The Jungle Lord pinball machine, produced by Williams in 1981, features a unique dual-level playfield design, incorporating both upper and lower playfields. Designed by Barry Oursler with artwork by Constantino and Jeanine Mitchell, this solid-state game includes four flippers, two multiball modes, and a Magna-Save feature, which allows players to save balls from draining using magnets​.
Quickie Version:
Smack the drop targets in the upper playfield all day. Shoot the inner horseshoe loop after the ball goes through either return lane.
Go-to Flipper:
Balanced
Risk Index:
High; balls exiting the upper playfield down the ramps can drain; be especially wary of balls down the left ramp at high speed
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 standups [#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. Bonus can be good on this game. The base goes up to 39K (?), and the multiplier 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. 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.
via Bob's Guide