Rush


 * Basics
 * Tap the center button to change which way the ramp diverts, like The Shadow.
 * Skill shot:
 * Soft plunge and shoot any red arrow. Side scoop worth the most.
 * Combo inner loop into side ramp/scoop for double value.
 * Bonus X - Rip spinner to light, then collect at upper loop
 * Hold Awards (Record, Bonus X, etc) - Shoot ramps
 * Modes:
 * Shoot blinking records to qualify mode (counter on top left of LCD)
 * After mode is lit, shoot a rainbow arrow to set one multiplier shot
 * Complete mode to assign another shot multiplier (rainbow record)
 *  # of rainbow records on PF + 1 = what ur shot multiplier is on each 
 * Records can be collected anytime outside of a mode even during MB
 * Keep shooting blinking records before Time Machine to add 10% per extra record to mode
 * Shooting 6 records will keep matched colors and reset the others for more shots
 * Shoot Time Machine to start mode (red light on Time Machine).
 * Faster flashing shots are worth more.
 * Big Money (pink)
 * 3 phases, shoot shots to light Time Machine collect & advance
 * Skip collect & shoot more shots to increase multiplier
 * Limelight (green)
 * Shots are lit for 15 seconds
 * Afterwards shoot Time Machine to “Get Back into the Limelight”
 * Working Man
 * Every shot advances the clock. Goal: 5 o’clock.
 * Multi-balls:
 * Note: Time Machine feeds upper flipper.
 * Time Machine MB:
 * Shoot Time Machine a lot.
 * Far Cry MB (ramp standups):
 * Shoot Whitewater standups on the ramp to light locks.
 * Lock ball at side scoop. Lock another ball to start MB.
 * Shoot JPs as fast as possible, Combo SJP @ side ramp
 * Freewill MB (drop targets):
 * Hitting a drop target “locks-in” the flashing instrument, like TWD.
 * Complete the drops to collect that instrument.
 * *Shooting right arrow resets drops. Don’t if MB is lit.
 * Bottom right of LCD shows how many sets of instruments needed.
 * When MB is lit (left red flasher), hit stand-up behind drops to start.
 * Hit captive ball to increase JP value
 * Add-A-Ball by hitting standup behind drop targets again.
 * Headlong Flight MB (pop bumpers, stackable):
 * To qualify, hit the pop bumpers a bunch to count up to midnight.
 * Right orbit “MULTI-BALL” insert will be lit white when ready.
 * Add-A-Ball:
 * Inlanes light Mystery at the bottom scoop. Add-A-Ball during MB.
 * If the center button is glowing green, hold it for add-a-ball.
 * Start a mode, then a multi-ball. Use MB to make progress toward other MBs.
 * RUSH targets, complete to light
 * Outlane Ball Save - Use flippers to change lanes
 * Bastille Hurry-Up:
 * Shoot right ramp to start (RUSH insert will be glowing).
 * Four hurry-ups collected on each of the RUSH standups.
 * Too Complicated
 * Modes:
 * Each mode is associated with a record color.
 * Shooting a flashing record to turn it solid and “lock-in” the color.
 * Shoot RUSH standups to change flashing record colors.
 * Note: Rainbow records are already locked-in
 * Which mode you start is based on which color you’ve collected the most.
 * “Locked-in” records of the mode’s color will be worth 2x during the mode.
 * Good modes to stack with MB: Working Man (orange), Big Money (pink).
 * Multi-Balls:
 * Time Machine MB:
 * There are three different Time Machine MB modes.
 * Change the lit MB by shooting the Dead-End lane.
 * Subdivisions
 * 1st JP is the Time Machine
 * JPs then “subdivide” into adjacent shots (red)
 * Fly by Night is the best?
 * Far Cry MB:
 * Shot color determines jackpot multiplier. Red worth 5x, blue 1x.
 * Collect 15 JPs to light super at Time Machine.
 * Super Jackpot adds 3 balls and advances to victory laps.
 * Subsequent MBs require both standups and ramp to light lock.
 * Freewill MB:
 * Hit a jackpot, then hit the same shot again for super.
 * Shoot the standup target behind drops to add-a-ball and double jackpots for 20 seconds.
 * Keep hitting captive ball to increase JP value.
 * Headlong Flight MB:
 * Can be stacked onto other MBs. Start the other MB first.
 * Pop bumper hits advance progress.
 * Can level up pops with right orbit shots, drum solos, doublers, etc.
 * Albums/Weapons
 * Completing unique combos (flashing 1-2-3 inserts) light Combo JP at Time Machine (yellow flashing light on top)
 * Collect unique combo JPs to earn albums
 * Note: Pulsing yellow combo insert = you already collected that album, shoot for fast flashing insert
 * Albums give you “Weapons” – center button presses during song modes.
 * You can use the center button once in any song on that album.
 * Hold down button to use the weapon.
 * Single ball modes: Collect all lit shots (button lit blue?)
 * Multi-ball modes: Add-a-ball (button lit green)
 * Some albums give weapons for multiple songs, and the button can be used once on each of these songs.
 * Refer to Album Status in Instant Info
 * Instrument Boosts
 * Completing the drops will “collect” an instrument (like supplies on TWD).
 * Collecting an instrument progress toward Frewill MB, and gives a boost:
 * Guitar: Increase spinner
 * Bass: Increase combos, setup before MB to have combos during it
 * Drums: Increase pops, lights Drum Solo under the upper flipper.
 * Shoot the standup behind the drops to “activate” the instruments.
 * Activating an instrument gives 2x scoring of that feature for 120 seconds.
 * Drum Bonus/Solo
 * Combo right inlane to left orbit for a Drum Bonus.
 * After collecting Drumsticks from the drops, Drum Solo is lit under the upper flipper.
 * Start Drum Solo to give timed super pops.
 * Advances very quickly toward Headlong Flight MB?