Rush general thread

Glad you like the game!

  • The diverter at the ramps seems kinda odd on the Pro I played, where it wouldn’t align properly for certain combos (ie. 3rd shot in the 1-2-3 combo is the spinner, and the ramp diverts to the right flipper). Is this because of the action button ramp diverter or an entirely separate issue? If it’s the former, this could be communicated a bit better to the player, although this is still very early code so I’m fine with it for the time being.

The spinner does not have a #3 light on it :wink: The diverter works in advance and will always show you which flipper either ramp will divert to at all times via the pulsing flashers on the lower left and lower right of the playfield. Often times after you’ve hit, say, the left orbit for #1 the game will setup diverter to the right side because the side ramp has a #2, and if you hit that #2 you want the ball on your right flipper for the Dead End #3. This can always be overridden with the action button though.

  • Props to John Borg for the flow with the upper loop - I love that it sends the ball reliably to the upper flipper for a combo and gives you a bit of delay to prepare a shot, too. Especially love the skill shot where you can repeatedly shoot the loop before collecting it!

Ha, this was totally unintentional (skill shot loop thing) but I like it too!

  • Some of the multiball stuff could be tweaked; Freewill Multiball is very high scoring for the number of shots required to start it and could use a buff, while I’m not sure about the ~ 300 bumper hits required to get to Headlong Flight Multiball. Maybe have it so that the drum solo makes it easier to get progress for bumper hits?

Not sure if you had a typo there as you contradicted “very high scoring” with “could use a buff”…
Once rulesheets are written you’ll probably find your scores going way higher in these multiballs. Freewill is also the multiball designed for the premium/LE meant to capture a ball and have you hit it to raise the base jackpot value. On the Pro I think you can still do that (or it may work a little differently) but it’s not made as obvious due to not having the ball physically locked.

Drum solo does make it easier to get to midnight. 2x Minutes during drum solo. Also 2x minutes when your drumsticks are active, meaning potentially 4x minutes per pop. And each pop can easily be 2-3 minutes depending on how much you’ve upgraded them

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