Rush

Stern Pinball, 2022 — shot-by-shot rules and strategy guide.

Open Rush in the Pinball Genie app →

Designer: John Borg. Theme: travel through Rush's music history in a "Time Machine." Three editions (Pro / Premium / LE) share one rule flow; the only genuine rules-level edition difference is the Premium/LE Freewill 20-second captive-ball hold jackpot-booster. Other differences are physical toys (motorized ramp diverter, motorized Clockwork Angels clock, Far Cry subway lock, Dead End vertical up-kicker, three-bank musical drops).

The Big Goal

Collect 100 Years, complete both Cygnus X-1 mini-wizard books, and reach the final wizard mode 2112.

Time Machine & Years (core hub)

The center Time Machine ramp is the hub. Every 10 Years upgrades it (rest-of-ball perks, easier RUSH targets, Light Extra Ball at 2062, +balls/ball-save for multiballs, 2x ramp count-up, and 2112 unlocked at 100). Each upgrade also reduces the shots needed to start the next Time Machine multiball by 1. Years come from completing modes (+5, or +10 if the mode scored 80M+), multiball super jackpots, combos (+1 each), the 6x Instrument Bonus (+5), and Bastille Day.

Skill Shots

Soft-plunge to the upper flipper — NEVER full plunge (bumpers are deadly). Lit target: side loop = 1x, side ramp = 2x, side scoop = 3x. Super Skill Shot = side loop then combo into side ramp OR side scoop = 2x value + double ball-save. Every skill shot adds ball-save time.

The Six Multiballs

The Six Song ("Planet") Modes (untimed)

Collect flashing colored records, then shoot the Time Machine (red-lit) to start; the color you have most of picks the song. Tom Sawyer (cyan), Working Man (orange), The Spirit of Radio (blue), The Big Money (pink), La Villa Strangiato (purple, 12-shot combo), Limelight (green). Completing a mode = +5 Years and a Rainbow Record. All six done lights Cygnus X-1 Book 2.

1-2-3 Combos & the 10 Albums

Shoot the flashing 1 → 2 → 3 inserts in order to light the Combo Jackpot at the Time Machine, then the Side Ramp for the Combo Super Jackpot (2x). Farm the Side Loop during the Super (500K + 100K/shot up to 1M, x shot multipliers). Each unique 1-2-3 sequence awards one of 10 albums; matching an album to the active mode/MB arms The Weapon (spot all shots, or add-a-ball). Hemispheres (Right Ramp → Right Orbit) is the only 2-shot album and is farmed as a reserve Weapon.

Multipliers

Wizard Modes

Strategy Doctrine

Complete modes without draining so Rainbow-Record multipliers stack; prioritize Far Cry MB and keep Headlong Flight stacked on everything; soft-plunge every ball; light outlane ball-saves early via RUSH targets.

How Rush plays

Ride the Time Machine from 2012 to 2112 by banking Years from song modes, multiballs and combos, and place a Rainbow Record on a safe shot each time you finish a mode for a permanent multiplier. Reach Year 2112 and both Cygnus X-1 books to unlock the finale.

The loop

  1. Soft-plunge to the upper-right flipper and take a skill shot on the side loop, ramp or scoop - never full-plunge into the deadly pop bumpers.
  2. Play the center Time Machine as a controlled left-flipper shot to start modes, power up the multiballs, and collect Combo Jackpots.
  3. Rotate the record color and finish song modes to bank Years and earn Rainbow Records, then park each record's permanent 2x on a safe inner shot.
  4. Every ten Years lights a Time Machine upgrade; stack Far Cry and Headlong Flight, keep the ball alive, and climb toward Year 2112.

Reading the lights

  • 1-2-3 Combo Inserts (shot arrows) — lit: The 1, then 2, then 3 inserts light in order to mark the next shot in the chain, and each stays lit only while the combo timer is running. · flashing: The lit number flashes on the shot you need next to keep the chain alive. · then: Shoot 1, 2 and 3 in order inside the timer, then collect at the Time Machine to bank the Combo Jackpot and a Year. Once cashed, the side ramp lights for the Combo Super at double value, after which the side loop farms big points a loop.
  • Album Combos (shot arrows) — lit: Each album is its own short combo string, the arrows showing the next shot, and a completed album stays collected while you work through the rest. · then: Run one album's chain at a time - the two-shot Hemispheres, right ramp into right orbit, is the safe one and it arms the action-button Weapon - and bank the Time Machine between chains so a dropped timer never costs the whole set. Collecting every album adds a permanent extra multiplier to every later combo jackpot.
  • Time Machine Portal (status) — lit: The Time Machine's flasher tells you which of its three multiballs is currently lit - a normal blink for Red Barchetta, a fast blink for Subdivisions, a slow pulse for Fly By Night - and it powers up a little with each ramp shot. · then: Power the ramp up with repeated shots, tap the Dead End to switch which multiball is lit if you want a different one, then shoot the Time Machine again to start it. Each one banks Years on its super jackpots.
  • Far Cry Locks (status) — lit: Hitting the two green LIGHT LOCK targets lights the lock at the right ramp, and that lock stays lit for you to trap a ball at the scoop. · then: Take the green targets, then the right ramp to light lock, then trap balls at the scoop to start Far Cry - the top-priority multiball. Take its colored jackpots climbing from blue through red without letting a lit one lapse, then collect the Super at the Time Machine to haul in Years.
  • Clockwork Angels Clock (ladder) — lit: The drum clock climbs toward midnight every time the pop bumpers fire, its white, green, yellow and red inserts marking how many minutes each pop is worth. · then: Feed the pops deliberately - drumsticks and the right orbit speed the clock - until it strikes midnight, then the right orbit starts Headlong Flight, the one multiball you can layer onto anything already running. During it, a side loop carried straight into the side ramp pays the tripled Super and more Years.
  • Instrument Drops (status) — lit: Whichever instrument is lit on the drop bank gets committed the moment your first target falls, so the lit one - bass, guitar or drumsticks - is the pick you are locking in whether you meant to or not. · then: Shoot the instrument lane behind the drops to change which is lit before you finish clearing the bank, down all three targets to collect it for a passive boost, then shoot that lane again to activate what you hold for the far stronger timed perks. Gather all three and the same lane starts Freewill Multiball.
  • Record Song Modes (mode) — lit: The record color you rotate to at the RUSH targets decides which song mode lights at the Time Machine, and starting a mode with every record one color makes all of its shots 3x. · then: Rotate the blinking records toward a single color - cyan or orange are easiest - start the mode at the Time Machine, and finish it to bank Years and earn a Rainbow Record. Push a mode past a big total for doubled Years, and park each record's permanent 2x on a safe inner shot.
  • Bonus X (multiplier) — lit: Ripping the spinner lights the next Bonus X, but nothing is banked yet - the lit level waits at the side loop, and unless ramp shots have locked it in it is gone when the ball ends. · then: Rip the spinner to light the next level - Guitar active doubles the spins toward it - then shoot the side loop to actually collect it, climbing toward the cap on your end-of-ball bonus. Take it before you drain.

Lane change: not verified for this machine yet.

Start scoring

The The Weapon on Rush

Center of the lockdown bar.

Rush keeps The Weapon on the lockdown bar button. Collect the album that matches the song mode or multiball you are playing and the button lights up; hold it for roughly three seconds to spend it. When no Weapon is armed the button glows red, and a press does something else entirely.

Goals in Rush

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.