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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Jaws

[Official Rulesheet]

Game Information & Overview:

Summer has arrived in the small New England town of Amity, and threatening sharks have put the town’s beaches in danger. The player is assigned to save the town by rescuing beachgoers, closing the beaches, and taking on bounties to defeat the invading sharks, in hopes of eventually defeating Jaws, the Great White shark himself.

Rules Overview:

Layout:

| Premium/LE: | Pro:
| — | — | |||

Modes of Play:

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

Skill Shots:

The multi-level skill shot changes at the start of each ball, once the previous one has been scored. You get a maximum of three skill shot attempts per ball.

Each skill shot, regardless of level, also adds +5 seconds of ball save time.

There are also two secret skill shots and a super secret skill shot:

[details=”Spoilers”] Secret Skill Shots (awards the current skill shot value when hit):

Super Secret Skill Shot (awards & advances the current value of the normal skill shot when hit:)

Note: on Prem / LE models, if shark hits are available, secret skill shots at the captive ball area cannot be hit. [/details]

Shark Encounters:

Shark Encounters are the main modes of the game. They can be started at any of the five “beach” shots, after enough shots to the captive ball / bash boat - 1 shot + 1 shot per Shark Encounter mode played.

Shooting any shot that feeds the left inlane, followed by the captive ball / bash boat, awards 2x damage.

On the Prem / LE, the shark bash toy comes up when Shark Encounter modes are lit. Shoot it before starting a mode to light encounter boosts for the next mode, and earn a score award of 5M the first time + 5M for subsequent “shark hit” shots. On Pro, this is done by shooting the captive ball / bash boat one more time before starting a mode.

When encounter boosts are lit, further shots to the center captive ball / bash boat will boost the next shark encounter in the following ways:

Encounter boosts may also be progressed during a mode, as long as they were lit before starting the mode. Boosts earned in this manner will be instantly applied to the ongoing mode. On Pro, they are progressed in the same manner as before starting the mode. On Prem / LE, starting a mode with encounter boosts lit causes the shark bash toy to come up and stay up for the duration of the mode. Hit the shark to progress boosts – 1 hit for level 1, 2 hits for level 2, and 3 hits for level 3.

Making enough shots during a shark encounter qualifies the encounter jackpot at the fin target to complete the mode. This awards a certain percentage of the mode total and adds a permanent +1x multiplier to machete shots for the rest of the game. Failing to hit the fin in time lights the boat/shark for a backup encounter jackpot which is worth a smaller percentage of the mode total and does not add a machete multiplier.

On Prem / LE models, the radio target on the upper playfield spots a shot during modes, one time only per mode.

The five shark encounters are:

Play all five shark encounters to light 4th of July mini-wizard mode at the center ramp.

After playing the above mini-wizard mode, the shark encounters can be played again as “challenges”. Encounter boosting is disabled for shark encounter challenges, and their timers are decreased to 30 seconds as well, but mode scoring is doubled. In place of increasing the machete multiplier, each completed shark encounter challenge increases a shot multiplier at the shot used to start the respective mode, for the rest of the game.

Closing the Beaches / Beach Closed Hurry-Ups:

There are five different beaches surrounding Amity that need to be closed in the wake of approaching shark attacks, represented by five different shots on the playfield. To close each beach, three beachgoers must be rescued at their respective shots - they can be found by shooting for the shark tower targets surrounding each shot.

Beachgoers cannot be rescued during multiball modes, they become temporarily unlit but return when the multiball ends.

Once all three beachgoers have been rescued at one beach, a Beach Closed Hurry-Up will start at that shot to close the beach. The value starts at 15M + 3M for each time Search or Rescue multiball has been played + 250K for each character combo collected, and if collected, boosts all further lit shots to that closed beach by 20% of the hurry-up value, rounded down to the nearest 100 points. Machete multiplies the collected value of the hurry-up but not the value boost to subsequent shots, (for instance, a 15M hurry-up with 3x machete is worth 45M, but still only boosts subsequent lit shots and hurry-ups by 3M). Normally, this bonus award is removed after either Rescue Multiball or Search Multiball have been played, but catching the hammerhead shark will hold the beach closed values across the entire game, including restoring any previously removed values if Search and/or Rescue Multiball were played prior to catching the hammerhead shark.

