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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Guns ‘n Roses

GNR Rule sheet

V1.20

Starting Songs

The main objective of JJP GNR is to collect your seven band members and start a song. Certain shots on the playfield correspond to the different members. Once a member has been collected, a ball can be locked by shooting the left ramp. Collect all seven band members, then shoot the center scoop to start a song.

Collecting Band Members

Collect each band member by shooting their corresponding shot on the playfield a certain number of times.

Each band member is represented in the revolver inserts in the middle of the playfield just above the flippers. When the band member inserts turn from flashing to solid, you have qualified them.

Spelling J-A-M at the right inlane lights the JAM target to the left of the scoop for a short time. Hitting the JAM target will collect between 1 to 6 missing band members, depending on whether the player shoots the left orbit before hitting the target, and how quickly the player shoots the target.

Locking Balls

After a band member has been collected, a ball can be locked either at the lock shot (LE) or by shooting the left ramp twice (Pro). Locking all 6 balls will start the currently selected song automatically, so be careful. The number of locked balls increases your song’s starting value and increases the song ball save time.

Song Selection

When a song is qualified, the corresponding Album insert will be lit white and the name of the song will display on the playfield LCD. The song can be changed by hitting one of the 4 album standup targets next to the ramps (from left to right: Appetite for Destruction, Use Your Illusion I, Use Your Illusion II, Chinese Democracy). The player also has the ability to change the song by hitting the action button right before the song starts. If the song is manually chosen this way, you will lose 15 from the song level, so take what the game gives you if you’re hoping to score big points. Once a song is played, it can’t be replayed.

Booster Multiballs

Starting a Booster Multiball can make it easier to collect band members, lock balls, and advance towards starting the song; and will also advance the song level if you do well enough.

Each Booster Multiball can be played once each before a song is started; if their corresponding inserts are flashing, they can be started, and if they are solidly lit, they have been maxed out. After the Booster Multiball has been played, it is still possible to max it out by hitting the corresponding shots that started it.

Song Scoring

Each song has several stages that are completed by hitting lit shots or a certain number of switch hits. Once the stage is complete, the center scoop flashes green / white. You must hit the center scoop to progress to the next stage of the song; while in Multiball play, doing this will add-a-ball and move on to the next stage. The song progress and lit shots are indicated on the playfield LCD. As you progress through the stages of the song, the song jackpot increases.

In single ball play, hitting the scoop when the stage is complete presents a choice to the player: Take the Song Jackpot and stop the song (action button), or continue to the next stage of the song and add a ball. When you continue, there is no additional ball save, so be careful. Each stage of the song exponentially increases the value of the song’s scoring and the song jackpot.

Song Level

The scoring for each song is impacted by the Song Level, which is determined during single-ball play. The Song Level for each Song starts at 10 and seemingly has no limit. The Song Level resets to 10 once the player ends a song without collecting Encore.

There are various ways to increase the Song Level:

Rock-It Meter & Encore

The Rock-It Meter discourages controlled play, but can lead to even higher Applause Jackpots if the player maintains it. As you make the lit shots during a song, the Rock-It Meter increases; it decreases if the player fails to make lit shots, and decreases very quickly if they cradle a ball. If the meter reaches zero, the crowd will boo you off stage and the song will end early, returning to standard single-ball play.

If you complete a song with the Rock-It Meter full, an Encore is awarded, and the next song in the current album will play with the Song Level, scoring, and balls that were locked before the first song carrying over to the next song. You do NOT need to earn an Applause Jackpot to get an Encore, and multiple Encores can be collected in a row.

Power Chord Award

If multiball is active during a song, the player can re-lock balls on the upper playfield to collect bonus points. Once each ball has been locked, a 20-sec timer starts to lock another ball. The Power Chord values are as follows:

2 ball - 100k 3 ball - 250k 4 ball - 500k 5 ball - 1M 6 ball - 2.5M

A successful Power Chord will add a ball into play and release all the locked balls back into play. If you lock every ball but one in the guitar, and drain the ball in play, you’ll get a small award for the locked ones 10k per ball locked 50k) and they will be released. You cannot score the same power chord twice in the same song.

Band Frenzy

Inserts corresponding to certain band members are lit at different points during each song. Shooting the corresponding band member’s shot will boost the band member and increase the Rock-It Meter. Repeating this process for every member will start a Band Frenzy that increases the Song Jackpot for every switch hit.

Applause Jackpot

Shoot the scoop during the last 10 seconds of a song to score the Applause Jackpot, worth the built up song jackpot. If you don’t collect the Applause Jackpot, your song jackpot is lost, even if you don’t drain. After collecting the Applause Jackpot, if the Rock-It Meter is full, an Encore will be awarded; otherwise, the player will return to single-ball play.

Song Rules

Appetite for Destruction

This album has the highest number of songs. Some are fairly difficult to make progress in but others can be high-scoring. (It’s So Easy and Mr. Brownstone are removed on family settings.)

Use Your Illusion I

Less songs than Appetite for Destruction but they have a mix of lengths, ranging from just about 3 minutes to over 10 minutes. (Double Talkin’ Jive is disabled on family settings.)

Use Your Illusion II

Just three songs, but two are on the long side.

Chinese Democracy

Another three song album, but this one is generally more manageable as both songs are around 4 to 6 minutes in length. The first two songs are fairly easy to get a Band Frenzy during.

