Rush lets an untimed Song continue into one Multiball, but a Song cannot start after Multiball begins. Shoot any flashing record to qualify a Song, then shoot the red-lit Time Machine to start it. Shoot the Time Machine ramp three times and once more to start the first Time Machine Multiball.
The goal
Use colored records for a song, the Time Machine ramp for multiball, or purple records for A fixed 12-shot sequence. Each fast successive shot increases the combo multiplier.La Villa StrangiatoA fixed 12-shot sequence. Each fast successive shot increases the combo multiplier..
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How to start a mode
Shoot flashing cyan record shots to qualify Shoot both orbits, then both ramps, then all major shots.Tom SawyerShoot both orbits, then both ramps, then all major shots., or flashing orange record shots to qualify Shoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.Working ManShoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.. Shoot the red-lit Time Machine to start the qualified song.
Recommended mode: Tom Sawyer
Choose it when the two orbits and two ramps are comfortable shots.
How to play it
Shoot both orbits, then both ramps, then all major shots.Tom SawyerShoot both orbits, then both ramps, then all major shots.: shoot both orbits, then both ramps, then finish the remaining lit major shots. Shoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.Working ManShoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.: follow orange shots until the clock reaches 5 p.m., then shoot the left orbit to finish.
Start Time Machine Multiball
Keep shooting the Time Machine ramp until the green Multiball start is ready, then shoot the ramp again.
Alternative route: La Villa Strangiato
Use this when the purple record shots are safer.
▶Shoot flashing purple record shots, then shoot the Time Machine to start A fixed 12-shot sequence. Each fast successive shot increases the combo multiplier.La Villa StrangiatoA fixed 12-shot sequence. Each fast successive shot increases the combo multiplier..
Rush lets a Song continue into one Multiball, but Songs cannot start during Multiball. Collect cyan records for Tom Sawyer or orange for Working Man; leave Time Machine one shot from Multiball, start the Song at red-lit Time Machine, then shoot Time Machine again for Multiball. If its Album is stored, hold the lit action button during the overlap to use its Weapon.
The goal
Prepare The first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement.Time Machine MultiballThe first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement., start Shoot both orbits, then both ramps, then all major shots.Tom SawyerShoot both orbits, then both ramps, then all major shots. or Shoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.Working ManShoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out. first, then begin the multiball and use a matching stored Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.AlbumComplete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.A stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album.WeaponA stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album..
Short-plunge to the upper flipper. Take a controlled side-loop, side-ramp, or upper-scoop skill shot.Skill shot scoring details
Skill shot: Any upper-flipper shot scores it and extends ball save. The upper scoop scores 3x. The side ramp scores 2x.
A full plunge sends the ball into the bumpers. Use it only after the bumper exit is known.
Shoot the Time Machine ramp until green Multiball is ready. Then stop one shot before the start.Time Machine Multiball timing details
The first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement.Time Machine MultiballThe first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement.: The first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement.
The dead-end shot changes Score lit jackpots. Use bumpers to shift gears. Each gear ends with a Super Jackpot.Red BarchettaScore lit jackpots. Use bumpers to shift gears. Each gear ends with a Super Jackpot., Shoot the Time Machine, then the fast-flashing inner jackpots. The lit shots spread outward. Return to the Time Machine for the Super Jackpot.SubdivisionsShoot the Time Machine, then the fast-flashing inner jackpots. The lit shots spread outward. Return to the Time Machine for the Super Jackpot., or Shoot red jackpots and fast-flashing double jackpots. When the playfield becomes dark, shoot the strobing blue Super Jackpot.Fly by NightShoot red jackpots and fast-flashing double jackpots. When the playfield becomes dark, shoot the strobing blue Super Jackpot.. Do not force the selector when its return is unsafe.
Collect cyan records for Shoot both orbits, then both ramps, then all major shots.Tom SawyerShoot both orbits, then both ramps, then all major shots. or orange records for Shoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.Working ManShoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.. Shoot the red-lit Time Machine to start the Flashing record shots qualify an untimed mode. The color with the most records selects the mode.Song modeFlashing record shots qualify an untimed mode. The color with the most records selects the mode..Song mode and related rules
Flashing record shots qualify an untimed mode. The color with the most records selects the mode.Song modeFlashing record shots qualify an untimed mode. The color with the most records selects the mode.: Flashing record shots qualify an untimed mode. The color with the most records selects the mode.
More records add 10% to mode scoring. Matching-color record shots score 2x. Get all six record shots to the matching color before starting the mode for 3x on its shots.
Collect the matching records before starting the ready song and Time Machine Multiball stack.Qualification orderCollect the matching records before starting the ready song and Time Machine Multiball stack.: Collect the matching records before starting the ready song and The first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement.Time Machine MultiballThe first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement. stack.
Shoot both orbits, then both ramps, then all major shots.Tom SawyerShoot both orbits, then both ramps, then all major shots.: Shoot both orbits, then both ramps, then all major shots.
Shoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.Working ManShoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.: Shoot orange shots to move the clock from nine in the morning to five in the afternoon. The left orbit, side loop, and side ramp move it faster. Shoot the left orbit to clock out.
Start the ready The first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement.Time Machine MultiballThe first attempt needs three power-up shots and one start shot. Later attempts need more shots. Time Machine decades reduce that requirement.. Use the ball save to advance the Flashing record shots qualify an untimed mode. The color with the most records selects the mode.Song modeFlashing record shots qualify an untimed mode. The color with the most records selects the mode. and the multiball sequence.Red Barchetta, Subdivisions, and Fly by Night rules
Score lit jackpots. Use bumpers to shift gears. Each gear ends with a Super Jackpot.Red BarchettaScore lit jackpots. Use bumpers to shift gears. Each gear ends with a Super Jackpot.: Score lit jackpots. Use bumpers to shift gears. Each gear ends with a Super Jackpot.
