Quoted from punkin:The rules are too complicated for my tiny brain. It's a great machine but i can't see myself ever figuring all the patch shit out and the rest is just as complicated. Been playing the machines around it a lot more than GnR.
I like a simple ruleset with some variation in what you can go for, so as far as new machines go, think deadpool and AFM.
I think the rules are pretty simple. Think about it as two distinct phases pre-song and song:
PRE-SONG: Goal is to lock balls and get the best booster multiballs going into the song:
Lights: Hits to target on upper playfield, then purple shots
Amps: Spell AMP in the inlane, then yellow shots
Pyro: Hit the pyro target/sling behind Slash's hat, then spinners/switches until the fuse appears, hit action in the sweet spot to collect
Crowd: Hit skill shots and the under flipper shot, then blue shots
The perfect world is to stack all 4, collect several rounds of jackpots, and lock as many balls on the neck as you can.
SONG: Hit the shots for the song (indicated on the small screen), and the scoop. Repeat as much as you can in the song to boost jackpot.
PATCHES:
Now, patches are extra. They really aren't complicated - select which one you want from the action button and collect by spelling the GNR inlane. Each patch tells you what it does on the screen when you select it. THere are patch sets, but there are only a small number of them.
Sets are for the most part color coded the same at the action button.
Pink: Bra/panty set (double bonus)
Orange: amp/hand/firecracker/lights set (unlimited booster multiballs)
Yellow: poster/t-shirt set (reduces power meter decay in songs)