(Topic ID: 308430)

RUSH Pinball Official Owners Club-“Straining the Limits of Machine and Man”

By mrossman5

2 years ago


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Topic index (key posts)

36 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #91 Rush song list Posted by Bill2112Rush (2 years ago)

Post #1378 RULES. Link to RUSH Rulesheet Posted by Av8 (2 years ago)

Post #1389 TECH: SWITCHES. Lockdown bar action button not working - fix Posted by PinMonk (2 years ago)

Post #1818 MOD: SOUND. Amp DIY upgrade for RUSH Posted by TinyBlackDog (2 years ago)

Post #2123 TECH: PLAYFIELD. Shooter lane adjustment to stop rattling ball launch Posted by Coyohtay (2 years ago)

Post #3107 TECH: SOUND. Headphone Jack no-boot when installed workaround Posted by AUKraut (2 years ago)

Post #3632 TECH: PLAYFIELD. Scoop losing track of balls. Posted by Schwaggs (2 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider hawknole.
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#2389 2 years ago
Quoted from SonicZone:

New code 0.90 just now posted:
PRO V0.90 - March 9, 2022
==========================
Note:
- Score balancing has been updated for this release. Scores earned on previous
releases will be reset when moving to v0.90.0.
Fixed:
- Improved reliability in situations where multiple videos were queued to
play at the same time.
- Game music:
- Fixed an issue that prevented the game from correctly managing the music
during Headlong Flight multiball.
- Game Over display:
- Fixed an issue that prevented the credits display from updating until
after the Game Over screen timed out.
- Mystery Award:
- Fixed an issue that gave out the wrong score value for the 5M award.
Tweaked:
- Drum Bonus:
- Drum Bonus now resets each time it is collected to 500k + 250k for each
Drum Bonus made that ball, plus 10k per pop bumper hit made that ball.
- Drum bonus no longer holds with the Pops Held award from the ramps.
- 1-2-3 Combos:
- The 1-2-3 combos in multiball will no longer qualify albums, and will not
give the 2x quickshot bonus. New adjustment added CAN QUALIFY ALBUMS IN
MULTIBALL (default NO)
- The default setting for COMBO JACKPOT BEHAVIOR has now been changed from
SINGLE BALL NOT IN COMBO to SINGLE BALL.
- Changed combo scoring. Combos start at 250k and will no longer grow when
albums are collected.
- Records:
- Added RECORDS HELD as a new ramp award. When this is awarded, wildcard
records will hold for the next ball, as well as the record boost percentage
the player had accumulated if they had a planet mode running when they
drained.
- Extra Ball:
- Added another Light Extra Ball ramp award at 68 ramp shots.
- Time Machine:
- Reduced the number of show required for the first Time Machine multiball
to 4 (was 5.)
- Increased the number of shots needed to advance to the next Time Machine
multiball to +6 (was +3.)
- Far Cry multiball:
- Improved choreography for the start of Far Cry multiball.
- Mystery award:
- Improved mystery award display effect choreography.
- Planet Modes:
- Scoring balances for The Spirit of Radio, Working Man, Limelight,
and La Villa Strangiato modes.
- In The Big Money, the normal mode award arrows will blink quickly. Shots
to increase The Big Money multiplier will blink normally.
- Match sequence:
- Added the word MATCH to the match sequence videos.
- Sound Effects:
- Added additional game speech.
- Remastered and rebalance game music.
- Expression Lights:
- Improved music lightshows throughout gameplay.
- Instant Info:
- Changed Instant Info Behavior -- Instant Info will close if both flipper
buttons are held for 1 second.
- Adjustments:
- Replaced the SOFT, MEDIUM, and HARD flipper adjustment names with numeric
values. The flipper strength defaults have not been modified.
- Changed the default ball save time to 9 seconds.
New:
- Time Machine Upgrades:
- Complete various goals during modes and multiballs to add years to your
time machine. Every decade earned, the time machine will light for an
upgrade.
- Your Time Machine starts in the year the last Rush album was released,
2012, and the goal is to get it upgraded 100 years to be able to travel
to 2112.
- Each multiball has a max of 10 years achievable through jackpots and/or
super jackpots.
- Each planet mode will get you 5 years for completing it, or 10 years if
you score over 100 million total in the mode.
- Each album collected is 1 year.
- Win Bastille Day for 1 year (max 5.)
- Collect a 6x instrument bonus for 5 years (one time only.)
- Upgrades available:
- Time Machine Multiballs +1 more ball, +10 more seconds of ball
- Extended timers for the rest of the ball
- Easier Rush targets for the rest of the ball
- Time Machine Multiballs +2 more balls, +20 more seconds of ball save
- Combo Jackpot +1x
- Double Record collection
- Double Ramp progress
- High Scores:
- Added a high score entry for DRUM BONUS CHAMPION.
- Competition install now sets the following adjustments:
- TIME MACHINE MULTIBALL DIFFICULTY set to MEDIUM
- FREEWILL MULTIBALL DIFFICULTY set to MEDIUM
- FARCRY MULTIBALL DIFFICULTY set to EASY
- OUTLANE BALL SAVES ADVANCE IN MULTIBALL set to NO
Moved to System 3.10
- Fix game reboot issue at power on with coindoor interlock switch in the
open position.