Shoot the Time Machine, then the fast-flashing inner jackpots. The lit shots spread outward. Return to the Time Machine for the Super Jackpot.SubdivisionsShoot the Time Machine, then the fast-flashing inner jackpots. The lit shots spread outward. Return to the Time Machine for the Super Jackpot.: Shoot the Time Machine, then the fast-flashing inner jackpots. The lit shots spread outward. Return to the Time Machine for the Super Jackpot.
Shoot red jackpots and fast-flashing double jackpots. When the playfield becomes dark, shoot the strobing blue Super Jackpot.Fly by NightShoot red jackpots and fast-flashing double jackpots. When the playfield becomes dark, shoot the strobing blue Super Jackpot.: Shoot red jackpots and fast-flashing double jackpots. When the playfield becomes dark, shoot the strobing blue Super Jackpot.
Time Machine Multiballs start with two balls. Time Machine upgrades can add balls and ball-save time. The feature ends when one ball remains.
If a matching Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.AlbumComplete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine. is stored, hold the lit action button during the Flashing record shots qualify an untimed mode. The color with the most records selects the mode.Song modeFlashing record shots qualify an untimed mode. The color with the most records selects the mode. or multiball.Album and Weapon rules
Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.AlbumComplete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.: Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.
A stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album.WeaponA stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album.: A stored Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.AlbumComplete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine. power. During its Flashing record shots qualify an untimed mode. The color with the most records selects the mode.Song modeFlashing record shots qualify an untimed mode. The color with the most records selects the mode., it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.AlbumComplete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine..
A short action-button press changes the ramp diverter. A long press uses the A stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album.WeaponA stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album..
For the first Later attempts become harder. Follow the display, including the right ramp when it is required. The second collected lock starts multiball.Far Cry MultiballLater attempts become harder. Follow the display, including the right ramp when it is required. The second collected lock starts multiball., complete LIGHT and LOCK. Collect the first lock at the upper scoop, then collect the second at either scoop.Far Cry Multiball scoring and timing
Later attempts become harder. Follow the display, including the right ramp when it is required. The second collected lock starts multiball.Far Cry MultiballLater attempts become harder. Follow the display, including the right ramp when it is required. The second collected lock starts multiball.: Later attempts become harder. Follow the display, including the right ramp when it is required. The second collected lock starts multiball.
Shoot the rainbow-colored jackpots. Fifteen jackpots light the Super Jackpot at the Time Machine.
A Super Jackpot adds five years. A flawless set adds ten years. A matching Snakes & Arrows A stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album.WeaponA stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album. adds a ball.
The feature ends when one ball remains.
When the Pop-bumper hits move the clock from 5 p.m. to midnight; progress persists until the first Headlong Flight starts.Drum ClockPop-bumper hits move the clock from 5 p.m. to midnight; progress persists until the first Headlong Flight starts. reaches midnight, shoot the right orbit during another multiball to add Headlong Flight.Drum Clock setup details
Pop-bumper hits move the clock from 5 p.m. to midnight; progress persists until the first Headlong Flight starts.Drum ClockPop-bumper hits move the clock from 5 p.m. to midnight; progress persists until the first Headlong Flight starts.: Pop-bumper hits move the clock from 5 p.m. to midnight; progress persists until the first Headlong Flight starts.
Headlong Flight is the only multiball that can start during another multiball.
↪Fallback: La Villa single-ball combo
Use this plan when scoop locks or multiball control are unreliable, but the major shots are dialed in.
Collect purple records. Shoot the Time Machine to start A fixed 12-shot sequence. Each fast successive shot increases the combo multiplier.La Villa StrangiatoA fixed 12-shot sequence. Each fast successive shot increases the combo multiplier..
Start at the right ramp. Follow the 12-shot sequence. Make the next shot before the combo timer ends.La Villa Strangiato scoring details
A fixed 12-shot sequence. Each fast successive shot increases the combo multiplier.La Villa StrangiatoA fixed 12-shot sequence. Each fast successive shot increases the combo multiplier.: A fixed 12-shot sequence. Each fast successive shot increases the combo multiplier.
The mode is untimed. Stop and regain control when a feed is not safe.
↔Alternative: Far Cry first
Use this when the right ramp and both scoop feeds are safer than the Time Machine return.
Complete LIGHT and LOCK, then collect the first lock at the upper scoop. Leave the second lock ready while you prepare the song and Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.AlbumComplete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine..
Collect the Snakes & Arrows Complete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine.AlbumComplete its shown 1-2-3 shot sequence. Collect the Combo Jackpot at the yellow-lit Time Machine. before the second lock when its 1-2-3 sequence is controlled.
Start a Flashing record shots qualify an untimed mode. The color with the most records selects the mode.Song modeFlashing record shots qualify an untimed mode. The color with the most records selects the mode.. Lock the second ball and start Far Cry.
Use the A stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album.WeaponA stored Album power. During its song mode, it spots lit mode shots. During its multiball, it adds a ball and ball-save time. One use spends the Album. after ball save starts to add a ball.
Collect 15 jackpots and the Time Machine Super Jackpot.
◆Builds toward: Cygnus X-1 and 2112
Start all six named multiballs. The sixth start lights Cygnus X-1 Book 1 at the Time Machine.
Complete all six song modes. The sixth completion lights Cygnus X-1 Book 2 at the Time Machine.
Collect 100 years and play both Cygnus modes. Shoot the Time Machine to start 2112.
Sources and references8 references8 source links and outbound references.