# Rush Pinball Vault Celebration Stream

**Source:** Stern Pinball  
**Type:** video  
**Published:** 2025-04-08  
**Duration:** 45m 13s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=iLyGKntiGEU

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## Analysis

Stern Pinball hosted a celebratory gameplay stream featuring Rush pinball before it enters the 'vault' (discontinued production). The stream showcased multiple expert players demonstrating Rush's complex rule set, including mode selection via color-matching, multiball stacking mechanics, time machine progression to 2112, and album-based combo systems. Developers Raymond Davidson (code), John Borg (designer), and others explained design philosophy emphasizing both casual accessibility and competitive depth, with references to influences like Getaway and intentional mechanical complexity.

### Key Claims

- [HIGH] Rush pinball was designed by Steve Ritchie with code by Raymond Davidson — _Developer credited during gameplay commentary; consistent with prior KB knowledge_
- [HIGH] Rush features three selectable Time Machine Multiball variants: Fly by Night, Subdivisions, and Red Barchetta — _Multiple gameplay demonstrations and developer explanation during stream_
- [HIGH] Mode selection in Rush uses color-matching mechanic where hitting colored shots determines which mode plays — _Detailed rules explanation by developer during gameplay demonstration_
- [HIGH] Rush wizard mode goal is reaching 2112 by upgrading the time machine through completing modes and hitting super jackpots — _Developer explanation and multiple gameplay references to 2112 progression_
- [HIGH] Geddy Lee and Ed Robertson provided voice work and call-outs for the game — _Developer attribution during stream commentary_
- [HIGH] John Borg contributed rules design ideas, specifically the instrument cove capture-and-build-jackpot mechanic — _Developer Raymond Davidson credits John Borg: 'That John Borg's idea. He always comes up with cool rules'_
- [HIGH] Rush pinball features 1-2-3 combo mechanics that correspond to different Rush albums — _Multiple gameplay demonstrations showing combo mechanics tied to album progression_
- [HIGH] The game includes a drum clock mechanic that tracks bumper hits and indicates proximity to specific multiballs — _Developer explanation: 'every time you hit a bumper you can see the time moving... it's actually also showing you how close you are to a specific multiball'_

### Notable Quotes

> "I had my first game where I kind of went a little crazy, and some might say too crazy, but it makes it unique. It's got a lot of depth."
> — **Raymond Davidson (code designer)**, Late in stream during gameplay recap
> _Developer reflecting on Rush's complex design philosophy and rule depth_

> "What I like about Rush is it is very approachable for somebody that's maybe they're just starting to play pinball... But then there's all those very deep cool sets where as a seasoned player you can really approach this game in many different ways."
> — **Unidentified developer**, Mid-stream during design discussion
> _Articulates intentional dual-appeal design targeting both casual and expert players_

> "That John Borg's idea. He always comes up with cool rules on initial when he's building on a game. He's like, yeah, why don't we capture it and you can build the jackpot."
> — **Raymond Davidson**, During gameplay discussion of instrument cove mechanic
> _Credits John Borg's contributions to Rush's rule design_

> "I love that the paths to various points are varied. If your plan is to do something and you're having a hard time hitting a certain shot, then you can hit Fly by Night. Time machine is lit."
> — **Player/developer commentary**, Mid-stream gameplay
> _Emphasizes game design philosophy providing player agency and multiple paths to success_

> "Get it now or not. [Don't miss it]. We're streaming this because it's going into the vault."
> — **Stream host (likely Rebecca or John)**, Final moments of stream
> _Underscores limited edition/FOMO aspect of Rush entering production vault_

