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"Guns 'n Roses" Rules Sheet by Michael Dunn Version 2.0 (August 21, 1994) Changes From Version 1.0
Thanx to Mark Phaedrus and Noel Steere for their help with this revision! Introduction These rules are based on version 2.00 CPU/2.00 Display. Guns 'n Roses (GnR for short) is the Data East pin following "WWF Royal Rumble." It is a widebody machine, and has a tall plastic GnR logo on top of the backbox. The gameplay rules are pretty straightforward, following the trend of WWF, but there are more side awards to go for during the game than in WWF. The distinctive feature of the game is the Rose Plunger, which is placed similarly to the left-side plunger in FunHouse. Its handle is made in the shape of a rose, which, along with the gun shaped autoplunger, ties in nicely with the GnR theme. Playfield Layout I'll start at the lower left corner and go clockwise.
Plunger Awards There is no skill shot in GnR. Instead, you can choose from 4 awards at the start of each ball:
These awards are always the same. Select the award you want with the flippers, and collect it by launching the ball. The lit award will also slowly cycle to the right if you don't press a flipper. You can launch the ball by pulling the autoplunger trigger, or holding in the right flipper button and pressing the left flipper button. If you choose the second method, pressing the right flipper will change the award, but pressing the left won't. The Ramps During normal play, the G Ramp spots letters in "GUNS N" and the R Ramp spots letters in "ROSES". Your progress is shown by lights in the GnR logo in the center of the playfield. Each shot to a ramp (whether or not you've completed the associated letters) is worth 5M. If the ramp was lit by the opposite Inlane, it's worth 10M. If you alternate the Ramps without missing, the value increases by 5M per hit until you miss. So you could shoot 4 ramps and get 10M, 15M, 20M, and then 25M. When a ramp's timer runs out, the value drops back to 10M. When you light all 10 letters, a 50M hurry up stars. Shooting either ramp collects the current value of the hurry up and freezes the countdown for a few seconds. The round ends when the value reaches 30M. Every shot to a ramp adds to your end of ball bonus: 200K for each G Ramp, and 100K for each R Ramp shot. Mystery Award The Center Scoop and autoplunger can award a Mystery Value, which is usually something good. Awards include: 25M, 50M, Super Kickback (unlimited kickback for the rest of the ball), 20x bonus, Super Pops (2M per hit for the rest of the ball), Mega Pops (3M per hit for the rest of the ball), extra ball, special, Multiball. Light the Center Scoop by hitting the Mini-loop. It takes 2 loops to light the Scoop the first time, then 3 loops the second time, and so on. Choosing Mystery Value from the autoplunger will also increase the number of loops needed to light the Scoop. So, if you choose Mystery at the start of ball 1, you'll need 3 loops to light the Scoop the first time. Each time you hit the Mini-loop, the display tells you how many more hits are needed to light the Scoop. R-O-C-K During normal play, completing the Left Drops spots "R" and "O", and the Right Drops spot "C" and "K" (that's one letter per completion). Spotting a letter is worth 10M. When you complete all four letters, a 100M hurry-up is lit at the Left Orbit. The value freezes while the ball is in the Bumpers, and times out at 20M. If a mode ends while the ROCK countdown is still lit, you cannot start another mode until you collect ROCK or it times out. Guitar Modes GnR has 9 modes, plus the Wizard Bonus. At the start of the game, Matt Scoring will be lit. Each bumper hit moves the lit mode up one (skipping over completed modes, of course). During multiball, the lit mode does not change. A really great and useful feature is the ability to "lock" to currently lit mode. When you lock the mode, it will not change when the Bumpers are hit. Pulling the autoplunger trigger toggles the lit mode between locked and unlocked. When the mode is locked, the red globe above the autoplunger lights. At the start of each ball, and at the end of each mode, the currently lit mode is automatically unlocked. However, if you start a mode while it was locked, at the end of the mode, the globe light will remain lit even though the next mode is unlocked at first. (This has been fixed in later ROM revisions.) Pulling the trigger while a mode is running or during multiball has no effect. In general, only one mode can run at one time. The exception is: if you hve a non-Multiball mode running and Coma is lit at the Right Hole, you can start Coma during the first mode. This not only makes both modes run simultaneously, it also effectively makes the first mode a Multiball mode, which can greatly increase scoring (especially in Matt Scoring). You can also start Multiball at