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Jungle Lord

Williams • 1981 • ss

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Quickie Version

smack the drop targets in the upper playfield all day. Shoot the inner horseshoe loop (middle-left) after the ball goes through either return lane.

Go-To Flipper

Balanced

Full Rules

While there are both upper and lower playfields on Jungle Lord, your best bet for both points and ball safety is to stay up top. The top drop target 5-bank is progressive: knock down one, then two, etc. until you need to get all five. It then shifts to “double trouble” mode with random timed targets and progressively doubling scoring: 10K, 20K, etc. up to 160K if you finish them in time. Partial progress is held from ball to ball.

Jungle Lord was the first machine to use double scoring without requiring multiball. Get the numbers 1-5, the first three via stand-ups [\#1 is above the upper left flipper, \#2 and \#3 tucked next to the ramps], the last two via the return lanes. Double scoring is good for the rest of the ball.

Multiball, sadly, requires some luck and is also time-limited. You need to get all four chutes in the upper left mini-playfield, but shots to it go into lanes by luck, so you could get 10 hits to it and not get all four letters. A ball is kicked into it for shooting the eject holes or completing the timed drop targets. If you do get all four letters, shoot either saucer to start a 35-second multiball. It is possible to extend the time by getting the far top right mini-ball kick saucer.

Building bonus can be huge and is the best strategy on this game. The base goes up to 30K and is built up by return lanes, completed drop target banks on both the upper and lower playfields, and shots to the 1-2-3-4 L-O-R-D lanes tucked in the upper left. The bonus multiplier goes up to 10X. Raising the multiplier requires a shot through the horseshoe between the center and left ramps after the ball rolls through either return lane. The shot is on a timer; you have more time at first, for 2X, and the time the shot stays lit gets shorter for each level; levels are 2X, 3X, 5X, 10X. Making the shot after a return lane one more time, with 10X already lit, lights an outlane ball save. If you have double scoring active, that also applies to your end-of-ball bonus, meaning you can get up to 20X or a maximum of 600K in bonus. If you’re good at shatzing the return lanes, try doing that to light the multiplier horseshoe.

If you’ve maxed your bonus multiplier and activated both outlane ball saves, just go up top for the rest of the ball.

The magna-saves on this game are on timers, too, with seconds of “grab” earned by hitting the side drop targets. Don’t forget to use that extra set of buttons to possibly avoid a side drain.

Playfield Risk

Rebounds off of the stand-up targets and drop targets in the lower playfield; make or miss, with how small the lower playfield is you will have little time to react to where the ball goes. Balls exiting the upper playfield down the ramps can drain; be especially wary of balls coming down the left ramp at high speed. Magna saves can throw the ball out rather than grab onto it, too. Given the positions of the posts guarding the ramps, any missed ramp shot is highly risky.

External Links

Machine Information

Jungle Lord backglass
Name
Jungle Lord
Manufacturer
Williams
Year
1981
Type
ss
Display
alphanumeric
Players
4