(Topic ID: 278791)

The Official JJP GnR Owners Thread

By Dallas_Pin

3 years ago


Topic Heartbeat

Topic Stats

  • 28,410 posts
  • 1,067 Pinsiders participating
  • Latest reply 19 hours ago by PinMonk
  • Topic is favorited by 473 Pinsiders

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Topic poll

“Which one are you buying”

  • CE 188 votes
    17%
  • LE 634 votes
    57%
  • SE 77 votes
    7%
  • None 218 votes
    20%

(1117 votes)

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Topic index (key posts)

78 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #34 Feature matrix listing differences for each edition. Posted by Dallas_Pin (3 years ago)

Post #414 GNR Manual - link to JJP site Posted by knobstone (3 years ago)

Post #434 Full Song List Posted by Concretehardt (3 years ago)

Post #755 TECH: PLAYFIELD. Guitar Neck Lock Release tip Posted by kermit24 (3 years ago)

Post #1017 TECH: LIGHTING. Troubleshooting spot light motion issues Posted by wdbthree (3 years ago)

Post #3837 How to use jukebox mode Posted by kermit24 (3 years ago)

Post #4098 TECH: PLAYFIELD. Flipper adjustment tips Posted by Eskaybee (3 years ago)

Post #5052 TECH: PLAYFIELD. Shooter rod power. Change barrel spring. Posted by WannaPinball (3 years ago)

Post #5235 Scorbit jjGnR integration FAQ Posted by jsa (3 years ago)


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#423 3 years ago
Quoted from Rockytop:

In with a CE.
If the code hasn't been tweaked, I'll definitely set the ball save time to like 5 seconds if I can, and remove the add a ball at the scoop feature.
I'm not a big fan of flailing around with 4-6 balls...the other balls block your shots too often. It might be better to have the guitar release one ball at a time 30 seconds apart or something and if a ball drains it's gone.

Just so everyone knows from the factory the initial ball save from the plunge is like 2 seconds.

I don't know what the multiball one is though.

#426 3 years ago

That's all fair, I was only speaking to the initial ball save. When we were on location we couldn't get into the menu to see what the other ones were set to.

I will say it did seem a little long when in a mode or multiball, they ball save was on for quite a while.

#430 3 years ago
Quoted from Eskaybee:

This is correct. Fantastic idea, a first in pinball? I do think it may be a little too generous, but maybe something that can be tweaked in settings?
That said, I think we need to learn more about the game before we start harping on all the multiballs. Trust me, I was one of the early ones to flag this, but i've been doing my research and here's what i've gathered:
1. Ball saver timer for song modes and ball locks are all awarded through single ball play.
2. This game looks brutal! From the streams and vids i've seen, people have had a tough time for the most part, staying alive in single ball play. And rightfully so, the shots are close to the flippers and that makes for a fast action game style.
3. After learning more about the rules and 'table', the multiballs don't bother me. However, the add a ball feature still has me concerned and hopefully there's adjustments for it. Add a balls appear to be easy to get and has no limit with the default settings. (I'll see if i can find out more about the add a balls and whether there's a setting to limit it).
4. The multiball rules look stellar, mainly the power chord jackpot > locking balls during multiball and then collecting it. Kevin and Joe said this is a very satisfying rule of the game; this is not available in the SE FYI.
5. The light show is over the top, it was hard to tell in the streams on whether there was any point or logic to multiball. Kevin pointed out many times that the display in the back (like hobbit) explains the objectives. Once i started seeing that display, the inserts and lights started making much more sense. But still hard to tell on a stream.
6. Album modes are qualified after 3 minutes of playing a song(s) in a particular album (keefer said the time can be adjusted in settings - awesome). Then you play the album mode - single ball mode - good luck on this table completing it! I think there's 4 albums total in this game? So that's theorettically approx 12 mins of play + album modes. so approx 15-20 mins to get to the final wizard mode? If so, this is perfect. My personal opinion is that any game that can be completed in <25 minutes is perfect for me as long as it has more to offer next time i push start. And well, most JJP games do.
7. We haven't even discussed patches...
Enjoy boys, JJP crew is hard at work. Game looks awesome.

Per the manual:

https://web.microsoftstream.com/video/5688ad6d-7aa4-4419-9932-738030f58363

Screenshot 2020-10-08 115239.pngScreenshot 2020-10-08 115239.png
#493 3 years ago
Quoted from rai:

You said drain after game is over (or do you mean when the ball is over?).
But if you are multiplayer game does the next player get the balls?

Balls stay locked from player to player.

As far as I could tell it kept track of how many balls each player locked. So if player 1 locks 3, and player 2 locks 1 it will only release 3 balls when player 1 gets multiball. It will then give player one their ball when they start it. That seemed to be the behavior, but we could have been misunderstanding something.

#495 3 years ago
Quoted from rai:

I see so if suppose one ball was already locked by P1 and he drains the P2 locks a ball it should just let one out so there is only one in the ball lock.

Yeah, that seemed to be the case. If I'm wrong I'm sure someone will let me know

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