1 PlayerCE & UKCAIndoor Use
1 Player Prize Game · Treasure Series
Treasure Rush
One Player. Full Treasure Gameplay.
Treasure Rush brings the same rotating-target and five-colour prize concept into a compact one-player cabinet.
The player watches coloured monster targets rotate past the striker arm, presses at the right moment and tries to knock one down.
Win the attached small prize, collect five different monster colours, and the machine can release a hanging big prize.
It keeps the full Treasure gameplay in the smallest cabinet of the three models.
1Player position
30 + 6Small-prize + big-prize capacity
370 WPower
How to Play
Watch the rotating targets, judge one timing decision, and follow the prize result.
1
Watch the Monster Targets
Coloured monster targets and small prizes rotate inside the cabinet.
2
Time Your Press
Press the button when the target reaches the right position.
The button activates the striker arm.
3
Knock Down the Target
When a small-prize opportunity is available and the timing is correct, the striker arm knocks down the target.
The attached small prize drops into the prize outlet.
Winning a new monster colour lights the matching indicator.
Collect all five different colours and the player can win a big prize.
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See Treasure Rush in Action
See the rotating target area, striker-arm timing, small-prize drop, five-colour progress and hanging big-prize release.
Why Operators Choose Treasure Rush
Gameplay, prize handling, placement and settings that matter after the machine reaches the floor.
Full Treasure Gameplay in a Smaller Footprint
Treasure Rush uses the same core gameplay as Treasure Alliance X:
- Rotating monster targets
- Timing-based striker arm
- Visible small prizes
- Five-colour progress
- Hanging big prizes
But it is built for one player.
That makes it easier to place in venues that do not have space for a four-player island machine.
Timing-Based Small-Prize Gameplay
The small-prize payout setting can be adjusted from 0 to 100.
The factory default is 5.
With a setting of 5, over a larger number of plays, approximately one play in five reaches a small-prize opportunity.
This does not mean every fifth play is guaranteed to win.
The player still needs to press at the right time and knock down the target.
A setting of 0 means the machine does not release small-prize opportunities.
Five Colours Lead to the Big Prize
The player collects five different monster colours.
Winning a new colour lights the matching indicator.
If the player wins a colour that is already lit, the attached small prize is still awarded, but that colour does not move the big-prize progress forward.
The factory bonus-prize play-count setting is 50.
Reaching 50 plays does not automatically award a big prize.
It allows later plays to make the final missing colour available.
The player still needs to win that colour through normal gameplay.
After all five colours are collected:
- One big prize is released
- The five-colour progress resets
- The bonus-prize play count resets to zero
Visible Hanging Prizes
Treasure Rush holds approximately:
- 30 small prizes
- 6 big prizes
The small prizes hang beneath the rotating monster targets.
The big prizes hang in the big-prize area beneath the turntable.
Players can see both reward levels during play.
Prize size and weight should be confirmed before operation.
Big-Prize Result Is Recorded if Staff Have Not Refilled
If the player completes the big-prize requirement but the big-prize area is empty, the machine records the unpaid prize.
A display code such as JP1 means one big prize is still owed.
After staff reload the big-prize area, the machine automatically releases the recorded prize.
Compact Placement and Bill-Acceptor Option
Treasure Rush is the smallest cabinet in the Treasure series.
It may suit:
- FECs
- Shopping mall arcades
- Bowling centres
- Smaller arcade locations
- Venues that want the Treasure gameplay without an island footprint
Unlike Treasure Alliance X and Treasure Twins, the standard Treasure Rush cabinet can support a bill acceptor.
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Specifications
Technical and operating data for procurement and venue planning.
Player positions
1
Small-prize capacity
Approx. 30
Big-prize capacity
6
Small-prize payout range
0–100
Factory small-prize setting
5
Factory bonus-prize setting
50
Machine size
W950 × D740 × H2155 mmW37.4 × D29.1 × H84.8 in
Packing size
W790 × D1000 × H2270 mmW31.1 × D39.4 × H89.4 in
Net weight
152 kg335.1 lb
Gross weight
195 kg429.9 lb
Power
370 W
Voltage
110–220 V, adjusted for destination market
Standard coin acceptor
TL-131 side-entry coin acceptor
Card reader
Supported
Bill acceptor
Supported
Free play
Supported
Physical ticket output
No on standard version
E-ticket output
No on standard version
Certification
CE, UKCA
Use environment
Indoor commercial use
CBM
Approx. 1.79 m³
20GP loading
Approx. 17 units
40HQ loading
Approx. 35 units
Which Model Fits the Venue?
