The Getaway: High Speed II

> "Shift gears."
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***The Getaway: High Speed II*** is one of the four Williams pinball tables released in the first wave of Zen Studios' Williams pinball collection, available in *Pinball FX3* and the *Williams Pinball* mobile app. It is a 1992 sequel to the 1986 table *High Speed*, also designed by Steve Ritchie and using a similar layout. This table puts the player in the driver's seat as they shift gears, evade law enforcement and attempt to run the red light.

## Objectives

There are two main goals on this table: starting **Multiball** by locking three balls, and starting **Red Line Mania** by maxing out the car's RPMs.

### Multiball

Multiball can be activated by locking 3 balls at the left orbit or upper loop when the lock is lit, or from **Burn Rubber**, though this is determined by percentaging and is unreliable. A glitch in the L-5 code revision used for this recreation makes it so that every time 3 balls are locked in the ball locker, including when they are sent there for jackpots, multiball will start.

To light the three **locks**, the player has to hit all 3 traffic light targets of one color, starting from green and progressing to yellow and then red; hits to targets not of the current color will be ignored. Each color completed will allow one ball to be locked. At the start of the game, shots to the ramp or the tunnel saucer will spot a currently unlit traffic light target. This behavior is disabled on subsequent Multiball attempts.

Once Multiball begins, the 3 locked balls will enter play through the right inlane and the following rules will take effect:

* If the ramp is lit to progress towards qualifying a jackpot / super jackpot, shooting the ramp will cause the ball to loop around the supercharger loop 10 times. For instance, if 30 loops are required to light the next super jackpot, 3 ramp shots will be required. Multiple balls can be sent flying around the supercharger loop at once.
* Jackpots worth 25 million points can be collected by first scoring 10 loops at the supercharger, then shooting either the left orbit or upper loop to collect them. 20 loops are required to light subsequent jackpots. Only one jackpot can be collected per multiball activation.
* After the jackpot has been collected, the super jackpot can be lit by scoring 20 loops at the supercharger + 10 loops per super jackpot collected, to a maximum of 50. The super jackpot value starts at 50 million points and grow by 25 million points for the rest of the session for each successive one, to a maximum of 100 million points; however, if **Red Line Mania** has been activated, the Super Jackpot will start at whatever value it was built up to during the wizard mode.
* Every time a jackpot or super jackpot is scored, the tunnel saucer will light to score the **helicopter bonus** (which grows with every bumper hit), starting at 5 million points and maxing out at 15 million points.
* Completing all sets of traffic light standup targets during Multiball lights an **extra ball** at the tunnel saucer.
* If Multiball ends and a jackpot hasn't been scored, a 20-second "Getaway Time" hurry-up will start, giving the player one last chance to collect a jackpot at the left orbit / upper loop. There is also a slight grace period of about 4 seconds for super jackpots lit after the player drains out of Multiball.

### RPM, Gears & Red Line Mania

**Red Line Mania**, the table's wizard mode, is qualified by completing 5 sequences of orbit shots - one for each **gear**. The player starts at the first gear - to advance to the next gear, the player must complete a certain number of RPM shots indicated by the left, right, and upper orbits; with the number of needed shots determined by the ordinal number of the current gear x 3 (3 shots to complete the first gear, 6 to complete the second gear, etc.). 2x RPM can be collected by rolling over the left inlane when 2x RPM is lit, then quickly shooting the right orbit. RPM can also be scored via **Burn Rubber**, either through one-shot increments or completing an entire gear's worth of RPM shots.
Once the player completes a gear level, a particular award is scored, depending on which gear has been completed. After collecting this reward, the announcer will call out "shift gears", indicating to the player that they must use the gear shifter (launch button) to qualify the next gear. This process is required to advance the RPM further, and also has the benefits of lighting the inlanes for 2x Freeway / 2x RPM and advancing the **bonus multiplier**.

