Quoted from kbenson13:So I'm an intermediate pinball player at best. I’m not a tournament player and probably never will get that good. But I’m definitely beyond just slapping the ball around.
I say that as background for the purpose of my post, which is to say that I think Rush is freaking hard! Most of the shots are extremely tight or are otherwise difficult to make. And most of the modes are ridiculously difficult to complete. Working Man takes a minimum of 24 shots and realistically takes way more. I don't even want to play that mode unless I can stack a multiball for a little help. And the rest of the modes are no slouches in terms of complexity and number of shots needed to complete them (excepting Spirit of Radio which I find blissfully easy to complete, even if I don't complete it for a very high score). Even the multiball modes are tough to score points in.
I feel like the game was designed to be challenging/fun for high level tournament players and the code follows suit. But it's not really all that fun for lesser players. It's hard to get a feeling of accomplishment. That's kind of crazy given this is such a "gateway" machine to a lot of Rush fans who may never have otherwise considered buying a pinball machine.
All this is a long way of asking, especially for you non-tournament level players, what do you consider a "satisfying" score or game on this machine? How many points do you need to score to feel like you did "well"? Do you feel like you haven't done well unless you complete 1+ modes?
I'm trying to lower my expectations for what a "good" game is. Right now I can't do much better than complete a single mode (usually only Spirit of Radio) and score about 75 million points, and that happens very rarely. And that doesn't feel satisfying. What do y'all think?
This post speaks to me so much. My high score is somewhere north of 400 million, but not higher than 500 and it came on the first or second day of ownership when I was mostly flailing. I struggled a lot for a couple weeks afterward and was experiencing the same frustrations: suuuuuuuuper long modes and just generally a tough time keeping the ball alive.
I recently made a couple adjustments, and I feel I'm inching toward some breakthroughs. Notably, I removed the Titan rubbers I had on the flippers and went back to Stern's stock stuff. I'm getting a lot more control off my shots and feel more successful. I've also flattened my pitch to 6.9 or so and made sure to go back to the 2" sling rings (I went to 2.25" for a minute thinking they'd be less prone to breakage, but they imparted some weird spin on the ball).
After these changes I'm breaking 100 million more readily and have come close to the GC the last two days in a row.
As far as the long modes, I think it just takes time (and maybe an edible?) to really feel them. I also used to hate Working Man, but beating it is so incredibly rewarding. Same with La Villa. A couple other tips I've gleaned from a few hundred plays now:
- Always try to snag at least one combo that corresponds with a Time Machine multiball album/weapon for the easy add a ball. It's huge.
- Dial in the right ramp and spam it so you can light extra ball easily.
- If you get a Time Machine multiball on the first ball, try to get another Time Machine MB in the same game. It can be risky, but if you pull it off you'll rack up some points (and probably will have landed Far Cry or Freewill in between).
And when in doubt, take a couple days off. Sometimes a breather will do you good. We're not all tourney players, and it can be intimidating to see some of the scores people post here, but the improvement will come.