we really appreciate it Ray. you and Carl are the only people I trust in this hobby to show me the game. I watch all yalls videos. please continue to help us all get better. thanks
couple questions, ( i never knew there was a strategy to pinball so im learning alot TY for the videos) We have this pinball machine at work Are the Rush Signs on the right just for rotated colors on records? How do you finish a mode/ beat a mode. What does locking a ball in do under the time machine? When you hit the action button and the red light switches sides what is that?
The RUSH targets on the right will light Bastille Day Hurry Up mode (started at the right ramp). When this mode is started the RUSH targets are worth big points. Completing RUSH targets a second time can light your outlane ball save light. Shoot enough lit arrows will eventually beat the mode, you can see your progress in the very top left of the screen. Each mode has its own rules, check out the rule sheet pdf available on the stern website (go to the Rush game) Hitting the action button switches the diverter setup so if the light is on the right side for example, either ramp will now return the ball to the RIGHT flipper.
Thanks for the video. Sometimes the arrow in the inner orbit has a white arrow. This happened for you during Tom Sawyer. What's up with that? Is it something worth going for?
You've helped me out a few times. And my pub has different rules. But we can't figure the 5 album extra ball. I completed 4 modes with 3 multiballs in 1 ball and still get it. We are flummoxed. We've stumbled on it before so we know it works.
You collect albums by unique 1-2-3 combos then collecting them at the Time Machine, do five of those total to light an extra ball. You can collect multiple at once if you complete 1-2-3 multiple times before cashing
@raydaypinball you are amazing! I feel so dumb! Of course 1 2 3s are albums and the modes are the "songs". What makes it even more silly is the 1st game i got introduced to was Aerosmith and sometimes I still refer to "modes" as songs. Thank you so much!!!
Awesome to better understand the record situation, as Rush is a super fun shooter with great code. May not be brave enough to actually get too greedy, but with a ball trapped this info will help with shot selection.
First, congrats on the TWIPY and thanks for these videos! Regarding Rush Pro v1.02. I just received my Pro a few weeks ago (which I love) with .97, requiring 2 records for mode enablement. I just upgraded to the latest version and it only requires 1 record. Outside of it just being easier, I’m curious on the deciding factor to do that. I am quite happy about it personally and can’t wait to see how that helps me move forward. Is there a difficulty setting which adds that back?
I don't understand how you got a rainbow record right at the begining of the game. On mine I have to complete a mode before getting any rainbow record.
Are you on the latest code, version 1.01? I believe very early code like .90 behaved the way you described. There are also feature adjustments that somebody may have changed on your game that would cause it to behave this way.
@@raydaypinball Thanks for the reply. I actually found out the setting for this behavior called "Wildcard Record Behavior" in the Rush Feature Adjustment (#46) settings. Somehow, sometime, the default value was changed to "Complete Mode + Hold" instead of the default "Mode Light Or Complete".
Great video. I'm going to have to watch again to let it sink in. who would have thought pinball was so complicated.
Thank you for making these videos. This is one AMAZING game! Keep making them please.
Much appreciated! Love these tutorials and tips, especially for the best pin out there....Rush!
we really appreciate it Ray. you and Carl are the only people I trust in this hobby to show me the game. I watch all yalls videos. please continue to help us all get better. thanks
my favorite ever stern ruleset
Thanks Rayday, this is helpful… Let’s go and watch the part 2 tutorial…
ROTRO - RAINBOW ON THE RIGHT ORBIT 🎉
Thanks Ray! Really good info. Please keep them coming!
I really like this video
couple questions, ( i never knew there was a strategy to pinball so im learning alot TY for the videos) We have this pinball machine at work
Are the Rush Signs on the right just for rotated colors on records?
How do you finish a mode/ beat a mode.
What does locking a ball in do under the time machine?
When you hit the action button and the red light switches sides what is that?
The RUSH targets on the right will light Bastille Day Hurry Up mode (started at the right ramp). When this mode is started the RUSH targets are worth big points. Completing RUSH targets a second time can light your outlane ball save light.
Shoot enough lit arrows will eventually beat the mode, you can see your progress in the very top left of the screen. Each mode has its own rules, check out the rule sheet pdf available on the stern website (go to the Rush game)
Hitting the action button switches the diverter setup so if the light is on the right side for example, either ramp will now return the ball to the RIGHT flipper.
Thanks for the video. Sometimes the arrow in the inner orbit has a white arrow. This happened for you during Tom Sawyer. What's up with that? Is it something worth going for?
It will advance Bonus X when white arrow is blinking on the upper loop, qualified from enough spins on the spinner
@raydaypinball thank you! I am very curious to try the instrument shot to change modes. The amount of times stuck on villa and preferring Big Money.
You've helped me out a few times. And my pub has different rules. But we can't figure the 5 album extra ball. I completed 4 modes with 3 multiballs in 1 ball and still get it. We are flummoxed. We've stumbled on it before so we know it works.
You collect albums by unique 1-2-3 combos then collecting them at the Time Machine, do five of those total to light an extra ball. You can collect multiple at once if you complete 1-2-3 multiple times before cashing
@raydaypinball you are amazing! I feel so dumb! Of course 1 2 3s are albums and the modes are the "songs". What makes it even more silly is the 1st game i got introduced to was Aerosmith and sometimes I still refer to "modes" as songs. Thank you so much!!!
Awesome to better understand the record situation, as Rush is a super fun shooter with great code. May not be brave enough to actually get too greedy, but with a ball trapped this info will help with shot selection.
First, congrats on the TWIPY and thanks for these videos! Regarding Rush Pro v1.02. I just received my Pro a few weeks ago (which I love) with .97, requiring 2 records for mode enablement. I just upgraded to the latest version and it only requires 1 record. Outside of it just being easier, I’m curious on the deciding factor to do that. I am quite happy about it personally and can’t wait to see how that helps me move forward. Is there a difficulty setting which adds that back?
I just finished a mode and see the number of records required increased. I like the progression.
I don't understand how you got a rainbow record right at the begining of the game. On mine I have to complete a mode before getting any rainbow record.
Are you on the latest code, version 1.01? I believe very early code like .90 behaved the way you described. There are also feature adjustments that somebody may have changed on your game that would cause it to behave this way.
@@raydaypinball Thanks for the reply. I actually found out the setting for this behavior called "Wildcard Record Behavior" in the Rush Feature Adjustment (#46) settings. Somehow, sometime, the default value was changed to "Complete Mode + Hold" instead of the default "Mode Light Or Complete".
What kind of aftermarket flippers are on this machine? They don’t look like the original ones.
Just yellow bats instead of white
code by tim
50/50 Tim Sexton / Raymond Davidson
code by tim and ray