### Entities

| Name | Type | Context |
|------|------|---------|
| Rush | game | 2022 Stern Pinball machine themed after Canadian rock band Rush; features time machine progression mechanic, multiball stacking, and album-based combo systems. Currently being vaulted (discontinued production). |
| Raymond Davidson | person | Code designer for Rush pinball; participated in vault celebration stream discussing design philosophy and rules mechanics |
| John Borg | person | Pinball designer credited with contributing rules ideas to Rush, specifically the instrument cove capture-and-build-jackpot mechanic |
| Steve Ritchie | person | Designer of Rush pinball (per earlier KB context and implied in stream) |
| Rebecca | person | Co-host/player in Rush vault celebration stream; demonstrated Spirit of Radio mode gameplay |
| Joe | person | Co-host/player in Rush vault celebration stream; demonstrated gameplay expertise |
| John | person | Co-host/player in Rush vault celebration stream |
| Oscar H. Ray | person | Competitive player featured on vault celebration stream; described as top-3 ranked player. Demonstrated advanced multiball and combo stacking strategies |
| Geddy Lee | person | Rush band member; provided voice work and call-outs for Rush pinball game |
| Ed Robertson | person | Fellow Canadian who contributed ideas to Rush pinball design; also provided voice work for game call-outs |
| Gary Stern | person | Referenced as owner who will store Rush machine in his vault after the celebration stream |
| Tim | person | Lead developer on Rush pinball; incorporated Rush fan features and big vision into game design |
| Mike Minicore | person | Credited with hand-compressing lights for Rush pinball's light show effects |
| Stern Pinball | company | Manufacturer hosting Rush vault celebration stream; Rush is Stern's proprietary IP |
| Insider Connected | product | Stern's digital ecosystem app referenced during stream for achievement tracking and leaderboards; mentioned multiple times during gameplay |
| Getaway | game | Classic pinball game referenced as design influence for Rush's Red Barchetta multiball mechanic (RPM/shift gears callback) |
| Neil Peart | person | Rush drummer; game play session dedicated to him at end of stream |

### Topics

- **Primary:** Rush pinball rule design and mechanics, Multiball stacking and mode selection strategies, Game-in-vault/limited edition production and FOMO, Developer design philosophy: accessibility vs. depth
- **Secondary:** Time machine progression mechanic and 2112 wizard mode, Album-based combo systems and Rush IP integration, Community engagement through developer showcase stream
- **Mentioned:** Pinball tournament play and machine difficulty setup

### Sentiment

**Positive** (0.85) — Stream demonstrates high enthusiasm for Rush mechanics and design depth. Developers express pride in rule complexity and dual-appeal design. Players consistently express enjoyment and satisfaction with gameplay. Some light frustration during difficult shots, but overall celebratory tone. FOMO messaging about vaulting is marketing-driven but not negative.

### Signals

- **[community_signal]** Stern Pinball using high-production vault celebration stream format with developer commentary, competitive player demonstrations, and detailed rules breakdowns to drive engagement and sales before vaulting game (confidence: high) — Stream structure; multiple speakers explaining design; competitive player featured; explicit call-to-action at end about purchasing before vault
- **[event_signal]** Stern Pinball hosting 'Vault Celebration Stream' for Rush pinball featuring developers, staff, and pro players discussing rules and gameplay before machine enters production vault (confidence: high) — Stream title and format; multiple developers and players present; discussion of rushing going into Gary Stern's vault; emphasis on 'Get it now or not'
- **[competitive_signal]** Rush selected frequently in tournament play despite 'super hard' difficulty setup. Players demonstrating preference for game complexity and depth over easier titles. (confidence: medium) — Developer commentary: 'Even though they had him set up super hard, people were still like, they loved the game so much they were picking it'
- **[design_innovation]** Drum clock mechanic serves dual function: aesthetic time-tracking element and mechanical indicator of multiball proximity. Hidden complexity rewarding attentive players. (confidence: high) — Developer explanation: 'every time you hit a bumper you can see the time moving... it's actually also showing you how close you are to a specific multiball, which is something I did not know'
- **[design_philosophy]** Rush intentionally designed with dual-appeal architecture: accessible color-coded light direction for casual players, but deep multiball stacking and combo mechanics for expert players. Developers consciously balanced approachability with competitive depth. (confidence: high) — Developer statement: 'very approachable for somebody that's maybe they're just starting to play pinball... But then there's all those very deep cool sets where as a seasoned player you can really approach this game in many different ways'
- **[licensing_signal]** Rush IP licensing enabled direct involvement of band members (Geddy Lee, Ed Robertson voice work) and album-themed game modes. Deep IP integration apparent in call-outs, song modes, and thematic elements. (confidence: high) — Developer attribution of voice work; album-based combo mechanics; song mode references (Spirit of Radio, Limelight, Free Will, Far Cry, Red Barchetta, Subdivisions, Fly by Night)
- **[market_signal]** Game-in-vault messaging creates scarcity/FOMO narrative to drive end-of-production sales. Stream frames Rush as limited-window purchase opportunity. (confidence: high) — Repeated references to machine 'going in the vault'; final statement 'Get it now or not... We're streaming this because it's going into the vault'
- **[personnel_signal]** John Borg contributed specific rules innovations to Rush, particularly capture-and-build-jackpot mechanic in instrument cove. Raymond Davidson credits Borg's iterative design approach during playtesting. (confidence: high) — Raymond Davidson: 'That John Borg's idea. He always comes up with cool rules on initial when he's building on a game'
- **[product_strategy]** Rush Premium Edition features upgradeable time machine with multiple status light indicators and varied visual feedback. Premium Edition highlighted as distinctly superior to Pro model. (confidence: high) — Developer commentary: 'these Premium Editions are really cool. You have all these different lights on the time machine that tell you things'