the Right Hole during a one-ball mode. Doing this does not affect the mode, but Multiball displays and animations take precedence over the mode's displays, so you'll have to rely on the playfield lights to know when the mode ends. Another cool feature is the Double shot. When you start certain modes at the Guitar, shooting the Mini-loop increases the value of the mode (it isn't always a true doubling of the mode's value, though). The loop is only lit for a few seconds. Modes started from the autoplunger cannot be doubled. During count-up and hurry-up modes, the count pauses when a bumper is hit, and remains paused for a few seconds after. Extra Ball Awards an extra ball, NQA. This can't be doubled. :( Gilby Rolls A video mode. The display shows a 3/4 overhead view of Gilby riding a motorcycle down a three-lane road. Steer the bike with the flipper buttons. Running down a pedestrian is worth 5M, and passing a car is 1M. Crashing into a car ends the mode. The mode also ends if you survive long enough. There is a string of about three pedestrians at the very end of the mode. (The sequence of cars and pedestrians is always the same.) The Double shot is lit at the end of the mode. Hitting it doubles the point total. After the mode ends, you will probably want to lock the next mode. The mode above Gilby is EB. If you've already collected that, the next mode is the high-scoring Axl 3 Ball. If you've collected THAT too, the next mode is Dizzy Ball, which is a bit tougher but still has high scoring potential. Lite Coma This doesn't immediately start a mode, it lights the Right Hole to start Coma. Coma starts as a 2 ball multiball, with a jackpot of 10M. Each bumper hit adds 250K to the jackpot. Shoot the Right Hole to collect the jackpot. There's also a 20 second timer. Hitting the Right Hole before it runs out launches another ball into play. Coma ends when the timer runs out and only one ball remains in play. Double does not light for this mode. Slash Solo This is a count-up round. The value starts at 20M. Shoot either orbit (you only need to hit the switch in the Right Orbit) or the Mini-loop to collect the current value of the count-up. The mode ends when the count-up reaches 50M. Shooting Double makes the count-up go from 40M to 100M. [Note: the values may differ on other ROM revisions.] Matt Scoring This mode's jackpot starts at 10M. Each switch scores 250K and adds 250K to the jackpot. Every few switch hits increases the switch value by 250K. Shooting the Left Orbit collects the jackpot and doubles the switch value. The mode lasts 20(?) seconds. Hitting Double makes the switch value start at 500K. Super Snake A 50M hurry-up is lit at the G Ramp. Hitting the Ramp collects the hurry-up value and feeds the ball to the Rose Plunger. Each spin in the Snake Pit advances the display 1x-2x-3x. When the ball falls out of the Pit, you are awarded the hurry-up value multiplied by the lit multiplier. The mode ends when the hurry-up counts down to 15M or you collect the points. Hitting Double raises the hurry-up starting value to 100M. Duff Rocks You have 30 seconds to get 10 hits on the DUFF targets in the Captive Ball area. Doing so awards 100M. Hitting Double raises the value to 200M. Dizzy Ball This is a 2 ball multiball. Each ramp hit scores 10M + 1M for each drop target hit. Hitting a ramp also increases the value of the next ramp by 1M. The ramp value has a maximum of 50M. The mode ends when one ball drains. Hitting Double raises the initial ramp value to 20M. Axl 3 Ball This is a 3 ball multiball. The Center Scoop awards Mini-Jackpots, worth 10M plus 1M for each drop target hit, to a max of 30M. The mode ends when 2 balls drain. Hitting Double raises the starting value of the jackpot to 20M. Riot (Wizard Bonus) This is a 6-ball multiball mode. The object is pretty simple: keep the balls in play as long as possible. :>
In addition, hitting either ramp at any time scores 10M. After collecting the Riot Jackpot, it starts over. You need more switches for each letter (I think the second "R" needs 140) and the letter value increases by 20M each time, with no maximum. Each time you reach an objective, a ball is autoplunged (unless there are already 6 balls in play). The mode ends when only one ball remains in play. Matt Scoring will be lit after Riot ends. Multiball To light Multiball, hit the Right Hole to add band members to the stage. Each hit is worth 10M and adds one member. When you get 5 members on the stage, you have a choice. Shooting the Right Hole again will start a 6-ball Multiball with the jackpots starting at 50M. Shooting the G Ramp will send the ball to the Rose Plunger. Each spin in the Snake Pit advances the display 35M-65M-35M-65M-35M. The lit value when the ball falls out will be the base value of jackpots. 