Stern Rush Rulesheet

Anytime you collect an instrument (complete all 3 drop targets), white arrows will light up (as long as you’re in single ball play) for an Instrument Bonus which grows throughout the ball. You can hit any of the white arrows to collect it and grow it a little bit, but if you hit a shot you haven’t made before (indicated by the faster flashing white arrows) it will be multiplied by the number of unique shots you’ve made. You can also grow the instrument bonus by hitting behind the drop targets at any time.

Whenever you score an instrument bonus, this also has the important function of raising your drop target bank.

Example:
Drop targets, time machine → 1x instrument bonus
Drop targets, spinner → 2x instrument bonus
Drop targets, spinner → 1x instrument bonus
Drop targets, right ramp → 3x instrument bonus

Totally separate from “activating” instruments you’ve collected, which you do by shooting the shot behind the drop targets.

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Am I correct in thinking that the 2x shot multiplier for “locked-in” records only applies during modes, but the 3x multiplier for rainbow records is always active for the rest of the ball?

Thx for answers!

Starting with .88, all locked in record shots are universal 2x multipliers, for all scoring at the shot while the mode is running. Wildcard record makes it 3x all the time, even when not in a mode.

So yes, exactly!

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Looking at the new achievements. Red Barchetta gear 6, Subdivisions 50M super jackpot, and Far Cry super jackpot w/ no timeouts look pretty difficult. Any advice from the code guy? I know that Headlong Flight stacks with all of these and could be helpful.

I believe having drumsticks active will count as 2 for 1 bumper hits when you need to hit bumpers to change gears in red barchetta… Also it should hold your progress so if you ever get back around to red barchetta (… lots of time machine hits ha)

Subdivision 50 mil super should be easier than you think as it’s the sum of the jackpots so just go into it with lots of shot multipliers

Perfect far cry my advice would be to always leave a blue jackpot or two for last since they time out the slowest and you can use it as an emergency shot. Also my advice is pay attention to when the time machine is lit for a jackpot (indicated by flashing green dome and upper right corner UI)

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Got it, thank you! Will keep a note of these.

Saw some people concerned that the rule sheet is too long, and wanted to remind everyone that the Rules Overview is there for a reason. Sometimes you just want the bare minimum instead of knowing everything and reading through so much text, and that’s what it’s there for.

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Rulesheet length is also why I’ve added “Quick Links” to a bunch of rulesheets." Most of the time that I reference one of these wiki rulesheets myself, I’m only looking for information on a specific mode or feature.

Please keep them long. That’s the whole point so we can figure out best strategies. I want all the information not just the quick overview at times.

We could probably add strategy links, but that would also get wordy.

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Is it possible to reset the instrument drop targets during multiball?

According to Rayday, no.

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I just played my first game today at my local arcade. It is the pro model and I could swear one of the mystery awards was 5 free games. Am I crazy?

Nope you saw it but it will never award it(unless it’s some setting but I doubt it)Same with the 100x scoring award. Just fun text.

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So there is no special at all?

There is a regular special (achieved by getting enough points, as is standard). The mystery award text is just a joke (like “10 points,” the previously mentioned “100x scoring,” and so on).

Lionman!

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Reminds of my favorite mystery award on Deadpool. “Widen Shots”. :joy:

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The latest update is significant enough that I wanted to post the readme here. (The Pro version’s readme omits the line about the changes to the 2x time machine advance shot, but otherwise is exactly the same.)

LE 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.)
   - Changed the 2x time machine advance shot to only happen after the ball
   rolls over the left inlane switch, then hits the time machine when the
   ramp is lowered.
 
 - 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.
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Added update info.

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Updated sections that changed that weren’t specifically in the README but thought people would want to know :slight_smile:

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