The Quicksilver pinball machine, produced by Stern Electronics in 1980, is celebrated for its fast-paced gameplay and distinctive sci-fi theme. Designed by Joe Joos Jr., the machine features a sleek playfield layout with dual spinners, numerous drop targets, and three pop bumpers, offering players a variety of challenging shots.
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Quickie Version:
Shoot the right side drop target 3-bank from the left flipper; shoot the left spinner to the top from the right flipper.
Go-to Flipper:
Balanced
Risk Index:
High; watch how balls come down through the right spinner (fast ones may center drain), watch the rebounds off the center drop targets, watch how balls going only part way up the left spinner fall back
Full Rules:
Quicksilver tends to be a more “chop wood” game than others; your score correlates with ball time more so than on many other machines of this period. The top lanes and lettered stand up targets all advance your base bonus up to 75K. Completing the right side drop target 3-bank scores 25K and advances your bonus multiplier towards 5X for a total max of 375K. You can often get all three targets in one shot when the ball sweeps across the faces of them, plus scoring the spinner as the ball continues onward. Shooting that 3-bank to get to 5X is a top priority, and great value if the ball also goes through the spinner. The center target 4-bank raises the value of the saucer left of it and spots you a letter. Like the right side target bank, you can often get multiple targets down with one sweeping shot, especially from the right flipper. Each return lane lights the opposite side spinner, but just for a few seconds! Unlike most spinners, these are set to time out shortly after you light them, rather than staying on. A flow-style player one-time flip of a ball rolling down a return lane through either spinner produces good points. Do so if you’re accurate enough rather than trying to cradle up, since the spinner light may go off before you can make a cradled shot. Ball control: you may be able to shatz the ball up the opposite return lane, lighting the spinner for a high value shot when the ball rolls back down. This is also useful for switching the ball from the right flipper to the left to shoot at the bonus X 3-bank targets. Key feeds: the kickout from the saucer - - can you either hold up the left flipper or use a dead bounce to gain to control it?
via Bob's Guide