Album Modes

Time spent playing songs helps qualify the respective Album Mode for each album. 3:00 worth of songs from an album being played is the bare minimum required to qualify the the Album Mode (and a silver record). Gold and Platinum Albums can be earned by playing more songs from the same albums, and increase scoring during the Album Modes. All Album Modes have completion bonuses based on how quickly they are completed.

Album Mode Rules

The four Album Modes are:

Patch Benefit
Lighter Album Sales Scoring Increased
Melissa’s Candy Spots Melissa’s Tour Item
Semi Truck +15 Song Level for You Could Be Mine
Chinese Democracy Album +1 Streak Break Protection for Shall We Play a Game?
Firecracker Easier Action Button Jackpot for Ignite the Flames Multiball
Rose Axl Spotted Rest of the Game
Axl’s Mic Fuzzy +15 Song Level for Better
Slash’s Top Hat Increase Record Spin Scoring
Gun Increase All Patches’ Scoring
Bra Increase Skill Shot Scoring
Amp Longer Hurry Up Timer for Turn it Up! Multiball
Use Your Illusion I Album Increased Scoring for Desert Demolition
IV Bag Increase Timer for Coma Ball Save
Train +15 Song Level for Nightrain
Underwear +1 Coma Target
Fender Shooting Active Band Members Spots Other Members
T-Shirt Additional Tour Item the Rest of the Game
EKG Increase Ball Saver Time for Coma Multiball
Condom +15 Song Level for Rocket Queen
Gibson Slash Spotted Rest of Game
Poster Increased Timers for On the Road
Vater Frank Spotted During Songs
Duff Skull Duff Spotted During Songs
Guitar Pick 3x Record Spins for Slash Solo
GN’R Lies Album Unlock Patience
Sunglasses Advance Tour Cities
Marshall Easier to Finish Slash Solo
Appetite for Destruction Album Power Hit Meter Starts Half Full in Thirst for Carnage
Lights Increased Combo Timers
Use Your Illusion II Album Cannon Can Wrap Around in Tear Down the Wall
Bandana Increase JAM Hurry Up Timer
Horn Hand +2 Shots Lit for Make Some Noise Multiball
Airplane +15 Song Level for Live and Let Die
Frank’s Drumsticks Super Jets

Patch Sets

Patch Sets are sets of like patches that can have even greater benefits.

Patch Set Benefit
Horn, Lights, Amp, Firecracker Unlimited Booster Multiball Plays!
Gun, Rose +15 Song Level for Welcome to the Jungle
Bra, Underwear Double Bonus Rest of the Game
IV Bag, EKG +1 Ball + Increased Scoring for Coma Multiball
Semi Truck, Airplane, Train Increased Scoring for Tour Multiball
Vater, Marshall, Gibson, Fender Light Extra Ball
Poster, T-shirt Rock-It Meter Flipper Decay Halved
All 4 Albums 2X Album Levels

Mystery

Shoot the GNR Logos around the playfield to spell GUNS N ROSES. Once spelled, Mystery is lit at the center scoop. Mystery awards can be earned during Song Modes as well. The Mystery Awards can be very valuable, including:

Slash Solo

Spin the record a certain number of times, shoot the guitar lock. Shoot spinners. Repeat victory laps.

Cities / On the Road

Shooting the loops (left / right and inner upper flipper) will collect cities. The cities are indicated with the small inserts on the map in the center of the playfield. Hitting a certain number of cities starts On the Road a 20(?) second timed mode where the loops (orbits) are lit. During On the Road, you can discover band member “power ups”. Once all 53 cities are visited, you qualify Tour Multiball.

Tour Multiball

Two ball Multiball. Stand up targets on either side of both ramps will add-a-ball. Hit the loops to light jackpots and super jackpots. As of 1.08, this does not seem to be complete .

Coma Ballsave

Earn Coma ball save by hitting the Coma target multiple times. This lights Coma as the left outlane. When Coma starts, hit 100 switches to empty the IV bag. Once empty, two shots are lit. Hit those two shots to start Coma Multiball.
You have 40 seconds to complete.

Coma Multiball

Hit the lit shots for jackpots

Not in this Lifetime Wizard Mode

[details=”Spoilers”] The mode is actually called “No Sympathy For The Devil”.

The mode is 120 seconds, fixed. It starts with a ball save that appears to end after 65 seconds?? The objective is to recover GnR’s instruments from the devil by shooting each band member’s shot twice while they are lit. The lit band member cycles every 15 seconds(ish?) or when a shot is made, a brief ball save activates when the band member cycles if the initial save has run out. While each band member’s shot is lit a special rule applies as follows.

Band Member Shot Change
Axl A-X-L lanes Bumpers must be manually activated with action button
Slash Disc Flippers are reversed
Duff Upper left ramp Upper left flipper cannot be held
Richard Lane to left of center scoop Lower buttons can only be flipped with action button, both at once
Dizzy Left hand Keyboard keys Left lower flipper controlled by action button
Melissa Right hand Keyboard keys Right lower flipper controlled by action button
Frank ? “Right ramp diverter activates randomly”

Both Dizzy and Melissa lose successful shots if the center scoop is hit without hitting the keyboard first.

Each successful band member shot is worth 5000 points. There also appears to be very frequent scoring (per switch?) of 10 points. [/details]