Quoted from Palmer:I think you are both right. You explained how to play and he explained how it feels when playing. I agree with him. I am a bit disappointed with GnR. It is a whole lot of cool lights and musicality and whole lot of not so fun game play. I've played every JJP game quite a bit (and owned a few) and I must say that it is their worst offering by far. It's just not fun to play. All their other games may have some shortcomings but they have all been fun to play. GnR, not so much. After about 100 plays the allure wears off and all the warts begin to show.
Well I'm sorry that it doesn't work for you. I had a lot of trepidation going into this one, not being a GNR fan or a band pin fan.
For us, the allure of maximizing the pre-song setup, then executing in-song without blowing it is a deep hook.
FWIW my wife and I did both go through a phase where we thought "maybe this isn't the game for us" but that was before we -really- started clicking with the rules. During that time Susan was like "Eh, sell it if you want to."
She's now in the "you cannot sell this" camp. We both are
Assuming you still have yours, try giving it another shot, focusing on a few specific goals:
1. First just try and get all 4 multiballs each time before going into a song. Start off one by one, then try for building the stack of all 4.
2. Next try and get the multiballs -and- nail their jackpots. (Some are really rewarding like the under-flipper jackpot for Crowd)
3. Then in-song, understand how to start Band Frenzy by shooting the active band members until all are lit, then spam the center spinner to blow up the jackpot.
4. One you've got that, now start looking at building patches before the song...many of them will spot characters for the whole game, making band frenzy easier to get. I like to get Rose, Fender, Gibson, Vader and Skull...this spots everyone except Richard (spinner) and the keyboardists. Once you get a song with 4-5 band frenzies blowing things up, I bet you'll be hooked.