![]() ![]() Super Records (each shot now adds 2 records instead of 1, for the rest of the ball)Ģx Ramp Count-Up (each ramp counts double, for the rest of the ball) +2 balls & 20 seconds of ball save for all Time Machine multiballs +1 ball & 10 seconds of ball save for Far Cry MultiballĮasier RUSH Targets (lit targets spot unlit targets, for the rest of the ball) Longer Timers (for the rest of the ball, does not apply to ball save) +1 ball & 10 seconds of ball save for all Time Machine multiballs ![]() Every time 10 years are collected, the time machine will light to collect an upgrade that affects gameplay either for the rest of the ball or the rest of the game. The overarching goal of the game is to advance your Time Machine 100 years past 2012 to qualify the 2112 wizard mode. Combo the inner loop into the upper scoop or side ramp to double its value.Shoot the upper scoop for 3x skill shot.On default settings, shooting behind the upper flipper enables another skill shot attempt. The skill shot value starts at 750,000 and increases 250,000 per skill shot, and extends the ball save. Skill shots can be scored at any upper flipper shot, though they are disabled if the ball hits the plunger lane switch after a weak plunge twice. This mode operates like a jukebox, allowing you to play the music featured in the machine, including a number of specific playlists. Scores for challenge modes are kept separately from standard high scores. Play either Cygnus X-1 book or the final 2112 wizard mode as a challenge mode. ![]() Same as Standard but with elements of randomness removed. These modes are accessible by holding both flipper buttons during attract mode until a menu appears. Complete the targets again during the hurry-up for big scores, or build them up with more ramp shots. Complete RUSH to light the right ramp for Bastille Day.Holding the action button does good things in modes after certain Combo Jackpots are collected. Shoot the flashing 1-2-3 inserts to light Combo Jackpot at the Time Machine (when the yellow light is flashing).Once the clock has hit midnight, shoot the right orbit for Headlong Flight Multiball. Hit the bumpers to advance the drum clock to 12 am.Collect all three instruments and shoot the target behind them for Freewill Multiball. The currently lit instrument is locked in once a target is made. Shoot the drop targets to collect instruments.Complete LITE and LOCK near the right ramp, then lock balls in both scoops for Far Cry Multiball.Each multiball has its own jackpot sequence. Shoot the center time machine ramp enough times to start one of three time machine multiball modes (when the green light is flashing).Follow the display instructions and shoot the flashing arrows. Shoot the flashing records to light the center time machine ramp for a planet mode (when the red light is flashing).This musical pinball adventure takes the player back in time and across the galaxy, exploring planets and different time periods, all set to Rush’s iconic music. John Borg returns to designing band-themed pinball machines with Rush, released in February 2022. Edit the Code revision, if applicable, when you make changes.Computer Graphics Art Directors: Chuck Ernst & Paul Chamnankit.Lead Mechanical Engineer: Harrison Drake.Code/Rules: Tim Sexton & Raymond Davidson.Time Machine Upgrades - Getting to 2112. ![]()
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