(Topic ID: 290275)

JJP GNR Missed Opportunity

By adamsebas

3 years ago


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Topic Stats

  • 65 posts
  • 35 Pinsiders participating
  • Latest reply 3 years ago by Drenden
  • Topic is favorited by 6 Pinsiders

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    #15 3 years ago

    Nonsense

    You obviously played a non dialed in location turd

    My SE plays fast as lightning and is a flow monster

    It’s got tons of super satisfying shots

    The right ramp shot when you nail it and it hits the side of the cabinet is sex

    Ripping a center spinner and having it loop to the top lanes is sex

    Hitting 3+ inner loops in a row is sex

    The orbits are endless and feel like a wide body, sex.

    The right orbit right ramp combo is my favorite combo in pinball. Sex.

    It’s my favorite game I’ve ever owned.

    #17 3 years ago
    Quoted from LordHumungus:

    And the newest, that never happens.

    It’s actually my oldest game lol, just redid my entire collection.

    You haven’t played it, you would like it. It’s a shooters game. Plays like a stern. Fast as hell.

    #22 3 years ago
    Quoted from wrb1977:

    Not one JJP pin will EVER feel as good as a modern Stern...period. The flippers on JJP pins have always felt lackluster compared to Stern flippers and always will. There is a reason Stern flipper mechs are exclusive to them and are not to be sold to any of their competition. Like it or not, of all the current manufacturers, nothing feels as snappy and shoots as well as a Stern!

    Disagree. I love how sterns feel but JJP did something different with the flippers on GnR. The are more powerful and very easy to control. They feel great.

    #58 3 years ago
    Quoted from HEAD_boss_HOG:

    finally played gnr LE. It looks like the coolest pin in a very long time. lights, art, and PF are very attractive and pleasing to the eye. that said, Eric is NOT pat Lawlor. He doesn't design games the same way. GNR shoots kinda clunky; it's nowhere near as good a shooter as wonka or DI, TBH. however, the art, lights, and mechs (locks, upper PF etc...) and hotrails make this game a serious keeper in a home environment. it's hard to achieve goals, like wonka, but that makes it a keeper too.
    Eric could use some mentoring on shot design and layout. the biggest downfall of GNR is the scoop. Its too frequently used, and disrupts the game IMO. the scoop should've been a wide shot like MET; it would have opened up a lot of real estate in the middle PF for something better and more flowing design on the PF. also, the top hat is a miss. its so large and obstructive, and does nothing to add to the gameplay experience. that's slash's ego right there; his top hat had to be prominent and in your face!
    Overall, no regrets for me. I'm excited to unbox this game at home and play the crap out of it!!

    Sorry I know everyone has an opinion but I don’t think you could be any more off base. This is a great shooter once you put some time on it to learn the shots and dial it in (especially the SE imo). You shouldn’t be hitting the scoop accidentally too often unless you are missing all your other shots...

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