Note: Regardless of whether or not the hammerhead shark has been caught, the value boosts are inactive during Search Multiball and Rescue Multiball. If either multiball is completed successfully, the value boosts from the most recent set of 5 hurry-ups are active during Victory Combos, even if the hammerhead shark has not been caught.

The 5th hurry-up’s initial value is increased by the base values (not including Machete) of previously collected hurry-ups. This additional value does not factor into the calculation of the value boost applied to subsequent lit shots. For example: If the first 4 Beach Closed hurry-ups were collected at a total value of 34.5M, and 2 character combos were collected prior to starting the 5th hurry-up, then the 5th hurry-up would start at 50M (15M + 500K for 2 character combos + 34.5M for previously collected hurry-ups). Collecting it at max value would award 50M but the value boost would still be 3.1M (20% of 15M + 500K). If the value ticks down by half before it is collected, it would award 25M and the value boost would be 1.55M.

Additionally, a ball saver is active during the 5th hurry-up. Draining during this time loses the hurry-up but not the ball. Ending the 5th hurry-up, whether by collecting it or failing to collect it, starts either Rescue Multiball or Search Multiball, after which the beachgoers and Beach Closed hurry-ups are reset.

Note: The 5th hurry-up cannot be stacked with any shark encounter modes or multiballs. After rescuing 14 beachgoers, the 15th beachgoer will temporarily become unlit whenever a Shark Encounter mode is running, preventing the player from starting the 5th hurry-up. Likewise, no other modes or multiballs can be started during the 5th hurry-up.

Rescuing 8 beachgoers awards an extra ball and lights gear.

Bounty Hunts:

Bounty hunts are started at the right ramp after enough fishing reel spins - or, if one isn’t currently running, Quint’s Shack can light a bounty hunt. Unlike typical modes, bounty hunts run in the background of normal single-ball play, are untimed, and only require the player to complete the tasks assigned on the display. Progress on bounty hunts are maintained from ball to ball.

The four sharks a player can hunt for are:

Once the assigned tasks have been completed, the player must reel in their find by shooting the fishing reel spinner. This will start bounty hunt multiball. If the player completes bounty hunt multiball, they will score the bonus reward.

“Advance bounty” when lit, at either the chum bucket (lit via reel hits) or mini-lane (lit via shark tower targets), will increase the jackpot given for completing the bounty hunt and capturing the shark by 2.5M x the number of sharks captured. Each advance bounty shot is lit for 10 seconds.

If the shark was not captured during bounty hunt multiball, the player can revisit the bounty hunt to capture them again. The required shots are halved for revisited bounty hunts, but the multiplier for the bounty jackpot will also decrease and bonus rewards won’t be scored. All progress during the multiball is retained (if the shark was below 30% health, it will reset to 30%).

Once the player captures all four sharks, or sells all of their gear to Quint, a hidden fifth bounty hunt will be qualified…

Bounty Hunt Multiballs:

Sharks are vicious creatures and must be weakened before they can be successfully caught. After completing the requirements for a bounty hunt and shooting the fishing reel, a multiball will start where the player reels in the shark and weakens it.

The multiball for each bounty hunt shark slightly varies depending on which shark was reeled in:

The basic mechanics of each bounty hunt multiball is the same - shoot any green shot to score an award (which can be increased by spinning the fishing reel) and light the “Shark!” insert, then shoot the captive ball / shark bash toy to weaken it, then repeat until the shark is captured.