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## Transcript

 A modern day warrior, mean, mean stride. Today's Tom Sawyer, mean, mean pride. Though his mind is not for man, the wooden down is there again. His reserve of quiet defense Writing out the day's events The God River No, his mind is not for rent Hey everyone, we're here to play some Russian before it goes in the vault. So who's here to join me? I'm Rebecca. I'm Joe. I'm John. And I'm Raymond. So let's start it up. Who's going to go first? I can go first. Alright. So yeah, we've... I'll play it one last time before Gary takes it away, puts it in his vault. Make sure... Sign in here. Oh, yeah. Get those achievements. Pull up my Insider Connected app. Always at your fingertips. Oh, yeah. Sweet sound. Yeah. And it's even on the song I want to play. Oh, perfect. Yeah, what's your favorite song? Any one have a favorite? Working Man guy. Pretty basic, Tom Sawyer. I really like Far Cry, which is one of their newer songs. I didn't even know about it until this game. So I started listening to it. Getting really into it. I am a fan of Lie by Night. That's a good one. mainly because I don't know the words, but I just like the little, like, It's the fun of Rush. You don't know the words. All right, Rebecca, start in Spirit of Radio. I am Spiriting. So this one is, I like this mode because you can shoot all of the shots to kind of build up your spirit jackpot. Nice save. But the Spirit jackpot is in my favorite spot, my favorite shot, which is that nice little, like, boink shot, which I enjoy greatly. Yeah, and you got it set up well. You got that little blue, see that blue circle on that shot there, the dead end shot? Oh, yeah. That means you're getting double points for that shot. Oh, so I better get even more my radio. There we go. Let's see. We're good? No? Just kidding. Oh, it's linked down. I can go second. Alright. Sign in so I can get my chibos. Yeah, get a good ball. Arm. Got it. Working man. Working man for a working man. So I know there's a lot of multi-balls in here. There's a lot of strategy involved in the game. and what I like about it is every time I play it, I feel like there's such potential for you to go in so many different directions. On some games, you get singularly focused on a specific trajectory. Yeah, what I like about it is you don't directly select the mode, although if you really want to, you can. You basically have to hit matching colors to choose your mode, so whatever color you have the most of, that's what mode plays. but if you're just hitting the blinky lights it'll pick a mode you know you'll start one and just by the nature of it you'll probably start a different mode you know each time so you can see all the different colors a lot of people get very confused about all the colors uh it just means what mode you're going to start so if i hit you know two of the orange circles then i'm going to start working there so whatever one has the most uh that's that's the mode that you start and then uh also when you're in that mode, as Rebecca had, since she had a blue shot, so, like, there's a green shot for Limelight. Now, if I hit, like, that green shot over there... So now I'm definitely gonna play Limelight, because I got two. Two greens. Ooh, I can go for a third green. See, this is the risk-reward. Risk-reward! So any record, even if I hit the right ramp, that'll, like, boost my next mode. But the green is even better. That's so tempting. Oh, got another green. It's so satisfying. Oh, yeah. All right. You know what? I'm not going to go for full Monty. I could have gone... If I would have gotten all the... Actually, there's another upper loop point, too. So this is fine. So now any of those green circles is double. Period. But if you don't care about the points and you just want to get into a mode, just get your favorite color and... All right, we got multiball lit. Looks like it's subdivisions. You can change... Actually, no, that's fly-by-night. So the pattern on the time machine, these premiums are really cool. You have all these different lights on the time machine that tell you things. So right now this one's, like, taking off like a bird. So this one's fly-by-night. You can change it by hitting the dead-end shot. Fly-by-night, of course. The lovely Hoot again. Love it. I love this game. I know I like it. But I love Hoot again. Another cool thing about this game is there's a diverter. So I'm going to hit it, and now anytime I hit a ramp, it'll go to this flipper, which I needed. There it goes. I needed that in lane because there's no lane change. So you've got to hit all three lanes, and each ramp and speed goes to a certain lane. All right, I got my Ataball. I've got Multiball going. As I'm hitting shots, it's getting a little darker. Ray, where's the Ataball at? Ataball's in the mystery. and you light by hitting all three of the lanes. Oh, that was