Guns N' Roses (Jersey Jack)


 * Light Song by qualifying band members (revolver inserts change flashing -> solid)
 * Axl (microphone): complete AXL top lanes. PF LCD shows letters.
 * Slash (lead guitar): spin record. This will also eventually light Slash Solo mode.
 * Duff (bass guitar): left ramp. On LE/CE shoot VUK w/upper PF flipper
 * Richard (rhythm guitar): center spinner to the left of center scoop
 * Melissa and Dizzy (keyboard): roll over teal and purple keyboard inserts
 * Frank (drums): right ramp or jets
 * Spelling JAM at right inlane lights JAM target to left of scoop for short time. Hitting target spots missing band members
 * Ball Locks - shoot left ramp
 * A lock lights for each band member qualified (up to 6 locks).
 * Locking a ball turns band member insert green.
 * When the 6th ball is locked, the song starts automatically
 * Song’s starting value and ball save time is determined by # of balls locked
 * Mystery is lit at scoop by hitting GNR logos to spell GUNS N ROSES
 * +1 or +2 Tilt Warnings
 * Additional Ball Save
 * Award Patches
 * Light Extra Ball
 * Award (x) Lock(s)
 * Start Song
 * Spot Band Member(s)
 * Points
 * Selecting a Song
 * Lit Album insert shows album, and PF LCD shows song
 * Hit Album standup to change album/song
 * +15 song level if you don’t manually select your song w/Action btn
 * Playing a Song
 * PF LCD shows progress and shots
 * Shoot scoop when lit to add-a-ball & progress to next stage of song
 * In multiball - activates ball save
 * In single ball - choose to collect JP or continue w/no ball save
 * Certain band members are lit in Revolver inserts. Shoot them to boost them, increase Rock-It-Meter, and start Band Frenzys
 * Applause JP - big collect at scoop near end of song
 * Keep your Rock-It Meter full
 * Do not cradle and always make shots to keep full
 * If empty you get boo’d off stage & song ends
 * Collect Encore by filling meter - next song plays w/all values carried over.
 * Song Level (value of JPs)
 * Based off balls locked and Booster MB mode performance.
 * Base level is 10. 20 is low.  100 is great.  150+ is epic.
 * Booster Modes (boost Song Level)
 * 4 inserts in middle PF (Lights, Pyro, Amps, Crowd)
 * Inserts are lit solid when max, if not then they have been started.
 * Max out mode by hitting corresponding shots that started it
 * Make Some Noise MB (blue)
 * Qualify - skillshots
 * Start - shoot under upper right flipper when Noise insert is lit
 * Throw the Lights MB (Purple)
 * Qualify - Lights target on upper PF (LE/CE) or left ramp (SE)
 * Start - spell LIGHTS
 * Jackpots - left and right ramps (combo for more pts)
 * Ignite the Flames MB (Red)
 * Qualify - Pyro target under Slash’s hat
 * spell PYRO w/switch hits to light JP (best w/spinners)
 * When all inserts turn turn fire, use LCD to hit button in the middle of Fuse
 * Turn it Up MB (yellow)
 * Start - spell AMP on left inlane
 * Hit 2 Hurry-Ups to light JPs
 * Patches (power-up)
 * Collected by spelling GNR on left inlane. Letters can by cycled on all 3 inlanes
 * Action button cycles through patches anytime. Lock one in of your choice.
 * Hold left flipper + Action btn to cycle backwards.
 * Patch benefit shown on PF LCD
 * Lighter - Album Sales Scoring Increased
 * Melissa’s Candy - Spots Melissa’s Tour Item
 * Semi Truck - You Could Be Mine Scoring Increase
 * Chinese Democracy Album - Plus 1 Shot Streak Break Protection in Shall We Play a Game?
 * Firecracker - Easier Action Button Jackpot Hotspot in Ignite the Flames
 * Rose - Axl Spotted Rest of the Game
 * Axl’s Mic Fuzzy - Better Scoring Increase
 * Slash’s Top Hat - Slash Solo Qualifying Scoring Increase
 * Gun - Increases All Patches Scoring
 * Bra - Increase Skill Shot Scoring
 * Amp - Increase Hurry Up Time for Turn it Up
 * Use your Illusion I Album - Increased Scoring for Desert Demolition
 * IV Bag - Time Increase for Coma Mode
 * Train - Nightrain Scoring Increase
 * Underwear - Advance Coma Qualifying
 * Fender - Active Band Member Shots Made Spot Another Member
 * T-Shirt - Additional Bonus Item the Rest of the Game
 * EKG - Ball Saver Time Increase for Coma Multiball
 * Comdom - Rocket Queen Scoring Increase
 * Gibson - Slash Spotted Rest of Game
 * Poster - Time Increase for On the Road Modes
 * Vater - Frank Spot and Increase Scoring in Songs Rest of the Game
 * Duff Skull - Duff Spot and Increase Scoring in Song Rest of the Game
 * Guitar Pick - Slash Solo Qualifying Plus 2 Spins per Spinner Hit
 * GN’R Lies Album - Unlock Patience
 * Sunglasses - Advance Tour Cities
 * Marshall - Closer to Light Stage Completion Shot in Slash Solo
 * Appetite for Destruction Album - Power Hit Meter Starts Half Full in Thirst for Carnage
 * Lights - Increased Combo Time
 * Use your Illusion II Album - Cannon Can Wrap Around in Tear Down the Wall
 * Bandana - Increase JAM Hurry Up Timer
 * Horn Hand - Plus 2 Shots Lit for Make Some Noise
 * Airplane - Live and Let Die Scoring Increase
 * Frank’s Drumsticks - Super Jets
 * Patch Sets (combine these patches for added powers)
 * Horn, Lights, Amp, Firecracker - Unlimited Booster Multiball Plays!
 * Gun, Rose - Welcome to the Jungle Scoring Increased
 * Bra, Underwear - Double Bonus Rest of the Game
 * IV Bag, EKG - Plus 1 Coma Multiball and Increased Scoring
 * Truck, Wings, Train - Tour Multiball Increased Scoring
 * Vater, Marshall, Gibson, Fender - Extra Ball is Lit
 * Poster, T-shirt - Rock It Meter Flipper Decay Halved
 * All 4 Albums - 2X Album Levels
 * Slash Solo - spin record until lit, shoot left ramp, shoot spinners, victory laps
 * Cities
 * Collect cities by shooting orbits
 * Shooting enough starts On The Road for 20 sec.
 * Shoot orbits to collect band member “power ups”
 * Collect all 53 cities to qualify Tour MB
 * Standup targets on either side of ramps to add-a-ball
 * Hit loops to light JPs
 * Come Ballsave
 * Light at left outlane by hitting Come target a lot
 * Hit 100 switches
 * Make the 2 shots that are lit to start Coma MB