Quoted from snaroff:From my perspective, it's the opposite. The more lit shots, the easier it is to progress through a mode. For Rush, they just seemed to increase the number of shots which increases the time/difficulty. A matter of shot volume vs. shot placement. Rush is a very, very forgiving game (unlike Borg's TRON). One of the reasons I think it's so loved is it makes people feel good (about their play I've played more TRON than any other game and I have many games that last 1-2 minutes With Rush, a game I've owned months (not years) a "bad" game takes 5-6 minutes. A good game is 15-30 minutes, which is fairly common. For me, a 15-30 minute game on TRON is rare...
I take your point about some of the modes. I agree Working Man (for example) is probably one of the easiest modes because you have so many options. But even there, you can't just make the same shot over and over (e.g. the VUK, which is arguably the easiest shot to just do over and over). But I think taking all six record modes together, you can see a nice progression from "easy" to "hard".
Possibly player skill has a lot to do with one's perception of what's "too many lit shots". Maybe you're a better player than I am. But I can tell you, I've lost count of the number of times I've played the La Villa Strangiato mode and failed to even get past the first shot. I'm still trying to learn to post pass on this game, so just setting up for that shot is hard for me -- I don't yet have a reliable way to get the ball to the left flipper -- and I still can't reliably hit the ramp, more like in the 60-70% range. And you have to do that twice before you get to go on to the other shots. I've only finished that mode a handful of times in the eight weeks I've owned the game.
I would rank the record modes difficulty, easiest to hardest, as: Working Man, Big Money, Limelight, Spirit of the Radio, Tom Sawyer, and La Villa Strangiato.
I guess not everyone would have the same rank, but at least for me, at my current skill level, that's where I sit. You're right that for the easier modes, part of that comes from having more options. But I don't think I'd enjoy the game as much if all the modes were as hard as the hardest two.
I do agree that the game is more forgiving than some. But I'm not sure that has as much to do with the number of lit shots in the modes, as it does with other aspects of the playfield design. There are still plenty of ways to drain unexpectedly: a weak shot up the ramp, a bad bounce back from the lower scoop or drop targets, just the right (wrong) speed around the right orbit, that sort of thing. But I find this happens to me less on this game than others, and I appreciate it. Longer games are, to me, more about just keeping the ball in play than they are about how many shots I have to choose from at any given moment. I think the game would still be forgiving even if each record mode had fewer lit shots.
Anyway, you asked if you were missing something. I'm not sure you are. Your approach to the game seems different from mine, and that's fine. It sounds like it's not so much that you're missing anything, but just that you have different priorities, and probably a different, higher level of skill, which leads you to different conclusions about the design of the game.