big. That's big. So he's got a multiball while he's in limelight, so he's getting jackpots as well as shots for his limelight. So depending on the mode that you bring in with the multiball, some modes are easier than others. You've got a lot of points on the multiball. Yeah. So this is a great multiball mode. Limelight has lots of shots lit. but via strongiato is a great single ball mode because only one shot is lit at a time but it pays like a ton of points same with tom sawyer pays a lot of points but especially if you can hit everything in a combo obviously it's a little bit easier to control your combo shots if you're only playing one game one ball play but if you're like me and you're hard time hitting the shots that wants you to in those modes sometimes i bring a multiball in the in the hopes that i get lucky in hitting a shot again. Alright, we finished Limelight. So I kind of blew through that Limelight mode, but each of the modes has like a theme to it. So Limelight, you're trying to stay in the Limelight, and if you take too long to hit a shot, then you go out of the Limelight. You gotta hit the time machine to get back into the Limelight. But since I never missed any shots, I was in the Limelight the whole time, and I got like 100 million in that mode. It was huge. Oh, it must be nice to be that good at it. we brought the big guns out we brought ray for uh are you number one or you were at one you definitely waffle on the in the top i try to stay in the top three um there's a lot of kids now that are really good so the goal of the game is to try to get to 2112 so because i just completed a mode and I got a multiple super jackpot. I got some gears, so my time machine is upgraded. Now it has to travel further into the future. The goal is to try to get all the way to 2112. Hooting again? Yeah, are we playing hoots? Are we hooting again? Yeah, yeah, let's play the hoots. Give us the hoot! Full rule breakdown on this machine is nice. Alright, so I guess So the next cool little thing are these 1, 2, 3 combos. You hit them in order like this. If you actually combo them, like you hit them really quickly, you'll actually get more points than if you hit a shot and then wait a while. But more importantly, each combo corresponds to one of the albums. That upper loop. Oh! I think I'm going to take this last drop target. You're right, I do. Oh! Deadly. I want that upper loop, though. On my 1-2-3 combo. So those white shots are signifying that his drop targets are down. so he has to hit one of those white shots and move them to reset so that he can continue to work on that yeah all the cool all the devices in this game are tied to a vaulting ball so there's the double scoot block which is far cry vaulting ball there's the drop target and then there's this cool drum clock every time you hit a pop bumper you can see the time moving It's a little pee on the stream. We've got a little camera to show you what the clock looks like. But I thought the clock was just cool. Yes, it is. And then I find out that it's actually also showing you how close you are to a specific multivolve, which is something I did not know. It's all good time. I really want that up. So it actually tells time when you're in a truck? Yeah. That's really funny. So the hours lit up and then the head and hands, your actual time. This game seems like maybe we should add a Midnight Madness in there. All right. So because I had my guitar and my drumsticks when I shot it in there it activates them So now my spinner lane is double You can see that little purple light Your guitar is active so you get double points on that spinner lane There we go. Alright, let's hit this up a little. Nice, Red. There we go. Nice. Nice. Side ramp, it looks like. Or I can... Oh man, I got a 5.2 million times two combo. So that yellow light on top of the time machine is actually some status lights. The yellow one means you have a combo jackpot. But I'm going to be greedy to try to build it some more. So I need to hit that three. You also have one drop so you've got your Oh, good call, good call. Let's get that before we die. Oh, no. No, no, no, no, no. Oh, the hard ones. Oh, nice save. All right, let's get the cypher. Ah! That's right. He doesn't like you now. There we go. But now that the spinner's all juiced up. Oh, all right. I can't even see how many points it was because I got a free game. That was a lot of combo jackpot points. Well, if I hit the side ramp, I'll get double that. Oh, so close. Uh-oh, I got a kill warning. There it is. How big, how big? Woo! Oh, 36. Wow. but also I completed those albums but yeah there's just so many things to do you've seen I played a mode I just shot a bunch of 1, 2, 3's I'm going to also start working on my clock try to get this to midnight for another multiball he's got a multiball lit now in the little cone, in the album cone oh look at that a very hard shot to hit Yeah, the