![]() ![]() Two shots are randomly selected shoot them both to light the super jackpot under the upper right flipper. Make Some Noise Multiball – Blue: Spell NOISE by making Skill Shots, then shoot under the upper right flipper when “Noise” is lit to start the Multiball.After the Booster Multiball has been played, it is still possible to max it out by hitting the corresponding shots that started it. 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.Įach 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. Once a song is played, it can’t be replayed. 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. The player also has the ability to change the song by hitting the action button right before the song starts. 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). 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 number of locked balls increases your song’s starting value and increases the song ball save time. Locking all 6 balls will start the currently selected song automatically, so be careful. Locking BallsĪfter 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). 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. Spelling J-A-M at the right inlane lights the JAM target to the left of the scoop for a short time. When the band member inserts turn from flashing to solid, you have qualified them. Dizzy - Roll over the purple keyboard insert below the center scoop enough times.Įach band member is represented in the revolver inserts in the middle of the playfield just above the flippers.Melissa - Roll over the teal keyboard insert below the center scoop enough times.Richard - Shoot the center spinner just to the left of the center scoop enough times.This is usually hit with the mini upper playfield flipper. On the LE/CE this is the VUK that feeds the bass wireform. Duff - Shoot the left ramp enough times.Spinning the record also eventually qualifies Slash Solo mode. Slash - Spin record a certain number of times.The playfield LCD will assist in indicating which letter is selected. Collecting Band MembersĬollect each band member by shooting their corresponding shot on the playfield a certain number of times. Collect all seven band members, then shoot the center scoop to start a song. Once a member has been collected, a ball can be locked by shooting the left ramp. Certain shots on the playfield correspond to the different members. ![]() The main objective of JJP GNR is to collect your seven band members and start a song. ![]()
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