The shark’s strength is indicated both on the screen and by the green lights on the chum line. It starts at 100% and decreases by 35% for each shark hit, except for Tiger Shark which takes 25% damage per hit. After the first hit, the shark will gradually recover its strength over time, in 2% increments. A hit at 36% or lower (26% or lower for Tiger Shark) will bring the shark’s strength down to 1%, lighting a final green shot:

Shoot any final green shot followed by the captive ball / shark shot to capture the shark and award the bounty. Every bounty collected adds +1x to the super jackpot multiplier during super celebration multiball.

The bounty is a large score award determined by the following: (10M + 1M x lit beachgoers + 2.5M x flashing targets hit during feeding frenzy) + total score gained from lit “advance bounty” shots x number of sharks captured.

Once the shark has been captured, celebration multiball will start. Shoot the green flashing shots for jackpots worth 250K + 75K per jackpot scored. This value is maintained across the entire game. Each arrow unlights when collected.

The super jackpot is lit at the captive ball / shark shot when 2 or more arrows are unlit. Collecting a super jackpot relights a green arrow. Relighting all green arrows unlights the super jackpot. Super jackpots are worth (jackpot value) x (number of unlit lower playfield jackpots + 1). Note that the 2 upper playfield shots on Prem / LE do not count towards the super jackpot multiplier. Collecting all of the green arrows lights a massive super jackpot which relights all green arrows when collected.

Jaws Multiballs:

To lure out Jaws, the player first must chum the water by shooting the captive ball with the chum bucket sculpt above it. Shooting the flashing red arrows will add to the red LED lights on the “chum line”. The total value of the chum line shots determines the jackpot value for the multiball that follows. For the first Jaws Multiball, 1 hit to the chum bucket starts the chum line, then 3 red arrows are lit at the left orbit, wave ramp, and center ramp, moving to the right every few seconds and wrapping around from the right ramp back to the left orbit, and the chum bucket remains lit to also advance the chum line. For Jaws Multiball 2, starting the chum line requires 2 hits to the chum bucket, and the red arrows unlight when hit or when moving past the right ramp. Once all 3 red arrows are gone, the chum bucket lights 3 new red arrows. For Jaws Multiball 3, starting the chum line requires 3 chum bucket hits, and the chum bucket no longer advances the chum line once it’s started.

For the first Jaws Multiball, once the chum line is completed, all the three shots that feed the left flipper (i.e., harpoon insert shot, left orbit, and center ramp) will be lit yellow to raise the shark fin. Shoot the shark fin to attach a barrel. For the remaining Jaws Multiballs, completing the chum line lights Ready Barrel at the target bank, then completing the targets lights only the left orbit and harpoon lane will be lit yellow to raise the shark fin.

Jaws Multiball 1 requires 1 barrel to be attached, Jaws Multiball 2 requires 2 barrels, and Jaws Multiball 3 requires 3 barrels.

Once the required amount of barrels have been attached to Jaws, Jaws Multiball can be started by making any shot that feeds the inlane posts (i.e., the harpoon lane, left orbit, center ramp or the right ramp). The three multiballs play as follows:

During any Jaws Multiball, a ball can be added by shooting the chum bucket enough times to fill up the chum line. 3 hits are required for the first multiball, 8 hits for the second, and 5 for the third.

Once any Jaws Multiball has been completed, victory combos will start (which are also rewarded once any other multiball has been completed). Shoot the lit jackpot shots as combos to increase their value.

The center ramp lights to start Smile, You Son of A… final wizard mode as soon as Jaws Multiball 3 ends. Once this option becomes available, the player can opt to start the final wizard mode or “keep chumming” and play for other objectives; the final wizard mode will then relight the next time the chum line is completed.

Flip-Lock:

Jaws features a Flip-Lock mechanic at the mini-flipper during all multiball modes. If a ball is being held at the flipper, press the action button and the mini-flipper will remain raised, allowing multiball to be played with fewer balls. If the player wants to release the ball from the Flip-Lock prematurely, they can hold the action button and the flipper will automatically lower.