little instrument code. To get it, just to stick it on a crochet is really nice. See, it's hard. There we go. Bash that, build the jackpot. That was Borg's idea. He always comes up with cool rules on initial when he's building on a game. He's like, yeah, why don't we capture it and you can build the jackpot. I'm like, oh, okay. You can put more control in the player's hands, which is very cool. I remember when me and Borg were flipping the Whitewood, he came up to me one day and was like, I just made an incredible four-way combo. I just went left orbit, side ramp, left orbit, side ramp, left orbit, side ramp. And I know, except I didn't have my diverter. I should have had my diverter, and it would have went to my right flipper, and I could have kept doing it. He also has his history lit, which he is, I believe, an out of all. Right. and now it's great it's also good to know not to cash that in too early i also have uh still day going on rush targets three go everything going on i want all the stuff now that h target oh i got it all right let's go I had the add-a-ball so because I got all those 1-2-3 combos each 1-2-3 combo corresponds to a different Rush album and this song, Free Will what album is this song on? I'm not sure I think it's on the same album as Spirit of the Radio signal waves probably. But no rush. It can help you. If you don't, you can also just hit stuff and sometimes things turn green and you hold the button and you get an add-a-ball. Do you still have the add-a-ball in the scoop? I do. Oh yeah, I got another add-a-ball from sending it back to the instrument code. I also have double jackpots now. Instrument Cove is trademarked, so... No, I'm just kidding. So I need to hit that left orbit. So Free Will, you can shoot any shot you like, but as soon as you hit it, you've got to hit it again. So it's like Free Will to Jackpot. Very much... Oh, no, no, no, no, no. Wait, add a ball, add a ball, add a ball. Nice. Did you get it? Yes. Keeping it going. So Free Will multiball is kind of like... New Orleans and Foo Fighters for you. All the shots are lit and then you hit one and then you have to hit it again. Isn't the multiball love gun multiball which is another board classic. Alright, I'm going to start hitting pop-up because I want to try to get to midnight. So your ramp has been yelling at you for a while. Well the center. Oh that was my boat I forgot I have big money. Big money boat. Oh okay the pulse is over. Oh he's very close to his midnight. Yeah so people you know at first your pop-up groups are only giving you a minute at a time so it might seem possible to get to midnight. But every time you hit the right orbit, it changes one of the pop bumpers a different color. Once you're at red, everyone is like three or four minutes. So I'm like really close. All right. We should be easy on this. All right. It's a casual almost half a bill in ball one. I forgot to log in. Wait, don't log in. That'll give you credit. Even right now? I think it might. Because I'm empty. I'll wait until ball three. Yeah, let's wait until ball three. It should do it on the player. player up okay just in case maybe if you do it like you're my bonus count maybe that's what I've seen before yeah so it might take credit for that though she goes in there that I could on your work. The three will make the jump. Yeah, this is a fun game. I had a lot of fun working on this. It was kind of my first game where I kind of went a little crazy, and some might say too crazy, but it makes it unique. It's got a lot of depth. But Tim, he was the lead developer, and he put a lot of big vision Rush fan things and Ed Ed Robertson was also a fellow Canadian. He helped come up with a lot of good ideas. The whole package meant for both Rush fans and for pinball enthusiasts. Absolutely. And I think it's helped one become the other sometimes. Yeah, absolutely. What I like about Rush is it is very approachable for somebody that's maybe they're just starting to play pinball and You know it has a very clear light show to kind of direct you to where you want to be But then there's all those very deep cool sets where as a seasoned player you can You know really approach this game in a small ways, all right So many lights so many lights and then of course you've got the expression kits Where it lights it up even more It's got that EQ effect on it that looks real great. It definitely feels like a rock show in a box to me. Yeah, Mike Minicore did all the compression lights by hand. He also supports speaker compression lights. And the topper actually does some speaker lighting. Yeah, love the topper on this one. You need this. Yeah, and the topper will also teach you a little bit about Rush albums as well, because there's Rush albums on the topper. Yes, so all the albums, the one, two, three toppers that I was talking about earlier, those will show up on the topper. I felt that happening. I