Lost World |
Written by: Jef Lepine January 17, 1998 "Lost World", "Jurassic Park", "SEGA", and a whole slew of other things are probably trademarks and copyrights of SEGA. This rulesheet is made in good faith and may be distributed in any form, just don't charge for it. Overview Lost World is the sequel to Data East's (now SEGA) Jurassic Park. Many DMD animations have been reused from Jurassic Park and we see the return of the Smart Missile as well. Goal Reach San Diego by starting *and* completing the five modes:
Playfield and Basic Rules
Ball Saver At the start of each ball, there is a brief (approx 5 sec.) ball saver. This is the usual SEGA ball saver which is VERY strict; if the light is out, the saver is not on. If the ball hits the outlane switch, the saver is extended slightly so the ball will hopefully make it to the outhole while the saver is still on. Skill Shot At the start of a ball there is a video-like skill shot. The goal is to make the Dino foot step on the humans. A successful skill shot is worth 200k, a missed skill shot is worth 50k. Occasionally you get a Super Skill shot; Instead of people, there are strange objects to step on: Shark fins(?), a grandma, ET (!), as well as others. A successful Super Skill Shot is worth the same as a normal skill shot. In tournament mode, skill shot is disabled and awards 50K, regardless of what the display says. The Egg Scoop The Egg scoop is lit at the start of the game and on your first ball I'm 99% sure that it will always award the Smart Missile. The scoop can be relit by hitting both spinners. Awards include:
Any others? Video Mode A very quick video mode, not even really connected to the game. There are two ropes and a small pitfall-like guy who is suppose to swing from rope to rope and then over a T-Rex who is trying to eat you. A completed video mode awards 350K, a failed video mode awards 100K. A failed video mode that you manage to make to the first rope awards 150K. Video mode is always the same and isn't too hard to complete. Just wait for the right spot to swing at, hit launch, and the guy just goes. Occasionally, you can swing into the T-Rex's mouth, but you don't get anything extra for doing it. Multiball Multiball is first started by hitting the drop target 4 times to light all three locks. If you don't finish the drop target on your first ball, one lock will light for you each ball, until you complete the drop target or light all three locks. You then have to lock three balls, left loop, right loop, and middle loop. All locks are virtual, no balls are held by the machine. When you have three balls locked, multiball starts, a four ball multiball with three stages, and a brief ballsaver:
As in most SEGA games, multiball is very valuable, especially if you can consistently get to the super jackpot and collect it. Just reaching the third stage of multiball nets you 500K + 500K + 750K + 750K = 2.5M; in this game, that isn't too bad. If you happen to start multiball, drain all but one ball, and collect no jackpots, multiball restart is lit at all the loops and the drop target. On subsequent multiballs, you must hit the drop target 4 times to light each lock. Only two locks will be spotted if you don't completed the drop target. Smart Missile Unlike Jurassic Park, the Smart Missile must be collected. It's almost always the first award from the Egg Scoop. There are also a few differences from Jurassic Park's Smart Missile:
Like Jurassic Park, the Smart Missile is deactivated when the outlane is hit. More Time Each of the timed modes have the ability to have the timer increased. When the timer on a modes drops below 10sec, the More Time standup is lit. If the standup is hit, 10sec. is added to the mode. You can only hit the More Time button once per mode. Adding time to modes like SITE B and Baby T-Rex can be well worth it. SITE B To start SITE B you must first spell SITE B (the first time) and then hit one of the SITEB standups. SITE B targets are cycled by the bumpers and the slingshots. During SITE B your task is to hit the flashing target that is lit, but there is a catch: there is only one flashing target lit and it moves when you hit a flipper. The left flipper moves the target to the left and right moves it to the right. You must hit at least three targets to complete the mode. The value starts at 200k and goes up by 100k until time is up. You have 30 seconds to hit three targets but the mode doesn't end once you have hit the three targets, you get to play out the mode until time is up. There doesn't seem to be an upper limit to the value as I have collected 1.1M from hitting one target. SITE B is at first very frustrating but once some ball control is achieved, this mode is