Choose around floor space, player capacity, prize display, traffic flow, and payment requirements.
1 Player
Treasure Rush
Compact one-player cabinet with approximately 30 small prizes and 6 hanging big prizes.
2 Players
Treasure Twins
Two independent games in one cabinet with front-displayed big prizes.
4 Players
Treasure Alliance X
Four-player island machine with a shared rotating turntable and central hanging big prizes.
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Frequently Asked Questions
Direct answers to the questions buyers usually ask before ordering Treasure Rush.
Treasure Rush is a one-player prize game using rotating monster targets, a timing-based striker arm, five-colour progress and visible hanging big prizes.
The player watches the rotating monster targets and presses the button at the right moment.
The button activates the striker arm.
If the target is knocked down during a small-prize opportunity, the player wins the attached small prize.
The setting can be adjusted from 0 to 100. The factory default is 5.
Over a larger number of plays, a setting of 5 means approximately one play in five reaches a small-prize opportunity.
The player still needs to time the button correctly and knock down the target.
A setting of 0 means the machine does not release small-prize opportunities.
No.
The standard version combines timing-based player input with operator-adjustable payout control.
Winning a new monster colour lights the matching indicator.
The player needs five different colours to complete the big-prize progress.
A repeated colour can still award the small prize, but it does not add another step to the colour progress.
The factory bonus-prize play-count setting is 50.
Reaching 50 plays does not automatically award a big prize.
It allows later plays to make the final missing colour available.
The player still needs to win that colour through normal gameplay.
The machine automatically releases one big prize.
The five-colour progress resets and the bonus-prize play count returns to zero for the next cycle.
The machine holds approximately 30 small prizes and 6 big prizes.
Yes.
Small prizes hang beneath the rotating monster targets and the big prizes are visible in the hanging big-prize area.
The machine records the unpaid big prize.
A code such as `JP1` means one big prize is still owed.
After staff refill the big-prize area, the machine automatically releases the recorded prize.
No.
Staff refill and arrange prizes manually through the front door.
Treasure Rush may suit FECs, mall arcades, bowling centres and smaller indoor arcade locations that want the Treasure gameplay in a compact one-player cabinet.
The standard machine uses a TL-131 side-entry coin acceptor.
Common commercial card-reader systems can also be prepared.
Free-play mode is supported.
Yes.
Treasure Rush is the only one of the three Treasure models currently confirmed to support a bill acceptor on the standard cabinet.
Not in the standard version.
Treasure Rush is supplied as a direct-prize game.
Ticket- or capsule-related custom versions can be evaluated for suitable projects and order volumes.
The machine can be prepared for 110–220 V according to the destination market.
Treasure Rush currently has CE and UKCA documentation.
For North American projects, UL-market materials and technical requirements can be reviewed on request.
This does not mean the standard machine is supplied with full UL certification by default.
No.
It is designed for indoor commercial use.
Strong sunlight, high humidity and salt air can affect sensors, electronics, artwork, metal parts and moving mechanisms.
Normal daily work mainly includes refilling prizes, arranging hanging prizes, cleaning the play area and checking that prize paths are clear.
Sensors, motors and other electrical parts should be included in periodic maintenance.
Recommended spare parts can include sensors, motors, buttons, power supplies, switches, conductive slip rings and selected prize-release parts.
Treasure Rush is a compact one-player cabinet.
Treasure Alliance X is a four-player island machine with a shared rotating turntable.
Both use the same core striker-arm gameplay, five-colour progress and hanging big-prize format.
Treasure Rush is a one-player cabinet with hanging big prizes.
Treasure Twins has two independent play positions and front-displayed big prizes that are pushed into the prize outlet.
Ready to Add Treasure Rush to Your Floor?
Tell us about your venue, available floor space, payment system, play price and planned prizes.
We will help confirm whether the one-player cabinet, payout settings and prize setup fit the location.
Guangzhou Jiuyou Animation Technology Co., Ltd. builds arcade machines for FECs, shopping mall arcades, distributors, and commercial amusement venues worldwide.
Contact
info@gz9u.com
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Guangzhou, China
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