felt that happening in real time. So if you're just stepping up the rush and you don't know what to do, I would just say hit the lights and then if you're still not sure what to do shoot the time machine because a lot of times the time machine especially on a pro where it doesn't go up and down you might not know it, but you might have a ton of stuff waiting for you there so basically blinky stuff time machine blinky stuff Yeah, plus bashing on the time machine, there is a multiball there, so that's probably the easiest way to just kind of get into the thick of it, is if you just bash that, that's somewhat dangerous, but also getting shot. Yeah, so he started the red bar cheddar multiball. That's one of the three time machines. Period. The theming of this multiball is you're trying to rev up your engine and then shift gears. So every switch is adding RPMs and once you redline you gotta switch gears. Kind of a callback to Getaway. Oh man. Back in the limelight? Oh. Nice. I love all the goofy call-outs in this game. They really got Geddy to do a lot of voice work on this. Yeah. And you can tell that they seem to have a lot of fun with it. Yeah. There's a lot of, you know, the lines are delivered, add a little extra spice. Yes. And they even have some good writing too. There a lot of references and other various things and good callouts altogether Ed Ed Robinson also did callouts He did the Federation pilot where he said like oh he did So Ray is 15 minutes away from his headlong multiball being lit, which is the one that you get through the pots by. Oh. Oh, you need this. Actually, I'll full punch. Yeah, that's a good idea. Let's just get Puffs. Oh, I got Puffs. Of course, the one time that only hits. One time. Yeah. All right, let's light those. There we go. All right, so Headlong's light is lit. So Headlong is lit, but so is he probably wants to get his mode started. He's lit. I think I also want to start Far Cry because Headlong's light multiple, you can see it's lit on the right orbit there. the only multiple that you can stack with the boat or with another multiple so by hitting the the light has locked oh i guess kind of tricky to transfer there we go oh maybe the poop shot yeah Go to the boop shop. Yeah, it'll be fine. Oh, my God. It wanted out. It wanted out. I'm sorry for your camera stuff, Joe. It's all right. All right. Well, maybe I won't be so greedy next fall. Hey, when you have such a good first fall, you make choices. Yeah. And by all three, you make different choices. Yes. Nice. skill shot there. But again, what I like is that the paths to various points are varied. It's made so much that if your plan is to do something and you are having a hard time hitting a certain shot, then you can hit it. Fly by night. Time machine is lit. Maybe if I can hit it. It'll still be lit whether you hit it or not. Combo? Take that. Alright. It's just a leisurely, leisurely plank here. So you don't like it from the left side, huh? Oh, oh. I think it's easier from the left side. You think so? Right side you gotta really early. Oh, Joe is the bumper king, I forgot about this. He'll just keep it in the bumpers forever. Nice. So it looks like he's got to hit the time machine again to get back in the limelight. Yeah, go out. Oh no. Oh boy. Oh no. He was active. Active pinball playing right now. Nice shot. I hope the right side is trying to get my head here. Oh no. Oh, that was the Blakely drain. That target is like aimed straight down the goal. I've done that. Been there. Alright. Let's see if I can do something. Alright, got a mode ready to go. Time to keep holding gold, I think. Almost ready to go. Hey, skill shot. I hope it starts. Three million for that. Ugh. I still have my uh, my ball saver on. Let's just steer it. And you got fly by night. Fly by night. Let's hope I don't lose it. Start a holding ball here. There it is. Here we go. Time machine is so satisfying. It really is. And like when you miss it, it's just like, no! I know. There he is. I like that shot. Just hit it over and over again. A owl's coming in. Okay, hit something. Ah, there's the out of ball. sort of a mistake. I didn't mean to be quite passionate that early, but that's okay. I'll take it. Nice. Yeah, your radio value is pretty high. All right. Oh, there you go. Oh! Ooh! Two buttons in the hole. Big points. Alright. Once you beat a mode, you got to put a rainbow record on the shot. Ooh! Rainbow! That makes it 2x for the rest of the game. It's like it landed on the upper loop since you had all that graphic up there. Ah, yeah. That happens. So I guess I can also, I can, oop, well, not that. That's not what I need to do. Oh, Rob. Did that too good. That's good. Well, then I've got the white arrows are telling me that my drops are down, so I want to hit one of those. Again, it's kind of on theme with, you hit any of them, but you really want to dig into it. The ones you've already