very valuable, just completing the three required targets nets you 2M (200K + 300K + 400K + 100K for starting SITEB and 1M completion bonus) with each target after that building higher and higher. It seems the safest and easiest shot is to backhand the E target To light subsequent SITE B's you must spell SITE B one more time than the previous SITE B. GPS GPS is started by hitting both ramps three times (for the first GPS) and then shooting either ramp when they are flashing. The goal of GPS is to hit 4 ramps, each shot is worth 300k. The value can be raised by alternating ramps, ie, left ramp, right ramp, left ramp then the value is raised by 100k up to no known limit. The timer seems to be pretty short, less than 30sec. The easiest way to finish GPS is by looping the left ramp which is pretty easy to backhand. If you want to go all out for points, try to keep alternating the ramps; while not really hard, lighting GPS the second time isn't as easy. To light subsequent GPS', ramps must be alternated to light each letter. You must also complete GPS one more time than the previous GPS. The number of shots to complete the next GPS goes up if you complete the mode or not, slowly making GPS impossible to complete. Baby TREX Baby TREX lights when three shots to the egg scoop are made. Shoot the scoop to start. A fast countdown from 200k starts immediately when you hit the scoop. Hit the scoop to collect the value. If you don't hit the scoop by the time the countdown reaches 40k, you have about 5sec. to make the shot. Once the countdown value is collected, you have 30sec. to shoot the egg three more times to complete the mode. When you do make the three shots, the mode does not end; additional shots to the scoop can be made. This mode can be very valuable if you can lock in a value close to 200k. If you do indeed lock in a high value, making repeated shots to the scoop is definitely worth it. To light subsequent Baby T-Rex's, one more shot is needed than the previous. The shots required to finish the mode stay the same. Mobile Lab Completing TREX on the inlane/outlanes lights the last completed letter's outlane/inlane light one of the letters for TREX. When the flashing letter is collected, Mobile Lab begins. Mobile lab starts as a two-ball multiball where the goal is to shoot the spinners. Twenty spins are needed to collect the first mobile lab jackpot. When a jackpot is collected, a ball is added, up to four balls.
After a jackpot is collected, the number of spins collected resets. There is a brief ballsaver at the beginning of this mode. Mobile Lab ends when there are less than two balls in play. This mode is HARD. The spinners on the machines I've played don't spin as well as they could and it's not exactly easy to get 120 spins if you have four balls floating around. It's not too valuable, but you have to finish it to light San Diego. :( To light subsequent Mobile Lab's, you must complete TREX one more time than the previous. The number of spins/jackpots remains the same. Raptor Completing the RAPTOR targets lights both sets of targets flash for RAPTOR. Hitting either bank starts Raptor multiball. Raptor is a two-ball multiball. Jackpots are lit by hitting either the RAP or TOR targets and then by shooting the middle loop. You have about 15sec to hit the jackpot before having to relight it again. The first jackpot is lit at the start of the mode. To complete Raptor, you must make 2 jackpots. Jackpots start at 200k and go up by 50k for each jackpot collected. Raptor ends when there are less than two balls in play. To light subsequent Raptor's, you must spell RAPTOR one more time than the previous. The number of jackpots needed does not change. Misc. Extras Extra balls can be lit at five middle loops, 6X bonus, or a random award. The next shot after immediately after lighting the extra ball and every 5 middle loops after awards 300k. Repeated loop shots award Jurassic Loops. For each loop shot you can make in a row, the value increases by 50k. Jurassic loops can only be collected when modes aren't running and start at 50k. Every 25 hits on the bumpers award a Pop Award of 25k. Special Thanks Thanks to Bowen Kerins for filling in some of the holes and proof-reading :) Thanks to Josh Lehan's Lost World rulesheet for providing me with some info that I may have forgotten without it. San Diego <SPOILER ALERT> San Diego is lit at the T-Rex scoop; it is a four-ball multiball where ANY major shot scores an increasing value, and ANY target increases the value. It's a lot like Final Jam, except all major shots collect the Jackpot. Cool animations of the T-rex eating lots of folks.
-=Jef Lepine=-
Editor's Notes
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