4 balls are then autoplunged. Hitting a Ramp collects a jackpot and unlights the ramp. After you hit both ramps, the Right Hole is lit for a 100M jackpot. After you collect the 100M, another ball is launched and both ramps relight for jackpots. Hitting both ramps again lights the Right Hole for 100M. Once you collect the second 100M jackpot, another ball is launched and the Mini-loop is lit for the Super Jackpot, which starts at 250M and increases 1M for each bumper hit. While the regular jackpots are lit, each switch adds 200K to the jackpot values. If you drain all but one ball without hitting either Ramp, you can restart Multiball by hitting the G Ramp or the Right Hole. Jackpots are reset to their base value when Multiball is restarted. For the first two Multiballs, the band members you collect are saved between balls. But starting with the third Multiball, you must collect all 6 on the same ball. If, at the start of ball 3, you haven't started Multiball, it will be lit for you. However, the number of balls you will have and the base value of jackpots depends on how many band members you lit during balls 1 and 2. At the start of ball 3, both Multiball start shots will be lit. The Right Hole will still add a band member before starting Multiball. Here's a list of info regarding multiball when it's lit for you:
Other Scoring and Miscellaneous Stuff
Strategies Getting extra balls The ability to lock the mode pretty much guarantees you one extra ball. If you do not choose Start Guitar Mode when you start a ball, check the mode lights and make note of how many bumper hits it will take to get the lit mode to EB. Listen to the bumpers, and lock the mode after the right number of hits. If you lock EB but don't collect it before draining, just select Start Guitar at the beginning of the next ball to collect it. If Gilby Rolls is the lit mode, catch the ball on the lower left flipper. From that flipper you have a clear shot at the center bumper. Shoot that bumper and lock the mode (which will change to EB) immediately. Backhanding GnR has three shots that are perfect for backhands: the Guitar Saucer, the R Ramp, and the Right Hole. The Guitar Saucer is the hardest of the three to hit, but it's worth doing if your Saucer tends to reject quick shots from the right flipper. You need to flip very early, almost as if you were doing a slingshot post pass. The ball should hit the right side of the metal lane and be guided into the saucer. The R Ramp can be worth tons of points if you can consistently backhand it, especially during Dizzy Ball and the Ramp hurry-up round. Since the R Ramp feeds back to the right flipper (for another backhand shot), you can collect many awards with little effort. :> The Right Hole is nearly always a good target. If there's a mode running, or if EB is the lit mode, then those are better shots, but otherwise I hit the Right Hole whenever I can. Where backhanding comes into play is in how easy the shot seems (to me at least) from the right flipper. It seems much easier, and if you miss, the ball will be moving slower and will be easier to control. Mode Choices My usual strategy is to choose Start Guitar every time. Adding band members is easy to do during play, and if you're consistent on hitting the Mini-Loop, you'll have Mystery lit in no time. After Matt Scoring finishes (that's always the first mode) of course go for the EB. If Gilby Rolls is the lit mode and you have the ball caught, go ahead and play Gilby, and as soon as the ball is kicked back into play, lock the EB mode. After getting the EB, I don't really have a preferred choice of modes. If you have been hitting the Orbits well that game, you should go for Slash Solo. If the captive ball area seems bouncy, go for Duff Rocks. If you can hit the Ramps consistently, go for Dizzy Ball. (Do you see a pattern here?) Basically, any mode can be worth a lot, but take the modes whose shots you're good at first. If you're just having an overall bad day, there's always the video mode, which is worth about 65M (or 130M doubled). Riot Ball About 3 weeks ago I made a change in the way I play Multiball rounds that have more than three balls, and I think it's helped me a lot. In my normal playing stance, the center of my palms rest on the corners of the lockdown bar, and my middle fingers rest on the flipper buttons. I have my left foot placed forward of my right one, and I'm bent over a bit at the waist. I found that I couldn't react quickly enough when several balls were near the flippers. So, the change I made was to stand more upright, feet together, and take my hands off the lockdown bar. The only place I was in contact with the cabinet was the tips of my middle fingers, which rested on the flipper buttons. This new stance made it easier to flail at balls when I needed to, and although my accuracy suffers (since I'm not comfortable playing upright), accuracy isn't that necessary in Riot Ball. Editor's Notes
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