hit, you want to actually try to hit different ones. It's like a different blinking pattern. I put lots of little things in the game that people, you know, keep people interested. But Nelson's jammed out. Right. It is a rock and roll machine after all. So jamming out is a good thing. Oh, wow. Those rush targets are worth $10 million. Hit them. Oh, I thought you. Is that just the R and the U or the whole? Yeah, the ones that are lit. Got it. Ah, they're gone now. Dang it. Nice. Fell into that extra ball, yeah. You will be hooting again. Yay! I do like to hoot. Oh! That'll get it back, yes. Oh no! BB for the save ball. Yeah, you got the extra ball. That's the sound it makes. So close, I should... Oh! Let's see... That's great. I hit the orbit when I don't have it. Oh, now that one's better. Yeah, you could adjust the time on that if you want longer. Ah, come on. Okay. Okay. So, what do I need here? Uh, yeah, I need to link the record back to mode. Yeah, and I kind of want the green one because I don't want a harder one than I need to have. Side to side, I don't like. Oh, boy. Getting a better video. Currently, we all want to be famous because we're all limelighting. Maybe we just like green. Well there is some where the record colors are random, but they're the same random for everybody in the game. So we either just like hitting the same shots or it's just coincidence. Okay. Okay. It's time to flip for a combo with that pot. That album. Huh. Oh, now you gotta hit it any further. Come on. Yep. Okay. Just kidding. Just kidding. Danger. Boy oh boy. Honing in on it. I'm finding it. I'm finding it. Nice. So that was the Permanent Waves album. So that was Free Will and Spirit of the Radio were on that album. Free Will or Spirit of the Radio should get the Good round. Yeah, really good ball. Catching up to do it. Alright, last chance to do some work here. A B. Johnny two slaps. Hopefully one. One of many Johnny B's. 20 slaps. We got a few of those. One ball lock. Light the next lock by hitting those green targets by the ramp. I don't recommend aiming for those green targets. They can be very deadly. Yeah, if you're going to aim for them, you've got to be ready. Maybe I'll raise them. Yeah, the way that John did using them is the way to go. The load is ready. And combo jackpot Wow that was a sick one You were rushing fast there Yeah all right Let try to start this You got everything freaking out in the crew. But I don't really, I mean it says I have Latia Spongiato as my mode so. You don't really necessarily need to. I don't want to do that with a bulletin ball. Expert in place there. Uh oh. I don't like this. Every time you miss I feel like it increases the drain opportunity. opportunity. Borrowed time. That's how I feel when I play on two hangers. Okay, I guess we'll just light the other block. You gotta divert that next ramp shot. It needs to be upside for ya. Or hit that left orbit, send it into the scoop. Or just Four fall into this hoop. Four, three, two, one. There we go. Go in. Go in. Oh, no. Come on. Come on. I don't like this. Four, three, two, one. All right. There we go. All right. So you can see in this multiple, the clock actually goes backwards. So now it's going backwards and counting down. So I've got to hit the jackpots, and I get that many millions. So the faster you hit up, the more millions you get. One of my favorite multi-balls is when you start just ripping combos. Got to hit those upper shots at the right ramp. You got to love a game that incentivizes you playing on the fly and with the flow, more combos, more points. I would need an add a ball or... Nice. I got an add a ball. I should get a jackpot. I haven't hit anything. Oh my goodness. Well, so much for this fight. So your jackpots are on the ramps. are on the ramps. Yeah. And the upper loop. You'd combo the upper loop with the side ramp and keep sending it up there while this ball decides what it wants to do. Alright. Oh my god, hit a shot! All right. All right, that'll also reset the clock to midnight. There we go. There we go. All right, stuff's happening. Super jackpot. Yep, now I've got a mega jackpot on the ramp. If I can hit it. Oh, for the road? For the road. What a shot. Woo! 88. Ultra mega jackpot. Wow, what a shot. Yeah, that multiball is worth a pretty decent number. Because even without hitting very much, you got more than my score. Yeah, so that multiball, I mean, I had nothing until I hit those three shots. So it's all or nothing on that multiball, which makes it extra thrilling. But when you do hit those shots, it is... The rush. Oh, look at that combo right there. Nice. Rush target into the scoop. Right into Far Cry. All right, Far Cry. The last multiball we haven't seen. So this one, you hit the flashing shots. The faster you hit them, you want to hit them before they go away. So the red is the highest value, but it also will go away the quickest. There's a 5x