If 2 balls are in play and the 2nd ball drops into the mini-flipper lane while Flip-Lock is active, the mini-flipper will automatically perform a quick release then flip to send the lower ball back into play then catch the upper ball. This does not occur when there are 3 or more balls in play.

Flip-Lock ends once the 20-second long timer expires, indicated by the flashing barrel atop the bumper. Normally, Flip-Lock can only be used once per ball in play.

The following bounty hunt sharks add perks to Flip-Lock, once caught:

Other Scoring:

Gear Collection:

Gear can be lit at the right ramp in various ways:

Once lit, a single shot to the right ramp will collect the currently flashing gear, which can be cycled through with the right flipper.

There are six different types of gear available, listed below in the order they are cycled through using the right flipper:

Once all six types of gear have been found, shooting the right ramp again will allow the player to either sell their gear to Quint for points & qualify the final bounty hunt, or keep their available gear and take 15M + 5M per previous gear cash out.

If the player chooses to sell their gear, the point award is multiplied based on how many pieces of gear the player hasn’t fully used:

Unused Gear Multiplier Value (1st time)
1 x3 45M
2 x5 75M
3 x8 120M
4 x12 180M
5 x16 240M
6 x25 375M

A partially-used piece of gear, e.g. Binoculars that have been used once or twice but not the full three times, counts as unused.

If the player chooses to keep their gear, the cash out can be relit the next time the player lights gear.

+50M is added to the gear cash out for every successful knot that was tied during Quint’s Challenge. This bonus is not subject to the “unused gear” multiplier.

The gear cash-out value cannot be multiplied by Machete.

If all gear has been used, draining will automatically remove the gear from the player’s collection without the chance to sell them.

Fish Finder:

Fish Finder is qualified at the left target bank.

On Pro: Fish Finder is qualified by simply hitting the stand-up targets in single-ball play, regardless of whether the arrows are lit. The first Fish Finder award is qualified after 3 hits, increasing by 1 hit for each subsequent award. When Fish Finder is lit, further hits do not count towards qualifying the next award.

On Prem / LE: Initially, all 3 arrows in front of the drop targets are unlit. A roving blinking arrow moves up and down (top, center, bottom, center, repeat) across the unlit arrows. Hitting the target indicated by the flashing arrow causes it to light up solid and moves the blinking arrow to an adjacent unlit arrow. The first hit of the game also spots an adjacent arrow. Solidly lighting all 3 arrows qualifies Fish Finder.

When Fish Finder is qualified, it can be activated by rolling through the lane directly above the mini-flipper. For the first Fish Finder award of the game, all 3 arrows will flash; for the 2nd award, the center arrow and either the upper or lower arrow will flash; for subsequent awards, only 1 of the 3 arrows will flash. Shoot any flashing target on the left target bank to score the flashing award. Hitting any other switch besides the mini-flipper lane disables the flashing arrows until the mini-flipper lane is rolled over again.

There are 5 Fish Finder awards:

Normally, the lit award changes with bumper hits if “activate fish finder” isn’t lit at the mini-lane. If the player captures the hammerhead shark, then they can change the lit award by pressing the left flipper if multiple are available.

Collect all five awards to light super cast ‘n catch at the center ramp.

Quickshots:

If the harpoon lane isn’t lit to attach a barrel to Jaws, it can be lit for quickshot by rolling through the right lane above the mini-flipper. Shoot the fin drop target shortly following the harpoon lane shot to collect the quickshot award. The timer decreases with every quickshot collected.

The base value starts at 3M and increases by 200K for each beachgoer rescued.

Every completed quickshot - or switch the ball rolls over after passing through the harpoon lane - increases the quickshot multiplier by +1x up to a max of 7x. The multiplier value is reset once the player misses a quickshot, so quick, precise shooting is required to maximize scoring potential from them. The quickshot award is also subject to shot multipliers from the lit machete lanes.

Gear is lit at the right ramp for every successful quickshot made.