Based on opening Note, all high scores will be reset. This is confirmed as I am updated to 0.90

#2612 2 years ago
Quoted from WeirPinball:

Pro scoops are different at Louisville...
[quoted image][quoted image]

Sorry, I am missing it. What is different?

#2628 2 years ago
Quoted from flynnibus:

1) exposed brackets to the normal ball travel
2) taking away significant ball travel paths (the sideways movement) - Adding armor all around the top trying to make it into some one dimensional entrance
3) It looks like killing flies with sledgehammers
4) I'm still not convinced of the ball direction that was really causing concern
On our local games the surface that got the most abuse was the right side of the scoop... the ball doesn't typically approach from the left, and certainly not at speed.. so not sure how it was taking abuse there.
I would prefer a solution that didn't look like putting an erector set over your scoop.

The right side of the hole is definitely getting hit the hardest. What I think is happening from the games I have played over the last few weeks is the right flipper shot hits the back of the scoop and based on the angles, most of the time bounces to the right hitting the wood on that right side of the hole. My hole is protected with 2 layers of clear auto vinyl, I put a second layer on after I saw that right side taking shots.

#2844 2 years ago
Quoted from PinMonk:

I'm wondering if I don't have an intermittent switch in there. I'll have to check.

Sounds like maybe so for you. My switch and associated functionality seem to work fine so not code.

#2984 2 years ago
Quoted from Aniraf:

Hey everyone, I wanted to announce a new option to fix your scoops and protect your delicate parts...the "Rush TPU Scoop Protector" is real! Using NinjaCamp's "near-patent pending" technology we've been able to create what I believe is the ultimate fix for our scoop issues. Why is it the ultimate you ask? (I'm glad you asked) There are a couple of reasons:
1) Easy to install
2) No metal on metal
2) Excellent protection
4) Color choices!
Unlike traditional protectors, the TPU version will not cause additional wear to the ball, nor will the protector develop any ugly "wear spots" over time. Furthermore NinjaCamp's process allows for a paper thin top-side edge which improves the overall performance of the scoop. Don't believe me?? Well, first, go fuck yourself and second...just kidding about the first thing. In all seriousness, we've been testing these protectors in two locations for over three weeks with thousands of plays and zero issues! I'll also mention that the solution is aesthetically pleasing. We teamed up with Outpost Kodelia's amazing design team to produce a part so perfect that the "tuning fork" sound from the factory scoop is still in tact.
We will be selling this solution in two versions, full and partial protection. This allows for owners to decide if they wish to improve the front facing (extremely problematic) protector or both protectors using the same solution. Our engineering team has has also discovered that premium/LE versions of the game may have an additional metal bracket on the underside. We've developed this solution for both configurations, however we would prefer to know as we can slightly tweak the part to ensure a perfect fit.
I've attached a couple of pictures of the protector in "Ghost Rider Grey" and "Bastille Day Black". These should wet your appetite while we configure the store and finalize the details. Partial protection will cost $30 whereas the full protection will be $55. I highly recommend the full protection because it looks and works so awesome! Everything will be listed on Pinside (sales support these forums) and available to ship globally starting next week.
Lastly:
A little bit about NinjaCamp: NinjaCamp, entered into the mod business around the time that Rick and Morty was ending the production run. There were some problems to solve, including a very similar TPU portal protector (https://pinside.com/pinball/market/shops/1326-ninjacamp-mods/05107-rick-and-morty-tpu-portal-protector). We've had fantastic success with that part and subsequently have literally worked to patent the process of producing 3D printed TPU protectors. The quality and fit are amazing! You can read a little more about us on this thread https://pinside.com/pinball/forum/topic/ninjacamp-mods. I encourage you to post questions there or PM me directly so that we don't clog up this thread too much, but hell...it is a forum so do whatever you like .
[quoted image][quoted image][quoted image]