Gears award the following features in order:

* **Gear 1** - 3 million points, awarded instantly.
* **Gear 2** - Holds the bonus value & **multipliers** over to the next ball.
* **Gear 3** - Lights **video mode** at the tunnel saucer. The goal of the video mode is to use the flipper buttons to steer the car down a road while avoiding other cars - the left flipper moves the car left, and the right flipper moves the car right. Using the gear shifter during video mode increases the speed that the car is going at from gear 2 all the way up to gear 5, and can result in higher points scored at the end of the video mode (typically averaging around 5 million x the gear level for a completed video mode). **Extra ball** targets can sometimes be sighted during video mode, typically if percentaging has dictated not enough extra balls have been collected during previous games.
* **Gear 4** - Starts **supercharger mode**. For the next 30 seconds, all major orbit shots and the tunnel saucer score 5 million points each, while the ramp scores 5 million + 5 million for each shot to the ramp during the mode. The ramp value resets to 5 million points every time supercharger mode is started. Completing the traffic light targets during this mode lights an **extra ball**, though you typically won't be doing this on purpose.
* **Gear 5** - Lights **Red Line Mania** at the ramp.

Once Red Line Mania has been started, the ball will rapidly rotate around the supercharger loop as the display announces all the scoring available during the wizard mode. This 3-ball victory multiball enables the following features:

* Multiball rules are active. The first jackpot is lit without having to qualify it at the ramp first. Super jackpot progress is carried over from the last multiball.
* The **freeway values** are maxed out at 5 million points.
* **Extra ball** is lit at the tunnel saucer.
* **Kickback** is lit at the left outlane.
* Any traffic light target bank hit awards 500,000 points, with another extra ball available once all 9 traffic light targets have been struck.
* If multiball starts during the wizard mode and only two balls are in play, a third ball will be added back into play to start the mode proper, although the traffic light target bank reward will remain at 500,000 and the freeway value will remain maxed.

After Red Line Mania ends, the RPMs & gears reset to gear 1.

