I just couldn’t get into JP2 at all.. there’s normally at worst a very brief period where you think hey this pin is ok but I can wholeheartedly say from the 1st ball to the last I hated it. It just didn’t appeal to me, I took nothing from the theme, shots, call-outs etc and apparently I had the best version with the upgraded visuals so I dread to think what it’s like normally. I could have had best game of my life on it and I’d still slate it. I’m not an Elwin basher by the way I like his other games but there’s just something about that one. But then Star Wars gets no love and flows like a beast. I would say my favourite shot in pinball to date is pummelling the ball into the garage on Elvira when it flys round the loop. Just so satisfying

Anyhow back on topic rush looks great
The visuals on JP2 are terrible. The playfield artwork is dull and grungy - it’s on par with LoTR. There’s no visual coherence between the JP film clips, weird mannequin CGI pseudo video artwork, and terrible (DNA) cartoons. The T-Rex, although spectacularly cool in theory, looks like he’s briefly dropped in on the way to another pin. He’s also criminally underused in the gameplay…
All that said, the layout is very novel and original. The combo shots off the third flipper are challenging and satisfying. The shots through the bumpers are interesting. The flow shots around the helical ramp and tower are enjoyable. The T-Rex ramp shot is satisfying. The ball lock cage mech is innovative and enjoyable. I love the dinosaur theme (and so do my little boys) and the gameplay is really goal-orientated. All together, I’d rate it as one of my favourite pins.
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Rush looks fun, but not exceptional. The layout is relatively standard, akin to multiple other pins, and I’m not convinced by the ramp on the time machine shot. It feels like you’re going to spend half the game shooting a wall when the ramp is down. Also, from what I can see, the time machine ring/ramp shot’s only function is locks balls to start one of several multiballs - unlike LoTR where part of the drama of the ring shot is that it starts the major game modes. The dual-scoop mech feels pretty innovative but, again, the scoops possibly don’t have as much multiball mech drama as - say - mini-Deadpool in DP pro or the LZ Electric Circus. I also liked the clock with the hands that start a multiball - would really like to see that in action. In general, though, none of the mechs look like they’d have the same impact on gameplay as, say, the building on GZ Prem, which acts as a multi-directional diverter and a dramatic multiball start. Also, apart from the ring shot, I didn’t notice any individually exciting shots.
As with most music pins, I‘m not really feeling the theme integration either. Music pins tend to rely on random mechs that reflect themes in the band’s music/album art, rather than telling a coherent story, and LZ, at least, relies on integration between gameplay and music.
I suspect I’ll put it in the same category as stuff like LZ and Mando. I’m definitely going to enjoy playing on site, but it’s not something that stands out enough that I’d want to own it.