Two-Ball.
When Tri-Ball is started, a total of three balls will be put into play. For the first few seconds of Tri-Ball, draining one or two balls will cause one to be relaunched into play (draining all three never seems to give back more than two - not that I would ever do this . As soon as Tri-Ball is started, even while there is only one ball still in play, there are two Jackpots lit. The Ramp is lit for the regular Jackpot value, while the Helicopter Pad is lit for a Double Jackpot. The base Jackpot value is 15M, and during Tri- Ball, all switches add their score to both Jackpot values instead of to your score. This means that the Double Jackpot is not actually exactly twice the base Jackpot value.
Collecting either Jackpot immediately begins the first CHAOS mode. Contrary to the Data East rules, you do not have to collect both the regular and the Double Jackpot in order to enter CHAOS (the rules were likely changed in order to better accommodate switch failures and to improve gameplay).
Using the Smart Missile will collect only the Double Jackpot.
If you drain all but one ball while the Jackpots are still lit, Tri-Ball Restart will be lit for 15 seconds, starting immediately. You can then restart a 2-ball Tri-Ball by hitting the Raptor Pit once or feeding T-Rex.
In the first CHAOS mode, the five CHAOS letters are lit and may be collected immediately. Each CHAOS letter is worth 5M, and according to the Data East rules, completing CHAOS is worth an additional 10M. You must complete CHAOS while at least two balls are still in play (or at least not yet registered in the trough). Using the Smart Missile at this point will complete the first CHAOS for 25M (or 35M?), leading to Six-Ball play.
When CHAOS is completed, Six-Ball play begins. On older ROMs, while the six balls are being launched into play, CHAOS letters are not awarded. However, on newer ROMs, the second set of CHAOS letters can be awarded almost immediately, which makes it impossible to miss the H letter (it is credited for any Turbo Bumper hit). There is a relaunch period at the beginning of this mode, just as in the beginning of Tri-Ball. During Six-Ball play, you must spell CHAOS again, for 10M per letter, while keeping as many balls in play as possible (at least two, of course). Using the Smart Missile at this point will complete the second CHAOS for at least 50M, which lights the Feed T-Rex 50M.
When the second CHAOS is completed, you must Feed T-Rex, while keeping at least two balls in play. Feeding T-Rex at this point awards 50M, and lights both the Ramp and the Helicopter Pad for twin Super Jackpots. Using the Smart Missile at this point will Feed T-Rex for 50M.
The Super Jackpot base value is 600M minus 100M for each ball drained and not relaunched into play. The Ramp is worth this base Super Jackpot value, while the Helicopter Pad is worth an additional normal Jackpot value of 15M. These values both increase as in regular Tri-Ball (accumulating normal scoring switch values).