Make 3 quickshots for an extra ball.

Feeding Frenzy:

A timed feeding frenzy mode starts after collecting enough complete sets of shark tower targets: 2 are needed for the first one, then 5 for the second, etc.

During feeding frenzy, each shot to the flashing shark tower targets scores a value that increases with every switch hit (15k for spins, 75k for other switch hits), and gets multiplied with each flashing shark tower target hit: 1x for the first target, 2x for the second, and 3x for the third. The feeding frenzy total is maintained across the entire game and is awarded in bonus at the end of each ball. Every subsequent feeding frenzy in a game adds 250k to the base target value.

Feeding frenzy cannot be started during any multiball mode. However, it can be brought into them.

Quint’s Shack:

The right ramp is lit for Quint’s Shack after advancing ORCA with strong shots up the left “wave” ramp - “sneak attacks” (missed shots that fall onto the right ramp exit) won’t count.

If Quint’s challenge is lit at the right return lane, ORCA cannot be advanced and Quint’s Shack can’t be relit until Quint’s challenge has been started.

If bounty hunt isn’t lit, then Quint’s Shack will always award light bounty hunt. Otherwise, Quint’s Shack offers several rewards:

Quint’s Challenge:

Completing ORCA at the left “wave” ramp lights the right return lane for Quint’s Challenge, and will light one shot to start a combo. The combo sequence only starts when the first shot is made, and each successive challenge increases in difficulty with shorter timers for each shot. For knots level 3 and 4, the player has a limited time to make the initial shot that starts the combo.

Quint’s Challenge is also lit after collecting the 5th successful Pipit award.

Normally, only one attempt is given per knot. Capture the thresher shark to get two attempts to tie each knot.

Easy

Medium

Hard

Extra Hard

Tying a knot during Quint’s Challenge increases the bonus multiplier. The first knot of a game adds +1x to bonus only for this ball, but the 2nd+ knots add +1x to bonus for the rest of the game. Each tied knot also increases the award for selling your gear by 50M.

Pipit:

Completing the left target bank while “Pipit” is lit will throw a stick for Pipit to fetch at a random shot (lit purple and fades to white as time decreases). Collect the lit shot before time runs out to score 5M x a multiplier that increases each time Pipit has successfully fetched the stick and decreases with each failure.

Pipit will also find awards for you with every stick he successfully fetches, given in the following order:

If any of the above awards are already available, ie. life ring or Quint’s challenge is already lit, +1x Machete (temporary) will be awarded in its place.

Machetes (Shot Multipliers):

Completing the left target bank while “light machete” is lit will light a return lane for “machete”. This corresponds to a shot multiplier, awarded on the next shot made after either rolling through the lit return lane, or shooting a ramp that feeds the general area of that lane. If the base machete multiplier is at 4x, then the harpoon lane must be hit to relight “light machete” at the target bank.

The machete multiplier starts at 2x and can be increased by +1x permanently by…

and temporarily increased from…

Machete cannot be lit during multiballs unless lit via Pipit, or during wizard modes, but they can be brought into them at their current value.

Life Ring:

Shoot the “light life ring” target once, then shoot it again while it’s flashing to qualify the life ring ball save. The “life ring” insert above the left outlane only lights for a short time after pressing the action button (when flashing orange), so it must be timed well to save balls that drain there.

A grace period is provided for the first life ring award in a game, and will save the ball even if the left outlane has already been registered. Afterwards, the life ring timer will decrease with every successful use.

Life ring also lights with every shot to its target during the super life ring fish finder mode, and as the third award from Pipit, if it isn’t already lit.

Character Combos:

There are seven unique shot sequences on Jaws that award increasing points (5M + 5M) when completed, each displaying a memorial for a certain character. These character combos can only be completed during single-ball play. Each unique combo adds +250k to all further closed beach shots.