jackpot. All right. Nice. Another 5x. Nice. That'll light my out of all. I got an outlane save. These are lane changeable, so when you have those, make sure to change it. Not outlane down the wrong side. Or if you want to save your outlane save for not a multiball, you can give it out of the way. That's true, yeah. That's a good strategy, especially if you're playing a really long game and you want to do a bunch of things and see the ball play. This game might be a little more difficult if you are colorblind. Yeah, there's a lot of stuff going on. Lots of colors. Alright, we got the super jackpot light. There it is, super jackpot. That starts One Little Victory. This is another rush song called One Little Victory. So in this context, it's like the one little victory left for beating Far Cry. And your yellow arrow in the orbit is the weapon, right? That you collected? The right orbit? Yeah. That's a clock bonus. So every time you advance an hour, the right orbit lights for a million clock buttons. So competition is actually pretty good where we're going. Right now it's 9.15, so it should be worth 9 million. Oh, I almost stayed. What's cool is that Time Machine is also another way to feed the upper flipper. With Multiball it will always just be up so you can just go right through it. That's nice. That's nice to know. I got a roving Super Jackpot here. I got a Time T.O. to move around. Yep. It's speeding. No. Okay. Oh. I think I was too late. Keep doing this until it lines up. That's what I do on another game. I think it's a deuce. Oh, no, I hit the camera. Uh-oh. Yeah. Just kind of hit the shot. I know I can do it over and over again. Come on. something well that'll raise my value if I redo hit it, there we go look at that, super jackpot yeti's excited there's my clock bonus yeah, see, 9 million for that wow you are at 9 o'clock so almost at headlock again Yeah. I got back there pretty quick. And you can earn minutes in your multi-balls as well. Yep, as long as the ball save is enacted. Because I saw people just plunging and draining and getting minutes, and I was like, I don't know about that one. But as soon as the ball save is over, yeah, you get minutes. So you heard it here, kids. They know all your tricks. They know all the tricks that you try because they've tried them themselves. Right. Look at our time machine, right? 20.32. Nope, 20.42. Oh, that would have been good to have right before Far Cry. 20.52. On my way to 20.12. All right. Oh, hey, that was nice of it. We got a multiball. Got it. All right, RedBarchetta, you want to hit switches to raise your RPM. your jackpot value is based on your RPM and then once you redline it you got a shift gears at the top of those. Look at that multiball started with all these balls because I upgraded my time machine by doing various things. Mostly super jackpot, feeding modes. I just need really good that's what happened alright super jackpot lit on the bumpers there we go oh my gosh your radio jackpot is like really high oh because I probably was boosting it you boosted it like crazy so it's 42 so you broke a billion oh because during that far cry multiball so a lot of people get bumped when you start a mode without a multiball but that far cry started without a multiball and it actually worked out because you can build your records during multiple. So when I came out of it, I had probably 100% post boost. That's why this radio score is so ridiculous. So don't be ashamed when you start a multiple without post. Go ahead, Longin, again. Yeah, bring it into your post. Oh, I switched it off and then I drained out the middle. I did the thing that I said not to do. It's hard to, I mean, you're a multiball. That was the best of us. That was great, Ray. That was a great ball. You saw how much he had lined up for. Yeah, I mean, that was a lot of content. Still a lot more to go. All right, let's see it, Joe. Full game walkthrough on that one. Yeah, that was great. I think I played all the majors. Legendary comeback. dedicated to Neil Peart, the drummer of Rush. I was happy seeing how often he was getting picked this weekend at the tournament bank final. Even though they had him set up super hard, people were still like, they loved the game so much they were picking it. So yeah, especially if you run tournaments and you result in Rush, or what do you have? It's gone. We're streaming this because it's going in the vault. Get it now or not. Don't get it. Get it right here, guys. Nice game. Good game. Nice game. Gary's about to walk in and roll this game to the vault. Send us off, Ray. Yeah, just a lot of fun. Had a blast working on it. And it's a great game. And I hope everyone can find one and play near you or buy one. Or it's gone. I think it's going into gold. I see it. So thanks for watching, everybody. Go out there.

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 6baff9b0-1887-4348-9aff-d236b70d0e10*