I like the solution, kudos.

#3232 2 years ago
Quoted from PinMonk:

Yeah it really needs some kind of solution to make that area useful. Complete waste of a window into the playfield.

The first time I saw the window on the reveal I knew it needed something. This Counterparts artwork is my personal solution. Can go on top of playfield or under. For me, too lazy to take off the subway so for now it sits on top.

I am not super happy with the clear material that this is printed on and would like to find a better material if I were to sell. I took my first decal off and needed to put another on right away.

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#3330 2 years ago
Quoted from jpc211245:

Can anyone give me an adjustment tip? This is the rollover switch of the left mini orbit which is not registering too often. I know the answer is to change the type of sensor but hoping to find another fix for today if possible. I have lowered the upper flipper strength to 175. Thanks.
[quoted image]

At what point does the switch click? Look first when out of the game like that and then put back in the game and when the ball rolls over it, not your finger, does it click consistently? If not consistent you can very carefully try to adjust that semi-circular part up, hold down where that metal & smaller switch metal meet to avoid breaking it off.

#3571 2 years ago
Quoted from Harvs:

The bumps ARE screws from under the PF. Found 5 so far that you can see and feel. Garbage...
Thanks for the tip, but F Stern for the 'TIPS'..

Contact your distributor

2 weeks later
#4624 2 years ago

Silver TPU before it is all put back together…

C99C668B-0801-4DDC-BE46-ED6D0907D841 (resized).jpegC99C668B-0801-4DDC-BE46-ED6D0907D841 (resized).jpeg
#4665 2 years ago
Quoted from thekaiser82:

Nevus and I talked to Borg at TPF and personally thanked him for such a great game.

Ditto

1 week later
#5109 2 years ago

Permanent Waves was my 2nd Rush album after Fly By Night, bought it pretty close to when it was released. I put together this bill acceptor magnet. Interested in thoughts.

4AFBB090-2BF9-49DA-90B4-5891E5995B99 (resized).jpeg4AFBB090-2BF9-49DA-90B4-5891E5995B99 (resized).jpeg
#5374 2 years ago
Quoted from Rarehero:

I just tried some of the Cyngus mode, but I had something else to do so I couldn't keep playing it. Seems very cool and weird! I love that these new games let you play the Wizard Mode as a standalone mini-game...cuz there's no way most of us are ever going to see it through normal game play.

Played the Cygnus X-1 Challenge Mode, fun! Nice add.

2 weeks later
#5843 1 year ago

OK, with .93 the Skill Shot has changed:

- Skill Shot:
- Changed the skill shot logic to disable the skill shot opportunity if
the ball rolls over the top shooter lane switch twice.

Twice is weird because it is up and back if you get it that high in the shooter lane. Sometimes the ball will rattle in the shooter lane and it really isn’t me at all. I don’t like it and as far as I can tell there is no adjustment to turn it back on. Thoughts?

Edit: added code callout, still don't like it

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