Orca Wheel Awards (Prem / LE):

The upper playfield on Prem / LE models of Jaws has an associated wheel award. It lights at the start of the game, and can then be lit at the Orca’s steering wheel spinner with enough shots to the lookout tower ramp on the upper playfield. Press the action button to lock in the displayed award once the dial is over it.

The five awards are, from top to bottom:

When all five wheel awards have been scored, the sixth wheel award, Say Ah!, will be unlocked.

Points can also be scored after enough lookout tower shots, or steering wheel spins, even if a wheel award isn’t lit (up to 25M). Extra ball is awarded after eight lookout tower shots.

There is a special combo on the Prem / LE called the Quint Combo, awarded for shooting the lookout tower ramp immediately followed by the right ramp when the ball exits out of the upper playfield. Quint Combos start at 5M and increase +500k per combo, to a max of 10M. The Quint combo value resets at the end of each ball.

Extra Balls:

Extra ball is awarded instantly…

If disabled, extra ball scores 15M. The 15M compensation for these extra balls can be multiplied by machete.

End-of-Ball Bonus:

All multiplied by the bonus multiplier which increases as knots are tied during Quint’s challenge.

Wizard Modes:

4th of July (Mini-Wizard Mode):

Start all five shark encounters to light this mini-wizard mode at the center ramp.

Keep all five beaches open before it’s too late! The five shots that were used to start the encounters are the same shots you have to make during this mode. Each shot is lit on a timer indicated by the inserts in front of it; once the beach closed insert is lit, you won’t be able to make that shot any more.

The goal of 4th of July is to collect fireworks to keep the beaches open. This is done by shooting the lit shots, which will also reduce the inserts in front of that shot by 1; over time, the inserts will increase in presence faster as more and more shots are made. Once 25 fireworks have been collected, the captive ball / bash boat will be lit for a super jackpot, which also reopens one beach that has already been closed. The super jackpot multiplier increases depending on how many beaches are currently open.

Center ramp - right ramp combos and repeated shots (after the third shot in a row) are discouraged. The former will not impact the timers for those shots whatsoever, and repeated shots will deactivate the beach until another unique shot or the boat is made.

A shot to the harpoon lane, or any Orca upper playfield shot (Prem / LE), will reset all beach timers and keep the mode going. Completing the fish finder targets will add fireworks, without decreasing any beach inserts.

4th of July mode ends once all five beaches have been closed. The shark encounters can then be played as “challenges” for increased shot multipliers.

Every firework collected during 4th of July adds 150k to the jackpots during super celebration multiball.

Rescue & Search Multiballs:

Once all five beaches have been completely evacuated and closed, the ball will drain and the player will be given a choice between either Rescue Multiball or Search Multiball. If the player has only one beachgoer left, and another mode is currently running, the final beachgoer won’t be lit until the mode ends. A ball save is also given while the final hurry-up is available.

Once either multiball has been completed (rescue: super jackpot has timed out, search: five shark jackpots have been scored), victory combos will start for the remainder of both multiballs. In the case of search multiball, victory combos will also start if the player drains out of multiball prior to collecting all five shark jackpots, but after scoring the initial wave of fin jackpots.

When you complete the five beach closures a second time, you will be forced to play the mode you did not select the first time around. This will reset on your third (and every odd-numbered) beach closure wave, giving you a choice again.

Different perks are applied to super celebration multiball for playing either Rescue or Search multiballs:

Great White Multiball:

The final bounty hunt for the Great White will become available from the bounty hunt selection once the player has sold all of their gear to Quint, or completed bounty hunts for all four sharks. If a bounty hunt is currently active, it must be finished before the player can start the Great White bounty hunt.

The Great White is aptly named as it’s the greatest of all the shark species; “Bruce” is one himself, but plenty of others have invaded the seas around Amity Island. The player will have to use all of their experience hunting for and capturing sharks to catch this beast.

The difficulty of capturing the Great White Shark is determined by the number of bounty hunts the player successfully completed prior to starting this final hunt. Once the final hunt is started, no further bounty hunts can be played this game.