## Perks

* **Ball Saver**: At the start of each ball and multiball mode, ball save will be active for 10 seconds. It can be re-activated off of a random **Burn Rubber** award.
* **Kickback**: The left outlane is guarded by a kickback that is available at the start of each session. Once it has been used, the kickback can be reactivated by lighting up either 1-2-3 target bank, lighting it from a random **Burn Rubber** award, or by starting **Red Line Mania**. The state of the kickback persists across balls.
* **Burn Rubber Award**: At the start of a session, and whenever a **gear** has been advanced, the player can claim a random award at the tunnel saucer. These include:
	+ Points (between 3 to 10 million)
	+ Lighting a **lock**
	+ **Multiball** (started instantly)
	+ **RPM** (either one shot's worth or an entire gear's worth)
	+ Holding the bonus & **bonus multipliers**
	+ **Video mode**
	+ Lighting the **kickback**
	+ Reactivating the **ball saver**
	+ Spotting the next **freeway value**
	+ **Extra ball**
* **Bonus Multiplier**: The bonus multiplier advances by 2x with every successful gear shift. Maxing out at 8x, the bonus multiplier can be held for the next ball once the second gear has been completed or off of a **Burn Rubber** award. The end-of-ball bonus maxes at 9.2 million.
* **Freeway Value**: Rolling over either inlane lights the opposite orbit to collect the freeway value; this can also be lit by shooting either orbit, followed by the same orbit again to collect it. The freeway value starts at 1 million and increases by 1 million each time it has been collected, maxing out at 5 million. If the right inlane is lit for 2x Freeway, the next lit left orbit shot will multiply the next freeway value by 2x and collect 2 freeway advances for the price of one. Maxing out the freeway value lights an **extra ball**.
* **Speed Millions**: Shooting the tunnel saucer or the upper loop lights the upper loop to score Speed Millions for 8 seconds. Repeatedly shooting the upper loop scores 1 million points + 1 million per successive loop. A successful speed millions shot also counts as a RPM shot if the current **gear** has not been completed. There is a "loop champion" spot on the high score table for whoever makes the largest number of consecutive Speed Millions shots in a game.
* **Speed Bonus**: Making RPM shots increases the car speed, measured in miles per hour, by a random amount. Shooting the ramp at any time awards 1,000 points times the current car speed.
* **2-Way Combo**: Shooting the left orbit followed by a reflex shot to the upper loop awards 1 million points. The 2-way combo value increases by 1 million points, to a max of 10 million points, each time it has been collected in a game.
* **Supercharger Boost**: At the start of a session, and whenever either 1-2-3 target bank has been completed, the next shot up the supercharger ramp when only one ball is in play will divert it to the supercharger loop, where it will perform 1 revolution per 1 million points of the boost value. This value starts at 3 million points, and increases by 1 million points per 1-2-3 target hit to a max of 10 million.
* **Special**: Special can be lit at the outlanes from by shooting the tunnel saucer 8 times in a single game (or 50 times if a Special was already claimed via tunnel saucer shots), and can be awarded instantly from **Burn Rubber**. Special awards 10 million points in this recreation.
* **Extra Balls**: A maximum of 4 extra balls are available per session, with several ways to earn one. Some will immediately award the extra ball, while others will require the player to shoot the tunnel saucer to claim it. The possible methods of earning or lighting extra balls are listed below:
	+ Percentage-based Burn Rubber award (claimed automatically)
	+ Hitting a percentage-based extra ball target during **Video Mode** (claimed automatically)
	+ Scoring the maximum 5 million **freeway value** for the first time (claimed at tunnel saucer)
	+ Start **Red Line Mania** (claimed at tunnel saucer)
	+ Hitting all 9 traffic light targets during **Multiball**, **supercharger mode** or Red Line Mania (claimed at tunnel saucer)
	+ Play poorly on the first two balls (claimed at tunnel saucer)
* **Secret Mania**: This hidden mode can be accessed by pressing the gear shifter three times if the animation for the second **lock** shows three police cars in front of Donut Heaven. For 20 seconds, all target hits score 500,000 points.

## Tips

* Progressing to Red Line Mania is very simple: just shoot the orbits to earn enough RPM shots to complete the current gear. A distinctive sound indicates when you should press the gear shifter. Just don't risk using the shifter if the ball is already out of control - prioritize getting control of the ball before using it.
* When in doubt, relight the Kickback - without it, the left outlane can be very deadly and prone to draining the ball. If it isn't lit at the start of a ball, use the ball save time you have to complete either 1-2-3 target bank and light it. The kickback can also set you up nicely for a shot at the upper loop, occasionally sending balls into the tunnel saucer.
* Keep the Red Line Mania grace period super jackpot glitch in mind, if you can reach the wizard mode consistently. This glitch makes multiball scoring even higher and faster than it would be otherwise and is an easy way to rack up high scores.

## Glitches

No glitches are present in *Pinball FX3*'s emulation of the table; however, several glitches can still be exploited, stemming from the ROM revision used for this recreation. *The Getaway: High Speed II* is infamous for having 5 different ROMs released during its lifespan to fix various issues. The *Pinball FX3* version uses the L-5 ROM, which is the most stable of the game's several ROMs, but still includes a few glitches.

* Multiball starting every time 3 balls have been locked isn't intentional behavior - on earlier ROMs, this issue wasn't present. The issue can be "fixed", albeit incurring a different glitch, through the following method:
	+ Collecting a super jackpot during the Red Line Mania grace period disables this behavior, but removes the 100 million scoring cap on super jackpots. This can lead to much higher scores - super jackpots of over 300 million have been reported using this glitch.
* Secret Mania has a tendency to mess up the status of the traffic light targets, making it difficult to distinguish which targets are required to light the next lock. Locks become difficult to light properly later on, so this isn't a massive drawback, but this is still worth considering if you decide to activate Secret Mania.

## External links

* Table walkthrough by ShoryukenToTheChin (PDF)