Once the objectives have been completed, hit the fishing reel to start the multiball. If the player caught all four sharks prior to starting the final hunt, they won’t need to complete any objectives and the multiball can be started at the fishing reel.

Great White multiball is a frantic 6-ball multiball with a 30-second ball saver. Every shot is lit to score a jackpot and raise the shark. Hit the shark or hit the center captive ball three times to light the harpoon lane for bounty collect, worth the total bounty that has been raised over the course of the game + 5M per ball in play x the number of sharks captured this game. If the player drains down to less than 6 balls, balls can be added by completing all three arrows in the center captive ball area.

Once the multiball ends by draining down to a single ball, the total will be displayed, but the Great White will evade your capture. He’ll be back…

Super Cast ‘n Catch:

Collect all five fish finder awards to light this mini-wizard mode at the center ramp.

This is a hybrid single-ball / multiball mode where the goal is to collect and score as many cast n’ catch awards as possible. The player must first lock a ball at the mini-flipper via any shot that feeds it, starting a timer for the flip-lock. Then, a new ball will be sent into play, and the player can shoot the center ramp to lock in the cast ‘n catch award (between 500k to 5M, the maximum value increasing by 1M with every jackpot stage started). If the flip-lock times out, the player will need to lock a ball there again to return to increasing / locking in the cast ‘n catch award.

Once the cast ‘n catch award has been locked in, the award can be scored for 15 seconds at all major shots, and a ball can be added with enough chum bucket hits (one ball can be added per jackpot stage, and the amount of hits required increases with every jackpot stage visit). Once the timer has expired, the player returns to locking the ball at the flip-lock, but if any balls were kept alive from the prior multiball, they can be locked at the left orbit or right ramp to multiply the cast ‘n catch award.

Super Cast ‘n Catch ends when only one ball remains in play and the jackpot stage has been played at least once.

Say Ah!:

This mini-wizard mode is exclusive to the Prem / LE models of Jaws, which feature the Orca mini-playfield and wheel awards. Once all five wheel awards have been scored in a single game, the sixth wheel award will automatically be lit. Shooting the wheel will light Say Ah! at the center ramp when no other modes are running. If other wheel award modes were running before starting Say Ah!, they will automatically end.

Say Ah! is a 3-ball multiball timed for 60 seconds, which activates all five wheel awards with increased scoring:

Ball save is active for the entirety of the 60 second mode, and no other modes can be started or advanced during it.

If Say Ah! has been played during a game, all switch values will be increased by 50k during super celebration multiball.

Smile, You Son of A… (Wizard Mode):

The final wizard mode is lit at the center ramp after playing Jaws Multiball 3 (Cage Dive), so long as no other modes are running. If the player wants to keep playing for other objectives, shooting the center ramp will allow them to choose between starting the wizard mode or continuing for game progression by choosing “keep chumming”.

This wizard mode reflects the crew’s final battle against Jaws and is split into three phases, each ending with a hurry-up shot worth 1M x seconds remaining in the mode. The timer for each phase starts at 60 seconds, and each hurry-up collected adds to the timer (40 seconds for phase 2, 30 seconds for phase 3; if the oxygen tank gear is active then +8 seconds will be added to all timers).

If the player fails any phase or time runs out, the player can restart the mode by completing the chum line again, then shooting the center ramp.

After completing the final phase, Super Celebration Multiball will start. This multiball plays similarly to the celebration multiball given after completing a bounty hunt multiball but is far more substantial: it’s a 6-ball multiball with a 30-second ball saver. During the multiball, the jackpot values that were built up during previous celebration multiballs, all reel spins score 250k, and perks are given based on the modes that were played prior to it:

“Perfect” completion of the game requires playing all five of the above tasks, capturing all five sharks from bounty hunts in the progress.

When super celebration multiball ends and the player drains down to a single ball, the game will end as our crew returns home to Amity Island, and end-of-ball bonus will be awarded one last time.